[
  {
    "path": ".gitattributes",
    "content": "# Auto detect text files and perform LF normalization\n* text=auto\n"
  },
  {
    "path": ".gitignore",
    "content": "## Ignore Visual Studio temporary files, build results, and\n## files generated by popular Visual Studio add-ons.\n##\n## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore\n\n# User-specific files\n*.rsuser\n*.suo\n*.user\n*.userosscache\n*.sln.docstates\n\n# User-specific files (MonoDevelop/Xamarin Studio)\n*.userprefs\n\n# Mono auto generated files\nmono_crash.*\n\n# Build results\n[Dd]ebug/\n[Dd]ebugPublic/\n[Rr]elease/\n[Rr]eleases/\nx64/\nx86/\n[Ww][Ii][Nn]32/\n[Aa][Rr][Mm]/\n[Aa][Rr][Mm]64/\nbld/\n[Bb]in/\n[Oo]bj/\n[Ll]og/\n[Ll]ogs/\n\n# Visual Studio 2015/2017 cache/options directory\n.vs/\n# Uncomment if you have tasks that create the project's static files in wwwroot\n#wwwroot/\n\n# Visual Studio 2017 auto generated files\nGenerated\\ Files/\n\n# MSTest test Results\n[Tt]est[Rr]esult*/\n[Bb]uild[Ll]og.*\n\n# NUnit\n*.VisualState.xml\nTestResult.xml\nnunit-*.xml\n\n# Build Results of an ATL Project\n[Dd]ebugPS/\n[Rr]eleasePS/\ndlldata.c\n\n# Benchmark Results\nBenchmarkDotNet.Artifacts/\n\n# .NET Core\nproject.lock.json\nproject.fragment.lock.json\nartifacts/\n\n# ASP.NET Scaffolding\nScaffoldingReadMe.txt\n\n# StyleCop\nStyleCopReport.xml\n\n# Files built by Visual Studio\n*_i.c\n*_p.c\n*_h.h\n*.ilk\n*.meta\n*.obj\n*.iobj\n*.pch\n*.pdb\n*.ipdb\n*.pgc\n*.pgd\n*.rsp\n*.sbr\n*.tlb\n*.tli\n*.tlh\n*.tmp\n*.tmp_proj\n*_wpftmp.csproj\n*.log\n*.tlog\n*.vspscc\n*.vssscc\n.builds\n*.pidb\n*.svclog\n*.scc\n\n# Chutzpah Test files\n_Chutzpah*\n\n# Visual C++ cache files\nipch/\n*.aps\n*.ncb\n*.opendb\n*.opensdf\n*.sdf\n*.cachefile\n*.VC.db\n*.VC.VC.opendb\n\n# Visual Studio profiler\n*.psess\n*.vsp\n*.vspx\n*.sap\n\n# Visual Studio Trace Files\n*.e2e\n\n# TFS 2012 Local Workspace\n$tf/\n\n# Guidance Automation Toolkit\n*.gpState\n\n# ReSharper is a .NET coding add-in\n_ReSharper*/\n*.[Rr]e[Ss]harper\n*.DotSettings.user\n\n# TeamCity is a build add-in\n_TeamCity*\n\n# DotCover is a Code Coverage Tool\n*.dotCover\n\n# AxoCover is a Code Coverage Tool\n.axoCover/*\n!.axoCover/settings.json\n\n# Coverlet is a free, cross platform Code Coverage Tool\ncoverage*.json\ncoverage*.xml\ncoverage*.info\n\n# Visual Studio code coverage results\n*.coverage\n*.coveragexml\n\n# NCrunch\n_NCrunch_*\n.*crunch*.local.xml\nnCrunchTemp_*\n\n# MightyMoose\n*.mm.*\nAutoTest.Net/\n\n# Web workbench (sass)\n.sass-cache/\n\n# Installshield output folder\n[Ee]xpress/\n\n# DocProject is a documentation generator add-in\nDocProject/buildhelp/\nDocProject/Help/*.HxT\nDocProject/Help/*.HxC\nDocProject/Help/*.hhc\nDocProject/Help/*.hhk\nDocProject/Help/*.hhp\nDocProject/Help/Html2\nDocProject/Help/html\n\n# Click-Once directory\npublish/\n\n# Publish Web Output\n*.[Pp]ublish.xml\n*.azurePubxml\n# Note: Comment the next line if you want to checkin your web deploy settings,\n# but database connection strings (with potential passwords) will be unencrypted\n*.pubxml\n*.publishproj\n\n# Microsoft Azure Web App publish settings. Comment the next line if you want to\n# checkin your Azure Web App publish settings, but sensitive information contained\n# in these scripts will be unencrypted\nPublishScripts/\n\n# NuGet Packages\n*.nupkg\n# NuGet Symbol Packages\n*.snupkg\n# The packages folder can be ignored because of Package Restore\n**/[Pp]ackages/*\n# except build/, which is used as an MSBuild target.\n!**/[Pp]ackages/build/\n# Uncomment if necessary however generally it will be regenerated when needed\n#!**/[Pp]ackages/repositories.config\n# NuGet v3's project.json files produces more ignorable files\n*.nuget.props\n*.nuget.targets\n\n# Microsoft Azure Build Output\ncsx/\n*.build.csdef\n\n# Microsoft Azure Emulator\necf/\nrcf/\n\n# Windows Store app package directories and files\nAppPackages/\nBundleArtifacts/\nPackage.StoreAssociation.xml\n_pkginfo.txt\n*.appx\n*.appxbundle\n*.appxupload\n\n# Visual Studio cache files\n# files ending in .cache can be ignored\n*.[Cc]ache\n# but keep track of directories ending in .cache\n!?*.[Cc]ache/\n\n# Others\nClientBin/\n~$*\n*~\n*.dbmdl\n*.dbproj.schemaview\n*.jfm\n*.pfx\n*.publishsettings\norleans.codegen.cs\n\n# Including strong name files can present a security risk\n# (https://github.com/github/gitignore/pull/2483#issue-259490424)\n#*.snk\n\n# Since there are multiple workflows, uncomment next line to ignore bower_components\n# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)\n#bower_components/\n\n# RIA/Silverlight projects\nGenerated_Code/\n\n# Backup & report files from converting an old project file\n# to a newer Visual Studio version. Backup files are not needed,\n# because we have git ;-)\n_UpgradeReport_Files/\nBackup*/\nUpgradeLog*.XML\nUpgradeLog*.htm\nServiceFabricBackup/\n*.rptproj.bak\n\n# SQL Server files\n*.mdf\n*.ldf\n*.ndf\n\n# Business Intelligence projects\n*.rdl.data\n*.bim.layout\n*.bim_*.settings\n*.rptproj.rsuser\n*- [Bb]ackup.rdl\n*- [Bb]ackup ([0-9]).rdl\n*- [Bb]ackup ([0-9][0-9]).rdl\n\n# Microsoft Fakes\nFakesAssemblies/\n\n# GhostDoc plugin setting file\n*.GhostDoc.xml\n\n# Node.js Tools for Visual Studio\n.ntvs_analysis.dat\nnode_modules/\n\n# Visual Studio 6 build log\n*.plg\n\n# Visual Studio 6 workspace options file\n*.opt\n\n# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)\n*.vbw\n\n# Visual Studio 6 auto-generated project file (contains which files were open etc.)\n*.vbp\n\n# Visual Studio 6 workspace and project file (working project files containing files to include in project)\n*.dsw\n*.dsp\n\n# Visual Studio 6 technical files\n*.ncb\n*.aps\n\n# Visual Studio LightSwitch build output\n**/*.HTMLClient/GeneratedArtifacts\n**/*.DesktopClient/GeneratedArtifacts\n**/*.DesktopClient/ModelManifest.xml\n**/*.Server/GeneratedArtifacts\n**/*.Server/ModelManifest.xml\n_Pvt_Extensions\n\n# Paket dependency manager\n.paket/paket.exe\npaket-files/\n\n# FAKE - F# Make\n.fake/\n\n# CodeRush personal settings\n.cr/personal\n\n# Python Tools for Visual Studio (PTVS)\n__pycache__/\n*.pyc\n\n# Cake - Uncomment if you are using it\n# tools/**\n# !tools/packages.config\n\n# Tabs Studio\n*.tss\n\n# Telerik's JustMock configuration file\n*.jmconfig\n\n# BizTalk build output\n*.btp.cs\n*.btm.cs\n*.odx.cs\n*.xsd.cs\n\n# OpenCover UI analysis results\nOpenCover/\n\n# Azure Stream Analytics local run output\nASALocalRun/\n\n# MSBuild Binary and Structured Log\n*.binlog\n\n# NVidia Nsight GPU debugger configuration file\n*.nvuser\n\n# MFractors (Xamarin productivity tool) working folder\n.mfractor/\n\n# Local History for Visual Studio\n.localhistory/\n\n# Visual Studio History (VSHistory) files\n.vshistory/\n\n# BeatPulse healthcheck temp database\nhealthchecksdb\n\n# Backup folder for Package Reference Convert tool in Visual Studio 2017\nMigrationBackup/\n\n# Ionide (cross platform F# VS Code tools) working folder\n.ionide/\n\n# Fody - auto-generated XML schema\nFodyWeavers.xsd\n\n# VS Code files for those working on multiple tools\n.vscode/*\n!.vscode/settings.json\n!.vscode/tasks.json\n!.vscode/launch.json\n!.vscode/extensions.json\n*.code-workspace\n\n# Local History for Visual Studio Code\n.history/\n\n# Windows Installer files from build outputs\n*.cab\n*.msi\n*.msix\n*.msm\n*.msp\n\n# JetBrains Rider\n*.sln.iml"
  },
  {
    "path": "Dependencies/include/64/GL/eglew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n * Mesa 3-D graphics library\n * Version:  7.0\n *\n * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included\n * in all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL\n * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\n * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\n * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __eglew_h__\n#define __eglew_h__\n#define __EGLEW_H__\n\n#ifdef __eglext_h_\n#error eglext.h included before eglew.h\n#endif\n\n#if defined(__egl_h_)\n#error egl.h included before eglew.h\n#endif\n\n#define __eglext_h_\n\n#define __egl_h_\n\n#ifndef EGLAPIENTRY\n#define EGLAPIENTRY\n#endif\n#ifndef EGLAPI\n#define EGLAPI extern\n#endif\n\n/* EGL Types */\n#include <sys/types.h>\n\n#include <KHR/khrplatform.h>\n#include <EGL/eglplatform.h>\n\n#include <GL/glew.h>\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef int32_t EGLint;\n\ntypedef unsigned int EGLBoolean;\ntypedef void *EGLDisplay;\ntypedef void *EGLConfig;\ntypedef void *EGLSurface;\ntypedef void *EGLContext;\ntypedef void (*__eglMustCastToProperFunctionPointerType)(void);\n\ntypedef unsigned int EGLenum;\ntypedef void *EGLClientBuffer;\n\ntypedef void *EGLSync;\ntypedef intptr_t EGLAttrib;\ntypedef khronos_utime_nanoseconds_t EGLTime;\ntypedef void *EGLImage;\n\ntypedef void *EGLSyncKHR;\ntypedef intptr_t EGLAttribKHR;\ntypedef void *EGLLabelKHR;\ntypedef void *EGLObjectKHR;\ntypedef void (EGLAPIENTRY  *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message);\ntypedef khronos_utime_nanoseconds_t EGLTimeKHR;\ntypedef void *EGLImageKHR;\ntypedef void *EGLStreamKHR;\ntypedef khronos_uint64_t EGLuint64KHR;\ntypedef int EGLNativeFileDescriptorKHR;\ntypedef khronos_ssize_t EGLsizeiANDROID;\ntypedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize);\ntypedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize);\ntypedef void *EGLDeviceEXT;\ntypedef void *EGLOutputLayerEXT;\ntypedef void *EGLOutputPortEXT;\ntypedef void *EGLSyncNV;\ntypedef khronos_utime_nanoseconds_t EGLTimeNV;\ntypedef khronos_utime_nanoseconds_t EGLuint64NV;\ntypedef khronos_stime_nanoseconds_t EGLnsecsANDROID;\n\nstruct EGLClientPixmapHI;\n\n#define EGL_DONT_CARE                     ((EGLint)-1)\n\n#define EGL_NO_CONTEXT                    ((EGLContext)0)\n#define EGL_NO_DISPLAY                    ((EGLDisplay)0)\n#define EGL_NO_IMAGE                      ((EGLImage)0)\n#define EGL_NO_SURFACE                    ((EGLSurface)0)\n#define EGL_NO_SYNC                       ((EGLSync)0)\n\n#define EGL_UNKNOWN                       ((EGLint)-1)\n\n#define EGL_DEFAULT_DISPLAY               ((EGLNativeDisplayType)0)\n\nEGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname);\n/* ---------------------------- EGL_VERSION_1_0 ---------------------------- */\n\n#ifndef EGL_VERSION_1_0\n#define EGL_VERSION_1_0 1\n\n#define EGL_FALSE 0\n#define EGL_PBUFFER_BIT 0x0001\n#define EGL_TRUE 1\n#define EGL_PIXMAP_BIT 0x0002\n#define EGL_WINDOW_BIT 0x0004\n#define EGL_SUCCESS 0x3000\n#define EGL_NOT_INITIALIZED 0x3001\n#define EGL_BAD_ACCESS 0x3002\n#define EGL_BAD_ALLOC 0x3003\n#define EGL_BAD_ATTRIBUTE 0x3004\n#define EGL_BAD_CONFIG 0x3005\n#define EGL_BAD_CONTEXT 0x3006\n#define EGL_BAD_CURRENT_SURFACE 0x3007\n#define EGL_BAD_DISPLAY 0x3008\n#define EGL_BAD_MATCH 0x3009\n#define EGL_BAD_NATIVE_PIXMAP 0x300A\n#define EGL_BAD_NATIVE_WINDOW 0x300B\n#define EGL_BAD_PARAMETER 0x300C\n#define EGL_BAD_SURFACE 0x300D\n#define EGL_BUFFER_SIZE 0x3020\n#define EGL_ALPHA_SIZE 0x3021\n#define EGL_BLUE_SIZE 0x3022\n#define EGL_GREEN_SIZE 0x3023\n#define EGL_RED_SIZE 0x3024\n#define EGL_DEPTH_SIZE 0x3025\n#define EGL_STENCIL_SIZE 0x3026\n#define EGL_CONFIG_CAVEAT 0x3027\n#define EGL_CONFIG_ID 0x3028\n#define EGL_LEVEL 0x3029\n#define EGL_MAX_PBUFFER_HEIGHT 0x302A\n#define EGL_MAX_PBUFFER_PIXELS 0x302B\n#define EGL_MAX_PBUFFER_WIDTH 0x302C\n#define EGL_NATIVE_RENDERABLE 0x302D\n#define EGL_NATIVE_VISUAL_ID 0x302E\n#define EGL_NATIVE_VISUAL_TYPE 0x302F\n#define EGL_SAMPLES 0x3031\n#define EGL_SAMPLE_BUFFERS 0x3032\n#define EGL_SURFACE_TYPE 0x3033\n#define EGL_TRANSPARENT_TYPE 0x3034\n#define EGL_TRANSPARENT_BLUE_VALUE 0x3035\n#define EGL_TRANSPARENT_GREEN_VALUE 0x3036\n#define EGL_TRANSPARENT_RED_VALUE 0x3037\n#define EGL_NONE 0x3038\n#define EGL_SLOW_CONFIG 0x3050\n#define EGL_NON_CONFORMANT_CONFIG 0x3051\n#define EGL_TRANSPARENT_RGB 0x3052\n#define EGL_VENDOR 0x3053\n#define EGL_VERSION 0x3054\n#define EGL_EXTENSIONS 0x3055\n#define EGL_HEIGHT 0x3056\n#define EGL_WIDTH 0x3057\n#define EGL_LARGEST_PBUFFER 0x3058\n#define EGL_DRAW 0x3059\n#define EGL_READ 0x305A\n#define EGL_CORE_NATIVE_ENGINE 0x305B\n\ntypedef EGLBoolean  ( * PFNEGLCHOOSECONFIGPROC) (EGLDisplay  dpy, const EGLint * attrib_list, EGLConfig * configs, EGLint  config_size, EGLint * num_config);\ntypedef EGLBoolean  ( * PFNEGLCOPYBUFFERSPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLNativePixmapType  target);\ntypedef EGLContext  ( * PFNEGLCREATECONTEXTPROC) (EGLDisplay  dpy, EGLConfig  config, EGLContext  share_context, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, EGLNativePixmapType  pixmap, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, EGLNativeWindowType  win, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYCONTEXTPROC) (EGLDisplay  dpy, EGLContext  ctx);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSURFACEPROC) (EGLDisplay  dpy, EGLSurface  surface);\ntypedef EGLBoolean  ( * PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay  dpy, EGLConfig  config, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLGETCONFIGSPROC) (EGLDisplay  dpy, EGLConfig * configs, EGLint  config_size, EGLint * num_config);\ntypedef EGLDisplay  ( * PFNEGLGETCURRENTDISPLAYPROC) ( void );\ntypedef EGLSurface  ( * PFNEGLGETCURRENTSURFACEPROC) (EGLint  readdraw);\ntypedef EGLDisplay  ( * PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType  display_id);\ntypedef EGLint  ( * PFNEGLGETERRORPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLINITIALIZEPROC) (EGLDisplay  dpy, EGLint * major, EGLint * minor);\ntypedef EGLBoolean  ( * PFNEGLMAKECURRENTPROC) (EGLDisplay  dpy, EGLSurface  draw, EGLSurface  read, EGLContext  ctx);\ntypedef EGLBoolean  ( * PFNEGLQUERYCONTEXTPROC) (EGLDisplay  dpy, EGLContext  ctx, EGLint  attribute, EGLint * value);\ntypedef const char * ( * PFNEGLQUERYSTRINGPROC) (EGLDisplay  dpy, EGLint  name);\ntypedef EGLBoolean  ( * PFNEGLQUERYSURFACEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSPROC) (EGLDisplay  dpy, EGLSurface  surface);\ntypedef EGLBoolean  ( * PFNEGLTERMINATEPROC) (EGLDisplay  dpy);\ntypedef EGLBoolean  ( * PFNEGLWAITGLPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLWAITNATIVEPROC) (EGLint  engine);\n\n#define eglChooseConfig EGLEW_GET_FUN(__eglewChooseConfig)\n#define eglCopyBuffers EGLEW_GET_FUN(__eglewCopyBuffers)\n#define eglCreateContext EGLEW_GET_FUN(__eglewCreateContext)\n#define eglCreatePbufferSurface EGLEW_GET_FUN(__eglewCreatePbufferSurface)\n#define eglCreatePixmapSurface EGLEW_GET_FUN(__eglewCreatePixmapSurface)\n#define eglCreateWindowSurface EGLEW_GET_FUN(__eglewCreateWindowSurface)\n#define eglDestroyContext EGLEW_GET_FUN(__eglewDestroyContext)\n#define eglDestroySurface EGLEW_GET_FUN(__eglewDestroySurface)\n#define eglGetConfigAttrib EGLEW_GET_FUN(__eglewGetConfigAttrib)\n#define eglGetConfigs EGLEW_GET_FUN(__eglewGetConfigs)\n#define eglGetCurrentDisplay EGLEW_GET_FUN(__eglewGetCurrentDisplay)\n#define eglGetCurrentSurface EGLEW_GET_FUN(__eglewGetCurrentSurface)\n#define eglGetDisplay EGLEW_GET_FUN(__eglewGetDisplay)\n#define eglGetError EGLEW_GET_FUN(__eglewGetError)\n#define eglInitialize EGLEW_GET_FUN(__eglewInitialize)\n#define eglMakeCurrent EGLEW_GET_FUN(__eglewMakeCurrent)\n#define eglQueryContext EGLEW_GET_FUN(__eglewQueryContext)\n#define eglQueryString EGLEW_GET_FUN(__eglewQueryString)\n#define eglQuerySurface EGLEW_GET_FUN(__eglewQuerySurface)\n#define eglSwapBuffers EGLEW_GET_FUN(__eglewSwapBuffers)\n#define eglTerminate EGLEW_GET_FUN(__eglewTerminate)\n#define eglWaitGL EGLEW_GET_FUN(__eglewWaitGL)\n#define eglWaitNative EGLEW_GET_FUN(__eglewWaitNative)\n\n#define EGLEW_VERSION_1_0 EGLEW_GET_VAR(__EGLEW_VERSION_1_0)\n\n#endif /* EGL_VERSION_1_0 */\n\n/* ---------------------------- EGL_VERSION_1_1 ---------------------------- */\n\n#ifndef EGL_VERSION_1_1\n#define EGL_VERSION_1_1 1\n\n#define EGL_CONTEXT_LOST 0x300E\n#define EGL_BIND_TO_TEXTURE_RGB 0x3039\n#define EGL_BIND_TO_TEXTURE_RGBA 0x303A\n#define EGL_MIN_SWAP_INTERVAL 0x303B\n#define EGL_MAX_SWAP_INTERVAL 0x303C\n#define EGL_NO_TEXTURE 0x305C\n#define EGL_TEXTURE_RGB 0x305D\n#define EGL_TEXTURE_RGBA 0x305E\n#define EGL_TEXTURE_2D 0x305F\n#define EGL_TEXTURE_FORMAT 0x3080\n#define EGL_TEXTURE_TARGET 0x3081\n#define EGL_MIPMAP_TEXTURE 0x3082\n#define EGL_MIPMAP_LEVEL 0x3083\n#define EGL_BACK_BUFFER 0x3084\n\ntypedef EGLBoolean  ( * PFNEGLBINDTEXIMAGEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  buffer);\ntypedef EGLBoolean  ( * PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  buffer);\ntypedef EGLBoolean  ( * PFNEGLSURFACEATTRIBPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, EGLint  value);\ntypedef EGLBoolean  ( * PFNEGLSWAPINTERVALPROC) (EGLDisplay  dpy, EGLint  interval);\n\n#define eglBindTexImage EGLEW_GET_FUN(__eglewBindTexImage)\n#define eglReleaseTexImage EGLEW_GET_FUN(__eglewReleaseTexImage)\n#define eglSurfaceAttrib EGLEW_GET_FUN(__eglewSurfaceAttrib)\n#define eglSwapInterval EGLEW_GET_FUN(__eglewSwapInterval)\n\n#define EGLEW_VERSION_1_1 EGLEW_GET_VAR(__EGLEW_VERSION_1_1)\n\n#endif /* EGL_VERSION_1_1 */\n\n/* ---------------------------- EGL_VERSION_1_2 ---------------------------- */\n\n#ifndef EGL_VERSION_1_2\n#define EGL_VERSION_1_2 1\n\n#define EGL_OPENGL_ES_BIT 0x0001\n#define EGL_OPENVG_BIT 0x0002\n#define EGL_LUMINANCE_SIZE 0x303D\n#define EGL_ALPHA_MASK_SIZE 0x303E\n#define EGL_COLOR_BUFFER_TYPE 0x303F\n#define EGL_RENDERABLE_TYPE 0x3040\n#define EGL_SINGLE_BUFFER 0x3085\n#define EGL_RENDER_BUFFER 0x3086\n#define EGL_COLORSPACE 0x3087\n#define EGL_ALPHA_FORMAT 0x3088\n#define EGL_COLORSPACE_LINEAR 0x308A\n#define EGL_ALPHA_FORMAT_NONPRE 0x308B\n#define EGL_ALPHA_FORMAT_PRE 0x308C\n#define EGL_CLIENT_APIS 0x308D\n#define EGL_RGB_BUFFER 0x308E\n#define EGL_LUMINANCE_BUFFER 0x308F\n#define EGL_HORIZONTAL_RESOLUTION 0x3090\n#define EGL_VERTICAL_RESOLUTION 0x3091\n#define EGL_PIXEL_ASPECT_RATIO 0x3092\n#define EGL_SWAP_BEHAVIOR 0x3093\n#define EGL_BUFFER_PRESERVED 0x3094\n#define EGL_BUFFER_DESTROYED 0x3095\n#define EGL_OPENVG_IMAGE 0x3096\n#define EGL_CONTEXT_CLIENT_TYPE 0x3097\n#define EGL_OPENGL_ES_API 0x30A0\n#define EGL_OPENVG_API 0x30A1\n#define EGL_DISPLAY_SCALING 10000\n\ntypedef EGLBoolean  ( * PFNEGLBINDAPIPROC) (EGLenum  api);\ntypedef EGLSurface  ( * PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay  dpy, EGLenum  buftype, EGLClientBuffer  buffer, EGLConfig  config, const EGLint * attrib_list);\ntypedef EGLenum  ( * PFNEGLQUERYAPIPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLRELEASETHREADPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLWAITCLIENTPROC) ( void );\n\n#define eglBindAPI EGLEW_GET_FUN(__eglewBindAPI)\n#define eglCreatePbufferFromClientBuffer EGLEW_GET_FUN(__eglewCreatePbufferFromClientBuffer)\n#define eglQueryAPI EGLEW_GET_FUN(__eglewQueryAPI)\n#define eglReleaseThread EGLEW_GET_FUN(__eglewReleaseThread)\n#define eglWaitClient EGLEW_GET_FUN(__eglewWaitClient)\n\n#define EGLEW_VERSION_1_2 EGLEW_GET_VAR(__EGLEW_VERSION_1_2)\n\n#endif /* EGL_VERSION_1_2 */\n\n/* ---------------------------- EGL_VERSION_1_3 ---------------------------- */\n\n#ifndef EGL_VERSION_1_3\n#define EGL_VERSION_1_3 1\n\n#define EGL_OPENGL_ES2_BIT 0x0004\n#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020\n#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040\n#define EGL_MATCH_NATIVE_PIXMAP 0x3041\n#define EGL_CONFORMANT 0x3042\n#define EGL_VG_COLORSPACE 0x3087\n#define EGL_VG_ALPHA_FORMAT 0x3088\n#define EGL_VG_COLORSPACE_LINEAR 0x308A\n#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B\n#define EGL_VG_ALPHA_FORMAT_PRE 0x308C\n#define EGL_CONTEXT_CLIENT_VERSION 0x3098\n\n#define EGLEW_VERSION_1_3 EGLEW_GET_VAR(__EGLEW_VERSION_1_3)\n\n#endif /* EGL_VERSION_1_3 */\n\n/* ---------------------------- EGL_VERSION_1_4 ---------------------------- */\n\n#ifndef EGL_VERSION_1_4\n#define EGL_VERSION_1_4 1\n\n#define EGL_OPENGL_BIT 0x0008\n#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200\n#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400\n#define EGL_MULTISAMPLE_RESOLVE 0x3099\n#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A\n#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B\n#define EGL_OPENGL_API 0x30A2\n\ntypedef EGLContext  ( * PFNEGLGETCURRENTCONTEXTPROC) ( void );\n\n#define eglGetCurrentContext EGLEW_GET_FUN(__eglewGetCurrentContext)\n\n#define EGLEW_VERSION_1_4 EGLEW_GET_VAR(__EGLEW_VERSION_1_4)\n\n#endif /* EGL_VERSION_1_4 */\n\n/* ---------------------------- EGL_VERSION_1_5 ---------------------------- */\n\n#ifndef EGL_VERSION_1_5\n#define EGL_VERSION_1_5 1\n\n#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001\n#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001\n#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002\n#define EGL_OPENGL_ES3_BIT 0x00000040\n#define EGL_GL_COLORSPACE_SRGB 0x3089\n#define EGL_GL_COLORSPACE_LINEAR 0x308A\n#define EGL_CONTEXT_MAJOR_VERSION 0x3098\n#define EGL_CL_EVENT_HANDLE 0x309C\n#define EGL_GL_COLORSPACE 0x309D\n#define EGL_GL_TEXTURE_2D 0x30B1\n#define EGL_GL_TEXTURE_3D 0x30B2\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8\n#define EGL_GL_RENDERBUFFER 0x30B9\n#define EGL_GL_TEXTURE_LEVEL 0x30BC\n#define EGL_GL_TEXTURE_ZOFFSET 0x30BD\n#define EGL_IMAGE_PRESERVED 0x30D2\n#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0\n#define EGL_SYNC_STATUS 0x30F1\n#define EGL_SIGNALED 0x30F2\n#define EGL_UNSIGNALED 0x30F3\n#define EGL_TIMEOUT_EXPIRED 0x30F5\n#define EGL_CONDITION_SATISFIED 0x30F6\n#define EGL_SYNC_TYPE 0x30F7\n#define EGL_SYNC_CONDITION 0x30F8\n#define EGL_SYNC_FENCE 0x30F9\n#define EGL_CONTEXT_MINOR_VERSION 0x30FB\n#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD\n#define EGL_SYNC_CL_EVENT 0x30FE\n#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF\n#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0\n#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1\n#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2\n#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD\n#define EGL_NO_RESET_NOTIFICATION 0x31BE\n#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF\n#define EGL_FOREVER 0xFFFFFFFFFFFFFFFF\n\ntypedef EGLint  ( * PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay  dpy, EGLSync  sync, EGLint  flags, EGLTime  timeout);\ntypedef EGLImage  ( * PFNEGLCREATEIMAGEPROC) (EGLDisplay  dpy, EGLContext  ctx, EGLenum  target, EGLClientBuffer  buffer, const EGLAttrib * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_pixmap, const EGLAttrib * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_window, const EGLAttrib * attrib_list);\ntypedef EGLSync  ( * PFNEGLCREATESYNCPROC) (EGLDisplay  dpy, EGLenum  type, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYIMAGEPROC) (EGLDisplay  dpy, EGLImage  image);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSYNCPROC) (EGLDisplay  dpy, EGLSync  sync);\ntypedef EGLDisplay  ( * PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum  platform, void * native_display, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLGETSYNCATTRIBPROC) (EGLDisplay  dpy, EGLSync  sync, EGLint  attribute, EGLAttrib * value);\ntypedef EGLBoolean  ( * PFNEGLWAITSYNCPROC) (EGLDisplay  dpy, EGLSync  sync, EGLint  flags);\n\n#define eglClientWaitSync EGLEW_GET_FUN(__eglewClientWaitSync)\n#define eglCreateImage EGLEW_GET_FUN(__eglewCreateImage)\n#define eglCreatePlatformPixmapSurface EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurface)\n#define eglCreatePlatformWindowSurface EGLEW_GET_FUN(__eglewCreatePlatformWindowSurface)\n#define eglCreateSync EGLEW_GET_FUN(__eglewCreateSync)\n#define eglDestroyImage EGLEW_GET_FUN(__eglewDestroyImage)\n#define eglDestroySync EGLEW_GET_FUN(__eglewDestroySync)\n#define eglGetPlatformDisplay EGLEW_GET_FUN(__eglewGetPlatformDisplay)\n#define eglGetSyncAttrib EGLEW_GET_FUN(__eglewGetSyncAttrib)\n#define eglWaitSync EGLEW_GET_FUN(__eglewWaitSync)\n\n#define EGLEW_VERSION_1_5 EGLEW_GET_VAR(__EGLEW_VERSION_1_5)\n\n#endif /* EGL_VERSION_1_5 */\n\n/* ------------------------- EGL_ANDROID_blob_cache ------------------------ */\n\n#ifndef EGL_ANDROID_blob_cache\n#define EGL_ANDROID_blob_cache 1\n\ntypedef void  ( * PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay  dpy, EGLSetBlobFuncANDROID  set, EGLGetBlobFuncANDROID  get);\n\n#define eglSetBlobCacheFuncsANDROID EGLEW_GET_FUN(__eglewSetBlobCacheFuncsANDROID)\n\n#define EGLEW_ANDROID_blob_cache EGLEW_GET_VAR(__EGLEW_ANDROID_blob_cache)\n\n#endif /* EGL_ANDROID_blob_cache */\n\n/* ---------------- EGL_ANDROID_create_native_client_buffer ---------------- */\n\n#ifndef EGL_ANDROID_create_native_client_buffer\n#define EGL_ANDROID_create_native_client_buffer 1\n\n#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001\n#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002\n#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004\n#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143\n\ntypedef EGLClientBuffer  ( * PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint * attrib_list);\n\n#define eglCreateNativeClientBufferANDROID EGLEW_GET_FUN(__eglewCreateNativeClientBufferANDROID)\n\n#define EGLEW_ANDROID_create_native_client_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_create_native_client_buffer)\n\n#endif /* EGL_ANDROID_create_native_client_buffer */\n\n/* --------------------- EGL_ANDROID_framebuffer_target -------------------- */\n\n#ifndef EGL_ANDROID_framebuffer_target\n#define EGL_ANDROID_framebuffer_target 1\n\n#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147\n\n#define EGLEW_ANDROID_framebuffer_target EGLEW_GET_VAR(__EGLEW_ANDROID_framebuffer_target)\n\n#endif /* EGL_ANDROID_framebuffer_target */\n\n/* ----------------- EGL_ANDROID_front_buffer_auto_refresh ----------------- */\n\n#ifndef EGL_ANDROID_front_buffer_auto_refresh\n#define EGL_ANDROID_front_buffer_auto_refresh 1\n\n#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C\n\n#define EGLEW_ANDROID_front_buffer_auto_refresh EGLEW_GET_VAR(__EGLEW_ANDROID_front_buffer_auto_refresh)\n\n#endif /* EGL_ANDROID_front_buffer_auto_refresh */\n\n/* -------------------- EGL_ANDROID_image_native_buffer -------------------- */\n\n#ifndef EGL_ANDROID_image_native_buffer\n#define EGL_ANDROID_image_native_buffer 1\n\n#define EGL_NATIVE_BUFFER_ANDROID 0x3140\n\n#define EGLEW_ANDROID_image_native_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_image_native_buffer)\n\n#endif /* EGL_ANDROID_image_native_buffer */\n\n/* --------------------- EGL_ANDROID_native_fence_sync --------------------- */\n\n#ifndef EGL_ANDROID_native_fence_sync\n#define EGL_ANDROID_native_fence_sync 1\n\n#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144\n#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145\n#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146\n\ntypedef EGLint  ( * PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay  dpy, EGLSyncKHR  sync);\n\n#define eglDupNativeFenceFDANDROID EGLEW_GET_FUN(__eglewDupNativeFenceFDANDROID)\n\n#define EGLEW_ANDROID_native_fence_sync EGLEW_GET_VAR(__EGLEW_ANDROID_native_fence_sync)\n\n#endif /* EGL_ANDROID_native_fence_sync */\n\n/* --------------------- EGL_ANDROID_presentation_time --------------------- */\n\n#ifndef EGL_ANDROID_presentation_time\n#define EGL_ANDROID_presentation_time 1\n\ntypedef EGLBoolean  ( * PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLnsecsANDROID  time);\n\n#define eglPresentationTimeANDROID EGLEW_GET_FUN(__eglewPresentationTimeANDROID)\n\n#define EGLEW_ANDROID_presentation_time EGLEW_GET_VAR(__EGLEW_ANDROID_presentation_time)\n\n#endif /* EGL_ANDROID_presentation_time */\n\n/* ------------------------- EGL_ANDROID_recordable ------------------------ */\n\n#ifndef EGL_ANDROID_recordable\n#define EGL_ANDROID_recordable 1\n\n#define EGL_RECORDABLE_ANDROID 0x3142\n\n#define EGLEW_ANDROID_recordable EGLEW_GET_VAR(__EGLEW_ANDROID_recordable)\n\n#endif /* EGL_ANDROID_recordable */\n\n/* ---------------- EGL_ANGLE_d3d_share_handle_client_buffer --------------- */\n\n#ifndef EGL_ANGLE_d3d_share_handle_client_buffer\n#define EGL_ANGLE_d3d_share_handle_client_buffer 1\n\n#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200\n\n#define EGLEW_ANGLE_d3d_share_handle_client_buffer EGLEW_GET_VAR(__EGLEW_ANGLE_d3d_share_handle_client_buffer)\n\n#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */\n\n/* -------------------------- EGL_ANGLE_device_d3d ------------------------- */\n\n#ifndef EGL_ANGLE_device_d3d\n#define EGL_ANGLE_device_d3d 1\n\n#define EGL_D3D9_DEVICE_ANGLE 0x33A0\n#define EGL_D3D11_DEVICE_ANGLE 0x33A1\n\n#define EGLEW_ANGLE_device_d3d EGLEW_GET_VAR(__EGLEW_ANGLE_device_d3d)\n\n#endif /* EGL_ANGLE_device_d3d */\n\n/* -------------------- EGL_ANGLE_query_surface_pointer -------------------- */\n\n#ifndef EGL_ANGLE_query_surface_pointer\n#define EGL_ANGLE_query_surface_pointer 1\n\ntypedef EGLBoolean  ( * PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, void ** value);\n\n#define eglQuerySurfacePointerANGLE EGLEW_GET_FUN(__eglewQuerySurfacePointerANGLE)\n\n#define EGLEW_ANGLE_query_surface_pointer EGLEW_GET_VAR(__EGLEW_ANGLE_query_surface_pointer)\n\n#endif /* EGL_ANGLE_query_surface_pointer */\n\n/* ------------- EGL_ANGLE_surface_d3d_texture_2d_share_handle ------------- */\n\n#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle\n#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1\n\n#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200\n\n#define EGLEW_ANGLE_surface_d3d_texture_2d_share_handle EGLEW_GET_VAR(__EGLEW_ANGLE_surface_d3d_texture_2d_share_handle)\n\n#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */\n\n/* ---------------------- EGL_ANGLE_window_fixed_size ---------------------- */\n\n#ifndef EGL_ANGLE_window_fixed_size\n#define EGL_ANGLE_window_fixed_size 1\n\n#define EGL_FIXED_SIZE_ANGLE 0x3201\n\n#define EGLEW_ANGLE_window_fixed_size EGLEW_GET_VAR(__EGLEW_ANGLE_window_fixed_size)\n\n#endif /* EGL_ANGLE_window_fixed_size */\n\n/* --------------------- EGL_ARM_implicit_external_sync -------------------- */\n\n#ifndef EGL_ARM_implicit_external_sync\n#define EGL_ARM_implicit_external_sync 1\n\n#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A\n\n#define EGLEW_ARM_implicit_external_sync EGLEW_GET_VAR(__EGLEW_ARM_implicit_external_sync)\n\n#endif /* EGL_ARM_implicit_external_sync */\n\n/* ------------------- EGL_ARM_pixmap_multisample_discard ------------------ */\n\n#ifndef EGL_ARM_pixmap_multisample_discard\n#define EGL_ARM_pixmap_multisample_discard 1\n\n#define EGL_DISCARD_SAMPLES_ARM 0x3286\n\n#define EGLEW_ARM_pixmap_multisample_discard EGLEW_GET_VAR(__EGLEW_ARM_pixmap_multisample_discard)\n\n#endif /* EGL_ARM_pixmap_multisample_discard */\n\n/* --------------------------- EGL_EXT_buffer_age -------------------------- */\n\n#ifndef EGL_EXT_buffer_age\n#define EGL_EXT_buffer_age 1\n\n#define EGL_BUFFER_AGE_EXT 0x313D\n\n#define EGLEW_EXT_buffer_age EGLEW_GET_VAR(__EGLEW_EXT_buffer_age)\n\n#endif /* EGL_EXT_buffer_age */\n\n/* ----------------------- EGL_EXT_client_extensions ----------------------- */\n\n#ifndef EGL_EXT_client_extensions\n#define EGL_EXT_client_extensions 1\n\n#define EGLEW_EXT_client_extensions EGLEW_GET_VAR(__EGLEW_EXT_client_extensions)\n\n#endif /* EGL_EXT_client_extensions */\n\n/* ------------------- EGL_EXT_create_context_robustness ------------------- */\n\n#ifndef EGL_EXT_create_context_robustness\n#define EGL_EXT_create_context_robustness 1\n\n#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF\n#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138\n#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE\n#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF\n\n#define EGLEW_EXT_create_context_robustness EGLEW_GET_VAR(__EGLEW_EXT_create_context_robustness)\n\n#endif /* EGL_EXT_create_context_robustness */\n\n/* -------------------------- EGL_EXT_device_base -------------------------- */\n\n#ifndef EGL_EXT_device_base\n#define EGL_EXT_device_base 1\n\n#define EGL_BAD_DEVICE_EXT 0x322B\n#define EGL_DEVICE_EXT 0x322C\n\n#define EGLEW_EXT_device_base EGLEW_GET_VAR(__EGLEW_EXT_device_base)\n\n#endif /* EGL_EXT_device_base */\n\n/* --------------------------- EGL_EXT_device_drm -------------------------- */\n\n#ifndef EGL_EXT_device_drm\n#define EGL_EXT_device_drm 1\n\n#define EGL_DRM_DEVICE_FILE_EXT 0x3233\n\n#define EGLEW_EXT_device_drm EGLEW_GET_VAR(__EGLEW_EXT_device_drm)\n\n#endif /* EGL_EXT_device_drm */\n\n/* ----------------------- EGL_EXT_device_enumeration ---------------------- */\n\n#ifndef EGL_EXT_device_enumeration\n#define EGL_EXT_device_enumeration 1\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDEVICESEXTPROC) (EGLint  max_devices, EGLDeviceEXT * devices, EGLint * num_devices);\n\n#define eglQueryDevicesEXT EGLEW_GET_FUN(__eglewQueryDevicesEXT)\n\n#define EGLEW_EXT_device_enumeration EGLEW_GET_VAR(__EGLEW_EXT_device_enumeration)\n\n#endif /* EGL_EXT_device_enumeration */\n\n/* ------------------------- EGL_EXT_device_openwf ------------------------- */\n\n#ifndef EGL_EXT_device_openwf\n#define EGL_EXT_device_openwf 1\n\n#define EGL_OPENWF_DEVICE_ID_EXT 0x3237\n\n#define EGLEW_EXT_device_openwf EGLEW_GET_VAR(__EGLEW_EXT_device_openwf)\n\n#endif /* EGL_EXT_device_openwf */\n\n/* -------------------------- EGL_EXT_device_query ------------------------- */\n\n#ifndef EGL_EXT_device_query\n#define EGL_EXT_device_query 1\n\n#define EGL_BAD_DEVICE_EXT 0x322B\n#define EGL_DEVICE_EXT 0x322C\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT  device, EGLint  attribute, EGLAttrib * value);\ntypedef const char * ( * PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT  device, EGLint  name);\ntypedef EGLBoolean  ( * PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay  dpy, EGLint  attribute, EGLAttrib * value);\n\n#define eglQueryDeviceAttribEXT EGLEW_GET_FUN(__eglewQueryDeviceAttribEXT)\n#define eglQueryDeviceStringEXT EGLEW_GET_FUN(__eglewQueryDeviceStringEXT)\n#define eglQueryDisplayAttribEXT EGLEW_GET_FUN(__eglewQueryDisplayAttribEXT)\n\n#define EGLEW_EXT_device_query EGLEW_GET_VAR(__EGLEW_EXT_device_query)\n\n#endif /* EGL_EXT_device_query */\n\n/* ------------------ EGL_EXT_gl_colorspace_bt2020_linear ------------------ */\n\n#ifndef EGL_EXT_gl_colorspace_bt2020_linear\n#define EGL_EXT_gl_colorspace_bt2020_linear 1\n\n#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F\n\n#define EGLEW_EXT_gl_colorspace_bt2020_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_linear)\n\n#endif /* EGL_EXT_gl_colorspace_bt2020_linear */\n\n/* -------------------- EGL_EXT_gl_colorspace_bt2020_pq -------------------- */\n\n#ifndef EGL_EXT_gl_colorspace_bt2020_pq\n#define EGL_EXT_gl_colorspace_bt2020_pq 1\n\n#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340\n\n#define EGLEW_EXT_gl_colorspace_bt2020_pq EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_pq)\n\n#endif /* EGL_EXT_gl_colorspace_bt2020_pq */\n\n/* ------------------- EGL_EXT_gl_colorspace_scrgb_linear ------------------ */\n\n#ifndef EGL_EXT_gl_colorspace_scrgb_linear\n#define EGL_EXT_gl_colorspace_scrgb_linear 1\n\n#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350\n\n#define EGLEW_EXT_gl_colorspace_scrgb_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_scrgb_linear)\n\n#endif /* EGL_EXT_gl_colorspace_scrgb_linear */\n\n/* ---------------------- EGL_EXT_image_dma_buf_import --------------------- */\n\n#ifndef EGL_EXT_image_dma_buf_import\n#define EGL_EXT_image_dma_buf_import 1\n\n#define EGL_LINUX_DMA_BUF_EXT 0x3270\n#define EGL_LINUX_DRM_FOURCC_EXT 0x3271\n#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272\n#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273\n#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274\n#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275\n#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276\n#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277\n#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278\n#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279\n#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A\n#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B\n#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C\n#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D\n#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E\n#define EGL_ITU_REC601_EXT 0x327F\n#define EGL_ITU_REC709_EXT 0x3280\n#define EGL_ITU_REC2020_EXT 0x3281\n#define EGL_YUV_FULL_RANGE_EXT 0x3282\n#define EGL_YUV_NARROW_RANGE_EXT 0x3283\n#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284\n#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285\n\n#define EGLEW_EXT_image_dma_buf_import EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import)\n\n#endif /* EGL_EXT_image_dma_buf_import */\n\n/* ----------------- EGL_EXT_image_dma_buf_import_modifiers ---------------- */\n\n#ifndef EGL_EXT_image_dma_buf_import_modifiers\n#define EGL_EXT_image_dma_buf_import_modifiers 1\n\n#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440\n#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441\n#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442\n#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443\n#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444\n#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445\n#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446\n#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447\n#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448\n#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449\n#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay  dpy, EGLint  max_formats, EGLint  *formats, EGLint  *num_formats);\ntypedef EGLBoolean  ( * PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay  dpy, EGLint  format, EGLint  max_modifiers, EGLuint64KHR  *modifiers, EGLBoolean  *external_only, EGLint  *num_modifiers);\n\n#define eglQueryDmaBufFormatsEXT EGLEW_GET_FUN(__eglewQueryDmaBufFormatsEXT)\n#define eglQueryDmaBufModifiersEXT EGLEW_GET_FUN(__eglewQueryDmaBufModifiersEXT)\n\n#define EGLEW_EXT_image_dma_buf_import_modifiers EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import_modifiers)\n\n#endif /* EGL_EXT_image_dma_buf_import_modifiers */\n\n/* ------------------------ EGL_EXT_multiview_window ----------------------- */\n\n#ifndef EGL_EXT_multiview_window\n#define EGL_EXT_multiview_window 1\n\n#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134\n\n#define EGLEW_EXT_multiview_window EGLEW_GET_VAR(__EGLEW_EXT_multiview_window)\n\n#endif /* EGL_EXT_multiview_window */\n\n/* -------------------------- EGL_EXT_output_base -------------------------- */\n\n#ifndef EGL_EXT_output_base\n#define EGL_EXT_output_base 1\n\n#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D\n#define EGL_BAD_OUTPUT_PORT_EXT 0x322E\n#define EGL_SWAP_INTERVAL_EXT 0x322F\n\ntypedef EGLBoolean  ( * PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay  dpy, const EGLAttrib * attrib_list, EGLOutputLayerEXT * layers, EGLint  max_layers, EGLint * num_layers);\ntypedef EGLBoolean  ( * PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay  dpy, const EGLAttrib * attrib_list, EGLOutputPortEXT * ports, EGLint  max_ports, EGLint * num_ports);\ntypedef EGLBoolean  ( * PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputLayerEXT  layer, EGLint  attribute, EGLAttrib  value);\ntypedef EGLBoolean  ( * PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputPortEXT  port, EGLint  attribute, EGLAttrib  value);\ntypedef EGLBoolean  ( * PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputLayerEXT  layer, EGLint  attribute, EGLAttrib * value);\ntypedef const char * ( * PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay  dpy, EGLOutputLayerEXT  layer, EGLint  name);\ntypedef EGLBoolean  ( * PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputPortEXT  port, EGLint  attribute, EGLAttrib * value);\ntypedef const char * ( * PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay  dpy, EGLOutputPortEXT  port, EGLint  name);\n\n#define eglGetOutputLayersEXT EGLEW_GET_FUN(__eglewGetOutputLayersEXT)\n#define eglGetOutputPortsEXT EGLEW_GET_FUN(__eglewGetOutputPortsEXT)\n#define eglOutputLayerAttribEXT EGLEW_GET_FUN(__eglewOutputLayerAttribEXT)\n#define eglOutputPortAttribEXT EGLEW_GET_FUN(__eglewOutputPortAttribEXT)\n#define eglQueryOutputLayerAttribEXT EGLEW_GET_FUN(__eglewQueryOutputLayerAttribEXT)\n#define eglQueryOutputLayerStringEXT EGLEW_GET_FUN(__eglewQueryOutputLayerStringEXT)\n#define eglQueryOutputPortAttribEXT EGLEW_GET_FUN(__eglewQueryOutputPortAttribEXT)\n#define eglQueryOutputPortStringEXT EGLEW_GET_FUN(__eglewQueryOutputPortStringEXT)\n\n#define EGLEW_EXT_output_base EGLEW_GET_VAR(__EGLEW_EXT_output_base)\n\n#endif /* EGL_EXT_output_base */\n\n/* --------------------------- EGL_EXT_output_drm -------------------------- */\n\n#ifndef EGL_EXT_output_drm\n#define EGL_EXT_output_drm 1\n\n#define EGL_DRM_CRTC_EXT 0x3234\n#define EGL_DRM_PLANE_EXT 0x3235\n#define EGL_DRM_CONNECTOR_EXT 0x3236\n\n#define EGLEW_EXT_output_drm EGLEW_GET_VAR(__EGLEW_EXT_output_drm)\n\n#endif /* EGL_EXT_output_drm */\n\n/* ------------------------- EGL_EXT_output_openwf ------------------------- */\n\n#ifndef EGL_EXT_output_openwf\n#define EGL_EXT_output_openwf 1\n\n#define EGL_OPENWF_PIPELINE_ID_EXT 0x3238\n#define EGL_OPENWF_PORT_ID_EXT 0x3239\n\n#define EGLEW_EXT_output_openwf EGLEW_GET_VAR(__EGLEW_EXT_output_openwf)\n\n#endif /* EGL_EXT_output_openwf */\n\n/* ----------------------- EGL_EXT_pixel_format_float ---------------------- */\n\n#ifndef EGL_EXT_pixel_format_float\n#define EGL_EXT_pixel_format_float 1\n\n#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339\n#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A\n#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B\n\n#define EGLEW_EXT_pixel_format_float EGLEW_GET_VAR(__EGLEW_EXT_pixel_format_float)\n\n#endif /* EGL_EXT_pixel_format_float */\n\n/* ------------------------- EGL_EXT_platform_base ------------------------- */\n\n#ifndef EGL_EXT_platform_base\n#define EGL_EXT_platform_base 1\n\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_pixmap, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_window, const EGLint * attrib_list);\ntypedef EGLDisplay  ( * PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum  platform, void * native_display, const EGLint * attrib_list);\n\n#define eglCreatePlatformPixmapSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurfaceEXT)\n#define eglCreatePlatformWindowSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformWindowSurfaceEXT)\n#define eglGetPlatformDisplayEXT EGLEW_GET_FUN(__eglewGetPlatformDisplayEXT)\n\n#define EGLEW_EXT_platform_base EGLEW_GET_VAR(__EGLEW_EXT_platform_base)\n\n#endif /* EGL_EXT_platform_base */\n\n/* ------------------------ EGL_EXT_platform_device ------------------------ */\n\n#ifndef EGL_EXT_platform_device\n#define EGL_EXT_platform_device 1\n\n#define EGL_PLATFORM_DEVICE_EXT 0x313F\n\n#define EGLEW_EXT_platform_device EGLEW_GET_VAR(__EGLEW_EXT_platform_device)\n\n#endif /* EGL_EXT_platform_device */\n\n/* ------------------------ EGL_EXT_platform_wayland ----------------------- */\n\n#ifndef EGL_EXT_platform_wayland\n#define EGL_EXT_platform_wayland 1\n\n#define EGL_PLATFORM_WAYLAND_EXT 0x31D8\n\n#define EGLEW_EXT_platform_wayland EGLEW_GET_VAR(__EGLEW_EXT_platform_wayland)\n\n#endif /* EGL_EXT_platform_wayland */\n\n/* -------------------------- EGL_EXT_platform_x11 ------------------------- */\n\n#ifndef EGL_EXT_platform_x11\n#define EGL_EXT_platform_x11 1\n\n#define EGL_PLATFORM_X11_EXT 0x31D5\n#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6\n\n#define EGLEW_EXT_platform_x11 EGLEW_GET_VAR(__EGLEW_EXT_platform_x11)\n\n#endif /* EGL_EXT_platform_x11 */\n\n/* ----------------------- EGL_EXT_protected_content ----------------------- */\n\n#ifndef EGL_EXT_protected_content\n#define EGL_EXT_protected_content 1\n\n#define EGL_PROTECTED_CONTENT_EXT 0x32C0\n\n#define EGLEW_EXT_protected_content EGLEW_GET_VAR(__EGLEW_EXT_protected_content)\n\n#endif /* EGL_EXT_protected_content */\n\n/* ----------------------- EGL_EXT_protected_surface ----------------------- */\n\n#ifndef EGL_EXT_protected_surface\n#define EGL_EXT_protected_surface 1\n\n#define EGL_PROTECTED_CONTENT_EXT 0x32C0\n\n#define EGLEW_EXT_protected_surface EGLEW_GET_VAR(__EGLEW_EXT_protected_surface)\n\n#endif /* EGL_EXT_protected_surface */\n\n/* ------------------- EGL_EXT_stream_consumer_egloutput ------------------- */\n\n#ifndef EGL_EXT_stream_consumer_egloutput\n#define EGL_EXT_stream_consumer_egloutput 1\n\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLOutputLayerEXT  layer);\n\n#define eglStreamConsumerOutputEXT EGLEW_GET_FUN(__eglewStreamConsumerOutputEXT)\n\n#define EGLEW_EXT_stream_consumer_egloutput EGLEW_GET_VAR(__EGLEW_EXT_stream_consumer_egloutput)\n\n#endif /* EGL_EXT_stream_consumer_egloutput */\n\n/* ------------------- EGL_EXT_surface_SMPTE2086_metadata ------------------ */\n\n#ifndef EGL_EXT_surface_SMPTE2086_metadata\n#define EGL_EXT_surface_SMPTE2086_metadata 1\n\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346\n#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347\n#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348\n#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349\n#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A\n\n#define EGLEW_EXT_surface_SMPTE2086_metadata EGLEW_GET_VAR(__EGLEW_EXT_surface_SMPTE2086_metadata)\n\n#endif /* EGL_EXT_surface_SMPTE2086_metadata */\n\n/* -------------------- EGL_EXT_swap_buffers_with_damage ------------------- */\n\n#ifndef EGL_EXT_swap_buffers_with_damage\n#define EGL_EXT_swap_buffers_with_damage 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint * rects, EGLint  n_rects);\n\n#define eglSwapBuffersWithDamageEXT EGLEW_GET_FUN(__eglewSwapBuffersWithDamageEXT)\n\n#define EGLEW_EXT_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_EXT_swap_buffers_with_damage)\n\n#endif /* EGL_EXT_swap_buffers_with_damage */\n\n/* -------------------------- EGL_EXT_yuv_surface -------------------------- */\n\n#ifndef EGL_EXT_yuv_surface\n#define EGL_EXT_yuv_surface 1\n\n#define EGL_YUV_BUFFER_EXT 0x3300\n#define EGL_YUV_ORDER_EXT 0x3301\n#define EGL_YUV_ORDER_YUV_EXT 0x3302\n#define EGL_YUV_ORDER_YVU_EXT 0x3303\n#define EGL_YUV_ORDER_YUYV_EXT 0x3304\n#define EGL_YUV_ORDER_UYVY_EXT 0x3305\n#define EGL_YUV_ORDER_YVYU_EXT 0x3306\n#define EGL_YUV_ORDER_VYUY_EXT 0x3307\n#define EGL_YUV_ORDER_AYUV_EXT 0x3308\n#define EGL_YUV_CSC_STANDARD_EXT 0x330A\n#define EGL_YUV_CSC_STANDARD_601_EXT 0x330B\n#define EGL_YUV_CSC_STANDARD_709_EXT 0x330C\n#define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D\n#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311\n#define EGL_YUV_SUBSAMPLE_EXT 0x3312\n#define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313\n#define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314\n#define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315\n#define EGL_YUV_DEPTH_RANGE_EXT 0x3317\n#define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318\n#define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319\n#define EGL_YUV_PLANE_BPP_EXT 0x331A\n#define EGL_YUV_PLANE_BPP_0_EXT 0x331B\n#define EGL_YUV_PLANE_BPP_8_EXT 0x331C\n#define EGL_YUV_PLANE_BPP_10_EXT 0x331D\n\n#define EGLEW_EXT_yuv_surface EGLEW_GET_VAR(__EGLEW_EXT_yuv_surface)\n\n#endif /* EGL_EXT_yuv_surface */\n\n/* -------------------------- EGL_HI_clientpixmap -------------------------- */\n\n#ifndef EGL_HI_clientpixmap\n#define EGL_HI_clientpixmap 1\n\n#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74\n\ntypedef EGLSurface  ( * PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay  dpy, EGLConfig  config, struct EGLClientPixmapHI * pixmap);\n\n#define eglCreatePixmapSurfaceHI EGLEW_GET_FUN(__eglewCreatePixmapSurfaceHI)\n\n#define EGLEW_HI_clientpixmap EGLEW_GET_VAR(__EGLEW_HI_clientpixmap)\n\n#endif /* EGL_HI_clientpixmap */\n\n/* -------------------------- EGL_HI_colorformats -------------------------- */\n\n#ifndef EGL_HI_colorformats\n#define EGL_HI_colorformats 1\n\n#define EGL_COLOR_FORMAT_HI 0x8F70\n#define EGL_COLOR_RGB_HI 0x8F71\n#define EGL_COLOR_RGBA_HI 0x8F72\n#define EGL_COLOR_ARGB_HI 0x8F73\n\n#define EGLEW_HI_colorformats EGLEW_GET_VAR(__EGLEW_HI_colorformats)\n\n#endif /* EGL_HI_colorformats */\n\n/* ------------------------ EGL_IMG_context_priority ----------------------- */\n\n#ifndef EGL_IMG_context_priority\n#define EGL_IMG_context_priority 1\n\n#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100\n#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101\n#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102\n#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103\n\n#define EGLEW_IMG_context_priority EGLEW_GET_VAR(__EGLEW_IMG_context_priority)\n\n#endif /* EGL_IMG_context_priority */\n\n/* ---------------------- EGL_IMG_image_plane_attribs ---------------------- */\n\n#ifndef EGL_IMG_image_plane_attribs\n#define EGL_IMG_image_plane_attribs 1\n\n#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105\n#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106\n\n#define EGLEW_IMG_image_plane_attribs EGLEW_GET_VAR(__EGLEW_IMG_image_plane_attribs)\n\n#endif /* EGL_IMG_image_plane_attribs */\n\n/* ---------------------------- EGL_KHR_cl_event --------------------------- */\n\n#ifndef EGL_KHR_cl_event\n#define EGL_KHR_cl_event 1\n\n#define EGL_CL_EVENT_HANDLE_KHR 0x309C\n#define EGL_SYNC_CL_EVENT_KHR 0x30FE\n#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF\n\n#define EGLEW_KHR_cl_event EGLEW_GET_VAR(__EGLEW_KHR_cl_event)\n\n#endif /* EGL_KHR_cl_event */\n\n/* --------------------------- EGL_KHR_cl_event2 --------------------------- */\n\n#ifndef EGL_KHR_cl_event2\n#define EGL_KHR_cl_event2 1\n\n#define EGL_CL_EVENT_HANDLE_KHR 0x309C\n#define EGL_SYNC_CL_EVENT_KHR 0x30FE\n#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF\n\ntypedef EGLSyncKHR  ( * PFNEGLCREATESYNC64KHRPROC) (EGLDisplay  dpy, EGLenum  type, const EGLAttribKHR * attrib_list);\n\n#define eglCreateSync64KHR EGLEW_GET_FUN(__eglewCreateSync64KHR)\n\n#define EGLEW_KHR_cl_event2 EGLEW_GET_VAR(__EGLEW_KHR_cl_event2)\n\n#endif /* EGL_KHR_cl_event2 */\n\n/* ----------------- EGL_KHR_client_get_all_proc_addresses ----------------- */\n\n#ifndef EGL_KHR_client_get_all_proc_addresses\n#define EGL_KHR_client_get_all_proc_addresses 1\n\n#define EGLEW_KHR_client_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_client_get_all_proc_addresses)\n\n#endif /* EGL_KHR_client_get_all_proc_addresses */\n\n/* ------------------------- EGL_KHR_config_attribs ------------------------ */\n\n#ifndef EGL_KHR_config_attribs\n#define EGL_KHR_config_attribs 1\n\n#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020\n#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040\n#define EGL_CONFORMANT_KHR 0x3042\n\n#define EGLEW_KHR_config_attribs EGLEW_GET_VAR(__EGLEW_KHR_config_attribs)\n\n#endif /* EGL_KHR_config_attribs */\n\n/* --------------------- EGL_KHR_context_flush_control --------------------- */\n\n#ifndef EGL_KHR_context_flush_control\n#define EGL_KHR_context_flush_control 1\n\n#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0\n#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097\n#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098\n\n#define EGLEW_KHR_context_flush_control EGLEW_GET_VAR(__EGLEW_KHR_context_flush_control)\n\n#endif /* EGL_KHR_context_flush_control */\n\n/* ------------------------- EGL_KHR_create_context ------------------------ */\n\n#ifndef EGL_KHR_create_context\n#define EGL_KHR_create_context 1\n\n#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001\n#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001\n#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002\n#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002\n#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004\n#define EGL_OPENGL_ES3_BIT 0x00000040\n#define EGL_OPENGL_ES3_BIT_KHR 0x00000040\n#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098\n#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB\n#define EGL_CONTEXT_FLAGS_KHR 0x30FC\n#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD\n#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD\n#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE\n#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF\n\n#define EGLEW_KHR_create_context EGLEW_GET_VAR(__EGLEW_KHR_create_context)\n\n#endif /* EGL_KHR_create_context */\n\n/* -------------------- EGL_KHR_create_context_no_error -------------------- */\n\n#ifndef EGL_KHR_create_context_no_error\n#define EGL_KHR_create_context_no_error 1\n\n#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3\n\n#define EGLEW_KHR_create_context_no_error EGLEW_GET_VAR(__EGLEW_KHR_create_context_no_error)\n\n#endif /* EGL_KHR_create_context_no_error */\n\n/* ----------------------------- EGL_KHR_debug ----------------------------- */\n\n#ifndef EGL_KHR_debug\n#define EGL_KHR_debug 1\n\n#define EGL_OBJECT_THREAD_KHR 0x33B0\n#define EGL_OBJECT_DISPLAY_KHR 0x33B1\n#define EGL_OBJECT_CONTEXT_KHR 0x33B2\n#define EGL_OBJECT_SURFACE_KHR 0x33B3\n#define EGL_OBJECT_IMAGE_KHR 0x33B4\n#define EGL_OBJECT_SYNC_KHR 0x33B5\n#define EGL_OBJECT_STREAM_KHR 0x33B6\n#define EGL_DEBUG_CALLBACK_KHR 0x33B8\n#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9\n#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA\n#define EGL_DEBUG_MSG_WARN_KHR 0x33BB\n#define EGL_DEBUG_MSG_INFO_KHR 0x33BC\n\ntypedef EGLint  ( * PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR  callback, const EGLAttrib * attrib_list);\ntypedef EGLint  ( * PFNEGLLABELOBJECTKHRPROC) (EGLDisplay  display, EGLenum  objectType, EGLObjectKHR  object, EGLLabelKHR  label);\ntypedef EGLBoolean  ( * PFNEGLQUERYDEBUGKHRPROC) (EGLint  attribute, EGLAttrib * value);\n\n#define eglDebugMessageControlKHR EGLEW_GET_FUN(__eglewDebugMessageControlKHR)\n#define eglLabelObjectKHR EGLEW_GET_FUN(__eglewLabelObjectKHR)\n#define eglQueryDebugKHR EGLEW_GET_FUN(__eglewQueryDebugKHR)\n\n#define EGLEW_KHR_debug EGLEW_GET_VAR(__EGLEW_KHR_debug)\n\n#endif /* EGL_KHR_debug */\n\n/* --------------------------- EGL_KHR_fence_sync -------------------------- */\n\n#ifndef EGL_KHR_fence_sync\n#define EGL_KHR_fence_sync 1\n\n#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0\n#define EGL_SYNC_CONDITION_KHR 0x30F8\n#define EGL_SYNC_FENCE_KHR 0x30F9\n\n#define EGLEW_KHR_fence_sync EGLEW_GET_VAR(__EGLEW_KHR_fence_sync)\n\n#endif /* EGL_KHR_fence_sync */\n\n/* --------------------- EGL_KHR_get_all_proc_addresses -------------------- */\n\n#ifndef EGL_KHR_get_all_proc_addresses\n#define EGL_KHR_get_all_proc_addresses 1\n\n#define EGLEW_KHR_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_get_all_proc_addresses)\n\n#endif /* EGL_KHR_get_all_proc_addresses */\n\n/* ------------------------- EGL_KHR_gl_colorspace ------------------------- */\n\n#ifndef EGL_KHR_gl_colorspace\n#define EGL_KHR_gl_colorspace 1\n\n#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089\n#define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A\n#define EGL_GL_COLORSPACE_KHR 0x309D\n\n#define EGLEW_KHR_gl_colorspace EGLEW_GET_VAR(__EGLEW_KHR_gl_colorspace)\n\n#endif /* EGL_KHR_gl_colorspace */\n\n/* --------------------- EGL_KHR_gl_renderbuffer_image --------------------- */\n\n#ifndef EGL_KHR_gl_renderbuffer_image\n#define EGL_KHR_gl_renderbuffer_image 1\n\n#define EGL_GL_RENDERBUFFER_KHR 0x30B9\n\n#define EGLEW_KHR_gl_renderbuffer_image EGLEW_GET_VAR(__EGLEW_KHR_gl_renderbuffer_image)\n\n#endif /* EGL_KHR_gl_renderbuffer_image */\n\n/* ---------------------- EGL_KHR_gl_texture_2D_image ---------------------- */\n\n#ifndef EGL_KHR_gl_texture_2D_image\n#define EGL_KHR_gl_texture_2D_image 1\n\n#define EGL_GL_TEXTURE_2D_KHR 0x30B1\n#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC\n\n#define EGLEW_KHR_gl_texture_2D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_2D_image)\n\n#endif /* EGL_KHR_gl_texture_2D_image */\n\n/* ---------------------- EGL_KHR_gl_texture_3D_image ---------------------- */\n\n#ifndef EGL_KHR_gl_texture_3D_image\n#define EGL_KHR_gl_texture_3D_image 1\n\n#define EGL_GL_TEXTURE_3D_KHR 0x30B2\n#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD\n\n#define EGLEW_KHR_gl_texture_3D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_3D_image)\n\n#endif /* EGL_KHR_gl_texture_3D_image */\n\n/* -------------------- EGL_KHR_gl_texture_cubemap_image ------------------- */\n\n#ifndef EGL_KHR_gl_texture_cubemap_image\n#define EGL_KHR_gl_texture_cubemap_image 1\n\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8\n\n#define EGLEW_KHR_gl_texture_cubemap_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_cubemap_image)\n\n#endif /* EGL_KHR_gl_texture_cubemap_image */\n\n/* ----------------------------- EGL_KHR_image ----------------------------- */\n\n#ifndef EGL_KHR_image\n#define EGL_KHR_image 1\n\n#define EGL_NATIVE_PIXMAP_KHR 0x30B0\n\ntypedef EGLImageKHR  ( * PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay  dpy, EGLContext  ctx, EGLenum  target, EGLClientBuffer  buffer, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay  dpy, EGLImageKHR  image);\n\n#define eglCreateImageKHR EGLEW_GET_FUN(__eglewCreateImageKHR)\n#define eglDestroyImageKHR EGLEW_GET_FUN(__eglewDestroyImageKHR)\n\n#define EGLEW_KHR_image EGLEW_GET_VAR(__EGLEW_KHR_image)\n\n#endif /* EGL_KHR_image */\n\n/* --------------------------- EGL_KHR_image_base -------------------------- */\n\n#ifndef EGL_KHR_image_base\n#define EGL_KHR_image_base 1\n\n#define EGL_IMAGE_PRESERVED_KHR 0x30D2\n\n#define EGLEW_KHR_image_base EGLEW_GET_VAR(__EGLEW_KHR_image_base)\n\n#endif /* EGL_KHR_image_base */\n\n/* -------------------------- EGL_KHR_image_pixmap ------------------------- */\n\n#ifndef EGL_KHR_image_pixmap\n#define EGL_KHR_image_pixmap 1\n\n#define EGL_NATIVE_PIXMAP_KHR 0x30B0\n\n#define EGLEW_KHR_image_pixmap EGLEW_GET_VAR(__EGLEW_KHR_image_pixmap)\n\n#endif /* EGL_KHR_image_pixmap */\n\n/* -------------------------- EGL_KHR_lock_surface ------------------------- */\n\n#ifndef EGL_KHR_lock_surface\n#define EGL_KHR_lock_surface 1\n\n#define EGL_READ_SURFACE_BIT_KHR 0x0001\n#define EGL_WRITE_SURFACE_BIT_KHR 0x0002\n#define EGL_LOCK_SURFACE_BIT_KHR 0x0080\n#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100\n#define EGL_MATCH_FORMAT_KHR 0x3043\n#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0\n#define EGL_FORMAT_RGB_565_KHR 0x30C1\n#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2\n#define EGL_FORMAT_RGBA_8888_KHR 0x30C3\n#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4\n#define EGL_LOCK_USAGE_HINT_KHR 0x30C5\n#define EGL_BITMAP_POINTER_KHR 0x30C6\n#define EGL_BITMAP_PITCH_KHR 0x30C7\n#define EGL_BITMAP_ORIGIN_KHR 0x30C8\n#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9\n#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA\n#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB\n#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC\n#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD\n#define EGL_LOWER_LEFT_KHR 0x30CE\n#define EGL_UPPER_LEFT_KHR 0x30CF\n\ntypedef EGLBoolean  ( * PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay  dpy, EGLSurface  surface, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay  dpy, EGLSurface  surface);\n\n#define eglLockSurfaceKHR EGLEW_GET_FUN(__eglewLockSurfaceKHR)\n#define eglUnlockSurfaceKHR EGLEW_GET_FUN(__eglewUnlockSurfaceKHR)\n\n#define EGLEW_KHR_lock_surface EGLEW_GET_VAR(__EGLEW_KHR_lock_surface)\n\n#endif /* EGL_KHR_lock_surface */\n\n/* ------------------------- EGL_KHR_lock_surface2 ------------------------- */\n\n#ifndef EGL_KHR_lock_surface2\n#define EGL_KHR_lock_surface2 1\n\n#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110\n\n#define EGLEW_KHR_lock_surface2 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface2)\n\n#endif /* EGL_KHR_lock_surface2 */\n\n/* ------------------------- EGL_KHR_lock_surface3 ------------------------- */\n\n#ifndef EGL_KHR_lock_surface3\n#define EGL_KHR_lock_surface3 1\n\n#define EGL_READ_SURFACE_BIT_KHR 0x0001\n#define EGL_WRITE_SURFACE_BIT_KHR 0x0002\n#define EGL_LOCK_SURFACE_BIT_KHR 0x0080\n#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100\n#define EGL_MATCH_FORMAT_KHR 0x3043\n#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0\n#define EGL_FORMAT_RGB_565_KHR 0x30C1\n#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2\n#define EGL_FORMAT_RGBA_8888_KHR 0x30C3\n#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4\n#define EGL_LOCK_USAGE_HINT_KHR 0x30C5\n#define EGL_BITMAP_POINTER_KHR 0x30C6\n#define EGL_BITMAP_PITCH_KHR 0x30C7\n#define EGL_BITMAP_ORIGIN_KHR 0x30C8\n#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9\n#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA\n#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB\n#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC\n#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD\n#define EGL_LOWER_LEFT_KHR 0x30CE\n#define EGL_UPPER_LEFT_KHR 0x30CF\n#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110\n\ntypedef EGLBoolean  ( * PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, EGLAttribKHR * value);\n\n#define eglQuerySurface64KHR EGLEW_GET_FUN(__eglewQuerySurface64KHR)\n\n#define EGLEW_KHR_lock_surface3 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface3)\n\n#endif /* EGL_KHR_lock_surface3 */\n\n/* --------------------- EGL_KHR_mutable_render_buffer --------------------- */\n\n#ifndef EGL_KHR_mutable_render_buffer\n#define EGL_KHR_mutable_render_buffer 1\n\n#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000\n\n#define EGLEW_KHR_mutable_render_buffer EGLEW_GET_VAR(__EGLEW_KHR_mutable_render_buffer)\n\n#endif /* EGL_KHR_mutable_render_buffer */\n\n/* ----------------------- EGL_KHR_no_config_context ----------------------- */\n\n#ifndef EGL_KHR_no_config_context\n#define EGL_KHR_no_config_context 1\n\n#define EGLEW_KHR_no_config_context EGLEW_GET_VAR(__EGLEW_KHR_no_config_context)\n\n#endif /* EGL_KHR_no_config_context */\n\n/* ------------------------- EGL_KHR_partial_update ------------------------ */\n\n#ifndef EGL_KHR_partial_update\n#define EGL_KHR_partial_update 1\n\n#define EGL_BUFFER_AGE_KHR 0x313D\n\ntypedef EGLBoolean  ( * PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint * rects, EGLint  n_rects);\n\n#define eglSetDamageRegionKHR EGLEW_GET_FUN(__eglewSetDamageRegionKHR)\n\n#define EGLEW_KHR_partial_update EGLEW_GET_VAR(__EGLEW_KHR_partial_update)\n\n#endif /* EGL_KHR_partial_update */\n\n/* ------------------------ EGL_KHR_platform_android ----------------------- */\n\n#ifndef EGL_KHR_platform_android\n#define EGL_KHR_platform_android 1\n\n#define EGL_PLATFORM_ANDROID_KHR 0x3141\n\n#define EGLEW_KHR_platform_android EGLEW_GET_VAR(__EGLEW_KHR_platform_android)\n\n#endif /* EGL_KHR_platform_android */\n\n/* -------------------------- EGL_KHR_platform_gbm ------------------------- */\n\n#ifndef EGL_KHR_platform_gbm\n#define EGL_KHR_platform_gbm 1\n\n#define EGL_PLATFORM_GBM_KHR 0x31D7\n\n#define EGLEW_KHR_platform_gbm EGLEW_GET_VAR(__EGLEW_KHR_platform_gbm)\n\n#endif /* EGL_KHR_platform_gbm */\n\n/* ------------------------ EGL_KHR_platform_wayland ----------------------- */\n\n#ifndef EGL_KHR_platform_wayland\n#define EGL_KHR_platform_wayland 1\n\n#define EGL_PLATFORM_WAYLAND_KHR 0x31D8\n\n#define EGLEW_KHR_platform_wayland EGLEW_GET_VAR(__EGLEW_KHR_platform_wayland)\n\n#endif /* EGL_KHR_platform_wayland */\n\n/* -------------------------- EGL_KHR_platform_x11 ------------------------- */\n\n#ifndef EGL_KHR_platform_x11\n#define EGL_KHR_platform_x11 1\n\n#define EGL_PLATFORM_X11_KHR 0x31D5\n#define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6\n\n#define EGLEW_KHR_platform_x11 EGLEW_GET_VAR(__EGLEW_KHR_platform_x11)\n\n#endif /* EGL_KHR_platform_x11 */\n\n/* ------------------------- EGL_KHR_reusable_sync ------------------------- */\n\n#ifndef EGL_KHR_reusable_sync\n#define EGL_KHR_reusable_sync 1\n\n#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001\n#define EGL_SYNC_STATUS_KHR 0x30F1\n#define EGL_SIGNALED_KHR 0x30F2\n#define EGL_UNSIGNALED_KHR 0x30F3\n#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5\n#define EGL_CONDITION_SATISFIED_KHR 0x30F6\n#define EGL_SYNC_TYPE_KHR 0x30F7\n#define EGL_SYNC_REUSABLE_KHR 0x30FA\n#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFF\n\ntypedef EGLint  ( * PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLint  flags, EGLTimeKHR  timeout);\ntypedef EGLSyncKHR  ( * PFNEGLCREATESYNCKHRPROC) (EGLDisplay  dpy, EGLenum  type, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync);\ntypedef EGLBoolean  ( * PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLenum  mode);\n\n#define eglClientWaitSyncKHR EGLEW_GET_FUN(__eglewClientWaitSyncKHR)\n#define eglCreateSyncKHR EGLEW_GET_FUN(__eglewCreateSyncKHR)\n#define eglDestroySyncKHR EGLEW_GET_FUN(__eglewDestroySyncKHR)\n#define eglGetSyncAttribKHR EGLEW_GET_FUN(__eglewGetSyncAttribKHR)\n#define eglSignalSyncKHR EGLEW_GET_FUN(__eglewSignalSyncKHR)\n\n#define EGLEW_KHR_reusable_sync EGLEW_GET_VAR(__EGLEW_KHR_reusable_sync)\n\n#endif /* EGL_KHR_reusable_sync */\n\n/* ----------------------------- EGL_KHR_stream ---------------------------- */\n\n#ifndef EGL_KHR_stream\n#define EGL_KHR_stream 1\n\n#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210\n#define EGL_PRODUCER_FRAME_KHR 0x3212\n#define EGL_CONSUMER_FRAME_KHR 0x3213\n#define EGL_STREAM_STATE_KHR 0x3214\n#define EGL_STREAM_STATE_CREATED_KHR 0x3215\n#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216\n#define EGL_STREAM_STATE_EMPTY_KHR 0x3217\n#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218\n#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219\n#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A\n#define EGL_BAD_STREAM_KHR 0x321B\n#define EGL_BAD_STATE_KHR 0x321C\n\ntypedef EGLStreamKHR  ( * PFNEGLCREATESTREAMKHRPROC) (EGLDisplay  dpy, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLuint64KHR * value);\ntypedef EGLBoolean  ( * PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLint  value);\n\n#define eglCreateStreamKHR EGLEW_GET_FUN(__eglewCreateStreamKHR)\n#define eglDestroyStreamKHR EGLEW_GET_FUN(__eglewDestroyStreamKHR)\n#define eglQueryStreamKHR EGLEW_GET_FUN(__eglewQueryStreamKHR)\n#define eglQueryStreamu64KHR EGLEW_GET_FUN(__eglewQueryStreamu64KHR)\n#define eglStreamAttribKHR EGLEW_GET_FUN(__eglewStreamAttribKHR)\n\n#define EGLEW_KHR_stream EGLEW_GET_VAR(__EGLEW_KHR_stream)\n\n#endif /* EGL_KHR_stream */\n\n/* ------------------------- EGL_KHR_stream_attrib ------------------------- */\n\n#ifndef EGL_KHR_stream_attrib\n#define EGL_KHR_stream_attrib 1\n\n#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210\n#define EGL_STREAM_STATE_KHR 0x3214\n#define EGL_STREAM_STATE_CREATED_KHR 0x3215\n#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216\n\ntypedef EGLStreamKHR  ( * PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay  dpy, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLAttrib * value);\ntypedef EGLBoolean  ( * PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLAttrib  value);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, const EGLAttrib * attrib_list);\n\n#define eglCreateStreamAttribKHR EGLEW_GET_FUN(__eglewCreateStreamAttribKHR)\n#define eglQueryStreamAttribKHR EGLEW_GET_FUN(__eglewQueryStreamAttribKHR)\n#define eglSetStreamAttribKHR EGLEW_GET_FUN(__eglewSetStreamAttribKHR)\n#define eglStreamConsumerAcquireAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireAttribKHR)\n#define eglStreamConsumerReleaseAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseAttribKHR)\n\n#define EGLEW_KHR_stream_attrib EGLEW_GET_VAR(__EGLEW_KHR_stream_attrib)\n\n#endif /* EGL_KHR_stream_attrib */\n\n/* ------------------- EGL_KHR_stream_consumer_gltexture ------------------- */\n\n#ifndef EGL_KHR_stream_consumer_gltexture\n#define EGL_KHR_stream_consumer_gltexture 1\n\n#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E\n\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\n\n#define eglStreamConsumerAcquireKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireKHR)\n#define eglStreamConsumerGLTextureExternalKHR EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalKHR)\n#define eglStreamConsumerReleaseKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseKHR)\n\n#define EGLEW_KHR_stream_consumer_gltexture EGLEW_GET_VAR(__EGLEW_KHR_stream_consumer_gltexture)\n\n#endif /* EGL_KHR_stream_consumer_gltexture */\n\n/* -------------------- EGL_KHR_stream_cross_process_fd -------------------- */\n\n#ifndef EGL_KHR_stream_cross_process_fd\n#define EGL_KHR_stream_cross_process_fd 1\n\ntypedef EGLStreamKHR  ( * PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay  dpy, EGLNativeFileDescriptorKHR  file_descriptor);\ntypedef EGLNativeFileDescriptorKHR  ( * PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\n\n#define eglCreateStreamFromFileDescriptorKHR EGLEW_GET_FUN(__eglewCreateStreamFromFileDescriptorKHR)\n#define eglGetStreamFileDescriptorKHR EGLEW_GET_FUN(__eglewGetStreamFileDescriptorKHR)\n\n#define EGLEW_KHR_stream_cross_process_fd EGLEW_GET_VAR(__EGLEW_KHR_stream_cross_process_fd)\n\n#endif /* EGL_KHR_stream_cross_process_fd */\n\n/* -------------------------- EGL_KHR_stream_fifo -------------------------- */\n\n#ifndef EGL_KHR_stream_fifo\n#define EGL_KHR_stream_fifo 1\n\n#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC\n#define EGL_STREAM_TIME_NOW_KHR 0x31FD\n#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE\n#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF\n\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLTimeKHR * value);\n\n#define eglQueryStreamTimeKHR EGLEW_GET_FUN(__eglewQueryStreamTimeKHR)\n\n#define EGLEW_KHR_stream_fifo EGLEW_GET_VAR(__EGLEW_KHR_stream_fifo)\n\n#endif /* EGL_KHR_stream_fifo */\n\n/* ----------------- EGL_KHR_stream_producer_aldatalocator ----------------- */\n\n#ifndef EGL_KHR_stream_producer_aldatalocator\n#define EGL_KHR_stream_producer_aldatalocator 1\n\n#define EGLEW_KHR_stream_producer_aldatalocator EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_aldatalocator)\n\n#endif /* EGL_KHR_stream_producer_aldatalocator */\n\n/* ------------------- EGL_KHR_stream_producer_eglsurface ------------------ */\n\n#ifndef EGL_KHR_stream_producer_eglsurface\n#define EGL_KHR_stream_producer_eglsurface 1\n\n#define EGL_STREAM_BIT_KHR 0x0800\n\ntypedef EGLSurface  ( * PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay  dpy, EGLConfig  config, EGLStreamKHR  stream, const EGLint * attrib_list);\n\n#define eglCreateStreamProducerSurfaceKHR EGLEW_GET_FUN(__eglewCreateStreamProducerSurfaceKHR)\n\n#define EGLEW_KHR_stream_producer_eglsurface EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_eglsurface)\n\n#endif /* EGL_KHR_stream_producer_eglsurface */\n\n/* ---------------------- EGL_KHR_surfaceless_context ---------------------- */\n\n#ifndef EGL_KHR_surfaceless_context\n#define EGL_KHR_surfaceless_context 1\n\n#define EGLEW_KHR_surfaceless_context EGLEW_GET_VAR(__EGLEW_KHR_surfaceless_context)\n\n#endif /* EGL_KHR_surfaceless_context */\n\n/* -------------------- EGL_KHR_swap_buffers_with_damage ------------------- */\n\n#ifndef EGL_KHR_swap_buffers_with_damage\n#define EGL_KHR_swap_buffers_with_damage 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint * rects, EGLint  n_rects);\n\n#define eglSwapBuffersWithDamageKHR EGLEW_GET_FUN(__eglewSwapBuffersWithDamageKHR)\n\n#define EGLEW_KHR_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_KHR_swap_buffers_with_damage)\n\n#endif /* EGL_KHR_swap_buffers_with_damage */\n\n/* ------------------------ EGL_KHR_vg_parent_image ------------------------ */\n\n#ifndef EGL_KHR_vg_parent_image\n#define EGL_KHR_vg_parent_image 1\n\n#define EGL_VG_PARENT_IMAGE_KHR 0x30BA\n\n#define EGLEW_KHR_vg_parent_image EGLEW_GET_VAR(__EGLEW_KHR_vg_parent_image)\n\n#endif /* EGL_KHR_vg_parent_image */\n\n/* --------------------------- EGL_KHR_wait_sync --------------------------- */\n\n#ifndef EGL_KHR_wait_sync\n#define EGL_KHR_wait_sync 1\n\ntypedef EGLint  ( * PFNEGLWAITSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLint  flags);\n\n#define eglWaitSyncKHR EGLEW_GET_FUN(__eglewWaitSyncKHR)\n\n#define EGLEW_KHR_wait_sync EGLEW_GET_VAR(__EGLEW_KHR_wait_sync)\n\n#endif /* EGL_KHR_wait_sync */\n\n/* --------------------------- EGL_MESA_drm_image -------------------------- */\n\n#ifndef EGL_MESA_drm_image\n#define EGL_MESA_drm_image 1\n\n#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001\n#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002\n#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0\n#define EGL_DRM_BUFFER_USE_MESA 0x31D1\n#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2\n#define EGL_DRM_BUFFER_MESA 0x31D3\n#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4\n\ntypedef EGLImageKHR  ( * PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay  dpy, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay  dpy, EGLImageKHR  image, EGLint * name, EGLint * handle, EGLint * stride);\n\n#define eglCreateDRMImageMESA EGLEW_GET_FUN(__eglewCreateDRMImageMESA)\n#define eglExportDRMImageMESA EGLEW_GET_FUN(__eglewExportDRMImageMESA)\n\n#define EGLEW_MESA_drm_image EGLEW_GET_VAR(__EGLEW_MESA_drm_image)\n\n#endif /* EGL_MESA_drm_image */\n\n/* --------------------- EGL_MESA_image_dma_buf_export --------------------- */\n\n#ifndef EGL_MESA_image_dma_buf_export\n#define EGL_MESA_image_dma_buf_export 1\n\ntypedef EGLBoolean  ( * PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay  dpy, EGLImageKHR  image, int * fds, EGLint * strides, EGLint * offsets);\ntypedef EGLBoolean  ( * PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay  dpy, EGLImageKHR  image, int * fourcc, int * num_planes, EGLuint64KHR * modifiers);\n\n#define eglExportDMABUFImageMESA EGLEW_GET_FUN(__eglewExportDMABUFImageMESA)\n#define eglExportDMABUFImageQueryMESA EGLEW_GET_FUN(__eglewExportDMABUFImageQueryMESA)\n\n#define EGLEW_MESA_image_dma_buf_export EGLEW_GET_VAR(__EGLEW_MESA_image_dma_buf_export)\n\n#endif /* EGL_MESA_image_dma_buf_export */\n\n/* ------------------------- EGL_MESA_platform_gbm ------------------------- */\n\n#ifndef EGL_MESA_platform_gbm\n#define EGL_MESA_platform_gbm 1\n\n#define EGL_PLATFORM_GBM_MESA 0x31D7\n\n#define EGLEW_MESA_platform_gbm EGLEW_GET_VAR(__EGLEW_MESA_platform_gbm)\n\n#endif /* EGL_MESA_platform_gbm */\n\n/* --------------------- EGL_MESA_platform_surfaceless --------------------- */\n\n#ifndef EGL_MESA_platform_surfaceless\n#define EGL_MESA_platform_surfaceless 1\n\n#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD\n\n#define EGLEW_MESA_platform_surfaceless EGLEW_GET_VAR(__EGLEW_MESA_platform_surfaceless)\n\n#endif /* EGL_MESA_platform_surfaceless */\n\n/* -------------------------- EGL_NOK_swap_region -------------------------- */\n\n#ifndef EGL_NOK_swap_region\n#define EGL_NOK_swap_region 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  numRects, const EGLint * rects);\n\n#define eglSwapBuffersRegionNOK EGLEW_GET_FUN(__eglewSwapBuffersRegionNOK)\n\n#define EGLEW_NOK_swap_region EGLEW_GET_VAR(__EGLEW_NOK_swap_region)\n\n#endif /* EGL_NOK_swap_region */\n\n/* -------------------------- EGL_NOK_swap_region2 ------------------------- */\n\n#ifndef EGL_NOK_swap_region2\n#define EGL_NOK_swap_region2 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  numRects, const EGLint * rects);\n\n#define eglSwapBuffersRegion2NOK EGLEW_GET_FUN(__eglewSwapBuffersRegion2NOK)\n\n#define EGLEW_NOK_swap_region2 EGLEW_GET_VAR(__EGLEW_NOK_swap_region2)\n\n#endif /* EGL_NOK_swap_region2 */\n\n/* ---------------------- EGL_NOK_texture_from_pixmap ---------------------- */\n\n#ifndef EGL_NOK_texture_from_pixmap\n#define EGL_NOK_texture_from_pixmap 1\n\n#define EGL_Y_INVERTED_NOK 0x307F\n\n#define EGLEW_NOK_texture_from_pixmap EGLEW_GET_VAR(__EGLEW_NOK_texture_from_pixmap)\n\n#endif /* EGL_NOK_texture_from_pixmap */\n\n/* ------------------------ EGL_NV_3dvision_surface ------------------------ */\n\n#ifndef EGL_NV_3dvision_surface\n#define EGL_NV_3dvision_surface 1\n\n#define EGL_AUTO_STEREO_NV 0x3136\n\n#define EGLEW_NV_3dvision_surface EGLEW_GET_VAR(__EGLEW_NV_3dvision_surface)\n\n#endif /* EGL_NV_3dvision_surface */\n\n/* ------------------------- EGL_NV_coverage_sample ------------------------ */\n\n#ifndef EGL_NV_coverage_sample\n#define EGL_NV_coverage_sample 1\n\n#define EGL_COVERAGE_BUFFERS_NV 0x30E0\n#define EGL_COVERAGE_SAMPLES_NV 0x30E1\n\n#define EGLEW_NV_coverage_sample EGLEW_GET_VAR(__EGLEW_NV_coverage_sample)\n\n#endif /* EGL_NV_coverage_sample */\n\n/* --------------------- EGL_NV_coverage_sample_resolve -------------------- */\n\n#ifndef EGL_NV_coverage_sample_resolve\n#define EGL_NV_coverage_sample_resolve 1\n\n#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131\n#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132\n#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133\n\n#define EGLEW_NV_coverage_sample_resolve EGLEW_GET_VAR(__EGLEW_NV_coverage_sample_resolve)\n\n#endif /* EGL_NV_coverage_sample_resolve */\n\n/* --------------------------- EGL_NV_cuda_event --------------------------- */\n\n#ifndef EGL_NV_cuda_event\n#define EGL_NV_cuda_event 1\n\n#define EGL_CUDA_EVENT_HANDLE_NV 0x323B\n#define EGL_SYNC_CUDA_EVENT_NV 0x323C\n#define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D\n\n#define EGLEW_NV_cuda_event EGLEW_GET_VAR(__EGLEW_NV_cuda_event)\n\n#endif /* EGL_NV_cuda_event */\n\n/* ------------------------- EGL_NV_depth_nonlinear ------------------------ */\n\n#ifndef EGL_NV_depth_nonlinear\n#define EGL_NV_depth_nonlinear 1\n\n#define EGL_DEPTH_ENCODING_NONE_NV 0\n#define EGL_DEPTH_ENCODING_NV 0x30E2\n#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3\n\n#define EGLEW_NV_depth_nonlinear EGLEW_GET_VAR(__EGLEW_NV_depth_nonlinear)\n\n#endif /* EGL_NV_depth_nonlinear */\n\n/* --------------------------- EGL_NV_device_cuda -------------------------- */\n\n#ifndef EGL_NV_device_cuda\n#define EGL_NV_device_cuda 1\n\n#define EGL_CUDA_DEVICE_NV 0x323A\n\n#define EGLEW_NV_device_cuda EGLEW_GET_VAR(__EGLEW_NV_device_cuda)\n\n#endif /* EGL_NV_device_cuda */\n\n/* -------------------------- EGL_NV_native_query -------------------------- */\n\n#ifndef EGL_NV_native_query\n#define EGL_NV_native_query 1\n\ntypedef EGLBoolean  ( * PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay  dpy, EGLNativeDisplayType * display_id);\ntypedef EGLBoolean  ( * PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay  dpy, EGLSurface  surf, EGLNativePixmapType * pixmap);\ntypedef EGLBoolean  ( * PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay  dpy, EGLSurface  surf, EGLNativeWindowType * window);\n\n#define eglQueryNativeDisplayNV EGLEW_GET_FUN(__eglewQueryNativeDisplayNV)\n#define eglQueryNativePixmapNV EGLEW_GET_FUN(__eglewQueryNativePixmapNV)\n#define eglQueryNativeWindowNV EGLEW_GET_FUN(__eglewQueryNativeWindowNV)\n\n#define EGLEW_NV_native_query EGLEW_GET_VAR(__EGLEW_NV_native_query)\n\n#endif /* EGL_NV_native_query */\n\n/* ---------------------- EGL_NV_post_convert_rounding --------------------- */\n\n#ifndef EGL_NV_post_convert_rounding\n#define EGL_NV_post_convert_rounding 1\n\n#define EGLEW_NV_post_convert_rounding EGLEW_GET_VAR(__EGLEW_NV_post_convert_rounding)\n\n#endif /* EGL_NV_post_convert_rounding */\n\n/* ------------------------- EGL_NV_post_sub_buffer ------------------------ */\n\n#ifndef EGL_NV_post_sub_buffer\n#define EGL_NV_post_sub_buffer 1\n\n#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE\n\ntypedef EGLBoolean  ( * PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  x, EGLint  y, EGLint  width, EGLint  height);\n\n#define eglPostSubBufferNV EGLEW_GET_FUN(__eglewPostSubBufferNV)\n\n#define EGLEW_NV_post_sub_buffer EGLEW_GET_VAR(__EGLEW_NV_post_sub_buffer)\n\n#endif /* EGL_NV_post_sub_buffer */\n\n/* ------------------ EGL_NV_robustness_video_memory_purge ----------------- */\n\n#ifndef EGL_NV_robustness_video_memory_purge\n#define EGL_NV_robustness_video_memory_purge 1\n\n#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C\n\n#define EGLEW_NV_robustness_video_memory_purge EGLEW_GET_VAR(__EGLEW_NV_robustness_video_memory_purge)\n\n#endif /* EGL_NV_robustness_video_memory_purge */\n\n/* ------------------ EGL_NV_stream_consumer_gltexture_yuv ----------------- */\n\n#ifndef EGL_NV_stream_consumer_gltexture_yuv\n#define EGL_NV_stream_consumer_gltexture_yuv 1\n\n#define EGL_YUV_BUFFER_EXT 0x3300\n#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311\n#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C\n#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D\n#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E\n\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLAttrib  *attrib_list);\n\n#define eglStreamConsumerGLTextureExternalAttribsNV EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalAttribsNV)\n\n#define EGLEW_NV_stream_consumer_gltexture_yuv EGLEW_GET_VAR(__EGLEW_NV_stream_consumer_gltexture_yuv)\n\n#endif /* EGL_NV_stream_consumer_gltexture_yuv */\n\n/* ---------------------- EGL_NV_stream_cross_display ---------------------- */\n\n#ifndef EGL_NV_stream_cross_display\n#define EGL_NV_stream_cross_display 1\n\n#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E\n\n#define EGLEW_NV_stream_cross_display EGLEW_GET_VAR(__EGLEW_NV_stream_cross_display)\n\n#endif /* EGL_NV_stream_cross_display */\n\n/* ----------------------- EGL_NV_stream_cross_object ---------------------- */\n\n#ifndef EGL_NV_stream_cross_object\n#define EGL_NV_stream_cross_object 1\n\n#define EGL_STREAM_CROSS_OBJECT_NV 0x334D\n\n#define EGLEW_NV_stream_cross_object EGLEW_GET_VAR(__EGLEW_NV_stream_cross_object)\n\n#endif /* EGL_NV_stream_cross_object */\n\n/* --------------------- EGL_NV_stream_cross_partition --------------------- */\n\n#ifndef EGL_NV_stream_cross_partition\n#define EGL_NV_stream_cross_partition 1\n\n#define EGL_STREAM_CROSS_PARTITION_NV 0x323F\n\n#define EGLEW_NV_stream_cross_partition EGLEW_GET_VAR(__EGLEW_NV_stream_cross_partition)\n\n#endif /* EGL_NV_stream_cross_partition */\n\n/* ---------------------- EGL_NV_stream_cross_process ---------------------- */\n\n#ifndef EGL_NV_stream_cross_process\n#define EGL_NV_stream_cross_process 1\n\n#define EGL_STREAM_CROSS_PROCESS_NV 0x3245\n\n#define EGLEW_NV_stream_cross_process EGLEW_GET_VAR(__EGLEW_NV_stream_cross_process)\n\n#endif /* EGL_NV_stream_cross_process */\n\n/* ----------------------- EGL_NV_stream_cross_system ---------------------- */\n\n#ifndef EGL_NV_stream_cross_system\n#define EGL_NV_stream_cross_system 1\n\n#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F\n\n#define EGLEW_NV_stream_cross_system EGLEW_GET_VAR(__EGLEW_NV_stream_cross_system)\n\n#endif /* EGL_NV_stream_cross_system */\n\n/* ------------------------ EGL_NV_stream_fifo_next ------------------------ */\n\n#ifndef EGL_NV_stream_fifo_next\n#define EGL_NV_stream_fifo_next 1\n\n#define EGL_PENDING_FRAME_NV 0x3329\n#define EGL_STREAM_TIME_PENDING_NV 0x332A\n\n#define EGLEW_NV_stream_fifo_next EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_next)\n\n#endif /* EGL_NV_stream_fifo_next */\n\n/* --------------------- EGL_NV_stream_fifo_synchronous -------------------- */\n\n#ifndef EGL_NV_stream_fifo_synchronous\n#define EGL_NV_stream_fifo_synchronous 1\n\n#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336\n\n#define EGLEW_NV_stream_fifo_synchronous EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_synchronous)\n\n#endif /* EGL_NV_stream_fifo_synchronous */\n\n/* ----------------------- EGL_NV_stream_frame_limits ---------------------- */\n\n#ifndef EGL_NV_stream_frame_limits\n#define EGL_NV_stream_frame_limits 1\n\n#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337\n#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338\n\n#define EGLEW_NV_stream_frame_limits EGLEW_GET_VAR(__EGLEW_NV_stream_frame_limits)\n\n#endif /* EGL_NV_stream_frame_limits */\n\n/* ------------------------- EGL_NV_stream_metadata ------------------------ */\n\n#ifndef EGL_NV_stream_metadata\n#define EGL_NV_stream_metadata 1\n\n#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250\n#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251\n#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252\n#define EGL_PRODUCER_METADATA_NV 0x3253\n#define EGL_CONSUMER_METADATA_NV 0x3254\n#define EGL_METADATA0_SIZE_NV 0x3255\n#define EGL_METADATA1_SIZE_NV 0x3256\n#define EGL_METADATA2_SIZE_NV 0x3257\n#define EGL_METADATA3_SIZE_NV 0x3258\n#define EGL_METADATA0_TYPE_NV 0x3259\n#define EGL_METADATA1_TYPE_NV 0x325A\n#define EGL_METADATA2_TYPE_NV 0x325B\n#define EGL_METADATA3_TYPE_NV 0x325C\n#define EGL_PENDING_METADATA_NV 0x3328\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay  dpy, EGLint  attribute, EGLAttrib * value);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  name, EGLint  n, EGLint  offset, EGLint  size, void * data);\ntypedef EGLBoolean  ( * PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLint  n, EGLint  offset, EGLint  size, const void * data);\n\n#define eglQueryDisplayAttribNV EGLEW_GET_FUN(__eglewQueryDisplayAttribNV)\n#define eglQueryStreamMetadataNV EGLEW_GET_FUN(__eglewQueryStreamMetadataNV)\n#define eglSetStreamMetadataNV EGLEW_GET_FUN(__eglewSetStreamMetadataNV)\n\n#define EGLEW_NV_stream_metadata EGLEW_GET_VAR(__EGLEW_NV_stream_metadata)\n\n#endif /* EGL_NV_stream_metadata */\n\n/* -------------------------- EGL_NV_stream_remote ------------------------- */\n\n#ifndef EGL_NV_stream_remote\n#define EGL_NV_stream_remote 1\n\n#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240\n#define EGL_STREAM_TYPE_NV 0x3241\n#define EGL_STREAM_PROTOCOL_NV 0x3242\n#define EGL_STREAM_ENDPOINT_NV 0x3243\n#define EGL_STREAM_LOCAL_NV 0x3244\n#define EGL_STREAM_PROTOCOL_FD_NV 0x3246\n#define EGL_STREAM_PRODUCER_NV 0x3247\n#define EGL_STREAM_CONSUMER_NV 0x3248\n\n#define EGLEW_NV_stream_remote EGLEW_GET_VAR(__EGLEW_NV_stream_remote)\n\n#endif /* EGL_NV_stream_remote */\n\n/* -------------------------- EGL_NV_stream_reset -------------------------- */\n\n#ifndef EGL_NV_stream_reset\n#define EGL_NV_stream_reset 1\n\n#define EGL_SUPPORT_RESET_NV 0x3334\n#define EGL_SUPPORT_REUSE_NV 0x3335\n\ntypedef EGLBoolean  ( * PFNEGLRESETSTREAMNVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\n\n#define eglResetStreamNV EGLEW_GET_FUN(__eglewResetStreamNV)\n\n#define EGLEW_NV_stream_reset EGLEW_GET_VAR(__EGLEW_NV_stream_reset)\n\n#endif /* EGL_NV_stream_reset */\n\n/* -------------------------- EGL_NV_stream_socket ------------------------- */\n\n#ifndef EGL_NV_stream_socket\n#define EGL_NV_stream_socket 1\n\n#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B\n#define EGL_SOCKET_HANDLE_NV 0x324C\n#define EGL_SOCKET_TYPE_NV 0x324D\n\n#define EGLEW_NV_stream_socket EGLEW_GET_VAR(__EGLEW_NV_stream_socket)\n\n#endif /* EGL_NV_stream_socket */\n\n/* ----------------------- EGL_NV_stream_socket_inet ----------------------- */\n\n#ifndef EGL_NV_stream_socket_inet\n#define EGL_NV_stream_socket_inet 1\n\n#define EGL_SOCKET_TYPE_INET_NV 0x324F\n\n#define EGLEW_NV_stream_socket_inet EGLEW_GET_VAR(__EGLEW_NV_stream_socket_inet)\n\n#endif /* EGL_NV_stream_socket_inet */\n\n/* ----------------------- EGL_NV_stream_socket_unix ----------------------- */\n\n#ifndef EGL_NV_stream_socket_unix\n#define EGL_NV_stream_socket_unix 1\n\n#define EGL_SOCKET_TYPE_UNIX_NV 0x324E\n\n#define EGLEW_NV_stream_socket_unix EGLEW_GET_VAR(__EGLEW_NV_stream_socket_unix)\n\n#endif /* EGL_NV_stream_socket_unix */\n\n/* --------------------------- EGL_NV_stream_sync -------------------------- */\n\n#ifndef EGL_NV_stream_sync\n#define EGL_NV_stream_sync 1\n\n#define EGL_SYNC_TYPE_KHR 0x30F7\n#define EGL_SYNC_NEW_FRAME_NV 0x321F\n\ntypedef EGLSyncKHR  ( * PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  type, const EGLint * attrib_list);\n\n#define eglCreateStreamSyncNV EGLEW_GET_FUN(__eglewCreateStreamSyncNV)\n\n#define EGLEW_NV_stream_sync EGLEW_GET_VAR(__EGLEW_NV_stream_sync)\n\n#endif /* EGL_NV_stream_sync */\n\n/* ------------------------------ EGL_NV_sync ------------------------------ */\n\n#ifndef EGL_NV_sync\n#define EGL_NV_sync 1\n\n#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001\n#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6\n#define EGL_SYNC_STATUS_NV 0x30E7\n#define EGL_SIGNALED_NV 0x30E8\n#define EGL_UNSIGNALED_NV 0x30E9\n#define EGL_ALREADY_SIGNALED_NV 0x30EA\n#define EGL_TIMEOUT_EXPIRED_NV 0x30EB\n#define EGL_CONDITION_SATISFIED_NV 0x30EC\n#define EGL_SYNC_TYPE_NV 0x30ED\n#define EGL_SYNC_CONDITION_NV 0x30EE\n#define EGL_SYNC_FENCE_NV 0x30EF\n#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFF\n\ntypedef EGLint  ( * PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV  sync, EGLint  flags, EGLTimeNV  timeout);\ntypedef EGLSyncNV  ( * PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay  dpy, EGLenum  condition, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV  sync);\ntypedef EGLBoolean  ( * PFNEGLFENCENVPROC) (EGLSyncNV  sync);\ntypedef EGLBoolean  ( * PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV  sync, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV  sync, EGLenum  mode);\n\n#define eglClientWaitSyncNV EGLEW_GET_FUN(__eglewClientWaitSyncNV)\n#define eglCreateFenceSyncNV EGLEW_GET_FUN(__eglewCreateFenceSyncNV)\n#define eglDestroySyncNV EGLEW_GET_FUN(__eglewDestroySyncNV)\n#define eglFenceNV EGLEW_GET_FUN(__eglewFenceNV)\n#define eglGetSyncAttribNV EGLEW_GET_FUN(__eglewGetSyncAttribNV)\n#define eglSignalSyncNV EGLEW_GET_FUN(__eglewSignalSyncNV)\n\n#define EGLEW_NV_sync EGLEW_GET_VAR(__EGLEW_NV_sync)\n\n#endif /* EGL_NV_sync */\n\n/* --------------------------- EGL_NV_system_time -------------------------- */\n\n#ifndef EGL_NV_system_time\n#define EGL_NV_system_time 1\n\ntypedef EGLuint64NV  ( * PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) ( void );\ntypedef EGLuint64NV  ( * PFNEGLGETSYSTEMTIMENVPROC) ( void );\n\n#define eglGetSystemTimeFrequencyNV EGLEW_GET_FUN(__eglewGetSystemTimeFrequencyNV)\n#define eglGetSystemTimeNV EGLEW_GET_FUN(__eglewGetSystemTimeNV)\n\n#define EGLEW_NV_system_time EGLEW_GET_VAR(__EGLEW_NV_system_time)\n\n#endif /* EGL_NV_system_time */\n\n/* --------------------- EGL_TIZEN_image_native_buffer --------------------- */\n\n#ifndef EGL_TIZEN_image_native_buffer\n#define EGL_TIZEN_image_native_buffer 1\n\n#define EGL_NATIVE_BUFFER_TIZEN 0x32A0\n\n#define EGLEW_TIZEN_image_native_buffer EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_buffer)\n\n#endif /* EGL_TIZEN_image_native_buffer */\n\n/* --------------------- EGL_TIZEN_image_native_surface -------------------- */\n\n#ifndef EGL_TIZEN_image_native_surface\n#define EGL_TIZEN_image_native_surface 1\n\n#define EGL_NATIVE_SURFACE_TIZEN 0x32A1\n\n#define EGLEW_TIZEN_image_native_surface EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_surface)\n\n#endif /* EGL_TIZEN_image_native_surface */\n\n/* ------------------------------------------------------------------------- */\n\n#define EGLEW_FUN_EXPORT GLEW_FUN_EXPORT\n#define EGLEW_VAR_EXPORT GLEW_VAR_EXPORT\n\nEGLEW_FUN_EXPORT PFNEGLCHOOSECONFIGPROC __eglewChooseConfig;\nEGLEW_FUN_EXPORT PFNEGLCOPYBUFFERSPROC __eglewCopyBuffers;\nEGLEW_FUN_EXPORT PFNEGLCREATECONTEXTPROC __eglewCreateContext;\nEGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERSURFACEPROC __eglewCreatePbufferSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEPROC __eglewCreatePixmapSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATEWINDOWSURFACEPROC __eglewCreateWindowSurface;\nEGLEW_FUN_EXPORT PFNEGLDESTROYCONTEXTPROC __eglewDestroyContext;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSURFACEPROC __eglewDestroySurface;\nEGLEW_FUN_EXPORT PFNEGLGETCONFIGATTRIBPROC __eglewGetConfigAttrib;\nEGLEW_FUN_EXPORT PFNEGLGETCONFIGSPROC __eglewGetConfigs;\nEGLEW_FUN_EXPORT PFNEGLGETCURRENTDISPLAYPROC __eglewGetCurrentDisplay;\nEGLEW_FUN_EXPORT PFNEGLGETCURRENTSURFACEPROC __eglewGetCurrentSurface;\nEGLEW_FUN_EXPORT PFNEGLGETDISPLAYPROC __eglewGetDisplay;\nEGLEW_FUN_EXPORT PFNEGLGETERRORPROC __eglewGetError;\nEGLEW_FUN_EXPORT PFNEGLINITIALIZEPROC __eglewInitialize;\nEGLEW_FUN_EXPORT PFNEGLMAKECURRENTPROC __eglewMakeCurrent;\nEGLEW_FUN_EXPORT PFNEGLQUERYCONTEXTPROC __eglewQueryContext;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTRINGPROC __eglewQueryString;\nEGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPROC __eglewQuerySurface;\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSPROC __eglewSwapBuffers;\nEGLEW_FUN_EXPORT PFNEGLTERMINATEPROC __eglewTerminate;\nEGLEW_FUN_EXPORT PFNEGLWAITGLPROC __eglewWaitGL;\nEGLEW_FUN_EXPORT PFNEGLWAITNATIVEPROC __eglewWaitNative;\n\nEGLEW_FUN_EXPORT PFNEGLBINDTEXIMAGEPROC __eglewBindTexImage;\nEGLEW_FUN_EXPORT PFNEGLRELEASETEXIMAGEPROC __eglewReleaseTexImage;\nEGLEW_FUN_EXPORT PFNEGLSURFACEATTRIBPROC __eglewSurfaceAttrib;\nEGLEW_FUN_EXPORT PFNEGLSWAPINTERVALPROC __eglewSwapInterval;\n\nEGLEW_FUN_EXPORT PFNEGLBINDAPIPROC __eglewBindAPI;\nEGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC __eglewCreatePbufferFromClientBuffer;\nEGLEW_FUN_EXPORT PFNEGLQUERYAPIPROC __eglewQueryAPI;\nEGLEW_FUN_EXPORT PFNEGLRELEASETHREADPROC __eglewReleaseThread;\nEGLEW_FUN_EXPORT PFNEGLWAITCLIENTPROC __eglewWaitClient;\n\nEGLEW_FUN_EXPORT PFNEGLGETCURRENTCONTEXTPROC __eglewGetCurrentContext;\n\nEGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCPROC __eglewClientWaitSync;\nEGLEW_FUN_EXPORT PFNEGLCREATEIMAGEPROC __eglewCreateImage;\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC __eglewCreatePlatformPixmapSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEPROC __eglewCreatePlatformWindowSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATESYNCPROC __eglewCreateSync;\nEGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEPROC __eglewDestroyImage;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSYNCPROC __eglewDestroySync;\nEGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYPROC __eglewGetPlatformDisplay;\nEGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBPROC __eglewGetSyncAttrib;\nEGLEW_FUN_EXPORT PFNEGLWAITSYNCPROC __eglewWaitSync;\n\nEGLEW_FUN_EXPORT PFNEGLSETBLOBCACHEFUNCSANDROIDPROC __eglewSetBlobCacheFuncsANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC __eglewCreateNativeClientBufferANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLDUPNATIVEFENCEFDANDROIDPROC __eglewDupNativeFenceFDANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLPRESENTATIONTIMEANDROIDPROC __eglewPresentationTimeANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPOINTERANGLEPROC __eglewQuerySurfacePointerANGLE;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDEVICESEXTPROC __eglewQueryDevicesEXT;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDEVICEATTRIBEXTPROC __eglewQueryDeviceAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYDEVICESTRINGEXTPROC __eglewQueryDeviceStringEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBEXTPROC __eglewQueryDisplayAttribEXT;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDMABUFFORMATSEXTPROC __eglewQueryDmaBufFormatsEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYDMABUFMODIFIERSEXTPROC __eglewQueryDmaBufModifiersEXT;\n\nEGLEW_FUN_EXPORT PFNEGLGETOUTPUTLAYERSEXTPROC __eglewGetOutputLayersEXT;\nEGLEW_FUN_EXPORT PFNEGLGETOUTPUTPORTSEXTPROC __eglewGetOutputPortsEXT;\nEGLEW_FUN_EXPORT PFNEGLOUTPUTLAYERATTRIBEXTPROC __eglewOutputLayerAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLOUTPUTPORTATTRIBEXTPROC __eglewOutputPortAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC __eglewQueryOutputLayerAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC __eglewQueryOutputLayerStringEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC __eglewQueryOutputPortAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC __eglewQueryOutputPortStringEXT;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC __eglewCreatePlatformPixmapSurfaceEXT;\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC __eglewCreatePlatformWindowSurfaceEXT;\nEGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYEXTPROC __eglewGetPlatformDisplayEXT;\n\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMEROUTPUTEXTPROC __eglewStreamConsumerOutputEXT;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC __eglewSwapBuffersWithDamageEXT;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEHIPROC __eglewCreatePixmapSurfaceHI;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESYNC64KHRPROC __eglewCreateSync64KHR;\n\nEGLEW_FUN_EXPORT PFNEGLDEBUGMESSAGECONTROLKHRPROC __eglewDebugMessageControlKHR;\nEGLEW_FUN_EXPORT PFNEGLLABELOBJECTKHRPROC __eglewLabelObjectKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYDEBUGKHRPROC __eglewQueryDebugKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEIMAGEKHRPROC __eglewCreateImageKHR;\nEGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEKHRPROC __eglewDestroyImageKHR;\n\nEGLEW_FUN_EXPORT PFNEGLLOCKSURFACEKHRPROC __eglewLockSurfaceKHR;\nEGLEW_FUN_EXPORT PFNEGLUNLOCKSURFACEKHRPROC __eglewUnlockSurfaceKHR;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYSURFACE64KHRPROC __eglewQuerySurface64KHR;\n\nEGLEW_FUN_EXPORT PFNEGLSETDAMAGEREGIONKHRPROC __eglewSetDamageRegionKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCKHRPROC __eglewClientWaitSyncKHR;\nEGLEW_FUN_EXPORT PFNEGLCREATESYNCKHRPROC __eglewCreateSyncKHR;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSYNCKHRPROC __eglewDestroySyncKHR;\nEGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBKHRPROC __eglewGetSyncAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSIGNALSYNCKHRPROC __eglewSignalSyncKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMKHRPROC __eglewCreateStreamKHR;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSTREAMKHRPROC __eglewDestroyStreamKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMKHRPROC __eglewQueryStreamKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMU64KHRPROC __eglewQueryStreamu64KHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMATTRIBKHRPROC __eglewStreamAttribKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMATTRIBKHRPROC __eglewCreateStreamAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMATTRIBKHRPROC __eglewQueryStreamAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSETSTREAMATTRIBKHRPROC __eglewSetStreamAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC __eglewStreamConsumerAcquireAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC __eglewStreamConsumerReleaseAttribKHR;\n\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREKHRPROC __eglewStreamConsumerAcquireKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC __eglewStreamConsumerGLTextureExternalKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEKHRPROC __eglewStreamConsumerReleaseKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC __eglewCreateStreamFromFileDescriptorKHR;\nEGLEW_FUN_EXPORT PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC __eglewGetStreamFileDescriptorKHR;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMTIMEKHRPROC __eglewQueryStreamTimeKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC __eglewCreateStreamProducerSurfaceKHR;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC __eglewSwapBuffersWithDamageKHR;\n\nEGLEW_FUN_EXPORT PFNEGLWAITSYNCKHRPROC __eglewWaitSyncKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEDRMIMAGEMESAPROC __eglewCreateDRMImageMESA;\nEGLEW_FUN_EXPORT PFNEGLEXPORTDRMIMAGEMESAPROC __eglewExportDRMImageMESA;\n\nEGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEMESAPROC __eglewExportDMABUFImageMESA;\nEGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC __eglewExportDMABUFImageQueryMESA;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGIONNOKPROC __eglewSwapBuffersRegionNOK;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGION2NOKPROC __eglewSwapBuffersRegion2NOK;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYNATIVEDISPLAYNVPROC __eglewQueryNativeDisplayNV;\nEGLEW_FUN_EXPORT PFNEGLQUERYNATIVEPIXMAPNVPROC __eglewQueryNativePixmapNV;\nEGLEW_FUN_EXPORT PFNEGLQUERYNATIVEWINDOWNVPROC __eglewQueryNativeWindowNV;\n\nEGLEW_FUN_EXPORT PFNEGLPOSTSUBBUFFERNVPROC __eglewPostSubBufferNV;\n\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC __eglewStreamConsumerGLTextureExternalAttribsNV;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBNVPROC __eglewQueryDisplayAttribNV;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMMETADATANVPROC __eglewQueryStreamMetadataNV;\nEGLEW_FUN_EXPORT PFNEGLSETSTREAMMETADATANVPROC __eglewSetStreamMetadataNV;\n\nEGLEW_FUN_EXPORT PFNEGLRESETSTREAMNVPROC __eglewResetStreamNV;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMSYNCNVPROC __eglewCreateStreamSyncNV;\n\nEGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCNVPROC __eglewClientWaitSyncNV;\nEGLEW_FUN_EXPORT PFNEGLCREATEFENCESYNCNVPROC __eglewCreateFenceSyncNV;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSYNCNVPROC __eglewDestroySyncNV;\nEGLEW_FUN_EXPORT PFNEGLFENCENVPROC __eglewFenceNV;\nEGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBNVPROC __eglewGetSyncAttribNV;\nEGLEW_FUN_EXPORT PFNEGLSIGNALSYNCNVPROC __eglewSignalSyncNV;\n\nEGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC __eglewGetSystemTimeFrequencyNV;\nEGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMENVPROC __eglewGetSystemTimeNV;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_0;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_1;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_3;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_4;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_5;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_blob_cache;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_create_native_client_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_framebuffer_target;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_front_buffer_auto_refresh;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_image_native_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_native_fence_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_presentation_time;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_recordable;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_d3d_share_handle_client_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_device_d3d;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_query_surface_pointer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_surface_d3d_texture_2d_share_handle;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_window_fixed_size;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ARM_implicit_external_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ARM_pixmap_multisample_discard;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_buffer_age;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_client_extensions;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_create_context_robustness;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_drm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_enumeration;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_openwf;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_query;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_bt2020_linear;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_bt2020_pq;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_scrgb_linear;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_image_dma_buf_import;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_image_dma_buf_import_modifiers;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_multiview_window;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_drm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_openwf;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_pixel_format_float;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_device;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_wayland;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_x11;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_protected_content;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_protected_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_stream_consumer_egloutput;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_surface_SMPTE2086_metadata;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_swap_buffers_with_damage;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_yuv_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_HI_clientpixmap;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_HI_colorformats;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_IMG_context_priority;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_IMG_image_plane_attribs;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_cl_event;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_cl_event2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_client_get_all_proc_addresses;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_config_attribs;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_context_flush_control;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_create_context;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_create_context_no_error;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_debug;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_fence_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_get_all_proc_addresses;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_colorspace;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_renderbuffer_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_2D_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_3D_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_cubemap_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image_pixmap;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface3;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_mutable_render_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_no_config_context;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_partial_update;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_android;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_gbm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_wayland;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_x11;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_reusable_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_attrib;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_consumer_gltexture;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_cross_process_fd;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_fifo;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_producer_aldatalocator;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_producer_eglsurface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_surfaceless_context;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_swap_buffers_with_damage;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_vg_parent_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_wait_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_drm_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_image_dma_buf_export;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_platform_gbm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_platform_surfaceless;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_swap_region;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_swap_region2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_texture_from_pixmap;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_3dvision_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_coverage_sample;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_coverage_sample_resolve;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_cuda_event;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_depth_nonlinear;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_device_cuda;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_native_query;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_post_convert_rounding;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_post_sub_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_robustness_video_memory_purge;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_consumer_gltexture_yuv;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_display;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_object;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_partition;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_process;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_system;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_next;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_synchronous;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_frame_limits;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_metadata;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_remote;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_reset;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_inet;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_unix;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_system_time;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_surface;\n/* ------------------------------------------------------------------------ */\n\nGLEWAPI GLenum GLEWAPIENTRY eglewInit (EGLDisplay display);\nGLEWAPI GLboolean GLEWAPIENTRY eglewIsSupported (const char *name);\n\n#define EGLEW_GET_VAR(x) (*(const GLboolean*)&x)\n#define EGLEW_GET_FUN(x) x\n\nGLEWAPI GLboolean GLEWAPIENTRY eglewGetExtension (const char *name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* __eglew_h__ */\n"
  },
  {
    "path": "Dependencies/include/64/GL/glew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n * Mesa 3-D graphics library\n * Version:  7.0\n *\n * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included\n * in all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL\n * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\n * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\n * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __glew_h__\n#define __glew_h__\n#define __GLEW_H__\n\n#if defined(__gl_h_) || defined(__GL_H__) || defined(_GL_H) || defined(__X_GL_H)\n#error gl.h included before glew.h\n#endif\n#if defined(__gl2_h_)\n#error gl2.h included before glew.h\n#endif\n#if defined(__gltypes_h_)\n#error gltypes.h included before glew.h\n#endif\n#if defined(__REGAL_H__)\n#error Regal.h included before glew.h\n#endif\n#if defined(__glext_h_) || defined(__GLEXT_H_)\n#error glext.h included before glew.h\n#endif\n#if defined(__gl_ATI_h_)\n#error glATI.h included before glew.h\n#endif\n\n#define __gl_h_\n#define __gl2_h_\n#define __GL_H__\n#define _GL_H\n#define __gltypes_h_\n#define __REGAL_H__\n#define __X_GL_H\n#define __glext_h_\n#define __GLEXT_H_\n#define __gl_ATI_h_\n\n#if defined(_WIN32)\n\n/*\n * GLEW does not include <windows.h> to avoid name space pollution.\n * GL needs GLAPI and GLAPIENTRY, GLU needs APIENTRY, CALLBACK, and wchar_t\n * defined properly.\n */\n/* <windef.h> and <gl.h>*/\n#ifdef APIENTRY\n#  ifndef GLAPIENTRY\n#    define GLAPIENTRY APIENTRY\n#  endif\n#  ifndef GLEWAPIENTRY\n#    define GLEWAPIENTRY APIENTRY\n#  endif\n#else\n#define GLEW_APIENTRY_DEFINED\n#  if defined(__MINGW32__) || defined(__CYGWIN__) || (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)\n#    define APIENTRY __stdcall\n#    ifndef GLAPIENTRY\n#      define GLAPIENTRY __stdcall\n#    endif\n#    ifndef GLEWAPIENTRY\n#      define GLEWAPIENTRY __stdcall\n#    endif\n#  else\n#    define APIENTRY\n#  endif\n#endif\n#ifndef GLAPI\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#    define GLAPI extern\n#  endif\n#endif\n/* <winnt.h> */\n#ifndef CALLBACK\n#define GLEW_CALLBACK_DEFINED\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#    define CALLBACK __attribute__ ((__stdcall__))\n#  elif (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)\n#    define CALLBACK __stdcall\n#  else\n#    define CALLBACK\n#  endif\n#endif\n/* <wingdi.h> and <winnt.h> */\n#ifndef WINGDIAPI\n#define GLEW_WINGDIAPI_DEFINED\n#define WINGDIAPI __declspec(dllimport)\n#endif\n/* <ctype.h> */\n#if (defined(_MSC_VER) || defined(__BORLANDC__)) && !defined(_WCHAR_T_DEFINED)\ntypedef unsigned short wchar_t;\n#  define _WCHAR_T_DEFINED\n#endif\n/* <stddef.h> */\n#if !defined(_W64)\n#  if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && defined(_MSC_VER) && _MSC_VER >= 1300\n#    define _W64 __w64\n#  else\n#    define _W64\n#  endif\n#endif\n#if !defined(_PTRDIFF_T_DEFINED) && !defined(_PTRDIFF_T_) && !defined(__MINGW64__)\n#  ifdef _WIN64\ntypedef __int64 ptrdiff_t;\n#  else\ntypedef _W64 int ptrdiff_t;\n#  endif\n#  define _PTRDIFF_T_DEFINED\n#  define _PTRDIFF_T_\n#endif\n\n#ifndef GLAPI\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#    define GLAPI extern\n#  else\n#    define GLAPI WINGDIAPI\n#  endif\n#endif\n\n/*\n * GLEW_STATIC is defined for static library.\n * GLEW_BUILD  is defined for building the DLL library.\n */\n\n#ifdef GLEW_STATIC\n#  define GLEWAPI extern\n#else\n#  ifdef GLEW_BUILD\n#    define GLEWAPI extern __declspec(dllexport)\n#  else\n#    define GLEWAPI extern __declspec(dllimport)\n#  endif\n#endif\n\n#else /* _UNIX */\n\n/*\n * Needed for ptrdiff_t in turn needed by VBO.  This is defined by ISO\n * C.  On my system, this amounts to _3 lines_ of included code, all of\n * them pretty much harmless.  If you know of a way of detecting 32 vs\n * 64 _targets_ at compile time you are free to replace this with\n * something that's portable.  For now, _this_ is the portable solution.\n * (mem, 2004-01-04)\n */\n\n#include <stddef.h>\n\n/* SGI MIPSPro doesn't like stdint.h in C++ mode          */\n/* ID: 3376260 Solaris 9 has inttypes.h, but not stdint.h */\n\n#if (defined(__sgi) || defined(__sun)) && !defined(__GNUC__)\n#include <inttypes.h>\n#else\n#include <stdint.h>\n#endif\n\n#define GLEW_APIENTRY_DEFINED\n#define APIENTRY\n\n/*\n * GLEW_STATIC is defined for static library.\n */\n\n#ifdef GLEW_STATIC\n#  define GLEWAPI extern\n#else\n#  if defined(__GNUC__) && __GNUC__>=4\n#   define GLEWAPI extern __attribute__ ((visibility(\"default\")))\n#  elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)\n#   define GLEWAPI extern __global\n#  else\n#   define GLEWAPI extern\n#  endif\n#endif\n\n/* <glu.h> */\n#ifndef GLAPI\n#define GLAPI extern\n#endif\n\n#endif /* _WIN32 */\n\n#ifndef GLAPIENTRY\n#define GLAPIENTRY\n#endif\n\n#ifndef GLEWAPIENTRY\n#define GLEWAPIENTRY\n#endif\n\n#define GLEW_VAR_EXPORT GLEWAPI\n#define GLEW_FUN_EXPORT GLEWAPI\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* ----------------------------- GL_VERSION_1_1 ---------------------------- */\n\n#ifndef GL_VERSION_1_1\n#define GL_VERSION_1_1 1\n\ntypedef unsigned int GLenum;\ntypedef unsigned int GLbitfield;\ntypedef unsigned int GLuint;\ntypedef int GLint;\ntypedef int GLsizei;\ntypedef unsigned char GLboolean;\ntypedef signed char GLbyte;\ntypedef short GLshort;\ntypedef unsigned char GLubyte;\ntypedef unsigned short GLushort;\ntypedef unsigned long GLulong;\ntypedef float GLfloat;\ntypedef float GLclampf;\ntypedef double GLdouble;\ntypedef double GLclampd;\ntypedef void GLvoid;\n#if defined(_MSC_VER) && _MSC_VER < 1400\ntypedef __int64 GLint64EXT;\ntypedef unsigned __int64 GLuint64EXT;\n#elif defined(_MSC_VER) || defined(__BORLANDC__)\ntypedef signed long long GLint64EXT;\ntypedef unsigned long long GLuint64EXT;\n#else\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#include <inttypes.h>\n#  endif\ntypedef int64_t GLint64EXT;\ntypedef uint64_t GLuint64EXT;\n#endif\ntypedef GLint64EXT  GLint64;\ntypedef GLuint64EXT GLuint64;\ntypedef struct __GLsync *GLsync;\n\ntypedef char GLchar;\n\n#define GL_ZERO 0\n#define GL_FALSE 0\n#define GL_LOGIC_OP 0x0BF1\n#define GL_NONE 0\n#define GL_TEXTURE_COMPONENTS 0x1003\n#define GL_NO_ERROR 0\n#define GL_POINTS 0x0000\n#define GL_CURRENT_BIT 0x00000001\n#define GL_TRUE 1\n#define GL_ONE 1\n#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001\n#define GL_LINES 0x0001\n#define GL_LINE_LOOP 0x0002\n#define GL_POINT_BIT 0x00000002\n#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002\n#define GL_LINE_STRIP 0x0003\n#define GL_LINE_BIT 0x00000004\n#define GL_TRIANGLES 0x0004\n#define GL_TRIANGLE_STRIP 0x0005\n#define GL_TRIANGLE_FAN 0x0006\n#define GL_QUADS 0x0007\n#define GL_QUAD_STRIP 0x0008\n#define GL_POLYGON_BIT 0x00000008\n#define GL_POLYGON 0x0009\n#define GL_POLYGON_STIPPLE_BIT 0x00000010\n#define GL_PIXEL_MODE_BIT 0x00000020\n#define GL_LIGHTING_BIT 0x00000040\n#define GL_FOG_BIT 0x00000080\n#define GL_DEPTH_BUFFER_BIT 0x00000100\n#define GL_ACCUM 0x0100\n#define GL_LOAD 0x0101\n#define GL_RETURN 0x0102\n#define GL_MULT 0x0103\n#define GL_ADD 0x0104\n#define GL_NEVER 0x0200\n#define GL_ACCUM_BUFFER_BIT 0x00000200\n#define GL_LESS 0x0201\n#define GL_EQUAL 0x0202\n#define GL_LEQUAL 0x0203\n#define GL_GREATER 0x0204\n#define GL_NOTEQUAL 0x0205\n#define GL_GEQUAL 0x0206\n#define GL_ALWAYS 0x0207\n#define GL_SRC_COLOR 0x0300\n#define GL_ONE_MINUS_SRC_COLOR 0x0301\n#define GL_SRC_ALPHA 0x0302\n#define GL_ONE_MINUS_SRC_ALPHA 0x0303\n#define GL_DST_ALPHA 0x0304\n#define GL_ONE_MINUS_DST_ALPHA 0x0305\n#define GL_DST_COLOR 0x0306\n#define GL_ONE_MINUS_DST_COLOR 0x0307\n#define GL_SRC_ALPHA_SATURATE 0x0308\n#define GL_STENCIL_BUFFER_BIT 0x00000400\n#define GL_FRONT_LEFT 0x0400\n#define GL_FRONT_RIGHT 0x0401\n#define GL_BACK_LEFT 0x0402\n#define GL_BACK_RIGHT 0x0403\n#define GL_FRONT 0x0404\n#define GL_BACK 0x0405\n#define GL_LEFT 0x0406\n#define GL_RIGHT 0x0407\n#define GL_FRONT_AND_BACK 0x0408\n#define GL_AUX0 0x0409\n#define GL_AUX1 0x040A\n#define GL_AUX2 0x040B\n#define GL_AUX3 0x040C\n#define GL_INVALID_ENUM 0x0500\n#define GL_INVALID_VALUE 0x0501\n#define GL_INVALID_OPERATION 0x0502\n#define GL_STACK_OVERFLOW 0x0503\n#define GL_STACK_UNDERFLOW 0x0504\n#define GL_OUT_OF_MEMORY 0x0505\n#define GL_2D 0x0600\n#define GL_3D 0x0601\n#define GL_3D_COLOR 0x0602\n#define GL_3D_COLOR_TEXTURE 0x0603\n#define GL_4D_COLOR_TEXTURE 0x0604\n#define GL_PASS_THROUGH_TOKEN 0x0700\n#define GL_POINT_TOKEN 0x0701\n#define GL_LINE_TOKEN 0x0702\n#define GL_POLYGON_TOKEN 0x0703\n#define GL_BITMAP_TOKEN 0x0704\n#define GL_DRAW_PIXEL_TOKEN 0x0705\n#define GL_COPY_PIXEL_TOKEN 0x0706\n#define GL_LINE_RESET_TOKEN 0x0707\n#define GL_EXP 0x0800\n#define GL_VIEWPORT_BIT 0x00000800\n#define GL_EXP2 0x0801\n#define GL_CW 0x0900\n#define GL_CCW 0x0901\n#define GL_COEFF 0x0A00\n#define GL_ORDER 0x0A01\n#define GL_DOMAIN 0x0A02\n#define GL_CURRENT_COLOR 0x0B00\n#define GL_CURRENT_INDEX 0x0B01\n#define GL_CURRENT_NORMAL 0x0B02\n#define GL_CURRENT_TEXTURE_COORDS 0x0B03\n#define GL_CURRENT_RASTER_COLOR 0x0B04\n#define GL_CURRENT_RASTER_INDEX 0x0B05\n#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06\n#define GL_CURRENT_RASTER_POSITION 0x0B07\n#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08\n#define GL_CURRENT_RASTER_DISTANCE 0x0B09\n#define GL_POINT_SMOOTH 0x0B10\n#define GL_POINT_SIZE 0x0B11\n#define GL_POINT_SIZE_RANGE 0x0B12\n#define GL_POINT_SIZE_GRANULARITY 0x0B13\n#define GL_LINE_SMOOTH 0x0B20\n#define GL_LINE_WIDTH 0x0B21\n#define GL_LINE_WIDTH_RANGE 0x0B22\n#define GL_LINE_WIDTH_GRANULARITY 0x0B23\n#define GL_LINE_STIPPLE 0x0B24\n#define GL_LINE_STIPPLE_PATTERN 0x0B25\n#define GL_LINE_STIPPLE_REPEAT 0x0B26\n#define GL_LIST_MODE 0x0B30\n#define GL_MAX_LIST_NESTING 0x0B31\n#define GL_LIST_BASE 0x0B32\n#define GL_LIST_INDEX 0x0B33\n#define GL_POLYGON_MODE 0x0B40\n#define GL_POLYGON_SMOOTH 0x0B41\n#define GL_POLYGON_STIPPLE 0x0B42\n#define GL_EDGE_FLAG 0x0B43\n#define GL_CULL_FACE 0x0B44\n#define GL_CULL_FACE_MODE 0x0B45\n#define GL_FRONT_FACE 0x0B46\n#define GL_LIGHTING 0x0B50\n#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51\n#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52\n#define GL_LIGHT_MODEL_AMBIENT 0x0B53\n#define GL_SHADE_MODEL 0x0B54\n#define GL_COLOR_MATERIAL_FACE 0x0B55\n#define GL_COLOR_MATERIAL_PARAMETER 0x0B56\n#define GL_COLOR_MATERIAL 0x0B57\n#define GL_FOG 0x0B60\n#define GL_FOG_INDEX 0x0B61\n#define GL_FOG_DENSITY 0x0B62\n#define GL_FOG_START 0x0B63\n#define GL_FOG_END 0x0B64\n#define GL_FOG_MODE 0x0B65\n#define GL_FOG_COLOR 0x0B66\n#define GL_DEPTH_RANGE 0x0B70\n#define GL_DEPTH_TEST 0x0B71\n#define GL_DEPTH_WRITEMASK 0x0B72\n#define GL_DEPTH_CLEAR_VALUE 0x0B73\n#define GL_DEPTH_FUNC 0x0B74\n#define GL_ACCUM_CLEAR_VALUE 0x0B80\n#define GL_STENCIL_TEST 0x0B90\n#define GL_STENCIL_CLEAR_VALUE 0x0B91\n#define GL_STENCIL_FUNC 0x0B92\n#define GL_STENCIL_VALUE_MASK 0x0B93\n#define GL_STENCIL_FAIL 0x0B94\n#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95\n#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96\n#define GL_STENCIL_REF 0x0B97\n#define GL_STENCIL_WRITEMASK 0x0B98\n#define GL_MATRIX_MODE 0x0BA0\n#define GL_NORMALIZE 0x0BA1\n#define GL_VIEWPORT 0x0BA2\n#define GL_MODELVIEW_STACK_DEPTH 0x0BA3\n#define GL_PROJECTION_STACK_DEPTH 0x0BA4\n#define GL_TEXTURE_STACK_DEPTH 0x0BA5\n#define GL_MODELVIEW_MATRIX 0x0BA6\n#define GL_PROJECTION_MATRIX 0x0BA7\n#define GL_TEXTURE_MATRIX 0x0BA8\n#define GL_ATTRIB_STACK_DEPTH 0x0BB0\n#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1\n#define GL_ALPHA_TEST 0x0BC0\n#define GL_ALPHA_TEST_FUNC 0x0BC1\n#define GL_ALPHA_TEST_REF 0x0BC2\n#define GL_DITHER 0x0BD0\n#define GL_BLEND_DST 0x0BE0\n#define GL_BLEND_SRC 0x0BE1\n#define GL_BLEND 0x0BE2\n#define GL_LOGIC_OP_MODE 0x0BF0\n#define GL_INDEX_LOGIC_OP 0x0BF1\n#define GL_COLOR_LOGIC_OP 0x0BF2\n#define GL_AUX_BUFFERS 0x0C00\n#define GL_DRAW_BUFFER 0x0C01\n#define GL_READ_BUFFER 0x0C02\n#define GL_SCISSOR_BOX 0x0C10\n#define GL_SCISSOR_TEST 0x0C11\n#define GL_INDEX_CLEAR_VALUE 0x0C20\n#define GL_INDEX_WRITEMASK 0x0C21\n#define GL_COLOR_CLEAR_VALUE 0x0C22\n#define GL_COLOR_WRITEMASK 0x0C23\n#define GL_INDEX_MODE 0x0C30\n#define GL_RGBA_MODE 0x0C31\n#define GL_DOUBLEBUFFER 0x0C32\n#define GL_STEREO 0x0C33\n#define GL_RENDER_MODE 0x0C40\n#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50\n#define GL_POINT_SMOOTH_HINT 0x0C51\n#define GL_LINE_SMOOTH_HINT 0x0C52\n#define GL_POLYGON_SMOOTH_HINT 0x0C53\n#define GL_FOG_HINT 0x0C54\n#define GL_TEXTURE_GEN_S 0x0C60\n#define GL_TEXTURE_GEN_T 0x0C61\n#define GL_TEXTURE_GEN_R 0x0C62\n#define GL_TEXTURE_GEN_Q 0x0C63\n#define GL_PIXEL_MAP_I_TO_I 0x0C70\n#define GL_PIXEL_MAP_S_TO_S 0x0C71\n#define GL_PIXEL_MAP_I_TO_R 0x0C72\n#define GL_PIXEL_MAP_I_TO_G 0x0C73\n#define GL_PIXEL_MAP_I_TO_B 0x0C74\n#define GL_PIXEL_MAP_I_TO_A 0x0C75\n#define GL_PIXEL_MAP_R_TO_R 0x0C76\n#define GL_PIXEL_MAP_G_TO_G 0x0C77\n#define GL_PIXEL_MAP_B_TO_B 0x0C78\n#define GL_PIXEL_MAP_A_TO_A 0x0C79\n#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0\n#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1\n#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2\n#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3\n#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4\n#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5\n#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6\n#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7\n#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8\n#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9\n#define GL_UNPACK_SWAP_BYTES 0x0CF0\n#define GL_UNPACK_LSB_FIRST 0x0CF1\n#define GL_UNPACK_ROW_LENGTH 0x0CF2\n#define GL_UNPACK_SKIP_ROWS 0x0CF3\n#define GL_UNPACK_SKIP_PIXELS 0x0CF4\n#define GL_UNPACK_ALIGNMENT 0x0CF5\n#define GL_PACK_SWAP_BYTES 0x0D00\n#define GL_PACK_LSB_FIRST 0x0D01\n#define GL_PACK_ROW_LENGTH 0x0D02\n#define GL_PACK_SKIP_ROWS 0x0D03\n#define GL_PACK_SKIP_PIXELS 0x0D04\n#define GL_PACK_ALIGNMENT 0x0D05\n#define GL_MAP_COLOR 0x0D10\n#define GL_MAP_STENCIL 0x0D11\n#define GL_INDEX_SHIFT 0x0D12\n#define GL_INDEX_OFFSET 0x0D13\n#define GL_RED_SCALE 0x0D14\n#define GL_RED_BIAS 0x0D15\n#define GL_ZOOM_X 0x0D16\n#define GL_ZOOM_Y 0x0D17\n#define GL_GREEN_SCALE 0x0D18\n#define GL_GREEN_BIAS 0x0D19\n#define GL_BLUE_SCALE 0x0D1A\n#define GL_BLUE_BIAS 0x0D1B\n#define GL_ALPHA_SCALE 0x0D1C\n#define GL_ALPHA_BIAS 0x0D1D\n#define GL_DEPTH_SCALE 0x0D1E\n#define GL_DEPTH_BIAS 0x0D1F\n#define GL_MAX_EVAL_ORDER 0x0D30\n#define GL_MAX_LIGHTS 0x0D31\n#define GL_MAX_CLIP_PLANES 0x0D32\n#define GL_MAX_TEXTURE_SIZE 0x0D33\n#define GL_MAX_PIXEL_MAP_TABLE 0x0D34\n#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35\n#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36\n#define GL_MAX_NAME_STACK_DEPTH 0x0D37\n#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38\n#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39\n#define GL_MAX_VIEWPORT_DIMS 0x0D3A\n#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B\n#define GL_SUBPIXEL_BITS 0x0D50\n#define GL_INDEX_BITS 0x0D51\n#define GL_RED_BITS 0x0D52\n#define GL_GREEN_BITS 0x0D53\n#define GL_BLUE_BITS 0x0D54\n#define GL_ALPHA_BITS 0x0D55\n#define GL_DEPTH_BITS 0x0D56\n#define GL_STENCIL_BITS 0x0D57\n#define GL_ACCUM_RED_BITS 0x0D58\n#define GL_ACCUM_GREEN_BITS 0x0D59\n#define GL_ACCUM_BLUE_BITS 0x0D5A\n#define GL_ACCUM_ALPHA_BITS 0x0D5B\n#define GL_NAME_STACK_DEPTH 0x0D70\n#define GL_AUTO_NORMAL 0x0D80\n#define GL_MAP1_COLOR_4 0x0D90\n#define GL_MAP1_INDEX 0x0D91\n#define GL_MAP1_NORMAL 0x0D92\n#define GL_MAP1_TEXTURE_COORD_1 0x0D93\n#define GL_MAP1_TEXTURE_COORD_2 0x0D94\n#define GL_MAP1_TEXTURE_COORD_3 0x0D95\n#define GL_MAP1_TEXTURE_COORD_4 0x0D96\n#define GL_MAP1_VERTEX_3 0x0D97\n#define GL_MAP1_VERTEX_4 0x0D98\n#define GL_MAP2_COLOR_4 0x0DB0\n#define GL_MAP2_INDEX 0x0DB1\n#define GL_MAP2_NORMAL 0x0DB2\n#define GL_MAP2_TEXTURE_COORD_1 0x0DB3\n#define GL_MAP2_TEXTURE_COORD_2 0x0DB4\n#define GL_MAP2_TEXTURE_COORD_3 0x0DB5\n#define GL_MAP2_TEXTURE_COORD_4 0x0DB6\n#define GL_MAP2_VERTEX_3 0x0DB7\n#define GL_MAP2_VERTEX_4 0x0DB8\n#define GL_MAP1_GRID_DOMAIN 0x0DD0\n#define GL_MAP1_GRID_SEGMENTS 0x0DD1\n#define GL_MAP2_GRID_DOMAIN 0x0DD2\n#define GL_MAP2_GRID_SEGMENTS 0x0DD3\n#define GL_TEXTURE_1D 0x0DE0\n#define GL_TEXTURE_2D 0x0DE1\n#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0\n#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1\n#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2\n#define GL_SELECTION_BUFFER_POINTER 0x0DF3\n#define GL_SELECTION_BUFFER_SIZE 0x0DF4\n#define GL_TEXTURE_WIDTH 0x1000\n#define GL_TRANSFORM_BIT 0x00001000\n#define GL_TEXTURE_HEIGHT 0x1001\n#define GL_TEXTURE_INTERNAL_FORMAT 0x1003\n#define GL_TEXTURE_BORDER_COLOR 0x1004\n#define GL_TEXTURE_BORDER 0x1005\n#define GL_DONT_CARE 0x1100\n#define GL_FASTEST 0x1101\n#define GL_NICEST 0x1102\n#define GL_AMBIENT 0x1200\n#define GL_DIFFUSE 0x1201\n#define GL_SPECULAR 0x1202\n#define GL_POSITION 0x1203\n#define GL_SPOT_DIRECTION 0x1204\n#define GL_SPOT_EXPONENT 0x1205\n#define GL_SPOT_CUTOFF 0x1206\n#define GL_CONSTANT_ATTENUATION 0x1207\n#define GL_LINEAR_ATTENUATION 0x1208\n#define GL_QUADRATIC_ATTENUATION 0x1209\n#define GL_COMPILE 0x1300\n#define GL_COMPILE_AND_EXECUTE 0x1301\n#define GL_BYTE 0x1400\n#define GL_UNSIGNED_BYTE 0x1401\n#define GL_SHORT 0x1402\n#define GL_UNSIGNED_SHORT 0x1403\n#define GL_INT 0x1404\n#define GL_UNSIGNED_INT 0x1405\n#define GL_FLOAT 0x1406\n#define GL_2_BYTES 0x1407\n#define GL_3_BYTES 0x1408\n#define GL_4_BYTES 0x1409\n#define GL_DOUBLE 0x140A\n#define GL_CLEAR 0x1500\n#define GL_AND 0x1501\n#define GL_AND_REVERSE 0x1502\n#define GL_COPY 0x1503\n#define GL_AND_INVERTED 0x1504\n#define GL_NOOP 0x1505\n#define GL_XOR 0x1506\n#define GL_OR 0x1507\n#define GL_NOR 0x1508\n#define GL_EQUIV 0x1509\n#define GL_INVERT 0x150A\n#define GL_OR_REVERSE 0x150B\n#define GL_COPY_INVERTED 0x150C\n#define GL_OR_INVERTED 0x150D\n#define GL_NAND 0x150E\n#define GL_SET 0x150F\n#define GL_EMISSION 0x1600\n#define GL_SHININESS 0x1601\n#define GL_AMBIENT_AND_DIFFUSE 0x1602\n#define GL_COLOR_INDEXES 0x1603\n#define GL_MODELVIEW 0x1700\n#define GL_PROJECTION 0x1701\n#define GL_TEXTURE 0x1702\n#define GL_COLOR 0x1800\n#define GL_DEPTH 0x1801\n#define GL_STENCIL 0x1802\n#define GL_COLOR_INDEX 0x1900\n#define GL_STENCIL_INDEX 0x1901\n#define GL_DEPTH_COMPONENT 0x1902\n#define GL_RED 0x1903\n#define GL_GREEN 0x1904\n#define GL_BLUE 0x1905\n#define GL_ALPHA 0x1906\n#define GL_RGB 0x1907\n#define GL_RGBA 0x1908\n#define GL_LUMINANCE 0x1909\n#define GL_LUMINANCE_ALPHA 0x190A\n#define GL_BITMAP 0x1A00\n#define GL_POINT 0x1B00\n#define GL_LINE 0x1B01\n#define GL_FILL 0x1B02\n#define GL_RENDER 0x1C00\n#define GL_FEEDBACK 0x1C01\n#define GL_SELECT 0x1C02\n#define GL_FLAT 0x1D00\n#define GL_SMOOTH 0x1D01\n#define GL_KEEP 0x1E00\n#define GL_REPLACE 0x1E01\n#define GL_INCR 0x1E02\n#define GL_DECR 0x1E03\n#define GL_VENDOR 0x1F00\n#define GL_RENDERER 0x1F01\n#define GL_VERSION 0x1F02\n#define GL_EXTENSIONS 0x1F03\n#define GL_S 0x2000\n#define GL_ENABLE_BIT 0x00002000\n#define GL_T 0x2001\n#define GL_R 0x2002\n#define GL_Q 0x2003\n#define GL_MODULATE 0x2100\n#define GL_DECAL 0x2101\n#define GL_TEXTURE_ENV_MODE 0x2200\n#define GL_TEXTURE_ENV_COLOR 0x2201\n#define GL_TEXTURE_ENV 0x2300\n#define GL_EYE_LINEAR 0x2400\n#define GL_OBJECT_LINEAR 0x2401\n#define GL_SPHERE_MAP 0x2402\n#define GL_TEXTURE_GEN_MODE 0x2500\n#define GL_OBJECT_PLANE 0x2501\n#define GL_EYE_PLANE 0x2502\n#define GL_NEAREST 0x2600\n#define GL_LINEAR 0x2601\n#define GL_NEAREST_MIPMAP_NEAREST 0x2700\n#define GL_LINEAR_MIPMAP_NEAREST 0x2701\n#define GL_NEAREST_MIPMAP_LINEAR 0x2702\n#define GL_LINEAR_MIPMAP_LINEAR 0x2703\n#define GL_TEXTURE_MAG_FILTER 0x2800\n#define GL_TEXTURE_MIN_FILTER 0x2801\n#define GL_TEXTURE_WRAP_S 0x2802\n#define GL_TEXTURE_WRAP_T 0x2803\n#define GL_CLAMP 0x2900\n#define GL_REPEAT 0x2901\n#define GL_POLYGON_OFFSET_UNITS 0x2A00\n#define GL_POLYGON_OFFSET_POINT 0x2A01\n#define GL_POLYGON_OFFSET_LINE 0x2A02\n#define GL_R3_G3_B2 0x2A10\n#define GL_V2F 0x2A20\n#define GL_V3F 0x2A21\n#define GL_C4UB_V2F 0x2A22\n#define GL_C4UB_V3F 0x2A23\n#define GL_C3F_V3F 0x2A24\n#define GL_N3F_V3F 0x2A25\n#define GL_C4F_N3F_V3F 0x2A26\n#define GL_T2F_V3F 0x2A27\n#define GL_T4F_V4F 0x2A28\n#define GL_T2F_C4UB_V3F 0x2A29\n#define GL_T2F_C3F_V3F 0x2A2A\n#define GL_T2F_N3F_V3F 0x2A2B\n#define GL_T2F_C4F_N3F_V3F 0x2A2C\n#define GL_T4F_C4F_N3F_V4F 0x2A2D\n#define GL_CLIP_PLANE0 0x3000\n#define GL_CLIP_PLANE1 0x3001\n#define GL_CLIP_PLANE2 0x3002\n#define GL_CLIP_PLANE3 0x3003\n#define GL_CLIP_PLANE4 0x3004\n#define GL_CLIP_PLANE5 0x3005\n#define GL_LIGHT0 0x4000\n#define GL_COLOR_BUFFER_BIT 0x00004000\n#define GL_LIGHT1 0x4001\n#define GL_LIGHT2 0x4002\n#define GL_LIGHT3 0x4003\n#define GL_LIGHT4 0x4004\n#define GL_LIGHT5 0x4005\n#define GL_LIGHT6 0x4006\n#define GL_LIGHT7 0x4007\n#define GL_HINT_BIT 0x00008000\n#define GL_POLYGON_OFFSET_FILL 0x8037\n#define GL_POLYGON_OFFSET_FACTOR 0x8038\n#define GL_ALPHA4 0x803B\n#define GL_ALPHA8 0x803C\n#define GL_ALPHA12 0x803D\n#define GL_ALPHA16 0x803E\n#define GL_LUMINANCE4 0x803F\n#define GL_LUMINANCE8 0x8040\n#define GL_LUMINANCE12 0x8041\n#define GL_LUMINANCE16 0x8042\n#define GL_LUMINANCE4_ALPHA4 0x8043\n#define GL_LUMINANCE6_ALPHA2 0x8044\n#define GL_LUMINANCE8_ALPHA8 0x8045\n#define GL_LUMINANCE12_ALPHA4 0x8046\n#define GL_LUMINANCE12_ALPHA12 0x8047\n#define GL_LUMINANCE16_ALPHA16 0x8048\n#define GL_INTENSITY 0x8049\n#define GL_INTENSITY4 0x804A\n#define GL_INTENSITY8 0x804B\n#define GL_INTENSITY12 0x804C\n#define GL_INTENSITY16 0x804D\n#define GL_RGB4 0x804F\n#define GL_RGB5 0x8050\n#define GL_RGB8 0x8051\n#define GL_RGB10 0x8052\n#define GL_RGB12 0x8053\n#define GL_RGB16 0x8054\n#define GL_RGBA2 0x8055\n#define GL_RGBA4 0x8056\n#define GL_RGB5_A1 0x8057\n#define GL_RGBA8 0x8058\n#define GL_RGB10_A2 0x8059\n#define GL_RGBA12 0x805A\n#define GL_RGBA16 0x805B\n#define GL_TEXTURE_RED_SIZE 0x805C\n#define GL_TEXTURE_GREEN_SIZE 0x805D\n#define GL_TEXTURE_BLUE_SIZE 0x805E\n#define GL_TEXTURE_ALPHA_SIZE 0x805F\n#define GL_TEXTURE_LUMINANCE_SIZE 0x8060\n#define GL_TEXTURE_INTENSITY_SIZE 0x8061\n#define GL_PROXY_TEXTURE_1D 0x8063\n#define GL_PROXY_TEXTURE_2D 0x8064\n#define GL_TEXTURE_PRIORITY 0x8066\n#define GL_TEXTURE_RESIDENT 0x8067\n#define GL_TEXTURE_BINDING_1D 0x8068\n#define GL_TEXTURE_BINDING_2D 0x8069\n#define GL_VERTEX_ARRAY 0x8074\n#define GL_NORMAL_ARRAY 0x8075\n#define GL_COLOR_ARRAY 0x8076\n#define GL_INDEX_ARRAY 0x8077\n#define GL_TEXTURE_COORD_ARRAY 0x8078\n#define GL_EDGE_FLAG_ARRAY 0x8079\n#define GL_VERTEX_ARRAY_SIZE 0x807A\n#define GL_VERTEX_ARRAY_TYPE 0x807B\n#define GL_VERTEX_ARRAY_STRIDE 0x807C\n#define GL_NORMAL_ARRAY_TYPE 0x807E\n#define GL_NORMAL_ARRAY_STRIDE 0x807F\n#define GL_COLOR_ARRAY_SIZE 0x8081\n#define GL_COLOR_ARRAY_TYPE 0x8082\n#define GL_COLOR_ARRAY_STRIDE 0x8083\n#define GL_INDEX_ARRAY_TYPE 0x8085\n#define GL_INDEX_ARRAY_STRIDE 0x8086\n#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088\n#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089\n#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A\n#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C\n#define GL_VERTEX_ARRAY_POINTER 0x808E\n#define GL_NORMAL_ARRAY_POINTER 0x808F\n#define GL_COLOR_ARRAY_POINTER 0x8090\n#define GL_INDEX_ARRAY_POINTER 0x8091\n#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092\n#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093\n#define GL_COLOR_INDEX1_EXT 0x80E2\n#define GL_COLOR_INDEX2_EXT 0x80E3\n#define GL_COLOR_INDEX4_EXT 0x80E4\n#define GL_COLOR_INDEX8_EXT 0x80E5\n#define GL_COLOR_INDEX12_EXT 0x80E6\n#define GL_COLOR_INDEX16_EXT 0x80E7\n#define GL_EVAL_BIT 0x00010000\n#define GL_LIST_BIT 0x00020000\n#define GL_TEXTURE_BIT 0x00040000\n#define GL_SCISSOR_BIT 0x00080000\n#define GL_ALL_ATTRIB_BITS 0x000fffff\n#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff\n\nGLAPI void GLAPIENTRY glAccum (GLenum op, GLfloat value);\nGLAPI void GLAPIENTRY glAlphaFunc (GLenum func, GLclampf ref);\nGLAPI GLboolean GLAPIENTRY glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences);\nGLAPI void GLAPIENTRY glArrayElement (GLint i);\nGLAPI void GLAPIENTRY glBegin (GLenum mode);\nGLAPI void GLAPIENTRY glBindTexture (GLenum target, GLuint texture);\nGLAPI void GLAPIENTRY glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap);\nGLAPI void GLAPIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);\nGLAPI void GLAPIENTRY glCallList (GLuint list);\nGLAPI void GLAPIENTRY glCallLists (GLsizei n, GLenum type, const void *lists);\nGLAPI void GLAPIENTRY glClear (GLbitfield mask);\nGLAPI void GLAPIENTRY glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\nGLAPI void GLAPIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\nGLAPI void GLAPIENTRY glClearDepth (GLclampd depth);\nGLAPI void GLAPIENTRY glClearIndex (GLfloat c);\nGLAPI void GLAPIENTRY glClearStencil (GLint s);\nGLAPI void GLAPIENTRY glClipPlane (GLenum plane, const GLdouble *equation);\nGLAPI void GLAPIENTRY glColor3b (GLbyte red, GLbyte green, GLbyte blue);\nGLAPI void GLAPIENTRY glColor3bv (const GLbyte *v);\nGLAPI void GLAPIENTRY glColor3d (GLdouble red, GLdouble green, GLdouble blue);\nGLAPI void GLAPIENTRY glColor3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glColor3f (GLfloat red, GLfloat green, GLfloat blue);\nGLAPI void GLAPIENTRY glColor3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glColor3i (GLint red, GLint green, GLint blue);\nGLAPI void GLAPIENTRY glColor3iv (const GLint *v);\nGLAPI void GLAPIENTRY glColor3s (GLshort red, GLshort green, GLshort blue);\nGLAPI void GLAPIENTRY glColor3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glColor3ub (GLubyte red, GLubyte green, GLubyte blue);\nGLAPI void GLAPIENTRY glColor3ubv (const GLubyte *v);\nGLAPI void GLAPIENTRY glColor3ui (GLuint red, GLuint green, GLuint blue);\nGLAPI void GLAPIENTRY glColor3uiv (const GLuint *v);\nGLAPI void GLAPIENTRY glColor3us (GLushort red, GLushort green, GLushort blue);\nGLAPI void GLAPIENTRY glColor3usv (const GLushort *v);\nGLAPI void GLAPIENTRY glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\nGLAPI void GLAPIENTRY glColor4bv (const GLbyte *v);\nGLAPI void GLAPIENTRY glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\nGLAPI void GLAPIENTRY glColor4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\nGLAPI void GLAPIENTRY glColor4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glColor4i (GLint red, GLint green, GLint blue, GLint alpha);\nGLAPI void GLAPIENTRY glColor4iv (const GLint *v);\nGLAPI void GLAPIENTRY glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha);\nGLAPI void GLAPIENTRY glColor4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\nGLAPI void GLAPIENTRY glColor4ubv (const GLubyte *v);\nGLAPI void GLAPIENTRY glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha);\nGLAPI void GLAPIENTRY glColor4uiv (const GLuint *v);\nGLAPI void GLAPIENTRY glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha);\nGLAPI void GLAPIENTRY glColor4usv (const GLushort *v);\nGLAPI void GLAPIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\nGLAPI void GLAPIENTRY glColorMaterial (GLenum face, GLenum mode);\nGLAPI void GLAPIENTRY glColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\nGLAPI void GLAPIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);\nGLAPI void GLAPIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\nGLAPI void GLAPIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\nGLAPI void GLAPIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\nGLAPI void GLAPIENTRY glCullFace (GLenum mode);\nGLAPI void GLAPIENTRY glDeleteLists (GLuint list, GLsizei range);\nGLAPI void GLAPIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);\nGLAPI void GLAPIENTRY glDepthFunc (GLenum func);\nGLAPI void GLAPIENTRY glDepthMask (GLboolean flag);\nGLAPI void GLAPIENTRY glDepthRange (GLclampd zNear, GLclampd zFar);\nGLAPI void GLAPIENTRY glDisable (GLenum cap);\nGLAPI void GLAPIENTRY glDisableClientState (GLenum array);\nGLAPI void GLAPIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);\nGLAPI void GLAPIENTRY glDrawBuffer (GLenum mode);\nGLAPI void GLAPIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);\nGLAPI void GLAPIENTRY glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glEdgeFlag (GLboolean flag);\nGLAPI void GLAPIENTRY glEdgeFlagPointer (GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glEdgeFlagv (const GLboolean *flag);\nGLAPI void GLAPIENTRY glEnable (GLenum cap);\nGLAPI void GLAPIENTRY glEnableClientState (GLenum array);\nGLAPI void GLAPIENTRY glEnd (void);\nGLAPI void GLAPIENTRY glEndList (void);\nGLAPI void GLAPIENTRY glEvalCoord1d (GLdouble u);\nGLAPI void GLAPIENTRY glEvalCoord1dv (const GLdouble *u);\nGLAPI void GLAPIENTRY glEvalCoord1f (GLfloat u);\nGLAPI void GLAPIENTRY glEvalCoord1fv (const GLfloat *u);\nGLAPI void GLAPIENTRY glEvalCoord2d (GLdouble u, GLdouble v);\nGLAPI void GLAPIENTRY glEvalCoord2dv (const GLdouble *u);\nGLAPI void GLAPIENTRY glEvalCoord2f (GLfloat u, GLfloat v);\nGLAPI void GLAPIENTRY glEvalCoord2fv (const GLfloat *u);\nGLAPI void GLAPIENTRY glEvalMesh1 (GLenum mode, GLint i1, GLint i2);\nGLAPI void GLAPIENTRY glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\nGLAPI void GLAPIENTRY glEvalPoint1 (GLint i);\nGLAPI void GLAPIENTRY glEvalPoint2 (GLint i, GLint j);\nGLAPI void GLAPIENTRY glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer);\nGLAPI void GLAPIENTRY glFinish (void);\nGLAPI void GLAPIENTRY glFlush (void);\nGLAPI void GLAPIENTRY glFogf (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glFogfv (GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glFogi (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glFogiv (GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glFrontFace (GLenum mode);\nGLAPI void GLAPIENTRY glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\nGLAPI GLuint GLAPIENTRY glGenLists (GLsizei range);\nGLAPI void GLAPIENTRY glGenTextures (GLsizei n, GLuint *textures);\nGLAPI void GLAPIENTRY glGetBooleanv (GLenum pname, GLboolean *params);\nGLAPI void GLAPIENTRY glGetClipPlane (GLenum plane, GLdouble *equation);\nGLAPI void GLAPIENTRY glGetDoublev (GLenum pname, GLdouble *params);\nGLAPI GLenum GLAPIENTRY glGetError (void);\nGLAPI void GLAPIENTRY glGetFloatv (GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetIntegerv (GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetLightfv (GLenum light, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetLightiv (GLenum light, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetMapdv (GLenum target, GLenum query, GLdouble *v);\nGLAPI void GLAPIENTRY glGetMapfv (GLenum target, GLenum query, GLfloat *v);\nGLAPI void GLAPIENTRY glGetMapiv (GLenum target, GLenum query, GLint *v);\nGLAPI void GLAPIENTRY glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetMaterialiv (GLenum face, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetPixelMapfv (GLenum map, GLfloat *values);\nGLAPI void GLAPIENTRY glGetPixelMapuiv (GLenum map, GLuint *values);\nGLAPI void GLAPIENTRY glGetPixelMapusv (GLenum map, GLushort *values);\nGLAPI void GLAPIENTRY glGetPointerv (GLenum pname, void* *params);\nGLAPI void GLAPIENTRY glGetPolygonStipple (GLubyte *mask);\nGLAPI const GLubyte * GLAPIENTRY glGetString (GLenum name);\nGLAPI void GLAPIENTRY glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexEnviv (GLenum target, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params);\nGLAPI void GLAPIENTRY glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexGeniv (GLenum coord, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, void *pixels);\nGLAPI void GLAPIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glHint (GLenum target, GLenum mode);\nGLAPI void GLAPIENTRY glIndexMask (GLuint mask);\nGLAPI void GLAPIENTRY glIndexPointer (GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glIndexd (GLdouble c);\nGLAPI void GLAPIENTRY glIndexdv (const GLdouble *c);\nGLAPI void GLAPIENTRY glIndexf (GLfloat c);\nGLAPI void GLAPIENTRY glIndexfv (const GLfloat *c);\nGLAPI void GLAPIENTRY glIndexi (GLint c);\nGLAPI void GLAPIENTRY glIndexiv (const GLint *c);\nGLAPI void GLAPIENTRY glIndexs (GLshort c);\nGLAPI void GLAPIENTRY glIndexsv (const GLshort *c);\nGLAPI void GLAPIENTRY glIndexub (GLubyte c);\nGLAPI void GLAPIENTRY glIndexubv (const GLubyte *c);\nGLAPI void GLAPIENTRY glInitNames (void);\nGLAPI void GLAPIENTRY glInterleavedArrays (GLenum format, GLsizei stride, const void *pointer);\nGLAPI GLboolean GLAPIENTRY glIsEnabled (GLenum cap);\nGLAPI GLboolean GLAPIENTRY glIsList (GLuint list);\nGLAPI GLboolean GLAPIENTRY glIsTexture (GLuint texture);\nGLAPI void GLAPIENTRY glLightModelf (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glLightModelfv (GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glLightModeli (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glLightModeliv (GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glLightf (GLenum light, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glLightfv (GLenum light, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glLighti (GLenum light, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glLightiv (GLenum light, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glLineStipple (GLint factor, GLushort pattern);\nGLAPI void GLAPIENTRY glLineWidth (GLfloat width);\nGLAPI void GLAPIENTRY glListBase (GLuint base);\nGLAPI void GLAPIENTRY glLoadIdentity (void);\nGLAPI void GLAPIENTRY glLoadMatrixd (const GLdouble *m);\nGLAPI void GLAPIENTRY glLoadMatrixf (const GLfloat *m);\nGLAPI void GLAPIENTRY glLoadName (GLuint name);\nGLAPI void GLAPIENTRY glLogicOp (GLenum opcode);\nGLAPI void GLAPIENTRY glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points);\nGLAPI void GLAPIENTRY glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points);\nGLAPI void GLAPIENTRY glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points);\nGLAPI void GLAPIENTRY glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points);\nGLAPI void GLAPIENTRY glMapGrid1d (GLint un, GLdouble u1, GLdouble u2);\nGLAPI void GLAPIENTRY glMapGrid1f (GLint un, GLfloat u1, GLfloat u2);\nGLAPI void GLAPIENTRY glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\nGLAPI void GLAPIENTRY glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\nGLAPI void GLAPIENTRY glMaterialf (GLenum face, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glMateriali (GLenum face, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glMaterialiv (GLenum face, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glMatrixMode (GLenum mode);\nGLAPI void GLAPIENTRY glMultMatrixd (const GLdouble *m);\nGLAPI void GLAPIENTRY glMultMatrixf (const GLfloat *m);\nGLAPI void GLAPIENTRY glNewList (GLuint list, GLenum mode);\nGLAPI void GLAPIENTRY glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz);\nGLAPI void GLAPIENTRY glNormal3bv (const GLbyte *v);\nGLAPI void GLAPIENTRY glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz);\nGLAPI void GLAPIENTRY glNormal3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz);\nGLAPI void GLAPIENTRY glNormal3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glNormal3i (GLint nx, GLint ny, GLint nz);\nGLAPI void GLAPIENTRY glNormal3iv (const GLint *v);\nGLAPI void GLAPIENTRY glNormal3s (GLshort nx, GLshort ny, GLshort nz);\nGLAPI void GLAPIENTRY glNormal3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glNormalPointer (GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\nGLAPI void GLAPIENTRY glPassThrough (GLfloat token);\nGLAPI void GLAPIENTRY glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values);\nGLAPI void GLAPIENTRY glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values);\nGLAPI void GLAPIENTRY glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values);\nGLAPI void GLAPIENTRY glPixelStoref (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glPixelStorei (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glPixelTransferf (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glPixelTransferi (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glPixelZoom (GLfloat xfactor, GLfloat yfactor);\nGLAPI void GLAPIENTRY glPointSize (GLfloat size);\nGLAPI void GLAPIENTRY glPolygonMode (GLenum face, GLenum mode);\nGLAPI void GLAPIENTRY glPolygonOffset (GLfloat factor, GLfloat units);\nGLAPI void GLAPIENTRY glPolygonStipple (const GLubyte *mask);\nGLAPI void GLAPIENTRY glPopAttrib (void);\nGLAPI void GLAPIENTRY glPopClientAttrib (void);\nGLAPI void GLAPIENTRY glPopMatrix (void);\nGLAPI void GLAPIENTRY glPopName (void);\nGLAPI void GLAPIENTRY glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities);\nGLAPI void GLAPIENTRY glPushAttrib (GLbitfield mask);\nGLAPI void GLAPIENTRY glPushClientAttrib (GLbitfield mask);\nGLAPI void GLAPIENTRY glPushMatrix (void);\nGLAPI void GLAPIENTRY glPushName (GLuint name);\nGLAPI void GLAPIENTRY glRasterPos2d (GLdouble x, GLdouble y);\nGLAPI void GLAPIENTRY glRasterPos2dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glRasterPos2f (GLfloat x, GLfloat y);\nGLAPI void GLAPIENTRY glRasterPos2fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glRasterPos2i (GLint x, GLint y);\nGLAPI void GLAPIENTRY glRasterPos2iv (const GLint *v);\nGLAPI void GLAPIENTRY glRasterPos2s (GLshort x, GLshort y);\nGLAPI void GLAPIENTRY glRasterPos2sv (const GLshort *v);\nGLAPI void GLAPIENTRY glRasterPos3d (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glRasterPos3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glRasterPos3f (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glRasterPos3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glRasterPos3i (GLint x, GLint y, GLint z);\nGLAPI void GLAPIENTRY glRasterPos3iv (const GLint *v);\nGLAPI void GLAPIENTRY glRasterPos3s (GLshort x, GLshort y, GLshort z);\nGLAPI void GLAPIENTRY glRasterPos3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);\nGLAPI void GLAPIENTRY glRasterPos4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);\nGLAPI void GLAPIENTRY glRasterPos4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glRasterPos4i (GLint x, GLint y, GLint z, GLint w);\nGLAPI void GLAPIENTRY glRasterPos4iv (const GLint *v);\nGLAPI void GLAPIENTRY glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w);\nGLAPI void GLAPIENTRY glRasterPos4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glReadBuffer (GLenum mode);\nGLAPI void GLAPIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);\nGLAPI void GLAPIENTRY glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\nGLAPI void GLAPIENTRY glRectdv (const GLdouble *v1, const GLdouble *v2);\nGLAPI void GLAPIENTRY glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\nGLAPI void GLAPIENTRY glRectfv (const GLfloat *v1, const GLfloat *v2);\nGLAPI void GLAPIENTRY glRecti (GLint x1, GLint y1, GLint x2, GLint y2);\nGLAPI void GLAPIENTRY glRectiv (const GLint *v1, const GLint *v2);\nGLAPI void GLAPIENTRY glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2);\nGLAPI void GLAPIENTRY glRectsv (const GLshort *v1, const GLshort *v2);\nGLAPI GLint GLAPIENTRY glRenderMode (GLenum mode);\nGLAPI void GLAPIENTRY glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glScaled (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glScalef (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);\nGLAPI void GLAPIENTRY glSelectBuffer (GLsizei size, GLuint *buffer);\nGLAPI void GLAPIENTRY glShadeModel (GLenum mode);\nGLAPI void GLAPIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);\nGLAPI void GLAPIENTRY glStencilMask (GLuint mask);\nGLAPI void GLAPIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);\nGLAPI void GLAPIENTRY glTexCoord1d (GLdouble s);\nGLAPI void GLAPIENTRY glTexCoord1dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord1f (GLfloat s);\nGLAPI void GLAPIENTRY glTexCoord1fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord1i (GLint s);\nGLAPI void GLAPIENTRY glTexCoord1iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord1s (GLshort s);\nGLAPI void GLAPIENTRY glTexCoord1sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoord2d (GLdouble s, GLdouble t);\nGLAPI void GLAPIENTRY glTexCoord2dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord2f (GLfloat s, GLfloat t);\nGLAPI void GLAPIENTRY glTexCoord2fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord2i (GLint s, GLint t);\nGLAPI void GLAPIENTRY glTexCoord2iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord2s (GLshort s, GLshort t);\nGLAPI void GLAPIENTRY glTexCoord2sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoord3d (GLdouble s, GLdouble t, GLdouble r);\nGLAPI void GLAPIENTRY glTexCoord3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord3f (GLfloat s, GLfloat t, GLfloat r);\nGLAPI void GLAPIENTRY glTexCoord3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord3i (GLint s, GLint t, GLint r);\nGLAPI void GLAPIENTRY glTexCoord3iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord3s (GLshort s, GLshort t, GLshort r);\nGLAPI void GLAPIENTRY glTexCoord3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q);\nGLAPI void GLAPIENTRY glTexCoord4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q);\nGLAPI void GLAPIENTRY glTexCoord4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord4i (GLint s, GLint t, GLint r, GLint q);\nGLAPI void GLAPIENTRY glTexCoord4iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q);\nGLAPI void GLAPIENTRY glTexCoord4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glTexEnvf (GLenum target, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glTexEnvi (GLenum target, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glTexEnviv (GLenum target, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glTexGend (GLenum coord, GLenum pname, GLdouble param);\nGLAPI void GLAPIENTRY glTexGendv (GLenum coord, GLenum pname, const GLdouble *params);\nGLAPI void GLAPIENTRY glTexGenf (GLenum coord, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glTexGeni (GLenum coord, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glTexGeniv (GLenum coord, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTranslated (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glVertex2d (GLdouble x, GLdouble y);\nGLAPI void GLAPIENTRY glVertex2dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glVertex2f (GLfloat x, GLfloat y);\nGLAPI void GLAPIENTRY glVertex2fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glVertex2i (GLint x, GLint y);\nGLAPI void GLAPIENTRY glVertex2iv (const GLint *v);\nGLAPI void GLAPIENTRY glVertex2s (GLshort x, GLshort y);\nGLAPI void GLAPIENTRY glVertex2sv (const GLshort *v);\nGLAPI void GLAPIENTRY glVertex3d (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glVertex3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glVertex3f (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glVertex3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glVertex3i (GLint x, GLint y, GLint z);\nGLAPI void GLAPIENTRY glVertex3iv (const GLint *v);\nGLAPI void GLAPIENTRY glVertex3s (GLshort x, GLshort y, GLshort z);\nGLAPI void GLAPIENTRY glVertex3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);\nGLAPI void GLAPIENTRY glVertex4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);\nGLAPI void GLAPIENTRY glVertex4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glVertex4i (GLint x, GLint y, GLint z, GLint w);\nGLAPI void GLAPIENTRY glVertex4iv (const GLint *v);\nGLAPI void GLAPIENTRY glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w);\nGLAPI void GLAPIENTRY glVertex4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glVertexPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define GLEW_VERSION_1_1 GLEW_GET_VAR(__GLEW_VERSION_1_1)\n\n#endif /* GL_VERSION_1_1 */\n\n/* ---------------------------------- GLU ---------------------------------- */\n\n#ifndef GLEW_NO_GLU\n#  ifdef __APPLE__\n#    include <Availability.h>\n#    if defined(__IPHONE_OS_VERSION_MIN_REQUIRED)\n#      define GLEW_NO_GLU\n#    endif\n#  endif\n#endif\n\n#ifndef GLEW_NO_GLU\n/* this is where we can safely include GLU */\n#  if defined(__APPLE__) && defined(__MACH__)\n#    include <OpenGL/glu.h>\n#  else\n#    include <GL/glu.h>\n#  endif\n#endif\n\n/* ----------------------------- GL_VERSION_1_2 ---------------------------- */\n\n#ifndef GL_VERSION_1_2\n#define GL_VERSION_1_2 1\n\n#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12\n#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13\n#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22\n#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23\n#define GL_UNSIGNED_BYTE_3_3_2 0x8032\n#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033\n#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034\n#define GL_UNSIGNED_INT_8_8_8_8 0x8035\n#define GL_UNSIGNED_INT_10_10_10_2 0x8036\n#define GL_RESCALE_NORMAL 0x803A\n#define GL_TEXTURE_BINDING_3D 0x806A\n#define GL_PACK_SKIP_IMAGES 0x806B\n#define GL_PACK_IMAGE_HEIGHT 0x806C\n#define GL_UNPACK_SKIP_IMAGES 0x806D\n#define GL_UNPACK_IMAGE_HEIGHT 0x806E\n#define GL_TEXTURE_3D 0x806F\n#define GL_PROXY_TEXTURE_3D 0x8070\n#define GL_TEXTURE_DEPTH 0x8071\n#define GL_TEXTURE_WRAP_R 0x8072\n#define GL_MAX_3D_TEXTURE_SIZE 0x8073\n#define GL_BGR 0x80E0\n#define GL_BGRA 0x80E1\n#define GL_MAX_ELEMENTS_VERTICES 0x80E8\n#define GL_MAX_ELEMENTS_INDICES 0x80E9\n#define GL_CLAMP_TO_EDGE 0x812F\n#define GL_TEXTURE_MIN_LOD 0x813A\n#define GL_TEXTURE_MAX_LOD 0x813B\n#define GL_TEXTURE_BASE_LEVEL 0x813C\n#define GL_TEXTURE_MAX_LEVEL 0x813D\n#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8\n#define GL_SINGLE_COLOR 0x81F9\n#define GL_SEPARATE_SPECULAR_COLOR 0x81FA\n#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362\n#define GL_UNSIGNED_SHORT_5_6_5 0x8363\n#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364\n#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365\n#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366\n#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367\n#define GL_ALIASED_POINT_SIZE_RANGE 0x846D\n#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E\n\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\n\n#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D)\n#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements)\n#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D)\n#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D)\n\n#define GLEW_VERSION_1_2 GLEW_GET_VAR(__GLEW_VERSION_1_2)\n\n#endif /* GL_VERSION_1_2 */\n\n/* ---------------------------- GL_VERSION_1_2_1 --------------------------- */\n\n#ifndef GL_VERSION_1_2_1\n#define GL_VERSION_1_2_1 1\n\n#define GLEW_VERSION_1_2_1 GLEW_GET_VAR(__GLEW_VERSION_1_2_1)\n\n#endif /* GL_VERSION_1_2_1 */\n\n/* ----------------------------- GL_VERSION_1_3 ---------------------------- */\n\n#ifndef GL_VERSION_1_3\n#define GL_VERSION_1_3 1\n\n#define GL_MULTISAMPLE 0x809D\n#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE 0x809F\n#define GL_SAMPLE_COVERAGE 0x80A0\n#define GL_SAMPLE_BUFFERS 0x80A8\n#define GL_SAMPLES 0x80A9\n#define GL_SAMPLE_COVERAGE_VALUE 0x80AA\n#define GL_SAMPLE_COVERAGE_INVERT 0x80AB\n#define GL_CLAMP_TO_BORDER 0x812D\n#define GL_TEXTURE0 0x84C0\n#define GL_TEXTURE1 0x84C1\n#define GL_TEXTURE2 0x84C2\n#define GL_TEXTURE3 0x84C3\n#define GL_TEXTURE4 0x84C4\n#define GL_TEXTURE5 0x84C5\n#define GL_TEXTURE6 0x84C6\n#define GL_TEXTURE7 0x84C7\n#define GL_TEXTURE8 0x84C8\n#define GL_TEXTURE9 0x84C9\n#define GL_TEXTURE10 0x84CA\n#define GL_TEXTURE11 0x84CB\n#define GL_TEXTURE12 0x84CC\n#define GL_TEXTURE13 0x84CD\n#define GL_TEXTURE14 0x84CE\n#define GL_TEXTURE15 0x84CF\n#define GL_TEXTURE16 0x84D0\n#define GL_TEXTURE17 0x84D1\n#define GL_TEXTURE18 0x84D2\n#define GL_TEXTURE19 0x84D3\n#define GL_TEXTURE20 0x84D4\n#define GL_TEXTURE21 0x84D5\n#define GL_TEXTURE22 0x84D6\n#define GL_TEXTURE23 0x84D7\n#define GL_TEXTURE24 0x84D8\n#define GL_TEXTURE25 0x84D9\n#define GL_TEXTURE26 0x84DA\n#define GL_TEXTURE27 0x84DB\n#define GL_TEXTURE28 0x84DC\n#define GL_TEXTURE29 0x84DD\n#define GL_TEXTURE30 0x84DE\n#define GL_TEXTURE31 0x84DF\n#define GL_ACTIVE_TEXTURE 0x84E0\n#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1\n#define GL_MAX_TEXTURE_UNITS 0x84E2\n#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3\n#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4\n#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5\n#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6\n#define GL_SUBTRACT 0x84E7\n#define GL_COMPRESSED_ALPHA 0x84E9\n#define GL_COMPRESSED_LUMINANCE 0x84EA\n#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB\n#define GL_COMPRESSED_INTENSITY 0x84EC\n#define GL_COMPRESSED_RGB 0x84ED\n#define GL_COMPRESSED_RGBA 0x84EE\n#define GL_TEXTURE_COMPRESSION_HINT 0x84EF\n#define GL_NORMAL_MAP 0x8511\n#define GL_REFLECTION_MAP 0x8512\n#define GL_TEXTURE_CUBE_MAP 0x8513\n#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A\n#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B\n#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C\n#define GL_COMBINE 0x8570\n#define GL_COMBINE_RGB 0x8571\n#define GL_COMBINE_ALPHA 0x8572\n#define GL_RGB_SCALE 0x8573\n#define GL_ADD_SIGNED 0x8574\n#define GL_INTERPOLATE 0x8575\n#define GL_CONSTANT 0x8576\n#define GL_PRIMARY_COLOR 0x8577\n#define GL_PREVIOUS 0x8578\n#define GL_SOURCE0_RGB 0x8580\n#define GL_SOURCE1_RGB 0x8581\n#define GL_SOURCE2_RGB 0x8582\n#define GL_SOURCE0_ALPHA 0x8588\n#define GL_SOURCE1_ALPHA 0x8589\n#define GL_SOURCE2_ALPHA 0x858A\n#define GL_OPERAND0_RGB 0x8590\n#define GL_OPERAND1_RGB 0x8591\n#define GL_OPERAND2_RGB 0x8592\n#define GL_OPERAND0_ALPHA 0x8598\n#define GL_OPERAND1_ALPHA 0x8599\n#define GL_OPERAND2_ALPHA 0x859A\n#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0\n#define GL_TEXTURE_COMPRESSED 0x86A1\n#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2\n#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3\n#define GL_DOT3_RGB 0x86AE\n#define GL_DOT3_RGBA 0x86AF\n#define GL_MULTISAMPLE_BIT 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, void *img);\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert);\n\n#define glActiveTexture GLEW_GET_FUN(__glewActiveTexture)\n#define glClientActiveTexture GLEW_GET_FUN(__glewClientActiveTexture)\n#define glCompressedTexImage1D GLEW_GET_FUN(__glewCompressedTexImage1D)\n#define glCompressedTexImage2D GLEW_GET_FUN(__glewCompressedTexImage2D)\n#define glCompressedTexImage3D GLEW_GET_FUN(__glewCompressedTexImage3D)\n#define glCompressedTexSubImage1D GLEW_GET_FUN(__glewCompressedTexSubImage1D)\n#define glCompressedTexSubImage2D GLEW_GET_FUN(__glewCompressedTexSubImage2D)\n#define glCompressedTexSubImage3D GLEW_GET_FUN(__glewCompressedTexSubImage3D)\n#define glGetCompressedTexImage GLEW_GET_FUN(__glewGetCompressedTexImage)\n#define glLoadTransposeMatrixd GLEW_GET_FUN(__glewLoadTransposeMatrixd)\n#define glLoadTransposeMatrixf GLEW_GET_FUN(__glewLoadTransposeMatrixf)\n#define glMultTransposeMatrixd GLEW_GET_FUN(__glewMultTransposeMatrixd)\n#define glMultTransposeMatrixf GLEW_GET_FUN(__glewMultTransposeMatrixf)\n#define glMultiTexCoord1d GLEW_GET_FUN(__glewMultiTexCoord1d)\n#define glMultiTexCoord1dv GLEW_GET_FUN(__glewMultiTexCoord1dv)\n#define glMultiTexCoord1f GLEW_GET_FUN(__glewMultiTexCoord1f)\n#define glMultiTexCoord1fv GLEW_GET_FUN(__glewMultiTexCoord1fv)\n#define glMultiTexCoord1i GLEW_GET_FUN(__glewMultiTexCoord1i)\n#define glMultiTexCoord1iv GLEW_GET_FUN(__glewMultiTexCoord1iv)\n#define glMultiTexCoord1s GLEW_GET_FUN(__glewMultiTexCoord1s)\n#define glMultiTexCoord1sv GLEW_GET_FUN(__glewMultiTexCoord1sv)\n#define glMultiTexCoord2d GLEW_GET_FUN(__glewMultiTexCoord2d)\n#define glMultiTexCoord2dv GLEW_GET_FUN(__glewMultiTexCoord2dv)\n#define glMultiTexCoord2f GLEW_GET_FUN(__glewMultiTexCoord2f)\n#define glMultiTexCoord2fv GLEW_GET_FUN(__glewMultiTexCoord2fv)\n#define glMultiTexCoord2i GLEW_GET_FUN(__glewMultiTexCoord2i)\n#define glMultiTexCoord2iv GLEW_GET_FUN(__glewMultiTexCoord2iv)\n#define glMultiTexCoord2s GLEW_GET_FUN(__glewMultiTexCoord2s)\n#define glMultiTexCoord2sv GLEW_GET_FUN(__glewMultiTexCoord2sv)\n#define glMultiTexCoord3d GLEW_GET_FUN(__glewMultiTexCoord3d)\n#define glMultiTexCoord3dv GLEW_GET_FUN(__glewMultiTexCoord3dv)\n#define glMultiTexCoord3f GLEW_GET_FUN(__glewMultiTexCoord3f)\n#define glMultiTexCoord3fv GLEW_GET_FUN(__glewMultiTexCoord3fv)\n#define glMultiTexCoord3i GLEW_GET_FUN(__glewMultiTexCoord3i)\n#define glMultiTexCoord3iv GLEW_GET_FUN(__glewMultiTexCoord3iv)\n#define glMultiTexCoord3s GLEW_GET_FUN(__glewMultiTexCoord3s)\n#define glMultiTexCoord3sv GLEW_GET_FUN(__glewMultiTexCoord3sv)\n#define glMultiTexCoord4d GLEW_GET_FUN(__glewMultiTexCoord4d)\n#define glMultiTexCoord4dv GLEW_GET_FUN(__glewMultiTexCoord4dv)\n#define glMultiTexCoord4f GLEW_GET_FUN(__glewMultiTexCoord4f)\n#define glMultiTexCoord4fv GLEW_GET_FUN(__glewMultiTexCoord4fv)\n#define glMultiTexCoord4i GLEW_GET_FUN(__glewMultiTexCoord4i)\n#define glMultiTexCoord4iv GLEW_GET_FUN(__glewMultiTexCoord4iv)\n#define glMultiTexCoord4s GLEW_GET_FUN(__glewMultiTexCoord4s)\n#define glMultiTexCoord4sv GLEW_GET_FUN(__glewMultiTexCoord4sv)\n#define glSampleCoverage GLEW_GET_FUN(__glewSampleCoverage)\n\n#define GLEW_VERSION_1_3 GLEW_GET_VAR(__GLEW_VERSION_1_3)\n\n#endif /* GL_VERSION_1_3 */\n\n/* ----------------------------- GL_VERSION_1_4 ---------------------------- */\n\n#ifndef GL_VERSION_1_4\n#define GL_VERSION_1_4 1\n\n#define GL_BLEND_DST_RGB 0x80C8\n#define GL_BLEND_SRC_RGB 0x80C9\n#define GL_BLEND_DST_ALPHA 0x80CA\n#define GL_BLEND_SRC_ALPHA 0x80CB\n#define GL_POINT_SIZE_MIN 0x8126\n#define GL_POINT_SIZE_MAX 0x8127\n#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128\n#define GL_POINT_DISTANCE_ATTENUATION 0x8129\n#define GL_GENERATE_MIPMAP 0x8191\n#define GL_GENERATE_MIPMAP_HINT 0x8192\n#define GL_DEPTH_COMPONENT16 0x81A5\n#define GL_DEPTH_COMPONENT24 0x81A6\n#define GL_DEPTH_COMPONENT32 0x81A7\n#define GL_MIRRORED_REPEAT 0x8370\n#define GL_FOG_COORDINATE_SOURCE 0x8450\n#define GL_FOG_COORDINATE 0x8451\n#define GL_FRAGMENT_DEPTH 0x8452\n#define GL_CURRENT_FOG_COORDINATE 0x8453\n#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454\n#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455\n#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456\n#define GL_FOG_COORDINATE_ARRAY 0x8457\n#define GL_COLOR_SUM 0x8458\n#define GL_CURRENT_SECONDARY_COLOR 0x8459\n#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A\n#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B\n#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C\n#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D\n#define GL_SECONDARY_COLOR_ARRAY 0x845E\n#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD\n#define GL_TEXTURE_FILTER_CONTROL 0x8500\n#define GL_TEXTURE_LOD_BIAS 0x8501\n#define GL_INCR_WRAP 0x8507\n#define GL_DECR_WRAP 0x8508\n#define GL_TEXTURE_DEPTH_SIZE 0x884A\n#define GL_DEPTH_TEXTURE_MODE 0x884B\n#define GL_TEXTURE_COMPARE_MODE 0x884C\n#define GL_TEXTURE_COMPARE_FUNC 0x884D\n#define GL_COMPARE_R_TO_TEXTURE 0x884E\n\ntypedef void (GLAPIENTRY * PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONPROC) (GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDPROC) (GLdouble coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDVPROC) (const GLdouble *coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFPROC) (GLfloat coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFVPROC) (const GLfloat *coord);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVPROC) (const GLdouble *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVPROC) (const GLfloat *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IPROC) (GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVPROC) (const GLint *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVPROC) (const GLshort *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVPROC) (const GLdouble *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVPROC) (const GLfloat *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVPROC) (const GLint *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVPROC) (const GLshort *p);\n\n#define glBlendColor GLEW_GET_FUN(__glewBlendColor)\n#define glBlendEquation GLEW_GET_FUN(__glewBlendEquation)\n#define glBlendFuncSeparate GLEW_GET_FUN(__glewBlendFuncSeparate)\n#define glFogCoordPointer GLEW_GET_FUN(__glewFogCoordPointer)\n#define glFogCoordd GLEW_GET_FUN(__glewFogCoordd)\n#define glFogCoorddv GLEW_GET_FUN(__glewFogCoorddv)\n#define glFogCoordf GLEW_GET_FUN(__glewFogCoordf)\n#define glFogCoordfv GLEW_GET_FUN(__glewFogCoordfv)\n#define glMultiDrawArrays GLEW_GET_FUN(__glewMultiDrawArrays)\n#define glMultiDrawElements GLEW_GET_FUN(__glewMultiDrawElements)\n#define glPointParameterf GLEW_GET_FUN(__glewPointParameterf)\n#define glPointParameterfv GLEW_GET_FUN(__glewPointParameterfv)\n#define glPointParameteri GLEW_GET_FUN(__glewPointParameteri)\n#define glPointParameteriv GLEW_GET_FUN(__glewPointParameteriv)\n#define glSecondaryColor3b GLEW_GET_FUN(__glewSecondaryColor3b)\n#define glSecondaryColor3bv GLEW_GET_FUN(__glewSecondaryColor3bv)\n#define glSecondaryColor3d GLEW_GET_FUN(__glewSecondaryColor3d)\n#define glSecondaryColor3dv GLEW_GET_FUN(__glewSecondaryColor3dv)\n#define glSecondaryColor3f GLEW_GET_FUN(__glewSecondaryColor3f)\n#define glSecondaryColor3fv GLEW_GET_FUN(__glewSecondaryColor3fv)\n#define glSecondaryColor3i GLEW_GET_FUN(__glewSecondaryColor3i)\n#define glSecondaryColor3iv GLEW_GET_FUN(__glewSecondaryColor3iv)\n#define glSecondaryColor3s GLEW_GET_FUN(__glewSecondaryColor3s)\n#define glSecondaryColor3sv GLEW_GET_FUN(__glewSecondaryColor3sv)\n#define glSecondaryColor3ub GLEW_GET_FUN(__glewSecondaryColor3ub)\n#define glSecondaryColor3ubv GLEW_GET_FUN(__glewSecondaryColor3ubv)\n#define glSecondaryColor3ui GLEW_GET_FUN(__glewSecondaryColor3ui)\n#define glSecondaryColor3uiv GLEW_GET_FUN(__glewSecondaryColor3uiv)\n#define glSecondaryColor3us GLEW_GET_FUN(__glewSecondaryColor3us)\n#define glSecondaryColor3usv GLEW_GET_FUN(__glewSecondaryColor3usv)\n#define glSecondaryColorPointer GLEW_GET_FUN(__glewSecondaryColorPointer)\n#define glWindowPos2d GLEW_GET_FUN(__glewWindowPos2d)\n#define glWindowPos2dv GLEW_GET_FUN(__glewWindowPos2dv)\n#define glWindowPos2f GLEW_GET_FUN(__glewWindowPos2f)\n#define glWindowPos2fv GLEW_GET_FUN(__glewWindowPos2fv)\n#define glWindowPos2i GLEW_GET_FUN(__glewWindowPos2i)\n#define glWindowPos2iv GLEW_GET_FUN(__glewWindowPos2iv)\n#define glWindowPos2s GLEW_GET_FUN(__glewWindowPos2s)\n#define glWindowPos2sv GLEW_GET_FUN(__glewWindowPos2sv)\n#define glWindowPos3d GLEW_GET_FUN(__glewWindowPos3d)\n#define glWindowPos3dv GLEW_GET_FUN(__glewWindowPos3dv)\n#define glWindowPos3f GLEW_GET_FUN(__glewWindowPos3f)\n#define glWindowPos3fv GLEW_GET_FUN(__glewWindowPos3fv)\n#define glWindowPos3i GLEW_GET_FUN(__glewWindowPos3i)\n#define glWindowPos3iv GLEW_GET_FUN(__glewWindowPos3iv)\n#define glWindowPos3s GLEW_GET_FUN(__glewWindowPos3s)\n#define glWindowPos3sv GLEW_GET_FUN(__glewWindowPos3sv)\n\n#define GLEW_VERSION_1_4 GLEW_GET_VAR(__GLEW_VERSION_1_4)\n\n#endif /* GL_VERSION_1_4 */\n\n/* ----------------------------- GL_VERSION_1_5 ---------------------------- */\n\n#ifndef GL_VERSION_1_5\n#define GL_VERSION_1_5 1\n\n#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE\n#define GL_FOG_COORD GL_FOG_COORDINATE\n#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY\n#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING\n#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER\n#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE\n#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE\n#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE\n#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA\n#define GL_SRC0_RGB GL_SOURCE0_RGB\n#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA\n#define GL_SRC1_RGB GL_SOURCE1_RGB\n#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA\n#define GL_SRC2_RGB GL_SOURCE2_RGB\n#define GL_BUFFER_SIZE 0x8764\n#define GL_BUFFER_USAGE 0x8765\n#define GL_QUERY_COUNTER_BITS 0x8864\n#define GL_CURRENT_QUERY 0x8865\n#define GL_QUERY_RESULT 0x8866\n#define GL_QUERY_RESULT_AVAILABLE 0x8867\n#define GL_ARRAY_BUFFER 0x8892\n#define GL_ELEMENT_ARRAY_BUFFER 0x8893\n#define GL_ARRAY_BUFFER_BINDING 0x8894\n#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895\n#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896\n#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897\n#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898\n#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899\n#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A\n#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B\n#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C\n#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D\n#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E\n#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F\n#define GL_READ_ONLY 0x88B8\n#define GL_WRITE_ONLY 0x88B9\n#define GL_READ_WRITE 0x88BA\n#define GL_BUFFER_ACCESS 0x88BB\n#define GL_BUFFER_MAPPED 0x88BC\n#define GL_BUFFER_MAP_POINTER 0x88BD\n#define GL_STREAM_DRAW 0x88E0\n#define GL_STREAM_READ 0x88E1\n#define GL_STREAM_COPY 0x88E2\n#define GL_STATIC_DRAW 0x88E4\n#define GL_STATIC_READ 0x88E5\n#define GL_STATIC_COPY 0x88E6\n#define GL_DYNAMIC_DRAW 0x88E8\n#define GL_DYNAMIC_READ 0x88E9\n#define GL_DYNAMIC_COPY 0x88EA\n#define GL_SAMPLES_PASSED 0x8914\n\ntypedef ptrdiff_t GLintptr;\ntypedef ptrdiff_t GLsizeiptr;\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);\ntypedef void (GLAPIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void* data);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISBUFFERPROC) (GLuint buffer);\ntypedef GLboolean (GLAPIENTRY * PFNGLISQUERYPROC) (GLuint id);\ntypedef void* (GLAPIENTRY * PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERPROC) (GLenum target);\n\n#define glBeginQuery GLEW_GET_FUN(__glewBeginQuery)\n#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer)\n#define glBufferData GLEW_GET_FUN(__glewBufferData)\n#define glBufferSubData GLEW_GET_FUN(__glewBufferSubData)\n#define glDeleteBuffers GLEW_GET_FUN(__glewDeleteBuffers)\n#define glDeleteQueries GLEW_GET_FUN(__glewDeleteQueries)\n#define glEndQuery GLEW_GET_FUN(__glewEndQuery)\n#define glGenBuffers GLEW_GET_FUN(__glewGenBuffers)\n#define glGenQueries GLEW_GET_FUN(__glewGenQueries)\n#define glGetBufferParameteriv GLEW_GET_FUN(__glewGetBufferParameteriv)\n#define glGetBufferPointerv GLEW_GET_FUN(__glewGetBufferPointerv)\n#define glGetBufferSubData GLEW_GET_FUN(__glewGetBufferSubData)\n#define glGetQueryObjectiv GLEW_GET_FUN(__glewGetQueryObjectiv)\n#define glGetQueryObjectuiv GLEW_GET_FUN(__glewGetQueryObjectuiv)\n#define glGetQueryiv GLEW_GET_FUN(__glewGetQueryiv)\n#define glIsBuffer GLEW_GET_FUN(__glewIsBuffer)\n#define glIsQuery GLEW_GET_FUN(__glewIsQuery)\n#define glMapBuffer GLEW_GET_FUN(__glewMapBuffer)\n#define glUnmapBuffer GLEW_GET_FUN(__glewUnmapBuffer)\n\n#define GLEW_VERSION_1_5 GLEW_GET_VAR(__GLEW_VERSION_1_5)\n\n#endif /* GL_VERSION_1_5 */\n\n/* ----------------------------- GL_VERSION_2_0 ---------------------------- */\n\n#ifndef GL_VERSION_2_0\n#define GL_VERSION_2_0 1\n\n#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION\n#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622\n#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623\n#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624\n#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625\n#define GL_CURRENT_VERTEX_ATTRIB 0x8626\n#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642\n#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643\n#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645\n#define GL_STENCIL_BACK_FUNC 0x8800\n#define GL_STENCIL_BACK_FAIL 0x8801\n#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802\n#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803\n#define GL_MAX_DRAW_BUFFERS 0x8824\n#define GL_DRAW_BUFFER0 0x8825\n#define GL_DRAW_BUFFER1 0x8826\n#define GL_DRAW_BUFFER2 0x8827\n#define GL_DRAW_BUFFER3 0x8828\n#define GL_DRAW_BUFFER4 0x8829\n#define GL_DRAW_BUFFER5 0x882A\n#define GL_DRAW_BUFFER6 0x882B\n#define GL_DRAW_BUFFER7 0x882C\n#define GL_DRAW_BUFFER8 0x882D\n#define GL_DRAW_BUFFER9 0x882E\n#define GL_DRAW_BUFFER10 0x882F\n#define GL_DRAW_BUFFER11 0x8830\n#define GL_DRAW_BUFFER12 0x8831\n#define GL_DRAW_BUFFER13 0x8832\n#define GL_DRAW_BUFFER14 0x8833\n#define GL_DRAW_BUFFER15 0x8834\n#define GL_BLEND_EQUATION_ALPHA 0x883D\n#define GL_POINT_SPRITE 0x8861\n#define GL_COORD_REPLACE 0x8862\n#define GL_MAX_VERTEX_ATTRIBS 0x8869\n#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A\n#define GL_MAX_TEXTURE_COORDS 0x8871\n#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872\n#define GL_FRAGMENT_SHADER 0x8B30\n#define GL_VERTEX_SHADER 0x8B31\n#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49\n#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A\n#define GL_MAX_VARYING_FLOATS 0x8B4B\n#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C\n#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D\n#define GL_SHADER_TYPE 0x8B4F\n#define GL_FLOAT_VEC2 0x8B50\n#define GL_FLOAT_VEC3 0x8B51\n#define GL_FLOAT_VEC4 0x8B52\n#define GL_INT_VEC2 0x8B53\n#define GL_INT_VEC3 0x8B54\n#define GL_INT_VEC4 0x8B55\n#define GL_BOOL 0x8B56\n#define GL_BOOL_VEC2 0x8B57\n#define GL_BOOL_VEC3 0x8B58\n#define GL_BOOL_VEC4 0x8B59\n#define GL_FLOAT_MAT2 0x8B5A\n#define GL_FLOAT_MAT3 0x8B5B\n#define GL_FLOAT_MAT4 0x8B5C\n#define GL_SAMPLER_1D 0x8B5D\n#define GL_SAMPLER_2D 0x8B5E\n#define GL_SAMPLER_3D 0x8B5F\n#define GL_SAMPLER_CUBE 0x8B60\n#define GL_SAMPLER_1D_SHADOW 0x8B61\n#define GL_SAMPLER_2D_SHADOW 0x8B62\n#define GL_DELETE_STATUS 0x8B80\n#define GL_COMPILE_STATUS 0x8B81\n#define GL_LINK_STATUS 0x8B82\n#define GL_VALIDATE_STATUS 0x8B83\n#define GL_INFO_LOG_LENGTH 0x8B84\n#define GL_ATTACHED_SHADERS 0x8B85\n#define GL_ACTIVE_UNIFORMS 0x8B86\n#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87\n#define GL_SHADER_SOURCE_LENGTH 0x8B88\n#define GL_ACTIVE_ATTRIBUTES 0x8B89\n#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A\n#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B\n#define GL_SHADING_LANGUAGE_VERSION 0x8B8C\n#define GL_CURRENT_PROGRAM 0x8B8D\n#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0\n#define GL_LOWER_LEFT 0x8CA1\n#define GL_UPPER_LEFT 0x8CA2\n#define GL_STENCIL_BACK_REF 0x8CA3\n#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4\n#define GL_STENCIL_BACK_WRITEMASK 0x8CA5\n\ntypedef void (GLAPIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATEPROGRAMPROC) (void);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROC) (GLenum type);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLDELETESHADERPROC) (GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum* bufs);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);\ntypedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEPROC) (GLuint obj, GLsizei maxLength, GLsizei* length, GLchar* source);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param);\ntypedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void** pointer);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPROC) (GLuint program);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSHADERPROC) (GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const* string, const GLint* length);\ntypedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer);\n\n#define glAttachShader GLEW_GET_FUN(__glewAttachShader)\n#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation)\n#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate)\n#define glCompileShader GLEW_GET_FUN(__glewCompileShader)\n#define glCreateProgram GLEW_GET_FUN(__glewCreateProgram)\n#define glCreateShader GLEW_GET_FUN(__glewCreateShader)\n#define glDeleteProgram GLEW_GET_FUN(__glewDeleteProgram)\n#define glDeleteShader GLEW_GET_FUN(__glewDeleteShader)\n#define glDetachShader GLEW_GET_FUN(__glewDetachShader)\n#define glDisableVertexAttribArray GLEW_GET_FUN(__glewDisableVertexAttribArray)\n#define glDrawBuffers GLEW_GET_FUN(__glewDrawBuffers)\n#define glEnableVertexAttribArray GLEW_GET_FUN(__glewEnableVertexAttribArray)\n#define glGetActiveAttrib GLEW_GET_FUN(__glewGetActiveAttrib)\n#define glGetActiveUniform GLEW_GET_FUN(__glewGetActiveUniform)\n#define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders)\n#define glGetAttribLocation GLEW_GET_FUN(__glewGetAttribLocation)\n#define glGetProgramInfoLog GLEW_GET_FUN(__glewGetProgramInfoLog)\n#define glGetProgramiv GLEW_GET_FUN(__glewGetProgramiv)\n#define glGetShaderInfoLog GLEW_GET_FUN(__glewGetShaderInfoLog)\n#define glGetShaderSource GLEW_GET_FUN(__glewGetShaderSource)\n#define glGetShaderiv GLEW_GET_FUN(__glewGetShaderiv)\n#define glGetUniformLocation GLEW_GET_FUN(__glewGetUniformLocation)\n#define glGetUniformfv GLEW_GET_FUN(__glewGetUniformfv)\n#define glGetUniformiv GLEW_GET_FUN(__glewGetUniformiv)\n#define glGetVertexAttribPointerv GLEW_GET_FUN(__glewGetVertexAttribPointerv)\n#define glGetVertexAttribdv GLEW_GET_FUN(__glewGetVertexAttribdv)\n#define glGetVertexAttribfv GLEW_GET_FUN(__glewGetVertexAttribfv)\n#define glGetVertexAttribiv GLEW_GET_FUN(__glewGetVertexAttribiv)\n#define glIsProgram GLEW_GET_FUN(__glewIsProgram)\n#define glIsShader GLEW_GET_FUN(__glewIsShader)\n#define glLinkProgram GLEW_GET_FUN(__glewLinkProgram)\n#define glShaderSource GLEW_GET_FUN(__glewShaderSource)\n#define glStencilFuncSeparate GLEW_GET_FUN(__glewStencilFuncSeparate)\n#define glStencilMaskSeparate GLEW_GET_FUN(__glewStencilMaskSeparate)\n#define glStencilOpSeparate GLEW_GET_FUN(__glewStencilOpSeparate)\n#define glUniform1f GLEW_GET_FUN(__glewUniform1f)\n#define glUniform1fv GLEW_GET_FUN(__glewUniform1fv)\n#define glUniform1i GLEW_GET_FUN(__glewUniform1i)\n#define glUniform1iv GLEW_GET_FUN(__glewUniform1iv)\n#define glUniform2f GLEW_GET_FUN(__glewUniform2f)\n#define glUniform2fv GLEW_GET_FUN(__glewUniform2fv)\n#define glUniform2i GLEW_GET_FUN(__glewUniform2i)\n#define glUniform2iv GLEW_GET_FUN(__glewUniform2iv)\n#define glUniform3f GLEW_GET_FUN(__glewUniform3f)\n#define glUniform3fv GLEW_GET_FUN(__glewUniform3fv)\n#define glUniform3i GLEW_GET_FUN(__glewUniform3i)\n#define glUniform3iv GLEW_GET_FUN(__glewUniform3iv)\n#define glUniform4f GLEW_GET_FUN(__glewUniform4f)\n#define glUniform4fv GLEW_GET_FUN(__glewUniform4fv)\n#define glUniform4i GLEW_GET_FUN(__glewUniform4i)\n#define glUniform4iv GLEW_GET_FUN(__glewUniform4iv)\n#define glUniformMatrix2fv GLEW_GET_FUN(__glewUniformMatrix2fv)\n#define glUniformMatrix3fv GLEW_GET_FUN(__glewUniformMatrix3fv)\n#define glUniformMatrix4fv GLEW_GET_FUN(__glewUniformMatrix4fv)\n#define glUseProgram GLEW_GET_FUN(__glewUseProgram)\n#define glValidateProgram GLEW_GET_FUN(__glewValidateProgram)\n#define glVertexAttrib1d GLEW_GET_FUN(__glewVertexAttrib1d)\n#define glVertexAttrib1dv GLEW_GET_FUN(__glewVertexAttrib1dv)\n#define glVertexAttrib1f GLEW_GET_FUN(__glewVertexAttrib1f)\n#define glVertexAttrib1fv GLEW_GET_FUN(__glewVertexAttrib1fv)\n#define glVertexAttrib1s GLEW_GET_FUN(__glewVertexAttrib1s)\n#define glVertexAttrib1sv GLEW_GET_FUN(__glewVertexAttrib1sv)\n#define glVertexAttrib2d GLEW_GET_FUN(__glewVertexAttrib2d)\n#define glVertexAttrib2dv GLEW_GET_FUN(__glewVertexAttrib2dv)\n#define glVertexAttrib2f GLEW_GET_FUN(__glewVertexAttrib2f)\n#define glVertexAttrib2fv GLEW_GET_FUN(__glewVertexAttrib2fv)\n#define glVertexAttrib2s GLEW_GET_FUN(__glewVertexAttrib2s)\n#define glVertexAttrib2sv GLEW_GET_FUN(__glewVertexAttrib2sv)\n#define glVertexAttrib3d GLEW_GET_FUN(__glewVertexAttrib3d)\n#define glVertexAttrib3dv GLEW_GET_FUN(__glewVertexAttrib3dv)\n#define glVertexAttrib3f GLEW_GET_FUN(__glewVertexAttrib3f)\n#define glVertexAttrib3fv GLEW_GET_FUN(__glewVertexAttrib3fv)\n#define glVertexAttrib3s GLEW_GET_FUN(__glewVertexAttrib3s)\n#define glVertexAttrib3sv GLEW_GET_FUN(__glewVertexAttrib3sv)\n#define glVertexAttrib4Nbv GLEW_GET_FUN(__glewVertexAttrib4Nbv)\n#define glVertexAttrib4Niv GLEW_GET_FUN(__glewVertexAttrib4Niv)\n#define glVertexAttrib4Nsv GLEW_GET_FUN(__glewVertexAttrib4Nsv)\n#define glVertexAttrib4Nub GLEW_GET_FUN(__glewVertexAttrib4Nub)\n#define glVertexAttrib4Nubv GLEW_GET_FUN(__glewVertexAttrib4Nubv)\n#define glVertexAttrib4Nuiv GLEW_GET_FUN(__glewVertexAttrib4Nuiv)\n#define glVertexAttrib4Nusv GLEW_GET_FUN(__glewVertexAttrib4Nusv)\n#define glVertexAttrib4bv GLEW_GET_FUN(__glewVertexAttrib4bv)\n#define glVertexAttrib4d GLEW_GET_FUN(__glewVertexAttrib4d)\n#define glVertexAttrib4dv GLEW_GET_FUN(__glewVertexAttrib4dv)\n#define glVertexAttrib4f GLEW_GET_FUN(__glewVertexAttrib4f)\n#define glVertexAttrib4fv GLEW_GET_FUN(__glewVertexAttrib4fv)\n#define glVertexAttrib4iv GLEW_GET_FUN(__glewVertexAttrib4iv)\n#define glVertexAttrib4s GLEW_GET_FUN(__glewVertexAttrib4s)\n#define glVertexAttrib4sv GLEW_GET_FUN(__glewVertexAttrib4sv)\n#define glVertexAttrib4ubv GLEW_GET_FUN(__glewVertexAttrib4ubv)\n#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv)\n#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv)\n#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer)\n\n#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0)\n\n#endif /* GL_VERSION_2_0 */\n\n/* ----------------------------- GL_VERSION_2_1 ---------------------------- */\n\n#ifndef GL_VERSION_2_1\n#define GL_VERSION_2_1 1\n\n#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F\n#define GL_PIXEL_PACK_BUFFER 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF\n#define GL_FLOAT_MAT2x3 0x8B65\n#define GL_FLOAT_MAT2x4 0x8B66\n#define GL_FLOAT_MAT3x2 0x8B67\n#define GL_FLOAT_MAT3x4 0x8B68\n#define GL_FLOAT_MAT4x2 0x8B69\n#define GL_FLOAT_MAT4x3 0x8B6A\n#define GL_SRGB 0x8C40\n#define GL_SRGB8 0x8C41\n#define GL_SRGB_ALPHA 0x8C42\n#define GL_SRGB8_ALPHA8 0x8C43\n#define GL_SLUMINANCE_ALPHA 0x8C44\n#define GL_SLUMINANCE8_ALPHA8 0x8C45\n#define GL_SLUMINANCE 0x8C46\n#define GL_SLUMINANCE8 0x8C47\n#define GL_COMPRESSED_SRGB 0x8C48\n#define GL_COMPRESSED_SRGB_ALPHA 0x8C49\n#define GL_COMPRESSED_SLUMINANCE 0x8C4A\n#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B\n\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\n\n#define glUniformMatrix2x3fv GLEW_GET_FUN(__glewUniformMatrix2x3fv)\n#define glUniformMatrix2x4fv GLEW_GET_FUN(__glewUniformMatrix2x4fv)\n#define glUniformMatrix3x2fv GLEW_GET_FUN(__glewUniformMatrix3x2fv)\n#define glUniformMatrix3x4fv GLEW_GET_FUN(__glewUniformMatrix3x4fv)\n#define glUniformMatrix4x2fv GLEW_GET_FUN(__glewUniformMatrix4x2fv)\n#define glUniformMatrix4x3fv GLEW_GET_FUN(__glewUniformMatrix4x3fv)\n\n#define GLEW_VERSION_2_1 GLEW_GET_VAR(__GLEW_VERSION_2_1)\n\n#endif /* GL_VERSION_2_1 */\n\n/* ----------------------------- GL_VERSION_3_0 ---------------------------- */\n\n#ifndef GL_VERSION_3_0\n#define GL_VERSION_3_0 1\n\n#define GL_CLIP_DISTANCE0 GL_CLIP_PLANE0\n#define GL_CLIP_DISTANCE1 GL_CLIP_PLANE1\n#define GL_CLIP_DISTANCE2 GL_CLIP_PLANE2\n#define GL_CLIP_DISTANCE3 GL_CLIP_PLANE3\n#define GL_CLIP_DISTANCE4 GL_CLIP_PLANE4\n#define GL_CLIP_DISTANCE5 GL_CLIP_PLANE5\n#define GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB\n#define GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES\n#define GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS\n#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001\n#define GL_MAJOR_VERSION 0x821B\n#define GL_MINOR_VERSION 0x821C\n#define GL_NUM_EXTENSIONS 0x821D\n#define GL_CONTEXT_FLAGS 0x821E\n#define GL_DEPTH_BUFFER 0x8223\n#define GL_STENCIL_BUFFER 0x8224\n#define GL_RGBA32F 0x8814\n#define GL_RGB32F 0x8815\n#define GL_RGBA16F 0x881A\n#define GL_RGB16F 0x881B\n#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD\n#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF\n#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904\n#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905\n#define GL_CLAMP_VERTEX_COLOR 0x891A\n#define GL_CLAMP_FRAGMENT_COLOR 0x891B\n#define GL_CLAMP_READ_COLOR 0x891C\n#define GL_FIXED_ONLY 0x891D\n#define GL_TEXTURE_RED_TYPE 0x8C10\n#define GL_TEXTURE_GREEN_TYPE 0x8C11\n#define GL_TEXTURE_BLUE_TYPE 0x8C12\n#define GL_TEXTURE_ALPHA_TYPE 0x8C13\n#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14\n#define GL_TEXTURE_INTENSITY_TYPE 0x8C15\n#define GL_TEXTURE_DEPTH_TYPE 0x8C16\n#define GL_TEXTURE_1D_ARRAY 0x8C18\n#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19\n#define GL_TEXTURE_2D_ARRAY 0x8C1A\n#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B\n#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C\n#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D\n#define GL_R11F_G11F_B10F 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B\n#define GL_RGB9_E5 0x8C3D\n#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E\n#define GL_TEXTURE_SHARED_SIZE 0x8C3F\n#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76\n#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80\n#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83\n#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84\n#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85\n#define GL_PRIMITIVES_GENERATED 0x8C87\n#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88\n#define GL_RASTERIZER_DISCARD 0x8C89\n#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B\n#define GL_INTERLEAVED_ATTRIBS 0x8C8C\n#define GL_SEPARATE_ATTRIBS 0x8C8D\n#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F\n#define GL_RGBA32UI 0x8D70\n#define GL_RGB32UI 0x8D71\n#define GL_RGBA16UI 0x8D76\n#define GL_RGB16UI 0x8D77\n#define GL_RGBA8UI 0x8D7C\n#define GL_RGB8UI 0x8D7D\n#define GL_RGBA32I 0x8D82\n#define GL_RGB32I 0x8D83\n#define GL_RGBA16I 0x8D88\n#define GL_RGB16I 0x8D89\n#define GL_RGBA8I 0x8D8E\n#define GL_RGB8I 0x8D8F\n#define GL_RED_INTEGER 0x8D94\n#define GL_GREEN_INTEGER 0x8D95\n#define GL_BLUE_INTEGER 0x8D96\n#define GL_ALPHA_INTEGER 0x8D97\n#define GL_RGB_INTEGER 0x8D98\n#define GL_RGBA_INTEGER 0x8D99\n#define GL_BGR_INTEGER 0x8D9A\n#define GL_BGRA_INTEGER 0x8D9B\n#define GL_SAMPLER_1D_ARRAY 0x8DC0\n#define GL_SAMPLER_2D_ARRAY 0x8DC1\n#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3\n#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4\n#define GL_SAMPLER_CUBE_SHADOW 0x8DC5\n#define GL_UNSIGNED_INT_VEC2 0x8DC6\n#define GL_UNSIGNED_INT_VEC3 0x8DC7\n#define GL_UNSIGNED_INT_VEC4 0x8DC8\n#define GL_INT_SAMPLER_1D 0x8DC9\n#define GL_INT_SAMPLER_2D 0x8DCA\n#define GL_INT_SAMPLER_3D 0x8DCB\n#define GL_INT_SAMPLER_CUBE 0x8DCC\n#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE\n#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF\n#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1\n#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2\n#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3\n#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4\n#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6\n#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7\n#define GL_QUERY_WAIT 0x8E13\n#define GL_QUERY_NO_WAIT 0x8E14\n#define GL_QUERY_BY_REGION_WAIT 0x8E15\n#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16\n\ntypedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode);\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint colorNumber, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawBuffer, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawBuffer, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawBuffer, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLCOLORMASKIPROC) (GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\ntypedef void (GLAPIENTRY * PFNGLDISABLEIPROC) (GLenum cap, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEIPROC) (GLenum cap, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETBOOLEANI_VPROC) (GLenum pname, GLuint index, GLboolean* data);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar* name);\ntypedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIPROC) (GLenum cap, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void*pointer);\n\n#define glBeginConditionalRender GLEW_GET_FUN(__glewBeginConditionalRender)\n#define glBeginTransformFeedback GLEW_GET_FUN(__glewBeginTransformFeedback)\n#define glBindFragDataLocation GLEW_GET_FUN(__glewBindFragDataLocation)\n#define glClampColor GLEW_GET_FUN(__glewClampColor)\n#define glClearBufferfi GLEW_GET_FUN(__glewClearBufferfi)\n#define glClearBufferfv GLEW_GET_FUN(__glewClearBufferfv)\n#define glClearBufferiv GLEW_GET_FUN(__glewClearBufferiv)\n#define glClearBufferuiv GLEW_GET_FUN(__glewClearBufferuiv)\n#define glColorMaski GLEW_GET_FUN(__glewColorMaski)\n#define glDisablei GLEW_GET_FUN(__glewDisablei)\n#define glEnablei GLEW_GET_FUN(__glewEnablei)\n#define glEndConditionalRender GLEW_GET_FUN(__glewEndConditionalRender)\n#define glEndTransformFeedback GLEW_GET_FUN(__glewEndTransformFeedback)\n#define glGetBooleani_v GLEW_GET_FUN(__glewGetBooleani_v)\n#define glGetFragDataLocation GLEW_GET_FUN(__glewGetFragDataLocation)\n#define glGetStringi GLEW_GET_FUN(__glewGetStringi)\n#define glGetTexParameterIiv GLEW_GET_FUN(__glewGetTexParameterIiv)\n#define glGetTexParameterIuiv GLEW_GET_FUN(__glewGetTexParameterIuiv)\n#define glGetTransformFeedbackVarying GLEW_GET_FUN(__glewGetTransformFeedbackVarying)\n#define glGetUniformuiv GLEW_GET_FUN(__glewGetUniformuiv)\n#define glGetVertexAttribIiv GLEW_GET_FUN(__glewGetVertexAttribIiv)\n#define glGetVertexAttribIuiv GLEW_GET_FUN(__glewGetVertexAttribIuiv)\n#define glIsEnabledi GLEW_GET_FUN(__glewIsEnabledi)\n#define glTexParameterIiv GLEW_GET_FUN(__glewTexParameterIiv)\n#define glTexParameterIuiv GLEW_GET_FUN(__glewTexParameterIuiv)\n#define glTransformFeedbackVaryings GLEW_GET_FUN(__glewTransformFeedbackVaryings)\n#define glUniform1ui GLEW_GET_FUN(__glewUniform1ui)\n#define glUniform1uiv GLEW_GET_FUN(__glewUniform1uiv)\n#define glUniform2ui GLEW_GET_FUN(__glewUniform2ui)\n#define glUniform2uiv GLEW_GET_FUN(__glewUniform2uiv)\n#define glUniform3ui GLEW_GET_FUN(__glewUniform3ui)\n#define glUniform3uiv GLEW_GET_FUN(__glewUniform3uiv)\n#define glUniform4ui GLEW_GET_FUN(__glewUniform4ui)\n#define glUniform4uiv GLEW_GET_FUN(__glewUniform4uiv)\n#define glVertexAttribI1i GLEW_GET_FUN(__glewVertexAttribI1i)\n#define glVertexAttribI1iv GLEW_GET_FUN(__glewVertexAttribI1iv)\n#define glVertexAttribI1ui GLEW_GET_FUN(__glewVertexAttribI1ui)\n#define glVertexAttribI1uiv GLEW_GET_FUN(__glewVertexAttribI1uiv)\n#define glVertexAttribI2i GLEW_GET_FUN(__glewVertexAttribI2i)\n#define glVertexAttribI2iv GLEW_GET_FUN(__glewVertexAttribI2iv)\n#define glVertexAttribI2ui GLEW_GET_FUN(__glewVertexAttribI2ui)\n#define glVertexAttribI2uiv GLEW_GET_FUN(__glewVertexAttribI2uiv)\n#define glVertexAttribI3i GLEW_GET_FUN(__glewVertexAttribI3i)\n#define glVertexAttribI3iv GLEW_GET_FUN(__glewVertexAttribI3iv)\n#define glVertexAttribI3ui GLEW_GET_FUN(__glewVertexAttribI3ui)\n#define glVertexAttribI3uiv GLEW_GET_FUN(__glewVertexAttribI3uiv)\n#define glVertexAttribI4bv GLEW_GET_FUN(__glewVertexAttribI4bv)\n#define glVertexAttribI4i GLEW_GET_FUN(__glewVertexAttribI4i)\n#define glVertexAttribI4iv GLEW_GET_FUN(__glewVertexAttribI4iv)\n#define glVertexAttribI4sv GLEW_GET_FUN(__glewVertexAttribI4sv)\n#define glVertexAttribI4ubv GLEW_GET_FUN(__glewVertexAttribI4ubv)\n#define glVertexAttribI4ui GLEW_GET_FUN(__glewVertexAttribI4ui)\n#define glVertexAttribI4uiv GLEW_GET_FUN(__glewVertexAttribI4uiv)\n#define glVertexAttribI4usv GLEW_GET_FUN(__glewVertexAttribI4usv)\n#define glVertexAttribIPointer GLEW_GET_FUN(__glewVertexAttribIPointer)\n\n#define GLEW_VERSION_3_0 GLEW_GET_VAR(__GLEW_VERSION_3_0)\n\n#endif /* GL_VERSION_3_0 */\n\n/* ----------------------------- GL_VERSION_3_1 ---------------------------- */\n\n#ifndef GL_VERSION_3_1\n#define GL_VERSION_3_1 1\n\n#define GL_TEXTURE_RECTANGLE 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8\n#define GL_SAMPLER_2D_RECT 0x8B63\n#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64\n#define GL_TEXTURE_BUFFER 0x8C2A\n#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B\n#define GL_TEXTURE_BINDING_BUFFER 0x8C2C\n#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D\n#define GL_TEXTURE_BUFFER_FORMAT 0x8C2E\n#define GL_SAMPLER_BUFFER 0x8DC2\n#define GL_INT_SAMPLER_2D_RECT 0x8DCD\n#define GL_INT_SAMPLER_BUFFER 0x8DD0\n#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5\n#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8\n#define GL_RED_SNORM 0x8F90\n#define GL_RG_SNORM 0x8F91\n#define GL_RGB_SNORM 0x8F92\n#define GL_RGBA_SNORM 0x8F93\n#define GL_R8_SNORM 0x8F94\n#define GL_RG8_SNORM 0x8F95\n#define GL_RGB8_SNORM 0x8F96\n#define GL_RGBA8_SNORM 0x8F97\n#define GL_R16_SNORM 0x8F98\n#define GL_RG16_SNORM 0x8F99\n#define GL_RGB16_SNORM 0x8F9A\n#define GL_RGBA16_SNORM 0x8F9B\n#define GL_SIGNED_NORMALIZED 0x8F9C\n#define GL_PRIMITIVE_RESTART 0x8F9D\n#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E\n#define GL_BUFFER_ACCESS_FLAGS 0x911F\n#define GL_BUFFER_MAP_LENGTH 0x9120\n#define GL_BUFFER_MAP_OFFSET 0x9121\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalFormat, GLuint buffer);\n\n#define glDrawArraysInstanced GLEW_GET_FUN(__glewDrawArraysInstanced)\n#define glDrawElementsInstanced GLEW_GET_FUN(__glewDrawElementsInstanced)\n#define glPrimitiveRestartIndex GLEW_GET_FUN(__glewPrimitiveRestartIndex)\n#define glTexBuffer GLEW_GET_FUN(__glewTexBuffer)\n\n#define GLEW_VERSION_3_1 GLEW_GET_VAR(__GLEW_VERSION_3_1)\n\n#endif /* GL_VERSION_3_1 */\n\n/* ----------------------------- GL_VERSION_3_2 ---------------------------- */\n\n#ifndef GL_VERSION_3_2\n#define GL_VERSION_3_2 1\n\n#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001\n#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002\n#define GL_LINES_ADJACENCY 0x000A\n#define GL_LINE_STRIP_ADJACENCY 0x000B\n#define GL_TRIANGLES_ADJACENCY 0x000C\n#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D\n#define GL_PROGRAM_POINT_SIZE 0x8642\n#define GL_GEOMETRY_VERTICES_OUT 0x8916\n#define GL_GEOMETRY_INPUT_TYPE 0x8917\n#define GL_GEOMETRY_OUTPUT_TYPE 0x8918\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8\n#define GL_GEOMETRY_SHADER 0x8DD9\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1\n#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122\n#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123\n#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124\n#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125\n#define GL_CONTEXT_PROFILE_MASK 0x9126\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum value, GLint64 * data);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGER64I_VPROC) (GLenum pname, GLuint index, GLint64 * data);\n\n#define glFramebufferTexture GLEW_GET_FUN(__glewFramebufferTexture)\n#define glGetBufferParameteri64v GLEW_GET_FUN(__glewGetBufferParameteri64v)\n#define glGetInteger64i_v GLEW_GET_FUN(__glewGetInteger64i_v)\n\n#define GLEW_VERSION_3_2 GLEW_GET_VAR(__GLEW_VERSION_3_2)\n\n#endif /* GL_VERSION_3_2 */\n\n/* ----------------------------- GL_VERSION_3_3 ---------------------------- */\n\n#ifndef GL_VERSION_3_3\n#define GL_VERSION_3_3 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE\n#define GL_RGB10_A2UI 0x906F\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor);\n\n#define glVertexAttribDivisor GLEW_GET_FUN(__glewVertexAttribDivisor)\n\n#define GLEW_VERSION_3_3 GLEW_GET_VAR(__GLEW_VERSION_3_3)\n\n#endif /* GL_VERSION_3_3 */\n\n/* ----------------------------- GL_VERSION_4_0 ---------------------------- */\n\n#ifndef GL_VERSION_4_0\n#define GL_VERSION_4_0 1\n\n#define GL_SAMPLE_SHADING 0x8C36\n#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37\n#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS 0x8F9F\n#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B\n#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C\n#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D\n#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst);\ntypedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGPROC) (GLclampf value);\n\n#define glBlendEquationSeparatei GLEW_GET_FUN(__glewBlendEquationSeparatei)\n#define glBlendEquationi GLEW_GET_FUN(__glewBlendEquationi)\n#define glBlendFuncSeparatei GLEW_GET_FUN(__glewBlendFuncSeparatei)\n#define glBlendFunci GLEW_GET_FUN(__glewBlendFunci)\n#define glMinSampleShading GLEW_GET_FUN(__glewMinSampleShading)\n\n#define GLEW_VERSION_4_0 GLEW_GET_VAR(__GLEW_VERSION_4_0)\n\n#endif /* GL_VERSION_4_0 */\n\n/* ----------------------------- GL_VERSION_4_1 ---------------------------- */\n\n#ifndef GL_VERSION_4_1\n#define GL_VERSION_4_1 1\n\n#define GLEW_VERSION_4_1 GLEW_GET_VAR(__GLEW_VERSION_4_1)\n\n#endif /* GL_VERSION_4_1 */\n\n/* ----------------------------- GL_VERSION_4_2 ---------------------------- */\n\n#ifndef GL_VERSION_4_2\n#define GL_VERSION_4_2 1\n\n#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23\n#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24\n#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C\n#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D\n#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E\n#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F\n#define GL_COPY_READ_BUFFER_BINDING 0x8F36\n#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37\n\n#define GLEW_VERSION_4_2 GLEW_GET_VAR(__GLEW_VERSION_4_2)\n\n#endif /* GL_VERSION_4_2 */\n\n/* ----------------------------- GL_VERSION_4_3 ---------------------------- */\n\n#ifndef GL_VERSION_4_3\n#define GL_VERSION_4_3 1\n\n#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9\n#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E\n\n#define GLEW_VERSION_4_3 GLEW_GET_VAR(__GLEW_VERSION_4_3)\n\n#endif /* GL_VERSION_4_3 */\n\n/* ----------------------------- GL_VERSION_4_4 ---------------------------- */\n\n#ifndef GL_VERSION_4_4\n#define GL_VERSION_4_4 1\n\n#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221\n#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5\n#define GL_TEXTURE_BUFFER_BINDING 0x8C2A\n\n#define GLEW_VERSION_4_4 GLEW_GET_VAR(__GLEW_VERSION_4_4)\n\n#endif /* GL_VERSION_4_4 */\n\n/* ----------------------------- GL_VERSION_4_5 ---------------------------- */\n\n#ifndef GL_VERSION_4_5\n#define GL_VERSION_4_5 1\n\n#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004\n\ntypedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEPROC) (GLenum tex, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);\n\n#define glGetGraphicsResetStatus GLEW_GET_FUN(__glewGetGraphicsResetStatus)\n#define glGetnCompressedTexImage GLEW_GET_FUN(__glewGetnCompressedTexImage)\n#define glGetnTexImage GLEW_GET_FUN(__glewGetnTexImage)\n#define glGetnUniformdv GLEW_GET_FUN(__glewGetnUniformdv)\n\n#define GLEW_VERSION_4_5 GLEW_GET_VAR(__GLEW_VERSION_4_5)\n\n#endif /* GL_VERSION_4_5 */\n\n/* ----------------------------- GL_VERSION_4_6 ---------------------------- */\n\n#ifndef GL_VERSION_4_6\n#define GL_VERSION_4_6 1\n\n#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008\n#define GL_PARAMETER_BUFFER 0x80EE\n#define GL_PARAMETER_BUFFER_BINDING 0x80EF\n#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC\n#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED\n#define GL_VERTICES_SUBMITTED 0x82EE\n#define GL_PRIMITIVES_SUBMITTED 0x82EF\n#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0\n#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1\n#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2\n#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3\n#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4\n#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5\n#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6\n#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7\n#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE\n#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF\n#define GL_POLYGON_OFFSET_CLAMP 0x8E1B\n#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551\n#define GL_SPIR_V_BINARY 0x9552\n#define GL_SPIR_V_EXTENSIONS 0x9553\n#define GL_NUM_SPIR_V_EXTENSIONS 0x9554\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue);\n\n#define glMultiDrawArraysIndirectCount GLEW_GET_FUN(__glewMultiDrawArraysIndirectCount)\n#define glMultiDrawElementsIndirectCount GLEW_GET_FUN(__glewMultiDrawElementsIndirectCount)\n#define glSpecializeShader GLEW_GET_FUN(__glewSpecializeShader)\n\n#define GLEW_VERSION_4_6 GLEW_GET_VAR(__GLEW_VERSION_4_6)\n\n#endif /* GL_VERSION_4_6 */\n\n/* -------------------------- GL_3DFX_multisample -------------------------- */\n\n#ifndef GL_3DFX_multisample\n#define GL_3DFX_multisample 1\n\n#define GL_MULTISAMPLE_3DFX 0x86B2\n#define GL_SAMPLE_BUFFERS_3DFX 0x86B3\n#define GL_SAMPLES_3DFX 0x86B4\n#define GL_MULTISAMPLE_BIT_3DFX 0x20000000\n\n#define GLEW_3DFX_multisample GLEW_GET_VAR(__GLEW_3DFX_multisample)\n\n#endif /* GL_3DFX_multisample */\n\n/* ---------------------------- GL_3DFX_tbuffer ---------------------------- */\n\n#ifndef GL_3DFX_tbuffer\n#define GL_3DFX_tbuffer 1\n\ntypedef void (GLAPIENTRY * PFNGLTBUFFERMASK3DFXPROC) (GLuint mask);\n\n#define glTbufferMask3DFX GLEW_GET_FUN(__glewTbufferMask3DFX)\n\n#define GLEW_3DFX_tbuffer GLEW_GET_VAR(__GLEW_3DFX_tbuffer)\n\n#endif /* GL_3DFX_tbuffer */\n\n/* -------------------- GL_3DFX_texture_compression_FXT1 ------------------- */\n\n#ifndef GL_3DFX_texture_compression_FXT1\n#define GL_3DFX_texture_compression_FXT1 1\n\n#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0\n#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1\n\n#define GLEW_3DFX_texture_compression_FXT1 GLEW_GET_VAR(__GLEW_3DFX_texture_compression_FXT1)\n\n#endif /* GL_3DFX_texture_compression_FXT1 */\n\n/* ----------------------- GL_AMD_blend_minmax_factor ---------------------- */\n\n#ifndef GL_AMD_blend_minmax_factor\n#define GL_AMD_blend_minmax_factor 1\n\n#define GL_FACTOR_MIN_AMD 0x901C\n#define GL_FACTOR_MAX_AMD 0x901D\n\n#define GLEW_AMD_blend_minmax_factor GLEW_GET_VAR(__GLEW_AMD_blend_minmax_factor)\n\n#endif /* GL_AMD_blend_minmax_factor */\n\n/* --------------------- GL_AMD_compressed_3DC_texture --------------------- */\n\n#ifndef GL_AMD_compressed_3DC_texture\n#define GL_AMD_compressed_3DC_texture 1\n\n#define GL_3DC_X_AMD 0x87F9\n#define GL_3DC_XY_AMD 0x87FA\n\n#define GLEW_AMD_compressed_3DC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_3DC_texture)\n\n#endif /* GL_AMD_compressed_3DC_texture */\n\n/* --------------------- GL_AMD_compressed_ATC_texture --------------------- */\n\n#ifndef GL_AMD_compressed_ATC_texture\n#define GL_AMD_compressed_ATC_texture 1\n\n#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE\n#define GL_ATC_RGB_AMD 0x8C92\n#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93\n\n#define GLEW_AMD_compressed_ATC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_ATC_texture)\n\n#endif /* GL_AMD_compressed_ATC_texture */\n\n/* ----------------------- GL_AMD_conservative_depth ----------------------- */\n\n#ifndef GL_AMD_conservative_depth\n#define GL_AMD_conservative_depth 1\n\n#define GLEW_AMD_conservative_depth GLEW_GET_VAR(__GLEW_AMD_conservative_depth)\n\n#endif /* GL_AMD_conservative_depth */\n\n/* -------------------------- GL_AMD_debug_output -------------------------- */\n\n#ifndef GL_AMD_debug_output\n#define GL_AMD_debug_output 1\n\n#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143\n#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144\n#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145\n#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146\n#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147\n#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148\n#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149\n#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A\n#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B\n#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C\n#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D\n#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E\n#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F\n#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150\n\ntypedef void (GLAPIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, void* userParam);\n\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar* buf);\ntypedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, GLchar* message);\n\n#define glDebugMessageCallbackAMD GLEW_GET_FUN(__glewDebugMessageCallbackAMD)\n#define glDebugMessageEnableAMD GLEW_GET_FUN(__glewDebugMessageEnableAMD)\n#define glDebugMessageInsertAMD GLEW_GET_FUN(__glewDebugMessageInsertAMD)\n#define glGetDebugMessageLogAMD GLEW_GET_FUN(__glewGetDebugMessageLogAMD)\n\n#define GLEW_AMD_debug_output GLEW_GET_VAR(__GLEW_AMD_debug_output)\n\n#endif /* GL_AMD_debug_output */\n\n/* ---------------------- GL_AMD_depth_clamp_separate ---------------------- */\n\n#ifndef GL_AMD_depth_clamp_separate\n#define GL_AMD_depth_clamp_separate 1\n\n#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E\n#define GL_DEPTH_CLAMP_FAR_AMD 0x901F\n\n#define GLEW_AMD_depth_clamp_separate GLEW_GET_VAR(__GLEW_AMD_depth_clamp_separate)\n\n#endif /* GL_AMD_depth_clamp_separate */\n\n/* ----------------------- GL_AMD_draw_buffers_blend ----------------------- */\n\n#ifndef GL_AMD_draw_buffers_blend\n#define GL_AMD_draw_buffers_blend 1\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\n\n#define glBlendEquationIndexedAMD GLEW_GET_FUN(__glewBlendEquationIndexedAMD)\n#define glBlendEquationSeparateIndexedAMD GLEW_GET_FUN(__glewBlendEquationSeparateIndexedAMD)\n#define glBlendFuncIndexedAMD GLEW_GET_FUN(__glewBlendFuncIndexedAMD)\n#define glBlendFuncSeparateIndexedAMD GLEW_GET_FUN(__glewBlendFuncSeparateIndexedAMD)\n\n#define GLEW_AMD_draw_buffers_blend GLEW_GET_VAR(__GLEW_AMD_draw_buffers_blend)\n\n#endif /* GL_AMD_draw_buffers_blend */\n\n/* ------------------ GL_AMD_framebuffer_sample_positions ------------------ */\n\n#ifndef GL_AMD_framebuffer_sample_positions\n#define GL_AMD_framebuffer_sample_positions 1\n\n#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F\n#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE\n#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF\n#define GL_ALL_PIXELS_AMD 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat* values);\n\n#define glFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewFramebufferSamplePositionsfvAMD)\n#define glGetFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetFramebufferParameterfvAMD)\n#define glGetNamedFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetNamedFramebufferParameterfvAMD)\n#define glNamedFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewNamedFramebufferSamplePositionsfvAMD)\n\n#define GLEW_AMD_framebuffer_sample_positions GLEW_GET_VAR(__GLEW_AMD_framebuffer_sample_positions)\n\n#endif /* GL_AMD_framebuffer_sample_positions */\n\n/* --------------------------- GL_AMD_gcn_shader --------------------------- */\n\n#ifndef GL_AMD_gcn_shader\n#define GL_AMD_gcn_shader 1\n\n#define GLEW_AMD_gcn_shader GLEW_GET_VAR(__GLEW_AMD_gcn_shader)\n\n#endif /* GL_AMD_gcn_shader */\n\n/* ---------------------- GL_AMD_gpu_shader_half_float --------------------- */\n\n#ifndef GL_AMD_gpu_shader_half_float\n#define GL_AMD_gpu_shader_half_float 1\n\n#define GL_FLOAT16_NV 0x8FF8\n#define GL_FLOAT16_VEC2_NV 0x8FF9\n#define GL_FLOAT16_VEC3_NV 0x8FFA\n#define GL_FLOAT16_VEC4_NV 0x8FFB\n#define GL_FLOAT16_MAT2_AMD 0x91C5\n#define GL_FLOAT16_MAT3_AMD 0x91C6\n#define GL_FLOAT16_MAT4_AMD 0x91C7\n#define GL_FLOAT16_MAT2x3_AMD 0x91C8\n#define GL_FLOAT16_MAT2x4_AMD 0x91C9\n#define GL_FLOAT16_MAT3x2_AMD 0x91CA\n#define GL_FLOAT16_MAT3x4_AMD 0x91CB\n#define GL_FLOAT16_MAT4x2_AMD 0x91CC\n#define GL_FLOAT16_MAT4x3_AMD 0x91CD\n\n#define GLEW_AMD_gpu_shader_half_float GLEW_GET_VAR(__GLEW_AMD_gpu_shader_half_float)\n\n#endif /* GL_AMD_gpu_shader_half_float */\n\n/* ------------------------ GL_AMD_gpu_shader_int16 ------------------------ */\n\n#ifndef GL_AMD_gpu_shader_int16\n#define GL_AMD_gpu_shader_int16 1\n\n#define GLEW_AMD_gpu_shader_int16 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int16)\n\n#endif /* GL_AMD_gpu_shader_int16 */\n\n/* ------------------------ GL_AMD_gpu_shader_int64 ------------------------ */\n\n#ifndef GL_AMD_gpu_shader_int64\n#define GL_AMD_gpu_shader_int64 1\n\n#define GLEW_AMD_gpu_shader_int64 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int64)\n\n#endif /* GL_AMD_gpu_shader_int64 */\n\n/* ---------------------- GL_AMD_interleaved_elements ---------------------- */\n\n#ifndef GL_AMD_interleaved_elements\n#define GL_AMD_interleaved_elements 1\n\n#define GL_RED 0x1903\n#define GL_GREEN 0x1904\n#define GL_BLUE 0x1905\n#define GL_ALPHA 0x1906\n#define GL_RG8UI 0x8238\n#define GL_RG16UI 0x823A\n#define GL_RGBA8UI 0x8D7C\n#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4\n#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param);\n\n#define glVertexAttribParameteriAMD GLEW_GET_FUN(__glewVertexAttribParameteriAMD)\n\n#define GLEW_AMD_interleaved_elements GLEW_GET_VAR(__GLEW_AMD_interleaved_elements)\n\n#endif /* GL_AMD_interleaved_elements */\n\n/* ----------------------- GL_AMD_multi_draw_indirect ---------------------- */\n\n#ifndef GL_AMD_multi_draw_indirect\n#define GL_AMD_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirectAMD GLEW_GET_FUN(__glewMultiDrawArraysIndirectAMD)\n#define glMultiDrawElementsIndirectAMD GLEW_GET_FUN(__glewMultiDrawElementsIndirectAMD)\n\n#define GLEW_AMD_multi_draw_indirect GLEW_GET_VAR(__GLEW_AMD_multi_draw_indirect)\n\n#endif /* GL_AMD_multi_draw_indirect */\n\n/* ------------------------- GL_AMD_name_gen_delete ------------------------ */\n\n#ifndef GL_AMD_name_gen_delete\n#define GL_AMD_name_gen_delete 1\n\n#define GL_DATA_BUFFER_AMD 0x9151\n#define GL_PERFORMANCE_MONITOR_AMD 0x9152\n#define GL_QUERY_OBJECT_AMD 0x9153\n#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154\n#define GL_SAMPLER_OBJECT_AMD 0x9155\n\ntypedef void (GLAPIENTRY * PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint* names);\ntypedef void (GLAPIENTRY * PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint* names);\ntypedef GLboolean (GLAPIENTRY * PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name);\n\n#define glDeleteNamesAMD GLEW_GET_FUN(__glewDeleteNamesAMD)\n#define glGenNamesAMD GLEW_GET_FUN(__glewGenNamesAMD)\n#define glIsNameAMD GLEW_GET_FUN(__glewIsNameAMD)\n\n#define GLEW_AMD_name_gen_delete GLEW_GET_VAR(__GLEW_AMD_name_gen_delete)\n\n#endif /* GL_AMD_name_gen_delete */\n\n/* ---------------------- GL_AMD_occlusion_query_event --------------------- */\n\n#ifndef GL_AMD_occlusion_query_event\n#define GL_AMD_occlusion_query_event 1\n\n#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001\n#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002\n#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004\n#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008\n#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F\n#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param);\n\n#define glQueryObjectParameteruiAMD GLEW_GET_FUN(__glewQueryObjectParameteruiAMD)\n\n#define GLEW_AMD_occlusion_query_event GLEW_GET_VAR(__GLEW_AMD_occlusion_query_event)\n\n#endif /* GL_AMD_occlusion_query_event */\n\n/* ----------------------- GL_AMD_performance_monitor ---------------------- */\n\n#ifndef GL_AMD_performance_monitor\n#define GL_AMD_performance_monitor 1\n\n#define GL_COUNTER_TYPE_AMD 0x8BC0\n#define GL_COUNTER_RANGE_AMD 0x8BC1\n#define GL_UNSIGNED_INT64_AMD 0x8BC2\n#define GL_PERCENTAGE_AMD 0x8BC3\n#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4\n#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5\n#define GL_PERFMON_RESULT_AMD 0x8BC6\n\ntypedef void (GLAPIENTRY * PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor);\ntypedef void (GLAPIENTRY * PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);\ntypedef void (GLAPIENTRY * PFNGLENDPERFMONITORAMDPROC) (GLuint monitor);\ntypedef void (GLAPIENTRY * PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint *bytesWritten);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar *counterString);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint* numCounters, GLint *maxActiveCounters, GLsizei countersSize, GLuint *counters);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei* length, GLchar *groupString);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint* numGroups, GLsizei groupsSize, GLuint *groups);\ntypedef void (GLAPIENTRY * PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* counterList);\n\n#define glBeginPerfMonitorAMD GLEW_GET_FUN(__glewBeginPerfMonitorAMD)\n#define glDeletePerfMonitorsAMD GLEW_GET_FUN(__glewDeletePerfMonitorsAMD)\n#define glEndPerfMonitorAMD GLEW_GET_FUN(__glewEndPerfMonitorAMD)\n#define glGenPerfMonitorsAMD GLEW_GET_FUN(__glewGenPerfMonitorsAMD)\n#define glGetPerfMonitorCounterDataAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterDataAMD)\n#define glGetPerfMonitorCounterInfoAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterInfoAMD)\n#define glGetPerfMonitorCounterStringAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterStringAMD)\n#define glGetPerfMonitorCountersAMD GLEW_GET_FUN(__glewGetPerfMonitorCountersAMD)\n#define glGetPerfMonitorGroupStringAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupStringAMD)\n#define glGetPerfMonitorGroupsAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupsAMD)\n#define glSelectPerfMonitorCountersAMD GLEW_GET_FUN(__glewSelectPerfMonitorCountersAMD)\n\n#define GLEW_AMD_performance_monitor GLEW_GET_VAR(__GLEW_AMD_performance_monitor)\n\n#endif /* GL_AMD_performance_monitor */\n\n/* -------------------------- GL_AMD_pinned_memory ------------------------- */\n\n#ifndef GL_AMD_pinned_memory\n#define GL_AMD_pinned_memory 1\n\n#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160\n\n#define GLEW_AMD_pinned_memory GLEW_GET_VAR(__GLEW_AMD_pinned_memory)\n\n#endif /* GL_AMD_pinned_memory */\n\n/* ----------------------- GL_AMD_program_binary_Z400 ---------------------- */\n\n#ifndef GL_AMD_program_binary_Z400\n#define GL_AMD_program_binary_Z400 1\n\n#define GL_Z400_BINARY_AMD 0x8740\n\n#define GLEW_AMD_program_binary_Z400 GLEW_GET_VAR(__GLEW_AMD_program_binary_Z400)\n\n#endif /* GL_AMD_program_binary_Z400 */\n\n/* ----------------------- GL_AMD_query_buffer_object ---------------------- */\n\n#ifndef GL_AMD_query_buffer_object\n#define GL_AMD_query_buffer_object 1\n\n#define GL_QUERY_BUFFER_AMD 0x9192\n#define GL_QUERY_BUFFER_BINDING_AMD 0x9193\n#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194\n\n#define GLEW_AMD_query_buffer_object GLEW_GET_VAR(__GLEW_AMD_query_buffer_object)\n\n#endif /* GL_AMD_query_buffer_object */\n\n/* ------------------------ GL_AMD_sample_positions ------------------------ */\n\n#ifndef GL_AMD_sample_positions\n#define GL_AMD_sample_positions 1\n\n#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F\n\ntypedef void (GLAPIENTRY * PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat* val);\n\n#define glSetMultisamplefvAMD GLEW_GET_FUN(__glewSetMultisamplefvAMD)\n\n#define GLEW_AMD_sample_positions GLEW_GET_VAR(__GLEW_AMD_sample_positions)\n\n#endif /* GL_AMD_sample_positions */\n\n/* ------------------ GL_AMD_seamless_cubemap_per_texture ------------------ */\n\n#ifndef GL_AMD_seamless_cubemap_per_texture\n#define GL_AMD_seamless_cubemap_per_texture 1\n\n#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F\n\n#define GLEW_AMD_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_AMD_seamless_cubemap_per_texture)\n\n#endif /* GL_AMD_seamless_cubemap_per_texture */\n\n/* -------------------- GL_AMD_shader_atomic_counter_ops ------------------- */\n\n#ifndef GL_AMD_shader_atomic_counter_ops\n#define GL_AMD_shader_atomic_counter_ops 1\n\n#define GLEW_AMD_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_AMD_shader_atomic_counter_ops)\n\n#endif /* GL_AMD_shader_atomic_counter_ops */\n\n/* -------------------------- GL_AMD_shader_ballot ------------------------- */\n\n#ifndef GL_AMD_shader_ballot\n#define GL_AMD_shader_ballot 1\n\n#define GLEW_AMD_shader_ballot GLEW_GET_VAR(__GLEW_AMD_shader_ballot)\n\n#endif /* GL_AMD_shader_ballot */\n\n/* ---------------- GL_AMD_shader_explicit_vertex_parameter ---------------- */\n\n#ifndef GL_AMD_shader_explicit_vertex_parameter\n#define GL_AMD_shader_explicit_vertex_parameter 1\n\n#define GLEW_AMD_shader_explicit_vertex_parameter GLEW_GET_VAR(__GLEW_AMD_shader_explicit_vertex_parameter)\n\n#endif /* GL_AMD_shader_explicit_vertex_parameter */\n\n/* ---------------------- GL_AMD_shader_stencil_export --------------------- */\n\n#ifndef GL_AMD_shader_stencil_export\n#define GL_AMD_shader_stencil_export 1\n\n#define GLEW_AMD_shader_stencil_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_export)\n\n#endif /* GL_AMD_shader_stencil_export */\n\n/* ------------------- GL_AMD_shader_stencil_value_export ------------------ */\n\n#ifndef GL_AMD_shader_stencil_value_export\n#define GL_AMD_shader_stencil_value_export 1\n\n#define GLEW_AMD_shader_stencil_value_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_value_export)\n\n#endif /* GL_AMD_shader_stencil_value_export */\n\n/* ---------------------- GL_AMD_shader_trinary_minmax --------------------- */\n\n#ifndef GL_AMD_shader_trinary_minmax\n#define GL_AMD_shader_trinary_minmax 1\n\n#define GLEW_AMD_shader_trinary_minmax GLEW_GET_VAR(__GLEW_AMD_shader_trinary_minmax)\n\n#endif /* GL_AMD_shader_trinary_minmax */\n\n/* ------------------------- GL_AMD_sparse_texture ------------------------- */\n\n#ifndef GL_AMD_sparse_texture\n#define GL_AMD_sparse_texture 1\n\n#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001\n#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195\n#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196\n#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197\n#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198\n#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199\n#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A\n#define GL_MIN_SPARSE_LEVEL_AMD 0x919B\n#define GL_MIN_LOD_WARNING_AMD 0x919C\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags);\n\n#define glTexStorageSparseAMD GLEW_GET_FUN(__glewTexStorageSparseAMD)\n#define glTextureStorageSparseAMD GLEW_GET_FUN(__glewTextureStorageSparseAMD)\n\n#define GLEW_AMD_sparse_texture GLEW_GET_VAR(__GLEW_AMD_sparse_texture)\n\n#endif /* GL_AMD_sparse_texture */\n\n/* ------------------- GL_AMD_stencil_operation_extended ------------------- */\n\n#ifndef GL_AMD_stencil_operation_extended\n#define GL_AMD_stencil_operation_extended 1\n\n#define GL_SET_AMD 0x874A\n#define GL_REPLACE_VALUE_AMD 0x874B\n#define GL_STENCIL_OP_VALUE_AMD 0x874C\n#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D\n\ntypedef void (GLAPIENTRY * PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value);\n\n#define glStencilOpValueAMD GLEW_GET_FUN(__glewStencilOpValueAMD)\n\n#define GLEW_AMD_stencil_operation_extended GLEW_GET_VAR(__GLEW_AMD_stencil_operation_extended)\n\n#endif /* GL_AMD_stencil_operation_extended */\n\n/* --------------------- GL_AMD_texture_gather_bias_lod -------------------- */\n\n#ifndef GL_AMD_texture_gather_bias_lod\n#define GL_AMD_texture_gather_bias_lod 1\n\n#define GLEW_AMD_texture_gather_bias_lod GLEW_GET_VAR(__GLEW_AMD_texture_gather_bias_lod)\n\n#endif /* GL_AMD_texture_gather_bias_lod */\n\n/* ------------------------ GL_AMD_texture_texture4 ------------------------ */\n\n#ifndef GL_AMD_texture_texture4\n#define GL_AMD_texture_texture4 1\n\n#define GLEW_AMD_texture_texture4 GLEW_GET_VAR(__GLEW_AMD_texture_texture4)\n\n#endif /* GL_AMD_texture_texture4 */\n\n/* --------------- GL_AMD_transform_feedback3_lines_triangles -------------- */\n\n#ifndef GL_AMD_transform_feedback3_lines_triangles\n#define GL_AMD_transform_feedback3_lines_triangles 1\n\n#define GLEW_AMD_transform_feedback3_lines_triangles GLEW_GET_VAR(__GLEW_AMD_transform_feedback3_lines_triangles)\n\n#endif /* GL_AMD_transform_feedback3_lines_triangles */\n\n/* ----------------------- GL_AMD_transform_feedback4 ---------------------- */\n\n#ifndef GL_AMD_transform_feedback4\n#define GL_AMD_transform_feedback4 1\n\n#define GL_STREAM_RASTERIZATION_AMD 0x91A0\n\n#define GLEW_AMD_transform_feedback4 GLEW_GET_VAR(__GLEW_AMD_transform_feedback4)\n\n#endif /* GL_AMD_transform_feedback4 */\n\n/* ----------------------- GL_AMD_vertex_shader_layer ---------------------- */\n\n#ifndef GL_AMD_vertex_shader_layer\n#define GL_AMD_vertex_shader_layer 1\n\n#define GLEW_AMD_vertex_shader_layer GLEW_GET_VAR(__GLEW_AMD_vertex_shader_layer)\n\n#endif /* GL_AMD_vertex_shader_layer */\n\n/* -------------------- GL_AMD_vertex_shader_tessellator ------------------- */\n\n#ifndef GL_AMD_vertex_shader_tessellator\n#define GL_AMD_vertex_shader_tessellator 1\n\n#define GL_SAMPLER_BUFFER_AMD 0x9001\n#define GL_INT_SAMPLER_BUFFER_AMD 0x9002\n#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003\n#define GL_TESSELLATION_MODE_AMD 0x9004\n#define GL_TESSELLATION_FACTOR_AMD 0x9005\n#define GL_DISCRETE_AMD 0x9006\n#define GL_CONTINUOUS_AMD 0x9007\n\ntypedef void (GLAPIENTRY * PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor);\ntypedef void (GLAPIENTRY * PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode);\n\n#define glTessellationFactorAMD GLEW_GET_FUN(__glewTessellationFactorAMD)\n#define glTessellationModeAMD GLEW_GET_FUN(__glewTessellationModeAMD)\n\n#define GLEW_AMD_vertex_shader_tessellator GLEW_GET_VAR(__GLEW_AMD_vertex_shader_tessellator)\n\n#endif /* GL_AMD_vertex_shader_tessellator */\n\n/* ------------------ GL_AMD_vertex_shader_viewport_index ------------------ */\n\n#ifndef GL_AMD_vertex_shader_viewport_index\n#define GL_AMD_vertex_shader_viewport_index 1\n\n#define GLEW_AMD_vertex_shader_viewport_index GLEW_GET_VAR(__GLEW_AMD_vertex_shader_viewport_index)\n\n#endif /* GL_AMD_vertex_shader_viewport_index */\n\n/* -------------------- GL_ANDROID_extension_pack_es31a -------------------- */\n\n#ifndef GL_ANDROID_extension_pack_es31a\n#define GL_ANDROID_extension_pack_es31a 1\n\n#define GLEW_ANDROID_extension_pack_es31a GLEW_GET_VAR(__GLEW_ANDROID_extension_pack_es31a)\n\n#endif /* GL_ANDROID_extension_pack_es31a */\n\n/* ------------------------- GL_ANGLE_depth_texture ------------------------ */\n\n#ifndef GL_ANGLE_depth_texture\n#define GL_ANGLE_depth_texture 1\n\n#define GLEW_ANGLE_depth_texture GLEW_GET_VAR(__GLEW_ANGLE_depth_texture)\n\n#endif /* GL_ANGLE_depth_texture */\n\n/* ----------------------- GL_ANGLE_framebuffer_blit ----------------------- */\n\n#ifndef GL_ANGLE_framebuffer_blit\n#define GL_ANGLE_framebuffer_blit 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6\n#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA\n\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\n\n#define glBlitFramebufferANGLE GLEW_GET_FUN(__glewBlitFramebufferANGLE)\n\n#define GLEW_ANGLE_framebuffer_blit GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_blit)\n\n#endif /* GL_ANGLE_framebuffer_blit */\n\n/* -------------------- GL_ANGLE_framebuffer_multisample ------------------- */\n\n#ifndef GL_ANGLE_framebuffer_multisample\n#define GL_ANGLE_framebuffer_multisample 1\n\n#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56\n#define GL_MAX_SAMPLES_ANGLE 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleANGLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleANGLE)\n\n#define GLEW_ANGLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_multisample)\n\n#endif /* GL_ANGLE_framebuffer_multisample */\n\n/* ----------------------- GL_ANGLE_instanced_arrays ----------------------- */\n\n#ifndef GL_ANGLE_instanced_arrays\n#define GL_ANGLE_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor);\n\n#define glDrawArraysInstancedANGLE GLEW_GET_FUN(__glewDrawArraysInstancedANGLE)\n#define glDrawElementsInstancedANGLE GLEW_GET_FUN(__glewDrawElementsInstancedANGLE)\n#define glVertexAttribDivisorANGLE GLEW_GET_FUN(__glewVertexAttribDivisorANGLE)\n\n#define GLEW_ANGLE_instanced_arrays GLEW_GET_VAR(__GLEW_ANGLE_instanced_arrays)\n\n#endif /* GL_ANGLE_instanced_arrays */\n\n/* -------------------- GL_ANGLE_pack_reverse_row_order -------------------- */\n\n#ifndef GL_ANGLE_pack_reverse_row_order\n#define GL_ANGLE_pack_reverse_row_order 1\n\n#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4\n\n#define GLEW_ANGLE_pack_reverse_row_order GLEW_GET_VAR(__GLEW_ANGLE_pack_reverse_row_order)\n\n#endif /* GL_ANGLE_pack_reverse_row_order */\n\n/* ------------------------ GL_ANGLE_program_binary ------------------------ */\n\n#ifndef GL_ANGLE_program_binary\n#define GL_ANGLE_program_binary 1\n\n#define GL_PROGRAM_BINARY_ANGLE 0x93A6\n\n#define GLEW_ANGLE_program_binary GLEW_GET_VAR(__GLEW_ANGLE_program_binary)\n\n#endif /* GL_ANGLE_program_binary */\n\n/* ------------------- GL_ANGLE_texture_compression_dxt1 ------------------- */\n\n#ifndef GL_ANGLE_texture_compression_dxt1\n#define GL_ANGLE_texture_compression_dxt1 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3\n\n#define GLEW_ANGLE_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt1)\n\n#endif /* GL_ANGLE_texture_compression_dxt1 */\n\n/* ------------------- GL_ANGLE_texture_compression_dxt3 ------------------- */\n\n#ifndef GL_ANGLE_texture_compression_dxt3\n#define GL_ANGLE_texture_compression_dxt3 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3\n\n#define GLEW_ANGLE_texture_compression_dxt3 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt3)\n\n#endif /* GL_ANGLE_texture_compression_dxt3 */\n\n/* ------------------- GL_ANGLE_texture_compression_dxt5 ------------------- */\n\n#ifndef GL_ANGLE_texture_compression_dxt5\n#define GL_ANGLE_texture_compression_dxt5 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3\n\n#define GLEW_ANGLE_texture_compression_dxt5 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt5)\n\n#endif /* GL_ANGLE_texture_compression_dxt5 */\n\n/* ------------------------- GL_ANGLE_texture_usage ------------------------ */\n\n#ifndef GL_ANGLE_texture_usage\n#define GL_ANGLE_texture_usage 1\n\n#define GL_TEXTURE_USAGE_ANGLE 0x93A2\n#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3\n\n#define GLEW_ANGLE_texture_usage GLEW_GET_VAR(__GLEW_ANGLE_texture_usage)\n\n#endif /* GL_ANGLE_texture_usage */\n\n/* -------------------------- GL_ANGLE_timer_query ------------------------- */\n\n#ifndef GL_ANGLE_timer_query\n#define GL_ANGLE_timer_query 1\n\n#define GL_QUERY_COUNTER_BITS_ANGLE 0x8864\n#define GL_CURRENT_QUERY_ANGLE 0x8865\n#define GL_QUERY_RESULT_ANGLE 0x8866\n#define GL_QUERY_RESULT_AVAILABLE_ANGLE 0x8867\n#define GL_TIME_ELAPSED_ANGLE 0x88BF\n#define GL_TIMESTAMP_ANGLE 0x8E28\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYANGLEPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEQUERIESANGLEPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYANGLEPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENQUERIESANGLEPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VANGLEPROC) (GLuint id, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVANGLEPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VANGLEPROC) (GLuint id, GLenum pname, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVANGLEPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYIVANGLEPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISQUERYANGLEPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLQUERYCOUNTERANGLEPROC) (GLuint id, GLenum target);\n\n#define glBeginQueryANGLE GLEW_GET_FUN(__glewBeginQueryANGLE)\n#define glDeleteQueriesANGLE GLEW_GET_FUN(__glewDeleteQueriesANGLE)\n#define glEndQueryANGLE GLEW_GET_FUN(__glewEndQueryANGLE)\n#define glGenQueriesANGLE GLEW_GET_FUN(__glewGenQueriesANGLE)\n#define glGetQueryObjecti64vANGLE GLEW_GET_FUN(__glewGetQueryObjecti64vANGLE)\n#define glGetQueryObjectivANGLE GLEW_GET_FUN(__glewGetQueryObjectivANGLE)\n#define glGetQueryObjectui64vANGLE GLEW_GET_FUN(__glewGetQueryObjectui64vANGLE)\n#define glGetQueryObjectuivANGLE GLEW_GET_FUN(__glewGetQueryObjectuivANGLE)\n#define glGetQueryivANGLE GLEW_GET_FUN(__glewGetQueryivANGLE)\n#define glIsQueryANGLE GLEW_GET_FUN(__glewIsQueryANGLE)\n#define glQueryCounterANGLE GLEW_GET_FUN(__glewQueryCounterANGLE)\n\n#define GLEW_ANGLE_timer_query GLEW_GET_VAR(__GLEW_ANGLE_timer_query)\n\n#endif /* GL_ANGLE_timer_query */\n\n/* ------------------- GL_ANGLE_translated_shader_source ------------------- */\n\n#ifndef GL_ANGLE_translated_shader_source\n#define GL_ANGLE_translated_shader_source 1\n\n#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0\n\ntypedef void (GLAPIENTRY * PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);\n\n#define glGetTranslatedShaderSourceANGLE GLEW_GET_FUN(__glewGetTranslatedShaderSourceANGLE)\n\n#define GLEW_ANGLE_translated_shader_source GLEW_GET_VAR(__GLEW_ANGLE_translated_shader_source)\n\n#endif /* GL_ANGLE_translated_shader_source */\n\n/* ----------------------- GL_APPLE_aux_depth_stencil ---------------------- */\n\n#ifndef GL_APPLE_aux_depth_stencil\n#define GL_APPLE_aux_depth_stencil 1\n\n#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14\n\n#define GLEW_APPLE_aux_depth_stencil GLEW_GET_VAR(__GLEW_APPLE_aux_depth_stencil)\n\n#endif /* GL_APPLE_aux_depth_stencil */\n\n/* ------------------------ GL_APPLE_client_storage ------------------------ */\n\n#ifndef GL_APPLE_client_storage\n#define GL_APPLE_client_storage 1\n\n#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2\n\n#define GLEW_APPLE_client_storage GLEW_GET_VAR(__GLEW_APPLE_client_storage)\n\n#endif /* GL_APPLE_client_storage */\n\n/* ------------------------- GL_APPLE_clip_distance ------------------------ */\n\n#ifndef GL_APPLE_clip_distance\n#define GL_APPLE_clip_distance 1\n\n#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32\n#define GL_CLIP_DISTANCE0_APPLE 0x3000\n#define GL_CLIP_DISTANCE1_APPLE 0x3001\n#define GL_CLIP_DISTANCE2_APPLE 0x3002\n#define GL_CLIP_DISTANCE3_APPLE 0x3003\n#define GL_CLIP_DISTANCE4_APPLE 0x3004\n#define GL_CLIP_DISTANCE5_APPLE 0x3005\n#define GL_CLIP_DISTANCE6_APPLE 0x3006\n#define GL_CLIP_DISTANCE7_APPLE 0x3007\n\n#define GLEW_APPLE_clip_distance GLEW_GET_VAR(__GLEW_APPLE_clip_distance)\n\n#endif /* GL_APPLE_clip_distance */\n\n/* ------------------- GL_APPLE_color_buffer_packed_float ------------------ */\n\n#ifndef GL_APPLE_color_buffer_packed_float\n#define GL_APPLE_color_buffer_packed_float 1\n\n#define GLEW_APPLE_color_buffer_packed_float GLEW_GET_VAR(__GLEW_APPLE_color_buffer_packed_float)\n\n#endif /* GL_APPLE_color_buffer_packed_float */\n\n/* ---------------------- GL_APPLE_copy_texture_levels --------------------- */\n\n#ifndef GL_APPLE_copy_texture_levels\n#define GL_APPLE_copy_texture_levels 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount);\n\n#define glCopyTextureLevelsAPPLE GLEW_GET_FUN(__glewCopyTextureLevelsAPPLE)\n\n#define GLEW_APPLE_copy_texture_levels GLEW_GET_VAR(__GLEW_APPLE_copy_texture_levels)\n\n#endif /* GL_APPLE_copy_texture_levels */\n\n/* ------------------------- GL_APPLE_element_array ------------------------ */\n\n#ifndef GL_APPLE_element_array\n#define GL_APPLE_element_array 1\n\n#define GL_ELEMENT_ARRAY_APPLE 0x8A0C\n#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D\n#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint* first, const GLsizei *count, GLsizei primcount);\n\n#define glDrawElementArrayAPPLE GLEW_GET_FUN(__glewDrawElementArrayAPPLE)\n#define glDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewDrawRangeElementArrayAPPLE)\n#define glElementPointerAPPLE GLEW_GET_FUN(__glewElementPointerAPPLE)\n#define glMultiDrawElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawElementArrayAPPLE)\n#define glMultiDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawRangeElementArrayAPPLE)\n\n#define GLEW_APPLE_element_array GLEW_GET_VAR(__GLEW_APPLE_element_array)\n\n#endif /* GL_APPLE_element_array */\n\n/* ----------------------------- GL_APPLE_fence ---------------------------- */\n\n#ifndef GL_APPLE_fence\n#define GL_APPLE_fence 1\n\n#define GL_DRAW_PIXELS_APPLE 0x8A0A\n#define GL_FENCE_APPLE 0x8A0B\n\ntypedef void (GLAPIENTRY * PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint* fences);\ntypedef void (GLAPIENTRY * PFNGLFINISHFENCEAPPLEPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name);\ntypedef void (GLAPIENTRY * PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint* fences);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFENCEAPPLEPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLSETFENCEAPPLEPROC) (GLuint fence);\ntypedef GLboolean (GLAPIENTRY * PFNGLTESTFENCEAPPLEPROC) (GLuint fence);\ntypedef GLboolean (GLAPIENTRY * PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name);\n\n#define glDeleteFencesAPPLE GLEW_GET_FUN(__glewDeleteFencesAPPLE)\n#define glFinishFenceAPPLE GLEW_GET_FUN(__glewFinishFenceAPPLE)\n#define glFinishObjectAPPLE GLEW_GET_FUN(__glewFinishObjectAPPLE)\n#define glGenFencesAPPLE GLEW_GET_FUN(__glewGenFencesAPPLE)\n#define glIsFenceAPPLE GLEW_GET_FUN(__glewIsFenceAPPLE)\n#define glSetFenceAPPLE GLEW_GET_FUN(__glewSetFenceAPPLE)\n#define glTestFenceAPPLE GLEW_GET_FUN(__glewTestFenceAPPLE)\n#define glTestObjectAPPLE GLEW_GET_FUN(__glewTestObjectAPPLE)\n\n#define GLEW_APPLE_fence GLEW_GET_VAR(__GLEW_APPLE_fence)\n\n#endif /* GL_APPLE_fence */\n\n/* ------------------------- GL_APPLE_float_pixels ------------------------- */\n\n#ifndef GL_APPLE_float_pixels\n#define GL_APPLE_float_pixels 1\n\n#define GL_HALF_APPLE 0x140B\n#define GL_RGBA_FLOAT32_APPLE 0x8814\n#define GL_RGB_FLOAT32_APPLE 0x8815\n#define GL_ALPHA_FLOAT32_APPLE 0x8816\n#define GL_INTENSITY_FLOAT32_APPLE 0x8817\n#define GL_LUMINANCE_FLOAT32_APPLE 0x8818\n#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819\n#define GL_RGBA_FLOAT16_APPLE 0x881A\n#define GL_RGB_FLOAT16_APPLE 0x881B\n#define GL_ALPHA_FLOAT16_APPLE 0x881C\n#define GL_INTENSITY_FLOAT16_APPLE 0x881D\n#define GL_LUMINANCE_FLOAT16_APPLE 0x881E\n#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F\n#define GL_COLOR_FLOAT_APPLE 0x8A0F\n\n#define GLEW_APPLE_float_pixels GLEW_GET_VAR(__GLEW_APPLE_float_pixels)\n\n#endif /* GL_APPLE_float_pixels */\n\n/* ---------------------- GL_APPLE_flush_buffer_range ---------------------- */\n\n#ifndef GL_APPLE_flush_buffer_range\n#define GL_APPLE_flush_buffer_range 1\n\n#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12\n#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size);\n\n#define glBufferParameteriAPPLE GLEW_GET_FUN(__glewBufferParameteriAPPLE)\n#define glFlushMappedBufferRangeAPPLE GLEW_GET_FUN(__glewFlushMappedBufferRangeAPPLE)\n\n#define GLEW_APPLE_flush_buffer_range GLEW_GET_VAR(__GLEW_APPLE_flush_buffer_range)\n\n#endif /* GL_APPLE_flush_buffer_range */\n\n/* -------------------- GL_APPLE_framebuffer_multisample ------------------- */\n\n#ifndef GL_APPLE_framebuffer_multisample\n#define GL_APPLE_framebuffer_multisample 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6\n#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA\n#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56\n#define GL_MAX_SAMPLES_APPLE 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void);\n\n#define glRenderbufferStorageMultisampleAPPLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleAPPLE)\n#define glResolveMultisampleFramebufferAPPLE GLEW_GET_FUN(__glewResolveMultisampleFramebufferAPPLE)\n\n#define GLEW_APPLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_APPLE_framebuffer_multisample)\n\n#endif /* GL_APPLE_framebuffer_multisample */\n\n/* ----------------------- GL_APPLE_object_purgeable ----------------------- */\n\n#ifndef GL_APPLE_object_purgeable\n#define GL_APPLE_object_purgeable 1\n\n#define GL_BUFFER_OBJECT_APPLE 0x85B3\n#define GL_RELEASED_APPLE 0x8A19\n#define GL_VOLATILE_APPLE 0x8A1A\n#define GL_RETAINED_APPLE 0x8A1B\n#define GL_UNDEFINED_APPLE 0x8A1C\n#define GL_PURGEABLE_APPLE 0x8A1D\n\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint* params);\ntypedef GLenum (GLAPIENTRY * PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);\ntypedef GLenum (GLAPIENTRY * PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);\n\n#define glGetObjectParameterivAPPLE GLEW_GET_FUN(__glewGetObjectParameterivAPPLE)\n#define glObjectPurgeableAPPLE GLEW_GET_FUN(__glewObjectPurgeableAPPLE)\n#define glObjectUnpurgeableAPPLE GLEW_GET_FUN(__glewObjectUnpurgeableAPPLE)\n\n#define GLEW_APPLE_object_purgeable GLEW_GET_VAR(__GLEW_APPLE_object_purgeable)\n\n#endif /* GL_APPLE_object_purgeable */\n\n/* ------------------------- GL_APPLE_pixel_buffer ------------------------- */\n\n#ifndef GL_APPLE_pixel_buffer\n#define GL_APPLE_pixel_buffer 1\n\n#define GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE 0x8A10\n\n#define GLEW_APPLE_pixel_buffer GLEW_GET_VAR(__GLEW_APPLE_pixel_buffer)\n\n#endif /* GL_APPLE_pixel_buffer */\n\n/* ---------------------------- GL_APPLE_rgb_422 --------------------------- */\n\n#ifndef GL_APPLE_rgb_422\n#define GL_APPLE_rgb_422 1\n\n#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA\n#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB\n#define GL_RGB_422_APPLE 0x8A1F\n#define GL_RGB_RAW_422_APPLE 0x8A51\n\n#define GLEW_APPLE_rgb_422 GLEW_GET_VAR(__GLEW_APPLE_rgb_422)\n\n#endif /* GL_APPLE_rgb_422 */\n\n/* --------------------------- GL_APPLE_row_bytes -------------------------- */\n\n#ifndef GL_APPLE_row_bytes\n#define GL_APPLE_row_bytes 1\n\n#define GL_PACK_ROW_BYTES_APPLE 0x8A15\n#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16\n\n#define GLEW_APPLE_row_bytes GLEW_GET_VAR(__GLEW_APPLE_row_bytes)\n\n#endif /* GL_APPLE_row_bytes */\n\n/* ------------------------ GL_APPLE_specular_vector ----------------------- */\n\n#ifndef GL_APPLE_specular_vector\n#define GL_APPLE_specular_vector 1\n\n#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0\n\n#define GLEW_APPLE_specular_vector GLEW_GET_VAR(__GLEW_APPLE_specular_vector)\n\n#endif /* GL_APPLE_specular_vector */\n\n/* ----------------------------- GL_APPLE_sync ----------------------------- */\n\n#ifndef GL_APPLE_sync\n#define GL_APPLE_sync 1\n\n#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001\n#define GL_SYNC_OBJECT_APPLE 0x8A53\n#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111\n#define GL_OBJECT_TYPE_APPLE 0x9112\n#define GL_SYNC_CONDITION_APPLE 0x9113\n#define GL_SYNC_STATUS_APPLE 0x9114\n#define GL_SYNC_FLAGS_APPLE 0x9115\n#define GL_SYNC_FENCE_APPLE 0x9116\n#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117\n#define GL_UNSIGNALED_APPLE 0x9118\n#define GL_SIGNALED_APPLE 0x9119\n#define GL_ALREADY_SIGNALED_APPLE 0x911A\n#define GL_TIMEOUT_EXPIRED_APPLE 0x911B\n#define GL_CONDITION_SATISFIED_APPLE 0x911C\n#define GL_WAIT_FAILED_APPLE 0x911D\n#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull\n\ntypedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout);\ntypedef void (GLAPIENTRY * PFNGLDELETESYNCAPPLEPROC) (GLsync GLsync);\ntypedef GLsync (GLAPIENTRY * PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETSYNCIVAPPLEPROC) (GLsync GLsync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSYNCAPPLEPROC) (GLsync GLsync);\ntypedef void (GLAPIENTRY * PFNGLWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout);\n\n#define glClientWaitSyncAPPLE GLEW_GET_FUN(__glewClientWaitSyncAPPLE)\n#define glDeleteSyncAPPLE GLEW_GET_FUN(__glewDeleteSyncAPPLE)\n#define glFenceSyncAPPLE GLEW_GET_FUN(__glewFenceSyncAPPLE)\n#define glGetInteger64vAPPLE GLEW_GET_FUN(__glewGetInteger64vAPPLE)\n#define glGetSyncivAPPLE GLEW_GET_FUN(__glewGetSyncivAPPLE)\n#define glIsSyncAPPLE GLEW_GET_FUN(__glewIsSyncAPPLE)\n#define glWaitSyncAPPLE GLEW_GET_FUN(__glewWaitSyncAPPLE)\n\n#define GLEW_APPLE_sync GLEW_GET_VAR(__GLEW_APPLE_sync)\n\n#endif /* GL_APPLE_sync */\n\n/* -------------------- GL_APPLE_texture_2D_limited_npot ------------------- */\n\n#ifndef GL_APPLE_texture_2D_limited_npot\n#define GL_APPLE_texture_2D_limited_npot 1\n\n#define GLEW_APPLE_texture_2D_limited_npot GLEW_GET_VAR(__GLEW_APPLE_texture_2D_limited_npot)\n\n#endif /* GL_APPLE_texture_2D_limited_npot */\n\n/* -------------------- GL_APPLE_texture_format_BGRA8888 ------------------- */\n\n#ifndef GL_APPLE_texture_format_BGRA8888\n#define GL_APPLE_texture_format_BGRA8888 1\n\n#define GL_BGRA_EXT 0x80E1\n#define GL_BGRA8_EXT 0x93A1\n\n#define GLEW_APPLE_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_APPLE_texture_format_BGRA8888)\n\n#endif /* GL_APPLE_texture_format_BGRA8888 */\n\n/* ----------------------- GL_APPLE_texture_max_level ---------------------- */\n\n#ifndef GL_APPLE_texture_max_level\n#define GL_APPLE_texture_max_level 1\n\n#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D\n\n#define GLEW_APPLE_texture_max_level GLEW_GET_VAR(__GLEW_APPLE_texture_max_level)\n\n#endif /* GL_APPLE_texture_max_level */\n\n/* --------------------- GL_APPLE_texture_packed_float --------------------- */\n\n#ifndef GL_APPLE_texture_packed_float\n#define GL_APPLE_texture_packed_float 1\n\n#define GL_R11F_G11F_B10F_APPLE 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B\n#define GL_RGB9_E5_APPLE 0x8C3D\n#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E\n\n#define GLEW_APPLE_texture_packed_float GLEW_GET_VAR(__GLEW_APPLE_texture_packed_float)\n\n#endif /* GL_APPLE_texture_packed_float */\n\n/* ------------------------- GL_APPLE_texture_range ------------------------ */\n\n#ifndef GL_APPLE_texture_range\n#define GL_APPLE_texture_range 1\n\n#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7\n#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8\n#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC\n#define GL_STORAGE_PRIVATE_APPLE 0x85BD\n#define GL_STORAGE_CACHED_APPLE 0x85BE\n#define GL_STORAGE_SHARED_APPLE 0x85BF\n\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params);\ntypedef void (GLAPIENTRY * PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, void *pointer);\n\n#define glGetTexParameterPointervAPPLE GLEW_GET_FUN(__glewGetTexParameterPointervAPPLE)\n#define glTextureRangeAPPLE GLEW_GET_FUN(__glewTextureRangeAPPLE)\n\n#define GLEW_APPLE_texture_range GLEW_GET_VAR(__GLEW_APPLE_texture_range)\n\n#endif /* GL_APPLE_texture_range */\n\n/* ------------------------ GL_APPLE_transform_hint ------------------------ */\n\n#ifndef GL_APPLE_transform_hint\n#define GL_APPLE_transform_hint 1\n\n#define GL_TRANSFORM_HINT_APPLE 0x85B1\n\n#define GLEW_APPLE_transform_hint GLEW_GET_VAR(__GLEW_APPLE_transform_hint)\n\n#endif /* GL_APPLE_transform_hint */\n\n/* ---------------------- GL_APPLE_vertex_array_object --------------------- */\n\n#ifndef GL_APPLE_vertex_array_object\n#define GL_APPLE_vertex_array_object 1\n\n#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5\n\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);\n\n#define glBindVertexArrayAPPLE GLEW_GET_FUN(__glewBindVertexArrayAPPLE)\n#define glDeleteVertexArraysAPPLE GLEW_GET_FUN(__glewDeleteVertexArraysAPPLE)\n#define glGenVertexArraysAPPLE GLEW_GET_FUN(__glewGenVertexArraysAPPLE)\n#define glIsVertexArrayAPPLE GLEW_GET_FUN(__glewIsVertexArrayAPPLE)\n\n#define GLEW_APPLE_vertex_array_object GLEW_GET_VAR(__GLEW_APPLE_vertex_array_object)\n\n#endif /* GL_APPLE_vertex_array_object */\n\n/* ---------------------- GL_APPLE_vertex_array_range ---------------------- */\n\n#ifndef GL_APPLE_vertex_array_range\n#define GL_APPLE_vertex_array_range 1\n\n#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D\n#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E\n#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F\n#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE 0x8520\n#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521\n#define GL_STORAGE_CLIENT_APPLE 0x85B4\n#define GL_STORAGE_CACHED_APPLE 0x85BE\n#define GL_STORAGE_SHARED_APPLE 0x85BF\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer);\n\n#define glFlushVertexArrayRangeAPPLE GLEW_GET_FUN(__glewFlushVertexArrayRangeAPPLE)\n#define glVertexArrayParameteriAPPLE GLEW_GET_FUN(__glewVertexArrayParameteriAPPLE)\n#define glVertexArrayRangeAPPLE GLEW_GET_FUN(__glewVertexArrayRangeAPPLE)\n\n#define GLEW_APPLE_vertex_array_range GLEW_GET_VAR(__GLEW_APPLE_vertex_array_range)\n\n#endif /* GL_APPLE_vertex_array_range */\n\n/* ------------------- GL_APPLE_vertex_program_evaluators ------------------ */\n\n#ifndef GL_APPLE_vertex_program_evaluators\n#define GL_APPLE_vertex_program_evaluators 1\n\n#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00\n#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01\n#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02\n#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03\n#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04\n#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05\n#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06\n#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07\n#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08\n#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09\n\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points);\n\n#define glDisableVertexAttribAPPLE GLEW_GET_FUN(__glewDisableVertexAttribAPPLE)\n#define glEnableVertexAttribAPPLE GLEW_GET_FUN(__glewEnableVertexAttribAPPLE)\n#define glIsVertexAttribEnabledAPPLE GLEW_GET_FUN(__glewIsVertexAttribEnabledAPPLE)\n#define glMapVertexAttrib1dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1dAPPLE)\n#define glMapVertexAttrib1fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1fAPPLE)\n#define glMapVertexAttrib2dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2dAPPLE)\n#define glMapVertexAttrib2fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2fAPPLE)\n\n#define GLEW_APPLE_vertex_program_evaluators GLEW_GET_VAR(__GLEW_APPLE_vertex_program_evaluators)\n\n#endif /* GL_APPLE_vertex_program_evaluators */\n\n/* --------------------------- GL_APPLE_ycbcr_422 -------------------------- */\n\n#ifndef GL_APPLE_ycbcr_422\n#define GL_APPLE_ycbcr_422 1\n\n#define GL_YCBCR_422_APPLE 0x85B9\n\n#define GLEW_APPLE_ycbcr_422 GLEW_GET_VAR(__GLEW_APPLE_ycbcr_422)\n\n#endif /* GL_APPLE_ycbcr_422 */\n\n/* ------------------------ GL_ARB_ES2_compatibility ----------------------- */\n\n#ifndef GL_ARB_ES2_compatibility\n#define GL_ARB_ES2_compatibility 1\n\n#define GL_FIXED 0x140C\n#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A\n#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B\n#define GL_RGB565 0x8D62\n#define GL_LOW_FLOAT 0x8DF0\n#define GL_MEDIUM_FLOAT 0x8DF1\n#define GL_HIGH_FLOAT 0x8DF2\n#define GL_LOW_INT 0x8DF3\n#define GL_MEDIUM_INT 0x8DF4\n#define GL_HIGH_INT 0x8DF5\n#define GL_SHADER_BINARY_FORMATS 0x8DF8\n#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9\n#define GL_SHADER_COMPILER 0x8DFA\n#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB\n#define GL_MAX_VARYING_VECTORS 0x8DFC\n#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD\n\ntypedef int GLfixed;\n\ntypedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf d);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf n, GLclampf f);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint *precision);\ntypedef void (GLAPIENTRY * PFNGLRELEASESHADERCOMPILERPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint* shaders, GLenum binaryformat, const void*binary, GLsizei length);\n\n#define glClearDepthf GLEW_GET_FUN(__glewClearDepthf)\n#define glDepthRangef GLEW_GET_FUN(__glewDepthRangef)\n#define glGetShaderPrecisionFormat GLEW_GET_FUN(__glewGetShaderPrecisionFormat)\n#define glReleaseShaderCompiler GLEW_GET_FUN(__glewReleaseShaderCompiler)\n#define glShaderBinary GLEW_GET_FUN(__glewShaderBinary)\n\n#define GLEW_ARB_ES2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES2_compatibility)\n\n#endif /* GL_ARB_ES2_compatibility */\n\n/* ----------------------- GL_ARB_ES3_1_compatibility ---------------------- */\n\n#ifndef GL_ARB_ES3_1_compatibility\n#define GL_ARB_ES3_1_compatibility 1\n\ntypedef void (GLAPIENTRY * PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers);\n\n#define glMemoryBarrierByRegion GLEW_GET_FUN(__glewMemoryBarrierByRegion)\n\n#define GLEW_ARB_ES3_1_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_1_compatibility)\n\n#endif /* GL_ARB_ES3_1_compatibility */\n\n/* ----------------------- GL_ARB_ES3_2_compatibility ---------------------- */\n\n#ifndef GL_ARB_ES3_2_compatibility\n#define GL_ARB_ES3_2_compatibility 1\n\n#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE\n#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381\n#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382\n\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW);\n\n#define glPrimitiveBoundingBoxARB GLEW_GET_FUN(__glewPrimitiveBoundingBoxARB)\n\n#define GLEW_ARB_ES3_2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_2_compatibility)\n\n#endif /* GL_ARB_ES3_2_compatibility */\n\n/* ------------------------ GL_ARB_ES3_compatibility ----------------------- */\n\n#ifndef GL_ARB_ES3_compatibility\n#define GL_ARB_ES3_compatibility 1\n\n#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF\n#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69\n#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A\n#define GL_MAX_ELEMENT_INDEX 0x8D6B\n#define GL_COMPRESSED_R11_EAC 0x9270\n#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271\n#define GL_COMPRESSED_RG11_EAC 0x9272\n#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273\n#define GL_COMPRESSED_RGB8_ETC2 0x9274\n#define GL_COMPRESSED_SRGB8_ETC2 0x9275\n#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276\n#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277\n#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278\n#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279\n\n#define GLEW_ARB_ES3_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_compatibility)\n\n#endif /* GL_ARB_ES3_compatibility */\n\n/* ------------------------ GL_ARB_arrays_of_arrays ------------------------ */\n\n#ifndef GL_ARB_arrays_of_arrays\n#define GL_ARB_arrays_of_arrays 1\n\n#define GLEW_ARB_arrays_of_arrays GLEW_GET_VAR(__GLEW_ARB_arrays_of_arrays)\n\n#endif /* GL_ARB_arrays_of_arrays */\n\n/* -------------------------- GL_ARB_base_instance ------------------------- */\n\n#ifndef GL_ARB_base_instance\n#define GL_ARB_base_instance 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex, GLuint baseinstance);\n\n#define glDrawArraysInstancedBaseInstance GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstance)\n#define glDrawElementsInstancedBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstance)\n#define glDrawElementsInstancedBaseVertexBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstance)\n\n#define GLEW_ARB_base_instance GLEW_GET_VAR(__GLEW_ARB_base_instance)\n\n#endif /* GL_ARB_base_instance */\n\n/* ------------------------ GL_ARB_bindless_texture ------------------------ */\n\n#ifndef GL_ARB_bindless_texture\n#define GL_ARB_bindless_texture 1\n\n#define GL_UNSIGNED_INT64_ARB 0x140F\n\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT* v);\n\n#define glGetImageHandleARB GLEW_GET_FUN(__glewGetImageHandleARB)\n#define glGetTextureHandleARB GLEW_GET_FUN(__glewGetTextureHandleARB)\n#define glGetTextureSamplerHandleARB GLEW_GET_FUN(__glewGetTextureSamplerHandleARB)\n#define glGetVertexAttribLui64vARB GLEW_GET_FUN(__glewGetVertexAttribLui64vARB)\n#define glIsImageHandleResidentARB GLEW_GET_FUN(__glewIsImageHandleResidentARB)\n#define glIsTextureHandleResidentARB GLEW_GET_FUN(__glewIsTextureHandleResidentARB)\n#define glMakeImageHandleNonResidentARB GLEW_GET_FUN(__glewMakeImageHandleNonResidentARB)\n#define glMakeImageHandleResidentARB GLEW_GET_FUN(__glewMakeImageHandleResidentARB)\n#define glMakeTextureHandleNonResidentARB GLEW_GET_FUN(__glewMakeTextureHandleNonResidentARB)\n#define glMakeTextureHandleResidentARB GLEW_GET_FUN(__glewMakeTextureHandleResidentARB)\n#define glProgramUniformHandleui64ARB GLEW_GET_FUN(__glewProgramUniformHandleui64ARB)\n#define glProgramUniformHandleui64vARB GLEW_GET_FUN(__glewProgramUniformHandleui64vARB)\n#define glUniformHandleui64ARB GLEW_GET_FUN(__glewUniformHandleui64ARB)\n#define glUniformHandleui64vARB GLEW_GET_FUN(__glewUniformHandleui64vARB)\n#define glVertexAttribL1ui64ARB GLEW_GET_FUN(__glewVertexAttribL1ui64ARB)\n#define glVertexAttribL1ui64vARB GLEW_GET_FUN(__glewVertexAttribL1ui64vARB)\n\n#define GLEW_ARB_bindless_texture GLEW_GET_VAR(__GLEW_ARB_bindless_texture)\n\n#endif /* GL_ARB_bindless_texture */\n\n/* ----------------------- GL_ARB_blend_func_extended ---------------------- */\n\n#ifndef GL_ARB_blend_func_extended\n#define GL_ARB_blend_func_extended 1\n\n#define GL_SRC1_COLOR 0x88F9\n#define GL_ONE_MINUS_SRC1_COLOR 0x88FA\n#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB\n#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar * name);\n\n#define glBindFragDataLocationIndexed GLEW_GET_FUN(__glewBindFragDataLocationIndexed)\n#define glGetFragDataIndex GLEW_GET_FUN(__glewGetFragDataIndex)\n\n#define GLEW_ARB_blend_func_extended GLEW_GET_VAR(__GLEW_ARB_blend_func_extended)\n\n#endif /* GL_ARB_blend_func_extended */\n\n/* ------------------------- GL_ARB_buffer_storage ------------------------- */\n\n#ifndef GL_ARB_buffer_storage\n#define GL_ARB_buffer_storage 1\n\n#define GL_MAP_READ_BIT 0x0001\n#define GL_MAP_WRITE_BIT 0x0002\n#define GL_MAP_PERSISTENT_BIT 0x00000040\n#define GL_MAP_COHERENT_BIT 0x00000080\n#define GL_DYNAMIC_STORAGE_BIT 0x0100\n#define GL_CLIENT_STORAGE_BIT 0x0200\n#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000\n#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F\n#define GL_BUFFER_STORAGE_FLAGS 0x8220\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);\n\n#define glBufferStorage GLEW_GET_FUN(__glewBufferStorage)\n\n#define GLEW_ARB_buffer_storage GLEW_GET_VAR(__GLEW_ARB_buffer_storage)\n\n#endif /* GL_ARB_buffer_storage */\n\n/* ---------------------------- GL_ARB_cl_event ---------------------------- */\n\n#ifndef GL_ARB_cl_event\n#define GL_ARB_cl_event 1\n\n#define GL_SYNC_CL_EVENT_ARB 0x8240\n#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241\n\ntypedef struct _cl_context *cl_context;\ntypedef struct _cl_event *cl_event;\n\ntypedef GLsync (GLAPIENTRY * PFNGLCREATESYNCFROMCLEVENTARBPROC) (cl_context context, cl_event event, GLbitfield flags);\n\n#define glCreateSyncFromCLeventARB GLEW_GET_FUN(__glewCreateSyncFromCLeventARB)\n\n#define GLEW_ARB_cl_event GLEW_GET_VAR(__GLEW_ARB_cl_event)\n\n#endif /* GL_ARB_cl_event */\n\n/* ----------------------- GL_ARB_clear_buffer_object ---------------------- */\n\n#ifndef GL_ARB_clear_buffer_object\n#define GL_ARB_clear_buffer_object 1\n\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);\n\n#define glClearBufferData GLEW_GET_FUN(__glewClearBufferData)\n#define glClearBufferSubData GLEW_GET_FUN(__glewClearBufferSubData)\n#define glClearNamedBufferDataEXT GLEW_GET_FUN(__glewClearNamedBufferDataEXT)\n#define glClearNamedBufferSubDataEXT GLEW_GET_FUN(__glewClearNamedBufferSubDataEXT)\n\n#define GLEW_ARB_clear_buffer_object GLEW_GET_VAR(__GLEW_ARB_clear_buffer_object)\n\n#endif /* GL_ARB_clear_buffer_object */\n\n/* -------------------------- GL_ARB_clear_texture ------------------------- */\n\n#ifndef GL_ARB_clear_texture\n#define GL_ARB_clear_texture 1\n\n#define GL_CLEAR_TEXTURE 0x9365\n\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data);\n\n#define glClearTexImage GLEW_GET_FUN(__glewClearTexImage)\n#define glClearTexSubImage GLEW_GET_FUN(__glewClearTexSubImage)\n\n#define GLEW_ARB_clear_texture GLEW_GET_VAR(__GLEW_ARB_clear_texture)\n\n#endif /* GL_ARB_clear_texture */\n\n/* -------------------------- GL_ARB_clip_control -------------------------- */\n\n#ifndef GL_ARB_clip_control\n#define GL_ARB_clip_control 1\n\n#define GL_LOWER_LEFT 0x8CA1\n#define GL_UPPER_LEFT 0x8CA2\n#define GL_CLIP_ORIGIN 0x935C\n#define GL_CLIP_DEPTH_MODE 0x935D\n#define GL_NEGATIVE_ONE_TO_ONE 0x935E\n#define GL_ZERO_TO_ONE 0x935F\n\ntypedef void (GLAPIENTRY * PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth);\n\n#define glClipControl GLEW_GET_FUN(__glewClipControl)\n\n#define GLEW_ARB_clip_control GLEW_GET_VAR(__GLEW_ARB_clip_control)\n\n#endif /* GL_ARB_clip_control */\n\n/* ----------------------- GL_ARB_color_buffer_float ----------------------- */\n\n#ifndef GL_ARB_color_buffer_float\n#define GL_ARB_color_buffer_float 1\n\n#define GL_RGBA_FLOAT_MODE_ARB 0x8820\n#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A\n#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B\n#define GL_CLAMP_READ_COLOR_ARB 0x891C\n#define GL_FIXED_ONLY_ARB 0x891D\n\ntypedef void (GLAPIENTRY * PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp);\n\n#define glClampColorARB GLEW_GET_FUN(__glewClampColorARB)\n\n#define GLEW_ARB_color_buffer_float GLEW_GET_VAR(__GLEW_ARB_color_buffer_float)\n\n#endif /* GL_ARB_color_buffer_float */\n\n/* -------------------------- GL_ARB_compatibility ------------------------- */\n\n#ifndef GL_ARB_compatibility\n#define GL_ARB_compatibility 1\n\n#define GLEW_ARB_compatibility GLEW_GET_VAR(__GLEW_ARB_compatibility)\n\n#endif /* GL_ARB_compatibility */\n\n/* ---------------- GL_ARB_compressed_texture_pixel_storage ---------------- */\n\n#ifndef GL_ARB_compressed_texture_pixel_storage\n#define GL_ARB_compressed_texture_pixel_storage 1\n\n#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127\n#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128\n#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129\n#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A\n#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B\n#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C\n#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D\n#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E\n\n#define GLEW_ARB_compressed_texture_pixel_storage GLEW_GET_VAR(__GLEW_ARB_compressed_texture_pixel_storage)\n\n#endif /* GL_ARB_compressed_texture_pixel_storage */\n\n/* ------------------------- GL_ARB_compute_shader ------------------------- */\n\n#ifndef GL_ARB_compute_shader\n#define GL_ARB_compute_shader 1\n\n#define GL_COMPUTE_SHADER_BIT 0x00000020\n#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262\n#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263\n#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264\n#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265\n#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266\n#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267\n#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED\n#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE\n#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF\n#define GL_COMPUTE_SHADER 0x91B9\n#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB\n#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC\n#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD\n#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE\n#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF\n\ntypedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);\ntypedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect);\n\n#define glDispatchCompute GLEW_GET_FUN(__glewDispatchCompute)\n#define glDispatchComputeIndirect GLEW_GET_FUN(__glewDispatchComputeIndirect)\n\n#define GLEW_ARB_compute_shader GLEW_GET_VAR(__GLEW_ARB_compute_shader)\n\n#endif /* GL_ARB_compute_shader */\n\n/* ------------------- GL_ARB_compute_variable_group_size ------------------ */\n\n#ifndef GL_ARB_compute_variable_group_size\n#define GL_ARB_compute_variable_group_size 1\n\n#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB\n#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF\n#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344\n#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345\n\ntypedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z);\n\n#define glDispatchComputeGroupSizeARB GLEW_GET_FUN(__glewDispatchComputeGroupSizeARB)\n\n#define GLEW_ARB_compute_variable_group_size GLEW_GET_VAR(__GLEW_ARB_compute_variable_group_size)\n\n#endif /* GL_ARB_compute_variable_group_size */\n\n/* ------------------- GL_ARB_conditional_render_inverted ------------------ */\n\n#ifndef GL_ARB_conditional_render_inverted\n#define GL_ARB_conditional_render_inverted 1\n\n#define GL_QUERY_WAIT_INVERTED 0x8E17\n#define GL_QUERY_NO_WAIT_INVERTED 0x8E18\n#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19\n#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A\n\n#define GLEW_ARB_conditional_render_inverted GLEW_GET_VAR(__GLEW_ARB_conditional_render_inverted)\n\n#endif /* GL_ARB_conditional_render_inverted */\n\n/* ----------------------- GL_ARB_conservative_depth ----------------------- */\n\n#ifndef GL_ARB_conservative_depth\n#define GL_ARB_conservative_depth 1\n\n#define GLEW_ARB_conservative_depth GLEW_GET_VAR(__GLEW_ARB_conservative_depth)\n\n#endif /* GL_ARB_conservative_depth */\n\n/* --------------------------- GL_ARB_copy_buffer -------------------------- */\n\n#ifndef GL_ARB_copy_buffer\n#define GL_ARB_copy_buffer 1\n\n#define GL_COPY_READ_BUFFER 0x8F36\n#define GL_COPY_WRITE_BUFFER 0x8F37\n\ntypedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);\n\n#define glCopyBufferSubData GLEW_GET_FUN(__glewCopyBufferSubData)\n\n#define GLEW_ARB_copy_buffer GLEW_GET_VAR(__GLEW_ARB_copy_buffer)\n\n#endif /* GL_ARB_copy_buffer */\n\n/* --------------------------- GL_ARB_copy_image --------------------------- */\n\n#ifndef GL_ARB_copy_image\n#define GL_ARB_copy_image 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);\n\n#define glCopyImageSubData GLEW_GET_FUN(__glewCopyImageSubData)\n\n#define GLEW_ARB_copy_image GLEW_GET_VAR(__GLEW_ARB_copy_image)\n\n#endif /* GL_ARB_copy_image */\n\n/* -------------------------- GL_ARB_cull_distance ------------------------- */\n\n#ifndef GL_ARB_cull_distance\n#define GL_ARB_cull_distance 1\n\n#define GL_MAX_CULL_DISTANCES 0x82F9\n#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA\n\n#define GLEW_ARB_cull_distance GLEW_GET_VAR(__GLEW_ARB_cull_distance)\n\n#endif /* GL_ARB_cull_distance */\n\n/* -------------------------- GL_ARB_debug_output -------------------------- */\n\n#ifndef GL_ARB_debug_output\n#define GL_ARB_debug_output 1\n\n#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242\n#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243\n#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244\n#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245\n#define GL_DEBUG_SOURCE_API_ARB 0x8246\n#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247\n#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248\n#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249\n#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A\n#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B\n#define GL_DEBUG_TYPE_ERROR_ARB 0x824C\n#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D\n#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E\n#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F\n#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250\n#define GL_DEBUG_TYPE_OTHER_ARB 0x8251\n#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143\n#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144\n#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145\n#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146\n#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147\n#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148\n\ntypedef void (GLAPIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);\n\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf);\ntypedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog);\n\n#define glDebugMessageCallbackARB GLEW_GET_FUN(__glewDebugMessageCallbackARB)\n#define glDebugMessageControlARB GLEW_GET_FUN(__glewDebugMessageControlARB)\n#define glDebugMessageInsertARB GLEW_GET_FUN(__glewDebugMessageInsertARB)\n#define glGetDebugMessageLogARB GLEW_GET_FUN(__glewGetDebugMessageLogARB)\n\n#define GLEW_ARB_debug_output GLEW_GET_VAR(__GLEW_ARB_debug_output)\n\n#endif /* GL_ARB_debug_output */\n\n/* ----------------------- GL_ARB_depth_buffer_float ----------------------- */\n\n#ifndef GL_ARB_depth_buffer_float\n#define GL_ARB_depth_buffer_float 1\n\n#define GL_DEPTH_COMPONENT32F 0x8CAC\n#define GL_DEPTH32F_STENCIL8 0x8CAD\n#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD\n\n#define GLEW_ARB_depth_buffer_float GLEW_GET_VAR(__GLEW_ARB_depth_buffer_float)\n\n#endif /* GL_ARB_depth_buffer_float */\n\n/* --------------------------- GL_ARB_depth_clamp -------------------------- */\n\n#ifndef GL_ARB_depth_clamp\n#define GL_ARB_depth_clamp 1\n\n#define GL_DEPTH_CLAMP 0x864F\n\n#define GLEW_ARB_depth_clamp GLEW_GET_VAR(__GLEW_ARB_depth_clamp)\n\n#endif /* GL_ARB_depth_clamp */\n\n/* -------------------------- GL_ARB_depth_texture ------------------------- */\n\n#ifndef GL_ARB_depth_texture\n#define GL_ARB_depth_texture 1\n\n#define GL_DEPTH_COMPONENT16_ARB 0x81A5\n#define GL_DEPTH_COMPONENT24_ARB 0x81A6\n#define GL_DEPTH_COMPONENT32_ARB 0x81A7\n#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A\n#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B\n\n#define GLEW_ARB_depth_texture GLEW_GET_VAR(__GLEW_ARB_depth_texture)\n\n#endif /* GL_ARB_depth_texture */\n\n/* ----------------------- GL_ARB_derivative_control ----------------------- */\n\n#ifndef GL_ARB_derivative_control\n#define GL_ARB_derivative_control 1\n\n#define GLEW_ARB_derivative_control GLEW_GET_VAR(__GLEW_ARB_derivative_control)\n\n#endif /* GL_ARB_derivative_control */\n\n/* ----------------------- GL_ARB_direct_state_access ---------------------- */\n\n#ifndef GL_ARB_direct_state_access\n#define GL_ARB_direct_state_access 1\n\n#define GL_TEXTURE_TARGET 0x1006\n#define GL_QUERY_TARGET 0x82EA\n\ntypedef void (GLAPIENTRY * PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines);\ntypedef void (GLAPIENTRY * PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint* samplers);\ntypedef void (GLAPIENTRY * PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64* param);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides);\n\n#define glBindTextureUnit GLEW_GET_FUN(__glewBindTextureUnit)\n#define glBlitNamedFramebuffer GLEW_GET_FUN(__glewBlitNamedFramebuffer)\n#define glCheckNamedFramebufferStatus GLEW_GET_FUN(__glewCheckNamedFramebufferStatus)\n#define glClearNamedBufferData GLEW_GET_FUN(__glewClearNamedBufferData)\n#define glClearNamedBufferSubData GLEW_GET_FUN(__glewClearNamedBufferSubData)\n#define glClearNamedFramebufferfi GLEW_GET_FUN(__glewClearNamedFramebufferfi)\n#define glClearNamedFramebufferfv GLEW_GET_FUN(__glewClearNamedFramebufferfv)\n#define glClearNamedFramebufferiv GLEW_GET_FUN(__glewClearNamedFramebufferiv)\n#define glClearNamedFramebufferuiv GLEW_GET_FUN(__glewClearNamedFramebufferuiv)\n#define glCompressedTextureSubImage1D GLEW_GET_FUN(__glewCompressedTextureSubImage1D)\n#define glCompressedTextureSubImage2D GLEW_GET_FUN(__glewCompressedTextureSubImage2D)\n#define glCompressedTextureSubImage3D GLEW_GET_FUN(__glewCompressedTextureSubImage3D)\n#define glCopyNamedBufferSubData GLEW_GET_FUN(__glewCopyNamedBufferSubData)\n#define glCopyTextureSubImage1D GLEW_GET_FUN(__glewCopyTextureSubImage1D)\n#define glCopyTextureSubImage2D GLEW_GET_FUN(__glewCopyTextureSubImage2D)\n#define glCopyTextureSubImage3D GLEW_GET_FUN(__glewCopyTextureSubImage3D)\n#define glCreateBuffers GLEW_GET_FUN(__glewCreateBuffers)\n#define glCreateFramebuffers GLEW_GET_FUN(__glewCreateFramebuffers)\n#define glCreateProgramPipelines GLEW_GET_FUN(__glewCreateProgramPipelines)\n#define glCreateQueries GLEW_GET_FUN(__glewCreateQueries)\n#define glCreateRenderbuffers GLEW_GET_FUN(__glewCreateRenderbuffers)\n#define glCreateSamplers GLEW_GET_FUN(__glewCreateSamplers)\n#define glCreateTextures GLEW_GET_FUN(__glewCreateTextures)\n#define glCreateTransformFeedbacks GLEW_GET_FUN(__glewCreateTransformFeedbacks)\n#define glCreateVertexArrays GLEW_GET_FUN(__glewCreateVertexArrays)\n#define glDisableVertexArrayAttrib GLEW_GET_FUN(__glewDisableVertexArrayAttrib)\n#define glEnableVertexArrayAttrib GLEW_GET_FUN(__glewEnableVertexArrayAttrib)\n#define glFlushMappedNamedBufferRange GLEW_GET_FUN(__glewFlushMappedNamedBufferRange)\n#define glGenerateTextureMipmap GLEW_GET_FUN(__glewGenerateTextureMipmap)\n#define glGetCompressedTextureImage GLEW_GET_FUN(__glewGetCompressedTextureImage)\n#define glGetNamedBufferParameteri64v GLEW_GET_FUN(__glewGetNamedBufferParameteri64v)\n#define glGetNamedBufferParameteriv GLEW_GET_FUN(__glewGetNamedBufferParameteriv)\n#define glGetNamedBufferPointerv GLEW_GET_FUN(__glewGetNamedBufferPointerv)\n#define glGetNamedBufferSubData GLEW_GET_FUN(__glewGetNamedBufferSubData)\n#define glGetNamedFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameteriv)\n#define glGetNamedFramebufferParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferParameteriv)\n#define glGetNamedRenderbufferParameteriv GLEW_GET_FUN(__glewGetNamedRenderbufferParameteriv)\n#define glGetQueryBufferObjecti64v GLEW_GET_FUN(__glewGetQueryBufferObjecti64v)\n#define glGetQueryBufferObjectiv GLEW_GET_FUN(__glewGetQueryBufferObjectiv)\n#define glGetQueryBufferObjectui64v GLEW_GET_FUN(__glewGetQueryBufferObjectui64v)\n#define glGetQueryBufferObjectuiv GLEW_GET_FUN(__glewGetQueryBufferObjectuiv)\n#define glGetTextureImage GLEW_GET_FUN(__glewGetTextureImage)\n#define glGetTextureLevelParameterfv GLEW_GET_FUN(__glewGetTextureLevelParameterfv)\n#define glGetTextureLevelParameteriv GLEW_GET_FUN(__glewGetTextureLevelParameteriv)\n#define glGetTextureParameterIiv GLEW_GET_FUN(__glewGetTextureParameterIiv)\n#define glGetTextureParameterIuiv GLEW_GET_FUN(__glewGetTextureParameterIuiv)\n#define glGetTextureParameterfv GLEW_GET_FUN(__glewGetTextureParameterfv)\n#define glGetTextureParameteriv GLEW_GET_FUN(__glewGetTextureParameteriv)\n#define glGetTransformFeedbacki64_v GLEW_GET_FUN(__glewGetTransformFeedbacki64_v)\n#define glGetTransformFeedbacki_v GLEW_GET_FUN(__glewGetTransformFeedbacki_v)\n#define glGetTransformFeedbackiv GLEW_GET_FUN(__glewGetTransformFeedbackiv)\n#define glGetVertexArrayIndexed64iv GLEW_GET_FUN(__glewGetVertexArrayIndexed64iv)\n#define glGetVertexArrayIndexediv GLEW_GET_FUN(__glewGetVertexArrayIndexediv)\n#define glGetVertexArrayiv GLEW_GET_FUN(__glewGetVertexArrayiv)\n#define glInvalidateNamedFramebufferData GLEW_GET_FUN(__glewInvalidateNamedFramebufferData)\n#define glInvalidateNamedFramebufferSubData GLEW_GET_FUN(__glewInvalidateNamedFramebufferSubData)\n#define glMapNamedBuffer GLEW_GET_FUN(__glewMapNamedBuffer)\n#define glMapNamedBufferRange GLEW_GET_FUN(__glewMapNamedBufferRange)\n#define glNamedBufferData GLEW_GET_FUN(__glewNamedBufferData)\n#define glNamedBufferStorage GLEW_GET_FUN(__glewNamedBufferStorage)\n#define glNamedBufferSubData GLEW_GET_FUN(__glewNamedBufferSubData)\n#define glNamedFramebufferDrawBuffer GLEW_GET_FUN(__glewNamedFramebufferDrawBuffer)\n#define glNamedFramebufferDrawBuffers GLEW_GET_FUN(__glewNamedFramebufferDrawBuffers)\n#define glNamedFramebufferParameteri GLEW_GET_FUN(__glewNamedFramebufferParameteri)\n#define glNamedFramebufferReadBuffer GLEW_GET_FUN(__glewNamedFramebufferReadBuffer)\n#define glNamedFramebufferRenderbuffer GLEW_GET_FUN(__glewNamedFramebufferRenderbuffer)\n#define glNamedFramebufferTexture GLEW_GET_FUN(__glewNamedFramebufferTexture)\n#define glNamedFramebufferTextureLayer GLEW_GET_FUN(__glewNamedFramebufferTextureLayer)\n#define glNamedRenderbufferStorage GLEW_GET_FUN(__glewNamedRenderbufferStorage)\n#define glNamedRenderbufferStorageMultisample GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisample)\n#define glTextureBuffer GLEW_GET_FUN(__glewTextureBuffer)\n#define glTextureBufferRange GLEW_GET_FUN(__glewTextureBufferRange)\n#define glTextureParameterIiv GLEW_GET_FUN(__glewTextureParameterIiv)\n#define glTextureParameterIuiv GLEW_GET_FUN(__glewTextureParameterIuiv)\n#define glTextureParameterf GLEW_GET_FUN(__glewTextureParameterf)\n#define glTextureParameterfv GLEW_GET_FUN(__glewTextureParameterfv)\n#define glTextureParameteri GLEW_GET_FUN(__glewTextureParameteri)\n#define glTextureParameteriv GLEW_GET_FUN(__glewTextureParameteriv)\n#define glTextureStorage1D GLEW_GET_FUN(__glewTextureStorage1D)\n#define glTextureStorage2D GLEW_GET_FUN(__glewTextureStorage2D)\n#define glTextureStorage2DMultisample GLEW_GET_FUN(__glewTextureStorage2DMultisample)\n#define glTextureStorage3D GLEW_GET_FUN(__glewTextureStorage3D)\n#define glTextureStorage3DMultisample GLEW_GET_FUN(__glewTextureStorage3DMultisample)\n#define glTextureSubImage1D GLEW_GET_FUN(__glewTextureSubImage1D)\n#define glTextureSubImage2D GLEW_GET_FUN(__glewTextureSubImage2D)\n#define glTextureSubImage3D GLEW_GET_FUN(__glewTextureSubImage3D)\n#define glTransformFeedbackBufferBase GLEW_GET_FUN(__glewTransformFeedbackBufferBase)\n#define glTransformFeedbackBufferRange GLEW_GET_FUN(__glewTransformFeedbackBufferRange)\n#define glUnmapNamedBuffer GLEW_GET_FUN(__glewUnmapNamedBuffer)\n#define glVertexArrayAttribBinding GLEW_GET_FUN(__glewVertexArrayAttribBinding)\n#define glVertexArrayAttribFormat GLEW_GET_FUN(__glewVertexArrayAttribFormat)\n#define glVertexArrayAttribIFormat GLEW_GET_FUN(__glewVertexArrayAttribIFormat)\n#define glVertexArrayAttribLFormat GLEW_GET_FUN(__glewVertexArrayAttribLFormat)\n#define glVertexArrayBindingDivisor GLEW_GET_FUN(__glewVertexArrayBindingDivisor)\n#define glVertexArrayElementBuffer GLEW_GET_FUN(__glewVertexArrayElementBuffer)\n#define glVertexArrayVertexBuffer GLEW_GET_FUN(__glewVertexArrayVertexBuffer)\n#define glVertexArrayVertexBuffers GLEW_GET_FUN(__glewVertexArrayVertexBuffers)\n\n#define GLEW_ARB_direct_state_access GLEW_GET_VAR(__GLEW_ARB_direct_state_access)\n\n#endif /* GL_ARB_direct_state_access */\n\n/* -------------------------- GL_ARB_draw_buffers -------------------------- */\n\n#ifndef GL_ARB_draw_buffers\n#define GL_ARB_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_ARB 0x8824\n#define GL_DRAW_BUFFER0_ARB 0x8825\n#define GL_DRAW_BUFFER1_ARB 0x8826\n#define GL_DRAW_BUFFER2_ARB 0x8827\n#define GL_DRAW_BUFFER3_ARB 0x8828\n#define GL_DRAW_BUFFER4_ARB 0x8829\n#define GL_DRAW_BUFFER5_ARB 0x882A\n#define GL_DRAW_BUFFER6_ARB 0x882B\n#define GL_DRAW_BUFFER7_ARB 0x882C\n#define GL_DRAW_BUFFER8_ARB 0x882D\n#define GL_DRAW_BUFFER9_ARB 0x882E\n#define GL_DRAW_BUFFER10_ARB 0x882F\n#define GL_DRAW_BUFFER11_ARB 0x8830\n#define GL_DRAW_BUFFER12_ARB 0x8831\n#define GL_DRAW_BUFFER13_ARB 0x8832\n#define GL_DRAW_BUFFER14_ARB 0x8833\n#define GL_DRAW_BUFFER15_ARB 0x8834\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersARB GLEW_GET_FUN(__glewDrawBuffersARB)\n\n#define GLEW_ARB_draw_buffers GLEW_GET_VAR(__GLEW_ARB_draw_buffers)\n\n#endif /* GL_ARB_draw_buffers */\n\n/* ----------------------- GL_ARB_draw_buffers_blend ----------------------- */\n\n#ifndef GL_ARB_draw_buffers_blend\n#define GL_ARB_draw_buffers_blend 1\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst);\n\n#define glBlendEquationSeparateiARB GLEW_GET_FUN(__glewBlendEquationSeparateiARB)\n#define glBlendEquationiARB GLEW_GET_FUN(__glewBlendEquationiARB)\n#define glBlendFuncSeparateiARB GLEW_GET_FUN(__glewBlendFuncSeparateiARB)\n#define glBlendFunciARB GLEW_GET_FUN(__glewBlendFunciARB)\n\n#define GLEW_ARB_draw_buffers_blend GLEW_GET_VAR(__GLEW_ARB_draw_buffers_blend)\n\n#endif /* GL_ARB_draw_buffers_blend */\n\n/* -------------------- GL_ARB_draw_elements_base_vertex ------------------- */\n\n#ifndef GL_ARB_draw_elements_base_vertex\n#define GL_ARB_draw_elements_base_vertex 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei* count, GLenum type, void**indices, GLsizei primcount, GLint *basevertex);\n\n#define glDrawElementsBaseVertex GLEW_GET_FUN(__glewDrawElementsBaseVertex)\n#define glDrawElementsInstancedBaseVertex GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertex)\n#define glDrawRangeElementsBaseVertex GLEW_GET_FUN(__glewDrawRangeElementsBaseVertex)\n#define glMultiDrawElementsBaseVertex GLEW_GET_FUN(__glewMultiDrawElementsBaseVertex)\n\n#define GLEW_ARB_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_ARB_draw_elements_base_vertex)\n\n#endif /* GL_ARB_draw_elements_base_vertex */\n\n/* -------------------------- GL_ARB_draw_indirect ------------------------- */\n\n#ifndef GL_ARB_draw_indirect\n#define GL_ARB_draw_indirect 1\n\n#define GL_DRAW_INDIRECT_BUFFER 0x8F3F\n#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect);\n\n#define glDrawArraysIndirect GLEW_GET_FUN(__glewDrawArraysIndirect)\n#define glDrawElementsIndirect GLEW_GET_FUN(__glewDrawElementsIndirect)\n\n#define GLEW_ARB_draw_indirect GLEW_GET_VAR(__GLEW_ARB_draw_indirect)\n\n#endif /* GL_ARB_draw_indirect */\n\n/* ------------------------- GL_ARB_draw_instanced ------------------------- */\n\n#ifndef GL_ARB_draw_instanced\n#define GL_ARB_draw_instanced 1\n\n#define GLEW_ARB_draw_instanced GLEW_GET_VAR(__GLEW_ARB_draw_instanced)\n\n#endif /* GL_ARB_draw_instanced */\n\n/* ------------------------ GL_ARB_enhanced_layouts ------------------------ */\n\n#ifndef GL_ARB_enhanced_layouts\n#define GL_ARB_enhanced_layouts 1\n\n#define GL_LOCATION_COMPONENT 0x934A\n#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B\n#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C\n\n#define GLEW_ARB_enhanced_layouts GLEW_GET_VAR(__GLEW_ARB_enhanced_layouts)\n\n#endif /* GL_ARB_enhanced_layouts */\n\n/* -------------------- GL_ARB_explicit_attrib_location -------------------- */\n\n#ifndef GL_ARB_explicit_attrib_location\n#define GL_ARB_explicit_attrib_location 1\n\n#define GLEW_ARB_explicit_attrib_location GLEW_GET_VAR(__GLEW_ARB_explicit_attrib_location)\n\n#endif /* GL_ARB_explicit_attrib_location */\n\n/* -------------------- GL_ARB_explicit_uniform_location ------------------- */\n\n#ifndef GL_ARB_explicit_uniform_location\n#define GL_ARB_explicit_uniform_location 1\n\n#define GL_MAX_UNIFORM_LOCATIONS 0x826E\n\n#define GLEW_ARB_explicit_uniform_location GLEW_GET_VAR(__GLEW_ARB_explicit_uniform_location)\n\n#endif /* GL_ARB_explicit_uniform_location */\n\n/* ------------------- GL_ARB_fragment_coord_conventions ------------------- */\n\n#ifndef GL_ARB_fragment_coord_conventions\n#define GL_ARB_fragment_coord_conventions 1\n\n#define GLEW_ARB_fragment_coord_conventions GLEW_GET_VAR(__GLEW_ARB_fragment_coord_conventions)\n\n#endif /* GL_ARB_fragment_coord_conventions */\n\n/* --------------------- GL_ARB_fragment_layer_viewport -------------------- */\n\n#ifndef GL_ARB_fragment_layer_viewport\n#define GL_ARB_fragment_layer_viewport 1\n\n#define GLEW_ARB_fragment_layer_viewport GLEW_GET_VAR(__GLEW_ARB_fragment_layer_viewport)\n\n#endif /* GL_ARB_fragment_layer_viewport */\n\n/* ------------------------ GL_ARB_fragment_program ------------------------ */\n\n#ifndef GL_ARB_fragment_program\n#define GL_ARB_fragment_program 1\n\n#define GL_FRAGMENT_PROGRAM_ARB 0x8804\n#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805\n#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806\n#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807\n#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808\n#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809\n#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A\n#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B\n#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C\n#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D\n#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E\n#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F\n#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810\n#define GL_MAX_TEXTURE_COORDS_ARB 0x8871\n#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872\n\n#define GLEW_ARB_fragment_program GLEW_GET_VAR(__GLEW_ARB_fragment_program)\n\n#endif /* GL_ARB_fragment_program */\n\n/* --------------------- GL_ARB_fragment_program_shadow -------------------- */\n\n#ifndef GL_ARB_fragment_program_shadow\n#define GL_ARB_fragment_program_shadow 1\n\n#define GLEW_ARB_fragment_program_shadow GLEW_GET_VAR(__GLEW_ARB_fragment_program_shadow)\n\n#endif /* GL_ARB_fragment_program_shadow */\n\n/* ------------------------- GL_ARB_fragment_shader ------------------------ */\n\n#ifndef GL_ARB_fragment_shader\n#define GL_ARB_fragment_shader 1\n\n#define GL_FRAGMENT_SHADER_ARB 0x8B30\n#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49\n#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B\n\n#define GLEW_ARB_fragment_shader GLEW_GET_VAR(__GLEW_ARB_fragment_shader)\n\n#endif /* GL_ARB_fragment_shader */\n\n/* -------------------- GL_ARB_fragment_shader_interlock ------------------- */\n\n#ifndef GL_ARB_fragment_shader_interlock\n#define GL_ARB_fragment_shader_interlock 1\n\n#define GLEW_ARB_fragment_shader_interlock GLEW_GET_VAR(__GLEW_ARB_fragment_shader_interlock)\n\n#endif /* GL_ARB_fragment_shader_interlock */\n\n/* ------------------- GL_ARB_framebuffer_no_attachments ------------------- */\n\n#ifndef GL_ARB_framebuffer_no_attachments\n#define GL_ARB_framebuffer_no_attachments 1\n\n#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310\n#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311\n#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312\n#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313\n#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314\n#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315\n#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316\n#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317\n#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param);\n\n#define glFramebufferParameteri GLEW_GET_FUN(__glewFramebufferParameteri)\n#define glGetFramebufferParameteriv GLEW_GET_FUN(__glewGetFramebufferParameteriv)\n#define glGetNamedFramebufferParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferParameterivEXT)\n#define glNamedFramebufferParameteriEXT GLEW_GET_FUN(__glewNamedFramebufferParameteriEXT)\n\n#define GLEW_ARB_framebuffer_no_attachments GLEW_GET_VAR(__GLEW_ARB_framebuffer_no_attachments)\n\n#endif /* GL_ARB_framebuffer_no_attachments */\n\n/* ----------------------- GL_ARB_framebuffer_object ----------------------- */\n\n#ifndef GL_ARB_framebuffer_object\n#define GL_ARB_framebuffer_object 1\n\n#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506\n#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210\n#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211\n#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212\n#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213\n#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214\n#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215\n#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216\n#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217\n#define GL_FRAMEBUFFER_DEFAULT 0x8218\n#define GL_FRAMEBUFFER_UNDEFINED 0x8219\n#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A\n#define GL_INDEX 0x8222\n#define GL_MAX_RENDERBUFFER_SIZE 0x84E8\n#define GL_DEPTH_STENCIL 0x84F9\n#define GL_UNSIGNED_INT_24_8 0x84FA\n#define GL_DEPTH24_STENCIL8 0x88F0\n#define GL_TEXTURE_STENCIL_SIZE 0x88F1\n#define GL_UNSIGNED_NORMALIZED 0x8C17\n#define GL_SRGB 0x8C40\n#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6\n#define GL_FRAMEBUFFER_BINDING 0x8CA6\n#define GL_RENDERBUFFER_BINDING 0x8CA7\n#define GL_READ_FRAMEBUFFER 0x8CA8\n#define GL_DRAW_FRAMEBUFFER 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA\n#define GL_RENDERBUFFER_SAMPLES 0x8CAB\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\n#define GL_FRAMEBUFFER_COMPLETE 0x8CD5\n#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6\n#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7\n#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB\n#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC\n#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD\n#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF\n#define GL_COLOR_ATTACHMENT0 0x8CE0\n#define GL_COLOR_ATTACHMENT1 0x8CE1\n#define GL_COLOR_ATTACHMENT2 0x8CE2\n#define GL_COLOR_ATTACHMENT3 0x8CE3\n#define GL_COLOR_ATTACHMENT4 0x8CE4\n#define GL_COLOR_ATTACHMENT5 0x8CE5\n#define GL_COLOR_ATTACHMENT6 0x8CE6\n#define GL_COLOR_ATTACHMENT7 0x8CE7\n#define GL_COLOR_ATTACHMENT8 0x8CE8\n#define GL_COLOR_ATTACHMENT9 0x8CE9\n#define GL_COLOR_ATTACHMENT10 0x8CEA\n#define GL_COLOR_ATTACHMENT11 0x8CEB\n#define GL_COLOR_ATTACHMENT12 0x8CEC\n#define GL_COLOR_ATTACHMENT13 0x8CED\n#define GL_COLOR_ATTACHMENT14 0x8CEE\n#define GL_COLOR_ATTACHMENT15 0x8CEF\n#define GL_DEPTH_ATTACHMENT 0x8D00\n#define GL_STENCIL_ATTACHMENT 0x8D20\n#define GL_FRAMEBUFFER 0x8D40\n#define GL_RENDERBUFFER 0x8D41\n#define GL_RENDERBUFFER_WIDTH 0x8D42\n#define GL_RENDERBUFFER_HEIGHT 0x8D43\n#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44\n#define GL_STENCIL_INDEX1 0x8D46\n#define GL_STENCIL_INDEX4 0x8D47\n#define GL_STENCIL_INDEX8 0x8D48\n#define GL_STENCIL_INDEX16 0x8D49\n#define GL_RENDERBUFFER_RED_SIZE 0x8D50\n#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51\n#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52\n#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53\n#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54\n#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56\n#define GL_MAX_SAMPLES 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);\ntypedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target,GLenum attachment, GLuint texture,GLint level,GLint layer);\ntypedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);\ntypedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glBindFramebuffer GLEW_GET_FUN(__glewBindFramebuffer)\n#define glBindRenderbuffer GLEW_GET_FUN(__glewBindRenderbuffer)\n#define glBlitFramebuffer GLEW_GET_FUN(__glewBlitFramebuffer)\n#define glCheckFramebufferStatus GLEW_GET_FUN(__glewCheckFramebufferStatus)\n#define glDeleteFramebuffers GLEW_GET_FUN(__glewDeleteFramebuffers)\n#define glDeleteRenderbuffers GLEW_GET_FUN(__glewDeleteRenderbuffers)\n#define glFramebufferRenderbuffer GLEW_GET_FUN(__glewFramebufferRenderbuffer)\n#define glFramebufferTexture1D GLEW_GET_FUN(__glewFramebufferTexture1D)\n#define glFramebufferTexture2D GLEW_GET_FUN(__glewFramebufferTexture2D)\n#define glFramebufferTexture3D GLEW_GET_FUN(__glewFramebufferTexture3D)\n#define glFramebufferTextureLayer GLEW_GET_FUN(__glewFramebufferTextureLayer)\n#define glGenFramebuffers GLEW_GET_FUN(__glewGenFramebuffers)\n#define glGenRenderbuffers GLEW_GET_FUN(__glewGenRenderbuffers)\n#define glGenerateMipmap GLEW_GET_FUN(__glewGenerateMipmap)\n#define glGetFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetFramebufferAttachmentParameteriv)\n#define glGetRenderbufferParameteriv GLEW_GET_FUN(__glewGetRenderbufferParameteriv)\n#define glIsFramebuffer GLEW_GET_FUN(__glewIsFramebuffer)\n#define glIsRenderbuffer GLEW_GET_FUN(__glewIsRenderbuffer)\n#define glRenderbufferStorage GLEW_GET_FUN(__glewRenderbufferStorage)\n#define glRenderbufferStorageMultisample GLEW_GET_FUN(__glewRenderbufferStorageMultisample)\n\n#define GLEW_ARB_framebuffer_object GLEW_GET_VAR(__GLEW_ARB_framebuffer_object)\n\n#endif /* GL_ARB_framebuffer_object */\n\n/* ------------------------ GL_ARB_framebuffer_sRGB ------------------------ */\n\n#ifndef GL_ARB_framebuffer_sRGB\n#define GL_ARB_framebuffer_sRGB 1\n\n#define GL_FRAMEBUFFER_SRGB 0x8DB9\n\n#define GLEW_ARB_framebuffer_sRGB GLEW_GET_VAR(__GLEW_ARB_framebuffer_sRGB)\n\n#endif /* GL_ARB_framebuffer_sRGB */\n\n/* ------------------------ GL_ARB_geometry_shader4 ------------------------ */\n\n#ifndef GL_ARB_geometry_shader4\n#define GL_ARB_geometry_shader4 1\n\n#define GL_LINES_ADJACENCY_ARB 0xA\n#define GL_LINE_STRIP_ADJACENCY_ARB 0xB\n#define GL_TRIANGLES_ADJACENCY_ARB 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0xD\n#define GL_PROGRAM_POINT_SIZE_ARB 0x8642\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9\n#define GL_GEOMETRY_SHADER_ARB 0x8DD9\n#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA\n#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB\n#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC\n#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD\n#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value);\n\n#define glFramebufferTextureARB GLEW_GET_FUN(__glewFramebufferTextureARB)\n#define glFramebufferTextureFaceARB GLEW_GET_FUN(__glewFramebufferTextureFaceARB)\n#define glFramebufferTextureLayerARB GLEW_GET_FUN(__glewFramebufferTextureLayerARB)\n#define glProgramParameteriARB GLEW_GET_FUN(__glewProgramParameteriARB)\n\n#define GLEW_ARB_geometry_shader4 GLEW_GET_VAR(__GLEW_ARB_geometry_shader4)\n\n#endif /* GL_ARB_geometry_shader4 */\n\n/* ----------------------- GL_ARB_get_program_binary ----------------------- */\n\n#ifndef GL_ARB_get_program_binary\n#define GL_ARB_get_program_binary 1\n\n#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257\n#define GL_PROGRAM_BINARY_LENGTH 0x8741\n#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE\n#define GL_PROGRAM_BINARY_FORMATS 0x87FF\n\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, void*binary);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);\n\n#define glGetProgramBinary GLEW_GET_FUN(__glewGetProgramBinary)\n#define glProgramBinary GLEW_GET_FUN(__glewProgramBinary)\n#define glProgramParameteri GLEW_GET_FUN(__glewProgramParameteri)\n\n#define GLEW_ARB_get_program_binary GLEW_GET_VAR(__GLEW_ARB_get_program_binary)\n\n#endif /* GL_ARB_get_program_binary */\n\n/* ---------------------- GL_ARB_get_texture_sub_image --------------------- */\n\n#ifndef GL_ARB_get_texture_sub_image\n#define GL_ARB_get_texture_sub_image 1\n\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels);\n\n#define glGetCompressedTextureSubImage GLEW_GET_FUN(__glewGetCompressedTextureSubImage)\n#define glGetTextureSubImage GLEW_GET_FUN(__glewGetTextureSubImage)\n\n#define GLEW_ARB_get_texture_sub_image GLEW_GET_VAR(__GLEW_ARB_get_texture_sub_image)\n\n#endif /* GL_ARB_get_texture_sub_image */\n\n/* ---------------------------- GL_ARB_gl_spirv ---------------------------- */\n\n#ifndef GL_ARB_gl_spirv\n#define GL_ARB_gl_spirv 1\n\n#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551\n#define GL_SPIR_V_BINARY_ARB 0x9552\n\ntypedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar* pEntryPoint, GLuint numSpecializationConstants, const GLuint* pConstantIndex, const GLuint* pConstantValue);\n\n#define glSpecializeShaderARB GLEW_GET_FUN(__glewSpecializeShaderARB)\n\n#define GLEW_ARB_gl_spirv GLEW_GET_VAR(__GLEW_ARB_gl_spirv)\n\n#endif /* GL_ARB_gl_spirv */\n\n/* --------------------------- GL_ARB_gpu_shader5 -------------------------- */\n\n#ifndef GL_ARB_gpu_shader5\n#define GL_ARB_gpu_shader5 1\n\n#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F\n#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A\n#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B\n#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C\n#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D\n#define GL_MAX_VERTEX_STREAMS 0x8E71\n\n#define GLEW_ARB_gpu_shader5 GLEW_GET_VAR(__GLEW_ARB_gpu_shader5)\n\n#endif /* GL_ARB_gpu_shader5 */\n\n/* ------------------------- GL_ARB_gpu_shader_fp64 ------------------------ */\n\n#ifndef GL_ARB_gpu_shader_fp64\n#define GL_ARB_gpu_shader_fp64 1\n\n#define GL_DOUBLE_MAT2 0x8F46\n#define GL_DOUBLE_MAT3 0x8F47\n#define GL_DOUBLE_MAT4 0x8F48\n#define GL_DOUBLE_MAT2x3 0x8F49\n#define GL_DOUBLE_MAT2x4 0x8F4A\n#define GL_DOUBLE_MAT3x2 0x8F4B\n#define GL_DOUBLE_MAT3x4 0x8F4C\n#define GL_DOUBLE_MAT4x2 0x8F4D\n#define GL_DOUBLE_MAT4x3 0x8F4E\n#define GL_DOUBLE_VEC2 0x8FFC\n#define GL_DOUBLE_VEC3 0x8FFD\n#define GL_DOUBLE_VEC4 0x8FFE\n\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1DPROC) (GLint location, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\n\n#define glGetUniformdv GLEW_GET_FUN(__glewGetUniformdv)\n#define glUniform1d GLEW_GET_FUN(__glewUniform1d)\n#define glUniform1dv GLEW_GET_FUN(__glewUniform1dv)\n#define glUniform2d GLEW_GET_FUN(__glewUniform2d)\n#define glUniform2dv GLEW_GET_FUN(__glewUniform2dv)\n#define glUniform3d GLEW_GET_FUN(__glewUniform3d)\n#define glUniform3dv GLEW_GET_FUN(__glewUniform3dv)\n#define glUniform4d GLEW_GET_FUN(__glewUniform4d)\n#define glUniform4dv GLEW_GET_FUN(__glewUniform4dv)\n#define glUniformMatrix2dv GLEW_GET_FUN(__glewUniformMatrix2dv)\n#define glUniformMatrix2x3dv GLEW_GET_FUN(__glewUniformMatrix2x3dv)\n#define glUniformMatrix2x4dv GLEW_GET_FUN(__glewUniformMatrix2x4dv)\n#define glUniformMatrix3dv GLEW_GET_FUN(__glewUniformMatrix3dv)\n#define glUniformMatrix3x2dv GLEW_GET_FUN(__glewUniformMatrix3x2dv)\n#define glUniformMatrix3x4dv GLEW_GET_FUN(__glewUniformMatrix3x4dv)\n#define glUniformMatrix4dv GLEW_GET_FUN(__glewUniformMatrix4dv)\n#define glUniformMatrix4x2dv GLEW_GET_FUN(__glewUniformMatrix4x2dv)\n#define glUniformMatrix4x3dv GLEW_GET_FUN(__glewUniformMatrix4x3dv)\n\n#define GLEW_ARB_gpu_shader_fp64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_fp64)\n\n#endif /* GL_ARB_gpu_shader_fp64 */\n\n/* ------------------------ GL_ARB_gpu_shader_int64 ------------------------ */\n\n#ifndef GL_ARB_gpu_shader_int64\n#define GL_ARB_gpu_shader_int64 1\n\n#define GL_INT64_ARB 0x140E\n#define GL_UNSIGNED_INT64_ARB 0x140F\n#define GL_INT64_VEC2_ARB 0x8FE9\n#define GL_INT64_VEC3_ARB 0x8FEA\n#define GL_INT64_VEC4_ARB 0x8FEB\n#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5\n#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6\n#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7\n\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\n\n#define glGetUniformi64vARB GLEW_GET_FUN(__glewGetUniformi64vARB)\n#define glGetUniformui64vARB GLEW_GET_FUN(__glewGetUniformui64vARB)\n#define glGetnUniformi64vARB GLEW_GET_FUN(__glewGetnUniformi64vARB)\n#define glGetnUniformui64vARB GLEW_GET_FUN(__glewGetnUniformui64vARB)\n#define glProgramUniform1i64ARB GLEW_GET_FUN(__glewProgramUniform1i64ARB)\n#define glProgramUniform1i64vARB GLEW_GET_FUN(__glewProgramUniform1i64vARB)\n#define glProgramUniform1ui64ARB GLEW_GET_FUN(__glewProgramUniform1ui64ARB)\n#define glProgramUniform1ui64vARB GLEW_GET_FUN(__glewProgramUniform1ui64vARB)\n#define glProgramUniform2i64ARB GLEW_GET_FUN(__glewProgramUniform2i64ARB)\n#define glProgramUniform2i64vARB GLEW_GET_FUN(__glewProgramUniform2i64vARB)\n#define glProgramUniform2ui64ARB GLEW_GET_FUN(__glewProgramUniform2ui64ARB)\n#define glProgramUniform2ui64vARB GLEW_GET_FUN(__glewProgramUniform2ui64vARB)\n#define glProgramUniform3i64ARB GLEW_GET_FUN(__glewProgramUniform3i64ARB)\n#define glProgramUniform3i64vARB GLEW_GET_FUN(__glewProgramUniform3i64vARB)\n#define glProgramUniform3ui64ARB GLEW_GET_FUN(__glewProgramUniform3ui64ARB)\n#define glProgramUniform3ui64vARB GLEW_GET_FUN(__glewProgramUniform3ui64vARB)\n#define glProgramUniform4i64ARB GLEW_GET_FUN(__glewProgramUniform4i64ARB)\n#define glProgramUniform4i64vARB GLEW_GET_FUN(__glewProgramUniform4i64vARB)\n#define glProgramUniform4ui64ARB GLEW_GET_FUN(__glewProgramUniform4ui64ARB)\n#define glProgramUniform4ui64vARB GLEW_GET_FUN(__glewProgramUniform4ui64vARB)\n#define glUniform1i64ARB GLEW_GET_FUN(__glewUniform1i64ARB)\n#define glUniform1i64vARB GLEW_GET_FUN(__glewUniform1i64vARB)\n#define glUniform1ui64ARB GLEW_GET_FUN(__glewUniform1ui64ARB)\n#define glUniform1ui64vARB GLEW_GET_FUN(__glewUniform1ui64vARB)\n#define glUniform2i64ARB GLEW_GET_FUN(__glewUniform2i64ARB)\n#define glUniform2i64vARB GLEW_GET_FUN(__glewUniform2i64vARB)\n#define glUniform2ui64ARB GLEW_GET_FUN(__glewUniform2ui64ARB)\n#define glUniform2ui64vARB GLEW_GET_FUN(__glewUniform2ui64vARB)\n#define glUniform3i64ARB GLEW_GET_FUN(__glewUniform3i64ARB)\n#define glUniform3i64vARB GLEW_GET_FUN(__glewUniform3i64vARB)\n#define glUniform3ui64ARB GLEW_GET_FUN(__glewUniform3ui64ARB)\n#define glUniform3ui64vARB GLEW_GET_FUN(__glewUniform3ui64vARB)\n#define glUniform4i64ARB GLEW_GET_FUN(__glewUniform4i64ARB)\n#define glUniform4i64vARB GLEW_GET_FUN(__glewUniform4i64vARB)\n#define glUniform4ui64ARB GLEW_GET_FUN(__glewUniform4ui64ARB)\n#define glUniform4ui64vARB GLEW_GET_FUN(__glewUniform4ui64vARB)\n\n#define GLEW_ARB_gpu_shader_int64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_int64)\n\n#endif /* GL_ARB_gpu_shader_int64 */\n\n/* ------------------------ GL_ARB_half_float_pixel ------------------------ */\n\n#ifndef GL_ARB_half_float_pixel\n#define GL_ARB_half_float_pixel 1\n\n#define GL_HALF_FLOAT_ARB 0x140B\n\n#define GLEW_ARB_half_float_pixel GLEW_GET_VAR(__GLEW_ARB_half_float_pixel)\n\n#endif /* GL_ARB_half_float_pixel */\n\n/* ------------------------ GL_ARB_half_float_vertex ----------------------- */\n\n#ifndef GL_ARB_half_float_vertex\n#define GL_ARB_half_float_vertex 1\n\n#define GL_HALF_FLOAT 0x140B\n\n#define GLEW_ARB_half_float_vertex GLEW_GET_VAR(__GLEW_ARB_half_float_vertex)\n\n#endif /* GL_ARB_half_float_vertex */\n\n/* ----------------------------- GL_ARB_imaging ---------------------------- */\n\n#ifndef GL_ARB_imaging\n#define GL_ARB_imaging 1\n\n#define GL_CONSTANT_COLOR 0x8001\n#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002\n#define GL_CONSTANT_ALPHA 0x8003\n#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004\n#define GL_BLEND_COLOR 0x8005\n#define GL_FUNC_ADD 0x8006\n#define GL_MIN 0x8007\n#define GL_MAX 0x8008\n#define GL_BLEND_EQUATION 0x8009\n#define GL_FUNC_SUBTRACT 0x800A\n#define GL_FUNC_REVERSE_SUBTRACT 0x800B\n#define GL_CONVOLUTION_1D 0x8010\n#define GL_CONVOLUTION_2D 0x8011\n#define GL_SEPARABLE_2D 0x8012\n#define GL_CONVOLUTION_BORDER_MODE 0x8013\n#define GL_CONVOLUTION_FILTER_SCALE 0x8014\n#define GL_CONVOLUTION_FILTER_BIAS 0x8015\n#define GL_REDUCE 0x8016\n#define GL_CONVOLUTION_FORMAT 0x8017\n#define GL_CONVOLUTION_WIDTH 0x8018\n#define GL_CONVOLUTION_HEIGHT 0x8019\n#define GL_MAX_CONVOLUTION_WIDTH 0x801A\n#define GL_MAX_CONVOLUTION_HEIGHT 0x801B\n#define GL_POST_CONVOLUTION_RED_SCALE 0x801C\n#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D\n#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E\n#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F\n#define GL_POST_CONVOLUTION_RED_BIAS 0x8020\n#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021\n#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022\n#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023\n#define GL_HISTOGRAM 0x8024\n#define GL_PROXY_HISTOGRAM 0x8025\n#define GL_HISTOGRAM_WIDTH 0x8026\n#define GL_HISTOGRAM_FORMAT 0x8027\n#define GL_HISTOGRAM_RED_SIZE 0x8028\n#define GL_HISTOGRAM_GREEN_SIZE 0x8029\n#define GL_HISTOGRAM_BLUE_SIZE 0x802A\n#define GL_HISTOGRAM_ALPHA_SIZE 0x802B\n#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C\n#define GL_HISTOGRAM_SINK 0x802D\n#define GL_MINMAX 0x802E\n#define GL_MINMAX_FORMAT 0x802F\n#define GL_MINMAX_SINK 0x8030\n#define GL_TABLE_TOO_LARGE 0x8031\n#define GL_COLOR_MATRIX 0x80B1\n#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2\n#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3\n#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4\n#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5\n#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6\n#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7\n#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8\n#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9\n#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA\n#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB\n#define GL_COLOR_TABLE 0x80D0\n#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1\n#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2\n#define GL_PROXY_COLOR_TABLE 0x80D3\n#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4\n#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5\n#define GL_COLOR_TABLE_SCALE 0x80D6\n#define GL_COLOR_TABLE_BIAS 0x80D7\n#define GL_COLOR_TABLE_FORMAT 0x80D8\n#define GL_COLOR_TABLE_WIDTH 0x80D9\n#define GL_COLOR_TABLE_RED_SIZE 0x80DA\n#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB\n#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC\n#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD\n#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE\n#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF\n#define GL_IGNORE_BORDER 0x8150\n#define GL_CONSTANT_BORDER 0x8151\n#define GL_WRAP_BORDER 0x8152\n#define GL_REPLICATE_BORDER 0x8153\n#define GL_CONVOLUTION_BORDER_COLOR 0x8154\n\ntypedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span);\ntypedef void (GLAPIENTRY * PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLRESETMINMAXPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column);\n\n#define glColorSubTable GLEW_GET_FUN(__glewColorSubTable)\n#define glColorTable GLEW_GET_FUN(__glewColorTable)\n#define glColorTableParameterfv GLEW_GET_FUN(__glewColorTableParameterfv)\n#define glColorTableParameteriv GLEW_GET_FUN(__glewColorTableParameteriv)\n#define glConvolutionFilter1D GLEW_GET_FUN(__glewConvolutionFilter1D)\n#define glConvolutionFilter2D GLEW_GET_FUN(__glewConvolutionFilter2D)\n#define glConvolutionParameterf GLEW_GET_FUN(__glewConvolutionParameterf)\n#define glConvolutionParameterfv GLEW_GET_FUN(__glewConvolutionParameterfv)\n#define glConvolutionParameteri GLEW_GET_FUN(__glewConvolutionParameteri)\n#define glConvolutionParameteriv GLEW_GET_FUN(__glewConvolutionParameteriv)\n#define glCopyColorSubTable GLEW_GET_FUN(__glewCopyColorSubTable)\n#define glCopyColorTable GLEW_GET_FUN(__glewCopyColorTable)\n#define glCopyConvolutionFilter1D GLEW_GET_FUN(__glewCopyConvolutionFilter1D)\n#define glCopyConvolutionFilter2D GLEW_GET_FUN(__glewCopyConvolutionFilter2D)\n#define glGetColorTable GLEW_GET_FUN(__glewGetColorTable)\n#define glGetColorTableParameterfv GLEW_GET_FUN(__glewGetColorTableParameterfv)\n#define glGetColorTableParameteriv GLEW_GET_FUN(__glewGetColorTableParameteriv)\n#define glGetConvolutionFilter GLEW_GET_FUN(__glewGetConvolutionFilter)\n#define glGetConvolutionParameterfv GLEW_GET_FUN(__glewGetConvolutionParameterfv)\n#define glGetConvolutionParameteriv GLEW_GET_FUN(__glewGetConvolutionParameteriv)\n#define glGetHistogram GLEW_GET_FUN(__glewGetHistogram)\n#define glGetHistogramParameterfv GLEW_GET_FUN(__glewGetHistogramParameterfv)\n#define glGetHistogramParameteriv GLEW_GET_FUN(__glewGetHistogramParameteriv)\n#define glGetMinmax GLEW_GET_FUN(__glewGetMinmax)\n#define glGetMinmaxParameterfv GLEW_GET_FUN(__glewGetMinmaxParameterfv)\n#define glGetMinmaxParameteriv GLEW_GET_FUN(__glewGetMinmaxParameteriv)\n#define glGetSeparableFilter GLEW_GET_FUN(__glewGetSeparableFilter)\n#define glHistogram GLEW_GET_FUN(__glewHistogram)\n#define glMinmax GLEW_GET_FUN(__glewMinmax)\n#define glResetHistogram GLEW_GET_FUN(__glewResetHistogram)\n#define glResetMinmax GLEW_GET_FUN(__glewResetMinmax)\n#define glSeparableFilter2D GLEW_GET_FUN(__glewSeparableFilter2D)\n\n#define GLEW_ARB_imaging GLEW_GET_VAR(__GLEW_ARB_imaging)\n\n#endif /* GL_ARB_imaging */\n\n/* ----------------------- GL_ARB_indirect_parameters ---------------------- */\n\n#ifndef GL_ARB_indirect_parameters\n#define GL_ARB_indirect_parameters 1\n\n#define GL_PARAMETER_BUFFER_ARB 0x80EE\n#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirectCountARB GLEW_GET_FUN(__glewMultiDrawArraysIndirectCountARB)\n#define glMultiDrawElementsIndirectCountARB GLEW_GET_FUN(__glewMultiDrawElementsIndirectCountARB)\n\n#define GLEW_ARB_indirect_parameters GLEW_GET_VAR(__GLEW_ARB_indirect_parameters)\n\n#endif /* GL_ARB_indirect_parameters */\n\n/* ------------------------ GL_ARB_instanced_arrays ------------------------ */\n\n#ifndef GL_ARB_instanced_arrays\n#define GL_ARB_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor);\n\n#define glDrawArraysInstancedARB GLEW_GET_FUN(__glewDrawArraysInstancedARB)\n#define glDrawElementsInstancedARB GLEW_GET_FUN(__glewDrawElementsInstancedARB)\n#define glVertexAttribDivisorARB GLEW_GET_FUN(__glewVertexAttribDivisorARB)\n\n#define GLEW_ARB_instanced_arrays GLEW_GET_VAR(__GLEW_ARB_instanced_arrays)\n\n#endif /* GL_ARB_instanced_arrays */\n\n/* ---------------------- GL_ARB_internalformat_query ---------------------- */\n\n#ifndef GL_ARB_internalformat_query\n#define GL_ARB_internalformat_query 1\n\n#define GL_NUM_SAMPLE_COUNTS 0x9380\n\ntypedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);\n\n#define glGetInternalformativ GLEW_GET_FUN(__glewGetInternalformativ)\n\n#define GLEW_ARB_internalformat_query GLEW_GET_VAR(__GLEW_ARB_internalformat_query)\n\n#endif /* GL_ARB_internalformat_query */\n\n/* ---------------------- GL_ARB_internalformat_query2 --------------------- */\n\n#ifndef GL_ARB_internalformat_query2\n#define GL_ARB_internalformat_query2 1\n\n#define GL_INTERNALFORMAT_SUPPORTED 0x826F\n#define GL_INTERNALFORMAT_PREFERRED 0x8270\n#define GL_INTERNALFORMAT_RED_SIZE 0x8271\n#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272\n#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273\n#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274\n#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275\n#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276\n#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277\n#define GL_INTERNALFORMAT_RED_TYPE 0x8278\n#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279\n#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A\n#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B\n#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C\n#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D\n#define GL_MAX_WIDTH 0x827E\n#define GL_MAX_HEIGHT 0x827F\n#define GL_MAX_DEPTH 0x8280\n#define GL_MAX_LAYERS 0x8281\n#define GL_MAX_COMBINED_DIMENSIONS 0x8282\n#define GL_COLOR_COMPONENTS 0x8283\n#define GL_DEPTH_COMPONENTS 0x8284\n#define GL_STENCIL_COMPONENTS 0x8285\n#define GL_COLOR_RENDERABLE 0x8286\n#define GL_DEPTH_RENDERABLE 0x8287\n#define GL_STENCIL_RENDERABLE 0x8288\n#define GL_FRAMEBUFFER_RENDERABLE 0x8289\n#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A\n#define GL_FRAMEBUFFER_BLEND 0x828B\n#define GL_READ_PIXELS 0x828C\n#define GL_READ_PIXELS_FORMAT 0x828D\n#define GL_READ_PIXELS_TYPE 0x828E\n#define GL_TEXTURE_IMAGE_FORMAT 0x828F\n#define GL_TEXTURE_IMAGE_TYPE 0x8290\n#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291\n#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292\n#define GL_MIPMAP 0x8293\n#define GL_MANUAL_GENERATE_MIPMAP 0x8294\n#define GL_AUTO_GENERATE_MIPMAP 0x8295\n#define GL_COLOR_ENCODING 0x8296\n#define GL_SRGB_READ 0x8297\n#define GL_SRGB_WRITE 0x8298\n#define GL_SRGB_DECODE_ARB 0x8299\n#define GL_FILTER 0x829A\n#define GL_VERTEX_TEXTURE 0x829B\n#define GL_TESS_CONTROL_TEXTURE 0x829C\n#define GL_TESS_EVALUATION_TEXTURE 0x829D\n#define GL_GEOMETRY_TEXTURE 0x829E\n#define GL_FRAGMENT_TEXTURE 0x829F\n#define GL_COMPUTE_TEXTURE 0x82A0\n#define GL_TEXTURE_SHADOW 0x82A1\n#define GL_TEXTURE_GATHER 0x82A2\n#define GL_TEXTURE_GATHER_SHADOW 0x82A3\n#define GL_SHADER_IMAGE_LOAD 0x82A4\n#define GL_SHADER_IMAGE_STORE 0x82A5\n#define GL_SHADER_IMAGE_ATOMIC 0x82A6\n#define GL_IMAGE_TEXEL_SIZE 0x82A7\n#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8\n#define GL_IMAGE_PIXEL_FORMAT 0x82A9\n#define GL_IMAGE_PIXEL_TYPE 0x82AA\n#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC\n#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD\n#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE\n#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF\n#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1\n#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2\n#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3\n#define GL_CLEAR_BUFFER 0x82B4\n#define GL_TEXTURE_VIEW 0x82B5\n#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6\n#define GL_FULL_SUPPORT 0x82B7\n#define GL_CAVEAT_SUPPORT 0x82B8\n#define GL_IMAGE_CLASS_4_X_32 0x82B9\n#define GL_IMAGE_CLASS_2_X_32 0x82BA\n#define GL_IMAGE_CLASS_1_X_32 0x82BB\n#define GL_IMAGE_CLASS_4_X_16 0x82BC\n#define GL_IMAGE_CLASS_2_X_16 0x82BD\n#define GL_IMAGE_CLASS_1_X_16 0x82BE\n#define GL_IMAGE_CLASS_4_X_8 0x82BF\n#define GL_IMAGE_CLASS_2_X_8 0x82C0\n#define GL_IMAGE_CLASS_1_X_8 0x82C1\n#define GL_IMAGE_CLASS_11_11_10 0x82C2\n#define GL_IMAGE_CLASS_10_10_10_2 0x82C3\n#define GL_VIEW_CLASS_128_BITS 0x82C4\n#define GL_VIEW_CLASS_96_BITS 0x82C5\n#define GL_VIEW_CLASS_64_BITS 0x82C6\n#define GL_VIEW_CLASS_48_BITS 0x82C7\n#define GL_VIEW_CLASS_32_BITS 0x82C8\n#define GL_VIEW_CLASS_24_BITS 0x82C9\n#define GL_VIEW_CLASS_16_BITS 0x82CA\n#define GL_VIEW_CLASS_8_BITS 0x82CB\n#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC\n#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD\n#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE\n#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF\n#define GL_VIEW_CLASS_RGTC1_RED 0x82D0\n#define GL_VIEW_CLASS_RGTC2_RG 0x82D1\n#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2\n#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3\n\ntypedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64* params);\n\n#define glGetInternalformati64v GLEW_GET_FUN(__glewGetInternalformati64v)\n\n#define GLEW_ARB_internalformat_query2 GLEW_GET_VAR(__GLEW_ARB_internalformat_query2)\n\n#endif /* GL_ARB_internalformat_query2 */\n\n/* ----------------------- GL_ARB_invalidate_subdata ----------------------- */\n\n#ifndef GL_ARB_invalidate_subdata\n#define GL_ARB_invalidate_subdata 1\n\ntypedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glInvalidateBufferData GLEW_GET_FUN(__glewInvalidateBufferData)\n#define glInvalidateBufferSubData GLEW_GET_FUN(__glewInvalidateBufferSubData)\n#define glInvalidateFramebuffer GLEW_GET_FUN(__glewInvalidateFramebuffer)\n#define glInvalidateSubFramebuffer GLEW_GET_FUN(__glewInvalidateSubFramebuffer)\n#define glInvalidateTexImage GLEW_GET_FUN(__glewInvalidateTexImage)\n#define glInvalidateTexSubImage GLEW_GET_FUN(__glewInvalidateTexSubImage)\n\n#define GLEW_ARB_invalidate_subdata GLEW_GET_VAR(__GLEW_ARB_invalidate_subdata)\n\n#endif /* GL_ARB_invalidate_subdata */\n\n/* ---------------------- GL_ARB_map_buffer_alignment ---------------------- */\n\n#ifndef GL_ARB_map_buffer_alignment\n#define GL_ARB_map_buffer_alignment 1\n\n#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC\n\n#define GLEW_ARB_map_buffer_alignment GLEW_GET_VAR(__GLEW_ARB_map_buffer_alignment)\n\n#endif /* GL_ARB_map_buffer_alignment */\n\n/* ------------------------ GL_ARB_map_buffer_range ------------------------ */\n\n#ifndef GL_ARB_map_buffer_range\n#define GL_ARB_map_buffer_range 1\n\n#define GL_MAP_READ_BIT 0x0001\n#define GL_MAP_WRITE_BIT 0x0002\n#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004\n#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008\n#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010\n#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length);\ntypedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\n\n#define glFlushMappedBufferRange GLEW_GET_FUN(__glewFlushMappedBufferRange)\n#define glMapBufferRange GLEW_GET_FUN(__glewMapBufferRange)\n\n#define GLEW_ARB_map_buffer_range GLEW_GET_VAR(__GLEW_ARB_map_buffer_range)\n\n#endif /* GL_ARB_map_buffer_range */\n\n/* ------------------------- GL_ARB_matrix_palette ------------------------- */\n\n#ifndef GL_ARB_matrix_palette\n#define GL_ARB_matrix_palette 1\n\n#define GL_MATRIX_PALETTE_ARB 0x8840\n#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841\n#define GL_MAX_PALETTE_MATRICES_ARB 0x8842\n#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843\n#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844\n#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845\n#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846\n#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847\n#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848\n#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849\n\ntypedef void (GLAPIENTRY * PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXUBVARBPROC) (GLint size, GLubyte *indices);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXUIVARBPROC) (GLint size, GLuint *indices);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXUSVARBPROC) (GLint size, GLushort *indices);\n\n#define glCurrentPaletteMatrixARB GLEW_GET_FUN(__glewCurrentPaletteMatrixARB)\n#define glMatrixIndexPointerARB GLEW_GET_FUN(__glewMatrixIndexPointerARB)\n#define glMatrixIndexubvARB GLEW_GET_FUN(__glewMatrixIndexubvARB)\n#define glMatrixIndexuivARB GLEW_GET_FUN(__glewMatrixIndexuivARB)\n#define glMatrixIndexusvARB GLEW_GET_FUN(__glewMatrixIndexusvARB)\n\n#define GLEW_ARB_matrix_palette GLEW_GET_VAR(__GLEW_ARB_matrix_palette)\n\n#endif /* GL_ARB_matrix_palette */\n\n/* --------------------------- GL_ARB_multi_bind --------------------------- */\n\n#ifndef GL_ARB_multi_bind\n#define GL_ARB_multi_bind 1\n\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizeiptr *sizes);\ntypedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint* samplers);\ntypedef void (GLAPIENTRY * PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides);\n\n#define glBindBuffersBase GLEW_GET_FUN(__glewBindBuffersBase)\n#define glBindBuffersRange GLEW_GET_FUN(__glewBindBuffersRange)\n#define glBindImageTextures GLEW_GET_FUN(__glewBindImageTextures)\n#define glBindSamplers GLEW_GET_FUN(__glewBindSamplers)\n#define glBindTextures GLEW_GET_FUN(__glewBindTextures)\n#define glBindVertexBuffers GLEW_GET_FUN(__glewBindVertexBuffers)\n\n#define GLEW_ARB_multi_bind GLEW_GET_VAR(__GLEW_ARB_multi_bind)\n\n#endif /* GL_ARB_multi_bind */\n\n/* ----------------------- GL_ARB_multi_draw_indirect ---------------------- */\n\n#ifndef GL_ARB_multi_draw_indirect\n#define GL_ARB_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirect GLEW_GET_FUN(__glewMultiDrawArraysIndirect)\n#define glMultiDrawElementsIndirect GLEW_GET_FUN(__glewMultiDrawElementsIndirect)\n\n#define GLEW_ARB_multi_draw_indirect GLEW_GET_VAR(__GLEW_ARB_multi_draw_indirect)\n\n#endif /* GL_ARB_multi_draw_indirect */\n\n/* --------------------------- GL_ARB_multisample -------------------------- */\n\n#ifndef GL_ARB_multisample\n#define GL_ARB_multisample 1\n\n#define GL_MULTISAMPLE_ARB 0x809D\n#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F\n#define GL_SAMPLE_COVERAGE_ARB 0x80A0\n#define GL_SAMPLE_BUFFERS_ARB 0x80A8\n#define GL_SAMPLES_ARB 0x80A9\n#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA\n#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB\n#define GL_MULTISAMPLE_BIT_ARB 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert);\n\n#define glSampleCoverageARB GLEW_GET_FUN(__glewSampleCoverageARB)\n\n#define GLEW_ARB_multisample GLEW_GET_VAR(__GLEW_ARB_multisample)\n\n#endif /* GL_ARB_multisample */\n\n/* -------------------------- GL_ARB_multitexture -------------------------- */\n\n#ifndef GL_ARB_multitexture\n#define GL_ARB_multitexture 1\n\n#define GL_TEXTURE0_ARB 0x84C0\n#define GL_TEXTURE1_ARB 0x84C1\n#define GL_TEXTURE2_ARB 0x84C2\n#define GL_TEXTURE3_ARB 0x84C3\n#define GL_TEXTURE4_ARB 0x84C4\n#define GL_TEXTURE5_ARB 0x84C5\n#define GL_TEXTURE6_ARB 0x84C6\n#define GL_TEXTURE7_ARB 0x84C7\n#define GL_TEXTURE8_ARB 0x84C8\n#define GL_TEXTURE9_ARB 0x84C9\n#define GL_TEXTURE10_ARB 0x84CA\n#define GL_TEXTURE11_ARB 0x84CB\n#define GL_TEXTURE12_ARB 0x84CC\n#define GL_TEXTURE13_ARB 0x84CD\n#define GL_TEXTURE14_ARB 0x84CE\n#define GL_TEXTURE15_ARB 0x84CF\n#define GL_TEXTURE16_ARB 0x84D0\n#define GL_TEXTURE17_ARB 0x84D1\n#define GL_TEXTURE18_ARB 0x84D2\n#define GL_TEXTURE19_ARB 0x84D3\n#define GL_TEXTURE20_ARB 0x84D4\n#define GL_TEXTURE21_ARB 0x84D5\n#define GL_TEXTURE22_ARB 0x84D6\n#define GL_TEXTURE23_ARB 0x84D7\n#define GL_TEXTURE24_ARB 0x84D8\n#define GL_TEXTURE25_ARB 0x84D9\n#define GL_TEXTURE26_ARB 0x84DA\n#define GL_TEXTURE27_ARB 0x84DB\n#define GL_TEXTURE28_ARB 0x84DC\n#define GL_TEXTURE29_ARB 0x84DD\n#define GL_TEXTURE30_ARB 0x84DE\n#define GL_TEXTURE31_ARB 0x84DF\n#define GL_ACTIVE_TEXTURE_ARB 0x84E0\n#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1\n#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2\n\ntypedef void (GLAPIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);\n\n#define glActiveTextureARB GLEW_GET_FUN(__glewActiveTextureARB)\n#define glClientActiveTextureARB GLEW_GET_FUN(__glewClientActiveTextureARB)\n#define glMultiTexCoord1dARB GLEW_GET_FUN(__glewMultiTexCoord1dARB)\n#define glMultiTexCoord1dvARB GLEW_GET_FUN(__glewMultiTexCoord1dvARB)\n#define glMultiTexCoord1fARB GLEW_GET_FUN(__glewMultiTexCoord1fARB)\n#define glMultiTexCoord1fvARB GLEW_GET_FUN(__glewMultiTexCoord1fvARB)\n#define glMultiTexCoord1iARB GLEW_GET_FUN(__glewMultiTexCoord1iARB)\n#define glMultiTexCoord1ivARB GLEW_GET_FUN(__glewMultiTexCoord1ivARB)\n#define glMultiTexCoord1sARB GLEW_GET_FUN(__glewMultiTexCoord1sARB)\n#define glMultiTexCoord1svARB GLEW_GET_FUN(__glewMultiTexCoord1svARB)\n#define glMultiTexCoord2dARB GLEW_GET_FUN(__glewMultiTexCoord2dARB)\n#define glMultiTexCoord2dvARB GLEW_GET_FUN(__glewMultiTexCoord2dvARB)\n#define glMultiTexCoord2fARB GLEW_GET_FUN(__glewMultiTexCoord2fARB)\n#define glMultiTexCoord2fvARB GLEW_GET_FUN(__glewMultiTexCoord2fvARB)\n#define glMultiTexCoord2iARB GLEW_GET_FUN(__glewMultiTexCoord2iARB)\n#define glMultiTexCoord2ivARB GLEW_GET_FUN(__glewMultiTexCoord2ivARB)\n#define glMultiTexCoord2sARB GLEW_GET_FUN(__glewMultiTexCoord2sARB)\n#define glMultiTexCoord2svARB GLEW_GET_FUN(__glewMultiTexCoord2svARB)\n#define glMultiTexCoord3dARB GLEW_GET_FUN(__glewMultiTexCoord3dARB)\n#define glMultiTexCoord3dvARB GLEW_GET_FUN(__glewMultiTexCoord3dvARB)\n#define glMultiTexCoord3fARB GLEW_GET_FUN(__glewMultiTexCoord3fARB)\n#define glMultiTexCoord3fvARB GLEW_GET_FUN(__glewMultiTexCoord3fvARB)\n#define glMultiTexCoord3iARB GLEW_GET_FUN(__glewMultiTexCoord3iARB)\n#define glMultiTexCoord3ivARB GLEW_GET_FUN(__glewMultiTexCoord3ivARB)\n#define glMultiTexCoord3sARB GLEW_GET_FUN(__glewMultiTexCoord3sARB)\n#define glMultiTexCoord3svARB GLEW_GET_FUN(__glewMultiTexCoord3svARB)\n#define glMultiTexCoord4dARB GLEW_GET_FUN(__glewMultiTexCoord4dARB)\n#define glMultiTexCoord4dvARB GLEW_GET_FUN(__glewMultiTexCoord4dvARB)\n#define glMultiTexCoord4fARB GLEW_GET_FUN(__glewMultiTexCoord4fARB)\n#define glMultiTexCoord4fvARB GLEW_GET_FUN(__glewMultiTexCoord4fvARB)\n#define glMultiTexCoord4iARB GLEW_GET_FUN(__glewMultiTexCoord4iARB)\n#define glMultiTexCoord4ivARB GLEW_GET_FUN(__glewMultiTexCoord4ivARB)\n#define glMultiTexCoord4sARB GLEW_GET_FUN(__glewMultiTexCoord4sARB)\n#define glMultiTexCoord4svARB GLEW_GET_FUN(__glewMultiTexCoord4svARB)\n\n#define GLEW_ARB_multitexture GLEW_GET_VAR(__GLEW_ARB_multitexture)\n\n#endif /* GL_ARB_multitexture */\n\n/* ------------------------- GL_ARB_occlusion_query ------------------------ */\n\n#ifndef GL_ARB_occlusion_query\n#define GL_ARB_occlusion_query 1\n\n#define GL_QUERY_COUNTER_BITS_ARB 0x8864\n#define GL_CURRENT_QUERY_ARB 0x8865\n#define GL_QUERY_RESULT_ARB 0x8866\n#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867\n#define GL_SAMPLES_PASSED_ARB 0x8914\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYARBPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISQUERYARBPROC) (GLuint id);\n\n#define glBeginQueryARB GLEW_GET_FUN(__glewBeginQueryARB)\n#define glDeleteQueriesARB GLEW_GET_FUN(__glewDeleteQueriesARB)\n#define glEndQueryARB GLEW_GET_FUN(__glewEndQueryARB)\n#define glGenQueriesARB GLEW_GET_FUN(__glewGenQueriesARB)\n#define glGetQueryObjectivARB GLEW_GET_FUN(__glewGetQueryObjectivARB)\n#define glGetQueryObjectuivARB GLEW_GET_FUN(__glewGetQueryObjectuivARB)\n#define glGetQueryivARB GLEW_GET_FUN(__glewGetQueryivARB)\n#define glIsQueryARB GLEW_GET_FUN(__glewIsQueryARB)\n\n#define GLEW_ARB_occlusion_query GLEW_GET_VAR(__GLEW_ARB_occlusion_query)\n\n#endif /* GL_ARB_occlusion_query */\n\n/* ------------------------ GL_ARB_occlusion_query2 ------------------------ */\n\n#ifndef GL_ARB_occlusion_query2\n#define GL_ARB_occlusion_query2 1\n\n#define GL_ANY_SAMPLES_PASSED 0x8C2F\n\n#define GLEW_ARB_occlusion_query2 GLEW_GET_VAR(__GLEW_ARB_occlusion_query2)\n\n#endif /* GL_ARB_occlusion_query2 */\n\n/* --------------------- GL_ARB_parallel_shader_compile -------------------- */\n\n#ifndef GL_ARB_parallel_shader_compile\n#define GL_ARB_parallel_shader_compile 1\n\n#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0\n#define GL_COMPLETION_STATUS_ARB 0x91B1\n\ntypedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count);\n\n#define glMaxShaderCompilerThreadsARB GLEW_GET_FUN(__glewMaxShaderCompilerThreadsARB)\n\n#define GLEW_ARB_parallel_shader_compile GLEW_GET_VAR(__GLEW_ARB_parallel_shader_compile)\n\n#endif /* GL_ARB_parallel_shader_compile */\n\n/* -------------------- GL_ARB_pipeline_statistics_query ------------------- */\n\n#ifndef GL_ARB_pipeline_statistics_query\n#define GL_ARB_pipeline_statistics_query 1\n\n#define GL_VERTICES_SUBMITTED_ARB 0x82EE\n#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF\n#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0\n#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1\n#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2\n#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3\n#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4\n#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5\n#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6\n#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7\n#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F\n\n#define GLEW_ARB_pipeline_statistics_query GLEW_GET_VAR(__GLEW_ARB_pipeline_statistics_query)\n\n#endif /* GL_ARB_pipeline_statistics_query */\n\n/* ----------------------- GL_ARB_pixel_buffer_object ---------------------- */\n\n#ifndef GL_ARB_pixel_buffer_object\n#define GL_ARB_pixel_buffer_object 1\n\n#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF\n\n#define GLEW_ARB_pixel_buffer_object GLEW_GET_VAR(__GLEW_ARB_pixel_buffer_object)\n\n#endif /* GL_ARB_pixel_buffer_object */\n\n/* ------------------------ GL_ARB_point_parameters ------------------------ */\n\n#ifndef GL_ARB_point_parameters\n#define GL_ARB_point_parameters 1\n\n#define GL_POINT_SIZE_MIN_ARB 0x8126\n#define GL_POINT_SIZE_MAX_ARB 0x8127\n#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128\n#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129\n\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat* params);\n\n#define glPointParameterfARB GLEW_GET_FUN(__glewPointParameterfARB)\n#define glPointParameterfvARB GLEW_GET_FUN(__glewPointParameterfvARB)\n\n#define GLEW_ARB_point_parameters GLEW_GET_VAR(__GLEW_ARB_point_parameters)\n\n#endif /* GL_ARB_point_parameters */\n\n/* -------------------------- GL_ARB_point_sprite -------------------------- */\n\n#ifndef GL_ARB_point_sprite\n#define GL_ARB_point_sprite 1\n\n#define GL_POINT_SPRITE_ARB 0x8861\n#define GL_COORD_REPLACE_ARB 0x8862\n\n#define GLEW_ARB_point_sprite GLEW_GET_VAR(__GLEW_ARB_point_sprite)\n\n#endif /* GL_ARB_point_sprite */\n\n/* ---------------------- GL_ARB_polygon_offset_clamp ---------------------- */\n\n#ifndef GL_ARB_polygon_offset_clamp\n#define GL_ARB_polygon_offset_clamp 1\n\n#define GL_POLYGON_OFFSET_CLAMP 0x8E1B\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp);\n\n#define glPolygonOffsetClamp GLEW_GET_FUN(__glewPolygonOffsetClamp)\n\n#define GLEW_ARB_polygon_offset_clamp GLEW_GET_VAR(__GLEW_ARB_polygon_offset_clamp)\n\n#endif /* GL_ARB_polygon_offset_clamp */\n\n/* ----------------------- GL_ARB_post_depth_coverage ---------------------- */\n\n#ifndef GL_ARB_post_depth_coverage\n#define GL_ARB_post_depth_coverage 1\n\n#define GLEW_ARB_post_depth_coverage GLEW_GET_VAR(__GLEW_ARB_post_depth_coverage)\n\n#endif /* GL_ARB_post_depth_coverage */\n\n/* --------------------- GL_ARB_program_interface_query -------------------- */\n\n#ifndef GL_ARB_program_interface_query\n#define GL_ARB_program_interface_query 1\n\n#define GL_UNIFORM 0x92E1\n#define GL_UNIFORM_BLOCK 0x92E2\n#define GL_PROGRAM_INPUT 0x92E3\n#define GL_PROGRAM_OUTPUT 0x92E4\n#define GL_BUFFER_VARIABLE 0x92E5\n#define GL_SHADER_STORAGE_BLOCK 0x92E6\n#define GL_IS_PER_PATCH 0x92E7\n#define GL_VERTEX_SUBROUTINE 0x92E8\n#define GL_TESS_CONTROL_SUBROUTINE 0x92E9\n#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA\n#define GL_GEOMETRY_SUBROUTINE 0x92EB\n#define GL_FRAGMENT_SUBROUTINE 0x92EC\n#define GL_COMPUTE_SUBROUTINE 0x92ED\n#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE\n#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF\n#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0\n#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1\n#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2\n#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3\n#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4\n#define GL_ACTIVE_RESOURCES 0x92F5\n#define GL_MAX_NAME_LENGTH 0x92F6\n#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7\n#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8\n#define GL_NAME_LENGTH 0x92F9\n#define GL_TYPE 0x92FA\n#define GL_ARRAY_SIZE 0x92FB\n#define GL_OFFSET 0x92FC\n#define GL_BLOCK_INDEX 0x92FD\n#define GL_ARRAY_STRIDE 0x92FE\n#define GL_MATRIX_STRIDE 0x92FF\n#define GL_IS_ROW_MAJOR 0x9300\n#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301\n#define GL_BUFFER_BINDING 0x9302\n#define GL_BUFFER_DATA_SIZE 0x9303\n#define GL_NUM_ACTIVE_VARIABLES 0x9304\n#define GL_ACTIVE_VARIABLES 0x9305\n#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306\n#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307\n#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308\n#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309\n#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A\n#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B\n#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C\n#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D\n#define GL_LOCATION 0x930E\n#define GL_LOCATION_INDEX 0x930F\n\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint* params);\ntypedef GLuint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name);\ntypedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar* name);\ntypedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLint *params);\n\n#define glGetProgramInterfaceiv GLEW_GET_FUN(__glewGetProgramInterfaceiv)\n#define glGetProgramResourceIndex GLEW_GET_FUN(__glewGetProgramResourceIndex)\n#define glGetProgramResourceLocation GLEW_GET_FUN(__glewGetProgramResourceLocation)\n#define glGetProgramResourceLocationIndex GLEW_GET_FUN(__glewGetProgramResourceLocationIndex)\n#define glGetProgramResourceName GLEW_GET_FUN(__glewGetProgramResourceName)\n#define glGetProgramResourceiv GLEW_GET_FUN(__glewGetProgramResourceiv)\n\n#define GLEW_ARB_program_interface_query GLEW_GET_VAR(__GLEW_ARB_program_interface_query)\n\n#endif /* GL_ARB_program_interface_query */\n\n/* ------------------------ GL_ARB_provoking_vertex ------------------------ */\n\n#ifndef GL_ARB_provoking_vertex\n#define GL_ARB_provoking_vertex 1\n\n#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C\n#define GL_FIRST_VERTEX_CONVENTION 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION 0x8E4E\n#define GL_PROVOKING_VERTEX 0x8E4F\n\ntypedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXPROC) (GLenum mode);\n\n#define glProvokingVertex GLEW_GET_FUN(__glewProvokingVertex)\n\n#define GLEW_ARB_provoking_vertex GLEW_GET_VAR(__GLEW_ARB_provoking_vertex)\n\n#endif /* GL_ARB_provoking_vertex */\n\n/* ----------------------- GL_ARB_query_buffer_object ---------------------- */\n\n#ifndef GL_ARB_query_buffer_object\n#define GL_ARB_query_buffer_object 1\n\n#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000\n#define GL_QUERY_BUFFER 0x9192\n#define GL_QUERY_BUFFER_BINDING 0x9193\n#define GL_QUERY_RESULT_NO_WAIT 0x9194\n\n#define GLEW_ARB_query_buffer_object GLEW_GET_VAR(__GLEW_ARB_query_buffer_object)\n\n#endif /* GL_ARB_query_buffer_object */\n\n/* ------------------ GL_ARB_robust_buffer_access_behavior ----------------- */\n\n#ifndef GL_ARB_robust_buffer_access_behavior\n#define GL_ARB_robust_buffer_access_behavior 1\n\n#define GLEW_ARB_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_ARB_robust_buffer_access_behavior)\n\n#endif /* GL_ARB_robust_buffer_access_behavior */\n\n/* --------------------------- GL_ARB_robustness --------------------------- */\n\n#ifndef GL_ARB_robustness\n#define GL_ARB_robustness 1\n\n#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004\n#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252\n#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253\n#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254\n#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255\n#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256\n#define GL_NO_RESET_NOTIFICATION_ARB 0x8261\n\ntypedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* table);\ntypedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void* img);\ntypedef void (GLAPIENTRY * PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* image);\ntypedef void (GLAPIENTRY * PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);\ntypedef void (GLAPIENTRY * PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint* v);\ntypedef void (GLAPIENTRY * PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte* pattern);\ntypedef void (GLAPIENTRY * PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void* row, GLsizei columnBufSize, void*column, void*span);\ntypedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data);\n\n#define glGetGraphicsResetStatusARB GLEW_GET_FUN(__glewGetGraphicsResetStatusARB)\n#define glGetnColorTableARB GLEW_GET_FUN(__glewGetnColorTableARB)\n#define glGetnCompressedTexImageARB GLEW_GET_FUN(__glewGetnCompressedTexImageARB)\n#define glGetnConvolutionFilterARB GLEW_GET_FUN(__glewGetnConvolutionFilterARB)\n#define glGetnHistogramARB GLEW_GET_FUN(__glewGetnHistogramARB)\n#define glGetnMapdvARB GLEW_GET_FUN(__glewGetnMapdvARB)\n#define glGetnMapfvARB GLEW_GET_FUN(__glewGetnMapfvARB)\n#define glGetnMapivARB GLEW_GET_FUN(__glewGetnMapivARB)\n#define glGetnMinmaxARB GLEW_GET_FUN(__glewGetnMinmaxARB)\n#define glGetnPixelMapfvARB GLEW_GET_FUN(__glewGetnPixelMapfvARB)\n#define glGetnPixelMapuivARB GLEW_GET_FUN(__glewGetnPixelMapuivARB)\n#define glGetnPixelMapusvARB GLEW_GET_FUN(__glewGetnPixelMapusvARB)\n#define glGetnPolygonStippleARB GLEW_GET_FUN(__glewGetnPolygonStippleARB)\n#define glGetnSeparableFilterARB GLEW_GET_FUN(__glewGetnSeparableFilterARB)\n#define glGetnTexImageARB GLEW_GET_FUN(__glewGetnTexImageARB)\n#define glGetnUniformdvARB GLEW_GET_FUN(__glewGetnUniformdvARB)\n#define glGetnUniformfvARB GLEW_GET_FUN(__glewGetnUniformfvARB)\n#define glGetnUniformivARB GLEW_GET_FUN(__glewGetnUniformivARB)\n#define glGetnUniformuivARB GLEW_GET_FUN(__glewGetnUniformuivARB)\n#define glReadnPixelsARB GLEW_GET_FUN(__glewReadnPixelsARB)\n\n#define GLEW_ARB_robustness GLEW_GET_VAR(__GLEW_ARB_robustness)\n\n#endif /* GL_ARB_robustness */\n\n/* ---------------- GL_ARB_robustness_application_isolation ---------------- */\n\n#ifndef GL_ARB_robustness_application_isolation\n#define GL_ARB_robustness_application_isolation 1\n\n#define GLEW_ARB_robustness_application_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_application_isolation)\n\n#endif /* GL_ARB_robustness_application_isolation */\n\n/* ---------------- GL_ARB_robustness_share_group_isolation ---------------- */\n\n#ifndef GL_ARB_robustness_share_group_isolation\n#define GL_ARB_robustness_share_group_isolation 1\n\n#define GLEW_ARB_robustness_share_group_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_share_group_isolation)\n\n#endif /* GL_ARB_robustness_share_group_isolation */\n\n/* ------------------------ GL_ARB_sample_locations ------------------------ */\n\n#ifndef GL_ARB_sample_locations\n#define GL_ARB_sample_locations 1\n\n#define GL_SAMPLE_LOCATION_ARB 0x8E50\n#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341\n#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342\n#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);\n\n#define glFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewFramebufferSampleLocationsfvARB)\n#define glNamedFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvARB)\n\n#define GLEW_ARB_sample_locations GLEW_GET_VAR(__GLEW_ARB_sample_locations)\n\n#endif /* GL_ARB_sample_locations */\n\n/* ------------------------- GL_ARB_sample_shading ------------------------- */\n\n#ifndef GL_ARB_sample_shading\n#define GL_ARB_sample_shading 1\n\n#define GL_SAMPLE_SHADING_ARB 0x8C36\n#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37\n\ntypedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGARBPROC) (GLclampf value);\n\n#define glMinSampleShadingARB GLEW_GET_FUN(__glewMinSampleShadingARB)\n\n#define GLEW_ARB_sample_shading GLEW_GET_VAR(__GLEW_ARB_sample_shading)\n\n#endif /* GL_ARB_sample_shading */\n\n/* ------------------------- GL_ARB_sampler_objects ------------------------ */\n\n#ifndef GL_ARB_sampler_objects\n#define GL_ARB_sampler_objects 1\n\n#define GL_SAMPLER_BINDING 0x8919\n\ntypedef void (GLAPIENTRY * PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);\ntypedef void (GLAPIENTRY * PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers);\ntypedef void (GLAPIENTRY * PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSAMPLERPROC) (GLuint sampler);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint* params);\n\n#define glBindSampler GLEW_GET_FUN(__glewBindSampler)\n#define glDeleteSamplers GLEW_GET_FUN(__glewDeleteSamplers)\n#define glGenSamplers GLEW_GET_FUN(__glewGenSamplers)\n#define glGetSamplerParameterIiv GLEW_GET_FUN(__glewGetSamplerParameterIiv)\n#define glGetSamplerParameterIuiv GLEW_GET_FUN(__glewGetSamplerParameterIuiv)\n#define glGetSamplerParameterfv GLEW_GET_FUN(__glewGetSamplerParameterfv)\n#define glGetSamplerParameteriv GLEW_GET_FUN(__glewGetSamplerParameteriv)\n#define glIsSampler GLEW_GET_FUN(__glewIsSampler)\n#define glSamplerParameterIiv GLEW_GET_FUN(__glewSamplerParameterIiv)\n#define glSamplerParameterIuiv GLEW_GET_FUN(__glewSamplerParameterIuiv)\n#define glSamplerParameterf GLEW_GET_FUN(__glewSamplerParameterf)\n#define glSamplerParameterfv GLEW_GET_FUN(__glewSamplerParameterfv)\n#define glSamplerParameteri GLEW_GET_FUN(__glewSamplerParameteri)\n#define glSamplerParameteriv GLEW_GET_FUN(__glewSamplerParameteriv)\n\n#define GLEW_ARB_sampler_objects GLEW_GET_VAR(__GLEW_ARB_sampler_objects)\n\n#endif /* GL_ARB_sampler_objects */\n\n/* ------------------------ GL_ARB_seamless_cube_map ----------------------- */\n\n#ifndef GL_ARB_seamless_cube_map\n#define GL_ARB_seamless_cube_map 1\n\n#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F\n\n#define GLEW_ARB_seamless_cube_map GLEW_GET_VAR(__GLEW_ARB_seamless_cube_map)\n\n#endif /* GL_ARB_seamless_cube_map */\n\n/* ------------------ GL_ARB_seamless_cubemap_per_texture ------------------ */\n\n#ifndef GL_ARB_seamless_cubemap_per_texture\n#define GL_ARB_seamless_cubemap_per_texture 1\n\n#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F\n\n#define GLEW_ARB_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_ARB_seamless_cubemap_per_texture)\n\n#endif /* GL_ARB_seamless_cubemap_per_texture */\n\n/* --------------------- GL_ARB_separate_shader_objects -------------------- */\n\n#ifndef GL_ARB_separate_shader_objects\n#define GL_ARB_separate_shader_objects 1\n\n#define GL_VERTEX_SHADER_BIT 0x00000001\n#define GL_FRAGMENT_SHADER_BIT 0x00000002\n#define GL_GEOMETRY_SHADER_BIT 0x00000004\n#define GL_TESS_CONTROL_SHADER_BIT 0x00000008\n#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010\n#define GL_PROGRAM_SEPARABLE 0x8258\n#define GL_ACTIVE_PROGRAM 0x8259\n#define GL_PROGRAM_PIPELINE_BINDING 0x825A\n#define GL_ALL_SHADER_BITS 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program);\ntypedef void (GLAPIENTRY * PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar * const * strings);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint* pipelines);\ntypedef void (GLAPIENTRY * PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar *infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint x, GLuint y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program);\ntypedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline);\n\n#define glActiveShaderProgram GLEW_GET_FUN(__glewActiveShaderProgram)\n#define glBindProgramPipeline GLEW_GET_FUN(__glewBindProgramPipeline)\n#define glCreateShaderProgramv GLEW_GET_FUN(__glewCreateShaderProgramv)\n#define glDeleteProgramPipelines GLEW_GET_FUN(__glewDeleteProgramPipelines)\n#define glGenProgramPipelines GLEW_GET_FUN(__glewGenProgramPipelines)\n#define glGetProgramPipelineInfoLog GLEW_GET_FUN(__glewGetProgramPipelineInfoLog)\n#define glGetProgramPipelineiv GLEW_GET_FUN(__glewGetProgramPipelineiv)\n#define glIsProgramPipeline GLEW_GET_FUN(__glewIsProgramPipeline)\n#define glProgramUniform1d GLEW_GET_FUN(__glewProgramUniform1d)\n#define glProgramUniform1dv GLEW_GET_FUN(__glewProgramUniform1dv)\n#define glProgramUniform1f GLEW_GET_FUN(__glewProgramUniform1f)\n#define glProgramUniform1fv GLEW_GET_FUN(__glewProgramUniform1fv)\n#define glProgramUniform1i GLEW_GET_FUN(__glewProgramUniform1i)\n#define glProgramUniform1iv GLEW_GET_FUN(__glewProgramUniform1iv)\n#define glProgramUniform1ui GLEW_GET_FUN(__glewProgramUniform1ui)\n#define glProgramUniform1uiv GLEW_GET_FUN(__glewProgramUniform1uiv)\n#define glProgramUniform2d GLEW_GET_FUN(__glewProgramUniform2d)\n#define glProgramUniform2dv GLEW_GET_FUN(__glewProgramUniform2dv)\n#define glProgramUniform2f GLEW_GET_FUN(__glewProgramUniform2f)\n#define glProgramUniform2fv GLEW_GET_FUN(__glewProgramUniform2fv)\n#define glProgramUniform2i GLEW_GET_FUN(__glewProgramUniform2i)\n#define glProgramUniform2iv GLEW_GET_FUN(__glewProgramUniform2iv)\n#define glProgramUniform2ui GLEW_GET_FUN(__glewProgramUniform2ui)\n#define glProgramUniform2uiv GLEW_GET_FUN(__glewProgramUniform2uiv)\n#define glProgramUniform3d GLEW_GET_FUN(__glewProgramUniform3d)\n#define glProgramUniform3dv GLEW_GET_FUN(__glewProgramUniform3dv)\n#define glProgramUniform3f GLEW_GET_FUN(__glewProgramUniform3f)\n#define glProgramUniform3fv GLEW_GET_FUN(__glewProgramUniform3fv)\n#define glProgramUniform3i GLEW_GET_FUN(__glewProgramUniform3i)\n#define glProgramUniform3iv GLEW_GET_FUN(__glewProgramUniform3iv)\n#define glProgramUniform3ui GLEW_GET_FUN(__glewProgramUniform3ui)\n#define glProgramUniform3uiv GLEW_GET_FUN(__glewProgramUniform3uiv)\n#define glProgramUniform4d GLEW_GET_FUN(__glewProgramUniform4d)\n#define glProgramUniform4dv GLEW_GET_FUN(__glewProgramUniform4dv)\n#define glProgramUniform4f GLEW_GET_FUN(__glewProgramUniform4f)\n#define glProgramUniform4fv GLEW_GET_FUN(__glewProgramUniform4fv)\n#define glProgramUniform4i GLEW_GET_FUN(__glewProgramUniform4i)\n#define glProgramUniform4iv GLEW_GET_FUN(__glewProgramUniform4iv)\n#define glProgramUniform4ui GLEW_GET_FUN(__glewProgramUniform4ui)\n#define glProgramUniform4uiv GLEW_GET_FUN(__glewProgramUniform4uiv)\n#define glProgramUniformMatrix2dv GLEW_GET_FUN(__glewProgramUniformMatrix2dv)\n#define glProgramUniformMatrix2fv GLEW_GET_FUN(__glewProgramUniformMatrix2fv)\n#define glProgramUniformMatrix2x3dv GLEW_GET_FUN(__glewProgramUniformMatrix2x3dv)\n#define glProgramUniformMatrix2x3fv GLEW_GET_FUN(__glewProgramUniformMatrix2x3fv)\n#define glProgramUniformMatrix2x4dv GLEW_GET_FUN(__glewProgramUniformMatrix2x4dv)\n#define glProgramUniformMatrix2x4fv GLEW_GET_FUN(__glewProgramUniformMatrix2x4fv)\n#define glProgramUniformMatrix3dv GLEW_GET_FUN(__glewProgramUniformMatrix3dv)\n#define glProgramUniformMatrix3fv GLEW_GET_FUN(__glewProgramUniformMatrix3fv)\n#define glProgramUniformMatrix3x2dv GLEW_GET_FUN(__glewProgramUniformMatrix3x2dv)\n#define glProgramUniformMatrix3x2fv GLEW_GET_FUN(__glewProgramUniformMatrix3x2fv)\n#define glProgramUniformMatrix3x4dv GLEW_GET_FUN(__glewProgramUniformMatrix3x4dv)\n#define glProgramUniformMatrix3x4fv GLEW_GET_FUN(__glewProgramUniformMatrix3x4fv)\n#define glProgramUniformMatrix4dv GLEW_GET_FUN(__glewProgramUniformMatrix4dv)\n#define glProgramUniformMatrix4fv GLEW_GET_FUN(__glewProgramUniformMatrix4fv)\n#define glProgramUniformMatrix4x2dv GLEW_GET_FUN(__glewProgramUniformMatrix4x2dv)\n#define glProgramUniformMatrix4x2fv GLEW_GET_FUN(__glewProgramUniformMatrix4x2fv)\n#define glProgramUniformMatrix4x3dv GLEW_GET_FUN(__glewProgramUniformMatrix4x3dv)\n#define glProgramUniformMatrix4x3fv GLEW_GET_FUN(__glewProgramUniformMatrix4x3fv)\n#define glUseProgramStages GLEW_GET_FUN(__glewUseProgramStages)\n#define glValidateProgramPipeline GLEW_GET_FUN(__glewValidateProgramPipeline)\n\n#define GLEW_ARB_separate_shader_objects GLEW_GET_VAR(__GLEW_ARB_separate_shader_objects)\n\n#endif /* GL_ARB_separate_shader_objects */\n\n/* -------------------- GL_ARB_shader_atomic_counter_ops ------------------- */\n\n#ifndef GL_ARB_shader_atomic_counter_ops\n#define GL_ARB_shader_atomic_counter_ops 1\n\n#define GLEW_ARB_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counter_ops)\n\n#endif /* GL_ARB_shader_atomic_counter_ops */\n\n/* --------------------- GL_ARB_shader_atomic_counters --------------------- */\n\n#ifndef GL_ARB_shader_atomic_counters\n#define GL_ARB_shader_atomic_counters 1\n\n#define GL_ATOMIC_COUNTER_BUFFER 0x92C0\n#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1\n#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2\n#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3\n#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4\n#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5\n#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB\n#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC\n#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD\n#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF\n#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0\n#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1\n#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2\n#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3\n#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5\n#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6\n#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7\n#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8\n#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9\n#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA\n#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB\n#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC\n\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint* params);\n\n#define glGetActiveAtomicCounterBufferiv GLEW_GET_FUN(__glewGetActiveAtomicCounterBufferiv)\n\n#define GLEW_ARB_shader_atomic_counters GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counters)\n\n#endif /* GL_ARB_shader_atomic_counters */\n\n/* -------------------------- GL_ARB_shader_ballot ------------------------- */\n\n#ifndef GL_ARB_shader_ballot\n#define GL_ARB_shader_ballot 1\n\n#define GLEW_ARB_shader_ballot GLEW_GET_VAR(__GLEW_ARB_shader_ballot)\n\n#endif /* GL_ARB_shader_ballot */\n\n/* ----------------------- GL_ARB_shader_bit_encoding ---------------------- */\n\n#ifndef GL_ARB_shader_bit_encoding\n#define GL_ARB_shader_bit_encoding 1\n\n#define GLEW_ARB_shader_bit_encoding GLEW_GET_VAR(__GLEW_ARB_shader_bit_encoding)\n\n#endif /* GL_ARB_shader_bit_encoding */\n\n/* -------------------------- GL_ARB_shader_clock -------------------------- */\n\n#ifndef GL_ARB_shader_clock\n#define GL_ARB_shader_clock 1\n\n#define GLEW_ARB_shader_clock GLEW_GET_VAR(__GLEW_ARB_shader_clock)\n\n#endif /* GL_ARB_shader_clock */\n\n/* --------------------- GL_ARB_shader_draw_parameters --------------------- */\n\n#ifndef GL_ARB_shader_draw_parameters\n#define GL_ARB_shader_draw_parameters 1\n\n#define GLEW_ARB_shader_draw_parameters GLEW_GET_VAR(__GLEW_ARB_shader_draw_parameters)\n\n#endif /* GL_ARB_shader_draw_parameters */\n\n/* ------------------------ GL_ARB_shader_group_vote ----------------------- */\n\n#ifndef GL_ARB_shader_group_vote\n#define GL_ARB_shader_group_vote 1\n\n#define GLEW_ARB_shader_group_vote GLEW_GET_VAR(__GLEW_ARB_shader_group_vote)\n\n#endif /* GL_ARB_shader_group_vote */\n\n/* --------------------- GL_ARB_shader_image_load_store -------------------- */\n\n#ifndef GL_ARB_shader_image_load_store\n#define GL_ARB_shader_image_load_store 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001\n#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002\n#define GL_UNIFORM_BARRIER_BIT 0x00000004\n#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008\n#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020\n#define GL_COMMAND_BARRIER_BIT 0x00000040\n#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080\n#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100\n#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200\n#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400\n#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800\n#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000\n#define GL_MAX_IMAGE_UNITS 0x8F38\n#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39\n#define GL_IMAGE_BINDING_NAME 0x8F3A\n#define GL_IMAGE_BINDING_LEVEL 0x8F3B\n#define GL_IMAGE_BINDING_LAYERED 0x8F3C\n#define GL_IMAGE_BINDING_LAYER 0x8F3D\n#define GL_IMAGE_BINDING_ACCESS 0x8F3E\n#define GL_IMAGE_1D 0x904C\n#define GL_IMAGE_2D 0x904D\n#define GL_IMAGE_3D 0x904E\n#define GL_IMAGE_2D_RECT 0x904F\n#define GL_IMAGE_CUBE 0x9050\n#define GL_IMAGE_BUFFER 0x9051\n#define GL_IMAGE_1D_ARRAY 0x9052\n#define GL_IMAGE_2D_ARRAY 0x9053\n#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054\n#define GL_IMAGE_2D_MULTISAMPLE 0x9055\n#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056\n#define GL_INT_IMAGE_1D 0x9057\n#define GL_INT_IMAGE_2D 0x9058\n#define GL_INT_IMAGE_3D 0x9059\n#define GL_INT_IMAGE_2D_RECT 0x905A\n#define GL_INT_IMAGE_CUBE 0x905B\n#define GL_INT_IMAGE_BUFFER 0x905C\n#define GL_INT_IMAGE_1D_ARRAY 0x905D\n#define GL_INT_IMAGE_2D_ARRAY 0x905E\n#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F\n#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060\n#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061\n#define GL_UNSIGNED_INT_IMAGE_1D 0x9062\n#define GL_UNSIGNED_INT_IMAGE_2D 0x9063\n#define GL_UNSIGNED_INT_IMAGE_3D 0x9064\n#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065\n#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066\n#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067\n#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068\n#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069\n#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C\n#define GL_MAX_IMAGE_SAMPLES 0x906D\n#define GL_IMAGE_BINDING_FORMAT 0x906E\n#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7\n#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8\n#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9\n#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA\n#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB\n#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC\n#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD\n#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE\n#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF\n#define GL_ALL_BARRIER_BITS 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);\ntypedef void (GLAPIENTRY * PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);\n\n#define glBindImageTexture GLEW_GET_FUN(__glewBindImageTexture)\n#define glMemoryBarrier GLEW_GET_FUN(__glewMemoryBarrier)\n\n#define GLEW_ARB_shader_image_load_store GLEW_GET_VAR(__GLEW_ARB_shader_image_load_store)\n\n#endif /* GL_ARB_shader_image_load_store */\n\n/* ------------------------ GL_ARB_shader_image_size ----------------------- */\n\n#ifndef GL_ARB_shader_image_size\n#define GL_ARB_shader_image_size 1\n\n#define GLEW_ARB_shader_image_size GLEW_GET_VAR(__GLEW_ARB_shader_image_size)\n\n#endif /* GL_ARB_shader_image_size */\n\n/* ------------------------- GL_ARB_shader_objects ------------------------- */\n\n#ifndef GL_ARB_shader_objects\n#define GL_ARB_shader_objects 1\n\n#define GL_PROGRAM_OBJECT_ARB 0x8B40\n#define GL_SHADER_OBJECT_ARB 0x8B48\n#define GL_OBJECT_TYPE_ARB 0x8B4E\n#define GL_OBJECT_SUBTYPE_ARB 0x8B4F\n#define GL_FLOAT_VEC2_ARB 0x8B50\n#define GL_FLOAT_VEC3_ARB 0x8B51\n#define GL_FLOAT_VEC4_ARB 0x8B52\n#define GL_INT_VEC2_ARB 0x8B53\n#define GL_INT_VEC3_ARB 0x8B54\n#define GL_INT_VEC4_ARB 0x8B55\n#define GL_BOOL_ARB 0x8B56\n#define GL_BOOL_VEC2_ARB 0x8B57\n#define GL_BOOL_VEC3_ARB 0x8B58\n#define GL_BOOL_VEC4_ARB 0x8B59\n#define GL_FLOAT_MAT2_ARB 0x8B5A\n#define GL_FLOAT_MAT3_ARB 0x8B5B\n#define GL_FLOAT_MAT4_ARB 0x8B5C\n#define GL_SAMPLER_1D_ARB 0x8B5D\n#define GL_SAMPLER_2D_ARB 0x8B5E\n#define GL_SAMPLER_3D_ARB 0x8B5F\n#define GL_SAMPLER_CUBE_ARB 0x8B60\n#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61\n#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62\n#define GL_SAMPLER_2D_RECT_ARB 0x8B63\n#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64\n#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80\n#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81\n#define GL_OBJECT_LINK_STATUS_ARB 0x8B82\n#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83\n#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84\n#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85\n#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86\n#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87\n#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88\n\ntypedef char GLcharARB;\ntypedef unsigned int GLhandleARB;\n\ntypedef void (GLAPIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);\ntypedef void (GLAPIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);\ntypedef GLhandleARB (GLAPIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) (void);\ntypedef GLhandleARB (GLAPIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);\ntypedef void (GLAPIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);\ntypedef void (GLAPIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);\ntypedef void (GLAPIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei* count, GLhandleARB *obj);\ntypedef GLhandleARB (GLAPIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *source);\ntypedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);\ntypedef void (GLAPIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint *length);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);\ntypedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);\n\n#define glAttachObjectARB GLEW_GET_FUN(__glewAttachObjectARB)\n#define glCompileShaderARB GLEW_GET_FUN(__glewCompileShaderARB)\n#define glCreateProgramObjectARB GLEW_GET_FUN(__glewCreateProgramObjectARB)\n#define glCreateShaderObjectARB GLEW_GET_FUN(__glewCreateShaderObjectARB)\n#define glDeleteObjectARB GLEW_GET_FUN(__glewDeleteObjectARB)\n#define glDetachObjectARB GLEW_GET_FUN(__glewDetachObjectARB)\n#define glGetActiveUniformARB GLEW_GET_FUN(__glewGetActiveUniformARB)\n#define glGetAttachedObjectsARB GLEW_GET_FUN(__glewGetAttachedObjectsARB)\n#define glGetHandleARB GLEW_GET_FUN(__glewGetHandleARB)\n#define glGetInfoLogARB GLEW_GET_FUN(__glewGetInfoLogARB)\n#define glGetObjectParameterfvARB GLEW_GET_FUN(__glewGetObjectParameterfvARB)\n#define glGetObjectParameterivARB GLEW_GET_FUN(__glewGetObjectParameterivARB)\n#define glGetShaderSourceARB GLEW_GET_FUN(__glewGetShaderSourceARB)\n#define glGetUniformLocationARB GLEW_GET_FUN(__glewGetUniformLocationARB)\n#define glGetUniformfvARB GLEW_GET_FUN(__glewGetUniformfvARB)\n#define glGetUniformivARB GLEW_GET_FUN(__glewGetUniformivARB)\n#define glLinkProgramARB GLEW_GET_FUN(__glewLinkProgramARB)\n#define glShaderSourceARB GLEW_GET_FUN(__glewShaderSourceARB)\n#define glUniform1fARB GLEW_GET_FUN(__glewUniform1fARB)\n#define glUniform1fvARB GLEW_GET_FUN(__glewUniform1fvARB)\n#define glUniform1iARB GLEW_GET_FUN(__glewUniform1iARB)\n#define glUniform1ivARB GLEW_GET_FUN(__glewUniform1ivARB)\n#define glUniform2fARB GLEW_GET_FUN(__glewUniform2fARB)\n#define glUniform2fvARB GLEW_GET_FUN(__glewUniform2fvARB)\n#define glUniform2iARB GLEW_GET_FUN(__glewUniform2iARB)\n#define glUniform2ivARB GLEW_GET_FUN(__glewUniform2ivARB)\n#define glUniform3fARB GLEW_GET_FUN(__glewUniform3fARB)\n#define glUniform3fvARB GLEW_GET_FUN(__glewUniform3fvARB)\n#define glUniform3iARB GLEW_GET_FUN(__glewUniform3iARB)\n#define glUniform3ivARB GLEW_GET_FUN(__glewUniform3ivARB)\n#define glUniform4fARB GLEW_GET_FUN(__glewUniform4fARB)\n#define glUniform4fvARB GLEW_GET_FUN(__glewUniform4fvARB)\n#define glUniform4iARB GLEW_GET_FUN(__glewUniform4iARB)\n#define glUniform4ivARB GLEW_GET_FUN(__glewUniform4ivARB)\n#define glUniformMatrix2fvARB GLEW_GET_FUN(__glewUniformMatrix2fvARB)\n#define glUniformMatrix3fvARB GLEW_GET_FUN(__glewUniformMatrix3fvARB)\n#define glUniformMatrix4fvARB GLEW_GET_FUN(__glewUniformMatrix4fvARB)\n#define glUseProgramObjectARB GLEW_GET_FUN(__glewUseProgramObjectARB)\n#define glValidateProgramARB GLEW_GET_FUN(__glewValidateProgramARB)\n\n#define GLEW_ARB_shader_objects GLEW_GET_VAR(__GLEW_ARB_shader_objects)\n\n#endif /* GL_ARB_shader_objects */\n\n/* ------------------------ GL_ARB_shader_precision ------------------------ */\n\n#ifndef GL_ARB_shader_precision\n#define GL_ARB_shader_precision 1\n\n#define GLEW_ARB_shader_precision GLEW_GET_VAR(__GLEW_ARB_shader_precision)\n\n#endif /* GL_ARB_shader_precision */\n\n/* ---------------------- GL_ARB_shader_stencil_export --------------------- */\n\n#ifndef GL_ARB_shader_stencil_export\n#define GL_ARB_shader_stencil_export 1\n\n#define GLEW_ARB_shader_stencil_export GLEW_GET_VAR(__GLEW_ARB_shader_stencil_export)\n\n#endif /* GL_ARB_shader_stencil_export */\n\n/* ------------------ GL_ARB_shader_storage_buffer_object ------------------ */\n\n#ifndef GL_ARB_shader_storage_buffer_object\n#define GL_ARB_shader_storage_buffer_object 1\n\n#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000\n#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39\n#define GL_SHADER_STORAGE_BUFFER 0x90D2\n#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3\n#define GL_SHADER_STORAGE_BUFFER_START 0x90D4\n#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5\n#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6\n#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7\n#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8\n#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9\n#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA\n#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB\n#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC\n#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD\n#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE\n#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF\n\ntypedef void (GLAPIENTRY * PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);\n\n#define glShaderStorageBlockBinding GLEW_GET_FUN(__glewShaderStorageBlockBinding)\n\n#define GLEW_ARB_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_ARB_shader_storage_buffer_object)\n\n#endif /* GL_ARB_shader_storage_buffer_object */\n\n/* ------------------------ GL_ARB_shader_subroutine ----------------------- */\n\n#ifndef GL_ARB_shader_subroutine\n#define GL_ARB_shader_subroutine 1\n\n#define GL_ACTIVE_SUBROUTINES 0x8DE5\n#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6\n#define GL_MAX_SUBROUTINES 0x8DE7\n#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8\n#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47\n#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48\n#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49\n#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A\n#define GL_COMPATIBLE_SUBROUTINES 0x8E4B\n\ntypedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint* values);\ntypedef GLuint (GLAPIENTRY * PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar* name);\ntypedef GLint (GLAPIENTRY * PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint* indices);\n\n#define glGetActiveSubroutineName GLEW_GET_FUN(__glewGetActiveSubroutineName)\n#define glGetActiveSubroutineUniformName GLEW_GET_FUN(__glewGetActiveSubroutineUniformName)\n#define glGetActiveSubroutineUniformiv GLEW_GET_FUN(__glewGetActiveSubroutineUniformiv)\n#define glGetProgramStageiv GLEW_GET_FUN(__glewGetProgramStageiv)\n#define glGetSubroutineIndex GLEW_GET_FUN(__glewGetSubroutineIndex)\n#define glGetSubroutineUniformLocation GLEW_GET_FUN(__glewGetSubroutineUniformLocation)\n#define glGetUniformSubroutineuiv GLEW_GET_FUN(__glewGetUniformSubroutineuiv)\n#define glUniformSubroutinesuiv GLEW_GET_FUN(__glewUniformSubroutinesuiv)\n\n#define GLEW_ARB_shader_subroutine GLEW_GET_VAR(__GLEW_ARB_shader_subroutine)\n\n#endif /* GL_ARB_shader_subroutine */\n\n/* ------------------ GL_ARB_shader_texture_image_samples ------------------ */\n\n#ifndef GL_ARB_shader_texture_image_samples\n#define GL_ARB_shader_texture_image_samples 1\n\n#define GLEW_ARB_shader_texture_image_samples GLEW_GET_VAR(__GLEW_ARB_shader_texture_image_samples)\n\n#endif /* GL_ARB_shader_texture_image_samples */\n\n/* ----------------------- GL_ARB_shader_texture_lod ----------------------- */\n\n#ifndef GL_ARB_shader_texture_lod\n#define GL_ARB_shader_texture_lod 1\n\n#define GLEW_ARB_shader_texture_lod GLEW_GET_VAR(__GLEW_ARB_shader_texture_lod)\n\n#endif /* GL_ARB_shader_texture_lod */\n\n/* ------------------- GL_ARB_shader_viewport_layer_array ------------------ */\n\n#ifndef GL_ARB_shader_viewport_layer_array\n#define GL_ARB_shader_viewport_layer_array 1\n\n#define GLEW_ARB_shader_viewport_layer_array GLEW_GET_VAR(__GLEW_ARB_shader_viewport_layer_array)\n\n#endif /* GL_ARB_shader_viewport_layer_array */\n\n/* ---------------------- GL_ARB_shading_language_100 ---------------------- */\n\n#ifndef GL_ARB_shading_language_100\n#define GL_ARB_shading_language_100 1\n\n#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C\n\n#define GLEW_ARB_shading_language_100 GLEW_GET_VAR(__GLEW_ARB_shading_language_100)\n\n#endif /* GL_ARB_shading_language_100 */\n\n/* -------------------- GL_ARB_shading_language_420pack -------------------- */\n\n#ifndef GL_ARB_shading_language_420pack\n#define GL_ARB_shading_language_420pack 1\n\n#define GLEW_ARB_shading_language_420pack GLEW_GET_VAR(__GLEW_ARB_shading_language_420pack)\n\n#endif /* GL_ARB_shading_language_420pack */\n\n/* -------------------- GL_ARB_shading_language_include -------------------- */\n\n#ifndef GL_ARB_shading_language_include\n#define GL_ARB_shading_language_include 1\n\n#define GL_SHADER_INCLUDE_ARB 0x8DAE\n#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9\n#define GL_NAMED_STRING_TYPE_ARB 0x8DEA\n\ntypedef void (GLAPIENTRY * PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* const *path, const GLint *length);\ntypedef void (GLAPIENTRY * PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name, GLsizei bufSize, GLint *stringlen, GLchar *string);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar* name, GLenum pname, GLint *params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar* name, GLint stringlen, const GLchar *string);\n\n#define glCompileShaderIncludeARB GLEW_GET_FUN(__glewCompileShaderIncludeARB)\n#define glDeleteNamedStringARB GLEW_GET_FUN(__glewDeleteNamedStringARB)\n#define glGetNamedStringARB GLEW_GET_FUN(__glewGetNamedStringARB)\n#define glGetNamedStringivARB GLEW_GET_FUN(__glewGetNamedStringivARB)\n#define glIsNamedStringARB GLEW_GET_FUN(__glewIsNamedStringARB)\n#define glNamedStringARB GLEW_GET_FUN(__glewNamedStringARB)\n\n#define GLEW_ARB_shading_language_include GLEW_GET_VAR(__GLEW_ARB_shading_language_include)\n\n#endif /* GL_ARB_shading_language_include */\n\n/* -------------------- GL_ARB_shading_language_packing -------------------- */\n\n#ifndef GL_ARB_shading_language_packing\n#define GL_ARB_shading_language_packing 1\n\n#define GLEW_ARB_shading_language_packing GLEW_GET_VAR(__GLEW_ARB_shading_language_packing)\n\n#endif /* GL_ARB_shading_language_packing */\n\n/* ----------------------------- GL_ARB_shadow ----------------------------- */\n\n#ifndef GL_ARB_shadow\n#define GL_ARB_shadow 1\n\n#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C\n#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D\n#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E\n\n#define GLEW_ARB_shadow GLEW_GET_VAR(__GLEW_ARB_shadow)\n\n#endif /* GL_ARB_shadow */\n\n/* ------------------------- GL_ARB_shadow_ambient ------------------------- */\n\n#ifndef GL_ARB_shadow_ambient\n#define GL_ARB_shadow_ambient 1\n\n#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF\n\n#define GLEW_ARB_shadow_ambient GLEW_GET_VAR(__GLEW_ARB_shadow_ambient)\n\n#endif /* GL_ARB_shadow_ambient */\n\n/* -------------------------- GL_ARB_sparse_buffer ------------------------- */\n\n#ifndef GL_ARB_sparse_buffer\n#define GL_ARB_sparse_buffer 1\n\n#define GL_SPARSE_STORAGE_BIT_ARB 0x0400\n#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit);\n\n#define glBufferPageCommitmentARB GLEW_GET_FUN(__glewBufferPageCommitmentARB)\n\n#define GLEW_ARB_sparse_buffer GLEW_GET_VAR(__GLEW_ARB_sparse_buffer)\n\n#endif /* GL_ARB_sparse_buffer */\n\n/* ------------------------- GL_ARB_sparse_texture ------------------------- */\n\n#ifndef GL_ARB_sparse_texture\n#define GL_ARB_sparse_texture 1\n\n#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195\n#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196\n#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197\n#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198\n#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199\n#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A\n#define GL_TEXTURE_SPARSE_ARB 0x91A6\n#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7\n#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8\n#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9\n#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA\n\ntypedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);\n\n#define glTexPageCommitmentARB GLEW_GET_FUN(__glewTexPageCommitmentARB)\n\n#define GLEW_ARB_sparse_texture GLEW_GET_VAR(__GLEW_ARB_sparse_texture)\n\n#endif /* GL_ARB_sparse_texture */\n\n/* ------------------------- GL_ARB_sparse_texture2 ------------------------ */\n\n#ifndef GL_ARB_sparse_texture2\n#define GL_ARB_sparse_texture2 1\n\n#define GLEW_ARB_sparse_texture2 GLEW_GET_VAR(__GLEW_ARB_sparse_texture2)\n\n#endif /* GL_ARB_sparse_texture2 */\n\n/* ---------------------- GL_ARB_sparse_texture_clamp ---------------------- */\n\n#ifndef GL_ARB_sparse_texture_clamp\n#define GL_ARB_sparse_texture_clamp 1\n\n#define GLEW_ARB_sparse_texture_clamp GLEW_GET_VAR(__GLEW_ARB_sparse_texture_clamp)\n\n#endif /* GL_ARB_sparse_texture_clamp */\n\n/* ------------------------ GL_ARB_spirv_extensions ------------------------ */\n\n#ifndef GL_ARB_spirv_extensions\n#define GL_ARB_spirv_extensions 1\n\n#define GL_SPIR_V_EXTENSIONS 0x9553\n#define GL_NUM_SPIR_V_EXTENSIONS 0x9554\n\n#define GLEW_ARB_spirv_extensions GLEW_GET_VAR(__GLEW_ARB_spirv_extensions)\n\n#endif /* GL_ARB_spirv_extensions */\n\n/* ------------------------ GL_ARB_stencil_texturing ----------------------- */\n\n#ifndef GL_ARB_stencil_texturing\n#define GL_ARB_stencil_texturing 1\n\n#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA\n\n#define GLEW_ARB_stencil_texturing GLEW_GET_VAR(__GLEW_ARB_stencil_texturing)\n\n#endif /* GL_ARB_stencil_texturing */\n\n/* ------------------------------ GL_ARB_sync ------------------------------ */\n\n#ifndef GL_ARB_sync\n#define GL_ARB_sync 1\n\n#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001\n#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111\n#define GL_OBJECT_TYPE 0x9112\n#define GL_SYNC_CONDITION 0x9113\n#define GL_SYNC_STATUS 0x9114\n#define GL_SYNC_FLAGS 0x9115\n#define GL_SYNC_FENCE 0x9116\n#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117\n#define GL_UNSIGNALED 0x9118\n#define GL_SIGNALED 0x9119\n#define GL_ALREADY_SIGNALED 0x911A\n#define GL_TIMEOUT_EXPIRED 0x911B\n#define GL_CONDITION_SATISFIED 0x911C\n#define GL_WAIT_FAILED 0x911D\n#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull\n\ntypedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);\ntypedef void (GLAPIENTRY * PFNGLDELETESYNCPROC) (GLsync GLsync);\ntypedef GLsync (GLAPIENTRY * PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETSYNCIVPROC) (GLsync GLsync,GLenum pname,GLsizei bufSize,GLsizei* length, GLint *values);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSYNCPROC) (GLsync GLsync);\ntypedef void (GLAPIENTRY * PFNGLWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);\n\n#define glClientWaitSync GLEW_GET_FUN(__glewClientWaitSync)\n#define glDeleteSync GLEW_GET_FUN(__glewDeleteSync)\n#define glFenceSync GLEW_GET_FUN(__glewFenceSync)\n#define glGetInteger64v GLEW_GET_FUN(__glewGetInteger64v)\n#define glGetSynciv GLEW_GET_FUN(__glewGetSynciv)\n#define glIsSync GLEW_GET_FUN(__glewIsSync)\n#define glWaitSync GLEW_GET_FUN(__glewWaitSync)\n\n#define GLEW_ARB_sync GLEW_GET_VAR(__GLEW_ARB_sync)\n\n#endif /* GL_ARB_sync */\n\n/* ----------------------- GL_ARB_tessellation_shader ---------------------- */\n\n#ifndef GL_ARB_tessellation_shader\n#define GL_ARB_tessellation_shader 1\n\n#define GL_PATCHES 0xE\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1\n#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C\n#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D\n#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E\n#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F\n#define GL_PATCH_VERTICES 0x8E72\n#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73\n#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74\n#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75\n#define GL_TESS_GEN_MODE 0x8E76\n#define GL_TESS_GEN_SPACING 0x8E77\n#define GL_TESS_GEN_VERTEX_ORDER 0x8E78\n#define GL_TESS_GEN_POINT_MODE 0x8E79\n#define GL_ISOLINES 0x8E7A\n#define GL_FRACTIONAL_ODD 0x8E7B\n#define GL_FRACTIONAL_EVEN 0x8E7C\n#define GL_MAX_PATCH_VERTICES 0x8E7D\n#define GL_MAX_TESS_GEN_LEVEL 0x8E7E\n#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F\n#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80\n#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81\n#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82\n#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83\n#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84\n#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85\n#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86\n#define GL_TESS_EVALUATION_SHADER 0x8E87\n#define GL_TESS_CONTROL_SHADER 0x8E88\n#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89\n#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A\n\ntypedef void (GLAPIENTRY * PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value);\n\n#define glPatchParameterfv GLEW_GET_FUN(__glewPatchParameterfv)\n#define glPatchParameteri GLEW_GET_FUN(__glewPatchParameteri)\n\n#define GLEW_ARB_tessellation_shader GLEW_GET_VAR(__GLEW_ARB_tessellation_shader)\n\n#endif /* GL_ARB_tessellation_shader */\n\n/* ------------------------- GL_ARB_texture_barrier ------------------------ */\n\n#ifndef GL_ARB_texture_barrier\n#define GL_ARB_texture_barrier 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERPROC) (void);\n\n#define glTextureBarrier GLEW_GET_FUN(__glewTextureBarrier)\n\n#define GLEW_ARB_texture_barrier GLEW_GET_VAR(__GLEW_ARB_texture_barrier)\n\n#endif /* GL_ARB_texture_barrier */\n\n/* ---------------------- GL_ARB_texture_border_clamp ---------------------- */\n\n#ifndef GL_ARB_texture_border_clamp\n#define GL_ARB_texture_border_clamp 1\n\n#define GL_CLAMP_TO_BORDER_ARB 0x812D\n\n#define GLEW_ARB_texture_border_clamp GLEW_GET_VAR(__GLEW_ARB_texture_border_clamp)\n\n#endif /* GL_ARB_texture_border_clamp */\n\n/* ---------------------- GL_ARB_texture_buffer_object --------------------- */\n\n#ifndef GL_ARB_texture_buffer_object\n#define GL_ARB_texture_buffer_object 1\n\n#define GL_TEXTURE_BUFFER_ARB 0x8C2A\n#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B\n#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C\n#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D\n#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E\n\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer);\n\n#define glTexBufferARB GLEW_GET_FUN(__glewTexBufferARB)\n\n#define GLEW_ARB_texture_buffer_object GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object)\n\n#endif /* GL_ARB_texture_buffer_object */\n\n/* ------------------- GL_ARB_texture_buffer_object_rgb32 ------------------ */\n\n#ifndef GL_ARB_texture_buffer_object_rgb32\n#define GL_ARB_texture_buffer_object_rgb32 1\n\n#define GLEW_ARB_texture_buffer_object_rgb32 GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object_rgb32)\n\n#endif /* GL_ARB_texture_buffer_object_rgb32 */\n\n/* ---------------------- GL_ARB_texture_buffer_range ---------------------- */\n\n#ifndef GL_ARB_texture_buffer_range\n#define GL_ARB_texture_buffer_range 1\n\n#define GL_TEXTURE_BUFFER_OFFSET 0x919D\n#define GL_TEXTURE_BUFFER_SIZE 0x919E\n#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F\n\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);\n\n#define glTexBufferRange GLEW_GET_FUN(__glewTexBufferRange)\n#define glTextureBufferRangeEXT GLEW_GET_FUN(__glewTextureBufferRangeEXT)\n\n#define GLEW_ARB_texture_buffer_range GLEW_GET_VAR(__GLEW_ARB_texture_buffer_range)\n\n#endif /* GL_ARB_texture_buffer_range */\n\n/* ----------------------- GL_ARB_texture_compression ---------------------- */\n\n#ifndef GL_ARB_texture_compression\n#define GL_ARB_texture_compression 1\n\n#define GL_COMPRESSED_ALPHA_ARB 0x84E9\n#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA\n#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB\n#define GL_COMPRESSED_INTENSITY_ARB 0x84EC\n#define GL_COMPRESSED_RGB_ARB 0x84ED\n#define GL_COMPRESSED_RGBA_ARB 0x84EE\n#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF\n#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0\n#define GL_TEXTURE_COMPRESSED_ARB 0x86A1\n#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2\n#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3\n\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, void *img);\n\n#define glCompressedTexImage1DARB GLEW_GET_FUN(__glewCompressedTexImage1DARB)\n#define glCompressedTexImage2DARB GLEW_GET_FUN(__glewCompressedTexImage2DARB)\n#define glCompressedTexImage3DARB GLEW_GET_FUN(__glewCompressedTexImage3DARB)\n#define glCompressedTexSubImage1DARB GLEW_GET_FUN(__glewCompressedTexSubImage1DARB)\n#define glCompressedTexSubImage2DARB GLEW_GET_FUN(__glewCompressedTexSubImage2DARB)\n#define glCompressedTexSubImage3DARB GLEW_GET_FUN(__glewCompressedTexSubImage3DARB)\n#define glGetCompressedTexImageARB GLEW_GET_FUN(__glewGetCompressedTexImageARB)\n\n#define GLEW_ARB_texture_compression GLEW_GET_VAR(__GLEW_ARB_texture_compression)\n\n#endif /* GL_ARB_texture_compression */\n\n/* -------------------- GL_ARB_texture_compression_bptc -------------------- */\n\n#ifndef GL_ARB_texture_compression_bptc\n#define GL_ARB_texture_compression_bptc 1\n\n#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C\n#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D\n#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E\n#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F\n\n#define GLEW_ARB_texture_compression_bptc GLEW_GET_VAR(__GLEW_ARB_texture_compression_bptc)\n\n#endif /* GL_ARB_texture_compression_bptc */\n\n/* -------------------- GL_ARB_texture_compression_rgtc -------------------- */\n\n#ifndef GL_ARB_texture_compression_rgtc\n#define GL_ARB_texture_compression_rgtc 1\n\n#define GL_COMPRESSED_RED_RGTC1 0x8DBB\n#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC\n#define GL_COMPRESSED_RG_RGTC2 0x8DBD\n#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE\n\n#define GLEW_ARB_texture_compression_rgtc GLEW_GET_VAR(__GLEW_ARB_texture_compression_rgtc)\n\n#endif /* GL_ARB_texture_compression_rgtc */\n\n/* ------------------------ GL_ARB_texture_cube_map ------------------------ */\n\n#ifndef GL_ARB_texture_cube_map\n#define GL_ARB_texture_cube_map 1\n\n#define GL_NORMAL_MAP_ARB 0x8511\n#define GL_REFLECTION_MAP_ARB 0x8512\n#define GL_TEXTURE_CUBE_MAP_ARB 0x8513\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B\n#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C\n\n#define GLEW_ARB_texture_cube_map GLEW_GET_VAR(__GLEW_ARB_texture_cube_map)\n\n#endif /* GL_ARB_texture_cube_map */\n\n/* --------------------- GL_ARB_texture_cube_map_array --------------------- */\n\n#ifndef GL_ARB_texture_cube_map_array\n#define GL_ARB_texture_cube_map_array 1\n\n#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B\n#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C\n#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D\n#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F\n\n#define GLEW_ARB_texture_cube_map_array GLEW_GET_VAR(__GLEW_ARB_texture_cube_map_array)\n\n#endif /* GL_ARB_texture_cube_map_array */\n\n/* ------------------------- GL_ARB_texture_env_add ------------------------ */\n\n#ifndef GL_ARB_texture_env_add\n#define GL_ARB_texture_env_add 1\n\n#define GLEW_ARB_texture_env_add GLEW_GET_VAR(__GLEW_ARB_texture_env_add)\n\n#endif /* GL_ARB_texture_env_add */\n\n/* ----------------------- GL_ARB_texture_env_combine ---------------------- */\n\n#ifndef GL_ARB_texture_env_combine\n#define GL_ARB_texture_env_combine 1\n\n#define GL_SUBTRACT_ARB 0x84E7\n#define GL_COMBINE_ARB 0x8570\n#define GL_COMBINE_RGB_ARB 0x8571\n#define GL_COMBINE_ALPHA_ARB 0x8572\n#define GL_RGB_SCALE_ARB 0x8573\n#define GL_ADD_SIGNED_ARB 0x8574\n#define GL_INTERPOLATE_ARB 0x8575\n#define GL_CONSTANT_ARB 0x8576\n#define GL_PRIMARY_COLOR_ARB 0x8577\n#define GL_PREVIOUS_ARB 0x8578\n#define GL_SOURCE0_RGB_ARB 0x8580\n#define GL_SOURCE1_RGB_ARB 0x8581\n#define GL_SOURCE2_RGB_ARB 0x8582\n#define GL_SOURCE0_ALPHA_ARB 0x8588\n#define GL_SOURCE1_ALPHA_ARB 0x8589\n#define GL_SOURCE2_ALPHA_ARB 0x858A\n#define GL_OPERAND0_RGB_ARB 0x8590\n#define GL_OPERAND1_RGB_ARB 0x8591\n#define GL_OPERAND2_RGB_ARB 0x8592\n#define GL_OPERAND0_ALPHA_ARB 0x8598\n#define GL_OPERAND1_ALPHA_ARB 0x8599\n#define GL_OPERAND2_ALPHA_ARB 0x859A\n\n#define GLEW_ARB_texture_env_combine GLEW_GET_VAR(__GLEW_ARB_texture_env_combine)\n\n#endif /* GL_ARB_texture_env_combine */\n\n/* ---------------------- GL_ARB_texture_env_crossbar ---------------------- */\n\n#ifndef GL_ARB_texture_env_crossbar\n#define GL_ARB_texture_env_crossbar 1\n\n#define GLEW_ARB_texture_env_crossbar GLEW_GET_VAR(__GLEW_ARB_texture_env_crossbar)\n\n#endif /* GL_ARB_texture_env_crossbar */\n\n/* ------------------------ GL_ARB_texture_env_dot3 ------------------------ */\n\n#ifndef GL_ARB_texture_env_dot3\n#define GL_ARB_texture_env_dot3 1\n\n#define GL_DOT3_RGB_ARB 0x86AE\n#define GL_DOT3_RGBA_ARB 0x86AF\n\n#define GLEW_ARB_texture_env_dot3 GLEW_GET_VAR(__GLEW_ARB_texture_env_dot3)\n\n#endif /* GL_ARB_texture_env_dot3 */\n\n/* ------------------- GL_ARB_texture_filter_anisotropic ------------------- */\n\n#ifndef GL_ARB_texture_filter_anisotropic\n#define GL_ARB_texture_filter_anisotropic 1\n\n#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE\n#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF\n\n#define GLEW_ARB_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_ARB_texture_filter_anisotropic)\n\n#endif /* GL_ARB_texture_filter_anisotropic */\n\n/* ---------------------- GL_ARB_texture_filter_minmax --------------------- */\n\n#ifndef GL_ARB_texture_filter_minmax\n#define GL_ARB_texture_filter_minmax 1\n\n#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366\n#define GL_WEIGHTED_AVERAGE_ARB 0x9367\n\n#define GLEW_ARB_texture_filter_minmax GLEW_GET_VAR(__GLEW_ARB_texture_filter_minmax)\n\n#endif /* GL_ARB_texture_filter_minmax */\n\n/* -------------------------- GL_ARB_texture_float ------------------------- */\n\n#ifndef GL_ARB_texture_float\n#define GL_ARB_texture_float 1\n\n#define GL_RGBA32F_ARB 0x8814\n#define GL_RGB32F_ARB 0x8815\n#define GL_ALPHA32F_ARB 0x8816\n#define GL_INTENSITY32F_ARB 0x8817\n#define GL_LUMINANCE32F_ARB 0x8818\n#define GL_LUMINANCE_ALPHA32F_ARB 0x8819\n#define GL_RGBA16F_ARB 0x881A\n#define GL_RGB16F_ARB 0x881B\n#define GL_ALPHA16F_ARB 0x881C\n#define GL_INTENSITY16F_ARB 0x881D\n#define GL_LUMINANCE16F_ARB 0x881E\n#define GL_LUMINANCE_ALPHA16F_ARB 0x881F\n#define GL_TEXTURE_RED_TYPE_ARB 0x8C10\n#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11\n#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12\n#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13\n#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14\n#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15\n#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16\n#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17\n\n#define GLEW_ARB_texture_float GLEW_GET_VAR(__GLEW_ARB_texture_float)\n\n#endif /* GL_ARB_texture_float */\n\n/* ------------------------- GL_ARB_texture_gather ------------------------- */\n\n#ifndef GL_ARB_texture_gather\n#define GL_ARB_texture_gather 1\n\n#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F\n\n#define GLEW_ARB_texture_gather GLEW_GET_VAR(__GLEW_ARB_texture_gather)\n\n#endif /* GL_ARB_texture_gather */\n\n/* ------------------ GL_ARB_texture_mirror_clamp_to_edge ------------------ */\n\n#ifndef GL_ARB_texture_mirror_clamp_to_edge\n#define GL_ARB_texture_mirror_clamp_to_edge 1\n\n#define GL_MIRROR_CLAMP_TO_EDGE 0x8743\n\n#define GLEW_ARB_texture_mirror_clamp_to_edge GLEW_GET_VAR(__GLEW_ARB_texture_mirror_clamp_to_edge)\n\n#endif /* GL_ARB_texture_mirror_clamp_to_edge */\n\n/* --------------------- GL_ARB_texture_mirrored_repeat -------------------- */\n\n#ifndef GL_ARB_texture_mirrored_repeat\n#define GL_ARB_texture_mirrored_repeat 1\n\n#define GL_MIRRORED_REPEAT_ARB 0x8370\n\n#define GLEW_ARB_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_ARB_texture_mirrored_repeat)\n\n#endif /* GL_ARB_texture_mirrored_repeat */\n\n/* ----------------------- GL_ARB_texture_multisample ---------------------- */\n\n#ifndef GL_ARB_texture_multisample\n#define GL_ARB_texture_multisample 1\n\n#define GL_SAMPLE_POSITION 0x8E50\n#define GL_SAMPLE_MASK 0x8E51\n#define GL_SAMPLE_MASK_VALUE 0x8E52\n#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59\n#define GL_TEXTURE_2D_MULTISAMPLE 0x9100\n#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101\n#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102\n#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103\n#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104\n#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105\n#define GL_TEXTURE_SAMPLES 0x9106\n#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107\n#define GL_SAMPLER_2D_MULTISAMPLE 0x9108\n#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109\n#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A\n#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B\n#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C\n#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D\n#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E\n#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F\n#define GL_MAX_INTEGER_SAMPLES 0x9110\n\ntypedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat* val);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\n\n#define glGetMultisamplefv GLEW_GET_FUN(__glewGetMultisamplefv)\n#define glSampleMaski GLEW_GET_FUN(__glewSampleMaski)\n#define glTexImage2DMultisample GLEW_GET_FUN(__glewTexImage2DMultisample)\n#define glTexImage3DMultisample GLEW_GET_FUN(__glewTexImage3DMultisample)\n\n#define GLEW_ARB_texture_multisample GLEW_GET_VAR(__GLEW_ARB_texture_multisample)\n\n#endif /* GL_ARB_texture_multisample */\n\n/* -------------------- GL_ARB_texture_non_power_of_two -------------------- */\n\n#ifndef GL_ARB_texture_non_power_of_two\n#define GL_ARB_texture_non_power_of_two 1\n\n#define GLEW_ARB_texture_non_power_of_two GLEW_GET_VAR(__GLEW_ARB_texture_non_power_of_two)\n\n#endif /* GL_ARB_texture_non_power_of_two */\n\n/* ---------------------- GL_ARB_texture_query_levels ---------------------- */\n\n#ifndef GL_ARB_texture_query_levels\n#define GL_ARB_texture_query_levels 1\n\n#define GLEW_ARB_texture_query_levels GLEW_GET_VAR(__GLEW_ARB_texture_query_levels)\n\n#endif /* GL_ARB_texture_query_levels */\n\n/* ------------------------ GL_ARB_texture_query_lod ----------------------- */\n\n#ifndef GL_ARB_texture_query_lod\n#define GL_ARB_texture_query_lod 1\n\n#define GLEW_ARB_texture_query_lod GLEW_GET_VAR(__GLEW_ARB_texture_query_lod)\n\n#endif /* GL_ARB_texture_query_lod */\n\n/* ------------------------ GL_ARB_texture_rectangle ----------------------- */\n\n#ifndef GL_ARB_texture_rectangle\n#define GL_ARB_texture_rectangle 1\n\n#define GL_TEXTURE_RECTANGLE_ARB 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8\n#define GL_SAMPLER_2D_RECT_ARB 0x8B63\n#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64\n\n#define GLEW_ARB_texture_rectangle GLEW_GET_VAR(__GLEW_ARB_texture_rectangle)\n\n#endif /* GL_ARB_texture_rectangle */\n\n/* --------------------------- GL_ARB_texture_rg --------------------------- */\n\n#ifndef GL_ARB_texture_rg\n#define GL_ARB_texture_rg 1\n\n#define GL_COMPRESSED_RED 0x8225\n#define GL_COMPRESSED_RG 0x8226\n#define GL_RG 0x8227\n#define GL_RG_INTEGER 0x8228\n#define GL_R8 0x8229\n#define GL_R16 0x822A\n#define GL_RG8 0x822B\n#define GL_RG16 0x822C\n#define GL_R16F 0x822D\n#define GL_R32F 0x822E\n#define GL_RG16F 0x822F\n#define GL_RG32F 0x8230\n#define GL_R8I 0x8231\n#define GL_R8UI 0x8232\n#define GL_R16I 0x8233\n#define GL_R16UI 0x8234\n#define GL_R32I 0x8235\n#define GL_R32UI 0x8236\n#define GL_RG8I 0x8237\n#define GL_RG8UI 0x8238\n#define GL_RG16I 0x8239\n#define GL_RG16UI 0x823A\n#define GL_RG32I 0x823B\n#define GL_RG32UI 0x823C\n\n#define GLEW_ARB_texture_rg GLEW_GET_VAR(__GLEW_ARB_texture_rg)\n\n#endif /* GL_ARB_texture_rg */\n\n/* ----------------------- GL_ARB_texture_rgb10_a2ui ----------------------- */\n\n#ifndef GL_ARB_texture_rgb10_a2ui\n#define GL_ARB_texture_rgb10_a2ui 1\n\n#define GL_RGB10_A2UI 0x906F\n\n#define GLEW_ARB_texture_rgb10_a2ui GLEW_GET_VAR(__GLEW_ARB_texture_rgb10_a2ui)\n\n#endif /* GL_ARB_texture_rgb10_a2ui */\n\n/* ------------------------ GL_ARB_texture_stencil8 ------------------------ */\n\n#ifndef GL_ARB_texture_stencil8\n#define GL_ARB_texture_stencil8 1\n\n#define GL_STENCIL_INDEX 0x1901\n#define GL_STENCIL_INDEX8 0x8D48\n\n#define GLEW_ARB_texture_stencil8 GLEW_GET_VAR(__GLEW_ARB_texture_stencil8)\n\n#endif /* GL_ARB_texture_stencil8 */\n\n/* ------------------------- GL_ARB_texture_storage ------------------------ */\n\n#ifndef GL_ARB_texture_storage\n#define GL_ARB_texture_storage 1\n\n#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glTexStorage1D GLEW_GET_FUN(__glewTexStorage1D)\n#define glTexStorage2D GLEW_GET_FUN(__glewTexStorage2D)\n#define glTexStorage3D GLEW_GET_FUN(__glewTexStorage3D)\n\n#define GLEW_ARB_texture_storage GLEW_GET_VAR(__GLEW_ARB_texture_storage)\n\n#endif /* GL_ARB_texture_storage */\n\n/* ------------------- GL_ARB_texture_storage_multisample ------------------ */\n\n#ifndef GL_ARB_texture_storage_multisample\n#define GL_ARB_texture_storage_multisample 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\n\n#define glTexStorage2DMultisample GLEW_GET_FUN(__glewTexStorage2DMultisample)\n#define glTexStorage3DMultisample GLEW_GET_FUN(__glewTexStorage3DMultisample)\n#define glTextureStorage2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage2DMultisampleEXT)\n#define glTextureStorage3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage3DMultisampleEXT)\n\n#define GLEW_ARB_texture_storage_multisample GLEW_GET_VAR(__GLEW_ARB_texture_storage_multisample)\n\n#endif /* GL_ARB_texture_storage_multisample */\n\n/* ------------------------- GL_ARB_texture_swizzle ------------------------ */\n\n#ifndef GL_ARB_texture_swizzle\n#define GL_ARB_texture_swizzle 1\n\n#define GL_TEXTURE_SWIZZLE_R 0x8E42\n#define GL_TEXTURE_SWIZZLE_G 0x8E43\n#define GL_TEXTURE_SWIZZLE_B 0x8E44\n#define GL_TEXTURE_SWIZZLE_A 0x8E45\n#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46\n\n#define GLEW_ARB_texture_swizzle GLEW_GET_VAR(__GLEW_ARB_texture_swizzle)\n\n#endif /* GL_ARB_texture_swizzle */\n\n/* -------------------------- GL_ARB_texture_view -------------------------- */\n\n#ifndef GL_ARB_texture_view\n#define GL_ARB_texture_view 1\n\n#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB\n#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC\n#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD\n#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE\n#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);\n\n#define glTextureView GLEW_GET_FUN(__glewTextureView)\n\n#define GLEW_ARB_texture_view GLEW_GET_VAR(__GLEW_ARB_texture_view)\n\n#endif /* GL_ARB_texture_view */\n\n/* --------------------------- GL_ARB_timer_query -------------------------- */\n\n#ifndef GL_ARB_timer_query\n#define GL_ARB_timer_query 1\n\n#define GL_TIME_ELAPSED 0x88BF\n#define GL_TIMESTAMP 0x8E28\n\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target);\n\n#define glGetQueryObjecti64v GLEW_GET_FUN(__glewGetQueryObjecti64v)\n#define glGetQueryObjectui64v GLEW_GET_FUN(__glewGetQueryObjectui64v)\n#define glQueryCounter GLEW_GET_FUN(__glewQueryCounter)\n\n#define GLEW_ARB_timer_query GLEW_GET_VAR(__GLEW_ARB_timer_query)\n\n#endif /* GL_ARB_timer_query */\n\n/* ----------------------- GL_ARB_transform_feedback2 ---------------------- */\n\n#ifndef GL_ARB_transform_feedback2\n#define GL_ARB_transform_feedback2 1\n\n#define GL_TRANSFORM_FEEDBACK 0x8E22\n#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23\n#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24\n#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25\n\ntypedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKPROC) (void);\n\n#define glBindTransformFeedback GLEW_GET_FUN(__glewBindTransformFeedback)\n#define glDeleteTransformFeedbacks GLEW_GET_FUN(__glewDeleteTransformFeedbacks)\n#define glDrawTransformFeedback GLEW_GET_FUN(__glewDrawTransformFeedback)\n#define glGenTransformFeedbacks GLEW_GET_FUN(__glewGenTransformFeedbacks)\n#define glIsTransformFeedback GLEW_GET_FUN(__glewIsTransformFeedback)\n#define glPauseTransformFeedback GLEW_GET_FUN(__glewPauseTransformFeedback)\n#define glResumeTransformFeedback GLEW_GET_FUN(__glewResumeTransformFeedback)\n\n#define GLEW_ARB_transform_feedback2 GLEW_GET_VAR(__GLEW_ARB_transform_feedback2)\n\n#endif /* GL_ARB_transform_feedback2 */\n\n/* ----------------------- GL_ARB_transform_feedback3 ---------------------- */\n\n#ifndef GL_ARB_transform_feedback3\n#define GL_ARB_transform_feedback3 1\n\n#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70\n#define GL_MAX_VERTEX_STREAMS 0x8E71\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);\n\n#define glBeginQueryIndexed GLEW_GET_FUN(__glewBeginQueryIndexed)\n#define glDrawTransformFeedbackStream GLEW_GET_FUN(__glewDrawTransformFeedbackStream)\n#define glEndQueryIndexed GLEW_GET_FUN(__glewEndQueryIndexed)\n#define glGetQueryIndexediv GLEW_GET_FUN(__glewGetQueryIndexediv)\n\n#define GLEW_ARB_transform_feedback3 GLEW_GET_VAR(__GLEW_ARB_transform_feedback3)\n\n#endif /* GL_ARB_transform_feedback3 */\n\n/* ------------------ GL_ARB_transform_feedback_instanced ------------------ */\n\n#ifndef GL_ARB_transform_feedback_instanced\n#define GL_ARB_transform_feedback_instanced 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei primcount);\n\n#define glDrawTransformFeedbackInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackInstanced)\n#define glDrawTransformFeedbackStreamInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackStreamInstanced)\n\n#define GLEW_ARB_transform_feedback_instanced GLEW_GET_VAR(__GLEW_ARB_transform_feedback_instanced)\n\n#endif /* GL_ARB_transform_feedback_instanced */\n\n/* ---------------- GL_ARB_transform_feedback_overflow_query --------------- */\n\n#ifndef GL_ARB_transform_feedback_overflow_query\n#define GL_ARB_transform_feedback_overflow_query 1\n\n#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC\n#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED\n\n#define GLEW_ARB_transform_feedback_overflow_query GLEW_GET_VAR(__GLEW_ARB_transform_feedback_overflow_query)\n\n#endif /* GL_ARB_transform_feedback_overflow_query */\n\n/* ------------------------ GL_ARB_transpose_matrix ------------------------ */\n\n#ifndef GL_ARB_transpose_matrix\n#define GL_ARB_transpose_matrix 1\n\n#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3\n#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4\n#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5\n#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6\n\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);\n\n#define glLoadTransposeMatrixdARB GLEW_GET_FUN(__glewLoadTransposeMatrixdARB)\n#define glLoadTransposeMatrixfARB GLEW_GET_FUN(__glewLoadTransposeMatrixfARB)\n#define glMultTransposeMatrixdARB GLEW_GET_FUN(__glewMultTransposeMatrixdARB)\n#define glMultTransposeMatrixfARB GLEW_GET_FUN(__glewMultTransposeMatrixfARB)\n\n#define GLEW_ARB_transpose_matrix GLEW_GET_VAR(__GLEW_ARB_transpose_matrix)\n\n#endif /* GL_ARB_transpose_matrix */\n\n/* ---------------------- GL_ARB_uniform_buffer_object --------------------- */\n\n#ifndef GL_ARB_uniform_buffer_object\n#define GL_ARB_uniform_buffer_object 1\n\n#define GL_UNIFORM_BUFFER 0x8A11\n#define GL_UNIFORM_BUFFER_BINDING 0x8A28\n#define GL_UNIFORM_BUFFER_START 0x8A29\n#define GL_UNIFORM_BUFFER_SIZE 0x8A2A\n#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B\n#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C\n#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D\n#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E\n#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F\n#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30\n#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31\n#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32\n#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33\n#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34\n#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35\n#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36\n#define GL_UNIFORM_TYPE 0x8A37\n#define GL_UNIFORM_SIZE 0x8A38\n#define GL_UNIFORM_NAME_LENGTH 0x8A39\n#define GL_UNIFORM_BLOCK_INDEX 0x8A3A\n#define GL_UNIFORM_OFFSET 0x8A3B\n#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C\n#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D\n#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E\n#define GL_UNIFORM_BLOCK_BINDING 0x8A3F\n#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40\n#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41\n#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42\n#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46\n#define GL_INVALID_INDEX 0xFFFFFFFFu\n\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint* data);\ntypedef GLuint (GLAPIENTRY * PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const * uniformNames, GLuint* uniformIndices);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\n\n#define glBindBufferBase GLEW_GET_FUN(__glewBindBufferBase)\n#define glBindBufferRange GLEW_GET_FUN(__glewBindBufferRange)\n#define glGetActiveUniformBlockName GLEW_GET_FUN(__glewGetActiveUniformBlockName)\n#define glGetActiveUniformBlockiv GLEW_GET_FUN(__glewGetActiveUniformBlockiv)\n#define glGetActiveUniformName GLEW_GET_FUN(__glewGetActiveUniformName)\n#define glGetActiveUniformsiv GLEW_GET_FUN(__glewGetActiveUniformsiv)\n#define glGetIntegeri_v GLEW_GET_FUN(__glewGetIntegeri_v)\n#define glGetUniformBlockIndex GLEW_GET_FUN(__glewGetUniformBlockIndex)\n#define glGetUniformIndices GLEW_GET_FUN(__glewGetUniformIndices)\n#define glUniformBlockBinding GLEW_GET_FUN(__glewUniformBlockBinding)\n\n#define GLEW_ARB_uniform_buffer_object GLEW_GET_VAR(__GLEW_ARB_uniform_buffer_object)\n\n#endif /* GL_ARB_uniform_buffer_object */\n\n/* ------------------------ GL_ARB_vertex_array_bgra ----------------------- */\n\n#ifndef GL_ARB_vertex_array_bgra\n#define GL_ARB_vertex_array_bgra 1\n\n#define GL_BGRA 0x80E1\n\n#define GLEW_ARB_vertex_array_bgra GLEW_GET_VAR(__GLEW_ARB_vertex_array_bgra)\n\n#endif /* GL_ARB_vertex_array_bgra */\n\n/* ----------------------- GL_ARB_vertex_array_object ---------------------- */\n\n#ifndef GL_ARB_vertex_array_object\n#define GL_ARB_vertex_array_object 1\n\n#define GL_VERTEX_ARRAY_BINDING 0x85B5\n\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYPROC) (GLuint array);\n\n#define glBindVertexArray GLEW_GET_FUN(__glewBindVertexArray)\n#define glDeleteVertexArrays GLEW_GET_FUN(__glewDeleteVertexArrays)\n#define glGenVertexArrays GLEW_GET_FUN(__glewGenVertexArrays)\n#define glIsVertexArray GLEW_GET_FUN(__glewIsVertexArray)\n\n#define GLEW_ARB_vertex_array_object GLEW_GET_VAR(__GLEW_ARB_vertex_array_object)\n\n#endif /* GL_ARB_vertex_array_object */\n\n/* ----------------------- GL_ARB_vertex_attrib_64bit ---------------------- */\n\n#ifndef GL_ARB_vertex_attrib_64bit\n#define GL_ARB_vertex_attrib_64bit 1\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer);\n\n#define glGetVertexAttribLdv GLEW_GET_FUN(__glewGetVertexAttribLdv)\n#define glVertexAttribL1d GLEW_GET_FUN(__glewVertexAttribL1d)\n#define glVertexAttribL1dv GLEW_GET_FUN(__glewVertexAttribL1dv)\n#define glVertexAttribL2d GLEW_GET_FUN(__glewVertexAttribL2d)\n#define glVertexAttribL2dv GLEW_GET_FUN(__glewVertexAttribL2dv)\n#define glVertexAttribL3d GLEW_GET_FUN(__glewVertexAttribL3d)\n#define glVertexAttribL3dv GLEW_GET_FUN(__glewVertexAttribL3dv)\n#define glVertexAttribL4d GLEW_GET_FUN(__glewVertexAttribL4d)\n#define glVertexAttribL4dv GLEW_GET_FUN(__glewVertexAttribL4dv)\n#define glVertexAttribLPointer GLEW_GET_FUN(__glewVertexAttribLPointer)\n\n#define GLEW_ARB_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_64bit)\n\n#endif /* GL_ARB_vertex_attrib_64bit */\n\n/* ---------------------- GL_ARB_vertex_attrib_binding --------------------- */\n\n#ifndef GL_ARB_vertex_attrib_binding\n#define GL_ARB_vertex_attrib_binding 1\n\n#define GL_VERTEX_ATTRIB_BINDING 0x82D4\n#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5\n#define GL_VERTEX_BINDING_DIVISOR 0x82D6\n#define GL_VERTEX_BINDING_OFFSET 0x82D7\n#define GL_VERTEX_BINDING_STRIDE 0x82D8\n#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9\n#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA\n#define GL_VERTEX_BINDING_BUFFER 0x8F4F\n\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor);\n\n#define glBindVertexBuffer GLEW_GET_FUN(__glewBindVertexBuffer)\n#define glVertexArrayBindVertexBufferEXT GLEW_GET_FUN(__glewVertexArrayBindVertexBufferEXT)\n#define glVertexArrayVertexAttribBindingEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribBindingEXT)\n#define glVertexArrayVertexAttribFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribFormatEXT)\n#define glVertexArrayVertexAttribIFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIFormatEXT)\n#define glVertexArrayVertexAttribLFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLFormatEXT)\n#define glVertexArrayVertexBindingDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexBindingDivisorEXT)\n#define glVertexAttribBinding GLEW_GET_FUN(__glewVertexAttribBinding)\n#define glVertexAttribFormat GLEW_GET_FUN(__glewVertexAttribFormat)\n#define glVertexAttribIFormat GLEW_GET_FUN(__glewVertexAttribIFormat)\n#define glVertexAttribLFormat GLEW_GET_FUN(__glewVertexAttribLFormat)\n#define glVertexBindingDivisor GLEW_GET_FUN(__glewVertexBindingDivisor)\n\n#define GLEW_ARB_vertex_attrib_binding GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_binding)\n\n#endif /* GL_ARB_vertex_attrib_binding */\n\n/* -------------------------- GL_ARB_vertex_blend -------------------------- */\n\n#ifndef GL_ARB_vertex_blend\n#define GL_ARB_vertex_blend 1\n\n#define GL_MODELVIEW0_ARB 0x1700\n#define GL_MODELVIEW1_ARB 0x850A\n#define GL_MAX_VERTEX_UNITS_ARB 0x86A4\n#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5\n#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6\n#define GL_VERTEX_BLEND_ARB 0x86A7\n#define GL_CURRENT_WEIGHT_ARB 0x86A8\n#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9\n#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA\n#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB\n#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC\n#define GL_WEIGHT_ARRAY_ARB 0x86AD\n#define GL_MODELVIEW2_ARB 0x8722\n#define GL_MODELVIEW3_ARB 0x8723\n#define GL_MODELVIEW4_ARB 0x8724\n#define GL_MODELVIEW5_ARB 0x8725\n#define GL_MODELVIEW6_ARB 0x8726\n#define GL_MODELVIEW7_ARB 0x8727\n#define GL_MODELVIEW8_ARB 0x8728\n#define GL_MODELVIEW9_ARB 0x8729\n#define GL_MODELVIEW10_ARB 0x872A\n#define GL_MODELVIEW11_ARB 0x872B\n#define GL_MODELVIEW12_ARB 0x872C\n#define GL_MODELVIEW13_ARB 0x872D\n#define GL_MODELVIEW14_ARB 0x872E\n#define GL_MODELVIEW15_ARB 0x872F\n#define GL_MODELVIEW16_ARB 0x8730\n#define GL_MODELVIEW17_ARB 0x8731\n#define GL_MODELVIEW18_ARB 0x8732\n#define GL_MODELVIEW19_ARB 0x8733\n#define GL_MODELVIEW20_ARB 0x8734\n#define GL_MODELVIEW21_ARB 0x8735\n#define GL_MODELVIEW22_ARB 0x8736\n#define GL_MODELVIEW23_ARB 0x8737\n#define GL_MODELVIEW24_ARB 0x8738\n#define GL_MODELVIEW25_ARB 0x8739\n#define GL_MODELVIEW26_ARB 0x873A\n#define GL_MODELVIEW27_ARB 0x873B\n#define GL_MODELVIEW28_ARB 0x873C\n#define GL_MODELVIEW29_ARB 0x873D\n#define GL_MODELVIEW30_ARB 0x873E\n#define GL_MODELVIEW31_ARB 0x873F\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXBLENDARBPROC) (GLint count);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTBVARBPROC) (GLint size, GLbyte *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTDVARBPROC) (GLint size, GLdouble *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTFVARBPROC) (GLint size, GLfloat *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTIVARBPROC) (GLint size, GLint *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTSVARBPROC) (GLint size, GLshort *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTUBVARBPROC) (GLint size, GLubyte *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTUIVARBPROC) (GLint size, GLuint *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTUSVARBPROC) (GLint size, GLushort *weights);\n\n#define glVertexBlendARB GLEW_GET_FUN(__glewVertexBlendARB)\n#define glWeightPointerARB GLEW_GET_FUN(__glewWeightPointerARB)\n#define glWeightbvARB GLEW_GET_FUN(__glewWeightbvARB)\n#define glWeightdvARB GLEW_GET_FUN(__glewWeightdvARB)\n#define glWeightfvARB GLEW_GET_FUN(__glewWeightfvARB)\n#define glWeightivARB GLEW_GET_FUN(__glewWeightivARB)\n#define glWeightsvARB GLEW_GET_FUN(__glewWeightsvARB)\n#define glWeightubvARB GLEW_GET_FUN(__glewWeightubvARB)\n#define glWeightuivARB GLEW_GET_FUN(__glewWeightuivARB)\n#define glWeightusvARB GLEW_GET_FUN(__glewWeightusvARB)\n\n#define GLEW_ARB_vertex_blend GLEW_GET_VAR(__GLEW_ARB_vertex_blend)\n\n#endif /* GL_ARB_vertex_blend */\n\n/* ---------------------- GL_ARB_vertex_buffer_object ---------------------- */\n\n#ifndef GL_ARB_vertex_buffer_object\n#define GL_ARB_vertex_buffer_object 1\n\n#define GL_BUFFER_SIZE_ARB 0x8764\n#define GL_BUFFER_USAGE_ARB 0x8765\n#define GL_ARRAY_BUFFER_ARB 0x8892\n#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893\n#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894\n#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895\n#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896\n#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897\n#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898\n#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899\n#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A\n#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B\n#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C\n#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D\n#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E\n#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F\n#define GL_READ_ONLY_ARB 0x88B8\n#define GL_WRITE_ONLY_ARB 0x88B9\n#define GL_READ_WRITE_ARB 0x88BA\n#define GL_BUFFER_ACCESS_ARB 0x88BB\n#define GL_BUFFER_MAPPED_ARB 0x88BC\n#define GL_BUFFER_MAP_POINTER_ARB 0x88BD\n#define GL_STREAM_DRAW_ARB 0x88E0\n#define GL_STREAM_READ_ARB 0x88E1\n#define GL_STREAM_COPY_ARB 0x88E2\n#define GL_STATIC_DRAW_ARB 0x88E4\n#define GL_STATIC_READ_ARB 0x88E5\n#define GL_STATIC_COPY_ARB 0x88E6\n#define GL_DYNAMIC_DRAW_ARB 0x88E8\n#define GL_DYNAMIC_READ_ARB 0x88E9\n#define GL_DYNAMIC_COPY_ARB 0x88EA\n\ntypedef ptrdiff_t GLintptrARB;\ntypedef ptrdiff_t GLsizeiptrARB;\n\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISBUFFERARBPROC) (GLuint buffer);\ntypedef void * (GLAPIENTRY * PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERARBPROC) (GLenum target);\n\n#define glBindBufferARB GLEW_GET_FUN(__glewBindBufferARB)\n#define glBufferDataARB GLEW_GET_FUN(__glewBufferDataARB)\n#define glBufferSubDataARB GLEW_GET_FUN(__glewBufferSubDataARB)\n#define glDeleteBuffersARB GLEW_GET_FUN(__glewDeleteBuffersARB)\n#define glGenBuffersARB GLEW_GET_FUN(__glewGenBuffersARB)\n#define glGetBufferParameterivARB GLEW_GET_FUN(__glewGetBufferParameterivARB)\n#define glGetBufferPointervARB GLEW_GET_FUN(__glewGetBufferPointervARB)\n#define glGetBufferSubDataARB GLEW_GET_FUN(__glewGetBufferSubDataARB)\n#define glIsBufferARB GLEW_GET_FUN(__glewIsBufferARB)\n#define glMapBufferARB GLEW_GET_FUN(__glewMapBufferARB)\n#define glUnmapBufferARB GLEW_GET_FUN(__glewUnmapBufferARB)\n\n#define GLEW_ARB_vertex_buffer_object GLEW_GET_VAR(__GLEW_ARB_vertex_buffer_object)\n\n#endif /* GL_ARB_vertex_buffer_object */\n\n/* ------------------------- GL_ARB_vertex_program ------------------------- */\n\n#ifndef GL_ARB_vertex_program\n#define GL_ARB_vertex_program 1\n\n#define GL_COLOR_SUM_ARB 0x8458\n#define GL_VERTEX_PROGRAM_ARB 0x8620\n#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622\n#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623\n#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624\n#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625\n#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626\n#define GL_PROGRAM_LENGTH_ARB 0x8627\n#define GL_PROGRAM_STRING_ARB 0x8628\n#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E\n#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F\n#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640\n#define GL_CURRENT_MATRIX_ARB 0x8641\n#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642\n#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643\n#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645\n#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B\n#define GL_PROGRAM_BINDING_ARB 0x8677\n#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869\n#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A\n#define GL_PROGRAM_ERROR_STRING_ARB 0x8874\n#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875\n#define GL_PROGRAM_FORMAT_ARB 0x8876\n#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0\n#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1\n#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2\n#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3\n#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4\n#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5\n#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6\n#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7\n#define GL_PROGRAM_PARAMETERS_ARB 0x88A8\n#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9\n#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA\n#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB\n#define GL_PROGRAM_ATTRIBS_ARB 0x88AC\n#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD\n#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE\n#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF\n#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0\n#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1\n#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2\n#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3\n#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4\n#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5\n#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6\n#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7\n#define GL_MATRIX0_ARB 0x88C0\n#define GL_MATRIX1_ARB 0x88C1\n#define GL_MATRIX2_ARB 0x88C2\n#define GL_MATRIX3_ARB 0x88C3\n#define GL_MATRIX4_ARB 0x88C4\n#define GL_MATRIX5_ARB 0x88C5\n#define GL_MATRIX6_ARB 0x88C6\n#define GL_MATRIX7_ARB 0x88C7\n#define GL_MATRIX8_ARB 0x88C8\n#define GL_MATRIX9_ARB 0x88C9\n#define GL_MATRIX10_ARB 0x88CA\n#define GL_MATRIX11_ARB 0x88CB\n#define GL_MATRIX12_ARB 0x88CC\n#define GL_MATRIX13_ARB 0x88CD\n#define GL_MATRIX14_ARB 0x88CE\n#define GL_MATRIX15_ARB 0x88CF\n#define GL_MATRIX16_ARB 0x88D0\n#define GL_MATRIX17_ARB 0x88D1\n#define GL_MATRIX18_ARB 0x88D2\n#define GL_MATRIX19_ARB 0x88D3\n#define GL_MATRIX20_ARB 0x88D4\n#define GL_MATRIX21_ARB 0x88D5\n#define GL_MATRIX22_ARB 0x88D6\n#define GL_MATRIX23_ARB 0x88D7\n#define GL_MATRIX24_ARB 0x88D8\n#define GL_MATRIX25_ARB 0x88D9\n#define GL_MATRIX26_ARB 0x88DA\n#define GL_MATRIX27_ARB 0x88DB\n#define GL_MATRIX28_ARB 0x88DC\n#define GL_MATRIX29_ARB 0x88DD\n#define GL_MATRIX30_ARB 0x88DE\n#define GL_MATRIX31_ARB 0x88DF\n\ntypedef void (GLAPIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint* programs);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void** pointer);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);\n\n#define glBindProgramARB GLEW_GET_FUN(__glewBindProgramARB)\n#define glDeleteProgramsARB GLEW_GET_FUN(__glewDeleteProgramsARB)\n#define glDisableVertexAttribArrayARB GLEW_GET_FUN(__glewDisableVertexAttribArrayARB)\n#define glEnableVertexAttribArrayARB GLEW_GET_FUN(__glewEnableVertexAttribArrayARB)\n#define glGenProgramsARB GLEW_GET_FUN(__glewGenProgramsARB)\n#define glGetProgramEnvParameterdvARB GLEW_GET_FUN(__glewGetProgramEnvParameterdvARB)\n#define glGetProgramEnvParameterfvARB GLEW_GET_FUN(__glewGetProgramEnvParameterfvARB)\n#define glGetProgramLocalParameterdvARB GLEW_GET_FUN(__glewGetProgramLocalParameterdvARB)\n#define glGetProgramLocalParameterfvARB GLEW_GET_FUN(__glewGetProgramLocalParameterfvARB)\n#define glGetProgramStringARB GLEW_GET_FUN(__glewGetProgramStringARB)\n#define glGetProgramivARB GLEW_GET_FUN(__glewGetProgramivARB)\n#define glGetVertexAttribPointervARB GLEW_GET_FUN(__glewGetVertexAttribPointervARB)\n#define glGetVertexAttribdvARB GLEW_GET_FUN(__glewGetVertexAttribdvARB)\n#define glGetVertexAttribfvARB GLEW_GET_FUN(__glewGetVertexAttribfvARB)\n#define glGetVertexAttribivARB GLEW_GET_FUN(__glewGetVertexAttribivARB)\n#define glIsProgramARB GLEW_GET_FUN(__glewIsProgramARB)\n#define glProgramEnvParameter4dARB GLEW_GET_FUN(__glewProgramEnvParameter4dARB)\n#define glProgramEnvParameter4dvARB GLEW_GET_FUN(__glewProgramEnvParameter4dvARB)\n#define glProgramEnvParameter4fARB GLEW_GET_FUN(__glewProgramEnvParameter4fARB)\n#define glProgramEnvParameter4fvARB GLEW_GET_FUN(__glewProgramEnvParameter4fvARB)\n#define glProgramLocalParameter4dARB GLEW_GET_FUN(__glewProgramLocalParameter4dARB)\n#define glProgramLocalParameter4dvARB GLEW_GET_FUN(__glewProgramLocalParameter4dvARB)\n#define glProgramLocalParameter4fARB GLEW_GET_FUN(__glewProgramLocalParameter4fARB)\n#define glProgramLocalParameter4fvARB GLEW_GET_FUN(__glewProgramLocalParameter4fvARB)\n#define glProgramStringARB GLEW_GET_FUN(__glewProgramStringARB)\n#define glVertexAttrib1dARB GLEW_GET_FUN(__glewVertexAttrib1dARB)\n#define glVertexAttrib1dvARB GLEW_GET_FUN(__glewVertexAttrib1dvARB)\n#define glVertexAttrib1fARB GLEW_GET_FUN(__glewVertexAttrib1fARB)\n#define glVertexAttrib1fvARB GLEW_GET_FUN(__glewVertexAttrib1fvARB)\n#define glVertexAttrib1sARB GLEW_GET_FUN(__glewVertexAttrib1sARB)\n#define glVertexAttrib1svARB GLEW_GET_FUN(__glewVertexAttrib1svARB)\n#define glVertexAttrib2dARB GLEW_GET_FUN(__glewVertexAttrib2dARB)\n#define glVertexAttrib2dvARB GLEW_GET_FUN(__glewVertexAttrib2dvARB)\n#define glVertexAttrib2fARB GLEW_GET_FUN(__glewVertexAttrib2fARB)\n#define glVertexAttrib2fvARB GLEW_GET_FUN(__glewVertexAttrib2fvARB)\n#define glVertexAttrib2sARB GLEW_GET_FUN(__glewVertexAttrib2sARB)\n#define glVertexAttrib2svARB GLEW_GET_FUN(__glewVertexAttrib2svARB)\n#define glVertexAttrib3dARB GLEW_GET_FUN(__glewVertexAttrib3dARB)\n#define glVertexAttrib3dvARB GLEW_GET_FUN(__glewVertexAttrib3dvARB)\n#define glVertexAttrib3fARB GLEW_GET_FUN(__glewVertexAttrib3fARB)\n#define glVertexAttrib3fvARB GLEW_GET_FUN(__glewVertexAttrib3fvARB)\n#define glVertexAttrib3sARB GLEW_GET_FUN(__glewVertexAttrib3sARB)\n#define glVertexAttrib3svARB GLEW_GET_FUN(__glewVertexAttrib3svARB)\n#define glVertexAttrib4NbvARB GLEW_GET_FUN(__glewVertexAttrib4NbvARB)\n#define glVertexAttrib4NivARB GLEW_GET_FUN(__glewVertexAttrib4NivARB)\n#define glVertexAttrib4NsvARB GLEW_GET_FUN(__glewVertexAttrib4NsvARB)\n#define glVertexAttrib4NubARB GLEW_GET_FUN(__glewVertexAttrib4NubARB)\n#define glVertexAttrib4NubvARB GLEW_GET_FUN(__glewVertexAttrib4NubvARB)\n#define glVertexAttrib4NuivARB GLEW_GET_FUN(__glewVertexAttrib4NuivARB)\n#define glVertexAttrib4NusvARB GLEW_GET_FUN(__glewVertexAttrib4NusvARB)\n#define glVertexAttrib4bvARB GLEW_GET_FUN(__glewVertexAttrib4bvARB)\n#define glVertexAttrib4dARB GLEW_GET_FUN(__glewVertexAttrib4dARB)\n#define glVertexAttrib4dvARB GLEW_GET_FUN(__glewVertexAttrib4dvARB)\n#define glVertexAttrib4fARB GLEW_GET_FUN(__glewVertexAttrib4fARB)\n#define glVertexAttrib4fvARB GLEW_GET_FUN(__glewVertexAttrib4fvARB)\n#define glVertexAttrib4ivARB GLEW_GET_FUN(__glewVertexAttrib4ivARB)\n#define glVertexAttrib4sARB GLEW_GET_FUN(__glewVertexAttrib4sARB)\n#define glVertexAttrib4svARB GLEW_GET_FUN(__glewVertexAttrib4svARB)\n#define glVertexAttrib4ubvARB GLEW_GET_FUN(__glewVertexAttrib4ubvARB)\n#define glVertexAttrib4uivARB GLEW_GET_FUN(__glewVertexAttrib4uivARB)\n#define glVertexAttrib4usvARB GLEW_GET_FUN(__glewVertexAttrib4usvARB)\n#define glVertexAttribPointerARB GLEW_GET_FUN(__glewVertexAttribPointerARB)\n\n#define GLEW_ARB_vertex_program GLEW_GET_VAR(__GLEW_ARB_vertex_program)\n\n#endif /* GL_ARB_vertex_program */\n\n/* -------------------------- GL_ARB_vertex_shader ------------------------- */\n\n#ifndef GL_ARB_vertex_shader\n#define GL_ARB_vertex_shader 1\n\n#define GL_VERTEX_SHADER_ARB 0x8B31\n#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A\n#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B\n#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C\n#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D\n#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89\n#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A\n\ntypedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB* name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);\ntypedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);\n\n#define glBindAttribLocationARB GLEW_GET_FUN(__glewBindAttribLocationARB)\n#define glGetActiveAttribARB GLEW_GET_FUN(__glewGetActiveAttribARB)\n#define glGetAttribLocationARB GLEW_GET_FUN(__glewGetAttribLocationARB)\n\n#define GLEW_ARB_vertex_shader GLEW_GET_VAR(__GLEW_ARB_vertex_shader)\n\n#endif /* GL_ARB_vertex_shader */\n\n/* ------------------- GL_ARB_vertex_type_10f_11f_11f_rev ------------------ */\n\n#ifndef GL_ARB_vertex_type_10f_11f_11f_rev\n#define GL_ARB_vertex_type_10f_11f_11f_rev 1\n\n#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B\n\n#define GLEW_ARB_vertex_type_10f_11f_11f_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_10f_11f_11f_rev)\n\n#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */\n\n/* ------------------- GL_ARB_vertex_type_2_10_10_10_rev ------------------- */\n\n#ifndef GL_ARB_vertex_type_2_10_10_10_rev\n#define GL_ARB_vertex_type_2_10_10_10_rev 1\n\n#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368\n#define GL_INT_2_10_10_10_REV 0x8D9F\n\ntypedef void (GLAPIENTRY * PFNGLCOLORP3UIPROC) (GLenum type, GLuint color);\ntypedef void (GLAPIENTRY * PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint* color);\ntypedef void (GLAPIENTRY * PFNGLCOLORP4UIPROC) (GLenum type, GLuint color);\ntypedef void (GLAPIENTRY * PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint* color);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint* color);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint* value);\n\n#define glColorP3ui GLEW_GET_FUN(__glewColorP3ui)\n#define glColorP3uiv GLEW_GET_FUN(__glewColorP3uiv)\n#define glColorP4ui GLEW_GET_FUN(__glewColorP4ui)\n#define glColorP4uiv GLEW_GET_FUN(__glewColorP4uiv)\n#define glMultiTexCoordP1ui GLEW_GET_FUN(__glewMultiTexCoordP1ui)\n#define glMultiTexCoordP1uiv GLEW_GET_FUN(__glewMultiTexCoordP1uiv)\n#define glMultiTexCoordP2ui GLEW_GET_FUN(__glewMultiTexCoordP2ui)\n#define glMultiTexCoordP2uiv GLEW_GET_FUN(__glewMultiTexCoordP2uiv)\n#define glMultiTexCoordP3ui GLEW_GET_FUN(__glewMultiTexCoordP3ui)\n#define glMultiTexCoordP3uiv GLEW_GET_FUN(__glewMultiTexCoordP3uiv)\n#define glMultiTexCoordP4ui GLEW_GET_FUN(__glewMultiTexCoordP4ui)\n#define glMultiTexCoordP4uiv GLEW_GET_FUN(__glewMultiTexCoordP4uiv)\n#define glNormalP3ui GLEW_GET_FUN(__glewNormalP3ui)\n#define glNormalP3uiv GLEW_GET_FUN(__glewNormalP3uiv)\n#define glSecondaryColorP3ui GLEW_GET_FUN(__glewSecondaryColorP3ui)\n#define glSecondaryColorP3uiv GLEW_GET_FUN(__glewSecondaryColorP3uiv)\n#define glTexCoordP1ui GLEW_GET_FUN(__glewTexCoordP1ui)\n#define glTexCoordP1uiv GLEW_GET_FUN(__glewTexCoordP1uiv)\n#define glTexCoordP2ui GLEW_GET_FUN(__glewTexCoordP2ui)\n#define glTexCoordP2uiv GLEW_GET_FUN(__glewTexCoordP2uiv)\n#define glTexCoordP3ui GLEW_GET_FUN(__glewTexCoordP3ui)\n#define glTexCoordP3uiv GLEW_GET_FUN(__glewTexCoordP3uiv)\n#define glTexCoordP4ui GLEW_GET_FUN(__glewTexCoordP4ui)\n#define glTexCoordP4uiv GLEW_GET_FUN(__glewTexCoordP4uiv)\n#define glVertexAttribP1ui GLEW_GET_FUN(__glewVertexAttribP1ui)\n#define glVertexAttribP1uiv GLEW_GET_FUN(__glewVertexAttribP1uiv)\n#define glVertexAttribP2ui GLEW_GET_FUN(__glewVertexAttribP2ui)\n#define glVertexAttribP2uiv GLEW_GET_FUN(__glewVertexAttribP2uiv)\n#define glVertexAttribP3ui GLEW_GET_FUN(__glewVertexAttribP3ui)\n#define glVertexAttribP3uiv GLEW_GET_FUN(__glewVertexAttribP3uiv)\n#define glVertexAttribP4ui GLEW_GET_FUN(__glewVertexAttribP4ui)\n#define glVertexAttribP4uiv GLEW_GET_FUN(__glewVertexAttribP4uiv)\n#define glVertexP2ui GLEW_GET_FUN(__glewVertexP2ui)\n#define glVertexP2uiv GLEW_GET_FUN(__glewVertexP2uiv)\n#define glVertexP3ui GLEW_GET_FUN(__glewVertexP3ui)\n#define glVertexP3uiv GLEW_GET_FUN(__glewVertexP3uiv)\n#define glVertexP4ui GLEW_GET_FUN(__glewVertexP4ui)\n#define glVertexP4uiv GLEW_GET_FUN(__glewVertexP4uiv)\n\n#define GLEW_ARB_vertex_type_2_10_10_10_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_2_10_10_10_rev)\n\n#endif /* GL_ARB_vertex_type_2_10_10_10_rev */\n\n/* ------------------------- GL_ARB_viewport_array ------------------------- */\n\n#ifndef GL_ARB_viewport_array\n#define GL_ARB_viewport_array 1\n\n#define GL_DEPTH_RANGE 0x0B70\n#define GL_VIEWPORT 0x0BA2\n#define GL_SCISSOR_BOX 0x0C10\n#define GL_SCISSOR_TEST 0x0C11\n#define GL_MAX_VIEWPORTS 0x825B\n#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C\n#define GL_VIEWPORT_BOUNDS_RANGE 0x825D\n#define GL_LAYER_PROVOKING_VERTEX 0x825E\n#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F\n#define GL_UNDEFINED_VERTEX 0x8260\n#define GL_FIRST_VERTEX_CONVENTION 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION 0x8E4E\n#define GL_PROVOKING_VERTEX 0x8E4F\n\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLclampd * v);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLclampd n, GLclampd f);\ntypedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble* data);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat* data);\ntypedef void (GLAPIENTRY * PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat * v);\n\n#define glDepthRangeArrayv GLEW_GET_FUN(__glewDepthRangeArrayv)\n#define glDepthRangeIndexed GLEW_GET_FUN(__glewDepthRangeIndexed)\n#define glGetDoublei_v GLEW_GET_FUN(__glewGetDoublei_v)\n#define glGetFloati_v GLEW_GET_FUN(__glewGetFloati_v)\n#define glScissorArrayv GLEW_GET_FUN(__glewScissorArrayv)\n#define glScissorIndexed GLEW_GET_FUN(__glewScissorIndexed)\n#define glScissorIndexedv GLEW_GET_FUN(__glewScissorIndexedv)\n#define glViewportArrayv GLEW_GET_FUN(__glewViewportArrayv)\n#define glViewportIndexedf GLEW_GET_FUN(__glewViewportIndexedf)\n#define glViewportIndexedfv GLEW_GET_FUN(__glewViewportIndexedfv)\n\n#define GLEW_ARB_viewport_array GLEW_GET_VAR(__GLEW_ARB_viewport_array)\n\n#endif /* GL_ARB_viewport_array */\n\n/* --------------------------- GL_ARB_window_pos --------------------------- */\n\n#ifndef GL_ARB_window_pos\n#define GL_ARB_window_pos 1\n\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVARBPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVARBPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVARBPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVARBPROC) (const GLshort* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVARBPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVARBPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVARBPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVARBPROC) (const GLshort* p);\n\n#define glWindowPos2dARB GLEW_GET_FUN(__glewWindowPos2dARB)\n#define glWindowPos2dvARB GLEW_GET_FUN(__glewWindowPos2dvARB)\n#define glWindowPos2fARB GLEW_GET_FUN(__glewWindowPos2fARB)\n#define glWindowPos2fvARB GLEW_GET_FUN(__glewWindowPos2fvARB)\n#define glWindowPos2iARB GLEW_GET_FUN(__glewWindowPos2iARB)\n#define glWindowPos2ivARB GLEW_GET_FUN(__glewWindowPos2ivARB)\n#define glWindowPos2sARB GLEW_GET_FUN(__glewWindowPos2sARB)\n#define glWindowPos2svARB GLEW_GET_FUN(__glewWindowPos2svARB)\n#define glWindowPos3dARB GLEW_GET_FUN(__glewWindowPos3dARB)\n#define glWindowPos3dvARB GLEW_GET_FUN(__glewWindowPos3dvARB)\n#define glWindowPos3fARB GLEW_GET_FUN(__glewWindowPos3fARB)\n#define glWindowPos3fvARB GLEW_GET_FUN(__glewWindowPos3fvARB)\n#define glWindowPos3iARB GLEW_GET_FUN(__glewWindowPos3iARB)\n#define glWindowPos3ivARB GLEW_GET_FUN(__glewWindowPos3ivARB)\n#define glWindowPos3sARB GLEW_GET_FUN(__glewWindowPos3sARB)\n#define glWindowPos3svARB GLEW_GET_FUN(__glewWindowPos3svARB)\n\n#define GLEW_ARB_window_pos GLEW_GET_VAR(__GLEW_ARB_window_pos)\n\n#endif /* GL_ARB_window_pos */\n\n/* ----------------------- GL_ARM_mali_program_binary ---------------------- */\n\n#ifndef GL_ARM_mali_program_binary\n#define GL_ARM_mali_program_binary 1\n\n#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61\n\n#define GLEW_ARM_mali_program_binary GLEW_GET_VAR(__GLEW_ARM_mali_program_binary)\n\n#endif /* GL_ARM_mali_program_binary */\n\n/* ----------------------- GL_ARM_mali_shader_binary ----------------------- */\n\n#ifndef GL_ARM_mali_shader_binary\n#define GL_ARM_mali_shader_binary 1\n\n#define GL_MALI_SHADER_BINARY_ARM 0x8F60\n\n#define GLEW_ARM_mali_shader_binary GLEW_GET_VAR(__GLEW_ARM_mali_shader_binary)\n\n#endif /* GL_ARM_mali_shader_binary */\n\n/* ------------------------------ GL_ARM_rgba8 ----------------------------- */\n\n#ifndef GL_ARM_rgba8\n#define GL_ARM_rgba8 1\n\n#define GL_RGBA8_OES 0x8058\n\n#define GLEW_ARM_rgba8 GLEW_GET_VAR(__GLEW_ARM_rgba8)\n\n#endif /* GL_ARM_rgba8 */\n\n/* -------------------- GL_ARM_shader_framebuffer_fetch -------------------- */\n\n#ifndef GL_ARM_shader_framebuffer_fetch\n#define GL_ARM_shader_framebuffer_fetch 1\n\n#define GL_FETCH_PER_SAMPLE_ARM 0x8F65\n#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66\n\n#define GLEW_ARM_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch)\n\n#endif /* GL_ARM_shader_framebuffer_fetch */\n\n/* ------------- GL_ARM_shader_framebuffer_fetch_depth_stencil ------------- */\n\n#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil\n#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1\n\n#define GLEW_ARM_shader_framebuffer_fetch_depth_stencil GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch_depth_stencil)\n\n#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */\n\n/* ------------------------- GL_ATIX_point_sprites ------------------------- */\n\n#ifndef GL_ATIX_point_sprites\n#define GL_ATIX_point_sprites 1\n\n#define GL_TEXTURE_POINT_MODE_ATIX 0x60B0\n#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60B1\n#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60B2\n#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60B3\n#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60B4\n#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60B5\n\n#define GLEW_ATIX_point_sprites GLEW_GET_VAR(__GLEW_ATIX_point_sprites)\n\n#endif /* GL_ATIX_point_sprites */\n\n/* ---------------------- GL_ATIX_texture_env_combine3 --------------------- */\n\n#ifndef GL_ATIX_texture_env_combine3\n#define GL_ATIX_texture_env_combine3 1\n\n#define GL_MODULATE_ADD_ATIX 0x8744\n#define GL_MODULATE_SIGNED_ADD_ATIX 0x8745\n#define GL_MODULATE_SUBTRACT_ATIX 0x8746\n\n#define GLEW_ATIX_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATIX_texture_env_combine3)\n\n#endif /* GL_ATIX_texture_env_combine3 */\n\n/* ----------------------- GL_ATIX_texture_env_route ----------------------- */\n\n#ifndef GL_ATIX_texture_env_route\n#define GL_ATIX_texture_env_route 1\n\n#define GL_SECONDARY_COLOR_ATIX 0x8747\n#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748\n#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749\n\n#define GLEW_ATIX_texture_env_route GLEW_GET_VAR(__GLEW_ATIX_texture_env_route)\n\n#endif /* GL_ATIX_texture_env_route */\n\n/* ---------------- GL_ATIX_vertex_shader_output_point_size ---------------- */\n\n#ifndef GL_ATIX_vertex_shader_output_point_size\n#define GL_ATIX_vertex_shader_output_point_size 1\n\n#define GL_OUTPUT_POINT_SIZE_ATIX 0x610E\n\n#define GLEW_ATIX_vertex_shader_output_point_size GLEW_GET_VAR(__GLEW_ATIX_vertex_shader_output_point_size)\n\n#endif /* GL_ATIX_vertex_shader_output_point_size */\n\n/* -------------------------- GL_ATI_draw_buffers -------------------------- */\n\n#ifndef GL_ATI_draw_buffers\n#define GL_ATI_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_ATI 0x8824\n#define GL_DRAW_BUFFER0_ATI 0x8825\n#define GL_DRAW_BUFFER1_ATI 0x8826\n#define GL_DRAW_BUFFER2_ATI 0x8827\n#define GL_DRAW_BUFFER3_ATI 0x8828\n#define GL_DRAW_BUFFER4_ATI 0x8829\n#define GL_DRAW_BUFFER5_ATI 0x882A\n#define GL_DRAW_BUFFER6_ATI 0x882B\n#define GL_DRAW_BUFFER7_ATI 0x882C\n#define GL_DRAW_BUFFER8_ATI 0x882D\n#define GL_DRAW_BUFFER9_ATI 0x882E\n#define GL_DRAW_BUFFER10_ATI 0x882F\n#define GL_DRAW_BUFFER11_ATI 0x8830\n#define GL_DRAW_BUFFER12_ATI 0x8831\n#define GL_DRAW_BUFFER13_ATI 0x8832\n#define GL_DRAW_BUFFER14_ATI 0x8833\n#define GL_DRAW_BUFFER15_ATI 0x8834\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersATI GLEW_GET_FUN(__glewDrawBuffersATI)\n\n#define GLEW_ATI_draw_buffers GLEW_GET_VAR(__GLEW_ATI_draw_buffers)\n\n#endif /* GL_ATI_draw_buffers */\n\n/* -------------------------- GL_ATI_element_array ------------------------- */\n\n#ifndef GL_ATI_element_array\n#define GL_ATI_element_array 1\n\n#define GL_ELEMENT_ARRAY_ATI 0x8768\n#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769\n#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer);\n\n#define glDrawElementArrayATI GLEW_GET_FUN(__glewDrawElementArrayATI)\n#define glDrawRangeElementArrayATI GLEW_GET_FUN(__glewDrawRangeElementArrayATI)\n#define glElementPointerATI GLEW_GET_FUN(__glewElementPointerATI)\n\n#define GLEW_ATI_element_array GLEW_GET_VAR(__GLEW_ATI_element_array)\n\n#endif /* GL_ATI_element_array */\n\n/* ------------------------- GL_ATI_envmap_bumpmap ------------------------- */\n\n#ifndef GL_ATI_envmap_bumpmap\n#define GL_ATI_envmap_bumpmap 1\n\n#define GL_BUMP_ROT_MATRIX_ATI 0x8775\n#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776\n#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777\n#define GL_BUMP_TEX_UNITS_ATI 0x8778\n#define GL_DUDV_ATI 0x8779\n#define GL_DU8DV8_ATI 0x877A\n#define GL_BUMP_ENVMAP_ATI 0x877B\n#define GL_BUMP_TARGET_ATI 0x877C\n\ntypedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);\ntypedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);\ntypedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);\ntypedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);\n\n#define glGetTexBumpParameterfvATI GLEW_GET_FUN(__glewGetTexBumpParameterfvATI)\n#define glGetTexBumpParameterivATI GLEW_GET_FUN(__glewGetTexBumpParameterivATI)\n#define glTexBumpParameterfvATI GLEW_GET_FUN(__glewTexBumpParameterfvATI)\n#define glTexBumpParameterivATI GLEW_GET_FUN(__glewTexBumpParameterivATI)\n\n#define GLEW_ATI_envmap_bumpmap GLEW_GET_VAR(__GLEW_ATI_envmap_bumpmap)\n\n#endif /* GL_ATI_envmap_bumpmap */\n\n/* ------------------------- GL_ATI_fragment_shader ------------------------ */\n\n#ifndef GL_ATI_fragment_shader\n#define GL_ATI_fragment_shader 1\n\n#define GL_2X_BIT_ATI 0x00000001\n#define GL_RED_BIT_ATI 0x00000001\n#define GL_4X_BIT_ATI 0x00000002\n#define GL_COMP_BIT_ATI 0x00000002\n#define GL_GREEN_BIT_ATI 0x00000002\n#define GL_8X_BIT_ATI 0x00000004\n#define GL_BLUE_BIT_ATI 0x00000004\n#define GL_NEGATE_BIT_ATI 0x00000004\n#define GL_BIAS_BIT_ATI 0x00000008\n#define GL_HALF_BIT_ATI 0x00000008\n#define GL_QUARTER_BIT_ATI 0x00000010\n#define GL_EIGHTH_BIT_ATI 0x00000020\n#define GL_SATURATE_BIT_ATI 0x00000040\n#define GL_FRAGMENT_SHADER_ATI 0x8920\n#define GL_REG_0_ATI 0x8921\n#define GL_REG_1_ATI 0x8922\n#define GL_REG_2_ATI 0x8923\n#define GL_REG_3_ATI 0x8924\n#define GL_REG_4_ATI 0x8925\n#define GL_REG_5_ATI 0x8926\n#define GL_CON_0_ATI 0x8941\n#define GL_CON_1_ATI 0x8942\n#define GL_CON_2_ATI 0x8943\n#define GL_CON_3_ATI 0x8944\n#define GL_CON_4_ATI 0x8945\n#define GL_CON_5_ATI 0x8946\n#define GL_CON_6_ATI 0x8947\n#define GL_CON_7_ATI 0x8948\n#define GL_MOV_ATI 0x8961\n#define GL_ADD_ATI 0x8963\n#define GL_MUL_ATI 0x8964\n#define GL_SUB_ATI 0x8965\n#define GL_DOT3_ATI 0x8966\n#define GL_DOT4_ATI 0x8967\n#define GL_MAD_ATI 0x8968\n#define GL_LERP_ATI 0x8969\n#define GL_CND_ATI 0x896A\n#define GL_CND0_ATI 0x896B\n#define GL_DOT2_ADD_ATI 0x896C\n#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D\n#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E\n#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F\n#define GL_NUM_PASSES_ATI 0x8970\n#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971\n#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972\n#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973\n#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974\n#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975\n#define GL_SWIZZLE_STR_ATI 0x8976\n#define GL_SWIZZLE_STQ_ATI 0x8977\n#define GL_SWIZZLE_STR_DR_ATI 0x8978\n#define GL_SWIZZLE_STQ_DQ_ATI 0x8979\n#define GL_SWIZZLE_STRQ_ATI 0x897A\n#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B\n\ntypedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);\ntypedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);\ntypedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);\ntypedef void (GLAPIENTRY * PFNGLBEGINFRAGMENTSHADERATIPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);\ntypedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);\ntypedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);\ntypedef void (GLAPIENTRY * PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENDFRAGMENTSHADERATIPROC) (void);\ntypedef GLuint (GLAPIENTRY * PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range);\ntypedef void (GLAPIENTRY * PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle);\ntypedef void (GLAPIENTRY * PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat* value);\n\n#define glAlphaFragmentOp1ATI GLEW_GET_FUN(__glewAlphaFragmentOp1ATI)\n#define glAlphaFragmentOp2ATI GLEW_GET_FUN(__glewAlphaFragmentOp2ATI)\n#define glAlphaFragmentOp3ATI GLEW_GET_FUN(__glewAlphaFragmentOp3ATI)\n#define glBeginFragmentShaderATI GLEW_GET_FUN(__glewBeginFragmentShaderATI)\n#define glBindFragmentShaderATI GLEW_GET_FUN(__glewBindFragmentShaderATI)\n#define glColorFragmentOp1ATI GLEW_GET_FUN(__glewColorFragmentOp1ATI)\n#define glColorFragmentOp2ATI GLEW_GET_FUN(__glewColorFragmentOp2ATI)\n#define glColorFragmentOp3ATI GLEW_GET_FUN(__glewColorFragmentOp3ATI)\n#define glDeleteFragmentShaderATI GLEW_GET_FUN(__glewDeleteFragmentShaderATI)\n#define glEndFragmentShaderATI GLEW_GET_FUN(__glewEndFragmentShaderATI)\n#define glGenFragmentShadersATI GLEW_GET_FUN(__glewGenFragmentShadersATI)\n#define glPassTexCoordATI GLEW_GET_FUN(__glewPassTexCoordATI)\n#define glSampleMapATI GLEW_GET_FUN(__glewSampleMapATI)\n#define glSetFragmentShaderConstantATI GLEW_GET_FUN(__glewSetFragmentShaderConstantATI)\n\n#define GLEW_ATI_fragment_shader GLEW_GET_VAR(__GLEW_ATI_fragment_shader)\n\n#endif /* GL_ATI_fragment_shader */\n\n/* ------------------------ GL_ATI_map_object_buffer ----------------------- */\n\n#ifndef GL_ATI_map_object_buffer\n#define GL_ATI_map_object_buffer 1\n\ntypedef void * (GLAPIENTRY * PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer);\n\n#define glMapObjectBufferATI GLEW_GET_FUN(__glewMapObjectBufferATI)\n#define glUnmapObjectBufferATI GLEW_GET_FUN(__glewUnmapObjectBufferATI)\n\n#define GLEW_ATI_map_object_buffer GLEW_GET_VAR(__GLEW_ATI_map_object_buffer)\n\n#endif /* GL_ATI_map_object_buffer */\n\n/* ----------------------------- GL_ATI_meminfo ---------------------------- */\n\n#ifndef GL_ATI_meminfo\n#define GL_ATI_meminfo 1\n\n#define GL_VBO_FREE_MEMORY_ATI 0x87FB\n#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC\n#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD\n\n#define GLEW_ATI_meminfo GLEW_GET_VAR(__GLEW_ATI_meminfo)\n\n#endif /* GL_ATI_meminfo */\n\n/* -------------------------- GL_ATI_pn_triangles -------------------------- */\n\n#ifndef GL_ATI_pn_triangles\n#define GL_ATI_pn_triangles 1\n\n#define GL_PN_TRIANGLES_ATI 0x87F0\n#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1\n#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2\n#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3\n#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4\n#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5\n#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6\n#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7\n#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8\n\ntypedef void (GLAPIENTRY * PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param);\n\n#define glPNTrianglesfATI GLEW_GET_FUN(__glewPNTrianglesfATI)\n#define glPNTrianglesiATI GLEW_GET_FUN(__glewPNTrianglesiATI)\n\n#define GLEW_ATI_pn_triangles GLEW_GET_VAR(__GLEW_ATI_pn_triangles)\n\n#endif /* GL_ATI_pn_triangles */\n\n/* ------------------------ GL_ATI_separate_stencil ------------------------ */\n\n#ifndef GL_ATI_separate_stencil\n#define GL_ATI_separate_stencil 1\n\n#define GL_STENCIL_BACK_FUNC_ATI 0x8800\n#define GL_STENCIL_BACK_FAIL_ATI 0x8801\n#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802\n#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803\n\ntypedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\n\n#define glStencilFuncSeparateATI GLEW_GET_FUN(__glewStencilFuncSeparateATI)\n#define glStencilOpSeparateATI GLEW_GET_FUN(__glewStencilOpSeparateATI)\n\n#define GLEW_ATI_separate_stencil GLEW_GET_VAR(__GLEW_ATI_separate_stencil)\n\n#endif /* GL_ATI_separate_stencil */\n\n/* ----------------------- GL_ATI_shader_texture_lod ----------------------- */\n\n#ifndef GL_ATI_shader_texture_lod\n#define GL_ATI_shader_texture_lod 1\n\n#define GLEW_ATI_shader_texture_lod GLEW_GET_VAR(__GLEW_ATI_shader_texture_lod)\n\n#endif /* GL_ATI_shader_texture_lod */\n\n/* ---------------------- GL_ATI_text_fragment_shader ---------------------- */\n\n#ifndef GL_ATI_text_fragment_shader\n#define GL_ATI_text_fragment_shader 1\n\n#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200\n\n#define GLEW_ATI_text_fragment_shader GLEW_GET_VAR(__GLEW_ATI_text_fragment_shader)\n\n#endif /* GL_ATI_text_fragment_shader */\n\n/* --------------------- GL_ATI_texture_compression_3dc -------------------- */\n\n#ifndef GL_ATI_texture_compression_3dc\n#define GL_ATI_texture_compression_3dc 1\n\n#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837\n\n#define GLEW_ATI_texture_compression_3dc GLEW_GET_VAR(__GLEW_ATI_texture_compression_3dc)\n\n#endif /* GL_ATI_texture_compression_3dc */\n\n/* ---------------------- GL_ATI_texture_env_combine3 ---------------------- */\n\n#ifndef GL_ATI_texture_env_combine3\n#define GL_ATI_texture_env_combine3 1\n\n#define GL_MODULATE_ADD_ATI 0x8744\n#define GL_MODULATE_SIGNED_ADD_ATI 0x8745\n#define GL_MODULATE_SUBTRACT_ATI 0x8746\n\n#define GLEW_ATI_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATI_texture_env_combine3)\n\n#endif /* GL_ATI_texture_env_combine3 */\n\n/* -------------------------- GL_ATI_texture_float ------------------------- */\n\n#ifndef GL_ATI_texture_float\n#define GL_ATI_texture_float 1\n\n#define GL_RGBA_FLOAT32_ATI 0x8814\n#define GL_RGB_FLOAT32_ATI 0x8815\n#define GL_ALPHA_FLOAT32_ATI 0x8816\n#define GL_INTENSITY_FLOAT32_ATI 0x8817\n#define GL_LUMINANCE_FLOAT32_ATI 0x8818\n#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819\n#define GL_RGBA_FLOAT16_ATI 0x881A\n#define GL_RGB_FLOAT16_ATI 0x881B\n#define GL_ALPHA_FLOAT16_ATI 0x881C\n#define GL_INTENSITY_FLOAT16_ATI 0x881D\n#define GL_LUMINANCE_FLOAT16_ATI 0x881E\n#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F\n\n#define GLEW_ATI_texture_float GLEW_GET_VAR(__GLEW_ATI_texture_float)\n\n#endif /* GL_ATI_texture_float */\n\n/* ----------------------- GL_ATI_texture_mirror_once ---------------------- */\n\n#ifndef GL_ATI_texture_mirror_once\n#define GL_ATI_texture_mirror_once 1\n\n#define GL_MIRROR_CLAMP_ATI 0x8742\n#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743\n\n#define GLEW_ATI_texture_mirror_once GLEW_GET_VAR(__GLEW_ATI_texture_mirror_once)\n\n#endif /* GL_ATI_texture_mirror_once */\n\n/* ----------------------- GL_ATI_vertex_array_object ---------------------- */\n\n#ifndef GL_ATI_vertex_array_object\n#define GL_ATI_vertex_array_object 1\n\n#define GL_STATIC_ATI 0x8760\n#define GL_DYNAMIC_ATI 0x8761\n#define GL_PRESERVE_ATI 0x8762\n#define GL_DISCARD_ATI 0x8763\n#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764\n#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765\n#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766\n#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767\n\ntypedef void (GLAPIENTRY * PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);\ntypedef void (GLAPIENTRY * PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer);\ntypedef GLuint (GLAPIENTRY * PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve);\ntypedef void (GLAPIENTRY * PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);\n\n#define glArrayObjectATI GLEW_GET_FUN(__glewArrayObjectATI)\n#define glFreeObjectBufferATI GLEW_GET_FUN(__glewFreeObjectBufferATI)\n#define glGetArrayObjectfvATI GLEW_GET_FUN(__glewGetArrayObjectfvATI)\n#define glGetArrayObjectivATI GLEW_GET_FUN(__glewGetArrayObjectivATI)\n#define glGetObjectBufferfvATI GLEW_GET_FUN(__glewGetObjectBufferfvATI)\n#define glGetObjectBufferivATI GLEW_GET_FUN(__glewGetObjectBufferivATI)\n#define glGetVariantArrayObjectfvATI GLEW_GET_FUN(__glewGetVariantArrayObjectfvATI)\n#define glGetVariantArrayObjectivATI GLEW_GET_FUN(__glewGetVariantArrayObjectivATI)\n#define glIsObjectBufferATI GLEW_GET_FUN(__glewIsObjectBufferATI)\n#define glNewObjectBufferATI GLEW_GET_FUN(__glewNewObjectBufferATI)\n#define glUpdateObjectBufferATI GLEW_GET_FUN(__glewUpdateObjectBufferATI)\n#define glVariantArrayObjectATI GLEW_GET_FUN(__glewVariantArrayObjectATI)\n\n#define GLEW_ATI_vertex_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_array_object)\n\n#endif /* GL_ATI_vertex_array_object */\n\n/* ------------------- GL_ATI_vertex_attrib_array_object ------------------- */\n\n#ifndef GL_ATI_vertex_attrib_array_object\n#define GL_ATI_vertex_attrib_array_object 1\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset);\n\n#define glGetVertexAttribArrayObjectfvATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectfvATI)\n#define glGetVertexAttribArrayObjectivATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectivATI)\n#define glVertexAttribArrayObjectATI GLEW_GET_FUN(__glewVertexAttribArrayObjectATI)\n\n#define GLEW_ATI_vertex_attrib_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_attrib_array_object)\n\n#endif /* GL_ATI_vertex_attrib_array_object */\n\n/* ------------------------- GL_ATI_vertex_streams ------------------------- */\n\n#ifndef GL_ATI_vertex_streams\n#define GL_ATI_vertex_streams 1\n\n#define GL_MAX_VERTEX_STREAMS_ATI 0x876B\n#define GL_VERTEX_SOURCE_ATI 0x876C\n#define GL_VERTEX_STREAM0_ATI 0x876D\n#define GL_VERTEX_STREAM1_ATI 0x876E\n#define GL_VERTEX_STREAM2_ATI 0x876F\n#define GL_VERTEX_STREAM3_ATI 0x8770\n#define GL_VERTEX_STREAM4_ATI 0x8771\n#define GL_VERTEX_STREAM5_ATI 0x8772\n#define GL_VERTEX_STREAM6_ATI 0x8773\n#define GL_VERTEX_STREAM7_ATI 0x8774\n\ntypedef void (GLAPIENTRY * PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords);\n\n#define glClientActiveVertexStreamATI GLEW_GET_FUN(__glewClientActiveVertexStreamATI)\n#define glNormalStream3bATI GLEW_GET_FUN(__glewNormalStream3bATI)\n#define glNormalStream3bvATI GLEW_GET_FUN(__glewNormalStream3bvATI)\n#define glNormalStream3dATI GLEW_GET_FUN(__glewNormalStream3dATI)\n#define glNormalStream3dvATI GLEW_GET_FUN(__glewNormalStream3dvATI)\n#define glNormalStream3fATI GLEW_GET_FUN(__glewNormalStream3fATI)\n#define glNormalStream3fvATI GLEW_GET_FUN(__glewNormalStream3fvATI)\n#define glNormalStream3iATI GLEW_GET_FUN(__glewNormalStream3iATI)\n#define glNormalStream3ivATI GLEW_GET_FUN(__glewNormalStream3ivATI)\n#define glNormalStream3sATI GLEW_GET_FUN(__glewNormalStream3sATI)\n#define glNormalStream3svATI GLEW_GET_FUN(__glewNormalStream3svATI)\n#define glVertexBlendEnvfATI GLEW_GET_FUN(__glewVertexBlendEnvfATI)\n#define glVertexBlendEnviATI GLEW_GET_FUN(__glewVertexBlendEnviATI)\n#define glVertexStream1dATI GLEW_GET_FUN(__glewVertexStream1dATI)\n#define glVertexStream1dvATI GLEW_GET_FUN(__glewVertexStream1dvATI)\n#define glVertexStream1fATI GLEW_GET_FUN(__glewVertexStream1fATI)\n#define glVertexStream1fvATI GLEW_GET_FUN(__glewVertexStream1fvATI)\n#define glVertexStream1iATI GLEW_GET_FUN(__glewVertexStream1iATI)\n#define glVertexStream1ivATI GLEW_GET_FUN(__glewVertexStream1ivATI)\n#define glVertexStream1sATI GLEW_GET_FUN(__glewVertexStream1sATI)\n#define glVertexStream1svATI GLEW_GET_FUN(__glewVertexStream1svATI)\n#define glVertexStream2dATI GLEW_GET_FUN(__glewVertexStream2dATI)\n#define glVertexStream2dvATI GLEW_GET_FUN(__glewVertexStream2dvATI)\n#define glVertexStream2fATI GLEW_GET_FUN(__glewVertexStream2fATI)\n#define glVertexStream2fvATI GLEW_GET_FUN(__glewVertexStream2fvATI)\n#define glVertexStream2iATI GLEW_GET_FUN(__glewVertexStream2iATI)\n#define glVertexStream2ivATI GLEW_GET_FUN(__glewVertexStream2ivATI)\n#define glVertexStream2sATI GLEW_GET_FUN(__glewVertexStream2sATI)\n#define glVertexStream2svATI GLEW_GET_FUN(__glewVertexStream2svATI)\n#define glVertexStream3dATI GLEW_GET_FUN(__glewVertexStream3dATI)\n#define glVertexStream3dvATI GLEW_GET_FUN(__glewVertexStream3dvATI)\n#define glVertexStream3fATI GLEW_GET_FUN(__glewVertexStream3fATI)\n#define glVertexStream3fvATI GLEW_GET_FUN(__glewVertexStream3fvATI)\n#define glVertexStream3iATI GLEW_GET_FUN(__glewVertexStream3iATI)\n#define glVertexStream3ivATI GLEW_GET_FUN(__glewVertexStream3ivATI)\n#define glVertexStream3sATI GLEW_GET_FUN(__glewVertexStream3sATI)\n#define glVertexStream3svATI GLEW_GET_FUN(__glewVertexStream3svATI)\n#define glVertexStream4dATI GLEW_GET_FUN(__glewVertexStream4dATI)\n#define glVertexStream4dvATI GLEW_GET_FUN(__glewVertexStream4dvATI)\n#define glVertexStream4fATI GLEW_GET_FUN(__glewVertexStream4fATI)\n#define glVertexStream4fvATI GLEW_GET_FUN(__glewVertexStream4fvATI)\n#define glVertexStream4iATI GLEW_GET_FUN(__glewVertexStream4iATI)\n#define glVertexStream4ivATI GLEW_GET_FUN(__glewVertexStream4ivATI)\n#define glVertexStream4sATI GLEW_GET_FUN(__glewVertexStream4sATI)\n#define glVertexStream4svATI GLEW_GET_FUN(__glewVertexStream4svATI)\n\n#define GLEW_ATI_vertex_streams GLEW_GET_VAR(__GLEW_ATI_vertex_streams)\n\n#endif /* GL_ATI_vertex_streams */\n\n/* -------------------- GL_EGL_KHR_context_flush_control ------------------- */\n\n#ifndef GL_EGL_KHR_context_flush_control\n#define GL_EGL_KHR_context_flush_control 1\n\n#define GLEW_EGL_KHR_context_flush_control GLEW_GET_VAR(__GLEW_EGL_KHR_context_flush_control)\n\n#endif /* GL_EGL_KHR_context_flush_control */\n\n/* ---------------- GL_EGL_NV_robustness_video_memory_purge ---------------- */\n\n#ifndef GL_EGL_NV_robustness_video_memory_purge\n#define GL_EGL_NV_robustness_video_memory_purge 1\n\n#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C\n#define GL_PURGED_CONTEXT_RESET_NV 0x92BB\n\n#define GLEW_EGL_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_EGL_NV_robustness_video_memory_purge)\n\n#endif /* GL_EGL_NV_robustness_video_memory_purge */\n\n/* --------------------------- GL_EXT_422_pixels --------------------------- */\n\n#ifndef GL_EXT_422_pixels\n#define GL_EXT_422_pixels 1\n\n#define GL_422_EXT 0x80CC\n#define GL_422_REV_EXT 0x80CD\n#define GL_422_AVERAGE_EXT 0x80CE\n#define GL_422_REV_AVERAGE_EXT 0x80CF\n\n#define GLEW_EXT_422_pixels GLEW_GET_VAR(__GLEW_EXT_422_pixels)\n\n#endif /* GL_EXT_422_pixels */\n\n/* ---------------------------- GL_EXT_Cg_shader --------------------------- */\n\n#ifndef GL_EXT_Cg_shader\n#define GL_EXT_Cg_shader 1\n\n#define GL_CG_VERTEX_SHADER_EXT 0x890E\n#define GL_CG_FRAGMENT_SHADER_EXT 0x890F\n\n#define GLEW_EXT_Cg_shader GLEW_GET_VAR(__GLEW_EXT_Cg_shader)\n\n#endif /* GL_EXT_Cg_shader */\n\n/* ------------------------- GL_EXT_EGL_image_array ------------------------ */\n\n#ifndef GL_EXT_EGL_image_array\n#define GL_EXT_EGL_image_array 1\n\n#define GLEW_EXT_EGL_image_array GLEW_GET_VAR(__GLEW_EXT_EGL_image_array)\n\n#endif /* GL_EXT_EGL_image_array */\n\n/* --------------------------- GL_EXT_YUV_target --------------------------- */\n\n#ifndef GL_EXT_YUV_target\n#define GL_EXT_YUV_target 1\n\n#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7\n\n#define GLEW_EXT_YUV_target GLEW_GET_VAR(__GLEW_EXT_YUV_target)\n\n#endif /* GL_EXT_YUV_target */\n\n/* ------------------------------ GL_EXT_abgr ------------------------------ */\n\n#ifndef GL_EXT_abgr\n#define GL_EXT_abgr 1\n\n#define GL_ABGR_EXT 0x8000\n\n#define GLEW_EXT_abgr GLEW_GET_VAR(__GLEW_EXT_abgr)\n\n#endif /* GL_EXT_abgr */\n\n/* -------------------------- GL_EXT_base_instance ------------------------- */\n\n#ifndef GL_EXT_base_instance\n#define GL_EXT_base_instance 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);\n\n#define glDrawArraysInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstanceEXT)\n#define glDrawElementsInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstanceEXT)\n#define glDrawElementsInstancedBaseVertexBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstanceEXT)\n\n#define GLEW_EXT_base_instance GLEW_GET_VAR(__GLEW_EXT_base_instance)\n\n#endif /* GL_EXT_base_instance */\n\n/* ------------------------------ GL_EXT_bgra ------------------------------ */\n\n#ifndef GL_EXT_bgra\n#define GL_EXT_bgra 1\n\n#define GL_BGR_EXT 0x80E0\n#define GL_BGRA_EXT 0x80E1\n\n#define GLEW_EXT_bgra GLEW_GET_VAR(__GLEW_EXT_bgra)\n\n#endif /* GL_EXT_bgra */\n\n/* ------------------------ GL_EXT_bindable_uniform ------------------------ */\n\n#ifndef GL_EXT_bindable_uniform\n#define GL_EXT_bindable_uniform 1\n\n#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2\n#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3\n#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4\n#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED\n#define GL_UNIFORM_BUFFER_EXT 0x8DEE\n#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF\n\ntypedef GLint (GLAPIENTRY * PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location);\ntypedef GLintptr (GLAPIENTRY * PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer);\n\n#define glGetUniformBufferSizeEXT GLEW_GET_FUN(__glewGetUniformBufferSizeEXT)\n#define glGetUniformOffsetEXT GLEW_GET_FUN(__glewGetUniformOffsetEXT)\n#define glUniformBufferEXT GLEW_GET_FUN(__glewUniformBufferEXT)\n\n#define GLEW_EXT_bindable_uniform GLEW_GET_VAR(__GLEW_EXT_bindable_uniform)\n\n#endif /* GL_EXT_bindable_uniform */\n\n/* --------------------------- GL_EXT_blend_color -------------------------- */\n\n#ifndef GL_EXT_blend_color\n#define GL_EXT_blend_color 1\n\n#define GL_CONSTANT_COLOR_EXT 0x8001\n#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002\n#define GL_CONSTANT_ALPHA_EXT 0x8003\n#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004\n#define GL_BLEND_COLOR_EXT 0x8005\n\ntypedef void (GLAPIENTRY * PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\n\n#define glBlendColorEXT GLEW_GET_FUN(__glewBlendColorEXT)\n\n#define GLEW_EXT_blend_color GLEW_GET_VAR(__GLEW_EXT_blend_color)\n\n#endif /* GL_EXT_blend_color */\n\n/* --------------------- GL_EXT_blend_equation_separate -------------------- */\n\n#ifndef GL_EXT_blend_equation_separate\n#define GL_EXT_blend_equation_separate 1\n\n#define GL_BLEND_EQUATION_RGB_EXT 0x8009\n#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha);\n\n#define glBlendEquationSeparateEXT GLEW_GET_FUN(__glewBlendEquationSeparateEXT)\n\n#define GLEW_EXT_blend_equation_separate GLEW_GET_VAR(__GLEW_EXT_blend_equation_separate)\n\n#endif /* GL_EXT_blend_equation_separate */\n\n/* ----------------------- GL_EXT_blend_func_extended ---------------------- */\n\n#ifndef GL_EXT_blend_func_extended\n#define GL_EXT_blend_func_extended 1\n\n#define GL_SRC_ALPHA_SATURATE_EXT 0x0308\n#define GL_SRC1_ALPHA_EXT 0x8589\n#define GL_SRC1_COLOR_EXT 0x88F9\n#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA\n#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB\n#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC\n#define GL_LOCATION_INDEX_EXT 0x930F\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar * name);\ntypedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar* name);\n\n#define glBindFragDataLocationIndexedEXT GLEW_GET_FUN(__glewBindFragDataLocationIndexedEXT)\n#define glGetFragDataIndexEXT GLEW_GET_FUN(__glewGetFragDataIndexEXT)\n#define glGetProgramResourceLocationIndexEXT GLEW_GET_FUN(__glewGetProgramResourceLocationIndexEXT)\n\n#define GLEW_EXT_blend_func_extended GLEW_GET_VAR(__GLEW_EXT_blend_func_extended)\n\n#endif /* GL_EXT_blend_func_extended */\n\n/* ----------------------- GL_EXT_blend_func_separate ---------------------- */\n\n#ifndef GL_EXT_blend_func_separate\n#define GL_EXT_blend_func_separate 1\n\n#define GL_BLEND_DST_RGB_EXT 0x80C8\n#define GL_BLEND_SRC_RGB_EXT 0x80C9\n#define GL_BLEND_DST_ALPHA_EXT 0x80CA\n#define GL_BLEND_SRC_ALPHA_EXT 0x80CB\n\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\n\n#define glBlendFuncSeparateEXT GLEW_GET_FUN(__glewBlendFuncSeparateEXT)\n\n#define GLEW_EXT_blend_func_separate GLEW_GET_VAR(__GLEW_EXT_blend_func_separate)\n\n#endif /* GL_EXT_blend_func_separate */\n\n/* ------------------------- GL_EXT_blend_logic_op ------------------------- */\n\n#ifndef GL_EXT_blend_logic_op\n#define GL_EXT_blend_logic_op 1\n\n#define GLEW_EXT_blend_logic_op GLEW_GET_VAR(__GLEW_EXT_blend_logic_op)\n\n#endif /* GL_EXT_blend_logic_op */\n\n/* -------------------------- GL_EXT_blend_minmax -------------------------- */\n\n#ifndef GL_EXT_blend_minmax\n#define GL_EXT_blend_minmax 1\n\n#define GL_FUNC_ADD_EXT 0x8006\n#define GL_MIN_EXT 0x8007\n#define GL_MAX_EXT 0x8008\n#define GL_BLEND_EQUATION_EXT 0x8009\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONEXTPROC) (GLenum mode);\n\n#define glBlendEquationEXT GLEW_GET_FUN(__glewBlendEquationEXT)\n\n#define GLEW_EXT_blend_minmax GLEW_GET_VAR(__GLEW_EXT_blend_minmax)\n\n#endif /* GL_EXT_blend_minmax */\n\n/* ------------------------- GL_EXT_blend_subtract ------------------------- */\n\n#ifndef GL_EXT_blend_subtract\n#define GL_EXT_blend_subtract 1\n\n#define GL_FUNC_SUBTRACT_EXT 0x800A\n#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B\n\n#define GLEW_EXT_blend_subtract GLEW_GET_VAR(__GLEW_EXT_blend_subtract)\n\n#endif /* GL_EXT_blend_subtract */\n\n/* ------------------------- GL_EXT_buffer_storage ------------------------- */\n\n#ifndef GL_EXT_buffer_storage\n#define GL_EXT_buffer_storage 1\n\n#define GL_MAP_READ_BIT 0x0001\n#define GL_MAP_WRITE_BIT 0x0002\n#define GL_MAP_PERSISTENT_BIT_EXT 0x0040\n#define GL_MAP_COHERENT_BIT_EXT 0x0080\n#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100\n#define GL_CLIENT_STORAGE_BIT_EXT 0x0200\n#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000\n#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F\n#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);\n\n#define glBufferStorageEXT GLEW_GET_FUN(__glewBufferStorageEXT)\n#define glNamedBufferStorageEXT GLEW_GET_FUN(__glewNamedBufferStorageEXT)\n\n#define GLEW_EXT_buffer_storage GLEW_GET_VAR(__GLEW_EXT_buffer_storage)\n\n#endif /* GL_EXT_buffer_storage */\n\n/* -------------------------- GL_EXT_clear_texture ------------------------- */\n\n#ifndef GL_EXT_clear_texture\n#define GL_EXT_clear_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data);\n\n#define glClearTexImageEXT GLEW_GET_FUN(__glewClearTexImageEXT)\n#define glClearTexSubImageEXT GLEW_GET_FUN(__glewClearTexSubImageEXT)\n\n#define GLEW_EXT_clear_texture GLEW_GET_VAR(__GLEW_EXT_clear_texture)\n\n#endif /* GL_EXT_clear_texture */\n\n/* ----------------------- GL_EXT_clip_cull_distance ----------------------- */\n\n#ifndef GL_EXT_clip_cull_distance\n#define GL_EXT_clip_cull_distance 1\n\n#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32\n#define GL_CLIP_DISTANCE0_EXT 0x3000\n#define GL_CLIP_DISTANCE1_EXT 0x3001\n#define GL_CLIP_DISTANCE2_EXT 0x3002\n#define GL_CLIP_DISTANCE3_EXT 0x3003\n#define GL_CLIP_DISTANCE4_EXT 0x3004\n#define GL_CLIP_DISTANCE5_EXT 0x3005\n#define GL_CLIP_DISTANCE6_EXT 0x3006\n#define GL_CLIP_DISTANCE7_EXT 0x3007\n#define GL_MAX_CULL_DISTANCES_EXT 0x82F9\n#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA\n\n#define GLEW_EXT_clip_cull_distance GLEW_GET_VAR(__GLEW_EXT_clip_cull_distance)\n\n#endif /* GL_EXT_clip_cull_distance */\n\n/* ------------------------ GL_EXT_clip_volume_hint ------------------------ */\n\n#ifndef GL_EXT_clip_volume_hint\n#define GL_EXT_clip_volume_hint 1\n\n#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0\n\n#define GLEW_EXT_clip_volume_hint GLEW_GET_VAR(__GLEW_EXT_clip_volume_hint)\n\n#endif /* GL_EXT_clip_volume_hint */\n\n/* ------------------------------ GL_EXT_cmyka ----------------------------- */\n\n#ifndef GL_EXT_cmyka\n#define GL_EXT_cmyka 1\n\n#define GL_CMYK_EXT 0x800C\n#define GL_CMYKA_EXT 0x800D\n#define GL_PACK_CMYK_HINT_EXT 0x800E\n#define GL_UNPACK_CMYK_HINT_EXT 0x800F\n\n#define GLEW_EXT_cmyka GLEW_GET_VAR(__GLEW_EXT_cmyka)\n\n#endif /* GL_EXT_cmyka */\n\n/* ----------------------- GL_EXT_color_buffer_float ----------------------- */\n\n#ifndef GL_EXT_color_buffer_float\n#define GL_EXT_color_buffer_float 1\n\n#define GLEW_EXT_color_buffer_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_float)\n\n#endif /* GL_EXT_color_buffer_float */\n\n/* --------------------- GL_EXT_color_buffer_half_float -------------------- */\n\n#ifndef GL_EXT_color_buffer_half_float\n#define GL_EXT_color_buffer_half_float 1\n\n#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211\n#define GL_R16F_EXT 0x822D\n#define GL_RG16F_EXT 0x822F\n#define GL_RGBA16F_EXT 0x881A\n#define GL_RGB16F_EXT 0x881B\n#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17\n\n#define GLEW_EXT_color_buffer_half_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_half_float)\n\n#endif /* GL_EXT_color_buffer_half_float */\n\n/* ------------------------- GL_EXT_color_subtable ------------------------- */\n\n#ifndef GL_EXT_color_subtable\n#define GL_EXT_color_subtable 1\n\ntypedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);\n\n#define glColorSubTableEXT GLEW_GET_FUN(__glewColorSubTableEXT)\n#define glCopyColorSubTableEXT GLEW_GET_FUN(__glewCopyColorSubTableEXT)\n\n#define GLEW_EXT_color_subtable GLEW_GET_VAR(__GLEW_EXT_color_subtable)\n\n#endif /* GL_EXT_color_subtable */\n\n/* ---------------------- GL_EXT_compiled_vertex_array --------------------- */\n\n#ifndef GL_EXT_compiled_vertex_array\n#define GL_EXT_compiled_vertex_array 1\n\n#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8\n#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9\n\ntypedef void (GLAPIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void);\n\n#define glLockArraysEXT GLEW_GET_FUN(__glewLockArraysEXT)\n#define glUnlockArraysEXT GLEW_GET_FUN(__glewUnlockArraysEXT)\n\n#define GLEW_EXT_compiled_vertex_array GLEW_GET_VAR(__GLEW_EXT_compiled_vertex_array)\n\n#endif /* GL_EXT_compiled_vertex_array */\n\n/* ---------------- GL_EXT_compressed_ETC1_RGB8_sub_texture ---------------- */\n\n#ifndef GL_EXT_compressed_ETC1_RGB8_sub_texture\n#define GL_EXT_compressed_ETC1_RGB8_sub_texture 1\n\n#define GLEW_EXT_compressed_ETC1_RGB8_sub_texture GLEW_GET_VAR(__GLEW_EXT_compressed_ETC1_RGB8_sub_texture)\n\n#endif /* GL_EXT_compressed_ETC1_RGB8_sub_texture */\n\n/* ----------------------- GL_EXT_conservative_depth ----------------------- */\n\n#ifndef GL_EXT_conservative_depth\n#define GL_EXT_conservative_depth 1\n\n#define GLEW_EXT_conservative_depth GLEW_GET_VAR(__GLEW_EXT_conservative_depth)\n\n#endif /* GL_EXT_conservative_depth */\n\n/* --------------------------- GL_EXT_convolution -------------------------- */\n\n#ifndef GL_EXT_convolution\n#define GL_EXT_convolution 1\n\n#define GL_CONVOLUTION_1D_EXT 0x8010\n#define GL_CONVOLUTION_2D_EXT 0x8011\n#define GL_SEPARABLE_2D_EXT 0x8012\n#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013\n#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014\n#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015\n#define GL_REDUCE_EXT 0x8016\n#define GL_CONVOLUTION_FORMAT_EXT 0x8017\n#define GL_CONVOLUTION_WIDTH_EXT 0x8018\n#define GL_CONVOLUTION_HEIGHT_EXT 0x8019\n#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A\n#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B\n#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C\n#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D\n#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E\n#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F\n#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020\n#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021\n#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022\n#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023\n\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span);\ntypedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column);\n\n#define glConvolutionFilter1DEXT GLEW_GET_FUN(__glewConvolutionFilter1DEXT)\n#define glConvolutionFilter2DEXT GLEW_GET_FUN(__glewConvolutionFilter2DEXT)\n#define glConvolutionParameterfEXT GLEW_GET_FUN(__glewConvolutionParameterfEXT)\n#define glConvolutionParameterfvEXT GLEW_GET_FUN(__glewConvolutionParameterfvEXT)\n#define glConvolutionParameteriEXT GLEW_GET_FUN(__glewConvolutionParameteriEXT)\n#define glConvolutionParameterivEXT GLEW_GET_FUN(__glewConvolutionParameterivEXT)\n#define glCopyConvolutionFilter1DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter1DEXT)\n#define glCopyConvolutionFilter2DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter2DEXT)\n#define glGetConvolutionFilterEXT GLEW_GET_FUN(__glewGetConvolutionFilterEXT)\n#define glGetConvolutionParameterfvEXT GLEW_GET_FUN(__glewGetConvolutionParameterfvEXT)\n#define glGetConvolutionParameterivEXT GLEW_GET_FUN(__glewGetConvolutionParameterivEXT)\n#define glGetSeparableFilterEXT GLEW_GET_FUN(__glewGetSeparableFilterEXT)\n#define glSeparableFilter2DEXT GLEW_GET_FUN(__glewSeparableFilter2DEXT)\n\n#define GLEW_EXT_convolution GLEW_GET_VAR(__GLEW_EXT_convolution)\n\n#endif /* GL_EXT_convolution */\n\n/* ------------------------ GL_EXT_coordinate_frame ------------------------ */\n\n#ifndef GL_EXT_coordinate_frame\n#define GL_EXT_coordinate_frame 1\n\n#define GL_TANGENT_ARRAY_EXT 0x8439\n#define GL_BINORMAL_ARRAY_EXT 0x843A\n#define GL_CURRENT_TANGENT_EXT 0x843B\n#define GL_CURRENT_BINORMAL_EXT 0x843C\n#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E\n#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F\n#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440\n#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441\n#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442\n#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443\n#define GL_MAP1_TANGENT_EXT 0x8444\n#define GL_MAP2_TANGENT_EXT 0x8445\n#define GL_MAP1_BINORMAL_EXT 0x8446\n#define GL_MAP2_BINORMAL_EXT 0x8447\n\ntypedef void (GLAPIENTRY * PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer);\n\n#define glBinormalPointerEXT GLEW_GET_FUN(__glewBinormalPointerEXT)\n#define glTangentPointerEXT GLEW_GET_FUN(__glewTangentPointerEXT)\n\n#define GLEW_EXT_coordinate_frame GLEW_GET_VAR(__GLEW_EXT_coordinate_frame)\n\n#endif /* GL_EXT_coordinate_frame */\n\n/* --------------------------- GL_EXT_copy_image --------------------------- */\n\n#ifndef GL_EXT_copy_image\n#define GL_EXT_copy_image 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);\n\n#define glCopyImageSubDataEXT GLEW_GET_FUN(__glewCopyImageSubDataEXT)\n\n#define GLEW_EXT_copy_image GLEW_GET_VAR(__GLEW_EXT_copy_image)\n\n#endif /* GL_EXT_copy_image */\n\n/* -------------------------- GL_EXT_copy_texture -------------------------- */\n\n#ifndef GL_EXT_copy_texture\n#define GL_EXT_copy_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define glCopyTexImage1DEXT GLEW_GET_FUN(__glewCopyTexImage1DEXT)\n#define glCopyTexImage2DEXT GLEW_GET_FUN(__glewCopyTexImage2DEXT)\n#define glCopyTexSubImage1DEXT GLEW_GET_FUN(__glewCopyTexSubImage1DEXT)\n#define glCopyTexSubImage2DEXT GLEW_GET_FUN(__glewCopyTexSubImage2DEXT)\n#define glCopyTexSubImage3DEXT GLEW_GET_FUN(__glewCopyTexSubImage3DEXT)\n\n#define GLEW_EXT_copy_texture GLEW_GET_VAR(__GLEW_EXT_copy_texture)\n\n#endif /* GL_EXT_copy_texture */\n\n/* --------------------------- GL_EXT_cull_vertex -------------------------- */\n\n#ifndef GL_EXT_cull_vertex\n#define GL_EXT_cull_vertex 1\n\n#define GL_CULL_VERTEX_EXT 0x81AA\n#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB\n#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC\n\ntypedef void (GLAPIENTRY * PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat* params);\n\n#define glCullParameterdvEXT GLEW_GET_FUN(__glewCullParameterdvEXT)\n#define glCullParameterfvEXT GLEW_GET_FUN(__glewCullParameterfvEXT)\n\n#define GLEW_EXT_cull_vertex GLEW_GET_VAR(__GLEW_EXT_cull_vertex)\n\n#endif /* GL_EXT_cull_vertex */\n\n/* --------------------------- GL_EXT_debug_label -------------------------- */\n\n#ifndef GL_EXT_debug_label\n#define GL_EXT_debug_label 1\n\n#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F\n#define GL_PROGRAM_OBJECT_EXT 0x8B40\n#define GL_SHADER_OBJECT_EXT 0x8B48\n#define GL_BUFFER_OBJECT_EXT 0x9151\n#define GL_QUERY_OBJECT_EXT 0x9153\n#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154\n\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei* length, GLchar *label);\ntypedef void (GLAPIENTRY * PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar* label);\n\n#define glGetObjectLabelEXT GLEW_GET_FUN(__glewGetObjectLabelEXT)\n#define glLabelObjectEXT GLEW_GET_FUN(__glewLabelObjectEXT)\n\n#define GLEW_EXT_debug_label GLEW_GET_VAR(__GLEW_EXT_debug_label)\n\n#endif /* GL_EXT_debug_label */\n\n/* -------------------------- GL_EXT_debug_marker -------------------------- */\n\n#ifndef GL_EXT_debug_marker\n#define GL_EXT_debug_marker 1\n\ntypedef void (GLAPIENTRY * PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar* marker);\ntypedef void (GLAPIENTRY * PFNGLPOPGROUPMARKEREXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar* marker);\n\n#define glInsertEventMarkerEXT GLEW_GET_FUN(__glewInsertEventMarkerEXT)\n#define glPopGroupMarkerEXT GLEW_GET_FUN(__glewPopGroupMarkerEXT)\n#define glPushGroupMarkerEXT GLEW_GET_FUN(__glewPushGroupMarkerEXT)\n\n#define GLEW_EXT_debug_marker GLEW_GET_VAR(__GLEW_EXT_debug_marker)\n\n#endif /* GL_EXT_debug_marker */\n\n/* ------------------------ GL_EXT_depth_bounds_test ----------------------- */\n\n#ifndef GL_EXT_depth_bounds_test\n#define GL_EXT_depth_bounds_test 1\n\n#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890\n#define GL_DEPTH_BOUNDS_EXT 0x8891\n\ntypedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax);\n\n#define glDepthBoundsEXT GLEW_GET_FUN(__glewDepthBoundsEXT)\n\n#define GLEW_EXT_depth_bounds_test GLEW_GET_VAR(__GLEW_EXT_depth_bounds_test)\n\n#endif /* GL_EXT_depth_bounds_test */\n\n/* ----------------------- GL_EXT_direct_state_access ---------------------- */\n\n#ifndef GL_EXT_direct_state_access\n#define GL_EXT_direct_state_access 1\n\n#define GL_PROGRAM_MATRIX_EXT 0x8E2D\n#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E\n#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F\n\ntypedef void (GLAPIENTRY * PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);\ntypedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, void *img);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, void *img);\ntypedef void (GLAPIENTRY * PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void** param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void** param);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);\ntypedef void (GLAPIENTRY * PFNGLMATRIXFRUSTUMEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum matrixMode);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXORTHOEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);\ntypedef void (GLAPIENTRY * PFNGLMATRIXPOPEXTPROC) (GLenum matrixMode);\ntypedef void (GLAPIENTRY * PFNGLMATRIXPUSHEXTPROC) (GLenum matrixMode);\ntypedef void (GLAPIENTRY * PFNGLMATRIXROTATEDEXTPROC) (GLenum matrixMode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXROTATEFEXTPROC) (GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXSCALEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXSCALEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\n\n#define glBindMultiTextureEXT GLEW_GET_FUN(__glewBindMultiTextureEXT)\n#define glCheckNamedFramebufferStatusEXT GLEW_GET_FUN(__glewCheckNamedFramebufferStatusEXT)\n#define glClientAttribDefaultEXT GLEW_GET_FUN(__glewClientAttribDefaultEXT)\n#define glCompressedMultiTexImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage1DEXT)\n#define glCompressedMultiTexImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage2DEXT)\n#define glCompressedMultiTexImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage3DEXT)\n#define glCompressedMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage1DEXT)\n#define glCompressedMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage2DEXT)\n#define glCompressedMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage3DEXT)\n#define glCompressedTextureImage1DEXT GLEW_GET_FUN(__glewCompressedTextureImage1DEXT)\n#define glCompressedTextureImage2DEXT GLEW_GET_FUN(__glewCompressedTextureImage2DEXT)\n#define glCompressedTextureImage3DEXT GLEW_GET_FUN(__glewCompressedTextureImage3DEXT)\n#define glCompressedTextureSubImage1DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage1DEXT)\n#define glCompressedTextureSubImage2DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage2DEXT)\n#define glCompressedTextureSubImage3DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage3DEXT)\n#define glCopyMultiTexImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexImage1DEXT)\n#define glCopyMultiTexImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexImage2DEXT)\n#define glCopyMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage1DEXT)\n#define glCopyMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage2DEXT)\n#define glCopyMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage3DEXT)\n#define glCopyTextureImage1DEXT GLEW_GET_FUN(__glewCopyTextureImage1DEXT)\n#define glCopyTextureImage2DEXT GLEW_GET_FUN(__glewCopyTextureImage2DEXT)\n#define glCopyTextureSubImage1DEXT GLEW_GET_FUN(__glewCopyTextureSubImage1DEXT)\n#define glCopyTextureSubImage2DEXT GLEW_GET_FUN(__glewCopyTextureSubImage2DEXT)\n#define glCopyTextureSubImage3DEXT GLEW_GET_FUN(__glewCopyTextureSubImage3DEXT)\n#define glDisableClientStateIndexedEXT GLEW_GET_FUN(__glewDisableClientStateIndexedEXT)\n#define glDisableClientStateiEXT GLEW_GET_FUN(__glewDisableClientStateiEXT)\n#define glDisableVertexArrayAttribEXT GLEW_GET_FUN(__glewDisableVertexArrayAttribEXT)\n#define glDisableVertexArrayEXT GLEW_GET_FUN(__glewDisableVertexArrayEXT)\n#define glEnableClientStateIndexedEXT GLEW_GET_FUN(__glewEnableClientStateIndexedEXT)\n#define glEnableClientStateiEXT GLEW_GET_FUN(__glewEnableClientStateiEXT)\n#define glEnableVertexArrayAttribEXT GLEW_GET_FUN(__glewEnableVertexArrayAttribEXT)\n#define glEnableVertexArrayEXT GLEW_GET_FUN(__glewEnableVertexArrayEXT)\n#define glFlushMappedNamedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedNamedBufferRangeEXT)\n#define glFramebufferDrawBufferEXT GLEW_GET_FUN(__glewFramebufferDrawBufferEXT)\n#define glFramebufferDrawBuffersEXT GLEW_GET_FUN(__glewFramebufferDrawBuffersEXT)\n#define glFramebufferReadBufferEXT GLEW_GET_FUN(__glewFramebufferReadBufferEXT)\n#define glGenerateMultiTexMipmapEXT GLEW_GET_FUN(__glewGenerateMultiTexMipmapEXT)\n#define glGenerateTextureMipmapEXT GLEW_GET_FUN(__glewGenerateTextureMipmapEXT)\n#define glGetCompressedMultiTexImageEXT GLEW_GET_FUN(__glewGetCompressedMultiTexImageEXT)\n#define glGetCompressedTextureImageEXT GLEW_GET_FUN(__glewGetCompressedTextureImageEXT)\n#define glGetDoubleIndexedvEXT GLEW_GET_FUN(__glewGetDoubleIndexedvEXT)\n#define glGetDoublei_vEXT GLEW_GET_FUN(__glewGetDoublei_vEXT)\n#define glGetFloatIndexedvEXT GLEW_GET_FUN(__glewGetFloatIndexedvEXT)\n#define glGetFloati_vEXT GLEW_GET_FUN(__glewGetFloati_vEXT)\n#define glGetFramebufferParameterivEXT GLEW_GET_FUN(__glewGetFramebufferParameterivEXT)\n#define glGetMultiTexEnvfvEXT GLEW_GET_FUN(__glewGetMultiTexEnvfvEXT)\n#define glGetMultiTexEnvivEXT GLEW_GET_FUN(__glewGetMultiTexEnvivEXT)\n#define glGetMultiTexGendvEXT GLEW_GET_FUN(__glewGetMultiTexGendvEXT)\n#define glGetMultiTexGenfvEXT GLEW_GET_FUN(__glewGetMultiTexGenfvEXT)\n#define glGetMultiTexGenivEXT GLEW_GET_FUN(__glewGetMultiTexGenivEXT)\n#define glGetMultiTexImageEXT GLEW_GET_FUN(__glewGetMultiTexImageEXT)\n#define glGetMultiTexLevelParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterfvEXT)\n#define glGetMultiTexLevelParameterivEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterivEXT)\n#define glGetMultiTexParameterIivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIivEXT)\n#define glGetMultiTexParameterIuivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIuivEXT)\n#define glGetMultiTexParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexParameterfvEXT)\n#define glGetMultiTexParameterivEXT GLEW_GET_FUN(__glewGetMultiTexParameterivEXT)\n#define glGetNamedBufferParameterivEXT GLEW_GET_FUN(__glewGetNamedBufferParameterivEXT)\n#define glGetNamedBufferPointervEXT GLEW_GET_FUN(__glewGetNamedBufferPointervEXT)\n#define glGetNamedBufferSubDataEXT GLEW_GET_FUN(__glewGetNamedBufferSubDataEXT)\n#define glGetNamedFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameterivEXT)\n#define glGetNamedProgramLocalParameterIivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIivEXT)\n#define glGetNamedProgramLocalParameterIuivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIuivEXT)\n#define glGetNamedProgramLocalParameterdvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterdvEXT)\n#define glGetNamedProgramLocalParameterfvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterfvEXT)\n#define glGetNamedProgramStringEXT GLEW_GET_FUN(__glewGetNamedProgramStringEXT)\n#define glGetNamedProgramivEXT GLEW_GET_FUN(__glewGetNamedProgramivEXT)\n#define glGetNamedRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetNamedRenderbufferParameterivEXT)\n#define glGetPointerIndexedvEXT GLEW_GET_FUN(__glewGetPointerIndexedvEXT)\n#define glGetPointeri_vEXT GLEW_GET_FUN(__glewGetPointeri_vEXT)\n#define glGetTextureImageEXT GLEW_GET_FUN(__glewGetTextureImageEXT)\n#define glGetTextureLevelParameterfvEXT GLEW_GET_FUN(__glewGetTextureLevelParameterfvEXT)\n#define glGetTextureLevelParameterivEXT GLEW_GET_FUN(__glewGetTextureLevelParameterivEXT)\n#define glGetTextureParameterIivEXT GLEW_GET_FUN(__glewGetTextureParameterIivEXT)\n#define glGetTextureParameterIuivEXT GLEW_GET_FUN(__glewGetTextureParameterIuivEXT)\n#define glGetTextureParameterfvEXT GLEW_GET_FUN(__glewGetTextureParameterfvEXT)\n#define glGetTextureParameterivEXT GLEW_GET_FUN(__glewGetTextureParameterivEXT)\n#define glGetVertexArrayIntegeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayIntegeri_vEXT)\n#define glGetVertexArrayIntegervEXT GLEW_GET_FUN(__glewGetVertexArrayIntegervEXT)\n#define glGetVertexArrayPointeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayPointeri_vEXT)\n#define glGetVertexArrayPointervEXT GLEW_GET_FUN(__glewGetVertexArrayPointervEXT)\n#define glMapNamedBufferEXT GLEW_GET_FUN(__glewMapNamedBufferEXT)\n#define glMapNamedBufferRangeEXT GLEW_GET_FUN(__glewMapNamedBufferRangeEXT)\n#define glMatrixFrustumEXT GLEW_GET_FUN(__glewMatrixFrustumEXT)\n#define glMatrixLoadIdentityEXT GLEW_GET_FUN(__glewMatrixLoadIdentityEXT)\n#define glMatrixLoadTransposedEXT GLEW_GET_FUN(__glewMatrixLoadTransposedEXT)\n#define glMatrixLoadTransposefEXT GLEW_GET_FUN(__glewMatrixLoadTransposefEXT)\n#define glMatrixLoaddEXT GLEW_GET_FUN(__glewMatrixLoaddEXT)\n#define glMatrixLoadfEXT GLEW_GET_FUN(__glewMatrixLoadfEXT)\n#define glMatrixMultTransposedEXT GLEW_GET_FUN(__glewMatrixMultTransposedEXT)\n#define glMatrixMultTransposefEXT GLEW_GET_FUN(__glewMatrixMultTransposefEXT)\n#define glMatrixMultdEXT GLEW_GET_FUN(__glewMatrixMultdEXT)\n#define glMatrixMultfEXT GLEW_GET_FUN(__glewMatrixMultfEXT)\n#define glMatrixOrthoEXT GLEW_GET_FUN(__glewMatrixOrthoEXT)\n#define glMatrixPopEXT GLEW_GET_FUN(__glewMatrixPopEXT)\n#define glMatrixPushEXT GLEW_GET_FUN(__glewMatrixPushEXT)\n#define glMatrixRotatedEXT GLEW_GET_FUN(__glewMatrixRotatedEXT)\n#define glMatrixRotatefEXT GLEW_GET_FUN(__glewMatrixRotatefEXT)\n#define glMatrixScaledEXT GLEW_GET_FUN(__glewMatrixScaledEXT)\n#define glMatrixScalefEXT GLEW_GET_FUN(__glewMatrixScalefEXT)\n#define glMatrixTranslatedEXT GLEW_GET_FUN(__glewMatrixTranslatedEXT)\n#define glMatrixTranslatefEXT GLEW_GET_FUN(__glewMatrixTranslatefEXT)\n#define glMultiTexBufferEXT GLEW_GET_FUN(__glewMultiTexBufferEXT)\n#define glMultiTexCoordPointerEXT GLEW_GET_FUN(__glewMultiTexCoordPointerEXT)\n#define glMultiTexEnvfEXT GLEW_GET_FUN(__glewMultiTexEnvfEXT)\n#define glMultiTexEnvfvEXT GLEW_GET_FUN(__glewMultiTexEnvfvEXT)\n#define glMultiTexEnviEXT GLEW_GET_FUN(__glewMultiTexEnviEXT)\n#define glMultiTexEnvivEXT GLEW_GET_FUN(__glewMultiTexEnvivEXT)\n#define glMultiTexGendEXT GLEW_GET_FUN(__glewMultiTexGendEXT)\n#define glMultiTexGendvEXT GLEW_GET_FUN(__glewMultiTexGendvEXT)\n#define glMultiTexGenfEXT GLEW_GET_FUN(__glewMultiTexGenfEXT)\n#define glMultiTexGenfvEXT GLEW_GET_FUN(__glewMultiTexGenfvEXT)\n#define glMultiTexGeniEXT GLEW_GET_FUN(__glewMultiTexGeniEXT)\n#define glMultiTexGenivEXT GLEW_GET_FUN(__glewMultiTexGenivEXT)\n#define glMultiTexImage1DEXT GLEW_GET_FUN(__glewMultiTexImage1DEXT)\n#define glMultiTexImage2DEXT GLEW_GET_FUN(__glewMultiTexImage2DEXT)\n#define glMultiTexImage3DEXT GLEW_GET_FUN(__glewMultiTexImage3DEXT)\n#define glMultiTexParameterIivEXT GLEW_GET_FUN(__glewMultiTexParameterIivEXT)\n#define glMultiTexParameterIuivEXT GLEW_GET_FUN(__glewMultiTexParameterIuivEXT)\n#define glMultiTexParameterfEXT GLEW_GET_FUN(__glewMultiTexParameterfEXT)\n#define glMultiTexParameterfvEXT GLEW_GET_FUN(__glewMultiTexParameterfvEXT)\n#define glMultiTexParameteriEXT GLEW_GET_FUN(__glewMultiTexParameteriEXT)\n#define glMultiTexParameterivEXT GLEW_GET_FUN(__glewMultiTexParameterivEXT)\n#define glMultiTexRenderbufferEXT GLEW_GET_FUN(__glewMultiTexRenderbufferEXT)\n#define glMultiTexSubImage1DEXT GLEW_GET_FUN(__glewMultiTexSubImage1DEXT)\n#define glMultiTexSubImage2DEXT GLEW_GET_FUN(__glewMultiTexSubImage2DEXT)\n#define glMultiTexSubImage3DEXT GLEW_GET_FUN(__glewMultiTexSubImage3DEXT)\n#define glNamedBufferDataEXT GLEW_GET_FUN(__glewNamedBufferDataEXT)\n#define glNamedBufferSubDataEXT GLEW_GET_FUN(__glewNamedBufferSubDataEXT)\n#define glNamedCopyBufferSubDataEXT GLEW_GET_FUN(__glewNamedCopyBufferSubDataEXT)\n#define glNamedFramebufferRenderbufferEXT GLEW_GET_FUN(__glewNamedFramebufferRenderbufferEXT)\n#define glNamedFramebufferTexture1DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture1DEXT)\n#define glNamedFramebufferTexture2DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture2DEXT)\n#define glNamedFramebufferTexture3DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture3DEXT)\n#define glNamedFramebufferTextureEXT GLEW_GET_FUN(__glewNamedFramebufferTextureEXT)\n#define glNamedFramebufferTextureFaceEXT GLEW_GET_FUN(__glewNamedFramebufferTextureFaceEXT)\n#define glNamedFramebufferTextureLayerEXT GLEW_GET_FUN(__glewNamedFramebufferTextureLayerEXT)\n#define glNamedProgramLocalParameter4dEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dEXT)\n#define glNamedProgramLocalParameter4dvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dvEXT)\n#define glNamedProgramLocalParameter4fEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fEXT)\n#define glNamedProgramLocalParameter4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fvEXT)\n#define glNamedProgramLocalParameterI4iEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4iEXT)\n#define glNamedProgramLocalParameterI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4ivEXT)\n#define glNamedProgramLocalParameterI4uiEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uiEXT)\n#define glNamedProgramLocalParameterI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uivEXT)\n#define glNamedProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameters4fvEXT)\n#define glNamedProgramLocalParametersI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4ivEXT)\n#define glNamedProgramLocalParametersI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4uivEXT)\n#define glNamedProgramStringEXT GLEW_GET_FUN(__glewNamedProgramStringEXT)\n#define glNamedRenderbufferStorageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageEXT)\n#define glNamedRenderbufferStorageMultisampleCoverageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleCoverageEXT)\n#define glNamedRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleEXT)\n#define glProgramUniform1fEXT GLEW_GET_FUN(__glewProgramUniform1fEXT)\n#define glProgramUniform1fvEXT GLEW_GET_FUN(__glewProgramUniform1fvEXT)\n#define glProgramUniform1iEXT GLEW_GET_FUN(__glewProgramUniform1iEXT)\n#define glProgramUniform1ivEXT GLEW_GET_FUN(__glewProgramUniform1ivEXT)\n#define glProgramUniform1uiEXT GLEW_GET_FUN(__glewProgramUniform1uiEXT)\n#define glProgramUniform1uivEXT GLEW_GET_FUN(__glewProgramUniform1uivEXT)\n#define glProgramUniform2fEXT GLEW_GET_FUN(__glewProgramUniform2fEXT)\n#define glProgramUniform2fvEXT GLEW_GET_FUN(__glewProgramUniform2fvEXT)\n#define glProgramUniform2iEXT GLEW_GET_FUN(__glewProgramUniform2iEXT)\n#define glProgramUniform2ivEXT GLEW_GET_FUN(__glewProgramUniform2ivEXT)\n#define glProgramUniform2uiEXT GLEW_GET_FUN(__glewProgramUniform2uiEXT)\n#define glProgramUniform2uivEXT GLEW_GET_FUN(__glewProgramUniform2uivEXT)\n#define glProgramUniform3fEXT GLEW_GET_FUN(__glewProgramUniform3fEXT)\n#define glProgramUniform3fvEXT GLEW_GET_FUN(__glewProgramUniform3fvEXT)\n#define glProgramUniform3iEXT GLEW_GET_FUN(__glewProgramUniform3iEXT)\n#define glProgramUniform3ivEXT GLEW_GET_FUN(__glewProgramUniform3ivEXT)\n#define glProgramUniform3uiEXT GLEW_GET_FUN(__glewProgramUniform3uiEXT)\n#define glProgramUniform3uivEXT GLEW_GET_FUN(__glewProgramUniform3uivEXT)\n#define glProgramUniform4fEXT GLEW_GET_FUN(__glewProgramUniform4fEXT)\n#define glProgramUniform4fvEXT GLEW_GET_FUN(__glewProgramUniform4fvEXT)\n#define glProgramUniform4iEXT GLEW_GET_FUN(__glewProgramUniform4iEXT)\n#define glProgramUniform4ivEXT GLEW_GET_FUN(__glewProgramUniform4ivEXT)\n#define glProgramUniform4uiEXT GLEW_GET_FUN(__glewProgramUniform4uiEXT)\n#define glProgramUniform4uivEXT GLEW_GET_FUN(__glewProgramUniform4uivEXT)\n#define glProgramUniformMatrix2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2fvEXT)\n#define glProgramUniformMatrix2x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3fvEXT)\n#define glProgramUniformMatrix2x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4fvEXT)\n#define glProgramUniformMatrix3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3fvEXT)\n#define glProgramUniformMatrix3x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2fvEXT)\n#define glProgramUniformMatrix3x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4fvEXT)\n#define glProgramUniformMatrix4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4fvEXT)\n#define glProgramUniformMatrix4x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2fvEXT)\n#define glProgramUniformMatrix4x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3fvEXT)\n#define glPushClientAttribDefaultEXT GLEW_GET_FUN(__glewPushClientAttribDefaultEXT)\n#define glTextureBufferEXT GLEW_GET_FUN(__glewTextureBufferEXT)\n#define glTextureImage1DEXT GLEW_GET_FUN(__glewTextureImage1DEXT)\n#define glTextureImage2DEXT GLEW_GET_FUN(__glewTextureImage2DEXT)\n#define glTextureImage3DEXT GLEW_GET_FUN(__glewTextureImage3DEXT)\n#define glTextureParameterIivEXT GLEW_GET_FUN(__glewTextureParameterIivEXT)\n#define glTextureParameterIuivEXT GLEW_GET_FUN(__glewTextureParameterIuivEXT)\n#define glTextureParameterfEXT GLEW_GET_FUN(__glewTextureParameterfEXT)\n#define glTextureParameterfvEXT GLEW_GET_FUN(__glewTextureParameterfvEXT)\n#define glTextureParameteriEXT GLEW_GET_FUN(__glewTextureParameteriEXT)\n#define glTextureParameterivEXT GLEW_GET_FUN(__glewTextureParameterivEXT)\n#define glTextureRenderbufferEXT GLEW_GET_FUN(__glewTextureRenderbufferEXT)\n#define glTextureSubImage1DEXT GLEW_GET_FUN(__glewTextureSubImage1DEXT)\n#define glTextureSubImage2DEXT GLEW_GET_FUN(__glewTextureSubImage2DEXT)\n#define glTextureSubImage3DEXT GLEW_GET_FUN(__glewTextureSubImage3DEXT)\n#define glUnmapNamedBufferEXT GLEW_GET_FUN(__glewUnmapNamedBufferEXT)\n#define glVertexArrayColorOffsetEXT GLEW_GET_FUN(__glewVertexArrayColorOffsetEXT)\n#define glVertexArrayEdgeFlagOffsetEXT GLEW_GET_FUN(__glewVertexArrayEdgeFlagOffsetEXT)\n#define glVertexArrayFogCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayFogCoordOffsetEXT)\n#define glVertexArrayIndexOffsetEXT GLEW_GET_FUN(__glewVertexArrayIndexOffsetEXT)\n#define glVertexArrayMultiTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayMultiTexCoordOffsetEXT)\n#define glVertexArrayNormalOffsetEXT GLEW_GET_FUN(__glewVertexArrayNormalOffsetEXT)\n#define glVertexArraySecondaryColorOffsetEXT GLEW_GET_FUN(__glewVertexArraySecondaryColorOffsetEXT)\n#define glVertexArrayTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayTexCoordOffsetEXT)\n#define glVertexArrayVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribDivisorEXT)\n#define glVertexArrayVertexAttribIOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIOffsetEXT)\n#define glVertexArrayVertexAttribOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribOffsetEXT)\n#define glVertexArrayVertexOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexOffsetEXT)\n\n#define GLEW_EXT_direct_state_access GLEW_GET_VAR(__GLEW_EXT_direct_state_access)\n\n#endif /* GL_EXT_direct_state_access */\n\n/* ----------------------- GL_EXT_discard_framebuffer ---------------------- */\n\n#ifndef GL_EXT_discard_framebuffer\n#define GL_EXT_discard_framebuffer 1\n\n#define GL_COLOR_EXT 0x1800\n#define GL_DEPTH_EXT 0x1801\n#define GL_STENCIL_EXT 0x1802\n\ntypedef void (GLAPIENTRY * PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments);\n\n#define glDiscardFramebufferEXT GLEW_GET_FUN(__glewDiscardFramebufferEXT)\n\n#define GLEW_EXT_discard_framebuffer GLEW_GET_VAR(__GLEW_EXT_discard_framebuffer)\n\n#endif /* GL_EXT_discard_framebuffer */\n\n/* -------------------------- GL_EXT_draw_buffers -------------------------- */\n\n#ifndef GL_EXT_draw_buffers\n#define GL_EXT_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_EXT 0x8824\n#define GL_DRAW_BUFFER0_EXT 0x8825\n#define GL_DRAW_BUFFER1_EXT 0x8826\n#define GL_DRAW_BUFFER2_EXT 0x8827\n#define GL_DRAW_BUFFER3_EXT 0x8828\n#define GL_DRAW_BUFFER4_EXT 0x8829\n#define GL_DRAW_BUFFER5_EXT 0x882A\n#define GL_DRAW_BUFFER6_EXT 0x882B\n#define GL_DRAW_BUFFER7_EXT 0x882C\n#define GL_DRAW_BUFFER8_EXT 0x882D\n#define GL_DRAW_BUFFER9_EXT 0x882E\n#define GL_DRAW_BUFFER10_EXT 0x882F\n#define GL_DRAW_BUFFER11_EXT 0x8830\n#define GL_DRAW_BUFFER12_EXT 0x8831\n#define GL_DRAW_BUFFER13_EXT 0x8832\n#define GL_DRAW_BUFFER14_EXT 0x8833\n#define GL_DRAW_BUFFER15_EXT 0x8834\n#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF\n#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0\n#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1\n#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2\n#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3\n#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4\n#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5\n#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6\n#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7\n#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8\n#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9\n#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA\n#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB\n#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC\n#define GL_COLOR_ATTACHMENT13_EXT 0x8CED\n#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE\n#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersEXT GLEW_GET_FUN(__glewDrawBuffersEXT)\n\n#define GLEW_EXT_draw_buffers GLEW_GET_VAR(__GLEW_EXT_draw_buffers)\n\n#endif /* GL_EXT_draw_buffers */\n\n/* -------------------------- GL_EXT_draw_buffers2 ------------------------- */\n\n#ifndef GL_EXT_draw_buffers2\n#define GL_EXT_draw_buffers2 1\n\ntypedef void (GLAPIENTRY * PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\ntypedef void (GLAPIENTRY * PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum value, GLuint index, GLboolean* data);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum value, GLuint index, GLint* data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index);\n\n#define glColorMaskIndexedEXT GLEW_GET_FUN(__glewColorMaskIndexedEXT)\n#define glDisableIndexedEXT GLEW_GET_FUN(__glewDisableIndexedEXT)\n#define glEnableIndexedEXT GLEW_GET_FUN(__glewEnableIndexedEXT)\n#define glGetBooleanIndexedvEXT GLEW_GET_FUN(__glewGetBooleanIndexedvEXT)\n#define glGetIntegerIndexedvEXT GLEW_GET_FUN(__glewGetIntegerIndexedvEXT)\n#define glIsEnabledIndexedEXT GLEW_GET_FUN(__glewIsEnabledIndexedEXT)\n\n#define GLEW_EXT_draw_buffers2 GLEW_GET_VAR(__GLEW_EXT_draw_buffers2)\n\n#endif /* GL_EXT_draw_buffers2 */\n\n/* ---------------------- GL_EXT_draw_buffers_indexed ---------------------- */\n\n#ifndef GL_EXT_draw_buffers_indexed\n#define GL_EXT_draw_buffers_indexed 1\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst);\ntypedef void (GLAPIENTRY * PFNGLCOLORMASKIEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\ntypedef void (GLAPIENTRY * PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEIEXTPROC) (GLenum target, GLuint index);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index);\n\n#define glBlendEquationSeparateiEXT GLEW_GET_FUN(__glewBlendEquationSeparateiEXT)\n#define glBlendEquationiEXT GLEW_GET_FUN(__glewBlendEquationiEXT)\n#define glBlendFuncSeparateiEXT GLEW_GET_FUN(__glewBlendFuncSeparateiEXT)\n#define glBlendFunciEXT GLEW_GET_FUN(__glewBlendFunciEXT)\n#define glColorMaskiEXT GLEW_GET_FUN(__glewColorMaskiEXT)\n#define glDisableiEXT GLEW_GET_FUN(__glewDisableiEXT)\n#define glEnableiEXT GLEW_GET_FUN(__glewEnableiEXT)\n#define glIsEnablediEXT GLEW_GET_FUN(__glewIsEnablediEXT)\n\n#define GLEW_EXT_draw_buffers_indexed GLEW_GET_VAR(__GLEW_EXT_draw_buffers_indexed)\n\n#endif /* GL_EXT_draw_buffers_indexed */\n\n/* -------------------- GL_EXT_draw_elements_base_vertex ------------------- */\n\n#ifndef GL_EXT_draw_elements_base_vertex\n#define GL_EXT_draw_elements_base_vertex 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount, const GLint *basevertex);\n\n#define glDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsBaseVertexEXT)\n#define glDrawElementsInstancedBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexEXT)\n#define glDrawRangeElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawRangeElementsBaseVertexEXT)\n#define glMultiDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewMultiDrawElementsBaseVertexEXT)\n\n#define GLEW_EXT_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_EXT_draw_elements_base_vertex)\n\n#endif /* GL_EXT_draw_elements_base_vertex */\n\n/* ------------------------- GL_EXT_draw_instanced ------------------------- */\n\n#ifndef GL_EXT_draw_instanced\n#define GL_EXT_draw_instanced 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);\n\n#define glDrawArraysInstancedEXT GLEW_GET_FUN(__glewDrawArraysInstancedEXT)\n#define glDrawElementsInstancedEXT GLEW_GET_FUN(__glewDrawElementsInstancedEXT)\n\n#define GLEW_EXT_draw_instanced GLEW_GET_VAR(__GLEW_EXT_draw_instanced)\n\n#endif /* GL_EXT_draw_instanced */\n\n/* ----------------------- GL_EXT_draw_range_elements ---------------------- */\n\n#ifndef GL_EXT_draw_range_elements\n#define GL_EXT_draw_range_elements 1\n\n#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8\n#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9\n\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);\n\n#define glDrawRangeElementsEXT GLEW_GET_FUN(__glewDrawRangeElementsEXT)\n\n#define GLEW_EXT_draw_range_elements GLEW_GET_VAR(__GLEW_EXT_draw_range_elements)\n\n#endif /* GL_EXT_draw_range_elements */\n\n/* ------------------------- GL_EXT_external_buffer ------------------------ */\n\n#ifndef GL_EXT_external_buffer\n#define GL_EXT_external_buffer 1\n\ntypedef void* GLeglClientBufferEXT;\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags);\n\n#define glBufferStorageExternalEXT GLEW_GET_FUN(__glewBufferStorageExternalEXT)\n#define glNamedBufferStorageExternalEXT GLEW_GET_FUN(__glewNamedBufferStorageExternalEXT)\n\n#define GLEW_EXT_external_buffer GLEW_GET_VAR(__GLEW_EXT_external_buffer)\n\n#endif /* GL_EXT_external_buffer */\n\n/* --------------------------- GL_EXT_float_blend -------------------------- */\n\n#ifndef GL_EXT_float_blend\n#define GL_EXT_float_blend 1\n\n#define GLEW_EXT_float_blend GLEW_GET_VAR(__GLEW_EXT_float_blend)\n\n#endif /* GL_EXT_float_blend */\n\n/* ---------------------------- GL_EXT_fog_coord --------------------------- */\n\n#ifndef GL_EXT_fog_coord\n#define GL_EXT_fog_coord 1\n\n#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450\n#define GL_FOG_COORDINATE_EXT 0x8451\n#define GL_FRAGMENT_DEPTH_EXT 0x8452\n#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453\n#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454\n#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455\n#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456\n#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457\n\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDEXTPROC) (GLdouble coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord);\n\n#define glFogCoordPointerEXT GLEW_GET_FUN(__glewFogCoordPointerEXT)\n#define glFogCoorddEXT GLEW_GET_FUN(__glewFogCoorddEXT)\n#define glFogCoorddvEXT GLEW_GET_FUN(__glewFogCoorddvEXT)\n#define glFogCoordfEXT GLEW_GET_FUN(__glewFogCoordfEXT)\n#define glFogCoordfvEXT GLEW_GET_FUN(__glewFogCoordfvEXT)\n\n#define GLEW_EXT_fog_coord GLEW_GET_VAR(__GLEW_EXT_fog_coord)\n\n#endif /* GL_EXT_fog_coord */\n\n/* --------------------------- GL_EXT_frag_depth --------------------------- */\n\n#ifndef GL_EXT_frag_depth\n#define GL_EXT_frag_depth 1\n\n#define GLEW_EXT_frag_depth GLEW_GET_VAR(__GLEW_EXT_frag_depth)\n\n#endif /* GL_EXT_frag_depth */\n\n/* ------------------------ GL_EXT_fragment_lighting ----------------------- */\n\n#ifndef GL_EXT_fragment_lighting\n#define GL_EXT_fragment_lighting 1\n\n#define GL_FRAGMENT_LIGHTING_EXT 0x8400\n#define GL_FRAGMENT_COLOR_MATERIAL_EXT 0x8401\n#define GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT 0x8402\n#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT 0x8403\n#define GL_MAX_FRAGMENT_LIGHTS_EXT 0x8404\n#define GL_MAX_ACTIVE_LIGHTS_EXT 0x8405\n#define GL_CURRENT_RASTER_NORMAL_EXT 0x8406\n#define GL_LIGHT_ENV_MODE_EXT 0x8407\n#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT 0x8408\n#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT 0x8409\n#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT 0x840A\n#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT 0x840B\n#define GL_FRAGMENT_LIGHT0_EXT 0x840C\n#define GL_FRAGMENT_LIGHT7_EXT 0x8413\n\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALEXTPROC) (GLenum face, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFEXTPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVEXTPROC) (GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIEXTPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVEXTPROC) (GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFEXTPROC) (GLenum light, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIEXTPROC) (GLenum light, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFEXTPROC) (GLenum face, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIEXTPROC) (GLenum face, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLLIGHTENVIEXTPROC) (GLenum pname, GLint param);\n\n#define glFragmentColorMaterialEXT GLEW_GET_FUN(__glewFragmentColorMaterialEXT)\n#define glFragmentLightModelfEXT GLEW_GET_FUN(__glewFragmentLightModelfEXT)\n#define glFragmentLightModelfvEXT GLEW_GET_FUN(__glewFragmentLightModelfvEXT)\n#define glFragmentLightModeliEXT GLEW_GET_FUN(__glewFragmentLightModeliEXT)\n#define glFragmentLightModelivEXT GLEW_GET_FUN(__glewFragmentLightModelivEXT)\n#define glFragmentLightfEXT GLEW_GET_FUN(__glewFragmentLightfEXT)\n#define glFragmentLightfvEXT GLEW_GET_FUN(__glewFragmentLightfvEXT)\n#define glFragmentLightiEXT GLEW_GET_FUN(__glewFragmentLightiEXT)\n#define glFragmentLightivEXT GLEW_GET_FUN(__glewFragmentLightivEXT)\n#define glFragmentMaterialfEXT GLEW_GET_FUN(__glewFragmentMaterialfEXT)\n#define glFragmentMaterialfvEXT GLEW_GET_FUN(__glewFragmentMaterialfvEXT)\n#define glFragmentMaterialiEXT GLEW_GET_FUN(__glewFragmentMaterialiEXT)\n#define glFragmentMaterialivEXT GLEW_GET_FUN(__glewFragmentMaterialivEXT)\n#define glGetFragmentLightfvEXT GLEW_GET_FUN(__glewGetFragmentLightfvEXT)\n#define glGetFragmentLightivEXT GLEW_GET_FUN(__glewGetFragmentLightivEXT)\n#define glGetFragmentMaterialfvEXT GLEW_GET_FUN(__glewGetFragmentMaterialfvEXT)\n#define glGetFragmentMaterialivEXT GLEW_GET_FUN(__glewGetFragmentMaterialivEXT)\n#define glLightEnviEXT GLEW_GET_FUN(__glewLightEnviEXT)\n\n#define GLEW_EXT_fragment_lighting GLEW_GET_VAR(__GLEW_EXT_fragment_lighting)\n\n#endif /* GL_EXT_fragment_lighting */\n\n/* ------------------------ GL_EXT_framebuffer_blit ------------------------ */\n\n#ifndef GL_EXT_framebuffer_blit\n#define GL_EXT_framebuffer_blit 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6\n#define GL_READ_FRAMEBUFFER_EXT 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA\n\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\n\n#define glBlitFramebufferEXT GLEW_GET_FUN(__glewBlitFramebufferEXT)\n\n#define GLEW_EXT_framebuffer_blit GLEW_GET_VAR(__GLEW_EXT_framebuffer_blit)\n\n#endif /* GL_EXT_framebuffer_blit */\n\n/* --------------------- GL_EXT_framebuffer_multisample -------------------- */\n\n#ifndef GL_EXT_framebuffer_multisample\n#define GL_EXT_framebuffer_multisample 1\n\n#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56\n#define GL_MAX_SAMPLES_EXT 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewRenderbufferStorageMultisampleEXT)\n\n#define GLEW_EXT_framebuffer_multisample GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample)\n\n#endif /* GL_EXT_framebuffer_multisample */\n\n/* --------------- GL_EXT_framebuffer_multisample_blit_scaled -------------- */\n\n#ifndef GL_EXT_framebuffer_multisample_blit_scaled\n#define GL_EXT_framebuffer_multisample_blit_scaled 1\n\n#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA\n#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB\n\n#define GLEW_EXT_framebuffer_multisample_blit_scaled GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample_blit_scaled)\n\n#endif /* GL_EXT_framebuffer_multisample_blit_scaled */\n\n/* ----------------------- GL_EXT_framebuffer_object ----------------------- */\n\n#ifndef GL_EXT_framebuffer_object\n#define GL_EXT_framebuffer_object 1\n\n#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506\n#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8\n#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6\n#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4\n#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5\n#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6\n#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7\n#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9\n#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA\n#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB\n#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC\n#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD\n#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF\n#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0\n#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1\n#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2\n#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3\n#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4\n#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5\n#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6\n#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7\n#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8\n#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9\n#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA\n#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB\n#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC\n#define GL_COLOR_ATTACHMENT13_EXT 0x8CED\n#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE\n#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF\n#define GL_DEPTH_ATTACHMENT_EXT 0x8D00\n#define GL_STENCIL_ATTACHMENT_EXT 0x8D20\n#define GL_FRAMEBUFFER_EXT 0x8D40\n#define GL_RENDERBUFFER_EXT 0x8D41\n#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42\n#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43\n#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44\n#define GL_STENCIL_INDEX1_EXT 0x8D46\n#define GL_STENCIL_INDEX4_EXT 0x8D47\n#define GL_STENCIL_INDEX8_EXT 0x8D48\n#define GL_STENCIL_INDEX16_EXT 0x8D49\n#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50\n#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51\n#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52\n#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53\n#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54\n#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer);\ntypedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\ntypedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPEXTPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer);\ntypedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glBindFramebufferEXT GLEW_GET_FUN(__glewBindFramebufferEXT)\n#define glBindRenderbufferEXT GLEW_GET_FUN(__glewBindRenderbufferEXT)\n#define glCheckFramebufferStatusEXT GLEW_GET_FUN(__glewCheckFramebufferStatusEXT)\n#define glDeleteFramebuffersEXT GLEW_GET_FUN(__glewDeleteFramebuffersEXT)\n#define glDeleteRenderbuffersEXT GLEW_GET_FUN(__glewDeleteRenderbuffersEXT)\n#define glFramebufferRenderbufferEXT GLEW_GET_FUN(__glewFramebufferRenderbufferEXT)\n#define glFramebufferTexture1DEXT GLEW_GET_FUN(__glewFramebufferTexture1DEXT)\n#define glFramebufferTexture2DEXT GLEW_GET_FUN(__glewFramebufferTexture2DEXT)\n#define glFramebufferTexture3DEXT GLEW_GET_FUN(__glewFramebufferTexture3DEXT)\n#define glGenFramebuffersEXT GLEW_GET_FUN(__glewGenFramebuffersEXT)\n#define glGenRenderbuffersEXT GLEW_GET_FUN(__glewGenRenderbuffersEXT)\n#define glGenerateMipmapEXT GLEW_GET_FUN(__glewGenerateMipmapEXT)\n#define glGetFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetFramebufferAttachmentParameterivEXT)\n#define glGetRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetRenderbufferParameterivEXT)\n#define glIsFramebufferEXT GLEW_GET_FUN(__glewIsFramebufferEXT)\n#define glIsRenderbufferEXT GLEW_GET_FUN(__glewIsRenderbufferEXT)\n#define glRenderbufferStorageEXT GLEW_GET_FUN(__glewRenderbufferStorageEXT)\n\n#define GLEW_EXT_framebuffer_object GLEW_GET_VAR(__GLEW_EXT_framebuffer_object)\n\n#endif /* GL_EXT_framebuffer_object */\n\n/* ------------------------ GL_EXT_framebuffer_sRGB ------------------------ */\n\n#ifndef GL_EXT_framebuffer_sRGB\n#define GL_EXT_framebuffer_sRGB 1\n\n#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9\n#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA\n\n#define GLEW_EXT_framebuffer_sRGB GLEW_GET_VAR(__GLEW_EXT_framebuffer_sRGB)\n\n#endif /* GL_EXT_framebuffer_sRGB */\n\n/* ----------------------- GL_EXT_geometry_point_size ---------------------- */\n\n#ifndef GL_EXT_geometry_point_size\n#define GL_EXT_geometry_point_size 1\n\n#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004\n#define GL_LINES_ADJACENCY_EXT 0xA\n#define GL_LINE_STRIP_ADJACENCY_EXT 0xB\n#define GL_TRIANGLES_ADJACENCY_EXT 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD\n#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E\n#define GL_UNDEFINED_VERTEX_EXT 0x8260\n#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F\n#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916\n#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917\n#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918\n#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C\n#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29\n#define GL_PRIMITIVES_GENERATED_EXT 0x8C87\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8\n#define GL_GEOMETRY_SHADER_EXT 0x8DD9\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1\n#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E\n#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A\n#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD\n#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7\n#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123\n#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5\n#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309\n#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312\n#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317\n\n#define GLEW_EXT_geometry_point_size GLEW_GET_VAR(__GLEW_EXT_geometry_point_size)\n\n#endif /* GL_EXT_geometry_point_size */\n\n/* ------------------------- GL_EXT_geometry_shader ------------------------ */\n\n#ifndef GL_EXT_geometry_shader\n#define GL_EXT_geometry_shader 1\n\n#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004\n#define GL_LINES_ADJACENCY_EXT 0xA\n#define GL_LINE_STRIP_ADJACENCY_EXT 0xB\n#define GL_TRIANGLES_ADJACENCY_EXT 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD\n#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E\n#define GL_UNDEFINED_VERTEX_EXT 0x8260\n#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F\n#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916\n#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917\n#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918\n#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C\n#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29\n#define GL_PRIMITIVES_GENERATED_EXT 0x8C87\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8\n#define GL_GEOMETRY_SHADER_EXT 0x8DD9\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1\n#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E\n#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A\n#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD\n#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7\n#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123\n#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5\n#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309\n#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312\n#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317\n\n#define GLEW_EXT_geometry_shader GLEW_GET_VAR(__GLEW_EXT_geometry_shader)\n\n#endif /* GL_EXT_geometry_shader */\n\n/* ------------------------ GL_EXT_geometry_shader4 ------------------------ */\n\n#ifndef GL_EXT_geometry_shader4\n#define GL_EXT_geometry_shader4 1\n\n#define GL_LINES_ADJACENCY_EXT 0xA\n#define GL_LINE_STRIP_ADJACENCY_EXT 0xB\n#define GL_TRIANGLES_ADJACENCY_EXT 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD\n#define GL_PROGRAM_POINT_SIZE_EXT 0x8642\n#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9\n#define GL_GEOMETRY_SHADER_EXT 0x8DD9\n#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA\n#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB\n#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC\n#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD\n#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value);\n\n#define glFramebufferTextureEXT GLEW_GET_FUN(__glewFramebufferTextureEXT)\n#define glFramebufferTextureFaceEXT GLEW_GET_FUN(__glewFramebufferTextureFaceEXT)\n#define glProgramParameteriEXT GLEW_GET_FUN(__glewProgramParameteriEXT)\n\n#define GLEW_EXT_geometry_shader4 GLEW_GET_VAR(__GLEW_EXT_geometry_shader4)\n\n#endif /* GL_EXT_geometry_shader4 */\n\n/* --------------------- GL_EXT_gpu_program_parameters --------------------- */\n\n#ifndef GL_EXT_gpu_program_parameters\n#define GL_EXT_gpu_program_parameters 1\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);\n\n#define glProgramEnvParameters4fvEXT GLEW_GET_FUN(__glewProgramEnvParameters4fvEXT)\n#define glProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewProgramLocalParameters4fvEXT)\n\n#define GLEW_EXT_gpu_program_parameters GLEW_GET_VAR(__GLEW_EXT_gpu_program_parameters)\n\n#endif /* GL_EXT_gpu_program_parameters */\n\n/* --------------------------- GL_EXT_gpu_shader4 -------------------------- */\n\n#ifndef GL_EXT_gpu_shader4\n#define GL_EXT_gpu_shader4 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD\n#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0\n#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1\n#define GL_SAMPLER_BUFFER_EXT 0x8DC2\n#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3\n#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4\n#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5\n#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6\n#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7\n#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8\n#define GL_INT_SAMPLER_1D_EXT 0x8DC9\n#define GL_INT_SAMPLER_2D_EXT 0x8DCA\n#define GL_INT_SAMPLER_3D_EXT 0x8DCB\n#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC\n#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD\n#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE\n#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF\n#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0\n#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1\n#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2\n#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4\n#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5\n#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6\n#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7\n#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);\n\n#define glBindFragDataLocationEXT GLEW_GET_FUN(__glewBindFragDataLocationEXT)\n#define glGetFragDataLocationEXT GLEW_GET_FUN(__glewGetFragDataLocationEXT)\n#define glGetUniformuivEXT GLEW_GET_FUN(__glewGetUniformuivEXT)\n#define glGetVertexAttribIivEXT GLEW_GET_FUN(__glewGetVertexAttribIivEXT)\n#define glGetVertexAttribIuivEXT GLEW_GET_FUN(__glewGetVertexAttribIuivEXT)\n#define glUniform1uiEXT GLEW_GET_FUN(__glewUniform1uiEXT)\n#define glUniform1uivEXT GLEW_GET_FUN(__glewUniform1uivEXT)\n#define glUniform2uiEXT GLEW_GET_FUN(__glewUniform2uiEXT)\n#define glUniform2uivEXT GLEW_GET_FUN(__glewUniform2uivEXT)\n#define glUniform3uiEXT GLEW_GET_FUN(__glewUniform3uiEXT)\n#define glUniform3uivEXT GLEW_GET_FUN(__glewUniform3uivEXT)\n#define glUniform4uiEXT GLEW_GET_FUN(__glewUniform4uiEXT)\n#define glUniform4uivEXT GLEW_GET_FUN(__glewUniform4uivEXT)\n#define glVertexAttribI1iEXT GLEW_GET_FUN(__glewVertexAttribI1iEXT)\n#define glVertexAttribI1ivEXT GLEW_GET_FUN(__glewVertexAttribI1ivEXT)\n#define glVertexAttribI1uiEXT GLEW_GET_FUN(__glewVertexAttribI1uiEXT)\n#define glVertexAttribI1uivEXT GLEW_GET_FUN(__glewVertexAttribI1uivEXT)\n#define glVertexAttribI2iEXT GLEW_GET_FUN(__glewVertexAttribI2iEXT)\n#define glVertexAttribI2ivEXT GLEW_GET_FUN(__glewVertexAttribI2ivEXT)\n#define glVertexAttribI2uiEXT GLEW_GET_FUN(__glewVertexAttribI2uiEXT)\n#define glVertexAttribI2uivEXT GLEW_GET_FUN(__glewVertexAttribI2uivEXT)\n#define glVertexAttribI3iEXT GLEW_GET_FUN(__glewVertexAttribI3iEXT)\n#define glVertexAttribI3ivEXT GLEW_GET_FUN(__glewVertexAttribI3ivEXT)\n#define glVertexAttribI3uiEXT GLEW_GET_FUN(__glewVertexAttribI3uiEXT)\n#define glVertexAttribI3uivEXT GLEW_GET_FUN(__glewVertexAttribI3uivEXT)\n#define glVertexAttribI4bvEXT GLEW_GET_FUN(__glewVertexAttribI4bvEXT)\n#define glVertexAttribI4iEXT GLEW_GET_FUN(__glewVertexAttribI4iEXT)\n#define glVertexAttribI4ivEXT GLEW_GET_FUN(__glewVertexAttribI4ivEXT)\n#define glVertexAttribI4svEXT GLEW_GET_FUN(__glewVertexAttribI4svEXT)\n#define glVertexAttribI4ubvEXT GLEW_GET_FUN(__glewVertexAttribI4ubvEXT)\n#define glVertexAttribI4uiEXT GLEW_GET_FUN(__glewVertexAttribI4uiEXT)\n#define glVertexAttribI4uivEXT GLEW_GET_FUN(__glewVertexAttribI4uivEXT)\n#define glVertexAttribI4usvEXT GLEW_GET_FUN(__glewVertexAttribI4usvEXT)\n#define glVertexAttribIPointerEXT GLEW_GET_FUN(__glewVertexAttribIPointerEXT)\n\n#define GLEW_EXT_gpu_shader4 GLEW_GET_VAR(__GLEW_EXT_gpu_shader4)\n\n#endif /* GL_EXT_gpu_shader4 */\n\n/* --------------------------- GL_EXT_gpu_shader5 -------------------------- */\n\n#ifndef GL_EXT_gpu_shader5\n#define GL_EXT_gpu_shader5 1\n\n#define GLEW_EXT_gpu_shader5 GLEW_GET_VAR(__GLEW_EXT_gpu_shader5)\n\n#endif /* GL_EXT_gpu_shader5 */\n\n/* ---------------------------- GL_EXT_histogram --------------------------- */\n\n#ifndef GL_EXT_histogram\n#define GL_EXT_histogram 1\n\n#define GL_HISTOGRAM_EXT 0x8024\n#define GL_PROXY_HISTOGRAM_EXT 0x8025\n#define GL_HISTOGRAM_WIDTH_EXT 0x8026\n#define GL_HISTOGRAM_FORMAT_EXT 0x8027\n#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028\n#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029\n#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A\n#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B\n#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C\n#define GL_HISTOGRAM_SINK_EXT 0x802D\n#define GL_MINMAX_EXT 0x802E\n#define GL_MINMAX_FORMAT_EXT 0x802F\n#define GL_MINMAX_SINK_EXT 0x8030\n\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMEXTPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLRESETMINMAXEXTPROC) (GLenum target);\n\n#define glGetHistogramEXT GLEW_GET_FUN(__glewGetHistogramEXT)\n#define glGetHistogramParameterfvEXT GLEW_GET_FUN(__glewGetHistogramParameterfvEXT)\n#define glGetHistogramParameterivEXT GLEW_GET_FUN(__glewGetHistogramParameterivEXT)\n#define glGetMinmaxEXT GLEW_GET_FUN(__glewGetMinmaxEXT)\n#define glGetMinmaxParameterfvEXT GLEW_GET_FUN(__glewGetMinmaxParameterfvEXT)\n#define glGetMinmaxParameterivEXT GLEW_GET_FUN(__glewGetMinmaxParameterivEXT)\n#define glHistogramEXT GLEW_GET_FUN(__glewHistogramEXT)\n#define glMinmaxEXT GLEW_GET_FUN(__glewMinmaxEXT)\n#define glResetHistogramEXT GLEW_GET_FUN(__glewResetHistogramEXT)\n#define glResetMinmaxEXT GLEW_GET_FUN(__glewResetMinmaxEXT)\n\n#define GLEW_EXT_histogram GLEW_GET_VAR(__GLEW_EXT_histogram)\n\n#endif /* GL_EXT_histogram */\n\n/* ----------------------- GL_EXT_index_array_formats ---------------------- */\n\n#ifndef GL_EXT_index_array_formats\n#define GL_EXT_index_array_formats 1\n\n#define GLEW_EXT_index_array_formats GLEW_GET_VAR(__GLEW_EXT_index_array_formats)\n\n#endif /* GL_EXT_index_array_formats */\n\n/* --------------------------- GL_EXT_index_func --------------------------- */\n\n#ifndef GL_EXT_index_func\n#define GL_EXT_index_func 1\n\ntypedef void (GLAPIENTRY * PFNGLINDEXFUNCEXTPROC) (GLenum func, GLfloat ref);\n\n#define glIndexFuncEXT GLEW_GET_FUN(__glewIndexFuncEXT)\n\n#define GLEW_EXT_index_func GLEW_GET_VAR(__GLEW_EXT_index_func)\n\n#endif /* GL_EXT_index_func */\n\n/* ------------------------- GL_EXT_index_material ------------------------- */\n\n#ifndef GL_EXT_index_material\n#define GL_EXT_index_material 1\n\ntypedef void (GLAPIENTRY * PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode);\n\n#define glIndexMaterialEXT GLEW_GET_FUN(__glewIndexMaterialEXT)\n\n#define GLEW_EXT_index_material GLEW_GET_VAR(__GLEW_EXT_index_material)\n\n#endif /* GL_EXT_index_material */\n\n/* -------------------------- GL_EXT_index_texture ------------------------- */\n\n#ifndef GL_EXT_index_texture\n#define GL_EXT_index_texture 1\n\n#define GLEW_EXT_index_texture GLEW_GET_VAR(__GLEW_EXT_index_texture)\n\n#endif /* GL_EXT_index_texture */\n\n/* ------------------------ GL_EXT_instanced_arrays ------------------------ */\n\n#ifndef GL_EXT_instanced_arrays\n#define GL_EXT_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);\n\n#define glVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexAttribDivisorEXT)\n\n#define GLEW_EXT_instanced_arrays GLEW_GET_VAR(__GLEW_EXT_instanced_arrays)\n\n#endif /* GL_EXT_instanced_arrays */\n\n/* -------------------------- GL_EXT_light_texture ------------------------- */\n\n#ifndef GL_EXT_light_texture\n#define GL_EXT_light_texture 1\n\n#define GL_FRAGMENT_MATERIAL_EXT 0x8349\n#define GL_FRAGMENT_NORMAL_EXT 0x834A\n#define GL_FRAGMENT_COLOR_EXT 0x834C\n#define GL_ATTENUATION_EXT 0x834D\n#define GL_SHADOW_ATTENUATION_EXT 0x834E\n#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F\n#define GL_TEXTURE_LIGHT_EXT 0x8350\n#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351\n#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352\n\ntypedef void (GLAPIENTRY * PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLTEXTURELIGHTEXTPROC) (GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode);\n\n#define glApplyTextureEXT GLEW_GET_FUN(__glewApplyTextureEXT)\n#define glTextureLightEXT GLEW_GET_FUN(__glewTextureLightEXT)\n#define glTextureMaterialEXT GLEW_GET_FUN(__glewTextureMaterialEXT)\n\n#define GLEW_EXT_light_texture GLEW_GET_VAR(__GLEW_EXT_light_texture)\n\n#endif /* GL_EXT_light_texture */\n\n/* ------------------------ GL_EXT_map_buffer_range ------------------------ */\n\n#ifndef GL_EXT_map_buffer_range\n#define GL_EXT_map_buffer_range 1\n\n#define GL_MAP_READ_BIT_EXT 0x0001\n#define GL_MAP_WRITE_BIT_EXT 0x0002\n#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004\n#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008\n#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010\n#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length);\ntypedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\n\n#define glFlushMappedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedBufferRangeEXT)\n#define glMapBufferRangeEXT GLEW_GET_FUN(__glewMapBufferRangeEXT)\n\n#define GLEW_EXT_map_buffer_range GLEW_GET_VAR(__GLEW_EXT_map_buffer_range)\n\n#endif /* GL_EXT_map_buffer_range */\n\n/* -------------------------- GL_EXT_memory_object ------------------------- */\n\n#ifndef GL_EXT_memory_object\n#define GL_EXT_memory_object 1\n\n#define GL_UUID_SIZE_EXT 16\n#define GL_TEXTURE_TILING_EXT 0x9580\n#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581\n#define GL_NUM_TILING_TYPES_EXT 0x9582\n#define GL_TILING_TYPES_EXT 0x9583\n#define GL_OPTIMAL_TILING_EXT 0x9584\n#define GL_LINEAR_TILING_EXT 0x9585\n#define GL_LAYOUT_GENERAL_EXT 0x958D\n#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E\n#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F\n#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590\n#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591\n#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592\n#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593\n#define GL_NUM_DEVICE_UUIDS_EXT 0x9596\n#define GL_DEVICE_UUID_EXT 0x9597\n#define GL_DRIVER_UUID_EXT 0x9598\n#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint* memoryObjects);\ntypedef void (GLAPIENTRY * PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint* memoryObjects);\ntypedef void (GLAPIENTRY * PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte* data);\ntypedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte* data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject);\ntypedef void (GLAPIENTRY * PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\n\n#define glBufferStorageMemEXT GLEW_GET_FUN(__glewBufferStorageMemEXT)\n#define glCreateMemoryObjectsEXT GLEW_GET_FUN(__glewCreateMemoryObjectsEXT)\n#define glDeleteMemoryObjectsEXT GLEW_GET_FUN(__glewDeleteMemoryObjectsEXT)\n#define glGetMemoryObjectParameterivEXT GLEW_GET_FUN(__glewGetMemoryObjectParameterivEXT)\n#define glGetUnsignedBytei_vEXT GLEW_GET_FUN(__glewGetUnsignedBytei_vEXT)\n#define glGetUnsignedBytevEXT GLEW_GET_FUN(__glewGetUnsignedBytevEXT)\n#define glIsMemoryObjectEXT GLEW_GET_FUN(__glewIsMemoryObjectEXT)\n#define glMemoryObjectParameterivEXT GLEW_GET_FUN(__glewMemoryObjectParameterivEXT)\n#define glNamedBufferStorageMemEXT GLEW_GET_FUN(__glewNamedBufferStorageMemEXT)\n#define glTexStorageMem1DEXT GLEW_GET_FUN(__glewTexStorageMem1DEXT)\n#define glTexStorageMem2DEXT GLEW_GET_FUN(__glewTexStorageMem2DEXT)\n#define glTexStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem2DMultisampleEXT)\n#define glTexStorageMem3DEXT GLEW_GET_FUN(__glewTexStorageMem3DEXT)\n#define glTexStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem3DMultisampleEXT)\n#define glTextureStorageMem1DEXT GLEW_GET_FUN(__glewTextureStorageMem1DEXT)\n#define glTextureStorageMem2DEXT GLEW_GET_FUN(__glewTextureStorageMem2DEXT)\n#define glTextureStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem2DMultisampleEXT)\n#define glTextureStorageMem3DEXT GLEW_GET_FUN(__glewTextureStorageMem3DEXT)\n#define glTextureStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem3DMultisampleEXT)\n\n#define GLEW_EXT_memory_object GLEW_GET_VAR(__GLEW_EXT_memory_object)\n\n#endif /* GL_EXT_memory_object */\n\n/* ------------------------ GL_EXT_memory_object_fd ------------------------ */\n\n#ifndef GL_EXT_memory_object_fd\n#define GL_EXT_memory_object_fd 1\n\n#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd);\n\n#define glImportMemoryFdEXT GLEW_GET_FUN(__glewImportMemoryFdEXT)\n\n#define GLEW_EXT_memory_object_fd GLEW_GET_VAR(__GLEW_EXT_memory_object_fd)\n\n#endif /* GL_EXT_memory_object_fd */\n\n/* ----------------------- GL_EXT_memory_object_win32 ---------------------- */\n\n#ifndef GL_EXT_memory_object_win32\n#define GL_EXT_memory_object_win32 1\n\n#define GL_LUID_SIZE_EXT 8\n#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587\n#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588\n#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589\n#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A\n#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B\n#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C\n#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594\n#define GL_D3D12_FENCE_VALUE_EXT 0x9595\n#define GL_DEVICE_LUID_EXT 0x9599\n#define GL_DEVICE_NODE_MASK_EXT 0x959A\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle);\ntypedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name);\n\n#define glImportMemoryWin32HandleEXT GLEW_GET_FUN(__glewImportMemoryWin32HandleEXT)\n#define glImportMemoryWin32NameEXT GLEW_GET_FUN(__glewImportMemoryWin32NameEXT)\n\n#define GLEW_EXT_memory_object_win32 GLEW_GET_VAR(__GLEW_EXT_memory_object_win32)\n\n#endif /* GL_EXT_memory_object_win32 */\n\n/* ------------------------- GL_EXT_misc_attribute ------------------------- */\n\n#ifndef GL_EXT_misc_attribute\n#define GL_EXT_misc_attribute 1\n\n#define GLEW_EXT_misc_attribute GLEW_GET_VAR(__GLEW_EXT_misc_attribute)\n\n#endif /* GL_EXT_misc_attribute */\n\n/* ------------------------ GL_EXT_multi_draw_arrays ----------------------- */\n\n#ifndef GL_EXT_multi_draw_arrays\n#define GL_EXT_multi_draw_arrays 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount);\n\n#define glMultiDrawArraysEXT GLEW_GET_FUN(__glewMultiDrawArraysEXT)\n#define glMultiDrawElementsEXT GLEW_GET_FUN(__glewMultiDrawElementsEXT)\n\n#define GLEW_EXT_multi_draw_arrays GLEW_GET_VAR(__GLEW_EXT_multi_draw_arrays)\n\n#endif /* GL_EXT_multi_draw_arrays */\n\n/* ----------------------- GL_EXT_multi_draw_indirect ---------------------- */\n\n#ifndef GL_EXT_multi_draw_indirect\n#define GL_EXT_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirectEXT GLEW_GET_FUN(__glewMultiDrawArraysIndirectEXT)\n#define glMultiDrawElementsIndirectEXT GLEW_GET_FUN(__glewMultiDrawElementsIndirectEXT)\n\n#define GLEW_EXT_multi_draw_indirect GLEW_GET_VAR(__GLEW_EXT_multi_draw_indirect)\n\n#endif /* GL_EXT_multi_draw_indirect */\n\n/* ------------------------ GL_EXT_multiple_textures ----------------------- */\n\n#ifndef GL_EXT_multiple_textures\n#define GL_EXT_multiple_textures 1\n\n#define GLEW_EXT_multiple_textures GLEW_GET_VAR(__GLEW_EXT_multiple_textures)\n\n#endif /* GL_EXT_multiple_textures */\n\n/* --------------------------- GL_EXT_multisample -------------------------- */\n\n#ifndef GL_EXT_multisample\n#define GL_EXT_multisample 1\n\n#define GL_MULTISAMPLE_EXT 0x809D\n#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F\n#define GL_SAMPLE_MASK_EXT 0x80A0\n#define GL_1PASS_EXT 0x80A1\n#define GL_2PASS_0_EXT 0x80A2\n#define GL_2PASS_1_EXT 0x80A3\n#define GL_4PASS_0_EXT 0x80A4\n#define GL_4PASS_1_EXT 0x80A5\n#define GL_4PASS_2_EXT 0x80A6\n#define GL_4PASS_3_EXT 0x80A7\n#define GL_SAMPLE_BUFFERS_EXT 0x80A8\n#define GL_SAMPLES_EXT 0x80A9\n#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA\n#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB\n#define GL_SAMPLE_PATTERN_EXT 0x80AC\n#define GL_MULTISAMPLE_BIT_EXT 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern);\n\n#define glSampleMaskEXT GLEW_GET_FUN(__glewSampleMaskEXT)\n#define glSamplePatternEXT GLEW_GET_FUN(__glewSamplePatternEXT)\n\n#define GLEW_EXT_multisample GLEW_GET_VAR(__GLEW_EXT_multisample)\n\n#endif /* GL_EXT_multisample */\n\n/* -------------------- GL_EXT_multisample_compatibility ------------------- */\n\n#ifndef GL_EXT_multisample_compatibility\n#define GL_EXT_multisample_compatibility 1\n\n#define GL_MULTISAMPLE_EXT 0x809D\n#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F\n\n#define GLEW_EXT_multisample_compatibility GLEW_GET_VAR(__GLEW_EXT_multisample_compatibility)\n\n#endif /* GL_EXT_multisample_compatibility */\n\n/* ----------------- GL_EXT_multisampled_render_to_texture ----------------- */\n\n#ifndef GL_EXT_multisampled_render_to_texture\n#define GL_EXT_multisampled_render_to_texture 1\n\n#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56\n#define GL_MAX_SAMPLES_EXT 0x8D57\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples);\n\n#define glFramebufferTexture2DMultisampleEXT GLEW_GET_FUN(__glewFramebufferTexture2DMultisampleEXT)\n\n#define GLEW_EXT_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture)\n\n#endif /* GL_EXT_multisampled_render_to_texture */\n\n/* ----------------- GL_EXT_multisampled_render_to_texture2 ---------------- */\n\n#ifndef GL_EXT_multisampled_render_to_texture2\n#define GL_EXT_multisampled_render_to_texture2 1\n\n#define GLEW_EXT_multisampled_render_to_texture2 GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture2)\n\n#endif /* GL_EXT_multisampled_render_to_texture2 */\n\n/* --------------------- GL_EXT_multiview_draw_buffers --------------------- */\n\n#ifndef GL_EXT_multiview_draw_buffers\n#define GL_EXT_multiview_draw_buffers 1\n\n#define GL_DRAW_BUFFER_EXT 0x0C01\n#define GL_READ_BUFFER_EXT 0x0C02\n#define GL_COLOR_ATTACHMENT_EXT 0x90F0\n#define GL_MULTIVIEW_EXT 0x90F1\n#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum* location, const GLint *indices);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint* data);\ntypedef void (GLAPIENTRY * PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index);\n\n#define glDrawBuffersIndexedEXT GLEW_GET_FUN(__glewDrawBuffersIndexedEXT)\n#define glGetIntegeri_vEXT GLEW_GET_FUN(__glewGetIntegeri_vEXT)\n#define glReadBufferIndexedEXT GLEW_GET_FUN(__glewReadBufferIndexedEXT)\n\n#define GLEW_EXT_multiview_draw_buffers GLEW_GET_VAR(__GLEW_EXT_multiview_draw_buffers)\n\n#endif /* GL_EXT_multiview_draw_buffers */\n\n/* ---------------------- GL_EXT_packed_depth_stencil ---------------------- */\n\n#ifndef GL_EXT_packed_depth_stencil\n#define GL_EXT_packed_depth_stencil 1\n\n#define GL_DEPTH_STENCIL_EXT 0x84F9\n#define GL_UNSIGNED_INT_24_8_EXT 0x84FA\n#define GL_DEPTH24_STENCIL8_EXT 0x88F0\n#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1\n\n#define GLEW_EXT_packed_depth_stencil GLEW_GET_VAR(__GLEW_EXT_packed_depth_stencil)\n\n#endif /* GL_EXT_packed_depth_stencil */\n\n/* -------------------------- GL_EXT_packed_float -------------------------- */\n\n#ifndef GL_EXT_packed_float\n#define GL_EXT_packed_float 1\n\n#define GL_R11F_G11F_B10F_EXT 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B\n#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C\n\n#define GLEW_EXT_packed_float GLEW_GET_VAR(__GLEW_EXT_packed_float)\n\n#endif /* GL_EXT_packed_float */\n\n/* -------------------------- GL_EXT_packed_pixels ------------------------- */\n\n#ifndef GL_EXT_packed_pixels\n#define GL_EXT_packed_pixels 1\n\n#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032\n#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033\n#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034\n#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035\n#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036\n\n#define GLEW_EXT_packed_pixels GLEW_GET_VAR(__GLEW_EXT_packed_pixels)\n\n#endif /* GL_EXT_packed_pixels */\n\n/* ------------------------ GL_EXT_paletted_texture ------------------------ */\n\n#ifndef GL_EXT_paletted_texture\n#define GL_EXT_paletted_texture 1\n\n#define GL_TEXTURE_1D 0x0DE0\n#define GL_TEXTURE_2D 0x0DE1\n#define GL_PROXY_TEXTURE_1D 0x8063\n#define GL_PROXY_TEXTURE_2D 0x8064\n#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8\n#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9\n#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA\n#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB\n#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC\n#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD\n#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE\n#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF\n#define GL_COLOR_INDEX1_EXT 0x80E2\n#define GL_COLOR_INDEX2_EXT 0x80E3\n#define GL_COLOR_INDEX4_EXT 0x80E4\n#define GL_COLOR_INDEX8_EXT 0x80E5\n#define GL_COLOR_INDEX12_EXT 0x80E6\n#define GL_COLOR_INDEX16_EXT 0x80E7\n#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED\n#define GL_TEXTURE_CUBE_MAP_ARB 0x8513\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B\n\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\n\n#define glColorTableEXT GLEW_GET_FUN(__glewColorTableEXT)\n#define glGetColorTableEXT GLEW_GET_FUN(__glewGetColorTableEXT)\n#define glGetColorTableParameterfvEXT GLEW_GET_FUN(__glewGetColorTableParameterfvEXT)\n#define glGetColorTableParameterivEXT GLEW_GET_FUN(__glewGetColorTableParameterivEXT)\n\n#define GLEW_EXT_paletted_texture GLEW_GET_VAR(__GLEW_EXT_paletted_texture)\n\n#endif /* GL_EXT_paletted_texture */\n\n/* ----------------------- GL_EXT_pixel_buffer_object ---------------------- */\n\n#ifndef GL_EXT_pixel_buffer_object\n#define GL_EXT_pixel_buffer_object 1\n\n#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF\n\n#define GLEW_EXT_pixel_buffer_object GLEW_GET_VAR(__GLEW_EXT_pixel_buffer_object)\n\n#endif /* GL_EXT_pixel_buffer_object */\n\n/* ------------------------- GL_EXT_pixel_transform ------------------------ */\n\n#ifndef GL_EXT_pixel_transform\n#define GL_EXT_pixel_transform 1\n\n#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330\n#define GL_PIXEL_MAG_FILTER_EXT 0x8331\n#define GL_PIXEL_MIN_FILTER_EXT 0x8332\n#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333\n#define GL_CUBIC_EXT 0x8334\n#define GL_AVERAGE_EXT 0x8335\n#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336\n#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337\n#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338\n\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);\n\n#define glGetPixelTransformParameterfvEXT GLEW_GET_FUN(__glewGetPixelTransformParameterfvEXT)\n#define glGetPixelTransformParameterivEXT GLEW_GET_FUN(__glewGetPixelTransformParameterivEXT)\n#define glPixelTransformParameterfEXT GLEW_GET_FUN(__glewPixelTransformParameterfEXT)\n#define glPixelTransformParameterfvEXT GLEW_GET_FUN(__glewPixelTransformParameterfvEXT)\n#define glPixelTransformParameteriEXT GLEW_GET_FUN(__glewPixelTransformParameteriEXT)\n#define glPixelTransformParameterivEXT GLEW_GET_FUN(__glewPixelTransformParameterivEXT)\n\n#define GLEW_EXT_pixel_transform GLEW_GET_VAR(__GLEW_EXT_pixel_transform)\n\n#endif /* GL_EXT_pixel_transform */\n\n/* ------------------- GL_EXT_pixel_transform_color_table ------------------ */\n\n#ifndef GL_EXT_pixel_transform_color_table\n#define GL_EXT_pixel_transform_color_table 1\n\n#define GLEW_EXT_pixel_transform_color_table GLEW_GET_VAR(__GLEW_EXT_pixel_transform_color_table)\n\n#endif /* GL_EXT_pixel_transform_color_table */\n\n/* ------------------------ GL_EXT_point_parameters ------------------------ */\n\n#ifndef GL_EXT_point_parameters\n#define GL_EXT_point_parameters 1\n\n#define GL_POINT_SIZE_MIN_EXT 0x8126\n#define GL_POINT_SIZE_MAX_EXT 0x8127\n#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128\n#define GL_DISTANCE_ATTENUATION_EXT 0x8129\n\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat* params);\n\n#define glPointParameterfEXT GLEW_GET_FUN(__glewPointParameterfEXT)\n#define glPointParameterfvEXT GLEW_GET_FUN(__glewPointParameterfvEXT)\n\n#define GLEW_EXT_point_parameters GLEW_GET_VAR(__GLEW_EXT_point_parameters)\n\n#endif /* GL_EXT_point_parameters */\n\n/* ------------------------- GL_EXT_polygon_offset ------------------------- */\n\n#ifndef GL_EXT_polygon_offset\n#define GL_EXT_polygon_offset 1\n\n#define GL_POLYGON_OFFSET_EXT 0x8037\n#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038\n#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias);\n\n#define glPolygonOffsetEXT GLEW_GET_FUN(__glewPolygonOffsetEXT)\n\n#define GLEW_EXT_polygon_offset GLEW_GET_VAR(__GLEW_EXT_polygon_offset)\n\n#endif /* GL_EXT_polygon_offset */\n\n/* ---------------------- GL_EXT_polygon_offset_clamp ---------------------- */\n\n#ifndef GL_EXT_polygon_offset_clamp\n#define GL_EXT_polygon_offset_clamp 1\n\n#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp);\n\n#define glPolygonOffsetClampEXT GLEW_GET_FUN(__glewPolygonOffsetClampEXT)\n\n#define GLEW_EXT_polygon_offset_clamp GLEW_GET_VAR(__GLEW_EXT_polygon_offset_clamp)\n\n#endif /* GL_EXT_polygon_offset_clamp */\n\n/* ----------------------- GL_EXT_post_depth_coverage ---------------------- */\n\n#ifndef GL_EXT_post_depth_coverage\n#define GL_EXT_post_depth_coverage 1\n\n#define GLEW_EXT_post_depth_coverage GLEW_GET_VAR(__GLEW_EXT_post_depth_coverage)\n\n#endif /* GL_EXT_post_depth_coverage */\n\n/* ------------------------ GL_EXT_provoking_vertex ------------------------ */\n\n#ifndef GL_EXT_provoking_vertex\n#define GL_EXT_provoking_vertex 1\n\n#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C\n#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E\n#define GL_PROVOKING_VERTEX_EXT 0x8E4F\n\ntypedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode);\n\n#define glProvokingVertexEXT GLEW_GET_FUN(__glewProvokingVertexEXT)\n\n#define GLEW_EXT_provoking_vertex GLEW_GET_VAR(__GLEW_EXT_provoking_vertex)\n\n#endif /* GL_EXT_provoking_vertex */\n\n/* --------------------------- GL_EXT_pvrtc_sRGB --------------------------- */\n\n#ifndef GL_EXT_pvrtc_sRGB\n#define GL_EXT_pvrtc_sRGB 1\n\n#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54\n#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55\n#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56\n#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57\n\n#define GLEW_EXT_pvrtc_sRGB GLEW_GET_VAR(__GLEW_EXT_pvrtc_sRGB)\n\n#endif /* GL_EXT_pvrtc_sRGB */\n\n/* ----------------------- GL_EXT_raster_multisample ----------------------- */\n\n#ifndef GL_EXT_raster_multisample\n#define GL_EXT_raster_multisample 1\n\n#define GL_COLOR_SAMPLES_NV 0x8E20\n#define GL_RASTER_MULTISAMPLE_EXT 0x9327\n#define GL_RASTER_SAMPLES_EXT 0x9328\n#define GL_MAX_RASTER_SAMPLES_EXT 0x9329\n#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A\n#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B\n#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C\n#define GL_DEPTH_SAMPLES_NV 0x932D\n#define GL_STENCIL_SAMPLES_NV 0x932E\n#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F\n#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330\n#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331\n#define GL_COVERAGE_MODULATION_NV 0x9332\n#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333\n\ntypedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components);\ntypedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufsize, GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations);\n\n#define glCoverageModulationNV GLEW_GET_FUN(__glewCoverageModulationNV)\n#define glCoverageModulationTableNV GLEW_GET_FUN(__glewCoverageModulationTableNV)\n#define glGetCoverageModulationTableNV GLEW_GET_FUN(__glewGetCoverageModulationTableNV)\n#define glRasterSamplesEXT GLEW_GET_FUN(__glewRasterSamplesEXT)\n\n#define GLEW_EXT_raster_multisample GLEW_GET_VAR(__GLEW_EXT_raster_multisample)\n\n#endif /* GL_EXT_raster_multisample */\n\n/* ------------------------ GL_EXT_read_format_bgra ------------------------ */\n\n#ifndef GL_EXT_read_format_bgra\n#define GL_EXT_read_format_bgra 1\n\n#define GL_BGRA_EXT 0x80E1\n#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365\n#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366\n\n#define GLEW_EXT_read_format_bgra GLEW_GET_VAR(__GLEW_EXT_read_format_bgra)\n\n#endif /* GL_EXT_read_format_bgra */\n\n/* -------------------------- GL_EXT_render_snorm -------------------------- */\n\n#ifndef GL_EXT_render_snorm\n#define GL_EXT_render_snorm 1\n\n#define GL_BYTE 0x1400\n#define GL_SHORT 0x1402\n#define GL_R8_SNORM 0x8F94\n#define GL_RG8_SNORM 0x8F95\n#define GL_RGBA8_SNORM 0x8F97\n#define GL_R16_SNORM_EXT 0x8F98\n#define GL_RG16_SNORM_EXT 0x8F99\n#define GL_RGBA16_SNORM_EXT 0x8F9B\n\n#define GLEW_EXT_render_snorm GLEW_GET_VAR(__GLEW_EXT_render_snorm)\n\n#endif /* GL_EXT_render_snorm */\n\n/* ------------------------- GL_EXT_rescale_normal ------------------------- */\n\n#ifndef GL_EXT_rescale_normal\n#define GL_EXT_rescale_normal 1\n\n#define GL_RESCALE_NORMAL_EXT 0x803A\n\n#define GLEW_EXT_rescale_normal GLEW_GET_VAR(__GLEW_EXT_rescale_normal)\n\n#endif /* GL_EXT_rescale_normal */\n\n/* ------------------------------ GL_EXT_sRGB ------------------------------ */\n\n#ifndef GL_EXT_sRGB\n#define GL_EXT_sRGB 1\n\n#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210\n#define GL_SRGB_EXT 0x8C40\n#define GL_SRGB_ALPHA_EXT 0x8C42\n#define GL_SRGB8_ALPHA8_EXT 0x8C43\n\n#define GLEW_EXT_sRGB GLEW_GET_VAR(__GLEW_EXT_sRGB)\n\n#endif /* GL_EXT_sRGB */\n\n/* ----------------------- GL_EXT_sRGB_write_control ----------------------- */\n\n#ifndef GL_EXT_sRGB_write_control\n#define GL_EXT_sRGB_write_control 1\n\n#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9\n\n#define GLEW_EXT_sRGB_write_control GLEW_GET_VAR(__GLEW_EXT_sRGB_write_control)\n\n#endif /* GL_EXT_sRGB_write_control */\n\n/* -------------------------- GL_EXT_scene_marker -------------------------- */\n\n#ifndef GL_EXT_scene_marker\n#define GL_EXT_scene_marker 1\n\ntypedef void (GLAPIENTRY * PFNGLBEGINSCENEEXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLENDSCENEEXTPROC) (void);\n\n#define glBeginSceneEXT GLEW_GET_FUN(__glewBeginSceneEXT)\n#define glEndSceneEXT GLEW_GET_FUN(__glewEndSceneEXT)\n\n#define GLEW_EXT_scene_marker GLEW_GET_VAR(__GLEW_EXT_scene_marker)\n\n#endif /* GL_EXT_scene_marker */\n\n/* ------------------------- GL_EXT_secondary_color ------------------------ */\n\n#ifndef GL_EXT_secondary_color\n#define GL_EXT_secondary_color 1\n\n#define GL_COLOR_SUM_EXT 0x8458\n#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459\n#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A\n#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B\n#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C\n#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D\n#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E\n\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer);\n\n#define glSecondaryColor3bEXT GLEW_GET_FUN(__glewSecondaryColor3bEXT)\n#define glSecondaryColor3bvEXT GLEW_GET_FUN(__glewSecondaryColor3bvEXT)\n#define glSecondaryColor3dEXT GLEW_GET_FUN(__glewSecondaryColor3dEXT)\n#define glSecondaryColor3dvEXT GLEW_GET_FUN(__glewSecondaryColor3dvEXT)\n#define glSecondaryColor3fEXT GLEW_GET_FUN(__glewSecondaryColor3fEXT)\n#define glSecondaryColor3fvEXT GLEW_GET_FUN(__glewSecondaryColor3fvEXT)\n#define glSecondaryColor3iEXT GLEW_GET_FUN(__glewSecondaryColor3iEXT)\n#define glSecondaryColor3ivEXT GLEW_GET_FUN(__glewSecondaryColor3ivEXT)\n#define glSecondaryColor3sEXT GLEW_GET_FUN(__glewSecondaryColor3sEXT)\n#define glSecondaryColor3svEXT GLEW_GET_FUN(__glewSecondaryColor3svEXT)\n#define glSecondaryColor3ubEXT GLEW_GET_FUN(__glewSecondaryColor3ubEXT)\n#define glSecondaryColor3ubvEXT GLEW_GET_FUN(__glewSecondaryColor3ubvEXT)\n#define glSecondaryColor3uiEXT GLEW_GET_FUN(__glewSecondaryColor3uiEXT)\n#define glSecondaryColor3uivEXT GLEW_GET_FUN(__glewSecondaryColor3uivEXT)\n#define glSecondaryColor3usEXT GLEW_GET_FUN(__glewSecondaryColor3usEXT)\n#define glSecondaryColor3usvEXT GLEW_GET_FUN(__glewSecondaryColor3usvEXT)\n#define glSecondaryColorPointerEXT GLEW_GET_FUN(__glewSecondaryColorPointerEXT)\n\n#define GLEW_EXT_secondary_color GLEW_GET_VAR(__GLEW_EXT_secondary_color)\n\n#endif /* GL_EXT_secondary_color */\n\n/* ---------------------------- GL_EXT_semaphore --------------------------- */\n\n#ifndef GL_EXT_semaphore\n#define GL_EXT_semaphore 1\n\ntypedef void (GLAPIENTRY * PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint* semaphores);\ntypedef void (GLAPIENTRY * PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint* semaphores);\ntypedef void (GLAPIENTRY * PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore);\ntypedef void (GLAPIENTRY * PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts);\ntypedef void (GLAPIENTRY * PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts);\n\n#define glDeleteSemaphoresEXT GLEW_GET_FUN(__glewDeleteSemaphoresEXT)\n#define glGenSemaphoresEXT GLEW_GET_FUN(__glewGenSemaphoresEXT)\n#define glGetSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewGetSemaphoreParameterui64vEXT)\n#define glIsSemaphoreEXT GLEW_GET_FUN(__glewIsSemaphoreEXT)\n#define glSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewSemaphoreParameterui64vEXT)\n#define glSignalSemaphoreEXT GLEW_GET_FUN(__glewSignalSemaphoreEXT)\n#define glWaitSemaphoreEXT GLEW_GET_FUN(__glewWaitSemaphoreEXT)\n\n#define GLEW_EXT_semaphore GLEW_GET_VAR(__GLEW_EXT_semaphore)\n\n#endif /* GL_EXT_semaphore */\n\n/* -------------------------- GL_EXT_semaphore_fd -------------------------- */\n\n#ifndef GL_EXT_semaphore_fd\n#define GL_EXT_semaphore_fd 1\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd);\n\n#define glImportSemaphoreFdEXT GLEW_GET_FUN(__glewImportSemaphoreFdEXT)\n\n#define GLEW_EXT_semaphore_fd GLEW_GET_VAR(__GLEW_EXT_semaphore_fd)\n\n#endif /* GL_EXT_semaphore_fd */\n\n/* ------------------------- GL_EXT_semaphore_win32 ------------------------ */\n\n#ifndef GL_EXT_semaphore_win32\n#define GL_EXT_semaphore_win32 1\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle);\ntypedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name);\n\n#define glImportSemaphoreWin32HandleEXT GLEW_GET_FUN(__glewImportSemaphoreWin32HandleEXT)\n#define glImportSemaphoreWin32NameEXT GLEW_GET_FUN(__glewImportSemaphoreWin32NameEXT)\n\n#define GLEW_EXT_semaphore_win32 GLEW_GET_VAR(__GLEW_EXT_semaphore_win32)\n\n#endif /* GL_EXT_semaphore_win32 */\n\n/* --------------------- GL_EXT_separate_shader_objects -------------------- */\n\n#ifndef GL_EXT_separate_shader_objects\n#define GL_EXT_separate_shader_objects 1\n\n#define GL_ACTIVE_PROGRAM_EXT 0x8B8D\n\ntypedef void (GLAPIENTRY * PFNGLACTIVEPROGRAMEXTPROC) (GLuint program);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar* string);\ntypedef void (GLAPIENTRY * PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program);\n\n#define glActiveProgramEXT GLEW_GET_FUN(__glewActiveProgramEXT)\n#define glCreateShaderProgramEXT GLEW_GET_FUN(__glewCreateShaderProgramEXT)\n#define glUseShaderProgramEXT GLEW_GET_FUN(__glewUseShaderProgramEXT)\n\n#define GLEW_EXT_separate_shader_objects GLEW_GET_VAR(__GLEW_EXT_separate_shader_objects)\n\n#endif /* GL_EXT_separate_shader_objects */\n\n/* --------------------- GL_EXT_separate_specular_color -------------------- */\n\n#ifndef GL_EXT_separate_specular_color\n#define GL_EXT_separate_specular_color 1\n\n#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8\n#define GL_SINGLE_COLOR_EXT 0x81F9\n#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA\n\n#define GLEW_EXT_separate_specular_color GLEW_GET_VAR(__GLEW_EXT_separate_specular_color)\n\n#endif /* GL_EXT_separate_specular_color */\n\n/* -------------------- GL_EXT_shader_framebuffer_fetch -------------------- */\n\n#ifndef GL_EXT_shader_framebuffer_fetch\n#define GL_EXT_shader_framebuffer_fetch 1\n\n#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52\n\n#define GLEW_EXT_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_EXT_shader_framebuffer_fetch)\n\n#endif /* GL_EXT_shader_framebuffer_fetch */\n\n/* ------------------------ GL_EXT_shader_group_vote ----------------------- */\n\n#ifndef GL_EXT_shader_group_vote\n#define GL_EXT_shader_group_vote 1\n\n#define GLEW_EXT_shader_group_vote GLEW_GET_VAR(__GLEW_EXT_shader_group_vote)\n\n#endif /* GL_EXT_shader_group_vote */\n\n/* ------------------- GL_EXT_shader_image_load_formatted ------------------ */\n\n#ifndef GL_EXT_shader_image_load_formatted\n#define GL_EXT_shader_image_load_formatted 1\n\n#define GLEW_EXT_shader_image_load_formatted GLEW_GET_VAR(__GLEW_EXT_shader_image_load_formatted)\n\n#endif /* GL_EXT_shader_image_load_formatted */\n\n/* --------------------- GL_EXT_shader_image_load_store -------------------- */\n\n#ifndef GL_EXT_shader_image_load_store\n#define GL_EXT_shader_image_load_store 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001\n#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002\n#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004\n#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008\n#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020\n#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040\n#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080\n#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100\n#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200\n#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400\n#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800\n#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000\n#define GL_MAX_IMAGE_UNITS_EXT 0x8F38\n#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39\n#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A\n#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B\n#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C\n#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D\n#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E\n#define GL_IMAGE_1D_EXT 0x904C\n#define GL_IMAGE_2D_EXT 0x904D\n#define GL_IMAGE_3D_EXT 0x904E\n#define GL_IMAGE_2D_RECT_EXT 0x904F\n#define GL_IMAGE_CUBE_EXT 0x9050\n#define GL_IMAGE_BUFFER_EXT 0x9051\n#define GL_IMAGE_1D_ARRAY_EXT 0x9052\n#define GL_IMAGE_2D_ARRAY_EXT 0x9053\n#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054\n#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055\n#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056\n#define GL_INT_IMAGE_1D_EXT 0x9057\n#define GL_INT_IMAGE_2D_EXT 0x9058\n#define GL_INT_IMAGE_3D_EXT 0x9059\n#define GL_INT_IMAGE_2D_RECT_EXT 0x905A\n#define GL_INT_IMAGE_CUBE_EXT 0x905B\n#define GL_INT_IMAGE_BUFFER_EXT 0x905C\n#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D\n#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E\n#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F\n#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060\n#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061\n#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062\n#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063\n#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064\n#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065\n#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066\n#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067\n#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068\n#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069\n#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C\n#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D\n#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E\n#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format);\ntypedef void (GLAPIENTRY * PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers);\n\n#define glBindImageTextureEXT GLEW_GET_FUN(__glewBindImageTextureEXT)\n#define glMemoryBarrierEXT GLEW_GET_FUN(__glewMemoryBarrierEXT)\n\n#define GLEW_EXT_shader_image_load_store GLEW_GET_VAR(__GLEW_EXT_shader_image_load_store)\n\n#endif /* GL_EXT_shader_image_load_store */\n\n/* ------------------- GL_EXT_shader_implicit_conversions ------------------ */\n\n#ifndef GL_EXT_shader_implicit_conversions\n#define GL_EXT_shader_implicit_conversions 1\n\n#define GLEW_EXT_shader_implicit_conversions GLEW_GET_VAR(__GLEW_EXT_shader_implicit_conversions)\n\n#endif /* GL_EXT_shader_implicit_conversions */\n\n/* ----------------------- GL_EXT_shader_integer_mix ----------------------- */\n\n#ifndef GL_EXT_shader_integer_mix\n#define GL_EXT_shader_integer_mix 1\n\n#define GLEW_EXT_shader_integer_mix GLEW_GET_VAR(__GLEW_EXT_shader_integer_mix)\n\n#endif /* GL_EXT_shader_integer_mix */\n\n/* ------------------------ GL_EXT_shader_io_blocks ------------------------ */\n\n#ifndef GL_EXT_shader_io_blocks\n#define GL_EXT_shader_io_blocks 1\n\n#define GLEW_EXT_shader_io_blocks GLEW_GET_VAR(__GLEW_EXT_shader_io_blocks)\n\n#endif /* GL_EXT_shader_io_blocks */\n\n/* ------------- GL_EXT_shader_non_constant_global_initializers ------------ */\n\n#ifndef GL_EXT_shader_non_constant_global_initializers\n#define GL_EXT_shader_non_constant_global_initializers 1\n\n#define GLEW_EXT_shader_non_constant_global_initializers GLEW_GET_VAR(__GLEW_EXT_shader_non_constant_global_initializers)\n\n#endif /* GL_EXT_shader_non_constant_global_initializers */\n\n/* ------------------- GL_EXT_shader_pixel_local_storage ------------------- */\n\n#ifndef GL_EXT_shader_pixel_local_storage\n#define GL_EXT_shader_pixel_local_storage 1\n\n#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63\n#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64\n#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67\n\n#define GLEW_EXT_shader_pixel_local_storage GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage)\n\n#endif /* GL_EXT_shader_pixel_local_storage */\n\n/* ------------------- GL_EXT_shader_pixel_local_storage2 ------------------ */\n\n#ifndef GL_EXT_shader_pixel_local_storage2\n#define GL_EXT_shader_pixel_local_storage2 1\n\n#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650\n#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651\n#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652\n\ntypedef void (GLAPIENTRY * PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint* values);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size);\ntypedef GLsizei (GLAPIENTRY * PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target);\n\n#define glClearPixelLocalStorageuiEXT GLEW_GET_FUN(__glewClearPixelLocalStorageuiEXT)\n#define glFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewFramebufferPixelLocalStorageSizeEXT)\n#define glGetFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewGetFramebufferPixelLocalStorageSizeEXT)\n\n#define GLEW_EXT_shader_pixel_local_storage2 GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage2)\n\n#endif /* GL_EXT_shader_pixel_local_storage2 */\n\n/* ----------------------- GL_EXT_shader_texture_lod ----------------------- */\n\n#ifndef GL_EXT_shader_texture_lod\n#define GL_EXT_shader_texture_lod 1\n\n#define GLEW_EXT_shader_texture_lod GLEW_GET_VAR(__GLEW_EXT_shader_texture_lod)\n\n#endif /* GL_EXT_shader_texture_lod */\n\n/* -------------------------- GL_EXT_shadow_funcs -------------------------- */\n\n#ifndef GL_EXT_shadow_funcs\n#define GL_EXT_shadow_funcs 1\n\n#define GLEW_EXT_shadow_funcs GLEW_GET_VAR(__GLEW_EXT_shadow_funcs)\n\n#endif /* GL_EXT_shadow_funcs */\n\n/* ------------------------- GL_EXT_shadow_samplers ------------------------ */\n\n#ifndef GL_EXT_shadow_samplers\n#define GL_EXT_shadow_samplers 1\n\n#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C\n#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D\n#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E\n#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62\n\n#define GLEW_EXT_shadow_samplers GLEW_GET_VAR(__GLEW_EXT_shadow_samplers)\n\n#endif /* GL_EXT_shadow_samplers */\n\n/* --------------------- GL_EXT_shared_texture_palette --------------------- */\n\n#ifndef GL_EXT_shared_texture_palette\n#define GL_EXT_shared_texture_palette 1\n\n#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB\n\n#define GLEW_EXT_shared_texture_palette GLEW_GET_VAR(__GLEW_EXT_shared_texture_palette)\n\n#endif /* GL_EXT_shared_texture_palette */\n\n/* ------------------------- GL_EXT_sparse_texture ------------------------- */\n\n#ifndef GL_EXT_sparse_texture\n#define GL_EXT_sparse_texture 1\n\n#define GL_TEXTURE_2D 0x0DE1\n#define GL_TEXTURE_3D 0x806F\n#define GL_TEXTURE_CUBE_MAP 0x8513\n#define GL_TEXTURE_2D_ARRAY 0x8C1A\n#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009\n#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195\n#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196\n#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197\n#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198\n#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199\n#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A\n#define GL_TEXTURE_SPARSE_EXT 0x91A6\n#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7\n#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8\n#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9\n#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA\n\ntypedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);\n\n#define glTexPageCommitmentEXT GLEW_GET_FUN(__glewTexPageCommitmentEXT)\n#define glTexturePageCommitmentEXT GLEW_GET_FUN(__glewTexturePageCommitmentEXT)\n\n#define GLEW_EXT_sparse_texture GLEW_GET_VAR(__GLEW_EXT_sparse_texture)\n\n#endif /* GL_EXT_sparse_texture */\n\n/* ------------------------- GL_EXT_sparse_texture2 ------------------------ */\n\n#ifndef GL_EXT_sparse_texture2\n#define GL_EXT_sparse_texture2 1\n\n#define GLEW_EXT_sparse_texture2 GLEW_GET_VAR(__GLEW_EXT_sparse_texture2)\n\n#endif /* GL_EXT_sparse_texture2 */\n\n/* ------------------------ GL_EXT_stencil_clear_tag ----------------------- */\n\n#ifndef GL_EXT_stencil_clear_tag\n#define GL_EXT_stencil_clear_tag 1\n\n#define GL_STENCIL_TAG_BITS_EXT 0x88F2\n#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3\n\n#define GLEW_EXT_stencil_clear_tag GLEW_GET_VAR(__GLEW_EXT_stencil_clear_tag)\n\n#endif /* GL_EXT_stencil_clear_tag */\n\n/* ------------------------ GL_EXT_stencil_two_side ------------------------ */\n\n#ifndef GL_EXT_stencil_two_side\n#define GL_EXT_stencil_two_side 1\n\n#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910\n#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911\n\ntypedef void (GLAPIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);\n\n#define glActiveStencilFaceEXT GLEW_GET_FUN(__glewActiveStencilFaceEXT)\n\n#define GLEW_EXT_stencil_two_side GLEW_GET_VAR(__GLEW_EXT_stencil_two_side)\n\n#endif /* GL_EXT_stencil_two_side */\n\n/* -------------------------- GL_EXT_stencil_wrap -------------------------- */\n\n#ifndef GL_EXT_stencil_wrap\n#define GL_EXT_stencil_wrap 1\n\n#define GL_INCR_WRAP_EXT 0x8507\n#define GL_DECR_WRAP_EXT 0x8508\n\n#define GLEW_EXT_stencil_wrap GLEW_GET_VAR(__GLEW_EXT_stencil_wrap)\n\n#endif /* GL_EXT_stencil_wrap */\n\n/* --------------------------- GL_EXT_subtexture --------------------------- */\n\n#ifndef GL_EXT_subtexture\n#define GL_EXT_subtexture 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\n\n#define glTexSubImage1DEXT GLEW_GET_FUN(__glewTexSubImage1DEXT)\n#define glTexSubImage2DEXT GLEW_GET_FUN(__glewTexSubImage2DEXT)\n#define glTexSubImage3DEXT GLEW_GET_FUN(__glewTexSubImage3DEXT)\n\n#define GLEW_EXT_subtexture GLEW_GET_VAR(__GLEW_EXT_subtexture)\n\n#endif /* GL_EXT_subtexture */\n\n/* ----------------------------- GL_EXT_texture ---------------------------- */\n\n#ifndef GL_EXT_texture\n#define GL_EXT_texture 1\n\n#define GL_ALPHA4_EXT 0x803B\n#define GL_ALPHA8_EXT 0x803C\n#define GL_ALPHA12_EXT 0x803D\n#define GL_ALPHA16_EXT 0x803E\n#define GL_LUMINANCE4_EXT 0x803F\n#define GL_LUMINANCE8_EXT 0x8040\n#define GL_LUMINANCE12_EXT 0x8041\n#define GL_LUMINANCE16_EXT 0x8042\n#define GL_LUMINANCE4_ALPHA4_EXT 0x8043\n#define GL_LUMINANCE6_ALPHA2_EXT 0x8044\n#define GL_LUMINANCE8_ALPHA8_EXT 0x8045\n#define GL_LUMINANCE12_ALPHA4_EXT 0x8046\n#define GL_LUMINANCE12_ALPHA12_EXT 0x8047\n#define GL_LUMINANCE16_ALPHA16_EXT 0x8048\n#define GL_INTENSITY_EXT 0x8049\n#define GL_INTENSITY4_EXT 0x804A\n#define GL_INTENSITY8_EXT 0x804B\n#define GL_INTENSITY12_EXT 0x804C\n#define GL_INTENSITY16_EXT 0x804D\n#define GL_RGB2_EXT 0x804E\n#define GL_RGB4_EXT 0x804F\n#define GL_RGB5_EXT 0x8050\n#define GL_RGB8_EXT 0x8051\n#define GL_RGB10_EXT 0x8052\n#define GL_RGB12_EXT 0x8053\n#define GL_RGB16_EXT 0x8054\n#define GL_RGBA2_EXT 0x8055\n#define GL_RGBA4_EXT 0x8056\n#define GL_RGB5_A1_EXT 0x8057\n#define GL_RGBA8_EXT 0x8058\n#define GL_RGB10_A2_EXT 0x8059\n#define GL_RGBA12_EXT 0x805A\n#define GL_RGBA16_EXT 0x805B\n#define GL_TEXTURE_RED_SIZE_EXT 0x805C\n#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D\n#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E\n#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F\n#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060\n#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061\n#define GL_REPLACE_EXT 0x8062\n#define GL_PROXY_TEXTURE_1D_EXT 0x8063\n#define GL_PROXY_TEXTURE_2D_EXT 0x8064\n\n#define GLEW_EXT_texture GLEW_GET_VAR(__GLEW_EXT_texture)\n\n#endif /* GL_EXT_texture */\n\n/* ---------------------------- GL_EXT_texture3D --------------------------- */\n\n#ifndef GL_EXT_texture3D\n#define GL_EXT_texture3D 1\n\n#define GL_PACK_SKIP_IMAGES_EXT 0x806B\n#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C\n#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D\n#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E\n#define GL_TEXTURE_3D_EXT 0x806F\n#define GL_PROXY_TEXTURE_3D_EXT 0x8070\n#define GL_TEXTURE_DEPTH_EXT 0x8071\n#define GL_TEXTURE_WRAP_R_EXT 0x8072\n#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073\n\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\n\n#define glTexImage3DEXT GLEW_GET_FUN(__glewTexImage3DEXT)\n\n#define GLEW_EXT_texture3D GLEW_GET_VAR(__GLEW_EXT_texture3D)\n\n#endif /* GL_EXT_texture3D */\n\n/* -------------------------- GL_EXT_texture_array ------------------------- */\n\n#ifndef GL_EXT_texture_array\n#define GL_EXT_texture_array 1\n\n#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E\n#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF\n#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18\n#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19\n#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A\n#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B\n#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C\n#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\n\n#define glFramebufferTextureLayerEXT GLEW_GET_FUN(__glewFramebufferTextureLayerEXT)\n\n#define GLEW_EXT_texture_array GLEW_GET_VAR(__GLEW_EXT_texture_array)\n\n#endif /* GL_EXT_texture_array */\n\n/* ---------------------- GL_EXT_texture_buffer_object --------------------- */\n\n#ifndef GL_EXT_texture_buffer_object\n#define GL_EXT_texture_buffer_object 1\n\n#define GL_TEXTURE_BUFFER_EXT 0x8C2A\n#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B\n#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C\n#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D\n#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E\n\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer);\n\n#define glTexBufferEXT GLEW_GET_FUN(__glewTexBufferEXT)\n\n#define GLEW_EXT_texture_buffer_object GLEW_GET_VAR(__GLEW_EXT_texture_buffer_object)\n\n#endif /* GL_EXT_texture_buffer_object */\n\n/* -------------- GL_EXT_texture_compression_astc_decode_mode -------------- */\n\n#ifndef GL_EXT_texture_compression_astc_decode_mode\n#define GL_EXT_texture_compression_astc_decode_mode 1\n\n#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69\n\n#define GLEW_EXT_texture_compression_astc_decode_mode GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode)\n\n#endif /* GL_EXT_texture_compression_astc_decode_mode */\n\n/* ----------- GL_EXT_texture_compression_astc_decode_mode_rgb9e5 ---------- */\n\n#ifndef GL_EXT_texture_compression_astc_decode_mode_rgb9e5\n#define GL_EXT_texture_compression_astc_decode_mode_rgb9e5 1\n\n#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69\n\n#define GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5 GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5)\n\n#endif /* GL_EXT_texture_compression_astc_decode_mode_rgb9e5 */\n\n/* -------------------- GL_EXT_texture_compression_bptc -------------------- */\n\n#ifndef GL_EXT_texture_compression_bptc\n#define GL_EXT_texture_compression_bptc 1\n\n#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C\n#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D\n#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E\n#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F\n\n#define GLEW_EXT_texture_compression_bptc GLEW_GET_VAR(__GLEW_EXT_texture_compression_bptc)\n\n#endif /* GL_EXT_texture_compression_bptc */\n\n/* -------------------- GL_EXT_texture_compression_dxt1 -------------------- */\n\n#ifndef GL_EXT_texture_compression_dxt1\n#define GL_EXT_texture_compression_dxt1 1\n\n#define GLEW_EXT_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_EXT_texture_compression_dxt1)\n\n#endif /* GL_EXT_texture_compression_dxt1 */\n\n/* -------------------- GL_EXT_texture_compression_latc -------------------- */\n\n#ifndef GL_EXT_texture_compression_latc\n#define GL_EXT_texture_compression_latc 1\n\n#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70\n#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71\n#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72\n#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73\n\n#define GLEW_EXT_texture_compression_latc GLEW_GET_VAR(__GLEW_EXT_texture_compression_latc)\n\n#endif /* GL_EXT_texture_compression_latc */\n\n/* -------------------- GL_EXT_texture_compression_rgtc -------------------- */\n\n#ifndef GL_EXT_texture_compression_rgtc\n#define GL_EXT_texture_compression_rgtc 1\n\n#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB\n#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC\n#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD\n#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE\n\n#define GLEW_EXT_texture_compression_rgtc GLEW_GET_VAR(__GLEW_EXT_texture_compression_rgtc)\n\n#endif /* GL_EXT_texture_compression_rgtc */\n\n/* -------------------- GL_EXT_texture_compression_s3tc -------------------- */\n\n#ifndef GL_EXT_texture_compression_s3tc\n#define GL_EXT_texture_compression_s3tc 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3\n\n#define GLEW_EXT_texture_compression_s3tc GLEW_GET_VAR(__GLEW_EXT_texture_compression_s3tc)\n\n#endif /* GL_EXT_texture_compression_s3tc */\n\n/* ------------------------ GL_EXT_texture_cube_map ------------------------ */\n\n#ifndef GL_EXT_texture_cube_map\n#define GL_EXT_texture_cube_map 1\n\n#define GL_NORMAL_MAP_EXT 0x8511\n#define GL_REFLECTION_MAP_EXT 0x8512\n#define GL_TEXTURE_CUBE_MAP_EXT 0x8513\n#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A\n#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B\n#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C\n\n#define GLEW_EXT_texture_cube_map GLEW_GET_VAR(__GLEW_EXT_texture_cube_map)\n\n#endif /* GL_EXT_texture_cube_map */\n\n/* --------------------- GL_EXT_texture_cube_map_array --------------------- */\n\n#ifndef GL_EXT_texture_cube_map_array\n#define GL_EXT_texture_cube_map_array 1\n\n#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A\n#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C\n#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D\n#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F\n#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054\n#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F\n#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A\n\n#define GLEW_EXT_texture_cube_map_array GLEW_GET_VAR(__GLEW_EXT_texture_cube_map_array)\n\n#endif /* GL_EXT_texture_cube_map_array */\n\n/* ----------------------- GL_EXT_texture_edge_clamp ----------------------- */\n\n#ifndef GL_EXT_texture_edge_clamp\n#define GL_EXT_texture_edge_clamp 1\n\n#define GL_CLAMP_TO_EDGE_EXT 0x812F\n\n#define GLEW_EXT_texture_edge_clamp GLEW_GET_VAR(__GLEW_EXT_texture_edge_clamp)\n\n#endif /* GL_EXT_texture_edge_clamp */\n\n/* --------------------------- GL_EXT_texture_env -------------------------- */\n\n#ifndef GL_EXT_texture_env\n#define GL_EXT_texture_env 1\n\n#define GLEW_EXT_texture_env GLEW_GET_VAR(__GLEW_EXT_texture_env)\n\n#endif /* GL_EXT_texture_env */\n\n/* ------------------------- GL_EXT_texture_env_add ------------------------ */\n\n#ifndef GL_EXT_texture_env_add\n#define GL_EXT_texture_env_add 1\n\n#define GLEW_EXT_texture_env_add GLEW_GET_VAR(__GLEW_EXT_texture_env_add)\n\n#endif /* GL_EXT_texture_env_add */\n\n/* ----------------------- GL_EXT_texture_env_combine ---------------------- */\n\n#ifndef GL_EXT_texture_env_combine\n#define GL_EXT_texture_env_combine 1\n\n#define GL_COMBINE_EXT 0x8570\n#define GL_COMBINE_RGB_EXT 0x8571\n#define GL_COMBINE_ALPHA_EXT 0x8572\n#define GL_RGB_SCALE_EXT 0x8573\n#define GL_ADD_SIGNED_EXT 0x8574\n#define GL_INTERPOLATE_EXT 0x8575\n#define GL_CONSTANT_EXT 0x8576\n#define GL_PRIMARY_COLOR_EXT 0x8577\n#define GL_PREVIOUS_EXT 0x8578\n#define GL_SOURCE0_RGB_EXT 0x8580\n#define GL_SOURCE1_RGB_EXT 0x8581\n#define GL_SOURCE2_RGB_EXT 0x8582\n#define GL_SOURCE0_ALPHA_EXT 0x8588\n#define GL_SOURCE1_ALPHA_EXT 0x8589\n#define GL_SOURCE2_ALPHA_EXT 0x858A\n#define GL_OPERAND0_RGB_EXT 0x8590\n#define GL_OPERAND1_RGB_EXT 0x8591\n#define GL_OPERAND2_RGB_EXT 0x8592\n#define GL_OPERAND0_ALPHA_EXT 0x8598\n#define GL_OPERAND1_ALPHA_EXT 0x8599\n#define GL_OPERAND2_ALPHA_EXT 0x859A\n\n#define GLEW_EXT_texture_env_combine GLEW_GET_VAR(__GLEW_EXT_texture_env_combine)\n\n#endif /* GL_EXT_texture_env_combine */\n\n/* ------------------------ GL_EXT_texture_env_dot3 ------------------------ */\n\n#ifndef GL_EXT_texture_env_dot3\n#define GL_EXT_texture_env_dot3 1\n\n#define GL_DOT3_RGB_EXT 0x8740\n#define GL_DOT3_RGBA_EXT 0x8741\n\n#define GLEW_EXT_texture_env_dot3 GLEW_GET_VAR(__GLEW_EXT_texture_env_dot3)\n\n#endif /* GL_EXT_texture_env_dot3 */\n\n/* ------------------- GL_EXT_texture_filter_anisotropic ------------------- */\n\n#ifndef GL_EXT_texture_filter_anisotropic\n#define GL_EXT_texture_filter_anisotropic 1\n\n#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE\n#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF\n\n#define GLEW_EXT_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_EXT_texture_filter_anisotropic)\n\n#endif /* GL_EXT_texture_filter_anisotropic */\n\n/* ---------------------- GL_EXT_texture_filter_minmax --------------------- */\n\n#ifndef GL_EXT_texture_filter_minmax\n#define GL_EXT_texture_filter_minmax 1\n\n#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366\n#define GL_WEIGHTED_AVERAGE_EXT 0x9367\n\n#define GLEW_EXT_texture_filter_minmax GLEW_GET_VAR(__GLEW_EXT_texture_filter_minmax)\n\n#endif /* GL_EXT_texture_filter_minmax */\n\n/* --------------------- GL_EXT_texture_format_BGRA8888 -------------------- */\n\n#ifndef GL_EXT_texture_format_BGRA8888\n#define GL_EXT_texture_format_BGRA8888 1\n\n#define GL_BGRA_EXT 0x80E1\n\n#define GLEW_EXT_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_EXT_texture_format_BGRA8888)\n\n#endif /* GL_EXT_texture_format_BGRA8888 */\n\n/* ------------------------- GL_EXT_texture_integer ------------------------ */\n\n#ifndef GL_EXT_texture_integer\n#define GL_EXT_texture_integer 1\n\n#define GL_RGBA32UI_EXT 0x8D70\n#define GL_RGB32UI_EXT 0x8D71\n#define GL_ALPHA32UI_EXT 0x8D72\n#define GL_INTENSITY32UI_EXT 0x8D73\n#define GL_LUMINANCE32UI_EXT 0x8D74\n#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75\n#define GL_RGBA16UI_EXT 0x8D76\n#define GL_RGB16UI_EXT 0x8D77\n#define GL_ALPHA16UI_EXT 0x8D78\n#define GL_INTENSITY16UI_EXT 0x8D79\n#define GL_LUMINANCE16UI_EXT 0x8D7A\n#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B\n#define GL_RGBA8UI_EXT 0x8D7C\n#define GL_RGB8UI_EXT 0x8D7D\n#define GL_ALPHA8UI_EXT 0x8D7E\n#define GL_INTENSITY8UI_EXT 0x8D7F\n#define GL_LUMINANCE8UI_EXT 0x8D80\n#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81\n#define GL_RGBA32I_EXT 0x8D82\n#define GL_RGB32I_EXT 0x8D83\n#define GL_ALPHA32I_EXT 0x8D84\n#define GL_INTENSITY32I_EXT 0x8D85\n#define GL_LUMINANCE32I_EXT 0x8D86\n#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87\n#define GL_RGBA16I_EXT 0x8D88\n#define GL_RGB16I_EXT 0x8D89\n#define GL_ALPHA16I_EXT 0x8D8A\n#define GL_INTENSITY16I_EXT 0x8D8B\n#define GL_LUMINANCE16I_EXT 0x8D8C\n#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D\n#define GL_RGBA8I_EXT 0x8D8E\n#define GL_RGB8I_EXT 0x8D8F\n#define GL_ALPHA8I_EXT 0x8D90\n#define GL_INTENSITY8I_EXT 0x8D91\n#define GL_LUMINANCE8I_EXT 0x8D92\n#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93\n#define GL_RED_INTEGER_EXT 0x8D94\n#define GL_GREEN_INTEGER_EXT 0x8D95\n#define GL_BLUE_INTEGER_EXT 0x8D96\n#define GL_ALPHA_INTEGER_EXT 0x8D97\n#define GL_RGB_INTEGER_EXT 0x8D98\n#define GL_RGBA_INTEGER_EXT 0x8D99\n#define GL_BGR_INTEGER_EXT 0x8D9A\n#define GL_BGRA_INTEGER_EXT 0x8D9B\n#define GL_LUMINANCE_INTEGER_EXT 0x8D9C\n#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D\n#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E\n\ntypedef void (GLAPIENTRY * PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha);\ntypedef void (GLAPIENTRY * PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params);\n\n#define glClearColorIiEXT GLEW_GET_FUN(__glewClearColorIiEXT)\n#define glClearColorIuiEXT GLEW_GET_FUN(__glewClearColorIuiEXT)\n#define glGetTexParameterIivEXT GLEW_GET_FUN(__glewGetTexParameterIivEXT)\n#define glGetTexParameterIuivEXT GLEW_GET_FUN(__glewGetTexParameterIuivEXT)\n#define glTexParameterIivEXT GLEW_GET_FUN(__glewTexParameterIivEXT)\n#define glTexParameterIuivEXT GLEW_GET_FUN(__glewTexParameterIuivEXT)\n\n#define GLEW_EXT_texture_integer GLEW_GET_VAR(__GLEW_EXT_texture_integer)\n\n#endif /* GL_EXT_texture_integer */\n\n/* ------------------------ GL_EXT_texture_lod_bias ------------------------ */\n\n#ifndef GL_EXT_texture_lod_bias\n#define GL_EXT_texture_lod_bias 1\n\n#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD\n#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500\n#define GL_TEXTURE_LOD_BIAS_EXT 0x8501\n\n#define GLEW_EXT_texture_lod_bias GLEW_GET_VAR(__GLEW_EXT_texture_lod_bias)\n\n#endif /* GL_EXT_texture_lod_bias */\n\n/* ---------------------- GL_EXT_texture_mirror_clamp ---------------------- */\n\n#ifndef GL_EXT_texture_mirror_clamp\n#define GL_EXT_texture_mirror_clamp 1\n\n#define GL_MIRROR_CLAMP_EXT 0x8742\n#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743\n#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912\n\n#define GLEW_EXT_texture_mirror_clamp GLEW_GET_VAR(__GLEW_EXT_texture_mirror_clamp)\n\n#endif /* GL_EXT_texture_mirror_clamp */\n\n/* ------------------------- GL_EXT_texture_norm16 ------------------------- */\n\n#ifndef GL_EXT_texture_norm16\n#define GL_EXT_texture_norm16 1\n\n#define GL_RGB16_EXT 0x8054\n#define GL_RGBA16_EXT 0x805B\n#define GL_R16_EXT 0x822A\n#define GL_RG16_EXT 0x822C\n#define GL_R16_SNORM_EXT 0x8F98\n#define GL_RG16_SNORM_EXT 0x8F99\n#define GL_RGB16_SNORM_EXT 0x8F9A\n#define GL_RGBA16_SNORM_EXT 0x8F9B\n\n#define GLEW_EXT_texture_norm16 GLEW_GET_VAR(__GLEW_EXT_texture_norm16)\n\n#endif /* GL_EXT_texture_norm16 */\n\n/* ------------------------- GL_EXT_texture_object ------------------------- */\n\n#ifndef GL_EXT_texture_object\n#define GL_EXT_texture_object 1\n\n#define GL_TEXTURE_PRIORITY_EXT 0x8066\n#define GL_TEXTURE_RESIDENT_EXT 0x8067\n#define GL_TEXTURE_1D_BINDING_EXT 0x8068\n#define GL_TEXTURE_2D_BINDING_EXT 0x8069\n#define GL_TEXTURE_3D_BINDING_EXT 0x806A\n\ntypedef GLboolean (GLAPIENTRY * PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint* textures, GLboolean* residences);\ntypedef void (GLAPIENTRY * PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint* textures);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREEXTPROC) (GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint* textures, const GLclampf* priorities);\n\n#define glAreTexturesResidentEXT GLEW_GET_FUN(__glewAreTexturesResidentEXT)\n#define glBindTextureEXT GLEW_GET_FUN(__glewBindTextureEXT)\n#define glDeleteTexturesEXT GLEW_GET_FUN(__glewDeleteTexturesEXT)\n#define glGenTexturesEXT GLEW_GET_FUN(__glewGenTexturesEXT)\n#define glIsTextureEXT GLEW_GET_FUN(__glewIsTextureEXT)\n#define glPrioritizeTexturesEXT GLEW_GET_FUN(__glewPrioritizeTexturesEXT)\n\n#define GLEW_EXT_texture_object GLEW_GET_VAR(__GLEW_EXT_texture_object)\n\n#endif /* GL_EXT_texture_object */\n\n/* --------------------- GL_EXT_texture_perturb_normal --------------------- */\n\n#ifndef GL_EXT_texture_perturb_normal\n#define GL_EXT_texture_perturb_normal 1\n\n#define GL_PERTURB_EXT 0x85AE\n#define GL_TEXTURE_NORMAL_EXT 0x85AF\n\ntypedef void (GLAPIENTRY * PFNGLTEXTURENORMALEXTPROC) (GLenum mode);\n\n#define glTextureNormalEXT GLEW_GET_FUN(__glewTextureNormalEXT)\n\n#define GLEW_EXT_texture_perturb_normal GLEW_GET_VAR(__GLEW_EXT_texture_perturb_normal)\n\n#endif /* GL_EXT_texture_perturb_normal */\n\n/* ------------------------ GL_EXT_texture_rectangle ----------------------- */\n\n#ifndef GL_EXT_texture_rectangle\n#define GL_EXT_texture_rectangle 1\n\n#define GL_TEXTURE_RECTANGLE_EXT 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE_EXT 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE_EXT 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT 0x84F8\n\n#define GLEW_EXT_texture_rectangle GLEW_GET_VAR(__GLEW_EXT_texture_rectangle)\n\n#endif /* GL_EXT_texture_rectangle */\n\n/* --------------------------- GL_EXT_texture_rg --------------------------- */\n\n#ifndef GL_EXT_texture_rg\n#define GL_EXT_texture_rg 1\n\n#define GL_RED_EXT 0x1903\n#define GL_RG_EXT 0x8227\n#define GL_R8_EXT 0x8229\n#define GL_RG8_EXT 0x822B\n\n#define GLEW_EXT_texture_rg GLEW_GET_VAR(__GLEW_EXT_texture_rg)\n\n#endif /* GL_EXT_texture_rg */\n\n/* -------------------------- GL_EXT_texture_sRGB -------------------------- */\n\n#ifndef GL_EXT_texture_sRGB\n#define GL_EXT_texture_sRGB 1\n\n#define GL_SRGB_EXT 0x8C40\n#define GL_SRGB8_EXT 0x8C41\n#define GL_SRGB_ALPHA_EXT 0x8C42\n#define GL_SRGB8_ALPHA8_EXT 0x8C43\n#define GL_SLUMINANCE_ALPHA_EXT 0x8C44\n#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45\n#define GL_SLUMINANCE_EXT 0x8C46\n#define GL_SLUMINANCE8_EXT 0x8C47\n#define GL_COMPRESSED_SRGB_EXT 0x8C48\n#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49\n#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A\n#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B\n#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F\n\n#define GLEW_EXT_texture_sRGB GLEW_GET_VAR(__GLEW_EXT_texture_sRGB)\n\n#endif /* GL_EXT_texture_sRGB */\n\n/* ------------------------- GL_EXT_texture_sRGB_R8 ------------------------ */\n\n#ifndef GL_EXT_texture_sRGB_R8\n#define GL_EXT_texture_sRGB_R8 1\n\n#define GL_SR8_EXT 0x8FBD\n\n#define GLEW_EXT_texture_sRGB_R8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_R8)\n\n#endif /* GL_EXT_texture_sRGB_R8 */\n\n/* ------------------------ GL_EXT_texture_sRGB_RG8 ------------------------ */\n\n#ifndef GL_EXT_texture_sRGB_RG8\n#define GL_EXT_texture_sRGB_RG8 1\n\n#define GL_SRG8_EXT 0x8FBE\n\n#define GLEW_EXT_texture_sRGB_RG8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_RG8)\n\n#endif /* GL_EXT_texture_sRGB_RG8 */\n\n/* ----------------------- GL_EXT_texture_sRGB_decode ---------------------- */\n\n#ifndef GL_EXT_texture_sRGB_decode\n#define GL_EXT_texture_sRGB_decode 1\n\n#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48\n#define GL_DECODE_EXT 0x8A49\n#define GL_SKIP_DECODE_EXT 0x8A4A\n\n#define GLEW_EXT_texture_sRGB_decode GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_decode)\n\n#endif /* GL_EXT_texture_sRGB_decode */\n\n/* --------------------- GL_EXT_texture_shared_exponent -------------------- */\n\n#ifndef GL_EXT_texture_shared_exponent\n#define GL_EXT_texture_shared_exponent 1\n\n#define GL_RGB9_E5_EXT 0x8C3D\n#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E\n#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F\n\n#define GLEW_EXT_texture_shared_exponent GLEW_GET_VAR(__GLEW_EXT_texture_shared_exponent)\n\n#endif /* GL_EXT_texture_shared_exponent */\n\n/* -------------------------- GL_EXT_texture_snorm ------------------------- */\n\n#ifndef GL_EXT_texture_snorm\n#define GL_EXT_texture_snorm 1\n\n#define GL_RED_SNORM 0x8F90\n#define GL_RG_SNORM 0x8F91\n#define GL_RGB_SNORM 0x8F92\n#define GL_RGBA_SNORM 0x8F93\n#define GL_R8_SNORM 0x8F94\n#define GL_RG8_SNORM 0x8F95\n#define GL_RGB8_SNORM 0x8F96\n#define GL_RGBA8_SNORM 0x8F97\n#define GL_R16_SNORM 0x8F98\n#define GL_RG16_SNORM 0x8F99\n#define GL_RGB16_SNORM 0x8F9A\n#define GL_RGBA16_SNORM 0x8F9B\n#define GL_SIGNED_NORMALIZED 0x8F9C\n#define GL_ALPHA_SNORM 0x9010\n#define GL_LUMINANCE_SNORM 0x9011\n#define GL_LUMINANCE_ALPHA_SNORM 0x9012\n#define GL_INTENSITY_SNORM 0x9013\n#define GL_ALPHA8_SNORM 0x9014\n#define GL_LUMINANCE8_SNORM 0x9015\n#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016\n#define GL_INTENSITY8_SNORM 0x9017\n#define GL_ALPHA16_SNORM 0x9018\n#define GL_LUMINANCE16_SNORM 0x9019\n#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A\n#define GL_INTENSITY16_SNORM 0x901B\n\n#define GLEW_EXT_texture_snorm GLEW_GET_VAR(__GLEW_EXT_texture_snorm)\n\n#endif /* GL_EXT_texture_snorm */\n\n/* ------------------------- GL_EXT_texture_storage ------------------------ */\n\n#ifndef GL_EXT_texture_storage\n#define GL_EXT_texture_storage 1\n\n#define GL_ALPHA8_EXT 0x803C\n#define GL_LUMINANCE8_EXT 0x8040\n#define GL_LUMINANCE8_ALPHA8_EXT 0x8045\n#define GL_RGB10_EXT 0x8052\n#define GL_RGB10_A2_EXT 0x8059\n#define GL_R8_EXT 0x8229\n#define GL_RG8_EXT 0x822B\n#define GL_R16F_EXT 0x822D\n#define GL_R32F_EXT 0x822E\n#define GL_RG16F_EXT 0x822F\n#define GL_RG32F_EXT 0x8230\n#define GL_RGBA32F_EXT 0x8814\n#define GL_RGB32F_EXT 0x8815\n#define GL_ALPHA32F_EXT 0x8816\n#define GL_LUMINANCE32F_EXT 0x8818\n#define GL_LUMINANCE_ALPHA32F_EXT 0x8819\n#define GL_RGBA16F_EXT 0x881A\n#define GL_RGB16F_EXT 0x881B\n#define GL_ALPHA16F_EXT 0x881C\n#define GL_LUMINANCE16F_EXT 0x881E\n#define GL_LUMINANCE_ALPHA16F_EXT 0x881F\n#define GL_RGB_RAW_422_APPLE 0x8A51\n#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F\n#define GL_BGRA8_EXT 0x93A1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glTexStorage1DEXT GLEW_GET_FUN(__glewTexStorage1DEXT)\n#define glTexStorage2DEXT GLEW_GET_FUN(__glewTexStorage2DEXT)\n#define glTexStorage3DEXT GLEW_GET_FUN(__glewTexStorage3DEXT)\n#define glTextureStorage1DEXT GLEW_GET_FUN(__glewTextureStorage1DEXT)\n#define glTextureStorage2DEXT GLEW_GET_FUN(__glewTextureStorage2DEXT)\n#define glTextureStorage3DEXT GLEW_GET_FUN(__glewTextureStorage3DEXT)\n\n#define GLEW_EXT_texture_storage GLEW_GET_VAR(__GLEW_EXT_texture_storage)\n\n#endif /* GL_EXT_texture_storage */\n\n/* ------------------------- GL_EXT_texture_swizzle ------------------------ */\n\n#ifndef GL_EXT_texture_swizzle\n#define GL_EXT_texture_swizzle 1\n\n#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42\n#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43\n#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44\n#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45\n#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46\n\n#define GLEW_EXT_texture_swizzle GLEW_GET_VAR(__GLEW_EXT_texture_swizzle)\n\n#endif /* GL_EXT_texture_swizzle */\n\n/* ------------------- GL_EXT_texture_type_2_10_10_10_REV ------------------ */\n\n#ifndef GL_EXT_texture_type_2_10_10_10_REV\n#define GL_EXT_texture_type_2_10_10_10_REV 1\n\n#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368\n\n#define GLEW_EXT_texture_type_2_10_10_10_REV GLEW_GET_VAR(__GLEW_EXT_texture_type_2_10_10_10_REV)\n\n#endif /* GL_EXT_texture_type_2_10_10_10_REV */\n\n/* -------------------------- GL_EXT_texture_view -------------------------- */\n\n#ifndef GL_EXT_texture_view\n#define GL_EXT_texture_view 1\n\n#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB\n#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC\n#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD\n#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE\n#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);\n\n#define glTextureViewEXT GLEW_GET_FUN(__glewTextureViewEXT)\n\n#define GLEW_EXT_texture_view GLEW_GET_VAR(__GLEW_EXT_texture_view)\n\n#endif /* GL_EXT_texture_view */\n\n/* --------------------------- GL_EXT_timer_query -------------------------- */\n\n#ifndef GL_EXT_timer_query\n#define GL_EXT_timer_query 1\n\n#define GL_TIME_ELAPSED_EXT 0x88BF\n\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params);\n\n#define glGetQueryObjecti64vEXT GLEW_GET_FUN(__glewGetQueryObjecti64vEXT)\n#define glGetQueryObjectui64vEXT GLEW_GET_FUN(__glewGetQueryObjectui64vEXT)\n\n#define GLEW_EXT_timer_query GLEW_GET_VAR(__GLEW_EXT_timer_query)\n\n#endif /* GL_EXT_timer_query */\n\n/* ----------------------- GL_EXT_transform_feedback ----------------------- */\n\n#ifndef GL_EXT_transform_feedback\n#define GL_EXT_transform_feedback 1\n\n#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76\n#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80\n#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83\n#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84\n#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85\n#define GL_PRIMITIVES_GENERATED_EXT 0x8C87\n#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88\n#define GL_RASTERIZER_DISCARD_EXT 0x8C89\n#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B\n#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C\n#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D\n#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F\n\ntypedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei *size, GLenum *type, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar * const* varyings, GLenum bufferMode);\n\n#define glBeginTransformFeedbackEXT GLEW_GET_FUN(__glewBeginTransformFeedbackEXT)\n#define glBindBufferBaseEXT GLEW_GET_FUN(__glewBindBufferBaseEXT)\n#define glBindBufferOffsetEXT GLEW_GET_FUN(__glewBindBufferOffsetEXT)\n#define glBindBufferRangeEXT GLEW_GET_FUN(__glewBindBufferRangeEXT)\n#define glEndTransformFeedbackEXT GLEW_GET_FUN(__glewEndTransformFeedbackEXT)\n#define glGetTransformFeedbackVaryingEXT GLEW_GET_FUN(__glewGetTransformFeedbackVaryingEXT)\n#define glTransformFeedbackVaryingsEXT GLEW_GET_FUN(__glewTransformFeedbackVaryingsEXT)\n\n#define GLEW_EXT_transform_feedback GLEW_GET_VAR(__GLEW_EXT_transform_feedback)\n\n#endif /* GL_EXT_transform_feedback */\n\n/* ------------------------- GL_EXT_unpack_subimage ------------------------ */\n\n#ifndef GL_EXT_unpack_subimage\n#define GL_EXT_unpack_subimage 1\n\n#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2\n#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3\n#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4\n\n#define GLEW_EXT_unpack_subimage GLEW_GET_VAR(__GLEW_EXT_unpack_subimage)\n\n#endif /* GL_EXT_unpack_subimage */\n\n/* -------------------------- GL_EXT_vertex_array -------------------------- */\n\n#ifndef GL_EXT_vertex_array\n#define GL_EXT_vertex_array 1\n\n#define GL_DOUBLE_EXT 0x140A\n#define GL_VERTEX_ARRAY_EXT 0x8074\n#define GL_NORMAL_ARRAY_EXT 0x8075\n#define GL_COLOR_ARRAY_EXT 0x8076\n#define GL_INDEX_ARRAY_EXT 0x8077\n#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078\n#define GL_EDGE_FLAG_ARRAY_EXT 0x8079\n#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A\n#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B\n#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C\n#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D\n#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E\n#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F\n#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080\n#define GL_COLOR_ARRAY_SIZE_EXT 0x8081\n#define GL_COLOR_ARRAY_TYPE_EXT 0x8082\n#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083\n#define GL_COLOR_ARRAY_COUNT_EXT 0x8084\n#define GL_INDEX_ARRAY_TYPE_EXT 0x8085\n#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086\n#define GL_INDEX_ARRAY_COUNT_EXT 0x8087\n#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088\n#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089\n#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A\n#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B\n#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C\n#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D\n#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E\n#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F\n#define GL_COLOR_ARRAY_POINTER_EXT 0x8090\n#define GL_INDEX_ARRAY_POINTER_EXT 0x8091\n#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092\n#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093\n\ntypedef void (GLAPIENTRY * PFNGLARRAYELEMENTEXTPROC) (GLint i);\ntypedef void (GLAPIENTRY * PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean* pointer);\ntypedef void (GLAPIENTRY * PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);\n\n#define glArrayElementEXT GLEW_GET_FUN(__glewArrayElementEXT)\n#define glColorPointerEXT GLEW_GET_FUN(__glewColorPointerEXT)\n#define glDrawArraysEXT GLEW_GET_FUN(__glewDrawArraysEXT)\n#define glEdgeFlagPointerEXT GLEW_GET_FUN(__glewEdgeFlagPointerEXT)\n#define glIndexPointerEXT GLEW_GET_FUN(__glewIndexPointerEXT)\n#define glNormalPointerEXT GLEW_GET_FUN(__glewNormalPointerEXT)\n#define glTexCoordPointerEXT GLEW_GET_FUN(__glewTexCoordPointerEXT)\n#define glVertexPointerEXT GLEW_GET_FUN(__glewVertexPointerEXT)\n\n#define GLEW_EXT_vertex_array GLEW_GET_VAR(__GLEW_EXT_vertex_array)\n\n#endif /* GL_EXT_vertex_array */\n\n/* ------------------------ GL_EXT_vertex_array_bgra ----------------------- */\n\n#ifndef GL_EXT_vertex_array_bgra\n#define GL_EXT_vertex_array_bgra 1\n\n#define GL_BGRA 0x80E1\n\n#define GLEW_EXT_vertex_array_bgra GLEW_GET_VAR(__GLEW_EXT_vertex_array_bgra)\n\n#endif /* GL_EXT_vertex_array_bgra */\n\n/* ----------------------- GL_EXT_vertex_array_setXXX ---------------------- */\n\n#ifndef GL_EXT_vertex_array_setXXX\n#define GL_EXT_vertex_array_setXXX 1\n\ntypedef void (GLAPIENTRY * PFNGLBINDARRAYSETEXTPROC) (const void *arrayset);\ntypedef const void * (GLAPIENTRY * PFNGLCREATEARRAYSETEXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLDELETEARRAYSETSEXTPROC) (GLsizei n, const void *arrayset[]);\n\n#define glBindArraySetEXT GLEW_GET_FUN(__glewBindArraySetEXT)\n#define glCreateArraySetExt GLEW_GET_FUN(__glewCreateArraySetExt)\n#define glDeleteArraySetsEXT GLEW_GET_FUN(__glewDeleteArraySetsEXT)\n\n#define GLEW_EXT_vertex_array_setXXX GLEW_GET_VAR(__GLEW_EXT_vertex_array_setXXX)\n\n#endif /* GL_EXT_vertex_array_setXXX */\n\n/* ----------------------- GL_EXT_vertex_attrib_64bit ---------------------- */\n\n#ifndef GL_EXT_vertex_attrib_64bit\n#define GL_EXT_vertex_attrib_64bit 1\n\n#define GL_DOUBLE_MAT2_EXT 0x8F46\n#define GL_DOUBLE_MAT3_EXT 0x8F47\n#define GL_DOUBLE_MAT4_EXT 0x8F48\n#define GL_DOUBLE_MAT2x3_EXT 0x8F49\n#define GL_DOUBLE_MAT2x4_EXT 0x8F4A\n#define GL_DOUBLE_MAT3x2_EXT 0x8F4B\n#define GL_DOUBLE_MAT3x4_EXT 0x8F4C\n#define GL_DOUBLE_MAT4x2_EXT 0x8F4D\n#define GL_DOUBLE_MAT4x3_EXT 0x8F4E\n#define GL_DOUBLE_VEC2_EXT 0x8FFC\n#define GL_DOUBLE_VEC3_EXT 0x8FFD\n#define GL_DOUBLE_VEC4_EXT 0x8FFE\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);\n\n#define glGetVertexAttribLdvEXT GLEW_GET_FUN(__glewGetVertexAttribLdvEXT)\n#define glVertexArrayVertexAttribLOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLOffsetEXT)\n#define glVertexAttribL1dEXT GLEW_GET_FUN(__glewVertexAttribL1dEXT)\n#define glVertexAttribL1dvEXT GLEW_GET_FUN(__glewVertexAttribL1dvEXT)\n#define glVertexAttribL2dEXT GLEW_GET_FUN(__glewVertexAttribL2dEXT)\n#define glVertexAttribL2dvEXT GLEW_GET_FUN(__glewVertexAttribL2dvEXT)\n#define glVertexAttribL3dEXT GLEW_GET_FUN(__glewVertexAttribL3dEXT)\n#define glVertexAttribL3dvEXT GLEW_GET_FUN(__glewVertexAttribL3dvEXT)\n#define glVertexAttribL4dEXT GLEW_GET_FUN(__glewVertexAttribL4dEXT)\n#define glVertexAttribL4dvEXT GLEW_GET_FUN(__glewVertexAttribL4dvEXT)\n#define glVertexAttribLPointerEXT GLEW_GET_FUN(__glewVertexAttribLPointerEXT)\n\n#define GLEW_EXT_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_EXT_vertex_attrib_64bit)\n\n#endif /* GL_EXT_vertex_attrib_64bit */\n\n/* -------------------------- GL_EXT_vertex_shader ------------------------- */\n\n#ifndef GL_EXT_vertex_shader\n#define GL_EXT_vertex_shader 1\n\n#define GL_VERTEX_SHADER_EXT 0x8780\n#define GL_VERTEX_SHADER_BINDING_EXT 0x8781\n#define GL_OP_INDEX_EXT 0x8782\n#define GL_OP_NEGATE_EXT 0x8783\n#define GL_OP_DOT3_EXT 0x8784\n#define GL_OP_DOT4_EXT 0x8785\n#define GL_OP_MUL_EXT 0x8786\n#define GL_OP_ADD_EXT 0x8787\n#define GL_OP_MADD_EXT 0x8788\n#define GL_OP_FRAC_EXT 0x8789\n#define GL_OP_MAX_EXT 0x878A\n#define GL_OP_MIN_EXT 0x878B\n#define GL_OP_SET_GE_EXT 0x878C\n#define GL_OP_SET_LT_EXT 0x878D\n#define GL_OP_CLAMP_EXT 0x878E\n#define GL_OP_FLOOR_EXT 0x878F\n#define GL_OP_ROUND_EXT 0x8790\n#define GL_OP_EXP_BASE_2_EXT 0x8791\n#define GL_OP_LOG_BASE_2_EXT 0x8792\n#define GL_OP_POWER_EXT 0x8793\n#define GL_OP_RECIP_EXT 0x8794\n#define GL_OP_RECIP_SQRT_EXT 0x8795\n#define GL_OP_SUB_EXT 0x8796\n#define GL_OP_CROSS_PRODUCT_EXT 0x8797\n#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798\n#define GL_OP_MOV_EXT 0x8799\n#define GL_OUTPUT_VERTEX_EXT 0x879A\n#define GL_OUTPUT_COLOR0_EXT 0x879B\n#define GL_OUTPUT_COLOR1_EXT 0x879C\n#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D\n#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E\n#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F\n#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0\n#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1\n#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2\n#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3\n#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4\n#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5\n#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6\n#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7\n#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8\n#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9\n#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA\n#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB\n#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC\n#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD\n#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE\n#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF\n#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0\n#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1\n#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2\n#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3\n#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4\n#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5\n#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6\n#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7\n#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8\n#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9\n#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA\n#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB\n#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC\n#define GL_OUTPUT_FOG_EXT 0x87BD\n#define GL_SCALAR_EXT 0x87BE\n#define GL_VECTOR_EXT 0x87BF\n#define GL_MATRIX_EXT 0x87C0\n#define GL_VARIANT_EXT 0x87C1\n#define GL_INVARIANT_EXT 0x87C2\n#define GL_LOCAL_CONSTANT_EXT 0x87C3\n#define GL_LOCAL_EXT 0x87C4\n#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5\n#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6\n#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7\n#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8\n#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE\n#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF\n#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0\n#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1\n#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2\n#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3\n#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4\n#define GL_X_EXT 0x87D5\n#define GL_Y_EXT 0x87D6\n#define GL_Z_EXT 0x87D7\n#define GL_W_EXT 0x87D8\n#define GL_NEGATIVE_X_EXT 0x87D9\n#define GL_NEGATIVE_Y_EXT 0x87DA\n#define GL_NEGATIVE_Z_EXT 0x87DB\n#define GL_NEGATIVE_W_EXT 0x87DC\n#define GL_ZERO_EXT 0x87DD\n#define GL_ONE_EXT 0x87DE\n#define GL_NEGATIVE_ONE_EXT 0x87DF\n#define GL_NORMALIZED_RANGE_EXT 0x87E0\n#define GL_FULL_RANGE_EXT 0x87E1\n#define GL_CURRENT_VERTEX_EXT 0x87E2\n#define GL_MVP_MATRIX_EXT 0x87E3\n#define GL_VARIANT_VALUE_EXT 0x87E4\n#define GL_VARIANT_DATATYPE_EXT 0x87E5\n#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6\n#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7\n#define GL_VARIANT_ARRAY_EXT 0x87E8\n#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9\n#define GL_INVARIANT_VALUE_EXT 0x87EA\n#define GL_INVARIANT_DATATYPE_EXT 0x87EB\n#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC\n#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED\n\ntypedef void (GLAPIENTRY * PFNGLBEGINVERTEXSHADEREXTPROC) (void);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDPARAMETEREXTPROC) (GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value);\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENDVERTEXSHADEREXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);\ntypedef GLuint (GLAPIENTRY * PFNGLGENSYMBOLSEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components);\ntypedef GLuint (GLAPIENTRY * PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range);\ntypedef void (GLAPIENTRY * PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);\ntypedef void (GLAPIENTRY * PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);\ntypedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);\ntypedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data);\ntypedef void (GLAPIENTRY * PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap);\ntypedef void (GLAPIENTRY * PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, void *addr);\ntypedef void (GLAPIENTRY * PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, void *addr);\ntypedef void (GLAPIENTRY * PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1);\ntypedef void (GLAPIENTRY * PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2);\ntypedef void (GLAPIENTRY * PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3);\ntypedef void (GLAPIENTRY * PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);\ntypedef void (GLAPIENTRY * PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, void *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTBVEXTPROC) (GLuint id, GLbyte *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTDVEXTPROC) (GLuint id, GLdouble *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTFVEXTPROC) (GLuint id, GLfloat *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTIVEXTPROC) (GLuint id, GLint *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTSVEXTPROC) (GLuint id, GLshort *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTUBVEXTPROC) (GLuint id, GLubyte *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTUIVEXTPROC) (GLuint id, GLuint *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTUSVEXTPROC) (GLuint id, GLushort *addr);\ntypedef void (GLAPIENTRY * PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);\n\n#define glBeginVertexShaderEXT GLEW_GET_FUN(__glewBeginVertexShaderEXT)\n#define glBindLightParameterEXT GLEW_GET_FUN(__glewBindLightParameterEXT)\n#define glBindMaterialParameterEXT GLEW_GET_FUN(__glewBindMaterialParameterEXT)\n#define glBindParameterEXT GLEW_GET_FUN(__glewBindParameterEXT)\n#define glBindTexGenParameterEXT GLEW_GET_FUN(__glewBindTexGenParameterEXT)\n#define glBindTextureUnitParameterEXT GLEW_GET_FUN(__glewBindTextureUnitParameterEXT)\n#define glBindVertexShaderEXT GLEW_GET_FUN(__glewBindVertexShaderEXT)\n#define glDeleteVertexShaderEXT GLEW_GET_FUN(__glewDeleteVertexShaderEXT)\n#define glDisableVariantClientStateEXT GLEW_GET_FUN(__glewDisableVariantClientStateEXT)\n#define glEnableVariantClientStateEXT GLEW_GET_FUN(__glewEnableVariantClientStateEXT)\n#define glEndVertexShaderEXT GLEW_GET_FUN(__glewEndVertexShaderEXT)\n#define glExtractComponentEXT GLEW_GET_FUN(__glewExtractComponentEXT)\n#define glGenSymbolsEXT GLEW_GET_FUN(__glewGenSymbolsEXT)\n#define glGenVertexShadersEXT GLEW_GET_FUN(__glewGenVertexShadersEXT)\n#define glGetInvariantBooleanvEXT GLEW_GET_FUN(__glewGetInvariantBooleanvEXT)\n#define glGetInvariantFloatvEXT GLEW_GET_FUN(__glewGetInvariantFloatvEXT)\n#define glGetInvariantIntegervEXT GLEW_GET_FUN(__glewGetInvariantIntegervEXT)\n#define glGetLocalConstantBooleanvEXT GLEW_GET_FUN(__glewGetLocalConstantBooleanvEXT)\n#define glGetLocalConstantFloatvEXT GLEW_GET_FUN(__glewGetLocalConstantFloatvEXT)\n#define glGetLocalConstantIntegervEXT GLEW_GET_FUN(__glewGetLocalConstantIntegervEXT)\n#define glGetVariantBooleanvEXT GLEW_GET_FUN(__glewGetVariantBooleanvEXT)\n#define glGetVariantFloatvEXT GLEW_GET_FUN(__glewGetVariantFloatvEXT)\n#define glGetVariantIntegervEXT GLEW_GET_FUN(__glewGetVariantIntegervEXT)\n#define glGetVariantPointervEXT GLEW_GET_FUN(__glewGetVariantPointervEXT)\n#define glInsertComponentEXT GLEW_GET_FUN(__glewInsertComponentEXT)\n#define glIsVariantEnabledEXT GLEW_GET_FUN(__glewIsVariantEnabledEXT)\n#define glSetInvariantEXT GLEW_GET_FUN(__glewSetInvariantEXT)\n#define glSetLocalConstantEXT GLEW_GET_FUN(__glewSetLocalConstantEXT)\n#define glShaderOp1EXT GLEW_GET_FUN(__glewShaderOp1EXT)\n#define glShaderOp2EXT GLEW_GET_FUN(__glewShaderOp2EXT)\n#define glShaderOp3EXT GLEW_GET_FUN(__glewShaderOp3EXT)\n#define glSwizzleEXT GLEW_GET_FUN(__glewSwizzleEXT)\n#define glVariantPointerEXT GLEW_GET_FUN(__glewVariantPointerEXT)\n#define glVariantbvEXT GLEW_GET_FUN(__glewVariantbvEXT)\n#define glVariantdvEXT GLEW_GET_FUN(__glewVariantdvEXT)\n#define glVariantfvEXT GLEW_GET_FUN(__glewVariantfvEXT)\n#define glVariantivEXT GLEW_GET_FUN(__glewVariantivEXT)\n#define glVariantsvEXT GLEW_GET_FUN(__glewVariantsvEXT)\n#define glVariantubvEXT GLEW_GET_FUN(__glewVariantubvEXT)\n#define glVariantuivEXT GLEW_GET_FUN(__glewVariantuivEXT)\n#define glVariantusvEXT GLEW_GET_FUN(__glewVariantusvEXT)\n#define glWriteMaskEXT GLEW_GET_FUN(__glewWriteMaskEXT)\n\n#define GLEW_EXT_vertex_shader GLEW_GET_VAR(__GLEW_EXT_vertex_shader)\n\n#endif /* GL_EXT_vertex_shader */\n\n/* ------------------------ GL_EXT_vertex_weighting ------------------------ */\n\n#ifndef GL_EXT_vertex_weighting\n#define GL_EXT_vertex_weighting 1\n\n#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3\n#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6\n#define GL_MODELVIEW0_EXT 0x1700\n#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502\n#define GL_MODELVIEW1_MATRIX_EXT 0x8506\n#define GL_VERTEX_WEIGHTING_EXT 0x8509\n#define GL_MODELVIEW1_EXT 0x850A\n#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B\n#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C\n#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D\n#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E\n#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F\n#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFVEXTPROC) (GLfloat* weight);\n\n#define glVertexWeightPointerEXT GLEW_GET_FUN(__glewVertexWeightPointerEXT)\n#define glVertexWeightfEXT GLEW_GET_FUN(__glewVertexWeightfEXT)\n#define glVertexWeightfvEXT GLEW_GET_FUN(__glewVertexWeightfvEXT)\n\n#define GLEW_EXT_vertex_weighting GLEW_GET_VAR(__GLEW_EXT_vertex_weighting)\n\n#endif /* GL_EXT_vertex_weighting */\n\n/* ------------------------ GL_EXT_win32_keyed_mutex ----------------------- */\n\n#ifndef GL_EXT_win32_keyed_mutex\n#define GL_EXT_win32_keyed_mutex 1\n\ntypedef GLboolean (GLAPIENTRY * PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout);\ntypedef GLboolean (GLAPIENTRY * PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key);\n\n#define glAcquireKeyedMutexWin32EXT GLEW_GET_FUN(__glewAcquireKeyedMutexWin32EXT)\n#define glReleaseKeyedMutexWin32EXT GLEW_GET_FUN(__glewReleaseKeyedMutexWin32EXT)\n\n#define GLEW_EXT_win32_keyed_mutex GLEW_GET_VAR(__GLEW_EXT_win32_keyed_mutex)\n\n#endif /* GL_EXT_win32_keyed_mutex */\n\n/* ------------------------ GL_EXT_window_rectangles ----------------------- */\n\n#ifndef GL_EXT_window_rectangles\n#define GL_EXT_window_rectangles 1\n\n#define GL_INCLUSIVE_EXT 0x8F10\n#define GL_EXCLUSIVE_EXT 0x8F11\n#define GL_WINDOW_RECTANGLE_EXT 0x8F12\n#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13\n#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14\n#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15\n\ntypedef void (GLAPIENTRY * PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint box[]);\n\n#define glWindowRectanglesEXT GLEW_GET_FUN(__glewWindowRectanglesEXT)\n\n#define GLEW_EXT_window_rectangles GLEW_GET_VAR(__GLEW_EXT_window_rectangles)\n\n#endif /* GL_EXT_window_rectangles */\n\n/* ------------------------- GL_EXT_x11_sync_object ------------------------ */\n\n#ifndef GL_EXT_x11_sync_object\n#define GL_EXT_x11_sync_object 1\n\n#define GL_SYNC_X11_FENCE_EXT 0x90E1\n\ntypedef GLsync (GLAPIENTRY * PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags);\n\n#define glImportSyncEXT GLEW_GET_FUN(__glewImportSyncEXT)\n\n#define GLEW_EXT_x11_sync_object GLEW_GET_VAR(__GLEW_EXT_x11_sync_object)\n\n#endif /* GL_EXT_x11_sync_object */\n\n/* ---------------------- GL_GREMEDY_frame_terminator ---------------------- */\n\n#ifndef GL_GREMEDY_frame_terminator\n#define GL_GREMEDY_frame_terminator 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMETERMINATORGREMEDYPROC) (void);\n\n#define glFrameTerminatorGREMEDY GLEW_GET_FUN(__glewFrameTerminatorGREMEDY)\n\n#define GLEW_GREMEDY_frame_terminator GLEW_GET_VAR(__GLEW_GREMEDY_frame_terminator)\n\n#endif /* GL_GREMEDY_frame_terminator */\n\n/* ------------------------ GL_GREMEDY_string_marker ----------------------- */\n\n#ifndef GL_GREMEDY_string_marker\n#define GL_GREMEDY_string_marker 1\n\ntypedef void (GLAPIENTRY * PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string);\n\n#define glStringMarkerGREMEDY GLEW_GET_FUN(__glewStringMarkerGREMEDY)\n\n#define GLEW_GREMEDY_string_marker GLEW_GET_VAR(__GLEW_GREMEDY_string_marker)\n\n#endif /* GL_GREMEDY_string_marker */\n\n/* --------------------- GL_HP_convolution_border_modes -------------------- */\n\n#ifndef GL_HP_convolution_border_modes\n#define GL_HP_convolution_border_modes 1\n\n#define GLEW_HP_convolution_border_modes GLEW_GET_VAR(__GLEW_HP_convolution_border_modes)\n\n#endif /* GL_HP_convolution_border_modes */\n\n/* ------------------------- GL_HP_image_transform ------------------------- */\n\n#ifndef GL_HP_image_transform\n#define GL_HP_image_transform 1\n\ntypedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);\n\n#define glGetImageTransformParameterfvHP GLEW_GET_FUN(__glewGetImageTransformParameterfvHP)\n#define glGetImageTransformParameterivHP GLEW_GET_FUN(__glewGetImageTransformParameterivHP)\n#define glImageTransformParameterfHP GLEW_GET_FUN(__glewImageTransformParameterfHP)\n#define glImageTransformParameterfvHP GLEW_GET_FUN(__glewImageTransformParameterfvHP)\n#define glImageTransformParameteriHP GLEW_GET_FUN(__glewImageTransformParameteriHP)\n#define glImageTransformParameterivHP GLEW_GET_FUN(__glewImageTransformParameterivHP)\n\n#define GLEW_HP_image_transform GLEW_GET_VAR(__GLEW_HP_image_transform)\n\n#endif /* GL_HP_image_transform */\n\n/* -------------------------- GL_HP_occlusion_test ------------------------- */\n\n#ifndef GL_HP_occlusion_test\n#define GL_HP_occlusion_test 1\n\n#define GLEW_HP_occlusion_test GLEW_GET_VAR(__GLEW_HP_occlusion_test)\n\n#endif /* GL_HP_occlusion_test */\n\n/* ------------------------- GL_HP_texture_lighting ------------------------ */\n\n#ifndef GL_HP_texture_lighting\n#define GL_HP_texture_lighting 1\n\n#define GLEW_HP_texture_lighting GLEW_GET_VAR(__GLEW_HP_texture_lighting)\n\n#endif /* GL_HP_texture_lighting */\n\n/* --------------------------- GL_IBM_cull_vertex -------------------------- */\n\n#ifndef GL_IBM_cull_vertex\n#define GL_IBM_cull_vertex 1\n\n#define GL_CULL_VERTEX_IBM 103050\n\n#define GLEW_IBM_cull_vertex GLEW_GET_VAR(__GLEW_IBM_cull_vertex)\n\n#endif /* GL_IBM_cull_vertex */\n\n/* ---------------------- GL_IBM_multimode_draw_arrays --------------------- */\n\n#ifndef GL_IBM_multimode_draw_arrays\n#define GL_IBM_multimode_draw_arrays 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum* mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride);\ntypedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum* mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei primcount, GLint modestride);\n\n#define glMultiModeDrawArraysIBM GLEW_GET_FUN(__glewMultiModeDrawArraysIBM)\n#define glMultiModeDrawElementsIBM GLEW_GET_FUN(__glewMultiModeDrawElementsIBM)\n\n#define GLEW_IBM_multimode_draw_arrays GLEW_GET_VAR(__GLEW_IBM_multimode_draw_arrays)\n\n#endif /* GL_IBM_multimode_draw_arrays */\n\n/* ------------------------- GL_IBM_rasterpos_clip ------------------------- */\n\n#ifndef GL_IBM_rasterpos_clip\n#define GL_IBM_rasterpos_clip 1\n\n#define GL_RASTER_POSITION_UNCLIPPED_IBM 103010\n\n#define GLEW_IBM_rasterpos_clip GLEW_GET_VAR(__GLEW_IBM_rasterpos_clip)\n\n#endif /* GL_IBM_rasterpos_clip */\n\n/* --------------------------- GL_IBM_static_data -------------------------- */\n\n#ifndef GL_IBM_static_data\n#define GL_IBM_static_data 1\n\n#define GL_ALL_STATIC_DATA_IBM 103060\n#define GL_STATIC_VERTEX_ARRAY_IBM 103061\n\n#define GLEW_IBM_static_data GLEW_GET_VAR(__GLEW_IBM_static_data)\n\n#endif /* GL_IBM_static_data */\n\n/* --------------------- GL_IBM_texture_mirrored_repeat -------------------- */\n\n#ifndef GL_IBM_texture_mirrored_repeat\n#define GL_IBM_texture_mirrored_repeat 1\n\n#define GL_MIRRORED_REPEAT_IBM 0x8370\n\n#define GLEW_IBM_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_IBM_texture_mirrored_repeat)\n\n#endif /* GL_IBM_texture_mirrored_repeat */\n\n/* ----------------------- GL_IBM_vertex_array_lists ----------------------- */\n\n#ifndef GL_IBM_vertex_array_lists\n#define GL_IBM_vertex_array_lists 1\n\n#define GL_VERTEX_ARRAY_LIST_IBM 103070\n#define GL_NORMAL_ARRAY_LIST_IBM 103071\n#define GL_COLOR_ARRAY_LIST_IBM 103072\n#define GL_INDEX_ARRAY_LIST_IBM 103073\n#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074\n#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075\n#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076\n#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077\n#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080\n#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081\n#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082\n#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083\n#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084\n#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085\n#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086\n#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087\n\ntypedef void (GLAPIENTRY * PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean ** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\n\n#define glColorPointerListIBM GLEW_GET_FUN(__glewColorPointerListIBM)\n#define glEdgeFlagPointerListIBM GLEW_GET_FUN(__glewEdgeFlagPointerListIBM)\n#define glFogCoordPointerListIBM GLEW_GET_FUN(__glewFogCoordPointerListIBM)\n#define glIndexPointerListIBM GLEW_GET_FUN(__glewIndexPointerListIBM)\n#define glNormalPointerListIBM GLEW_GET_FUN(__glewNormalPointerListIBM)\n#define glSecondaryColorPointerListIBM GLEW_GET_FUN(__glewSecondaryColorPointerListIBM)\n#define glTexCoordPointerListIBM GLEW_GET_FUN(__glewTexCoordPointerListIBM)\n#define glVertexPointerListIBM GLEW_GET_FUN(__glewVertexPointerListIBM)\n\n#define GLEW_IBM_vertex_array_lists GLEW_GET_VAR(__GLEW_IBM_vertex_array_lists)\n\n#endif /* GL_IBM_vertex_array_lists */\n\n/* -------------------------- GL_INGR_color_clamp -------------------------- */\n\n#ifndef GL_INGR_color_clamp\n#define GL_INGR_color_clamp 1\n\n#define GL_RED_MIN_CLAMP_INGR 0x8560\n#define GL_GREEN_MIN_CLAMP_INGR 0x8561\n#define GL_BLUE_MIN_CLAMP_INGR 0x8562\n#define GL_ALPHA_MIN_CLAMP_INGR 0x8563\n#define GL_RED_MAX_CLAMP_INGR 0x8564\n#define GL_GREEN_MAX_CLAMP_INGR 0x8565\n#define GL_BLUE_MAX_CLAMP_INGR 0x8566\n#define GL_ALPHA_MAX_CLAMP_INGR 0x8567\n\n#define GLEW_INGR_color_clamp GLEW_GET_VAR(__GLEW_INGR_color_clamp)\n\n#endif /* GL_INGR_color_clamp */\n\n/* ------------------------- GL_INGR_interlace_read ------------------------ */\n\n#ifndef GL_INGR_interlace_read\n#define GL_INGR_interlace_read 1\n\n#define GL_INTERLACE_READ_INGR 0x8568\n\n#define GLEW_INGR_interlace_read GLEW_GET_VAR(__GLEW_INGR_interlace_read)\n\n#endif /* GL_INGR_interlace_read */\n\n/* ------------------ GL_INTEL_conservative_rasterization ------------------ */\n\n#ifndef GL_INTEL_conservative_rasterization\n#define GL_INTEL_conservative_rasterization 1\n\n#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE\n\n#define GLEW_INTEL_conservative_rasterization GLEW_GET_VAR(__GLEW_INTEL_conservative_rasterization)\n\n#endif /* GL_INTEL_conservative_rasterization */\n\n/* ------------------- GL_INTEL_fragment_shader_ordering ------------------- */\n\n#ifndef GL_INTEL_fragment_shader_ordering\n#define GL_INTEL_fragment_shader_ordering 1\n\n#define GLEW_INTEL_fragment_shader_ordering GLEW_GET_VAR(__GLEW_INTEL_fragment_shader_ordering)\n\n#endif /* GL_INTEL_fragment_shader_ordering */\n\n/* ----------------------- GL_INTEL_framebuffer_CMAA ----------------------- */\n\n#ifndef GL_INTEL_framebuffer_CMAA\n#define GL_INTEL_framebuffer_CMAA 1\n\n#define GLEW_INTEL_framebuffer_CMAA GLEW_GET_VAR(__GLEW_INTEL_framebuffer_CMAA)\n\n#endif /* GL_INTEL_framebuffer_CMAA */\n\n/* -------------------------- GL_INTEL_map_texture ------------------------- */\n\n#ifndef GL_INTEL_map_texture\n#define GL_INTEL_map_texture 1\n\n#define GL_LAYOUT_DEFAULT_INTEL 0\n#define GL_LAYOUT_LINEAR_INTEL 1\n#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2\n#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF\n\ntypedef void * (GLAPIENTRY * PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint* stride, GLenum *layout);\ntypedef void (GLAPIENTRY * PFNGLSYNCTEXTUREINTELPROC) (GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level);\n\n#define glMapTexture2DINTEL GLEW_GET_FUN(__glewMapTexture2DINTEL)\n#define glSyncTextureINTEL GLEW_GET_FUN(__glewSyncTextureINTEL)\n#define glUnmapTexture2DINTEL GLEW_GET_FUN(__glewUnmapTexture2DINTEL)\n\n#define GLEW_INTEL_map_texture GLEW_GET_VAR(__GLEW_INTEL_map_texture)\n\n#endif /* GL_INTEL_map_texture */\n\n/* ------------------------ GL_INTEL_parallel_arrays ----------------------- */\n\n#ifndef GL_INTEL_parallel_arrays\n#define GL_INTEL_parallel_arrays 1\n\n#define GL_PARALLEL_ARRAYS_INTEL 0x83F4\n#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5\n#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6\n#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7\n#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8\n\ntypedef void (GLAPIENTRY * PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);\ntypedef void (GLAPIENTRY * PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void** pointer);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);\n\n#define glColorPointervINTEL GLEW_GET_FUN(__glewColorPointervINTEL)\n#define glNormalPointervINTEL GLEW_GET_FUN(__glewNormalPointervINTEL)\n#define glTexCoordPointervINTEL GLEW_GET_FUN(__glewTexCoordPointervINTEL)\n#define glVertexPointervINTEL GLEW_GET_FUN(__glewVertexPointervINTEL)\n\n#define GLEW_INTEL_parallel_arrays GLEW_GET_VAR(__GLEW_INTEL_parallel_arrays)\n\n#endif /* GL_INTEL_parallel_arrays */\n\n/* ----------------------- GL_INTEL_performance_query ---------------------- */\n\n#ifndef GL_INTEL_performance_query\n#define GL_INTEL_performance_query 1\n\n#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x0000\n#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x0001\n#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9\n#define GL_PERFQUERY_FLUSH_INTEL 0x83FA\n#define GL_PERFQUERY_WAIT_INTEL 0x83FB\n#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0\n#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1\n#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2\n#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3\n#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4\n#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5\n#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8\n#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9\n#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA\n#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB\n#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC\n#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD\n#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE\n#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF\n#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500\n\ntypedef void (GLAPIENTRY * PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle);\ntypedef void (GLAPIENTRY * PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint* queryHandle);\ntypedef void (GLAPIENTRY * PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle);\ntypedef void (GLAPIENTRY * PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle);\ntypedef void (GLAPIENTRY * PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint* queryId);\ntypedef void (GLAPIENTRY * PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint* nextQueryId);\ntypedef void (GLAPIENTRY * PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar* counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue);\ntypedef void (GLAPIENTRY * PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten);\ntypedef void (GLAPIENTRY * PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar* queryName, GLuint *queryId);\ntypedef void (GLAPIENTRY * PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar* queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask);\n\n#define glBeginPerfQueryINTEL GLEW_GET_FUN(__glewBeginPerfQueryINTEL)\n#define glCreatePerfQueryINTEL GLEW_GET_FUN(__glewCreatePerfQueryINTEL)\n#define glDeletePerfQueryINTEL GLEW_GET_FUN(__glewDeletePerfQueryINTEL)\n#define glEndPerfQueryINTEL GLEW_GET_FUN(__glewEndPerfQueryINTEL)\n#define glGetFirstPerfQueryIdINTEL GLEW_GET_FUN(__glewGetFirstPerfQueryIdINTEL)\n#define glGetNextPerfQueryIdINTEL GLEW_GET_FUN(__glewGetNextPerfQueryIdINTEL)\n#define glGetPerfCounterInfoINTEL GLEW_GET_FUN(__glewGetPerfCounterInfoINTEL)\n#define glGetPerfQueryDataINTEL GLEW_GET_FUN(__glewGetPerfQueryDataINTEL)\n#define glGetPerfQueryIdByNameINTEL GLEW_GET_FUN(__glewGetPerfQueryIdByNameINTEL)\n#define glGetPerfQueryInfoINTEL GLEW_GET_FUN(__glewGetPerfQueryInfoINTEL)\n\n#define GLEW_INTEL_performance_query GLEW_GET_VAR(__GLEW_INTEL_performance_query)\n\n#endif /* GL_INTEL_performance_query */\n\n/* ------------------------ GL_INTEL_texture_scissor ----------------------- */\n\n#ifndef GL_INTEL_texture_scissor\n#define GL_INTEL_texture_scissor 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSCISSORFUNCINTELPROC) (GLenum target, GLenum lfunc, GLenum hfunc);\ntypedef void (GLAPIENTRY * PFNGLTEXSCISSORINTELPROC) (GLenum target, GLclampf tlow, GLclampf thigh);\n\n#define glTexScissorFuncINTEL GLEW_GET_FUN(__glewTexScissorFuncINTEL)\n#define glTexScissorINTEL GLEW_GET_FUN(__glewTexScissorINTEL)\n\n#define GLEW_INTEL_texture_scissor GLEW_GET_VAR(__GLEW_INTEL_texture_scissor)\n\n#endif /* GL_INTEL_texture_scissor */\n\n/* --------------------- GL_KHR_blend_equation_advanced -------------------- */\n\n#ifndef GL_KHR_blend_equation_advanced\n#define GL_KHR_blend_equation_advanced 1\n\n#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285\n#define GL_MULTIPLY_KHR 0x9294\n#define GL_SCREEN_KHR 0x9295\n#define GL_OVERLAY_KHR 0x9296\n#define GL_DARKEN_KHR 0x9297\n#define GL_LIGHTEN_KHR 0x9298\n#define GL_COLORDODGE_KHR 0x9299\n#define GL_COLORBURN_KHR 0x929A\n#define GL_HARDLIGHT_KHR 0x929B\n#define GL_SOFTLIGHT_KHR 0x929C\n#define GL_DIFFERENCE_KHR 0x929E\n#define GL_EXCLUSION_KHR 0x92A0\n#define GL_HSL_HUE_KHR 0x92AD\n#define GL_HSL_SATURATION_KHR 0x92AE\n#define GL_HSL_COLOR_KHR 0x92AF\n#define GL_HSL_LUMINOSITY_KHR 0x92B0\n\ntypedef void (GLAPIENTRY * PFNGLBLENDBARRIERKHRPROC) (void);\n\n#define glBlendBarrierKHR GLEW_GET_FUN(__glewBlendBarrierKHR)\n\n#define GLEW_KHR_blend_equation_advanced GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced)\n\n#endif /* GL_KHR_blend_equation_advanced */\n\n/* ---------------- GL_KHR_blend_equation_advanced_coherent ---------------- */\n\n#ifndef GL_KHR_blend_equation_advanced_coherent\n#define GL_KHR_blend_equation_advanced_coherent 1\n\n#define GLEW_KHR_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced_coherent)\n\n#endif /* GL_KHR_blend_equation_advanced_coherent */\n\n/* ---------------------- GL_KHR_context_flush_control --------------------- */\n\n#ifndef GL_KHR_context_flush_control\n#define GL_KHR_context_flush_control 1\n\n#define GLEW_KHR_context_flush_control GLEW_GET_VAR(__GLEW_KHR_context_flush_control)\n\n#endif /* GL_KHR_context_flush_control */\n\n/* ------------------------------ GL_KHR_debug ----------------------------- */\n\n#ifndef GL_KHR_debug\n#define GL_KHR_debug 1\n\n#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002\n#define GL_STACK_OVERFLOW 0x0503\n#define GL_STACK_UNDERFLOW 0x0504\n#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242\n#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243\n#define GL_DEBUG_CALLBACK_FUNCTION 0x8244\n#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245\n#define GL_DEBUG_SOURCE_API 0x8246\n#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247\n#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248\n#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249\n#define GL_DEBUG_SOURCE_APPLICATION 0x824A\n#define GL_DEBUG_SOURCE_OTHER 0x824B\n#define GL_DEBUG_TYPE_ERROR 0x824C\n#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D\n#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E\n#define GL_DEBUG_TYPE_PORTABILITY 0x824F\n#define GL_DEBUG_TYPE_PERFORMANCE 0x8250\n#define GL_DEBUG_TYPE_OTHER 0x8251\n#define GL_DEBUG_TYPE_MARKER 0x8268\n#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269\n#define GL_DEBUG_TYPE_POP_GROUP 0x826A\n#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B\n#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C\n#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D\n#define GL_BUFFER 0x82E0\n#define GL_SHADER 0x82E1\n#define GL_PROGRAM 0x82E2\n#define GL_QUERY 0x82E3\n#define GL_PROGRAM_PIPELINE 0x82E4\n#define GL_SAMPLER 0x82E6\n#define GL_DISPLAY_LIST 0x82E7\n#define GL_MAX_LABEL_LENGTH 0x82E8\n#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143\n#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144\n#define GL_DEBUG_LOGGED_MESSAGES 0x9145\n#define GL_DEBUG_SEVERITY_HIGH 0x9146\n#define GL_DEBUG_SEVERITY_MEDIUM 0x9147\n#define GL_DEBUG_SEVERITY_LOW 0x9148\n#define GL_DEBUG_OUTPUT 0x92E0\n\ntypedef void (GLAPIENTRY *GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);\n\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf);\ntypedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar *label);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPTRLABELPROC) (void* ptr, GLsizei bufSize, GLsizei* length, GLchar *label);\ntypedef void (GLAPIENTRY * PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label);\ntypedef void (GLAPIENTRY * PFNGLOBJECTPTRLABELPROC) (void* ptr, GLsizei length, const GLchar* label);\ntypedef void (GLAPIENTRY * PFNGLPOPDEBUGGROUPPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar * message);\n\n#define glDebugMessageCallback GLEW_GET_FUN(__glewDebugMessageCallback)\n#define glDebugMessageControl GLEW_GET_FUN(__glewDebugMessageControl)\n#define glDebugMessageInsert GLEW_GET_FUN(__glewDebugMessageInsert)\n#define glGetDebugMessageLog GLEW_GET_FUN(__glewGetDebugMessageLog)\n#define glGetObjectLabel GLEW_GET_FUN(__glewGetObjectLabel)\n#define glGetObjectPtrLabel GLEW_GET_FUN(__glewGetObjectPtrLabel)\n#define glObjectLabel GLEW_GET_FUN(__glewObjectLabel)\n#define glObjectPtrLabel GLEW_GET_FUN(__glewObjectPtrLabel)\n#define glPopDebugGroup GLEW_GET_FUN(__glewPopDebugGroup)\n#define glPushDebugGroup GLEW_GET_FUN(__glewPushDebugGroup)\n\n#define GLEW_KHR_debug GLEW_GET_VAR(__GLEW_KHR_debug)\n\n#endif /* GL_KHR_debug */\n\n/* ---------------------------- GL_KHR_no_error ---------------------------- */\n\n#ifndef GL_KHR_no_error\n#define GL_KHR_no_error 1\n\n#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008\n\n#define GLEW_KHR_no_error GLEW_GET_VAR(__GLEW_KHR_no_error)\n\n#endif /* GL_KHR_no_error */\n\n/* --------------------- GL_KHR_parallel_shader_compile -------------------- */\n\n#ifndef GL_KHR_parallel_shader_compile\n#define GL_KHR_parallel_shader_compile 1\n\n#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0\n#define GL_COMPLETION_STATUS_KHR 0x91B1\n\ntypedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count);\n\n#define glMaxShaderCompilerThreadsKHR GLEW_GET_FUN(__glewMaxShaderCompilerThreadsKHR)\n\n#define GLEW_KHR_parallel_shader_compile GLEW_GET_VAR(__GLEW_KHR_parallel_shader_compile)\n\n#endif /* GL_KHR_parallel_shader_compile */\n\n/* ------------------ GL_KHR_robust_buffer_access_behavior ----------------- */\n\n#ifndef GL_KHR_robust_buffer_access_behavior\n#define GL_KHR_robust_buffer_access_behavior 1\n\n#define GLEW_KHR_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_KHR_robust_buffer_access_behavior)\n\n#endif /* GL_KHR_robust_buffer_access_behavior */\n\n/* --------------------------- GL_KHR_robustness --------------------------- */\n\n#ifndef GL_KHR_robustness\n#define GL_KHR_robustness 1\n\n#define GL_CONTEXT_LOST 0x0507\n#define GL_LOSE_CONTEXT_ON_RESET 0x8252\n#define GL_GUILTY_CONTEXT_RESET 0x8253\n#define GL_INNOCENT_CONTEXT_RESET 0x8254\n#define GL_UNKNOWN_CONTEXT_RESET 0x8255\n#define GL_RESET_NOTIFICATION_STRATEGY 0x8256\n#define GL_NO_RESET_NOTIFICATION 0x8261\n#define GL_CONTEXT_ROBUST_ACCESS 0x90F3\n\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);\n\n#define glGetnUniformfv GLEW_GET_FUN(__glewGetnUniformfv)\n#define glGetnUniformiv GLEW_GET_FUN(__glewGetnUniformiv)\n#define glGetnUniformuiv GLEW_GET_FUN(__glewGetnUniformuiv)\n#define glReadnPixels GLEW_GET_FUN(__glewReadnPixels)\n\n#define GLEW_KHR_robustness GLEW_GET_VAR(__GLEW_KHR_robustness)\n\n#endif /* GL_KHR_robustness */\n\n/* ------------------ GL_KHR_texture_compression_astc_hdr ------------------ */\n\n#ifndef GL_KHR_texture_compression_astc_hdr\n#define GL_KHR_texture_compression_astc_hdr 1\n\n#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0\n#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1\n#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2\n#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3\n#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4\n#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5\n#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6\n#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7\n#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8\n#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9\n#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA\n#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB\n#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC\n#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD\n\n#define GLEW_KHR_texture_compression_astc_hdr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_hdr)\n\n#endif /* GL_KHR_texture_compression_astc_hdr */\n\n/* ------------------ GL_KHR_texture_compression_astc_ldr ------------------ */\n\n#ifndef GL_KHR_texture_compression_astc_ldr\n#define GL_KHR_texture_compression_astc_ldr 1\n\n#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0\n#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1\n#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2\n#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3\n#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4\n#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5\n#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6\n#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7\n#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8\n#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9\n#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA\n#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB\n#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC\n#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD\n\n#define GLEW_KHR_texture_compression_astc_ldr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_ldr)\n\n#endif /* GL_KHR_texture_compression_astc_ldr */\n\n/* --------------- GL_KHR_texture_compression_astc_sliced_3d --------------- */\n\n#ifndef GL_KHR_texture_compression_astc_sliced_3d\n#define GL_KHR_texture_compression_astc_sliced_3d 1\n\n#define GLEW_KHR_texture_compression_astc_sliced_3d GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_sliced_3d)\n\n#endif /* GL_KHR_texture_compression_astc_sliced_3d */\n\n/* -------------------------- GL_KTX_buffer_region ------------------------- */\n\n#ifndef GL_KTX_buffer_region\n#define GL_KTX_buffer_region 1\n\n#define GL_KTX_FRONT_REGION 0x0\n#define GL_KTX_BACK_REGION 0x1\n#define GL_KTX_Z_REGION 0x2\n#define GL_KTX_STENCIL_REGION 0x3\n\ntypedef GLuint (GLAPIENTRY * PFNGLBUFFERREGIONENABLEDPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLDELETEBUFFERREGIONPROC) (GLenum region);\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest);\ntypedef GLuint (GLAPIENTRY * PFNGLNEWBUFFERREGIONPROC) (GLenum region);\ntypedef void (GLAPIENTRY * PFNGLREADBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define glBufferRegionEnabled GLEW_GET_FUN(__glewBufferRegionEnabled)\n#define glDeleteBufferRegion GLEW_GET_FUN(__glewDeleteBufferRegion)\n#define glDrawBufferRegion GLEW_GET_FUN(__glewDrawBufferRegion)\n#define glNewBufferRegion GLEW_GET_FUN(__glewNewBufferRegion)\n#define glReadBufferRegion GLEW_GET_FUN(__glewReadBufferRegion)\n\n#define GLEW_KTX_buffer_region GLEW_GET_VAR(__GLEW_KTX_buffer_region)\n\n#endif /* GL_KTX_buffer_region */\n\n/* ------------------------- GL_MESAX_texture_stack ------------------------ */\n\n#ifndef GL_MESAX_texture_stack\n#define GL_MESAX_texture_stack 1\n\n#define GL_TEXTURE_1D_STACK_MESAX 0x8759\n#define GL_TEXTURE_2D_STACK_MESAX 0x875A\n#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B\n#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C\n#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D\n#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E\n\n#define GLEW_MESAX_texture_stack GLEW_GET_VAR(__GLEW_MESAX_texture_stack)\n\n#endif /* GL_MESAX_texture_stack */\n\n/* -------------------------- GL_MESA_pack_invert -------------------------- */\n\n#ifndef GL_MESA_pack_invert\n#define GL_MESA_pack_invert 1\n\n#define GL_PACK_INVERT_MESA 0x8758\n\n#define GLEW_MESA_pack_invert GLEW_GET_VAR(__GLEW_MESA_pack_invert)\n\n#endif /* GL_MESA_pack_invert */\n\n/* ------------------------- GL_MESA_resize_buffers ------------------------ */\n\n#ifndef GL_MESA_resize_buffers\n#define GL_MESA_resize_buffers 1\n\ntypedef void (GLAPIENTRY * PFNGLRESIZEBUFFERSMESAPROC) (void);\n\n#define glResizeBuffersMESA GLEW_GET_FUN(__glewResizeBuffersMESA)\n\n#define GLEW_MESA_resize_buffers GLEW_GET_VAR(__GLEW_MESA_resize_buffers)\n\n#endif /* GL_MESA_resize_buffers */\n\n/* -------------------- GL_MESA_shader_integer_functions ------------------- */\n\n#ifndef GL_MESA_shader_integer_functions\n#define GL_MESA_shader_integer_functions 1\n\n#define GLEW_MESA_shader_integer_functions GLEW_GET_VAR(__GLEW_MESA_shader_integer_functions)\n\n#endif /* GL_MESA_shader_integer_functions */\n\n/* --------------------------- GL_MESA_window_pos -------------------------- */\n\n#ifndef GL_MESA_window_pos\n#define GL_MESA_window_pos 1\n\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVMESAPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVMESAPROC) (const GLshort* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVMESAPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVMESAPROC) (const GLshort* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4IVMESAPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4SVMESAPROC) (const GLshort* p);\n\n#define glWindowPos2dMESA GLEW_GET_FUN(__glewWindowPos2dMESA)\n#define glWindowPos2dvMESA GLEW_GET_FUN(__glewWindowPos2dvMESA)\n#define glWindowPos2fMESA GLEW_GET_FUN(__glewWindowPos2fMESA)\n#define glWindowPos2fvMESA GLEW_GET_FUN(__glewWindowPos2fvMESA)\n#define glWindowPos2iMESA GLEW_GET_FUN(__glewWindowPos2iMESA)\n#define glWindowPos2ivMESA GLEW_GET_FUN(__glewWindowPos2ivMESA)\n#define glWindowPos2sMESA GLEW_GET_FUN(__glewWindowPos2sMESA)\n#define glWindowPos2svMESA GLEW_GET_FUN(__glewWindowPos2svMESA)\n#define glWindowPos3dMESA GLEW_GET_FUN(__glewWindowPos3dMESA)\n#define glWindowPos3dvMESA GLEW_GET_FUN(__glewWindowPos3dvMESA)\n#define glWindowPos3fMESA GLEW_GET_FUN(__glewWindowPos3fMESA)\n#define glWindowPos3fvMESA GLEW_GET_FUN(__glewWindowPos3fvMESA)\n#define glWindowPos3iMESA GLEW_GET_FUN(__glewWindowPos3iMESA)\n#define glWindowPos3ivMESA GLEW_GET_FUN(__glewWindowPos3ivMESA)\n#define glWindowPos3sMESA GLEW_GET_FUN(__glewWindowPos3sMESA)\n#define glWindowPos3svMESA GLEW_GET_FUN(__glewWindowPos3svMESA)\n#define glWindowPos4dMESA GLEW_GET_FUN(__glewWindowPos4dMESA)\n#define glWindowPos4dvMESA GLEW_GET_FUN(__glewWindowPos4dvMESA)\n#define glWindowPos4fMESA GLEW_GET_FUN(__glewWindowPos4fMESA)\n#define glWindowPos4fvMESA GLEW_GET_FUN(__glewWindowPos4fvMESA)\n#define glWindowPos4iMESA GLEW_GET_FUN(__glewWindowPos4iMESA)\n#define glWindowPos4ivMESA GLEW_GET_FUN(__glewWindowPos4ivMESA)\n#define glWindowPos4sMESA GLEW_GET_FUN(__glewWindowPos4sMESA)\n#define glWindowPos4svMESA GLEW_GET_FUN(__glewWindowPos4svMESA)\n\n#define GLEW_MESA_window_pos GLEW_GET_VAR(__GLEW_MESA_window_pos)\n\n#endif /* GL_MESA_window_pos */\n\n/* ------------------------- GL_MESA_ycbcr_texture ------------------------- */\n\n#ifndef GL_MESA_ycbcr_texture\n#define GL_MESA_ycbcr_texture 1\n\n#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA\n#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB\n#define GL_YCBCR_MESA 0x8757\n\n#define GLEW_MESA_ycbcr_texture GLEW_GET_VAR(__GLEW_MESA_ycbcr_texture)\n\n#endif /* GL_MESA_ycbcr_texture */\n\n/* ----------- GL_NVX_blend_equation_advanced_multi_draw_buffers ----------- */\n\n#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers\n#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1\n\n#define GLEW_NVX_blend_equation_advanced_multi_draw_buffers GLEW_GET_VAR(__GLEW_NVX_blend_equation_advanced_multi_draw_buffers)\n\n#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */\n\n/* ----------------------- GL_NVX_conditional_render ----------------------- */\n\n#ifndef GL_NVX_conditional_render\n#define GL_NVX_conditional_render 1\n\ntypedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVXPROC) (void);\n\n#define glBeginConditionalRenderNVX GLEW_GET_FUN(__glewBeginConditionalRenderNVX)\n#define glEndConditionalRenderNVX GLEW_GET_FUN(__glewEndConditionalRenderNVX)\n\n#define GLEW_NVX_conditional_render GLEW_GET_VAR(__GLEW_NVX_conditional_render)\n\n#endif /* GL_NVX_conditional_render */\n\n/* ------------------------- GL_NVX_gpu_memory_info ------------------------ */\n\n#ifndef GL_NVX_gpu_memory_info\n#define GL_NVX_gpu_memory_info 1\n\n#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047\n#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048\n#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049\n#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A\n#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B\n\n#define GLEW_NVX_gpu_memory_info GLEW_GET_VAR(__GLEW_NVX_gpu_memory_info)\n\n#endif /* GL_NVX_gpu_memory_info */\n\n/* ---------------------- GL_NVX_linked_gpu_multicast ---------------------- */\n\n#ifndef GL_NVX_linked_gpu_multicast\n#define GL_NVX_linked_gpu_multicast 1\n\n#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800\n#define GL_MAX_LGPU_GPUS_NVX 0x92BA\n\ntypedef void (GLAPIENTRY * PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\ntypedef void (GLAPIENTRY * PFNGLLGPUINTERLOCKNVXPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\n\n#define glLGPUCopyImageSubDataNVX GLEW_GET_FUN(__glewLGPUCopyImageSubDataNVX)\n#define glLGPUInterlockNVX GLEW_GET_FUN(__glewLGPUInterlockNVX)\n#define glLGPUNamedBufferSubDataNVX GLEW_GET_FUN(__glewLGPUNamedBufferSubDataNVX)\n\n#define GLEW_NVX_linked_gpu_multicast GLEW_GET_VAR(__GLEW_NVX_linked_gpu_multicast)\n\n#endif /* GL_NVX_linked_gpu_multicast */\n\n/* ------------------------ GL_NV_3dvision_settings ------------------------ */\n\n#ifndef GL_NV_3dvision_settings\n#define GL_NV_3dvision_settings 1\n\n#define GL_3DVISION_STEREO_NV 0x90F4\n#define GL_STEREO_SEPARATION_NV 0x90F5\n#define GL_STEREO_CONVERGENCE_NV 0x90F6\n#define GL_STEREO_CUTOFF_NV 0x90F7\n#define GL_STEREO_PROJECTION_NV 0x90F8\n#define GL_STEREO_PROJECTION_PERSPECTIVE_NV 0x90F9\n#define GL_STEREO_PROJECTION_ORTHO_NV 0x90FA\n\ntypedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERFNVPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERINVPROC) (GLenum pname, GLint param);\n\n#define glStereoParameterfNV GLEW_GET_FUN(__glewStereoParameterfNV)\n#define glStereoParameteriNV GLEW_GET_FUN(__glewStereoParameteriNV)\n\n#define GLEW_NV_3dvision_settings GLEW_GET_VAR(__GLEW_NV_3dvision_settings)\n\n#endif /* GL_NV_3dvision_settings */\n\n/* ------------------- GL_NV_EGL_stream_consumer_external ------------------ */\n\n#ifndef GL_NV_EGL_stream_consumer_external\n#define GL_NV_EGL_stream_consumer_external 1\n\n#define GL_TEXTURE_EXTERNAL_OES 0x8D65\n#define GL_SAMPLER_EXTERNAL_OES 0x8D66\n#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67\n#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68\n\n#define GLEW_NV_EGL_stream_consumer_external GLEW_GET_VAR(__GLEW_NV_EGL_stream_consumer_external)\n\n#endif /* GL_NV_EGL_stream_consumer_external */\n\n/* ----------------- GL_NV_alpha_to_coverage_dither_control ---------------- */\n\n#ifndef GL_NV_alpha_to_coverage_dither_control\n#define GL_NV_alpha_to_coverage_dither_control 1\n\n#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF\n#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D\n#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E\n#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F\n\n#define GLEW_NV_alpha_to_coverage_dither_control GLEW_GET_VAR(__GLEW_NV_alpha_to_coverage_dither_control)\n\n#endif /* GL_NV_alpha_to_coverage_dither_control */\n\n/* ------------------------------- GL_NV_bgr ------------------------------- */\n\n#ifndef GL_NV_bgr\n#define GL_NV_bgr 1\n\n#define GL_BGR_NV 0x80E0\n\n#define GLEW_NV_bgr GLEW_GET_VAR(__GLEW_NV_bgr)\n\n#endif /* GL_NV_bgr */\n\n/* ------------------- GL_NV_bindless_multi_draw_indirect ------------------ */\n\n#ifndef GL_NV_bindless_multi_draw_indirect\n#define GL_NV_bindless_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount);\n\n#define glMultiDrawArraysIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessNV)\n#define glMultiDrawElementsIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessNV)\n\n#define GLEW_NV_bindless_multi_draw_indirect GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect)\n\n#endif /* GL_NV_bindless_multi_draw_indirect */\n\n/* ---------------- GL_NV_bindless_multi_draw_indirect_count --------------- */\n\n#ifndef GL_NV_bindless_multi_draw_indirect_count\n#define GL_NV_bindless_multi_draw_indirect_count 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount);\n\n#define glMultiDrawArraysIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessCountNV)\n#define glMultiDrawElementsIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessCountNV)\n\n#define GLEW_NV_bindless_multi_draw_indirect_count GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect_count)\n\n#endif /* GL_NV_bindless_multi_draw_indirect_count */\n\n/* ------------------------- GL_NV_bindless_texture ------------------------ */\n\n#ifndef GL_NV_bindless_texture\n#define GL_NV_bindless_texture 1\n\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler);\ntypedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64* value);\n\n#define glGetImageHandleNV GLEW_GET_FUN(__glewGetImageHandleNV)\n#define glGetTextureHandleNV GLEW_GET_FUN(__glewGetTextureHandleNV)\n#define glGetTextureSamplerHandleNV GLEW_GET_FUN(__glewGetTextureSamplerHandleNV)\n#define glIsImageHandleResidentNV GLEW_GET_FUN(__glewIsImageHandleResidentNV)\n#define glIsTextureHandleResidentNV GLEW_GET_FUN(__glewIsTextureHandleResidentNV)\n#define glMakeImageHandleNonResidentNV GLEW_GET_FUN(__glewMakeImageHandleNonResidentNV)\n#define glMakeImageHandleResidentNV GLEW_GET_FUN(__glewMakeImageHandleResidentNV)\n#define glMakeTextureHandleNonResidentNV GLEW_GET_FUN(__glewMakeTextureHandleNonResidentNV)\n#define glMakeTextureHandleResidentNV GLEW_GET_FUN(__glewMakeTextureHandleResidentNV)\n#define glProgramUniformHandleui64NV GLEW_GET_FUN(__glewProgramUniformHandleui64NV)\n#define glProgramUniformHandleui64vNV GLEW_GET_FUN(__glewProgramUniformHandleui64vNV)\n#define glUniformHandleui64NV GLEW_GET_FUN(__glewUniformHandleui64NV)\n#define glUniformHandleui64vNV GLEW_GET_FUN(__glewUniformHandleui64vNV)\n\n#define GLEW_NV_bindless_texture GLEW_GET_VAR(__GLEW_NV_bindless_texture)\n\n#endif /* GL_NV_bindless_texture */\n\n/* --------------------- GL_NV_blend_equation_advanced --------------------- */\n\n#ifndef GL_NV_blend_equation_advanced\n#define GL_NV_blend_equation_advanced 1\n\n#define GL_XOR_NV 0x1506\n#define GL_RED_NV 0x1903\n#define GL_GREEN_NV 0x1904\n#define GL_BLUE_NV 0x1905\n#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280\n#define GL_BLEND_OVERLAP_NV 0x9281\n#define GL_UNCORRELATED_NV 0x9282\n#define GL_DISJOINT_NV 0x9283\n#define GL_CONJOINT_NV 0x9284\n#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285\n#define GL_SRC_NV 0x9286\n#define GL_DST_NV 0x9287\n#define GL_SRC_OVER_NV 0x9288\n#define GL_DST_OVER_NV 0x9289\n#define GL_SRC_IN_NV 0x928A\n#define GL_DST_IN_NV 0x928B\n#define GL_SRC_OUT_NV 0x928C\n#define GL_DST_OUT_NV 0x928D\n#define GL_SRC_ATOP_NV 0x928E\n#define GL_DST_ATOP_NV 0x928F\n#define GL_PLUS_NV 0x9291\n#define GL_PLUS_DARKER_NV 0x9292\n#define GL_MULTIPLY_NV 0x9294\n#define GL_SCREEN_NV 0x9295\n#define GL_OVERLAY_NV 0x9296\n#define GL_DARKEN_NV 0x9297\n#define GL_LIGHTEN_NV 0x9298\n#define GL_COLORDODGE_NV 0x9299\n#define GL_COLORBURN_NV 0x929A\n#define GL_HARDLIGHT_NV 0x929B\n#define GL_SOFTLIGHT_NV 0x929C\n#define GL_DIFFERENCE_NV 0x929E\n#define GL_MINUS_NV 0x929F\n#define GL_EXCLUSION_NV 0x92A0\n#define GL_CONTRAST_NV 0x92A1\n#define GL_INVERT_RGB_NV 0x92A3\n#define GL_LINEARDODGE_NV 0x92A4\n#define GL_LINEARBURN_NV 0x92A5\n#define GL_VIVIDLIGHT_NV 0x92A6\n#define GL_LINEARLIGHT_NV 0x92A7\n#define GL_PINLIGHT_NV 0x92A8\n#define GL_HARDMIX_NV 0x92A9\n#define GL_HSL_HUE_NV 0x92AD\n#define GL_HSL_SATURATION_NV 0x92AE\n#define GL_HSL_COLOR_NV 0x92AF\n#define GL_HSL_LUMINOSITY_NV 0x92B0\n#define GL_PLUS_CLAMPED_NV 0x92B1\n#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2\n#define GL_MINUS_CLAMPED_NV 0x92B3\n#define GL_INVERT_OVG_NV 0x92B4\n\ntypedef void (GLAPIENTRY * PFNGLBLENDBARRIERNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value);\n\n#define glBlendBarrierNV GLEW_GET_FUN(__glewBlendBarrierNV)\n#define glBlendParameteriNV GLEW_GET_FUN(__glewBlendParameteriNV)\n\n#define GLEW_NV_blend_equation_advanced GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced)\n\n#endif /* GL_NV_blend_equation_advanced */\n\n/* ----------------- GL_NV_blend_equation_advanced_coherent ---------------- */\n\n#ifndef GL_NV_blend_equation_advanced_coherent\n#define GL_NV_blend_equation_advanced_coherent 1\n\n#define GLEW_NV_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced_coherent)\n\n#endif /* GL_NV_blend_equation_advanced_coherent */\n\n/* ----------------------- GL_NV_blend_minmax_factor ----------------------- */\n\n#ifndef GL_NV_blend_minmax_factor\n#define GL_NV_blend_minmax_factor 1\n\n#define GL_FACTOR_MIN_AMD 0x901C\n#define GL_FACTOR_MAX_AMD 0x901D\n\n#define GLEW_NV_blend_minmax_factor GLEW_GET_VAR(__GLEW_NV_blend_minmax_factor)\n\n#endif /* GL_NV_blend_minmax_factor */\n\n/* --------------------------- GL_NV_blend_square -------------------------- */\n\n#ifndef GL_NV_blend_square\n#define GL_NV_blend_square 1\n\n#define GLEW_NV_blend_square GLEW_GET_VAR(__GLEW_NV_blend_square)\n\n#endif /* GL_NV_blend_square */\n\n/* ----------------------- GL_NV_clip_space_w_scaling ---------------------- */\n\n#ifndef GL_NV_clip_space_w_scaling\n#define GL_NV_clip_space_w_scaling 1\n\n#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C\n#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D\n#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E\n\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff);\n\n#define glViewportPositionWScaleNV GLEW_GET_FUN(__glewViewportPositionWScaleNV)\n\n#define GLEW_NV_clip_space_w_scaling GLEW_GET_VAR(__GLEW_NV_clip_space_w_scaling)\n\n#endif /* GL_NV_clip_space_w_scaling */\n\n/* --------------------------- GL_NV_command_list -------------------------- */\n\n#ifndef GL_NV_command_list\n#define GL_NV_command_list 1\n\n#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000\n#define GL_NOP_COMMAND_NV 0x0001\n#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002\n#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003\n#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004\n#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005\n#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006\n#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007\n#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008\n#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009\n#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000a\n#define GL_BLEND_COLOR_COMMAND_NV 0x000b\n#define GL_STENCIL_REF_COMMAND_NV 0x000c\n#define GL_LINE_WIDTH_COMMAND_NV 0x000d\n#define GL_POLYGON_OFFSET_COMMAND_NV 0x000e\n#define GL_ALPHA_REF_COMMAND_NV 0x000f\n#define GL_VIEWPORT_COMMAND_NV 0x0010\n#define GL_SCISSOR_COMMAND_NV 0x0011\n#define GL_FRONT_FACE_COMMAND_NV 0x0012\n\ntypedef void (GLAPIENTRY * PFNGLCALLCOMMANDLISTNVPROC) (GLuint list);\ntypedef void (GLAPIENTRY * PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments);\ntypedef void (GLAPIENTRY * PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list);\ntypedef void (GLAPIENTRY * PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint* lists);\ntypedef void (GLAPIENTRY * PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint* states);\ntypedef void (GLAPIENTRY * PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint* lists);\ntypedef void (GLAPIENTRY * PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint* states);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64* indirects, const GLsizei* sizes, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count);\ntypedef GLuint (GLAPIENTRY * PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size);\ntypedef GLushort (GLAPIENTRY * PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype);\ntypedef GLboolean (GLAPIENTRY * PFNGLISCOMMANDLISTNVPROC) (GLuint list);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSTATENVPROC) (GLuint state);\ntypedef void (GLAPIENTRY * PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void** indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode);\n\n#define glCallCommandListNV GLEW_GET_FUN(__glewCallCommandListNV)\n#define glCommandListSegmentsNV GLEW_GET_FUN(__glewCommandListSegmentsNV)\n#define glCompileCommandListNV GLEW_GET_FUN(__glewCompileCommandListNV)\n#define glCreateCommandListsNV GLEW_GET_FUN(__glewCreateCommandListsNV)\n#define glCreateStatesNV GLEW_GET_FUN(__glewCreateStatesNV)\n#define glDeleteCommandListsNV GLEW_GET_FUN(__glewDeleteCommandListsNV)\n#define glDeleteStatesNV GLEW_GET_FUN(__glewDeleteStatesNV)\n#define glDrawCommandsAddressNV GLEW_GET_FUN(__glewDrawCommandsAddressNV)\n#define glDrawCommandsNV GLEW_GET_FUN(__glewDrawCommandsNV)\n#define glDrawCommandsStatesAddressNV GLEW_GET_FUN(__glewDrawCommandsStatesAddressNV)\n#define glDrawCommandsStatesNV GLEW_GET_FUN(__glewDrawCommandsStatesNV)\n#define glGetCommandHeaderNV GLEW_GET_FUN(__glewGetCommandHeaderNV)\n#define glGetStageIndexNV GLEW_GET_FUN(__glewGetStageIndexNV)\n#define glIsCommandListNV GLEW_GET_FUN(__glewIsCommandListNV)\n#define glIsStateNV GLEW_GET_FUN(__glewIsStateNV)\n#define glListDrawCommandsStatesClientNV GLEW_GET_FUN(__glewListDrawCommandsStatesClientNV)\n#define glStateCaptureNV GLEW_GET_FUN(__glewStateCaptureNV)\n\n#define GLEW_NV_command_list GLEW_GET_VAR(__GLEW_NV_command_list)\n\n#endif /* GL_NV_command_list */\n\n/* ------------------------- GL_NV_compute_program5 ------------------------ */\n\n#ifndef GL_NV_compute_program5\n#define GL_NV_compute_program5 1\n\n#define GL_COMPUTE_PROGRAM_NV 0x90FB\n#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC\n\n#define GLEW_NV_compute_program5 GLEW_GET_VAR(__GLEW_NV_compute_program5)\n\n#endif /* GL_NV_compute_program5 */\n\n/* ------------------------ GL_NV_conditional_render ----------------------- */\n\n#ifndef GL_NV_conditional_render\n#define GL_NV_conditional_render 1\n\n#define GL_QUERY_WAIT_NV 0x8E13\n#define GL_QUERY_NO_WAIT_NV 0x8E14\n#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15\n#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16\n\ntypedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVPROC) (void);\n\n#define glBeginConditionalRenderNV GLEW_GET_FUN(__glewBeginConditionalRenderNV)\n#define glEndConditionalRenderNV GLEW_GET_FUN(__glewEndConditionalRenderNV)\n\n#define GLEW_NV_conditional_render GLEW_GET_VAR(__GLEW_NV_conditional_render)\n\n#endif /* GL_NV_conditional_render */\n\n/* ----------------------- GL_NV_conservative_raster ----------------------- */\n\n#ifndef GL_NV_conservative_raster\n#define GL_NV_conservative_raster 1\n\n#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346\n#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347\n#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348\n#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349\n\ntypedef void (GLAPIENTRY * PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits);\n\n#define glSubpixelPrecisionBiasNV GLEW_GET_FUN(__glewSubpixelPrecisionBiasNV)\n\n#define GLEW_NV_conservative_raster GLEW_GET_VAR(__GLEW_NV_conservative_raster)\n\n#endif /* GL_NV_conservative_raster */\n\n/* -------------------- GL_NV_conservative_raster_dilate ------------------- */\n\n#ifndef GL_NV_conservative_raster_dilate\n#define GL_NV_conservative_raster_dilate 1\n\n#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379\n#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A\n#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B\n\ntypedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value);\n\n#define glConservativeRasterParameterfNV GLEW_GET_FUN(__glewConservativeRasterParameterfNV)\n\n#define GLEW_NV_conservative_raster_dilate GLEW_GET_VAR(__GLEW_NV_conservative_raster_dilate)\n\n#endif /* GL_NV_conservative_raster_dilate */\n\n/* -------------- GL_NV_conservative_raster_pre_snap_triangles ------------- */\n\n#ifndef GL_NV_conservative_raster_pre_snap_triangles\n#define GL_NV_conservative_raster_pre_snap_triangles 1\n\n#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D\n#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E\n#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F\n\ntypedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param);\n\n#define glConservativeRasterParameteriNV GLEW_GET_FUN(__glewConservativeRasterParameteriNV)\n\n#define GLEW_NV_conservative_raster_pre_snap_triangles GLEW_GET_VAR(__GLEW_NV_conservative_raster_pre_snap_triangles)\n\n#endif /* GL_NV_conservative_raster_pre_snap_triangles */\n\n/* --------------------------- GL_NV_copy_buffer --------------------------- */\n\n#ifndef GL_NV_copy_buffer\n#define GL_NV_copy_buffer 1\n\n#define GL_COPY_READ_BUFFER_NV 0x8F36\n#define GL_COPY_WRITE_BUFFER_NV 0x8F37\n\ntypedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);\n\n#define glCopyBufferSubDataNV GLEW_GET_FUN(__glewCopyBufferSubDataNV)\n\n#define GLEW_NV_copy_buffer GLEW_GET_VAR(__GLEW_NV_copy_buffer)\n\n#endif /* GL_NV_copy_buffer */\n\n/* ----------------------- GL_NV_copy_depth_to_color ----------------------- */\n\n#ifndef GL_NV_copy_depth_to_color\n#define GL_NV_copy_depth_to_color 1\n\n#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E\n#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F\n\n#define GLEW_NV_copy_depth_to_color GLEW_GET_VAR(__GLEW_NV_copy_depth_to_color)\n\n#endif /* GL_NV_copy_depth_to_color */\n\n/* ---------------------------- GL_NV_copy_image --------------------------- */\n\n#ifndef GL_NV_copy_image\n#define GL_NV_copy_image 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glCopyImageSubDataNV GLEW_GET_FUN(__glewCopyImageSubDataNV)\n\n#define GLEW_NV_copy_image GLEW_GET_VAR(__GLEW_NV_copy_image)\n\n#endif /* GL_NV_copy_image */\n\n/* -------------------------- GL_NV_deep_texture3D ------------------------- */\n\n#ifndef GL_NV_deep_texture3D\n#define GL_NV_deep_texture3D 1\n\n#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0\n#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1\n\n#define GLEW_NV_deep_texture3D GLEW_GET_VAR(__GLEW_NV_deep_texture3D)\n\n#endif /* GL_NV_deep_texture3D */\n\n/* ------------------------ GL_NV_depth_buffer_float ----------------------- */\n\n#ifndef GL_NV_depth_buffer_float\n#define GL_NV_depth_buffer_float 1\n\n#define GL_DEPTH_COMPONENT32F_NV 0x8DAB\n#define GL_DEPTH32F_STENCIL8_NV 0x8DAC\n#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD\n#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF\n\ntypedef void (GLAPIENTRY * PFNGLCLEARDEPTHDNVPROC) (GLdouble depth);\ntypedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar);\n\n#define glClearDepthdNV GLEW_GET_FUN(__glewClearDepthdNV)\n#define glDepthBoundsdNV GLEW_GET_FUN(__glewDepthBoundsdNV)\n#define glDepthRangedNV GLEW_GET_FUN(__glewDepthRangedNV)\n\n#define GLEW_NV_depth_buffer_float GLEW_GET_VAR(__GLEW_NV_depth_buffer_float)\n\n#endif /* GL_NV_depth_buffer_float */\n\n/* --------------------------- GL_NV_depth_clamp --------------------------- */\n\n#ifndef GL_NV_depth_clamp\n#define GL_NV_depth_clamp 1\n\n#define GL_DEPTH_CLAMP_NV 0x864F\n\n#define GLEW_NV_depth_clamp GLEW_GET_VAR(__GLEW_NV_depth_clamp)\n\n#endif /* GL_NV_depth_clamp */\n\n/* ---------------------- GL_NV_depth_range_unclamped ---------------------- */\n\n#ifndef GL_NV_depth_range_unclamped\n#define GL_NV_depth_range_unclamped 1\n\n#define GL_SAMPLE_COUNT_BITS_NV 0x8864\n#define GL_CURRENT_SAMPLE_COUNT_QUERY_NV 0x8865\n#define GL_QUERY_RESULT_NV 0x8866\n#define GL_QUERY_RESULT_AVAILABLE_NV 0x8867\n#define GL_SAMPLE_COUNT_NV 0x8914\n\n#define GLEW_NV_depth_range_unclamped GLEW_GET_VAR(__GLEW_NV_depth_range_unclamped)\n\n#endif /* GL_NV_depth_range_unclamped */\n\n/* --------------------------- GL_NV_draw_buffers -------------------------- */\n\n#ifndef GL_NV_draw_buffers\n#define GL_NV_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_NV 0x8824\n#define GL_DRAW_BUFFER0_NV 0x8825\n#define GL_DRAW_BUFFER1_NV 0x8826\n#define GL_DRAW_BUFFER2_NV 0x8827\n#define GL_DRAW_BUFFER3_NV 0x8828\n#define GL_DRAW_BUFFER4_NV 0x8829\n#define GL_DRAW_BUFFER5_NV 0x882A\n#define GL_DRAW_BUFFER6_NV 0x882B\n#define GL_DRAW_BUFFER7_NV 0x882C\n#define GL_DRAW_BUFFER8_NV 0x882D\n#define GL_DRAW_BUFFER9_NV 0x882E\n#define GL_DRAW_BUFFER10_NV 0x882F\n#define GL_DRAW_BUFFER11_NV 0x8830\n#define GL_DRAW_BUFFER12_NV 0x8831\n#define GL_DRAW_BUFFER13_NV 0x8832\n#define GL_DRAW_BUFFER14_NV 0x8833\n#define GL_DRAW_BUFFER15_NV 0x8834\n#define GL_COLOR_ATTACHMENT0_NV 0x8CE0\n#define GL_COLOR_ATTACHMENT1_NV 0x8CE1\n#define GL_COLOR_ATTACHMENT2_NV 0x8CE2\n#define GL_COLOR_ATTACHMENT3_NV 0x8CE3\n#define GL_COLOR_ATTACHMENT4_NV 0x8CE4\n#define GL_COLOR_ATTACHMENT5_NV 0x8CE5\n#define GL_COLOR_ATTACHMENT6_NV 0x8CE6\n#define GL_COLOR_ATTACHMENT7_NV 0x8CE7\n#define GL_COLOR_ATTACHMENT8_NV 0x8CE8\n#define GL_COLOR_ATTACHMENT9_NV 0x8CE9\n#define GL_COLOR_ATTACHMENT10_NV 0x8CEA\n#define GL_COLOR_ATTACHMENT11_NV 0x8CEB\n#define GL_COLOR_ATTACHMENT12_NV 0x8CEC\n#define GL_COLOR_ATTACHMENT13_NV 0x8CED\n#define GL_COLOR_ATTACHMENT14_NV 0x8CEE\n#define GL_COLOR_ATTACHMENT15_NV 0x8CEF\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersNV GLEW_GET_FUN(__glewDrawBuffersNV)\n\n#define GLEW_NV_draw_buffers GLEW_GET_VAR(__GLEW_NV_draw_buffers)\n\n#endif /* GL_NV_draw_buffers */\n\n/* -------------------------- GL_NV_draw_instanced ------------------------- */\n\n#ifndef GL_NV_draw_instanced\n#define GL_NV_draw_instanced 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);\n\n#define glDrawArraysInstancedNV GLEW_GET_FUN(__glewDrawArraysInstancedNV)\n#define glDrawElementsInstancedNV GLEW_GET_FUN(__glewDrawElementsInstancedNV)\n\n#define GLEW_NV_draw_instanced GLEW_GET_VAR(__GLEW_NV_draw_instanced)\n\n#endif /* GL_NV_draw_instanced */\n\n/* --------------------------- GL_NV_draw_texture -------------------------- */\n\n#ifndef GL_NV_draw_texture\n#define GL_NV_draw_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1);\n\n#define glDrawTextureNV GLEW_GET_FUN(__glewDrawTextureNV)\n\n#define GLEW_NV_draw_texture GLEW_GET_VAR(__GLEW_NV_draw_texture)\n\n#endif /* GL_NV_draw_texture */\n\n/* ------------------------ GL_NV_draw_vulkan_image ------------------------ */\n\n#ifndef GL_NV_draw_vulkan_image\n#define GL_NV_draw_vulkan_image 1\n\ntypedef void (APIENTRY *GLVULKANPROCNV)(void);\n\ntypedef void (GLAPIENTRY * PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1);\ntypedef GLVULKANPROCNV (GLAPIENTRY * PFNGLGETVKPROCADDRNVPROC) (const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence);\ntypedef void (GLAPIENTRY * PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore);\ntypedef void (GLAPIENTRY * PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore);\n\n#define glDrawVkImageNV GLEW_GET_FUN(__glewDrawVkImageNV)\n#define glGetVkProcAddrNV GLEW_GET_FUN(__glewGetVkProcAddrNV)\n#define glSignalVkFenceNV GLEW_GET_FUN(__glewSignalVkFenceNV)\n#define glSignalVkSemaphoreNV GLEW_GET_FUN(__glewSignalVkSemaphoreNV)\n#define glWaitVkSemaphoreNV GLEW_GET_FUN(__glewWaitVkSemaphoreNV)\n\n#define GLEW_NV_draw_vulkan_image GLEW_GET_VAR(__GLEW_NV_draw_vulkan_image)\n\n#endif /* GL_NV_draw_vulkan_image */\n\n/* ---------------------------- GL_NV_evaluators --------------------------- */\n\n#ifndef GL_NV_evaluators\n#define GL_NV_evaluators 1\n\n#define GL_EVAL_2D_NV 0x86C0\n#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1\n#define GL_MAP_TESSELLATION_NV 0x86C2\n#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3\n#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4\n#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5\n#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6\n#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7\n#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8\n#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9\n#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA\n#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB\n#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC\n#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD\n#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE\n#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF\n#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0\n#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1\n#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2\n#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3\n#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4\n#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5\n#define GL_MAX_MAP_TESSELLATION_NV 0x86D6\n#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7\n\ntypedef void (GLAPIENTRY * PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points);\ntypedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points);\ntypedef void (GLAPIENTRY * PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint* params);\n\n#define glEvalMapsNV GLEW_GET_FUN(__glewEvalMapsNV)\n#define glGetMapAttribParameterfvNV GLEW_GET_FUN(__glewGetMapAttribParameterfvNV)\n#define glGetMapAttribParameterivNV GLEW_GET_FUN(__glewGetMapAttribParameterivNV)\n#define glGetMapControlPointsNV GLEW_GET_FUN(__glewGetMapControlPointsNV)\n#define glGetMapParameterfvNV GLEW_GET_FUN(__glewGetMapParameterfvNV)\n#define glGetMapParameterivNV GLEW_GET_FUN(__glewGetMapParameterivNV)\n#define glMapControlPointsNV GLEW_GET_FUN(__glewMapControlPointsNV)\n#define glMapParameterfvNV GLEW_GET_FUN(__glewMapParameterfvNV)\n#define glMapParameterivNV GLEW_GET_FUN(__glewMapParameterivNV)\n\n#define GLEW_NV_evaluators GLEW_GET_VAR(__GLEW_NV_evaluators)\n\n#endif /* GL_NV_evaluators */\n\n/* --------------------- GL_NV_explicit_attrib_location -------------------- */\n\n#ifndef GL_NV_explicit_attrib_location\n#define GL_NV_explicit_attrib_location 1\n\n#define GLEW_NV_explicit_attrib_location GLEW_GET_VAR(__GLEW_NV_explicit_attrib_location)\n\n#endif /* GL_NV_explicit_attrib_location */\n\n/* ----------------------- GL_NV_explicit_multisample ---------------------- */\n\n#ifndef GL_NV_explicit_multisample\n#define GL_NV_explicit_multisample 1\n\n#define GL_SAMPLE_POSITION_NV 0x8E50\n#define GL_SAMPLE_MASK_NV 0x8E51\n#define GL_SAMPLE_MASK_VALUE_NV 0x8E52\n#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53\n#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54\n#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55\n#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56\n#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57\n#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58\n#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59\n\ntypedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat* val);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer);\n\n#define glGetMultisamplefvNV GLEW_GET_FUN(__glewGetMultisamplefvNV)\n#define glSampleMaskIndexedNV GLEW_GET_FUN(__glewSampleMaskIndexedNV)\n#define glTexRenderbufferNV GLEW_GET_FUN(__glewTexRenderbufferNV)\n\n#define GLEW_NV_explicit_multisample GLEW_GET_VAR(__GLEW_NV_explicit_multisample)\n\n#endif /* GL_NV_explicit_multisample */\n\n/* ---------------------- GL_NV_fbo_color_attachments ---------------------- */\n\n#ifndef GL_NV_fbo_color_attachments\n#define GL_NV_fbo_color_attachments 1\n\n#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF\n#define GL_COLOR_ATTACHMENT0_NV 0x8CE0\n#define GL_COLOR_ATTACHMENT1_NV 0x8CE1\n#define GL_COLOR_ATTACHMENT2_NV 0x8CE2\n#define GL_COLOR_ATTACHMENT3_NV 0x8CE3\n#define GL_COLOR_ATTACHMENT4_NV 0x8CE4\n#define GL_COLOR_ATTACHMENT5_NV 0x8CE5\n#define GL_COLOR_ATTACHMENT6_NV 0x8CE6\n#define GL_COLOR_ATTACHMENT7_NV 0x8CE7\n#define GL_COLOR_ATTACHMENT8_NV 0x8CE8\n#define GL_COLOR_ATTACHMENT9_NV 0x8CE9\n#define GL_COLOR_ATTACHMENT10_NV 0x8CEA\n#define GL_COLOR_ATTACHMENT11_NV 0x8CEB\n#define GL_COLOR_ATTACHMENT12_NV 0x8CEC\n#define GL_COLOR_ATTACHMENT13_NV 0x8CED\n#define GL_COLOR_ATTACHMENT14_NV 0x8CEE\n#define GL_COLOR_ATTACHMENT15_NV 0x8CEF\n\n#define GLEW_NV_fbo_color_attachments GLEW_GET_VAR(__GLEW_NV_fbo_color_attachments)\n\n#endif /* GL_NV_fbo_color_attachments */\n\n/* ------------------------------ GL_NV_fence ------------------------------ */\n\n#ifndef GL_NV_fence\n#define GL_NV_fence 1\n\n#define GL_ALL_COMPLETED_NV 0x84F2\n#define GL_FENCE_STATUS_NV 0x84F3\n#define GL_FENCE_CONDITION_NV 0x84F4\n\ntypedef void (GLAPIENTRY * PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint* fences);\ntypedef void (GLAPIENTRY * PFNGLFINISHFENCENVPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLGENFENCESNVPROC) (GLsizei n, GLuint* fences);\ntypedef void (GLAPIENTRY * PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFENCENVPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition);\ntypedef GLboolean (GLAPIENTRY * PFNGLTESTFENCENVPROC) (GLuint fence);\n\n#define glDeleteFencesNV GLEW_GET_FUN(__glewDeleteFencesNV)\n#define glFinishFenceNV GLEW_GET_FUN(__glewFinishFenceNV)\n#define glGenFencesNV GLEW_GET_FUN(__glewGenFencesNV)\n#define glGetFenceivNV GLEW_GET_FUN(__glewGetFenceivNV)\n#define glIsFenceNV GLEW_GET_FUN(__glewIsFenceNV)\n#define glSetFenceNV GLEW_GET_FUN(__glewSetFenceNV)\n#define glTestFenceNV GLEW_GET_FUN(__glewTestFenceNV)\n\n#define GLEW_NV_fence GLEW_GET_VAR(__GLEW_NV_fence)\n\n#endif /* GL_NV_fence */\n\n/* -------------------------- GL_NV_fill_rectangle ------------------------- */\n\n#ifndef GL_NV_fill_rectangle\n#define GL_NV_fill_rectangle 1\n\n#define GL_FILL_RECTANGLE_NV 0x933C\n\n#define GLEW_NV_fill_rectangle GLEW_GET_VAR(__GLEW_NV_fill_rectangle)\n\n#endif /* GL_NV_fill_rectangle */\n\n/* --------------------------- GL_NV_float_buffer -------------------------- */\n\n#ifndef GL_NV_float_buffer\n#define GL_NV_float_buffer 1\n\n#define GL_FLOAT_R_NV 0x8880\n#define GL_FLOAT_RG_NV 0x8881\n#define GL_FLOAT_RGB_NV 0x8882\n#define GL_FLOAT_RGBA_NV 0x8883\n#define GL_FLOAT_R16_NV 0x8884\n#define GL_FLOAT_R32_NV 0x8885\n#define GL_FLOAT_RG16_NV 0x8886\n#define GL_FLOAT_RG32_NV 0x8887\n#define GL_FLOAT_RGB16_NV 0x8888\n#define GL_FLOAT_RGB32_NV 0x8889\n#define GL_FLOAT_RGBA16_NV 0x888A\n#define GL_FLOAT_RGBA32_NV 0x888B\n#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C\n#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D\n#define GL_FLOAT_RGBA_MODE_NV 0x888E\n\n#define GLEW_NV_float_buffer GLEW_GET_VAR(__GLEW_NV_float_buffer)\n\n#endif /* GL_NV_float_buffer */\n\n/* --------------------------- GL_NV_fog_distance -------------------------- */\n\n#ifndef GL_NV_fog_distance\n#define GL_NV_fog_distance 1\n\n#define GL_FOG_DISTANCE_MODE_NV 0x855A\n#define GL_EYE_RADIAL_NV 0x855B\n#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C\n\n#define GLEW_NV_fog_distance GLEW_GET_VAR(__GLEW_NV_fog_distance)\n\n#endif /* GL_NV_fog_distance */\n\n/* -------------------- GL_NV_fragment_coverage_to_color ------------------- */\n\n#ifndef GL_NV_fragment_coverage_to_color\n#define GL_NV_fragment_coverage_to_color 1\n\n#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD\n#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE\n\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color);\n\n#define glFragmentCoverageColorNV GLEW_GET_FUN(__glewFragmentCoverageColorNV)\n\n#define GLEW_NV_fragment_coverage_to_color GLEW_GET_VAR(__GLEW_NV_fragment_coverage_to_color)\n\n#endif /* GL_NV_fragment_coverage_to_color */\n\n/* ------------------------- GL_NV_fragment_program ------------------------ */\n\n#ifndef GL_NV_fragment_program\n#define GL_NV_fragment_program 1\n\n#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868\n#define GL_FRAGMENT_PROGRAM_NV 0x8870\n#define GL_MAX_TEXTURE_COORDS_NV 0x8871\n#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872\n#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873\n#define GL_PROGRAM_ERROR_STRING_NV 0x8874\n\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble *params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLdouble v[]);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLfloat v[]);\n\n#define glGetProgramNamedParameterdvNV GLEW_GET_FUN(__glewGetProgramNamedParameterdvNV)\n#define glGetProgramNamedParameterfvNV GLEW_GET_FUN(__glewGetProgramNamedParameterfvNV)\n#define glProgramNamedParameter4dNV GLEW_GET_FUN(__glewProgramNamedParameter4dNV)\n#define glProgramNamedParameter4dvNV GLEW_GET_FUN(__glewProgramNamedParameter4dvNV)\n#define glProgramNamedParameter4fNV GLEW_GET_FUN(__glewProgramNamedParameter4fNV)\n#define glProgramNamedParameter4fvNV GLEW_GET_FUN(__glewProgramNamedParameter4fvNV)\n\n#define GLEW_NV_fragment_program GLEW_GET_VAR(__GLEW_NV_fragment_program)\n\n#endif /* GL_NV_fragment_program */\n\n/* ------------------------ GL_NV_fragment_program2 ------------------------ */\n\n#ifndef GL_NV_fragment_program2\n#define GL_NV_fragment_program2 1\n\n#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4\n#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5\n#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6\n#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7\n#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8\n\n#define GLEW_NV_fragment_program2 GLEW_GET_VAR(__GLEW_NV_fragment_program2)\n\n#endif /* GL_NV_fragment_program2 */\n\n/* ------------------------ GL_NV_fragment_program4 ------------------------ */\n\n#ifndef GL_NV_fragment_program4\n#define GL_NV_fragment_program4 1\n\n#define GLEW_NV_fragment_program4 GLEW_GET_VAR(__GLEW_NV_fragment_program4)\n\n#endif /* GL_NV_fragment_program4 */\n\n/* --------------------- GL_NV_fragment_program_option --------------------- */\n\n#ifndef GL_NV_fragment_program_option\n#define GL_NV_fragment_program_option 1\n\n#define GLEW_NV_fragment_program_option GLEW_GET_VAR(__GLEW_NV_fragment_program_option)\n\n#endif /* GL_NV_fragment_program_option */\n\n/* -------------------- GL_NV_fragment_shader_interlock -------------------- */\n\n#ifndef GL_NV_fragment_shader_interlock\n#define GL_NV_fragment_shader_interlock 1\n\n#define GLEW_NV_fragment_shader_interlock GLEW_GET_VAR(__GLEW_NV_fragment_shader_interlock)\n\n#endif /* GL_NV_fragment_shader_interlock */\n\n/* ------------------------- GL_NV_framebuffer_blit ------------------------ */\n\n#ifndef GL_NV_framebuffer_blit\n#define GL_NV_framebuffer_blit 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6\n#define GL_READ_FRAMEBUFFER_NV 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA\n\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\n\n#define glBlitFramebufferNV GLEW_GET_FUN(__glewBlitFramebufferNV)\n\n#define GLEW_NV_framebuffer_blit GLEW_GET_VAR(__GLEW_NV_framebuffer_blit)\n\n#endif /* GL_NV_framebuffer_blit */\n\n/* -------------------- GL_NV_framebuffer_mixed_samples -------------------- */\n\n#ifndef GL_NV_framebuffer_mixed_samples\n#define GL_NV_framebuffer_mixed_samples 1\n\n#define GL_COLOR_SAMPLES_NV 0x8E20\n#define GL_RASTER_MULTISAMPLE_EXT 0x9327\n#define GL_RASTER_SAMPLES_EXT 0x9328\n#define GL_MAX_RASTER_SAMPLES_EXT 0x9329\n#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A\n#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B\n#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C\n#define GL_DEPTH_SAMPLES_NV 0x932D\n#define GL_STENCIL_SAMPLES_NV 0x932E\n#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F\n#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330\n#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331\n#define GL_COVERAGE_MODULATION_NV 0x9332\n#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333\n\n#define GLEW_NV_framebuffer_mixed_samples GLEW_GET_VAR(__GLEW_NV_framebuffer_mixed_samples)\n\n#endif /* GL_NV_framebuffer_mixed_samples */\n\n/* --------------------- GL_NV_framebuffer_multisample --------------------- */\n\n#ifndef GL_NV_framebuffer_multisample\n#define GL_NV_framebuffer_multisample 1\n\n#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56\n#define GL_MAX_SAMPLES_NV 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleNV)\n\n#define GLEW_NV_framebuffer_multisample GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample)\n\n#endif /* GL_NV_framebuffer_multisample */\n\n/* ----------------- GL_NV_framebuffer_multisample_coverage ---------------- */\n\n#ifndef GL_NV_framebuffer_multisample_coverage\n#define GL_NV_framebuffer_multisample_coverage 1\n\n#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB\n#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10\n#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11\n#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleCoverageNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleCoverageNV)\n\n#define GLEW_NV_framebuffer_multisample_coverage GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample_coverage)\n\n#endif /* GL_NV_framebuffer_multisample_coverage */\n\n/* ----------------------- GL_NV_generate_mipmap_sRGB ---------------------- */\n\n#ifndef GL_NV_generate_mipmap_sRGB\n#define GL_NV_generate_mipmap_sRGB 1\n\n#define GLEW_NV_generate_mipmap_sRGB GLEW_GET_VAR(__GLEW_NV_generate_mipmap_sRGB)\n\n#endif /* GL_NV_generate_mipmap_sRGB */\n\n/* ------------------------ GL_NV_geometry_program4 ------------------------ */\n\n#ifndef GL_NV_geometry_program4\n#define GL_NV_geometry_program4 1\n\n#define GL_GEOMETRY_PROGRAM_NV 0x8C26\n#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27\n#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit);\n\n#define glProgramVertexLimitNV GLEW_GET_FUN(__glewProgramVertexLimitNV)\n\n#define GLEW_NV_geometry_program4 GLEW_GET_VAR(__GLEW_NV_geometry_program4)\n\n#endif /* GL_NV_geometry_program4 */\n\n/* ------------------------- GL_NV_geometry_shader4 ------------------------ */\n\n#ifndef GL_NV_geometry_shader4\n#define GL_NV_geometry_shader4 1\n\n#define GLEW_NV_geometry_shader4 GLEW_GET_VAR(__GLEW_NV_geometry_shader4)\n\n#endif /* GL_NV_geometry_shader4 */\n\n/* ------------------- GL_NV_geometry_shader_passthrough ------------------- */\n\n#ifndef GL_NV_geometry_shader_passthrough\n#define GL_NV_geometry_shader_passthrough 1\n\n#define GLEW_NV_geometry_shader_passthrough GLEW_GET_VAR(__GLEW_NV_geometry_shader_passthrough)\n\n#endif /* GL_NV_geometry_shader_passthrough */\n\n/* -------------------------- GL_NV_gpu_multicast -------------------------- */\n\n#ifndef GL_NV_gpu_multicast\n#define GL_NV_gpu_multicast 1\n\n#define GL_PER_GPU_STORAGE_BIT_NV 0x0800\n#define GL_MULTICAST_GPUS_NV 0x92BA\n#define GL_PER_GPU_STORAGE_NV 0x9548\n#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549\n#define GL_RENDER_GPU_MASK_NV 0x9558\n\ntypedef void (GLAPIENTRY * PFNGLMULTICASTBARRIERNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGpu, GLbitfield waitGpuMask);\ntypedef void (GLAPIENTRY * PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask);\n\n#define glMulticastBarrierNV GLEW_GET_FUN(__glewMulticastBarrierNV)\n#define glMulticastBlitFramebufferNV GLEW_GET_FUN(__glewMulticastBlitFramebufferNV)\n#define glMulticastBufferSubDataNV GLEW_GET_FUN(__glewMulticastBufferSubDataNV)\n#define glMulticastCopyBufferSubDataNV GLEW_GET_FUN(__glewMulticastCopyBufferSubDataNV)\n#define glMulticastCopyImageSubDataNV GLEW_GET_FUN(__glewMulticastCopyImageSubDataNV)\n#define glMulticastFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewMulticastFramebufferSampleLocationsfvNV)\n#define glMulticastGetQueryObjecti64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjecti64vNV)\n#define glMulticastGetQueryObjectivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectivNV)\n#define glMulticastGetQueryObjectui64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjectui64vNV)\n#define glMulticastGetQueryObjectuivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectuivNV)\n#define glMulticastWaitSyncNV GLEW_GET_FUN(__glewMulticastWaitSyncNV)\n#define glRenderGpuMaskNV GLEW_GET_FUN(__glewRenderGpuMaskNV)\n\n#define GLEW_NV_gpu_multicast GLEW_GET_VAR(__GLEW_NV_gpu_multicast)\n\n#endif /* GL_NV_gpu_multicast */\n\n/* --------------------------- GL_NV_gpu_program4 -------------------------- */\n\n#ifndef GL_NV_gpu_program4\n#define GL_NV_gpu_program4 1\n\n#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904\n#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905\n#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906\n#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907\n#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908\n#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909\n#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5\n#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);\n\n#define glProgramEnvParameterI4iNV GLEW_GET_FUN(__glewProgramEnvParameterI4iNV)\n#define glProgramEnvParameterI4ivNV GLEW_GET_FUN(__glewProgramEnvParameterI4ivNV)\n#define glProgramEnvParameterI4uiNV GLEW_GET_FUN(__glewProgramEnvParameterI4uiNV)\n#define glProgramEnvParameterI4uivNV GLEW_GET_FUN(__glewProgramEnvParameterI4uivNV)\n#define glProgramEnvParametersI4ivNV GLEW_GET_FUN(__glewProgramEnvParametersI4ivNV)\n#define glProgramEnvParametersI4uivNV GLEW_GET_FUN(__glewProgramEnvParametersI4uivNV)\n#define glProgramLocalParameterI4iNV GLEW_GET_FUN(__glewProgramLocalParameterI4iNV)\n#define glProgramLocalParameterI4ivNV GLEW_GET_FUN(__glewProgramLocalParameterI4ivNV)\n#define glProgramLocalParameterI4uiNV GLEW_GET_FUN(__glewProgramLocalParameterI4uiNV)\n#define glProgramLocalParameterI4uivNV GLEW_GET_FUN(__glewProgramLocalParameterI4uivNV)\n#define glProgramLocalParametersI4ivNV GLEW_GET_FUN(__glewProgramLocalParametersI4ivNV)\n#define glProgramLocalParametersI4uivNV GLEW_GET_FUN(__glewProgramLocalParametersI4uivNV)\n\n#define GLEW_NV_gpu_program4 GLEW_GET_VAR(__GLEW_NV_gpu_program4)\n\n#endif /* GL_NV_gpu_program4 */\n\n/* --------------------------- GL_NV_gpu_program5 -------------------------- */\n\n#ifndef GL_NV_gpu_program5\n#define GL_NV_gpu_program5 1\n\n#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A\n#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B\n#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C\n#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D\n#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F\n\n#define GLEW_NV_gpu_program5 GLEW_GET_VAR(__GLEW_NV_gpu_program5)\n\n#endif /* GL_NV_gpu_program5 */\n\n/* -------------------- GL_NV_gpu_program5_mem_extended -------------------- */\n\n#ifndef GL_NV_gpu_program5_mem_extended\n#define GL_NV_gpu_program5_mem_extended 1\n\n#define GLEW_NV_gpu_program5_mem_extended GLEW_GET_VAR(__GLEW_NV_gpu_program5_mem_extended)\n\n#endif /* GL_NV_gpu_program5_mem_extended */\n\n/* ------------------------- GL_NV_gpu_program_fp64 ------------------------ */\n\n#ifndef GL_NV_gpu_program_fp64\n#define GL_NV_gpu_program_fp64 1\n\n#define GLEW_NV_gpu_program_fp64 GLEW_GET_VAR(__GLEW_NV_gpu_program_fp64)\n\n#endif /* GL_NV_gpu_program_fp64 */\n\n/* --------------------------- GL_NV_gpu_shader5 --------------------------- */\n\n#ifndef GL_NV_gpu_shader5\n#define GL_NV_gpu_shader5 1\n\n#define GL_INT64_NV 0x140E\n#define GL_UNSIGNED_INT64_NV 0x140F\n#define GL_INT8_NV 0x8FE0\n#define GL_INT8_VEC2_NV 0x8FE1\n#define GL_INT8_VEC3_NV 0x8FE2\n#define GL_INT8_VEC4_NV 0x8FE3\n#define GL_INT16_NV 0x8FE4\n#define GL_INT16_VEC2_NV 0x8FE5\n#define GL_INT16_VEC3_NV 0x8FE6\n#define GL_INT16_VEC4_NV 0x8FE7\n#define GL_INT64_VEC2_NV 0x8FE9\n#define GL_INT64_VEC3_NV 0x8FEA\n#define GL_INT64_VEC4_NV 0x8FEB\n#define GL_UNSIGNED_INT8_NV 0x8FEC\n#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED\n#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE\n#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF\n#define GL_UNSIGNED_INT16_NV 0x8FF0\n#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1\n#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2\n#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3\n#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5\n#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6\n#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7\n#define GL_FLOAT16_NV 0x8FF8\n#define GL_FLOAT16_VEC2_NV 0x8FF9\n#define GL_FLOAT16_VEC3_NV 0x8FFA\n#define GL_FLOAT16_VEC4_NV 0x8FFB\n\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\n\n#define glGetUniformi64vNV GLEW_GET_FUN(__glewGetUniformi64vNV)\n#define glGetUniformui64vNV GLEW_GET_FUN(__glewGetUniformui64vNV)\n#define glProgramUniform1i64NV GLEW_GET_FUN(__glewProgramUniform1i64NV)\n#define glProgramUniform1i64vNV GLEW_GET_FUN(__glewProgramUniform1i64vNV)\n#define glProgramUniform1ui64NV GLEW_GET_FUN(__glewProgramUniform1ui64NV)\n#define glProgramUniform1ui64vNV GLEW_GET_FUN(__glewProgramUniform1ui64vNV)\n#define glProgramUniform2i64NV GLEW_GET_FUN(__glewProgramUniform2i64NV)\n#define glProgramUniform2i64vNV GLEW_GET_FUN(__glewProgramUniform2i64vNV)\n#define glProgramUniform2ui64NV GLEW_GET_FUN(__glewProgramUniform2ui64NV)\n#define glProgramUniform2ui64vNV GLEW_GET_FUN(__glewProgramUniform2ui64vNV)\n#define glProgramUniform3i64NV GLEW_GET_FUN(__glewProgramUniform3i64NV)\n#define glProgramUniform3i64vNV GLEW_GET_FUN(__glewProgramUniform3i64vNV)\n#define glProgramUniform3ui64NV GLEW_GET_FUN(__glewProgramUniform3ui64NV)\n#define glProgramUniform3ui64vNV GLEW_GET_FUN(__glewProgramUniform3ui64vNV)\n#define glProgramUniform4i64NV GLEW_GET_FUN(__glewProgramUniform4i64NV)\n#define glProgramUniform4i64vNV GLEW_GET_FUN(__glewProgramUniform4i64vNV)\n#define glProgramUniform4ui64NV GLEW_GET_FUN(__glewProgramUniform4ui64NV)\n#define glProgramUniform4ui64vNV GLEW_GET_FUN(__glewProgramUniform4ui64vNV)\n#define glUniform1i64NV GLEW_GET_FUN(__glewUniform1i64NV)\n#define glUniform1i64vNV GLEW_GET_FUN(__glewUniform1i64vNV)\n#define glUniform1ui64NV GLEW_GET_FUN(__glewUniform1ui64NV)\n#define glUniform1ui64vNV GLEW_GET_FUN(__glewUniform1ui64vNV)\n#define glUniform2i64NV GLEW_GET_FUN(__glewUniform2i64NV)\n#define glUniform2i64vNV GLEW_GET_FUN(__glewUniform2i64vNV)\n#define glUniform2ui64NV GLEW_GET_FUN(__glewUniform2ui64NV)\n#define glUniform2ui64vNV GLEW_GET_FUN(__glewUniform2ui64vNV)\n#define glUniform3i64NV GLEW_GET_FUN(__glewUniform3i64NV)\n#define glUniform3i64vNV GLEW_GET_FUN(__glewUniform3i64vNV)\n#define glUniform3ui64NV GLEW_GET_FUN(__glewUniform3ui64NV)\n#define glUniform3ui64vNV GLEW_GET_FUN(__glewUniform3ui64vNV)\n#define glUniform4i64NV GLEW_GET_FUN(__glewUniform4i64NV)\n#define glUniform4i64vNV GLEW_GET_FUN(__glewUniform4i64vNV)\n#define glUniform4ui64NV GLEW_GET_FUN(__glewUniform4ui64NV)\n#define glUniform4ui64vNV GLEW_GET_FUN(__glewUniform4ui64vNV)\n\n#define GLEW_NV_gpu_shader5 GLEW_GET_VAR(__GLEW_NV_gpu_shader5)\n\n#endif /* GL_NV_gpu_shader5 */\n\n/* ---------------------------- GL_NV_half_float --------------------------- */\n\n#ifndef GL_NV_half_float\n#define GL_NV_half_float 1\n\n#define GL_HALF_FLOAT_NV 0x140B\n\ntypedef unsigned short GLhalf;\n\ntypedef void (GLAPIENTRY * PFNGLCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);\ntypedef void (GLAPIENTRY * PFNGLCOLOR3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4HNVPROC) (GLhalf red, GLhalf green, GLhalf blue, GLhalf alpha);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDHNVPROC) (GLhalf fog);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDHVNVPROC) (const GLhalf* fog);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalf s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalf s, GLhalf t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r, GLhalf q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3HNVPROC) (GLhalf nx, GLhalf ny, GLhalf nz);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD1HNVPROC) (GLhalf s);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD1HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2HNVPROC) (GLhalf s, GLhalf t);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD3HNVPROC) (GLhalf s, GLhalf t, GLhalf r);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4HNVPROC) (GLhalf s, GLhalf t, GLhalf r, GLhalf q);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEX2HNVPROC) (GLhalf x, GLhalf y);\ntypedef void (GLAPIENTRY * PFNGLVERTEX2HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEX3HNVPROC) (GLhalf x, GLhalf y, GLhalf z);\ntypedef void (GLAPIENTRY * PFNGLVERTEX3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEX4HNVPROC) (GLhalf x, GLhalf y, GLhalf z, GLhalf w);\ntypedef void (GLAPIENTRY * PFNGLVERTEX4HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalf x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalf x, GLhalf y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z, GLhalf w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHNVPROC) (GLhalf weight);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalf* weight);\n\n#define glColor3hNV GLEW_GET_FUN(__glewColor3hNV)\n#define glColor3hvNV GLEW_GET_FUN(__glewColor3hvNV)\n#define glColor4hNV GLEW_GET_FUN(__glewColor4hNV)\n#define glColor4hvNV GLEW_GET_FUN(__glewColor4hvNV)\n#define glFogCoordhNV GLEW_GET_FUN(__glewFogCoordhNV)\n#define glFogCoordhvNV GLEW_GET_FUN(__glewFogCoordhvNV)\n#define glMultiTexCoord1hNV GLEW_GET_FUN(__glewMultiTexCoord1hNV)\n#define glMultiTexCoord1hvNV GLEW_GET_FUN(__glewMultiTexCoord1hvNV)\n#define glMultiTexCoord2hNV GLEW_GET_FUN(__glewMultiTexCoord2hNV)\n#define glMultiTexCoord2hvNV GLEW_GET_FUN(__glewMultiTexCoord2hvNV)\n#define glMultiTexCoord3hNV GLEW_GET_FUN(__glewMultiTexCoord3hNV)\n#define glMultiTexCoord3hvNV GLEW_GET_FUN(__glewMultiTexCoord3hvNV)\n#define glMultiTexCoord4hNV GLEW_GET_FUN(__glewMultiTexCoord4hNV)\n#define glMultiTexCoord4hvNV GLEW_GET_FUN(__glewMultiTexCoord4hvNV)\n#define glNormal3hNV GLEW_GET_FUN(__glewNormal3hNV)\n#define glNormal3hvNV GLEW_GET_FUN(__glewNormal3hvNV)\n#define glSecondaryColor3hNV GLEW_GET_FUN(__glewSecondaryColor3hNV)\n#define glSecondaryColor3hvNV GLEW_GET_FUN(__glewSecondaryColor3hvNV)\n#define glTexCoord1hNV GLEW_GET_FUN(__glewTexCoord1hNV)\n#define glTexCoord1hvNV GLEW_GET_FUN(__glewTexCoord1hvNV)\n#define glTexCoord2hNV GLEW_GET_FUN(__glewTexCoord2hNV)\n#define glTexCoord2hvNV GLEW_GET_FUN(__glewTexCoord2hvNV)\n#define glTexCoord3hNV GLEW_GET_FUN(__glewTexCoord3hNV)\n#define glTexCoord3hvNV GLEW_GET_FUN(__glewTexCoord3hvNV)\n#define glTexCoord4hNV GLEW_GET_FUN(__glewTexCoord4hNV)\n#define glTexCoord4hvNV GLEW_GET_FUN(__glewTexCoord4hvNV)\n#define glVertex2hNV GLEW_GET_FUN(__glewVertex2hNV)\n#define glVertex2hvNV GLEW_GET_FUN(__glewVertex2hvNV)\n#define glVertex3hNV GLEW_GET_FUN(__glewVertex3hNV)\n#define glVertex3hvNV GLEW_GET_FUN(__glewVertex3hvNV)\n#define glVertex4hNV GLEW_GET_FUN(__glewVertex4hNV)\n#define glVertex4hvNV GLEW_GET_FUN(__glewVertex4hvNV)\n#define glVertexAttrib1hNV GLEW_GET_FUN(__glewVertexAttrib1hNV)\n#define glVertexAttrib1hvNV GLEW_GET_FUN(__glewVertexAttrib1hvNV)\n#define glVertexAttrib2hNV GLEW_GET_FUN(__glewVertexAttrib2hNV)\n#define glVertexAttrib2hvNV GLEW_GET_FUN(__glewVertexAttrib2hvNV)\n#define glVertexAttrib3hNV GLEW_GET_FUN(__glewVertexAttrib3hNV)\n#define glVertexAttrib3hvNV GLEW_GET_FUN(__glewVertexAttrib3hvNV)\n#define glVertexAttrib4hNV GLEW_GET_FUN(__glewVertexAttrib4hNV)\n#define glVertexAttrib4hvNV GLEW_GET_FUN(__glewVertexAttrib4hvNV)\n#define glVertexAttribs1hvNV GLEW_GET_FUN(__glewVertexAttribs1hvNV)\n#define glVertexAttribs2hvNV GLEW_GET_FUN(__glewVertexAttribs2hvNV)\n#define glVertexAttribs3hvNV GLEW_GET_FUN(__glewVertexAttribs3hvNV)\n#define glVertexAttribs4hvNV GLEW_GET_FUN(__glewVertexAttribs4hvNV)\n#define glVertexWeighthNV GLEW_GET_FUN(__glewVertexWeighthNV)\n#define glVertexWeighthvNV GLEW_GET_FUN(__glewVertexWeighthvNV)\n\n#define GLEW_NV_half_float GLEW_GET_VAR(__GLEW_NV_half_float)\n\n#endif /* GL_NV_half_float */\n\n/* -------------------------- GL_NV_image_formats -------------------------- */\n\n#ifndef GL_NV_image_formats\n#define GL_NV_image_formats 1\n\n#define GLEW_NV_image_formats GLEW_GET_VAR(__GLEW_NV_image_formats)\n\n#endif /* GL_NV_image_formats */\n\n/* ------------------------- GL_NV_instanced_arrays ------------------------ */\n\n#ifndef GL_NV_instanced_arrays\n#define GL_NV_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor);\n\n#define glVertexAttribDivisorNV GLEW_GET_FUN(__glewVertexAttribDivisorNV)\n\n#define GLEW_NV_instanced_arrays GLEW_GET_VAR(__GLEW_NV_instanced_arrays)\n\n#endif /* GL_NV_instanced_arrays */\n\n/* ------------------- GL_NV_internalformat_sample_query ------------------- */\n\n#ifndef GL_NV_internalformat_sample_query\n#define GL_NV_internalformat_sample_query 1\n\n#define GL_MULTISAMPLES_NV 0x9371\n#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372\n#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373\n#define GL_CONFORMANT_NV 0x9374\n\ntypedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei bufSize, GLint* params);\n\n#define glGetInternalformatSampleivNV GLEW_GET_FUN(__glewGetInternalformatSampleivNV)\n\n#define GLEW_NV_internalformat_sample_query GLEW_GET_VAR(__GLEW_NV_internalformat_sample_query)\n\n#endif /* GL_NV_internalformat_sample_query */\n\n/* ------------------------ GL_NV_light_max_exponent ----------------------- */\n\n#ifndef GL_NV_light_max_exponent\n#define GL_NV_light_max_exponent 1\n\n#define GL_MAX_SHININESS_NV 0x8504\n#define GL_MAX_SPOT_EXPONENT_NV 0x8505\n\n#define GLEW_NV_light_max_exponent GLEW_GET_VAR(__GLEW_NV_light_max_exponent)\n\n#endif /* GL_NV_light_max_exponent */\n\n/* ----------------------- GL_NV_multisample_coverage ---------------------- */\n\n#ifndef GL_NV_multisample_coverage\n#define GL_NV_multisample_coverage 1\n\n#define GL_COLOR_SAMPLES_NV 0x8E20\n\n#define GLEW_NV_multisample_coverage GLEW_GET_VAR(__GLEW_NV_multisample_coverage)\n\n#endif /* GL_NV_multisample_coverage */\n\n/* --------------------- GL_NV_multisample_filter_hint --------------------- */\n\n#ifndef GL_NV_multisample_filter_hint\n#define GL_NV_multisample_filter_hint 1\n\n#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534\n\n#define GLEW_NV_multisample_filter_hint GLEW_GET_VAR(__GLEW_NV_multisample_filter_hint)\n\n#endif /* GL_NV_multisample_filter_hint */\n\n/* ----------------------- GL_NV_non_square_matrices ----------------------- */\n\n#ifndef GL_NV_non_square_matrices\n#define GL_NV_non_square_matrices 1\n\n#define GL_FLOAT_MAT2x3_NV 0x8B65\n#define GL_FLOAT_MAT2x4_NV 0x8B66\n#define GL_FLOAT_MAT3x2_NV 0x8B67\n#define GL_FLOAT_MAT3x4_NV 0x8B68\n#define GL_FLOAT_MAT4x2_NV 0x8B69\n#define GL_FLOAT_MAT4x3_NV 0x8B6A\n\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\n\n#define glUniformMatrix2x3fvNV GLEW_GET_FUN(__glewUniformMatrix2x3fvNV)\n#define glUniformMatrix2x4fvNV GLEW_GET_FUN(__glewUniformMatrix2x4fvNV)\n#define glUniformMatrix3x2fvNV GLEW_GET_FUN(__glewUniformMatrix3x2fvNV)\n#define glUniformMatrix3x4fvNV GLEW_GET_FUN(__glewUniformMatrix3x4fvNV)\n#define glUniformMatrix4x2fvNV GLEW_GET_FUN(__glewUniformMatrix4x2fvNV)\n#define glUniformMatrix4x3fvNV GLEW_GET_FUN(__glewUniformMatrix4x3fvNV)\n\n#define GLEW_NV_non_square_matrices GLEW_GET_VAR(__GLEW_NV_non_square_matrices)\n\n#endif /* GL_NV_non_square_matrices */\n\n/* ------------------------- GL_NV_occlusion_query ------------------------- */\n\n#ifndef GL_NV_occlusion_query\n#define GL_NV_occlusion_query 1\n\n#define GL_PIXEL_COUNTER_BITS_NV 0x8864\n#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865\n#define GL_PIXEL_COUNT_NV 0x8866\n#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867\n\ntypedef void (GLAPIENTRY * PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDOCCLUSIONQUERYNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id);\n\n#define glBeginOcclusionQueryNV GLEW_GET_FUN(__glewBeginOcclusionQueryNV)\n#define glDeleteOcclusionQueriesNV GLEW_GET_FUN(__glewDeleteOcclusionQueriesNV)\n#define glEndOcclusionQueryNV GLEW_GET_FUN(__glewEndOcclusionQueryNV)\n#define glGenOcclusionQueriesNV GLEW_GET_FUN(__glewGenOcclusionQueriesNV)\n#define glGetOcclusionQueryivNV GLEW_GET_FUN(__glewGetOcclusionQueryivNV)\n#define glGetOcclusionQueryuivNV GLEW_GET_FUN(__glewGetOcclusionQueryuivNV)\n#define glIsOcclusionQueryNV GLEW_GET_FUN(__glewIsOcclusionQueryNV)\n\n#define GLEW_NV_occlusion_query GLEW_GET_VAR(__GLEW_NV_occlusion_query)\n\n#endif /* GL_NV_occlusion_query */\n\n/* -------------------------- GL_NV_pack_subimage -------------------------- */\n\n#ifndef GL_NV_pack_subimage\n#define GL_NV_pack_subimage 1\n\n#define GL_PACK_ROW_LENGTH_NV 0x0D02\n#define GL_PACK_SKIP_ROWS_NV 0x0D03\n#define GL_PACK_SKIP_PIXELS_NV 0x0D04\n\n#define GLEW_NV_pack_subimage GLEW_GET_VAR(__GLEW_NV_pack_subimage)\n\n#endif /* GL_NV_pack_subimage */\n\n/* ----------------------- GL_NV_packed_depth_stencil ---------------------- */\n\n#ifndef GL_NV_packed_depth_stencil\n#define GL_NV_packed_depth_stencil 1\n\n#define GL_DEPTH_STENCIL_NV 0x84F9\n#define GL_UNSIGNED_INT_24_8_NV 0x84FA\n\n#define GLEW_NV_packed_depth_stencil GLEW_GET_VAR(__GLEW_NV_packed_depth_stencil)\n\n#endif /* GL_NV_packed_depth_stencil */\n\n/* --------------------------- GL_NV_packed_float -------------------------- */\n\n#ifndef GL_NV_packed_float\n#define GL_NV_packed_float 1\n\n#define GL_R11F_G11F_B10F_NV 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B\n\n#define GLEW_NV_packed_float GLEW_GET_VAR(__GLEW_NV_packed_float)\n\n#endif /* GL_NV_packed_float */\n\n/* ----------------------- GL_NV_packed_float_linear ----------------------- */\n\n#ifndef GL_NV_packed_float_linear\n#define GL_NV_packed_float_linear 1\n\n#define GL_R11F_G11F_B10F_NV 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B\n\n#define GLEW_NV_packed_float_linear GLEW_GET_VAR(__GLEW_NV_packed_float_linear)\n\n#endif /* GL_NV_packed_float_linear */\n\n/* --------------------- GL_NV_parameter_buffer_object --------------------- */\n\n#ifndef GL_NV_parameter_buffer_object\n#define GL_NV_parameter_buffer_object 1\n\n#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0\n#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1\n#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2\n#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3\n#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params);\n\n#define glProgramBufferParametersIivNV GLEW_GET_FUN(__glewProgramBufferParametersIivNV)\n#define glProgramBufferParametersIuivNV GLEW_GET_FUN(__glewProgramBufferParametersIuivNV)\n#define glProgramBufferParametersfvNV GLEW_GET_FUN(__glewProgramBufferParametersfvNV)\n\n#define GLEW_NV_parameter_buffer_object GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object)\n\n#endif /* GL_NV_parameter_buffer_object */\n\n/* --------------------- GL_NV_parameter_buffer_object2 -------------------- */\n\n#ifndef GL_NV_parameter_buffer_object2\n#define GL_NV_parameter_buffer_object2 1\n\n#define GLEW_NV_parameter_buffer_object2 GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object2)\n\n#endif /* GL_NV_parameter_buffer_object2 */\n\n/* -------------------------- GL_NV_path_rendering ------------------------- */\n\n#ifndef GL_NV_path_rendering\n#define GL_NV_path_rendering 1\n\n#define GL_CLOSE_PATH_NV 0x00\n#define GL_BOLD_BIT_NV 0x01\n#define GL_GLYPH_WIDTH_BIT_NV 0x01\n#define GL_GLYPH_HEIGHT_BIT_NV 0x02\n#define GL_ITALIC_BIT_NV 0x02\n#define GL_MOVE_TO_NV 0x02\n#define GL_RELATIVE_MOVE_TO_NV 0x03\n#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04\n#define GL_LINE_TO_NV 0x04\n#define GL_RELATIVE_LINE_TO_NV 0x05\n#define GL_HORIZONTAL_LINE_TO_NV 0x06\n#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07\n#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08\n#define GL_VERTICAL_LINE_TO_NV 0x08\n#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09\n#define GL_QUADRATIC_CURVE_TO_NV 0x0A\n#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B\n#define GL_CUBIC_CURVE_TO_NV 0x0C\n#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D\n#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E\n#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F\n#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10\n#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10\n#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11\n#define GL_SMALL_CCW_ARC_TO_NV 0x12\n#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13\n#define GL_SMALL_CW_ARC_TO_NV 0x14\n#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15\n#define GL_LARGE_CCW_ARC_TO_NV 0x16\n#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17\n#define GL_LARGE_CW_ARC_TO_NV 0x18\n#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19\n#define GL_CONIC_CURVE_TO_NV 0x1A\n#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B\n#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20\n#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40\n#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80\n#define GL_ROUNDED_RECT_NV 0xE8\n#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9\n#define GL_ROUNDED_RECT2_NV 0xEA\n#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB\n#define GL_ROUNDED_RECT4_NV 0xEC\n#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED\n#define GL_ROUNDED_RECT8_NV 0xEE\n#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF\n#define GL_RESTART_PATH_NV 0xF0\n#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2\n#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4\n#define GL_RECT_NV 0xF6\n#define GL_RELATIVE_RECT_NV 0xF7\n#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8\n#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA\n#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC\n#define GL_ARC_TO_NV 0xFE\n#define GL_RELATIVE_ARC_TO_NV 0xFF\n#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100\n#define GL_PRIMARY_COLOR_NV 0x852C\n#define GL_SECONDARY_COLOR_NV 0x852D\n#define GL_PRIMARY_COLOR 0x8577\n#define GL_PATH_FORMAT_SVG_NV 0x9070\n#define GL_PATH_FORMAT_PS_NV 0x9071\n#define GL_STANDARD_FONT_NAME_NV 0x9072\n#define GL_SYSTEM_FONT_NAME_NV 0x9073\n#define GL_FILE_NAME_NV 0x9074\n#define GL_PATH_STROKE_WIDTH_NV 0x9075\n#define GL_PATH_END_CAPS_NV 0x9076\n#define GL_PATH_INITIAL_END_CAP_NV 0x9077\n#define GL_PATH_TERMINAL_END_CAP_NV 0x9078\n#define GL_PATH_JOIN_STYLE_NV 0x9079\n#define GL_PATH_MITER_LIMIT_NV 0x907A\n#define GL_PATH_DASH_CAPS_NV 0x907B\n#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C\n#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D\n#define GL_PATH_DASH_OFFSET_NV 0x907E\n#define GL_PATH_CLIENT_LENGTH_NV 0x907F\n#define GL_PATH_FILL_MODE_NV 0x9080\n#define GL_PATH_FILL_MASK_NV 0x9081\n#define GL_PATH_FILL_COVER_MODE_NV 0x9082\n#define GL_PATH_STROKE_COVER_MODE_NV 0x9083\n#define GL_PATH_STROKE_MASK_NV 0x9084\n#define GL_PATH_STROKE_BOUND_NV 0x9086\n#define GL_COUNT_UP_NV 0x9088\n#define GL_COUNT_DOWN_NV 0x9089\n#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A\n#define GL_CONVEX_HULL_NV 0x908B\n#define GL_BOUNDING_BOX_NV 0x908D\n#define GL_TRANSLATE_X_NV 0x908E\n#define GL_TRANSLATE_Y_NV 0x908F\n#define GL_TRANSLATE_2D_NV 0x9090\n#define GL_TRANSLATE_3D_NV 0x9091\n#define GL_AFFINE_2D_NV 0x9092\n#define GL_AFFINE_3D_NV 0x9094\n#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096\n#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098\n#define GL_UTF8_NV 0x909A\n#define GL_UTF16_NV 0x909B\n#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C\n#define GL_PATH_COMMAND_COUNT_NV 0x909D\n#define GL_PATH_COORD_COUNT_NV 0x909E\n#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F\n#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0\n#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1\n#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2\n#define GL_SQUARE_NV 0x90A3\n#define GL_ROUND_NV 0x90A4\n#define GL_TRIANGULAR_NV 0x90A5\n#define GL_BEVEL_NV 0x90A6\n#define GL_MITER_REVERT_NV 0x90A7\n#define GL_MITER_TRUNCATE_NV 0x90A8\n#define GL_SKIP_MISSING_GLYPH_NV 0x90A9\n#define GL_USE_MISSING_GLYPH_NV 0x90AA\n#define GL_PATH_ERROR_POSITION_NV 0x90AB\n#define GL_PATH_FOG_GEN_MODE_NV 0x90AC\n#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD\n#define GL_ADJACENT_PAIRS_NV 0x90AE\n#define GL_FIRST_TO_REST_NV 0x90AF\n#define GL_PATH_GEN_MODE_NV 0x90B0\n#define GL_PATH_GEN_COEFF_NV 0x90B1\n#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2\n#define GL_PATH_GEN_COMPONENTS_NV 0x90B3\n#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4\n#define GL_MOVE_TO_RESETS_NV 0x90B5\n#define GL_MOVE_TO_CONTINUES_NV 0x90B6\n#define GL_PATH_STENCIL_FUNC_NV 0x90B7\n#define GL_PATH_STENCIL_REF_NV 0x90B8\n#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9\n#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD\n#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE\n#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF\n#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368\n#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369\n#define GL_FONT_UNAVAILABLE_NV 0x936A\n#define GL_FONT_UNINTELLIGIBLE_NV 0x936B\n#define GL_STANDARD_FONT_FORMAT_NV 0x936C\n#define GL_FRAGMENT_INPUT_NV 0x936D\n#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000\n#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000\n#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000\n#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000\n#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000\n#define GL_FONT_ASCENDER_BIT_NV 0x00200000\n#define GL_FONT_DESCENDER_BIT_NV 0x00400000\n#define GL_FONT_HEIGHT_BIT_NV 0x00800000\n#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000\n#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000\n#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000\n#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000\n#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000\n#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath);\ntypedef void (GLAPIENTRY * PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range);\ntypedef GLuint (GLAPIENTRY * PFNGLGENPATHSNVPROC) (GLsizei range);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte* commands);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat* coords);\ntypedef void (GLAPIENTRY * PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat* dashArray);\ntypedef GLfloat (GLAPIENTRY * PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments);\ntypedef void (GLAPIENTRY * PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat* metrics);\ntypedef void (GLAPIENTRY * PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics);\ntypedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing);\ntypedef void (GLAPIENTRY * PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint* value);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPATHNVPROC) (GLuint path);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat* coeffs);\ntypedef void (GLAPIENTRY * PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords);\ntypedef void (GLAPIENTRY * PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords);\ntypedef void (GLAPIENTRY * PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum zfunc);\ntypedef void (GLAPIENTRY * PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat* dashArray);\ntypedef void (GLAPIENTRY * PFNGLPATHFOGGENNVPROC) (GLenum genMode);\ntypedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint baseAndCount[2]);\ntypedef void (GLAPIENTRY * PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef void (GLAPIENTRY * PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void*charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef GLenum (GLAPIENTRY * PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units);\ntypedef void (GLAPIENTRY * PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString);\ntypedef void (GLAPIENTRY * PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords);\ntypedef void (GLAPIENTRY * PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords);\ntypedef void (GLAPIENTRY * PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat* coeffs);\ntypedef GLboolean (GLAPIENTRY * PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat* x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat* coeffs);\ntypedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat* transformValues);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint paths[], const GLfloat weights[]);\n\n#define glCopyPathNV GLEW_GET_FUN(__glewCopyPathNV)\n#define glCoverFillPathInstancedNV GLEW_GET_FUN(__glewCoverFillPathInstancedNV)\n#define glCoverFillPathNV GLEW_GET_FUN(__glewCoverFillPathNV)\n#define glCoverStrokePathInstancedNV GLEW_GET_FUN(__glewCoverStrokePathInstancedNV)\n#define glCoverStrokePathNV GLEW_GET_FUN(__glewCoverStrokePathNV)\n#define glDeletePathsNV GLEW_GET_FUN(__glewDeletePathsNV)\n#define glGenPathsNV GLEW_GET_FUN(__glewGenPathsNV)\n#define glGetPathColorGenfvNV GLEW_GET_FUN(__glewGetPathColorGenfvNV)\n#define glGetPathColorGenivNV GLEW_GET_FUN(__glewGetPathColorGenivNV)\n#define glGetPathCommandsNV GLEW_GET_FUN(__glewGetPathCommandsNV)\n#define glGetPathCoordsNV GLEW_GET_FUN(__glewGetPathCoordsNV)\n#define glGetPathDashArrayNV GLEW_GET_FUN(__glewGetPathDashArrayNV)\n#define glGetPathLengthNV GLEW_GET_FUN(__glewGetPathLengthNV)\n#define glGetPathMetricRangeNV GLEW_GET_FUN(__glewGetPathMetricRangeNV)\n#define glGetPathMetricsNV GLEW_GET_FUN(__glewGetPathMetricsNV)\n#define glGetPathParameterfvNV GLEW_GET_FUN(__glewGetPathParameterfvNV)\n#define glGetPathParameterivNV GLEW_GET_FUN(__glewGetPathParameterivNV)\n#define glGetPathSpacingNV GLEW_GET_FUN(__glewGetPathSpacingNV)\n#define glGetPathTexGenfvNV GLEW_GET_FUN(__glewGetPathTexGenfvNV)\n#define glGetPathTexGenivNV GLEW_GET_FUN(__glewGetPathTexGenivNV)\n#define glGetProgramResourcefvNV GLEW_GET_FUN(__glewGetProgramResourcefvNV)\n#define glInterpolatePathsNV GLEW_GET_FUN(__glewInterpolatePathsNV)\n#define glIsPathNV GLEW_GET_FUN(__glewIsPathNV)\n#define glIsPointInFillPathNV GLEW_GET_FUN(__glewIsPointInFillPathNV)\n#define glIsPointInStrokePathNV GLEW_GET_FUN(__glewIsPointInStrokePathNV)\n#define glMatrixLoad3x2fNV GLEW_GET_FUN(__glewMatrixLoad3x2fNV)\n#define glMatrixLoad3x3fNV GLEW_GET_FUN(__glewMatrixLoad3x3fNV)\n#define glMatrixLoadTranspose3x3fNV GLEW_GET_FUN(__glewMatrixLoadTranspose3x3fNV)\n#define glMatrixMult3x2fNV GLEW_GET_FUN(__glewMatrixMult3x2fNV)\n#define glMatrixMult3x3fNV GLEW_GET_FUN(__glewMatrixMult3x3fNV)\n#define glMatrixMultTranspose3x3fNV GLEW_GET_FUN(__glewMatrixMultTranspose3x3fNV)\n#define glPathColorGenNV GLEW_GET_FUN(__glewPathColorGenNV)\n#define glPathCommandsNV GLEW_GET_FUN(__glewPathCommandsNV)\n#define glPathCoordsNV GLEW_GET_FUN(__glewPathCoordsNV)\n#define glPathCoverDepthFuncNV GLEW_GET_FUN(__glewPathCoverDepthFuncNV)\n#define glPathDashArrayNV GLEW_GET_FUN(__glewPathDashArrayNV)\n#define glPathFogGenNV GLEW_GET_FUN(__glewPathFogGenNV)\n#define glPathGlyphIndexArrayNV GLEW_GET_FUN(__glewPathGlyphIndexArrayNV)\n#define glPathGlyphIndexRangeNV GLEW_GET_FUN(__glewPathGlyphIndexRangeNV)\n#define glPathGlyphRangeNV GLEW_GET_FUN(__glewPathGlyphRangeNV)\n#define glPathGlyphsNV GLEW_GET_FUN(__glewPathGlyphsNV)\n#define glPathMemoryGlyphIndexArrayNV GLEW_GET_FUN(__glewPathMemoryGlyphIndexArrayNV)\n#define glPathParameterfNV GLEW_GET_FUN(__glewPathParameterfNV)\n#define glPathParameterfvNV GLEW_GET_FUN(__glewPathParameterfvNV)\n#define glPathParameteriNV GLEW_GET_FUN(__glewPathParameteriNV)\n#define glPathParameterivNV GLEW_GET_FUN(__glewPathParameterivNV)\n#define glPathStencilDepthOffsetNV GLEW_GET_FUN(__glewPathStencilDepthOffsetNV)\n#define glPathStencilFuncNV GLEW_GET_FUN(__glewPathStencilFuncNV)\n#define glPathStringNV GLEW_GET_FUN(__glewPathStringNV)\n#define glPathSubCommandsNV GLEW_GET_FUN(__glewPathSubCommandsNV)\n#define glPathSubCoordsNV GLEW_GET_FUN(__glewPathSubCoordsNV)\n#define glPathTexGenNV GLEW_GET_FUN(__glewPathTexGenNV)\n#define glPointAlongPathNV GLEW_GET_FUN(__glewPointAlongPathNV)\n#define glProgramPathFragmentInputGenNV GLEW_GET_FUN(__glewProgramPathFragmentInputGenNV)\n#define glStencilFillPathInstancedNV GLEW_GET_FUN(__glewStencilFillPathInstancedNV)\n#define glStencilFillPathNV GLEW_GET_FUN(__glewStencilFillPathNV)\n#define glStencilStrokePathInstancedNV GLEW_GET_FUN(__glewStencilStrokePathInstancedNV)\n#define glStencilStrokePathNV GLEW_GET_FUN(__glewStencilStrokePathNV)\n#define glStencilThenCoverFillPathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverFillPathInstancedNV)\n#define glStencilThenCoverFillPathNV GLEW_GET_FUN(__glewStencilThenCoverFillPathNV)\n#define glStencilThenCoverStrokePathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathInstancedNV)\n#define glStencilThenCoverStrokePathNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathNV)\n#define glTransformPathNV GLEW_GET_FUN(__glewTransformPathNV)\n#define glWeightPathsNV GLEW_GET_FUN(__glewWeightPathsNV)\n\n#define GLEW_NV_path_rendering GLEW_GET_VAR(__GLEW_NV_path_rendering)\n\n#endif /* GL_NV_path_rendering */\n\n/* -------------------- GL_NV_path_rendering_shared_edge ------------------- */\n\n#ifndef GL_NV_path_rendering_shared_edge\n#define GL_NV_path_rendering_shared_edge 1\n\n#define GL_SHARED_EDGE_NV 0xC0\n\n#define GLEW_NV_path_rendering_shared_edge GLEW_GET_VAR(__GLEW_NV_path_rendering_shared_edge)\n\n#endif /* GL_NV_path_rendering_shared_edge */\n\n/* ----------------------- GL_NV_pixel_buffer_object ----------------------- */\n\n#ifndef GL_NV_pixel_buffer_object\n#define GL_NV_pixel_buffer_object 1\n\n#define GL_PIXEL_PACK_BUFFER_NV 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF\n\n#define GLEW_NV_pixel_buffer_object GLEW_GET_VAR(__GLEW_NV_pixel_buffer_object)\n\n#endif /* GL_NV_pixel_buffer_object */\n\n/* ------------------------- GL_NV_pixel_data_range ------------------------ */\n\n#ifndef GL_NV_pixel_data_range\n#define GL_NV_pixel_data_range 1\n\n#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878\n#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879\n#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A\n#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B\n#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C\n#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, void *pointer);\n\n#define glFlushPixelDataRangeNV GLEW_GET_FUN(__glewFlushPixelDataRangeNV)\n#define glPixelDataRangeNV GLEW_GET_FUN(__glewPixelDataRangeNV)\n\n#define GLEW_NV_pixel_data_range GLEW_GET_VAR(__GLEW_NV_pixel_data_range)\n\n#endif /* GL_NV_pixel_data_range */\n\n/* ------------------------- GL_NV_platform_binary ------------------------- */\n\n#ifndef GL_NV_platform_binary\n#define GL_NV_platform_binary 1\n\n#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B\n\n#define GLEW_NV_platform_binary GLEW_GET_VAR(__GLEW_NV_platform_binary)\n\n#endif /* GL_NV_platform_binary */\n\n/* --------------------------- GL_NV_point_sprite -------------------------- */\n\n#ifndef GL_NV_point_sprite\n#define GL_NV_point_sprite 1\n\n#define GL_POINT_SPRITE_NV 0x8861\n#define GL_COORD_REPLACE_NV 0x8862\n#define GL_POINT_SPRITE_R_MODE_NV 0x8863\n\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint* params);\n\n#define glPointParameteriNV GLEW_GET_FUN(__glewPointParameteriNV)\n#define glPointParameterivNV GLEW_GET_FUN(__glewPointParameterivNV)\n\n#define GLEW_NV_point_sprite GLEW_GET_VAR(__GLEW_NV_point_sprite)\n\n#endif /* GL_NV_point_sprite */\n\n/* --------------------------- GL_NV_polygon_mode -------------------------- */\n\n#ifndef GL_NV_polygon_mode\n#define GL_NV_polygon_mode 1\n\n#define GL_POLYGON_MODE_NV 0x0B40\n#define GL_POINT_NV 0x1B00\n#define GL_LINE_NV 0x1B01\n#define GL_FILL_NV 0x1B02\n#define GL_POLYGON_OFFSET_POINT_NV 0x2A01\n#define GL_POLYGON_OFFSET_LINE_NV 0x2A02\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode);\n\n#define glPolygonModeNV GLEW_GET_FUN(__glewPolygonModeNV)\n\n#define GLEW_NV_polygon_mode GLEW_GET_VAR(__GLEW_NV_polygon_mode)\n\n#endif /* GL_NV_polygon_mode */\n\n/* -------------------------- GL_NV_present_video -------------------------- */\n\n#ifndef GL_NV_present_video\n#define GL_NV_present_video 1\n\n#define GL_FRAME_NV 0x8E26\n#define GL_FIELDS_NV 0x8E27\n#define GL_CURRENT_TIME_NV 0x8E28\n#define GL_NUM_FILL_STREAMS_NV 0x8E29\n#define GL_PRESENT_TIME_NV 0x8E2A\n#define GL_PRESENT_DURATION_NV 0x8E2B\n\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3);\ntypedef void (GLAPIENTRY * PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1);\n\n#define glGetVideoi64vNV GLEW_GET_FUN(__glewGetVideoi64vNV)\n#define glGetVideoivNV GLEW_GET_FUN(__glewGetVideoivNV)\n#define glGetVideoui64vNV GLEW_GET_FUN(__glewGetVideoui64vNV)\n#define glGetVideouivNV GLEW_GET_FUN(__glewGetVideouivNV)\n#define glPresentFrameDualFillNV GLEW_GET_FUN(__glewPresentFrameDualFillNV)\n#define glPresentFrameKeyedNV GLEW_GET_FUN(__glewPresentFrameKeyedNV)\n\n#define GLEW_NV_present_video GLEW_GET_VAR(__GLEW_NV_present_video)\n\n#endif /* GL_NV_present_video */\n\n/* ------------------------ GL_NV_primitive_restart ------------------------ */\n\n#ifndef GL_NV_primitive_restart\n#define GL_NV_primitive_restart 1\n\n#define GL_PRIMITIVE_RESTART_NV 0x8558\n#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559\n\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTNVPROC) (void);\n\n#define glPrimitiveRestartIndexNV GLEW_GET_FUN(__glewPrimitiveRestartIndexNV)\n#define glPrimitiveRestartNV GLEW_GET_FUN(__glewPrimitiveRestartNV)\n\n#define GLEW_NV_primitive_restart GLEW_GET_VAR(__GLEW_NV_primitive_restart)\n\n#endif /* GL_NV_primitive_restart */\n\n/* ---------------------------- GL_NV_read_depth --------------------------- */\n\n#ifndef GL_NV_read_depth\n#define GL_NV_read_depth 1\n\n#define GLEW_NV_read_depth GLEW_GET_VAR(__GLEW_NV_read_depth)\n\n#endif /* GL_NV_read_depth */\n\n/* ------------------------ GL_NV_read_depth_stencil ----------------------- */\n\n#ifndef GL_NV_read_depth_stencil\n#define GL_NV_read_depth_stencil 1\n\n#define GLEW_NV_read_depth_stencil GLEW_GET_VAR(__GLEW_NV_read_depth_stencil)\n\n#endif /* GL_NV_read_depth_stencil */\n\n/* --------------------------- GL_NV_read_stencil -------------------------- */\n\n#ifndef GL_NV_read_stencil\n#define GL_NV_read_stencil 1\n\n#define GLEW_NV_read_stencil GLEW_GET_VAR(__GLEW_NV_read_stencil)\n\n#endif /* GL_NV_read_stencil */\n\n/* ------------------------ GL_NV_register_combiners ----------------------- */\n\n#ifndef GL_NV_register_combiners\n#define GL_NV_register_combiners 1\n\n#define GL_REGISTER_COMBINERS_NV 0x8522\n#define GL_VARIABLE_A_NV 0x8523\n#define GL_VARIABLE_B_NV 0x8524\n#define GL_VARIABLE_C_NV 0x8525\n#define GL_VARIABLE_D_NV 0x8526\n#define GL_VARIABLE_E_NV 0x8527\n#define GL_VARIABLE_F_NV 0x8528\n#define GL_VARIABLE_G_NV 0x8529\n#define GL_CONSTANT_COLOR0_NV 0x852A\n#define GL_CONSTANT_COLOR1_NV 0x852B\n#define GL_PRIMARY_COLOR_NV 0x852C\n#define GL_SECONDARY_COLOR_NV 0x852D\n#define GL_SPARE0_NV 0x852E\n#define GL_SPARE1_NV 0x852F\n#define GL_DISCARD_NV 0x8530\n#define GL_E_TIMES_F_NV 0x8531\n#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532\n#define GL_UNSIGNED_IDENTITY_NV 0x8536\n#define GL_UNSIGNED_INVERT_NV 0x8537\n#define GL_EXPAND_NORMAL_NV 0x8538\n#define GL_EXPAND_NEGATE_NV 0x8539\n#define GL_HALF_BIAS_NORMAL_NV 0x853A\n#define GL_HALF_BIAS_NEGATE_NV 0x853B\n#define GL_SIGNED_IDENTITY_NV 0x853C\n#define GL_SIGNED_NEGATE_NV 0x853D\n#define GL_SCALE_BY_TWO_NV 0x853E\n#define GL_SCALE_BY_FOUR_NV 0x853F\n#define GL_SCALE_BY_ONE_HALF_NV 0x8540\n#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541\n#define GL_COMBINER_INPUT_NV 0x8542\n#define GL_COMBINER_MAPPING_NV 0x8543\n#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544\n#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545\n#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546\n#define GL_COMBINER_MUX_SUM_NV 0x8547\n#define GL_COMBINER_SCALE_NV 0x8548\n#define GL_COMBINER_BIAS_NV 0x8549\n#define GL_COMBINER_AB_OUTPUT_NV 0x854A\n#define GL_COMBINER_CD_OUTPUT_NV 0x854B\n#define GL_COMBINER_SUM_OUTPUT_NV 0x854C\n#define GL_MAX_GENERAL_COMBINERS_NV 0x854D\n#define GL_NUM_GENERAL_COMBINERS_NV 0x854E\n#define GL_COLOR_SUM_CLAMP_NV 0x854F\n#define GL_COMBINER0_NV 0x8550\n#define GL_COMBINER1_NV 0x8551\n#define GL_COMBINER2_NV 0x8552\n#define GL_COMBINER3_NV 0x8553\n#define GL_COMBINER4_NV 0x8554\n#define GL_COMBINER5_NV 0x8555\n#define GL_COMBINER6_NV 0x8556\n#define GL_COMBINER7_NV 0x8557\n\ntypedef void (GLAPIENTRY * PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);\ntypedef void (GLAPIENTRY * PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint* params);\n\n#define glCombinerInputNV GLEW_GET_FUN(__glewCombinerInputNV)\n#define glCombinerOutputNV GLEW_GET_FUN(__glewCombinerOutputNV)\n#define glCombinerParameterfNV GLEW_GET_FUN(__glewCombinerParameterfNV)\n#define glCombinerParameterfvNV GLEW_GET_FUN(__glewCombinerParameterfvNV)\n#define glCombinerParameteriNV GLEW_GET_FUN(__glewCombinerParameteriNV)\n#define glCombinerParameterivNV GLEW_GET_FUN(__glewCombinerParameterivNV)\n#define glFinalCombinerInputNV GLEW_GET_FUN(__glewFinalCombinerInputNV)\n#define glGetCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetCombinerInputParameterfvNV)\n#define glGetCombinerInputParameterivNV GLEW_GET_FUN(__glewGetCombinerInputParameterivNV)\n#define glGetCombinerOutputParameterfvNV GLEW_GET_FUN(__glewGetCombinerOutputParameterfvNV)\n#define glGetCombinerOutputParameterivNV GLEW_GET_FUN(__glewGetCombinerOutputParameterivNV)\n#define glGetFinalCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterfvNV)\n#define glGetFinalCombinerInputParameterivNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterivNV)\n\n#define GLEW_NV_register_combiners GLEW_GET_VAR(__GLEW_NV_register_combiners)\n\n#endif /* GL_NV_register_combiners */\n\n/* ----------------------- GL_NV_register_combiners2 ----------------------- */\n\n#ifndef GL_NV_register_combiners2\n#define GL_NV_register_combiners2 1\n\n#define GL_PER_STAGE_CONSTANTS_NV 0x8535\n\ntypedef void (GLAPIENTRY * PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat* params);\n\n#define glCombinerStageParameterfvNV GLEW_GET_FUN(__glewCombinerStageParameterfvNV)\n#define glGetCombinerStageParameterfvNV GLEW_GET_FUN(__glewGetCombinerStageParameterfvNV)\n\n#define GLEW_NV_register_combiners2 GLEW_GET_VAR(__GLEW_NV_register_combiners2)\n\n#endif /* GL_NV_register_combiners2 */\n\n/* ------------------ GL_NV_robustness_video_memory_purge ------------------ */\n\n#ifndef GL_NV_robustness_video_memory_purge\n#define GL_NV_robustness_video_memory_purge 1\n\n#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C\n#define GL_PURGED_CONTEXT_RESET_NV 0x92BB\n\n#define GLEW_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_NV_robustness_video_memory_purge)\n\n#endif /* GL_NV_robustness_video_memory_purge */\n\n/* --------------------------- GL_NV_sRGB_formats -------------------------- */\n\n#ifndef GL_NV_sRGB_formats\n#define GL_NV_sRGB_formats 1\n\n#define GL_ETC1_SRGB8_NV 0x88EE\n#define GL_SRGB8_NV 0x8C41\n#define GL_SLUMINANCE_ALPHA_NV 0x8C44\n#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45\n#define GL_SLUMINANCE_NV 0x8C46\n#define GL_SLUMINANCE8_NV 0x8C47\n#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F\n\n#define GLEW_NV_sRGB_formats GLEW_GET_VAR(__GLEW_NV_sRGB_formats)\n\n#endif /* GL_NV_sRGB_formats */\n\n/* ------------------------- GL_NV_sample_locations ------------------------ */\n\n#ifndef GL_NV_sample_locations\n#define GL_NV_sample_locations 1\n\n#define GL_SAMPLE_LOCATION_NV 0x8E50\n#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341\n#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342\n#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);\n\n#define glFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewFramebufferSampleLocationsfvNV)\n#define glNamedFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvNV)\n\n#define GLEW_NV_sample_locations GLEW_GET_VAR(__GLEW_NV_sample_locations)\n\n#endif /* GL_NV_sample_locations */\n\n/* ------------------ GL_NV_sample_mask_override_coverage ------------------ */\n\n#ifndef GL_NV_sample_mask_override_coverage\n#define GL_NV_sample_mask_override_coverage 1\n\n#define GLEW_NV_sample_mask_override_coverage GLEW_GET_VAR(__GLEW_NV_sample_mask_override_coverage)\n\n#endif /* GL_NV_sample_mask_override_coverage */\n\n/* ---------------------- GL_NV_shader_atomic_counters --------------------- */\n\n#ifndef GL_NV_shader_atomic_counters\n#define GL_NV_shader_atomic_counters 1\n\n#define GLEW_NV_shader_atomic_counters GLEW_GET_VAR(__GLEW_NV_shader_atomic_counters)\n\n#endif /* GL_NV_shader_atomic_counters */\n\n/* ----------------------- GL_NV_shader_atomic_float ----------------------- */\n\n#ifndef GL_NV_shader_atomic_float\n#define GL_NV_shader_atomic_float 1\n\n#define GLEW_NV_shader_atomic_float GLEW_GET_VAR(__GLEW_NV_shader_atomic_float)\n\n#endif /* GL_NV_shader_atomic_float */\n\n/* ---------------------- GL_NV_shader_atomic_float64 ---------------------- */\n\n#ifndef GL_NV_shader_atomic_float64\n#define GL_NV_shader_atomic_float64 1\n\n#define GLEW_NV_shader_atomic_float64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_float64)\n\n#endif /* GL_NV_shader_atomic_float64 */\n\n/* -------------------- GL_NV_shader_atomic_fp16_vector -------------------- */\n\n#ifndef GL_NV_shader_atomic_fp16_vector\n#define GL_NV_shader_atomic_fp16_vector 1\n\n#define GLEW_NV_shader_atomic_fp16_vector GLEW_GET_VAR(__GLEW_NV_shader_atomic_fp16_vector)\n\n#endif /* GL_NV_shader_atomic_fp16_vector */\n\n/* ----------------------- GL_NV_shader_atomic_int64 ----------------------- */\n\n#ifndef GL_NV_shader_atomic_int64\n#define GL_NV_shader_atomic_int64 1\n\n#define GLEW_NV_shader_atomic_int64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_int64)\n\n#endif /* GL_NV_shader_atomic_int64 */\n\n/* ------------------------ GL_NV_shader_buffer_load ----------------------- */\n\n#ifndef GL_NV_shader_buffer_load\n#define GL_NV_shader_buffer_load 1\n\n#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D\n#define GL_GPU_ADDRESS_NV 0x8F34\n#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35\n\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT* result);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISBUFFERRESIDENTNVPROC) (GLenum target);\ntypedef GLboolean (GLAPIENTRY * PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\n\n#define glGetBufferParameterui64vNV GLEW_GET_FUN(__glewGetBufferParameterui64vNV)\n#define glGetIntegerui64vNV GLEW_GET_FUN(__glewGetIntegerui64vNV)\n#define glGetNamedBufferParameterui64vNV GLEW_GET_FUN(__glewGetNamedBufferParameterui64vNV)\n#define glIsBufferResidentNV GLEW_GET_FUN(__glewIsBufferResidentNV)\n#define glIsNamedBufferResidentNV GLEW_GET_FUN(__glewIsNamedBufferResidentNV)\n#define glMakeBufferNonResidentNV GLEW_GET_FUN(__glewMakeBufferNonResidentNV)\n#define glMakeBufferResidentNV GLEW_GET_FUN(__glewMakeBufferResidentNV)\n#define glMakeNamedBufferNonResidentNV GLEW_GET_FUN(__glewMakeNamedBufferNonResidentNV)\n#define glMakeNamedBufferResidentNV GLEW_GET_FUN(__glewMakeNamedBufferResidentNV)\n#define glProgramUniformui64NV GLEW_GET_FUN(__glewProgramUniformui64NV)\n#define glProgramUniformui64vNV GLEW_GET_FUN(__glewProgramUniformui64vNV)\n#define glUniformui64NV GLEW_GET_FUN(__glewUniformui64NV)\n#define glUniformui64vNV GLEW_GET_FUN(__glewUniformui64vNV)\n\n#define GLEW_NV_shader_buffer_load GLEW_GET_VAR(__GLEW_NV_shader_buffer_load)\n\n#endif /* GL_NV_shader_buffer_load */\n\n/* ---------------- GL_NV_shader_noperspective_interpolation --------------- */\n\n#ifndef GL_NV_shader_noperspective_interpolation\n#define GL_NV_shader_noperspective_interpolation 1\n\n#define GLEW_NV_shader_noperspective_interpolation GLEW_GET_VAR(__GLEW_NV_shader_noperspective_interpolation)\n\n#endif /* GL_NV_shader_noperspective_interpolation */\n\n/* ------------------- GL_NV_shader_storage_buffer_object ------------------ */\n\n#ifndef GL_NV_shader_storage_buffer_object\n#define GL_NV_shader_storage_buffer_object 1\n\n#define GLEW_NV_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_NV_shader_storage_buffer_object)\n\n#endif /* GL_NV_shader_storage_buffer_object */\n\n/* ----------------------- GL_NV_shader_thread_group ----------------------- */\n\n#ifndef GL_NV_shader_thread_group\n#define GL_NV_shader_thread_group 1\n\n#define GL_WARP_SIZE_NV 0x9339\n#define GL_WARPS_PER_SM_NV 0x933A\n#define GL_SM_COUNT_NV 0x933B\n\n#define GLEW_NV_shader_thread_group GLEW_GET_VAR(__GLEW_NV_shader_thread_group)\n\n#endif /* GL_NV_shader_thread_group */\n\n/* ---------------------- GL_NV_shader_thread_shuffle ---------------------- */\n\n#ifndef GL_NV_shader_thread_shuffle\n#define GL_NV_shader_thread_shuffle 1\n\n#define GLEW_NV_shader_thread_shuffle GLEW_GET_VAR(__GLEW_NV_shader_thread_shuffle)\n\n#endif /* GL_NV_shader_thread_shuffle */\n\n/* ---------------------- GL_NV_shadow_samplers_array ---------------------- */\n\n#ifndef GL_NV_shadow_samplers_array\n#define GL_NV_shadow_samplers_array 1\n\n#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4\n\n#define GLEW_NV_shadow_samplers_array GLEW_GET_VAR(__GLEW_NV_shadow_samplers_array)\n\n#endif /* GL_NV_shadow_samplers_array */\n\n/* ----------------------- GL_NV_shadow_samplers_cube ---------------------- */\n\n#ifndef GL_NV_shadow_samplers_cube\n#define GL_NV_shadow_samplers_cube 1\n\n#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5\n\n#define GLEW_NV_shadow_samplers_cube GLEW_GET_VAR(__GLEW_NV_shadow_samplers_cube)\n\n#endif /* GL_NV_shadow_samplers_cube */\n\n/* ---------------------- GL_NV_stereo_view_rendering ---------------------- */\n\n#ifndef GL_NV_stereo_view_rendering\n#define GL_NV_stereo_view_rendering 1\n\n#define GLEW_NV_stereo_view_rendering GLEW_GET_VAR(__GLEW_NV_stereo_view_rendering)\n\n#endif /* GL_NV_stereo_view_rendering */\n\n/* ---------------------- GL_NV_tessellation_program5 ---------------------- */\n\n#ifndef GL_NV_tessellation_program5\n#define GL_NV_tessellation_program5 1\n\n#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8\n#define GL_TESS_CONTROL_PROGRAM_NV 0x891E\n#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F\n#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74\n#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75\n\n#define GLEW_NV_tessellation_program5 GLEW_GET_VAR(__GLEW_NV_tessellation_program5)\n\n#endif /* GL_NV_tessellation_program5 */\n\n/* -------------------------- GL_NV_texgen_emboss -------------------------- */\n\n#ifndef GL_NV_texgen_emboss\n#define GL_NV_texgen_emboss 1\n\n#define GL_EMBOSS_LIGHT_NV 0x855D\n#define GL_EMBOSS_CONSTANT_NV 0x855E\n#define GL_EMBOSS_MAP_NV 0x855F\n\n#define GLEW_NV_texgen_emboss GLEW_GET_VAR(__GLEW_NV_texgen_emboss)\n\n#endif /* GL_NV_texgen_emboss */\n\n/* ------------------------ GL_NV_texgen_reflection ------------------------ */\n\n#ifndef GL_NV_texgen_reflection\n#define GL_NV_texgen_reflection 1\n\n#define GL_NORMAL_MAP_NV 0x8511\n#define GL_REFLECTION_MAP_NV 0x8512\n\n#define GLEW_NV_texgen_reflection GLEW_GET_VAR(__GLEW_NV_texgen_reflection)\n\n#endif /* GL_NV_texgen_reflection */\n\n/* -------------------------- GL_NV_texture_array -------------------------- */\n\n#ifndef GL_NV_texture_array\n#define GL_NV_texture_array 1\n\n#define GL_UNPACK_SKIP_IMAGES_NV 0x806D\n#define GL_UNPACK_IMAGE_HEIGHT_NV 0x806E\n#define GL_MAX_ARRAY_TEXTURE_LAYERS_NV 0x88FF\n#define GL_TEXTURE_2D_ARRAY_NV 0x8C1A\n#define GL_TEXTURE_BINDING_2D_ARRAY_NV 0x8C1D\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV 0x8CD4\n#define GL_SAMPLER_2D_ARRAY_NV 0x8DC1\n\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERNVPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\n\n#define glCompressedTexImage3DNV GLEW_GET_FUN(__glewCompressedTexImage3DNV)\n#define glCompressedTexSubImage3DNV GLEW_GET_FUN(__glewCompressedTexSubImage3DNV)\n#define glCopyTexSubImage3DNV GLEW_GET_FUN(__glewCopyTexSubImage3DNV)\n#define glFramebufferTextureLayerNV GLEW_GET_FUN(__glewFramebufferTextureLayerNV)\n#define glTexImage3DNV GLEW_GET_FUN(__glewTexImage3DNV)\n#define glTexSubImage3DNV GLEW_GET_FUN(__glewTexSubImage3DNV)\n\n#define GLEW_NV_texture_array GLEW_GET_VAR(__GLEW_NV_texture_array)\n\n#endif /* GL_NV_texture_array */\n\n/* ------------------------- GL_NV_texture_barrier ------------------------- */\n\n#ifndef GL_NV_texture_barrier\n#define GL_NV_texture_barrier 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERNVPROC) (void);\n\n#define glTextureBarrierNV GLEW_GET_FUN(__glewTextureBarrierNV)\n\n#define GLEW_NV_texture_barrier GLEW_GET_VAR(__GLEW_NV_texture_barrier)\n\n#endif /* GL_NV_texture_barrier */\n\n/* ----------------------- GL_NV_texture_border_clamp ---------------------- */\n\n#ifndef GL_NV_texture_border_clamp\n#define GL_NV_texture_border_clamp 1\n\n#define GL_TEXTURE_BORDER_COLOR_NV 0x1004\n#define GL_CLAMP_TO_BORDER_NV 0x812D\n\n#define GLEW_NV_texture_border_clamp GLEW_GET_VAR(__GLEW_NV_texture_border_clamp)\n\n#endif /* GL_NV_texture_border_clamp */\n\n/* --------------------- GL_NV_texture_compression_latc -------------------- */\n\n#ifndef GL_NV_texture_compression_latc\n#define GL_NV_texture_compression_latc 1\n\n#define GL_COMPRESSED_LUMINANCE_LATC1_NV 0x8C70\n#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV 0x8C71\n#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV 0x8C72\n#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV 0x8C73\n\n#define GLEW_NV_texture_compression_latc GLEW_GET_VAR(__GLEW_NV_texture_compression_latc)\n\n#endif /* GL_NV_texture_compression_latc */\n\n/* --------------------- GL_NV_texture_compression_s3tc -------------------- */\n\n#ifndef GL_NV_texture_compression_s3tc\n#define GL_NV_texture_compression_s3tc 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_NV 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_NV 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_NV 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_NV 0x83F3\n\n#define GLEW_NV_texture_compression_s3tc GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc)\n\n#endif /* GL_NV_texture_compression_s3tc */\n\n/* ----------------- GL_NV_texture_compression_s3tc_update ----------------- */\n\n#ifndef GL_NV_texture_compression_s3tc_update\n#define GL_NV_texture_compression_s3tc_update 1\n\n#define GLEW_NV_texture_compression_s3tc_update GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc_update)\n\n#endif /* GL_NV_texture_compression_s3tc_update */\n\n/* --------------------- GL_NV_texture_compression_vtc --------------------- */\n\n#ifndef GL_NV_texture_compression_vtc\n#define GL_NV_texture_compression_vtc 1\n\n#define GLEW_NV_texture_compression_vtc GLEW_GET_VAR(__GLEW_NV_texture_compression_vtc)\n\n#endif /* GL_NV_texture_compression_vtc */\n\n/* ----------------------- GL_NV_texture_env_combine4 ---------------------- */\n\n#ifndef GL_NV_texture_env_combine4\n#define GL_NV_texture_env_combine4 1\n\n#define GL_COMBINE4_NV 0x8503\n#define GL_SOURCE3_RGB_NV 0x8583\n#define GL_SOURCE3_ALPHA_NV 0x858B\n#define GL_OPERAND3_RGB_NV 0x8593\n#define GL_OPERAND3_ALPHA_NV 0x859B\n\n#define GLEW_NV_texture_env_combine4 GLEW_GET_VAR(__GLEW_NV_texture_env_combine4)\n\n#endif /* GL_NV_texture_env_combine4 */\n\n/* ---------------------- GL_NV_texture_expand_normal ---------------------- */\n\n#ifndef GL_NV_texture_expand_normal\n#define GL_NV_texture_expand_normal 1\n\n#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F\n\n#define GLEW_NV_texture_expand_normal GLEW_GET_VAR(__GLEW_NV_texture_expand_normal)\n\n#endif /* GL_NV_texture_expand_normal */\n\n/* ----------------------- GL_NV_texture_multisample ----------------------- */\n\n#ifndef GL_NV_texture_multisample\n#define GL_NV_texture_multisample 1\n\n#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045\n#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046\n\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);\n\n#define glTexImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage2DMultisampleCoverageNV)\n#define glTexImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage3DMultisampleCoverageNV)\n#define glTextureImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage2DMultisampleCoverageNV)\n#define glTextureImage2DMultisampleNV GLEW_GET_FUN(__glewTextureImage2DMultisampleNV)\n#define glTextureImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage3DMultisampleCoverageNV)\n#define glTextureImage3DMultisampleNV GLEW_GET_FUN(__glewTextureImage3DMultisampleNV)\n\n#define GLEW_NV_texture_multisample GLEW_GET_VAR(__GLEW_NV_texture_multisample)\n\n#endif /* GL_NV_texture_multisample */\n\n/* ---------------------- GL_NV_texture_npot_2D_mipmap --------------------- */\n\n#ifndef GL_NV_texture_npot_2D_mipmap\n#define GL_NV_texture_npot_2D_mipmap 1\n\n#define GLEW_NV_texture_npot_2D_mipmap GLEW_GET_VAR(__GLEW_NV_texture_npot_2D_mipmap)\n\n#endif /* GL_NV_texture_npot_2D_mipmap */\n\n/* ------------------------ GL_NV_texture_rectangle ------------------------ */\n\n#ifndef GL_NV_texture_rectangle\n#define GL_NV_texture_rectangle 1\n\n#define GL_TEXTURE_RECTANGLE_NV 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8\n\n#define GLEW_NV_texture_rectangle GLEW_GET_VAR(__GLEW_NV_texture_rectangle)\n\n#endif /* GL_NV_texture_rectangle */\n\n/* ------------------- GL_NV_texture_rectangle_compressed ------------------ */\n\n#ifndef GL_NV_texture_rectangle_compressed\n#define GL_NV_texture_rectangle_compressed 1\n\n#define GLEW_NV_texture_rectangle_compressed GLEW_GET_VAR(__GLEW_NV_texture_rectangle_compressed)\n\n#endif /* GL_NV_texture_rectangle_compressed */\n\n/* -------------------------- GL_NV_texture_shader ------------------------- */\n\n#ifndef GL_NV_texture_shader\n#define GL_NV_texture_shader 1\n\n#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C\n#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D\n#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E\n#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9\n#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA\n#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB\n#define GL_DSDT_MAG_INTENSITY_NV 0x86DC\n#define GL_SHADER_CONSISTENT_NV 0x86DD\n#define GL_TEXTURE_SHADER_NV 0x86DE\n#define GL_SHADER_OPERATION_NV 0x86DF\n#define GL_CULL_MODES_NV 0x86E0\n#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1\n#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1\n#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2\n#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2\n#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3\n#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3\n#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4\n#define GL_CONST_EYE_NV 0x86E5\n#define GL_PASS_THROUGH_NV 0x86E6\n#define GL_CULL_FRAGMENT_NV 0x86E7\n#define GL_OFFSET_TEXTURE_2D_NV 0x86E8\n#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9\n#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA\n#define GL_DOT_PRODUCT_NV 0x86EC\n#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED\n#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE\n#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0\n#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1\n#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2\n#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3\n#define GL_HILO_NV 0x86F4\n#define GL_DSDT_NV 0x86F5\n#define GL_DSDT_MAG_NV 0x86F6\n#define GL_DSDT_MAG_VIB_NV 0x86F7\n#define GL_HILO16_NV 0x86F8\n#define GL_SIGNED_HILO_NV 0x86F9\n#define GL_SIGNED_HILO16_NV 0x86FA\n#define GL_SIGNED_RGBA_NV 0x86FB\n#define GL_SIGNED_RGBA8_NV 0x86FC\n#define GL_SIGNED_RGB_NV 0x86FE\n#define GL_SIGNED_RGB8_NV 0x86FF\n#define GL_SIGNED_LUMINANCE_NV 0x8701\n#define GL_SIGNED_LUMINANCE8_NV 0x8702\n#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703\n#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704\n#define GL_SIGNED_ALPHA_NV 0x8705\n#define GL_SIGNED_ALPHA8_NV 0x8706\n#define GL_SIGNED_INTENSITY_NV 0x8707\n#define GL_SIGNED_INTENSITY8_NV 0x8708\n#define GL_DSDT8_NV 0x8709\n#define GL_DSDT8_MAG8_NV 0x870A\n#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B\n#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C\n#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D\n#define GL_HI_SCALE_NV 0x870E\n#define GL_LO_SCALE_NV 0x870F\n#define GL_DS_SCALE_NV 0x8710\n#define GL_DT_SCALE_NV 0x8711\n#define GL_MAGNITUDE_SCALE_NV 0x8712\n#define GL_VIBRANCE_SCALE_NV 0x8713\n#define GL_HI_BIAS_NV 0x8714\n#define GL_LO_BIAS_NV 0x8715\n#define GL_DS_BIAS_NV 0x8716\n#define GL_DT_BIAS_NV 0x8717\n#define GL_MAGNITUDE_BIAS_NV 0x8718\n#define GL_VIBRANCE_BIAS_NV 0x8719\n#define GL_TEXTURE_BORDER_VALUES_NV 0x871A\n#define GL_TEXTURE_HI_SIZE_NV 0x871B\n#define GL_TEXTURE_LO_SIZE_NV 0x871C\n#define GL_TEXTURE_DS_SIZE_NV 0x871D\n#define GL_TEXTURE_DT_SIZE_NV 0x871E\n#define GL_TEXTURE_MAG_SIZE_NV 0x871F\n\n#define GLEW_NV_texture_shader GLEW_GET_VAR(__GLEW_NV_texture_shader)\n\n#endif /* GL_NV_texture_shader */\n\n/* ------------------------- GL_NV_texture_shader2 ------------------------- */\n\n#ifndef GL_NV_texture_shader2\n#define GL_NV_texture_shader2 1\n\n#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA\n#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB\n#define GL_DSDT_MAG_INTENSITY_NV 0x86DC\n#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF\n#define GL_HILO_NV 0x86F4\n#define GL_DSDT_NV 0x86F5\n#define GL_DSDT_MAG_NV 0x86F6\n#define GL_DSDT_MAG_VIB_NV 0x86F7\n#define GL_HILO16_NV 0x86F8\n#define GL_SIGNED_HILO_NV 0x86F9\n#define GL_SIGNED_HILO16_NV 0x86FA\n#define GL_SIGNED_RGBA_NV 0x86FB\n#define GL_SIGNED_RGBA8_NV 0x86FC\n#define GL_SIGNED_RGB_NV 0x86FE\n#define GL_SIGNED_RGB8_NV 0x86FF\n#define GL_SIGNED_LUMINANCE_NV 0x8701\n#define GL_SIGNED_LUMINANCE8_NV 0x8702\n#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703\n#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704\n#define GL_SIGNED_ALPHA_NV 0x8705\n#define GL_SIGNED_ALPHA8_NV 0x8706\n#define GL_SIGNED_INTENSITY_NV 0x8707\n#define GL_SIGNED_INTENSITY8_NV 0x8708\n#define GL_DSDT8_NV 0x8709\n#define GL_DSDT8_MAG8_NV 0x870A\n#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B\n#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C\n#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D\n\n#define GLEW_NV_texture_shader2 GLEW_GET_VAR(__GLEW_NV_texture_shader2)\n\n#endif /* GL_NV_texture_shader2 */\n\n/* ------------------------- GL_NV_texture_shader3 ------------------------- */\n\n#ifndef GL_NV_texture_shader3\n#define GL_NV_texture_shader3 1\n\n#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850\n#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851\n#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852\n#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853\n#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854\n#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855\n#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856\n#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857\n#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858\n#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859\n#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A\n#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B\n#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C\n#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D\n#define GL_HILO8_NV 0x885E\n#define GL_SIGNED_HILO8_NV 0x885F\n#define GL_FORCE_BLUE_TO_ONE_NV 0x8860\n\n#define GLEW_NV_texture_shader3 GLEW_GET_VAR(__GLEW_NV_texture_shader3)\n\n#endif /* GL_NV_texture_shader3 */\n\n/* ------------------------ GL_NV_transform_feedback ----------------------- */\n\n#ifndef GL_NV_transform_feedback\n#define GL_NV_transform_feedback 1\n\n#define GL_BACK_PRIMARY_COLOR_NV 0x8C77\n#define GL_BACK_SECONDARY_COLOR_NV 0x8C78\n#define GL_TEXTURE_COORD_NV 0x8C79\n#define GL_CLIP_DISTANCE_NV 0x8C7A\n#define GL_VERTEX_ID_NV 0x8C7B\n#define GL_PRIMITIVE_ID_NV 0x8C7C\n#define GL_GENERIC_ATTRIB_NV 0x8C7D\n#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80\n#define GL_ACTIVE_VARYINGS_NV 0x8C81\n#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82\n#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83\n#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84\n#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85\n#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86\n#define GL_PRIMITIVES_GENERATED_NV 0x8C87\n#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88\n#define GL_RASTERIZER_DISCARD_NV 0x8C89\n#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B\n#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C\n#define GL_SEPARATE_ATTRIBS_NV 0x8C8D\n#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F\n\ntypedef void (GLAPIENTRY * PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location);\ntypedef GLint (GLAPIENTRY * PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode);\n\n#define glActiveVaryingNV GLEW_GET_FUN(__glewActiveVaryingNV)\n#define glBeginTransformFeedbackNV GLEW_GET_FUN(__glewBeginTransformFeedbackNV)\n#define glBindBufferBaseNV GLEW_GET_FUN(__glewBindBufferBaseNV)\n#define glBindBufferOffsetNV GLEW_GET_FUN(__glewBindBufferOffsetNV)\n#define glBindBufferRangeNV GLEW_GET_FUN(__glewBindBufferRangeNV)\n#define glEndTransformFeedbackNV GLEW_GET_FUN(__glewEndTransformFeedbackNV)\n#define glGetActiveVaryingNV GLEW_GET_FUN(__glewGetActiveVaryingNV)\n#define glGetTransformFeedbackVaryingNV GLEW_GET_FUN(__glewGetTransformFeedbackVaryingNV)\n#define glGetVaryingLocationNV GLEW_GET_FUN(__glewGetVaryingLocationNV)\n#define glTransformFeedbackAttribsNV GLEW_GET_FUN(__glewTransformFeedbackAttribsNV)\n#define glTransformFeedbackVaryingsNV GLEW_GET_FUN(__glewTransformFeedbackVaryingsNV)\n\n#define GLEW_NV_transform_feedback GLEW_GET_VAR(__GLEW_NV_transform_feedback)\n\n#endif /* GL_NV_transform_feedback */\n\n/* ----------------------- GL_NV_transform_feedback2 ----------------------- */\n\n#ifndef GL_NV_transform_feedback2\n#define GL_NV_transform_feedback2 1\n\n#define GL_TRANSFORM_FEEDBACK_NV 0x8E22\n#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23\n#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24\n#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25\n\ntypedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint* ids);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void);\n\n#define glBindTransformFeedbackNV GLEW_GET_FUN(__glewBindTransformFeedbackNV)\n#define glDeleteTransformFeedbacksNV GLEW_GET_FUN(__glewDeleteTransformFeedbacksNV)\n#define glDrawTransformFeedbackNV GLEW_GET_FUN(__glewDrawTransformFeedbackNV)\n#define glGenTransformFeedbacksNV GLEW_GET_FUN(__glewGenTransformFeedbacksNV)\n#define glIsTransformFeedbackNV GLEW_GET_FUN(__glewIsTransformFeedbackNV)\n#define glPauseTransformFeedbackNV GLEW_GET_FUN(__glewPauseTransformFeedbackNV)\n#define glResumeTransformFeedbackNV GLEW_GET_FUN(__glewResumeTransformFeedbackNV)\n\n#define GLEW_NV_transform_feedback2 GLEW_GET_VAR(__GLEW_NV_transform_feedback2)\n\n#endif /* GL_NV_transform_feedback2 */\n\n/* ------------------ GL_NV_uniform_buffer_unified_memory ------------------ */\n\n#ifndef GL_NV_uniform_buffer_unified_memory\n#define GL_NV_uniform_buffer_unified_memory 1\n\n#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E\n#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F\n#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370\n\n#define GLEW_NV_uniform_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_uniform_buffer_unified_memory)\n\n#endif /* GL_NV_uniform_buffer_unified_memory */\n\n/* -------------------------- GL_NV_vdpau_interop -------------------------- */\n\n#ifndef GL_NV_vdpau_interop\n#define GL_NV_vdpau_interop 1\n\n#define GL_SURFACE_STATE_NV 0x86EB\n#define GL_SURFACE_REGISTERED_NV 0x86FD\n#define GL_SURFACE_MAPPED_NV 0x8700\n#define GL_WRITE_DISCARD_NV 0x88BE\n\ntypedef GLintptr GLvdpauSurfaceNV;\n\ntypedef void (GLAPIENTRY * PFNGLVDPAUFININVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values);\ntypedef void (GLAPIENTRY * PFNGLVDPAUINITNVPROC) (const void* vdpDevice, const void*getProcAddress);\ntypedef void (GLAPIENTRY * PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface);\ntypedef void (GLAPIENTRY * PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV* surfaces);\ntypedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);\ntypedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);\ntypedef void (GLAPIENTRY * PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV* surfaces);\ntypedef void (GLAPIENTRY * PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface);\n\n#define glVDPAUFiniNV GLEW_GET_FUN(__glewVDPAUFiniNV)\n#define glVDPAUGetSurfaceivNV GLEW_GET_FUN(__glewVDPAUGetSurfaceivNV)\n#define glVDPAUInitNV GLEW_GET_FUN(__glewVDPAUInitNV)\n#define glVDPAUIsSurfaceNV GLEW_GET_FUN(__glewVDPAUIsSurfaceNV)\n#define glVDPAUMapSurfacesNV GLEW_GET_FUN(__glewVDPAUMapSurfacesNV)\n#define glVDPAURegisterOutputSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterOutputSurfaceNV)\n#define glVDPAURegisterVideoSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterVideoSurfaceNV)\n#define glVDPAUSurfaceAccessNV GLEW_GET_FUN(__glewVDPAUSurfaceAccessNV)\n#define glVDPAUUnmapSurfacesNV GLEW_GET_FUN(__glewVDPAUUnmapSurfacesNV)\n#define glVDPAUUnregisterSurfaceNV GLEW_GET_FUN(__glewVDPAUUnregisterSurfaceNV)\n\n#define GLEW_NV_vdpau_interop GLEW_GET_VAR(__GLEW_NV_vdpau_interop)\n\n#endif /* GL_NV_vdpau_interop */\n\n/* ------------------------ GL_NV_vertex_array_range ----------------------- */\n\n#ifndef GL_NV_vertex_array_range\n#define GL_NV_vertex_array_range 1\n\n#define GL_VERTEX_ARRAY_RANGE_NV 0x851D\n#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E\n#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F\n#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520\n#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, void *pointer);\n\n#define glFlushVertexArrayRangeNV GLEW_GET_FUN(__glewFlushVertexArrayRangeNV)\n#define glVertexArrayRangeNV GLEW_GET_FUN(__glewVertexArrayRangeNV)\n\n#define GLEW_NV_vertex_array_range GLEW_GET_VAR(__GLEW_NV_vertex_array_range)\n\n#endif /* GL_NV_vertex_array_range */\n\n/* ----------------------- GL_NV_vertex_array_range2 ----------------------- */\n\n#ifndef GL_NV_vertex_array_range2\n#define GL_NV_vertex_array_range2 1\n\n#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533\n\n#define GLEW_NV_vertex_array_range2 GLEW_GET_VAR(__GLEW_NV_vertex_array_range2)\n\n#endif /* GL_NV_vertex_array_range2 */\n\n/* ------------------- GL_NV_vertex_attrib_integer_64bit ------------------- */\n\n#ifndef GL_NV_vertex_attrib_integer_64bit\n#define GL_NV_vertex_attrib_integer_64bit 1\n\n#define GL_INT64_NV 0x140E\n#define GL_UNSIGNED_INT64_NV 0x140F\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);\n\n#define glGetVertexAttribLi64vNV GLEW_GET_FUN(__glewGetVertexAttribLi64vNV)\n#define glGetVertexAttribLui64vNV GLEW_GET_FUN(__glewGetVertexAttribLui64vNV)\n#define glVertexAttribL1i64NV GLEW_GET_FUN(__glewVertexAttribL1i64NV)\n#define glVertexAttribL1i64vNV GLEW_GET_FUN(__glewVertexAttribL1i64vNV)\n#define glVertexAttribL1ui64NV GLEW_GET_FUN(__glewVertexAttribL1ui64NV)\n#define glVertexAttribL1ui64vNV GLEW_GET_FUN(__glewVertexAttribL1ui64vNV)\n#define glVertexAttribL2i64NV GLEW_GET_FUN(__glewVertexAttribL2i64NV)\n#define glVertexAttribL2i64vNV GLEW_GET_FUN(__glewVertexAttribL2i64vNV)\n#define glVertexAttribL2ui64NV GLEW_GET_FUN(__glewVertexAttribL2ui64NV)\n#define glVertexAttribL2ui64vNV GLEW_GET_FUN(__glewVertexAttribL2ui64vNV)\n#define glVertexAttribL3i64NV GLEW_GET_FUN(__glewVertexAttribL3i64NV)\n#define glVertexAttribL3i64vNV GLEW_GET_FUN(__glewVertexAttribL3i64vNV)\n#define glVertexAttribL3ui64NV GLEW_GET_FUN(__glewVertexAttribL3ui64NV)\n#define glVertexAttribL3ui64vNV GLEW_GET_FUN(__glewVertexAttribL3ui64vNV)\n#define glVertexAttribL4i64NV GLEW_GET_FUN(__glewVertexAttribL4i64NV)\n#define glVertexAttribL4i64vNV GLEW_GET_FUN(__glewVertexAttribL4i64vNV)\n#define glVertexAttribL4ui64NV GLEW_GET_FUN(__glewVertexAttribL4ui64NV)\n#define glVertexAttribL4ui64vNV GLEW_GET_FUN(__glewVertexAttribL4ui64vNV)\n#define glVertexAttribLFormatNV GLEW_GET_FUN(__glewVertexAttribLFormatNV)\n\n#define GLEW_NV_vertex_attrib_integer_64bit GLEW_GET_VAR(__GLEW_NV_vertex_attrib_integer_64bit)\n\n#endif /* GL_NV_vertex_attrib_integer_64bit */\n\n/* ------------------- GL_NV_vertex_buffer_unified_memory ------------------ */\n\n#ifndef GL_NV_vertex_buffer_unified_memory\n#define GL_NV_vertex_buffer_unified_memory 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E\n#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F\n#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20\n#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21\n#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22\n#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23\n#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24\n#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25\n#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26\n#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27\n#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28\n#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29\n#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A\n#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B\n#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C\n#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D\n#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E\n#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F\n#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30\n#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31\n#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32\n#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33\n#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40\n#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41\n#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT result[]);\ntypedef void (GLAPIENTRY * PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\n\n#define glBufferAddressRangeNV GLEW_GET_FUN(__glewBufferAddressRangeNV)\n#define glColorFormatNV GLEW_GET_FUN(__glewColorFormatNV)\n#define glEdgeFlagFormatNV GLEW_GET_FUN(__glewEdgeFlagFormatNV)\n#define glFogCoordFormatNV GLEW_GET_FUN(__glewFogCoordFormatNV)\n#define glGetIntegerui64i_vNV GLEW_GET_FUN(__glewGetIntegerui64i_vNV)\n#define glIndexFormatNV GLEW_GET_FUN(__glewIndexFormatNV)\n#define glNormalFormatNV GLEW_GET_FUN(__glewNormalFormatNV)\n#define glSecondaryColorFormatNV GLEW_GET_FUN(__glewSecondaryColorFormatNV)\n#define glTexCoordFormatNV GLEW_GET_FUN(__glewTexCoordFormatNV)\n#define glVertexAttribFormatNV GLEW_GET_FUN(__glewVertexAttribFormatNV)\n#define glVertexAttribIFormatNV GLEW_GET_FUN(__glewVertexAttribIFormatNV)\n#define glVertexFormatNV GLEW_GET_FUN(__glewVertexFormatNV)\n\n#define GLEW_NV_vertex_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_vertex_buffer_unified_memory)\n\n#endif /* GL_NV_vertex_buffer_unified_memory */\n\n/* -------------------------- GL_NV_vertex_program ------------------------- */\n\n#ifndef GL_NV_vertex_program\n#define GL_NV_vertex_program 1\n\n#define GL_VERTEX_PROGRAM_NV 0x8620\n#define GL_VERTEX_STATE_PROGRAM_NV 0x8621\n#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623\n#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624\n#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625\n#define GL_CURRENT_ATTRIB_NV 0x8626\n#define GL_PROGRAM_LENGTH_NV 0x8627\n#define GL_PROGRAM_STRING_NV 0x8628\n#define GL_MODELVIEW_PROJECTION_NV 0x8629\n#define GL_IDENTITY_NV 0x862A\n#define GL_INVERSE_NV 0x862B\n#define GL_TRANSPOSE_NV 0x862C\n#define GL_INVERSE_TRANSPOSE_NV 0x862D\n#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E\n#define GL_MAX_TRACK_MATRICES_NV 0x862F\n#define GL_MATRIX0_NV 0x8630\n#define GL_MATRIX1_NV 0x8631\n#define GL_MATRIX2_NV 0x8632\n#define GL_MATRIX3_NV 0x8633\n#define GL_MATRIX4_NV 0x8634\n#define GL_MATRIX5_NV 0x8635\n#define GL_MATRIX6_NV 0x8636\n#define GL_MATRIX7_NV 0x8637\n#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640\n#define GL_CURRENT_MATRIX_NV 0x8641\n#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642\n#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643\n#define GL_PROGRAM_PARAMETER_NV 0x8644\n#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645\n#define GL_PROGRAM_TARGET_NV 0x8646\n#define GL_PROGRAM_RESIDENT_NV 0x8647\n#define GL_TRACK_MATRIX_NV 0x8648\n#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649\n#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A\n#define GL_PROGRAM_ERROR_POSITION_NV 0x864B\n#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650\n#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651\n#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652\n#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653\n#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654\n#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655\n#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656\n#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657\n#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658\n#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659\n#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A\n#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B\n#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C\n#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D\n#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E\n#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F\n#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660\n#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661\n#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662\n#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663\n#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664\n#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665\n#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666\n#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667\n#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668\n#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669\n#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A\n#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B\n#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C\n#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D\n#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E\n#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F\n#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670\n#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671\n#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672\n#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673\n#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674\n#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675\n#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676\n#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677\n#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678\n#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679\n#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A\n#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B\n#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C\n#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D\n#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E\n#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F\n\ntypedef GLboolean (GLAPIENTRY * PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint* ids, GLboolean *residences);\ntypedef void (GLAPIENTRY * PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte* program);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void** pointer);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMNVPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte* program);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei n, const GLubyte* v);\n\n#define glAreProgramsResidentNV GLEW_GET_FUN(__glewAreProgramsResidentNV)\n#define glBindProgramNV GLEW_GET_FUN(__glewBindProgramNV)\n#define glDeleteProgramsNV GLEW_GET_FUN(__glewDeleteProgramsNV)\n#define glExecuteProgramNV GLEW_GET_FUN(__glewExecuteProgramNV)\n#define glGenProgramsNV GLEW_GET_FUN(__glewGenProgramsNV)\n#define glGetProgramParameterdvNV GLEW_GET_FUN(__glewGetProgramParameterdvNV)\n#define glGetProgramParameterfvNV GLEW_GET_FUN(__glewGetProgramParameterfvNV)\n#define glGetProgramStringNV GLEW_GET_FUN(__glewGetProgramStringNV)\n#define glGetProgramivNV GLEW_GET_FUN(__glewGetProgramivNV)\n#define glGetTrackMatrixivNV GLEW_GET_FUN(__glewGetTrackMatrixivNV)\n#define glGetVertexAttribPointervNV GLEW_GET_FUN(__glewGetVertexAttribPointervNV)\n#define glGetVertexAttribdvNV GLEW_GET_FUN(__glewGetVertexAttribdvNV)\n#define glGetVertexAttribfvNV GLEW_GET_FUN(__glewGetVertexAttribfvNV)\n#define glGetVertexAttribivNV GLEW_GET_FUN(__glewGetVertexAttribivNV)\n#define glIsProgramNV GLEW_GET_FUN(__glewIsProgramNV)\n#define glLoadProgramNV GLEW_GET_FUN(__glewLoadProgramNV)\n#define glProgramParameter4dNV GLEW_GET_FUN(__glewProgramParameter4dNV)\n#define glProgramParameter4dvNV GLEW_GET_FUN(__glewProgramParameter4dvNV)\n#define glProgramParameter4fNV GLEW_GET_FUN(__glewProgramParameter4fNV)\n#define glProgramParameter4fvNV GLEW_GET_FUN(__glewProgramParameter4fvNV)\n#define glProgramParameters4dvNV GLEW_GET_FUN(__glewProgramParameters4dvNV)\n#define glProgramParameters4fvNV GLEW_GET_FUN(__glewProgramParameters4fvNV)\n#define glRequestResidentProgramsNV GLEW_GET_FUN(__glewRequestResidentProgramsNV)\n#define glTrackMatrixNV GLEW_GET_FUN(__glewTrackMatrixNV)\n#define glVertexAttrib1dNV GLEW_GET_FUN(__glewVertexAttrib1dNV)\n#define glVertexAttrib1dvNV GLEW_GET_FUN(__glewVertexAttrib1dvNV)\n#define glVertexAttrib1fNV GLEW_GET_FUN(__glewVertexAttrib1fNV)\n#define glVertexAttrib1fvNV GLEW_GET_FUN(__glewVertexAttrib1fvNV)\n#define glVertexAttrib1sNV GLEW_GET_FUN(__glewVertexAttrib1sNV)\n#define glVertexAttrib1svNV GLEW_GET_FUN(__glewVertexAttrib1svNV)\n#define glVertexAttrib2dNV GLEW_GET_FUN(__glewVertexAttrib2dNV)\n#define glVertexAttrib2dvNV GLEW_GET_FUN(__glewVertexAttrib2dvNV)\n#define glVertexAttrib2fNV GLEW_GET_FUN(__glewVertexAttrib2fNV)\n#define glVertexAttrib2fvNV GLEW_GET_FUN(__glewVertexAttrib2fvNV)\n#define glVertexAttrib2sNV GLEW_GET_FUN(__glewVertexAttrib2sNV)\n#define glVertexAttrib2svNV GLEW_GET_FUN(__glewVertexAttrib2svNV)\n#define glVertexAttrib3dNV GLEW_GET_FUN(__glewVertexAttrib3dNV)\n#define glVertexAttrib3dvNV GLEW_GET_FUN(__glewVertexAttrib3dvNV)\n#define glVertexAttrib3fNV GLEW_GET_FUN(__glewVertexAttrib3fNV)\n#define glVertexAttrib3fvNV GLEW_GET_FUN(__glewVertexAttrib3fvNV)\n#define glVertexAttrib3sNV GLEW_GET_FUN(__glewVertexAttrib3sNV)\n#define glVertexAttrib3svNV GLEW_GET_FUN(__glewVertexAttrib3svNV)\n#define glVertexAttrib4dNV GLEW_GET_FUN(__glewVertexAttrib4dNV)\n#define glVertexAttrib4dvNV GLEW_GET_FUN(__glewVertexAttrib4dvNV)\n#define glVertexAttrib4fNV GLEW_GET_FUN(__glewVertexAttrib4fNV)\n#define glVertexAttrib4fvNV GLEW_GET_FUN(__glewVertexAttrib4fvNV)\n#define glVertexAttrib4sNV GLEW_GET_FUN(__glewVertexAttrib4sNV)\n#define glVertexAttrib4svNV GLEW_GET_FUN(__glewVertexAttrib4svNV)\n#define glVertexAttrib4ubNV GLEW_GET_FUN(__glewVertexAttrib4ubNV)\n#define glVertexAttrib4ubvNV GLEW_GET_FUN(__glewVertexAttrib4ubvNV)\n#define glVertexAttribPointerNV GLEW_GET_FUN(__glewVertexAttribPointerNV)\n#define glVertexAttribs1dvNV GLEW_GET_FUN(__glewVertexAttribs1dvNV)\n#define glVertexAttribs1fvNV GLEW_GET_FUN(__glewVertexAttribs1fvNV)\n#define glVertexAttribs1svNV GLEW_GET_FUN(__glewVertexAttribs1svNV)\n#define glVertexAttribs2dvNV GLEW_GET_FUN(__glewVertexAttribs2dvNV)\n#define glVertexAttribs2fvNV GLEW_GET_FUN(__glewVertexAttribs2fvNV)\n#define glVertexAttribs2svNV GLEW_GET_FUN(__glewVertexAttribs2svNV)\n#define glVertexAttribs3dvNV GLEW_GET_FUN(__glewVertexAttribs3dvNV)\n#define glVertexAttribs3fvNV GLEW_GET_FUN(__glewVertexAttribs3fvNV)\n#define glVertexAttribs3svNV GLEW_GET_FUN(__glewVertexAttribs3svNV)\n#define glVertexAttribs4dvNV GLEW_GET_FUN(__glewVertexAttribs4dvNV)\n#define glVertexAttribs4fvNV GLEW_GET_FUN(__glewVertexAttribs4fvNV)\n#define glVertexAttribs4svNV GLEW_GET_FUN(__glewVertexAttribs4svNV)\n#define glVertexAttribs4ubvNV GLEW_GET_FUN(__glewVertexAttribs4ubvNV)\n\n#define GLEW_NV_vertex_program GLEW_GET_VAR(__GLEW_NV_vertex_program)\n\n#endif /* GL_NV_vertex_program */\n\n/* ------------------------ GL_NV_vertex_program1_1 ------------------------ */\n\n#ifndef GL_NV_vertex_program1_1\n#define GL_NV_vertex_program1_1 1\n\n#define GLEW_NV_vertex_program1_1 GLEW_GET_VAR(__GLEW_NV_vertex_program1_1)\n\n#endif /* GL_NV_vertex_program1_1 */\n\n/* ------------------------- GL_NV_vertex_program2 ------------------------- */\n\n#ifndef GL_NV_vertex_program2\n#define GL_NV_vertex_program2 1\n\n#define GLEW_NV_vertex_program2 GLEW_GET_VAR(__GLEW_NV_vertex_program2)\n\n#endif /* GL_NV_vertex_program2 */\n\n/* ---------------------- GL_NV_vertex_program2_option --------------------- */\n\n#ifndef GL_NV_vertex_program2_option\n#define GL_NV_vertex_program2_option 1\n\n#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4\n#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5\n\n#define GLEW_NV_vertex_program2_option GLEW_GET_VAR(__GLEW_NV_vertex_program2_option)\n\n#endif /* GL_NV_vertex_program2_option */\n\n/* ------------------------- GL_NV_vertex_program3 ------------------------- */\n\n#ifndef GL_NV_vertex_program3\n#define GL_NV_vertex_program3 1\n\n#define MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C\n\n#define GLEW_NV_vertex_program3 GLEW_GET_VAR(__GLEW_NV_vertex_program3)\n\n#endif /* GL_NV_vertex_program3 */\n\n/* ------------------------- GL_NV_vertex_program4 ------------------------- */\n\n#ifndef GL_NV_vertex_program4\n#define GL_NV_vertex_program4 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD\n\n#define GLEW_NV_vertex_program4 GLEW_GET_VAR(__GLEW_NV_vertex_program4)\n\n#endif /* GL_NV_vertex_program4 */\n\n/* -------------------------- GL_NV_video_capture -------------------------- */\n\n#ifndef GL_NV_video_capture\n#define GL_NV_video_capture 1\n\n#define GL_VIDEO_BUFFER_NV 0x9020\n#define GL_VIDEO_BUFFER_BINDING_NV 0x9021\n#define GL_FIELD_UPPER_NV 0x9022\n#define GL_FIELD_LOWER_NV 0x9023\n#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024\n#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025\n#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026\n#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027\n#define GL_VIDEO_BUFFER_PITCH_NV 0x9028\n#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029\n#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A\n#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B\n#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C\n#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D\n#define GL_PARTIAL_SUCCESS_NV 0x902E\n#define GL_SUCCESS_NV 0x902F\n#define GL_FAILURE_NV 0x9030\n#define GL_YCBYCR8_422_NV 0x9031\n#define GL_YCBAYCR8A_4224_NV 0x9032\n#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033\n#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034\n#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035\n#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036\n#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037\n#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038\n#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039\n#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A\n#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B\n#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C\n\ntypedef void (GLAPIENTRY * PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot);\ntypedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset);\ntypedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint* params);\ntypedef GLenum (GLAPIENTRY * PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint* sequence_num, GLuint64EXT *capture_time);\ntypedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint* params);\n\n#define glBeginVideoCaptureNV GLEW_GET_FUN(__glewBeginVideoCaptureNV)\n#define glBindVideoCaptureStreamBufferNV GLEW_GET_FUN(__glewBindVideoCaptureStreamBufferNV)\n#define glBindVideoCaptureStreamTextureNV GLEW_GET_FUN(__glewBindVideoCaptureStreamTextureNV)\n#define glEndVideoCaptureNV GLEW_GET_FUN(__glewEndVideoCaptureNV)\n#define glGetVideoCaptureStreamdvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamdvNV)\n#define glGetVideoCaptureStreamfvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamfvNV)\n#define glGetVideoCaptureStreamivNV GLEW_GET_FUN(__glewGetVideoCaptureStreamivNV)\n#define glGetVideoCaptureivNV GLEW_GET_FUN(__glewGetVideoCaptureivNV)\n#define glVideoCaptureNV GLEW_GET_FUN(__glewVideoCaptureNV)\n#define glVideoCaptureStreamParameterdvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterdvNV)\n#define glVideoCaptureStreamParameterfvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterfvNV)\n#define glVideoCaptureStreamParameterivNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterivNV)\n\n#define GLEW_NV_video_capture GLEW_GET_VAR(__GLEW_NV_video_capture)\n\n#endif /* GL_NV_video_capture */\n\n/* -------------------------- GL_NV_viewport_array ------------------------- */\n\n#ifndef GL_NV_viewport_array\n#define GL_NV_viewport_array 1\n\n#define GL_DEPTH_RANGE 0x0B70\n#define GL_VIEWPORT 0x0BA2\n#define GL_SCISSOR_BOX 0x0C10\n#define GL_SCISSOR_TEST 0x0C11\n#define GL_MAX_VIEWPORTS_NV 0x825B\n#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C\n#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D\n#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F\n\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat * v);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f);\ntypedef void (GLAPIENTRY * PFNGLDISABLEINVPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEINVPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat* data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINVPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat * v);\n\n#define glDepthRangeArrayfvNV GLEW_GET_FUN(__glewDepthRangeArrayfvNV)\n#define glDepthRangeIndexedfNV GLEW_GET_FUN(__glewDepthRangeIndexedfNV)\n#define glDisableiNV GLEW_GET_FUN(__glewDisableiNV)\n#define glEnableiNV GLEW_GET_FUN(__glewEnableiNV)\n#define glGetFloati_vNV GLEW_GET_FUN(__glewGetFloati_vNV)\n#define glIsEnablediNV GLEW_GET_FUN(__glewIsEnablediNV)\n#define glScissorArrayvNV GLEW_GET_FUN(__glewScissorArrayvNV)\n#define glScissorIndexedNV GLEW_GET_FUN(__glewScissorIndexedNV)\n#define glScissorIndexedvNV GLEW_GET_FUN(__glewScissorIndexedvNV)\n#define glViewportArrayvNV GLEW_GET_FUN(__glewViewportArrayvNV)\n#define glViewportIndexedfNV GLEW_GET_FUN(__glewViewportIndexedfNV)\n#define glViewportIndexedfvNV GLEW_GET_FUN(__glewViewportIndexedfvNV)\n\n#define GLEW_NV_viewport_array GLEW_GET_VAR(__GLEW_NV_viewport_array)\n\n#endif /* GL_NV_viewport_array */\n\n/* ------------------------- GL_NV_viewport_array2 ------------------------- */\n\n#ifndef GL_NV_viewport_array2\n#define GL_NV_viewport_array2 1\n\n#define GLEW_NV_viewport_array2 GLEW_GET_VAR(__GLEW_NV_viewport_array2)\n\n#endif /* GL_NV_viewport_array2 */\n\n/* ------------------------- GL_NV_viewport_swizzle ------------------------ */\n\n#ifndef GL_NV_viewport_swizzle\n#define GL_NV_viewport_swizzle 1\n\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357\n#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358\n#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359\n#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A\n#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B\n\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew);\n\n#define glViewportSwizzleNV GLEW_GET_FUN(__glewViewportSwizzleNV)\n\n#define GLEW_NV_viewport_swizzle GLEW_GET_VAR(__GLEW_NV_viewport_swizzle)\n\n#endif /* GL_NV_viewport_swizzle */\n\n/* ------------------------ GL_OES_byte_coordinates ------------------------ */\n\n#ifndef GL_OES_byte_coordinates\n#define GL_OES_byte_coordinates 1\n\n#define GLEW_OES_byte_coordinates GLEW_GET_VAR(__GLEW_OES_byte_coordinates)\n\n#endif /* GL_OES_byte_coordinates */\n\n/* ---------------------------- GL_OML_interlace --------------------------- */\n\n#ifndef GL_OML_interlace\n#define GL_OML_interlace 1\n\n#define GL_INTERLACE_OML 0x8980\n#define GL_INTERLACE_READ_OML 0x8981\n\n#define GLEW_OML_interlace GLEW_GET_VAR(__GLEW_OML_interlace)\n\n#endif /* GL_OML_interlace */\n\n/* ---------------------------- GL_OML_resample ---------------------------- */\n\n#ifndef GL_OML_resample\n#define GL_OML_resample 1\n\n#define GL_PACK_RESAMPLE_OML 0x8984\n#define GL_UNPACK_RESAMPLE_OML 0x8985\n#define GL_RESAMPLE_REPLICATE_OML 0x8986\n#define GL_RESAMPLE_ZERO_FILL_OML 0x8987\n#define GL_RESAMPLE_AVERAGE_OML 0x8988\n#define GL_RESAMPLE_DECIMATE_OML 0x8989\n\n#define GLEW_OML_resample GLEW_GET_VAR(__GLEW_OML_resample)\n\n#endif /* GL_OML_resample */\n\n/* ---------------------------- GL_OML_subsample --------------------------- */\n\n#ifndef GL_OML_subsample\n#define GL_OML_subsample 1\n\n#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982\n#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983\n\n#define GLEW_OML_subsample GLEW_GET_VAR(__GLEW_OML_subsample)\n\n#endif /* GL_OML_subsample */\n\n/* ---------------------------- GL_OVR_multiview --------------------------- */\n\n#ifndef GL_OVR_multiview\n#define GL_OVR_multiview 1\n\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630\n#define GL_MAX_VIEWS_OVR 0x9631\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632\n#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews);\n\n#define glFramebufferTextureMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultiviewOVR)\n\n#define GLEW_OVR_multiview GLEW_GET_VAR(__GLEW_OVR_multiview)\n\n#endif /* GL_OVR_multiview */\n\n/* --------------------------- GL_OVR_multiview2 --------------------------- */\n\n#ifndef GL_OVR_multiview2\n#define GL_OVR_multiview2 1\n\n#define GLEW_OVR_multiview2 GLEW_GET_VAR(__GLEW_OVR_multiview2)\n\n#endif /* GL_OVR_multiview2 */\n\n/* ------------ GL_OVR_multiview_multisampled_render_to_texture ------------ */\n\n#ifndef GL_OVR_multiview_multisampled_render_to_texture\n#define GL_OVR_multiview_multisampled_render_to_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews);\n\n#define glFramebufferTextureMultisampleMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultisampleMultiviewOVR)\n\n#define GLEW_OVR_multiview_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_OVR_multiview_multisampled_render_to_texture)\n\n#endif /* GL_OVR_multiview_multisampled_render_to_texture */\n\n/* --------------------------- GL_PGI_misc_hints --------------------------- */\n\n#ifndef GL_PGI_misc_hints\n#define GL_PGI_misc_hints 1\n\n#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 107000\n#define GL_CONSERVE_MEMORY_HINT_PGI 107005\n#define GL_RECLAIM_MEMORY_HINT_PGI 107006\n#define GL_NATIVE_GRAPHICS_HANDLE_PGI 107010\n#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 107011\n#define GL_NATIVE_GRAPHICS_END_HINT_PGI 107012\n#define GL_ALWAYS_FAST_HINT_PGI 107020\n#define GL_ALWAYS_SOFT_HINT_PGI 107021\n#define GL_ALLOW_DRAW_OBJ_HINT_PGI 107022\n#define GL_ALLOW_DRAW_WIN_HINT_PGI 107023\n#define GL_ALLOW_DRAW_FRG_HINT_PGI 107024\n#define GL_ALLOW_DRAW_MEM_HINT_PGI 107025\n#define GL_STRICT_DEPTHFUNC_HINT_PGI 107030\n#define GL_STRICT_LIGHTING_HINT_PGI 107031\n#define GL_STRICT_SCISSOR_HINT_PGI 107032\n#define GL_FULL_STIPPLE_HINT_PGI 107033\n#define GL_CLIP_NEAR_HINT_PGI 107040\n#define GL_CLIP_FAR_HINT_PGI 107041\n#define GL_WIDE_LINE_HINT_PGI 107042\n#define GL_BACK_NORMALS_HINT_PGI 107043\n\n#define GLEW_PGI_misc_hints GLEW_GET_VAR(__GLEW_PGI_misc_hints)\n\n#endif /* GL_PGI_misc_hints */\n\n/* -------------------------- GL_PGI_vertex_hints -------------------------- */\n\n#ifndef GL_PGI_vertex_hints\n#define GL_PGI_vertex_hints 1\n\n#define GL_VERTEX23_BIT_PGI 0x00000004\n#define GL_VERTEX4_BIT_PGI 0x00000008\n#define GL_COLOR3_BIT_PGI 0x00010000\n#define GL_COLOR4_BIT_PGI 0x00020000\n#define GL_EDGEFLAG_BIT_PGI 0x00040000\n#define GL_INDEX_BIT_PGI 0x00080000\n#define GL_MAT_AMBIENT_BIT_PGI 0x00100000\n#define GL_VERTEX_DATA_HINT_PGI 107050\n#define GL_VERTEX_CONSISTENT_HINT_PGI 107051\n#define GL_MATERIAL_SIDE_HINT_PGI 107052\n#define GL_MAX_VERTEX_HINT_PGI 107053\n#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000\n#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000\n#define GL_MAT_EMISSION_BIT_PGI 0x00800000\n#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000\n#define GL_MAT_SHININESS_BIT_PGI 0x02000000\n#define GL_MAT_SPECULAR_BIT_PGI 0x04000000\n#define GL_NORMAL_BIT_PGI 0x08000000\n#define GL_TEXCOORD1_BIT_PGI 0x10000000\n#define GL_TEXCOORD2_BIT_PGI 0x20000000\n#define GL_TEXCOORD3_BIT_PGI 0x40000000\n#define GL_TEXCOORD4_BIT_PGI 0x80000000\n\n#define GLEW_PGI_vertex_hints GLEW_GET_VAR(__GLEW_PGI_vertex_hints)\n\n#endif /* GL_PGI_vertex_hints */\n\n/* --------------------------- GL_QCOM_alpha_test -------------------------- */\n\n#ifndef GL_QCOM_alpha_test\n#define GL_QCOM_alpha_test 1\n\n#define GL_ALPHA_TEST_QCOM 0x0BC0\n#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1\n#define GL_ALPHA_TEST_REF_QCOM 0x0BC2\n\ntypedef void (GLAPIENTRY * PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref);\n\n#define glAlphaFuncQCOM GLEW_GET_FUN(__glewAlphaFuncQCOM)\n\n#define GLEW_QCOM_alpha_test GLEW_GET_VAR(__GLEW_QCOM_alpha_test)\n\n#endif /* GL_QCOM_alpha_test */\n\n/* ------------------------ GL_QCOM_binning_control ------------------------ */\n\n#ifndef GL_QCOM_binning_control\n#define GL_QCOM_binning_control 1\n\n#define GL_DONT_CARE 0x1100\n#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0\n#define GL_CPU_OPTIMIZED_QCOM 0x8FB1\n#define GL_GPU_OPTIMIZED_QCOM 0x8FB2\n#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3\n\n#define GLEW_QCOM_binning_control GLEW_GET_VAR(__GLEW_QCOM_binning_control)\n\n#endif /* GL_QCOM_binning_control */\n\n/* ------------------------- GL_QCOM_driver_control ------------------------ */\n\n#ifndef GL_QCOM_driver_control\n#define GL_QCOM_driver_control 1\n\ntypedef void (GLAPIENTRY * PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl);\ntypedef void (GLAPIENTRY * PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl);\ntypedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar *driverControlString);\ntypedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint* num, GLsizei size, GLuint *driverControls);\n\n#define glDisableDriverControlQCOM GLEW_GET_FUN(__glewDisableDriverControlQCOM)\n#define glEnableDriverControlQCOM GLEW_GET_FUN(__glewEnableDriverControlQCOM)\n#define glGetDriverControlStringQCOM GLEW_GET_FUN(__glewGetDriverControlStringQCOM)\n#define glGetDriverControlsQCOM GLEW_GET_FUN(__glewGetDriverControlsQCOM)\n\n#define GLEW_QCOM_driver_control GLEW_GET_VAR(__GLEW_QCOM_driver_control)\n\n#endif /* GL_QCOM_driver_control */\n\n/* -------------------------- GL_QCOM_extended_get ------------------------- */\n\n#ifndef GL_QCOM_extended_get\n#define GL_QCOM_extended_get 1\n\n#define GL_TEXTURE_WIDTH_QCOM 0x8BD2\n#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3\n#define GL_TEXTURE_DEPTH_QCOM 0x8BD4\n#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5\n#define GL_TEXTURE_FORMAT_QCOM 0x8BD6\n#define GL_TEXTURE_TYPE_QCOM 0x8BD7\n#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8\n#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9\n#define GL_TEXTURE_TARGET_QCOM 0x8BDA\n#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB\n#define GL_STATE_RESTORE 0x8BDC\n\ntypedef void (GLAPIENTRY * PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void** params);\ntypedef void (GLAPIENTRY * PFNGLEXTGETBUFFERSQCOMPROC) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers);\ntypedef void (GLAPIENTRY * PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);\ntypedef void (GLAPIENTRY * PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);\ntypedef void (GLAPIENTRY * PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels);\ntypedef void (GLAPIENTRY * PFNGLEXTGETTEXTURESQCOMPROC) (GLuint* textures, GLint maxTextures, GLint* numTextures);\ntypedef void (GLAPIENTRY * PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param);\n\n#define glExtGetBufferPointervQCOM GLEW_GET_FUN(__glewExtGetBufferPointervQCOM)\n#define glExtGetBuffersQCOM GLEW_GET_FUN(__glewExtGetBuffersQCOM)\n#define glExtGetFramebuffersQCOM GLEW_GET_FUN(__glewExtGetFramebuffersQCOM)\n#define glExtGetRenderbuffersQCOM GLEW_GET_FUN(__glewExtGetRenderbuffersQCOM)\n#define glExtGetTexLevelParameterivQCOM GLEW_GET_FUN(__glewExtGetTexLevelParameterivQCOM)\n#define glExtGetTexSubImageQCOM GLEW_GET_FUN(__glewExtGetTexSubImageQCOM)\n#define glExtGetTexturesQCOM GLEW_GET_FUN(__glewExtGetTexturesQCOM)\n#define glExtTexObjectStateOverrideiQCOM GLEW_GET_FUN(__glewExtTexObjectStateOverrideiQCOM)\n\n#define GLEW_QCOM_extended_get GLEW_GET_VAR(__GLEW_QCOM_extended_get)\n\n#endif /* GL_QCOM_extended_get */\n\n/* ------------------------- GL_QCOM_extended_get2 ------------------------- */\n\n#ifndef GL_QCOM_extended_get2\n#define GL_QCOM_extended_get2 1\n\ntypedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar* source, GLint* length);\ntypedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint* programs, GLint maxPrograms, GLint* numPrograms);\ntypedef void (GLAPIENTRY * PFNGLEXTGETSHADERSQCOMPROC) (GLuint* shaders, GLint maxShaders, GLint* numShaders);\ntypedef GLboolean (GLAPIENTRY * PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program);\n\n#define glExtGetProgramBinarySourceQCOM GLEW_GET_FUN(__glewExtGetProgramBinarySourceQCOM)\n#define glExtGetProgramsQCOM GLEW_GET_FUN(__glewExtGetProgramsQCOM)\n#define glExtGetShadersQCOM GLEW_GET_FUN(__glewExtGetShadersQCOM)\n#define glExtIsProgramBinaryQCOM GLEW_GET_FUN(__glewExtIsProgramBinaryQCOM)\n\n#define GLEW_QCOM_extended_get2 GLEW_GET_VAR(__GLEW_QCOM_extended_get2)\n\n#endif /* GL_QCOM_extended_get2 */\n\n/* ---------------------- GL_QCOM_framebuffer_foveated --------------------- */\n\n#ifndef GL_QCOM_framebuffer_foveated\n#define GL_QCOM_framebuffer_foveated 1\n\n#define GL_FOVEATION_ENABLE_BIT_QCOM 0x1\n#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x2\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint fbo, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint* providedFeatures);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint fbo, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea);\n\n#define glFramebufferFoveationConfigQCOM GLEW_GET_FUN(__glewFramebufferFoveationConfigQCOM)\n#define glFramebufferFoveationParametersQCOM GLEW_GET_FUN(__glewFramebufferFoveationParametersQCOM)\n\n#define GLEW_QCOM_framebuffer_foveated GLEW_GET_VAR(__GLEW_QCOM_framebuffer_foveated)\n\n#endif /* GL_QCOM_framebuffer_foveated */\n\n/* ---------------------- GL_QCOM_perfmon_global_mode ---------------------- */\n\n#ifndef GL_QCOM_perfmon_global_mode\n#define GL_QCOM_perfmon_global_mode 1\n\n#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0\n\n#define GLEW_QCOM_perfmon_global_mode GLEW_GET_VAR(__GLEW_QCOM_perfmon_global_mode)\n\n#endif /* GL_QCOM_perfmon_global_mode */\n\n/* -------------- GL_QCOM_shader_framebuffer_fetch_noncoherent ------------- */\n\n#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent\n#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1\n\n#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void);\n\n#define glFramebufferFetchBarrierQCOM GLEW_GET_FUN(__glewFramebufferFetchBarrierQCOM)\n\n#define GLEW_QCOM_shader_framebuffer_fetch_noncoherent GLEW_GET_VAR(__GLEW_QCOM_shader_framebuffer_fetch_noncoherent)\n\n#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */\n\n/* ------------------------ GL_QCOM_tiled_rendering ------------------------ */\n\n#ifndef GL_QCOM_tiled_rendering\n#define GL_QCOM_tiled_rendering 1\n\n#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001\n#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002\n#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004\n#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008\n#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010\n#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020\n#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040\n#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080\n#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100\n#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200\n#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400\n#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800\n#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000\n#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000\n#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000\n#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000\n#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000\n#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000\n#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000\n#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000\n#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000\n#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000\n#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000\n#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000\n#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000\n#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000\n#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000\n#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000\n#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000\n#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000\n#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000\n#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000\n\ntypedef void (GLAPIENTRY * PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask);\ntypedef void (GLAPIENTRY * PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);\n\n#define glEndTilingQCOM GLEW_GET_FUN(__glewEndTilingQCOM)\n#define glStartTilingQCOM GLEW_GET_FUN(__glewStartTilingQCOM)\n\n#define GLEW_QCOM_tiled_rendering GLEW_GET_VAR(__GLEW_QCOM_tiled_rendering)\n\n#endif /* GL_QCOM_tiled_rendering */\n\n/* ---------------------- GL_QCOM_writeonly_rendering ---------------------- */\n\n#ifndef GL_QCOM_writeonly_rendering\n#define GL_QCOM_writeonly_rendering 1\n\n#define GL_WRITEONLY_RENDERING_QCOM 0x8823\n\n#define GLEW_QCOM_writeonly_rendering GLEW_GET_VAR(__GLEW_QCOM_writeonly_rendering)\n\n#endif /* GL_QCOM_writeonly_rendering */\n\n/* ---------------------- GL_REGAL_ES1_0_compatibility --------------------- */\n\n#ifndef GL_REGAL_ES1_0_compatibility\n#define GL_REGAL_ES1_0_compatibility 1\n\ntypedef int GLclampx;\n\ntypedef void (GLAPIENTRY * PFNGLALPHAFUNCXPROC) (GLenum func, GLclampx ref);\ntypedef void (GLAPIENTRY * PFNGLCLEARCOLORXPROC) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);\ntypedef void (GLAPIENTRY * PFNGLCLEARDEPTHXPROC) (GLclampx depth);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4XPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEXPROC) (GLclampx zNear, GLclampx zFar);\ntypedef void (GLAPIENTRY * PFNGLFOGXPROC) (GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLFOGXVPROC) (GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLFRUSTUMFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);\ntypedef void (GLAPIENTRY * PFNGLFRUSTUMXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);\ntypedef void (GLAPIENTRY * PFNGLLIGHTMODELXPROC) (GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLLIGHTMODELXVPROC) (GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLLIGHTXPROC) (GLenum light, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLLIGHTXVPROC) (GLenum light, GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLLINEWIDTHXPROC) (GLfixed width);\ntypedef void (GLAPIENTRY * PFNGLLOADMATRIXXPROC) (const GLfixed* m);\ntypedef void (GLAPIENTRY * PFNGLMATERIALXPROC) (GLenum face, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLMATERIALXVPROC) (GLenum face, GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLMULTMATRIXXPROC) (const GLfixed* m);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4XPROC) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3XPROC) (GLfixed nx, GLfixed ny, GLfixed nz);\ntypedef void (GLAPIENTRY * PFNGLORTHOFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);\ntypedef void (GLAPIENTRY * PFNGLORTHOXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);\ntypedef void (GLAPIENTRY * PFNGLPOINTSIZEXPROC) (GLfixed size);\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETXPROC) (GLfixed factor, GLfixed units);\ntypedef void (GLAPIENTRY * PFNGLROTATEXPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);\ntypedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEXPROC) (GLclampx value, GLboolean invert);\ntypedef void (GLAPIENTRY * PFNGLSCALEXPROC) (GLfixed x, GLfixed y, GLfixed z);\ntypedef void (GLAPIENTRY * PFNGLTEXENVXPROC) (GLenum target, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLTEXENVXVPROC) (GLenum target, GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERXPROC) (GLenum target, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLTRANSLATEXPROC) (GLfixed x, GLfixed y, GLfixed z);\n\n#define glAlphaFuncx GLEW_GET_FUN(__glewAlphaFuncx)\n#define glClearColorx GLEW_GET_FUN(__glewClearColorx)\n#define glClearDepthx GLEW_GET_FUN(__glewClearDepthx)\n#define glColor4x GLEW_GET_FUN(__glewColor4x)\n#define glDepthRangex GLEW_GET_FUN(__glewDepthRangex)\n#define glFogx GLEW_GET_FUN(__glewFogx)\n#define glFogxv GLEW_GET_FUN(__glewFogxv)\n#define glFrustumf GLEW_GET_FUN(__glewFrustumf)\n#define glFrustumx GLEW_GET_FUN(__glewFrustumx)\n#define glLightModelx GLEW_GET_FUN(__glewLightModelx)\n#define glLightModelxv GLEW_GET_FUN(__glewLightModelxv)\n#define glLightx GLEW_GET_FUN(__glewLightx)\n#define glLightxv GLEW_GET_FUN(__glewLightxv)\n#define glLineWidthx GLEW_GET_FUN(__glewLineWidthx)\n#define glLoadMatrixx GLEW_GET_FUN(__glewLoadMatrixx)\n#define glMaterialx GLEW_GET_FUN(__glewMaterialx)\n#define glMaterialxv GLEW_GET_FUN(__glewMaterialxv)\n#define glMultMatrixx GLEW_GET_FUN(__glewMultMatrixx)\n#define glMultiTexCoord4x GLEW_GET_FUN(__glewMultiTexCoord4x)\n#define glNormal3x GLEW_GET_FUN(__glewNormal3x)\n#define glOrthof GLEW_GET_FUN(__glewOrthof)\n#define glOrthox GLEW_GET_FUN(__glewOrthox)\n#define glPointSizex GLEW_GET_FUN(__glewPointSizex)\n#define glPolygonOffsetx GLEW_GET_FUN(__glewPolygonOffsetx)\n#define glRotatex GLEW_GET_FUN(__glewRotatex)\n#define glSampleCoveragex GLEW_GET_FUN(__glewSampleCoveragex)\n#define glScalex GLEW_GET_FUN(__glewScalex)\n#define glTexEnvx GLEW_GET_FUN(__glewTexEnvx)\n#define glTexEnvxv GLEW_GET_FUN(__glewTexEnvxv)\n#define glTexParameterx GLEW_GET_FUN(__glewTexParameterx)\n#define glTranslatex GLEW_GET_FUN(__glewTranslatex)\n\n#define GLEW_REGAL_ES1_0_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_0_compatibility)\n\n#endif /* GL_REGAL_ES1_0_compatibility */\n\n/* ---------------------- GL_REGAL_ES1_1_compatibility --------------------- */\n\n#ifndef GL_REGAL_ES1_1_compatibility\n#define GL_REGAL_ES1_1_compatibility 1\n\ntypedef void (GLAPIENTRY * PFNGLCLIPPLANEFPROC) (GLenum plane, const GLfloat* equation);\ntypedef void (GLAPIENTRY * PFNGLCLIPPLANEXPROC) (GLenum plane, const GLfixed* equation);\ntypedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFPROC) (GLenum pname, GLfloat eqn[4]);\ntypedef void (GLAPIENTRY * PFNGLGETCLIPPLANEXPROC) (GLenum pname, GLfixed eqn[4]);\ntypedef void (GLAPIENTRY * PFNGLGETFIXEDVPROC) (GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETLIGHTXVPROC) (GLenum light, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETMATERIALXVPROC) (GLenum face, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXENVXVPROC) (GLenum env, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERXVPROC) (GLenum target, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXPROC) (GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXVPROC) (GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLPOINTSIZEPOINTEROESPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERXVPROC) (GLenum target, GLenum pname, const GLfixed* params);\n\n#define glClipPlanef GLEW_GET_FUN(__glewClipPlanef)\n#define glClipPlanex GLEW_GET_FUN(__glewClipPlanex)\n#define glGetClipPlanef GLEW_GET_FUN(__glewGetClipPlanef)\n#define glGetClipPlanex GLEW_GET_FUN(__glewGetClipPlanex)\n#define glGetFixedv GLEW_GET_FUN(__glewGetFixedv)\n#define glGetLightxv GLEW_GET_FUN(__glewGetLightxv)\n#define glGetMaterialxv GLEW_GET_FUN(__glewGetMaterialxv)\n#define glGetTexEnvxv GLEW_GET_FUN(__glewGetTexEnvxv)\n#define glGetTexParameterxv GLEW_GET_FUN(__glewGetTexParameterxv)\n#define glPointParameterx GLEW_GET_FUN(__glewPointParameterx)\n#define glPointParameterxv GLEW_GET_FUN(__glewPointParameterxv)\n#define glPointSizePointerOES GLEW_GET_FUN(__glewPointSizePointerOES)\n#define glTexParameterxv GLEW_GET_FUN(__glewTexParameterxv)\n\n#define GLEW_REGAL_ES1_1_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_1_compatibility)\n\n#endif /* GL_REGAL_ES1_1_compatibility */\n\n/* ---------------------------- GL_REGAL_enable ---------------------------- */\n\n#ifndef GL_REGAL_enable\n#define GL_REGAL_enable 1\n\n#define GL_ERROR_REGAL 0x9322\n#define GL_DEBUG_REGAL 0x9323\n#define GL_LOG_REGAL 0x9324\n#define GL_EMULATION_REGAL 0x9325\n#define GL_DRIVER_REGAL 0x9326\n#define GL_MISSING_REGAL 0x9360\n#define GL_TRACE_REGAL 0x9361\n#define GL_CACHE_REGAL 0x9362\n#define GL_CODE_REGAL 0x9363\n#define GL_STATISTICS_REGAL 0x9364\n\n#define GLEW_REGAL_enable GLEW_GET_VAR(__GLEW_REGAL_enable)\n\n#endif /* GL_REGAL_enable */\n\n/* ------------------------- GL_REGAL_error_string ------------------------- */\n\n#ifndef GL_REGAL_error_string\n#define GL_REGAL_error_string 1\n\ntypedef const GLchar* (GLAPIENTRY * PFNGLERRORSTRINGREGALPROC) (GLenum error);\n\n#define glErrorStringREGAL GLEW_GET_FUN(__glewErrorStringREGAL)\n\n#define GLEW_REGAL_error_string GLEW_GET_VAR(__GLEW_REGAL_error_string)\n\n#endif /* GL_REGAL_error_string */\n\n/* ------------------------ GL_REGAL_extension_query ----------------------- */\n\n#ifndef GL_REGAL_extension_query\n#define GL_REGAL_extension_query 1\n\ntypedef GLboolean (GLAPIENTRY * PFNGLGETEXTENSIONREGALPROC) (const GLchar* ext);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSUPPORTEDREGALPROC) (const GLchar* ext);\n\n#define glGetExtensionREGAL GLEW_GET_FUN(__glewGetExtensionREGAL)\n#define glIsSupportedREGAL GLEW_GET_FUN(__glewIsSupportedREGAL)\n\n#define GLEW_REGAL_extension_query GLEW_GET_VAR(__GLEW_REGAL_extension_query)\n\n#endif /* GL_REGAL_extension_query */\n\n/* ------------------------------ GL_REGAL_log ----------------------------- */\n\n#ifndef GL_REGAL_log\n#define GL_REGAL_log 1\n\n#define GL_LOG_ERROR_REGAL 0x9319\n#define GL_LOG_WARNING_REGAL 0x931A\n#define GL_LOG_INFO_REGAL 0x931B\n#define GL_LOG_APP_REGAL 0x931C\n#define GL_LOG_DRIVER_REGAL 0x931D\n#define GL_LOG_INTERNAL_REGAL 0x931E\n#define GL_LOG_DEBUG_REGAL 0x931F\n#define GL_LOG_STATUS_REGAL 0x9320\n#define GL_LOG_HTTP_REGAL 0x9321\n\ntypedef void (APIENTRY *GLLOGPROCREGAL)(GLenum stream, GLsizei length, const GLchar *message, void *context);\n\ntypedef void (GLAPIENTRY * PFNGLLOGMESSAGECALLBACKREGALPROC) (GLLOGPROCREGAL callback);\n\n#define glLogMessageCallbackREGAL GLEW_GET_FUN(__glewLogMessageCallbackREGAL)\n\n#define GLEW_REGAL_log GLEW_GET_VAR(__GLEW_REGAL_log)\n\n#endif /* GL_REGAL_log */\n\n/* ------------------------- GL_REGAL_proc_address ------------------------- */\n\n#ifndef GL_REGAL_proc_address\n#define GL_REGAL_proc_address 1\n\ntypedef void * (GLAPIENTRY * PFNGLGETPROCADDRESSREGALPROC) (const GLchar *name);\n\n#define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL)\n\n#define GLEW_REGAL_proc_address GLEW_GET_VAR(__GLEW_REGAL_proc_address)\n\n#endif /* GL_REGAL_proc_address */\n\n/* ----------------------- GL_REND_screen_coordinates ---------------------- */\n\n#ifndef GL_REND_screen_coordinates\n#define GL_REND_screen_coordinates 1\n\n#define GL_SCREEN_COORDINATES_REND 0x8490\n#define GL_INVERTED_SCREEN_W_REND 0x8491\n\n#define GLEW_REND_screen_coordinates GLEW_GET_VAR(__GLEW_REND_screen_coordinates)\n\n#endif /* GL_REND_screen_coordinates */\n\n/* ------------------------------- GL_S3_s3tc ------------------------------ */\n\n#ifndef GL_S3_s3tc\n#define GL_S3_s3tc 1\n\n#define GL_RGB_S3TC 0x83A0\n#define GL_RGB4_S3TC 0x83A1\n#define GL_RGBA_S3TC 0x83A2\n#define GL_RGBA4_S3TC 0x83A3\n#define GL_RGBA_DXT5_S3TC 0x83A4\n#define GL_RGBA4_DXT5_S3TC 0x83A5\n\n#define GLEW_S3_s3tc GLEW_GET_VAR(__GLEW_S3_s3tc)\n\n#endif /* GL_S3_s3tc */\n\n/* ------------------------- GL_SGIS_clip_band_hint ------------------------ */\n\n#ifndef GL_SGIS_clip_band_hint\n#define GL_SGIS_clip_band_hint 1\n\n#define GLEW_SGIS_clip_band_hint GLEW_GET_VAR(__GLEW_SGIS_clip_band_hint)\n\n#endif /* GL_SGIS_clip_band_hint */\n\n/* -------------------------- GL_SGIS_color_range -------------------------- */\n\n#ifndef GL_SGIS_color_range\n#define GL_SGIS_color_range 1\n\n#define GL_EXTENDED_RANGE_SGIS 0x85A5\n#define GL_MIN_RED_SGIS 0x85A6\n#define GL_MAX_RED_SGIS 0x85A7\n#define GL_MIN_GREEN_SGIS 0x85A8\n#define GL_MAX_GREEN_SGIS 0x85A9\n#define GL_MIN_BLUE_SGIS 0x85AA\n#define GL_MAX_BLUE_SGIS 0x85AB\n#define GL_MIN_ALPHA_SGIS 0x85AC\n#define GL_MAX_ALPHA_SGIS 0x85AD\n\n#define GLEW_SGIS_color_range GLEW_GET_VAR(__GLEW_SGIS_color_range)\n\n#endif /* GL_SGIS_color_range */\n\n/* ------------------------- GL_SGIS_detail_texture ------------------------ */\n\n#ifndef GL_SGIS_detail_texture\n#define GL_SGIS_detail_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat* points);\n\n#define glDetailTexFuncSGIS GLEW_GET_FUN(__glewDetailTexFuncSGIS)\n#define glGetDetailTexFuncSGIS GLEW_GET_FUN(__glewGetDetailTexFuncSGIS)\n\n#define GLEW_SGIS_detail_texture GLEW_GET_VAR(__GLEW_SGIS_detail_texture)\n\n#endif /* GL_SGIS_detail_texture */\n\n/* -------------------------- GL_SGIS_fog_function ------------------------- */\n\n#ifndef GL_SGIS_fog_function\n#define GL_SGIS_fog_function 1\n\ntypedef void (GLAPIENTRY * PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLGETFOGFUNCSGISPROC) (GLfloat* points);\n\n#define glFogFuncSGIS GLEW_GET_FUN(__glewFogFuncSGIS)\n#define glGetFogFuncSGIS GLEW_GET_FUN(__glewGetFogFuncSGIS)\n\n#define GLEW_SGIS_fog_function GLEW_GET_VAR(__GLEW_SGIS_fog_function)\n\n#endif /* GL_SGIS_fog_function */\n\n/* ------------------------ GL_SGIS_generate_mipmap ------------------------ */\n\n#ifndef GL_SGIS_generate_mipmap\n#define GL_SGIS_generate_mipmap 1\n\n#define GL_GENERATE_MIPMAP_SGIS 0x8191\n#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192\n\n#define GLEW_SGIS_generate_mipmap GLEW_GET_VAR(__GLEW_SGIS_generate_mipmap)\n\n#endif /* GL_SGIS_generate_mipmap */\n\n/* -------------------------- GL_SGIS_line_texgen -------------------------- */\n\n#ifndef GL_SGIS_line_texgen\n#define GL_SGIS_line_texgen 1\n\n#define GLEW_SGIS_line_texgen GLEW_GET_VAR(__GLEW_SGIS_line_texgen)\n\n#endif /* GL_SGIS_line_texgen */\n\n/* -------------------------- GL_SGIS_multisample -------------------------- */\n\n#ifndef GL_SGIS_multisample\n#define GL_SGIS_multisample 1\n\n#define GL_MULTISAMPLE_SGIS 0x809D\n#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F\n#define GL_SAMPLE_MASK_SGIS 0x80A0\n#define GL_1PASS_SGIS 0x80A1\n#define GL_2PASS_0_SGIS 0x80A2\n#define GL_2PASS_1_SGIS 0x80A3\n#define GL_4PASS_0_SGIS 0x80A4\n#define GL_4PASS_1_SGIS 0x80A5\n#define GL_4PASS_2_SGIS 0x80A6\n#define GL_4PASS_3_SGIS 0x80A7\n#define GL_SAMPLE_BUFFERS_SGIS 0x80A8\n#define GL_SAMPLES_SGIS 0x80A9\n#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA\n#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB\n#define GL_SAMPLE_PATTERN_SGIS 0x80AC\n\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern);\n\n#define glSampleMaskSGIS GLEW_GET_FUN(__glewSampleMaskSGIS)\n#define glSamplePatternSGIS GLEW_GET_FUN(__glewSamplePatternSGIS)\n\n#define GLEW_SGIS_multisample GLEW_GET_VAR(__GLEW_SGIS_multisample)\n\n#endif /* GL_SGIS_multisample */\n\n/* -------------------------- GL_SGIS_multitexture ------------------------- */\n\n#ifndef GL_SGIS_multitexture\n#define GL_SGIS_multitexture 1\n\n#define GL_SELECTED_TEXTURE_SGIS 0x83C0\n#define GL_SELECTED_TEXTURE_COORD_SET_SGIS 0x83C1\n#define GL_SELECTED_TEXTURE_TRANSFORM_SGIS 0x83C2\n#define GL_MAX_TEXTURES_SGIS 0x83C3\n#define GL_MAX_TEXTURE_COORD_SETS_SGIS 0x83C4\n#define GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS 0x83C5\n#define GL_TEXTURE_ENV_COORD_SET_SGIS 0x83C6\n#define GL_TEXTURE0_SGIS 0x83C7\n#define GL_TEXTURE1_SGIS 0x83C8\n#define GL_TEXTURE2_SGIS 0x83C9\n#define GL_TEXTURE3_SGIS 0x83CA\n\ntypedef void (GLAPIENTRY * PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC) (GLint factor);\ntypedef void (GLAPIENTRY * PFNGLSELECTTEXTURECOORDSETSGISPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLSELECTTEXTURESGISPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLSELECTTEXTURETRANSFORMSGISPROC) (GLenum target);\n\n#define glInterleavedTextureCoordSetsSGIS GLEW_GET_FUN(__glewInterleavedTextureCoordSetsSGIS)\n#define glSelectTextureCoordSetSGIS GLEW_GET_FUN(__glewSelectTextureCoordSetSGIS)\n#define glSelectTextureSGIS GLEW_GET_FUN(__glewSelectTextureSGIS)\n#define glSelectTextureTransformSGIS GLEW_GET_FUN(__glewSelectTextureTransformSGIS)\n\n#define GLEW_SGIS_multitexture GLEW_GET_VAR(__GLEW_SGIS_multitexture)\n\n#endif /* GL_SGIS_multitexture */\n\n/* ------------------------- GL_SGIS_pixel_texture ------------------------- */\n\n#ifndef GL_SGIS_pixel_texture\n#define GL_SGIS_pixel_texture 1\n\n#define GLEW_SGIS_pixel_texture GLEW_GET_VAR(__GLEW_SGIS_pixel_texture)\n\n#endif /* GL_SGIS_pixel_texture */\n\n/* ----------------------- GL_SGIS_point_line_texgen ----------------------- */\n\n#ifndef GL_SGIS_point_line_texgen\n#define GL_SGIS_point_line_texgen 1\n\n#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0\n#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1\n#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2\n#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3\n#define GL_EYE_POINT_SGIS 0x81F4\n#define GL_OBJECT_POINT_SGIS 0x81F5\n#define GL_EYE_LINE_SGIS 0x81F6\n#define GL_OBJECT_LINE_SGIS 0x81F7\n\n#define GLEW_SGIS_point_line_texgen GLEW_GET_VAR(__GLEW_SGIS_point_line_texgen)\n\n#endif /* GL_SGIS_point_line_texgen */\n\n/* ----------------------- GL_SGIS_shared_multisample ---------------------- */\n\n#ifndef GL_SGIS_shared_multisample\n#define GL_SGIS_shared_multisample 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTISAMPLESUBRECTPOSSGISPROC) (GLint x, GLint y);\n\n#define glMultisampleSubRectPosSGIS GLEW_GET_FUN(__glewMultisampleSubRectPosSGIS)\n\n#define GLEW_SGIS_shared_multisample GLEW_GET_VAR(__GLEW_SGIS_shared_multisample)\n\n#endif /* GL_SGIS_shared_multisample */\n\n/* ------------------------ GL_SGIS_sharpen_texture ------------------------ */\n\n#ifndef GL_SGIS_sharpen_texture\n#define GL_SGIS_sharpen_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);\n\n#define glGetSharpenTexFuncSGIS GLEW_GET_FUN(__glewGetSharpenTexFuncSGIS)\n#define glSharpenTexFuncSGIS GLEW_GET_FUN(__glewSharpenTexFuncSGIS)\n\n#define GLEW_SGIS_sharpen_texture GLEW_GET_VAR(__GLEW_SGIS_sharpen_texture)\n\n#endif /* GL_SGIS_sharpen_texture */\n\n/* --------------------------- GL_SGIS_texture4D --------------------------- */\n\n#ifndef GL_SGIS_texture4D\n#define GL_SGIS_texture4D 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLenum format, GLenum type, const void *pixels);\n\n#define glTexImage4DSGIS GLEW_GET_FUN(__glewTexImage4DSGIS)\n#define glTexSubImage4DSGIS GLEW_GET_FUN(__glewTexSubImage4DSGIS)\n\n#define GLEW_SGIS_texture4D GLEW_GET_VAR(__GLEW_SGIS_texture4D)\n\n#endif /* GL_SGIS_texture4D */\n\n/* ---------------------- GL_SGIS_texture_border_clamp --------------------- */\n\n#ifndef GL_SGIS_texture_border_clamp\n#define GL_SGIS_texture_border_clamp 1\n\n#define GL_CLAMP_TO_BORDER_SGIS 0x812D\n\n#define GLEW_SGIS_texture_border_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_border_clamp)\n\n#endif /* GL_SGIS_texture_border_clamp */\n\n/* ----------------------- GL_SGIS_texture_edge_clamp ---------------------- */\n\n#ifndef GL_SGIS_texture_edge_clamp\n#define GL_SGIS_texture_edge_clamp 1\n\n#define GL_CLAMP_TO_EDGE_SGIS 0x812F\n\n#define GLEW_SGIS_texture_edge_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_edge_clamp)\n\n#endif /* GL_SGIS_texture_edge_clamp */\n\n/* ------------------------ GL_SGIS_texture_filter4 ------------------------ */\n\n#ifndef GL_SGIS_texture_filter4\n#define GL_SGIS_texture_filter4 1\n\ntypedef void (GLAPIENTRY * PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat* weights);\ntypedef void (GLAPIENTRY * PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat* weights);\n\n#define glGetTexFilterFuncSGIS GLEW_GET_FUN(__glewGetTexFilterFuncSGIS)\n#define glTexFilterFuncSGIS GLEW_GET_FUN(__glewTexFilterFuncSGIS)\n\n#define GLEW_SGIS_texture_filter4 GLEW_GET_VAR(__GLEW_SGIS_texture_filter4)\n\n#endif /* GL_SGIS_texture_filter4 */\n\n/* -------------------------- GL_SGIS_texture_lod -------------------------- */\n\n#ifndef GL_SGIS_texture_lod\n#define GL_SGIS_texture_lod 1\n\n#define GL_TEXTURE_MIN_LOD_SGIS 0x813A\n#define GL_TEXTURE_MAX_LOD_SGIS 0x813B\n#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C\n#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D\n\n#define GLEW_SGIS_texture_lod GLEW_GET_VAR(__GLEW_SGIS_texture_lod)\n\n#endif /* GL_SGIS_texture_lod */\n\n/* ------------------------- GL_SGIS_texture_select ------------------------ */\n\n#ifndef GL_SGIS_texture_select\n#define GL_SGIS_texture_select 1\n\n#define GLEW_SGIS_texture_select GLEW_GET_VAR(__GLEW_SGIS_texture_select)\n\n#endif /* GL_SGIS_texture_select */\n\n/* ----------------------------- GL_SGIX_async ----------------------------- */\n\n#ifndef GL_SGIX_async\n#define GL_SGIX_async 1\n\n#define GL_ASYNC_MARKER_SGIX 0x8329\n\ntypedef void (GLAPIENTRY * PFNGLASYNCMARKERSGIXPROC) (GLuint marker);\ntypedef void (GLAPIENTRY * PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range);\ntypedef GLint (GLAPIENTRY * PFNGLFINISHASYNCSGIXPROC) (GLuint* markerp);\ntypedef GLuint (GLAPIENTRY * PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range);\ntypedef GLboolean (GLAPIENTRY * PFNGLISASYNCMARKERSGIXPROC) (GLuint marker);\ntypedef GLint (GLAPIENTRY * PFNGLPOLLASYNCSGIXPROC) (GLuint* markerp);\n\n#define glAsyncMarkerSGIX GLEW_GET_FUN(__glewAsyncMarkerSGIX)\n#define glDeleteAsyncMarkersSGIX GLEW_GET_FUN(__glewDeleteAsyncMarkersSGIX)\n#define glFinishAsyncSGIX GLEW_GET_FUN(__glewFinishAsyncSGIX)\n#define glGenAsyncMarkersSGIX GLEW_GET_FUN(__glewGenAsyncMarkersSGIX)\n#define glIsAsyncMarkerSGIX GLEW_GET_FUN(__glewIsAsyncMarkerSGIX)\n#define glPollAsyncSGIX GLEW_GET_FUN(__glewPollAsyncSGIX)\n\n#define GLEW_SGIX_async GLEW_GET_VAR(__GLEW_SGIX_async)\n\n#endif /* GL_SGIX_async */\n\n/* ------------------------ GL_SGIX_async_histogram ------------------------ */\n\n#ifndef GL_SGIX_async_histogram\n#define GL_SGIX_async_histogram 1\n\n#define GL_ASYNC_HISTOGRAM_SGIX 0x832C\n#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D\n\n#define GLEW_SGIX_async_histogram GLEW_GET_VAR(__GLEW_SGIX_async_histogram)\n\n#endif /* GL_SGIX_async_histogram */\n\n/* -------------------------- GL_SGIX_async_pixel -------------------------- */\n\n#ifndef GL_SGIX_async_pixel\n#define GL_SGIX_async_pixel 1\n\n#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C\n#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D\n#define GL_ASYNC_READ_PIXELS_SGIX 0x835E\n#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F\n#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360\n#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361\n\n#define GLEW_SGIX_async_pixel GLEW_GET_VAR(__GLEW_SGIX_async_pixel)\n\n#endif /* GL_SGIX_async_pixel */\n\n/* ----------------------- GL_SGIX_bali_g_instruments ---------------------- */\n\n#ifndef GL_SGIX_bali_g_instruments\n#define GL_SGIX_bali_g_instruments 1\n\n#define GL_BALI_NUM_TRIS_CULLED_INSTRUMENT 0x6080\n#define GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT 0x6081\n#define GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT 0x6082\n#define GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT 0x6083\n\n#define GLEW_SGIX_bali_g_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_g_instruments)\n\n#endif /* GL_SGIX_bali_g_instruments */\n\n/* ----------------------- GL_SGIX_bali_r_instruments ---------------------- */\n\n#ifndef GL_SGIX_bali_r_instruments\n#define GL_SGIX_bali_r_instruments 1\n\n#define GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT 0x6090\n#define GL_BALI_DEPTH_PASS_INSTRUMENT 0x6091\n#define GL_BALI_R_CHIP_COUNT 0x6092\n\n#define GLEW_SGIX_bali_r_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_r_instruments)\n\n#endif /* GL_SGIX_bali_r_instruments */\n\n/* --------------------- GL_SGIX_bali_timer_instruments -------------------- */\n\n#ifndef GL_SGIX_bali_timer_instruments\n#define GL_SGIX_bali_timer_instruments 1\n\n#define GLEW_SGIX_bali_timer_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_timer_instruments)\n\n#endif /* GL_SGIX_bali_timer_instruments */\n\n/* ----------------------- GL_SGIX_blend_alpha_minmax ---------------------- */\n\n#ifndef GL_SGIX_blend_alpha_minmax\n#define GL_SGIX_blend_alpha_minmax 1\n\n#define GL_ALPHA_MIN_SGIX 0x8320\n#define GL_ALPHA_MAX_SGIX 0x8321\n\n#define GLEW_SGIX_blend_alpha_minmax GLEW_GET_VAR(__GLEW_SGIX_blend_alpha_minmax)\n\n#endif /* GL_SGIX_blend_alpha_minmax */\n\n/* --------------------------- GL_SGIX_blend_cadd -------------------------- */\n\n#ifndef GL_SGIX_blend_cadd\n#define GL_SGIX_blend_cadd 1\n\n#define GL_FUNC_COMPLEX_ADD_EXT 0x601C\n\n#define GLEW_SGIX_blend_cadd GLEW_GET_VAR(__GLEW_SGIX_blend_cadd)\n\n#endif /* GL_SGIX_blend_cadd */\n\n/* ------------------------ GL_SGIX_blend_cmultiply ------------------------ */\n\n#ifndef GL_SGIX_blend_cmultiply\n#define GL_SGIX_blend_cmultiply 1\n\n#define GL_FUNC_COMPLEX_MULTIPLY_EXT 0x601B\n\n#define GLEW_SGIX_blend_cmultiply GLEW_GET_VAR(__GLEW_SGIX_blend_cmultiply)\n\n#endif /* GL_SGIX_blend_cmultiply */\n\n/* --------------------- GL_SGIX_calligraphic_fragment --------------------- */\n\n#ifndef GL_SGIX_calligraphic_fragment\n#define GL_SGIX_calligraphic_fragment 1\n\n#define GLEW_SGIX_calligraphic_fragment GLEW_GET_VAR(__GLEW_SGIX_calligraphic_fragment)\n\n#endif /* GL_SGIX_calligraphic_fragment */\n\n/* ---------------------------- GL_SGIX_clipmap ---------------------------- */\n\n#ifndef GL_SGIX_clipmap\n#define GL_SGIX_clipmap 1\n\n#define GLEW_SGIX_clipmap GLEW_GET_VAR(__GLEW_SGIX_clipmap)\n\n#endif /* GL_SGIX_clipmap */\n\n/* --------------------- GL_SGIX_color_matrix_accuracy --------------------- */\n\n#ifndef GL_SGIX_color_matrix_accuracy\n#define GL_SGIX_color_matrix_accuracy 1\n\n#define GL_COLOR_MATRIX_HINT 0x8317\n\n#define GLEW_SGIX_color_matrix_accuracy GLEW_GET_VAR(__GLEW_SGIX_color_matrix_accuracy)\n\n#endif /* GL_SGIX_color_matrix_accuracy */\n\n/* --------------------- GL_SGIX_color_table_index_mode -------------------- */\n\n#ifndef GL_SGIX_color_table_index_mode\n#define GL_SGIX_color_table_index_mode 1\n\n#define GLEW_SGIX_color_table_index_mode GLEW_GET_VAR(__GLEW_SGIX_color_table_index_mode)\n\n#endif /* GL_SGIX_color_table_index_mode */\n\n/* ------------------------- GL_SGIX_complex_polar ------------------------- */\n\n#ifndef GL_SGIX_complex_polar\n#define GL_SGIX_complex_polar 1\n\n#define GLEW_SGIX_complex_polar GLEW_GET_VAR(__GLEW_SGIX_complex_polar)\n\n#endif /* GL_SGIX_complex_polar */\n\n/* ---------------------- GL_SGIX_convolution_accuracy --------------------- */\n\n#ifndef GL_SGIX_convolution_accuracy\n#define GL_SGIX_convolution_accuracy 1\n\n#define GL_CONVOLUTION_HINT_SGIX 0x8316\n\n#define GLEW_SGIX_convolution_accuracy GLEW_GET_VAR(__GLEW_SGIX_convolution_accuracy)\n\n#endif /* GL_SGIX_convolution_accuracy */\n\n/* ---------------------------- GL_SGIX_cube_map --------------------------- */\n\n#ifndef GL_SGIX_cube_map\n#define GL_SGIX_cube_map 1\n\n#define GL_ENV_MAP_SGIX 0x8340\n#define GL_CUBE_MAP_SGIX 0x8341\n#define GL_CUBE_MAP_ZP_SGIX 0x8342\n#define GL_CUBE_MAP_ZN_SGIX 0x8343\n#define GL_CUBE_MAP_XN_SGIX 0x8344\n#define GL_CUBE_MAP_XP_SGIX 0x8345\n#define GL_CUBE_MAP_YN_SGIX 0x8346\n#define GL_CUBE_MAP_YP_SGIX 0x8347\n#define GL_CUBE_MAP_BINDING_SGIX 0x8348\n\n#define GLEW_SGIX_cube_map GLEW_GET_VAR(__GLEW_SGIX_cube_map)\n\n#endif /* GL_SGIX_cube_map */\n\n/* ------------------------ GL_SGIX_cylinder_texgen ------------------------ */\n\n#ifndef GL_SGIX_cylinder_texgen\n#define GL_SGIX_cylinder_texgen 1\n\n#define GLEW_SGIX_cylinder_texgen GLEW_GET_VAR(__GLEW_SGIX_cylinder_texgen)\n\n#endif /* GL_SGIX_cylinder_texgen */\n\n/* ---------------------------- GL_SGIX_datapipe --------------------------- */\n\n#ifndef GL_SGIX_datapipe\n#define GL_SGIX_datapipe 1\n\n#define GL_GEOMETRY_BIT 0x1\n#define GL_IMAGE_BIT 0x2\n\ntypedef void (GLAPIENTRY * PFNGLADDRESSSPACEPROC) (GLenum space, GLbitfield mask);\ntypedef GLint (GLAPIENTRY * PFNGLDATAPIPEPROC) (GLenum space);\n\n#define glAddressSpace GLEW_GET_FUN(__glewAddressSpace)\n#define glDataPipe GLEW_GET_FUN(__glewDataPipe)\n\n#define GLEW_SGIX_datapipe GLEW_GET_VAR(__GLEW_SGIX_datapipe)\n\n#endif /* GL_SGIX_datapipe */\n\n/* --------------------------- GL_SGIX_decimation -------------------------- */\n\n#ifndef GL_SGIX_decimation\n#define GL_SGIX_decimation 1\n\n#define GLEW_SGIX_decimation GLEW_GET_VAR(__GLEW_SGIX_decimation)\n\n#endif /* GL_SGIX_decimation */\n\n/* --------------------- GL_SGIX_depth_pass_instrument --------------------- */\n\n#ifndef GL_SGIX_depth_pass_instrument\n#define GL_SGIX_depth_pass_instrument 1\n\n#define GL_DEPTH_PASS_INSTRUMENT_SGIX 0x8310\n#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311\n#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312\n\n#define GLEW_SGIX_depth_pass_instrument GLEW_GET_VAR(__GLEW_SGIX_depth_pass_instrument)\n\n#endif /* GL_SGIX_depth_pass_instrument */\n\n/* ------------------------- GL_SGIX_depth_texture ------------------------- */\n\n#ifndef GL_SGIX_depth_texture\n#define GL_SGIX_depth_texture 1\n\n#define GL_DEPTH_COMPONENT16_SGIX 0x81A5\n#define GL_DEPTH_COMPONENT24_SGIX 0x81A6\n#define GL_DEPTH_COMPONENT32_SGIX 0x81A7\n\n#define GLEW_SGIX_depth_texture GLEW_GET_VAR(__GLEW_SGIX_depth_texture)\n\n#endif /* GL_SGIX_depth_texture */\n\n/* ------------------------------ GL_SGIX_dvc ------------------------------ */\n\n#ifndef GL_SGIX_dvc\n#define GL_SGIX_dvc 1\n\n#define GLEW_SGIX_dvc GLEW_GET_VAR(__GLEW_SGIX_dvc)\n\n#endif /* GL_SGIX_dvc */\n\n/* -------------------------- GL_SGIX_flush_raster ------------------------- */\n\n#ifndef GL_SGIX_flush_raster\n#define GL_SGIX_flush_raster 1\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHRASTERSGIXPROC) (void);\n\n#define glFlushRasterSGIX GLEW_GET_FUN(__glewFlushRasterSGIX)\n\n#define GLEW_SGIX_flush_raster GLEW_GET_VAR(__GLEW_SGIX_flush_raster)\n\n#endif /* GL_SGIX_flush_raster */\n\n/* --------------------------- GL_SGIX_fog_blend --------------------------- */\n\n#ifndef GL_SGIX_fog_blend\n#define GL_SGIX_fog_blend 1\n\n#define GL_FOG_BLEND_ALPHA_SGIX 0x81FE\n#define GL_FOG_BLEND_COLOR_SGIX 0x81FF\n\n#define GLEW_SGIX_fog_blend GLEW_GET_VAR(__GLEW_SGIX_fog_blend)\n\n#endif /* GL_SGIX_fog_blend */\n\n/* ---------------------- GL_SGIX_fog_factor_to_alpha ---------------------- */\n\n#ifndef GL_SGIX_fog_factor_to_alpha\n#define GL_SGIX_fog_factor_to_alpha 1\n\n#define GLEW_SGIX_fog_factor_to_alpha GLEW_GET_VAR(__GLEW_SGIX_fog_factor_to_alpha)\n\n#endif /* GL_SGIX_fog_factor_to_alpha */\n\n/* --------------------------- GL_SGIX_fog_layers -------------------------- */\n\n#ifndef GL_SGIX_fog_layers\n#define GL_SGIX_fog_layers 1\n\n#define GL_FOG_TYPE_SGIX 0x8323\n#define GL_UNIFORM_SGIX 0x8324\n#define GL_LAYERED_SGIX 0x8325\n#define GL_FOG_GROUND_PLANE_SGIX 0x8326\n#define GL_FOG_LAYERS_POINTS_SGIX 0x8327\n#define GL_MAX_FOG_LAYERS_POINTS_SGIX 0x8328\n\ntypedef void (GLAPIENTRY * PFNGLFOGLAYERSSGIXPROC) (GLsizei n, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLGETFOGLAYERSSGIXPROC) (GLfloat* points);\n\n#define glFogLayersSGIX GLEW_GET_FUN(__glewFogLayersSGIX)\n#define glGetFogLayersSGIX GLEW_GET_FUN(__glewGetFogLayersSGIX)\n\n#define GLEW_SGIX_fog_layers GLEW_GET_VAR(__GLEW_SGIX_fog_layers)\n\n#endif /* GL_SGIX_fog_layers */\n\n/* --------------------------- GL_SGIX_fog_offset -------------------------- */\n\n#ifndef GL_SGIX_fog_offset\n#define GL_SGIX_fog_offset 1\n\n#define GL_FOG_OFFSET_SGIX 0x8198\n#define GL_FOG_OFFSET_VALUE_SGIX 0x8199\n\n#define GLEW_SGIX_fog_offset GLEW_GET_VAR(__GLEW_SGIX_fog_offset)\n\n#endif /* GL_SGIX_fog_offset */\n\n/* --------------------------- GL_SGIX_fog_patchy -------------------------- */\n\n#ifndef GL_SGIX_fog_patchy\n#define GL_SGIX_fog_patchy 1\n\n#define GLEW_SGIX_fog_patchy GLEW_GET_VAR(__GLEW_SGIX_fog_patchy)\n\n#endif /* GL_SGIX_fog_patchy */\n\n/* --------------------------- GL_SGIX_fog_scale --------------------------- */\n\n#ifndef GL_SGIX_fog_scale\n#define GL_SGIX_fog_scale 1\n\n#define GL_FOG_SCALE_SGIX 0x81FC\n#define GL_FOG_SCALE_VALUE_SGIX 0x81FD\n\n#define GLEW_SGIX_fog_scale GLEW_GET_VAR(__GLEW_SGIX_fog_scale)\n\n#endif /* GL_SGIX_fog_scale */\n\n/* -------------------------- GL_SGIX_fog_texture -------------------------- */\n\n#ifndef GL_SGIX_fog_texture\n#define GL_SGIX_fog_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREFOGSGIXPROC) (GLenum pname);\n\n#define glTextureFogSGIX GLEW_GET_FUN(__glewTextureFogSGIX)\n\n#define GLEW_SGIX_fog_texture GLEW_GET_VAR(__GLEW_SGIX_fog_texture)\n\n#endif /* GL_SGIX_fog_texture */\n\n/* -------------------- GL_SGIX_fragment_lighting_space -------------------- */\n\n#ifndef GL_SGIX_fragment_lighting_space\n#define GL_SGIX_fragment_lighting_space 1\n\n#define GL_EYE_SPACE_SGIX 0x8436\n#define GL_TANGENT_SPACE_SGIX 0x8437\n#define GL_OBJECT_SPACE_SGIX 0x8438\n#define GL_FRAGMENT_LIGHT_SPACE_SGIX 0x843D\n\n#define GLEW_SGIX_fragment_lighting_space GLEW_GET_VAR(__GLEW_SGIX_fragment_lighting_space)\n\n#endif /* GL_SGIX_fragment_lighting_space */\n\n/* ------------------- GL_SGIX_fragment_specular_lighting ------------------ */\n\n#ifndef GL_SGIX_fragment_specular_lighting\n#define GL_SGIX_fragment_specular_lighting 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum value, GLfloat* data);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum value, GLint* data);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* data);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* data);\n\n#define glFragmentColorMaterialSGIX GLEW_GET_FUN(__glewFragmentColorMaterialSGIX)\n#define glFragmentLightModelfSGIX GLEW_GET_FUN(__glewFragmentLightModelfSGIX)\n#define glFragmentLightModelfvSGIX GLEW_GET_FUN(__glewFragmentLightModelfvSGIX)\n#define glFragmentLightModeliSGIX GLEW_GET_FUN(__glewFragmentLightModeliSGIX)\n#define glFragmentLightModelivSGIX GLEW_GET_FUN(__glewFragmentLightModelivSGIX)\n#define glFragmentLightfSGIX GLEW_GET_FUN(__glewFragmentLightfSGIX)\n#define glFragmentLightfvSGIX GLEW_GET_FUN(__glewFragmentLightfvSGIX)\n#define glFragmentLightiSGIX GLEW_GET_FUN(__glewFragmentLightiSGIX)\n#define glFragmentLightivSGIX GLEW_GET_FUN(__glewFragmentLightivSGIX)\n#define glFragmentMaterialfSGIX GLEW_GET_FUN(__glewFragmentMaterialfSGIX)\n#define glFragmentMaterialfvSGIX GLEW_GET_FUN(__glewFragmentMaterialfvSGIX)\n#define glFragmentMaterialiSGIX GLEW_GET_FUN(__glewFragmentMaterialiSGIX)\n#define glFragmentMaterialivSGIX GLEW_GET_FUN(__glewFragmentMaterialivSGIX)\n#define glGetFragmentLightfvSGIX GLEW_GET_FUN(__glewGetFragmentLightfvSGIX)\n#define glGetFragmentLightivSGIX GLEW_GET_FUN(__glewGetFragmentLightivSGIX)\n#define glGetFragmentMaterialfvSGIX GLEW_GET_FUN(__glewGetFragmentMaterialfvSGIX)\n#define glGetFragmentMaterialivSGIX GLEW_GET_FUN(__glewGetFragmentMaterialivSGIX)\n\n#define GLEW_SGIX_fragment_specular_lighting GLEW_GET_VAR(__GLEW_SGIX_fragment_specular_lighting)\n\n#endif /* GL_SGIX_fragment_specular_lighting */\n\n/* ---------------------- GL_SGIX_fragments_instrument --------------------- */\n\n#ifndef GL_SGIX_fragments_instrument\n#define GL_SGIX_fragments_instrument 1\n\n#define GL_FRAGMENTS_INSTRUMENT_SGIX 0x8313\n#define GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX 0x8314\n#define GL_FRAGMENTS_INSTRUMENT_MAX_SGIX 0x8315\n\n#define GLEW_SGIX_fragments_instrument GLEW_GET_VAR(__GLEW_SGIX_fragments_instrument)\n\n#endif /* GL_SGIX_fragments_instrument */\n\n/* --------------------------- GL_SGIX_framezoom --------------------------- */\n\n#ifndef GL_SGIX_framezoom\n#define GL_SGIX_framezoom 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEZOOMSGIXPROC) (GLint factor);\n\n#define glFrameZoomSGIX GLEW_GET_FUN(__glewFrameZoomSGIX)\n\n#define GLEW_SGIX_framezoom GLEW_GET_VAR(__GLEW_SGIX_framezoom)\n\n#endif /* GL_SGIX_framezoom */\n\n/* -------------------------- GL_SGIX_icc_texture -------------------------- */\n\n#ifndef GL_SGIX_icc_texture\n#define GL_SGIX_icc_texture 1\n\n#define GL_RGB_ICC_SGIX 0x8460\n#define GL_RGBA_ICC_SGIX 0x8461\n#define GL_ALPHA_ICC_SGIX 0x8462\n#define GL_LUMINANCE_ICC_SGIX 0x8463\n#define GL_INTENSITY_ICC_SGIX 0x8464\n#define GL_LUMINANCE_ALPHA_ICC_SGIX 0x8465\n#define GL_R5_G6_B5_ICC_SGIX 0x8466\n#define GL_R5_G6_B5_A8_ICC_SGIX 0x8467\n#define GL_ALPHA16_ICC_SGIX 0x8468\n#define GL_LUMINANCE16_ICC_SGIX 0x8469\n#define GL_INTENSITY16_ICC_SGIX 0x846A\n#define GL_LUMINANCE16_ALPHA8_ICC_SGIX 0x846B\n\n#define GLEW_SGIX_icc_texture GLEW_GET_VAR(__GLEW_SGIX_icc_texture)\n\n#endif /* GL_SGIX_icc_texture */\n\n/* ------------------------ GL_SGIX_igloo_interface ------------------------ */\n\n#ifndef GL_SGIX_igloo_interface\n#define GL_SGIX_igloo_interface 1\n\n#define GL_IGLOO_FULLSCREEN_SGIX 0x819E\n#define GL_IGLOO_VIEWPORT_OFFSET_SGIX 0x819F\n#define GL_IGLOO_SWAPTMESH_SGIX 0x81A0\n#define GL_IGLOO_COLORNORMAL_SGIX 0x81A1\n#define GL_IGLOO_IRISGL_MODE_SGIX 0x81A2\n#define GL_IGLOO_LMC_COLOR_SGIX 0x81A3\n#define GL_IGLOO_TMESHMODE_SGIX 0x81A4\n#define GL_LIGHT31 0xBEAD\n\ntypedef void (GLAPIENTRY * PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, void *param);\n\n#define glIglooInterfaceSGIX GLEW_GET_FUN(__glewIglooInterfaceSGIX)\n\n#define GLEW_SGIX_igloo_interface GLEW_GET_VAR(__GLEW_SGIX_igloo_interface)\n\n#endif /* GL_SGIX_igloo_interface */\n\n/* ----------------------- GL_SGIX_image_compression ----------------------- */\n\n#ifndef GL_SGIX_image_compression\n#define GL_SGIX_image_compression 1\n\n#define GLEW_SGIX_image_compression GLEW_GET_VAR(__GLEW_SGIX_image_compression)\n\n#endif /* GL_SGIX_image_compression */\n\n/* ---------------------- GL_SGIX_impact_pixel_texture --------------------- */\n\n#ifndef GL_SGIX_impact_pixel_texture\n#define GL_SGIX_impact_pixel_texture 1\n\n#define GLEW_SGIX_impact_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_impact_pixel_texture)\n\n#endif /* GL_SGIX_impact_pixel_texture */\n\n/* ------------------------ GL_SGIX_instrument_error ----------------------- */\n\n#ifndef GL_SGIX_instrument_error\n#define GL_SGIX_instrument_error 1\n\n#define GLEW_SGIX_instrument_error GLEW_GET_VAR(__GLEW_SGIX_instrument_error)\n\n#endif /* GL_SGIX_instrument_error */\n\n/* --------------------------- GL_SGIX_interlace --------------------------- */\n\n#ifndef GL_SGIX_interlace\n#define GL_SGIX_interlace 1\n\n#define GL_INTERLACE_SGIX 0x8094\n\n#define GLEW_SGIX_interlace GLEW_GET_VAR(__GLEW_SGIX_interlace)\n\n#endif /* GL_SGIX_interlace */\n\n/* ------------------------- GL_SGIX_ir_instrument1 ------------------------ */\n\n#ifndef GL_SGIX_ir_instrument1\n#define GL_SGIX_ir_instrument1 1\n\n#define GLEW_SGIX_ir_instrument1 GLEW_GET_VAR(__GLEW_SGIX_ir_instrument1)\n\n#endif /* GL_SGIX_ir_instrument1 */\n\n/* ----------------------- GL_SGIX_line_quality_hint ----------------------- */\n\n#ifndef GL_SGIX_line_quality_hint\n#define GL_SGIX_line_quality_hint 1\n\n#define GL_LINE_QUALITY_HINT_SGIX 0x835B\n\n#define GLEW_SGIX_line_quality_hint GLEW_GET_VAR(__GLEW_SGIX_line_quality_hint)\n\n#endif /* GL_SGIX_line_quality_hint */\n\n/* ------------------------- GL_SGIX_list_priority ------------------------- */\n\n#ifndef GL_SGIX_list_priority\n#define GL_SGIX_list_priority 1\n\n#define GLEW_SGIX_list_priority GLEW_GET_VAR(__GLEW_SGIX_list_priority)\n\n#endif /* GL_SGIX_list_priority */\n\n/* ----------------------------- GL_SGIX_mpeg1 ----------------------------- */\n\n#ifndef GL_SGIX_mpeg1\n#define GL_SGIX_mpeg1 1\n\ntypedef void (GLAPIENTRY * PFNGLALLOCMPEGPREDICTORSSGIXPROC) (GLsizei width, GLsizei height, GLsizei n, GLuint* predictors);\ntypedef void (GLAPIENTRY * PFNGLDELETEMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors);\ntypedef void (GLAPIENTRY * PFNGLGENMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERFVSGIXPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERIVSGIXPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values);\ntypedef GLboolean (GLAPIENTRY * PFNGLISMPEGPREDICTORSGIXPROC) (GLuint predictor);\ntypedef void (GLAPIENTRY * PFNGLMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values);\ntypedef void (GLAPIENTRY * PFNGLSWAPMPEGPREDICTORSSGIXPROC) (GLenum target0, GLenum target1);\n\n#define glAllocMPEGPredictorsSGIX GLEW_GET_FUN(__glewAllocMPEGPredictorsSGIX)\n#define glDeleteMPEGPredictorsSGIX GLEW_GET_FUN(__glewDeleteMPEGPredictorsSGIX)\n#define glGenMPEGPredictorsSGIX GLEW_GET_FUN(__glewGenMPEGPredictorsSGIX)\n#define glGetMPEGParameterfvSGIX GLEW_GET_FUN(__glewGetMPEGParameterfvSGIX)\n#define glGetMPEGParameterivSGIX GLEW_GET_FUN(__glewGetMPEGParameterivSGIX)\n#define glGetMPEGPredictorSGIX GLEW_GET_FUN(__glewGetMPEGPredictorSGIX)\n#define glGetMPEGQuantTableubv GLEW_GET_FUN(__glewGetMPEGQuantTableubv)\n#define glIsMPEGPredictorSGIX GLEW_GET_FUN(__glewIsMPEGPredictorSGIX)\n#define glMPEGPredictorSGIX GLEW_GET_FUN(__glewMPEGPredictorSGIX)\n#define glMPEGQuantTableubv GLEW_GET_FUN(__glewMPEGQuantTableubv)\n#define glSwapMPEGPredictorsSGIX GLEW_GET_FUN(__glewSwapMPEGPredictorsSGIX)\n\n#define GLEW_SGIX_mpeg1 GLEW_GET_VAR(__GLEW_SGIX_mpeg1)\n\n#endif /* GL_SGIX_mpeg1 */\n\n/* ----------------------------- GL_SGIX_mpeg2 ----------------------------- */\n\n#ifndef GL_SGIX_mpeg2\n#define GL_SGIX_mpeg2 1\n\n#define GLEW_SGIX_mpeg2 GLEW_GET_VAR(__GLEW_SGIX_mpeg2)\n\n#endif /* GL_SGIX_mpeg2 */\n\n/* ------------------ GL_SGIX_nonlinear_lighting_pervertex ----------------- */\n\n#ifndef GL_SGIX_nonlinear_lighting_pervertex\n#define GL_SGIX_nonlinear_lighting_pervertex 1\n\ntypedef void (GLAPIENTRY * PFNGLGETNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint* terms, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint* terms, const GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint terms, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint terms, const GLfloat* params);\n\n#define glGetNonlinLightfvSGIX GLEW_GET_FUN(__glewGetNonlinLightfvSGIX)\n#define glGetNonlinMaterialfvSGIX GLEW_GET_FUN(__glewGetNonlinMaterialfvSGIX)\n#define glNonlinLightfvSGIX GLEW_GET_FUN(__glewNonlinLightfvSGIX)\n#define glNonlinMaterialfvSGIX GLEW_GET_FUN(__glewNonlinMaterialfvSGIX)\n\n#define GLEW_SGIX_nonlinear_lighting_pervertex GLEW_GET_VAR(__GLEW_SGIX_nonlinear_lighting_pervertex)\n\n#endif /* GL_SGIX_nonlinear_lighting_pervertex */\n\n/* --------------------------- GL_SGIX_nurbs_eval -------------------------- */\n\n#ifndef GL_SGIX_nurbs_eval\n#define GL_SGIX_nurbs_eval 1\n\n#define GL_MAP1_VERTEX_3_NURBS_SGIX 0x81CB\n#define GL_MAP1_VERTEX_4_NURBS_SGIX 0x81CC\n#define GL_MAP1_INDEX_NURBS_SGIX 0x81CD\n#define GL_MAP1_COLOR_4_NURBS_SGIX 0x81CE\n#define GL_MAP1_NORMAL_NURBS_SGIX 0x81CF\n#define GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX 0x81E0\n#define GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX 0x81E1\n#define GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX 0x81E2\n#define GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX 0x81E3\n#define GL_MAP2_VERTEX_3_NURBS_SGIX 0x81E4\n#define GL_MAP2_VERTEX_4_NURBS_SGIX 0x81E5\n#define GL_MAP2_INDEX_NURBS_SGIX 0x81E6\n#define GL_MAP2_COLOR_4_NURBS_SGIX 0x81E7\n#define GL_MAP2_NORMAL_NURBS_SGIX 0x81E8\n#define GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX 0x81E9\n#define GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX 0x81EA\n#define GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX 0x81EB\n#define GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX 0x81EC\n#define GL_NURBS_KNOT_COUNT_SGIX 0x81ED\n#define GL_NURBS_KNOT_VECTOR_SGIX 0x81EE\n\n#define GLEW_SGIX_nurbs_eval GLEW_GET_VAR(__GLEW_SGIX_nurbs_eval)\n\n#endif /* GL_SGIX_nurbs_eval */\n\n/* ---------------------- GL_SGIX_occlusion_instrument --------------------- */\n\n#ifndef GL_SGIX_occlusion_instrument\n#define GL_SGIX_occlusion_instrument 1\n\n#define GL_OCCLUSION_INSTRUMENT_SGIX 0x6060\n\n#define GLEW_SGIX_occlusion_instrument GLEW_GET_VAR(__GLEW_SGIX_occlusion_instrument)\n\n#endif /* GL_SGIX_occlusion_instrument */\n\n/* ------------------------- GL_SGIX_packed_6bytes ------------------------- */\n\n#ifndef GL_SGIX_packed_6bytes\n#define GL_SGIX_packed_6bytes 1\n\n#define GLEW_SGIX_packed_6bytes GLEW_GET_VAR(__GLEW_SGIX_packed_6bytes)\n\n#endif /* GL_SGIX_packed_6bytes */\n\n/* ------------------------- GL_SGIX_pixel_texture ------------------------- */\n\n#ifndef GL_SGIX_pixel_texture\n#define GL_SGIX_pixel_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLPIXELTEXGENSGIXPROC) (GLenum mode);\n\n#define glPixelTexGenSGIX GLEW_GET_FUN(__glewPixelTexGenSGIX)\n\n#define GLEW_SGIX_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_pixel_texture)\n\n#endif /* GL_SGIX_pixel_texture */\n\n/* ----------------------- GL_SGIX_pixel_texture_bits ---------------------- */\n\n#ifndef GL_SGIX_pixel_texture_bits\n#define GL_SGIX_pixel_texture_bits 1\n\n#define GLEW_SGIX_pixel_texture_bits GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_bits)\n\n#endif /* GL_SGIX_pixel_texture_bits */\n\n/* ----------------------- GL_SGIX_pixel_texture_lod ----------------------- */\n\n#ifndef GL_SGIX_pixel_texture_lod\n#define GL_SGIX_pixel_texture_lod 1\n\n#define GLEW_SGIX_pixel_texture_lod GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_lod)\n\n#endif /* GL_SGIX_pixel_texture_lod */\n\n/* -------------------------- GL_SGIX_pixel_tiles -------------------------- */\n\n#ifndef GL_SGIX_pixel_tiles\n#define GL_SGIX_pixel_tiles 1\n\n#define GLEW_SGIX_pixel_tiles GLEW_GET_VAR(__GLEW_SGIX_pixel_tiles)\n\n#endif /* GL_SGIX_pixel_tiles */\n\n/* ------------------------- GL_SGIX_polynomial_ffd ------------------------ */\n\n#ifndef GL_SGIX_polynomial_ffd\n#define GL_SGIX_polynomial_ffd 1\n\n#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x1\n#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x2\n\ntypedef void (GLAPIENTRY * PFNGLDEFORMSGIXPROC) (GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask);\n\n#define glDeformSGIX GLEW_GET_FUN(__glewDeformSGIX)\n#define glLoadIdentityDeformationMapSGIX GLEW_GET_FUN(__glewLoadIdentityDeformationMapSGIX)\n\n#define GLEW_SGIX_polynomial_ffd GLEW_GET_VAR(__GLEW_SGIX_polynomial_ffd)\n\n#endif /* GL_SGIX_polynomial_ffd */\n\n/* --------------------------- GL_SGIX_quad_mesh --------------------------- */\n\n#ifndef GL_SGIX_quad_mesh\n#define GL_SGIX_quad_mesh 1\n\ntypedef void (GLAPIENTRY * PFNGLMESHBREADTHSGIXPROC) (GLint breadth);\ntypedef void (GLAPIENTRY * PFNGLMESHSTRIDESGIXPROC) (GLint stride);\n\n#define glMeshBreadthSGIX GLEW_GET_FUN(__glewMeshBreadthSGIX)\n#define glMeshStrideSGIX GLEW_GET_FUN(__glewMeshStrideSGIX)\n\n#define GLEW_SGIX_quad_mesh GLEW_GET_VAR(__GLEW_SGIX_quad_mesh)\n\n#endif /* GL_SGIX_quad_mesh */\n\n/* ------------------------ GL_SGIX_reference_plane ------------------------ */\n\n#ifndef GL_SGIX_reference_plane\n#define GL_SGIX_reference_plane 1\n\ntypedef void (GLAPIENTRY * PFNGLREFERENCEPLANESGIXPROC) (const GLdouble* equation);\n\n#define glReferencePlaneSGIX GLEW_GET_FUN(__glewReferencePlaneSGIX)\n\n#define GLEW_SGIX_reference_plane GLEW_GET_VAR(__GLEW_SGIX_reference_plane)\n\n#endif /* GL_SGIX_reference_plane */\n\n/* ---------------------------- GL_SGIX_resample --------------------------- */\n\n#ifndef GL_SGIX_resample\n#define GL_SGIX_resample 1\n\n#define GL_PACK_RESAMPLE_SGIX 0x842E\n#define GL_UNPACK_RESAMPLE_SGIX 0x842F\n#define GL_RESAMPLE_DECIMATE_SGIX 0x8430\n#define GL_RESAMPLE_REPLICATE_SGIX 0x8433\n#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434\n\n#define GLEW_SGIX_resample GLEW_GET_VAR(__GLEW_SGIX_resample)\n\n#endif /* GL_SGIX_resample */\n\n/* ------------------------- GL_SGIX_scalebias_hint ------------------------ */\n\n#ifndef GL_SGIX_scalebias_hint\n#define GL_SGIX_scalebias_hint 1\n\n#define GL_SCALEBIAS_HINT_SGIX 0x8322\n\n#define GLEW_SGIX_scalebias_hint GLEW_GET_VAR(__GLEW_SGIX_scalebias_hint)\n\n#endif /* GL_SGIX_scalebias_hint */\n\n/* ----------------------------- GL_SGIX_shadow ---------------------------- */\n\n#ifndef GL_SGIX_shadow\n#define GL_SGIX_shadow 1\n\n#define GL_TEXTURE_COMPARE_SGIX 0x819A\n#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B\n#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C\n#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D\n\n#define GLEW_SGIX_shadow GLEW_GET_VAR(__GLEW_SGIX_shadow)\n\n#endif /* GL_SGIX_shadow */\n\n/* ------------------------- GL_SGIX_shadow_ambient ------------------------ */\n\n#ifndef GL_SGIX_shadow_ambient\n#define GL_SGIX_shadow_ambient 1\n\n#define GL_SHADOW_AMBIENT_SGIX 0x80BF\n\n#define GLEW_SGIX_shadow_ambient GLEW_GET_VAR(__GLEW_SGIX_shadow_ambient)\n\n#endif /* GL_SGIX_shadow_ambient */\n\n/* ------------------------------ GL_SGIX_slim ----------------------------- */\n\n#ifndef GL_SGIX_slim\n#define GL_SGIX_slim 1\n\n#define GL_PACK_MAX_COMPRESSED_SIZE_SGIX 0x831B\n#define GL_SLIM8U_SGIX 0x831D\n#define GL_SLIM10U_SGIX 0x831E\n#define GL_SLIM12S_SGIX 0x831F\n\n#define GLEW_SGIX_slim GLEW_GET_VAR(__GLEW_SGIX_slim)\n\n#endif /* GL_SGIX_slim */\n\n/* ------------------------ GL_SGIX_spotlight_cutoff ----------------------- */\n\n#ifndef GL_SGIX_spotlight_cutoff\n#define GL_SGIX_spotlight_cutoff 1\n\n#define GL_SPOT_CUTOFF_DELTA_SGIX 0x8193\n\n#define GLEW_SGIX_spotlight_cutoff GLEW_GET_VAR(__GLEW_SGIX_spotlight_cutoff)\n\n#endif /* GL_SGIX_spotlight_cutoff */\n\n/* ----------------------------- GL_SGIX_sprite ---------------------------- */\n\n#ifndef GL_SGIX_sprite\n#define GL_SGIX_sprite 1\n\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, GLint* params);\n\n#define glSpriteParameterfSGIX GLEW_GET_FUN(__glewSpriteParameterfSGIX)\n#define glSpriteParameterfvSGIX GLEW_GET_FUN(__glewSpriteParameterfvSGIX)\n#define glSpriteParameteriSGIX GLEW_GET_FUN(__glewSpriteParameteriSGIX)\n#define glSpriteParameterivSGIX GLEW_GET_FUN(__glewSpriteParameterivSGIX)\n\n#define GLEW_SGIX_sprite GLEW_GET_VAR(__GLEW_SGIX_sprite)\n\n#endif /* GL_SGIX_sprite */\n\n/* -------------------------- GL_SGIX_subdiv_patch ------------------------- */\n\n#ifndef GL_SGIX_subdiv_patch\n#define GL_SGIX_subdiv_patch 1\n\n#define GLEW_SGIX_subdiv_patch GLEW_GET_VAR(__GLEW_SGIX_subdiv_patch)\n\n#endif /* GL_SGIX_subdiv_patch */\n\n/* --------------------------- GL_SGIX_subsample --------------------------- */\n\n#ifndef GL_SGIX_subsample\n#define GL_SGIX_subsample 1\n\n#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0\n#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1\n#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2\n#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3\n#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4\n\n#define GLEW_SGIX_subsample GLEW_GET_VAR(__GLEW_SGIX_subsample)\n\n#endif /* GL_SGIX_subsample */\n\n/* ----------------------- GL_SGIX_tag_sample_buffer ----------------------- */\n\n#ifndef GL_SGIX_tag_sample_buffer\n#define GL_SGIX_tag_sample_buffer 1\n\ntypedef void (GLAPIENTRY * PFNGLTAGSAMPLEBUFFERSGIXPROC) (void);\n\n#define glTagSampleBufferSGIX GLEW_GET_FUN(__glewTagSampleBufferSGIX)\n\n#define GLEW_SGIX_tag_sample_buffer GLEW_GET_VAR(__GLEW_SGIX_tag_sample_buffer)\n\n#endif /* GL_SGIX_tag_sample_buffer */\n\n/* ------------------------ GL_SGIX_texture_add_env ------------------------ */\n\n#ifndef GL_SGIX_texture_add_env\n#define GL_SGIX_texture_add_env 1\n\n#define GLEW_SGIX_texture_add_env GLEW_GET_VAR(__GLEW_SGIX_texture_add_env)\n\n#endif /* GL_SGIX_texture_add_env */\n\n/* -------------------- GL_SGIX_texture_coordinate_clamp ------------------- */\n\n#ifndef GL_SGIX_texture_coordinate_clamp\n#define GL_SGIX_texture_coordinate_clamp 1\n\n#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369\n#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A\n#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B\n\n#define GLEW_SGIX_texture_coordinate_clamp GLEW_GET_VAR(__GLEW_SGIX_texture_coordinate_clamp)\n\n#endif /* GL_SGIX_texture_coordinate_clamp */\n\n/* ------------------------ GL_SGIX_texture_lod_bias ----------------------- */\n\n#ifndef GL_SGIX_texture_lod_bias\n#define GL_SGIX_texture_lod_bias 1\n\n#define GLEW_SGIX_texture_lod_bias GLEW_GET_VAR(__GLEW_SGIX_texture_lod_bias)\n\n#endif /* GL_SGIX_texture_lod_bias */\n\n/* ------------------- GL_SGIX_texture_mipmap_anisotropic ------------------ */\n\n#ifndef GL_SGIX_texture_mipmap_anisotropic\n#define GL_SGIX_texture_mipmap_anisotropic 1\n\n#define GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX 0x832E\n#define GL_MAX_MIPMAP_ANISOTROPY_SGIX 0x832F\n\n#define GLEW_SGIX_texture_mipmap_anisotropic GLEW_GET_VAR(__GLEW_SGIX_texture_mipmap_anisotropic)\n\n#endif /* GL_SGIX_texture_mipmap_anisotropic */\n\n/* ---------------------- GL_SGIX_texture_multi_buffer --------------------- */\n\n#ifndef GL_SGIX_texture_multi_buffer\n#define GL_SGIX_texture_multi_buffer 1\n\n#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E\n\n#define GLEW_SGIX_texture_multi_buffer GLEW_GET_VAR(__GLEW_SGIX_texture_multi_buffer)\n\n#endif /* GL_SGIX_texture_multi_buffer */\n\n/* ------------------------- GL_SGIX_texture_phase ------------------------- */\n\n#ifndef GL_SGIX_texture_phase\n#define GL_SGIX_texture_phase 1\n\n#define GL_PHASE_SGIX 0x832A\n\n#define GLEW_SGIX_texture_phase GLEW_GET_VAR(__GLEW_SGIX_texture_phase)\n\n#endif /* GL_SGIX_texture_phase */\n\n/* ------------------------- GL_SGIX_texture_range ------------------------- */\n\n#ifndef GL_SGIX_texture_range\n#define GL_SGIX_texture_range 1\n\n#define GL_RGB_SIGNED_SGIX 0x85E0\n#define GL_RGBA_SIGNED_SGIX 0x85E1\n#define GL_ALPHA_SIGNED_SGIX 0x85E2\n#define GL_LUMINANCE_SIGNED_SGIX 0x85E3\n#define GL_INTENSITY_SIGNED_SGIX 0x85E4\n#define GL_LUMINANCE_ALPHA_SIGNED_SGIX 0x85E5\n#define GL_RGB16_SIGNED_SGIX 0x85E6\n#define GL_RGBA16_SIGNED_SGIX 0x85E7\n#define GL_ALPHA16_SIGNED_SGIX 0x85E8\n#define GL_LUMINANCE16_SIGNED_SGIX 0x85E9\n#define GL_INTENSITY16_SIGNED_SGIX 0x85EA\n#define GL_LUMINANCE16_ALPHA16_SIGNED_SGIX 0x85EB\n#define GL_RGB_EXTENDED_RANGE_SGIX 0x85EC\n#define GL_RGBA_EXTENDED_RANGE_SGIX 0x85ED\n#define GL_ALPHA_EXTENDED_RANGE_SGIX 0x85EE\n#define GL_LUMINANCE_EXTENDED_RANGE_SGIX 0x85EF\n#define GL_INTENSITY_EXTENDED_RANGE_SGIX 0x85F0\n#define GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX 0x85F1\n#define GL_RGB16_EXTENDED_RANGE_SGIX 0x85F2\n#define GL_RGBA16_EXTENDED_RANGE_SGIX 0x85F3\n#define GL_ALPHA16_EXTENDED_RANGE_SGIX 0x85F4\n#define GL_LUMINANCE16_EXTENDED_RANGE_SGIX 0x85F5\n#define GL_INTENSITY16_EXTENDED_RANGE_SGIX 0x85F6\n#define GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX 0x85F7\n#define GL_MIN_LUMINANCE_SGIS 0x85F8\n#define GL_MAX_LUMINANCE_SGIS 0x85F9\n#define GL_MIN_INTENSITY_SGIS 0x85FA\n#define GL_MAX_INTENSITY_SGIS 0x85FB\n\n#define GLEW_SGIX_texture_range GLEW_GET_VAR(__GLEW_SGIX_texture_range)\n\n#endif /* GL_SGIX_texture_range */\n\n/* ----------------------- GL_SGIX_texture_scale_bias ---------------------- */\n\n#ifndef GL_SGIX_texture_scale_bias\n#define GL_SGIX_texture_scale_bias 1\n\n#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179\n#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A\n#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B\n#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C\n\n#define GLEW_SGIX_texture_scale_bias GLEW_GET_VAR(__GLEW_SGIX_texture_scale_bias)\n\n#endif /* GL_SGIX_texture_scale_bias */\n\n/* ---------------------- GL_SGIX_texture_supersample ---------------------- */\n\n#ifndef GL_SGIX_texture_supersample\n#define GL_SGIX_texture_supersample 1\n\n#define GLEW_SGIX_texture_supersample GLEW_GET_VAR(__GLEW_SGIX_texture_supersample)\n\n#endif /* GL_SGIX_texture_supersample */\n\n/* --------------------------- GL_SGIX_vector_ops -------------------------- */\n\n#ifndef GL_SGIX_vector_ops\n#define GL_SGIX_vector_ops 1\n\ntypedef void (GLAPIENTRY * PFNGLGETVECTOROPERATIONSGIXPROC) (GLenum operation);\ntypedef void (GLAPIENTRY * PFNGLVECTOROPERATIONSGIXPROC) (GLenum operation);\n\n#define glGetVectorOperationSGIX GLEW_GET_FUN(__glewGetVectorOperationSGIX)\n#define glVectorOperationSGIX GLEW_GET_FUN(__glewVectorOperationSGIX)\n\n#define GLEW_SGIX_vector_ops GLEW_GET_VAR(__GLEW_SGIX_vector_ops)\n\n#endif /* GL_SGIX_vector_ops */\n\n/* ---------------------- GL_SGIX_vertex_array_object ---------------------- */\n\n#ifndef GL_SGIX_vertex_array_object\n#define GL_SGIX_vertex_array_object 1\n\ntypedef GLboolean (GLAPIENTRY * PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC) (GLsizei n, const GLuint* arrays, GLboolean* residences);\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYSGIXPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSSGIXPROC) (GLsizei n, GLuint* arrays);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYSGIXPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays, const GLclampf* priorities);\n\n#define glAreVertexArraysResidentSGIX GLEW_GET_FUN(__glewAreVertexArraysResidentSGIX)\n#define glBindVertexArraySGIX GLEW_GET_FUN(__glewBindVertexArraySGIX)\n#define glDeleteVertexArraysSGIX GLEW_GET_FUN(__glewDeleteVertexArraysSGIX)\n#define glGenVertexArraysSGIX GLEW_GET_FUN(__glewGenVertexArraysSGIX)\n#define glIsVertexArraySGIX GLEW_GET_FUN(__glewIsVertexArraySGIX)\n#define glPrioritizeVertexArraysSGIX GLEW_GET_FUN(__glewPrioritizeVertexArraysSGIX)\n\n#define GLEW_SGIX_vertex_array_object GLEW_GET_VAR(__GLEW_SGIX_vertex_array_object)\n\n#endif /* GL_SGIX_vertex_array_object */\n\n/* ------------------------- GL_SGIX_vertex_preclip ------------------------ */\n\n#ifndef GL_SGIX_vertex_preclip\n#define GL_SGIX_vertex_preclip 1\n\n#define GL_VERTEX_PRECLIP_SGIX 0x83EE\n#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF\n\n#define GLEW_SGIX_vertex_preclip GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip)\n\n#endif /* GL_SGIX_vertex_preclip */\n\n/* ---------------------- GL_SGIX_vertex_preclip_hint ---------------------- */\n\n#ifndef GL_SGIX_vertex_preclip_hint\n#define GL_SGIX_vertex_preclip_hint 1\n\n#define GL_VERTEX_PRECLIP_SGIX 0x83EE\n#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF\n\n#define GLEW_SGIX_vertex_preclip_hint GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip_hint)\n\n#endif /* GL_SGIX_vertex_preclip_hint */\n\n/* ----------------------------- GL_SGIX_ycrcb ----------------------------- */\n\n#ifndef GL_SGIX_ycrcb\n#define GL_SGIX_ycrcb 1\n\n#define GLEW_SGIX_ycrcb GLEW_GET_VAR(__GLEW_SGIX_ycrcb)\n\n#endif /* GL_SGIX_ycrcb */\n\n/* ------------------------ GL_SGIX_ycrcb_subsample ------------------------ */\n\n#ifndef GL_SGIX_ycrcb_subsample\n#define GL_SGIX_ycrcb_subsample 1\n\n#define GLEW_SGIX_ycrcb_subsample GLEW_GET_VAR(__GLEW_SGIX_ycrcb_subsample)\n\n#endif /* GL_SGIX_ycrcb_subsample */\n\n/* ----------------------------- GL_SGIX_ycrcba ---------------------------- */\n\n#ifndef GL_SGIX_ycrcba\n#define GL_SGIX_ycrcba 1\n\n#define GL_YCRCB_SGIX 0x8318\n#define GL_YCRCBA_SGIX 0x8319\n\n#define GLEW_SGIX_ycrcba GLEW_GET_VAR(__GLEW_SGIX_ycrcba)\n\n#endif /* GL_SGIX_ycrcba */\n\n/* -------------------------- GL_SGI_color_matrix -------------------------- */\n\n#ifndef GL_SGI_color_matrix\n#define GL_SGI_color_matrix 1\n\n#define GL_COLOR_MATRIX_SGI 0x80B1\n#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2\n#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3\n#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4\n#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5\n#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6\n#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7\n#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8\n#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9\n#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA\n#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB\n\n#define GLEW_SGI_color_matrix GLEW_GET_VAR(__GLEW_SGI_color_matrix)\n\n#endif /* GL_SGI_color_matrix */\n\n/* --------------------------- GL_SGI_color_table -------------------------- */\n\n#ifndef GL_SGI_color_table\n#define GL_SGI_color_table 1\n\n#define GL_COLOR_TABLE_SGI 0x80D0\n#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1\n#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2\n#define GL_PROXY_COLOR_TABLE_SGI 0x80D3\n#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4\n#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5\n#define GL_COLOR_TABLE_SCALE_SGI 0x80D6\n#define GL_COLOR_TABLE_BIAS_SGI 0x80D7\n#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8\n#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9\n#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA\n#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB\n#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC\n#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD\n#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE\n#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF\n\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table);\n\n#define glColorTableParameterfvSGI GLEW_GET_FUN(__glewColorTableParameterfvSGI)\n#define glColorTableParameterivSGI GLEW_GET_FUN(__glewColorTableParameterivSGI)\n#define glColorTableSGI GLEW_GET_FUN(__glewColorTableSGI)\n#define glCopyColorTableSGI GLEW_GET_FUN(__glewCopyColorTableSGI)\n#define glGetColorTableParameterfvSGI GLEW_GET_FUN(__glewGetColorTableParameterfvSGI)\n#define glGetColorTableParameterivSGI GLEW_GET_FUN(__glewGetColorTableParameterivSGI)\n#define glGetColorTableSGI GLEW_GET_FUN(__glewGetColorTableSGI)\n\n#define GLEW_SGI_color_table GLEW_GET_VAR(__GLEW_SGI_color_table)\n\n#endif /* GL_SGI_color_table */\n\n/* ----------------------------- GL_SGI_complex ---------------------------- */\n\n#ifndef GL_SGI_complex\n#define GL_SGI_complex 1\n\n#define GLEW_SGI_complex GLEW_GET_VAR(__GLEW_SGI_complex)\n\n#endif /* GL_SGI_complex */\n\n/* -------------------------- GL_SGI_complex_type -------------------------- */\n\n#ifndef GL_SGI_complex_type\n#define GL_SGI_complex_type 1\n\n#define GL_COMPLEX_UNSIGNED_BYTE_SGI 0x81BD\n#define GL_COMPLEX_BYTE_SGI 0x81BE\n#define GL_COMPLEX_UNSIGNED_SHORT_SGI 0x81BF\n#define GL_COMPLEX_SHORT_SGI 0x81C0\n#define GL_COMPLEX_UNSIGNED_INT_SGI 0x81C1\n#define GL_COMPLEX_INT_SGI 0x81C2\n#define GL_COMPLEX_FLOAT_SGI 0x81C3\n\n#define GLEW_SGI_complex_type GLEW_GET_VAR(__GLEW_SGI_complex_type)\n\n#endif /* GL_SGI_complex_type */\n\n/* ------------------------------- GL_SGI_fft ------------------------------ */\n\n#ifndef GL_SGI_fft\n#define GL_SGI_fft 1\n\n#define GL_PIXEL_TRANSFORM_OPERATOR_SGI 0x81C4\n#define GL_CONVOLUTION_SGI 0x81C5\n#define GL_FFT_1D_SGI 0x81C6\n#define GL_PIXEL_TRANSFORM_SGI 0x81C7\n#define GL_MAX_FFT_WIDTH_SGI 0x81C8\n\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFSGIPROC) (GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERISGIPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMSGIPROC) (GLenum target);\n\n#define glGetPixelTransformParameterfvSGI GLEW_GET_FUN(__glewGetPixelTransformParameterfvSGI)\n#define glGetPixelTransformParameterivSGI GLEW_GET_FUN(__glewGetPixelTransformParameterivSGI)\n#define glPixelTransformParameterfSGI GLEW_GET_FUN(__glewPixelTransformParameterfSGI)\n#define glPixelTransformParameterfvSGI GLEW_GET_FUN(__glewPixelTransformParameterfvSGI)\n#define glPixelTransformParameteriSGI GLEW_GET_FUN(__glewPixelTransformParameteriSGI)\n#define glPixelTransformParameterivSGI GLEW_GET_FUN(__glewPixelTransformParameterivSGI)\n#define glPixelTransformSGI GLEW_GET_FUN(__glewPixelTransformSGI)\n\n#define GLEW_SGI_fft GLEW_GET_VAR(__GLEW_SGI_fft)\n\n#endif /* GL_SGI_fft */\n\n/* ----------------------- GL_SGI_texture_color_table ---------------------- */\n\n#ifndef GL_SGI_texture_color_table\n#define GL_SGI_texture_color_table 1\n\n#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC\n#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD\n\n#define GLEW_SGI_texture_color_table GLEW_GET_VAR(__GLEW_SGI_texture_color_table)\n\n#endif /* GL_SGI_texture_color_table */\n\n/* ------------------------- GL_SUNX_constant_data ------------------------- */\n\n#ifndef GL_SUNX_constant_data\n#define GL_SUNX_constant_data 1\n\n#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5\n#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6\n\ntypedef void (GLAPIENTRY * PFNGLFINISHTEXTURESUNXPROC) (void);\n\n#define glFinishTextureSUNX GLEW_GET_FUN(__glewFinishTextureSUNX)\n\n#define GLEW_SUNX_constant_data GLEW_GET_VAR(__GLEW_SUNX_constant_data)\n\n#endif /* GL_SUNX_constant_data */\n\n/* -------------------- GL_SUN_convolution_border_modes -------------------- */\n\n#ifndef GL_SUN_convolution_border_modes\n#define GL_SUN_convolution_border_modes 1\n\n#define GL_WRAP_BORDER_SUN 0x81D4\n\n#define GLEW_SUN_convolution_border_modes GLEW_GET_VAR(__GLEW_SUN_convolution_border_modes)\n\n#endif /* GL_SUN_convolution_border_modes */\n\n/* -------------------------- GL_SUN_global_alpha -------------------------- */\n\n#ifndef GL_SUN_global_alpha\n#define GL_SUN_global_alpha 1\n\n#define GL_GLOBAL_ALPHA_SUN 0x81D9\n#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA\n\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor);\n\n#define glGlobalAlphaFactorbSUN GLEW_GET_FUN(__glewGlobalAlphaFactorbSUN)\n#define glGlobalAlphaFactordSUN GLEW_GET_FUN(__glewGlobalAlphaFactordSUN)\n#define glGlobalAlphaFactorfSUN GLEW_GET_FUN(__glewGlobalAlphaFactorfSUN)\n#define glGlobalAlphaFactoriSUN GLEW_GET_FUN(__glewGlobalAlphaFactoriSUN)\n#define glGlobalAlphaFactorsSUN GLEW_GET_FUN(__glewGlobalAlphaFactorsSUN)\n#define glGlobalAlphaFactorubSUN GLEW_GET_FUN(__glewGlobalAlphaFactorubSUN)\n#define glGlobalAlphaFactoruiSUN GLEW_GET_FUN(__glewGlobalAlphaFactoruiSUN)\n#define glGlobalAlphaFactorusSUN GLEW_GET_FUN(__glewGlobalAlphaFactorusSUN)\n\n#define GLEW_SUN_global_alpha GLEW_GET_VAR(__GLEW_SUN_global_alpha)\n\n#endif /* GL_SUN_global_alpha */\n\n/* --------------------------- GL_SUN_mesh_array --------------------------- */\n\n#ifndef GL_SUN_mesh_array\n#define GL_SUN_mesh_array 1\n\n#define GL_QUAD_MESH_SUN 0x8614\n#define GL_TRIANGLE_MESH_SUN 0x8615\n\n#define GLEW_SUN_mesh_array GLEW_GET_VAR(__GLEW_SUN_mesh_array)\n\n#endif /* GL_SUN_mesh_array */\n\n/* ------------------------ GL_SUN_read_video_pixels ----------------------- */\n\n#ifndef GL_SUN_read_video_pixels\n#define GL_SUN_read_video_pixels 1\n\ntypedef void (GLAPIENTRY * PFNGLREADVIDEOPIXELSSUNPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);\n\n#define glReadVideoPixelsSUN GLEW_GET_FUN(__glewReadVideoPixelsSUN)\n\n#define GLEW_SUN_read_video_pixels GLEW_GET_VAR(__GLEW_SUN_read_video_pixels)\n\n#endif /* GL_SUN_read_video_pixels */\n\n/* --------------------------- GL_SUN_slice_accum -------------------------- */\n\n#ifndef GL_SUN_slice_accum\n#define GL_SUN_slice_accum 1\n\n#define GL_SLICE_ACCUM_SUN 0x85CC\n\n#define GLEW_SUN_slice_accum GLEW_GET_VAR(__GLEW_SUN_slice_accum)\n\n#endif /* GL_SUN_slice_accum */\n\n/* -------------------------- GL_SUN_triangle_list ------------------------- */\n\n#ifndef GL_SUN_triangle_list\n#define GL_SUN_triangle_list 1\n\n#define GL_RESTART_SUN 0x01\n#define GL_REPLACE_MIDDLE_SUN 0x02\n#define GL_REPLACE_OLDEST_SUN 0x03\n#define GL_TRIANGLE_LIST_SUN 0x81D7\n#define GL_REPLACEMENT_CODE_SUN 0x81D8\n#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0\n#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1\n#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2\n#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3\n#define GL_R1UI_V3F_SUN 0x85C4\n#define GL_R1UI_C4UB_V3F_SUN 0x85C5\n#define GL_R1UI_C3F_V3F_SUN 0x85C6\n#define GL_R1UI_N3F_V3F_SUN 0x85C7\n#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8\n#define GL_R1UI_T2F_V3F_SUN 0x85C9\n#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA\n#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB\n\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte* code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint* code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort* code);\n\n#define glReplacementCodePointerSUN GLEW_GET_FUN(__glewReplacementCodePointerSUN)\n#define glReplacementCodeubSUN GLEW_GET_FUN(__glewReplacementCodeubSUN)\n#define glReplacementCodeubvSUN GLEW_GET_FUN(__glewReplacementCodeubvSUN)\n#define glReplacementCodeuiSUN GLEW_GET_FUN(__glewReplacementCodeuiSUN)\n#define glReplacementCodeuivSUN GLEW_GET_FUN(__glewReplacementCodeuivSUN)\n#define glReplacementCodeusSUN GLEW_GET_FUN(__glewReplacementCodeusSUN)\n#define glReplacementCodeusvSUN GLEW_GET_FUN(__glewReplacementCodeusvSUN)\n\n#define GLEW_SUN_triangle_list GLEW_GET_VAR(__GLEW_SUN_triangle_list)\n\n#endif /* GL_SUN_triangle_list */\n\n/* ----------------------------- GL_SUN_vertex ----------------------------- */\n\n#ifndef GL_SUN_vertex\n#define GL_SUN_vertex 1\n\ntypedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte* c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte* c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint* rc, const GLubyte *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat* tc, const GLubyte *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *v);\n\n#define glColor3fVertex3fSUN GLEW_GET_FUN(__glewColor3fVertex3fSUN)\n#define glColor3fVertex3fvSUN GLEW_GET_FUN(__glewColor3fVertex3fvSUN)\n#define glColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fSUN)\n#define glColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fvSUN)\n#define glColor4ubVertex2fSUN GLEW_GET_FUN(__glewColor4ubVertex2fSUN)\n#define glColor4ubVertex2fvSUN GLEW_GET_FUN(__glewColor4ubVertex2fvSUN)\n#define glColor4ubVertex3fSUN GLEW_GET_FUN(__glewColor4ubVertex3fSUN)\n#define glColor4ubVertex3fvSUN GLEW_GET_FUN(__glewColor4ubVertex3fvSUN)\n#define glNormal3fVertex3fSUN GLEW_GET_FUN(__glewNormal3fVertex3fSUN)\n#define glNormal3fVertex3fvSUN GLEW_GET_FUN(__glewNormal3fVertex3fvSUN)\n#define glReplacementCodeuiColor3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fSUN)\n#define glReplacementCodeuiColor3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fvSUN)\n#define glReplacementCodeuiColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fSUN)\n#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fvSUN)\n#define glReplacementCodeuiColor4ubVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fSUN)\n#define glReplacementCodeuiColor4ubVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fvSUN)\n#define glReplacementCodeuiNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fSUN)\n#define glReplacementCodeuiNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fvSUN)\n#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN)\n#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN)\n#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN)\n#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN)\n#define glReplacementCodeuiTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fSUN)\n#define glReplacementCodeuiTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fvSUN)\n#define glReplacementCodeuiVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fSUN)\n#define glReplacementCodeuiVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fvSUN)\n#define glTexCoord2fColor3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fSUN)\n#define glTexCoord2fColor3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fvSUN)\n#define glTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fSUN)\n#define glTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fvSUN)\n#define glTexCoord2fColor4ubVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fSUN)\n#define glTexCoord2fColor4ubVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fvSUN)\n#define glTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fSUN)\n#define glTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fvSUN)\n#define glTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fSUN)\n#define glTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fvSUN)\n#define glTexCoord4fColor4fNormal3fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fSUN)\n#define glTexCoord4fColor4fNormal3fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fvSUN)\n#define glTexCoord4fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fSUN)\n#define glTexCoord4fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fvSUN)\n\n#define GLEW_SUN_vertex GLEW_GET_VAR(__GLEW_SUN_vertex)\n\n#endif /* GL_SUN_vertex */\n\n/* -------------------------- GL_WIN_phong_shading ------------------------- */\n\n#ifndef GL_WIN_phong_shading\n#define GL_WIN_phong_shading 1\n\n#define GL_PHONG_WIN 0x80EA\n#define GL_PHONG_HINT_WIN 0x80EB\n\n#define GLEW_WIN_phong_shading GLEW_GET_VAR(__GLEW_WIN_phong_shading)\n\n#endif /* GL_WIN_phong_shading */\n\n/* ------------------------- GL_WIN_scene_markerXXX ------------------------ */\n\n#ifndef GL_WIN_scene_markerXXX\n#define GL_WIN_scene_markerXXX 1\n\n#define GLEW_WIN_scene_markerXXX GLEW_GET_VAR(__GLEW_WIN_scene_markerXXX)\n\n#endif /* GL_WIN_scene_markerXXX */\n\n/* -------------------------- GL_WIN_specular_fog -------------------------- */\n\n#ifndef GL_WIN_specular_fog\n#define GL_WIN_specular_fog 1\n\n#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC\n\n#define GLEW_WIN_specular_fog GLEW_GET_VAR(__GLEW_WIN_specular_fog)\n\n#endif /* GL_WIN_specular_fog */\n\n/* ---------------------------- GL_WIN_swap_hint --------------------------- */\n\n#ifndef GL_WIN_swap_hint\n#define GL_WIN_swap_hint 1\n\ntypedef void (GLAPIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define glAddSwapHintRectWIN GLEW_GET_FUN(__glewAddSwapHintRectWIN)\n\n#define GLEW_WIN_swap_hint GLEW_GET_VAR(__GLEW_WIN_swap_hint)\n\n#endif /* GL_WIN_swap_hint */\n\n/* ------------------------------------------------------------------------- */\n\n\n\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DPROC __glewTexImage3D;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D;\n\nGLEW_FUN_EXPORT PFNGLACTIVETEXTUREPROC __glewActiveTexture;\nGLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage;\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd;\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv;\nGLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage;\n\nGLEW_FUN_EXPORT PFNGLBLENDCOLORPROC __glewBlendColor;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONPROC __glewBlendEquation;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate;\nGLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDPROC __glewFogCoordd;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDVPROC __glewFogCoorddv;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFPROC __glewFogCoordf;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFVPROC __glewFogCoordfv;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFPROC __glewPointParameterf;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERIPROC __glewPointParameteri;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DPROC __glewWindowPos2d;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FPROC __glewWindowPos2f;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IPROC __glewWindowPos2i;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SPROC __glewWindowPos2s;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DPROC __glewWindowPos3d;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FPROC __glewWindowPos3f;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IPROC __glewWindowPos3i;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SPROC __glewWindowPos3s;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYPROC __glewBeginQuery;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer;\nGLEW_FUN_EXPORT PFNGLBUFFERDATAPROC __glewBufferData;\nGLEW_FUN_EXPORT PFNGLBUFFERSUBDATAPROC __glewBufferSubData;\nGLEW_FUN_EXPORT PFNGLDELETEBUFFERSPROC __glewDeleteBuffers;\nGLEW_FUN_EXPORT PFNGLDELETEQUERIESPROC __glewDeleteQueries;\nGLEW_FUN_EXPORT PFNGLENDQUERYPROC __glewEndQuery;\nGLEW_FUN_EXPORT PFNGLGENBUFFERSPROC __glewGenBuffers;\nGLEW_FUN_EXPORT PFNGLGENQUERIESPROC __glewGenQueries;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv;\nGLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv;\nGLEW_FUN_EXPORT PFNGLGETQUERYIVPROC __glewGetQueryiv;\nGLEW_FUN_EXPORT PFNGLISBUFFERPROC __glewIsBuffer;\nGLEW_FUN_EXPORT PFNGLISQUERYPROC __glewIsQuery;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERPROC __glewMapBuffer;\nGLEW_FUN_EXPORT PFNGLUNMAPBUFFERPROC __glewUnmapBuffer;\n\nGLEW_FUN_EXPORT PFNGLATTACHSHADERPROC __glewAttachShader;\nGLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate;\nGLEW_FUN_EXPORT PFNGLCOMPILESHADERPROC __glewCompileShader;\nGLEW_FUN_EXPORT PFNGLCREATEPROGRAMPROC __glewCreateProgram;\nGLEW_FUN_EXPORT PFNGLCREATESHADERPROC __glewCreateShader;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMPROC __glewDeleteProgram;\nGLEW_FUN_EXPORT PFNGLDELETESHADERPROC __glewDeleteShader;\nGLEW_FUN_EXPORT PFNGLDETACHSHADERPROC __glewDetachShader;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray;\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSPROC __glewDrawBuffers;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray;\nGLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform;\nGLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders;\nGLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMIVPROC __glewGetProgramiv;\nGLEW_FUN_EXPORT PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog;\nGLEW_FUN_EXPORT PFNGLGETSHADERSOURCEPROC __glewGetShaderSource;\nGLEW_FUN_EXPORT PFNGLGETSHADERIVPROC __glewGetShaderiv;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMFVPROC __glewGetUniformfv;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMIVPROC __glewGetUniformiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv;\nGLEW_FUN_EXPORT PFNGLISPROGRAMPROC __glewIsProgram;\nGLEW_FUN_EXPORT PFNGLISSHADERPROC __glewIsShader;\nGLEW_FUN_EXPORT PFNGLLINKPROGRAMPROC __glewLinkProgram;\nGLEW_FUN_EXPORT PFNGLSHADERSOURCEPROC __glewShaderSource;\nGLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate;\nGLEW_FUN_EXPORT PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate;\nGLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FPROC __glewUniform1f;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FVPROC __glewUniform1fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IPROC __glewUniform1i;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IVPROC __glewUniform1iv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FPROC __glewUniform2f;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FVPROC __glewUniform2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IPROC __glewUniform2i;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IVPROC __glewUniform2iv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FPROC __glewUniform3f;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FVPROC __glewUniform3fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IPROC __glewUniform3i;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IVPROC __glewUniform3iv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FPROC __glewUniform4f;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FVPROC __glewUniform4fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IPROC __glewUniform4i;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IVPROC __glewUniform4iv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv;\nGLEW_FUN_EXPORT PFNGLUSEPROGRAMPROC __glewUseProgram;\nGLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPROC __glewValidateProgram;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer;\n\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv;\n\nGLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender;\nGLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback;\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation;\nGLEW_FUN_EXPORT PFNGLCLAMPCOLORPROC __glewClampColor;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERFIPROC __glewClearBufferfi;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERFVPROC __glewClearBufferfv;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERIVPROC __glewClearBufferiv;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv;\nGLEW_FUN_EXPORT PFNGLCOLORMASKIPROC __glewColorMaski;\nGLEW_FUN_EXPORT PFNGLDISABLEIPROC __glewDisablei;\nGLEW_FUN_EXPORT PFNGLENABLEIPROC __glewEnablei;\nGLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender;\nGLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback;\nGLEW_FUN_EXPORT PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation;\nGLEW_FUN_EXPORT PFNGLGETSTRINGIPROC __glewGetStringi;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv;\nGLEW_FUN_EXPORT PFNGLISENABLEDIPROC __glewIsEnabledi;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIPROC __glewUniform1ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIVPROC __glewUniform1uiv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIPROC __glewUniform2ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIVPROC __glewUniform2uiv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIPROC __glewUniform3ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIVPROC __glewUniform3uiv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIPROC __glewUniform4ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIVPROC __glewUniform4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced;\nGLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex;\nGLEW_FUN_EXPORT PFNGLTEXBUFFERPROC __glewTexBuffer;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v;\nGLEW_FUN_EXPORT PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONIPROC __glewBlendEquationi;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCIPROC __glewBlendFunci;\nGLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading;\n\nGLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus;\nGLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage;\nGLEW_FUN_EXPORT PFNGLGETNTEXIMAGEPROC __glewGetnTexImage;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC __glewMultiDrawArraysIndirectCount;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC __glewMultiDrawElementsIndirectCount;\nGLEW_FUN_EXPORT PFNGLSPECIALIZESHADERPROC __glewSpecializeShader;\n\nGLEW_FUN_EXPORT PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX;\n\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD;\nGLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewFramebufferSamplePositionsfvAMD;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC __glewGetFramebufferParameterfvAMD;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC __glewGetNamedFramebufferParameterfvAMD;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewNamedFramebufferSamplePositionsfvAMD;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD;\n\nGLEW_FUN_EXPORT PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD;\nGLEW_FUN_EXPORT PFNGLGENNAMESAMDPROC __glewGenNamesAMD;\nGLEW_FUN_EXPORT PFNGLISNAMEAMDPROC __glewIsNameAMD;\n\nGLEW_FUN_EXPORT PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD;\n\nGLEW_FUN_EXPORT PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD;\nGLEW_FUN_EXPORT PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD;\nGLEW_FUN_EXPORT PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD;\nGLEW_FUN_EXPORT PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD;\nGLEW_FUN_EXPORT PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD;\n\nGLEW_FUN_EXPORT PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD;\n\nGLEW_FUN_EXPORT PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD;\n\nGLEW_FUN_EXPORT PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD;\nGLEW_FUN_EXPORT PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD;\n\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE;\nGLEW_FUN_EXPORT PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE;\nGLEW_FUN_EXPORT PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE;\nGLEW_FUN_EXPORT PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE;\nGLEW_FUN_EXPORT PFNGLISQUERYANGLEPROC __glewIsQueryANGLE;\nGLEW_FUN_EXPORT PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE;\n\nGLEW_FUN_EXPORT PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE;\n\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURELEVELSAPPLEPROC __glewCopyTextureLevelsAPPLE;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE;\n\nGLEW_FUN_EXPORT PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE;\nGLEW_FUN_EXPORT PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE;\nGLEW_FUN_EXPORT PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE;\nGLEW_FUN_EXPORT PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE;\n\nGLEW_FUN_EXPORT PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE;\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC __glewRenderbufferStorageMultisampleAPPLE;\nGLEW_FUN_EXPORT PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC __glewResolveMultisampleFramebufferAPPLE;\n\nGLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE;\nGLEW_FUN_EXPORT PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE;\nGLEW_FUN_EXPORT PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE;\n\nGLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCAPPLEPROC __glewClientWaitSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLDELETESYNCAPPLEPROC __glewDeleteSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLFENCESYNCAPPLEPROC __glewFenceSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLGETINTEGER64VAPPLEPROC __glewGetInteger64vAPPLE;\nGLEW_FUN_EXPORT PFNGLGETSYNCIVAPPLEPROC __glewGetSyncivAPPLE;\nGLEW_FUN_EXPORT PFNGLISSYNCAPPLEPROC __glewIsSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLWAITSYNCAPPLEPROC __glewWaitSyncAPPLE;\n\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE;\nGLEW_FUN_EXPORT PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE;\n\nGLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE;\nGLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE;\nGLEW_FUN_EXPORT PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE;\n\nGLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE;\n\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE;\nGLEW_FUN_EXPORT PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE;\n\nGLEW_FUN_EXPORT PFNGLCLEARDEPTHFPROC __glewClearDepthf;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEFPROC __glewDepthRangef;\nGLEW_FUN_EXPORT PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat;\nGLEW_FUN_EXPORT PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler;\nGLEW_FUN_EXPORT PFNGLSHADERBINARYPROC __glewShaderBinary;\n\nGLEW_FUN_EXPORT PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion;\n\nGLEW_FUN_EXPORT PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance;\n\nGLEW_FUN_EXPORT PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB;\nGLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB;\nGLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEPROC __glewBufferStorage;\n\nGLEW_FUN_EXPORT PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB;\n\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERDATAPROC __glewClearBufferData;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEPROC __glewClearTexImage;\nGLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage;\n\nGLEW_FUN_EXPORT PFNGLCLIPCONTROLPROC __glewClipControl;\n\nGLEW_FUN_EXPORT PFNGLCLAMPCOLORARBPROC __glewClampColorARB;\n\nGLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute;\nGLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect;\n\nGLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB;\n\nGLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData;\n\nGLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData;\n\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB;\nGLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB;\n\nGLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit;\nGLEW_FUN_EXPORT PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer;\nGLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D;\nGLEW_FUN_EXPORT PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D;\nGLEW_FUN_EXPORT PFNGLCREATEBUFFERSPROC __glewCreateBuffers;\nGLEW_FUN_EXPORT PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers;\nGLEW_FUN_EXPORT PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines;\nGLEW_FUN_EXPORT PFNGLCREATEQUERIESPROC __glewCreateQueries;\nGLEW_FUN_EXPORT PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers;\nGLEW_FUN_EXPORT PFNGLCREATESAMPLERSPROC __glewCreateSamplers;\nGLEW_FUN_EXPORT PFNGLCREATETEXTURESPROC __glewCreateTextures;\nGLEW_FUN_EXPORT PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks;\nGLEW_FUN_EXPORT PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib;\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange;\nGLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv;\nGLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData;\nGLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFERPROC __glewTextureBuffer;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange;\nGLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer;\nGLEW_FUN_EXPORT PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer;\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer;\nGLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus;\nGLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers;\nGLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer;\nGLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers;\nGLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers;\nGLEW_FUN_EXPORT PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv;\nGLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv;\nGLEW_FUN_EXPORT PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer;\nGLEW_FUN_EXPORT PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer;\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage;\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB;\n\nGLEW_FUN_EXPORT PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary;\nGLEW_FUN_EXPORT PFNGLPROGRAMBINARYPROC __glewProgramBinary;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri;\n\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage;\nGLEW_FUN_EXPORT PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage;\n\nGLEW_FUN_EXPORT PFNGLSPECIALIZESHADERARBPROC __glewSpecializeShaderARB;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMDVPROC __glewGetUniformdv;\nGLEW_FUN_EXPORT PFNGLUNIFORM1DPROC __glewUniform1d;\nGLEW_FUN_EXPORT PFNGLUNIFORM1DVPROC __glewUniform1dv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2DPROC __glewUniform2d;\nGLEW_FUN_EXPORT PFNGLUNIFORM2DVPROC __glewUniform2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3DPROC __glewUniform3d;\nGLEW_FUN_EXPORT PFNGLUNIFORM3DVPROC __glewUniform3dv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4DPROC __glewUniform4d;\nGLEW_FUN_EXPORT PFNGLUNIFORM4DVPROC __glewUniform4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB;\n\nGLEW_FUN_EXPORT PFNGLCOLORSUBTABLEPROC __glewColorSubTable;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPROC __glewColorTable;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPROC __glewGetColorTable;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPROC __glewGetHistogram;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPROC __glewGetMinmax;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv;\nGLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter;\nGLEW_FUN_EXPORT PFNGLHISTOGRAMPROC __glewHistogram;\nGLEW_FUN_EXPORT PFNGLMINMAXPROC __glewMinmax;\nGLEW_FUN_EXPORT PFNGLRESETHISTOGRAMPROC __glewResetHistogram;\nGLEW_FUN_EXPORT PFNGLRESETMINMAXPROC __glewResetMinmax;\nGLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB;\n\nGLEW_FUN_EXPORT PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ;\n\nGLEW_FUN_EXPORT PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v;\n\nGLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData;\nGLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData;\nGLEW_FUN_EXPORT PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer;\nGLEW_FUN_EXPORT PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer;\nGLEW_FUN_EXPORT PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage;\nGLEW_FUN_EXPORT PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage;\n\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange;\n\nGLEW_FUN_EXPORT PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB;\n\nGLEW_FUN_EXPORT PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange;\nGLEW_FUN_EXPORT PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures;\nGLEW_FUN_EXPORT PFNGLBINDSAMPLERSPROC __glewBindSamplers;\nGLEW_FUN_EXPORT PFNGLBINDTEXTURESPROC __glewBindTextures;\nGLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect;\n\nGLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB;\n\nGLEW_FUN_EXPORT PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB;\nGLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYARBPROC __glewBeginQueryARB;\nGLEW_FUN_EXPORT PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB;\nGLEW_FUN_EXPORT PFNGLENDQUERYARBPROC __glewEndQueryARB;\nGLEW_FUN_EXPORT PFNGLGENQUERIESARBPROC __glewGenQueriesARB;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB;\nGLEW_FUN_EXPORT PFNGLGETQUERYIVARBPROC __glewGetQueryivARB;\nGLEW_FUN_EXPORT PFNGLISQUERYARBPROC __glewIsQueryARB;\n\nGLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB;\n\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPPROC __glewPolygonOffsetClamp;\n\nGLEW_FUN_EXPORT PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv;\n\nGLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex;\n\nGLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB;\nGLEW_FUN_EXPORT PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB;\nGLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB;\nGLEW_FUN_EXPORT PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB;\nGLEW_FUN_EXPORT PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB;\nGLEW_FUN_EXPORT PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB;\nGLEW_FUN_EXPORT PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB;\nGLEW_FUN_EXPORT PFNGLGETNMAPIVARBPROC __glewGetnMapivARB;\nGLEW_FUN_EXPORT PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB;\nGLEW_FUN_EXPORT PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB;\nGLEW_FUN_EXPORT PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB;\nGLEW_FUN_EXPORT PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB;\nGLEW_FUN_EXPORT PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB;\nGLEW_FUN_EXPORT PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB;\nGLEW_FUN_EXPORT PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB;\nGLEW_FUN_EXPORT PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB;\n\nGLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB;\n\nGLEW_FUN_EXPORT PFNGLBINDSAMPLERPROC __glewBindSampler;\nGLEW_FUN_EXPORT PFNGLDELETESAMPLERSPROC __glewDeleteSamplers;\nGLEW_FUN_EXPORT PFNGLGENSAMPLERSPROC __glewGenSamplers;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv;\nGLEW_FUN_EXPORT PFNGLISSAMPLERPROC __glewIsSampler;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv;\n\nGLEW_FUN_EXPORT PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram;\nGLEW_FUN_EXPORT PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline;\nGLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines;\nGLEW_FUN_EXPORT PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv;\nGLEW_FUN_EXPORT PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv;\nGLEW_FUN_EXPORT PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages;\nGLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline;\n\nGLEW_FUN_EXPORT PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv;\n\nGLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture;\nGLEW_FUN_EXPORT PFNGLMEMORYBARRIERPROC __glewMemoryBarrier;\n\nGLEW_FUN_EXPORT PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB;\nGLEW_FUN_EXPORT PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB;\nGLEW_FUN_EXPORT PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB;\nGLEW_FUN_EXPORT PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB;\nGLEW_FUN_EXPORT PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB;\nGLEW_FUN_EXPORT PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB;\nGLEW_FUN_EXPORT PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB;\nGLEW_FUN_EXPORT PFNGLGETHANDLEARBPROC __glewGetHandleARB;\nGLEW_FUN_EXPORT PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB;\nGLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB;\nGLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB;\nGLEW_FUN_EXPORT PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB;\nGLEW_FUN_EXPORT PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB;\nGLEW_FUN_EXPORT PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FARBPROC __glewUniform1fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IARBPROC __glewUniform1iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FARBPROC __glewUniform2fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IARBPROC __glewUniform2iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FARBPROC __glewUniform3fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IARBPROC __glewUniform3iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FARBPROC __glewUniform4fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IARBPROC __glewUniform4iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB;\nGLEW_FUN_EXPORT PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB;\nGLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB;\n\nGLEW_FUN_EXPORT PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding;\n\nGLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName;\nGLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName;\nGLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv;\nGLEW_FUN_EXPORT PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex;\nGLEW_FUN_EXPORT PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv;\nGLEW_FUN_EXPORT PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv;\n\nGLEW_FUN_EXPORT PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB;\nGLEW_FUN_EXPORT PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB;\nGLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB;\nGLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB;\nGLEW_FUN_EXPORT PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB;\nGLEW_FUN_EXPORT PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB;\n\nGLEW_FUN_EXPORT PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB;\n\nGLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB;\n\nGLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync;\nGLEW_FUN_EXPORT PFNGLDELETESYNCPROC __glewDeleteSync;\nGLEW_FUN_EXPORT PFNGLFENCESYNCPROC __glewFenceSync;\nGLEW_FUN_EXPORT PFNGLGETINTEGER64VPROC __glewGetInteger64v;\nGLEW_FUN_EXPORT PFNGLGETSYNCIVPROC __glewGetSynciv;\nGLEW_FUN_EXPORT PFNGLISSYNCPROC __glewIsSync;\nGLEW_FUN_EXPORT PFNGLWAITSYNCPROC __glewWaitSync;\n\nGLEW_FUN_EXPORT PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv;\nGLEW_FUN_EXPORT PFNGLPATCHPARAMETERIPROC __glewPatchParameteri;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREBARRIERPROC __glewTextureBarrier;\n\nGLEW_FUN_EXPORT PFNGLTEXBUFFERARBPROC __glewTexBufferARB;\n\nGLEW_FUN_EXPORT PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT;\n\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB;\n\nGLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv;\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKIPROC __glewSampleMaski;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE1DPROC __glewTexStorage1D;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE2DPROC __glewTexStorage2D;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE3DPROC __glewTexStorage3D;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREVIEWPROC __glewTextureView;\n\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v;\nGLEW_FUN_EXPORT PFNGLQUERYCOUNTERPROC __glewQueryCounter;\n\nGLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback;\nGLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback;\nGLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks;\nGLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback;\nGLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback;\nGLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream;\nGLEW_FUN_EXPORT PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed;\nGLEW_FUN_EXPORT PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv;\n\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced;\n\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB;\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB;\n\nGLEW_FUN_EXPORT PFNGLBINDBUFFERBASEPROC __glewBindBufferBase;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv;\nGLEW_FUN_EXPORT PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices;\nGLEW_FUN_EXPORT PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding;\n\nGLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays;\nGLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays;\nGLEW_FUN_EXPORT PFNGLISVERTEXARRAYPROC __glewIsVertexArray;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer;\n\nGLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor;\n\nGLEW_FUN_EXPORT PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTBVARBPROC __glewWeightbvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTDVARBPROC __glewWeightdvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTFVARBPROC __glewWeightfvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTIVARBPROC __glewWeightivARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTSVARBPROC __glewWeightsvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTUBVARBPROC __glewWeightubvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTUIVARBPROC __glewWeightuivARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTUSVARBPROC __glewWeightusvARB;\n\nGLEW_FUN_EXPORT PFNGLBINDBUFFERARBPROC __glewBindBufferARB;\nGLEW_FUN_EXPORT PFNGLBUFFERDATAARBPROC __glewBufferDataARB;\nGLEW_FUN_EXPORT PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB;\nGLEW_FUN_EXPORT PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB;\nGLEW_FUN_EXPORT PFNGLGENBUFFERSARBPROC __glewGenBuffersARB;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB;\nGLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB;\nGLEW_FUN_EXPORT PFNGLISBUFFERARBPROC __glewIsBufferARB;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERARBPROC __glewMapBufferARB;\nGLEW_FUN_EXPORT PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB;\n\nGLEW_FUN_EXPORT PFNGLBINDPROGRAMARBPROC __glewBindProgramARB;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB;\nGLEW_FUN_EXPORT PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB;\nGLEW_FUN_EXPORT PFNGLISPROGRAMARBPROC __glewIsProgramARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB;\n\nGLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB;\nGLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB;\nGLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB;\n\nGLEW_FUN_EXPORT PFNGLCOLORP3UIPROC __glewColorP3ui;\nGLEW_FUN_EXPORT PFNGLCOLORP3UIVPROC __glewColorP3uiv;\nGLEW_FUN_EXPORT PFNGLCOLORP4UIPROC __glewColorP4ui;\nGLEW_FUN_EXPORT PFNGLCOLORP4UIVPROC __glewColorP4uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv;\nGLEW_FUN_EXPORT PFNGLNORMALP3UIPROC __glewNormalP3ui;\nGLEW_FUN_EXPORT PFNGLNORMALP3UIVPROC __glewNormalP3uiv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXP2UIPROC __glewVertexP2ui;\nGLEW_FUN_EXPORT PFNGLVERTEXP2UIVPROC __glewVertexP2uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXP3UIPROC __glewVertexP3ui;\nGLEW_FUN_EXPORT PFNGLVERTEXP3UIVPROC __glewVertexP3uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXP4UIPROC __glewVertexP4ui;\nGLEW_FUN_EXPORT PFNGLVERTEXP4UIVPROC __glewVertexP4uiv;\n\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed;\nGLEW_FUN_EXPORT PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v;\nGLEW_FUN_EXPORT PFNGLGETFLOATI_VPROC __glewGetFloati_v;\nGLEW_FUN_EXPORT PFNGLSCISSORARRAYVPROC __glewScissorArrayv;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDPROC __glewScissorIndexed;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv;\nGLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv;\n\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI;\nGLEW_FUN_EXPORT PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI;\n\nGLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI;\nGLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI;\nGLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI;\nGLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI;\n\nGLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI;\nGLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI;\nGLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI;\nGLEW_FUN_EXPORT PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI;\nGLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI;\nGLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI;\nGLEW_FUN_EXPORT PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI;\nGLEW_FUN_EXPORT PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI;\nGLEW_FUN_EXPORT PFNGLSAMPLEMAPATIPROC __glewSampleMapATI;\nGLEW_FUN_EXPORT PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI;\n\nGLEW_FUN_EXPORT PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI;\n\nGLEW_FUN_EXPORT PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI;\nGLEW_FUN_EXPORT PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI;\n\nGLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI;\nGLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI;\n\nGLEW_FUN_EXPORT PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI;\nGLEW_FUN_EXPORT PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI;\nGLEW_FUN_EXPORT PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI;\nGLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI;\nGLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI;\nGLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI;\nGLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI;\nGLEW_FUN_EXPORT PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI;\n\nGLEW_FUN_EXPORT PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI;\nGLEW_FUN_EXPORT PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC __glewDrawArraysInstancedBaseInstanceEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseInstanceEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseVertexBaseInstanceEXT;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC __glewBindFragDataLocationIndexedEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXEXTPROC __glewGetFragDataIndexEXT;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC __glewGetProgramResourceLocationIndexEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTPROC __glewBufferStorageEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEEXTPROC __glewClearTexImageEXT;\nGLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEEXTPROC __glewClearTexSubImageEXT;\n\nGLEW_FUN_EXPORT PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT;\n\nGLEW_FUN_EXPORT PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT;\nGLEW_FUN_EXPORT PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT;\n\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT;\nGLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT;\n\nGLEW_FUN_EXPORT PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT;\nGLEW_FUN_EXPORT PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAEXTPROC __glewCopyImageSubDataEXT;\n\nGLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT;\nGLEW_FUN_EXPORT PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT;\n\nGLEW_FUN_EXPORT PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT;\nGLEW_FUN_EXPORT PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT;\n\nGLEW_FUN_EXPORT PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT;\nGLEW_FUN_EXPORT PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT;\nGLEW_FUN_EXPORT PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT;\n\nGLEW_FUN_EXPORT PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT;\nGLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT;\nGLEW_FUN_EXPORT PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT;\nGLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT;\nGLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT;\nGLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT;\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT;\nGLEW_FUN_EXPORT PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT;\nGLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT;\nGLEW_FUN_EXPORT PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT;\nGLEW_FUN_EXPORT PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT;\nGLEW_FUN_EXPORT PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT;\n\nGLEW_FUN_EXPORT PFNGLDISCARDFRAMEBUFFEREXTPROC __glewDiscardFramebufferEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSEXTPROC __glewDrawBuffersEXT;\n\nGLEW_FUN_EXPORT PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT;\nGLEW_FUN_EXPORT PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT;\nGLEW_FUN_EXPORT PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIEXTPROC __glewBlendEquationSeparateiEXT;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONIEXTPROC __glewBlendEquationiEXT;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIEXTPROC __glewBlendFuncSeparateiEXT;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCIEXTPROC __glewBlendFunciEXT;\nGLEW_FUN_EXPORT PFNGLCOLORMASKIEXTPROC __glewColorMaskiEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEIEXTPROC __glewDisableiEXT;\nGLEW_FUN_EXPORT PFNGLENABLEIEXTPROC __glewEnableiEXT;\nGLEW_FUN_EXPORT PFNGLISENABLEDIEXTPROC __glewIsEnablediEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXEXTPROC __glewDrawElementsBaseVertexEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC __glewDrawElementsInstancedBaseVertexEXT;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC __glewDrawRangeElementsBaseVertexEXT;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC __glewMultiDrawElementsBaseVertexEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTERNALEXTPROC __glewBufferStorageExternalEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC __glewNamedBufferStorageExternalEXT;\n\nGLEW_FUN_EXPORT PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT;\nGLEW_FUN_EXPORT PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT;\n\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT;\nGLEW_FUN_EXPORT PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT;\nGLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT;\nGLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT;\nGLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT;\nGLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT;\nGLEW_FUN_EXPORT PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT;\nGLEW_FUN_EXPORT PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT;\nGLEW_FUN_EXPORT PFNGLHISTOGRAMEXTPROC __glewHistogramEXT;\nGLEW_FUN_EXPORT PFNGLMINMAXEXTPROC __glewMinmaxEXT;\nGLEW_FUN_EXPORT PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT;\nGLEW_FUN_EXPORT PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT;\n\nGLEW_FUN_EXPORT PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT;\n\nGLEW_FUN_EXPORT PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISOREXTPROC __glewVertexAttribDivisorEXT;\n\nGLEW_FUN_EXPORT PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT;\n\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC __glewFlushMappedBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEEXTPROC __glewMapBufferRangeEXT;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEMEMEXTPROC __glewBufferStorageMemEXT;\nGLEW_FUN_EXPORT PFNGLCREATEMEMORYOBJECTSEXTPROC __glewCreateMemoryObjectsEXT;\nGLEW_FUN_EXPORT PFNGLDELETEMEMORYOBJECTSEXTPROC __glewDeleteMemoryObjectsEXT;\nGLEW_FUN_EXPORT PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC __glewGetMemoryObjectParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEI_VEXTPROC __glewGetUnsignedBytei_vEXT;\nGLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEVEXTPROC __glewGetUnsignedBytevEXT;\nGLEW_FUN_EXPORT PFNGLISMEMORYOBJECTEXTPROC __glewIsMemoryObjectEXT;\nGLEW_FUN_EXPORT PFNGLMEMORYOBJECTPARAMETERIVEXTPROC __glewMemoryObjectParameterivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC __glewNamedBufferStorageMemEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM1DEXTPROC __glewTexStorageMem1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DEXTPROC __glewTexStorageMem2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC __glewTexStorageMem2DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DEXTPROC __glewTexStorageMem3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC __glewTexStorageMem3DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM1DEXTPROC __glewTextureStorageMem1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DEXTPROC __glewTextureStorageMem2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC __glewTextureStorageMem2DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DEXTPROC __glewTextureStorageMem3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC __glewTextureStorageMem3DMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTMEMORYFDEXTPROC __glewImportMemoryFdEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC __glewImportMemoryWin32HandleEXT;\nGLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32NAMEEXTPROC __glewImportMemoryWin32NameEXT;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC __glewMultiDrawArraysIndirectEXT;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC __glewMultiDrawElementsIndirectEXT;\n\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT;\nGLEW_FUN_EXPORT PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC __glewFramebufferTexture2DMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSINDEXEDEXTPROC __glewDrawBuffersIndexedEXT;\nGLEW_FUN_EXPORT PFNGLGETINTEGERI_VEXTPROC __glewGetIntegeri_vEXT;\nGLEW_FUN_EXPORT PFNGLREADBUFFERINDEXEDEXTPROC __glewReadBufferIndexedEXT;\n\nGLEW_FUN_EXPORT PFNGLCOLORTABLEEXTPROC __glewColorTableEXT;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT;\n\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT;\n\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT;\n\nGLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT;\n\nGLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV;\nGLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV;\nGLEW_FUN_EXPORT PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV;\nGLEW_FUN_EXPORT PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT;\n\nGLEW_FUN_EXPORT PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT;\nGLEW_FUN_EXPORT PFNGLENDSCENEEXTPROC __glewEndSceneEXT;\n\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLDELETESEMAPHORESEXTPROC __glewDeleteSemaphoresEXT;\nGLEW_FUN_EXPORT PFNGLGENSEMAPHORESEXTPROC __glewGenSemaphoresEXT;\nGLEW_FUN_EXPORT PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC __glewGetSemaphoreParameterui64vEXT;\nGLEW_FUN_EXPORT PFNGLISSEMAPHOREEXTPROC __glewIsSemaphoreEXT;\nGLEW_FUN_EXPORT PFNGLSEMAPHOREPARAMETERUI64VEXTPROC __glewSemaphoreParameterui64vEXT;\nGLEW_FUN_EXPORT PFNGLSIGNALSEMAPHOREEXTPROC __glewSignalSemaphoreEXT;\nGLEW_FUN_EXPORT PFNGLWAITSEMAPHOREEXTPROC __glewWaitSemaphoreEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREFDEXTPROC __glewImportSemaphoreFdEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC __glewImportSemaphoreWin32HandleEXT;\nGLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC __glewImportSemaphoreWin32NameEXT;\n\nGLEW_FUN_EXPORT PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT;\nGLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT;\nGLEW_FUN_EXPORT PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT;\nGLEW_FUN_EXPORT PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC __glewClearPixelLocalStorageuiEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewFramebufferPixelLocalStorageSizeEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewGetFramebufferPixelLocalStorageSizeEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTEXTPROC __glewTexPageCommitmentEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT;\n\nGLEW_FUN_EXPORT PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT;\nGLEW_FUN_EXPORT PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT;\n\nGLEW_FUN_EXPORT PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT;\nGLEW_FUN_EXPORT PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT;\nGLEW_FUN_EXPORT PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT;\nGLEW_FUN_EXPORT PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT;\nGLEW_FUN_EXPORT PFNGLISTEXTUREEXTPROC __glewIsTextureEXT;\nGLEW_FUN_EXPORT PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE1DEXTPROC __glewTexStorage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE2DEXTPROC __glewTexStorage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE3DEXTPROC __glewTexStorage3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREVIEWEXTPROC __glewTextureViewEXT;\n\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT;\n\nGLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT;\nGLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT;\n\nGLEW_FUN_EXPORT PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT;\nGLEW_FUN_EXPORT PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT;\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT;\nGLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT;\nGLEW_FUN_EXPORT PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT;\nGLEW_FUN_EXPORT PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT;\nGLEW_FUN_EXPORT PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDARRAYSETEXTPROC __glewBindArraySetEXT;\nGLEW_FUN_EXPORT PFNGLCREATEARRAYSETEXTPROC __glewCreateArraySetExt;\nGLEW_FUN_EXPORT PFNGLDELETEARRAYSETSEXTPROC __glewDeleteArraySetsEXT;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT;\nGLEW_FUN_EXPORT PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT;\nGLEW_FUN_EXPORT PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT;\nGLEW_FUN_EXPORT PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT;\nGLEW_FUN_EXPORT PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT;\nGLEW_FUN_EXPORT PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT;\nGLEW_FUN_EXPORT PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT;\nGLEW_FUN_EXPORT PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT;\nGLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT;\nGLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT;\nGLEW_FUN_EXPORT PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT;\nGLEW_FUN_EXPORT PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT;\nGLEW_FUN_EXPORT PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT;\nGLEW_FUN_EXPORT PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT;\nGLEW_FUN_EXPORT PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT;\nGLEW_FUN_EXPORT PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT;\nGLEW_FUN_EXPORT PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT;\nGLEW_FUN_EXPORT PFNGLSWIZZLEEXTPROC __glewSwizzleEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTBVEXTPROC __glewVariantbvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTDVEXTPROC __glewVariantdvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTFVEXTPROC __glewVariantfvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTIVEXTPROC __glewVariantivEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTSVEXTPROC __glewVariantsvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT;\nGLEW_FUN_EXPORT PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT;\n\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT;\n\nGLEW_FUN_EXPORT PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC __glewAcquireKeyedMutexWin32EXT;\nGLEW_FUN_EXPORT PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC __glewReleaseKeyedMutexWin32EXT;\n\nGLEW_FUN_EXPORT PFNGLWINDOWRECTANGLESEXTPROC __glewWindowRectanglesEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY;\n\nGLEW_FUN_EXPORT PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY;\n\nGLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP;\nGLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP;\n\nGLEW_FUN_EXPORT PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM;\nGLEW_FUN_EXPORT PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM;\n\nGLEW_FUN_EXPORT PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM;\nGLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM;\nGLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM;\nGLEW_FUN_EXPORT PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM;\nGLEW_FUN_EXPORT PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM;\nGLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM;\nGLEW_FUN_EXPORT PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM;\n\nGLEW_FUN_EXPORT PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL;\nGLEW_FUN_EXPORT PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL;\nGLEW_FUN_EXPORT PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL;\n\nGLEW_FUN_EXPORT PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL;\nGLEW_FUN_EXPORT PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL;\nGLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL;\nGLEW_FUN_EXPORT PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL;\n\nGLEW_FUN_EXPORT PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL;\nGLEW_FUN_EXPORT PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL;\n\nGLEW_FUN_EXPORT PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL;\nGLEW_FUN_EXPORT PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL;\n\nGLEW_FUN_EXPORT PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR;\n\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert;\nGLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog;\nGLEW_FUN_EXPORT PFNGLGETOBJECTLABELPROC __glewGetObjectLabel;\nGLEW_FUN_EXPORT PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel;\nGLEW_FUN_EXPORT PFNGLOBJECTLABELPROC __glewObjectLabel;\nGLEW_FUN_EXPORT PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel;\nGLEW_FUN_EXPORT PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup;\nGLEW_FUN_EXPORT PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup;\n\nGLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSKHRPROC __glewMaxShaderCompilerThreadsKHR;\n\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv;\nGLEW_FUN_EXPORT PFNGLREADNPIXELSPROC __glewReadnPixels;\n\nGLEW_FUN_EXPORT PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled;\nGLEW_FUN_EXPORT PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion;\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion;\nGLEW_FUN_EXPORT PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion;\nGLEW_FUN_EXPORT PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion;\n\nGLEW_FUN_EXPORT PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA;\n\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA;\n\nGLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX;\nGLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX;\n\nGLEW_FUN_EXPORT PFNGLLGPUCOPYIMAGESUBDATANVXPROC __glewLGPUCopyImageSubDataNVX;\nGLEW_FUN_EXPORT PFNGLLGPUINTERLOCKNVXPROC __glewLGPUInterlockNVX;\nGLEW_FUN_EXPORT PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC __glewLGPUNamedBufferSubDataNVX;\n\nGLEW_FUN_EXPORT PFNGLSTEREOPARAMETERFNVPROC __glewStereoParameterfNV;\nGLEW_FUN_EXPORT PFNGLSTEREOPARAMETERINVPROC __glewStereoParameteriNV;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV;\n\nGLEW_FUN_EXPORT PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV;\nGLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV;\nGLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV;\n\nGLEW_FUN_EXPORT PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV;\nGLEW_FUN_EXPORT PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV;\n\nGLEW_FUN_EXPORT PFNGLVIEWPORTPOSITIONWSCALENVPROC __glewViewportPositionWScaleNV;\n\nGLEW_FUN_EXPORT PFNGLCALLCOMMANDLISTNVPROC __glewCallCommandListNV;\nGLEW_FUN_EXPORT PFNGLCOMMANDLISTSEGMENTSNVPROC __glewCommandListSegmentsNV;\nGLEW_FUN_EXPORT PFNGLCOMPILECOMMANDLISTNVPROC __glewCompileCommandListNV;\nGLEW_FUN_EXPORT PFNGLCREATECOMMANDLISTSNVPROC __glewCreateCommandListsNV;\nGLEW_FUN_EXPORT PFNGLCREATESTATESNVPROC __glewCreateStatesNV;\nGLEW_FUN_EXPORT PFNGLDELETECOMMANDLISTSNVPROC __glewDeleteCommandListsNV;\nGLEW_FUN_EXPORT PFNGLDELETESTATESNVPROC __glewDeleteStatesNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSADDRESSNVPROC __glewDrawCommandsAddressNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSNVPROC __glewDrawCommandsNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC __glewDrawCommandsStatesAddressNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESNVPROC __glewDrawCommandsStatesNV;\nGLEW_FUN_EXPORT PFNGLGETCOMMANDHEADERNVPROC __glewGetCommandHeaderNV;\nGLEW_FUN_EXPORT PFNGLGETSTAGEINDEXNVPROC __glewGetStageIndexNV;\nGLEW_FUN_EXPORT PFNGLISCOMMANDLISTNVPROC __glewIsCommandListNV;\nGLEW_FUN_EXPORT PFNGLISSTATENVPROC __glewIsStateNV;\nGLEW_FUN_EXPORT PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC __glewListDrawCommandsStatesClientNV;\nGLEW_FUN_EXPORT PFNGLSTATECAPTURENVPROC __glewStateCaptureNV;\n\nGLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV;\nGLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV;\n\nGLEW_FUN_EXPORT PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV;\n\nGLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV;\n\nGLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERINVPROC __glewConservativeRasterParameteriNV;\n\nGLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATANVPROC __glewCopyBufferSubDataNV;\n\nGLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV;\n\nGLEW_FUN_EXPORT PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV;\nGLEW_FUN_EXPORT PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSNVPROC __glewDrawBuffersNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDNVPROC __glewDrawArraysInstancedNV;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDNVPROC __glewDrawElementsInstancedNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWVKIMAGENVPROC __glewDrawVkImageNV;\nGLEW_FUN_EXPORT PFNGLGETVKPROCADDRNVPROC __glewGetVkProcAddrNV;\nGLEW_FUN_EXPORT PFNGLSIGNALVKFENCENVPROC __glewSignalVkFenceNV;\nGLEW_FUN_EXPORT PFNGLSIGNALVKSEMAPHORENVPROC __glewSignalVkSemaphoreNV;\nGLEW_FUN_EXPORT PFNGLWAITVKSEMAPHORENVPROC __glewWaitVkSemaphoreNV;\n\nGLEW_FUN_EXPORT PFNGLEVALMAPSNVPROC __glewEvalMapsNV;\nGLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV;\nGLEW_FUN_EXPORT PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV;\nGLEW_FUN_EXPORT PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV;\nGLEW_FUN_EXPORT PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV;\nGLEW_FUN_EXPORT PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV;\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV;\nGLEW_FUN_EXPORT PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV;\n\nGLEW_FUN_EXPORT PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV;\nGLEW_FUN_EXPORT PFNGLFINISHFENCENVPROC __glewFinishFenceNV;\nGLEW_FUN_EXPORT PFNGLGENFENCESNVPROC __glewGenFencesNV;\nGLEW_FUN_EXPORT PFNGLGETFENCEIVNVPROC __glewGetFenceivNV;\nGLEW_FUN_EXPORT PFNGLISFENCENVPROC __glewIsFenceNV;\nGLEW_FUN_EXPORT PFNGLSETFENCENVPROC __glewSetFenceNV;\nGLEW_FUN_EXPORT PFNGLTESTFENCENVPROC __glewTestFenceNV;\n\nGLEW_FUN_EXPORT PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV;\n\nGLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV;\n\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERNVPROC __glewBlitFramebufferNV;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC __glewRenderbufferStorageMultisampleNV;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV;\n\nGLEW_FUN_EXPORT PFNGLMULTICASTBARRIERNVPROC __glewMulticastBarrierNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTBLITFRAMEBUFFERNVPROC __glewMulticastBlitFramebufferNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTBUFFERSUBDATANVPROC __glewMulticastBufferSubDataNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC __glewMulticastCopyBufferSubDataNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTCOPYIMAGESUBDATANVPROC __glewMulticastCopyImageSubDataNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewMulticastFramebufferSampleLocationsfvNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC __glewMulticastGetQueryObjecti64vNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTIVNVPROC __glewMulticastGetQueryObjectivNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC __glewMulticastGetQueryObjectui64vNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC __glewMulticastGetQueryObjectuivNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTWAITSYNCNVPROC __glewMulticastWaitSyncNV;\nGLEW_FUN_EXPORT PFNGLRENDERGPUMASKNVPROC __glewRenderGpuMaskNV;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV;\n\nGLEW_FUN_EXPORT PFNGLCOLOR3HNVPROC __glewColor3hNV;\nGLEW_FUN_EXPORT PFNGLCOLOR3HVNVPROC __glewColor3hvNV;\nGLEW_FUN_EXPORT PFNGLCOLOR4HNVPROC __glewColor4hNV;\nGLEW_FUN_EXPORT PFNGLCOLOR4HVNVPROC __glewColor4hvNV;\nGLEW_FUN_EXPORT PFNGLFOGCOORDHNVPROC __glewFogCoordhNV;\nGLEW_FUN_EXPORT PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV;\nGLEW_FUN_EXPORT PFNGLNORMAL3HNVPROC __glewNormal3hNV;\nGLEW_FUN_EXPORT PFNGLNORMAL3HVNVPROC __glewNormal3hvNV;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEX2HNVPROC __glewVertex2hNV;\nGLEW_FUN_EXPORT PFNGLVERTEX2HVNVPROC __glewVertex2hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEX3HNVPROC __glewVertex3hNV;\nGLEW_FUN_EXPORT PFNGLVERTEX3HVNVPROC __glewVertex3hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEX4HNVPROC __glewVertex4hNV;\nGLEW_FUN_EXPORT PFNGLVERTEX4HVNVPROC __glewVertex4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORNVPROC __glewVertexAttribDivisorNV;\n\nGLEW_FUN_EXPORT PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV;\n\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVNVPROC __glewUniformMatrix2x3fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVNVPROC __glewUniformMatrix2x4fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVNVPROC __glewUniformMatrix3x2fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVNVPROC __glewUniformMatrix3x4fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVNVPROC __glewUniformMatrix4x2fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVNVPROC __glewUniformMatrix4x3fvNV;\n\nGLEW_FUN_EXPORT PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV;\nGLEW_FUN_EXPORT PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV;\nGLEW_FUN_EXPORT PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV;\nGLEW_FUN_EXPORT PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV;\nGLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV;\nGLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV;\nGLEW_FUN_EXPORT PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV;\n\nGLEW_FUN_EXPORT PFNGLCOPYPATHNVPROC __glewCopyPathNV;\nGLEW_FUN_EXPORT PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV;\nGLEW_FUN_EXPORT PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV;\nGLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV;\nGLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV;\nGLEW_FUN_EXPORT PFNGLDELETEPATHSNVPROC __glewDeletePathsNV;\nGLEW_FUN_EXPORT PFNGLGENPATHSNVPROC __glewGenPathsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV;\nGLEW_FUN_EXPORT PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV;\nGLEW_FUN_EXPORT PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV;\nGLEW_FUN_EXPORT PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV;\nGLEW_FUN_EXPORT PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV;\nGLEW_FUN_EXPORT PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV;\nGLEW_FUN_EXPORT PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV;\nGLEW_FUN_EXPORT PFNGLISPATHNVPROC __glewIsPathNV;\nGLEW_FUN_EXPORT PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV;\nGLEW_FUN_EXPORT PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV;\nGLEW_FUN_EXPORT PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV;\nGLEW_FUN_EXPORT PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV;\nGLEW_FUN_EXPORT PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV;\nGLEW_FUN_EXPORT PFNGLPATHCOORDSNVPROC __glewPathCoordsNV;\nGLEW_FUN_EXPORT PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV;\nGLEW_FUN_EXPORT PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV;\nGLEW_FUN_EXPORT PFNGLPATHFOGGENNVPROC __glewPathFogGenNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV;\nGLEW_FUN_EXPORT PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV;\nGLEW_FUN_EXPORT PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV;\nGLEW_FUN_EXPORT PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV;\nGLEW_FUN_EXPORT PFNGLPATHSTRINGNVPROC __glewPathStringNV;\nGLEW_FUN_EXPORT PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV;\nGLEW_FUN_EXPORT PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV;\nGLEW_FUN_EXPORT PFNGLPATHTEXGENNVPROC __glewPathTexGenNV;\nGLEW_FUN_EXPORT PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV;\nGLEW_FUN_EXPORT PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV;\nGLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV;\nGLEW_FUN_EXPORT PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV;\nGLEW_FUN_EXPORT PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV;\n\nGLEW_FUN_EXPORT PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV;\nGLEW_FUN_EXPORT PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV;\n\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONMODENVPROC __glewPolygonModeNV;\n\nGLEW_FUN_EXPORT PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV;\nGLEW_FUN_EXPORT PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV;\nGLEW_FUN_EXPORT PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV;\n\nGLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV;\nGLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV;\n\nGLEW_FUN_EXPORT PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV;\nGLEW_FUN_EXPORT PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV;\nGLEW_FUN_EXPORT PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV;\n\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV;\nGLEW_FUN_EXPORT PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV;\nGLEW_FUN_EXPORT PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMUI64NVPROC __glewUniformui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV;\n\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DNVPROC __glewCompressedTexImage3DNV;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC __glewCompressedTexSubImage3DNV;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DNVPROC __glewCopyTexSubImage3DNV;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERNVPROC __glewFramebufferTextureLayerNV;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DNVPROC __glewTexImage3DNV;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DNVPROC __glewTexSubImage3DNV;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV;\n\nGLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV;\n\nGLEW_FUN_EXPORT PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV;\nGLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV;\nGLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV;\nGLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV;\nGLEW_FUN_EXPORT PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV;\n\nGLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV;\nGLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV;\n\nGLEW_FUN_EXPORT PFNGLVDPAUFININVPROC __glewVDPAUFiniNV;\nGLEW_FUN_EXPORT PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV;\nGLEW_FUN_EXPORT PFNGLVDPAUINITNVPROC __glewVDPAUInitNV;\nGLEW_FUN_EXPORT PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV;\nGLEW_FUN_EXPORT PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV;\nGLEW_FUN_EXPORT PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV;\nGLEW_FUN_EXPORT PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV;\nGLEW_FUN_EXPORT PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV;\nGLEW_FUN_EXPORT PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV;\nGLEW_FUN_EXPORT PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV;\n\nGLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV;\n\nGLEW_FUN_EXPORT PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV;\nGLEW_FUN_EXPORT PFNGLCOLORFORMATNVPROC __glewColorFormatNV;\nGLEW_FUN_EXPORT PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV;\nGLEW_FUN_EXPORT PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV;\nGLEW_FUN_EXPORT PFNGLINDEXFORMATNVPROC __glewIndexFormatNV;\nGLEW_FUN_EXPORT PFNGLNORMALFORMATNVPROC __glewNormalFormatNV;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV;\nGLEW_FUN_EXPORT PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV;\n\nGLEW_FUN_EXPORT PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV;\nGLEW_FUN_EXPORT PFNGLBINDPROGRAMNVPROC __glewBindProgramNV;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV;\nGLEW_FUN_EXPORT PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV;\nGLEW_FUN_EXPORT PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV;\nGLEW_FUN_EXPORT PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV;\nGLEW_FUN_EXPORT PFNGLISPROGRAMNVPROC __glewIsProgramNV;\nGLEW_FUN_EXPORT PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV;\nGLEW_FUN_EXPORT PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV;\nGLEW_FUN_EXPORT PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV;\n\nGLEW_FUN_EXPORT PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV;\nGLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV;\nGLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV;\nGLEW_FUN_EXPORT PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYFVNVPROC __glewDepthRangeArrayfvNV;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDFNVPROC __glewDepthRangeIndexedfNV;\nGLEW_FUN_EXPORT PFNGLDISABLEINVPROC __glewDisableiNV;\nGLEW_FUN_EXPORT PFNGLENABLEINVPROC __glewEnableiNV;\nGLEW_FUN_EXPORT PFNGLGETFLOATI_VNVPROC __glewGetFloati_vNV;\nGLEW_FUN_EXPORT PFNGLISENABLEDINVPROC __glewIsEnablediNV;\nGLEW_FUN_EXPORT PFNGLSCISSORARRAYVNVPROC __glewScissorArrayvNV;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDNVPROC __glewScissorIndexedNV;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVNVPROC __glewScissorIndexedvNV;\nGLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVNVPROC __glewViewportArrayvNV;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFNVPROC __glewViewportIndexedfNV;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVNVPROC __glewViewportIndexedfvNV;\n\nGLEW_FUN_EXPORT PFNGLVIEWPORTSWIZZLENVPROC __glewViewportSwizzleNV;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC __glewFramebufferTextureMultisampleMultiviewOVR;\n\nGLEW_FUN_EXPORT PFNGLALPHAFUNCQCOMPROC __glewAlphaFuncQCOM;\n\nGLEW_FUN_EXPORT PFNGLDISABLEDRIVERCONTROLQCOMPROC __glewDisableDriverControlQCOM;\nGLEW_FUN_EXPORT PFNGLENABLEDRIVERCONTROLQCOMPROC __glewEnableDriverControlQCOM;\nGLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSTRINGQCOMPROC __glewGetDriverControlStringQCOM;\nGLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSQCOMPROC __glewGetDriverControlsQCOM;\n\nGLEW_FUN_EXPORT PFNGLEXTGETBUFFERPOINTERVQCOMPROC __glewExtGetBufferPointervQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETBUFFERSQCOMPROC __glewExtGetBuffersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETFRAMEBUFFERSQCOMPROC __glewExtGetFramebuffersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETRENDERBUFFERSQCOMPROC __glewExtGetRenderbuffersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC __glewExtGetTexLevelParameterivQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETTEXSUBIMAGEQCOMPROC __glewExtGetTexSubImageQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETTEXTURESQCOMPROC __glewExtGetTexturesQCOM;\nGLEW_FUN_EXPORT PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC __glewExtTexObjectStateOverrideiQCOM;\n\nGLEW_FUN_EXPORT PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC __glewExtGetProgramBinarySourceQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETPROGRAMSQCOMPROC __glewExtGetProgramsQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETSHADERSQCOMPROC __glewExtGetShadersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTISPROGRAMBINARYQCOMPROC __glewExtIsProgramBinaryQCOM;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC __glewFramebufferFoveationConfigQCOM;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC __glewFramebufferFoveationParametersQCOM;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC __glewFramebufferFetchBarrierQCOM;\n\nGLEW_FUN_EXPORT PFNGLENDTILINGQCOMPROC __glewEndTilingQCOM;\nGLEW_FUN_EXPORT PFNGLSTARTTILINGQCOMPROC __glewStartTilingQCOM;\n\nGLEW_FUN_EXPORT PFNGLALPHAFUNCXPROC __glewAlphaFuncx;\nGLEW_FUN_EXPORT PFNGLCLEARCOLORXPROC __glewClearColorx;\nGLEW_FUN_EXPORT PFNGLCLEARDEPTHXPROC __glewClearDepthx;\nGLEW_FUN_EXPORT PFNGLCOLOR4XPROC __glewColor4x;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEXPROC __glewDepthRangex;\nGLEW_FUN_EXPORT PFNGLFOGXPROC __glewFogx;\nGLEW_FUN_EXPORT PFNGLFOGXVPROC __glewFogxv;\nGLEW_FUN_EXPORT PFNGLFRUSTUMFPROC __glewFrustumf;\nGLEW_FUN_EXPORT PFNGLFRUSTUMXPROC __glewFrustumx;\nGLEW_FUN_EXPORT PFNGLLIGHTMODELXPROC __glewLightModelx;\nGLEW_FUN_EXPORT PFNGLLIGHTMODELXVPROC __glewLightModelxv;\nGLEW_FUN_EXPORT PFNGLLIGHTXPROC __glewLightx;\nGLEW_FUN_EXPORT PFNGLLIGHTXVPROC __glewLightxv;\nGLEW_FUN_EXPORT PFNGLLINEWIDTHXPROC __glewLineWidthx;\nGLEW_FUN_EXPORT PFNGLLOADMATRIXXPROC __glewLoadMatrixx;\nGLEW_FUN_EXPORT PFNGLMATERIALXPROC __glewMaterialx;\nGLEW_FUN_EXPORT PFNGLMATERIALXVPROC __glewMaterialxv;\nGLEW_FUN_EXPORT PFNGLMULTMATRIXXPROC __glewMultMatrixx;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x;\nGLEW_FUN_EXPORT PFNGLNORMAL3XPROC __glewNormal3x;\nGLEW_FUN_EXPORT PFNGLORTHOFPROC __glewOrthof;\nGLEW_FUN_EXPORT PFNGLORTHOXPROC __glewOrthox;\nGLEW_FUN_EXPORT PFNGLPOINTSIZEXPROC __glewPointSizex;\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx;\nGLEW_FUN_EXPORT PFNGLROTATEXPROC __glewRotatex;\nGLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex;\nGLEW_FUN_EXPORT PFNGLSCALEXPROC __glewScalex;\nGLEW_FUN_EXPORT PFNGLTEXENVXPROC __glewTexEnvx;\nGLEW_FUN_EXPORT PFNGLTEXENVXVPROC __glewTexEnvxv;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERXPROC __glewTexParameterx;\nGLEW_FUN_EXPORT PFNGLTRANSLATEXPROC __glewTranslatex;\n\nGLEW_FUN_EXPORT PFNGLCLIPPLANEFPROC __glewClipPlanef;\nGLEW_FUN_EXPORT PFNGLCLIPPLANEXPROC __glewClipPlanex;\nGLEW_FUN_EXPORT PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef;\nGLEW_FUN_EXPORT PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex;\nGLEW_FUN_EXPORT PFNGLGETFIXEDVPROC __glewGetFixedv;\nGLEW_FUN_EXPORT PFNGLGETLIGHTXVPROC __glewGetLightxv;\nGLEW_FUN_EXPORT PFNGLGETMATERIALXVPROC __glewGetMaterialxv;\nGLEW_FUN_EXPORT PFNGLGETTEXENVXVPROC __glewGetTexEnvxv;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERXPROC __glewPointParameterx;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv;\nGLEW_FUN_EXPORT PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERXVPROC __glewTexParameterxv;\n\nGLEW_FUN_EXPORT PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL;\n\nGLEW_FUN_EXPORT PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL;\nGLEW_FUN_EXPORT PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL;\n\nGLEW_FUN_EXPORT PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL;\n\nGLEW_FUN_EXPORT PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL;\n\nGLEW_FUN_EXPORT PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS;\nGLEW_FUN_EXPORT PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS;\nGLEW_FUN_EXPORT PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS;\nGLEW_FUN_EXPORT PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS;\n\nGLEW_FUN_EXPORT PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC __glewInterleavedTextureCoordSetsSGIS;\nGLEW_FUN_EXPORT PFNGLSELECTTEXTURECOORDSETSGISPROC __glewSelectTextureCoordSetSGIS;\nGLEW_FUN_EXPORT PFNGLSELECTTEXTURESGISPROC __glewSelectTextureSGIS;\nGLEW_FUN_EXPORT PFNGLSELECTTEXTURETRANSFORMSGISPROC __glewSelectTextureTransformSGIS;\n\nGLEW_FUN_EXPORT PFNGLMULTISAMPLESUBRECTPOSSGISPROC __glewMultisampleSubRectPosSGIS;\n\nGLEW_FUN_EXPORT PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS;\nGLEW_FUN_EXPORT PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS;\n\nGLEW_FUN_EXPORT PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS;\nGLEW_FUN_EXPORT PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX;\nGLEW_FUN_EXPORT PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX;\nGLEW_FUN_EXPORT PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX;\nGLEW_FUN_EXPORT PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX;\nGLEW_FUN_EXPORT PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX;\nGLEW_FUN_EXPORT PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX;\n\nGLEW_FUN_EXPORT PFNGLADDRESSSPACEPROC __glewAddressSpace;\nGLEW_FUN_EXPORT PFNGLDATAPIPEPROC __glewDataPipe;\n\nGLEW_FUN_EXPORT PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX;\n\nGLEW_FUN_EXPORT PFNGLFOGLAYERSSGIXPROC __glewFogLayersSGIX;\nGLEW_FUN_EXPORT PFNGLGETFOGLAYERSSGIXPROC __glewGetFogLayersSGIX;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX;\n\nGLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX;\n\nGLEW_FUN_EXPORT PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX;\n\nGLEW_FUN_EXPORT PFNGLIGLOOINTERFACESGIXPROC __glewIglooInterfaceSGIX;\n\nGLEW_FUN_EXPORT PFNGLALLOCMPEGPREDICTORSSGIXPROC __glewAllocMPEGPredictorsSGIX;\nGLEW_FUN_EXPORT PFNGLDELETEMPEGPREDICTORSSGIXPROC __glewDeleteMPEGPredictorsSGIX;\nGLEW_FUN_EXPORT PFNGLGENMPEGPREDICTORSSGIXPROC __glewGenMPEGPredictorsSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERFVSGIXPROC __glewGetMPEGParameterfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERIVSGIXPROC __glewGetMPEGParameterivSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGPREDICTORSGIXPROC __glewGetMPEGPredictorSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGQUANTTABLEUBVPROC __glewGetMPEGQuantTableubv;\nGLEW_FUN_EXPORT PFNGLISMPEGPREDICTORSGIXPROC __glewIsMPEGPredictorSGIX;\nGLEW_FUN_EXPORT PFNGLMPEGPREDICTORSGIXPROC __glewMPEGPredictorSGIX;\nGLEW_FUN_EXPORT PFNGLMPEGQUANTTABLEUBVPROC __glewMPEGQuantTableubv;\nGLEW_FUN_EXPORT PFNGLSWAPMPEGPREDICTORSSGIXPROC __glewSwapMPEGPredictorsSGIX;\n\nGLEW_FUN_EXPORT PFNGLGETNONLINLIGHTFVSGIXPROC __glewGetNonlinLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETNONLINMATERIALFVSGIXPROC __glewGetNonlinMaterialfvSGIX;\nGLEW_FUN_EXPORT PFNGLNONLINLIGHTFVSGIXPROC __glewNonlinLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLNONLINMATERIALFVSGIXPROC __glewNonlinMaterialfvSGIX;\n\nGLEW_FUN_EXPORT PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX;\n\nGLEW_FUN_EXPORT PFNGLDEFORMSGIXPROC __glewDeformSGIX;\nGLEW_FUN_EXPORT PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC __glewLoadIdentityDeformationMapSGIX;\n\nGLEW_FUN_EXPORT PFNGLMESHBREADTHSGIXPROC __glewMeshBreadthSGIX;\nGLEW_FUN_EXPORT PFNGLMESHSTRIDESGIXPROC __glewMeshStrideSGIX;\n\nGLEW_FUN_EXPORT PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX;\n\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX;\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX;\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX;\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX;\n\nGLEW_FUN_EXPORT PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX;\n\nGLEW_FUN_EXPORT PFNGLGETVECTOROPERATIONSGIXPROC __glewGetVectorOperationSGIX;\nGLEW_FUN_EXPORT PFNGLVECTOROPERATIONSGIXPROC __glewVectorOperationSGIX;\n\nGLEW_FUN_EXPORT PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC __glewAreVertexArraysResidentSGIX;\nGLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYSGIXPROC __glewBindVertexArraySGIX;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSSGIXPROC __glewDeleteVertexArraysSGIX;\nGLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSSGIXPROC __glewGenVertexArraysSGIX;\nGLEW_FUN_EXPORT PFNGLISVERTEXARRAYSGIXPROC __glewIsVertexArraySGIX;\nGLEW_FUN_EXPORT PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC __glewPrioritizeVertexArraysSGIX;\n\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI;\nGLEW_FUN_EXPORT PFNGLCOLORTABLESGIPROC __glewColorTableSGI;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI;\n\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC __glewGetPixelTransformParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC __glewGetPixelTransformParameterivSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFSGIPROC __glewPixelTransformParameterfSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC __glewPixelTransformParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERISGIPROC __glewPixelTransformParameteriSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC __glewPixelTransformParameterivSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMSGIPROC __glewPixelTransformSGI;\n\nGLEW_FUN_EXPORT PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX;\n\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN;\n\nGLEW_FUN_EXPORT PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN;\n\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN;\n\nGLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN;\n\nGLEW_FUN_EXPORT PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_3;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_4;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_5;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_0;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_0;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_2;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_3;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_0;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_2;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_3;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_4;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_5;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_6;\nGLEW_VAR_EXPORT GLboolean __GLEW_3DFX_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_3DFX_tbuffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_3DFX_texture_compression_FXT1;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_blend_minmax_factor;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_compressed_3DC_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_compressed_ATC_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_conservative_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_debug_output;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_depth_clamp_separate;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_draw_buffers_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_framebuffer_sample_positions;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gcn_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_half_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_int16;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_int64;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_interleaved_elements;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_name_gen_delete;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_occlusion_query_event;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_performance_monitor;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_pinned_memory;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_program_binary_Z400;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_query_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_sample_positions;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_seamless_cubemap_per_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_atomic_counter_ops;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_ballot;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_explicit_vertex_parameter;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_export;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_value_export;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_trinary_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_sparse_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_stencil_operation_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_gather_bias_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_texture4;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback3_lines_triangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback4;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_layer;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_tessellator;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_viewport_index;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANDROID_extension_pack_es31a;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_depth_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_blit;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_pack_reverse_row_order;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_program_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt1;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt5;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_usage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_timer_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_translated_shader_source;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_aux_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_client_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_clip_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_color_buffer_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_copy_texture_levels;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_element_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_fence;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_float_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_flush_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_object_purgeable;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_pixel_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_rgb_422;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_row_bytes;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_specular_vector;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_sync;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_2D_limited_npot;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_format_BGRA8888;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_max_level;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_transform_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_program_evaluators;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_ycbcr_422;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES2_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_1_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_2_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_arrays_of_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_base_instance;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_bindless_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_blend_func_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_buffer_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_cl_event;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_clip_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_color_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compressed_texture_pixel_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_variable_group_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_conditional_render_inverted;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_conservative_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_cull_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_debug_output;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_derivative_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_direct_state_access;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_elements_base_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_enhanced_layouts;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_attrib_location;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_uniform_location;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_coord_conventions;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_layer_viewport;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program_shadow;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader_interlock;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_no_attachments;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_geometry_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_program_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_texture_sub_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gl_spirv;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader5;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_fp64;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_int64;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_pixel;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_imaging;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_indirect_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_invalidate_subdata;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_alignment;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_matrix_palette;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_bind;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multitexture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_parallel_shader_compile;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_pipeline_statistics_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_pixel_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_sprite;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_polygon_offset_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_post_depth_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_program_interface_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_provoking_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_query_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robust_buffer_access_behavior;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_application_isolation;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_share_group_isolation;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_locations;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_shading;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sampler_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cubemap_per_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_separate_shader_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counter_ops;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_ballot;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_bit_encoding;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_clock;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_draw_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_group_vote;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_load_store;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_precision;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_stencil_export;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_storage_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_subroutine;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_image_samples;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_viewport_layer_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_100;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_420pack;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_include;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_packing;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow_ambient;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_spirv_extensions;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_stencil_texturing;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sync;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_tessellation_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_barrier;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_border_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object_rgb32;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_bptc;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_rgtc;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_add;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_combine;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_crossbar;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_dot3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_filter_anisotropic;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_filter_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_gather;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirror_clamp_to_edge;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirrored_repeat;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_non_power_of_two;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_levels;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rg;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rgb10_a2ui;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_stencil8;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_swizzle;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_view;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_timer_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_overflow_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transpose_matrix;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_uniform_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_64bit;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_binding;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_10f_11f_11f_rev;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_viewport_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_window_pos;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_mali_program_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_mali_shader_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_rgba8;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_shader_framebuffer_fetch;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_shader_framebuffer_fetch_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_point_sprites;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_combine3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_route;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_vertex_shader_output_point_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_element_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_envmap_bumpmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_fragment_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_map_object_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_meminfo;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_pn_triangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_separate_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_shader_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_text_fragment_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_compression_3dc;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_env_combine3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_mirror_once;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_attrib_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_streams;\nGLEW_VAR_EXPORT GLboolean __GLEW_EGL_KHR_context_flush_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_EGL_NV_robustness_video_memory_purge;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_422_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_Cg_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_EGL_image_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_YUV_target;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_abgr;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_base_instance;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_bindable_uniform;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_equation_separate;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_separate;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_logic_op;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_subtract;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_buffer_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_clear_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_cull_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_volume_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_cmyka;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_buffer_half_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_subtable;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_compiled_vertex_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_compressed_ETC1_RGB8_sub_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_conservative_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_convolution;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_coordinate_frame;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_cull_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_label;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_marker;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_depth_bounds_test;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_direct_state_access;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_discard_framebuffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers_indexed;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_elements_base_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_range_elements;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_external_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_float_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_fog_coord;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_frag_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_fragment_lighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_blit;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_point_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_program_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader5;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_histogram;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_array_formats;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_func;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_material;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_light_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_map_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object_fd;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object_win32;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_misc_attribute;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multiple_textures;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisampled_render_to_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisampled_render_to_texture2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multiview_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_paletted_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform_color_table;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_point_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_post_depth_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_provoking_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pvrtc_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_raster_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_read_format_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_render_snorm;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_rescale_normal;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sRGB_write_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_scene_marker;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_secondary_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore_fd;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore_win32;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_shader_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_specular_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_framebuffer_fetch;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_group_vote;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_formatted;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_store;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_implicit_conversions;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_integer_mix;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_io_blocks;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_non_constant_global_initializers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_pixel_local_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_pixel_local_storage2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_funcs;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_samplers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shared_texture_palette;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sparse_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sparse_texture2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_clear_tag;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_two_side;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_wrap;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_subtexture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture3D;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_astc_decode_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_bptc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_dxt1;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_latc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_rgtc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_s3tc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_edge_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_add;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_combine;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_dot3;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_anisotropic;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_format_BGRA8888;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_integer;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_lod_bias;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_mirror_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_norm16;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_perturb_normal;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rg;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_R8;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_RG8;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_decode;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_shared_exponent;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_snorm;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_swizzle;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_type_2_10_10_10_REV;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_view;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_timer_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_transform_feedback;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_unpack_subimage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_setXXX;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_attrib_64bit;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_weighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_win32_keyed_mutex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_window_rectangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_x11_sync_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_frame_terminator;\nGLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_string_marker;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_convolution_border_modes;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_image_transform;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_occlusion_test;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_texture_lighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_cull_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_multimode_draw_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_rasterpos_clip;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_static_data;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_texture_mirrored_repeat;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_vertex_array_lists;\nGLEW_VAR_EXPORT GLboolean __GLEW_INGR_color_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_INGR_interlace_read;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_conservative_rasterization;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_fragment_shader_ordering;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_framebuffer_CMAA;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_map_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_parallel_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_performance_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_texture_scissor;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced_coherent;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_context_flush_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_debug;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_no_error;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_parallel_shader_compile;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_robust_buffer_access_behavior;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_robustness;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_hdr;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_ldr;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_sliced_3d;\nGLEW_VAR_EXPORT GLboolean __GLEW_KTX_buffer_region;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESAX_texture_stack;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_pack_invert;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_resize_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_shader_integer_functions;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_window_pos;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_ycbcr_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_blend_equation_advanced_multi_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_conditional_render;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_gpu_memory_info;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_linked_gpu_multicast;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_3dvision_settings;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_EGL_stream_consumer_external;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_alpha_to_coverage_dither_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bgr;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect_count;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced_coherent;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_minmax_factor;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_square;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_clip_space_w_scaling;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_command_list;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_compute_program5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conditional_render;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster_dilate;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster_pre_snap_triangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_depth_to_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_deep_texture3D;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_range_unclamped;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_vulkan_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_evaluators;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_attrib_location;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fbo_color_attachments;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fence;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fill_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_float_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fog_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_coverage_to_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program_option;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_shader_interlock;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_blit;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_mixed_samples;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_generate_mipmap_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader_passthrough;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_multicast;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5_mem_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program_fp64;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_shader5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_half_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_image_formats;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_internalformat_sample_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_light_max_exponent;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_filter_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_non_square_matrices;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_occlusion_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_pack_subimage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_float_linear;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering_shared_edge;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_data_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_platform_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_point_sprite;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_polygon_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_present_video;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_primitive_restart;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_read_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_read_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_read_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_robustness_video_memory_purge;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_sRGB_formats;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_locations;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_mask_override_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_counters;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_float64;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_fp16_vector;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_int64;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_buffer_load;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_noperspective_interpolation;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_storage_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_group;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_shuffle;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_cube;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_stereo_view_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_tessellation_program5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_emboss;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_reflection;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_barrier;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_border_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_latc;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc_update;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_vtc;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_env_combine4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_expand_normal;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_npot_2D_mipmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle_compressed;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader3;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_uniform_buffer_unified_memory;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vdpau_interop;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_attrib_integer_64bit;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_buffer_unified_memory;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program1_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2_option;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program3;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_video_capture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_array2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_swizzle;\nGLEW_VAR_EXPORT GLboolean __GLEW_OES_byte_coordinates;\nGLEW_VAR_EXPORT GLboolean __GLEW_OML_interlace;\nGLEW_VAR_EXPORT GLboolean __GLEW_OML_resample;\nGLEW_VAR_EXPORT GLboolean __GLEW_OML_subsample;\nGLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview;\nGLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview2;\nGLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview_multisampled_render_to_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_PGI_misc_hints;\nGLEW_VAR_EXPORT GLboolean __GLEW_PGI_vertex_hints;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_alpha_test;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_binning_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_driver_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_extended_get;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_extended_get2;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_framebuffer_foveated;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_perfmon_global_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_shader_framebuffer_fetch_noncoherent;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_tiled_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_writeonly_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_0_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_1_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_enable;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_error_string;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_extension_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_log;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_proc_address;\nGLEW_VAR_EXPORT GLboolean __GLEW_REND_screen_coordinates;\nGLEW_VAR_EXPORT GLboolean __GLEW_S3_s3tc;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_clip_band_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_color_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_detail_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_fog_function;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_generate_mipmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_line_texgen;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multitexture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_pixel_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_point_line_texgen;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_shared_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_sharpen_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture4D;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_border_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_edge_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_filter4;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_select;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_histogram;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_pixel;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_g_instruments;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_r_instruments;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_timer_instruments;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_alpha_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cadd;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cmultiply;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_calligraphic_fragment;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_clipmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_color_matrix_accuracy;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_color_table_index_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_complex_polar;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_convolution_accuracy;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_cylinder_texgen;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_datapipe;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_decimation;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_pass_instrument;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_dvc;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_flush_raster;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_factor_to_alpha;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_layers;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_offset;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_patchy;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_scale;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_lighting_space;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_specular_lighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragments_instrument;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_framezoom;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_icc_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_igloo_interface;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_image_compression;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_impact_pixel_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_instrument_error;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_interlace;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ir_instrument1;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_line_quality_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_list_priority;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg1;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg2;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nonlinear_lighting_pervertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nurbs_eval;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_occlusion_instrument;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_packed_6bytes;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_bits;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_tiles;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_polynomial_ffd;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_quad_mesh;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_reference_plane;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_resample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_scalebias_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow_ambient;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_slim;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_spotlight_cutoff;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_sprite;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subdiv_patch;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subsample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_tag_sample_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_add_env;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_coordinate_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_lod_bias;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_mipmap_anisotropic;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_multi_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_phase;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_scale_bias;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_supersample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vector_ops;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb_subsample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcba;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_matrix;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_table;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex_type;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_fft;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_texture_color_table;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUNX_constant_data;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_convolution_border_modes;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_global_alpha;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_mesh_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_read_video_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_slice_accum;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_triangle_list;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_phong_shading;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_scene_markerXXX;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_specular_fog;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_swap_hint;\n/* ------------------------------------------------------------------------- */\n\n/* error codes */\n#define GLEW_OK 0\n#define GLEW_NO_ERROR 0\n#define GLEW_ERROR_NO_GL_VERSION 1  /* missing GL version */\n#define GLEW_ERROR_GL_VERSION_10_ONLY 2  /* Need at least OpenGL 1.1 */\n#define GLEW_ERROR_GLX_VERSION_11_ONLY 3  /* Need at least GLX 1.2 */\n#define GLEW_ERROR_NO_GLX_DISPLAY 4  /* Need GLX display for GLX support */\n\n/* string codes */\n#define GLEW_VERSION 1\n#define GLEW_VERSION_MAJOR 2\n#define GLEW_VERSION_MINOR 3\n#define GLEW_VERSION_MICRO 4\n\n/* ------------------------------------------------------------------------- */\n\n/* GLEW version info */\n\n/*\nVERSION 2.1.0\nVERSION_MAJOR 2\nVERSION_MINOR 1\nVERSION_MICRO 0\n*/\n\n/* API */\nGLEWAPI GLenum GLEWAPIENTRY glewInit (void);\nGLEWAPI GLboolean GLEWAPIENTRY glewIsSupported (const char *name);\n#define glewIsExtensionSupported(x) glewIsSupported(x)\n\n#ifndef GLEW_GET_VAR\n#define GLEW_GET_VAR(x) (*(const GLboolean*)&x)\n#endif\n\n#ifndef GLEW_GET_FUN\n#define GLEW_GET_FUN(x) x\n#endif\n\nGLEWAPI GLboolean glewExperimental;\nGLEWAPI GLboolean GLEWAPIENTRY glewGetExtension (const char *name);\nGLEWAPI const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error);\nGLEWAPI const GLubyte * GLEWAPIENTRY glewGetString (GLenum name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#ifdef GLEW_APIENTRY_DEFINED\n#undef GLEW_APIENTRY_DEFINED\n#undef APIENTRY\n#endif\n\n#ifdef GLEW_CALLBACK_DEFINED\n#undef GLEW_CALLBACK_DEFINED\n#undef CALLBACK\n#endif\n\n#ifdef GLEW_WINGDIAPI_DEFINED\n#undef GLEW_WINGDIAPI_DEFINED\n#undef WINGDIAPI\n#endif\n\n#undef GLAPI\n/* #undef GLEWAPI */\n\n#endif /* __glew_h__ */\n"
  },
  {
    "path": "Dependencies/include/64/GL/glxew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n * Mesa 3-D graphics library\n * Version:  7.0\n *\n * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included\n * in all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL\n * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\n * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\n * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __glxew_h__\n#define __glxew_h__\n#define __GLXEW_H__\n\n#ifdef __glxext_h_\n#error glxext.h included before glxew.h\n#endif\n\n#if defined(GLX_H) || defined(__GLX_glx_h__) || defined(__glx_h__)\n#error glx.h included before glxew.h\n#endif\n\n#define __glxext_h_\n\n#define GLX_H\n#define __GLX_glx_h__\n#define __glx_h__\n\n#include <X11/Xlib.h>\n#include <X11/Xutil.h>\n#include <X11/Xmd.h>\n#include <GL/glew.h>\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* ---------------------------- GLX_VERSION_1_0 --------------------------- */\n\n#ifndef GLX_VERSION_1_0\n#define GLX_VERSION_1_0 1\n\n#define GLX_USE_GL 1\n#define GLX_BUFFER_SIZE 2\n#define GLX_LEVEL 3\n#define GLX_RGBA 4\n#define GLX_DOUBLEBUFFER 5\n#define GLX_STEREO 6\n#define GLX_AUX_BUFFERS 7\n#define GLX_RED_SIZE 8\n#define GLX_GREEN_SIZE 9\n#define GLX_BLUE_SIZE 10\n#define GLX_ALPHA_SIZE 11\n#define GLX_DEPTH_SIZE 12\n#define GLX_STENCIL_SIZE 13\n#define GLX_ACCUM_RED_SIZE 14\n#define GLX_ACCUM_GREEN_SIZE 15\n#define GLX_ACCUM_BLUE_SIZE 16\n#define GLX_ACCUM_ALPHA_SIZE 17\n#define GLX_BAD_SCREEN 1\n#define GLX_BAD_ATTRIBUTE 2\n#define GLX_NO_EXTENSION 3\n#define GLX_BAD_VISUAL 4\n#define GLX_BAD_CONTEXT 5\n#define GLX_BAD_VALUE 6\n#define GLX_BAD_ENUM 7\n\ntypedef XID GLXDrawable;\ntypedef XID GLXPixmap;\n#ifdef __sun\ntypedef struct __glXContextRec *GLXContext;\n#else\ntypedef struct __GLXcontextRec *GLXContext;\n#endif\n\ntypedef unsigned int GLXVideoDeviceNV; \n\nextern Bool glXQueryExtension (Display *dpy, int *errorBase, int *eventBase);\nextern Bool glXQueryVersion (Display *dpy, int *major, int *minor);\nextern int glXGetConfig (Display *dpy, XVisualInfo *vis, int attrib, int *value);\nextern XVisualInfo* glXChooseVisual (Display *dpy, int screen, int *attribList);\nextern GLXPixmap glXCreateGLXPixmap (Display *dpy, XVisualInfo *vis, Pixmap pixmap);\nextern void glXDestroyGLXPixmap (Display *dpy, GLXPixmap pix);\nextern GLXContext glXCreateContext (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct);\nextern void glXDestroyContext (Display *dpy, GLXContext ctx);\nextern Bool glXIsDirect (Display *dpy, GLXContext ctx);\nextern void glXCopyContext (Display *dpy, GLXContext src, GLXContext dst, GLulong mask);\nextern Bool glXMakeCurrent (Display *dpy, GLXDrawable drawable, GLXContext ctx);\nextern GLXContext glXGetCurrentContext (void);\nextern GLXDrawable glXGetCurrentDrawable (void);\nextern void glXWaitGL (void);\nextern void glXWaitX (void);\nextern void glXSwapBuffers (Display *dpy, GLXDrawable drawable);\nextern void glXUseXFont (Font font, int first, int count, int listBase);\n\n#define GLXEW_VERSION_1_0 GLXEW_GET_VAR(__GLXEW_VERSION_1_0)\n\n#endif /* GLX_VERSION_1_0 */\n\n/* ---------------------------- GLX_VERSION_1_1 --------------------------- */\n\n#ifndef GLX_VERSION_1_1\n#define GLX_VERSION_1_1\n\n#define GLX_VENDOR 0x1\n#define GLX_VERSION 0x2\n#define GLX_EXTENSIONS 0x3\n\nextern const char* glXQueryExtensionsString (Display *dpy, int screen);\nextern const char* glXGetClientString (Display *dpy, int name);\nextern const char* glXQueryServerString (Display *dpy, int screen, int name);\n\n#define GLXEW_VERSION_1_1 GLXEW_GET_VAR(__GLXEW_VERSION_1_1)\n\n#endif /* GLX_VERSION_1_1 */\n\n/* ---------------------------- GLX_VERSION_1_2 ---------------------------- */\n\n#ifndef GLX_VERSION_1_2\n#define GLX_VERSION_1_2 1\n\ntypedef Display* ( * PFNGLXGETCURRENTDISPLAYPROC) (void);\n\n#define glXGetCurrentDisplay GLXEW_GET_FUN(__glewXGetCurrentDisplay)\n\n#define GLXEW_VERSION_1_2 GLXEW_GET_VAR(__GLXEW_VERSION_1_2)\n\n#endif /* GLX_VERSION_1_2 */\n\n/* ---------------------------- GLX_VERSION_1_3 ---------------------------- */\n\n#ifndef GLX_VERSION_1_3\n#define GLX_VERSION_1_3 1\n\n#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001\n#define GLX_RGBA_BIT 0x00000001\n#define GLX_WINDOW_BIT 0x00000001\n#define GLX_COLOR_INDEX_BIT 0x00000002\n#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002\n#define GLX_PIXMAP_BIT 0x00000002\n#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004\n#define GLX_PBUFFER_BIT 0x00000004\n#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008\n#define GLX_AUX_BUFFERS_BIT 0x00000010\n#define GLX_CONFIG_CAVEAT 0x20\n#define GLX_DEPTH_BUFFER_BIT 0x00000020\n#define GLX_X_VISUAL_TYPE 0x22\n#define GLX_TRANSPARENT_TYPE 0x23\n#define GLX_TRANSPARENT_INDEX_VALUE 0x24\n#define GLX_TRANSPARENT_RED_VALUE 0x25\n#define GLX_TRANSPARENT_GREEN_VALUE 0x26\n#define GLX_TRANSPARENT_BLUE_VALUE 0x27\n#define GLX_TRANSPARENT_ALPHA_VALUE 0x28\n#define GLX_STENCIL_BUFFER_BIT 0x00000040\n#define GLX_ACCUM_BUFFER_BIT 0x00000080\n#define GLX_NONE 0x8000\n#define GLX_SLOW_CONFIG 0x8001\n#define GLX_TRUE_COLOR 0x8002\n#define GLX_DIRECT_COLOR 0x8003\n#define GLX_PSEUDO_COLOR 0x8004\n#define GLX_STATIC_COLOR 0x8005\n#define GLX_GRAY_SCALE 0x8006\n#define GLX_STATIC_GRAY 0x8007\n#define GLX_TRANSPARENT_RGB 0x8008\n#define GLX_TRANSPARENT_INDEX 0x8009\n#define GLX_VISUAL_ID 0x800B\n#define GLX_SCREEN 0x800C\n#define GLX_NON_CONFORMANT_CONFIG 0x800D\n#define GLX_DRAWABLE_TYPE 0x8010\n#define GLX_RENDER_TYPE 0x8011\n#define GLX_X_RENDERABLE 0x8012\n#define GLX_FBCONFIG_ID 0x8013\n#define GLX_RGBA_TYPE 0x8014\n#define GLX_COLOR_INDEX_TYPE 0x8015\n#define GLX_MAX_PBUFFER_WIDTH 0x8016\n#define GLX_MAX_PBUFFER_HEIGHT 0x8017\n#define GLX_MAX_PBUFFER_PIXELS 0x8018\n#define GLX_PRESERVED_CONTENTS 0x801B\n#define GLX_LARGEST_PBUFFER 0x801C\n#define GLX_WIDTH 0x801D\n#define GLX_HEIGHT 0x801E\n#define GLX_EVENT_MASK 0x801F\n#define GLX_DAMAGED 0x8020\n#define GLX_SAVED 0x8021\n#define GLX_WINDOW 0x8022\n#define GLX_PBUFFER 0x8023\n#define GLX_PBUFFER_HEIGHT 0x8040\n#define GLX_PBUFFER_WIDTH 0x8041\n#define GLX_PBUFFER_CLOBBER_MASK 0x08000000\n#define GLX_DONT_CARE 0xFFFFFFFF\n\ntypedef XID GLXFBConfigID;\ntypedef XID GLXPbuffer;\ntypedef XID GLXWindow;\ntypedef struct __GLXFBConfigRec *GLXFBConfig;\n\ntypedef struct {\n  int event_type; \n  int draw_type; \n  unsigned long serial; \n  Bool send_event; \n  Display *display; \n  GLXDrawable drawable; \n  unsigned int buffer_mask; \n  unsigned int aux_buffer; \n  int x, y; \n  int width, height; \n  int count; \n} GLXPbufferClobberEvent;\ntypedef union __GLXEvent {\n  GLXPbufferClobberEvent glxpbufferclobber; \n  long pad[24]; \n} GLXEvent;\n\ntypedef GLXFBConfig* ( * PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);\ntypedef GLXContext ( * PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);\ntypedef GLXPbuffer ( * PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list);\ntypedef GLXPixmap ( * PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);\ntypedef GLXWindow ( * PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);\ntypedef void ( * PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf);\ntypedef void ( * PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap);\ntypedef void ( * PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win);\ntypedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLEPROC) (void);\ntypedef int ( * PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value);\ntypedef GLXFBConfig* ( * PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements);\ntypedef void ( * PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask);\ntypedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config);\ntypedef Bool ( * PFNGLXMAKECONTEXTCURRENTPROC) (Display *display, GLXDrawable draw, GLXDrawable read, GLXContext ctx);\ntypedef int ( * PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value);\ntypedef void ( * PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);\ntypedef void ( * PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask);\n\n#define glXChooseFBConfig GLXEW_GET_FUN(__glewXChooseFBConfig)\n#define glXCreateNewContext GLXEW_GET_FUN(__glewXCreateNewContext)\n#define glXCreatePbuffer GLXEW_GET_FUN(__glewXCreatePbuffer)\n#define glXCreatePixmap GLXEW_GET_FUN(__glewXCreatePixmap)\n#define glXCreateWindow GLXEW_GET_FUN(__glewXCreateWindow)\n#define glXDestroyPbuffer GLXEW_GET_FUN(__glewXDestroyPbuffer)\n#define glXDestroyPixmap GLXEW_GET_FUN(__glewXDestroyPixmap)\n#define glXDestroyWindow GLXEW_GET_FUN(__glewXDestroyWindow)\n#define glXGetCurrentReadDrawable GLXEW_GET_FUN(__glewXGetCurrentReadDrawable)\n#define glXGetFBConfigAttrib GLXEW_GET_FUN(__glewXGetFBConfigAttrib)\n#define glXGetFBConfigs GLXEW_GET_FUN(__glewXGetFBConfigs)\n#define glXGetSelectedEvent GLXEW_GET_FUN(__glewXGetSelectedEvent)\n#define glXGetVisualFromFBConfig GLXEW_GET_FUN(__glewXGetVisualFromFBConfig)\n#define glXMakeContextCurrent GLXEW_GET_FUN(__glewXMakeContextCurrent)\n#define glXQueryContext GLXEW_GET_FUN(__glewXQueryContext)\n#define glXQueryDrawable GLXEW_GET_FUN(__glewXQueryDrawable)\n#define glXSelectEvent GLXEW_GET_FUN(__glewXSelectEvent)\n\n#define GLXEW_VERSION_1_3 GLXEW_GET_VAR(__GLXEW_VERSION_1_3)\n\n#endif /* GLX_VERSION_1_3 */\n\n/* ---------------------------- GLX_VERSION_1_4 ---------------------------- */\n\n#ifndef GLX_VERSION_1_4\n#define GLX_VERSION_1_4 1\n\n#define GLX_SAMPLE_BUFFERS 100000\n#define GLX_SAMPLES 100001\n\nextern void ( * glXGetProcAddress (const GLubyte *procName)) (void);\n\n#define GLXEW_VERSION_1_4 GLXEW_GET_VAR(__GLXEW_VERSION_1_4)\n\n#endif /* GLX_VERSION_1_4 */\n\n/* -------------------------- GLX_3DFX_multisample ------------------------- */\n\n#ifndef GLX_3DFX_multisample\n#define GLX_3DFX_multisample 1\n\n#define GLX_SAMPLE_BUFFERS_3DFX 0x8050\n#define GLX_SAMPLES_3DFX 0x8051\n\n#define GLXEW_3DFX_multisample GLXEW_GET_VAR(__GLXEW_3DFX_multisample)\n\n#endif /* GLX_3DFX_multisample */\n\n/* ------------------------ GLX_AMD_gpu_association ------------------------ */\n\n#ifndef GLX_AMD_gpu_association\n#define GLX_AMD_gpu_association 1\n\n#define GLX_GPU_VENDOR_AMD 0x1F00\n#define GLX_GPU_RENDERER_STRING_AMD 0x1F01\n#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02\n#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2\n#define GLX_GPU_RAM_AMD 0x21A3\n#define GLX_GPU_CLOCK_AMD 0x21A4\n#define GLX_GPU_NUM_PIPES_AMD 0x21A5\n#define GLX_GPU_NUM_SIMD_AMD 0x21A6\n#define GLX_GPU_NUM_RB_AMD 0x21A7\n#define GLX_GPU_NUM_SPI_AMD 0x21A8\n\ntypedef void ( * PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC) (GLXContext dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC) (unsigned int id, GLXContext share_list);\ntypedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (unsigned int id, GLXContext share_context, const int* attribList);\ntypedef Bool ( * PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC) (GLXContext ctx);\ntypedef unsigned int ( * PFNGLXGETCONTEXTGPUIDAMDPROC) (GLXContext ctx);\ntypedef GLXContext ( * PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);\ntypedef unsigned int ( * PFNGLXGETGPUIDSAMDPROC) (unsigned int maxCount, unsigned int* ids);\ntypedef int ( * PFNGLXGETGPUINFOAMDPROC) (unsigned int id, int property, GLenum dataType, unsigned int size, void* data);\ntypedef Bool ( * PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (GLXContext ctx);\n\n#define glXBlitContextFramebufferAMD GLXEW_GET_FUN(__glewXBlitContextFramebufferAMD)\n#define glXCreateAssociatedContextAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAMD)\n#define glXCreateAssociatedContextAttribsAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAttribsAMD)\n#define glXDeleteAssociatedContextAMD GLXEW_GET_FUN(__glewXDeleteAssociatedContextAMD)\n#define glXGetContextGPUIDAMD GLXEW_GET_FUN(__glewXGetContextGPUIDAMD)\n#define glXGetCurrentAssociatedContextAMD GLXEW_GET_FUN(__glewXGetCurrentAssociatedContextAMD)\n#define glXGetGPUIDsAMD GLXEW_GET_FUN(__glewXGetGPUIDsAMD)\n#define glXGetGPUInfoAMD GLXEW_GET_FUN(__glewXGetGPUInfoAMD)\n#define glXMakeAssociatedContextCurrentAMD GLXEW_GET_FUN(__glewXMakeAssociatedContextCurrentAMD)\n\n#define GLXEW_AMD_gpu_association GLXEW_GET_VAR(__GLXEW_AMD_gpu_association)\n\n#endif /* GLX_AMD_gpu_association */\n\n/* --------------------- GLX_ARB_context_flush_control --------------------- */\n\n#ifndef GLX_ARB_context_flush_control\n#define GLX_ARB_context_flush_control 1\n\n#define GLXEW_ARB_context_flush_control GLXEW_GET_VAR(__GLXEW_ARB_context_flush_control)\n\n#endif /* GLX_ARB_context_flush_control */\n\n/* ------------------------- GLX_ARB_create_context ------------------------ */\n\n#ifndef GLX_ARB_create_context\n#define GLX_ARB_create_context 1\n\n#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001\n#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\n#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091\n#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092\n#define GLX_CONTEXT_FLAGS_ARB 0x2094\n\ntypedef GLXContext ( * PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display* dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);\n\n#define glXCreateContextAttribsARB GLXEW_GET_FUN(__glewXCreateContextAttribsARB)\n\n#define GLXEW_ARB_create_context GLXEW_GET_VAR(__GLXEW_ARB_create_context)\n\n#endif /* GLX_ARB_create_context */\n\n/* -------------------- GLX_ARB_create_context_no_error -------------------- */\n\n#ifndef GLX_ARB_create_context_no_error\n#define GLX_ARB_create_context_no_error 1\n\n#define GLXEW_ARB_create_context_no_error GLXEW_GET_VAR(__GLXEW_ARB_create_context_no_error)\n\n#endif /* GLX_ARB_create_context_no_error */\n\n/* --------------------- GLX_ARB_create_context_profile -------------------- */\n\n#ifndef GLX_ARB_create_context_profile\n#define GLX_ARB_create_context_profile 1\n\n#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\n#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\n#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126\n\n#define GLXEW_ARB_create_context_profile GLXEW_GET_VAR(__GLXEW_ARB_create_context_profile)\n\n#endif /* GLX_ARB_create_context_profile */\n\n/* ------------------- GLX_ARB_create_context_robustness ------------------- */\n\n#ifndef GLX_ARB_create_context_robustness\n#define GLX_ARB_create_context_robustness 1\n\n#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004\n#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252\n#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256\n#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261\n\n#define GLXEW_ARB_create_context_robustness GLXEW_GET_VAR(__GLXEW_ARB_create_context_robustness)\n\n#endif /* GLX_ARB_create_context_robustness */\n\n/* ------------------------- GLX_ARB_fbconfig_float ------------------------ */\n\n#ifndef GLX_ARB_fbconfig_float\n#define GLX_ARB_fbconfig_float 1\n\n#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004\n#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9\n\n#define GLXEW_ARB_fbconfig_float GLXEW_GET_VAR(__GLXEW_ARB_fbconfig_float)\n\n#endif /* GLX_ARB_fbconfig_float */\n\n/* ------------------------ GLX_ARB_framebuffer_sRGB ----------------------- */\n\n#ifndef GLX_ARB_framebuffer_sRGB\n#define GLX_ARB_framebuffer_sRGB 1\n\n#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2\n\n#define GLXEW_ARB_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_ARB_framebuffer_sRGB)\n\n#endif /* GLX_ARB_framebuffer_sRGB */\n\n/* ------------------------ GLX_ARB_get_proc_address ----------------------- */\n\n#ifndef GLX_ARB_get_proc_address\n#define GLX_ARB_get_proc_address 1\n\nextern void ( * glXGetProcAddressARB (const GLubyte *procName)) (void);\n\n#define GLXEW_ARB_get_proc_address GLXEW_GET_VAR(__GLXEW_ARB_get_proc_address)\n\n#endif /* GLX_ARB_get_proc_address */\n\n/* -------------------------- GLX_ARB_multisample -------------------------- */\n\n#ifndef GLX_ARB_multisample\n#define GLX_ARB_multisample 1\n\n#define GLX_SAMPLE_BUFFERS_ARB 100000\n#define GLX_SAMPLES_ARB 100001\n\n#define GLXEW_ARB_multisample GLXEW_GET_VAR(__GLXEW_ARB_multisample)\n\n#endif /* GLX_ARB_multisample */\n\n/* ---------------- GLX_ARB_robustness_application_isolation --------------- */\n\n#ifndef GLX_ARB_robustness_application_isolation\n#define GLX_ARB_robustness_application_isolation 1\n\n#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define GLXEW_ARB_robustness_application_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_application_isolation)\n\n#endif /* GLX_ARB_robustness_application_isolation */\n\n/* ---------------- GLX_ARB_robustness_share_group_isolation --------------- */\n\n#ifndef GLX_ARB_robustness_share_group_isolation\n#define GLX_ARB_robustness_share_group_isolation 1\n\n#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define GLXEW_ARB_robustness_share_group_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_share_group_isolation)\n\n#endif /* GLX_ARB_robustness_share_group_isolation */\n\n/* ---------------------- GLX_ARB_vertex_buffer_object --------------------- */\n\n#ifndef GLX_ARB_vertex_buffer_object\n#define GLX_ARB_vertex_buffer_object 1\n\n#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095\n\n#define GLXEW_ARB_vertex_buffer_object GLXEW_GET_VAR(__GLXEW_ARB_vertex_buffer_object)\n\n#endif /* GLX_ARB_vertex_buffer_object */\n\n/* ----------------------- GLX_ATI_pixel_format_float ---------------------- */\n\n#ifndef GLX_ATI_pixel_format_float\n#define GLX_ATI_pixel_format_float 1\n\n#define GLX_RGBA_FLOAT_ATI_BIT 0x00000100\n\n#define GLXEW_ATI_pixel_format_float GLXEW_GET_VAR(__GLXEW_ATI_pixel_format_float)\n\n#endif /* GLX_ATI_pixel_format_float */\n\n/* ------------------------- GLX_ATI_render_texture ------------------------ */\n\n#ifndef GLX_ATI_render_texture\n#define GLX_ATI_render_texture 1\n\n#define GLX_BIND_TO_TEXTURE_RGB_ATI 0x9800\n#define GLX_BIND_TO_TEXTURE_RGBA_ATI 0x9801\n#define GLX_TEXTURE_FORMAT_ATI 0x9802\n#define GLX_TEXTURE_TARGET_ATI 0x9803\n#define GLX_MIPMAP_TEXTURE_ATI 0x9804\n#define GLX_TEXTURE_RGB_ATI 0x9805\n#define GLX_TEXTURE_RGBA_ATI 0x9806\n#define GLX_NO_TEXTURE_ATI 0x9807\n#define GLX_TEXTURE_CUBE_MAP_ATI 0x9808\n#define GLX_TEXTURE_1D_ATI 0x9809\n#define GLX_TEXTURE_2D_ATI 0x980A\n#define GLX_MIPMAP_LEVEL_ATI 0x980B\n#define GLX_CUBE_MAP_FACE_ATI 0x980C\n#define GLX_TEXTURE_CUBE_MAP_POSITIVE_X_ATI 0x980D\n#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_X_ATI 0x980E\n#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Y_ATI 0x980F\n#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Y_ATI 0x9810\n#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Z_ATI 0x9811\n#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Z_ATI 0x9812\n#define GLX_FRONT_LEFT_ATI 0x9813\n#define GLX_FRONT_RIGHT_ATI 0x9814\n#define GLX_BACK_LEFT_ATI 0x9815\n#define GLX_BACK_RIGHT_ATI 0x9816\n#define GLX_AUX0_ATI 0x9817\n#define GLX_AUX1_ATI 0x9818\n#define GLX_AUX2_ATI 0x9819\n#define GLX_AUX3_ATI 0x981A\n#define GLX_AUX4_ATI 0x981B\n#define GLX_AUX5_ATI 0x981C\n#define GLX_AUX6_ATI 0x981D\n#define GLX_AUX7_ATI 0x981E\n#define GLX_AUX8_ATI 0x981F\n#define GLX_AUX9_ATI 0x9820\n#define GLX_BIND_TO_TEXTURE_LUMINANCE_ATI 0x9821\n#define GLX_BIND_TO_TEXTURE_INTENSITY_ATI 0x9822\n\ntypedef void ( * PFNGLXBINDTEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer);\ntypedef void ( * PFNGLXDRAWABLEATTRIBATIPROC) (Display *dpy, GLXDrawable draw, const int *attrib_list);\ntypedef void ( * PFNGLXRELEASETEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer);\n\n#define glXBindTexImageATI GLXEW_GET_FUN(__glewXBindTexImageATI)\n#define glXDrawableAttribATI GLXEW_GET_FUN(__glewXDrawableAttribATI)\n#define glXReleaseTexImageATI GLXEW_GET_FUN(__glewXReleaseTexImageATI)\n\n#define GLXEW_ATI_render_texture GLXEW_GET_VAR(__GLXEW_ATI_render_texture)\n\n#endif /* GLX_ATI_render_texture */\n\n/* --------------------------- GLX_EXT_buffer_age -------------------------- */\n\n#ifndef GLX_EXT_buffer_age\n#define GLX_EXT_buffer_age 1\n\n#define GLX_BACK_BUFFER_AGE_EXT 0x20F4\n\n#define GLXEW_EXT_buffer_age GLXEW_GET_VAR(__GLXEW_EXT_buffer_age)\n\n#endif /* GLX_EXT_buffer_age */\n\n/* ------------------- GLX_EXT_create_context_es2_profile ------------------ */\n\n#ifndef GLX_EXT_create_context_es2_profile\n#define GLX_EXT_create_context_es2_profile 1\n\n#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004\n\n#define GLXEW_EXT_create_context_es2_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es2_profile)\n\n#endif /* GLX_EXT_create_context_es2_profile */\n\n/* ------------------- GLX_EXT_create_context_es_profile ------------------- */\n\n#ifndef GLX_EXT_create_context_es_profile\n#define GLX_EXT_create_context_es_profile 1\n\n#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004\n\n#define GLXEW_EXT_create_context_es_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es_profile)\n\n#endif /* GLX_EXT_create_context_es_profile */\n\n/* --------------------- GLX_EXT_fbconfig_packed_float --------------------- */\n\n#ifndef GLX_EXT_fbconfig_packed_float\n#define GLX_EXT_fbconfig_packed_float 1\n\n#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008\n#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1\n\n#define GLXEW_EXT_fbconfig_packed_float GLXEW_GET_VAR(__GLXEW_EXT_fbconfig_packed_float)\n\n#endif /* GLX_EXT_fbconfig_packed_float */\n\n/* ------------------------ GLX_EXT_framebuffer_sRGB ----------------------- */\n\n#ifndef GLX_EXT_framebuffer_sRGB\n#define GLX_EXT_framebuffer_sRGB 1\n\n#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2\n\n#define GLXEW_EXT_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_EXT_framebuffer_sRGB)\n\n#endif /* GLX_EXT_framebuffer_sRGB */\n\n/* ------------------------- GLX_EXT_import_context ------------------------ */\n\n#ifndef GLX_EXT_import_context\n#define GLX_EXT_import_context 1\n\n#define GLX_SHARE_CONTEXT_EXT 0x800A\n#define GLX_VISUAL_ID_EXT 0x800B\n#define GLX_SCREEN_EXT 0x800C\n\ntypedef XID GLXContextID;\n\ntypedef void ( * PFNGLXFREECONTEXTEXTPROC) (Display* dpy, GLXContext context);\ntypedef GLXContextID ( * PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context);\ntypedef GLXContext ( * PFNGLXIMPORTCONTEXTEXTPROC) (Display* dpy, GLXContextID contextID);\ntypedef int ( * PFNGLXQUERYCONTEXTINFOEXTPROC) (Display* dpy, GLXContext context, int attribute,int *value);\n\n#define glXFreeContextEXT GLXEW_GET_FUN(__glewXFreeContextEXT)\n#define glXGetContextIDEXT GLXEW_GET_FUN(__glewXGetContextIDEXT)\n#define glXImportContextEXT GLXEW_GET_FUN(__glewXImportContextEXT)\n#define glXQueryContextInfoEXT GLXEW_GET_FUN(__glewXQueryContextInfoEXT)\n\n#define GLXEW_EXT_import_context GLXEW_GET_VAR(__GLXEW_EXT_import_context)\n\n#endif /* GLX_EXT_import_context */\n\n/* ---------------------------- GLX_EXT_libglvnd --------------------------- */\n\n#ifndef GLX_EXT_libglvnd\n#define GLX_EXT_libglvnd 1\n\n#define GLX_VENDOR_NAMES_EXT 0x20F6\n\n#define GLXEW_EXT_libglvnd GLXEW_GET_VAR(__GLXEW_EXT_libglvnd)\n\n#endif /* GLX_EXT_libglvnd */\n\n/* -------------------------- GLX_EXT_scene_marker ------------------------- */\n\n#ifndef GLX_EXT_scene_marker\n#define GLX_EXT_scene_marker 1\n\n#define GLXEW_EXT_scene_marker GLXEW_GET_VAR(__GLXEW_EXT_scene_marker)\n\n#endif /* GLX_EXT_scene_marker */\n\n/* -------------------------- GLX_EXT_stereo_tree -------------------------- */\n\n#ifndef GLX_EXT_stereo_tree\n#define GLX_EXT_stereo_tree 1\n\n#define GLX_STEREO_NOTIFY_EXT 0x00000000\n#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001\n#define GLX_STEREO_TREE_EXT 0x20F5\n\n#define GLXEW_EXT_stereo_tree GLXEW_GET_VAR(__GLXEW_EXT_stereo_tree)\n\n#endif /* GLX_EXT_stereo_tree */\n\n/* -------------------------- GLX_EXT_swap_control ------------------------- */\n\n#ifndef GLX_EXT_swap_control\n#define GLX_EXT_swap_control 1\n\n#define GLX_SWAP_INTERVAL_EXT 0x20F1\n#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2\n\ntypedef void ( * PFNGLXSWAPINTERVALEXTPROC) (Display* dpy, GLXDrawable drawable, int interval);\n\n#define glXSwapIntervalEXT GLXEW_GET_FUN(__glewXSwapIntervalEXT)\n\n#define GLXEW_EXT_swap_control GLXEW_GET_VAR(__GLXEW_EXT_swap_control)\n\n#endif /* GLX_EXT_swap_control */\n\n/* ----------------------- GLX_EXT_swap_control_tear ----------------------- */\n\n#ifndef GLX_EXT_swap_control_tear\n#define GLX_EXT_swap_control_tear 1\n\n#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3\n\n#define GLXEW_EXT_swap_control_tear GLXEW_GET_VAR(__GLXEW_EXT_swap_control_tear)\n\n#endif /* GLX_EXT_swap_control_tear */\n\n/* ---------------------- GLX_EXT_texture_from_pixmap ---------------------- */\n\n#ifndef GLX_EXT_texture_from_pixmap\n#define GLX_EXT_texture_from_pixmap 1\n\n#define GLX_TEXTURE_1D_BIT_EXT 0x00000001\n#define GLX_TEXTURE_2D_BIT_EXT 0x00000002\n#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004\n#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0\n#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1\n#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2\n#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3\n#define GLX_Y_INVERTED_EXT 0x20D4\n#define GLX_TEXTURE_FORMAT_EXT 0x20D5\n#define GLX_TEXTURE_TARGET_EXT 0x20D6\n#define GLX_MIPMAP_TEXTURE_EXT 0x20D7\n#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8\n#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9\n#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA\n#define GLX_TEXTURE_1D_EXT 0x20DB\n#define GLX_TEXTURE_2D_EXT 0x20DC\n#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD\n#define GLX_FRONT_LEFT_EXT 0x20DE\n#define GLX_FRONT_RIGHT_EXT 0x20DF\n#define GLX_BACK_LEFT_EXT 0x20E0\n#define GLX_BACK_RIGHT_EXT 0x20E1\n#define GLX_AUX0_EXT 0x20E2\n#define GLX_AUX1_EXT 0x20E3\n#define GLX_AUX2_EXT 0x20E4\n#define GLX_AUX3_EXT 0x20E5\n#define GLX_AUX4_EXT 0x20E6\n#define GLX_AUX5_EXT 0x20E7\n#define GLX_AUX6_EXT 0x20E8\n#define GLX_AUX7_EXT 0x20E9\n#define GLX_AUX8_EXT 0x20EA\n#define GLX_AUX9_EXT 0x20EB\n\ntypedef void ( * PFNGLXBINDTEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer, const int *attrib_list);\ntypedef void ( * PFNGLXRELEASETEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer);\n\n#define glXBindTexImageEXT GLXEW_GET_FUN(__glewXBindTexImageEXT)\n#define glXReleaseTexImageEXT GLXEW_GET_FUN(__glewXReleaseTexImageEXT)\n\n#define GLXEW_EXT_texture_from_pixmap GLXEW_GET_VAR(__GLXEW_EXT_texture_from_pixmap)\n\n#endif /* GLX_EXT_texture_from_pixmap */\n\n/* -------------------------- GLX_EXT_visual_info -------------------------- */\n\n#ifndef GLX_EXT_visual_info\n#define GLX_EXT_visual_info 1\n\n#define GLX_X_VISUAL_TYPE_EXT 0x22\n#define GLX_TRANSPARENT_TYPE_EXT 0x23\n#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24\n#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25\n#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26\n#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27\n#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28\n#define GLX_NONE_EXT 0x8000\n#define GLX_TRUE_COLOR_EXT 0x8002\n#define GLX_DIRECT_COLOR_EXT 0x8003\n#define GLX_PSEUDO_COLOR_EXT 0x8004\n#define GLX_STATIC_COLOR_EXT 0x8005\n#define GLX_GRAY_SCALE_EXT 0x8006\n#define GLX_STATIC_GRAY_EXT 0x8007\n#define GLX_TRANSPARENT_RGB_EXT 0x8008\n#define GLX_TRANSPARENT_INDEX_EXT 0x8009\n\n#define GLXEW_EXT_visual_info GLXEW_GET_VAR(__GLXEW_EXT_visual_info)\n\n#endif /* GLX_EXT_visual_info */\n\n/* ------------------------- GLX_EXT_visual_rating ------------------------- */\n\n#ifndef GLX_EXT_visual_rating\n#define GLX_EXT_visual_rating 1\n\n#define GLX_VISUAL_CAVEAT_EXT 0x20\n#define GLX_SLOW_VISUAL_EXT 0x8001\n#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D\n\n#define GLXEW_EXT_visual_rating GLXEW_GET_VAR(__GLXEW_EXT_visual_rating)\n\n#endif /* GLX_EXT_visual_rating */\n\n/* -------------------------- GLX_INTEL_swap_event ------------------------- */\n\n#ifndef GLX_INTEL_swap_event\n#define GLX_INTEL_swap_event 1\n\n#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180\n#define GLX_COPY_COMPLETE_INTEL 0x8181\n#define GLX_FLIP_COMPLETE_INTEL 0x8182\n#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000\n\n#define GLXEW_INTEL_swap_event GLXEW_GET_VAR(__GLXEW_INTEL_swap_event)\n\n#endif /* GLX_INTEL_swap_event */\n\n/* -------------------------- GLX_MESA_agp_offset -------------------------- */\n\n#ifndef GLX_MESA_agp_offset\n#define GLX_MESA_agp_offset 1\n\ntypedef unsigned int ( * PFNGLXGETAGPOFFSETMESAPROC) (const void* pointer);\n\n#define glXGetAGPOffsetMESA GLXEW_GET_FUN(__glewXGetAGPOffsetMESA)\n\n#define GLXEW_MESA_agp_offset GLXEW_GET_VAR(__GLXEW_MESA_agp_offset)\n\n#endif /* GLX_MESA_agp_offset */\n\n/* ------------------------ GLX_MESA_copy_sub_buffer ----------------------- */\n\n#ifndef GLX_MESA_copy_sub_buffer\n#define GLX_MESA_copy_sub_buffer 1\n\ntypedef void ( * PFNGLXCOPYSUBBUFFERMESAPROC) (Display* dpy, GLXDrawable drawable, int x, int y, int width, int height);\n\n#define glXCopySubBufferMESA GLXEW_GET_FUN(__glewXCopySubBufferMESA)\n\n#define GLXEW_MESA_copy_sub_buffer GLXEW_GET_VAR(__GLXEW_MESA_copy_sub_buffer)\n\n#endif /* GLX_MESA_copy_sub_buffer */\n\n/* ------------------------ GLX_MESA_pixmap_colormap ----------------------- */\n\n#ifndef GLX_MESA_pixmap_colormap\n#define GLX_MESA_pixmap_colormap 1\n\ntypedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPMESAPROC) (Display* dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap);\n\n#define glXCreateGLXPixmapMESA GLXEW_GET_FUN(__glewXCreateGLXPixmapMESA)\n\n#define GLXEW_MESA_pixmap_colormap GLXEW_GET_VAR(__GLXEW_MESA_pixmap_colormap)\n\n#endif /* GLX_MESA_pixmap_colormap */\n\n/* ------------------------ GLX_MESA_query_renderer ------------------------ */\n\n#ifndef GLX_MESA_query_renderer\n#define GLX_MESA_query_renderer 1\n\n#define GLX_RENDERER_VENDOR_ID_MESA 0x8183\n#define GLX_RENDERER_DEVICE_ID_MESA 0x8184\n#define GLX_RENDERER_VERSION_MESA 0x8185\n#define GLX_RENDERER_ACCELERATED_MESA 0x8186\n#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187\n#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188\n#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189\n#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A\n#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B\n#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C\n#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D\n#define GLX_RENDERER_ID_MESA 0x818E\n\ntypedef Bool ( * PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int* value);\ntypedef const char* ( * PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute);\ntypedef Bool ( * PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display* dpy, int screen, int renderer, int attribute, unsigned int *value);\ntypedef const char* ( * PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute);\n\n#define glXQueryCurrentRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererIntegerMESA)\n#define glXQueryCurrentRendererStringMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererStringMESA)\n#define glXQueryRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryRendererIntegerMESA)\n#define glXQueryRendererStringMESA GLXEW_GET_FUN(__glewXQueryRendererStringMESA)\n\n#define GLXEW_MESA_query_renderer GLXEW_GET_VAR(__GLXEW_MESA_query_renderer)\n\n#endif /* GLX_MESA_query_renderer */\n\n/* ------------------------ GLX_MESA_release_buffers ----------------------- */\n\n#ifndef GLX_MESA_release_buffers\n#define GLX_MESA_release_buffers 1\n\ntypedef Bool ( * PFNGLXRELEASEBUFFERSMESAPROC) (Display* dpy, GLXDrawable d);\n\n#define glXReleaseBuffersMESA GLXEW_GET_FUN(__glewXReleaseBuffersMESA)\n\n#define GLXEW_MESA_release_buffers GLXEW_GET_VAR(__GLXEW_MESA_release_buffers)\n\n#endif /* GLX_MESA_release_buffers */\n\n/* ------------------------- GLX_MESA_set_3dfx_mode ------------------------ */\n\n#ifndef GLX_MESA_set_3dfx_mode\n#define GLX_MESA_set_3dfx_mode 1\n\n#define GLX_3DFX_WINDOW_MODE_MESA 0x1\n#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2\n\ntypedef GLboolean ( * PFNGLXSET3DFXMODEMESAPROC) (GLint mode);\n\n#define glXSet3DfxModeMESA GLXEW_GET_FUN(__glewXSet3DfxModeMESA)\n\n#define GLXEW_MESA_set_3dfx_mode GLXEW_GET_VAR(__GLXEW_MESA_set_3dfx_mode)\n\n#endif /* GLX_MESA_set_3dfx_mode */\n\n/* ------------------------- GLX_MESA_swap_control ------------------------- */\n\n#ifndef GLX_MESA_swap_control\n#define GLX_MESA_swap_control 1\n\ntypedef int ( * PFNGLXGETSWAPINTERVALMESAPROC) (void);\ntypedef int ( * PFNGLXSWAPINTERVALMESAPROC) (unsigned int interval);\n\n#define glXGetSwapIntervalMESA GLXEW_GET_FUN(__glewXGetSwapIntervalMESA)\n#define glXSwapIntervalMESA GLXEW_GET_FUN(__glewXSwapIntervalMESA)\n\n#define GLXEW_MESA_swap_control GLXEW_GET_VAR(__GLXEW_MESA_swap_control)\n\n#endif /* GLX_MESA_swap_control */\n\n/* --------------------------- GLX_NV_copy_buffer -------------------------- */\n\n#ifndef GLX_NV_copy_buffer\n#define GLX_NV_copy_buffer 1\n\ntypedef void ( * PFNGLXCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void ( * PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\n\n#define glXCopyBufferSubDataNV GLXEW_GET_FUN(__glewXCopyBufferSubDataNV)\n#define glXNamedCopyBufferSubDataNV GLXEW_GET_FUN(__glewXNamedCopyBufferSubDataNV)\n\n#define GLXEW_NV_copy_buffer GLXEW_GET_VAR(__GLXEW_NV_copy_buffer)\n\n#endif /* GLX_NV_copy_buffer */\n\n/* --------------------------- GLX_NV_copy_image --------------------------- */\n\n#ifndef GLX_NV_copy_image\n#define GLX_NV_copy_image 1\n\ntypedef void ( * PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glXCopyImageSubDataNV GLXEW_GET_FUN(__glewXCopyImageSubDataNV)\n\n#define GLXEW_NV_copy_image GLXEW_GET_VAR(__GLXEW_NV_copy_image)\n\n#endif /* GLX_NV_copy_image */\n\n/* ------------------------ GLX_NV_delay_before_swap ----------------------- */\n\n#ifndef GLX_NV_delay_before_swap\n#define GLX_NV_delay_before_swap 1\n\ntypedef Bool ( * PFNGLXDELAYBEFORESWAPNVPROC) (Display* dpy, GLXDrawable drawable, GLfloat seconds);\n\n#define glXDelayBeforeSwapNV GLXEW_GET_FUN(__glewXDelayBeforeSwapNV)\n\n#define GLXEW_NV_delay_before_swap GLXEW_GET_VAR(__GLXEW_NV_delay_before_swap)\n\n#endif /* GLX_NV_delay_before_swap */\n\n/* -------------------------- GLX_NV_float_buffer -------------------------- */\n\n#ifndef GLX_NV_float_buffer\n#define GLX_NV_float_buffer 1\n\n#define GLX_FLOAT_COMPONENTS_NV 0x20B0\n\n#define GLXEW_NV_float_buffer GLXEW_GET_VAR(__GLXEW_NV_float_buffer)\n\n#endif /* GLX_NV_float_buffer */\n\n/* ---------------------- GLX_NV_multisample_coverage ---------------------- */\n\n#ifndef GLX_NV_multisample_coverage\n#define GLX_NV_multisample_coverage 1\n\n#define GLX_COLOR_SAMPLES_NV 0x20B3\n#define GLX_COVERAGE_SAMPLES_NV 100001\n\n#define GLXEW_NV_multisample_coverage GLXEW_GET_VAR(__GLXEW_NV_multisample_coverage)\n\n#endif /* GLX_NV_multisample_coverage */\n\n/* -------------------------- GLX_NV_present_video ------------------------- */\n\n#ifndef GLX_NV_present_video\n#define GLX_NV_present_video 1\n\n#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0\n\ntypedef int ( * PFNGLXBINDVIDEODEVICENVPROC) (Display* dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list);\ntypedef unsigned int* ( * PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements);\n\n#define glXBindVideoDeviceNV GLXEW_GET_FUN(__glewXBindVideoDeviceNV)\n#define glXEnumerateVideoDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoDevicesNV)\n\n#define GLXEW_NV_present_video GLXEW_GET_VAR(__GLXEW_NV_present_video)\n\n#endif /* GLX_NV_present_video */\n\n/* ------------------ GLX_NV_robustness_video_memory_purge ----------------- */\n\n#ifndef GLX_NV_robustness_video_memory_purge\n#define GLX_NV_robustness_video_memory_purge 1\n\n#define GLX_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x20F7\n\n#define GLXEW_NV_robustness_video_memory_purge GLXEW_GET_VAR(__GLXEW_NV_robustness_video_memory_purge)\n\n#endif /* GLX_NV_robustness_video_memory_purge */\n\n/* --------------------------- GLX_NV_swap_group --------------------------- */\n\n#ifndef GLX_NV_swap_group\n#define GLX_NV_swap_group 1\n\ntypedef Bool ( * PFNGLXBINDSWAPBARRIERNVPROC) (Display* dpy, GLuint group, GLuint barrier);\ntypedef Bool ( * PFNGLXJOINSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint group);\ntypedef Bool ( * PFNGLXQUERYFRAMECOUNTNVPROC) (Display* dpy, int screen, GLuint *count);\ntypedef Bool ( * PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display* dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers);\ntypedef Bool ( * PFNGLXQUERYSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier);\ntypedef Bool ( * PFNGLXRESETFRAMECOUNTNVPROC) (Display* dpy, int screen);\n\n#define glXBindSwapBarrierNV GLXEW_GET_FUN(__glewXBindSwapBarrierNV)\n#define glXJoinSwapGroupNV GLXEW_GET_FUN(__glewXJoinSwapGroupNV)\n#define glXQueryFrameCountNV GLXEW_GET_FUN(__glewXQueryFrameCountNV)\n#define glXQueryMaxSwapGroupsNV GLXEW_GET_FUN(__glewXQueryMaxSwapGroupsNV)\n#define glXQuerySwapGroupNV GLXEW_GET_FUN(__glewXQuerySwapGroupNV)\n#define glXResetFrameCountNV GLXEW_GET_FUN(__glewXResetFrameCountNV)\n\n#define GLXEW_NV_swap_group GLXEW_GET_VAR(__GLXEW_NV_swap_group)\n\n#endif /* GLX_NV_swap_group */\n\n/* ----------------------- GLX_NV_vertex_array_range ----------------------- */\n\n#ifndef GLX_NV_vertex_array_range\n#define GLX_NV_vertex_array_range 1\n\ntypedef void * ( * PFNGLXALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);\ntypedef void ( * PFNGLXFREEMEMORYNVPROC) (void *pointer);\n\n#define glXAllocateMemoryNV GLXEW_GET_FUN(__glewXAllocateMemoryNV)\n#define glXFreeMemoryNV GLXEW_GET_FUN(__glewXFreeMemoryNV)\n\n#define GLXEW_NV_vertex_array_range GLXEW_GET_VAR(__GLXEW_NV_vertex_array_range)\n\n#endif /* GLX_NV_vertex_array_range */\n\n/* -------------------------- GLX_NV_video_capture ------------------------- */\n\n#ifndef GLX_NV_video_capture\n#define GLX_NV_video_capture 1\n\n#define GLX_DEVICE_ID_NV 0x20CD\n#define GLX_UNIQUE_ID_NV 0x20CE\n#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF\n\ntypedef XID GLXVideoCaptureDeviceNV;\n\ntypedef int ( * PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display* dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device);\ntypedef GLXVideoCaptureDeviceNV * ( * PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display* dpy, int screen, int *nelements);\ntypedef void ( * PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device);\ntypedef int ( * PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value);\ntypedef void ( * PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device);\n\n#define glXBindVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXBindVideoCaptureDeviceNV)\n#define glXEnumerateVideoCaptureDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoCaptureDevicesNV)\n#define glXLockVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXLockVideoCaptureDeviceNV)\n#define glXQueryVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXQueryVideoCaptureDeviceNV)\n#define glXReleaseVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoCaptureDeviceNV)\n\n#define GLXEW_NV_video_capture GLXEW_GET_VAR(__GLXEW_NV_video_capture)\n\n#endif /* GLX_NV_video_capture */\n\n/* ---------------------------- GLX_NV_video_out --------------------------- */\n\n#ifndef GLX_NV_video_out\n#define GLX_NV_video_out 1\n\n#define GLX_VIDEO_OUT_COLOR_NV 0x20C3\n#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4\n#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5\n#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6\n#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7\n#define GLX_VIDEO_OUT_FRAME_NV 0x20C8\n#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9\n#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA\n#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB\n#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC\n\ntypedef int ( * PFNGLXBINDVIDEOIMAGENVPROC) (Display* dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer);\ntypedef int ( * PFNGLXGETVIDEODEVICENVPROC) (Display* dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice);\ntypedef int ( * PFNGLXGETVIDEOINFONVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);\ntypedef int ( * PFNGLXRELEASEVIDEODEVICENVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice);\ntypedef int ( * PFNGLXRELEASEVIDEOIMAGENVPROC) (Display* dpy, GLXPbuffer pbuf);\ntypedef int ( * PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display* dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);\n\n#define glXBindVideoImageNV GLXEW_GET_FUN(__glewXBindVideoImageNV)\n#define glXGetVideoDeviceNV GLXEW_GET_FUN(__glewXGetVideoDeviceNV)\n#define glXGetVideoInfoNV GLXEW_GET_FUN(__glewXGetVideoInfoNV)\n#define glXReleaseVideoDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoDeviceNV)\n#define glXReleaseVideoImageNV GLXEW_GET_FUN(__glewXReleaseVideoImageNV)\n#define glXSendPbufferToVideoNV GLXEW_GET_FUN(__glewXSendPbufferToVideoNV)\n\n#define GLXEW_NV_video_out GLXEW_GET_VAR(__GLXEW_NV_video_out)\n\n#endif /* GLX_NV_video_out */\n\n/* -------------------------- GLX_OML_swap_method -------------------------- */\n\n#ifndef GLX_OML_swap_method\n#define GLX_OML_swap_method 1\n\n#define GLX_SWAP_METHOD_OML 0x8060\n#define GLX_SWAP_EXCHANGE_OML 0x8061\n#define GLX_SWAP_COPY_OML 0x8062\n#define GLX_SWAP_UNDEFINED_OML 0x8063\n\n#define GLXEW_OML_swap_method GLXEW_GET_VAR(__GLXEW_OML_swap_method)\n\n#endif /* GLX_OML_swap_method */\n\n/* -------------------------- GLX_OML_sync_control ------------------------- */\n\n#ifndef GLX_OML_sync_control\n#define GLX_OML_sync_control 1\n\ntypedef Bool ( * PFNGLXGETMSCRATEOMLPROC) (Display* dpy, GLXDrawable drawable, int32_t* numerator, int32_t* denominator);\ntypedef Bool ( * PFNGLXGETSYNCVALUESOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t* ust, int64_t* msc, int64_t* sbc);\ntypedef int64_t ( * PFNGLXSWAPBUFFERSMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder);\ntypedef Bool ( * PFNGLXWAITFORMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t* ust, int64_t* msc, int64_t* sbc);\ntypedef Bool ( * PFNGLXWAITFORSBCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_sbc, int64_t* ust, int64_t* msc, int64_t* sbc);\n\n#define glXGetMscRateOML GLXEW_GET_FUN(__glewXGetMscRateOML)\n#define glXGetSyncValuesOML GLXEW_GET_FUN(__glewXGetSyncValuesOML)\n#define glXSwapBuffersMscOML GLXEW_GET_FUN(__glewXSwapBuffersMscOML)\n#define glXWaitForMscOML GLXEW_GET_FUN(__glewXWaitForMscOML)\n#define glXWaitForSbcOML GLXEW_GET_FUN(__glewXWaitForSbcOML)\n\n#define GLXEW_OML_sync_control GLXEW_GET_VAR(__GLXEW_OML_sync_control)\n\n#endif /* GLX_OML_sync_control */\n\n/* ------------------------ GLX_SGIS_blended_overlay ----------------------- */\n\n#ifndef GLX_SGIS_blended_overlay\n#define GLX_SGIS_blended_overlay 1\n\n#define GLX_BLENDED_RGBA_SGIS 0x8025\n\n#define GLXEW_SGIS_blended_overlay GLXEW_GET_VAR(__GLXEW_SGIS_blended_overlay)\n\n#endif /* GLX_SGIS_blended_overlay */\n\n/* -------------------------- GLX_SGIS_color_range ------------------------- */\n\n#ifndef GLX_SGIS_color_range\n#define GLX_SGIS_color_range 1\n\n#define GLXEW_SGIS_color_range GLXEW_GET_VAR(__GLXEW_SGIS_color_range)\n\n#endif /* GLX_SGIS_color_range */\n\n/* -------------------------- GLX_SGIS_multisample ------------------------- */\n\n#ifndef GLX_SGIS_multisample\n#define GLX_SGIS_multisample 1\n\n#define GLX_SAMPLE_BUFFERS_SGIS 100000\n#define GLX_SAMPLES_SGIS 100001\n\n#define GLXEW_SGIS_multisample GLXEW_GET_VAR(__GLXEW_SGIS_multisample)\n\n#endif /* GLX_SGIS_multisample */\n\n/* ---------------------- GLX_SGIS_shared_multisample ---------------------- */\n\n#ifndef GLX_SGIS_shared_multisample\n#define GLX_SGIS_shared_multisample 1\n\n#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026\n#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027\n\n#define GLXEW_SGIS_shared_multisample GLXEW_GET_VAR(__GLXEW_SGIS_shared_multisample)\n\n#endif /* GLX_SGIS_shared_multisample */\n\n/* --------------------------- GLX_SGIX_fbconfig --------------------------- */\n\n#ifndef GLX_SGIX_fbconfig\n#define GLX_SGIX_fbconfig 1\n\n#define GLX_RGBA_BIT_SGIX 0x00000001\n#define GLX_WINDOW_BIT_SGIX 0x00000001\n#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002\n#define GLX_PIXMAP_BIT_SGIX 0x00000002\n#define GLX_SCREEN_EXT 0x800C\n#define GLX_DRAWABLE_TYPE_SGIX 0x8010\n#define GLX_RENDER_TYPE_SGIX 0x8011\n#define GLX_X_RENDERABLE_SGIX 0x8012\n#define GLX_FBCONFIG_ID_SGIX 0x8013\n#define GLX_RGBA_TYPE_SGIX 0x8014\n#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015\n\ntypedef XID GLXFBConfigIDSGIX;\ntypedef struct __GLXFBConfigRec *GLXFBConfigSGIX;\n\ntypedef GLXFBConfigSGIX* ( * PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);\ntypedef GLXContext ( * PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);\ntypedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, Pixmap pixmap);\ntypedef int ( * PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display* dpy, GLXFBConfigSGIX config, int attribute, int *value);\ntypedef GLXFBConfigSGIX ( * PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display* dpy, XVisualInfo *vis);\ntypedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfig config);\n\n#define glXChooseFBConfigSGIX GLXEW_GET_FUN(__glewXChooseFBConfigSGIX)\n#define glXCreateContextWithConfigSGIX GLXEW_GET_FUN(__glewXCreateContextWithConfigSGIX)\n#define glXCreateGLXPixmapWithConfigSGIX GLXEW_GET_FUN(__glewXCreateGLXPixmapWithConfigSGIX)\n#define glXGetFBConfigAttribSGIX GLXEW_GET_FUN(__glewXGetFBConfigAttribSGIX)\n#define glXGetFBConfigFromVisualSGIX GLXEW_GET_FUN(__glewXGetFBConfigFromVisualSGIX)\n#define glXGetVisualFromFBConfigSGIX GLXEW_GET_FUN(__glewXGetVisualFromFBConfigSGIX)\n\n#define GLXEW_SGIX_fbconfig GLXEW_GET_VAR(__GLXEW_SGIX_fbconfig)\n\n#endif /* GLX_SGIX_fbconfig */\n\n/* --------------------------- GLX_SGIX_hyperpipe -------------------------- */\n\n#ifndef GLX_SGIX_hyperpipe\n#define GLX_SGIX_hyperpipe 1\n\n#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001\n#define GLX_PIPE_RECT_SGIX 0x00000001\n#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002\n#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002\n#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003\n#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004\n#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80\n#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91\n#define GLX_BAD_HYPERPIPE_SGIX 92\n#define GLX_HYPERPIPE_ID_SGIX 0x8030\n\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int  networkId; \n} GLXHyperpipeNetworkSGIX;\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int XOrigin; \n  int YOrigin; \n  int maxHeight; \n  int maxWidth; \n} GLXPipeRectLimits;\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int channel; \n  unsigned int participationType; \n  int timeSlice; \n} GLXHyperpipeConfigSGIX;\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int srcXOrigin; \n  int srcYOrigin; \n  int srcWidth; \n  int srcHeight; \n  int destXOrigin; \n  int destYOrigin; \n  int destWidth; \n  int destHeight; \n} GLXPipeRect;\n\ntypedef int ( * PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId);\ntypedef int ( * PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId);\ntypedef int ( * PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList);\ntypedef int ( * PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId);\ntypedef int ( * PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList);\ntypedef int ( * PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList);\ntypedef GLXHyperpipeConfigSGIX * ( * PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes);\ntypedef GLXHyperpipeNetworkSGIX * ( * PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes);\n\n#define glXBindHyperpipeSGIX GLXEW_GET_FUN(__glewXBindHyperpipeSGIX)\n#define glXDestroyHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXDestroyHyperpipeConfigSGIX)\n#define glXHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXHyperpipeAttribSGIX)\n#define glXHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXHyperpipeConfigSGIX)\n#define glXQueryHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeAttribSGIX)\n#define glXQueryHyperpipeBestAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeBestAttribSGIX)\n#define glXQueryHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeConfigSGIX)\n#define glXQueryHyperpipeNetworkSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeNetworkSGIX)\n\n#define GLXEW_SGIX_hyperpipe GLXEW_GET_VAR(__GLXEW_SGIX_hyperpipe)\n\n#endif /* GLX_SGIX_hyperpipe */\n\n/* ---------------------------- GLX_SGIX_pbuffer --------------------------- */\n\n#ifndef GLX_SGIX_pbuffer\n#define GLX_SGIX_pbuffer 1\n\n#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001\n#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002\n#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004\n#define GLX_PBUFFER_BIT_SGIX 0x00000004\n#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008\n#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010\n#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020\n#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040\n#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080\n#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100\n#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016\n#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017\n#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018\n#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019\n#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A\n#define GLX_PRESERVED_CONTENTS_SGIX 0x801B\n#define GLX_LARGEST_PBUFFER_SGIX 0x801C\n#define GLX_WIDTH_SGIX 0x801D\n#define GLX_HEIGHT_SGIX 0x801E\n#define GLX_EVENT_MASK_SGIX 0x801F\n#define GLX_DAMAGED_SGIX 0x8020\n#define GLX_SAVED_SGIX 0x8021\n#define GLX_WINDOW_SGIX 0x8022\n#define GLX_PBUFFER_SGIX 0x8023\n#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000\n\ntypedef XID GLXPbufferSGIX;\ntypedef struct { int type; unsigned long serial; Bool send_event; Display *display; GLXDrawable drawable; int event_type; int draw_type; unsigned int mask; int x, y; int width, height; int count; } GLXBufferClobberEventSGIX;\n\ntypedef GLXPbuffer ( * PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display* dpy, GLXFBConfig config, unsigned int width, unsigned int height, int *attrib_list);\ntypedef void ( * PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf);\ntypedef void ( * PFNGLXGETSELECTEDEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long *mask);\ntypedef void ( * PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf, int attribute, unsigned int *value);\ntypedef void ( * PFNGLXSELECTEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long mask);\n\n#define glXCreateGLXPbufferSGIX GLXEW_GET_FUN(__glewXCreateGLXPbufferSGIX)\n#define glXDestroyGLXPbufferSGIX GLXEW_GET_FUN(__glewXDestroyGLXPbufferSGIX)\n#define glXGetSelectedEventSGIX GLXEW_GET_FUN(__glewXGetSelectedEventSGIX)\n#define glXQueryGLXPbufferSGIX GLXEW_GET_FUN(__glewXQueryGLXPbufferSGIX)\n#define glXSelectEventSGIX GLXEW_GET_FUN(__glewXSelectEventSGIX)\n\n#define GLXEW_SGIX_pbuffer GLXEW_GET_VAR(__GLXEW_SGIX_pbuffer)\n\n#endif /* GLX_SGIX_pbuffer */\n\n/* ------------------------- GLX_SGIX_swap_barrier ------------------------- */\n\n#ifndef GLX_SGIX_swap_barrier\n#define GLX_SGIX_swap_barrier 1\n\ntypedef void ( * PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier);\ntypedef Bool ( * PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max);\n\n#define glXBindSwapBarrierSGIX GLXEW_GET_FUN(__glewXBindSwapBarrierSGIX)\n#define glXQueryMaxSwapBarriersSGIX GLXEW_GET_FUN(__glewXQueryMaxSwapBarriersSGIX)\n\n#define GLXEW_SGIX_swap_barrier GLXEW_GET_VAR(__GLXEW_SGIX_swap_barrier)\n\n#endif /* GLX_SGIX_swap_barrier */\n\n/* -------------------------- GLX_SGIX_swap_group -------------------------- */\n\n#ifndef GLX_SGIX_swap_group\n#define GLX_SGIX_swap_group 1\n\ntypedef void ( * PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member);\n\n#define glXJoinSwapGroupSGIX GLXEW_GET_FUN(__glewXJoinSwapGroupSGIX)\n\n#define GLXEW_SGIX_swap_group GLXEW_GET_VAR(__GLXEW_SGIX_swap_group)\n\n#endif /* GLX_SGIX_swap_group */\n\n/* ------------------------- GLX_SGIX_video_resize ------------------------- */\n\n#ifndef GLX_SGIX_video_resize\n#define GLX_SGIX_video_resize 1\n\n#define GLX_SYNC_FRAME_SGIX 0x00000000\n#define GLX_SYNC_SWAP_SGIX 0x00000001\n\ntypedef int ( * PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display* display, int screen, int channel, Window window);\ntypedef int ( * PFNGLXCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int x, int y, int w, int h);\ntypedef int ( * PFNGLXCHANNELRECTSYNCSGIXPROC) (Display* display, int screen, int channel, GLenum synctype);\ntypedef int ( * PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display* display, int screen, int channel, int *x, int *y, int *w, int *h);\ntypedef int ( * PFNGLXQUERYCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int *dx, int *dy, int *dw, int *dh);\n\n#define glXBindChannelToWindowSGIX GLXEW_GET_FUN(__glewXBindChannelToWindowSGIX)\n#define glXChannelRectSGIX GLXEW_GET_FUN(__glewXChannelRectSGIX)\n#define glXChannelRectSyncSGIX GLXEW_GET_FUN(__glewXChannelRectSyncSGIX)\n#define glXQueryChannelDeltasSGIX GLXEW_GET_FUN(__glewXQueryChannelDeltasSGIX)\n#define glXQueryChannelRectSGIX GLXEW_GET_FUN(__glewXQueryChannelRectSGIX)\n\n#define GLXEW_SGIX_video_resize GLXEW_GET_VAR(__GLXEW_SGIX_video_resize)\n\n#endif /* GLX_SGIX_video_resize */\n\n/* ---------------------- GLX_SGIX_visual_select_group --------------------- */\n\n#ifndef GLX_SGIX_visual_select_group\n#define GLX_SGIX_visual_select_group 1\n\n#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028\n\n#define GLXEW_SGIX_visual_select_group GLXEW_GET_VAR(__GLXEW_SGIX_visual_select_group)\n\n#endif /* GLX_SGIX_visual_select_group */\n\n/* ---------------------------- GLX_SGI_cushion ---------------------------- */\n\n#ifndef GLX_SGI_cushion\n#define GLX_SGI_cushion 1\n\ntypedef void ( * PFNGLXCUSHIONSGIPROC) (Display* dpy, Window window, float cushion);\n\n#define glXCushionSGI GLXEW_GET_FUN(__glewXCushionSGI)\n\n#define GLXEW_SGI_cushion GLXEW_GET_VAR(__GLXEW_SGI_cushion)\n\n#endif /* GLX_SGI_cushion */\n\n/* ----------------------- GLX_SGI_make_current_read ----------------------- */\n\n#ifndef GLX_SGI_make_current_read\n#define GLX_SGI_make_current_read 1\n\ntypedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void);\ntypedef Bool ( * PFNGLXMAKECURRENTREADSGIPROC) (Display* dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);\n\n#define glXGetCurrentReadDrawableSGI GLXEW_GET_FUN(__glewXGetCurrentReadDrawableSGI)\n#define glXMakeCurrentReadSGI GLXEW_GET_FUN(__glewXMakeCurrentReadSGI)\n\n#define GLXEW_SGI_make_current_read GLXEW_GET_VAR(__GLXEW_SGI_make_current_read)\n\n#endif /* GLX_SGI_make_current_read */\n\n/* -------------------------- GLX_SGI_swap_control ------------------------- */\n\n#ifndef GLX_SGI_swap_control\n#define GLX_SGI_swap_control 1\n\ntypedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval);\n\n#define glXSwapIntervalSGI GLXEW_GET_FUN(__glewXSwapIntervalSGI)\n\n#define GLXEW_SGI_swap_control GLXEW_GET_VAR(__GLXEW_SGI_swap_control)\n\n#endif /* GLX_SGI_swap_control */\n\n/* --------------------------- GLX_SGI_video_sync -------------------------- */\n\n#ifndef GLX_SGI_video_sync\n#define GLX_SGI_video_sync 1\n\ntypedef int ( * PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int* count);\ntypedef int ( * PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int* count);\n\n#define glXGetVideoSyncSGI GLXEW_GET_FUN(__glewXGetVideoSyncSGI)\n#define glXWaitVideoSyncSGI GLXEW_GET_FUN(__glewXWaitVideoSyncSGI)\n\n#define GLXEW_SGI_video_sync GLXEW_GET_VAR(__GLXEW_SGI_video_sync)\n\n#endif /* GLX_SGI_video_sync */\n\n/* --------------------- GLX_SUN_get_transparent_index --------------------- */\n\n#ifndef GLX_SUN_get_transparent_index\n#define GLX_SUN_get_transparent_index 1\n\ntypedef Status ( * PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display* dpy, Window overlay, Window underlay, unsigned long *pTransparentIndex);\n\n#define glXGetTransparentIndexSUN GLXEW_GET_FUN(__glewXGetTransparentIndexSUN)\n\n#define GLXEW_SUN_get_transparent_index GLXEW_GET_VAR(__GLXEW_SUN_get_transparent_index)\n\n#endif /* GLX_SUN_get_transparent_index */\n\n/* -------------------------- GLX_SUN_video_resize ------------------------- */\n\n#ifndef GLX_SUN_video_resize\n#define GLX_SUN_video_resize 1\n\n#define GLX_VIDEO_RESIZE_SUN 0x8171\n#define GL_VIDEO_RESIZE_COMPENSATION_SUN 0x85CD\n\ntypedef int ( * PFNGLXGETVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float* factor);\ntypedef int ( * PFNGLXVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float factor);\n\n#define glXGetVideoResizeSUN GLXEW_GET_FUN(__glewXGetVideoResizeSUN)\n#define glXVideoResizeSUN GLXEW_GET_FUN(__glewXVideoResizeSUN)\n\n#define GLXEW_SUN_video_resize GLXEW_GET_VAR(__GLXEW_SUN_video_resize)\n\n#endif /* GLX_SUN_video_resize */\n\n/* ------------------------------------------------------------------------- */\n\n#define GLXEW_FUN_EXPORT GLEW_FUN_EXPORT\n#define GLXEW_VAR_EXPORT GLEW_VAR_EXPORT\n\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay;\n\nGLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig;\nGLXEW_FUN_EXPORT PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext;\nGLXEW_FUN_EXPORT PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer;\nGLXEW_FUN_EXPORT PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap;\nGLXEW_FUN_EXPORT PFNGLXCREATEWINDOWPROC __glewXCreateWindow;\nGLXEW_FUN_EXPORT PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer;\nGLXEW_FUN_EXPORT PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap;\nGLXEW_FUN_EXPORT PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow;\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs;\nGLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent;\nGLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig;\nGLXEW_FUN_EXPORT PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent;\nGLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTPROC __glewXQueryContext;\nGLXEW_FUN_EXPORT PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable;\nGLXEW_FUN_EXPORT PFNGLXSELECTEVENTPROC __glewXSelectEvent;\n\nGLXEW_FUN_EXPORT PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD;\nGLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD;\nGLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD;\nGLXEW_FUN_EXPORT PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD;\nGLXEW_FUN_EXPORT PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD;\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD;\nGLXEW_FUN_EXPORT PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD;\nGLXEW_FUN_EXPORT PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD;\nGLXEW_FUN_EXPORT PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD;\n\nGLXEW_FUN_EXPORT PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB;\n\nGLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI;\nGLXEW_FUN_EXPORT PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI;\nGLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI;\n\nGLXEW_FUN_EXPORT PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT;\nGLXEW_FUN_EXPORT PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT;\nGLXEW_FUN_EXPORT PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT;\nGLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT;\n\nGLXEW_FUN_EXPORT PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT;\n\nGLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT;\nGLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT;\n\nGLXEW_FUN_EXPORT PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA;\n\nGLXEW_FUN_EXPORT PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA;\n\nGLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA;\n\nGLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA;\nGLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA;\nGLXEW_FUN_EXPORT PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA;\nGLXEW_FUN_EXPORT PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA;\n\nGLXEW_FUN_EXPORT PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA;\n\nGLXEW_FUN_EXPORT PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA;\n\nGLXEW_FUN_EXPORT PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA;\nGLXEW_FUN_EXPORT PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA;\n\nGLXEW_FUN_EXPORT PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV;\nGLXEW_FUN_EXPORT PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV;\n\nGLXEW_FUN_EXPORT PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV;\n\nGLXEW_FUN_EXPORT PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV;\nGLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV;\nGLXEW_FUN_EXPORT PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV;\n\nGLXEW_FUN_EXPORT PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV;\nGLXEW_FUN_EXPORT PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV;\nGLXEW_FUN_EXPORT PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV;\nGLXEW_FUN_EXPORT PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV;\nGLXEW_FUN_EXPORT PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV;\nGLXEW_FUN_EXPORT PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV;\n\nGLXEW_FUN_EXPORT PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML;\nGLXEW_FUN_EXPORT PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML;\nGLXEW_FUN_EXPORT PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML;\nGLXEW_FUN_EXPORT PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML;\nGLXEW_FUN_EXPORT PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML;\n\nGLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX;\nGLXEW_FUN_EXPORT PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX;\nGLXEW_FUN_EXPORT PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX;\nGLXEW_FUN_EXPORT PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX;\nGLXEW_FUN_EXPORT PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX;\nGLXEW_FUN_EXPORT PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXCUSHIONSGIPROC __glewXCushionSGI;\n\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI;\nGLXEW_FUN_EXPORT PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI;\n\nGLXEW_FUN_EXPORT PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI;\n\nGLXEW_FUN_EXPORT PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI;\nGLXEW_FUN_EXPORT PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI;\n\nGLXEW_FUN_EXPORT PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN;\n\nGLXEW_FUN_EXPORT PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN;\nGLXEW_FUN_EXPORT PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_0;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_1;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_2;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_3;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_4;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_3DFX_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_AMD_gpu_association;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_context_flush_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_no_error;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_profile;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_robustness;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_fbconfig_float;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_framebuffer_sRGB;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_get_proc_address;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_application_isolation;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_share_group_isolation;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_vertex_buffer_object;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_pixel_format_float;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_render_texture;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_buffer_age;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es2_profile;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es_profile;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_fbconfig_packed_float;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_framebuffer_sRGB;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_import_context;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_libglvnd;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_scene_marker;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_stereo_tree;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control_tear;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_texture_from_pixmap;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_info;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_rating;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_INTEL_swap_event;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_agp_offset;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_copy_sub_buffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_pixmap_colormap;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_query_renderer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_release_buffers;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_set_3dfx_mode;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_swap_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_buffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_image;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_delay_before_swap;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_float_buffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_multisample_coverage;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_present_video;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_robustness_video_memory_purge;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_swap_group;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_vertex_array_range;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_capture;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_out;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_OML_swap_method;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_OML_sync_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_blended_overlay;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_color_range;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_shared_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_fbconfig;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_hyperpipe;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_pbuffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_barrier;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_group;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_video_resize;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_visual_select_group;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_cushion;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_make_current_read;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_swap_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_video_sync;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_get_transparent_index;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_video_resize;\n/* ------------------------------------------------------------------------ */\n\nGLEWAPI GLenum GLEWAPIENTRY glxewInit ();\nGLEWAPI GLboolean GLEWAPIENTRY glxewIsSupported (const char *name);\n\n#ifndef GLXEW_GET_VAR\n#define GLXEW_GET_VAR(x) (*(const GLboolean*)&x)\n#endif\n\n#ifndef GLXEW_GET_FUN\n#define GLXEW_GET_FUN(x) x\n#endif\n\nGLEWAPI GLboolean GLEWAPIENTRY glxewGetExtension (const char *name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* __glxew_h__ */\n"
  },
  {
    "path": "Dependencies/include/64/GL/wglew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __wglew_h__\n#define __wglew_h__\n#define __WGLEW_H__\n\n#ifdef __wglext_h_\n#error wglext.h included before wglew.h\n#endif\n\n#define __wglext_h_\n\n#if !defined(WINAPI)\n#  ifndef WIN32_LEAN_AND_MEAN\n#    define WIN32_LEAN_AND_MEAN 1\n#  endif\n#include <windows.h>\n#  undef WIN32_LEAN_AND_MEAN\n#endif\n\n/*\n * GLEW_STATIC needs to be set when using the static version.\n * GLEW_BUILD is set when building the DLL version.\n */\n#ifdef GLEW_STATIC\n#  define GLEWAPI extern\n#else\n#  ifdef GLEW_BUILD\n#    define GLEWAPI extern __declspec(dllexport)\n#  else\n#    define GLEWAPI extern __declspec(dllimport)\n#  endif\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* -------------------------- WGL_3DFX_multisample ------------------------- */\n\n#ifndef WGL_3DFX_multisample\n#define WGL_3DFX_multisample 1\n\n#define WGL_SAMPLE_BUFFERS_3DFX 0x2060\n#define WGL_SAMPLES_3DFX 0x2061\n\n#define WGLEW_3DFX_multisample WGLEW_GET_VAR(__WGLEW_3DFX_multisample)\n\n#endif /* WGL_3DFX_multisample */\n\n/* ------------------------- WGL_3DL_stereo_control ------------------------ */\n\n#ifndef WGL_3DL_stereo_control\n#define WGL_3DL_stereo_control 1\n\n#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055\n#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056\n#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057\n#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058\n\ntypedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState);\n\n#define wglSetStereoEmitterState3DL WGLEW_GET_FUN(__wglewSetStereoEmitterState3DL)\n\n#define WGLEW_3DL_stereo_control WGLEW_GET_VAR(__WGLEW_3DL_stereo_control)\n\n#endif /* WGL_3DL_stereo_control */\n\n/* ------------------------ WGL_AMD_gpu_association ------------------------ */\n\n#ifndef WGL_AMD_gpu_association\n#define WGL_AMD_gpu_association 1\n\n#define WGL_GPU_VENDOR_AMD 0x1F00\n#define WGL_GPU_RENDERER_STRING_AMD 0x1F01\n#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02\n#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2\n#define WGL_GPU_RAM_AMD 0x21A3\n#define WGL_GPU_CLOCK_AMD 0x21A4\n#define WGL_GPU_NUM_PIPES_AMD 0x21A5\n#define WGL_GPU_NUM_SIMD_AMD 0x21A6\n#define WGL_GPU_NUM_RB_AMD 0x21A7\n#define WGL_GPU_NUM_SPI_AMD 0x21A8\n\ntypedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id);\ntypedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int* attribList);\ntypedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc);\ntypedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc);\ntypedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);\ntypedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT* ids);\ntypedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void* data);\ntypedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc);\n\n#define wglBlitContextFramebufferAMD WGLEW_GET_FUN(__wglewBlitContextFramebufferAMD)\n#define wglCreateAssociatedContextAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAMD)\n#define wglCreateAssociatedContextAttribsAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAttribsAMD)\n#define wglDeleteAssociatedContextAMD WGLEW_GET_FUN(__wglewDeleteAssociatedContextAMD)\n#define wglGetContextGPUIDAMD WGLEW_GET_FUN(__wglewGetContextGPUIDAMD)\n#define wglGetCurrentAssociatedContextAMD WGLEW_GET_FUN(__wglewGetCurrentAssociatedContextAMD)\n#define wglGetGPUIDsAMD WGLEW_GET_FUN(__wglewGetGPUIDsAMD)\n#define wglGetGPUInfoAMD WGLEW_GET_FUN(__wglewGetGPUInfoAMD)\n#define wglMakeAssociatedContextCurrentAMD WGLEW_GET_FUN(__wglewMakeAssociatedContextCurrentAMD)\n\n#define WGLEW_AMD_gpu_association WGLEW_GET_VAR(__WGLEW_AMD_gpu_association)\n\n#endif /* WGL_AMD_gpu_association */\n\n/* ------------------------- WGL_ARB_buffer_region ------------------------- */\n\n#ifndef WGL_ARB_buffer_region\n#define WGL_ARB_buffer_region 1\n\n#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001\n#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002\n#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004\n#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008\n\ntypedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType);\ntypedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion);\ntypedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);\ntypedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height);\n\n#define wglCreateBufferRegionARB WGLEW_GET_FUN(__wglewCreateBufferRegionARB)\n#define wglDeleteBufferRegionARB WGLEW_GET_FUN(__wglewDeleteBufferRegionARB)\n#define wglRestoreBufferRegionARB WGLEW_GET_FUN(__wglewRestoreBufferRegionARB)\n#define wglSaveBufferRegionARB WGLEW_GET_FUN(__wglewSaveBufferRegionARB)\n\n#define WGLEW_ARB_buffer_region WGLEW_GET_VAR(__WGLEW_ARB_buffer_region)\n\n#endif /* WGL_ARB_buffer_region */\n\n/* --------------------- WGL_ARB_context_flush_control --------------------- */\n\n#ifndef WGL_ARB_context_flush_control\n#define WGL_ARB_context_flush_control 1\n\n#define WGLEW_ARB_context_flush_control WGLEW_GET_VAR(__WGLEW_ARB_context_flush_control)\n\n#endif /* WGL_ARB_context_flush_control */\n\n/* ------------------------- WGL_ARB_create_context ------------------------ */\n\n#ifndef WGL_ARB_create_context\n#define WGL_ARB_create_context 1\n\n#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001\n#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\n#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091\n#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092\n#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093\n#define WGL_CONTEXT_FLAGS_ARB 0x2094\n#define ERROR_INVALID_VERSION_ARB 0x2095\n#define ERROR_INVALID_PROFILE_ARB 0x2096\n\ntypedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int* attribList);\n\n#define wglCreateContextAttribsARB WGLEW_GET_FUN(__wglewCreateContextAttribsARB)\n\n#define WGLEW_ARB_create_context WGLEW_GET_VAR(__WGLEW_ARB_create_context)\n\n#endif /* WGL_ARB_create_context */\n\n/* -------------------- WGL_ARB_create_context_no_error -------------------- */\n\n#ifndef WGL_ARB_create_context_no_error\n#define WGL_ARB_create_context_no_error 1\n\n#define WGLEW_ARB_create_context_no_error WGLEW_GET_VAR(__WGLEW_ARB_create_context_no_error)\n\n#endif /* WGL_ARB_create_context_no_error */\n\n/* --------------------- WGL_ARB_create_context_profile -------------------- */\n\n#ifndef WGL_ARB_create_context_profile\n#define WGL_ARB_create_context_profile 1\n\n#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\n#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\n#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126\n\n#define WGLEW_ARB_create_context_profile WGLEW_GET_VAR(__WGLEW_ARB_create_context_profile)\n\n#endif /* WGL_ARB_create_context_profile */\n\n/* ------------------- WGL_ARB_create_context_robustness ------------------- */\n\n#ifndef WGL_ARB_create_context_robustness\n#define WGL_ARB_create_context_robustness 1\n\n#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004\n#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252\n#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256\n#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261\n\n#define WGLEW_ARB_create_context_robustness WGLEW_GET_VAR(__WGLEW_ARB_create_context_robustness)\n\n#endif /* WGL_ARB_create_context_robustness */\n\n/* ----------------------- WGL_ARB_extensions_string ----------------------- */\n\n#ifndef WGL_ARB_extensions_string\n#define WGL_ARB_extensions_string 1\n\ntypedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);\n\n#define wglGetExtensionsStringARB WGLEW_GET_FUN(__wglewGetExtensionsStringARB)\n\n#define WGLEW_ARB_extensions_string WGLEW_GET_VAR(__WGLEW_ARB_extensions_string)\n\n#endif /* WGL_ARB_extensions_string */\n\n/* ------------------------ WGL_ARB_framebuffer_sRGB ----------------------- */\n\n#ifndef WGL_ARB_framebuffer_sRGB\n#define WGL_ARB_framebuffer_sRGB 1\n\n#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9\n\n#define WGLEW_ARB_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_ARB_framebuffer_sRGB)\n\n#endif /* WGL_ARB_framebuffer_sRGB */\n\n/* ----------------------- WGL_ARB_make_current_read ----------------------- */\n\n#ifndef WGL_ARB_make_current_read\n#define WGL_ARB_make_current_read 1\n\n#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043\n#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054\n\ntypedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);\n\n#define wglGetCurrentReadDCARB WGLEW_GET_FUN(__wglewGetCurrentReadDCARB)\n#define wglMakeContextCurrentARB WGLEW_GET_FUN(__wglewMakeContextCurrentARB)\n\n#define WGLEW_ARB_make_current_read WGLEW_GET_VAR(__WGLEW_ARB_make_current_read)\n\n#endif /* WGL_ARB_make_current_read */\n\n/* -------------------------- WGL_ARB_multisample -------------------------- */\n\n#ifndef WGL_ARB_multisample\n#define WGL_ARB_multisample 1\n\n#define WGL_SAMPLE_BUFFERS_ARB 0x2041\n#define WGL_SAMPLES_ARB 0x2042\n\n#define WGLEW_ARB_multisample WGLEW_GET_VAR(__WGLEW_ARB_multisample)\n\n#endif /* WGL_ARB_multisample */\n\n/* ---------------------------- WGL_ARB_pbuffer ---------------------------- */\n\n#ifndef WGL_ARB_pbuffer\n#define WGL_ARB_pbuffer 1\n\n#define WGL_DRAW_TO_PBUFFER_ARB 0x202D\n#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E\n#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F\n#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030\n#define WGL_PBUFFER_LARGEST_ARB 0x2033\n#define WGL_PBUFFER_WIDTH_ARB 0x2034\n#define WGL_PBUFFER_HEIGHT_ARB 0x2035\n#define WGL_PBUFFER_LOST_ARB 0x2036\n\nDECLARE_HANDLE(HPBUFFERARB);\n\ntypedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);\ntypedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);\ntypedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);\ntypedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int* piValue);\ntypedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);\n\n#define wglCreatePbufferARB WGLEW_GET_FUN(__wglewCreatePbufferARB)\n#define wglDestroyPbufferARB WGLEW_GET_FUN(__wglewDestroyPbufferARB)\n#define wglGetPbufferDCARB WGLEW_GET_FUN(__wglewGetPbufferDCARB)\n#define wglQueryPbufferARB WGLEW_GET_FUN(__wglewQueryPbufferARB)\n#define wglReleasePbufferDCARB WGLEW_GET_FUN(__wglewReleasePbufferDCARB)\n\n#define WGLEW_ARB_pbuffer WGLEW_GET_VAR(__WGLEW_ARB_pbuffer)\n\n#endif /* WGL_ARB_pbuffer */\n\n/* -------------------------- WGL_ARB_pixel_format ------------------------- */\n\n#ifndef WGL_ARB_pixel_format\n#define WGL_ARB_pixel_format 1\n\n#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000\n#define WGL_DRAW_TO_WINDOW_ARB 0x2001\n#define WGL_DRAW_TO_BITMAP_ARB 0x2002\n#define WGL_ACCELERATION_ARB 0x2003\n#define WGL_NEED_PALETTE_ARB 0x2004\n#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005\n#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006\n#define WGL_SWAP_METHOD_ARB 0x2007\n#define WGL_NUMBER_OVERLAYS_ARB 0x2008\n#define WGL_NUMBER_UNDERLAYS_ARB 0x2009\n#define WGL_TRANSPARENT_ARB 0x200A\n#define WGL_SHARE_DEPTH_ARB 0x200C\n#define WGL_SHARE_STENCIL_ARB 0x200D\n#define WGL_SHARE_ACCUM_ARB 0x200E\n#define WGL_SUPPORT_GDI_ARB 0x200F\n#define WGL_SUPPORT_OPENGL_ARB 0x2010\n#define WGL_DOUBLE_BUFFER_ARB 0x2011\n#define WGL_STEREO_ARB 0x2012\n#define WGL_PIXEL_TYPE_ARB 0x2013\n#define WGL_COLOR_BITS_ARB 0x2014\n#define WGL_RED_BITS_ARB 0x2015\n#define WGL_RED_SHIFT_ARB 0x2016\n#define WGL_GREEN_BITS_ARB 0x2017\n#define WGL_GREEN_SHIFT_ARB 0x2018\n#define WGL_BLUE_BITS_ARB 0x2019\n#define WGL_BLUE_SHIFT_ARB 0x201A\n#define WGL_ALPHA_BITS_ARB 0x201B\n#define WGL_ALPHA_SHIFT_ARB 0x201C\n#define WGL_ACCUM_BITS_ARB 0x201D\n#define WGL_ACCUM_RED_BITS_ARB 0x201E\n#define WGL_ACCUM_GREEN_BITS_ARB 0x201F\n#define WGL_ACCUM_BLUE_BITS_ARB 0x2020\n#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021\n#define WGL_DEPTH_BITS_ARB 0x2022\n#define WGL_STENCIL_BITS_ARB 0x2023\n#define WGL_AUX_BUFFERS_ARB 0x2024\n#define WGL_NO_ACCELERATION_ARB 0x2025\n#define WGL_GENERIC_ACCELERATION_ARB 0x2026\n#define WGL_FULL_ACCELERATION_ARB 0x2027\n#define WGL_SWAP_EXCHANGE_ARB 0x2028\n#define WGL_SWAP_COPY_ARB 0x2029\n#define WGL_SWAP_UNDEFINED_ARB 0x202A\n#define WGL_TYPE_RGBA_ARB 0x202B\n#define WGL_TYPE_COLORINDEX_ARB 0x202C\n#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037\n#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038\n#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039\n#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A\n#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B\n\ntypedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, FLOAT *pfValues);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, int *piValues);\n\n#define wglChoosePixelFormatARB WGLEW_GET_FUN(__wglewChoosePixelFormatARB)\n#define wglGetPixelFormatAttribfvARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvARB)\n#define wglGetPixelFormatAttribivARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribivARB)\n\n#define WGLEW_ARB_pixel_format WGLEW_GET_VAR(__WGLEW_ARB_pixel_format)\n\n#endif /* WGL_ARB_pixel_format */\n\n/* ----------------------- WGL_ARB_pixel_format_float ---------------------- */\n\n#ifndef WGL_ARB_pixel_format_float\n#define WGL_ARB_pixel_format_float 1\n\n#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0\n\n#define WGLEW_ARB_pixel_format_float WGLEW_GET_VAR(__WGLEW_ARB_pixel_format_float)\n\n#endif /* WGL_ARB_pixel_format_float */\n\n/* ------------------------- WGL_ARB_render_texture ------------------------ */\n\n#ifndef WGL_ARB_render_texture\n#define WGL_ARB_render_texture 1\n\n#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070\n#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071\n#define WGL_TEXTURE_FORMAT_ARB 0x2072\n#define WGL_TEXTURE_TARGET_ARB 0x2073\n#define WGL_MIPMAP_TEXTURE_ARB 0x2074\n#define WGL_TEXTURE_RGB_ARB 0x2075\n#define WGL_TEXTURE_RGBA_ARB 0x2076\n#define WGL_NO_TEXTURE_ARB 0x2077\n#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078\n#define WGL_TEXTURE_1D_ARB 0x2079\n#define WGL_TEXTURE_2D_ARB 0x207A\n#define WGL_MIPMAP_LEVEL_ARB 0x207B\n#define WGL_CUBE_MAP_FACE_ARB 0x207C\n#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D\n#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E\n#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F\n#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080\n#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081\n#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082\n#define WGL_FRONT_LEFT_ARB 0x2083\n#define WGL_FRONT_RIGHT_ARB 0x2084\n#define WGL_BACK_LEFT_ARB 0x2085\n#define WGL_BACK_RIGHT_ARB 0x2086\n#define WGL_AUX0_ARB 0x2087\n#define WGL_AUX1_ARB 0x2088\n#define WGL_AUX2_ARB 0x2089\n#define WGL_AUX3_ARB 0x208A\n#define WGL_AUX4_ARB 0x208B\n#define WGL_AUX5_ARB 0x208C\n#define WGL_AUX6_ARB 0x208D\n#define WGL_AUX7_ARB 0x208E\n#define WGL_AUX8_ARB 0x208F\n#define WGL_AUX9_ARB 0x2090\n\ntypedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);\ntypedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);\ntypedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int* piAttribList);\n\n#define wglBindTexImageARB WGLEW_GET_FUN(__wglewBindTexImageARB)\n#define wglReleaseTexImageARB WGLEW_GET_FUN(__wglewReleaseTexImageARB)\n#define wglSetPbufferAttribARB WGLEW_GET_FUN(__wglewSetPbufferAttribARB)\n\n#define WGLEW_ARB_render_texture WGLEW_GET_VAR(__WGLEW_ARB_render_texture)\n\n#endif /* WGL_ARB_render_texture */\n\n/* ---------------- WGL_ARB_robustness_application_isolation --------------- */\n\n#ifndef WGL_ARB_robustness_application_isolation\n#define WGL_ARB_robustness_application_isolation 1\n\n#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define WGLEW_ARB_robustness_application_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_application_isolation)\n\n#endif /* WGL_ARB_robustness_application_isolation */\n\n/* ---------------- WGL_ARB_robustness_share_group_isolation --------------- */\n\n#ifndef WGL_ARB_robustness_share_group_isolation\n#define WGL_ARB_robustness_share_group_isolation 1\n\n#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define WGLEW_ARB_robustness_share_group_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_share_group_isolation)\n\n#endif /* WGL_ARB_robustness_share_group_isolation */\n\n/* ----------------------- WGL_ATI_pixel_format_float ---------------------- */\n\n#ifndef WGL_ATI_pixel_format_float\n#define WGL_ATI_pixel_format_float 1\n\n#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0\n#define GL_RGBA_FLOAT_MODE_ATI 0x8820\n#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835\n\n#define WGLEW_ATI_pixel_format_float WGLEW_GET_VAR(__WGLEW_ATI_pixel_format_float)\n\n#endif /* WGL_ATI_pixel_format_float */\n\n/* -------------------- WGL_ATI_render_texture_rectangle ------------------- */\n\n#ifndef WGL_ATI_render_texture_rectangle\n#define WGL_ATI_render_texture_rectangle 1\n\n#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5\n\n#define WGLEW_ATI_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_ATI_render_texture_rectangle)\n\n#endif /* WGL_ATI_render_texture_rectangle */\n\n/* --------------------------- WGL_EXT_colorspace -------------------------- */\n\n#ifndef WGL_EXT_colorspace\n#define WGL_EXT_colorspace 1\n\n#define WGL_COLORSPACE_SRGB_EXT 0x3089\n#define WGL_COLORSPACE_LINEAR_EXT 0x308A\n#define WGL_COLORSPACE_EXT 0x309D\n\n#define WGLEW_EXT_colorspace WGLEW_GET_VAR(__WGLEW_EXT_colorspace)\n\n#endif /* WGL_EXT_colorspace */\n\n/* ------------------- WGL_EXT_create_context_es2_profile ------------------ */\n\n#ifndef WGL_EXT_create_context_es2_profile\n#define WGL_EXT_create_context_es2_profile 1\n\n#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004\n\n#define WGLEW_EXT_create_context_es2_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es2_profile)\n\n#endif /* WGL_EXT_create_context_es2_profile */\n\n/* ------------------- WGL_EXT_create_context_es_profile ------------------- */\n\n#ifndef WGL_EXT_create_context_es_profile\n#define WGL_EXT_create_context_es_profile 1\n\n#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004\n\n#define WGLEW_EXT_create_context_es_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es_profile)\n\n#endif /* WGL_EXT_create_context_es_profile */\n\n/* -------------------------- WGL_EXT_depth_float -------------------------- */\n\n#ifndef WGL_EXT_depth_float\n#define WGL_EXT_depth_float 1\n\n#define WGL_DEPTH_FLOAT_EXT 0x2040\n\n#define WGLEW_EXT_depth_float WGLEW_GET_VAR(__WGLEW_EXT_depth_float)\n\n#endif /* WGL_EXT_depth_float */\n\n/* ---------------------- WGL_EXT_display_color_table ---------------------- */\n\n#ifndef WGL_EXT_display_color_table\n#define WGL_EXT_display_color_table 1\n\ntypedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id);\ntypedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id);\ntypedef void (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id);\ntypedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (GLushort* table, GLuint length);\n\n#define wglBindDisplayColorTableEXT WGLEW_GET_FUN(__wglewBindDisplayColorTableEXT)\n#define wglCreateDisplayColorTableEXT WGLEW_GET_FUN(__wglewCreateDisplayColorTableEXT)\n#define wglDestroyDisplayColorTableEXT WGLEW_GET_FUN(__wglewDestroyDisplayColorTableEXT)\n#define wglLoadDisplayColorTableEXT WGLEW_GET_FUN(__wglewLoadDisplayColorTableEXT)\n\n#define WGLEW_EXT_display_color_table WGLEW_GET_VAR(__WGLEW_EXT_display_color_table)\n\n#endif /* WGL_EXT_display_color_table */\n\n/* ----------------------- WGL_EXT_extensions_string ----------------------- */\n\n#ifndef WGL_EXT_extensions_string\n#define WGL_EXT_extensions_string 1\n\ntypedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void);\n\n#define wglGetExtensionsStringEXT WGLEW_GET_FUN(__wglewGetExtensionsStringEXT)\n\n#define WGLEW_EXT_extensions_string WGLEW_GET_VAR(__WGLEW_EXT_extensions_string)\n\n#endif /* WGL_EXT_extensions_string */\n\n/* ------------------------ WGL_EXT_framebuffer_sRGB ----------------------- */\n\n#ifndef WGL_EXT_framebuffer_sRGB\n#define WGL_EXT_framebuffer_sRGB 1\n\n#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9\n\n#define WGLEW_EXT_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_EXT_framebuffer_sRGB)\n\n#endif /* WGL_EXT_framebuffer_sRGB */\n\n/* ----------------------- WGL_EXT_make_current_read ----------------------- */\n\n#ifndef WGL_EXT_make_current_read\n#define WGL_EXT_make_current_read 1\n\n#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043\n\ntypedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);\n\n#define wglGetCurrentReadDCEXT WGLEW_GET_FUN(__wglewGetCurrentReadDCEXT)\n#define wglMakeContextCurrentEXT WGLEW_GET_FUN(__wglewMakeContextCurrentEXT)\n\n#define WGLEW_EXT_make_current_read WGLEW_GET_VAR(__WGLEW_EXT_make_current_read)\n\n#endif /* WGL_EXT_make_current_read */\n\n/* -------------------------- WGL_EXT_multisample -------------------------- */\n\n#ifndef WGL_EXT_multisample\n#define WGL_EXT_multisample 1\n\n#define WGL_SAMPLE_BUFFERS_EXT 0x2041\n#define WGL_SAMPLES_EXT 0x2042\n\n#define WGLEW_EXT_multisample WGLEW_GET_VAR(__WGLEW_EXT_multisample)\n\n#endif /* WGL_EXT_multisample */\n\n/* ---------------------------- WGL_EXT_pbuffer ---------------------------- */\n\n#ifndef WGL_EXT_pbuffer\n#define WGL_EXT_pbuffer 1\n\n#define WGL_DRAW_TO_PBUFFER_EXT 0x202D\n#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E\n#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F\n#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030\n#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031\n#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032\n#define WGL_PBUFFER_LARGEST_EXT 0x2033\n#define WGL_PBUFFER_WIDTH_EXT 0x2034\n#define WGL_PBUFFER_HEIGHT_EXT 0x2035\n\nDECLARE_HANDLE(HPBUFFEREXT);\n\ntypedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);\ntypedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer);\ntypedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer);\ntypedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int* piValue);\ntypedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC);\n\n#define wglCreatePbufferEXT WGLEW_GET_FUN(__wglewCreatePbufferEXT)\n#define wglDestroyPbufferEXT WGLEW_GET_FUN(__wglewDestroyPbufferEXT)\n#define wglGetPbufferDCEXT WGLEW_GET_FUN(__wglewGetPbufferDCEXT)\n#define wglQueryPbufferEXT WGLEW_GET_FUN(__wglewQueryPbufferEXT)\n#define wglReleasePbufferDCEXT WGLEW_GET_FUN(__wglewReleasePbufferDCEXT)\n\n#define WGLEW_EXT_pbuffer WGLEW_GET_VAR(__WGLEW_EXT_pbuffer)\n\n#endif /* WGL_EXT_pbuffer */\n\n/* -------------------------- WGL_EXT_pixel_format ------------------------- */\n\n#ifndef WGL_EXT_pixel_format\n#define WGL_EXT_pixel_format 1\n\n#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000\n#define WGL_DRAW_TO_WINDOW_EXT 0x2001\n#define WGL_DRAW_TO_BITMAP_EXT 0x2002\n#define WGL_ACCELERATION_EXT 0x2003\n#define WGL_NEED_PALETTE_EXT 0x2004\n#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005\n#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006\n#define WGL_SWAP_METHOD_EXT 0x2007\n#define WGL_NUMBER_OVERLAYS_EXT 0x2008\n#define WGL_NUMBER_UNDERLAYS_EXT 0x2009\n#define WGL_TRANSPARENT_EXT 0x200A\n#define WGL_TRANSPARENT_VALUE_EXT 0x200B\n#define WGL_SHARE_DEPTH_EXT 0x200C\n#define WGL_SHARE_STENCIL_EXT 0x200D\n#define WGL_SHARE_ACCUM_EXT 0x200E\n#define WGL_SUPPORT_GDI_EXT 0x200F\n#define WGL_SUPPORT_OPENGL_EXT 0x2010\n#define WGL_DOUBLE_BUFFER_EXT 0x2011\n#define WGL_STEREO_EXT 0x2012\n#define WGL_PIXEL_TYPE_EXT 0x2013\n#define WGL_COLOR_BITS_EXT 0x2014\n#define WGL_RED_BITS_EXT 0x2015\n#define WGL_RED_SHIFT_EXT 0x2016\n#define WGL_GREEN_BITS_EXT 0x2017\n#define WGL_GREEN_SHIFT_EXT 0x2018\n#define WGL_BLUE_BITS_EXT 0x2019\n#define WGL_BLUE_SHIFT_EXT 0x201A\n#define WGL_ALPHA_BITS_EXT 0x201B\n#define WGL_ALPHA_SHIFT_EXT 0x201C\n#define WGL_ACCUM_BITS_EXT 0x201D\n#define WGL_ACCUM_RED_BITS_EXT 0x201E\n#define WGL_ACCUM_GREEN_BITS_EXT 0x201F\n#define WGL_ACCUM_BLUE_BITS_EXT 0x2020\n#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021\n#define WGL_DEPTH_BITS_EXT 0x2022\n#define WGL_STENCIL_BITS_EXT 0x2023\n#define WGL_AUX_BUFFERS_EXT 0x2024\n#define WGL_NO_ACCELERATION_EXT 0x2025\n#define WGL_GENERIC_ACCELERATION_EXT 0x2026\n#define WGL_FULL_ACCELERATION_EXT 0x2027\n#define WGL_SWAP_EXCHANGE_EXT 0x2028\n#define WGL_SWAP_COPY_EXT 0x2029\n#define WGL_SWAP_UNDEFINED_EXT 0x202A\n#define WGL_TYPE_RGBA_EXT 0x202B\n#define WGL_TYPE_COLORINDEX_EXT 0x202C\n\ntypedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, FLOAT *pfValues);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, int *piValues);\n\n#define wglChoosePixelFormatEXT WGLEW_GET_FUN(__wglewChoosePixelFormatEXT)\n#define wglGetPixelFormatAttribfvEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvEXT)\n#define wglGetPixelFormatAttribivEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribivEXT)\n\n#define WGLEW_EXT_pixel_format WGLEW_GET_VAR(__WGLEW_EXT_pixel_format)\n\n#endif /* WGL_EXT_pixel_format */\n\n/* ------------------- WGL_EXT_pixel_format_packed_float ------------------- */\n\n#ifndef WGL_EXT_pixel_format_packed_float\n#define WGL_EXT_pixel_format_packed_float 1\n\n#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8\n\n#define WGLEW_EXT_pixel_format_packed_float WGLEW_GET_VAR(__WGLEW_EXT_pixel_format_packed_float)\n\n#endif /* WGL_EXT_pixel_format_packed_float */\n\n/* -------------------------- WGL_EXT_swap_control ------------------------- */\n\n#ifndef WGL_EXT_swap_control\n#define WGL_EXT_swap_control 1\n\ntypedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);\ntypedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);\n\n#define wglGetSwapIntervalEXT WGLEW_GET_FUN(__wglewGetSwapIntervalEXT)\n#define wglSwapIntervalEXT WGLEW_GET_FUN(__wglewSwapIntervalEXT)\n\n#define WGLEW_EXT_swap_control WGLEW_GET_VAR(__WGLEW_EXT_swap_control)\n\n#endif /* WGL_EXT_swap_control */\n\n/* ----------------------- WGL_EXT_swap_control_tear ----------------------- */\n\n#ifndef WGL_EXT_swap_control_tear\n#define WGL_EXT_swap_control_tear 1\n\n#define WGLEW_EXT_swap_control_tear WGLEW_GET_VAR(__WGLEW_EXT_swap_control_tear)\n\n#endif /* WGL_EXT_swap_control_tear */\n\n/* --------------------- WGL_I3D_digital_video_control --------------------- */\n\n#ifndef WGL_I3D_digital_video_control\n#define WGL_I3D_digital_video_control 1\n\n#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050\n#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051\n#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052\n#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053\n\ntypedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);\ntypedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);\n\n#define wglGetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewGetDigitalVideoParametersI3D)\n#define wglSetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewSetDigitalVideoParametersI3D)\n\n#define WGLEW_I3D_digital_video_control WGLEW_GET_VAR(__WGLEW_I3D_digital_video_control)\n\n#endif /* WGL_I3D_digital_video_control */\n\n/* ----------------------------- WGL_I3D_gamma ----------------------------- */\n\n#ifndef WGL_I3D_gamma\n#define WGL_I3D_gamma 1\n\n#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E\n#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F\n\ntypedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT* puRed, USHORT *puGreen, USHORT *puBlue);\ntypedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);\ntypedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT* puRed, const USHORT *puGreen, const USHORT *puBlue);\ntypedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);\n\n#define wglGetGammaTableI3D WGLEW_GET_FUN(__wglewGetGammaTableI3D)\n#define wglGetGammaTableParametersI3D WGLEW_GET_FUN(__wglewGetGammaTableParametersI3D)\n#define wglSetGammaTableI3D WGLEW_GET_FUN(__wglewSetGammaTableI3D)\n#define wglSetGammaTableParametersI3D WGLEW_GET_FUN(__wglewSetGammaTableParametersI3D)\n\n#define WGLEW_I3D_gamma WGLEW_GET_VAR(__WGLEW_I3D_gamma)\n\n#endif /* WGL_I3D_gamma */\n\n/* ---------------------------- WGL_I3D_genlock ---------------------------- */\n\n#ifndef WGL_I3D_genlock\n#define WGL_I3D_genlock 1\n\n#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044\n#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045\n#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046\n#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047\n#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048\n#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049\n#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A\n#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B\n#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C\n\ntypedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC);\ntypedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT* uRate);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT* uDelay);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT* uEdge);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT* uSource);\ntypedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL* pFlag);\ntypedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT* uMaxLineDelay, UINT *uMaxPixelDelay);\n\n#define wglDisableGenlockI3D WGLEW_GET_FUN(__wglewDisableGenlockI3D)\n#define wglEnableGenlockI3D WGLEW_GET_FUN(__wglewEnableGenlockI3D)\n#define wglGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGenlockSampleRateI3D)\n#define wglGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGenlockSourceDelayI3D)\n#define wglGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGenlockSourceEdgeI3D)\n#define wglGenlockSourceI3D WGLEW_GET_FUN(__wglewGenlockSourceI3D)\n#define wglGetGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGetGenlockSampleRateI3D)\n#define wglGetGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGetGenlockSourceDelayI3D)\n#define wglGetGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGetGenlockSourceEdgeI3D)\n#define wglGetGenlockSourceI3D WGLEW_GET_FUN(__wglewGetGenlockSourceI3D)\n#define wglIsEnabledGenlockI3D WGLEW_GET_FUN(__wglewIsEnabledGenlockI3D)\n#define wglQueryGenlockMaxSourceDelayI3D WGLEW_GET_FUN(__wglewQueryGenlockMaxSourceDelayI3D)\n\n#define WGLEW_I3D_genlock WGLEW_GET_VAR(__WGLEW_I3D_genlock)\n\n#endif /* WGL_I3D_genlock */\n\n/* -------------------------- WGL_I3D_image_buffer ------------------------- */\n\n#ifndef WGL_I3D_image_buffer\n#define WGL_I3D_image_buffer 1\n\n#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001\n#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002\n\ntypedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, HANDLE* pEvent, LPVOID *pAddress, DWORD *pSize, UINT count);\ntypedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags);\ntypedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress);\ntypedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, LPVOID* pAddress, UINT count);\n\n#define wglAssociateImageBufferEventsI3D WGLEW_GET_FUN(__wglewAssociateImageBufferEventsI3D)\n#define wglCreateImageBufferI3D WGLEW_GET_FUN(__wglewCreateImageBufferI3D)\n#define wglDestroyImageBufferI3D WGLEW_GET_FUN(__wglewDestroyImageBufferI3D)\n#define wglReleaseImageBufferEventsI3D WGLEW_GET_FUN(__wglewReleaseImageBufferEventsI3D)\n\n#define WGLEW_I3D_image_buffer WGLEW_GET_VAR(__WGLEW_I3D_image_buffer)\n\n#endif /* WGL_I3D_image_buffer */\n\n/* ------------------------ WGL_I3D_swap_frame_lock ------------------------ */\n\n#ifndef WGL_I3D_swap_frame_lock\n#define WGL_I3D_swap_frame_lock 1\n\ntypedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL* pFlag);\ntypedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL* pFlag);\n\n#define wglDisableFrameLockI3D WGLEW_GET_FUN(__wglewDisableFrameLockI3D)\n#define wglEnableFrameLockI3D WGLEW_GET_FUN(__wglewEnableFrameLockI3D)\n#define wglIsEnabledFrameLockI3D WGLEW_GET_FUN(__wglewIsEnabledFrameLockI3D)\n#define wglQueryFrameLockMasterI3D WGLEW_GET_FUN(__wglewQueryFrameLockMasterI3D)\n\n#define WGLEW_I3D_swap_frame_lock WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_lock)\n\n#endif /* WGL_I3D_swap_frame_lock */\n\n/* ------------------------ WGL_I3D_swap_frame_usage ----------------------- */\n\n#ifndef WGL_I3D_swap_frame_usage\n#define WGL_I3D_swap_frame_usage 1\n\ntypedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void);\ntypedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void);\ntypedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float* pUsage);\ntypedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD* pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);\n\n#define wglBeginFrameTrackingI3D WGLEW_GET_FUN(__wglewBeginFrameTrackingI3D)\n#define wglEndFrameTrackingI3D WGLEW_GET_FUN(__wglewEndFrameTrackingI3D)\n#define wglGetFrameUsageI3D WGLEW_GET_FUN(__wglewGetFrameUsageI3D)\n#define wglQueryFrameTrackingI3D WGLEW_GET_FUN(__wglewQueryFrameTrackingI3D)\n\n#define WGLEW_I3D_swap_frame_usage WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_usage)\n\n#endif /* WGL_I3D_swap_frame_usage */\n\n/* --------------------------- WGL_NV_DX_interop --------------------------- */\n\n#ifndef WGL_NV_DX_interop\n#define WGL_NV_DX_interop 1\n\n#define WGL_ACCESS_READ_ONLY_NV 0x0000\n#define WGL_ACCESS_READ_WRITE_NV 0x0001\n#define WGL_ACCESS_WRITE_DISCARD_NV 0x0002\n\ntypedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice);\ntypedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);\ntypedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access);\ntypedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void* dxDevice);\ntypedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void* dxObject, GLuint name, GLenum type, GLenum access);\ntypedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void* dxObject, HANDLE shareHandle);\ntypedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);\ntypedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject);\n\n#define wglDXCloseDeviceNV WGLEW_GET_FUN(__wglewDXCloseDeviceNV)\n#define wglDXLockObjectsNV WGLEW_GET_FUN(__wglewDXLockObjectsNV)\n#define wglDXObjectAccessNV WGLEW_GET_FUN(__wglewDXObjectAccessNV)\n#define wglDXOpenDeviceNV WGLEW_GET_FUN(__wglewDXOpenDeviceNV)\n#define wglDXRegisterObjectNV WGLEW_GET_FUN(__wglewDXRegisterObjectNV)\n#define wglDXSetResourceShareHandleNV WGLEW_GET_FUN(__wglewDXSetResourceShareHandleNV)\n#define wglDXUnlockObjectsNV WGLEW_GET_FUN(__wglewDXUnlockObjectsNV)\n#define wglDXUnregisterObjectNV WGLEW_GET_FUN(__wglewDXUnregisterObjectNV)\n\n#define WGLEW_NV_DX_interop WGLEW_GET_VAR(__WGLEW_NV_DX_interop)\n\n#endif /* WGL_NV_DX_interop */\n\n/* --------------------------- WGL_NV_DX_interop2 -------------------------- */\n\n#ifndef WGL_NV_DX_interop2\n#define WGL_NV_DX_interop2 1\n\n#define WGLEW_NV_DX_interop2 WGLEW_GET_VAR(__WGLEW_NV_DX_interop2)\n\n#endif /* WGL_NV_DX_interop2 */\n\n/* --------------------------- WGL_NV_copy_image --------------------------- */\n\n#ifndef WGL_NV_copy_image\n#define WGL_NV_copy_image 1\n\ntypedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\n\n#define wglCopyImageSubDataNV WGLEW_GET_FUN(__wglewCopyImageSubDataNV)\n\n#define WGLEW_NV_copy_image WGLEW_GET_VAR(__WGLEW_NV_copy_image)\n\n#endif /* WGL_NV_copy_image */\n\n/* ------------------------ WGL_NV_delay_before_swap ----------------------- */\n\n#ifndef WGL_NV_delay_before_swap\n#define WGL_NV_delay_before_swap 1\n\ntypedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);\n\n#define wglDelayBeforeSwapNV WGLEW_GET_FUN(__wglewDelayBeforeSwapNV)\n\n#define WGLEW_NV_delay_before_swap WGLEW_GET_VAR(__WGLEW_NV_delay_before_swap)\n\n#endif /* WGL_NV_delay_before_swap */\n\n/* -------------------------- WGL_NV_float_buffer -------------------------- */\n\n#ifndef WGL_NV_float_buffer\n#define WGL_NV_float_buffer 1\n\n#define WGL_FLOAT_COMPONENTS_NV 0x20B0\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4\n#define WGL_TEXTURE_FLOAT_R_NV 0x20B5\n#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6\n#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7\n#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8\n\n#define WGLEW_NV_float_buffer WGLEW_GET_VAR(__WGLEW_NV_float_buffer)\n\n#endif /* WGL_NV_float_buffer */\n\n/* -------------------------- WGL_NV_gpu_affinity -------------------------- */\n\n#ifndef WGL_NV_gpu_affinity\n#define WGL_NV_gpu_affinity 1\n\n#define WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0\n#define WGL_ERROR_MISSING_AFFINITY_MASK_NV 0x20D1\n\nDECLARE_HANDLE(HGPUNV);\ntypedef struct _GPU_DEVICE {\n  DWORD cb; \n  CHAR DeviceName[32]; \n  CHAR DeviceString[128]; \n  DWORD Flags; \n  RECT rcVirtualScreen; \n} GPU_DEVICE, *PGPU_DEVICE;\n\ntypedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList);\ntypedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc);\ntypedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);\ntypedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);\ntypedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu);\n\n#define wglCreateAffinityDCNV WGLEW_GET_FUN(__wglewCreateAffinityDCNV)\n#define wglDeleteDCNV WGLEW_GET_FUN(__wglewDeleteDCNV)\n#define wglEnumGpuDevicesNV WGLEW_GET_FUN(__wglewEnumGpuDevicesNV)\n#define wglEnumGpusFromAffinityDCNV WGLEW_GET_FUN(__wglewEnumGpusFromAffinityDCNV)\n#define wglEnumGpusNV WGLEW_GET_FUN(__wglewEnumGpusNV)\n\n#define WGLEW_NV_gpu_affinity WGLEW_GET_VAR(__WGLEW_NV_gpu_affinity)\n\n#endif /* WGL_NV_gpu_affinity */\n\n/* ---------------------- WGL_NV_multisample_coverage ---------------------- */\n\n#ifndef WGL_NV_multisample_coverage\n#define WGL_NV_multisample_coverage 1\n\n#define WGL_COVERAGE_SAMPLES_NV 0x2042\n#define WGL_COLOR_SAMPLES_NV 0x20B9\n\n#define WGLEW_NV_multisample_coverage WGLEW_GET_VAR(__WGLEW_NV_multisample_coverage)\n\n#endif /* WGL_NV_multisample_coverage */\n\n/* -------------------------- WGL_NV_present_video ------------------------- */\n\n#ifndef WGL_NV_present_video\n#define WGL_NV_present_video 1\n\n#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0\n\nDECLARE_HANDLE(HVIDEOOUTPUTDEVICENV);\n\ntypedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int* piAttribList);\ntypedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV* phDeviceList);\ntypedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int* piValue);\n\n#define wglBindVideoDeviceNV WGLEW_GET_FUN(__wglewBindVideoDeviceNV)\n#define wglEnumerateVideoDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoDevicesNV)\n#define wglQueryCurrentContextNV WGLEW_GET_FUN(__wglewQueryCurrentContextNV)\n\n#define WGLEW_NV_present_video WGLEW_GET_VAR(__WGLEW_NV_present_video)\n\n#endif /* WGL_NV_present_video */\n\n/* ---------------------- WGL_NV_render_depth_texture ---------------------- */\n\n#ifndef WGL_NV_render_depth_texture\n#define WGL_NV_render_depth_texture 1\n\n#define WGL_NO_TEXTURE_ARB 0x2077\n#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4\n#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5\n#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6\n#define WGL_DEPTH_COMPONENT_NV 0x20A7\n\n#define WGLEW_NV_render_depth_texture WGLEW_GET_VAR(__WGLEW_NV_render_depth_texture)\n\n#endif /* WGL_NV_render_depth_texture */\n\n/* -------------------- WGL_NV_render_texture_rectangle -------------------- */\n\n#ifndef WGL_NV_render_texture_rectangle\n#define WGL_NV_render_texture_rectangle 1\n\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1\n#define WGL_TEXTURE_RECTANGLE_NV 0x20A2\n\n#define WGLEW_NV_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_NV_render_texture_rectangle)\n\n#endif /* WGL_NV_render_texture_rectangle */\n\n/* --------------------------- WGL_NV_swap_group --------------------------- */\n\n#ifndef WGL_NV_swap_group\n#define WGL_NV_swap_group 1\n\ntypedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier);\ntypedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group);\ntypedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint* count);\ntypedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint* maxGroups, GLuint *maxBarriers);\ntypedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint* group, GLuint *barrier);\ntypedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC);\n\n#define wglBindSwapBarrierNV WGLEW_GET_FUN(__wglewBindSwapBarrierNV)\n#define wglJoinSwapGroupNV WGLEW_GET_FUN(__wglewJoinSwapGroupNV)\n#define wglQueryFrameCountNV WGLEW_GET_FUN(__wglewQueryFrameCountNV)\n#define wglQueryMaxSwapGroupsNV WGLEW_GET_FUN(__wglewQueryMaxSwapGroupsNV)\n#define wglQuerySwapGroupNV WGLEW_GET_FUN(__wglewQuerySwapGroupNV)\n#define wglResetFrameCountNV WGLEW_GET_FUN(__wglewResetFrameCountNV)\n\n#define WGLEW_NV_swap_group WGLEW_GET_VAR(__WGLEW_NV_swap_group)\n\n#endif /* WGL_NV_swap_group */\n\n/* ----------------------- WGL_NV_vertex_array_range ----------------------- */\n\n#ifndef WGL_NV_vertex_array_range\n#define WGL_NV_vertex_array_range 1\n\ntypedef void * (WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);\ntypedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer);\n\n#define wglAllocateMemoryNV WGLEW_GET_FUN(__wglewAllocateMemoryNV)\n#define wglFreeMemoryNV WGLEW_GET_FUN(__wglewFreeMemoryNV)\n\n#define WGLEW_NV_vertex_array_range WGLEW_GET_VAR(__WGLEW_NV_vertex_array_range)\n\n#endif /* WGL_NV_vertex_array_range */\n\n/* -------------------------- WGL_NV_video_capture ------------------------- */\n\n#ifndef WGL_NV_video_capture\n#define WGL_NV_video_capture 1\n\n#define WGL_UNIQUE_ID_NV 0x20CE\n#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF\n\nDECLARE_HANDLE(HVIDEOINPUTDEVICENV);\n\ntypedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);\ntypedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV* phDeviceList);\ntypedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);\ntypedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int* piValue);\ntypedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);\n\n#define wglBindVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewBindVideoCaptureDeviceNV)\n#define wglEnumerateVideoCaptureDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoCaptureDevicesNV)\n#define wglLockVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewLockVideoCaptureDeviceNV)\n#define wglQueryVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewQueryVideoCaptureDeviceNV)\n#define wglReleaseVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoCaptureDeviceNV)\n\n#define WGLEW_NV_video_capture WGLEW_GET_VAR(__WGLEW_NV_video_capture)\n\n#endif /* WGL_NV_video_capture */\n\n/* -------------------------- WGL_NV_video_output -------------------------- */\n\n#ifndef WGL_NV_video_output\n#define WGL_NV_video_output 1\n\n#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0\n#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1\n#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2\n#define WGL_VIDEO_OUT_COLOR_NV 0x20C3\n#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4\n#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5\n#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6\n#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7\n#define WGL_VIDEO_OUT_FRAME 0x20C8\n#define WGL_VIDEO_OUT_FIELD_1 0x20C9\n#define WGL_VIDEO_OUT_FIELD_2 0x20CA\n#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB\n#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC\n\nDECLARE_HANDLE(HPVIDEODEV);\n\ntypedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);\ntypedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV* hVideoDevice);\ntypedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long* pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);\ntypedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice);\ntypedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer);\ntypedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long* pulCounterPbuffer, BOOL bBlock);\n\n#define wglBindVideoImageNV WGLEW_GET_FUN(__wglewBindVideoImageNV)\n#define wglGetVideoDeviceNV WGLEW_GET_FUN(__wglewGetVideoDeviceNV)\n#define wglGetVideoInfoNV WGLEW_GET_FUN(__wglewGetVideoInfoNV)\n#define wglReleaseVideoDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoDeviceNV)\n#define wglReleaseVideoImageNV WGLEW_GET_FUN(__wglewReleaseVideoImageNV)\n#define wglSendPbufferToVideoNV WGLEW_GET_FUN(__wglewSendPbufferToVideoNV)\n\n#define WGLEW_NV_video_output WGLEW_GET_VAR(__WGLEW_NV_video_output)\n\n#endif /* WGL_NV_video_output */\n\n/* -------------------------- WGL_OML_sync_control ------------------------- */\n\n#ifndef WGL_OML_sync_control\n#define WGL_OML_sync_control 1\n\ntypedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32* numerator, INT32 *denominator);\ntypedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64* ust, INT64 *msc, INT64 *sbc);\ntypedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);\ntypedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);\ntypedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64* ust, INT64 *msc, INT64 *sbc);\ntypedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64* ust, INT64 *msc, INT64 *sbc);\n\n#define wglGetMscRateOML WGLEW_GET_FUN(__wglewGetMscRateOML)\n#define wglGetSyncValuesOML WGLEW_GET_FUN(__wglewGetSyncValuesOML)\n#define wglSwapBuffersMscOML WGLEW_GET_FUN(__wglewSwapBuffersMscOML)\n#define wglSwapLayerBuffersMscOML WGLEW_GET_FUN(__wglewSwapLayerBuffersMscOML)\n#define wglWaitForMscOML WGLEW_GET_FUN(__wglewWaitForMscOML)\n#define wglWaitForSbcOML WGLEW_GET_FUN(__wglewWaitForSbcOML)\n\n#define WGLEW_OML_sync_control WGLEW_GET_VAR(__WGLEW_OML_sync_control)\n\n#endif /* WGL_OML_sync_control */\n\n/* ------------------------------------------------------------------------- */\n\n#define WGLEW_FUN_EXPORT GLEW_FUN_EXPORT\n#define WGLEW_VAR_EXPORT GLEW_VAR_EXPORT\n\nWGLEW_FUN_EXPORT PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL;\n\nWGLEW_FUN_EXPORT PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD;\nWGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD;\nWGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD;\nWGLEW_FUN_EXPORT PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD;\nWGLEW_FUN_EXPORT PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD;\nWGLEW_FUN_EXPORT PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD;\nWGLEW_FUN_EXPORT PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD;\nWGLEW_FUN_EXPORT PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD;\nWGLEW_FUN_EXPORT PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB;\nWGLEW_FUN_EXPORT PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB;\nWGLEW_FUN_EXPORT PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB;\nWGLEW_FUN_EXPORT PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB;\n\nWGLEW_FUN_EXPORT PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB;\n\nWGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB;\n\nWGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB;\nWGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB;\nWGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB;\nWGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB;\nWGLEW_FUN_EXPORT PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB;\nWGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB;\n\nWGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB;\n\nWGLEW_FUN_EXPORT PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB;\nWGLEW_FUN_EXPORT PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB;\nWGLEW_FUN_EXPORT PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB;\n\nWGLEW_FUN_EXPORT PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT;\nWGLEW_FUN_EXPORT PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT;\nWGLEW_FUN_EXPORT PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT;\nWGLEW_FUN_EXPORT PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT;\nWGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT;\nWGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT;\nWGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT;\nWGLEW_FUN_EXPORT PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT;\nWGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT;\n\nWGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT;\nWGLEW_FUN_EXPORT PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D;\nWGLEW_FUN_EXPORT PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D;\n\nWGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D;\nWGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D;\nWGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D;\n\nWGLEW_FUN_EXPORT PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D;\nWGLEW_FUN_EXPORT PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D;\nWGLEW_FUN_EXPORT PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D;\nWGLEW_FUN_EXPORT PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D;\n\nWGLEW_FUN_EXPORT PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D;\nWGLEW_FUN_EXPORT PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D;\nWGLEW_FUN_EXPORT PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D;\nWGLEW_FUN_EXPORT PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D;\n\nWGLEW_FUN_EXPORT PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D;\nWGLEW_FUN_EXPORT PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D;\nWGLEW_FUN_EXPORT PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D;\nWGLEW_FUN_EXPORT PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D;\n\nWGLEW_FUN_EXPORT PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D;\nWGLEW_FUN_EXPORT PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D;\nWGLEW_FUN_EXPORT PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D;\nWGLEW_FUN_EXPORT PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D;\n\nWGLEW_FUN_EXPORT PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV;\nWGLEW_FUN_EXPORT PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV;\nWGLEW_FUN_EXPORT PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV;\nWGLEW_FUN_EXPORT PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV;\nWGLEW_FUN_EXPORT PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV;\nWGLEW_FUN_EXPORT PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV;\n\nWGLEW_FUN_EXPORT PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV;\n\nWGLEW_FUN_EXPORT PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV;\nWGLEW_FUN_EXPORT PFNWGLDELETEDCNVPROC __wglewDeleteDCNV;\nWGLEW_FUN_EXPORT PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV;\nWGLEW_FUN_EXPORT PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV;\nWGLEW_FUN_EXPORT PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV;\nWGLEW_FUN_EXPORT PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV;\nWGLEW_FUN_EXPORT PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV;\n\nWGLEW_FUN_EXPORT PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV;\nWGLEW_FUN_EXPORT PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV;\nWGLEW_FUN_EXPORT PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV;\nWGLEW_FUN_EXPORT PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV;\nWGLEW_FUN_EXPORT PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV;\nWGLEW_FUN_EXPORT PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV;\n\nWGLEW_FUN_EXPORT PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML;\nWGLEW_FUN_EXPORT PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML;\nWGLEW_FUN_EXPORT PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML;\nWGLEW_FUN_EXPORT PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML;\nWGLEW_FUN_EXPORT PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML;\nWGLEW_FUN_EXPORT PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_3DFX_multisample;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_3DL_stereo_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_AMD_gpu_association;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_buffer_region;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_context_flush_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_no_error;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_profile;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_robustness;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_extensions_string;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_framebuffer_sRGB;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_make_current_read;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_multisample;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pbuffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_render_texture;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_application_isolation;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_share_group_isolation;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_pixel_format_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_render_texture_rectangle;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_colorspace;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es2_profile;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es_profile;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_depth_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_display_color_table;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_extensions_string;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_framebuffer_sRGB;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_make_current_read;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_multisample;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pbuffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format_packed_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control_tear;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_digital_video_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_gamma;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_genlock;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_image_buffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_lock;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_usage;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop2;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_copy_image;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_delay_before_swap;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_float_buffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_gpu_affinity;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_multisample_coverage;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_present_video;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_depth_texture;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_texture_rectangle;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_swap_group;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_vertex_array_range;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_capture;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_output;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_OML_sync_control;\n/* ------------------------------------------------------------------------- */\n\nGLEWAPI GLenum GLEWAPIENTRY wglewInit ();\nGLEWAPI GLboolean GLEWAPIENTRY wglewIsSupported (const char *name);\n\n#ifndef WGLEW_GET_VAR\n#define WGLEW_GET_VAR(x) (*(const GLboolean*)&x)\n#endif\n\n#ifndef WGLEW_GET_FUN\n#define WGLEW_GET_FUN(x) x\n#endif\n\nGLEWAPI GLboolean GLEWAPIENTRY wglewGetExtension (const char *name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#undef GLEWAPI\n\n#endif /* __wglew_h__ */\n"
  },
  {
    "path": "Dependencies/include/64/GLFW/glfw3.h",
    "content": "/*************************************************************************\n * GLFW 3.3 - www.glfw.org\n * A library for OpenGL, window and input\n *------------------------------------------------------------------------\n * Copyright (c) 2002-2006 Marcus Geelnard\n * Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>\n *\n * This software is provided 'as-is', without any express or implied\n * warranty. In no event will the authors be held liable for any damages\n * arising from the use of this software.\n *\n * Permission is granted to anyone to use this software for any purpose,\n * including commercial applications, and to alter it and redistribute it\n * freely, subject to the following restrictions:\n *\n * 1. The origin of this software must not be misrepresented; you must not\n *    claim that you wrote the original software. If you use this software\n *    in a product, an acknowledgment in the product documentation would\n *    be appreciated but is not required.\n *\n * 2. Altered source versions must be plainly marked as such, and must not\n *    be misrepresented as being the original software.\n *\n * 3. This notice may not be removed or altered from any source\n *    distribution.\n *\n *************************************************************************/\n\n#ifndef _glfw3_h_\n#define _glfw3_h_\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/*************************************************************************\n * Doxygen documentation\n *************************************************************************/\n\n/*! @file glfw3.h\n *  @brief The header of the GLFW 3 API.\n *\n *  This is the header file of the GLFW 3 API.  It defines all its types and\n *  declares all its functions.\n *\n *  For more information about how to use this file, see @ref build_include.\n */\n/*! @defgroup context Context reference\n *  @brief Functions and types related to OpenGL and OpenGL ES contexts.\n *\n *  This is the reference documentation for OpenGL and OpenGL ES context related\n *  functions.  For more task-oriented information, see the @ref context_guide.\n */\n/*! @defgroup vulkan Vulkan support reference\n *  @brief Functions and types related to Vulkan.\n *\n *  This is the reference documentation for Vulkan related functions and types.\n *  For more task-oriented information, see the @ref vulkan_guide.\n */\n/*! @defgroup init Initialization, version and error reference\n *  @brief Functions and types related to initialization and error handling.\n *\n *  This is the reference documentation for initialization and termination of\n *  the library, version management and error handling.  For more task-oriented\n *  information, see the @ref intro_guide.\n */\n/*! @defgroup input Input reference\n *  @brief Functions and types related to input handling.\n *\n *  This is the reference documentation for input related functions and types.\n *  For more task-oriented information, see the @ref input_guide.\n */\n/*! @defgroup monitor Monitor reference\n *  @brief Functions and types related to monitors.\n *\n *  This is the reference documentation for monitor related functions and types.\n *  For more task-oriented information, see the @ref monitor_guide.\n */\n/*! @defgroup window Window reference\n *  @brief Functions and types related to windows.\n *\n *  This is the reference documentation for window related functions and types,\n *  including creation, deletion and event polling.  For more task-oriented\n *  information, see the @ref window_guide.\n */\n\n\n/*************************************************************************\n * Compiler- and platform-specific preprocessor work\n *************************************************************************/\n\n/* If we are we on Windows, we want a single define for it.\n */\n#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))\n #define _WIN32\n#endif /* _WIN32 */\n\n/* Include because most Windows GLU headers need wchar_t and\n * the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h.\n * Include it unconditionally to avoid surprising side-effects.\n */\n#include <stddef.h>\n\n/* Include because it is needed by Vulkan and related functions.\n * Include it unconditionally to avoid surprising side-effects.\n */\n#include <stdint.h>\n\n#if defined(GLFW_INCLUDE_VULKAN)\n  #include <vulkan/vulkan.h>\n#endif /* Vulkan header */\n\n/* The Vulkan header may have indirectly included windows.h (because of\n * VK_USE_PLATFORM_WIN32_KHR) so we offer our replacement symbols after it.\n */\n\n/* It is customary to use APIENTRY for OpenGL function pointer declarations on\n * all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.\n */\n#if !defined(APIENTRY)\n #if defined(_WIN32)\n  #define APIENTRY __stdcall\n #else\n  #define APIENTRY\n #endif\n #define GLFW_APIENTRY_DEFINED\n#endif /* APIENTRY */\n\n/* Some Windows OpenGL headers need this.\n */\n#if !defined(WINGDIAPI) && defined(_WIN32)\n #define WINGDIAPI __declspec(dllimport)\n #define GLFW_WINGDIAPI_DEFINED\n#endif /* WINGDIAPI */\n\n/* Some Windows GLU headers need this.\n */\n#if !defined(CALLBACK) && defined(_WIN32)\n #define CALLBACK __stdcall\n #define GLFW_CALLBACK_DEFINED\n#endif /* CALLBACK */\n\n/* Include the chosen OpenGL or OpenGL ES headers.\n */\n#if defined(GLFW_INCLUDE_ES1)\n\n #include <GLES/gl.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES/glext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES2)\n\n #include <GLES2/gl2.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES3)\n\n #include <GLES3/gl3.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES31)\n\n #include <GLES3/gl31.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES32)\n\n #include <GLES3/gl32.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_GLCOREARB)\n\n #if defined(__APPLE__)\n\n  #include <OpenGL/gl3.h>\n  #if defined(GLFW_INCLUDE_GLEXT)\n   #include <OpenGL/gl3ext.h>\n  #endif /*GLFW_INCLUDE_GLEXT*/\n\n #else /*__APPLE__*/\n\n  #include <GL/glcorearb.h>\n  #if defined(GLFW_INCLUDE_GLEXT)\n   #include <GL/glext.h>\n  #endif\n\n #endif /*__APPLE__*/\n\n#elif defined(GLFW_INCLUDE_GLU)\n\n #if defined(__APPLE__)\n\n  #if defined(GLFW_INCLUDE_GLU)\n   #include <OpenGL/glu.h>\n  #endif\n\n #else /*__APPLE__*/\n\n  #if defined(GLFW_INCLUDE_GLU)\n   #include <GL/glu.h>\n  #endif\n\n #endif /*__APPLE__*/\n\n#elif !defined(GLFW_INCLUDE_NONE) && \\\n      !defined(__gl_h_) && \\\n      !defined(__gles1_gl_h_) && \\\n      !defined(__gles2_gl2_h_) && \\\n      !defined(__gles2_gl3_h_) && \\\n      !defined(__gles2_gl31_h_) && \\\n      !defined(__gles2_gl32_h_) && \\\n      !defined(__gl_glcorearb_h_) && \\\n      !defined(__gl2_h_) /*legacy*/ && \\\n      !defined(__gl3_h_) /*legacy*/ && \\\n      !defined(__gl31_h_) /*legacy*/ && \\\n      !defined(__gl32_h_) /*legacy*/ && \\\n      !defined(__glcorearb_h_) /*legacy*/ && \\\n      !defined(__GL_H__) /*non-standard*/ && \\\n      !defined(__gltypes_h_) /*non-standard*/ && \\\n      !defined(__glee_h_) /*non-standard*/\n\n #if defined(__APPLE__)\n\n  #if !defined(GLFW_INCLUDE_GLEXT)\n   #define GL_GLEXT_LEGACY\n  #endif\n  #include <OpenGL/gl.h>\n\n #else /*__APPLE__*/\n\n  #include <GL/gl.h>\n  #if defined(GLFW_INCLUDE_GLEXT)\n   #include <GL/glext.h>\n  #endif\n\n #endif /*__APPLE__*/\n\n#endif /* OpenGL and OpenGL ES headers */\n\n#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)\n /* GLFW_DLL must be defined by applications that are linking against the DLL\n  * version of the GLFW library.  _GLFW_BUILD_DLL is defined by the GLFW\n  * configuration header when compiling the DLL version of the library.\n  */\n #error \"You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined\"\n#endif\n\n/* GLFWAPI is used to declare public API functions for export\n * from the DLL / shared library / dynamic library.\n */\n#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)\n /* We are building GLFW as a Win32 DLL */\n #define GLFWAPI __declspec(dllexport)\n#elif defined(_WIN32) && defined(GLFW_DLL)\n /* We are calling a GLFW Win32 DLL */\n #define GLFWAPI __declspec(dllimport)\n#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)\n /* We are building GLFW as a Unix shared library */\n #define GLFWAPI __attribute__((visibility(\"default\")))\n#else\n #define GLFWAPI\n#endif\n\n\n/*************************************************************************\n * GLFW API tokens\n *************************************************************************/\n\n/*! @name GLFW version macros\n *  @{ */\n/*! @brief The major version number of the GLFW header.\n *\n *  The major version number of the GLFW header.  This is incremented when the\n *  API is changed in non-compatible ways.\n *  @ingroup init\n */\n#define GLFW_VERSION_MAJOR          3\n/*! @brief The minor version number of the GLFW header.\n *\n *  The minor version number of the GLFW header.  This is incremented when\n *  features are added to the API but it remains backward-compatible.\n *  @ingroup init\n */\n#define GLFW_VERSION_MINOR          3\n/*! @brief The revision number of the GLFW header.\n *\n *  The revision number of the GLFW header.  This is incremented when a bug fix\n *  release is made that does not contain any API changes.\n *  @ingroup init\n */\n#define GLFW_VERSION_REVISION       8\n/*! @} */\n\n/*! @brief One.\n *\n *  This is only semantic sugar for the number 1.  You can instead use `1` or\n *  `true` or `_True` or `GL_TRUE` or `VK_TRUE` or anything else that is equal\n *  to one.\n *\n *  @ingroup init\n */\n#define GLFW_TRUE                   1\n/*! @brief Zero.\n *\n *  This is only semantic sugar for the number 0.  You can instead use `0` or\n *  `false` or `_False` or `GL_FALSE` or `VK_FALSE` or anything else that is\n *  equal to zero.\n *\n *  @ingroup init\n */\n#define GLFW_FALSE                  0\n\n/*! @name Key and button actions\n *  @{ */\n/*! @brief The key or mouse button was released.\n *\n *  The key or mouse button was released.\n *\n *  @ingroup input\n */\n#define GLFW_RELEASE                0\n/*! @brief The key or mouse button was pressed.\n *\n *  The key or mouse button was pressed.\n *\n *  @ingroup input\n */\n#define GLFW_PRESS                  1\n/*! @brief The key was held down until it repeated.\n *\n *  The key was held down until it repeated.\n *\n *  @ingroup input\n */\n#define GLFW_REPEAT                 2\n/*! @} */\n\n/*! @defgroup hat_state Joystick hat states\n *  @brief Joystick hat states.\n *\n *  See [joystick hat input](@ref joystick_hat) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_HAT_CENTERED           0\n#define GLFW_HAT_UP                 1\n#define GLFW_HAT_RIGHT              2\n#define GLFW_HAT_DOWN               4\n#define GLFW_HAT_LEFT               8\n#define GLFW_HAT_RIGHT_UP           (GLFW_HAT_RIGHT | GLFW_HAT_UP)\n#define GLFW_HAT_RIGHT_DOWN         (GLFW_HAT_RIGHT | GLFW_HAT_DOWN)\n#define GLFW_HAT_LEFT_UP            (GLFW_HAT_LEFT  | GLFW_HAT_UP)\n#define GLFW_HAT_LEFT_DOWN          (GLFW_HAT_LEFT  | GLFW_HAT_DOWN)\n/*! @} */\n\n/*! @defgroup keys Keyboard keys\n *  @brief Keyboard key IDs.\n *\n *  See [key input](@ref input_key) for how these are used.\n *\n *  These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),\n *  but re-arranged to map to 7-bit ASCII for printable keys (function keys are\n *  put in the 256+ range).\n *\n *  The naming of the key codes follow these rules:\n *   - The US keyboard layout is used\n *   - Names of printable alpha-numeric characters are used (e.g. \"A\", \"R\",\n *     \"3\", etc.)\n *   - For non-alphanumeric characters, Unicode:ish names are used (e.g.\n *     \"COMMA\", \"LEFT_SQUARE_BRACKET\", etc.). Note that some names do not\n *     correspond to the Unicode standard (usually for brevity)\n *   - Keys that lack a clear US mapping are named \"WORLD_x\"\n *   - For non-printable keys, custom names are used (e.g. \"F4\",\n *     \"BACKSPACE\", etc.)\n *\n *  @ingroup input\n *  @{\n */\n\n/* The unknown key */\n#define GLFW_KEY_UNKNOWN            -1\n\n/* Printable keys */\n#define GLFW_KEY_SPACE              32\n#define GLFW_KEY_APOSTROPHE         39  /* ' */\n#define GLFW_KEY_COMMA              44  /* , */\n#define GLFW_KEY_MINUS              45  /* - */\n#define GLFW_KEY_PERIOD             46  /* . */\n#define GLFW_KEY_SLASH              47  /* / */\n#define GLFW_KEY_0                  48\n#define GLFW_KEY_1                  49\n#define GLFW_KEY_2                  50\n#define GLFW_KEY_3                  51\n#define GLFW_KEY_4                  52\n#define GLFW_KEY_5                  53\n#define GLFW_KEY_6                  54\n#define GLFW_KEY_7                  55\n#define GLFW_KEY_8                  56\n#define GLFW_KEY_9                  57\n#define GLFW_KEY_SEMICOLON          59  /* ; */\n#define GLFW_KEY_EQUAL              61  /* = */\n#define GLFW_KEY_A                  65\n#define GLFW_KEY_B                  66\n#define GLFW_KEY_C                  67\n#define GLFW_KEY_D                  68\n#define GLFW_KEY_E                  69\n#define GLFW_KEY_F                  70\n#define GLFW_KEY_G                  71\n#define GLFW_KEY_H                  72\n#define GLFW_KEY_I                  73\n#define GLFW_KEY_J                  74\n#define GLFW_KEY_K                  75\n#define GLFW_KEY_L                  76\n#define GLFW_KEY_M                  77\n#define GLFW_KEY_N                  78\n#define GLFW_KEY_O                  79\n#define GLFW_KEY_P                  80\n#define GLFW_KEY_Q                  81\n#define GLFW_KEY_R                  82\n#define GLFW_KEY_S                  83\n#define GLFW_KEY_T                  84\n#define GLFW_KEY_U                  85\n#define GLFW_KEY_V                  86\n#define GLFW_KEY_W                  87\n#define GLFW_KEY_X                  88\n#define GLFW_KEY_Y                  89\n#define GLFW_KEY_Z                  90\n#define GLFW_KEY_LEFT_BRACKET       91  /* [ */\n#define GLFW_KEY_BACKSLASH          92  /* \\ */\n#define GLFW_KEY_RIGHT_BRACKET      93  /* ] */\n#define GLFW_KEY_GRAVE_ACCENT       96  /* ` */\n#define GLFW_KEY_WORLD_1            161 /* non-US #1 */\n#define GLFW_KEY_WORLD_2            162 /* non-US #2 */\n\n/* Function keys */\n#define GLFW_KEY_ESCAPE             256\n#define GLFW_KEY_ENTER              257\n#define GLFW_KEY_TAB                258\n#define GLFW_KEY_BACKSPACE          259\n#define GLFW_KEY_INSERT             260\n#define GLFW_KEY_DELETE             261\n#define GLFW_KEY_RIGHT              262\n#define GLFW_KEY_LEFT               263\n#define GLFW_KEY_DOWN               264\n#define GLFW_KEY_UP                 265\n#define GLFW_KEY_PAGE_UP            266\n#define GLFW_KEY_PAGE_DOWN          267\n#define GLFW_KEY_HOME               268\n#define GLFW_KEY_END                269\n#define GLFW_KEY_CAPS_LOCK          280\n#define GLFW_KEY_SCROLL_LOCK        281\n#define GLFW_KEY_NUM_LOCK           282\n#define GLFW_KEY_PRINT_SCREEN       283\n#define GLFW_KEY_PAUSE              284\n#define GLFW_KEY_F1                 290\n#define GLFW_KEY_F2                 291\n#define GLFW_KEY_F3                 292\n#define GLFW_KEY_F4                 293\n#define GLFW_KEY_F5                 294\n#define GLFW_KEY_F6                 295\n#define GLFW_KEY_F7                 296\n#define GLFW_KEY_F8                 297\n#define GLFW_KEY_F9                 298\n#define GLFW_KEY_F10                299\n#define GLFW_KEY_F11                300\n#define GLFW_KEY_F12                301\n#define GLFW_KEY_F13                302\n#define GLFW_KEY_F14                303\n#define GLFW_KEY_F15                304\n#define GLFW_KEY_F16                305\n#define GLFW_KEY_F17                306\n#define GLFW_KEY_F18                307\n#define GLFW_KEY_F19                308\n#define GLFW_KEY_F20                309\n#define GLFW_KEY_F21                310\n#define GLFW_KEY_F22                311\n#define GLFW_KEY_F23                312\n#define GLFW_KEY_F24                313\n#define GLFW_KEY_F25                314\n#define GLFW_KEY_KP_0               320\n#define GLFW_KEY_KP_1               321\n#define GLFW_KEY_KP_2               322\n#define GLFW_KEY_KP_3               323\n#define GLFW_KEY_KP_4               324\n#define GLFW_KEY_KP_5               325\n#define GLFW_KEY_KP_6               326\n#define GLFW_KEY_KP_7               327\n#define GLFW_KEY_KP_8               328\n#define GLFW_KEY_KP_9               329\n#define GLFW_KEY_KP_DECIMAL         330\n#define GLFW_KEY_KP_DIVIDE          331\n#define GLFW_KEY_KP_MULTIPLY        332\n#define GLFW_KEY_KP_SUBTRACT        333\n#define GLFW_KEY_KP_ADD             334\n#define GLFW_KEY_KP_ENTER           335\n#define GLFW_KEY_KP_EQUAL           336\n#define GLFW_KEY_LEFT_SHIFT         340\n#define GLFW_KEY_LEFT_CONTROL       341\n#define GLFW_KEY_LEFT_ALT           342\n#define GLFW_KEY_LEFT_SUPER         343\n#define GLFW_KEY_RIGHT_SHIFT        344\n#define GLFW_KEY_RIGHT_CONTROL      345\n#define GLFW_KEY_RIGHT_ALT          346\n#define GLFW_KEY_RIGHT_SUPER        347\n#define GLFW_KEY_MENU               348\n\n#define GLFW_KEY_LAST               GLFW_KEY_MENU\n\n/*! @} */\n\n/*! @defgroup mods Modifier key flags\n *  @brief Modifier key flags.\n *\n *  See [key input](@ref input_key) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n\n/*! @brief If this bit is set one or more Shift keys were held down.\n *\n *  If this bit is set one or more Shift keys were held down.\n */\n#define GLFW_MOD_SHIFT           0x0001\n/*! @brief If this bit is set one or more Control keys were held down.\n *\n *  If this bit is set one or more Control keys were held down.\n */\n#define GLFW_MOD_CONTROL         0x0002\n/*! @brief If this bit is set one or more Alt keys were held down.\n *\n *  If this bit is set one or more Alt keys were held down.\n */\n#define GLFW_MOD_ALT             0x0004\n/*! @brief If this bit is set one or more Super keys were held down.\n *\n *  If this bit is set one or more Super keys were held down.\n */\n#define GLFW_MOD_SUPER           0x0008\n/*! @brief If this bit is set the Caps Lock key is enabled.\n *\n *  If this bit is set the Caps Lock key is enabled and the @ref\n *  GLFW_LOCK_KEY_MODS input mode is set.\n */\n#define GLFW_MOD_CAPS_LOCK       0x0010\n/*! @brief If this bit is set the Num Lock key is enabled.\n *\n *  If this bit is set the Num Lock key is enabled and the @ref\n *  GLFW_LOCK_KEY_MODS input mode is set.\n */\n#define GLFW_MOD_NUM_LOCK        0x0020\n\n/*! @} */\n\n/*! @defgroup buttons Mouse buttons\n *  @brief Mouse button IDs.\n *\n *  See [mouse button input](@ref input_mouse_button) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_MOUSE_BUTTON_1         0\n#define GLFW_MOUSE_BUTTON_2         1\n#define GLFW_MOUSE_BUTTON_3         2\n#define GLFW_MOUSE_BUTTON_4         3\n#define GLFW_MOUSE_BUTTON_5         4\n#define GLFW_MOUSE_BUTTON_6         5\n#define GLFW_MOUSE_BUTTON_7         6\n#define GLFW_MOUSE_BUTTON_8         7\n#define GLFW_MOUSE_BUTTON_LAST      GLFW_MOUSE_BUTTON_8\n#define GLFW_MOUSE_BUTTON_LEFT      GLFW_MOUSE_BUTTON_1\n#define GLFW_MOUSE_BUTTON_RIGHT     GLFW_MOUSE_BUTTON_2\n#define GLFW_MOUSE_BUTTON_MIDDLE    GLFW_MOUSE_BUTTON_3\n/*! @} */\n\n/*! @defgroup joysticks Joysticks\n *  @brief Joystick IDs.\n *\n *  See [joystick input](@ref joystick) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_JOYSTICK_1             0\n#define GLFW_JOYSTICK_2             1\n#define GLFW_JOYSTICK_3             2\n#define GLFW_JOYSTICK_4             3\n#define GLFW_JOYSTICK_5             4\n#define GLFW_JOYSTICK_6             5\n#define GLFW_JOYSTICK_7             6\n#define GLFW_JOYSTICK_8             7\n#define GLFW_JOYSTICK_9             8\n#define GLFW_JOYSTICK_10            9\n#define GLFW_JOYSTICK_11            10\n#define GLFW_JOYSTICK_12            11\n#define GLFW_JOYSTICK_13            12\n#define GLFW_JOYSTICK_14            13\n#define GLFW_JOYSTICK_15            14\n#define GLFW_JOYSTICK_16            15\n#define GLFW_JOYSTICK_LAST          GLFW_JOYSTICK_16\n/*! @} */\n\n/*! @defgroup gamepad_buttons Gamepad buttons\n *  @brief Gamepad buttons.\n *\n *  See @ref gamepad for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_GAMEPAD_BUTTON_A               0\n#define GLFW_GAMEPAD_BUTTON_B               1\n#define GLFW_GAMEPAD_BUTTON_X               2\n#define GLFW_GAMEPAD_BUTTON_Y               3\n#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER     4\n#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER    5\n#define GLFW_GAMEPAD_BUTTON_BACK            6\n#define GLFW_GAMEPAD_BUTTON_START           7\n#define GLFW_GAMEPAD_BUTTON_GUIDE           8\n#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB      9\n#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB     10\n#define GLFW_GAMEPAD_BUTTON_DPAD_UP         11\n#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT      12\n#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN       13\n#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT       14\n#define GLFW_GAMEPAD_BUTTON_LAST            GLFW_GAMEPAD_BUTTON_DPAD_LEFT\n\n#define GLFW_GAMEPAD_BUTTON_CROSS       GLFW_GAMEPAD_BUTTON_A\n#define GLFW_GAMEPAD_BUTTON_CIRCLE      GLFW_GAMEPAD_BUTTON_B\n#define GLFW_GAMEPAD_BUTTON_SQUARE      GLFW_GAMEPAD_BUTTON_X\n#define GLFW_GAMEPAD_BUTTON_TRIANGLE    GLFW_GAMEPAD_BUTTON_Y\n/*! @} */\n\n/*! @defgroup gamepad_axes Gamepad axes\n *  @brief Gamepad axes.\n *\n *  See @ref gamepad for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_GAMEPAD_AXIS_LEFT_X        0\n#define GLFW_GAMEPAD_AXIS_LEFT_Y        1\n#define GLFW_GAMEPAD_AXIS_RIGHT_X       2\n#define GLFW_GAMEPAD_AXIS_RIGHT_Y       3\n#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER  4\n#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER 5\n#define GLFW_GAMEPAD_AXIS_LAST          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER\n/*! @} */\n\n/*! @defgroup errors Error codes\n *  @brief Error codes.\n *\n *  See [error handling](@ref error_handling) for how these are used.\n *\n *  @ingroup init\n *  @{ */\n/*! @brief No error has occurred.\n *\n *  No error has occurred.\n *\n *  @analysis Yay.\n */\n#define GLFW_NO_ERROR               0\n/*! @brief GLFW has not been initialized.\n *\n *  This occurs if a GLFW function was called that must not be called unless the\n *  library is [initialized](@ref intro_init).\n *\n *  @analysis Application programmer error.  Initialize GLFW before calling any\n *  function that requires initialization.\n */\n#define GLFW_NOT_INITIALIZED        0x00010001\n/*! @brief No context is current for this thread.\n *\n *  This occurs if a GLFW function was called that needs and operates on the\n *  current OpenGL or OpenGL ES context but no context is current on the calling\n *  thread.  One such function is @ref glfwSwapInterval.\n *\n *  @analysis Application programmer error.  Ensure a context is current before\n *  calling functions that require a current context.\n */\n#define GLFW_NO_CURRENT_CONTEXT     0x00010002\n/*! @brief One of the arguments to the function was an invalid enum value.\n *\n *  One of the arguments to the function was an invalid enum value, for example\n *  requesting @ref GLFW_RED_BITS with @ref glfwGetWindowAttrib.\n *\n *  @analysis Application programmer error.  Fix the offending call.\n */\n#define GLFW_INVALID_ENUM           0x00010003\n/*! @brief One of the arguments to the function was an invalid value.\n *\n *  One of the arguments to the function was an invalid value, for example\n *  requesting a non-existent OpenGL or OpenGL ES version like 2.7.\n *\n *  Requesting a valid but unavailable OpenGL or OpenGL ES version will instead\n *  result in a @ref GLFW_VERSION_UNAVAILABLE error.\n *\n *  @analysis Application programmer error.  Fix the offending call.\n */\n#define GLFW_INVALID_VALUE          0x00010004\n/*! @brief A memory allocation failed.\n *\n *  A memory allocation failed.\n *\n *  @analysis A bug in GLFW or the underlying operating system.  Report the bug\n *  to our [issue tracker](https://github.com/glfw/glfw/issues).\n */\n#define GLFW_OUT_OF_MEMORY          0x00010005\n/*! @brief GLFW could not find support for the requested API on the system.\n *\n *  GLFW could not find support for the requested API on the system.\n *\n *  @analysis The installed graphics driver does not support the requested\n *  API, or does not support it via the chosen context creation backend.\n *  Below are a few examples.\n *\n *  @par\n *  Some pre-installed Windows graphics drivers do not support OpenGL.  AMD only\n *  supports OpenGL ES via EGL, while Nvidia and Intel only support it via\n *  a WGL or GLX extension.  macOS does not provide OpenGL ES at all.  The Mesa\n *  EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary\n *  driver.  Older graphics drivers do not support Vulkan.\n */\n#define GLFW_API_UNAVAILABLE        0x00010006\n/*! @brief The requested OpenGL or OpenGL ES version is not available.\n *\n *  The requested OpenGL or OpenGL ES version (including any requested context\n *  or framebuffer hints) is not available on this machine.\n *\n *  @analysis The machine does not support your requirements.  If your\n *  application is sufficiently flexible, downgrade your requirements and try\n *  again.  Otherwise, inform the user that their machine does not match your\n *  requirements.\n *\n *  @par\n *  Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0\n *  comes out before the 4.x series gets that far, also fail with this error and\n *  not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions\n *  will exist.\n */\n#define GLFW_VERSION_UNAVAILABLE    0x00010007\n/*! @brief A platform-specific error occurred that does not match any of the\n *  more specific categories.\n *\n *  A platform-specific error occurred that does not match any of the more\n *  specific categories.\n *\n *  @analysis A bug or configuration error in GLFW, the underlying operating\n *  system or its drivers, or a lack of required resources.  Report the issue to\n *  our [issue tracker](https://github.com/glfw/glfw/issues).\n */\n#define GLFW_PLATFORM_ERROR         0x00010008\n/*! @brief The requested format is not supported or available.\n *\n *  If emitted during window creation, the requested pixel format is not\n *  supported.\n *\n *  If emitted when querying the clipboard, the contents of the clipboard could\n *  not be converted to the requested format.\n *\n *  @analysis If emitted during window creation, one or more\n *  [hard constraints](@ref window_hints_hard) did not match any of the\n *  available pixel formats.  If your application is sufficiently flexible,\n *  downgrade your requirements and try again.  Otherwise, inform the user that\n *  their machine does not match your requirements.\n *\n *  @par\n *  If emitted when querying the clipboard, ignore the error or report it to\n *  the user, as appropriate.\n */\n#define GLFW_FORMAT_UNAVAILABLE     0x00010009\n/*! @brief The specified window does not have an OpenGL or OpenGL ES context.\n *\n *  A window that does not have an OpenGL or OpenGL ES context was passed to\n *  a function that requires it to have one.\n *\n *  @analysis Application programmer error.  Fix the offending call.\n */\n#define GLFW_NO_WINDOW_CONTEXT      0x0001000A\n/*! @} */\n\n/*! @addtogroup window\n *  @{ */\n/*! @brief Input focus window hint and attribute\n *\n *  Input focus [window hint](@ref GLFW_FOCUSED_hint) or\n *  [window attribute](@ref GLFW_FOCUSED_attrib).\n */\n#define GLFW_FOCUSED                0x00020001\n/*! @brief Window iconification window attribute\n *\n *  Window iconification [window attribute](@ref GLFW_ICONIFIED_attrib).\n */\n#define GLFW_ICONIFIED              0x00020002\n/*! @brief Window resize-ability window hint and attribute\n *\n *  Window resize-ability [window hint](@ref GLFW_RESIZABLE_hint) and\n *  [window attribute](@ref GLFW_RESIZABLE_attrib).\n */\n#define GLFW_RESIZABLE              0x00020003\n/*! @brief Window visibility window hint and attribute\n *\n *  Window visibility [window hint](@ref GLFW_VISIBLE_hint) and\n *  [window attribute](@ref GLFW_VISIBLE_attrib).\n */\n#define GLFW_VISIBLE                0x00020004\n/*! @brief Window decoration window hint and attribute\n *\n *  Window decoration [window hint](@ref GLFW_DECORATED_hint) and\n *  [window attribute](@ref GLFW_DECORATED_attrib).\n */\n#define GLFW_DECORATED              0x00020005\n/*! @brief Window auto-iconification window hint and attribute\n *\n *  Window auto-iconification [window hint](@ref GLFW_AUTO_ICONIFY_hint) and\n *  [window attribute](@ref GLFW_AUTO_ICONIFY_attrib).\n */\n#define GLFW_AUTO_ICONIFY           0x00020006\n/*! @brief Window decoration window hint and attribute\n *\n *  Window decoration [window hint](@ref GLFW_FLOATING_hint) and\n *  [window attribute](@ref GLFW_FLOATING_attrib).\n */\n#define GLFW_FLOATING               0x00020007\n/*! @brief Window maximization window hint and attribute\n *\n *  Window maximization [window hint](@ref GLFW_MAXIMIZED_hint) and\n *  [window attribute](@ref GLFW_MAXIMIZED_attrib).\n */\n#define GLFW_MAXIMIZED              0x00020008\n/*! @brief Cursor centering window hint\n *\n *  Cursor centering [window hint](@ref GLFW_CENTER_CURSOR_hint).\n */\n#define GLFW_CENTER_CURSOR          0x00020009\n/*! @brief Window framebuffer transparency hint and attribute\n *\n *  Window framebuffer transparency\n *  [window hint](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) and\n *  [window attribute](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib).\n */\n#define GLFW_TRANSPARENT_FRAMEBUFFER 0x0002000A\n/*! @brief Mouse cursor hover window attribute.\n *\n *  Mouse cursor hover [window attribute](@ref GLFW_HOVERED_attrib).\n */\n#define GLFW_HOVERED                0x0002000B\n/*! @brief Input focus on calling show window hint and attribute\n *\n *  Input focus [window hint](@ref GLFW_FOCUS_ON_SHOW_hint) or\n *  [window attribute](@ref GLFW_FOCUS_ON_SHOW_attrib).\n */\n#define GLFW_FOCUS_ON_SHOW          0x0002000C\n\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_RED_BITS).\n */\n#define GLFW_RED_BITS               0x00021001\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_GREEN_BITS).\n */\n#define GLFW_GREEN_BITS             0x00021002\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_BLUE_BITS).\n */\n#define GLFW_BLUE_BITS              0x00021003\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ALPHA_BITS).\n */\n#define GLFW_ALPHA_BITS             0x00021004\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_DEPTH_BITS).\n */\n#define GLFW_DEPTH_BITS             0x00021005\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_STENCIL_BITS).\n */\n#define GLFW_STENCIL_BITS           0x00021006\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_RED_BITS).\n */\n#define GLFW_ACCUM_RED_BITS         0x00021007\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_GREEN_BITS).\n */\n#define GLFW_ACCUM_GREEN_BITS       0x00021008\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_BLUE_BITS).\n */\n#define GLFW_ACCUM_BLUE_BITS        0x00021009\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_ALPHA_BITS).\n */\n#define GLFW_ACCUM_ALPHA_BITS       0x0002100A\n/*! @brief Framebuffer auxiliary buffer hint.\n *\n *  Framebuffer auxiliary buffer [hint](@ref GLFW_AUX_BUFFERS).\n */\n#define GLFW_AUX_BUFFERS            0x0002100B\n/*! @brief OpenGL stereoscopic rendering hint.\n *\n *  OpenGL stereoscopic rendering [hint](@ref GLFW_STEREO).\n */\n#define GLFW_STEREO                 0x0002100C\n/*! @brief Framebuffer MSAA samples hint.\n *\n *  Framebuffer MSAA samples [hint](@ref GLFW_SAMPLES).\n */\n#define GLFW_SAMPLES                0x0002100D\n/*! @brief Framebuffer sRGB hint.\n *\n *  Framebuffer sRGB [hint](@ref GLFW_SRGB_CAPABLE).\n */\n#define GLFW_SRGB_CAPABLE           0x0002100E\n/*! @brief Monitor refresh rate hint.\n *\n *  Monitor refresh rate [hint](@ref GLFW_REFRESH_RATE).\n */\n#define GLFW_REFRESH_RATE           0x0002100F\n/*! @brief Framebuffer double buffering hint.\n *\n *  Framebuffer double buffering [hint](@ref GLFW_DOUBLEBUFFER).\n */\n#define GLFW_DOUBLEBUFFER           0x00021010\n\n/*! @brief Context client API hint and attribute.\n *\n *  Context client API [hint](@ref GLFW_CLIENT_API_hint) and\n *  [attribute](@ref GLFW_CLIENT_API_attrib).\n */\n#define GLFW_CLIENT_API             0x00022001\n/*! @brief Context client API major version hint and attribute.\n *\n *  Context client API major version [hint](@ref GLFW_CONTEXT_VERSION_MAJOR_hint)\n *  and [attribute](@ref GLFW_CONTEXT_VERSION_MAJOR_attrib).\n */\n#define GLFW_CONTEXT_VERSION_MAJOR  0x00022002\n/*! @brief Context client API minor version hint and attribute.\n *\n *  Context client API minor version [hint](@ref GLFW_CONTEXT_VERSION_MINOR_hint)\n *  and [attribute](@ref GLFW_CONTEXT_VERSION_MINOR_attrib).\n */\n#define GLFW_CONTEXT_VERSION_MINOR  0x00022003\n/*! @brief Context client API revision number attribute.\n *\n *  Context client API revision number\n *  [attribute](@ref GLFW_CONTEXT_REVISION_attrib).\n */\n#define GLFW_CONTEXT_REVISION       0x00022004\n/*! @brief Context robustness hint and attribute.\n *\n *  Context client API revision number [hint](@ref GLFW_CONTEXT_ROBUSTNESS_hint)\n *  and [attribute](@ref GLFW_CONTEXT_ROBUSTNESS_attrib).\n */\n#define GLFW_CONTEXT_ROBUSTNESS     0x00022005\n/*! @brief OpenGL forward-compatibility hint and attribute.\n *\n *  OpenGL forward-compatibility [hint](@ref GLFW_OPENGL_FORWARD_COMPAT_hint)\n *  and [attribute](@ref GLFW_OPENGL_FORWARD_COMPAT_attrib).\n */\n#define GLFW_OPENGL_FORWARD_COMPAT  0x00022006\n/*! @brief Debug mode context hint and attribute.\n *\n *  Debug mode context [hint](@ref GLFW_OPENGL_DEBUG_CONTEXT_hint) and\n *  [attribute](@ref GLFW_OPENGL_DEBUG_CONTEXT_attrib).\n */\n#define GLFW_OPENGL_DEBUG_CONTEXT   0x00022007\n/*! @brief OpenGL profile hint and attribute.\n *\n *  OpenGL profile [hint](@ref GLFW_OPENGL_PROFILE_hint) and\n *  [attribute](@ref GLFW_OPENGL_PROFILE_attrib).\n */\n#define GLFW_OPENGL_PROFILE         0x00022008\n/*! @brief Context flush-on-release hint and attribute.\n *\n *  Context flush-on-release [hint](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint) and\n *  [attribute](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib).\n */\n#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009\n/*! @brief Context error suppression hint and attribute.\n *\n *  Context error suppression [hint](@ref GLFW_CONTEXT_NO_ERROR_hint) and\n *  [attribute](@ref GLFW_CONTEXT_NO_ERROR_attrib).\n */\n#define GLFW_CONTEXT_NO_ERROR       0x0002200A\n/*! @brief Context creation API hint and attribute.\n *\n *  Context creation API [hint](@ref GLFW_CONTEXT_CREATION_API_hint) and\n *  [attribute](@ref GLFW_CONTEXT_CREATION_API_attrib).\n */\n#define GLFW_CONTEXT_CREATION_API   0x0002200B\n/*! @brief Window content area scaling window\n *  [window hint](@ref GLFW_SCALE_TO_MONITOR).\n */\n#define GLFW_SCALE_TO_MONITOR       0x0002200C\n/*! @brief macOS specific\n *  [window hint](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint).\n */\n#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001\n/*! @brief macOS specific\n *  [window hint](@ref GLFW_COCOA_FRAME_NAME_hint).\n */\n#define GLFW_COCOA_FRAME_NAME         0x00023002\n/*! @brief macOS specific\n *  [window hint](@ref GLFW_COCOA_GRAPHICS_SWITCHING_hint).\n */\n#define GLFW_COCOA_GRAPHICS_SWITCHING 0x00023003\n/*! @brief X11 specific\n *  [window hint](@ref GLFW_X11_CLASS_NAME_hint).\n */\n#define GLFW_X11_CLASS_NAME         0x00024001\n/*! @brief X11 specific\n *  [window hint](@ref GLFW_X11_CLASS_NAME_hint).\n */\n#define GLFW_X11_INSTANCE_NAME      0x00024002\n/*! @} */\n\n#define GLFW_NO_API                          0\n#define GLFW_OPENGL_API             0x00030001\n#define GLFW_OPENGL_ES_API          0x00030002\n\n#define GLFW_NO_ROBUSTNESS                   0\n#define GLFW_NO_RESET_NOTIFICATION  0x00031001\n#define GLFW_LOSE_CONTEXT_ON_RESET  0x00031002\n\n#define GLFW_OPENGL_ANY_PROFILE              0\n#define GLFW_OPENGL_CORE_PROFILE    0x00032001\n#define GLFW_OPENGL_COMPAT_PROFILE  0x00032002\n\n#define GLFW_CURSOR                 0x00033001\n#define GLFW_STICKY_KEYS            0x00033002\n#define GLFW_STICKY_MOUSE_BUTTONS   0x00033003\n#define GLFW_LOCK_KEY_MODS          0x00033004\n#define GLFW_RAW_MOUSE_MOTION       0x00033005\n\n#define GLFW_CURSOR_NORMAL          0x00034001\n#define GLFW_CURSOR_HIDDEN          0x00034002\n#define GLFW_CURSOR_DISABLED        0x00034003\n\n#define GLFW_ANY_RELEASE_BEHAVIOR            0\n#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001\n#define GLFW_RELEASE_BEHAVIOR_NONE  0x00035002\n\n#define GLFW_NATIVE_CONTEXT_API     0x00036001\n#define GLFW_EGL_CONTEXT_API        0x00036002\n#define GLFW_OSMESA_CONTEXT_API     0x00036003\n\n/*! @defgroup shapes Standard cursor shapes\n *  @brief Standard system cursor shapes.\n *\n *  See [standard cursor creation](@ref cursor_standard) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n\n/*! @brief The regular arrow cursor shape.\n *\n *  The regular arrow cursor.\n */\n#define GLFW_ARROW_CURSOR           0x00036001\n/*! @brief The text input I-beam cursor shape.\n *\n *  The text input I-beam cursor shape.\n */\n#define GLFW_IBEAM_CURSOR           0x00036002\n/*! @brief The crosshair shape.\n *\n *  The crosshair shape.\n */\n#define GLFW_CROSSHAIR_CURSOR       0x00036003\n/*! @brief The hand shape.\n *\n *  The hand shape.\n */\n#define GLFW_HAND_CURSOR            0x00036004\n/*! @brief The horizontal resize arrow shape.\n *\n *  The horizontal resize arrow shape.\n */\n#define GLFW_HRESIZE_CURSOR         0x00036005\n/*! @brief The vertical resize arrow shape.\n *\n *  The vertical resize arrow shape.\n */\n#define GLFW_VRESIZE_CURSOR         0x00036006\n/*! @} */\n\n#define GLFW_CONNECTED              0x00040001\n#define GLFW_DISCONNECTED           0x00040002\n\n/*! @addtogroup init\n *  @{ */\n/*! @brief Joystick hat buttons init hint.\n *\n *  Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS).\n */\n#define GLFW_JOYSTICK_HAT_BUTTONS   0x00050001\n/*! @brief macOS specific init hint.\n *\n *  macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES_hint).\n */\n#define GLFW_COCOA_CHDIR_RESOURCES  0x00051001\n/*! @brief macOS specific init hint.\n *\n *  macOS specific [init hint](@ref GLFW_COCOA_MENUBAR_hint).\n */\n#define GLFW_COCOA_MENUBAR          0x00051002\n/*! @} */\n\n#define GLFW_DONT_CARE              -1\n\n\n/*************************************************************************\n * GLFW API types\n *************************************************************************/\n\n/*! @brief Client API function pointer type.\n *\n *  Generic function pointer used for returning client API function pointers\n *  without forcing a cast from a regular pointer.\n *\n *  @sa @ref context_glext\n *  @sa @ref glfwGetProcAddress\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup context\n */\ntypedef void (*GLFWglproc)(void);\n\n/*! @brief Vulkan API function pointer type.\n *\n *  Generic function pointer used for returning Vulkan API function pointers\n *  without forcing a cast from a regular pointer.\n *\n *  @sa @ref vulkan_proc\n *  @sa @ref glfwGetInstanceProcAddress\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\ntypedef void (*GLFWvkproc)(void);\n\n/*! @brief Opaque monitor object.\n *\n *  Opaque monitor object.\n *\n *  @see @ref monitor_object\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\ntypedef struct GLFWmonitor GLFWmonitor;\n\n/*! @brief Opaque window object.\n *\n *  Opaque window object.\n *\n *  @see @ref window_object\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef struct GLFWwindow GLFWwindow;\n\n/*! @brief Opaque cursor object.\n *\n *  Opaque cursor object.\n *\n *  @see @ref cursor_object\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\ntypedef struct GLFWcursor GLFWcursor;\n\n/*! @brief The function pointer type for error callbacks.\n *\n *  This is the function pointer type for error callbacks.  An error callback\n *  function has the following signature:\n *  @code\n *  void callback_name(int error_code, const char* description)\n *  @endcode\n *\n *  @param[in] error_code An [error code](@ref errors).  Future releases may add\n *  more error codes.\n *  @param[in] description A UTF-8 encoded string describing the error.\n *\n *  @pointer_lifetime The error description string is valid until the callback\n *  function returns.\n *\n *  @sa @ref error_handling\n *  @sa @ref glfwSetErrorCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup init\n */\ntypedef void (* GLFWerrorfun)(int error_code, const char* description);\n\n/*! @brief The function pointer type for window position callbacks.\n *\n *  This is the function pointer type for window position callbacks.  A window\n *  position callback function has the following signature:\n *  @code\n *  void callback_name(GLFWwindow* window, int xpos, int ypos)\n *  @endcode\n *\n *  @param[in] window The window that was moved.\n *  @param[in] xpos The new x-coordinate, in screen coordinates, of the\n *  upper-left corner of the content area of the window.\n *  @param[in] ypos The new y-coordinate, in screen coordinates, of the\n *  upper-left corner of the content area of the window.\n *\n *  @sa @ref window_pos\n *  @sa @ref glfwSetWindowPosCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowposfun)(GLFWwindow* window, int xpos, int ypos);\n\n/*! @brief The function pointer type for window size callbacks.\n *\n *  This is the function pointer type for window size callbacks.  A window size\n *  callback function has the following signature:\n *  @code\n *  void callback_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *\n *  @param[in] window The window that was resized.\n *  @param[in] width The new width, in screen coordinates, of the window.\n *  @param[in] height The new height, in screen coordinates, of the window.\n *\n *  @sa @ref window_size\n *  @sa @ref glfwSetWindowSizeCallback\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowsizefun)(GLFWwindow* window, int width, int height);\n\n/*! @brief The function pointer type for window close callbacks.\n *\n *  This is the function pointer type for window close callbacks.  A window\n *  close callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window)\n *  @endcode\n *\n *  @param[in] window The window that the user attempted to close.\n *\n *  @sa @ref window_close\n *  @sa @ref glfwSetWindowCloseCallback\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowclosefun)(GLFWwindow* window);\n\n/*! @brief The function pointer type for window content refresh callbacks.\n *\n *  This is the function pointer type for window content refresh callbacks.\n *  A window content refresh callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window);\n *  @endcode\n *\n *  @param[in] window The window whose content needs to be refreshed.\n *\n *  @sa @ref window_refresh\n *  @sa @ref glfwSetWindowRefreshCallback\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowrefreshfun)(GLFWwindow* window);\n\n/*! @brief The function pointer type for window focus callbacks.\n *\n *  This is the function pointer type for window focus callbacks.  A window\n *  focus callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int focused)\n *  @endcode\n *\n *  @param[in] window The window that gained or lost input focus.\n *  @param[in] focused `GLFW_TRUE` if the window was given input focus, or\n *  `GLFW_FALSE` if it lost it.\n *\n *  @sa @ref window_focus\n *  @sa @ref glfwSetWindowFocusCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowfocusfun)(GLFWwindow* window, int focused);\n\n/*! @brief The function pointer type for window iconify callbacks.\n *\n *  This is the function pointer type for window iconify callbacks.  A window\n *  iconify callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int iconified)\n *  @endcode\n *\n *  @param[in] window The window that was iconified or restored.\n *  @param[in] iconified `GLFW_TRUE` if the window was iconified, or\n *  `GLFW_FALSE` if it was restored.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwSetWindowIconifyCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowiconifyfun)(GLFWwindow* window, int iconified);\n\n/*! @brief The function pointer type for window maximize callbacks.\n *\n *  This is the function pointer type for window maximize callbacks.  A window\n *  maximize callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int maximized)\n *  @endcode\n *\n *  @param[in] window The window that was maximized or restored.\n *  @param[in] maximized `GLFW_TRUE` if the window was maximized, or\n *  `GLFW_FALSE` if it was restored.\n *\n *  @sa @ref window_maximize\n *  @sa glfwSetWindowMaximizeCallback\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowmaximizefun)(GLFWwindow* window, int maximized);\n\n/*! @brief The function pointer type for framebuffer size callbacks.\n *\n *  This is the function pointer type for framebuffer size callbacks.\n *  A framebuffer size callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *\n *  @param[in] window The window whose framebuffer was resized.\n *  @param[in] width The new width, in pixels, of the framebuffer.\n *  @param[in] height The new height, in pixels, of the framebuffer.\n *\n *  @sa @ref window_fbsize\n *  @sa @ref glfwSetFramebufferSizeCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWframebuffersizefun)(GLFWwindow* window, int width, int height);\n\n/*! @brief The function pointer type for window content scale callbacks.\n *\n *  This is the function pointer type for window content scale callbacks.\n *  A window content scale callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, float xscale, float yscale)\n *  @endcode\n *\n *  @param[in] window The window whose content scale changed.\n *  @param[in] xscale The new x-axis content scale of the window.\n *  @param[in] yscale The new y-axis content scale of the window.\n *\n *  @sa @ref window_scale\n *  @sa @ref glfwSetWindowContentScaleCallback\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowcontentscalefun)(GLFWwindow* window, float xscale, float yscale);\n\n/*! @brief The function pointer type for mouse button callbacks.\n *\n *  This is the function pointer type for mouse button callback functions.\n *  A mouse button callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int button, int action, int mods)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] button The [mouse button](@ref buttons) that was pressed or\n *  released.\n *  @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.  Future releases\n *  may add more actions.\n *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were\n *  held down.\n *\n *  @sa @ref input_mouse_button\n *  @sa @ref glfwSetMouseButtonCallback\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle and modifier mask parameters.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWmousebuttonfun)(GLFWwindow* window, int button, int action, int mods);\n\n/*! @brief The function pointer type for cursor position callbacks.\n *\n *  This is the function pointer type for cursor position callbacks.  A cursor\n *  position callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, double xpos, double ypos);\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] xpos The new cursor x-coordinate, relative to the left edge of\n *  the content area.\n *  @param[in] ypos The new cursor y-coordinate, relative to the top edge of the\n *  content area.\n *\n *  @sa @ref cursor_pos\n *  @sa @ref glfwSetCursorPosCallback\n *\n *  @since Added in version 3.0.  Replaces `GLFWmouseposfun`.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcursorposfun)(GLFWwindow* window, double xpos, double ypos);\n\n/*! @brief The function pointer type for cursor enter/leave callbacks.\n *\n *  This is the function pointer type for cursor enter/leave callbacks.\n *  A cursor enter/leave callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int entered)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] entered `GLFW_TRUE` if the cursor entered the window's content\n *  area, or `GLFW_FALSE` if it left it.\n *\n *  @sa @ref cursor_enter\n *  @sa @ref glfwSetCursorEnterCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcursorenterfun)(GLFWwindow* window, int entered);\n\n/*! @brief The function pointer type for scroll callbacks.\n *\n *  This is the function pointer type for scroll callbacks.  A scroll callback\n *  function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, double xoffset, double yoffset)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] xoffset The scroll offset along the x-axis.\n *  @param[in] yoffset The scroll offset along the y-axis.\n *\n *  @sa @ref scrolling\n *  @sa @ref glfwSetScrollCallback\n *\n *  @since Added in version 3.0.  Replaces `GLFWmousewheelfun`.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWscrollfun)(GLFWwindow* window, double xoffset, double yoffset);\n\n/*! @brief The function pointer type for keyboard key callbacks.\n *\n *  This is the function pointer type for keyboard key callbacks.  A keyboard\n *  key callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] key The [keyboard key](@ref keys) that was pressed or released.\n *  @param[in] scancode The system-specific scancode of the key.\n *  @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.  Future\n *  releases may add more actions.\n *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were\n *  held down.\n *\n *  @sa @ref input_key\n *  @sa @ref glfwSetKeyCallback\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle, scancode and modifier mask parameters.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWkeyfun)(GLFWwindow* window, int key, int scancode, int action, int mods);\n\n/*! @brief The function pointer type for Unicode character callbacks.\n *\n *  This is the function pointer type for Unicode character callbacks.\n *  A Unicode character callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] codepoint The Unicode code point of the character.\n *\n *  @sa @ref input_char\n *  @sa @ref glfwSetCharCallback\n *\n *  @since Added in version 2.4.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcharfun)(GLFWwindow* window, unsigned int codepoint);\n\n/*! @brief The function pointer type for Unicode character with modifiers\n *  callbacks.\n *\n *  This is the function pointer type for Unicode character with modifiers\n *  callbacks.  It is called for each input character, regardless of what\n *  modifier keys are held down.  A Unicode character with modifiers callback\n *  function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint, int mods)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] codepoint The Unicode code point of the character.\n *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were\n *  held down.\n *\n *  @sa @ref input_char\n *  @sa @ref glfwSetCharModsCallback\n *\n *  @deprecated Scheduled for removal in version 4.0.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcharmodsfun)(GLFWwindow* window, unsigned int codepoint, int mods);\n\n/*! @brief The function pointer type for path drop callbacks.\n *\n *  This is the function pointer type for path drop callbacks.  A path drop\n *  callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int path_count, const char* paths[])\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] path_count The number of dropped paths.\n *  @param[in] paths The UTF-8 encoded file and/or directory path names.\n *\n *  @pointer_lifetime The path array and its strings are valid until the\n *  callback function returns.\n *\n *  @sa @ref path_drop\n *  @sa @ref glfwSetDropCallback\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWdropfun)(GLFWwindow* window, int path_count, const char* paths[]);\n\n/*! @brief The function pointer type for monitor configuration callbacks.\n *\n *  This is the function pointer type for monitor configuration callbacks.\n *  A monitor callback function has the following signature:\n *  @code\n *  void function_name(GLFWmonitor* monitor, int event)\n *  @endcode\n *\n *  @param[in] monitor The monitor that was connected or disconnected.\n *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.  Future\n *  releases may add more events.\n *\n *  @sa @ref monitor_event\n *  @sa @ref glfwSetMonitorCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\ntypedef void (* GLFWmonitorfun)(GLFWmonitor* monitor, int event);\n\n/*! @brief The function pointer type for joystick configuration callbacks.\n *\n *  This is the function pointer type for joystick configuration callbacks.\n *  A joystick configuration callback function has the following signature:\n *  @code\n *  void function_name(int jid, int event)\n *  @endcode\n *\n *  @param[in] jid The joystick that was connected or disconnected.\n *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.  Future\n *  releases may add more events.\n *\n *  @sa @ref joystick_event\n *  @sa @ref glfwSetJoystickCallback\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWjoystickfun)(int jid, int event);\n\n/*! @brief Video mode type.\n *\n *  This describes a single video mode.\n *\n *  @sa @ref monitor_modes\n *  @sa @ref glfwGetVideoMode\n *  @sa @ref glfwGetVideoModes\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added refresh rate member.\n *\n *  @ingroup monitor\n */\ntypedef struct GLFWvidmode\n{\n    /*! The width, in screen coordinates, of the video mode.\n     */\n    int width;\n    /*! The height, in screen coordinates, of the video mode.\n     */\n    int height;\n    /*! The bit depth of the red channel of the video mode.\n     */\n    int redBits;\n    /*! The bit depth of the green channel of the video mode.\n     */\n    int greenBits;\n    /*! The bit depth of the blue channel of the video mode.\n     */\n    int blueBits;\n    /*! The refresh rate, in Hz, of the video mode.\n     */\n    int refreshRate;\n} GLFWvidmode;\n\n/*! @brief Gamma ramp.\n *\n *  This describes the gamma ramp for a monitor.\n *\n *  @sa @ref monitor_gamma\n *  @sa @ref glfwGetGammaRamp\n *  @sa @ref glfwSetGammaRamp\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\ntypedef struct GLFWgammaramp\n{\n    /*! An array of value describing the response of the red channel.\n     */\n    unsigned short* red;\n    /*! An array of value describing the response of the green channel.\n     */\n    unsigned short* green;\n    /*! An array of value describing the response of the blue channel.\n     */\n    unsigned short* blue;\n    /*! The number of elements in each array.\n     */\n    unsigned int size;\n} GLFWgammaramp;\n\n/*! @brief Image data.\n *\n *  This describes a single 2D image.  See the documentation for each related\n *  function what the expected pixel format is.\n *\n *  @sa @ref cursor_custom\n *  @sa @ref window_icon\n *\n *  @since Added in version 2.1.\n *  @glfw3 Removed format and bytes-per-pixel members.\n *\n *  @ingroup window\n */\ntypedef struct GLFWimage\n{\n    /*! The width, in pixels, of this image.\n     */\n    int width;\n    /*! The height, in pixels, of this image.\n     */\n    int height;\n    /*! The pixel data of this image, arranged left-to-right, top-to-bottom.\n     */\n    unsigned char* pixels;\n} GLFWimage;\n\n/*! @brief Gamepad input state\n *\n *  This describes the input state of a gamepad.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwGetGamepadState\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\ntypedef struct GLFWgamepadstate\n{\n    /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`\n     *  or `GLFW_RELEASE`.\n     */\n    unsigned char buttons[15];\n    /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0\n     *  to 1.0 inclusive.\n     */\n    float axes[6];\n} GLFWgamepadstate;\n\n\n/*************************************************************************\n * GLFW API functions\n *************************************************************************/\n\n/*! @brief Initializes the GLFW library.\n *\n *  This function initializes the GLFW library.  Before most GLFW functions can\n *  be used, GLFW must be initialized, and before an application terminates GLFW\n *  should be terminated in order to free any resources allocated during or\n *  after initialization.\n *\n *  If this function fails, it calls @ref glfwTerminate before returning.  If it\n *  succeeds, you should call @ref glfwTerminate before the application exits.\n *\n *  Additional calls to this function after successful initialization but before\n *  termination will return `GLFW_TRUE` immediately.\n *\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos This function will change the current directory of the\n *  application to the `Contents/Resources` subdirectory of the application's\n *  bundle, if present.  This can be disabled with the @ref\n *  GLFW_COCOA_CHDIR_RESOURCES init hint.\n *\n *  @remark @x11 This function will set the `LC_CTYPE` category of the\n *  application locale according to the current environment if that category is\n *  still \"C\".  This is because the \"C\" locale breaks Unicode text input.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref intro_init\n *  @sa @ref glfwTerminate\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup init\n */\nGLFWAPI int glfwInit(void);\n\n/*! @brief Terminates the GLFW library.\n *\n *  This function destroys all remaining windows and cursors, restores any\n *  modified gamma ramps and frees any other allocated resources.  Once this\n *  function is called, you must again call @ref glfwInit successfully before\n *  you will be able to use most GLFW functions.\n *\n *  If GLFW has been successfully initialized, this function should be called\n *  before the application exits.  If initialization fails, there is no need to\n *  call this function, as it is called by @ref glfwInit before it returns\n *  failure.\n *\n *  This function has no effect if GLFW is not initialized.\n *\n *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @warning The contexts of any remaining windows must not be current on any\n *  other thread when this function is called.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref intro_init\n *  @sa @ref glfwInit\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup init\n */\nGLFWAPI void glfwTerminate(void);\n\n/*! @brief Sets the specified init hint to the desired value.\n *\n *  This function sets hints for the next initialization of GLFW.\n *\n *  The values you set hints to are never reset by GLFW, but they only take\n *  effect during initialization.  Once GLFW has been initialized, any values\n *  you set will be ignored until the library is terminated and initialized\n *  again.\n *\n *  Some hints are platform specific.  These may be set on any platform but they\n *  will only affect their specific platform.  Other platforms will ignore them.\n *  Setting these hints requires no platform specific headers or functions.\n *\n *  @param[in] hint The [init hint](@ref init_hints) to set.\n *  @param[in] value The new value of the init hint.\n *\n *  @errors Possible errors include @ref GLFW_INVALID_ENUM and @ref\n *  GLFW_INVALID_VALUE.\n *\n *  @remarks This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa init_hints\n *  @sa glfwInit\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup init\n */\nGLFWAPI void glfwInitHint(int hint, int value);\n\n/*! @brief Retrieves the version of the GLFW library.\n *\n *  This function retrieves the major, minor and revision numbers of the GLFW\n *  library.  It is intended for when you are using GLFW as a shared library and\n *  want to ensure that you are using the minimum required version.\n *\n *  Any or all of the version arguments may be `NULL`.\n *\n *  @param[out] major Where to store the major version number, or `NULL`.\n *  @param[out] minor Where to store the minor version number, or `NULL`.\n *  @param[out] rev Where to store the revision number, or `NULL`.\n *\n *  @errors None.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref intro_version\n *  @sa @ref glfwGetVersionString\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup init\n */\nGLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);\n\n/*! @brief Returns a string describing the compile-time configuration.\n *\n *  This function returns the compile-time generated\n *  [version string](@ref intro_version_string) of the GLFW library binary.  It\n *  describes the version, platform, compiler and any platform-specific\n *  compile-time options.  It should not be confused with the OpenGL or OpenGL\n *  ES version string, queried with `glGetString`.\n *\n *  __Do not use the version string__ to parse the GLFW library version.  The\n *  @ref glfwGetVersion function provides the version of the running library\n *  binary in numerical format.\n *\n *  @return The ASCII encoded GLFW version string.\n *\n *  @errors None.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @pointer_lifetime The returned string is static and compile-time generated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref intro_version\n *  @sa @ref glfwGetVersion\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup init\n */\nGLFWAPI const char* glfwGetVersionString(void);\n\n/*! @brief Returns and clears the last error for the calling thread.\n *\n *  This function returns and clears the [error code](@ref errors) of the last\n *  error that occurred on the calling thread, and optionally a UTF-8 encoded\n *  human-readable description of it.  If no error has occurred since the last\n *  call, it returns @ref GLFW_NO_ERROR (zero) and the description pointer is\n *  set to `NULL`.\n *\n *  @param[in] description Where to store the error description pointer, or `NULL`.\n *  @return The last error code for the calling thread, or @ref GLFW_NO_ERROR\n *  (zero).\n *\n *  @errors None.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is guaranteed to be valid only until the\n *  next error occurs or the library is terminated.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref error_handling\n *  @sa @ref glfwSetErrorCallback\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup init\n */\nGLFWAPI int glfwGetError(const char** description);\n\n/*! @brief Sets the error callback.\n *\n *  This function sets the error callback, which is called with an error code\n *  and a human-readable description each time a GLFW error occurs.\n *\n *  The error code is set before the callback is called.  Calling @ref\n *  glfwGetError from the error callback will return the same value as the error\n *  code argument.\n *\n *  The error callback is called on the thread where the error occurred.  If you\n *  are using GLFW from multiple threads, your error callback needs to be\n *  written accordingly.\n *\n *  Because the description string may have been generated specifically for that\n *  error, it is not guaranteed to be valid after the callback has returned.  If\n *  you wish to use it after the callback returns, you need to make a copy.\n *\n *  Once set, the error callback remains set even after the library has been\n *  terminated.\n *\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set.\n *\n *  @callback_signature\n *  @code\n *  void callback_name(int error_code, const char* description)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [callback pointer type](@ref GLFWerrorfun).\n *\n *  @errors None.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref error_handling\n *  @sa @ref glfwGetError\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup init\n */\nGLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback);\n\n/*! @brief Returns the currently connected monitors.\n *\n *  This function returns an array of handles for all currently connected\n *  monitors.  The primary monitor is always first in the returned array.  If no\n *  monitors were found, this function returns `NULL`.\n *\n *  @param[out] count Where to store the number of monitors in the returned\n *  array.  This is set to zero if an error occurred.\n *  @return An array of monitor handles, or `NULL` if no monitors were found or\n *  if an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is guaranteed to be valid only until the\n *  monitor configuration changes or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_monitors\n *  @sa @ref monitor_event\n *  @sa @ref glfwGetPrimaryMonitor\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI GLFWmonitor** glfwGetMonitors(int* count);\n\n/*! @brief Returns the primary monitor.\n *\n *  This function returns the primary monitor.  This is usually the monitor\n *  where elements like the task bar or global menu bar are located.\n *\n *  @return The primary monitor, or `NULL` if no monitors were found or if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @remark The primary monitor is always first in the array returned by @ref\n *  glfwGetMonitors.\n *\n *  @sa @ref monitor_monitors\n *  @sa @ref glfwGetMonitors\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);\n\n/*! @brief Returns the position of the monitor's viewport on the virtual screen.\n *\n *  This function returns the position, in screen coordinates, of the upper-left\n *  corner of the specified monitor.\n *\n *  Any or all of the position arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` position arguments will be set to zero.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.\n *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_properties\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);\n\n/*! @brief Retrieves the work area of the monitor.\n *\n *  This function returns the position, in screen coordinates, of the upper-left\n *  corner of the work area of the specified monitor along with the work area\n *  size in screen coordinates. The work area is defined as the area of the\n *  monitor not occluded by the operating system task bar where present. If no\n *  task bar exists then the work area is the monitor resolution in screen\n *  coordinates.\n *\n *  Any or all of the position and size arguments may be `NULL`.  If an error\n *  occurs, all non-`NULL` position and size arguments will be set to zero.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.\n *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.\n *  @param[out] width Where to store the monitor width, or `NULL`.\n *  @param[out] height Where to store the monitor height, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_workarea\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorWorkarea(GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height);\n\n/*! @brief Returns the physical size of the monitor.\n *\n *  This function returns the size, in millimetres, of the display area of the\n *  specified monitor.\n *\n *  Some systems do not provide accurate monitor size information, either\n *  because the monitor\n *  [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)\n *  data is incorrect or because the driver does not report it accurately.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] widthMM Where to store the width, in millimetres, of the\n *  monitor's display area, or `NULL`.\n *  @param[out] heightMM Where to store the height, in millimetres, of the\n *  monitor's display area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @win32 On Windows 8 and earlier the physical size is calculated from\n *  the current resolution and system DPI instead of querying the monitor EDID data.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_properties\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);\n\n/*! @brief Retrieves the content scale for the specified monitor.\n *\n *  This function retrieves the content scale for the specified monitor.  The\n *  content scale is the ratio between the current DPI and the platform's\n *  default DPI.  This is especially important for text and any UI elements.  If\n *  the pixel dimensions of your UI scaled by this look appropriate on your\n *  machine then it should appear at a reasonable size on other machines\n *  regardless of their DPI and scaling settings.  This relies on the system DPI\n *  and scaling settings being somewhat correct.\n *\n *  The content scale may depend on both the monitor resolution and pixel\n *  density and on user settings.  It may be very different from the raw DPI\n *  calculated from the physical size and current resolution.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] xscale Where to store the x-axis content scale, or `NULL`.\n *  @param[out] yscale Where to store the y-axis content scale, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_scale\n *  @sa @ref glfwGetWindowContentScale\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorContentScale(GLFWmonitor* monitor, float* xscale, float* yscale);\n\n/*! @brief Returns the name of the specified monitor.\n *\n *  This function returns a human-readable name, encoded as UTF-8, of the\n *  specified monitor.  The name typically reflects the make and model of the\n *  monitor and is not guaranteed to be unique among the connected monitors.\n *\n *  @param[in] monitor The monitor to query.\n *  @return The UTF-8 encoded name of the monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified monitor is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_properties\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);\n\n/*! @brief Sets the user pointer of the specified monitor.\n *\n *  This function sets the user-defined pointer of the specified monitor.  The\n *  current value is retained until the monitor is disconnected.  The initial\n *  value is `NULL`.\n *\n *  This function may be called from the monitor callback, even for a monitor\n *  that is being disconnected.\n *\n *  @param[in] monitor The monitor whose pointer to set.\n *  @param[in] pointer The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref monitor_userptr\n *  @sa @ref glfwGetMonitorUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwSetMonitorUserPointer(GLFWmonitor* monitor, void* pointer);\n\n/*! @brief Returns the user pointer of the specified monitor.\n *\n *  This function returns the current value of the user-defined pointer of the\n *  specified monitor.  The initial value is `NULL`.\n *\n *  This function may be called from the monitor callback, even for a monitor\n *  that is being disconnected.\n *\n *  @param[in] monitor The monitor whose pointer to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref monitor_userptr\n *  @sa @ref glfwSetMonitorUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void* glfwGetMonitorUserPointer(GLFWmonitor* monitor);\n\n/*! @brief Sets the monitor configuration callback.\n *\n *  This function sets the monitor configuration callback, or removes the\n *  currently set callback.  This is called when a monitor is connected to or\n *  disconnected from the system.\n *\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWmonitor* monitor, int event)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWmonitorfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_event\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback);\n\n/*! @brief Returns the available video modes for the specified monitor.\n *\n *  This function returns an array of all video modes supported by the specified\n *  monitor.  The returned array is sorted in ascending order, first by color\n *  bit depth (the sum of all channel depths), then by resolution area (the\n *  product of width and height), then resolution width and finally by refresh\n *  rate.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] count Where to store the number of video modes in the returned\n *  array.  This is set to zero if an error occurred.\n *  @return An array of video modes, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified monitor is\n *  disconnected, this function is called again for that monitor or the library\n *  is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_modes\n *  @sa @ref glfwGetVideoMode\n *\n *  @since Added in version 1.0.\n *  @glfw3 Changed to return an array of modes for a specific monitor.\n *\n *  @ingroup monitor\n */\nGLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);\n\n/*! @brief Returns the current mode of the specified monitor.\n *\n *  This function returns the current video mode of the specified monitor.  If\n *  you have created a full screen window for that monitor, the return value\n *  will depend on whether that window is iconified.\n *\n *  @param[in] monitor The monitor to query.\n *  @return The current mode of the monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified monitor is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_modes\n *  @sa @ref glfwGetVideoModes\n *\n *  @since Added in version 3.0.  Replaces `glfwGetDesktopMode`.\n *\n *  @ingroup monitor\n */\nGLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);\n\n/*! @brief Generates a gamma ramp and sets it for the specified monitor.\n *\n *  This function generates an appropriately sized gamma ramp from the specified\n *  exponent and then calls @ref glfwSetGammaRamp with it.  The value must be\n *  a finite number greater than zero.\n *\n *  The software controlled gamma ramp is applied _in addition_ to the hardware\n *  gamma correction, which today is usually an approximation of sRGB gamma.\n *  This means that setting a perfectly linear ramp, or gamma 1.0, will produce\n *  the default (usually sRGB-like) behavior.\n *\n *  For gamma correct rendering with OpenGL or OpenGL ES, see the @ref\n *  GLFW_SRGB_CAPABLE hint.\n *\n *  @param[in] monitor The monitor whose gamma ramp to set.\n *  @param[in] gamma The desired exponent.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland Gamma handling is a privileged protocol, this function\n *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_gamma\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);\n\n/*! @brief Returns the current gamma ramp for the specified monitor.\n *\n *  This function returns the current gamma ramp of the specified monitor.\n *\n *  @param[in] monitor The monitor to query.\n *  @return The current gamma ramp, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland Gamma handling is a privileged protocol, this function\n *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR while\n *  returning `NULL`.\n *\n *  @pointer_lifetime The returned structure and its arrays are allocated and\n *  freed by GLFW.  You should not free them yourself.  They are valid until the\n *  specified monitor is disconnected, this function is called again for that\n *  monitor or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_gamma\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);\n\n/*! @brief Sets the current gamma ramp for the specified monitor.\n *\n *  This function sets the current gamma ramp for the specified monitor.  The\n *  original gamma ramp for that monitor is saved by GLFW the first time this\n *  function is called and is restored by @ref glfwTerminate.\n *\n *  The software controlled gamma ramp is applied _in addition_ to the hardware\n *  gamma correction, which today is usually an approximation of sRGB gamma.\n *  This means that setting a perfectly linear ramp, or gamma 1.0, will produce\n *  the default (usually sRGB-like) behavior.\n *\n *  For gamma correct rendering with OpenGL or OpenGL ES, see the @ref\n *  GLFW_SRGB_CAPABLE hint.\n *\n *  @param[in] monitor The monitor whose gamma ramp to set.\n *  @param[in] ramp The gamma ramp to use.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark The size of the specified gamma ramp should match the size of the\n *  current ramp for that monitor.\n *\n *  @remark @win32 The gamma ramp size must be 256.\n *\n *  @remark @wayland Gamma handling is a privileged protocol, this function\n *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified gamma ramp is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_gamma\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);\n\n/*! @brief Resets all window hints to their default values.\n *\n *  This function resets all window hints to their\n *  [default values](@ref window_hints_values).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hints\n *  @sa @ref glfwWindowHint\n *  @sa @ref glfwWindowHintString\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwDefaultWindowHints(void);\n\n/*! @brief Sets the specified window hint to the desired value.\n *\n *  This function sets hints for the next call to @ref glfwCreateWindow.  The\n *  hints, once set, retain their values until changed by a call to this\n *  function or @ref glfwDefaultWindowHints, or until the library is terminated.\n *\n *  Only integer value hints can be set with this function.  String value hints\n *  are set with @ref glfwWindowHintString.\n *\n *  This function does not check whether the specified hint values are valid.\n *  If you set hints to invalid values this will instead be reported by the next\n *  call to @ref glfwCreateWindow.\n *\n *  Some hints are platform specific.  These may be set on any platform but they\n *  will only affect their specific platform.  Other platforms will ignore them.\n *  Setting these hints requires no platform specific headers or functions.\n *\n *  @param[in] hint The [window hint](@ref window_hints) to set.\n *  @param[in] value The new value of the window hint.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hints\n *  @sa @ref glfwWindowHintString\n *  @sa @ref glfwDefaultWindowHints\n *\n *  @since Added in version 3.0.  Replaces `glfwOpenWindowHint`.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWindowHint(int hint, int value);\n\n/*! @brief Sets the specified window hint to the desired value.\n *\n *  This function sets hints for the next call to @ref glfwCreateWindow.  The\n *  hints, once set, retain their values until changed by a call to this\n *  function or @ref glfwDefaultWindowHints, or until the library is terminated.\n *\n *  Only string type hints can be set with this function.  Integer value hints\n *  are set with @ref glfwWindowHint.\n *\n *  This function does not check whether the specified hint values are valid.\n *  If you set hints to invalid values this will instead be reported by the next\n *  call to @ref glfwCreateWindow.\n *\n *  Some hints are platform specific.  These may be set on any platform but they\n *  will only affect their specific platform.  Other platforms will ignore them.\n *  Setting these hints requires no platform specific headers or functions.\n *\n *  @param[in] hint The [window hint](@ref window_hints) to set.\n *  @param[in] value The new value of the window hint.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @pointer_lifetime The specified string is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hints\n *  @sa @ref glfwWindowHint\n *  @sa @ref glfwDefaultWindowHints\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWindowHintString(int hint, const char* value);\n\n/*! @brief Creates a window and its associated context.\n *\n *  This function creates a window and its associated OpenGL or OpenGL ES\n *  context.  Most of the options controlling how the window and its context\n *  should be created are specified with [window hints](@ref window_hints).\n *\n *  Successful creation does not change which context is current.  Before you\n *  can use the newly created context, you need to\n *  [make it current](@ref context_current).  For information about the `share`\n *  parameter, see @ref context_sharing.\n *\n *  The created window, framebuffer and context may differ from what you\n *  requested, as not all parameters and hints are\n *  [hard constraints](@ref window_hints_hard).  This includes the size of the\n *  window, especially for full screen windows.  To query the actual attributes\n *  of the created window, framebuffer and context, see @ref\n *  glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.\n *\n *  To create a full screen window, you need to specify the monitor the window\n *  will cover.  If no monitor is specified, the window will be windowed mode.\n *  Unless you have a way for the user to choose a specific monitor, it is\n *  recommended that you pick the primary monitor.  For more information on how\n *  to query connected monitors, see @ref monitor_monitors.\n *\n *  For full screen windows, the specified size becomes the resolution of the\n *  window's _desired video mode_.  As long as a full screen window is not\n *  iconified, the supported video mode most closely matching the desired video\n *  mode is set for the specified monitor.  For more information about full\n *  screen windows, including the creation of so called _windowed full screen_\n *  or _borderless full screen_ windows, see @ref window_windowed_full_screen.\n *\n *  Once you have created the window, you can switch it between windowed and\n *  full screen mode with @ref glfwSetWindowMonitor.  This will not affect its\n *  OpenGL or OpenGL ES context.\n *\n *  By default, newly created windows use the placement recommended by the\n *  window system.  To create the window at a specific position, make it\n *  initially invisible using the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window\n *  hint, set its [position](@ref window_pos) and then [show](@ref window_hide)\n *  it.\n *\n *  As long as at least one full screen window is not iconified, the screensaver\n *  is prohibited from starting.\n *\n *  Window systems put limits on window sizes.  Very large or very small window\n *  dimensions may be overridden by the window system on creation.  Check the\n *  actual [size](@ref window_size) after creation.\n *\n *  The [swap interval](@ref buffer_swap) is not set during window creation and\n *  the initial value may vary depending on driver settings and defaults.\n *\n *  @param[in] width The desired width, in screen coordinates, of the window.\n *  This must be greater than zero.\n *  @param[in] height The desired height, in screen coordinates, of the window.\n *  This must be greater than zero.\n *  @param[in] title The initial, UTF-8 encoded window title.\n *  @param[in] monitor The monitor to use for full screen mode, or `NULL` for\n *  windowed mode.\n *  @param[in] share The window whose context to share resources with, or `NULL`\n *  to not share resources.\n *  @return The handle of the created window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref\n *  GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @win32 Window creation will fail if the Microsoft GDI software\n *  OpenGL implementation is the only one available.\n *\n *  @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it\n *  will be set as the initial icon for the window.  If no such icon is present,\n *  the `IDI_APPLICATION` icon will be used instead.  To set a different icon,\n *  see @ref glfwSetWindowIcon.\n *\n *  @remark @win32 The context to share resources with must not be current on\n *  any other thread.\n *\n *  @remark @macos The OS only supports forward-compatible core profile contexts\n *  for OpenGL versions 3.2 and later.  Before creating an OpenGL context of\n *  version 3.2 or later you must set the\n *  [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) and\n *  [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hints accordingly.\n *  OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.\n *\n *  @remark @macos The GLFW window has no icon, as it is not a document\n *  window, but the dock icon will be the same as the application bundle's icon.\n *  For more information on bundles, see the\n *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)\n *  in the Mac Developer Library.\n *\n *  @remark @macos The first time a window is created the menu bar is created.\n *  If GLFW finds a `MainMenu.nib` it is loaded and assumed to contain a menu\n *  bar.  Otherwise a minimal menu bar is created manually with common commands\n *  like Hide, Quit and About.  The About entry opens a minimal about dialog\n *  with information from the application's bundle.  Menu bar creation can be\n *  disabled entirely with the @ref GLFW_COCOA_MENUBAR init hint.\n *\n *  @remark @macos On OS X 10.10 and later the window frame will not be rendered\n *  at full resolution on Retina displays unless the\n *  [GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint)\n *  hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the\n *  application bundle's `Info.plist`.  For more information, see\n *  [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)\n *  in the Mac Developer Library.  The GLFW test and example programs use\n *  a custom `Info.plist` template for this, which can be found as\n *  `CMake/MacOSXBundleInfo.plist.in` in the source tree.\n *\n *  @remark @macos When activating frame autosaving with\n *  [GLFW_COCOA_FRAME_NAME](@ref GLFW_COCOA_FRAME_NAME_hint), the specified\n *  window size and position may be overridden by previously saved values.\n *\n *  @remark @x11 Some window managers will not respect the placement of\n *  initially hidden windows.\n *\n *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for\n *  a window to reach its requested state.  This means you may not be able to\n *  query the final size, position or other attributes directly after window\n *  creation.\n *\n *  @remark @x11 The class part of the `WM_CLASS` window property will by\n *  default be set to the window title passed to this function.  The instance\n *  part will use the contents of the `RESOURCE_NAME` environment variable, if\n *  present and not empty, or fall back to the window title.  Set the\n *  [GLFW_X11_CLASS_NAME](@ref GLFW_X11_CLASS_NAME_hint) and\n *  [GLFW_X11_INSTANCE_NAME](@ref GLFW_X11_INSTANCE_NAME_hint) window hints to\n *  override this.\n *\n *  @remark @wayland Compositors should implement the xdg-decoration protocol\n *  for GLFW to decorate the window properly.  If this protocol isn't\n *  supported, or if the compositor prefers client-side decorations, a very\n *  simple fallback frame will be drawn using the wp_viewporter protocol.  A\n *  compositor can still emit close, maximize or fullscreen events, using for\n *  instance a keybind mechanism.  If neither of these protocols is supported,\n *  the window won't be decorated.\n *\n *  @remark @wayland A full screen window will not attempt to change the mode,\n *  no matter what the requested size or refresh rate.\n *\n *  @remark @wayland Screensaver inhibition requires the idle-inhibit protocol\n *  to be implemented in the user's compositor.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_creation\n *  @sa @ref glfwDestroyWindow\n *\n *  @since Added in version 3.0.  Replaces `glfwOpenWindow`.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);\n\n/*! @brief Destroys the specified window and its context.\n *\n *  This function destroys the specified window and its context.  On calling\n *  this function, no further callbacks will be called for that window.\n *\n *  If the context of the specified window is current on the main thread, it is\n *  detached before being destroyed.\n *\n *  @param[in] window The window to destroy.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @note The context of the specified window must not be current on any other\n *  thread when this function is called.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_creation\n *  @sa @ref glfwCreateWindow\n *\n *  @since Added in version 3.0.  Replaces `glfwCloseWindow`.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwDestroyWindow(GLFWwindow* window);\n\n/*! @brief Checks the close flag of the specified window.\n *\n *  This function returns the value of the close flag of the specified window.\n *\n *  @param[in] window The window to query.\n *  @return The value of the close flag.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_close\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI int glfwWindowShouldClose(GLFWwindow* window);\n\n/*! @brief Sets the close flag of the specified window.\n *\n *  This function sets the value of the close flag of the specified window.\n *  This can be used to override the user's attempt to close the window, or\n *  to signal that it should be closed.\n *\n *  @param[in] window The window whose flag to change.\n *  @param[in] value The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_close\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);\n\n/*! @brief Sets the title of the specified window.\n *\n *  This function sets the window title, encoded as UTF-8, of the specified\n *  window.\n *\n *  @param[in] window The window whose title to change.\n *  @param[in] title The UTF-8 encoded window title.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos The window title will not be updated until the next time you\n *  process events.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_title\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);\n\n/*! @brief Sets the icon for the specified window.\n *\n *  This function sets the icon of the specified window.  If passed an array of\n *  candidate images, those of or closest to the sizes desired by the system are\n *  selected.  If no images are specified, the window reverts to its default\n *  icon.\n *\n *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight\n *  bits per channel with the red channel first.  They are arranged canonically\n *  as packed sequential rows, starting from the top-left corner.\n *\n *  The desired image sizes varies depending on platform and system settings.\n *  The selected images will be rescaled as needed.  Good sizes include 16x16,\n *  32x32 and 48x48.\n *\n *  @param[in] window The window whose icon to set.\n *  @param[in] count The number of images in the specified array, or zero to\n *  revert to the default window icon.\n *  @param[in] images The images to create the icon from.  This is ignored if\n *  count is zero.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified image data is copied before this function\n *  returns.\n *\n *  @remark @macos The GLFW window has no icon, as it is not a document\n *  window, so this function does nothing.  The dock icon will be the same as\n *  the application bundle's icon.  For more information on bundles, see the\n *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)\n *  in the Mac Developer Library.\n *\n *  @remark @wayland There is no existing protocol to change an icon, the\n *  window will thus inherit the one defined in the application's desktop file.\n *  This function always emits @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_icon\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);\n\n/*! @brief Retrieves the position of the content area of the specified window.\n *\n *  This function retrieves the position, in screen coordinates, of the\n *  upper-left corner of the content area of the specified window.\n *\n *  Any or all of the position arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` position arguments will be set to zero.\n *\n *  @param[in] window The window to query.\n *  @param[out] xpos Where to store the x-coordinate of the upper-left corner of\n *  the content area, or `NULL`.\n *  @param[out] ypos Where to store the y-coordinate of the upper-left corner of\n *  the content area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland There is no way for an application to retrieve the global\n *  position of its windows, this function will always emit @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_pos\n *  @sa @ref glfwSetWindowPos\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);\n\n/*! @brief Sets the position of the content area of the specified window.\n *\n *  This function sets the position, in screen coordinates, of the upper-left\n *  corner of the content area of the specified windowed mode window.  If the\n *  window is a full screen window, this function does nothing.\n *\n *  __Do not use this function__ to move an already visible window unless you\n *  have very good reasons for doing so, as it will confuse and annoy the user.\n *\n *  The window manager may put limits on what positions are allowed.  GLFW\n *  cannot and should not override these limits.\n *\n *  @param[in] window The window to query.\n *  @param[in] xpos The x-coordinate of the upper-left corner of the content area.\n *  @param[in] ypos The y-coordinate of the upper-left corner of the content area.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland There is no way for an application to set the global\n *  position of its windows, this function will always emit @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_pos\n *  @sa @ref glfwGetWindowPos\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);\n\n/*! @brief Retrieves the size of the content area of the specified window.\n *\n *  This function retrieves the size, in screen coordinates, of the content area\n *  of the specified window.  If you wish to retrieve the size of the\n *  framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] window The window whose size to retrieve.\n *  @param[out] width Where to store the width, in screen coordinates, of the\n *  content area, or `NULL`.\n *  @param[out] height Where to store the height, in screen coordinates, of the\n *  content area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *  @sa @ref glfwSetWindowSize\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);\n\n/*! @brief Sets the size limits of the specified window.\n *\n *  This function sets the size limits of the content area of the specified\n *  window.  If the window is full screen, the size limits only take effect\n *  once it is made windowed.  If the window is not resizable, this function\n *  does nothing.\n *\n *  The size limits are applied immediately to a windowed mode window and may\n *  cause it to be resized.\n *\n *  The maximum dimensions must be greater than or equal to the minimum\n *  dimensions and all must be greater than or equal to zero.\n *\n *  @param[in] window The window to set limits for.\n *  @param[in] minwidth The minimum width, in screen coordinates, of the content\n *  area, or `GLFW_DONT_CARE`.\n *  @param[in] minheight The minimum height, in screen coordinates, of the\n *  content area, or `GLFW_DONT_CARE`.\n *  @param[in] maxwidth The maximum width, in screen coordinates, of the content\n *  area, or `GLFW_DONT_CARE`.\n *  @param[in] maxheight The maximum height, in screen coordinates, of the\n *  content area, or `GLFW_DONT_CARE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark If you set size limits and an aspect ratio that conflict, the\n *  results are undefined.\n *\n *  @remark @wayland The size limits will not be applied until the window is\n *  actually resized, either by the user or by the compositor.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_sizelimits\n *  @sa @ref glfwSetWindowAspectRatio\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);\n\n/*! @brief Sets the aspect ratio of the specified window.\n *\n *  This function sets the required aspect ratio of the content area of the\n *  specified window.  If the window is full screen, the aspect ratio only takes\n *  effect once it is made windowed.  If the window is not resizable, this\n *  function does nothing.\n *\n *  The aspect ratio is specified as a numerator and a denominator and both\n *  values must be greater than zero.  For example, the common 16:9 aspect ratio\n *  is specified as 16 and 9, respectively.\n *\n *  If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect\n *  ratio limit is disabled.\n *\n *  The aspect ratio is applied immediately to a windowed mode window and may\n *  cause it to be resized.\n *\n *  @param[in] window The window to set limits for.\n *  @param[in] numer The numerator of the desired aspect ratio, or\n *  `GLFW_DONT_CARE`.\n *  @param[in] denom The denominator of the desired aspect ratio, or\n *  `GLFW_DONT_CARE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark If you set size limits and an aspect ratio that conflict, the\n *  results are undefined.\n *\n *  @remark @wayland The aspect ratio will not be applied until the window is\n *  actually resized, either by the user or by the compositor.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_sizelimits\n *  @sa @ref glfwSetWindowSizeLimits\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);\n\n/*! @brief Sets the size of the content area of the specified window.\n *\n *  This function sets the size, in screen coordinates, of the content area of\n *  the specified window.\n *\n *  For full screen windows, this function updates the resolution of its desired\n *  video mode and switches to the video mode closest to it, without affecting\n *  the window's context.  As the context is unaffected, the bit depths of the\n *  framebuffer remain unchanged.\n *\n *  If you wish to update the refresh rate of the desired video mode in addition\n *  to its resolution, see @ref glfwSetWindowMonitor.\n *\n *  The window manager may put limits on what sizes are allowed.  GLFW cannot\n *  and should not override these limits.\n *\n *  @param[in] window The window to resize.\n *  @param[in] width The desired width, in screen coordinates, of the window\n *  content area.\n *  @param[in] height The desired height, in screen coordinates, of the window\n *  content area.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland A full screen window will not attempt to change the mode,\n *  no matter what the requested size.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *  @sa @ref glfwGetWindowSize\n *  @sa @ref glfwSetWindowMonitor\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);\n\n/*! @brief Retrieves the size of the framebuffer of the specified window.\n *\n *  This function retrieves the size, in pixels, of the framebuffer of the\n *  specified window.  If you wish to retrieve the size of the window in screen\n *  coordinates, see @ref glfwGetWindowSize.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] window The window whose framebuffer to query.\n *  @param[out] width Where to store the width, in pixels, of the framebuffer,\n *  or `NULL`.\n *  @param[out] height Where to store the height, in pixels, of the framebuffer,\n *  or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_fbsize\n *  @sa @ref glfwSetFramebufferSizeCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);\n\n/*! @brief Retrieves the size of the frame of the window.\n *\n *  This function retrieves the size, in screen coordinates, of each edge of the\n *  frame of the specified window.  This size includes the title bar, if the\n *  window has one.  The size of the frame may vary depending on the\n *  [window-related hints](@ref window_hints_wnd) used to create it.\n *\n *  Because this function retrieves the size of each window frame edge and not\n *  the offset along a particular coordinate axis, the retrieved values will\n *  always be zero or positive.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] window The window whose frame size to query.\n *  @param[out] left Where to store the size, in screen coordinates, of the left\n *  edge of the window frame, or `NULL`.\n *  @param[out] top Where to store the size, in screen coordinates, of the top\n *  edge of the window frame, or `NULL`.\n *  @param[out] right Where to store the size, in screen coordinates, of the\n *  right edge of the window frame, or `NULL`.\n *  @param[out] bottom Where to store the size, in screen coordinates, of the\n *  bottom edge of the window frame, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);\n\n/*! @brief Retrieves the content scale for the specified window.\n *\n *  This function retrieves the content scale for the specified window.  The\n *  content scale is the ratio between the current DPI and the platform's\n *  default DPI.  This is especially important for text and any UI elements.  If\n *  the pixel dimensions of your UI scaled by this look appropriate on your\n *  machine then it should appear at a reasonable size on other machines\n *  regardless of their DPI and scaling settings.  This relies on the system DPI\n *  and scaling settings being somewhat correct.\n *\n *  On systems where each monitors can have its own content scale, the window\n *  content scale will depend on which monitor the system considers the window\n *  to be on.\n *\n *  @param[in] window The window to query.\n *  @param[out] xscale Where to store the x-axis content scale, or `NULL`.\n *  @param[out] yscale Where to store the y-axis content scale, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_scale\n *  @sa @ref glfwSetWindowContentScaleCallback\n *  @sa @ref glfwGetMonitorContentScale\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowContentScale(GLFWwindow* window, float* xscale, float* yscale);\n\n/*! @brief Returns the opacity of the whole window.\n *\n *  This function returns the opacity of the window, including any decorations.\n *\n *  The opacity (or alpha) value is a positive finite number between zero and\n *  one, where zero is fully transparent and one is fully opaque.  If the system\n *  does not support whole window transparency, this function always returns one.\n *\n *  The initial opacity value for newly created windows is one.\n *\n *  @param[in] window The window to query.\n *  @return The opacity value of the specified window.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_transparency\n *  @sa @ref glfwSetWindowOpacity\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI float glfwGetWindowOpacity(GLFWwindow* window);\n\n/*! @brief Sets the opacity of the whole window.\n *\n *  This function sets the opacity of the window, including any decorations.\n *\n *  The opacity (or alpha) value is a positive finite number between zero and\n *  one, where zero is fully transparent and one is fully opaque.\n *\n *  The initial opacity value for newly created windows is one.\n *\n *  A window created with framebuffer transparency may not use whole window\n *  transparency.  The results of doing this are undefined.\n *\n *  @param[in] window The window to set the opacity for.\n *  @param[in] opacity The desired opacity of the specified window.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_transparency\n *  @sa @ref glfwGetWindowOpacity\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowOpacity(GLFWwindow* window, float opacity);\n\n/*! @brief Iconifies the specified window.\n *\n *  This function iconifies (minimizes) the specified window if it was\n *  previously restored.  If the window is already iconified, this function does\n *  nothing.\n *\n *  If the specified window is a full screen window, GLFW restores the original\n *  video mode of the monitor.  The window's desired video mode is set again\n *  when the window is restored.\n *\n *  @param[in] window The window to iconify.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwRestoreWindow\n *  @sa @ref glfwMaximizeWindow\n *\n *  @since Added in version 2.1.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwIconifyWindow(GLFWwindow* window);\n\n/*! @brief Restores the specified window.\n *\n *  This function restores the specified window if it was previously iconified\n *  (minimized) or maximized.  If the window is already restored, this function\n *  does nothing.\n *\n *  If the specified window is an iconified full screen window, its desired\n *  video mode is set again for its monitor when the window is restored.\n *\n *  @param[in] window The window to restore.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwIconifyWindow\n *  @sa @ref glfwMaximizeWindow\n *\n *  @since Added in version 2.1.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwRestoreWindow(GLFWwindow* window);\n\n/*! @brief Maximizes the specified window.\n *\n *  This function maximizes the specified window if it was previously not\n *  maximized.  If the window is already maximized, this function does nothing.\n *\n *  If the specified window is a full screen window, this function does nothing.\n *\n *  @param[in] window The window to maximize.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @par Thread Safety\n *  This function may only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwIconifyWindow\n *  @sa @ref glfwRestoreWindow\n *\n *  @since Added in GLFW 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwMaximizeWindow(GLFWwindow* window);\n\n/*! @brief Makes the specified window visible.\n *\n *  This function makes the specified window visible if it was previously\n *  hidden.  If the window is already visible or is in full screen mode, this\n *  function does nothing.\n *\n *  By default, windowed mode windows are focused when shown\n *  Set the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint\n *  to change this behavior for all newly created windows, or change the\n *  behavior for an existing window with @ref glfwSetWindowAttrib.\n *\n *  @param[in] window The window to make visible.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland Because Wayland wants every frame of the desktop to be\n *  complete, this function does not immediately make the window visible.\n *  Instead it will become visible the next time the window framebuffer is\n *  updated after this call.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hide\n *  @sa @ref glfwHideWindow\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwShowWindow(GLFWwindow* window);\n\n/*! @brief Hides the specified window.\n *\n *  This function hides the specified window if it was previously visible.  If\n *  the window is already hidden or is in full screen mode, this function does\n *  nothing.\n *\n *  @param[in] window The window to hide.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hide\n *  @sa @ref glfwShowWindow\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwHideWindow(GLFWwindow* window);\n\n/*! @brief Brings the specified window to front and sets input focus.\n *\n *  This function brings the specified window to front and sets input focus.\n *  The window should already be visible and not iconified.\n *\n *  By default, both windowed and full screen mode windows are focused when\n *  initially created.  Set the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) to\n *  disable this behavior.\n *\n *  Also by default, windowed mode windows are focused when shown\n *  with @ref glfwShowWindow. Set the\n *  [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) to disable this behavior.\n *\n *  __Do not use this function__ to steal focus from other applications unless\n *  you are certain that is what the user wants.  Focus stealing can be\n *  extremely disruptive.\n *\n *  For a less disruptive way of getting the user's attention, see\n *  [attention requests](@ref window_attention).\n *\n *  @param[in] window The window to give input focus.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland It is not possible for an application to bring its windows\n *  to front, this function will always emit @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_focus\n *  @sa @ref window_attention\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwFocusWindow(GLFWwindow* window);\n\n/*! @brief Requests user attention to the specified window.\n *\n *  This function requests user attention to the specified window.  On\n *  platforms where this is not supported, attention is requested to the\n *  application as a whole.\n *\n *  Once the user has given attention, usually by focusing the window or\n *  application, the system will end the request automatically.\n *\n *  @param[in] window The window to request attention to.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos Attention is requested to the application as a whole, not the\n *  specific window.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_attention\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwRequestWindowAttention(GLFWwindow* window);\n\n/*! @brief Returns the monitor that the window uses for full screen mode.\n *\n *  This function returns the handle of the monitor that the specified window is\n *  in full screen on.\n *\n *  @param[in] window The window to query.\n *  @return The monitor, or `NULL` if the window is in windowed mode or an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_monitor\n *  @sa @ref glfwSetWindowMonitor\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);\n\n/*! @brief Sets the mode, monitor, video mode and placement of a window.\n *\n *  This function sets the monitor that the window uses for full screen mode or,\n *  if the monitor is `NULL`, makes it windowed mode.\n *\n *  When setting a monitor, this function updates the width, height and refresh\n *  rate of the desired video mode and switches to the video mode closest to it.\n *  The window position is ignored when setting a monitor.\n *\n *  When the monitor is `NULL`, the position, width and height are used to\n *  place the window content area.  The refresh rate is ignored when no monitor\n *  is specified.\n *\n *  If you only wish to update the resolution of a full screen window or the\n *  size of a windowed mode window, see @ref glfwSetWindowSize.\n *\n *  When a window transitions from full screen to windowed mode, this function\n *  restores any previous window settings such as whether it is decorated,\n *  floating, resizable, has size or aspect ratio limits, etc.\n *\n *  @param[in] window The window whose monitor, size or video mode to set.\n *  @param[in] monitor The desired monitor, or `NULL` to set windowed mode.\n *  @param[in] xpos The desired x-coordinate of the upper-left corner of the\n *  content area.\n *  @param[in] ypos The desired y-coordinate of the upper-left corner of the\n *  content area.\n *  @param[in] width The desired with, in screen coordinates, of the content\n *  area or video mode.\n *  @param[in] height The desired height, in screen coordinates, of the content\n *  area or video mode.\n *  @param[in] refreshRate The desired refresh rate, in Hz, of the video mode,\n *  or `GLFW_DONT_CARE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark The OpenGL or OpenGL ES context will not be destroyed or otherwise\n *  affected by any resizing or mode switching, although you may need to update\n *  your viewport if the framebuffer size has changed.\n *\n *  @remark @wayland The desired window position is ignored, as there is no way\n *  for an application to set this property.\n *\n *  @remark @wayland Setting the window to full screen will not attempt to\n *  change the mode, no matter what the requested size or refresh rate.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_monitor\n *  @sa @ref window_full_screen\n *  @sa @ref glfwGetWindowMonitor\n *  @sa @ref glfwSetWindowSize\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);\n\n/*! @brief Returns an attribute of the specified window.\n *\n *  This function returns the value of an attribute of the specified window or\n *  its OpenGL or OpenGL ES context.\n *\n *  @param[in] window The window to query.\n *  @param[in] attrib The [window attribute](@ref window_attribs) whose value to\n *  return.\n *  @return The value of the attribute, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark Framebuffer related hints are not window attributes.  See @ref\n *  window_attribs_fb for more information.\n *\n *  @remark Zero is a valid value for many window and context related\n *  attributes so you cannot use a return value of zero as an indication of\n *  errors.  However, this function should not fail as long as it is passed\n *  valid arguments and the library has been [initialized](@ref intro_init).\n *\n *  @remark @wayland The Wayland protocol provides no way to check whether a\n *  window is iconfied, so @ref GLFW_ICONIFIED always returns `GLFW_FALSE`.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_attribs\n *  @sa @ref glfwSetWindowAttrib\n *\n *  @since Added in version 3.0.  Replaces `glfwGetWindowParam` and\n *  `glfwGetGLVersion`.\n *\n *  @ingroup window\n */\nGLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);\n\n/*! @brief Sets an attribute of the specified window.\n *\n *  This function sets the value of an attribute of the specified window.\n *\n *  The supported attributes are [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),\n *  [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),\n *  [GLFW_FLOATING](@ref GLFW_FLOATING_attrib),\n *  [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and\n *  [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib).\n *\n *  Some of these attributes are ignored for full screen windows.  The new\n *  value will take effect if the window is later made windowed.\n *\n *  Some of these attributes are ignored for windowed mode windows.  The new\n *  value will take effect if the window is later made full screen.\n *\n *  @param[in] window The window to set the attribute for.\n *  @param[in] attrib A supported window attribute.\n *  @param[in] value `GLFW_TRUE` or `GLFW_FALSE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark Calling @ref glfwGetWindowAttrib will always return the latest\n *  value, even if that value is ignored by the current mode of the window.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_attribs\n *  @sa @ref glfwGetWindowAttrib\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowAttrib(GLFWwindow* window, int attrib, int value);\n\n/*! @brief Sets the user pointer of the specified window.\n *\n *  This function sets the user-defined pointer of the specified window.  The\n *  current value is retained until the window is destroyed.  The initial value\n *  is `NULL`.\n *\n *  @param[in] window The window whose pointer to set.\n *  @param[in] pointer The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_userptr\n *  @sa @ref glfwGetWindowUserPointer\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);\n\n/*! @brief Returns the user pointer of the specified window.\n *\n *  This function returns the current value of the user-defined pointer of the\n *  specified window.  The initial value is `NULL`.\n *\n *  @param[in] window The window whose pointer to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_userptr\n *  @sa @ref glfwSetWindowUserPointer\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);\n\n/*! @brief Sets the position callback for the specified window.\n *\n *  This function sets the position callback of the specified window, which is\n *  called when the window is moved.  The callback is provided with the\n *  position, in screen coordinates, of the upper-left corner of the content\n *  area of the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int xpos, int ypos)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowposfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @wayland This callback will never be called, as there is no way for\n *  an application to know its global position.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_pos\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun callback);\n\n/*! @brief Sets the size callback for the specified window.\n *\n *  This function sets the size callback of the specified window, which is\n *  called when the window is resized.  The callback is provided with the size,\n *  in screen coordinates, of the content area of the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowsizefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback);\n\n/*! @brief Sets the close callback for the specified window.\n *\n *  This function sets the close callback of the specified window, which is\n *  called when the user attempts to close the window, for example by clicking\n *  the close widget in the title bar.\n *\n *  The close flag is set before this callback is called, but you can modify it\n *  at any time with @ref glfwSetWindowShouldClose.\n *\n *  The close callback is not triggered by @ref glfwDestroyWindow.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowclosefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @macos Selecting Quit from the application menu will trigger the\n *  close callback for all windows.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_close\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun callback);\n\n/*! @brief Sets the refresh callback for the specified window.\n *\n *  This function sets the refresh callback of the specified window, which is\n *  called when the content area of the window needs to be redrawn, for example\n *  if the window has been exposed after having been covered by another window.\n *\n *  On compositing window systems such as Aero, Compiz, Aqua or Wayland, where\n *  the window contents are saved off-screen, this callback may be called only\n *  very infrequently or never at all.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window);\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowrefreshfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_refresh\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback);\n\n/*! @brief Sets the focus callback for the specified window.\n *\n *  This function sets the focus callback of the specified window, which is\n *  called when the window gains or loses input focus.\n *\n *  After the focus callback is called for a window that lost input focus,\n *  synthetic key and mouse button release events will be generated for all such\n *  that had been pressed.  For more information, see @ref glfwSetKeyCallback\n *  and @ref glfwSetMouseButtonCallback.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int focused)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowfocusfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_focus\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun callback);\n\n/*! @brief Sets the iconify callback for the specified window.\n *\n *  This function sets the iconification callback of the specified window, which\n *  is called when the window is iconified or restored.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int iconified)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowiconifyfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @wayland The XDG-shell protocol has no event for iconification, so\n *  this callback will never be called.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun callback);\n\n/*! @brief Sets the maximize callback for the specified window.\n *\n *  This function sets the maximization callback of the specified window, which\n *  is called when the window is maximized or restored.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int maximized)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowmaximizefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_maximize\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback);\n\n/*! @brief Sets the framebuffer resize callback for the specified window.\n *\n *  This function sets the framebuffer resize callback of the specified window,\n *  which is called when the framebuffer of the specified window is resized.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWframebuffersizefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_fbsize\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun callback);\n\n/*! @brief Sets the window content scale callback for the specified window.\n *\n *  This function sets the window content scale callback of the specified window,\n *  which is called when the content scale of the specified window changes.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, float xscale, float yscale)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowcontentscalefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_scale\n *  @sa @ref glfwGetWindowContentScale\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun callback);\n\n/*! @brief Processes all pending events.\n *\n *  This function processes only those events that are already in the event\n *  queue and then returns immediately.  Processing events will cause the window\n *  and input callbacks associated with those events to be called.\n *\n *  On some platforms, a window move, resize or menu operation will cause event\n *  processing to block.  This is due to how event processing is designed on\n *  those platforms.  You can use the\n *  [window refresh callback](@ref window_refresh) to redraw the contents of\n *  your window when necessary during such operations.\n *\n *  Do not assume that callbacks you set will _only_ be called in response to\n *  event processing functions like this one.  While it is necessary to poll for\n *  events, window systems that require GLFW to register callbacks of its own\n *  can pass events to GLFW in response to many window system function calls.\n *  GLFW will pass those events on to the application callbacks before\n *  returning.\n *\n *  Event processing is not required for joystick input to work.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwWaitEvents\n *  @sa @ref glfwWaitEventsTimeout\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwPollEvents(void);\n\n/*! @brief Waits until events are queued and processes them.\n *\n *  This function puts the calling thread to sleep until at least one event is\n *  available in the event queue.  Once one or more events are available,\n *  it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue\n *  are processed and the function then returns immediately.  Processing events\n *  will cause the window and input callbacks associated with those events to be\n *  called.\n *\n *  Since not all events are associated with callbacks, this function may return\n *  without a callback having been called even if you are monitoring all\n *  callbacks.\n *\n *  On some platforms, a window move, resize or menu operation will cause event\n *  processing to block.  This is due to how event processing is designed on\n *  those platforms.  You can use the\n *  [window refresh callback](@ref window_refresh) to redraw the contents of\n *  your window when necessary during such operations.\n *\n *  Do not assume that callbacks you set will _only_ be called in response to\n *  event processing functions like this one.  While it is necessary to poll for\n *  events, window systems that require GLFW to register callbacks of its own\n *  can pass events to GLFW in response to many window system function calls.\n *  GLFW will pass those events on to the application callbacks before\n *  returning.\n *\n *  Event processing is not required for joystick input to work.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwPollEvents\n *  @sa @ref glfwWaitEventsTimeout\n *\n *  @since Added in version 2.5.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWaitEvents(void);\n\n/*! @brief Waits with timeout until events are queued and processes them.\n *\n *  This function puts the calling thread to sleep until at least one event is\n *  available in the event queue, or until the specified timeout is reached.  If\n *  one or more events are available, it behaves exactly like @ref\n *  glfwPollEvents, i.e. the events in the queue are processed and the function\n *  then returns immediately.  Processing events will cause the window and input\n *  callbacks associated with those events to be called.\n *\n *  The timeout value must be a positive finite number.\n *\n *  Since not all events are associated with callbacks, this function may return\n *  without a callback having been called even if you are monitoring all\n *  callbacks.\n *\n *  On some platforms, a window move, resize or menu operation will cause event\n *  processing to block.  This is due to how event processing is designed on\n *  those platforms.  You can use the\n *  [window refresh callback](@ref window_refresh) to redraw the contents of\n *  your window when necessary during such operations.\n *\n *  Do not assume that callbacks you set will _only_ be called in response to\n *  event processing functions like this one.  While it is necessary to poll for\n *  events, window systems that require GLFW to register callbacks of its own\n *  can pass events to GLFW in response to many window system function calls.\n *  GLFW will pass those events on to the application callbacks before\n *  returning.\n *\n *  Event processing is not required for joystick input to work.\n *\n *  @param[in] timeout The maximum amount of time, in seconds, to wait.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwPollEvents\n *  @sa @ref glfwWaitEvents\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWaitEventsTimeout(double timeout);\n\n/*! @brief Posts an empty event to the event queue.\n *\n *  This function posts an empty event from the current thread to the event\n *  queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwWaitEvents\n *  @sa @ref glfwWaitEventsTimeout\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwPostEmptyEvent(void);\n\n/*! @brief Returns the value of an input option for the specified window.\n *\n *  This function returns the value of an input option for the specified window.\n *  The mode must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,\n *  @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or\n *  @ref GLFW_RAW_MOUSE_MOTION.\n *\n *  @param[in] window The window to query.\n *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,\n *  `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or\n *  `GLFW_RAW_MOUSE_MOTION`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref glfwSetInputMode\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);\n\n/*! @brief Sets an input option for the specified window.\n *\n *  This function sets an input mode option for the specified window.  The mode\n *  must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,\n *  @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or\n *  @ref GLFW_RAW_MOUSE_MOTION.\n *\n *  If the mode is `GLFW_CURSOR`, the value must be one of the following cursor\n *  modes:\n *  - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.\n *  - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the\n *    content area of the window but does not restrict the cursor from leaving.\n *  - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual\n *    and unlimited cursor movement.  This is useful for implementing for\n *    example 3D camera controls.\n *\n *  If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to\n *  enable sticky keys, or `GLFW_FALSE` to disable it.  If sticky keys are\n *  enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`\n *  the next time it is called even if the key had been released before the\n *  call.  This is useful when you are only interested in whether keys have been\n *  pressed but not when or in which order.\n *\n *  If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either\n *  `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.\n *  If sticky mouse buttons are enabled, a mouse button press will ensure that\n *  @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even\n *  if the mouse button had been released before the call.  This is useful when\n *  you are only interested in whether mouse buttons have been pressed but not\n *  when or in which order.\n *\n *  If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to\n *  enable lock key modifier bits, or `GLFW_FALSE` to disable them.  If enabled,\n *  callbacks that receive modifier bits will also have the @ref\n *  GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on,\n *  and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on.\n *\n *  If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE`\n *  to enable raw (unscaled and unaccelerated) mouse motion when the cursor is\n *  disabled, or `GLFW_FALSE` to disable it.  If raw motion is not supported,\n *  attempting to set this will emit @ref GLFW_PLATFORM_ERROR.  Call @ref\n *  glfwRawMouseMotionSupported to check for support.\n *\n *  @param[in] window The window whose input mode to set.\n *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,\n *  `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or\n *  `GLFW_RAW_MOUSE_MOTION`.\n *  @param[in] value The new value of the specified input mode.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref glfwGetInputMode\n *\n *  @since Added in version 3.0.  Replaces `glfwEnable` and `glfwDisable`.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);\n\n/*! @brief Returns whether raw mouse motion is supported.\n *\n *  This function returns whether raw mouse motion is supported on the current\n *  system.  This status does not change after GLFW has been initialized so you\n *  only need to check this once.  If you attempt to enable raw motion on\n *  a system that does not support it, @ref GLFW_PLATFORM_ERROR will be emitted.\n *\n *  Raw mouse motion is closer to the actual motion of the mouse across\n *  a surface.  It is not affected by the scaling and acceleration applied to\n *  the motion of the desktop cursor.  That processing is suitable for a cursor\n *  while raw motion is better for controlling for example a 3D camera.  Because\n *  of this, raw mouse motion is only provided when the cursor is disabled.\n *\n *  @return `GLFW_TRUE` if raw mouse motion is supported on the current machine,\n *  or `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref raw_mouse_motion\n *  @sa @ref glfwSetInputMode\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwRawMouseMotionSupported(void);\n\n/*! @brief Returns the layout-specific name of the specified printable key.\n *\n *  This function returns the name of the specified printable key, encoded as\n *  UTF-8.  This is typically the character that key would produce without any\n *  modifier keys, intended for displaying key bindings to the user.  For dead\n *  keys, it is typically the diacritic it would add to a character.\n *\n *  __Do not use this function__ for [text input](@ref input_char).  You will\n *  break text input for many languages even if it happens to work for yours.\n *\n *  If the key is `GLFW_KEY_UNKNOWN`, the scancode is used to identify the key,\n *  otherwise the scancode is ignored.  If you specify a non-printable key, or\n *  `GLFW_KEY_UNKNOWN` and a scancode that maps to a non-printable key, this\n *  function returns `NULL` but does not emit an error.\n *\n *  This behavior allows you to always pass in the arguments in the\n *  [key callback](@ref input_key) without modification.\n *\n *  The printable keys are:\n *  - `GLFW_KEY_APOSTROPHE`\n *  - `GLFW_KEY_COMMA`\n *  - `GLFW_KEY_MINUS`\n *  - `GLFW_KEY_PERIOD`\n *  - `GLFW_KEY_SLASH`\n *  - `GLFW_KEY_SEMICOLON`\n *  - `GLFW_KEY_EQUAL`\n *  - `GLFW_KEY_LEFT_BRACKET`\n *  - `GLFW_KEY_RIGHT_BRACKET`\n *  - `GLFW_KEY_BACKSLASH`\n *  - `GLFW_KEY_WORLD_1`\n *  - `GLFW_KEY_WORLD_2`\n *  - `GLFW_KEY_0` to `GLFW_KEY_9`\n *  - `GLFW_KEY_A` to `GLFW_KEY_Z`\n *  - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`\n *  - `GLFW_KEY_KP_DECIMAL`\n *  - `GLFW_KEY_KP_DIVIDE`\n *  - `GLFW_KEY_KP_MULTIPLY`\n *  - `GLFW_KEY_KP_SUBTRACT`\n *  - `GLFW_KEY_KP_ADD`\n *  - `GLFW_KEY_KP_EQUAL`\n *\n *  Names for printable keys depend on keyboard layout, while names for\n *  non-printable keys are the same across layouts but depend on the application\n *  language and should be localized along with other user interface text.\n *\n *  @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.\n *  @param[in] scancode The scancode of the key to query.\n *  @return The UTF-8 encoded, layout-specific name of the key, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark The contents of the returned string may change when a keyboard\n *  layout change event is received.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_key_name\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetKeyName(int key, int scancode);\n\n/*! @brief Returns the platform-specific scancode of the specified key.\n *\n *  This function returns the platform-specific scancode of the specified key.\n *\n *  If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this\n *  method will return `-1`.\n *\n *  @param[in] key Any [named key](@ref keys).\n *  @return The platform-specific scancode for the key, or `-1` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref input_key\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetKeyScancode(int key);\n\n/*! @brief Returns the last reported state of a keyboard key for the specified\n *  window.\n *\n *  This function returns the last state reported for the specified key to the\n *  specified window.  The returned state is one of `GLFW_PRESS` or\n *  `GLFW_RELEASE`.  The action `GLFW_REPEAT` is only reported to the key callback.\n *\n *  If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns\n *  `GLFW_PRESS` the first time you call it for a key that was pressed, even if\n *  that key has already been released.\n *\n *  The key functions deal with physical keys, with [key tokens](@ref keys)\n *  named after their use on the standard US keyboard layout.  If you want to\n *  input text, use the Unicode character callback instead.\n *\n *  The [modifier key bit masks](@ref mods) are not key tokens and cannot be\n *  used with this function.\n *\n *  __Do not use this function__ to implement [text input](@ref input_char).\n *\n *  @param[in] window The desired window.\n *  @param[in] key The desired [keyboard key](@ref keys).  `GLFW_KEY_UNKNOWN` is\n *  not a valid key for this function.\n *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_key\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetKey(GLFWwindow* window, int key);\n\n/*! @brief Returns the last reported state of a mouse button for the specified\n *  window.\n *\n *  This function returns the last state reported for the specified mouse button\n *  to the specified window.  The returned state is one of `GLFW_PRESS` or\n *  `GLFW_RELEASE`.\n *\n *  If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function\n *  returns `GLFW_PRESS` the first time you call it for a mouse button that was\n *  pressed, even if that mouse button has already been released.\n *\n *  @param[in] window The desired window.\n *  @param[in] button The desired [mouse button](@ref buttons).\n *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_mouse_button\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);\n\n/*! @brief Retrieves the position of the cursor relative to the content area of\n *  the window.\n *\n *  This function returns the position of the cursor, in screen coordinates,\n *  relative to the upper-left corner of the content area of the specified\n *  window.\n *\n *  If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor\n *  position is unbounded and limited only by the minimum and maximum values of\n *  a `double`.\n *\n *  The coordinate can be converted to their integer equivalents with the\n *  `floor` function.  Casting directly to an integer type works for positive\n *  coordinates, but fails for negative ones.\n *\n *  Any or all of the position arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` position arguments will be set to zero.\n *\n *  @param[in] window The desired window.\n *  @param[out] xpos Where to store the cursor x-coordinate, relative to the\n *  left edge of the content area, or `NULL`.\n *  @param[out] ypos Where to store the cursor y-coordinate, relative to the to\n *  top edge of the content area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_pos\n *  @sa @ref glfwSetCursorPos\n *\n *  @since Added in version 3.0.  Replaces `glfwGetMousePos`.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);\n\n/*! @brief Sets the position of the cursor, relative to the content area of the\n *  window.\n *\n *  This function sets the position, in screen coordinates, of the cursor\n *  relative to the upper-left corner of the content area of the specified\n *  window.  The window must have input focus.  If the window does not have\n *  input focus when this function is called, it fails silently.\n *\n *  __Do not use this function__ to implement things like camera controls.  GLFW\n *  already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the\n *  cursor, transparently re-centers it and provides unconstrained cursor\n *  motion.  See @ref glfwSetInputMode for more information.\n *\n *  If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is\n *  unconstrained and limited only by the minimum and maximum values of\n *  a `double`.\n *\n *  @param[in] window The desired window.\n *  @param[in] xpos The desired x-coordinate, relative to the left edge of the\n *  content area.\n *  @param[in] ypos The desired y-coordinate, relative to the top edge of the\n *  content area.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland This function will only work when the cursor mode is\n *  `GLFW_CURSOR_DISABLED`, otherwise it will do nothing.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_pos\n *  @sa @ref glfwGetCursorPos\n *\n *  @since Added in version 3.0.  Replaces `glfwSetMousePos`.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);\n\n/*! @brief Creates a custom cursor.\n *\n *  Creates a new custom cursor image that can be set for a window with @ref\n *  glfwSetCursor.  The cursor can be destroyed with @ref glfwDestroyCursor.\n *  Any remaining cursors are destroyed by @ref glfwTerminate.\n *\n *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight\n *  bits per channel with the red channel first.  They are arranged canonically\n *  as packed sequential rows, starting from the top-left corner.\n *\n *  The cursor hotspot is specified in pixels, relative to the upper-left corner\n *  of the cursor image.  Like all other coordinate systems in GLFW, the X-axis\n *  points to the right and the Y-axis points down.\n *\n *  @param[in] image The desired cursor image.\n *  @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.\n *  @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.\n *  @return The handle of the created cursor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified image data is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *  @sa @ref glfwDestroyCursor\n *  @sa @ref glfwCreateStandardCursor\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);\n\n/*! @brief Creates a cursor with a standard shape.\n *\n *  Returns a cursor with a [standard shape](@ref shapes), that can be set for\n *  a window with @ref glfwSetCursor.\n *\n *  @param[in] shape One of the [standard shapes](@ref shapes).\n *  @return A new cursor ready to use or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *  @sa @ref glfwCreateCursor\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);\n\n/*! @brief Destroys a cursor.\n *\n *  This function destroys a cursor previously created with @ref\n *  glfwCreateCursor.  Any remaining cursors will be destroyed by @ref\n *  glfwTerminate.\n *\n *  If the specified cursor is current for any window, that window will be\n *  reverted to the default cursor.  This does not affect the cursor mode.\n *\n *  @param[in] cursor The cursor object to destroy.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *  @sa @ref glfwCreateCursor\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);\n\n/*! @brief Sets the cursor for the window.\n *\n *  This function sets the cursor image to be used when the cursor is over the\n *  content area of the specified window.  The set cursor will only be visible\n *  when the [cursor mode](@ref cursor_mode) of the window is\n *  `GLFW_CURSOR_NORMAL`.\n *\n *  On some platforms, the set cursor may not be visible unless the window also\n *  has input focus.\n *\n *  @param[in] window The window to set the cursor for.\n *  @param[in] cursor The cursor to set, or `NULL` to switch back to the default\n *  arrow cursor.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);\n\n/*! @brief Sets the key callback.\n *\n *  This function sets the key callback of the specified window, which is called\n *  when a key is pressed, repeated or released.\n *\n *  The key functions deal with physical keys, with layout independent\n *  [key tokens](@ref keys) named after their values in the standard US keyboard\n *  layout.  If you want to input text, use the\n *  [character callback](@ref glfwSetCharCallback) instead.\n *\n *  When a window loses input focus, it will generate synthetic key release\n *  events for all pressed keys.  You can tell these events from user-generated\n *  events by the fact that the synthetic ones are generated after the focus\n *  loss event has been processed, i.e. after the\n *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.\n *\n *  The scancode of a key is specific to that platform or sometimes even to that\n *  machine.  Scancodes are intended to allow users to bind keys that don't have\n *  a GLFW key token.  Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their\n *  state is not saved and so it cannot be queried with @ref glfwGetKey.\n *\n *  Sometimes GLFW needs to generate synthetic key events, in which case the\n *  scancode may be zero.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new key callback, or `NULL` to remove the currently\n *  set callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWkeyfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_key\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback);\n\n/*! @brief Sets the Unicode character callback.\n *\n *  This function sets the character callback of the specified window, which is\n *  called when a Unicode character is input.\n *\n *  The character callback is intended for Unicode text input.  As it deals with\n *  characters, it is keyboard layout dependent, whereas the\n *  [key callback](@ref glfwSetKeyCallback) is not.  Characters do not map 1:1\n *  to physical keys, as a key may produce zero, one or more characters.  If you\n *  want to know whether a specific physical key was pressed or released, see\n *  the key callback instead.\n *\n *  The character callback behaves as system text input normally does and will\n *  not be called if modifier keys are held down that would prevent normal text\n *  input on that platform, for example a Super (Command) key on macOS or Alt key\n *  on Windows.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcharfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_char\n *\n *  @since Added in version 2.4.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback);\n\n/*! @brief Sets the Unicode character with modifiers callback.\n *\n *  This function sets the character with modifiers callback of the specified\n *  window, which is called when a Unicode character is input regardless of what\n *  modifier keys are used.\n *\n *  The character with modifiers callback is intended for implementing custom\n *  Unicode character input.  For regular Unicode text input, see the\n *  [character callback](@ref glfwSetCharCallback).  Like the character\n *  callback, the character with modifiers callback deals with characters and is\n *  keyboard layout dependent.  Characters do not map 1:1 to physical keys, as\n *  a key may produce zero, one or more characters.  If you want to know whether\n *  a specific physical key was pressed or released, see the\n *  [key callback](@ref glfwSetKeyCallback) instead.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or an\n *  [error](@ref error_handling) occurred.\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint, int mods)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcharmodsfun).\n *\n *  @deprecated Scheduled for removal in version 4.0.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_char\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun callback);\n\n/*! @brief Sets the mouse button callback.\n *\n *  This function sets the mouse button callback of the specified window, which\n *  is called when a mouse button is pressed or released.\n *\n *  When a window loses input focus, it will generate synthetic mouse button\n *  release events for all pressed mouse buttons.  You can tell these events\n *  from user-generated events by the fact that the synthetic ones are generated\n *  after the focus loss event has been processed, i.e. after the\n *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int button, int action, int mods)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWmousebuttonfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_mouse_button\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback);\n\n/*! @brief Sets the cursor position callback.\n *\n *  This function sets the cursor position callback of the specified window,\n *  which is called when the cursor is moved.  The callback is provided with the\n *  position, in screen coordinates, relative to the upper-left corner of the\n *  content area of the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, double xpos, double ypos);\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcursorposfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_pos\n *\n *  @since Added in version 3.0.  Replaces `glfwSetMousePosCallback`.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun callback);\n\n/*! @brief Sets the cursor enter/leave callback.\n *\n *  This function sets the cursor boundary crossing callback of the specified\n *  window, which is called when the cursor enters or leaves the content area of\n *  the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int entered)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcursorenterfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_enter\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun callback);\n\n/*! @brief Sets the scroll callback.\n *\n *  This function sets the scroll callback of the specified window, which is\n *  called when a scrolling device is used, such as a mouse wheel or scrolling\n *  area of a touchpad.\n *\n *  The scroll callback receives all scrolling input, like that from a mouse\n *  wheel or a touchpad scrolling area.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new scroll callback, or `NULL` to remove the\n *  currently set callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, double xoffset, double yoffset)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWscrollfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref scrolling\n *\n *  @since Added in version 3.0.  Replaces `glfwSetMouseWheelCallback`.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun callback);\n\n/*! @brief Sets the path drop callback.\n *\n *  This function sets the path drop callback of the specified window, which is\n *  called when one or more dragged paths are dropped on the window.\n *\n *  Because the path array and its strings may have been generated specifically\n *  for that event, they are not guaranteed to be valid after the callback has\n *  returned.  If you wish to use them after the callback returns, you need to\n *  make a deep copy.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new file drop callback, or `NULL` to remove the\n *  currently set callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int path_count, const char* paths[])\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWdropfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @wayland File drop is currently unimplemented.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref path_drop\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback);\n\n/*! @brief Returns whether the specified joystick is present.\n *\n *  This function returns whether the specified joystick is present.\n *\n *  There is no need to call this function before other functions that accept\n *  a joystick ID, as they all check for presence before performing any other\n *  work.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick\n *\n *  @since Added in version 3.0.  Replaces `glfwGetJoystickParam`.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwJoystickPresent(int jid);\n\n/*! @brief Returns the values of all axes of the specified joystick.\n *\n *  This function returns the values of all axes of the specified joystick.\n *  Each element in the array is a value between -1.0 and 1.0.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] count Where to store the number of axis values in the returned\n *  array.  This is set to zero if the joystick is not present or an error\n *  occurred.\n *  @return An array of axis values, or `NULL` if the joystick is not present or\n *  an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_axis\n *\n *  @since Added in version 3.0.  Replaces `glfwGetJoystickPos`.\n *\n *  @ingroup input\n */\nGLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);\n\n/*! @brief Returns the state of all buttons of the specified joystick.\n *\n *  This function returns the state of all buttons of the specified joystick.\n *  Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.\n *\n *  For backward compatibility with earlier versions that did not have @ref\n *  glfwGetJoystickHats, the button array also includes all hats, each\n *  represented as four buttons.  The hats are in the same order as returned by\n *  __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and\n *  _left_.  To disable these extra buttons, set the @ref\n *  GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] count Where to store the number of button states in the returned\n *  array.  This is set to zero if the joystick is not present or an error\n *  occurred.\n *  @return An array of button states, or `NULL` if the joystick is not present\n *  or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_button\n *\n *  @since Added in version 2.2.\n *  @glfw3 Changed to return a dynamic array.\n *\n *  @ingroup input\n */\nGLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);\n\n/*! @brief Returns the state of all hats of the specified joystick.\n *\n *  This function returns the state of all hats of the specified joystick.\n *  Each element in the array is one of the following values:\n *\n *  Name                  | Value\n *  ----                  | -----\n *  `GLFW_HAT_CENTERED`   | 0\n *  `GLFW_HAT_UP`         | 1\n *  `GLFW_HAT_RIGHT`      | 2\n *  `GLFW_HAT_DOWN`       | 4\n *  `GLFW_HAT_LEFT`       | 8\n *  `GLFW_HAT_RIGHT_UP`   | `GLFW_HAT_RIGHT` \\| `GLFW_HAT_UP`\n *  `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \\| `GLFW_HAT_DOWN`\n *  `GLFW_HAT_LEFT_UP`    | `GLFW_HAT_LEFT` \\| `GLFW_HAT_UP`\n *  `GLFW_HAT_LEFT_DOWN`  | `GLFW_HAT_LEFT` \\| `GLFW_HAT_DOWN`\n *\n *  The diagonal directions are bitwise combinations of the primary (up, right,\n *  down and left) directions and you can test for these individually by ANDing\n *  it with the corresponding direction.\n *\n *  @code\n *  if (hats[2] & GLFW_HAT_RIGHT)\n *  {\n *      // State of hat 2 could be right-up, right or right-down\n *  }\n *  @endcode\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] count Where to store the number of hat states in the returned\n *  array.  This is set to zero if the joystick is not present or an error\n *  occurred.\n *  @return An array of hat states, or `NULL` if the joystick is not present\n *  or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected, this function is called again for that joystick or the library\n *  is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_hat\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);\n\n/*! @brief Returns the name of the specified joystick.\n *\n *  This function returns the name, encoded as UTF-8, of the specified joystick.\n *  The returned string is allocated and freed by GLFW.  You should not free it\n *  yourself.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick\n *  is not present or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_name\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetJoystickName(int jid);\n\n/*! @brief Returns the SDL compatible GUID of the specified joystick.\n *\n *  This function returns the SDL compatible GUID, as a UTF-8 encoded\n *  hexadecimal string, of the specified joystick.  The returned string is\n *  allocated and freed by GLFW.  You should not free it yourself.\n *\n *  The GUID is what connects a joystick to a gamepad mapping.  A connected\n *  joystick will always have a GUID even if there is no gamepad mapping\n *  assigned to it.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  The GUID uses the format introduced in SDL 2.0.5.  This GUID tries to\n *  uniquely identify the make and model of a joystick but does not identify\n *  a specific unit, e.g. all wired Xbox 360 controllers will have the same\n *  GUID on that platform.  The GUID for a unit may vary between platforms\n *  depending on what hardware information the platform specific APIs provide.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return The UTF-8 encoded GUID of the joystick, or `NULL` if the joystick\n *  is not present or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetJoystickGUID(int jid);\n\n/*! @brief Sets the user pointer of the specified joystick.\n *\n *  This function sets the user-defined pointer of the specified joystick.  The\n *  current value is retained until the joystick is disconnected.  The initial\n *  value is `NULL`.\n *\n *  This function may be called from the joystick callback, even for a joystick\n *  that is being disconnected.\n *\n *  @param[in] jid The joystick whose pointer to set.\n *  @param[in] pointer The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref joystick_userptr\n *  @sa @ref glfwGetJoystickUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);\n\n/*! @brief Returns the user pointer of the specified joystick.\n *\n *  This function returns the current value of the user-defined pointer of the\n *  specified joystick.  The initial value is `NULL`.\n *\n *  This function may be called from the joystick callback, even for a joystick\n *  that is being disconnected.\n *\n *  @param[in] jid The joystick whose pointer to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref joystick_userptr\n *  @sa @ref glfwSetJoystickUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI void* glfwGetJoystickUserPointer(int jid);\n\n/*! @brief Returns whether the specified joystick has a gamepad mapping.\n *\n *  This function returns whether the specified joystick is both present and has\n *  a gamepad mapping.\n *\n *  If the specified joystick is present but does not have a gamepad mapping\n *  this function will return `GLFW_FALSE` but will not generate an error.  Call\n *  @ref glfwJoystickPresent to check if a joystick is present regardless of\n *  whether it has a mapping.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping,\n *  or `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwGetGamepadState\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwJoystickIsGamepad(int jid);\n\n/*! @brief Sets the joystick configuration callback.\n *\n *  This function sets the joystick configuration callback, or removes the\n *  currently set callback.  This is called when a joystick is connected to or\n *  disconnected from the system.\n *\n *  For joystick connection and disconnection events to be delivered on all\n *  platforms, you need to call one of the [event processing](@ref events)\n *  functions.  Joystick disconnection may also be detected and the callback\n *  called by joystick functions.  The function will then return whatever it\n *  returns if the joystick is not present.\n *\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(int jid, int event)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWjoystickfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_event\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);\n\n/*! @brief Adds the specified SDL_GameControllerDB gamepad mappings.\n *\n *  This function parses the specified ASCII encoded string and updates the\n *  internal list with any gamepad mappings it finds.  This string may\n *  contain either a single gamepad mapping or many mappings separated by\n *  newlines.  The parser supports the full format of the `gamecontrollerdb.txt`\n *  source file including empty lines and comments.\n *\n *  See @ref gamepad_mapping for a description of the format.\n *\n *  If there is already a gamepad mapping for a given GUID in the internal list,\n *  it will be replaced by the one passed to this function.  If the library is\n *  terminated and re-initialized the internal list will revert to the built-in\n *  default.\n *\n *  @param[in] string The string containing the gamepad mappings.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_VALUE.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwJoystickIsGamepad\n *  @sa @ref glfwGetGamepadName\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwUpdateGamepadMappings(const char* string);\n\n/*! @brief Returns the human-readable gamepad name for the specified joystick.\n *\n *  This function returns the human-readable name of the gamepad from the\n *  gamepad mapping assigned to the specified joystick.\n *\n *  If the specified joystick is not present or does not have a gamepad mapping\n *  this function will return `NULL` but will not generate an error.  Call\n *  @ref glfwJoystickPresent to check whether it is present regardless of\n *  whether it has a mapping.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return The UTF-8 encoded name of the gamepad, or `NULL` if the\n *  joystick is not present, does not have a mapping or an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref GLFW_INVALID_ENUM.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected, the gamepad mappings are updated or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwJoystickIsGamepad\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetGamepadName(int jid);\n\n/*! @brief Retrieves the state of the specified joystick remapped as a gamepad.\n *\n *  This function retrieves the state of the specified joystick remapped to\n *  an Xbox-like gamepad.\n *\n *  If the specified joystick is not present or does not have a gamepad mapping\n *  this function will return `GLFW_FALSE` but will not generate an error.  Call\n *  @ref glfwJoystickPresent to check whether it is present regardless of\n *  whether it has a mapping.\n *\n *  The Guide button may not be available for input as it is often hooked by the\n *  system or the Steam client.\n *\n *  Not all devices have all the buttons or axes provided by @ref\n *  GLFWgamepadstate.  Unavailable buttons and axes will always report\n *  `GLFW_RELEASE` and 0.0 respectively.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] state The gamepad input state of the joystick.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is\n *  connected, it has no gamepad mapping or an [error](@ref error_handling)\n *  occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwUpdateGamepadMappings\n *  @sa @ref glfwJoystickIsGamepad\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);\n\n/*! @brief Sets the clipboard to the specified string.\n *\n *  This function sets the system clipboard to the specified, UTF-8 encoded\n *  string.\n *\n *  @param[in] window Deprecated.  Any valid window or `NULL`.\n *  @param[in] string A UTF-8 encoded string.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified string is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa @ref glfwGetClipboardString\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);\n\n/*! @brief Returns the contents of the clipboard as a string.\n *\n *  This function returns the contents of the system clipboard, if it contains\n *  or is convertible to a UTF-8 encoded string.  If the clipboard is empty or\n *  if its contents cannot be converted, `NULL` is returned and a @ref\n *  GLFW_FORMAT_UNAVAILABLE error is generated.\n *\n *  @param[in] window Deprecated.  Any valid window or `NULL`.\n *  @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`\n *  if an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_FORMAT_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the next call to @ref\n *  glfwGetClipboardString or @ref glfwSetClipboardString, or until the library\n *  is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa @ref glfwSetClipboardString\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);\n\n/*! @brief Returns the GLFW time.\n *\n *  This function returns the current GLFW time, in seconds.  Unless the time\n *  has been set using @ref glfwSetTime it measures time elapsed since GLFW was\n *  initialized.\n *\n *  This function and @ref glfwSetTime are helper functions on top of @ref\n *  glfwGetTimerFrequency and @ref glfwGetTimerValue.\n *\n *  The resolution of the timer is system dependent, but is usually on the order\n *  of a few micro- or nanoseconds.  It uses the highest-resolution monotonic\n *  time source on each supported platform.\n *\n *  @return The current time, in seconds, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Reading and\n *  writing of the internal base time is not atomic, so it needs to be\n *  externally synchronized with calls to @ref glfwSetTime.\n *\n *  @sa @ref time\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup input\n */\nGLFWAPI double glfwGetTime(void);\n\n/*! @brief Sets the GLFW time.\n *\n *  This function sets the current GLFW time, in seconds.  The value must be\n *  a positive finite number less than or equal to 18446744073.0, which is\n *  approximately 584.5 years.\n *\n *  This function and @ref glfwGetTime are helper functions on top of @ref\n *  glfwGetTimerFrequency and @ref glfwGetTimerValue.\n *\n *  @param[in] time The new value, in seconds.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_VALUE.\n *\n *  @remark The upper limit of GLFW time is calculated as\n *  floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations\n *  storing nanoseconds in 64 bits.  The limit may be increased in the future.\n *\n *  @thread_safety This function may be called from any thread.  Reading and\n *  writing of the internal base time is not atomic, so it needs to be\n *  externally synchronized with calls to @ref glfwGetTime.\n *\n *  @sa @ref time\n *\n *  @since Added in version 2.2.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetTime(double time);\n\n/*! @brief Returns the current value of the raw timer.\n *\n *  This function returns the current value of the raw timer, measured in\n *  1&nbsp;/&nbsp;frequency seconds.  To get the frequency, call @ref\n *  glfwGetTimerFrequency.\n *\n *  @return The value of the timer, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref time\n *  @sa @ref glfwGetTimerFrequency\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI uint64_t glfwGetTimerValue(void);\n\n/*! @brief Returns the frequency, in Hz, of the raw timer.\n *\n *  This function returns the frequency, in Hz, of the raw timer.\n *\n *  @return The frequency of the timer, in Hz, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref time\n *  @sa @ref glfwGetTimerValue\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI uint64_t glfwGetTimerFrequency(void);\n\n/*! @brief Makes the context of the specified window current for the calling\n *  thread.\n *\n *  This function makes the OpenGL or OpenGL ES context of the specified window\n *  current on the calling thread.  A context must only be made current on\n *  a single thread at a time and each thread can have only a single current\n *  context at a time.\n *\n *  When moving a context between threads, you must make it non-current on the\n *  old thread before making it current on the new one.\n *\n *  By default, making a context non-current implicitly forces a pipeline flush.\n *  On machines that support `GL_KHR_context_flush_control`, you can control\n *  whether a context performs this flush by setting the\n *  [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint)\n *  hint.\n *\n *  The specified window must have an OpenGL or OpenGL ES context.  Specifying\n *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT\n *  error.\n *\n *  @param[in] window The window whose context to make current, or `NULL` to\n *  detach the current context.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_current\n *  @sa @ref glfwGetCurrentContext\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup context\n */\nGLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);\n\n/*! @brief Returns the window whose context is current on the calling thread.\n *\n *  This function returns the window whose OpenGL or OpenGL ES context is\n *  current on the calling thread.\n *\n *  @return The window whose context is current, or `NULL` if no window's\n *  context is current.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_current\n *  @sa @ref glfwMakeContextCurrent\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup context\n */\nGLFWAPI GLFWwindow* glfwGetCurrentContext(void);\n\n/*! @brief Swaps the front and back buffers of the specified window.\n *\n *  This function swaps the front and back buffers of the specified window when\n *  rendering with OpenGL or OpenGL ES.  If the swap interval is greater than\n *  zero, the GPU driver waits the specified number of screen updates before\n *  swapping the buffers.\n *\n *  The specified window must have an OpenGL or OpenGL ES context.  Specifying\n *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT\n *  error.\n *\n *  This function does not apply to Vulkan.  If you are rendering with Vulkan,\n *  see `vkQueuePresentKHR` instead.\n *\n *  @param[in] window The window whose buffers to swap.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark __EGL:__ The context of the specified window must be current on the\n *  calling thread.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref buffer_swap\n *  @sa @ref glfwSwapInterval\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSwapBuffers(GLFWwindow* window);\n\n/*! @brief Sets the swap interval for the current context.\n *\n *  This function sets the swap interval for the current OpenGL or OpenGL ES\n *  context, i.e. the number of screen updates to wait from the time @ref\n *  glfwSwapBuffers was called before swapping the buffers and returning.  This\n *  is sometimes called _vertical synchronization_, _vertical retrace\n *  synchronization_ or just _vsync_.\n *\n *  A context that supports either of the `WGL_EXT_swap_control_tear` and\n *  `GLX_EXT_swap_control_tear` extensions also accepts _negative_ swap\n *  intervals, which allows the driver to swap immediately even if a frame\n *  arrives a little bit late.  You can check for these extensions with @ref\n *  glfwExtensionSupported.\n *\n *  A context must be current on the calling thread.  Calling this function\n *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.\n *\n *  This function does not apply to Vulkan.  If you are rendering with Vulkan,\n *  see the present mode of your swapchain instead.\n *\n *  @param[in] interval The minimum number of screen updates to wait for\n *  until the buffers are swapped by @ref glfwSwapBuffers.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark This function is not called during context creation, leaving the\n *  swap interval set to whatever is the default on that platform.  This is done\n *  because some swap interval extensions used by GLFW do not allow the swap\n *  interval to be reset to zero once it has been set to a non-zero value.\n *\n *  @remark Some GPU drivers do not honor the requested swap interval, either\n *  because of a user setting that overrides the application's request or due to\n *  bugs in the driver.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref buffer_swap\n *  @sa @ref glfwSwapBuffers\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup context\n */\nGLFWAPI void glfwSwapInterval(int interval);\n\n/*! @brief Returns whether the specified extension is available.\n *\n *  This function returns whether the specified\n *  [API extension](@ref context_glext) is supported by the current OpenGL or\n *  OpenGL ES context.  It searches both for client API extension and context\n *  creation API extensions.\n *\n *  A context must be current on the calling thread.  Calling this function\n *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.\n *\n *  As this functions retrieves and searches one or more extension strings each\n *  call, it is recommended that you cache its results if it is going to be used\n *  frequently.  The extension strings will not change during the lifetime of\n *  a context, so there is no danger in doing this.\n *\n *  This function does not apply to Vulkan.  If you are using Vulkan, see @ref\n *  glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`\n *  and `vkEnumerateDeviceExtensionProperties` instead.\n *\n *  @param[in] extension The ASCII encoded name of the extension.\n *  @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`\n *  otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_glext\n *  @sa @ref glfwGetProcAddress\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup context\n */\nGLFWAPI int glfwExtensionSupported(const char* extension);\n\n/*! @brief Returns the address of the specified function for the current\n *  context.\n *\n *  This function returns the address of the specified OpenGL or OpenGL ES\n *  [core or extension function](@ref context_glext), if it is supported\n *  by the current context.\n *\n *  A context must be current on the calling thread.  Calling this function\n *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.\n *\n *  This function does not apply to Vulkan.  If you are rendering with Vulkan,\n *  see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and\n *  `vkGetDeviceProcAddr` instead.\n *\n *  @param[in] procname The ASCII encoded name of the function.\n *  @return The address of the function, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark The address of a given function is not guaranteed to be the same\n *  between contexts.\n *\n *  @remark This function may return a non-`NULL` address despite the\n *  associated version or extension not being available.  Always check the\n *  context version or extension string first.\n *\n *  @pointer_lifetime The returned function pointer is valid until the context\n *  is destroyed or the library is terminated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_glext\n *  @sa @ref glfwExtensionSupported\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup context\n */\nGLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);\n\n/*! @brief Returns whether the Vulkan loader and an ICD have been found.\n *\n *  This function returns whether the Vulkan loader and any minimally functional\n *  ICD have been found.\n *\n *  The availability of a Vulkan loader and even an ICD does not by itself guarantee that\n *  surface creation or even instance creation is possible.  Call @ref\n *  glfwGetRequiredInstanceExtensions to check whether the extensions necessary for Vulkan\n *  surface creation are available and @ref glfwGetPhysicalDevicePresentationSupport to\n *  check whether a queue family of a physical device supports image presentation.\n *\n *  @return `GLFW_TRUE` if Vulkan is minimally available, or `GLFW_FALSE`\n *  otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref vulkan_support\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI int glfwVulkanSupported(void);\n\n/*! @brief Returns the Vulkan instance extensions required by GLFW.\n *\n *  This function returns an array of names of Vulkan instance extensions required\n *  by GLFW for creating Vulkan surfaces for GLFW windows.  If successful, the\n *  list will always contain `VK_KHR_surface`, so if you don't require any\n *  additional extensions you can pass this list directly to the\n *  `VkInstanceCreateInfo` struct.\n *\n *  If Vulkan is not available on the machine, this function returns `NULL` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported\n *  to check whether Vulkan is at least minimally available.\n *\n *  If Vulkan is available but no set of extensions allowing window surface\n *  creation was found, this function returns `NULL`.  You may still use Vulkan\n *  for off-screen rendering and compute work.\n *\n *  @param[out] count Where to store the number of extensions in the returned\n *  array.  This is set to zero if an error occurred.\n *  @return An array of ASCII encoded extension names, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_API_UNAVAILABLE.\n *\n *  @remark Additional extensions may be required by future versions of GLFW.\n *  You should check if any extensions you wish to enable are already in the\n *  returned array, as it is an error to specify an extension more than once in\n *  the `VkInstanceCreateInfo` struct.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is guaranteed to be valid only until the\n *  library is terminated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref vulkan_ext\n *  @sa @ref glfwCreateWindowSurface\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);\n\n#if defined(VK_VERSION_1_0)\n\n/*! @brief Returns the address of the specified Vulkan instance function.\n *\n *  This function returns the address of the specified Vulkan core or extension\n *  function for the specified instance.  If instance is set to `NULL` it can\n *  return any function exported from the Vulkan loader, including at least the\n *  following functions:\n *\n *  - `vkEnumerateInstanceExtensionProperties`\n *  - `vkEnumerateInstanceLayerProperties`\n *  - `vkCreateInstance`\n *  - `vkGetInstanceProcAddr`\n *\n *  If Vulkan is not available on the machine, this function returns `NULL` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported\n *  to check whether Vulkan is at least minimally available.\n *\n *  This function is equivalent to calling `vkGetInstanceProcAddr` with\n *  a platform-specific query of the Vulkan loader as a fallback.\n *\n *  @param[in] instance The Vulkan instance to query, or `NULL` to retrieve\n *  functions related to instance creation.\n *  @param[in] procname The ASCII encoded name of the function.\n *  @return The address of the function, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_API_UNAVAILABLE.\n *\n *  @pointer_lifetime The returned function pointer is valid until the library\n *  is terminated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref vulkan_proc\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);\n\n/*! @brief Returns whether the specified queue family can present images.\n *\n *  This function returns whether the specified queue family of the specified\n *  physical device supports presentation to the platform GLFW was built for.\n *\n *  If Vulkan or the required window surface creation instance extensions are\n *  not available on the machine, or if the specified instance was not created\n *  with the required extensions, this function returns `GLFW_FALSE` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported\n *  to check whether Vulkan is at least minimally available and @ref\n *  glfwGetRequiredInstanceExtensions to check what instance extensions are\n *  required.\n *\n *  @param[in] instance The instance that the physical device belongs to.\n *  @param[in] device The physical device that the queue family belongs to.\n *  @param[in] queuefamily The index of the queue family to query.\n *  @return `GLFW_TRUE` if the queue family supports presentation, or\n *  `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos This function currently always returns `GLFW_TRUE`, as the\n *  `VK_MVK_macos_surface` and `VK_EXT_metal_surface` extensions do not provide\n *  a `vkGetPhysicalDevice*PresentationSupport` type function.\n *\n *  @thread_safety This function may be called from any thread.  For\n *  synchronization details of Vulkan objects, see the Vulkan specification.\n *\n *  @sa @ref vulkan_present\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);\n\n/*! @brief Creates a Vulkan surface for the specified window.\n *\n *  This function creates a Vulkan surface for the specified window.\n *\n *  If the Vulkan loader or at least one minimally functional ICD were not found,\n *  this function returns `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref\n *  GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported to check whether\n *  Vulkan is at least minimally available.\n *\n *  If the required window surface creation instance extensions are not\n *  available or if the specified instance was not created with these extensions\n *  enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref\n *  glfwGetRequiredInstanceExtensions to check what instance extensions are\n *  required.\n *\n *  The window surface cannot be shared with another API so the window must\n *  have been created with the [client api hint](@ref GLFW_CLIENT_API_attrib)\n *  set to `GLFW_NO_API` otherwise it generates a @ref GLFW_INVALID_VALUE error\n *  and returns `VK_ERROR_NATIVE_WINDOW_IN_USE_KHR`.\n *\n *  The window surface must be destroyed before the specified Vulkan instance.\n *  It is the responsibility of the caller to destroy the window surface.  GLFW\n *  does not destroy it for you.  Call `vkDestroySurfaceKHR` to destroy the\n *  surface.\n *\n *  @param[in] instance The Vulkan instance to create the surface in.\n *  @param[in] window The window to create the surface for.\n *  @param[in] allocator The allocator to use, or `NULL` to use the default\n *  allocator.\n *  @param[out] surface Where to store the handle of the surface.  This is set\n *  to `VK_NULL_HANDLE` if an error occurred.\n *  @return `VK_SUCCESS` if successful, or a Vulkan error code if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_API_UNAVAILABLE, @ref GLFW_PLATFORM_ERROR and @ref GLFW_INVALID_VALUE\n *\n *  @remark If an error occurs before the creation call is made, GLFW returns\n *  the Vulkan error code most appropriate for the error.  Appropriate use of\n *  @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should\n *  eliminate almost all occurrences of these errors.\n *\n *  @remark @macos GLFW prefers the `VK_EXT_metal_surface` extension, with the\n *  `VK_MVK_macos_surface` extension as a fallback.  The name of the selected\n *  extension, if any, is included in the array returned by @ref\n *  glfwGetRequiredInstanceExtensions.\n *\n *  @remark @macos This function creates and sets a `CAMetalLayer` instance for\n *  the window content view, which is required for MoltenVK to function.\n *\n *  @thread_safety This function may be called from any thread.  For\n *  synchronization details of Vulkan objects, see the Vulkan specification.\n *\n *  @sa @ref vulkan_surface\n *  @sa @ref glfwGetRequiredInstanceExtensions\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);\n\n#endif /*VK_VERSION_1_0*/\n\n\n/*************************************************************************\n * Global definition cleanup\n *************************************************************************/\n\n/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */\n\n#ifdef GLFW_WINGDIAPI_DEFINED\n #undef WINGDIAPI\n #undef GLFW_WINGDIAPI_DEFINED\n#endif\n\n#ifdef GLFW_CALLBACK_DEFINED\n #undef CALLBACK\n #undef GLFW_CALLBACK_DEFINED\n#endif\n\n/* Some OpenGL related headers need GLAPIENTRY, but it is unconditionally\n * defined by some gl.h variants (OpenBSD) so define it after if needed.\n */\n#ifndef GLAPIENTRY\n #define GLAPIENTRY APIENTRY\n #define GLFW_GLAPIENTRY_DEFINED\n#endif\n\n/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */\n\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* _glfw3_h_ */\n\n"
  },
  {
    "path": "Dependencies/include/64/GLFW/glfw3native.h",
    "content": "/*************************************************************************\n * GLFW 3.3 - www.glfw.org\n * A library for OpenGL, window and input\n *------------------------------------------------------------------------\n * Copyright (c) 2002-2006 Marcus Geelnard\n * Copyright (c) 2006-2018 Camilla Löwy <elmindreda@glfw.org>\n *\n * This software is provided 'as-is', without any express or implied\n * warranty. In no event will the authors be held liable for any damages\n * arising from the use of this software.\n *\n * Permission is granted to anyone to use this software for any purpose,\n * including commercial applications, and to alter it and redistribute it\n * freely, subject to the following restrictions:\n *\n * 1. The origin of this software must not be misrepresented; you must not\n *    claim that you wrote the original software. If you use this software\n *    in a product, an acknowledgment in the product documentation would\n *    be appreciated but is not required.\n *\n * 2. Altered source versions must be plainly marked as such, and must not\n *    be misrepresented as being the original software.\n *\n * 3. This notice may not be removed or altered from any source\n *    distribution.\n *\n *************************************************************************/\n\n#ifndef _glfw3_native_h_\n#define _glfw3_native_h_\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/*************************************************************************\n * Doxygen documentation\n *************************************************************************/\n\n/*! @file glfw3native.h\n *  @brief The header of the native access functions.\n *\n *  This is the header file of the native access functions.  See @ref native for\n *  more information.\n */\n/*! @defgroup native Native access\n *  @brief Functions related to accessing native handles.\n *\n *  **By using the native access functions you assert that you know what you're\n *  doing and how to fix problems caused by using them.  If you don't, you\n *  shouldn't be using them.**\n *\n *  Before the inclusion of @ref glfw3native.h, you may define zero or more\n *  window system API macro and zero or more context creation API macros.\n *\n *  The chosen backends must match those the library was compiled for.  Failure\n *  to do this will cause a link-time error.\n *\n *  The available window API macros are:\n *  * `GLFW_EXPOSE_NATIVE_WIN32`\n *  * `GLFW_EXPOSE_NATIVE_COCOA`\n *  * `GLFW_EXPOSE_NATIVE_X11`\n *  * `GLFW_EXPOSE_NATIVE_WAYLAND`\n *\n *  The available context API macros are:\n *  * `GLFW_EXPOSE_NATIVE_WGL`\n *  * `GLFW_EXPOSE_NATIVE_NSGL`\n *  * `GLFW_EXPOSE_NATIVE_GLX`\n *  * `GLFW_EXPOSE_NATIVE_EGL`\n *  * `GLFW_EXPOSE_NATIVE_OSMESA`\n *\n *  These macros select which of the native access functions that are declared\n *  and which platform-specific headers to include.  It is then up your (by\n *  definition platform-specific) code to handle which of these should be\n *  defined.\n *\n *  If you do not want the platform-specific headers to be included, define\n *  `GLFW_NATIVE_INCLUDE_NONE` before including the @ref glfw3native.h header.\n *\n *  @code\n *  #define GLFW_EXPOSE_NATIVE_WIN32\n *  #define GLFW_EXPOSE_NATIVE_WGL\n *  #define GLFW_NATIVE_INCLUDE_NONE\n *  #include <GLFW/glfw3native.h>\n *  @endcode\n */\n\n\n/*************************************************************************\n * System headers and types\n *************************************************************************/\n\n#if !defined(GLFW_NATIVE_INCLUDE_NONE)\n\n #if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)\n  /* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for\n   * example to allow applications to correctly declare a GL_KHR_debug callback)\n   * but windows.h assumes no one will define APIENTRY before it does\n   */\n  #if defined(GLFW_APIENTRY_DEFINED)\n   #undef APIENTRY\n   #undef GLFW_APIENTRY_DEFINED\n  #endif\n  #include <windows.h>\n #elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)\n  #if defined(__OBJC__)\n   #import <Cocoa/Cocoa.h>\n  #else\n   #include <ApplicationServices/ApplicationServices.h>\n   #include <objc/objc.h>\n  #endif\n #elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)\n  #include <X11/Xlib.h>\n  #include <X11/extensions/Xrandr.h>\n #elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)\n  #include <wayland-client.h>\n #endif\n\n #if defined(GLFW_EXPOSE_NATIVE_WGL)\n  /* WGL is declared by windows.h */\n #endif\n #if defined(GLFW_EXPOSE_NATIVE_NSGL)\n  /* NSGL is declared by Cocoa.h */\n #endif\n #if defined(GLFW_EXPOSE_NATIVE_GLX)\n  /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by\n   * default it also acts as an OpenGL header\n   * However, glx.h will include gl.h, which will define it unconditionally\n   */\n  #if defined(GLFW_GLAPIENTRY_DEFINED)\n   #undef GLAPIENTRY\n   #undef GLFW_GLAPIENTRY_DEFINED\n  #endif\n  #include <GL/glx.h>\n #endif\n #if defined(GLFW_EXPOSE_NATIVE_EGL)\n  #include <EGL/egl.h>\n #endif\n #if defined(GLFW_EXPOSE_NATIVE_OSMESA)\n  /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by\n   * default it also acts as an OpenGL header\n   * However, osmesa.h will include gl.h, which will define it unconditionally\n   */\n  #if defined(GLFW_GLAPIENTRY_DEFINED)\n   #undef GLAPIENTRY\n   #undef GLFW_GLAPIENTRY_DEFINED\n  #endif\n  #include <GL/osmesa.h>\n #endif\n\n#endif /*GLFW_NATIVE_INCLUDE_NONE*/\n\n\n/*************************************************************************\n * Functions\n *************************************************************************/\n\n#if defined(GLFW_EXPOSE_NATIVE_WIN32)\n/*! @brief Returns the adapter device name of the specified monitor.\n *\n *  @return The UTF-8 encoded adapter device name (for example `\\\\.\\DISPLAY1`)\n *  of the specified monitor, or `NULL` if an [error](@ref error_handling)\n *  occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);\n\n/*! @brief Returns the display device name of the specified monitor.\n *\n *  @return The UTF-8 encoded display device name (for example\n *  `\\\\.\\DISPLAY1\\Monitor0`) of the specified monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the `HWND` of the specified window.\n *\n *  @return The `HWND` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark The `HDC` associated with the window can be queried with the\n *  [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)\n *  function.\n *  @code\n *  HDC dc = GetDC(glfwGetWin32Window(window));\n *  @endcode\n *  This DC is private and does not need to be released.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_WGL)\n/*! @brief Returns the `HGLRC` of the specified window.\n *\n *  @return The `HGLRC` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @remark The `HDC` associated with the window can be queried with the\n *  [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)\n *  function.\n *  @code\n *  HDC dc = GetDC(glfwGetWin32Window(window));\n *  @endcode\n *  This DC is private and does not need to be released.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_COCOA)\n/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.\n *\n *  @return The `CGDirectDisplayID` of the specified monitor, or\n *  `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the `NSWindow` of the specified window.\n *\n *  @return The `NSWindow` of the specified window, or `nil` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_NSGL)\n/*! @brief Returns the `NSOpenGLContext` of the specified window.\n *\n *  @return The `NSOpenGLContext` of the specified window, or `nil` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI id glfwGetNSGLContext(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_X11)\n/*! @brief Returns the `Display` used by GLFW.\n *\n *  @return The `Display` used by GLFW, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI Display* glfwGetX11Display(void);\n\n/*! @brief Returns the `RRCrtc` of the specified monitor.\n *\n *  @return The `RRCrtc` of the specified monitor, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);\n\n/*! @brief Returns the `RROutput` of the specified monitor.\n *\n *  @return The `RROutput` of the specified monitor, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the `Window` of the specified window.\n *\n *  @return The `Window` of the specified window, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI Window glfwGetX11Window(GLFWwindow* window);\n\n/*! @brief Sets the current primary selection to the specified string.\n *\n *  @param[in] string A UTF-8 encoded string.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified string is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa glfwGetX11SelectionString\n *  @sa glfwSetClipboardString\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI void glfwSetX11SelectionString(const char* string);\n\n/*! @brief Returns the contents of the current primary selection as a string.\n *\n *  If the selection is empty or if its contents cannot be converted, `NULL`\n *  is returned and a @ref GLFW_FORMAT_UNAVAILABLE error is generated.\n *\n *  @return The contents of the selection as a UTF-8 encoded string, or `NULL`\n *  if an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW. You\n *  should not free it yourself. It is valid until the next call to @ref\n *  glfwGetX11SelectionString or @ref glfwSetX11SelectionString, or until the\n *  library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa glfwSetX11SelectionString\n *  @sa glfwGetClipboardString\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI const char* glfwGetX11SelectionString(void);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_GLX)\n/*! @brief Returns the `GLXContext` of the specified window.\n *\n *  @return The `GLXContext` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);\n\n/*! @brief Returns the `GLXWindow` of the specified window.\n *\n *  @return The `GLXWindow` of the specified window, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)\n/*! @brief Returns the `struct wl_display*` used by GLFW.\n *\n *  @return The `struct wl_display*` used by GLFW, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI struct wl_display* glfwGetWaylandDisplay(void);\n\n/*! @brief Returns the `struct wl_output*` of the specified monitor.\n *\n *  @return The `struct wl_output*` of the specified monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the main `struct wl_surface*` of the specified window.\n *\n *  @return The main `struct wl_surface*` of the specified window, or `NULL` if\n *  an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_EGL)\n/*! @brief Returns the `EGLDisplay` used by GLFW.\n *\n *  @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark Because EGL is initialized on demand, this function will return\n *  `EGL_NO_DISPLAY` until the first context has been created via EGL.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI EGLDisplay glfwGetEGLDisplay(void);\n\n/*! @brief Returns the `EGLContext` of the specified window.\n *\n *  @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);\n\n/*! @brief Returns the `EGLSurface` of the specified window.\n *\n *  @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_OSMESA)\n/*! @brief Retrieves the color buffer associated with the specified window.\n *\n *  @param[in] window The window whose color buffer to retrieve.\n *  @param[out] width Where to store the width of the color buffer, or `NULL`.\n *  @param[out] height Where to store the height of the color buffer, or `NULL`.\n *  @param[out] format Where to store the OSMesa pixel format of the color\n *  buffer, or `NULL`.\n *  @param[out] buffer Where to store the address of the color buffer, or\n *  `NULL`.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer);\n\n/*! @brief Retrieves the depth buffer associated with the specified window.\n *\n *  @param[in] window The window whose depth buffer to retrieve.\n *  @param[out] width Where to store the width of the depth buffer, or `NULL`.\n *  @param[out] height Where to store the height of the depth buffer, or `NULL`.\n *  @param[out] bytesPerValue Where to store the number of bytes per depth\n *  buffer element, or `NULL`.\n *  @param[out] buffer Where to store the address of the depth buffer, or\n *  `NULL`.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer);\n\n/*! @brief Returns the `OSMesaContext` of the specified window.\n *\n *  @return The `OSMesaContext` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref\n *  GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* _glfw3_native_h_ */\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/CMakeLists.txt",
    "content": "file(GLOB ROOT_SOURCE *.cpp)\nfile(GLOB ROOT_INLINE *.inl)\nfile(GLOB ROOT_HEADER *.hpp)\nfile(GLOB ROOT_TEXT ../*.txt)\nfile(GLOB ROOT_MD ../*.md)\nfile(GLOB ROOT_NAT ../util/glm.natvis)\n\nfile(GLOB_RECURSE CORE_SOURCE ./detail/*.cpp)\nfile(GLOB_RECURSE CORE_INLINE ./detail/*.inl)\nfile(GLOB_RECURSE CORE_HEADER ./detail/*.hpp)\n\nfile(GLOB_RECURSE EXT_SOURCE ./ext/*.cpp)\nfile(GLOB_RECURSE EXT_INLINE ./ext/*.inl)\nfile(GLOB_RECURSE EXT_HEADER ./ext/*.hpp)\n\nfile(GLOB_RECURSE GTC_SOURCE ./gtc/*.cpp)\nfile(GLOB_RECURSE GTC_INLINE ./gtc/*.inl)\nfile(GLOB_RECURSE GTC_HEADER ./gtc/*.hpp)\n\nfile(GLOB_RECURSE GTX_SOURCE ./gtx/*.cpp)\nfile(GLOB_RECURSE GTX_INLINE ./gtx/*.inl)\nfile(GLOB_RECURSE GTX_HEADER ./gtx/*.hpp)\n\nfile(GLOB_RECURSE SIMD_SOURCE ./simd/*.cpp)\nfile(GLOB_RECURSE SIMD_INLINE ./simd/*.inl)\nfile(GLOB_RECURSE SIMD_HEADER ./simd/*.h)\n\nsource_group(\"Text Files\" FILES ${ROOT_TEXT} ${ROOT_MD})\nsource_group(\"Core Files\" FILES ${CORE_SOURCE})\nsource_group(\"Core Files\" FILES ${CORE_INLINE})\nsource_group(\"Core Files\" FILES ${CORE_HEADER})\nsource_group(\"EXT Files\" FILES ${EXT_SOURCE})\nsource_group(\"EXT Files\" FILES ${EXT_INLINE})\nsource_group(\"EXT Files\" FILES ${EXT_HEADER})\nsource_group(\"GTC Files\" FILES ${GTC_SOURCE})\nsource_group(\"GTC Files\" FILES ${GTC_INLINE})\nsource_group(\"GTC Files\" FILES ${GTC_HEADER})\nsource_group(\"GTX Files\" FILES ${GTX_SOURCE})\nsource_group(\"GTX Files\" FILES ${GTX_INLINE})\nsource_group(\"GTX Files\" FILES ${GTX_HEADER})\nsource_group(\"SIMD Files\" FILES ${SIMD_SOURCE})\nsource_group(\"SIMD Files\" FILES ${SIMD_INLINE})\nsource_group(\"SIMD Files\" FILES ${SIMD_HEADER})\n\nadd_library(glm INTERFACE)\ntarget_include_directories(glm INTERFACE ../)\n\nif(BUILD_STATIC_LIBS)\nadd_library(glm_static STATIC ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}\n\t${ROOT_SOURCE}    ${ROOT_INLINE}    ${ROOT_HEADER}\n\t${CORE_SOURCE}    ${CORE_INLINE}    ${CORE_HEADER}\n\t${EXT_SOURCE}     ${EXT_INLINE}     ${EXT_HEADER}\n\t${GTC_SOURCE}     ${GTC_INLINE}     ${GTC_HEADER}\n\t${GTX_SOURCE}     ${GTX_INLINE}     ${GTX_HEADER}\n\t${SIMD_SOURCE}    ${SIMD_INLINE}    ${SIMD_HEADER})\n\ttarget_link_libraries(glm_static PUBLIC glm)\n\tadd_library(glm::glm_static ALIAS glm_static)\nendif()\n\nif(BUILD_SHARED_LIBS)\nadd_library(glm_shared SHARED ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}\n\t${ROOT_SOURCE}    ${ROOT_INLINE}    ${ROOT_HEADER}\n\t${CORE_SOURCE}    ${CORE_INLINE}    ${CORE_HEADER}\n\t${EXT_SOURCE}     ${EXT_INLINE}     ${EXT_HEADER}\n\t${GTC_SOURCE}     ${GTC_INLINE}     ${GTC_HEADER}\n\t${GTX_SOURCE}     ${GTX_INLINE}     ${GTX_HEADER}\n\t${SIMD_SOURCE}    ${SIMD_INLINE}    ${SIMD_HEADER})\n\ttarget_link_libraries(glm_shared PUBLIC glm)\n\tadd_library(glm::glm_shared ALIAS glm_shared)\nendif()\n"
  },
  {
    "path": "Dependencies/include/64/glm/common.hpp",
    "content": "/// @ref core\n/// @file glm/common.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n///\n/// @defgroup core_func_common Common functions\n/// @ingroup core\n///\n/// Provides GLSL common functions\n///\n/// These all operate component-wise. The description is per component.\n///\n/// Include <glm/common.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/qualifier.hpp\"\n#include \"detail/_fixes.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_common\n\t/// @{\n\n\t/// Returns x if x >= 0; otherwise, it returns -x.\n\t///\n\t/// @tparam genType floating-point or signed integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml\">GLSL abs man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType abs(genType x);\n\n\t/// Returns x if x >= 0; otherwise, it returns -x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml\">GLSL abs man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> abs(vec<L, T, Q> const& x);\n\n\t/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml\">GLSL sign man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sign(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer that is less then or equal to x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml\">GLSL floor man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> floor(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x\n\t/// whose absolute value is not larger than the absolute value of x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml\">GLSL trunc man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> trunc(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// The fraction 0.5 will round in a direction chosen by the\n\t/// implementation, presumably the direction that is fastest.\n\t/// This includes the possibility that round(x) returns the\n\t/// same value as roundEven(x) for all values of x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml\">GLSL round man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> round(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// A fractional part of 0.5 will round toward the nearest even\n\t/// integer. (Both 3.5 and 4.5 for x will return 4.0.)\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml\">GLSL roundEven man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\t/// @see <a href=\"http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx\">New round to even technique</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> roundEven(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer\n\t/// that is greater than or equal to x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml\">GLSL ceil man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ceil(vec<L, T, Q> const& x);\n\n\t/// Return x - floor(x).\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml\">GLSL fract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fract(genType x);\n\n\t/// Return x - floor(x).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml\">GLSL fract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fract(vec<L, T, Q> const& x);\n\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType mod(genType x, genType y);\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, T y);\n\n\t/// Modulus. Returns x - y * floor(x / y)\n\t/// for each component in x using the floating point value y.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types, include glm/gtc/integer for integer scalar types support\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml\">GLSL mod man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the fractional part of x and sets i to the integer\n\t/// part (as a whole number floating point value). Both the\n\t/// return value and the output parameter will have the same\n\t/// sign as x.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml\">GLSL modf man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType modf(genType x, genType& i);\n\n\t/// Returns y if y < x; otherwise, it returns x.\n\t///\n\t/// @tparam genType Floating-point or integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml\">GLSL min man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType min(genType x, genType y);\n\n\t/// Returns y if y < x; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml\">GLSL min man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, T y);\n\n\t/// Returns y if y < x; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml\">GLSL min man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns y if x < y; otherwise, it returns x.\n\t///\n\t/// @tparam genType Floating-point or integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml\">GLSL max man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType max(genType x, genType y);\n\n\t/// Returns y if x < y; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml\">GLSL max man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, T y);\n\n\t/// Returns y if x < y; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml\">GLSL max man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x\n\t/// using the floating-point values minVal and maxVal.\n\t///\n\t/// @tparam genType Floating-point or integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml\">GLSL clamp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x\n\t/// using the floating-point values minVal and maxVal.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml\">GLSL clamp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, T minVal, T maxVal);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x\n\t/// using the floating-point values minVal and maxVal.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml\">GLSL clamp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);\n\n\t/// If genTypeU is a floating scalar or vector:\n\t/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of\n\t/// x and y using the floating-point value a.\n\t/// The value for a is not restricted to the range [0, 1].\n\t///\n\t/// If genTypeU is a boolean scalar or vector:\n\t/// Selects which vector each returned component comes\n\t/// from. For a component of 'a' that is false, the\n\t/// corresponding component of 'x' is returned. For a\n\t/// component of 'a' that is true, the corresponding\n\t/// component of 'y' is returned. Components of 'x' and 'y' that\n\t/// are not selected are allowed to be invalid floating point\n\t/// values and will have no effect on the results. Thus, this\n\t/// provides different functionality than\n\t/// genType mix(genType x, genType y, genType(a))\n\t/// where a is a Boolean vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml\">GLSL mix man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\t///\n\t/// @param[in]  x Value to interpolate.\n\t/// @param[in]  y Value to interpolate.\n\t/// @param[in]  a Interpolant.\n\t///\n\t/// @tparam\tgenTypeT Floating point scalar or vector.\n\t/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.\n\t///\n\t/// @code\n\t/// #include <glm/glm.hpp>\n\t/// ...\n\t/// float a;\n\t/// bool b;\n\t/// glm::dvec3 e;\n\t/// glm::dvec3 f;\n\t/// glm::vec4 g;\n\t/// glm::vec4 h;\n\t/// ...\n\t/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.\n\t/// glm::vec4 s = glm::mix(g, h, b); // Returns g or h;\n\t/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.\n\t/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.\n\t/// @endcode\n\ttemplate<typename genTypeT, typename genTypeU>\n\tGLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a);\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U a);\n\n\t/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml\">GLSL step man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType step(genType edge, genType x);\n\n\t/// Returns 0.0 if x < edge, otherwise it returns 1.0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml\">GLSL step man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> step(T edge, vec<L, T, Q> const& x);\n\n\t/// Returns 0.0 if x < edge, otherwise it returns 1.0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml\">GLSL step man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> step(vec<L, T, Q> const& edge, vec<L, T, Q> const& x);\n\n\t/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and\n\t/// performs smooth Hermite interpolation between 0 and 1\n\t/// when edge0 < x < edge1. This is useful in cases where\n\t/// you would want a threshold function with a smooth\n\t/// transition. This is equivalent to:\n\t/// genType t;\n\t/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);\n\t/// return t * t * (3 - 2 * t);\n\t/// Results are undefined if edge0 >= edge1.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml\">GLSL smoothstep man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> smoothstep(T edge0, T edge1, vec<L, T, Q> const& x);\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> smoothstep(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x);\n\n\t/// Returns true if x holds a NaN (not a number)\n\t/// representation in the underlying implementation's set of\n\t/// floating point representations. Returns false otherwise,\n\t/// including for implementations with no NaN\n\t/// representations.\n\t///\n\t/// /!\\ When using compiler fast math, this function may fail.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml\">GLSL isnan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isnan(vec<L, T, Q> const& x);\n\n\t/// Returns true if x holds a positive infinity or negative\n\t/// infinity representation in the underlying implementation's\n\t/// set of floating point representations. Returns false\n\t/// otherwise, including for implementations with no infinity\n\t/// representations.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml\">GLSL isinf man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isinf(vec<L, T, Q> const& x);\n\n\t/// Returns a signed integer value representing\n\t/// the encoding of a floating-point value. The floating-point\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml\">GLSL floatBitsToInt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL int floatBitsToInt(float const& v);\n\n\t/// Returns a signed integer value representing\n\t/// the encoding of a floating-point value. The floatingpoint\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml\">GLSL floatBitsToInt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> floatBitsToInt(vec<L, float, Q> const& v);\n\n\t/// Returns a unsigned integer value representing\n\t/// the encoding of a floating-point value. The floatingpoint\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml\">GLSL floatBitsToUint man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL uint floatBitsToUint(float const& v);\n\n\t/// Returns a unsigned integer value representing\n\t/// the encoding of a floating-point value. The floatingpoint\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml\">GLSL floatBitsToUint man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> floatBitsToUint(vec<L, float, Q> const& v);\n\n\t/// Returns a floating-point value corresponding to a signed\n\t/// integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml\">GLSL intBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL float intBitsToFloat(int const& v);\n\n\t/// Returns a floating-point value corresponding to a signed\n\t/// integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml\">GLSL intBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, float, Q> intBitsToFloat(vec<L, int, Q> const& v);\n\n\t/// Returns a floating-point value corresponding to a\n\t/// unsigned integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml\">GLSL uintBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL float uintBitsToFloat(uint const& v);\n\n\t/// Returns a floating-point value corresponding to a\n\t/// unsigned integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml\">GLSL uintBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, float, Q> uintBitsToFloat(vec<L, uint, Q> const& v);\n\n\t/// Computes and returns a * b + c.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml\">GLSL fma man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fma(genType const& a, genType const& b, genType const& c);\n\n\t/// Splits x into a floating-point significand in the range\n\t/// [0.5, 1.0) and an integral exponent of two, such that:\n\t/// x = significand * exp(2, exponent)\n\t///\n\t/// The significand is returned by the function and the\n\t/// exponent is returned in the parameter exp. For a\n\t/// floating-point value of zero, the significant and exponent\n\t/// are both zero. For a floating-point value that is an\n\t/// infinity or is not a number, the results are undefined.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml\">GLSL frexp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType frexp(genType x, int& exp);\n\t\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> frexp(vec<L, T, Q> const& v, vec<L, int, Q>& exp);\n\n\t/// Builds a floating-point number from x and the\n\t/// corresponding integral exponent of two in exp, returning:\n\t/// significand * exp(2, exponent)\n\t///\n\t/// If this product is too large to be represented in the\n\t/// floating-point type, the result is undefined.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml\">GLSL ldexp man page</a>;\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType ldexp(genType const& x, int const& exp);\n\t\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ldexp(vec<L, T, Q> const& v, vec<L, int, Q> const& exp);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_common.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/_features.hpp",
    "content": "#pragma once\n\n// #define GLM_CXX98_EXCEPTIONS\n// #define GLM_CXX98_RTTI\n\n// #define GLM_CXX11_RVALUE_REFERENCES\n// Rvalue references - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n2118.html\n\n// GLM_CXX11_TRAILING_RETURN\n// Rvalue references for *this - GCC not supported\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2439.htm\n\n// GLM_CXX11_NONSTATIC_MEMBER_INIT\n// Initialization of class objects by rvalues - GCC any\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1610.html\n\n// GLM_CXX11_NONSTATIC_MEMBER_INIT\n// Non-static data member initializers - GCC 4.7\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2008/n2756.htm\n\n// #define GLM_CXX11_VARIADIC_TEMPLATE\n// Variadic templates - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2242.pdf\n\n//\n// Extending variadic template template parameters - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2555.pdf\n\n// #define GLM_CXX11_GENERALIZED_INITIALIZERS\n// Initializer lists - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm\n\n// #define GLM_CXX11_STATIC_ASSERT\n// Static assertions - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1720.html\n\n// #define GLM_CXX11_AUTO_TYPE\n// auto-typed variables - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1984.pdf\n\n// #define GLM_CXX11_AUTO_TYPE\n// Multi-declarator auto - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1737.pdf\n\n// #define GLM_CXX11_AUTO_TYPE\n// Removal of auto as a storage-class specifier - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2546.htm\n\n// #define GLM_CXX11_AUTO_TYPE\n// New function declarator syntax - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2541.htm\n\n// #define GLM_CXX11_LAMBDAS\n// New wording for C++0x lambdas - GCC 4.5\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2927.pdf\n\n// #define GLM_CXX11_DECLTYPE\n// Declared type of an expression - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2343.pdf\n\n//\n// Right angle brackets - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1757.html\n\n//\n// Default template arguments for function templates\tDR226\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#226\n\n//\n// Solving the SFINAE problem for expressions\tDR339\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2634.html\n\n// #define GLM_CXX11_ALIAS_TEMPLATE\n// Template aliases\tN2258\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf\n\n//\n// Extern templates\tN1987\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1987.htm\n\n// #define GLM_CXX11_NULLPTR\n// Null pointer constant\tN2431\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2431.pdf\n\n// #define GLM_CXX11_STRONG_ENUMS\n// Strongly-typed enums\tN2347\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2347.pdf\n\n//\n// Forward declarations for enums\tN2764\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2764.pdf\n\n//\n// Generalized attributes\tN2761\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2761.pdf\n\n//\n// Generalized constant expressions\tN2235\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf\n\n//\n// Alignment support\tN2341\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf\n\n// #define GLM_CXX11_DELEGATING_CONSTRUCTORS\n// Delegating constructors\tN1986\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1986.pdf\n\n//\n// Inheriting constructors\tN2540\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2540.htm\n\n// #define GLM_CXX11_EXPLICIT_CONVERSIONS\n// Explicit conversion operators\tN2437\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf\n\n//\n// New character types\tN2249\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2249.html\n\n//\n// Unicode string literals\tN2442\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm\n\n//\n// Raw string literals\tN2442\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm\n\n//\n// Universal character name literals\tN2170\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2170.html\n\n// #define GLM_CXX11_USER_LITERALS\n// User-defined literals\t\tN2765\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2765.pdf\n\n//\n// Standard Layout Types\tN2342\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2342.htm\n\n// #define GLM_CXX11_DEFAULTED_FUNCTIONS\n// #define GLM_CXX11_DELETED_FUNCTIONS\n// Defaulted and deleted functions\tN2346\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2346.htm\n\n//\n// Extended friend declarations\tN1791\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1791.pdf\n\n//\n// Extending sizeof\tN2253\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2253.html\n\n// #define GLM_CXX11_INLINE_NAMESPACES\n// Inline namespaces\tN2535\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2535.htm\n\n// #define GLM_CXX11_UNRESTRICTED_UNIONS\n// Unrestricted unions\tN2544\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf\n\n// #define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS\n// Local and unnamed types as template arguments\tN2657\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2657.htm\n\n// #define GLM_CXX11_RANGE_FOR\n// Range-based for\tN2930\tGCC 4.6\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2930.html\n\n// #define GLM_CXX11_OVERRIDE_CONTROL\n// Explicit virtual overrides\tN2928 N3206 N3272\tGCC 4.7\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2928.htm\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3206.htm\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2011/n3272.htm\n\n//\n// Minimal support for garbage collection and reachability-based leak detection\tN2670\tNo\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2670.htm\n\n// #define GLM_CXX11_NOEXCEPT\n// Allowing move constructors to throw [noexcept]\tN3050\tGCC 4.6 (core language only)\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3050.html\n\n//\n// Defining move special member functions\tN3053\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3053.html\n\n//\n// Sequence points\tN2239\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html\n\n//\n// Atomic operations\tN2427\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html\n\n//\n// Strong Compare and Exchange\tN2748\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2427.html\n\n//\n// Bidirectional Fences\tN2752\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2752.htm\n\n//\n// Memory model\tN2429\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2429.htm\n\n//\n// Data-dependency ordering: atomics and memory model\tN2664\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2664.htm\n\n//\n// Propagating exceptions\tN2179\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2179.html\n\n//\n// Abandoning a process and at_quick_exit\tN2440\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2440.htm\n\n//\n// Allow atomics use in signal handlers\tN2547\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2547.htm\n\n//\n// Thread-local storage\tN2659\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2659.htm\n\n//\n// Dynamic initialization and destruction with concurrency\tN2660\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2660.htm\n\n//\n// __func__ predefined identifier\tN2340\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2340.htm\n\n//\n// C99 preprocessor\tN1653\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1653.htm\n\n//\n// long long\tN1811\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1811.pdf\n\n//\n// Extended integral types\tN1988\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1988.pdf\n\n#if(GLM_COMPILER & GLM_COMPILER_GCC)\n\n#\tdefine GLM_CXX11_STATIC_ASSERT\n\n#elif(GLM_COMPILER & GLM_COMPILER_CLANG)\n#\tif(__has_feature(cxx_exceptions))\n#\t\tdefine GLM_CXX98_EXCEPTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_rtti))\n#\t\tdefine GLM_CXX98_RTTI\n#\tendif\n\n#\tif(__has_feature(cxx_access_control_sfinae))\n#\t\tdefine GLM_CXX11_ACCESS_CONTROL_SFINAE\n#\tendif\n\n#\tif(__has_feature(cxx_alias_templates))\n#\t\tdefine GLM_CXX11_ALIAS_TEMPLATE\n#\tendif\n\n#\tif(__has_feature(cxx_alignas))\n#\t\tdefine GLM_CXX11_ALIGNAS\n#\tendif\n\n#\tif(__has_feature(cxx_attributes))\n#\t\tdefine GLM_CXX11_ATTRIBUTES\n#\tendif\n\n#\tif(__has_feature(cxx_constexpr))\n#\t\tdefine GLM_CXX11_CONSTEXPR\n#\tendif\n\n#\tif(__has_feature(cxx_decltype))\n#\t\tdefine GLM_CXX11_DECLTYPE\n#\tendif\n\n#\tif(__has_feature(cxx_default_function_template_args))\n#\t\tdefine GLM_CXX11_DEFAULT_FUNCTION_TEMPLATE_ARGS\n#\tendif\n\n#\tif(__has_feature(cxx_defaulted_functions))\n#\t\tdefine GLM_CXX11_DEFAULTED_FUNCTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_delegating_constructors))\n#\t\tdefine GLM_CXX11_DELEGATING_CONSTRUCTORS\n#\tendif\n\n#\tif(__has_feature(cxx_deleted_functions))\n#\t\tdefine GLM_CXX11_DELETED_FUNCTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_explicit_conversions))\n#\t\tdefine GLM_CXX11_EXPLICIT_CONVERSIONS\n#\tendif\n\n#\tif(__has_feature(cxx_generalized_initializers))\n#\t\tdefine GLM_CXX11_GENERALIZED_INITIALIZERS\n#\tendif\n\n#\tif(__has_feature(cxx_implicit_moves))\n#\t\tdefine GLM_CXX11_IMPLICIT_MOVES\n#\tendif\n\n#\tif(__has_feature(cxx_inheriting_constructors))\n#\t\tdefine GLM_CXX11_INHERITING_CONSTRUCTORS\n#\tendif\n\n#\tif(__has_feature(cxx_inline_namespaces))\n#\t\tdefine GLM_CXX11_INLINE_NAMESPACES\n#\tendif\n\n#\tif(__has_feature(cxx_lambdas))\n#\t\tdefine GLM_CXX11_LAMBDAS\n#\tendif\n\n#\tif(__has_feature(cxx_local_type_template_args))\n#\t\tdefine GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS\n#\tendif\n\n#\tif(__has_feature(cxx_noexcept))\n#\t\tdefine GLM_CXX11_NOEXCEPT\n#\tendif\n\n#\tif(__has_feature(cxx_nonstatic_member_init))\n#\t\tdefine GLM_CXX11_NONSTATIC_MEMBER_INIT\n#\tendif\n\n#\tif(__has_feature(cxx_nullptr))\n#\t\tdefine GLM_CXX11_NULLPTR\n#\tendif\n\n#\tif(__has_feature(cxx_override_control))\n#\t\tdefine GLM_CXX11_OVERRIDE_CONTROL\n#\tendif\n\n#\tif(__has_feature(cxx_reference_qualified_functions))\n#\t\tdefine GLM_CXX11_REFERENCE_QUALIFIED_FUNCTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_range_for))\n#\t\tdefine GLM_CXX11_RANGE_FOR\n#\tendif\n\n#\tif(__has_feature(cxx_raw_string_literals))\n#\t\tdefine GLM_CXX11_RAW_STRING_LITERALS\n#\tendif\n\n#\tif(__has_feature(cxx_rvalue_references))\n#\t\tdefine GLM_CXX11_RVALUE_REFERENCES\n#\tendif\n\n#\tif(__has_feature(cxx_static_assert))\n#\t\tdefine GLM_CXX11_STATIC_ASSERT\n#\tendif\n\n#\tif(__has_feature(cxx_auto_type))\n#\t\tdefine GLM_CXX11_AUTO_TYPE\n#\tendif\n\n#\tif(__has_feature(cxx_strong_enums))\n#\t\tdefine GLM_CXX11_STRONG_ENUMS\n#\tendif\n\n#\tif(__has_feature(cxx_trailing_return))\n#\t\tdefine GLM_CXX11_TRAILING_RETURN\n#\tendif\n\n#\tif(__has_feature(cxx_unicode_literals))\n#\t\tdefine GLM_CXX11_UNICODE_LITERALS\n#\tendif\n\n#\tif(__has_feature(cxx_unrestricted_unions))\n#\t\tdefine GLM_CXX11_UNRESTRICTED_UNIONS\n#\tendif\n\n#\tif(__has_feature(cxx_user_literals))\n#\t\tdefine GLM_CXX11_USER_LITERALS\n#\tendif\n\n#\tif(__has_feature(cxx_variadic_templates))\n#\t\tdefine GLM_CXX11_VARIADIC_TEMPLATES\n#\tendif\n\n#endif//(GLM_COMPILER & GLM_COMPILER_CLANG)\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/_fixes.hpp",
    "content": "#include <cmath>\n\n//! Workaround for compatibility with other libraries\n#ifdef max\n#undef max\n#endif\n\n//! Workaround for compatibility with other libraries\n#ifdef min\n#undef min\n#endif\n\n//! Workaround for Android\n#ifdef isnan\n#undef isnan\n#endif\n\n//! Workaround for Android\n#ifdef isinf\n#undef isinf\n#endif\n\n//! Workaround for Chrone Native Client\n#ifdef log2\n#undef log2\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/_noise.hpp",
    "content": "#pragma once\n\n#include \"../common.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T mod289(T const& x)\n\t{\n\t\treturn x - floor(x * (static_cast<T>(1.0) / static_cast<T>(289.0))) * static_cast<T>(289.0);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T permute(T const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> permute(vec<2, T, Q> const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> permute(vec<3, T, Q> const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> permute(vec<4, T, Q> const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T taylorInvSqrt(T const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> taylorInvSqrt(vec<2, T, Q> const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> taylorInvSqrt(vec<3, T, Q> const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> taylorInvSqrt(vec<4, T, Q> const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> fade(vec<2, T, Q> const& t)\n\t{\n\t\treturn (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> fade(vec<3, T, Q> const& t)\n\t{\n\t\treturn (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> fade(vec<4, T, Q> const& t)\n\t{\n\t\treturn (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));\n\t}\n}//namespace detail\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/_swizzle.hpp",
    "content": "#pragma once\n\nnamespace glm{\nnamespace detail\n{\n\t// Internal class for implementing swizzle operators\n\ttemplate<typename T, int N>\n\tstruct _swizzle_base0\n\t{\n\tprotected:\n\t\tGLM_FUNC_QUALIFIER T& elem(size_t i){ return (reinterpret_cast<T*>(_buffer))[i]; }\n\t\tGLM_FUNC_QUALIFIER T const& elem(size_t i) const{ return (reinterpret_cast<const T*>(_buffer))[i]; }\n\n\t\t// Use an opaque buffer to *ensure* the compiler doesn't call a constructor.\n\t\t// The size 1 buffer is assumed to aligned to the actual members so that the\n\t\t// elem()\n\t\tchar    _buffer[1];\n\t};\n\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, bool Aligned>\n\tstruct _swizzle_base1 : public _swizzle_base0<T, N>\n\t{\n\t};\n\n\ttemplate<typename T, qualifier Q, int E0, int E1, bool Aligned>\n\tstruct _swizzle_base1<2, T, Q, E0,E1,-1,-2, Aligned> : public _swizzle_base0<T, 2>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<2, T, Q> operator ()()  const { return vec<2, T, Q>(this->elem(E0), this->elem(E1)); }\n\t};\n\n\ttemplate<typename T, qualifier Q, int E0, int E1, int E2, bool Aligned>\n\tstruct _swizzle_base1<3, T, Q, E0,E1,E2,-1, Aligned> : public _swizzle_base0<T, 3>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<3, T, Q> operator ()()  const { return vec<3, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2)); }\n\t};\n\n\ttemplate<typename T, qualifier Q, int E0, int E1, int E2, int E3, bool Aligned>\n\tstruct _swizzle_base1<4, T, Q, E0,E1,E2,E3, Aligned> : public _swizzle_base0<T, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, T, Q> operator ()()  const { return vec<4, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2), this->elem(E3)); }\n\t};\n\n\t// Internal class for implementing swizzle operators\n\t/*\n\t\tTemplate parameters:\n\n\t\tT\t\t\t= type of scalar values (e.g. float, double)\n\t\tN\t\t\t= number of components in the vector (e.g. 3)\n\t\tE0...3\t\t= what index the n-th element of this swizzle refers to in the unswizzled vec\n\n\t\tDUPLICATE_ELEMENTS = 1 if there is a repeated element, 0 otherwise (used to specialize swizzles\n\t\t\tcontaining duplicate elements so that they cannot be used as r-values).\n\t*/\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, int DUPLICATE_ELEMENTS>\n\tstruct _swizzle_base2 : public _swizzle_base1<N, T, Q, E0,E1,E2,E3, detail::is_aligned<Q>::value>\n\t{\n\t\tstruct op_equal\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e = t; }\n\t\t};\n\n\t\tstruct op_minus\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e -= t; }\n\t\t};\n\n\t\tstruct op_plus\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e += t; }\n\t\t};\n\n\t\tstruct op_mul\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e *= t; }\n\t\t};\n\n\t\tstruct op_div\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e /= t; }\n\t\t};\n\n\tpublic:\n\t\tGLM_FUNC_QUALIFIER _swizzle_base2& operator= (const T& t)\n\t\t{\n\t\t\tfor (int i = 0; i < N; ++i)\n\t\t\t\t(*this)[i] = t;\n\t\t\treturn *this;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER _swizzle_base2& operator= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_equal());\n\t\t\treturn *this;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator -= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_minus());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator += (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_plus());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator *= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_mul());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator /= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_div());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER T& operator[](size_t i)\n\t\t{\n\t\t\tconst int offset_dst[4] = { E0, E1, E2, E3 };\n\t\t\treturn this->elem(offset_dst[i]);\n\t\t}\n\t\tGLM_FUNC_QUALIFIER T operator[](size_t i) const\n\t\t{\n\t\t\tconst int offset_dst[4] = { E0, E1, E2, E3 };\n\t\t\treturn this->elem(offset_dst[i]);\n\t\t}\n\n\tprotected:\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_QUALIFIER void _apply_op(vec<N, T, Q> const& that, const U& op)\n\t\t{\n\t\t\t// Make a copy of the data in this == &that.\n\t\t\t// The copier should optimize out the copy in cases where the function is\n\t\t\t// properly inlined and the copy is not necessary.\n\t\t\tT t[N];\n\t\t\tfor (int i = 0; i < N; ++i)\n\t\t\t\tt[i] = that[i];\n\t\t\tfor (int i = 0; i < N; ++i)\n\t\t\t\top( (*this)[i], t[i] );\n\t\t}\n\t};\n\n\t// Specialization for swizzles containing duplicate elements.  These cannot be modified.\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base2<N, T, Q, E0,E1,E2,E3, 1> : public _swizzle_base1<N, T, Q, E0,E1,E2,E3, detail::is_aligned<Q>::value>\n\t{\n\t\tstruct Stub {};\n\n\t\tGLM_FUNC_QUALIFIER _swizzle_base2& operator= (Stub const&) { return *this; }\n\n\t\tGLM_FUNC_QUALIFIER T operator[]  (size_t i) const\n\t\t{\n\t\t\tconst int offset_dst[4] = { E0, E1, E2, E3 };\n\t\t\treturn this->elem(offset_dst[i]);\n\t\t}\n\t};\n\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle : public _swizzle_base2<N, T, Q, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)>\n\t{\n\t\ttypedef _swizzle_base2<N, T, Q, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)> base_type;\n\n\t\tusing base_type::operator=;\n\n\t\tGLM_FUNC_QUALIFIER operator vec<N, T, Q> () const { return (*this)(); }\n\t};\n\n//\n// To prevent the C++ syntax from getting entirely overwhelming, define some alias macros\n//\n#define GLM_SWIZZLE_TEMPLATE1   template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>\n#define GLM_SWIZZLE_TEMPLATE2   template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, int F0, int F1, int F2, int F3>\n#define GLM_SWIZZLE_TYPE1       _swizzle<N, T, Q, E0, E1, E2, E3>\n#define GLM_SWIZZLE_TYPE2       _swizzle<N, T, Q, F0, F1, F2, F3>\n\n//\n// Wrapper for a binary operator (e.g. u.yy + v.zy)\n//\n#define GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)                 \\\n\tGLM_SWIZZLE_TEMPLATE2                                                          \\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b)  \\\n\t{                                                                               \\\n\t\treturn a() OPERAND b();                                                     \\\n\t}                                                                               \\\n\tGLM_SWIZZLE_TEMPLATE1                                                          \\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const vec<N, T, Q>& b)                   \\\n\t{                                                                               \\\n\t\treturn a() OPERAND b;                                                       \\\n\t}                                                                               \\\n\tGLM_SWIZZLE_TEMPLATE1                                                          \\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const vec<N, T, Q>& a, const GLM_SWIZZLE_TYPE1& b)                   \\\n\t{                                                                               \\\n\t\treturn a OPERAND b();                                                       \\\n\t}\n\n//\n// Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz)\n//\n#define GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)\t\t\t\t\t\t\t\t\\\n\tGLM_SWIZZLE_TEMPLATE1\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const T& b)\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn a() OPERAND b;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_SWIZZLE_TEMPLATE1\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const T& a, const GLM_SWIZZLE_TYPE1& b)\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn a OPERAND b();\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t}\n\n//\n// Macro for wrapping a function taking one argument (e.g. abs())\n//\n#define GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION)\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_SWIZZLE_TEMPLATE1\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a)\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn FUNCTION(a());\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t}\n\n//\n// Macro for wrapping a function taking two vector arguments (e.g. dot()).\n//\n#define GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION)                                                       \\\n\tGLM_SWIZZLE_TEMPLATE2                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b) \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a(), b());                                                                              \\\n\t}                                                                                                           \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b) \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a(), b());                                                                              \\\n\t}                                                                                                           \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename V& b)         \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a(), b);                                                                                \\\n\t}                                                                                                           \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const GLM_SWIZZLE_TYPE1& b)                  \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a, b());                                                                                \\\n\t}\n\n//\n// Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()).\n//\n#define GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION)                                                             \\\n\tGLM_SWIZZLE_TEMPLATE2                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b, const T& c)   \\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a(), b(), c);                                                                                         \\\n\t}                                                                                                                         \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b, const T& c)   \\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a(), b(), c);                                                                                         \\\n\t}                                                                                                                         \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a(), b, c);                                                                                           \\\n\t}                                                                                                                         \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const GLM_SWIZZLE_TYPE1& b, const T& c)           \\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a, b(), c);                                                                                           \\\n\t}\n\n}//namespace detail\n}//namespace glm\n\nnamespace glm\n{\n\tnamespace detail\n\t{\n\t\tGLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-)\n\t\tGLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/)\n\t}\n\n\t//\n\t// Swizzles are distinct types from the unswizzled type.  The below macros will\n\t// provide template specializations for the swizzle types for the given functions\n\t// so that the compiler does not have any ambiguity to choosing how to handle\n\t// the function.\n\t//\n\t// The alternative is to use the operator()() when calling the function in order\n\t// to explicitly convert the swizzled type to the unswizzled type.\n\t//\n\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    abs);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    acos);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    acosh);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    all);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    any);\n\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS(value_type,  dot);\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type,    cross);\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type,    step);\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix);\n}\n\n#define GLM_SWIZZLE2_2_MEMBERS(T, Q, E0,E1) \\\n\tstruct { detail::_swizzle<2, T, Q, 0,0,-1,-2> E0 ## E0; }; \\\n\tstruct { detail::_swizzle<2, T, Q, 0,1,-1,-2> E0 ## E1; }; \\\n\tstruct { detail::_swizzle<2, T, Q, 1,0,-1,-2> E1 ## E0; }; \\\n\tstruct { detail::_swizzle<2, T, Q, 1,1,-1,-2> E1 ## E1; };\n\n#define GLM_SWIZZLE2_3_MEMBERS(T, Q, E0,E1) \\\n\tstruct { detail::_swizzle<3,T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,1,1,-1> E1 ## E1 ## E1; };\n\n#define GLM_SWIZZLE2_4_MEMBERS(T, Q, E0,E1) \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; };\n\n#define GLM_SWIZZLE3_2_MEMBERS(T, Q, E0,E1,E2) \\\n\tstruct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; };\n\n#define GLM_SWIZZLE3_3_MEMBERS(T, Q ,E0,E1,E2) \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; };\n\n#define GLM_SWIZZLE3_4_MEMBERS(T, Q, E0,E1,E2) \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; };\n\n#define GLM_SWIZZLE4_2_MEMBERS(T, Q, E0,E1,E2,E3) \\\n\tstruct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,3,-1,-2> E0 ## E3; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,3,-1,-2> E1 ## E3; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,3,-1,-2> E2 ## E3; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,0,-1,-2> E3 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,1,-1,-2> E3 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,2,-1,-2> E3 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,3,-1,-2> E3 ## E3; };\n\n#define GLM_SWIZZLE4_3_MEMBERS(T, Q, E0,E1,E2,E3) \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,3,-1> E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,3,-1> E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,3,-1> E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,0,-1> E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,1,-1> E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,2,-1> E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,3,-1> E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,3,-1> E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,3,-1> E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,3,-1> E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,0,-1> E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,1,-1> E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,2,-1> E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,3,-1> E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,3,-1> E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,3,-1> E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,3,-1> E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,0,-1> E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,1,-1> E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,2,-1> E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,3,-1> E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,0,-1> E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,1,-1> E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,2,-1> E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,3,-1> E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,0,-1> E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,1,-1> E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,2,-1> E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,3,-1> E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,0,-1> E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,1,-1> E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,2,-1> E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,3,-1> E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,0,-1> E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,1,-1> E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,2,-1> E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,3,-1> E3 ## E3 ## E3; };\n\n#define GLM_SWIZZLE4_4_MEMBERS(T, Q, E0,E1,E2,E3) \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,3> E0 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,3> E0 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,3> E0 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,0> E0 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,1> E0 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,2> E0 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,3> E0 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,3> E0 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,3> E0 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,3> E0 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,0> E0 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,1> E0 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,2> E0 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,3> E0 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,3> E0 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,3> E0 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,3> E0 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,0> E0 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,1> E0 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,2> E0 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,3> E0 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,0> E0 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,1> E0 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,2> E0 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,3> E0 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,0> E0 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,1> E0 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,2> E0 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,3> E0 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,0> E0 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,1> E0 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,2> E0 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,3> E0 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,0> E0 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,1> E0 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,2> E0 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,3> E0 ## E3 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,3> E1 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,3> E1 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,3> E1 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,0> E1 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,1> E1 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,2> E1 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,3> E1 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,3> E1 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,3> E1 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,3> E1 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,0> E1 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,1> E1 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,2> E1 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,3> E1 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,3> E1 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,3> E1 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,3> E1 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,0> E1 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,1> E1 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,2> E1 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,3> E1 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,0> E1 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,1> E1 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,2> E1 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,3> E1 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,0> E1 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,1> E1 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,2> E1 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,3> E1 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,0> E1 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,1> E1 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,2> E1 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,3> E1 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,0> E1 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,1> E1 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,2> E1 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,3> E1 ## E3 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,3> E2 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,3> E2 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,3> E2 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,0> E2 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,1> E2 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,2> E2 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,3> E2 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,3> E2 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,3> E2 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,3> E2 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,0> E2 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,1> E2 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,2> E2 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,3> E2 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,3> E2 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,3> E2 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,3> E2 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,0> E2 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,1> E2 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,2> E2 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,3> E2 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,0> E2 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,1> E2 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,2> E2 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,3> E2 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,0> E2 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,1> E2 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,2> E2 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,3> E2 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,0> E2 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,1> E2 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,2> E2 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,3> E2 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,0> E2 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,1> E2 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,2> E2 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,3> E2 ## E3 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,0> E3 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,1> E3 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,2> E3 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,3> E3 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,0> E3 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,1> E3 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,2> E3 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,3> E3 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,0> E3 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,1> E3 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,2> E3 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,3> E3 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,0> E3 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,1> E3 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,2> E3 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,3> E3 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,0> E3 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,1> E3 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,2> E3 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,3> E3 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,0> E3 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,1> E3 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,2> E3 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,3> E3 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,0> E3 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,1> E3 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,2> E3 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,3> E3 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,0> E3 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,1> E3 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,2> E3 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,3> E3 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,0> E3 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,1> E3 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,2> E3 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,3> E3 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,0> E3 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,1> E3 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,2> E3 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,3> E3 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,0> E3 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,1> E3 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,2> E3 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,3> E3 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,0> E3 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,1> E3 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,2> E3 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,3> E3 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,0> E3 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,1> E3 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,2> E3 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,3> E3 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,0> E3 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,1> E3 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,2> E3 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,3> E3 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,0> E3 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,1> E3 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,2> E3 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,3> E3 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,0> E3 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,1> E3 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,2> E3 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,3> E3 ## E3 ## E3 ## E3; };\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/_swizzle_func.hpp",
    "content": "#pragma once\n\n#define GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, CONST, A, B)\t\\\n\tvec<2, T, Q> A ## B() CONST\t\t\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<2, T, Q>(this->A, this->B);\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, CONST, A, B, C)\t\t\\\n\tvec<3, T, Q> A ## B ## C() CONST\t\t\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<3, T, Q>(this->A, this->B, this->C);\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, CONST, A, B, C, D)\t\t\t\t\t\\\n\tvec<4, T, Q> A ## B ## C ## D() CONST\t\t\t\t\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<4, T, Q>(this->A, this->B, this->C, this->D);\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC2_ENTRY_DEF(T, P, L, CONST, A, B)\t\\\n\ttemplate<typename T>\t\t\t\t\t\t\t\t\t\t\\\n\tvec<L, T, Q> vec<L, T, Q>::A ## B() CONST\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<2, T, Q>(this->A, this->B);\t\t\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC3_ENTRY_DEF(T, P, L, CONST, A, B, C)\t\t\\\n\ttemplate<typename T>\t\t\t\t\t\t\t\t\t\t\t\\\n\tvec<3, T, Q> vec<L, T, Q>::A ## B ## C() CONST\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<3, T, Q>(this->A, this->B, this->C);\t\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC4_ENTRY_DEF(T, P, L, CONST, A, B, C, D)\t\t\\\n\ttemplate<typename T>\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tvec<4, T, Q> vec<L, T, Q>::A ## B ## C ## D() CONST\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<4, T, Q>(this->A, this->B, this->C, this->D);\t\t\\\n\t}\n\n#define GLM_MUTABLE\n\n#define GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, B, A)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC2(T, P) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, x, y) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, r, g) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, s, t)\n\n#define GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B)\n\n#define GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, B, A)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC3(T, P) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, x, y, z) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, r, g, b) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, s, t, p)\n\n#define GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, C)\n\n#define GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, B)\n\n#define GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, C, A)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC4(T, P) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, x, y, z, w) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, r, g, b, a) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, s, t, p, q)\n\n#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B)\n\n#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B)\n\n#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, P)\t\t\t\\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, x, y)\t\\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, r, g)\t\\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, s, t)\n\n#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C)\n\n#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C)\n\n#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, P) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, x, y, z) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, r, g, b) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, s, t, p)\n\n#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, D)\n\n#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, D)\n\n#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, D)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, P) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, x, y, z, w) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, r, g, b, a) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, s, t, p, q)\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/_vectorize.hpp",
    "content": "#pragma once\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename R, typename T, qualifier Q>\n\tstruct functor1{};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 1, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, R, Q> call(R (*Func) (T x), vec<1, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<1, R, Q>(Func(v.x));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 2, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, R, Q> call(R (*Func) (T x), vec<2, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<2, R, Q>(Func(v.x), Func(v.y));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 3, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, R, Q> call(R (*Func) (T x), vec<3, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<3, R, Q>(Func(v.x), Func(v.y), Func(v.z));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 4, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, R, Q> call(R (*Func) (T x), vec<4, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<4, R, Q>(Func(v.x), Func(v.y), Func(v.z), Func(v.w));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q>\n\tstruct functor2{};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 1, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, vec<1, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<1, T, Q>(Func(a.x, b.x));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, vec<2, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<2, T, Q>(Func(a.x, b.x), Func(a.y, b.y));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<3, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q>\n\tstruct functor2_vec_sca{};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 1, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<1, T, Q>(Func(a.x, b));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<2, T, Q>(Func(a.x, b), Func(a.y, b));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<3, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct functor2_vec_int {};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<1, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, int, Q> call(int (*Func) (T x, int y), vec<1, T, Q> const& a, vec<1, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<1, int, Q>(Func(a.x, b.x));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, int, Q> call(int (*Func) (T x, int y), vec<2, T, Q> const& a, vec<2, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<2, int, Q>(Func(a.x, b.x), Func(a.y, b.y));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, int, Q> call(int (*Func) (T x, int y), vec<3, T, Q> const& a, vec<3, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<3, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(int (*Func) (T x, int y), vec<4, T, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/compute_common.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename genFIType, bool /*signed*/>\n\tstruct compute_abs\n\t{};\n\n\ttemplate<typename genFIType>\n\tstruct compute_abs<genFIType, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(\n\t\t\t\tstd::numeric_limits<genFIType>::is_iec559 || std::numeric_limits<genFIType>::is_signed,\n\t\t\t\t\"'abs' only accept floating-point and integer scalar or vector inputs\");\n\n\t\t\treturn x >= genFIType(0) ? x : -x;\n\t\t\t// TODO, perf comp with: *(((int *) &x) + 1) &= 0x7fffffff;\n\t\t}\n\t};\n\n#if GLM_COMPILER & GLM_COMPILER_CUDA\n\ttemplate<>\n\tstruct compute_abs<float, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static float call(float x)\n\t\t{\n\t\t\treturn fabsf(x);\n\t\t}\n\t};\n#endif\n\n\ttemplate<typename genFIType>\n\tstruct compute_abs<genFIType, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(\n\t\t\t\t(!std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),\n\t\t\t\t\"'abs' only accept floating-point and integer scalar or vector inputs\");\n\t\t\treturn x;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/compute_vector_relational.hpp",
    "content": "#pragma once\n\n//#include \"compute_common.hpp\"\n#include \"setup.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T, bool isFloat>\n\tstruct compute_equal\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)\n\t\t{\n\t\t\treturn a == b;\n\t\t}\n\t};\n/*\n\ttemplate <typename T>\n\tstruct compute_equal<T, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)\n\t\t{\n\t\t\treturn detail::compute_abs<T, std::numeric_limits<T>::is_signed>::call(b - a) <= static_cast<T>(0);\n\t\t\t//return std::memcmp(&a, &b, sizeof(T)) == 0;\n\t\t}\n\t};\n*/\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_common.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_common.inl\n\n#include \"../vector_relational.hpp\"\n#include \"compute_common.hpp\"\n#include \"type_vec1.hpp\"\n#include \"type_vec2.hpp\"\n#include \"type_vec3.hpp\"\n#include \"type_vec4.hpp\"\n#include \"_vectorize.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\t// min\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType min(genType x, genType y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer, \"'min' only accept floating-point or integer inputs\");\n\t\treturn (y < x) ? y : x;\n\t}\n\n\t// max\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType max(genType x, genType y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer, \"'max' only accept floating-point or integer inputs\");\n\n\t\treturn (x < y) ? y : x;\n\t}\n\n\t// abs\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR int abs(int x)\n\t{\n\t\tint const y = x >> (sizeof(int) * 8 - 1);\n\t\treturn (x ^ y) - y;\n\t}\n\n\t// round\n#\tif GLM_HAS_CXX11_STL\n\t\tusing ::std::round;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType round(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'round' only accept floating-point inputs\");\n\n\t\t\treturn x < static_cast<genType>(0) ? static_cast<genType>(int(x - static_cast<genType>(0.5))) : static_cast<genType>(int(x + static_cast<genType>(0.5)));\n\t\t}\n#\tendif\n\n\t// trunc\n#\tif GLM_HAS_CXX11_STL\n\t\tusing ::std::trunc;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType trunc(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'trunc' only accept floating-point inputs\");\n\n\t\t\treturn x < static_cast<genType>(0) ? -std::floor(-x) : std::floor(x);\n\t\t}\n#\tendif\n\n}//namespace glm\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_abs_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(abs, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q, bool Aligned>\n\tstruct compute_mix_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'mix' only accept floating-point inputs for the interpolator a\");\n\n\t\t\treturn vec<L, T, Q>(vec<L, U, Q>(x) * (static_cast<U>(1) - a) + vec<L, U, Q>(y) * a);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_mix_vector<L, T, bool, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, bool, Q> const& a)\n\t\t{\n\t\t\tvec<L, T, Q> Result;\n\t\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\t\tResult[i] = a[i] ? y[i] : x[i];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q, bool Aligned>\n\tstruct compute_mix_scalar\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U const& a)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'mix' only accept floating-point inputs for the interpolator a\");\n\n\t\t\treturn vec<L, T, Q>(vec<L, U, Q>(x) * (static_cast<U>(1) - a) + vec<L, U, Q>(y) * a);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_mix_scalar<L, T, bool, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, bool const& a)\n\t\t{\n\t\t\treturn a ? y : x;\n\t\t}\n\t};\n\n\ttemplate<typename T, typename U>\n\tstruct compute_mix\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(T const& x, T const& y, U const& a)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'mix' only accept floating-point inputs for the interpolator a\");\n\n\t\t\treturn static_cast<T>(static_cast<U>(x) * (static_cast<U>(1) - a) + static_cast<U>(y) * a);\n\t\t}\n\t};\n\n\ttemplate<typename T>\n\tstruct compute_mix<T, bool>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(T const& x, T const& y, bool const& a)\n\t\t{\n\t\t\treturn a ? y : x;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool isFloat, bool Aligned>\n\tstruct compute_sign\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn vec<L, T, Q>(glm::lessThan(vec<L, T, Q>(0), x)) - vec<L, T, Q>(glm::lessThan(x, vec<L, T, Q>(0)));\n\t\t}\n\t};\n\n#\tif GLM_ARCH == GLM_ARCH_X86\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_sign<L, T, Q, false, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\tT const Shift(static_cast<T>(sizeof(T) * 8 - 1));\n\t\t\tvec<L, T, Q> const y(vec<L, typename detail::make_unsigned<T>::type, Q>(-x) >> typename detail::make_unsigned<T>::type(Shift));\n\n\t\t\treturn (x >> Shift) | y;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_floor\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(std::floor, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_ceil\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(std::ceil, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_fract\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn x - floor(x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_trunc\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(trunc, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_round\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(round, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_mod\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'mod' only accept floating-point inputs. Include <glm/gtc/integer.hpp> for integer inputs.\");\n\t\t\treturn a - b * floor(a / b);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_min_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t\t{\n\t\t\treturn detail::functor2<vec, L, T, Q>::call(min, x, y);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_max_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t\t{\n\t\t\treturn detail::functor2<vec, L, T, Q>::call(max, x, y);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_clamp_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)\n\t\t{\n\t\t\treturn min(max(x, minVal), maxVal);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_step_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& edge, vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn mix(vec<L, T, Q>(1), vec<L, T, Q>(0), glm::lessThan(x, edge));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_smoothstep_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'smoothstep' only accept floating-point inputs\");\n\t\t\tvec<L, T, Q> const tmp(clamp((x - edge0) / (edge1 - edge0), static_cast<T>(0), static_cast<T>(1)));\n\t\t\treturn tmp * tmp * (static_cast<T>(3) - static_cast<T>(2) * tmp);\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genFIType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genFIType abs(genFIType x)\n\t{\n\t\treturn detail::compute_abs<genFIType, std::numeric_limits<genFIType>::is_signed>::call(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> abs(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_abs_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// sign\n\t// fast and works for any type\n\ttemplate<typename genFIType>\n\tGLM_FUNC_QUALIFIER genFIType sign(genFIType x)\n\t{\n\t\tGLM_STATIC_ASSERT(\n\t\t\tstd::numeric_limits<genFIType>::is_iec559 || (std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),\n\t\t\t\"'sign' only accept signed inputs\");\n\n\t\treturn detail::compute_sign<1, genFIType, defaultp,\n                                    std::numeric_limits<genFIType>::is_iec559, detail::is_aligned<highp>::value>::call(vec<1, genFIType>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sign(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(\n\t\t\tstd::numeric_limits<T>::is_iec559 || (std::numeric_limits<T>::is_signed && std::numeric_limits<T>::is_integer),\n\t\t\t\"'sign' only accept signed inputs\");\n\n\t\treturn detail::compute_sign<L, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// floor\n\tusing ::std::floor;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> floor(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'floor' only accept floating-point inputs.\");\n\t\treturn detail::compute_floor<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> trunc(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'trunc' only accept floating-point inputs\");\n\t\treturn detail::compute_trunc<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> round(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'round' only accept floating-point inputs\");\n\t\treturn detail::compute_round<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n/*\n\t// roundEven\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType roundEven(genType const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'roundEven' only accept floating-point inputs\");\n\n\t\treturn genType(int(x + genType(int(x) % 2)));\n\t}\n*/\n\n\t// roundEven\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType roundEven(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'roundEven' only accept floating-point inputs\");\n\n\t\tint Integer = static_cast<int>(x);\n\t\tgenType IntegerPart = static_cast<genType>(Integer);\n\t\tgenType FractionalPart = fract(x);\n\n\t\tif(FractionalPart > static_cast<genType>(0.5) || FractionalPart < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn round(x);\n\t\t}\n\t\telse if((Integer % 2) == 0)\n\t\t{\n\t\t\treturn IntegerPart;\n\t\t}\n\t\telse if(x <= static_cast<genType>(0)) // Work around...\n\t\t{\n\t\t\treturn IntegerPart - static_cast<genType>(1);\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn IntegerPart + static_cast<genType>(1);\n\t\t}\n\t\t//else // Bug on MinGW 4.5.2\n\t\t//{\n\t\t//\treturn mix(IntegerPart + genType(-1), IntegerPart + genType(1), x <= genType(0));\n\t\t//}\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> roundEven(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'roundEven' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(roundEven, x);\n\t}\n\n\t// ceil\n\tusing ::std::ceil;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ceil(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'ceil' only accept floating-point inputs\");\n\t\treturn detail::compute_ceil<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// fract\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fract(genType x)\n\t{\n\t\treturn fract(vec<1, genType>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fract(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fract' only accept floating-point inputs\");\n\t\treturn detail::compute_fract<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// mod\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType mod(genType x, genType y)\n\t{\n#\t\tif GLM_COMPILER & GLM_COMPILER_CUDA\n\t\t\t// Another Cuda compiler bug https://github.com/g-truc/glm/issues/530\n\t\t\tvec<1, genType, defaultp> Result(mod(vec<1, genType, defaultp>(x), y));\n\t\t\treturn Result.x;\n#\t\telse\n\t\t\treturn mod(vec<1, genType, defaultp>(x), y).x;\n#\t\tendif\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mod(vec<L, T, Q> const& x, T y)\n\t{\n\t\treturn detail::compute_mod<L, T, Q, detail::is_aligned<Q>::value>::call(x, vec<L, T, Q>(y));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mod(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn detail::compute_mod<L, T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\t// modf\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType modf(genType x, genType & i)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'modf' only accept floating-point inputs\");\n\t\treturn std::modf(x, &i);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<1, T, Q> modf(vec<1, T, Q> const& x, vec<1, T, Q> & i)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tmodf(x.x, i.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> modf(vec<2, T, Q> const& x, vec<2, T, Q> & i)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tmodf(x.x, i.x),\n\t\t\tmodf(x.y, i.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> modf(vec<3, T, Q> const& x, vec<3, T, Q> & i)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tmodf(x.x, i.x),\n\t\t\tmodf(x.y, i.y),\n\t\t\tmodf(x.z, i.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> modf(vec<4, T, Q> const& x, vec<4, T, Q> & i)\n\t{\n\t\treturn vec<4, T, Q>(\n\t\t\tmodf(x.x, i.x),\n\t\t\tmodf(x.y, i.y),\n\t\t\tmodf(x.z, i.z),\n\t\t\tmodf(x.w, i.w));\n\t}\n\n\t//// Only valid if (INT_MIN <= x-y <= INT_MAX)\n\t//// min(x,y)\n\t//r = y + ((x - y) & ((x - y) >> (sizeof(int) *\n\t//CHAR_BIT - 1)));\n\t//// max(x,y)\n\t//r = x - ((x - y) & ((x - y) >> (sizeof(int) *\n\t//CHAR_BIT - 1)));\n\n\t// min\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'min' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_min_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\treturn detail::compute_min_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, b);\n\t}\n\n\t// max\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'max' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_max_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\treturn detail::compute_max_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, b);\n\t}\n\n\t// clamp\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer, \"'clamp' only accept floating-point or integer inputs\");\n\t\treturn min(max(x, minVal), maxVal);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, T minVal, T maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'clamp' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_clamp_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x, vec<L, T, Q>(minVal), vec<L, T, Q>(maxVal));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'clamp' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_clamp_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x, minVal, maxVal);\n\t}\n\n\ttemplate<typename genTypeT, typename genTypeU>\n\tGLM_FUNC_QUALIFIER genTypeT mix(genTypeT x, genTypeT y, genTypeU a)\n\t{\n\t\treturn detail::compute_mix<genTypeT, genTypeU>::call(x, y, a);\n\t}\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U a)\n\t{\n\t\treturn detail::compute_mix_scalar<L, T, U, Q, detail::is_aligned<Q>::value>::call(x, y, a);\n\t}\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a)\n\t{\n\t\treturn detail::compute_mix_vector<L, T, U, Q, detail::is_aligned<Q>::value>::call(x, y, a);\n\t}\n\n\t// step\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType step(genType edge, genType x)\n\t{\n\t\treturn mix(static_cast<genType>(1), static_cast<genType>(0), x < edge);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> step(T edge, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_step_vector<L, T, Q, detail::is_aligned<Q>::value>::call(vec<L, T, Q>(edge), x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> step(vec<L, T, Q> const& edge, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_step_vector<L, T, Q, detail::is_aligned<Q>::value>::call(edge, x);\n\t}\n\n\t// smoothstep\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType smoothstep(genType edge0, genType edge1, genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'smoothstep' only accept floating-point inputs\");\n\n\t\tgenType const tmp(clamp((x - edge0) / (edge1 - edge0), genType(0), genType(1)));\n\t\treturn tmp * tmp * (genType(3) - genType(2) * tmp);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> smoothstep(T edge0, T edge1, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_smoothstep_vector<L, T, Q, detail::is_aligned<Q>::value>::call(vec<L, T, Q>(edge0), vec<L, T, Q>(edge1), x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> smoothstep(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_smoothstep_vector<L, T, Q, detail::is_aligned<Q>::value>::call(edge0, edge1, x);\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::isnan;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER bool isnan(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'isnan' only accept floating-point inputs\");\n\n#\t\t\tif GLM_HAS_CXX11_STL\n\t\t\t\treturn std::isnan(x);\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n\t\t\t\treturn _isnan(x) != 0;\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_INTEL\n#\t\t\t\tif GLM_PLATFORM & GLM_PLATFORM_WINDOWS\n\t\t\t\t\treturn _isnan(x) != 0;\n#\t\t\t\telse\n\t\t\t\t\treturn ::isnan(x) != 0;\n#\t\t\t\tendif\n#\t\t\telif (GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)) && (GLM_PLATFORM & GLM_PLATFORM_ANDROID) && __cplusplus < 201103L\n\t\t\t\treturn _isnan(x) != 0;\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CUDA\n\t\t\t\treturn ::isnan(x) != 0;\n#\t\t\telse\n\t\t\t\treturn std::isnan(x);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isnan(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isnan' only accept floating-point inputs\");\n\n\t\tvec<L, bool, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = glm::isnan(v[l]);\n\t\treturn Result;\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::isinf;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER bool isinf(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'isinf' only accept floating-point inputs\");\n\n#\t\t\tif GLM_HAS_CXX11_STL\n\t\t\t\treturn std::isinf(x);\n#\t\t\telif GLM_COMPILER & (GLM_COMPILER_INTEL | GLM_COMPILER_VC)\n#\t\t\t\tif(GLM_PLATFORM & GLM_PLATFORM_WINDOWS)\n\t\t\t\t\treturn _fpclass(x) == _FPCLASS_NINF || _fpclass(x) == _FPCLASS_PINF;\n#\t\t\t\telse\n\t\t\t\t\treturn ::isinf(x);\n#\t\t\t\tendif\n#\t\t\telif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)\n#\t\t\t\tif(GLM_PLATFORM & GLM_PLATFORM_ANDROID && __cplusplus < 201103L)\n\t\t\t\t\treturn _isinf(x) != 0;\n#\t\t\t\telse\n\t\t\t\t\treturn std::isinf(x);\n#\t\t\t\tendif\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CUDA\n\t\t\t\t// http://developer.download.nvidia.com/compute/cuda/4_2/rel/toolkit/docs/online/group__CUDA__MATH__DOUBLE_g13431dd2b40b51f9139cbb7f50c18fab.html#g13431dd2b40b51f9139cbb7f50c18fab\n\t\t\t\treturn ::isinf(double(x)) != 0;\n#\t\t\telse\n\t\t\t\treturn std::isinf(x);\n#\t\t\tendif\n\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isinf(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isinf' only accept floating-point inputs\");\n\n\t\tvec<L, bool, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = glm::isinf(v[l]);\n\t\treturn Result;\n\t}\n\n\tGLM_FUNC_QUALIFIER int floatBitsToInt(float const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tfloat in;\n\t\t\tint out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> floatBitsToInt(vec<L, float, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, int, Q>&>(const_cast<vec<L, float, Q>&>(v));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint floatBitsToUint(float const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tfloat in;\n\t\t\tuint out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> floatBitsToUint(vec<L, float, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, uint, Q>&>(const_cast<vec<L, float, Q>&>(v));\n\t}\n\n\tGLM_FUNC_QUALIFIER float intBitsToFloat(int const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tint in;\n\t\t\tfloat out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> intBitsToFloat(vec<L, int, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, float, Q>&>(const_cast<vec<L, int, Q>&>(v));\n\t}\n\n\tGLM_FUNC_QUALIFIER float uintBitsToFloat(uint const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tfloat out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> uintBitsToFloat(vec<L, uint, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, float, Q>&>(const_cast<vec<L, uint, Q>&>(v));\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::fma;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType fma(genType const& a, genType const& b, genType const& c)\n\t\t{\n\t\t\treturn a * b + c;\n\t\t}\n#\tendif\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType frexp(genType x, int& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'frexp' only accept floating-point inputs\");\n\n\t\treturn std::frexp(x, &exp);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> frexp(vec<L, T, Q> const& v, vec<L, int, Q>& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'frexp' only accept floating-point inputs\");\n\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = std::frexp(v[l], &exp[l]);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType ldexp(genType const& x, int const& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'ldexp' only accept floating-point inputs\");\n\n\t\treturn std::ldexp(x, exp);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ldexp(vec<L, T, Q> const& v, vec<L, int, Q> const& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'ldexp' only accept floating-point inputs\");\n\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = std::ldexp(v[l], exp[l]);\n\t\treturn Result;\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_common_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_common_simd.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_common_simd.inl\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#include \"../simd/common.h\"\n\n#include <immintrin.h>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_abs_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_abs(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_abs_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = glm_ivec4_abs(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_floor<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_floor(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_ceil<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_ceil(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_fract<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_fract(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_round<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_round(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_mod<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_mod(x.data, y.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_min_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = _mm_min_ps(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_min_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = _mm_min_epi32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_min_vector<4, uint, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\tvec<4, uint, Q> result;\n\t\t\tresult.data = _mm_min_epu32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_max_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = _mm_max_ps(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_max_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = _mm_max_epi32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_max_vector<4, uint, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\tvec<4, uint, Q> result;\n\t\t\tresult.data = _mm_max_epu32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_clamp_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& minVal, vec<4, float, Q> const& maxVal)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_clamp_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& x, vec<4, int, Q> const& minVal, vec<4, int, Q> const& maxVal)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_clamp_vector<4, uint, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& x, vec<4, uint, Q> const& minVal, vec<4, uint, Q> const& maxVal)\n\t\t{\n\t\t\tvec<4, uint, Q> result;\n\t\t\tresult.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_mix_vector<4, float, bool, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y, vec<4, bool, Q> const& a)\n\t\t{\n\t\t\t__m128i const Load = _mm_set_epi32(-static_cast<int>(a.w), -static_cast<int>(a.z), -static_cast<int>(a.y), -static_cast<int>(a.x));\n\t\t\t__m128 const Mask = _mm_castsi128_ps(Load);\n\n\t\t\tvec<4, float, Q> Result;\n#\t\t\tif 0 && GLM_ARCH & GLM_ARCH_AVX\n\t\t\t\tResult.data = _mm_blendv_ps(x.data, y.data, Mask);\n#\t\t\telse\n\t\t\t\tResult.data = _mm_or_ps(_mm_and_ps(Mask, y.data), _mm_andnot_ps(Mask, x.data));\n#\t\t\tendif\n\t\t\treturn Result;\n\t\t}\n\t};\n/* FIXME\n\ttemplate<qualifier Q>\n\tstruct compute_step_vector<float, Q, tvec4>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge, vec<4, float, Q> const& x)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tresult.data = glm_vec4_step(edge.data, x.data);\n\t\t\treturn result;\n\t\t}\n\t};\n*/\n\ttemplate<qualifier Q>\n\tstruct compute_smoothstep_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge0, vec<4, float, Q> const& edge1, vec<4, float, Q> const& x)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_exponential.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_exponential.inl\n\n#include \"../vector_relational.hpp\"\n#include \"_vectorize.hpp\"\n#include <limits>\n#include <cmath>\n#include <cassert>\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::log2;\n#\telse\n\t\ttemplate<typename genType>\n\t\tgenType log2(genType Value)\n\t\t{\n\t\t\treturn std::log(Value) * static_cast<genType>(1.4426950408889634073599246810019);\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q, bool isFloat, bool Aligned>\n\tstruct compute_log2\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'log2' only accept floating-point inputs. Include <glm/gtc/integer.hpp> for integer inputs.\");\n\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(log2, v);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_sqrt\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(std::sqrt, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_inversesqrt\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn static_cast<T>(1) / sqrt(x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, bool Aligned>\n\tstruct compute_inversesqrt<L, float, lowp, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, float, lowp> call(vec<L, float, lowp> const& x)\n\t\t{\n\t\t\tvec<L, float, lowp> tmp(x);\n\t\t\tvec<L, float, lowp> xhalf(tmp * 0.5f);\n\t\t\tvec<L, uint, lowp>* p = reinterpret_cast<vec<L, uint, lowp>*>(const_cast<vec<L, float, lowp>*>(&x));\n\t\t\tvec<L, uint, lowp> i = vec<L, uint, lowp>(0x5f375a86) - (*p >> vec<L, uint, lowp>(1));\n\t\t\tvec<L, float, lowp>* ptmp = reinterpret_cast<vec<L, float, lowp>*>(&i);\n\t\t\ttmp = *ptmp;\n\t\t\ttmp = tmp * (1.5f - xhalf * tmp * tmp);\n\t\t\treturn tmp;\n\t\t}\n\t};\n}//namespace detail\n\n\t// pow\n\tusing std::pow;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> pow(vec<L, T, Q> const& base, vec<L, T, Q> const& exponent)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(pow, base, exponent);\n\t}\n\n\t// exp\n\tusing std::exp;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> exp(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(exp, x);\n\t}\n\n\t// log\n\tusing std::log;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> log(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(log, x);\n\t}\n\n#   if GLM_HAS_CXX11_STL\n    using std::exp2;\n#   else\n\t//exp2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType exp2(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'exp2' only accept floating-point inputs\");\n\n\t\treturn std::exp(static_cast<genType>(0.69314718055994530941723212145818) * x);\n\t}\n#   endif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> exp2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(exp2, x);\n\t}\n\n\t// log2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType log2(genType x)\n\t{\n\t\treturn log2(vec<1, genType>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> log2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_log2<L, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// sqrt\n\tusing std::sqrt;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sqrt(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'sqrt' only accept floating-point inputs\");\n\t\treturn detail::compute_sqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// inversesqrt\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType inversesqrt(genType x)\n\t{\n\t\treturn static_cast<genType>(1) / sqrt(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> inversesqrt(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'inversesqrt' only accept floating-point inputs\");\n\t\treturn detail::compute_inversesqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_exponential_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_exponential_simd.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_exponential_simd.inl\n\n#include \"../simd/exponential.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_sqrt<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_sqrt_ps(v.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\ttemplate<>\n\tstruct compute_sqrt<4, float, aligned_lowp, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& v)\n\t\t{\n\t\t\tvec<4, float, aligned_lowp> Result;\n\t\t\tResult.data = glm_vec4_sqrt_lowp(v.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_geometric.inl",
    "content": "#include \"../exponential.hpp\"\n#include \"../common.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_length\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn sqrt(dot(v, v));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_distance\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)\n\t\t{\n\t\t\treturn length(p1 - p0);\n\t\t}\n\t};\n\n\ttemplate<typename V, typename T, bool Aligned>\n\tstruct compute_dot{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<1, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<1, T, Q> const& a, vec<1, T, Q> const& b)\n\t\t{\n\t\t\treturn a.x * b.x;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<2, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& a, vec<2, T, Q> const& b)\n\t\t{\n\t\t\tvec<2, T, Q> tmp(a * b);\n\t\t\treturn tmp.x + tmp.y;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<3, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t\t{\n\t\t\tvec<3, T, Q> tmp(a * b);\n\t\t\treturn tmp.x + tmp.y + tmp.z;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<4, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> tmp(a * b);\n\t\t\treturn (tmp.x + tmp.y) + (tmp.z + tmp.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_cross\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, T, Q> call(vec<3, T, Q> const& x, vec<3, T, Q> const& y)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'cross' accepts only floating-point inputs\");\n\n\t\t\treturn vec<3, T, Q>(\n\t\t\t\tx.y * y.z - y.y * x.z,\n\t\t\t\tx.z * y.x - y.z * x.x,\n\t\t\t\tx.x * y.y - y.x * x.y);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_normalize\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\t\treturn v * inversesqrt(dot(v, v));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_faceforward\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& N, vec<L, T, Q> const& I, vec<L, T, Q> const& Nref)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\t\treturn dot(Nref, I) < static_cast<T>(0) ? N : -N;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_reflect\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& I, vec<L, T, Q> const& N)\n\t\t{\n\t\t\treturn I - N * dot(N, I) * static_cast<T>(2);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_refract\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& I, vec<L, T, Q> const& N, T eta)\n\t\t{\n\t\t\tT const dotValue(dot(N, I));\n\t\t\tT const k(static_cast<T>(1) - eta * eta * (static_cast<T>(1) - dotValue * dotValue));\n\t\t\tvec<L, T, Q> const Result =\n                (k >= static_cast<T>(0)) ? (eta * I - (eta * dotValue + std::sqrt(k)) * N) : vec<L, T, Q>(0);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n\n\t// length\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType length(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'length' accepts only floating-point inputs\");\n\n\t\treturn abs(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T length(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'length' accepts only floating-point inputs\");\n\n\t\treturn detail::compute_length<L, T, Q, detail::is_aligned<Q>::value>::call(v);\n\t}\n\n\t// distance\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType distance(genType const& p0, genType const& p1)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'distance' accepts only floating-point inputs\");\n\n\t\treturn length(p1 - p0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)\n\t{\n\t\treturn detail::compute_distance<L, T, Q, detail::is_aligned<Q>::value>::call(p0, p1);\n\t}\n\n\t// dot\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T dot(T x, T y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'dot' accepts only floating-point inputs\");\n\t\treturn x * y;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'dot' accepts only floating-point inputs\");\n\t\treturn detail::compute_dot<vec<L, T, Q>, T, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\t// cross\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y)\n\t{\n\t\treturn detail::compute_cross<T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n/*\n\t// normalize\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType normalize(genType const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\treturn x < genType(0) ? genType(-1) : genType(1);\n\t}\n*/\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> normalize(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\treturn detail::compute_normalize<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// faceforward\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType faceforward(genType const& N, genType const& I, genType const& Nref)\n\t{\n\t\treturn dot(Nref, I) < static_cast<genType>(0) ? N : -N;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> faceforward(vec<L, T, Q> const& N, vec<L, T, Q> const& I, vec<L, T, Q> const& Nref)\n\t{\n\t\treturn detail::compute_faceforward<L, T, Q, detail::is_aligned<Q>::value>::call(N, I, Nref);\n\t}\n\n\t// reflect\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType reflect(genType const& I, genType const& N)\n\t{\n\t\treturn I - N * dot(N, I) * genType(2);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> reflect(vec<L, T, Q> const& I, vec<L, T, Q> const& N)\n\t{\n\t\treturn detail::compute_reflect<L, T, Q, detail::is_aligned<Q>::value>::call(I, N);\n\t}\n\n\t// refract\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType refract(genType const& I, genType const& N, genType eta)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'refract' accepts only floating-point inputs\");\n\t\tgenType const dotValue(dot(N, I));\n\t\tgenType const k(static_cast<genType>(1) - eta * eta * (static_cast<genType>(1) - dotValue * dotValue));\n\t\treturn (eta * I - (eta * dotValue + sqrt(k)) * N) * static_cast<genType>(k >= static_cast<genType>(0));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> refract(vec<L, T, Q> const& I, vec<L, T, Q> const& N, T eta)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'refract' accepts only floating-point inputs\");\n\t\treturn detail::compute_refract<L, T, Q, detail::is_aligned<Q>::value>::call(I, N, eta);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_geometric_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_geometric_simd.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_geometric_simd.inl\n\n#include \"../simd/geometric.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_length<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec4_length(v.data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_distance<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec4_distance(p0.data, p1.data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_dot<vec<4, float, Q>, float, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_cross<float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b)\n\t\t{\n\t\t\t__m128 const set0 = _mm_set_ps(0.0f, a.z, a.y, a.x);\n\t\t\t__m128 const set1 = _mm_set_ps(0.0f, b.z, b.y, b.x);\n\t\t\t__m128 const xpd0 = glm_vec4_cross(set0, set1);\n\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = xpd0;\n\t\t\treturn vec<3, float, Q>(Result);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_normalize<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_normalize(v.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_faceforward<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& N, vec<4, float, Q> const& I, vec<4, float, Q> const& Nref)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_faceforward(N.data, I.data, Nref.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_reflect<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_reflect(I.data, N.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_refract<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N, float eta)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_refract(I.data, N.data, _mm_set1_ps(eta));\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#elif GLM_ARCH & GLM_ARCH_NEON_BIT\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_length<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\treturn sqrt(compute_dot<vec<4, float, Q>, float, true>::call(v, v));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_distance<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)\n\t\t{\n\t\t\treturn compute_length<4, float, Q, true>::call(p1 - p0);\n\t\t}\n\t};\n\n\n\ttemplate<qualifier Q>\n\tstruct compute_dot<vec<4, float, Q>, float, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)\n\t\t{\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tfloat32x4_t v = vmulq_f32(x.data, y.data);\n\t\t\treturn vaddvq_f32(v);\n#else  // Armv7a with Neon\n\t\t\tfloat32x4_t p = vmulq_f32(x.data, y.data);\n\t\t\tfloat32x2_t v = vpadd_f32(vget_low_f32(p), vget_high_f32(p));\n\t\t\tv = vpadd_f32(v, v);\n\t\t\treturn vget_lane_f32(v, 0);\n#endif\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_normalize<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tfloat32x4_t p = vmulq_f32(v.data, v.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tp = vpaddq_f32(p, p);\n\t\t\tp = vpaddq_f32(p, p);\n#else\n\t\t\tfloat32x2_t t = vpadd_f32(vget_low_f32(p), vget_high_f32(p));\n\t\t\tt = vpadd_f32(t, t);\n\t\t\tp = vcombine_f32(t, t);\n#endif\n\n\t\t\tfloat32x4_t vd = vrsqrteq_f32(p);\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vmulq_f32(v.data, vd);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_integer.inl",
    "content": "/// @ref core\n\n#include \"_vectorize.hpp\"\n#if(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)\n#\tinclude <intrin.h>\n#\tpragma intrinsic(_BitScanReverse)\n#endif//(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)\n#include <limits>\n\n#if !GLM_HAS_EXTENDED_INTEGER_TYPE\n#\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tpragma GCC diagnostic ignored \"-Wlong-long\"\n#\tendif\n#\tif (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\t\tpragma clang diagnostic ignored \"-Wc++11-long-long\"\n#\tendif\n#endif\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T mask(T Bits)\n\t{\n\t\treturn Bits >= static_cast<T>(sizeof(T) * 8) ? ~static_cast<T>(0) : (static_cast<T>(1) << Bits) - static_cast<T>(1);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned, bool EXEC>\n\tstruct compute_bitfieldReverseStep\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T, T)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_bitfieldReverseStep<L, T, Q, Aligned, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Mask, T Shift)\n\t\t{\n\t\t\treturn (v & Mask) << Shift | (v & (~Mask)) >> Shift;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned, bool EXEC>\n\tstruct compute_bitfieldBitCountStep\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T, T)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_bitfieldBitCountStep<L, T, Q, Aligned, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Mask, T Shift)\n\t\t{\n\t\t\treturn (v & Mask) + ((v >> Shift) & Mask);\n\t\t}\n\t};\n\n\ttemplate<typename genIUType, size_t Bits>\n\tstruct compute_findLSB\n\t{\n\t\tGLM_FUNC_QUALIFIER static int call(genIUType Value)\n\t\t{\n\t\t\tif(Value == 0)\n\t\t\t\treturn -1;\n\n\t\t\treturn glm::bitCount(~Value & (Value - static_cast<genIUType>(1)));\n\t\t}\n\t};\n\n#\tif GLM_HAS_BITSCAN_WINDOWS\n\t\ttemplate<typename genIUType>\n\t\tstruct compute_findLSB<genIUType, 32>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static int call(genIUType Value)\n\t\t\t{\n\t\t\t\tunsigned long Result(0);\n\t\t\t\tunsigned char IsNotNull = _BitScanForward(&Result, *reinterpret_cast<unsigned long*>(&Value));\n\t\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t\t}\n\t\t};\n\n#\t\tif !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))\n\t\ttemplate<typename genIUType>\n\t\tstruct compute_findLSB<genIUType, 64>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static int call(genIUType Value)\n\t\t\t{\n\t\t\t\tunsigned long Result(0);\n\t\t\t\tunsigned char IsNotNull = _BitScanForward64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));\n\t\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t\t}\n\t\t};\n#\t\tendif\n#\tendif//GLM_HAS_BITSCAN_WINDOWS\n\n\ttemplate<length_t L, typename T, qualifier Q, bool EXEC = true>\n\tstruct compute_findMSB_step_vec\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, T Shift)\n\t\t{\n\t\t\treturn x | (x >> Shift);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_findMSB_step_vec<L, T, Q, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, T)\n\t\t{\n\t\t\treturn x;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, int>\n\tstruct compute_findMSB_vec\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tvec<L, T, Q> x(v);\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 1));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 2));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 4));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 16>::call(x, static_cast<T>( 8));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 32>::call(x, static_cast<T>(16));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 64>::call(x, static_cast<T>(32));\n\t\t\treturn vec<L, int, Q>(sizeof(T) * 8 - 1) - glm::bitCount(~x);\n\t\t}\n\t};\n\n#\tif GLM_HAS_BITSCAN_WINDOWS\n\t\ttemplate<typename genIUType>\n\t\tGLM_FUNC_QUALIFIER int compute_findMSB_32(genIUType Value)\n\t\t{\n\t\t\tunsigned long Result(0);\n\t\t\tunsigned char IsNotNull = _BitScanReverse(&Result, *reinterpret_cast<unsigned long*>(&Value));\n\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t}\n\n\t\ttemplate<length_t L, typename T, qualifier Q>\n\t\tstruct compute_findMSB_vec<L, T, Q, 32>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& x)\n\t\t\t{\n\t\t\t\treturn detail::functor1<vec, L, int, T, Q>::call(compute_findMSB_32, x);\n\t\t\t}\n\t\t};\n\n#\t\tif !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))\n\t\ttemplate<typename genIUType>\n\t\tGLM_FUNC_QUALIFIER int compute_findMSB_64(genIUType Value)\n\t\t{\n\t\t\tunsigned long Result(0);\n\t\t\tunsigned char IsNotNull = _BitScanReverse64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));\n\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t}\n\n\t\ttemplate<length_t L, typename T, qualifier Q>\n\t\tstruct compute_findMSB_vec<L, T, Q, 64>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& x)\n\t\t\t{\n\t\t\t\treturn detail::functor1<vec, L, int, T, Q>::call(compute_findMSB_64, x);\n\t\t\t}\n\t\t};\n#\t\tendif\n#\tendif//GLM_HAS_BITSCAN_WINDOWS\n}//namespace detail\n\n\t// uaddCarry\n\tGLM_FUNC_QUALIFIER uint uaddCarry(uint const& x, uint const& y, uint & Carry)\n\t{\n\t\tdetail::uint64 const Value64(static_cast<detail::uint64>(x) + static_cast<detail::uint64>(y));\n\t\tdetail::uint64 const Max32((static_cast<detail::uint64>(1) << static_cast<detail::uint64>(32)) - static_cast<detail::uint64>(1));\n\t\tCarry = Value64 > Max32 ? 1u : 0u;\n\t\treturn static_cast<uint>(Value64 % (Max32 + static_cast<detail::uint64>(1)));\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> uaddCarry(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& Carry)\n\t{\n\t\tvec<L, detail::uint64, Q> Value64(vec<L, detail::uint64, Q>(x) + vec<L, detail::uint64, Q>(y));\n\t\tvec<L, detail::uint64, Q> Max32((static_cast<detail::uint64>(1) << static_cast<detail::uint64>(32)) - static_cast<detail::uint64>(1));\n\t\tCarry = mix(vec<L, uint, Q>(0), vec<L, uint, Q>(1), greaterThan(Value64, Max32));\n\t\treturn vec<L, uint, Q>(Value64 % (Max32 + static_cast<detail::uint64>(1)));\n\t}\n\n\t// usubBorrow\n\tGLM_FUNC_QUALIFIER uint usubBorrow(uint const& x, uint const& y, uint & Borrow)\n\t{\n\t\tBorrow = x >= y ? static_cast<uint>(0) : static_cast<uint>(1);\n\t\tif(y >= x)\n\t\t\treturn y - x;\n\t\telse\n\t\t\treturn static_cast<uint>((static_cast<detail::int64>(1) << static_cast<detail::int64>(32)) + (static_cast<detail::int64>(y) - static_cast<detail::int64>(x)));\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> usubBorrow(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& Borrow)\n\t{\n\t\tBorrow = mix(vec<L, uint, Q>(1), vec<L, uint, Q>(0), greaterThanEqual(x, y));\n\t\tvec<L, uint, Q> const YgeX(y - x);\n\t\tvec<L, uint, Q> const XgeY(vec<L, uint, Q>((static_cast<detail::int64>(1) << static_cast<detail::int64>(32)) + (vec<L, detail::int64, Q>(y) - vec<L, detail::int64, Q>(x))));\n\t\treturn mix(XgeY, YgeX, greaterThanEqual(y, x));\n\t}\n\n\t// umulExtended\n\tGLM_FUNC_QUALIFIER void umulExtended(uint const& x, uint const& y, uint & msb, uint & lsb)\n\t{\n\t\tdetail::uint64 Value64 = static_cast<detail::uint64>(x) * static_cast<detail::uint64>(y);\n\t\tmsb = static_cast<uint>(Value64 >> static_cast<detail::uint64>(32));\n\t\tlsb = static_cast<uint>(Value64);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER void umulExtended(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& msb, vec<L, uint, Q>& lsb)\n\t{\n\t\tvec<L, detail::uint64, Q> Value64(vec<L, detail::uint64, Q>(x) * vec<L, detail::uint64, Q>(y));\n\t\tmsb = vec<L, uint, Q>(Value64 >> static_cast<detail::uint64>(32));\n\t\tlsb = vec<L, uint, Q>(Value64);\n\t}\n\n\t// imulExtended\n\tGLM_FUNC_QUALIFIER void imulExtended(int x, int y, int& msb, int& lsb)\n\t{\n\t\tdetail::int64 Value64 = static_cast<detail::int64>(x) * static_cast<detail::int64>(y);\n\t\tmsb = static_cast<int>(Value64 >> static_cast<detail::int64>(32));\n\t\tlsb = static_cast<int>(Value64);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER void imulExtended(vec<L, int, Q> const& x, vec<L, int, Q> const& y, vec<L, int, Q>& msb, vec<L, int, Q>& lsb)\n\t{\n\t\tvec<L, detail::int64, Q> Value64(vec<L, detail::int64, Q>(x) * vec<L, detail::int64, Q>(y));\n\t\tlsb = vec<L, int, Q>(Value64 & static_cast<detail::int64>(0xFFFFFFFF));\n\t\tmsb = vec<L, int, Q>((Value64 >> static_cast<detail::int64>(32)) & static_cast<detail::int64>(0xFFFFFFFF));\n\t}\n\n\t// bitfieldExtract\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldExtract(genIUType Value, int Offset, int Bits)\n\t{\n\t\treturn bitfieldExtract(vec<1, genIUType>(Value), Offset, Bits).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldExtract(vec<L, T, Q> const& Value, int Offset, int Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldExtract' only accept integer inputs\");\n\n\t\treturn (Value >> static_cast<T>(Offset)) & static_cast<T>(detail::mask(Bits));\n\t}\n\n\t// bitfieldInsert\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldInsert(genIUType const& Base, genIUType const& Insert, int Offset, int Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'bitfieldInsert' only accept integer values\");\n\n\t\treturn bitfieldInsert(vec<1, genIUType>(Base), vec<1, genIUType>(Insert), Offset, Bits).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldInsert(vec<L, T, Q> const& Base, vec<L, T, Q> const& Insert, int Offset, int Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldInsert' only accept integer values\");\n\n\t\tT const Mask = static_cast<T>(detail::mask(Bits) << Offset);\n\t\treturn (Base & ~Mask) | ((Insert << static_cast<T>(Offset)) & Mask);\n\t}\n\n\t// bitfieldReverse\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldReverse(genIUType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'bitfieldReverse' only accept integer values\");\n\n\t\treturn bitfieldReverse(glm::vec<1, genIUType, glm::defaultp>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldReverse(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldReverse' only accept integer values\");\n\n\t\tvec<L, T, Q> x(v);\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  2>::call(x, static_cast<T>(0x5555555555555555ull), static_cast<T>( 1));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  4>::call(x, static_cast<T>(0x3333333333333333ull), static_cast<T>( 2));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  8>::call(x, static_cast<T>(0x0F0F0F0F0F0F0F0Full), static_cast<T>( 4));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 16>::call(x, static_cast<T>(0x00FF00FF00FF00FFull), static_cast<T>( 8));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 32>::call(x, static_cast<T>(0x0000FFFF0000FFFFull), static_cast<T>(16));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 64>::call(x, static_cast<T>(0x00000000FFFFFFFFull), static_cast<T>(32));\n\t\treturn x;\n\t}\n\n\t// bitCount\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int bitCount(genIUType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'bitCount' only accept integer values\");\n\n\t\treturn bitCount(glm::vec<1, genIUType, glm::defaultp>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> bitCount(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitCount' only accept integer values\");\n\n#\t\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\tpragma warning(push)\n#\t\t\tpragma warning(disable : 4310) //cast truncates constant value\n#\t\tendif\n\n\t\tvec<L, typename detail::make_unsigned<T>::type, Q> x(*reinterpret_cast<vec<L, typename detail::make_unsigned<T>::type, Q> const *>(&v));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  2>::call(x, typename detail::make_unsigned<T>::type(0x5555555555555555ull), typename detail::make_unsigned<T>::type( 1));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  4>::call(x, typename detail::make_unsigned<T>::type(0x3333333333333333ull), typename detail::make_unsigned<T>::type( 2));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  8>::call(x, typename detail::make_unsigned<T>::type(0x0F0F0F0F0F0F0F0Full), typename detail::make_unsigned<T>::type( 4));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 16>::call(x, typename detail::make_unsigned<T>::type(0x00FF00FF00FF00FFull), typename detail::make_unsigned<T>::type( 8));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 32>::call(x, typename detail::make_unsigned<T>::type(0x0000FFFF0000FFFFull), typename detail::make_unsigned<T>::type(16));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 64>::call(x, typename detail::make_unsigned<T>::type(0x00000000FFFFFFFFull), typename detail::make_unsigned<T>::type(32));\n\t\treturn vec<L, int, Q>(x);\n\n#\t\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\tpragma warning(pop)\n#\t\tendif\n\t}\n\n\t// findLSB\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int findLSB(genIUType Value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'findLSB' only accept integer values\");\n\n\t\treturn detail::compute_findLSB<genIUType, sizeof(genIUType) * 8>::call(Value);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> findLSB(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'findLSB' only accept integer values\");\n\n\t\treturn detail::functor1<vec, L, int, T, Q>::call(findLSB, x);\n\t}\n\n\t// findMSB\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int findMSB(genIUType v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'findMSB' only accept integer values\");\n\n\t\treturn findMSB(vec<1, genIUType>(v)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> findMSB(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'findMSB' only accept integer values\");\n\n\t\treturn detail::compute_findMSB_vec<L, T, Q, sizeof(T) * 8>::call(v);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_integer_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_integer_simd.inl",
    "content": "#include \"../simd/integer.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_bitfieldReverseStep<4, uint, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift)\n\t\t{\n\t\t\t__m128i const set0 = v.data;\n\n\t\t\t__m128i const set1 = _mm_set1_epi32(static_cast<int>(Mask));\n\t\t\t__m128i const and1 = _mm_and_si128(set0, set1);\n\t\t\t__m128i const sft1 = _mm_slli_epi32(and1, Shift);\n\n\t\t\t__m128i const set2 = _mm_andnot_si128(set0, _mm_set1_epi32(-1));\n\t\t\t__m128i const and2 = _mm_and_si128(set0, set2);\n\t\t\t__m128i const sft2 = _mm_srai_epi32(and2, Shift);\n\n\t\t\t__m128i const or0 = _mm_or_si128(sft1, sft2);\n\n\t\t\treturn or0;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_bitfieldBitCountStep<4, uint, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift)\n\t\t{\n\t\t\t__m128i const set0 = v.data;\n\n\t\t\t__m128i const set1 = _mm_set1_epi32(static_cast<int>(Mask));\n\t\t\t__m128i const and0 = _mm_and_si128(set0, set1);\n\t\t\t__m128i const sft0 = _mm_slli_epi32(set0, Shift);\n\t\t\t__m128i const and1 = _mm_and_si128(sft0, set1);\n\t\t\t__m128i const add0 = _mm_add_epi32(and0, and1);\n\n\t\t\treturn add0;\n\t\t}\n\t};\n}//namespace detail\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER int bitCount(uint x)\n\t{\n\t\treturn _mm_popcnt_u32(x);\n\t}\n\n#\tif(GLM_MODEL == GLM_MODEL_64)\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER int bitCount(detail::uint64 x)\n\t{\n\t\treturn static_cast<int>(_mm_popcnt_u64(x));\n\t}\n#\tendif//GLM_MODEL\n#\tendif//GLM_ARCH\n\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_matrix.inl",
    "content": "#include \"../geometric.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_matrixCompMult\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<C, R, T, Q> call(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)\n\t\t{\n\t\t\tmat<C, R, T, Q> Result;\n\t\t\tfor(length_t i = 0; i < Result.length(); ++i)\n\t\t\t\tResult[i] = x[i] * y[i];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<2, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m)\n\t\t{\n\t\t\tmat<2, 2, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<2, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 2, T, Q> call(mat<2, 3, T, Q> const& m)\n\t\t{\n\t\t\tmat<3,2, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<2, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 2, T, Q> call(mat<2, 4, T, Q> const& m)\n\t\t{\n\t\t\tmat<4, 2, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[3][0] = m[0][3];\n\t\t\tResult[3][1] = m[1][3];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<3, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 3, T, Q> call(mat<3, 2, T, Q> const& m)\n\t\t{\n\t\t\tmat<2, 3, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<3, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)\n\t\t{\n\t\t\tmat<3, 3, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<3, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 3, T, Q> call(mat<3, 4, T, Q> const& m)\n\t\t{\n\t\t\tmat<4, 3, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\tResult[3][0] = m[0][3];\n\t\t\tResult[3][1] = m[1][3];\n\t\t\tResult[3][2] = m[2][3];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<4, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 4, T, Q> call(mat<4, 2, T, Q> const& m)\n\t\t{\n\t\t\tmat<2, 4, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[0][3] = m[3][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[1][3] = m[3][1];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<4, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 4, T, Q> call(mat<4, 3, T, Q> const& m)\n\t\t{\n\t\t\tmat<3, 4, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[0][3] = m[3][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[1][3] = m[3][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\tResult[2][3] = m[3][2];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<4, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m)\n\t\t{\n\t\t\tmat<4, 4, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[0][3] = m[3][0];\n\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[1][3] = m[3][1];\n\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\tResult[2][3] = m[3][2];\n\n\t\t\tResult[3][0] = m[0][3];\n\t\t\tResult[3][1] = m[1][3];\n\t\t\tResult[3][2] = m[2][3];\n\t\t\tResult[3][3] = m[3][3];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant<2, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(mat<2, 2, T, Q> const& m)\n\t\t{\n\t\t\treturn m[0][0] * m[1][1] - m[1][0] * m[0][1];\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant<3, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(mat<3, 3, T, Q> const& m)\n\t\t{\n\t\t\treturn\n\t\t\t\t+ m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])\n\t\t\t\t- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])\n\t\t\t\t+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant<4, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(mat<4, 4, T, Q> const& m)\n\t\t{\n\t\t\tT SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\tT SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\tT SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\tT SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\tT SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\tT SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\n\t\t\tvec<4, T, Q> DetCof(\n\t\t\t\t+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),\n\t\t\t\t- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),\n\t\t\t\t+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),\n\t\t\t\t- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));\n\n\t\t\treturn\n\t\t\t\tm[0][0] * DetCof[0] + m[0][1] * DetCof[1] +\n\t\t\t\tm[0][2] * DetCof[2] + m[0][3] * DetCof[3];\n\t\t}\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse<2, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m)\n\t\t{\n\t\t\tT OneOverDeterminant = static_cast<T>(1) / (\n\t\t\t\t+ m[0][0] * m[1][1]\n\t\t\t\t- m[1][0] * m[0][1]);\n\n\t\t\tmat<2, 2, T, Q> Inverse(\n\t\t\t\t+ m[1][1] * OneOverDeterminant,\n\t\t\t\t- m[0][1] * OneOverDeterminant,\n\t\t\t\t- m[1][0] * OneOverDeterminant,\n\t\t\t\t+ m[0][0] * OneOverDeterminant);\n\n\t\t\treturn Inverse;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse<3, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)\n\t\t{\n\t\t\tT OneOverDeterminant = static_cast<T>(1) / (\n\t\t\t\t+ m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])\n\t\t\t\t- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])\n\t\t\t\t+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]));\n\n\t\t\tmat<3, 3, T, Q> Inverse;\n\t\t\tInverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDeterminant;\n\t\t\tInverse[1][0] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDeterminant;\n\t\t\tInverse[2][0] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDeterminant;\n\t\t\tInverse[0][1] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[2][1] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDeterminant;\n\t\t\tInverse[0][2] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[1][2] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDeterminant;\n\n\t\t\treturn Inverse;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse<4, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m)\n\t\t{\n\t\t\tT Coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\tT Coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t\tT Coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t\tT Coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\tT Coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t\tT Coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t\tT Coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\tT Coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t\tT Coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t\tT Coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\tT Coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t\tT Coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t\tT Coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\tT Coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t\tT Coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t\tT Coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t\tT Coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t\tT Coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t\tvec<4, T, Q> Fac0(Coef00, Coef00, Coef02, Coef03);\n\t\t\tvec<4, T, Q> Fac1(Coef04, Coef04, Coef06, Coef07);\n\t\t\tvec<4, T, Q> Fac2(Coef08, Coef08, Coef10, Coef11);\n\t\t\tvec<4, T, Q> Fac3(Coef12, Coef12, Coef14, Coef15);\n\t\t\tvec<4, T, Q> Fac4(Coef16, Coef16, Coef18, Coef19);\n\t\t\tvec<4, T, Q> Fac5(Coef20, Coef20, Coef22, Coef23);\n\n\t\t\tvec<4, T, Q> Vec0(m[1][0], m[0][0], m[0][0], m[0][0]);\n\t\t\tvec<4, T, Q> Vec1(m[1][1], m[0][1], m[0][1], m[0][1]);\n\t\t\tvec<4, T, Q> Vec2(m[1][2], m[0][2], m[0][2], m[0][2]);\n\t\t\tvec<4, T, Q> Vec3(m[1][3], m[0][3], m[0][3], m[0][3]);\n\n\t\t\tvec<4, T, Q> Inv0(Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2);\n\t\t\tvec<4, T, Q> Inv1(Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4);\n\t\t\tvec<4, T, Q> Inv2(Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5);\n\t\t\tvec<4, T, Q> Inv3(Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5);\n\n\t\t\tvec<4, T, Q> SignA(+1, -1, +1, -1);\n\t\t\tvec<4, T, Q> SignB(-1, +1, -1, +1);\n\t\t\tmat<4, 4, T, Q> Inverse(Inv0 * SignA, Inv1 * SignB, Inv2 * SignA, Inv3 * SignB);\n\n\t\t\tvec<4, T, Q> Row0(Inverse[0][0], Inverse[1][0], Inverse[2][0], Inverse[3][0]);\n\n\t\t\tvec<4, T, Q> Dot0(m[0] * Row0);\n\t\t\tT Dot1 = (Dot0.x + Dot0.y) + (Dot0.z + Dot0.w);\n\n\t\t\tT OneOverDeterminant = static_cast<T>(1) / Dot1;\n\n\t\t\treturn Inverse * OneOverDeterminant;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> matrixCompMult(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'matrixCompMult' only accept floating-point inputs\");\n\t\treturn detail::compute_matrixCompMult<C, R, T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\ttemplate<length_t DA, length_t DB, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename detail::outerProduct_trait<DA, DB, T, Q>::type outerProduct(vec<DA, T, Q> const& c, vec<DB, T, Q> const& r)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'outerProduct' only accept floating-point inputs\");\n\n\t\ttypename detail::outerProduct_trait<DA, DB, T, Q>::type m;\n\t\tfor(length_t i = 0; i < m.length(); ++i)\n\t\t\tm[i] = c * r[i];\n\t\treturn m;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<C, R, T, Q>::transpose_type transpose(mat<C, R, T, Q> const& m)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'transpose' only accept floating-point inputs\");\n\t\treturn detail::compute_transpose<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T determinant(mat<C, R, T, Q> const& m)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'determinant' only accept floating-point inputs\");\n\t\treturn detail::compute_determinant<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> inverse(mat<C, R, T, Q> const& m)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'inverse' only accept floating-point inputs\");\n\t\treturn detail::compute_inverse<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_matrix_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_matrix_simd.inl",
    "content": "#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#include \"type_mat4x4.hpp\"\n#include \"../geometric.hpp\"\n#include \"../simd/matrix.h\"\n#include <cstring>\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\ttemplate<qualifier Q>\n\tstruct compute_matrixCompMult<4, 4, float, Q, true>\n\t{\n\t\tGLM_STATIC_ASSERT(detail::is_aligned<Q>::value, \"Specialization requires aligned\");\n\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& x, mat<4, 4, float, Q> const& y)\n\t\t{\n\t\t\tmat<4, 4, float, Q> Result;\n\t\t\tglm_mat4_matrixCompMult(\n\t\t\t\t*static_cast<glm_vec4 const (*)[4]>(&x[0].data),\n\t\t\t\t*static_cast<glm_vec4 const (*)[4]>(&y[0].data),\n\t\t\t\t*static_cast<glm_vec4(*)[4]>(&Result[0].data));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_transpose<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\tmat<4, 4, float, Q> Result;\n\t\t\tglm_mat4_transpose(&m[0].data, &Result[0].data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_determinant<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_mat4_determinant(&m[0].data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_inverse<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\tmat<4, 4, float, Q> Result;\n\t\t\tglm_mat4_inverse(&m[0].data, &Result[0].data);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER mat<4, 4, float, aligned_lowp> outerProduct<4, 4, float, aligned_lowp>(vec<4, float, aligned_lowp> const& c, vec<4, float, aligned_lowp> const& r)\n\t{\n\t\t__m128 NativeResult[4];\n\t\tglm_mat4_outerProduct(c.data, r.data, NativeResult);\n\t\tmat<4, 4, float, aligned_lowp> Result;\n\t\tstd::memcpy(&Result[0], &NativeResult[0], sizeof(Result));\n\t\treturn Result;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER mat<4, 4, float, aligned_mediump> outerProduct<4, 4, float, aligned_mediump>(vec<4, float, aligned_mediump> const& c, vec<4, float, aligned_mediump> const& r)\n\t{\n\t\t__m128 NativeResult[4];\n\t\tglm_mat4_outerProduct(c.data, r.data, NativeResult);\n\t\tmat<4, 4, float, aligned_mediump> Result;\n\t\tstd::memcpy(&Result[0], &NativeResult[0], sizeof(Result));\n\t\treturn Result;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER mat<4, 4, float, aligned_highp> outerProduct<4, 4, float, aligned_highp>(vec<4, float, aligned_highp> const& c, vec<4, float, aligned_highp> const& r)\n\t{\n\t\t__m128 NativeResult[4];\n\t\tglm_mat4_outerProduct(c.data, r.data, NativeResult);\n\t\tmat<4, 4, float, aligned_highp> Result;\n\t\tstd::memcpy(&Result[0], &NativeResult[0], sizeof(Result));\n\t\treturn Result;\n\t}\n#\tendif\n}//namespace glm\n\n#elif GLM_ARCH & GLM_ARCH_NEON_BIT\n\nnamespace glm {\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n\ttemplate <qualifier Q>\n\tGLM_FUNC_QUALIFIER\n\ttypename std::enable_if<detail::is_aligned<Q>::value, mat<4, 4, float, Q>>::type\n\toperator*(mat<4, 4, float, Q> const & m1, mat<4, 4, float, Q> const & m2)\n\t{\n\t\tauto MulRow = [&](int l) {\n\t\t\tfloat32x4_t const SrcA = m2[l].data;\n\n\t\t\tfloat32x4_t r = neon::mul_lane(m1[0].data, SrcA, 0);\n\t\t\tr = neon::madd_lane(r, m1[1].data, SrcA, 1);\n\t\t\tr = neon::madd_lane(r, m1[2].data, SrcA, 2);\n\t\t\tr = neon::madd_lane(r, m1[3].data, SrcA, 3);\n\n\t\t\treturn r;\n\t\t};\n\n\t\tmat<4, 4, float, aligned_highp> Result;\n\t\tResult[0].data = MulRow(0);\n\t\tResult[1].data = MulRow(1);\n\t\tResult[2].data = MulRow(2);\n\t\tResult[3].data = MulRow(3);\n\n\t\treturn Result;\n\t}\n#endif // CXX11\n\n\ttemplate<qualifier Q>\n\tstruct detail::compute_inverse<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\tfloat32x4_t const& m0 = m[0].data;\n\t\t\tfloat32x4_t const& m1 = m[1].data;\n\t\t\tfloat32x4_t const& m2 = m[2].data;\n\t\t\tfloat32x4_t const& m3 = m[3].data;\n\n\t\t\t// m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\t// m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\t// m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t\t// m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t\tfloat32x4_t Fac0;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));\n\t\t\t\tFac0 = w0 * w1 -  w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\t// m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\t// m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t\t// m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t\tfloat32x4_t Fac1;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));\n\t\t\t\tFac1 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\t// m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\t// m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t\t// m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t\tfloat32x4_t Fac2;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));\n\t\t\t\tFac2 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\t// m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\t// m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t\t// m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t\tfloat32x4_t Fac3;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));\n\t\t\t\tFac3 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\t// m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\t// m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t\t// m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t\tfloat32x4_t Fac4;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));\n\t\t\t\tFac4 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t\t// m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t\t// m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t\t// m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t\tfloat32x4_t Fac5;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));\n\t\t\t\tFac5 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\tfloat32x4_t Vec0 = neon::copy_lane(neon::dupq_lane(m0, 0), 0, m1, 0); // (m[1][0], m[0][0], m[0][0], m[0][0]);\n\t\t\tfloat32x4_t Vec1 = neon::copy_lane(neon::dupq_lane(m0, 1), 0, m1, 1); // (m[1][1], m[0][1], m[0][1], m[0][1]);\n\t\t\tfloat32x4_t Vec2 = neon::copy_lane(neon::dupq_lane(m0, 2), 0, m1, 2); // (m[1][2], m[0][2], m[0][2], m[0][2]);\n\t\t\tfloat32x4_t Vec3 = neon::copy_lane(neon::dupq_lane(m0, 3), 0, m1, 3); // (m[1][3], m[0][3], m[0][3], m[0][3]);\n\n\t\t\tfloat32x4_t Inv0 = Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2;\n\t\t\tfloat32x4_t Inv1 = Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4;\n\t\t\tfloat32x4_t Inv2 = Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5;\n\t\t\tfloat32x4_t Inv3 = Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5;\n\n\t\t\tfloat32x4_t r0 = float32x4_t{-1, +1, -1, +1} * Inv0;\n\t\t\tfloat32x4_t r1 = float32x4_t{+1, -1, +1, -1} * Inv1;\n\t\t\tfloat32x4_t r2 = float32x4_t{-1, +1, -1, +1} * Inv2;\n\t\t\tfloat32x4_t r3 = float32x4_t{+1, -1, +1, -1} * Inv3;\n\n\t\t\tfloat32x4_t det = neon::mul_lane(r0, m0, 0);\n\t\t\tdet = neon::madd_lane(det, r1, m0, 1);\n\t\t\tdet = neon::madd_lane(det, r2, m0, 2);\n\t\t\tdet = neon::madd_lane(det, r3, m0, 3);\n\n\t\t\tfloat32x4_t rdet = vdupq_n_f32(1 / vgetq_lane_f32(det, 0));\n\n\t\t\tmat<4, 4, float, Q> r;\n\t\t\tr[0].data = vmulq_f32(r0, rdet);\n\t\t\tr[1].data = vmulq_f32(r1, rdet);\n\t\t\tr[2].data = vmulq_f32(r2, rdet);\n\t\t\tr[3].data = vmulq_f32(r3, rdet);\n\t\t\treturn r;\n\t\t}\n\t};\n}//namespace glm\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_packing.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_packing.inl\n\n#include \"../common.hpp\"\n#include \"type_half.hpp\"\n\nnamespace glm\n{\n\tGLM_FUNC_QUALIFIER uint packUnorm2x16(vec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tunsigned short in[2];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tvec<2, unsigned short, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 65535.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackUnorm2x16(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tunsigned short out[2];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn vec2(u.out[0], u.out[1]) * 1.5259021896696421759365224689097e-5f;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packSnorm2x16(vec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tsigned short in[2];\n\t\t\tuint out;\n\t\t} u;\n \n\t\tvec<2, short, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 32767.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackSnorm2x16(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tsigned short out[2];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn clamp(vec2(u.out[0], u.out[1]) * 3.0518509475997192297128208258309e-5f, -1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packUnorm4x8(vec4 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tunsigned char in[4];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tvec<4, unsigned char, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 255.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\t\tu.in[2] = result[2];\n\t\tu.in[3] = result[3];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm4x8(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tunsigned char out[4];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0039215686274509803921568627451f;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packSnorm4x8(vec4 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tsigned char in[4];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tvec<4, signed char, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 127.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\t\tu.in[2] = result[2];\n\t\tu.in[3] = result[3];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::vec4 unpackSnorm4x8(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tsigned char out[4];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn clamp(vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0078740157480315f, -1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER double packDouble2x32(uvec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint   in[2];\n\t\t\tdouble out;\n\t\t} u;\n\n\t\tu.in[0] = v[0];\n\t\tu.in[1] = v[1];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER uvec2 unpackDouble2x32(double v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tdouble in;\n\t\t\tuint   out[2];\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn uvec2(u.out[0], u.out[1]);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tsigned short in[2];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tu.in[0] = detail::toFloat16(v.x);\n\t\tu.in[1] = detail::toFloat16(v.y);\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tsigned short out[2];\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn vec2(\n\t\t\tdetail::toFloat32(u.out[0]),\n\t\t\tdetail::toFloat32(u.out[1]));\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_packing_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_packing_simd.inl",
    "content": "namespace glm{\nnamespace detail\n{\n\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_trigonometric.inl",
    "content": "#include \"_vectorize.hpp\"\n#include <cmath>\n#include <limits>\n\nnamespace glm\n{\n\t// radians\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType radians(genType degrees)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'radians' only accept floating-point input\");\n\n\t\treturn degrees * static_cast<genType>(0.01745329251994329576923690768489);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> radians(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(radians, v);\n\t}\n\n\t// degrees\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType degrees(genType radians)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'degrees' only accept floating-point input\");\n\n\t\treturn radians * static_cast<genType>(57.295779513082320876798154814105);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> degrees(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(degrees, v);\n\t}\n\n\t// sin\n\tusing ::std::sin;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sin(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sin, v);\n\t}\n\n\t// cos\n\tusing std::cos;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cos(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cos, v);\n\t}\n\n\t// tan\n\tusing std::tan;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> tan(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(tan, v);\n\t}\n\n\t// asin\n\tusing std::asin;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asin(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asin, v);\n\t}\n\n\t// acos\n\tusing std::acos;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acos(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acos, v);\n\t}\n\n\t// atan\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType atan(genType y, genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'atan' only accept floating-point input\");\n\n\t\treturn ::std::atan2(y, x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> atan(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(::std::atan2, a, b);\n\t}\n\n\tusing std::atan;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> atan(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(atan, v);\n\t}\n\n\t// sinh\n\tusing std::sinh;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sinh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sinh, v);\n\t}\n\n\t// cosh\n\tusing std::cosh;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cosh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cosh, v);\n\t}\n\n\t// tanh\n\tusing std::tanh;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> tanh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(tanh, v);\n\t}\n\n\t// asinh\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::asinh;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType asinh(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'asinh' only accept floating-point input\");\n\n\t\t\treturn (x < static_cast<genType>(0) ? static_cast<genType>(-1) : (x > static_cast<genType>(0) ? static_cast<genType>(1) : static_cast<genType>(0))) * log(std::abs(x) + sqrt(static_cast<genType>(1) + x * x));\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asinh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asinh, v);\n\t}\n\n\t// acosh\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::acosh;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType acosh(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acosh' only accept floating-point input\");\n\n\t\t\tif(x < static_cast<genType>(1))\n\t\t\t\treturn static_cast<genType>(0);\n\t\t\treturn log(x + sqrt(x * x - static_cast<genType>(1)));\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acosh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acosh, v);\n\t}\n\n\t// atanh\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::atanh;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType atanh(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'atanh' only accept floating-point input\");\n\n\t\t\tif(std::abs(x) >= static_cast<genType>(1))\n\t\t\t\treturn 0;\n\t\t\treturn static_cast<genType>(0.5) * log((static_cast<genType>(1) + x) / (static_cast<genType>(1) - x));\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> atanh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(atanh, v);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_trigonometric_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_trigonometric_simd.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_vector_relational.inl",
    "content": "namespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> lessThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] < y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> lessThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] <= y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> greaterThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] > y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> greaterThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] >= y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] == y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] != y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool any(vec<L, bool, Q> const& v)\n\t{\n\t\tbool Result = false;\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult = Result || v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool all(vec<L, bool, Q> const& v)\n\t{\n\t\tbool Result = true;\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult = Result && v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> not_(vec<L, bool, Q> const& v)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = !v[i];\n\t\treturn Result;\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_vector_relational_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/func_vector_relational_simd.inl",
    "content": "namespace glm{\nnamespace detail\n{\n\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/glm.cpp",
    "content": "/// @ref core\n/// @file glm/glm.cpp\n\n#ifndef GLM_ENABLE_EXPERIMENTAL\n#define GLM_ENABLE_EXPERIMENTAL\n#endif\n#include <glm/gtx/dual_quaternion.hpp>\n#include <glm/gtc/vec1.hpp>\n#include <glm/gtc/quaternion.hpp>\n#include <glm/ext/scalar_int_sized.hpp>\n#include <glm/ext/scalar_uint_sized.hpp>\n#include <glm/glm.hpp>\n\nnamespace glm\n{\n// tvec1 type explicit instantiation\ntemplate struct vec<1, uint8, lowp>;\ntemplate struct vec<1, uint16, lowp>;\ntemplate struct vec<1, uint32, lowp>;\ntemplate struct vec<1, uint64, lowp>;\ntemplate struct vec<1, int8, lowp>;\ntemplate struct vec<1, int16, lowp>;\ntemplate struct vec<1, int32, lowp>;\ntemplate struct vec<1, int64, lowp>;\ntemplate struct vec<1, float32, lowp>;\ntemplate struct vec<1, float64, lowp>;\n\ntemplate struct vec<1, uint8, mediump>;\ntemplate struct vec<1, uint16, mediump>;\ntemplate struct vec<1, uint32, mediump>;\ntemplate struct vec<1, uint64, mediump>;\ntemplate struct vec<1, int8, mediump>;\ntemplate struct vec<1, int16, mediump>;\ntemplate struct vec<1, int32, mediump>;\ntemplate struct vec<1, int64, mediump>;\ntemplate struct vec<1, float32, mediump>;\ntemplate struct vec<1, float64, mediump>;\n\ntemplate struct vec<1, uint8, highp>;\ntemplate struct vec<1, uint16, highp>;\ntemplate struct vec<1, uint32, highp>;\ntemplate struct vec<1, uint64, highp>;\ntemplate struct vec<1, int8, highp>;\ntemplate struct vec<1, int16, highp>;\ntemplate struct vec<1, int32, highp>;\ntemplate struct vec<1, int64, highp>;\ntemplate struct vec<1, float32, highp>;\ntemplate struct vec<1, float64, highp>;\n\n// tvec2 type explicit instantiation\ntemplate struct vec<2, uint8, lowp>;\ntemplate struct vec<2, uint16, lowp>;\ntemplate struct vec<2, uint32, lowp>;\ntemplate struct vec<2, uint64, lowp>;\ntemplate struct vec<2, int8, lowp>;\ntemplate struct vec<2, int16, lowp>;\ntemplate struct vec<2, int32, lowp>;\ntemplate struct vec<2, int64, lowp>;\ntemplate struct vec<2, float32, lowp>;\ntemplate struct vec<2, float64, lowp>;\n\ntemplate struct vec<2, uint8, mediump>;\ntemplate struct vec<2, uint16, mediump>;\ntemplate struct vec<2, uint32, mediump>;\ntemplate struct vec<2, uint64, mediump>;\ntemplate struct vec<2, int8, mediump>;\ntemplate struct vec<2, int16, mediump>;\ntemplate struct vec<2, int32, mediump>;\ntemplate struct vec<2, int64, mediump>;\ntemplate struct vec<2, float32, mediump>;\ntemplate struct vec<2, float64, mediump>;\n\ntemplate struct vec<2, uint8, highp>;\ntemplate struct vec<2, uint16, highp>;\ntemplate struct vec<2, uint32, highp>;\ntemplate struct vec<2, uint64, highp>;\ntemplate struct vec<2, int8, highp>;\ntemplate struct vec<2, int16, highp>;\ntemplate struct vec<2, int32, highp>;\ntemplate struct vec<2, int64, highp>;\ntemplate struct vec<2, float32, highp>;\ntemplate struct vec<2, float64, highp>;\n\n// tvec3 type explicit instantiation\ntemplate struct vec<3, uint8, lowp>;\ntemplate struct vec<3, uint16, lowp>;\ntemplate struct vec<3, uint32, lowp>;\ntemplate struct vec<3, uint64, lowp>;\ntemplate struct vec<3, int8, lowp>;\ntemplate struct vec<3, int16, lowp>;\ntemplate struct vec<3, int32, lowp>;\ntemplate struct vec<3, int64, lowp>;\ntemplate struct vec<3, float32, lowp>;\ntemplate struct vec<3, float64, lowp>;\n\ntemplate struct vec<3, uint8, mediump>;\ntemplate struct vec<3, uint16, mediump>;\ntemplate struct vec<3, uint32, mediump>;\ntemplate struct vec<3, uint64, mediump>;\ntemplate struct vec<3, int8, mediump>;\ntemplate struct vec<3, int16, mediump>;\ntemplate struct vec<3, int32, mediump>;\ntemplate struct vec<3, int64, mediump>;\ntemplate struct vec<3, float32, mediump>;\ntemplate struct vec<3, float64, mediump>;\n\ntemplate struct vec<3, uint8, highp>;\ntemplate struct vec<3, uint16, highp>;\ntemplate struct vec<3, uint32, highp>;\ntemplate struct vec<3, uint64, highp>;\ntemplate struct vec<3, int8, highp>;\ntemplate struct vec<3, int16, highp>;\ntemplate struct vec<3, int32, highp>;\ntemplate struct vec<3, int64, highp>;\ntemplate struct vec<3, float32, highp>;\ntemplate struct vec<3, float64, highp>;\n\n// tvec4 type explicit instantiation\ntemplate struct vec<4, uint8, lowp>;\ntemplate struct vec<4, uint16, lowp>;\ntemplate struct vec<4, uint32, lowp>;\ntemplate struct vec<4, uint64, lowp>;\ntemplate struct vec<4, int8, lowp>;\ntemplate struct vec<4, int16, lowp>;\ntemplate struct vec<4, int32, lowp>;\ntemplate struct vec<4, int64, lowp>;\ntemplate struct vec<4, float32, lowp>;\ntemplate struct vec<4, float64, lowp>;\n\ntemplate struct vec<4, uint8, mediump>;\ntemplate struct vec<4, uint16, mediump>;\ntemplate struct vec<4, uint32, mediump>;\ntemplate struct vec<4, uint64, mediump>;\ntemplate struct vec<4, int8, mediump>;\ntemplate struct vec<4, int16, mediump>;\ntemplate struct vec<4, int32, mediump>;\ntemplate struct vec<4, int64, mediump>;\ntemplate struct vec<4, float32, mediump>;\ntemplate struct vec<4, float64, mediump>;\n\ntemplate struct vec<4, uint8, highp>;\ntemplate struct vec<4, uint16, highp>;\ntemplate struct vec<4, uint32, highp>;\ntemplate struct vec<4, uint64, highp>;\ntemplate struct vec<4, int8, highp>;\ntemplate struct vec<4, int16, highp>;\ntemplate struct vec<4, int32, highp>;\ntemplate struct vec<4, int64, highp>;\ntemplate struct vec<4, float32, highp>;\ntemplate struct vec<4, float64, highp>;\n\n// tmat2x2 type explicit instantiation\ntemplate struct mat<2, 2, float32, lowp>;\ntemplate struct mat<2, 2, float64, lowp>;\n\ntemplate struct mat<2, 2, float32, mediump>;\ntemplate struct mat<2, 2, float64, mediump>;\n\ntemplate struct mat<2, 2, float32, highp>;\ntemplate struct mat<2, 2, float64, highp>;\n\n// tmat2x3 type explicit instantiation\ntemplate struct mat<2, 3, float32, lowp>;\ntemplate struct mat<2, 3, float64, lowp>;\n\ntemplate struct mat<2, 3, float32, mediump>;\ntemplate struct mat<2, 3, float64, mediump>;\n\ntemplate struct mat<2, 3, float32, highp>;\ntemplate struct mat<2, 3, float64, highp>;\n\n// tmat2x4 type explicit instantiation\ntemplate struct mat<2, 4, float32, lowp>;\ntemplate struct mat<2, 4, float64, lowp>;\n\ntemplate struct mat<2, 4, float32, mediump>;\ntemplate struct mat<2, 4, float64, mediump>;\n\ntemplate struct mat<2, 4, float32, highp>;\ntemplate struct mat<2, 4, float64, highp>;\n\n// tmat3x2 type explicit instantiation\ntemplate struct mat<3, 2, float32, lowp>;\ntemplate struct mat<3, 2, float64, lowp>;\n\ntemplate struct mat<3, 2, float32, mediump>;\ntemplate struct mat<3, 2, float64, mediump>;\n\ntemplate struct mat<3, 2, float32, highp>;\ntemplate struct mat<3, 2, float64, highp>;\n\n// tmat3x3 type explicit instantiation\ntemplate struct mat<3, 3, float32, lowp>;\ntemplate struct mat<3, 3, float64, lowp>;\n\ntemplate struct mat<3, 3, float32, mediump>;\ntemplate struct mat<3, 3, float64, mediump>;\n\ntemplate struct mat<3, 3, float32, highp>;\ntemplate struct mat<3, 3, float64, highp>;\n\n// tmat3x4 type explicit instantiation\ntemplate struct mat<3, 4, float32, lowp>;\ntemplate struct mat<3, 4, float64, lowp>;\n\ntemplate struct mat<3, 4, float32, mediump>;\ntemplate struct mat<3, 4, float64, mediump>;\n\ntemplate struct mat<3, 4, float32, highp>;\ntemplate struct mat<3, 4, float64, highp>;\n\n// tmat4x2 type explicit instantiation\ntemplate struct mat<4, 2, float32, lowp>;\ntemplate struct mat<4, 2, float64, lowp>;\n\ntemplate struct mat<4, 2, float32, mediump>;\ntemplate struct mat<4, 2, float64, mediump>;\n\ntemplate struct mat<4, 2, float32, highp>;\ntemplate struct mat<4, 2, float64, highp>;\n\n// tmat4x3 type explicit instantiation\ntemplate struct mat<4, 3, float32, lowp>;\ntemplate struct mat<4, 3, float64, lowp>;\n\ntemplate struct mat<4, 3, float32, mediump>;\ntemplate struct mat<4, 3, float64, mediump>;\n\ntemplate struct mat<4, 3, float32, highp>;\ntemplate struct mat<4, 3, float64, highp>;\n\n// tmat4x4 type explicit instantiation\ntemplate struct mat<4, 4, float32, lowp>;\ntemplate struct mat<4, 4, float64, lowp>;\n\ntemplate struct mat<4, 4, float32, mediump>;\ntemplate struct mat<4, 4, float64, mediump>;\n\ntemplate struct mat<4, 4, float32, highp>;\ntemplate struct mat<4, 4, float64, highp>;\n\n// tquat type explicit instantiation\ntemplate struct qua<float32, lowp>;\ntemplate struct qua<float64, lowp>;\n\ntemplate struct qua<float32, mediump>;\ntemplate struct qua<float64, mediump>;\n\ntemplate struct qua<float32, highp>;\ntemplate struct qua<float64, highp>;\n\n//tdualquat type explicit instantiation\ntemplate struct tdualquat<float32, lowp>;\ntemplate struct tdualquat<float64, lowp>;\n\ntemplate struct tdualquat<float32, mediump>;\ntemplate struct tdualquat<float64, mediump>;\n\ntemplate struct tdualquat<float32, highp>;\ntemplate struct tdualquat<float64, highp>;\n\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/qualifier.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n\nnamespace glm\n{\n\t/// Qualify GLM types in term of alignment (packed, aligned) and precision in term of ULPs (lowp, mediump, highp)\n\tenum qualifier\n\t{\n\t\tpacked_highp, ///< Typed data is tightly packed in memory and operations are executed with high precision in term of ULPs\n\t\tpacked_mediump, ///< Typed data is tightly packed in memory  and operations are executed with medium precision in term of ULPs for higher performance\n\t\tpacked_lowp, ///< Typed data is tightly packed in memory  and operations are executed with low precision in term of ULPs to maximize performance\n\n#\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\t\t\taligned_highp, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs\n\t\t\taligned_mediump, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs for higher performance\n\t\t\taligned_lowp, // ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs to maximize performance\n\t\t\taligned = aligned_highp, ///< By default aligned qualifier is also high precision\n#\t\tendif\n\n\t\thighp = packed_highp, ///< By default highp qualifier is also packed\n\t\tmediump = packed_mediump, ///< By default mediump qualifier is also packed\n\t\tlowp = packed_lowp, ///< By default lowp qualifier is also packed\n\t\tpacked = packed_highp, ///< By default packed qualifier is also high precision\n\n#\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE && defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES)\n\t\t\tdefaultp = aligned_highp\n#\t\telse\n\t\t\tdefaultp = highp\n#\t\tendif\n\t};\n\n\ttypedef qualifier precision;\n\n\ttemplate<length_t L, typename T, qualifier Q = defaultp> struct vec;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q = defaultp> struct mat;\n\ttemplate<typename T, qualifier Q = defaultp> struct qua;\n\n#\tif GLM_HAS_TEMPLATE_ALIASES\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec1 = vec<1, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec2 = vec<2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec3 = vec<3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec4 = vec<4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat2x2 = mat<2, 2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat2x3 = mat<2, 3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat2x4 = mat<2, 4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat3x2 = mat<3, 2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat3x3 = mat<3, 3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat3x4 = mat<3, 4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat4x2 = mat<4, 2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat4x3 = mat<4, 3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat4x4 = mat<4, 4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tquat = qua<T, Q>;\n#\tendif\n\nnamespace detail\n{\n\ttemplate<glm::qualifier P>\n\tstruct is_aligned\n\t{\n\t\tstatic const bool value = false;\n\t};\n\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\t\ttemplate<>\n\t\tstruct is_aligned<glm::aligned_lowp>\n\t\t{\n\t\t\tstatic const bool value = true;\n\t\t};\n\n\t\ttemplate<>\n\t\tstruct is_aligned<glm::aligned_mediump>\n\t\t{\n\t\t\tstatic const bool value = true;\n\t\t};\n\n\t\ttemplate<>\n\t\tstruct is_aligned<glm::aligned_highp>\n\t\t{\n\t\t\tstatic const bool value = true;\n\t\t};\n#\tendif\n\n\ttemplate<length_t L, typename T, bool is_aligned>\n\tstruct storage\n\t{\n\t\ttypedef struct type {\n\t\t\tT data[L];\n\t\t} type;\n\t};\n\n#\tif GLM_HAS_ALIGNOF\n\t\ttemplate<length_t L, typename T>\n\t\tstruct storage<L, T, true>\n\t\t{\n\t\t\ttypedef struct alignas(L * sizeof(T)) type {\n\t\t\t\tT data[L];\n\t\t\t} type;\n\t\t};\n\n\t\ttemplate<typename T>\n\t\tstruct storage<3, T, true>\n\t\t{\n\t\t\ttypedef struct alignas(4 * sizeof(T)) type {\n\t\t\t\tT data[4];\n\t\t\t} type;\n\t\t};\n#\tendif\n\n#\tif GLM_ARCH & GLM_ARCH_SSE2_BIT\n\ttemplate<>\n\tstruct storage<4, float, true>\n\t{\n\t\ttypedef glm_f32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, int, true>\n\t{\n\t\ttypedef glm_i32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, unsigned int, true>\n\t{\n\t\ttypedef glm_u32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<2, double, true>\n\t{\n\t\ttypedef glm_f64vec2 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<2, detail::int64, true>\n\t{\n\t\ttypedef glm_i64vec2 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<2, detail::uint64, true>\n\t{\n\t\ttypedef glm_u64vec2 type;\n\t};\n#\tendif\n\n#\tif (GLM_ARCH & GLM_ARCH_AVX_BIT)\n\ttemplate<>\n\tstruct storage<4, double, true>\n\t{\n\t\ttypedef glm_f64vec4 type;\n\t};\n#\tendif\n\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT)\n\ttemplate<>\n\tstruct storage<4, detail::int64, true>\n\t{\n\t\ttypedef glm_i64vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, detail::uint64, true>\n\t{\n\t\ttypedef glm_u64vec4 type;\n\t};\n#\tendif\n\n#\tif GLM_ARCH & GLM_ARCH_NEON_BIT\n\ttemplate<>\n\tstruct storage<4, float, true>\n\t{\n\t\ttypedef glm_f32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, int, true>\n\t{\n\t\ttypedef glm_i32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, unsigned int, true>\n\t{\n\t\ttypedef glm_u32vec4 type;\n\t};\n#\tendif\n\n\tenum genTypeEnum\n\t{\n\t\tGENTYPE_VEC,\n\t\tGENTYPE_MAT,\n\t\tGENTYPE_QUAT\n\t};\n\n\ttemplate <typename genType>\n\tstruct genTypeTrait\n\t{};\n\n\ttemplate <length_t C, length_t R, typename T>\n\tstruct genTypeTrait<mat<C, R, T> >\n\t{\n\t\tstatic const genTypeEnum GENTYPE = GENTYPE_MAT;\n\t};\n\n\ttemplate<typename genType, genTypeEnum type>\n\tstruct init_gentype\n\t{\n\t};\n\n\ttemplate<typename genType>\n\tstruct init_gentype<genType, GENTYPE_QUAT>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity()\n\t\t{\n\t\t\treturn genType(1, 0, 0, 0);\n\t\t}\n\t};\n\n\ttemplate<typename genType>\n\tstruct init_gentype<genType, GENTYPE_MAT>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity()\n\t\t{\n\t\t\treturn genType(1);\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/setup.hpp",
    "content": "#ifndef GLM_SETUP_INCLUDED\n\n#include <cassert>\n#include <cstddef>\n\n#define GLM_VERSION_MAJOR\t\t\t0\n#define GLM_VERSION_MINOR\t\t\t9\n#define GLM_VERSION_PATCH\t\t\t9\n#define GLM_VERSION_REVISION\t\t8\n#define GLM_VERSION\t\t\t\t\t998\n#define GLM_VERSION_MESSAGE\t\t\t\"GLM: version 0.9.9.8\"\n\n#define GLM_SETUP_INCLUDED\t\t\tGLM_VERSION\n\n///////////////////////////////////////////////////////////////////////////////////\n// Active states\n\n#define GLM_DISABLE\t\t0\n#define GLM_ENABLE\t\t1\n\n///////////////////////////////////////////////////////////////////////////////////\n// Messages\n\n#if defined(GLM_FORCE_MESSAGES)\n#\tdefine GLM_MESSAGES GLM_ENABLE\n#else\n#\tdefine GLM_MESSAGES GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Detect the platform\n\n#include \"../simd/platform.h\"\n\n///////////////////////////////////////////////////////////////////////////////////\n// Build model\n\n#if defined(_M_ARM64) || defined(__LP64__) || defined(_M_X64) || defined(__ppc64__) || defined(__x86_64__)\n#\tdefine GLM_MODEL\tGLM_MODEL_64\n#elif defined(__i386__) || defined(__ppc__) || defined(__ILP32__) || defined(_M_ARM)\n#\tdefine GLM_MODEL\tGLM_MODEL_32\n#else\n#\tdefine GLM_MODEL\tGLM_MODEL_32\n#endif//\n\n#if !defined(GLM_MODEL) && GLM_COMPILER != 0\n#\terror \"GLM_MODEL undefined, your compiler may not be supported by GLM. Add #define GLM_MODEL 0 to ignore this message.\"\n#endif//GLM_MODEL\n\n///////////////////////////////////////////////////////////////////////////////////\n// C++ Version\n\n// User defines: GLM_FORCE_CXX98, GLM_FORCE_CXX03, GLM_FORCE_CXX11, GLM_FORCE_CXX14, GLM_FORCE_CXX17, GLM_FORCE_CXX2A\n\n#define GLM_LANG_CXX98_FLAG\t\t\t(1 << 1)\n#define GLM_LANG_CXX03_FLAG\t\t\t(1 << 2)\n#define GLM_LANG_CXX0X_FLAG\t\t\t(1 << 3)\n#define GLM_LANG_CXX11_FLAG\t\t\t(1 << 4)\n#define GLM_LANG_CXX14_FLAG\t\t\t(1 << 5)\n#define GLM_LANG_CXX17_FLAG\t\t\t(1 << 6)\n#define GLM_LANG_CXX2A_FLAG\t\t\t(1 << 7)\n#define GLM_LANG_CXXMS_FLAG\t\t\t(1 << 8)\n#define GLM_LANG_CXXGNU_FLAG\t\t(1 << 9)\n\n#define GLM_LANG_CXX98\t\t\tGLM_LANG_CXX98_FLAG\n#define GLM_LANG_CXX03\t\t\t(GLM_LANG_CXX98 | GLM_LANG_CXX03_FLAG)\n#define GLM_LANG_CXX0X\t\t\t(GLM_LANG_CXX03 | GLM_LANG_CXX0X_FLAG)\n#define GLM_LANG_CXX11\t\t\t(GLM_LANG_CXX0X | GLM_LANG_CXX11_FLAG)\n#define GLM_LANG_CXX14\t\t\t(GLM_LANG_CXX11 | GLM_LANG_CXX14_FLAG)\n#define GLM_LANG_CXX17\t\t\t(GLM_LANG_CXX14 | GLM_LANG_CXX17_FLAG)\n#define GLM_LANG_CXX2A\t\t\t(GLM_LANG_CXX17 | GLM_LANG_CXX2A_FLAG)\n#define GLM_LANG_CXXMS\t\t\tGLM_LANG_CXXMS_FLAG\n#define GLM_LANG_CXXGNU\t\t\tGLM_LANG_CXXGNU_FLAG\n\n#if (defined(_MSC_EXTENSIONS))\n#\tdefine GLM_LANG_EXT GLM_LANG_CXXMS_FLAG\n#elif ((GLM_COMPILER & (GLM_COMPILER_CLANG | GLM_COMPILER_GCC)) && (GLM_ARCH & GLM_ARCH_SIMD_BIT))\n#\tdefine GLM_LANG_EXT GLM_LANG_CXXMS_FLAG\n#else\n#\tdefine GLM_LANG_EXT 0\n#endif\n\n#if (defined(GLM_FORCE_CXX_UNKNOWN))\n#\tdefine GLM_LANG 0\n#elif defined(GLM_FORCE_CXX2A)\n#\tdefine GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX17)\n#\tdefine GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX14)\n#\tdefine GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX11)\n#\tdefine GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX03)\n#\tdefine GLM_LANG (GLM_LANG_CXX03 | GLM_LANG_EXT)\n#elif defined(GLM_FORCE_CXX98)\n#\tdefine GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT)\n#else\n#\tif GLM_COMPILER & GLM_COMPILER_VC && defined(_MSVC_LANG)\n#\t\tif GLM_COMPILER >= GLM_COMPILER_VC15_7\n#\t\t\tdefine GLM_LANG_PLATFORM _MSVC_LANG\n#\t\telif GLM_COMPILER >= GLM_COMPILER_VC15\n#\t\t\tif _MSVC_LANG > 201402L\n#\t\t\t\tdefine GLM_LANG_PLATFORM 201402L\n#\t\t\telse\n#\t\t\t\tdefine GLM_LANG_PLATFORM _MSVC_LANG\n#\t\t\tendif\n#\t\telse\n#\t\t\tdefine GLM_LANG_PLATFORM 0\n#\t\tendif\n#\telse\n#\t\tdefine GLM_LANG_PLATFORM 0\n#\tendif\n\n#\tif __cplusplus > 201703L || GLM_LANG_PLATFORM > 201703L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT)\n#\telif __cplusplus == 201703L || GLM_LANG_PLATFORM == 201703L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT)\n#\telif __cplusplus == 201402L || __cplusplus == 201500L || GLM_LANG_PLATFORM == 201402L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT)\n#\telif __cplusplus == 201103L || GLM_LANG_PLATFORM == 201103L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT)\n#\telif defined(__INTEL_CXX11_MODE__) || defined(_MSC_VER) || defined(__GXX_EXPERIMENTAL_CXX0X__)\n#\t\tdefine GLM_LANG (GLM_LANG_CXX0X | GLM_LANG_EXT)\n#\telif __cplusplus == 199711L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT)\n#\telse\n#\t\tdefine GLM_LANG (0 | GLM_LANG_EXT)\n#\tendif\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Has of C++ features\n\n// http://clang.llvm.org/cxx_status.html\n// http://gcc.gnu.org/projects/cxx0x.html\n// http://msdn.microsoft.com/en-us/library/vstudio/hh567368(v=vs.120).aspx\n\n// Android has multiple STLs but C++11 STL detection doesn't always work #284 #564\n#if GLM_PLATFORM == GLM_PLATFORM_ANDROID && !defined(GLM_LANG_STL11_FORCED)\n#\tdefine GLM_HAS_CXX11_STL 0\n#elif GLM_COMPILER & GLM_COMPILER_CLANG\n#\tif (defined(_LIBCPP_VERSION) || (GLM_LANG & GLM_LANG_CXX11_FLAG) || defined(GLM_LANG_STL11_FORCED))\n#\t\tdefine GLM_HAS_CXX11_STL 1\n#\telse\n#\t\tdefine GLM_HAS_CXX11_STL 0\n#\tendif\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_CXX11_STL 1\n#else\n#\tdefine GLM_HAS_CXX11_STL ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_PLATFORM != GLM_PLATFORM_WINDOWS) && (GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15))))\n#endif\n\n// N1720\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_STATIC_ASSERT __has_feature(cxx_static_assert)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_STATIC_ASSERT 1\n#else\n#\tdefine GLM_HAS_STATIC_ASSERT ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC))))\n#endif\n\n// N1988\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_EXTENDED_INTEGER_TYPE 1\n#else\n#\tdefine GLM_HAS_EXTENDED_INTEGER_TYPE (\\\n\t\t((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_VC)) || \\\n\t\t((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CUDA)) || \\\n\t\t((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CLANG)))\n#endif\n\n// N2672 Initializer lists http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_INITIALIZER_LISTS __has_feature(cxx_generalized_initializers)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_INITIALIZER_LISTS 1\n#else\n#\tdefine GLM_HAS_INITIALIZER_LISTS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2544 Unrestricted unions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_UNRESTRICTED_UNIONS __has_feature(cxx_unrestricted_unions)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_UNRESTRICTED_UNIONS 1\n#else\n#\tdefine GLM_HAS_UNRESTRICTED_UNIONS (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t(GLM_COMPILER & GLM_COMPILER_VC) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA)))\n#endif\n\n// N2346\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_DEFAULTED_FUNCTIONS __has_feature(cxx_defaulted_functions)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_DEFAULTED_FUNCTIONS 1\n#else\n#\tdefine GLM_HAS_DEFAULTED_FUNCTIONS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t(GLM_COMPILER & GLM_COMPILER_CUDA)))\n#endif\n\n// N2118\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_RVALUE_REFERENCES __has_feature(cxx_rvalue_references)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_RVALUE_REFERENCES 1\n#else\n#\tdefine GLM_HAS_RVALUE_REFERENCES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2437 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_EXPLICIT_CONVERSION_OPERATORS __has_feature(cxx_explicit_conversions)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_EXPLICIT_CONVERSION_OPERATORS 1\n#else\n#\tdefine GLM_HAS_EXPLICIT_CONVERSION_OPERATORS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2258 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_TEMPLATE_ALIASES __has_feature(cxx_alias_templates)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_TEMPLATE_ALIASES 1\n#else\n#\tdefine GLM_HAS_TEMPLATE_ALIASES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2930 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2009/n2930.html\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_RANGE_FOR __has_feature(cxx_range_for)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_RANGE_FOR 1\n#else\n#\tdefine GLM_HAS_RANGE_FOR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2341 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_ALIGNOF __has_feature(cxx_alignas)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_ALIGNOF 1\n#else\n#\tdefine GLM_HAS_ALIGNOF ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2235 Generalized Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf\n// N3652 Extended Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2013/n3652.html\n#if (GLM_ARCH & GLM_ARCH_SIMD_BIT) // Compiler SIMD intrinsics don't support constexpr...\n#\tdefine GLM_HAS_CONSTEXPR 0\n#elif (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\tdefine GLM_HAS_CONSTEXPR __has_feature(cxx_relaxed_constexpr)\n#elif (GLM_LANG & GLM_LANG_CXX14_FLAG)\n#\tdefine GLM_HAS_CONSTEXPR 1\n#else\n#\tdefine GLM_HAS_CONSTEXPR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && GLM_HAS_INITIALIZER_LISTS && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL17)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15))))\n#endif\n\n#if GLM_HAS_CONSTEXPR\n#\tdefine GLM_CONSTEXPR constexpr\n#else\n#\tdefine GLM_CONSTEXPR\n#endif\n\n//\n#if GLM_HAS_CONSTEXPR\n# if (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\tif __has_feature(cxx_if_constexpr)\n#\t\tdefine GLM_HAS_IF_CONSTEXPR 1\n#\telse\n# \t\tdefine GLM_HAS_IF_CONSTEXPR 0\n#\tendif\n# elif (GLM_LANG & GLM_LANG_CXX17_FLAG)\n# \tdefine GLM_HAS_IF_CONSTEXPR 1\n# else\n# \tdefine GLM_HAS_IF_CONSTEXPR 0\n# endif\n#else\n#\tdefine GLM_HAS_IF_CONSTEXPR 0\n#endif\n\n#if GLM_HAS_IF_CONSTEXPR\n# \tdefine GLM_IF_CONSTEXPR if constexpr\n#else\n#\tdefine GLM_IF_CONSTEXPR if\n#endif\n\n//\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_ASSIGNABLE 1\n#else\n#\tdefine GLM_HAS_ASSIGNABLE ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC49))))\n#endif\n\n//\n#define GLM_HAS_TRIVIAL_QUERIES 0\n\n//\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_MAKE_SIGNED 1\n#else\n#\tdefine GLM_HAS_MAKE_SIGNED ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n//\n#if defined(GLM_FORCE_INTRINSICS)\n#\tdefine GLM_HAS_BITSCAN_WINDOWS ((GLM_PLATFORM & GLM_PLATFORM_WINDOWS) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14) && (GLM_ARCH & GLM_ARCH_X86_BIT))))\n#else\n#\tdefine GLM_HAS_BITSCAN_WINDOWS 0\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// OpenMP\n#ifdef _OPENMP\n#\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tif GLM_COMPILER >= GLM_COMPILER_GCC61\n#\t\t\tdefine GLM_HAS_OPENMP 45\n#\t\telif GLM_COMPILER >= GLM_COMPILER_GCC49\n#\t\t\tdefine GLM_HAS_OPENMP 40\n#\t\telif GLM_COMPILER >= GLM_COMPILER_GCC47\n#\t\t\tdefine GLM_HAS_OPENMP 31\n#\t\telse\n#\t\t\tdefine GLM_HAS_OPENMP 0\n#\t\tendif\n#\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\tif GLM_COMPILER >= GLM_COMPILER_CLANG38\n#\t\t\tdefine GLM_HAS_OPENMP 31\n#\t\telse\n#\t\t\tdefine GLM_HAS_OPENMP 0\n#\t\tendif\n#\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tdefine GLM_HAS_OPENMP 20\n#\telif GLM_COMPILER & GLM_COMPILER_INTEL\n#\t\tif GLM_COMPILER >= GLM_COMPILER_INTEL16\n#\t\t\tdefine GLM_HAS_OPENMP 40\n#\t\telse\n#\t\t\tdefine GLM_HAS_OPENMP 0\n#\t\tendif\n#\telse\n#\t\tdefine GLM_HAS_OPENMP 0\n#\tendif\n#else\n#\tdefine GLM_HAS_OPENMP 0\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// nullptr\n\n#if GLM_LANG & GLM_LANG_CXX0X_FLAG\n#\tdefine GLM_CONFIG_NULLPTR GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_NULLPTR GLM_DISABLE\n#endif\n\n#if GLM_CONFIG_NULLPTR == GLM_ENABLE\n#\tdefine GLM_NULLPTR nullptr\n#else\n#\tdefine GLM_NULLPTR 0\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Static assert\n\n#if GLM_HAS_STATIC_ASSERT\n#\tdefine GLM_STATIC_ASSERT(x, message) static_assert(x, message)\n#elif GLM_COMPILER & GLM_COMPILER_VC\n#\tdefine GLM_STATIC_ASSERT(x, message) typedef char __CASSERT__##__LINE__[(x) ? 1 : -1]\n#else\n#\tdefine GLM_STATIC_ASSERT(x, message) assert(x)\n#endif//GLM_LANG\n\n///////////////////////////////////////////////////////////////////////////////////\n// Qualifiers\n\n#if GLM_COMPILER & GLM_COMPILER_CUDA\n#\tdefine GLM_CUDA_FUNC_DEF __device__ __host__\n#\tdefine GLM_CUDA_FUNC_DECL __device__ __host__\n#else\n#\tdefine GLM_CUDA_FUNC_DEF\n#\tdefine GLM_CUDA_FUNC_DECL\n#endif\n\n#if defined(GLM_FORCE_INLINE)\n#\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tdefine GLM_INLINE __forceinline\n#\t\tdefine GLM_NEVER_INLINE __declspec((noinline))\n#\telif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)\n#\t\tdefine GLM_INLINE inline __attribute__((__always_inline__))\n#\t\tdefine GLM_NEVER_INLINE __attribute__((__noinline__))\n#\telif GLM_COMPILER & GLM_COMPILER_CUDA\n#\t\tdefine GLM_INLINE __forceinline__\n#\t\tdefine GLM_NEVER_INLINE __noinline__\n#\telse\n#\t\tdefine GLM_INLINE inline\n#\t\tdefine GLM_NEVER_INLINE\n#\tendif//GLM_COMPILER\n#else\n#\tdefine GLM_INLINE inline\n#\tdefine GLM_NEVER_INLINE\n#endif//defined(GLM_FORCE_INLINE)\n\n#define GLM_FUNC_DECL GLM_CUDA_FUNC_DECL\n#define GLM_FUNC_QUALIFIER GLM_CUDA_FUNC_DEF GLM_INLINE\n\n///////////////////////////////////////////////////////////////////////////////////\n// Swizzle operators\n\n// User defines: GLM_FORCE_SWIZZLE\n\n#define GLM_SWIZZLE_DISABLED\t\t0\n#define GLM_SWIZZLE_OPERATOR\t\t1\n#define GLM_SWIZZLE_FUNCTION\t\t2\n\n#if defined(GLM_FORCE_XYZW_ONLY)\n#\tundef GLM_FORCE_SWIZZLE\n#endif\n\n#if defined(GLM_SWIZZLE)\n#\tpragma message(\"GLM: GLM_SWIZZLE is deprecated, use GLM_FORCE_SWIZZLE instead.\")\n#\tdefine GLM_FORCE_SWIZZLE\n#endif\n\n#if defined(GLM_FORCE_SWIZZLE) && (GLM_LANG & GLM_LANG_CXXMS_FLAG)\n#\tdefine GLM_CONFIG_SWIZZLE GLM_SWIZZLE_OPERATOR\n#elif defined(GLM_FORCE_SWIZZLE)\n#\tdefine GLM_CONFIG_SWIZZLE GLM_SWIZZLE_FUNCTION\n#else\n#\tdefine GLM_CONFIG_SWIZZLE GLM_SWIZZLE_DISABLED\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Allows using not basic types as genType\n\n// #define GLM_FORCE_UNRESTRICTED_GENTYPE\n\n#ifdef GLM_FORCE_UNRESTRICTED_GENTYPE\n#\tdefine GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Clip control, define GLM_FORCE_DEPTH_ZERO_TO_ONE before including GLM\n// to use a clip space between 0 to 1.\n// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM\n// to use left handed coordinate system by default.\n\n#define GLM_CLIP_CONTROL_ZO_BIT\t\t(1 << 0) // ZERO_TO_ONE\n#define GLM_CLIP_CONTROL_NO_BIT\t\t(1 << 1) // NEGATIVE_ONE_TO_ONE\n#define GLM_CLIP_CONTROL_LH_BIT\t\t(1 << 2) // LEFT_HANDED, For DirectX, Metal, Vulkan\n#define GLM_CLIP_CONTROL_RH_BIT\t\t(1 << 3) // RIGHT_HANDED, For OpenGL, default in GLM\n\n#define GLM_CLIP_CONTROL_LH_ZO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_ZO_BIT)\n#define GLM_CLIP_CONTROL_LH_NO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_NO_BIT)\n#define GLM_CLIP_CONTROL_RH_ZO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_ZO_BIT)\n#define GLM_CLIP_CONTROL_RH_NO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_NO_BIT)\n\n#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE\n#\tifdef GLM_FORCE_LEFT_HANDED\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_ZO\n#\telse\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_ZO\n#\tendif\n#else\n#\tifdef GLM_FORCE_LEFT_HANDED\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_NO\n#\telse\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_NO\n#\tendif\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Qualifiers\n\n#if (GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))\n#\tdefine GLM_DEPRECATED __declspec(deprecated)\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef __declspec(align(alignment)) type name\n#elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG | GLM_COMPILER_INTEL)\n#\tdefine GLM_DEPRECATED __attribute__((__deprecated__))\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __attribute__((aligned(alignment)))\n#elif GLM_COMPILER & GLM_COMPILER_CUDA\n#\tdefine GLM_DEPRECATED\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __align__(x)\n#else\n#\tdefine GLM_DEPRECATED\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n\n#ifdef GLM_FORCE_EXPLICIT_CTOR\n#\tdefine GLM_EXPLICIT explicit\n#else\n#\tdefine GLM_EXPLICIT\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// SYCL\n\n#if GLM_COMPILER==GLM_COMPILER_SYCL\n\n#include <CL/sycl.hpp>\n#include <limits>\n\nnamespace glm {\nnamespace std {\n\t// Import SYCL's functions into the namespace glm::std to force their usages.\n\t// It's important to use the math built-in function (sin, exp, ...)\n\t// of SYCL instead the std ones.\n\tusing namespace cl::sycl;\n\n\t///////////////////////////////////////////////////////////////////////////////\n\t// Import some \"harmless\" std's stuffs used by glm into\n\t// the new glm::std namespace.\n\ttemplate<typename T>\n\tusing numeric_limits = ::std::numeric_limits<T>;\n\n\tusing ::std::size_t;\n\n\tusing ::std::uint8_t;\n\tusing ::std::uint16_t;\n\tusing ::std::uint32_t;\n\tusing ::std::uint64_t;\n\n\tusing ::std::int8_t;\n\tusing ::std::int16_t;\n\tusing ::std::int32_t;\n\tusing ::std::int64_t;\n\n\tusing ::std::make_unsigned;\n\t///////////////////////////////////////////////////////////////////////////////\n} //namespace std\n} //namespace glm\n\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n\n///////////////////////////////////////////////////////////////////////////////////\n// Length type: all length functions returns a length_t type.\n// When GLM_FORCE_SIZE_T_LENGTH is defined, length_t is a typedef of size_t otherwise\n// length_t is a typedef of int like GLSL defines it.\n\n#define GLM_LENGTH_INT\t\t1\n#define GLM_LENGTH_SIZE_T\t2\n\n#ifdef GLM_FORCE_SIZE_T_LENGTH\n#\tdefine GLM_CONFIG_LENGTH_TYPE\t\tGLM_LENGTH_SIZE_T\n#else\n#\tdefine GLM_CONFIG_LENGTH_TYPE\t\tGLM_LENGTH_INT\n#endif\n\nnamespace glm\n{\n\tusing std::size_t;\n#\tif GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T\n\t\ttypedef size_t length_t;\n#\telse\n\t\ttypedef int length_t;\n#\tendif\n}//namespace glm\n\n///////////////////////////////////////////////////////////////////////////////////\n// constexpr\n\n#if GLM_HAS_CONSTEXPR\n#\tdefine GLM_CONFIG_CONSTEXP GLM_ENABLE\n\n\tnamespace glm\n\t{\n\t\ttemplate<typename T, std::size_t N>\n\t\tconstexpr std::size_t countof(T const (&)[N])\n\t\t{\n\t\t\treturn N;\n\t\t}\n\t}//namespace glm\n#\tdefine GLM_COUNTOF(arr) glm::countof(arr)\n#elif defined(_MSC_VER)\n#\tdefine GLM_CONFIG_CONSTEXP GLM_DISABLE\n\n#\tdefine GLM_COUNTOF(arr) _countof(arr)\n#else\n#\tdefine GLM_CONFIG_CONSTEXP GLM_DISABLE\n\n#\tdefine GLM_COUNTOF(arr) sizeof(arr) / sizeof(arr[0])\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// uint\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T>\n\tstruct is_int\n\t{\n\t\tenum test {value = 0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<unsigned int>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<signed int>\n\t{\n\t\tenum test {value = ~0};\n\t};\n}//namespace detail\n\n\ttypedef unsigned int\tuint;\n}//namespace glm\n\n///////////////////////////////////////////////////////////////////////////////////\n// 64-bit int\n\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n#\tinclude <cstdint>\n#endif\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_EXTENDED_INTEGER_TYPE\n\t\ttypedef std::uint64_t\t\t\t\t\t\tuint64;\n\t\ttypedef std::int64_t\t\t\t\t\t\tint64;\n#\telif (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) // C99 detected, 64 bit types available\n\t\ttypedef uint64_t\t\t\t\t\t\t\tuint64;\n\t\ttypedef int64_t\t\t\t\t\t\t\t\tint64;\n#\telif GLM_COMPILER & GLM_COMPILER_VC\n\t\ttypedef unsigned __int64\t\t\t\t\tuint64;\n\t\ttypedef signed __int64\t\t\t\t\t\tint64;\n#\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tpragma GCC diagnostic ignored \"-Wlong-long\"\n\t\t__extension__ typedef unsigned long long\tuint64;\n\t\t__extension__ typedef signed long long\t\tint64;\n#\telif (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\t\tpragma clang diagnostic ignored \"-Wc++11-long-long\"\n\t\ttypedef unsigned long long\t\t\t\t\tuint64;\n\t\ttypedef signed long long\t\t\t\t\tint64;\n#\telse//unknown compiler\n\t\ttypedef unsigned long long\t\t\t\t\tuint64;\n\t\ttypedef signed long long\t\t\t\t\tint64;\n#\tendif\n}//namespace detail\n}//namespace glm\n\n///////////////////////////////////////////////////////////////////////////////////\n// make_unsigned\n\n#if GLM_HAS_MAKE_SIGNED\n#\tinclude <type_traits>\n\nnamespace glm{\nnamespace detail\n{\n\tusing std::make_unsigned;\n}//namespace detail\n}//namespace glm\n\n#else\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename genType>\n\tstruct make_unsigned\n\t{};\n\n\ttemplate<>\n\tstruct make_unsigned<char>\n\t{\n\t\ttypedef unsigned char type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<signed char>\n\t{\n\t\ttypedef unsigned char type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<short>\n\t{\n\t\ttypedef unsigned short type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<int>\n\t{\n\t\ttypedef unsigned int type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<long>\n\t{\n\t\ttypedef unsigned long type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<int64>\n\t{\n\t\ttypedef uint64 type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned char>\n\t{\n\t\ttypedef unsigned char type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned short>\n\t{\n\t\ttypedef unsigned short type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned int>\n\t{\n\t\ttypedef unsigned int type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned long>\n\t{\n\t\ttypedef unsigned long type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<uint64>\n\t{\n\t\ttypedef uint64 type;\n\t};\n}//namespace detail\n}//namespace glm\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Only use x, y, z, w as vector type components\n\n#ifdef GLM_FORCE_XYZW_ONLY\n#\tdefine GLM_CONFIG_XYZW_ONLY GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_XYZW_ONLY GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of defaulted initialized types\n\n#define GLM_CTOR_INIT_DISABLE\t\t0\n#define GLM_CTOR_INITIALIZER_LIST\t1\n#define GLM_CTOR_INITIALISATION\t\t2\n\n#if defined(GLM_FORCE_CTOR_INIT) && GLM_HAS_INITIALIZER_LISTS\n#\tdefine GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALIZER_LIST\n#elif defined(GLM_FORCE_CTOR_INIT) && !GLM_HAS_INITIALIZER_LISTS\n#\tdefine GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALISATION\n#else\n#\tdefine GLM_CONFIG_CTOR_INIT GLM_CTOR_INIT_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Use SIMD instruction sets\n\n#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (GLM_ARCH & GLM_ARCH_SIMD_BIT)\n#\tdefine GLM_CONFIG_SIMD GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_SIMD GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of defaulted function\n\n#if GLM_HAS_DEFAULTED_FUNCTIONS && GLM_CONFIG_CTOR_INIT == GLM_CTOR_INIT_DISABLE\n#\tdefine GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_ENABLE\n#\tdefine GLM_DEFAULT = default\n#else\n#\tdefine GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_DISABLE\n#\tdefine GLM_DEFAULT\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of aligned gentypes\n\n#ifdef GLM_FORCE_ALIGNED // Legacy define\n#\tdefine GLM_FORCE_DEFAULT_ALIGNED_GENTYPES\n#endif\n\n#ifdef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES\n#\tdefine GLM_FORCE_ALIGNED_GENTYPES\n#endif\n\n#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (defined(GLM_FORCE_ALIGNED_GENTYPES) || (GLM_CONFIG_SIMD == GLM_ENABLE))\n#\tdefine GLM_CONFIG_ALIGNED_GENTYPES GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_ALIGNED_GENTYPES GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of anonymous structure as implementation detail\n\n#if ((GLM_CONFIG_SIMD == GLM_ENABLE) || (GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR) || (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE))\n#\tdefine GLM_CONFIG_ANONYMOUS_STRUCT GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_ANONYMOUS_STRUCT GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Silent warnings\n\n#ifdef GLM_FORCE_SILENT_WARNINGS\n#\tdefine GLM_SILENT_WARNINGS GLM_ENABLE\n#else\n#\tdefine GLM_SILENT_WARNINGS GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Precision\n\n#define GLM_HIGHP\t\t1\n#define GLM_MEDIUMP\t\t2\n#define GLM_LOWP\t\t3\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_BOOL) || defined(GLM_PRECISION_HIGHP_BOOL)\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_BOOL) || defined(GLM_PRECISION_MEDIUMP_BOOL)\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_BOOL) || defined(GLM_PRECISION_LOWP_BOOL)\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_INT) || defined(GLM_PRECISION_HIGHP_INT)\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_INT) || defined(GLM_PRECISION_MEDIUMP_INT)\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_INT) || defined(GLM_PRECISION_LOWP_INT)\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_UINT) || defined(GLM_PRECISION_HIGHP_UINT)\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_UINT) || defined(GLM_PRECISION_MEDIUMP_UINT)\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_UINT) || defined(GLM_PRECISION_LOWP_UINT)\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_FLOAT) || defined(GLM_PRECISION_HIGHP_FLOAT)\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_FLOAT) || defined(GLM_PRECISION_MEDIUMP_FLOAT)\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_FLOAT) || defined(GLM_PRECISION_LOWP_FLOAT)\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_DOUBLE) || defined(GLM_PRECISION_HIGHP_DOUBLE)\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_DOUBLE) || defined(GLM_PRECISION_MEDIUMP_DOUBLE)\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_DOUBLE) || defined(GLM_PRECISION_LOWP_DOUBLE)\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_HIGHP\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Check inclusions of different versions of GLM\n\n#elif ((GLM_SETUP_INCLUDED != GLM_VERSION) && !defined(GLM_FORCE_IGNORE_VERSION))\n#\terror \"GLM error: A different version of GLM is already included. Define GLM_FORCE_IGNORE_VERSION before including GLM headers to ignore this error.\"\n#elif GLM_SETUP_INCLUDED == GLM_VERSION\n\n///////////////////////////////////////////////////////////////////////////////////\n// Messages\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_DISPLAYED)\n#\tdefine GLM_MESSAGE_DISPLAYED\n#\t\tdefine GLM_STR_HELPER(x) #x\n#\t\tdefine GLM_STR(x) GLM_STR_HELPER(x)\n\n\t// Report GLM version\n#\t\tpragma message (GLM_STR(GLM_VERSION_MESSAGE))\n\n\t// Report C++ language\n#\tif (GLM_LANG & GLM_LANG_CXX2A_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 2A with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX2A_FLAG)\n#\t\tpragma message(\"GLM: C++ 2A\")\n#\telif (GLM_LANG & GLM_LANG_CXX17_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 17 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX17_FLAG)\n#\t\tpragma message(\"GLM: C++ 17\")\n#\telif (GLM_LANG & GLM_LANG_CXX14_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 14 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX14_FLAG)\n#\t\tpragma message(\"GLM: C++ 14\")\n#\telif (GLM_LANG & GLM_LANG_CXX11_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 11 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX11_FLAG)\n#\t\tpragma message(\"GLM: C++ 11\")\n#\telif (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 0x with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX0X_FLAG)\n#\t\tpragma message(\"GLM: C++ 0x\")\n#\telif (GLM_LANG & GLM_LANG_CXX03_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 03 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX03_FLAG)\n#\t\tpragma message(\"GLM: C++ 03\")\n#\telif (GLM_LANG & GLM_LANG_CXX98_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 98 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX98_FLAG)\n#\t\tpragma message(\"GLM: C++ 98\")\n#\telse\n#\t\tpragma message(\"GLM: C++ language undetected\")\n#\tendif//GLM_LANG\n\n\t// Report compiler detection\n#\tif GLM_COMPILER & GLM_COMPILER_CUDA\n#\t\tpragma message(\"GLM: CUDA compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tpragma message(\"GLM: Visual C++ compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\tpragma message(\"GLM: Clang compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_INTEL\n#\t\tpragma message(\"GLM: Intel Compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tpragma message(\"GLM: GCC compiler detected\")\n#\telse\n#\t\tpragma message(\"GLM: Compiler not detected\")\n#\tendif\n\n\t// Report build target\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with AVX2 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with AVX2 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with AVX instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with AVX instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE4.2 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE4.2 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE4.1 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE4.1 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSSE3 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSSE3 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE3 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE3 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE2 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE2 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: ARM 64 bits with Neon instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: ARM 32 bits with Neon instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: ARM 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: ARM 32 bits build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: MIPS 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: MIPS 32 bits build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: PowerPC 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: PowerPC 32 bits build target\")\n#\telse\n#\t\tpragma message(\"GLM: Unknown build target\")\n#\tendif//GLM_ARCH\n\n\t// Report platform name\n#\tif(GLM_PLATFORM & GLM_PLATFORM_QNXNTO)\n#\t\tpragma message(\"GLM: QNX platform detected\")\n//#\telif(GLM_PLATFORM & GLM_PLATFORM_IOS)\n//#\t\tpragma message(\"GLM: iOS platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_APPLE)\n#\t\tpragma message(\"GLM: Apple platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_WINCE)\n#\t\tpragma message(\"GLM: WinCE platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_WINDOWS)\n#\t\tpragma message(\"GLM: Windows platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_CHROME_NACL)\n#\t\tpragma message(\"GLM: Native Client detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n#\t\tpragma message(\"GLM: Android platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_LINUX)\n#\t\tpragma message(\"GLM: Linux platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_UNIX)\n#\t\tpragma message(\"GLM: UNIX platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_UNKNOWN)\n#\t\tpragma message(\"GLM: platform unknown\")\n#\telse\n#\t\tpragma message(\"GLM: platform not detected\")\n#\tendif\n\n\t// Report whether only xyzw component are used\n#\tif defined GLM_FORCE_XYZW_ONLY\n#\t\tpragma message(\"GLM: GLM_FORCE_XYZW_ONLY is defined. Only x, y, z and w component are available in vector type. This define disables swizzle operators and SIMD instruction sets.\")\n#\tendif\n\n\t// Report swizzle operator support\n#\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\t\tpragma message(\"GLM: GLM_FORCE_SWIZZLE is defined, swizzling operators enabled.\")\n#\telif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\t\tpragma message(\"GLM: GLM_FORCE_SWIZZLE is defined, swizzling functions enabled. Enable compiler C++ language extensions to enable swizzle operators.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_SWIZZLE is undefined. swizzling functions or operators are disabled.\")\n#\tendif\n\n\t// Report .length() type\n#\tif GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T\n#\t\tpragma message(\"GLM: GLM_FORCE_SIZE_T_LENGTH is defined. .length() returns a glm::length_t, a typedef of std::size_t.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_SIZE_T_LENGTH is undefined. .length() returns a glm::length_t, a typedef of int following GLSL.\")\n#\tendif\n\n#\tif GLM_CONFIG_UNRESTRICTED_GENTYPE == GLM_ENABLE\n#\t\tpragma message(\"GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is defined. Removes GLSL restrictions on valid function genTypes.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is undefined. Follows strictly GLSL on valid function genTypes.\")\n#\tendif\n\n#\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\tpragma message(\"GLM: GLM_FORCE_SILENT_WARNINGS is defined. Ignores C++ warnings from using C++ language extensions.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_SILENT_WARNINGS is undefined. Shows C++ warnings from using C++ language extensions.\")\n#\tendif\n\n#\tifdef GLM_FORCE_SINGLE_ONLY\n#\t\tpragma message(\"GLM: GLM_FORCE_SINGLE_ONLY is defined. Using only single precision floating-point types.\")\n#\tendif\n\n#\tif defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE)\n#\t\tundef GLM_FORCE_ALIGNED_GENTYPES\n#\t\tpragma message(\"GLM: GLM_FORCE_ALIGNED_GENTYPES is defined, allowing aligned types. This prevents the use of C++ constexpr.\")\n#\telif defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE)\n#\t\tundef GLM_FORCE_ALIGNED_GENTYPES\n#\t\tpragma message(\"GLM: GLM_FORCE_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.\")\n#\tendif\n\n#\tif defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES)\n#\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE\n#\t\t\tundef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES\n#\t\t\tpragma message(\"GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.\")\n#\t\telif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n#\t\t\tpragma message(\"GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined. All gentypes (e.g. vec3) will be aligned and padded by default.\")\n#\t\tendif\n#\tendif\n\n#\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n#\t\tpragma message(\"GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is defined. Using zero to one depth clip space.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is undefined. Using negative one to one depth clip space.\")\n#\tendif\n\n#\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n#\t\tpragma message(\"GLM: GLM_FORCE_LEFT_HANDED is defined. Using left handed coordinate system.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_LEFT_HANDED is undefined. Using right handed coordinate system.\")\n#\tendif\n#endif//GLM_MESSAGES\n\n#endif//GLM_SETUP_INCLUDED\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_float.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n\n#if GLM_COMPILER == GLM_COMPILER_VC12\n#\tpragma warning(push)\n#\tpragma warning(disable: 4512) // assignment operator could not be generated\n#endif\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T>\n\tunion float_t\n\t{};\n\n\t// https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/\n\ttemplate <>\n\tunion float_t<float>\n\t{\n\t\ttypedef int int_type;\n\t\ttypedef float float_type;\n\n\t\tGLM_CONSTEXPR float_t(float_type Num = 0.0f) : f(Num) {}\n\n\t\tGLM_CONSTEXPR float_t& operator=(float_t const& x)\n\t\t{\n\t\t\tf = x.f;\n\t\t\treturn *this;\n\t\t}\n\n\t\t// Portable extraction of components.\n\t\tGLM_CONSTEXPR bool negative() const { return i < 0; }\n\t\tGLM_CONSTEXPR int_type mantissa() const { return i & ((1 << 23) - 1); }\n\t\tGLM_CONSTEXPR int_type exponent() const { return (i >> 23) & ((1 << 8) - 1); }\n\n\t\tint_type i;\n\t\tfloat_type f;\n\t};\n\n\ttemplate <>\n\tunion float_t<double>\n\t{\n\t\ttypedef detail::int64 int_type;\n\t\ttypedef double float_type;\n\n\t\tGLM_CONSTEXPR float_t(float_type Num = static_cast<float_type>(0)) : f(Num) {}\n\n\t\tGLM_CONSTEXPR float_t& operator=(float_t const& x)\n\t\t{\n\t\t\tf = x.f;\n\t\t\treturn *this;\n\t\t}\n\n\t\t// Portable extraction of components.\n\t\tGLM_CONSTEXPR bool negative() const { return i < 0; }\n\t\tGLM_CONSTEXPR int_type mantissa() const { return i & ((int_type(1) << 52) - 1); }\n\t\tGLM_CONSTEXPR int_type exponent() const { return (i >> 52) & ((int_type(1) << 11) - 1); }\n\n\t\tint_type i;\n\t\tfloat_type f;\n\t};\n}//namespace detail\n}//namespace glm\n\n#if GLM_COMPILER == GLM_COMPILER_VC12\n#\tpragma warning(pop)\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_half.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttypedef short hdata;\n\n\tGLM_FUNC_DECL float toFloat32(hdata value);\n\tGLM_FUNC_DECL hdata toFloat16(float const& value);\n\n}//namespace detail\n}//namespace glm\n\n#include \"type_half.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_half.inl",
    "content": "namespace glm{\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER float overflow()\n\t{\n\t\tvolatile float f = 1e10;\n\n\t\tfor(int i = 0; i < 10; ++i)\n\t\t\tf *= f; // this will overflow before the for loop terminates\n\t\treturn f;\n\t}\n\n\tunion uif32\n\t{\n\t\tGLM_FUNC_QUALIFIER uif32() :\n\t\t\ti(0)\n\t\t{}\n\n\t\tGLM_FUNC_QUALIFIER uif32(float f_) :\n\t\t\tf(f_)\n\t\t{}\n\n\t\tGLM_FUNC_QUALIFIER uif32(unsigned int i_) :\n\t\t\ti(i_)\n\t\t{}\n\n\t\tfloat f;\n\t\tunsigned int i;\n\t};\n\n\tGLM_FUNC_QUALIFIER float toFloat32(hdata value)\n\t{\n\t\tint s = (value >> 15) & 0x00000001;\n\t\tint e = (value >> 10) & 0x0000001f;\n\t\tint m =  value        & 0x000003ff;\n\n\t\tif(e == 0)\n\t\t{\n\t\t\tif(m == 0)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Plus or minus zero\n\t\t\t\t//\n\n\t\t\t\tdetail::uif32 result;\n\t\t\t\tresult.i = static_cast<unsigned int>(s << 31);\n\t\t\t\treturn result.f;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Denormalized number -- renormalize it\n\t\t\t\t//\n\n\t\t\t\twhile(!(m & 0x00000400))\n\t\t\t\t{\n\t\t\t\t\tm <<= 1;\n\t\t\t\t\te -=  1;\n\t\t\t\t}\n\n\t\t\t\te += 1;\n\t\t\t\tm &= ~0x00000400;\n\t\t\t}\n\t\t}\n\t\telse if(e == 31)\n\t\t{\n\t\t\tif(m == 0)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Positive or negative infinity\n\t\t\t\t//\n\n\t\t\t\tuif32 result;\n\t\t\t\tresult.i = static_cast<unsigned int>((s << 31) | 0x7f800000);\n\t\t\t\treturn result.f;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Nan -- preserve sign and significand bits\n\t\t\t\t//\n\n\t\t\t\tuif32 result;\n\t\t\t\tresult.i = static_cast<unsigned int>((s << 31) | 0x7f800000 | (m << 13));\n\t\t\t\treturn result.f;\n\t\t\t}\n\t\t}\n\n\t\t//\n\t\t// Normalized number\n\t\t//\n\n\t\te = e + (127 - 15);\n\t\tm = m << 13;\n\n\t\t//\n\t\t// Assemble s, e and m.\n\t\t//\n\n\t\tuif32 Result;\n\t\tResult.i = static_cast<unsigned int>((s << 31) | (e << 23) | m);\n\t\treturn Result.f;\n\t}\n\n\tGLM_FUNC_QUALIFIER hdata toFloat16(float const& f)\n\t{\n\t\tuif32 Entry;\n\t\tEntry.f = f;\n\t\tint i = static_cast<int>(Entry.i);\n\n\t\t//\n\t\t// Our floating point number, f, is represented by the bit\n\t\t// pattern in integer i.  Disassemble that bit pattern into\n\t\t// the sign, s, the exponent, e, and the significand, m.\n\t\t// Shift s into the position where it will go in the\n\t\t// resulting half number.\n\t\t// Adjust e, accounting for the different exponent bias\n\t\t// of float and half (127 versus 15).\n\t\t//\n\n\t\tint s =  (i >> 16) & 0x00008000;\n\t\tint e = ((i >> 23) & 0x000000ff) - (127 - 15);\n\t\tint m =   i        & 0x007fffff;\n\n\t\t//\n\t\t// Now reassemble s, e and m into a half:\n\t\t//\n\n\t\tif(e <= 0)\n\t\t{\n\t\t\tif(e < -10)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// E is less than -10.  The absolute value of f is\n\t\t\t\t// less than half_MIN (f may be a small normalized\n\t\t\t\t// float, a denormalized float or a zero).\n\t\t\t\t//\n\t\t\t\t// We convert f to a half zero.\n\t\t\t\t//\n\n\t\t\t\treturn hdata(s);\n\t\t\t}\n\n\t\t\t//\n\t\t\t// E is between -10 and 0.  F is a normalized float,\n\t\t\t// whose magnitude is less than __half_NRM_MIN.\n\t\t\t//\n\t\t\t// We convert f to a denormalized half.\n\t\t\t//\n\n\t\t\tm = (m | 0x00800000) >> (1 - e);\n\n\t\t\t//\n\t\t\t// Round to nearest, round \"0.5\" up.\n\t\t\t//\n\t\t\t// Rounding may cause the significand to overflow and make\n\t\t\t// our number normalized.  Because of the way a half's bits\n\t\t\t// are laid out, we don't have to treat this case separately;\n\t\t\t// the code below will handle it correctly.\n\t\t\t//\n\n\t\t\tif(m & 0x00001000)\n\t\t\t\tm += 0x00002000;\n\n\t\t\t//\n\t\t\t// Assemble the half from s, e (zero) and m.\n\t\t\t//\n\n\t\t\treturn hdata(s | (m >> 13));\n\t\t}\n\t\telse if(e == 0xff - (127 - 15))\n\t\t{\n\t\t\tif(m == 0)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// F is an infinity; convert f to a half\n\t\t\t\t// infinity with the same sign as f.\n\t\t\t\t//\n\n\t\t\t\treturn hdata(s | 0x7c00);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// F is a NAN; we produce a half NAN that preserves\n\t\t\t\t// the sign bit and the 10 leftmost bits of the\n\t\t\t\t// significand of f, with one exception: If the 10\n\t\t\t\t// leftmost bits are all zero, the NAN would turn\n\t\t\t\t// into an infinity, so we have to set at least one\n\t\t\t\t// bit in the significand.\n\t\t\t\t//\n\n\t\t\t\tm >>= 13;\n\n\t\t\t\treturn hdata(s | 0x7c00 | m | (m == 0));\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\t//\n\t\t\t// E is greater than zero.  F is a normalized float.\n\t\t\t// We try to convert f to a normalized half.\n\t\t\t//\n\n\t\t\t//\n\t\t\t// Round to nearest, round \"0.5\" up\n\t\t\t//\n\n\t\t\tif(m &  0x00001000)\n\t\t\t{\n\t\t\t\tm += 0x00002000;\n\n\t\t\t\tif(m & 0x00800000)\n\t\t\t\t{\n\t\t\t\t\tm =  0;     // overflow in significand,\n\t\t\t\t\te += 1;     // adjust exponent\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t//\n\t\t\t// Handle exponent overflow\n\t\t\t//\n\n\t\t\tif (e > 30)\n\t\t\t{\n\t\t\t\toverflow();        // Cause a hardware floating point overflow;\n\n\t\t\t\treturn hdata(s | 0x7c00);\n\t\t\t\t// if this returns, the half becomes an\n\t\t\t}   // infinity with the same sign as f.\n\n\t\t\t//\n\t\t\t// Assemble the half from s, e and m.\n\t\t\t//\n\n\t\t\treturn hdata(s | (e << 10) | (m >> 13));\n\t\t}\n\t}\n\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat2x2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat2x2.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<2, 2, T, Q>\n\t{\n\t\ttypedef vec<2, T, Q> col_type;\n\t\ttypedef vec<2, T, Q> row_type;\n\t\ttypedef mat<2, 2, T, Q> type;\n\t\ttypedef mat<2, 2, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[2];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 2, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT const& x1, T const& y1,\n\t\t\tT const& x2, T const& y2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<typename U, typename V, typename M, typename N>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tU const& x1, V const& y1,\n\t\t\tM const& x2, N const& y2);\n\n\t\ttemplate<typename U, typename V>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<2, U, Q> const& v1,\n\t\t\tvec<2, V, Q> const& v2);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(mat<2, 2, U, Q> const& m);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator*(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator*(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n} //namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat2x2.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat2x2.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0), col_type(0, 1)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{m[0], m[1]}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(T scalar)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(scalar, 0), col_type(0, scalar)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(scalar, 0);\n\t\t\tthis->value[1] = col_type(0, scalar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat\n\t(\n\t\tT const& x0, T const& y0,\n\t\tT const& x1, T const& y1\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(col_type const& v0, col_type const& v1)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{v0, v1}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X1, typename Y1, typename X2, typename Y2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat\n\t(\n\t\tX1 const& x1, Y1 const& y1,\n\t\tX2 const& x2, Y2 const& y2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(static_cast<T>(x1), value_type(y1)), col_type(static_cast<T>(x2), value_type(y2)) }\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(static_cast<T>(x1), value_type(y1));\n\t\t\tthis->value[1] = col_type(static_cast<T>(x2), value_type(y2));\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- mat2x2 matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type const& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator=(mat<2, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->value[0] += scalar;\n\t\tthis->value[1] += scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(mat<2, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->value[0] -= scalar;\n\t\tthis->value[1] -= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(mat<2, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->value[0] *= scalar;\n\t\tthis->value[1] *= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(mat<2, 2, U, Q> const& m)\n\t{\n\t\treturn (*this = *this * m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(U scalar)\n\t{\n\t\tthis->value[0] /= scalar;\n\t\tthis->value[1] /= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(mat<2, 2, U, Q> const& m)\n\t{\n\t\treturn *this *= inverse(m);\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator++(int)\n\t{\n\t\tmat<2, 2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator--(int)\n\t{\n\t\tmat<2, 2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tscalar - m[0],\n\t\t\tscalar - m[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator*\n\t(\n\t\tmat<2, 2, T, Q> const& m,\n\t\ttypename mat<2, 2, T, Q>::row_type const& v\n\t)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<2, 2, T, Q>::col_type const& v,\n\t\tmat<2, 2, T, Q> const& m\n\t)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x * m[0][0] + v.y * m[0][1],\n\t\t\tv.x * m[1][0] + v.y * m[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v)\n\t{\n\t\treturn inverse(m) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn v *  inverse(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\tmat<2, 2, T, Q> m1_copy(m1);\n\t\treturn m1_copy /= m2;\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat2x3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat2x3.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec3.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<2, 3, T, Q>\n\t{\n\t\ttypedef vec<3, T, Q> col_type;\n\t\ttypedef vec<2, T, Q> row_type;\n\t\ttypedef mat<2, 3, T, Q> type;\n\t\ttypedef mat<3, 2, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[2];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 3, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0,\n\t\t\tT x1, T y1, T z1);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1,\n\t\t\tX2 x2, Y2 y2, Z2 z2);\n\n\t\ttemplate<typename U, typename V>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<3, U, Q> const& v1,\n\t\t\tvec<3, V, Q> const& v2);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator=(mat<2, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(mat<2, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(mat<2, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 3, T, Q>::col_type operator*(mat<2, 3, T, Q> const& m, typename mat<2, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 3, T, Q>::row_type operator*(typename mat<2, 3, T, Q>::col_type const& v, mat<2, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat2x3.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat2x3.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0), col_type(0, 1, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{m.value[0], m.value[1]}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m.value[0];\n\t\t\tthis->value[1] = m.value[1];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(T scalar)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(scalar, 0, 0), col_type(0, scalar, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(scalar, 0, 0);\n\t\t\tthis->value[1] = col_type(0, scalar, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0,\n\t\tT x1, T y1, T z1\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(col_type const& v0, col_type const& v1)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1,\n\t\ttypename X2, typename Y2, typename Z2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat\n\t(\n\t\tX1 x1, Y1 y1, Z1 z1,\n\t\tX2 x2, Y2 y2, Z2 z2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x1, y1, z1), col_type(x2, y2, z2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR  mat<2, 3, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type & mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type const& mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator=(mat<2, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator+=(mat<2, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(mat<2, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator++(int)\n\t{\n\t\tmat<2, 3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator--(int)\n\t{\n\t\tmat<2, 3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type operator*\n\t(\n\t\tmat<2, 3, T, Q> const& m,\n\t\ttypename mat<2, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<2, 3, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<2, 3, T, Q>::col_type const& v,\n\t\tmat<2, 3, T, Q> const& m)\n\t{\n\t\treturn typename mat<2, 3, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\tT SrcA00 = m1[0][0];\n\t\tT SrcA01 = m1[0][1];\n\t\tT SrcA02 = m1[0][2];\n\t\tT SrcA10 = m1[1][0];\n\t\tT SrcA11 = m1[1][1];\n\t\tT SrcA12 = m1[1][2];\n\n\t\tT SrcB00 = m2[0][0];\n\t\tT SrcB01 = m2[0][1];\n\t\tT SrcB10 = m2[1][0];\n\t\tT SrcB11 = m2[1][1];\n\t\tT SrcB20 = m2[2][0];\n\t\tT SrcB21 = m2[2][1];\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1],\n\t\t\tm1[0][2] * m2[3][0] + m1[1][2] * m2[3][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat2x4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat2x4.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<2, 4, T, Q>\n\t{\n\t\ttypedef vec<4, T, Q> col_type;\n\t\ttypedef vec<2, T, Q> row_type;\n\t\ttypedef mat<2, 4, T, Q> type;\n\t\ttypedef mat<4, 2, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[2];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 4, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0, T w0,\n\t\t\tT x1, T y1, T z1, T w1);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\t\ttypename X2, typename Y2, typename Z2, typename W2>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\t\tX2 x2, Y2 y2, Z2 z2, W2 w2);\n\n\t\ttemplate<typename U, typename V>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<4, U, Q> const& v1,\n\t\t\tvec<4, V, Q> const& v2);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator=(mat<2, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(mat<2, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(mat<2, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat2x4.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat2x4.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{m[0], m[1]}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0, T w0,\n\t\tT x1, T y1, T z1, T w1\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(col_type const& v0, col_type const& v1)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\ttypename X2, typename Y2, typename Z2, typename W2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat\n\t(\n\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\tX2 x2, Y2 y2, Z2 z2, W2 w2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2, w2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type & mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type const& mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator=(mat<2, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(mat<2, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(mat<2, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> & mat<2, 4, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator++(int)\n\t{\n\t\tmat<2, 4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator--(int)\n\t{\n\t\tmat<2, 4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<2, 4, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y,\n\t\t\tm[0][3] * v.x + m[1][3] * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn typename mat<2, 4, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\tT SrcA00 = m1[0][0];\n\t\tT SrcA01 = m1[0][1];\n\t\tT SrcA02 = m1[0][2];\n\t\tT SrcA03 = m1[0][3];\n\t\tT SrcA10 = m1[1][0];\n\t\tT SrcA11 = m1[1][1];\n\t\tT SrcA12 = m1[1][2];\n\t\tT SrcA13 = m1[1][3];\n\n\t\tT SrcB00 = m2[0][0];\n\t\tT SrcB01 = m2[0][1];\n\t\tT SrcB10 = m2[1][0];\n\t\tT SrcB11 = m2[1][1];\n\t\tT SrcB20 = m2[2][0];\n\t\tT SrcB21 = m2[2][1];\n\t\tT SrcB30 = m2[3][0];\n\t\tT SrcB31 = m2[3][1];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01;\n\t\tResult[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11;\n\t\tResult[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21;\n\t\tResult[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21;\n\t\tResult[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31;\n\t\tResult[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31;\n\t\tResult[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31;\n\t\tResult[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1],\n\t\t\tm1[0][3] * m2[2][0] + m1[1][3] * m2[2][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat3x2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat3x2.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec3.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<3, 2, T, Q>\n\t{\n\t\ttypedef vec<2, T, Q> col_type;\n\t\ttypedef vec<3, T, Q> row_type;\n\t\ttypedef mat<3, 2, T, Q> type;\n\t\ttypedef mat<2, 3, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[3];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 2, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0,\n\t\t\tT x1, T y1,\n\t\t\tT x2, T y2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1,\n\t\t\ttypename X2, typename Y2,\n\t\t\ttypename X3, typename Y3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1,\n\t\t\tX2 x2, Y2 y2,\n\t\t\tX3 x3, Y3 y3);\n\n\t\ttemplate<typename V1, typename V2, typename V3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<2, V1, Q> const& v1,\n\t\t\tvec<2, V2, Q> const& v2,\n\t\t\tvec<2, V3, Q> const& v3);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator=(mat<3, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(mat<3, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(mat<3, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat3x2.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat3x2.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0), col_type(0, 1), col_type(0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1);\n\t\t\t\tthis->value[2] = col_type(0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0), col_type(0, s), col_type(0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0);\n\t\t\tthis->value[1] = col_type(0, s);\n\t\t\tthis->value[2] = col_type(0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat\n\t(\n\t\tT x0, T y0,\n\t\tT x1, T y1,\n\t\tT x2, T y2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0,\n\t\ttypename X1, typename Y1,\n\t\ttypename X2, typename Y2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat\n\t(\n\t\tX0 x0, Y0 y0,\n\t\tX1 x1, Y1 y1,\n\t\tX2 x2, Y2 y2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V0, typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type & mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type const& mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator=(mat<3, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(mat<3, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(mat<3, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> & mat<3, 2, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator++(int)\n\t{\n\t\tmat<3, 2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator--(int)\n\t{\n\t\tmat<3, 2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<3, 2, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn typename mat<3, 2, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1],\n\t\t\tv.x * m[1][0] + v.y * m[1][1],\n\t\t\tv.x * m[2][0] + v.y * m[2][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\tconst T SrcA00 = m1[0][0];\n\t\tconst T SrcA01 = m1[0][1];\n\t\tconst T SrcA10 = m1[1][0];\n\t\tconst T SrcA11 = m1[1][1];\n\t\tconst T SrcA20 = m1[2][0];\n\t\tconst T SrcA21 = m1[2][1];\n\n\t\tconst T SrcB00 = m2[0][0];\n\t\tconst T SrcB01 = m2[0][1];\n\t\tconst T SrcB02 = m2[0][2];\n\t\tconst T SrcB10 = m2[1][0];\n\t\tconst T SrcB11 = m2[1][1];\n\t\tconst T SrcB12 = m2[1][2];\n\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat3x3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat3x3.hpp\n\n#pragma once\n\n#include \"type_vec3.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<3, 3, T, Q>\n\t{\n\t\ttypedef vec<3, T, Q> col_type;\n\t\ttypedef vec<3, T, Q> row_type;\n\t\ttypedef mat<3, 3, T, Q> type;\n\t\ttypedef mat<3, 3, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[3];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 3, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0,\n\t\t\tT x1, T y1, T z1,\n\t\t\tT x2, T y2, T z2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1,\n\t\t\ttypename X2, typename Y2, typename Z2,\n\t\t\ttypename X3, typename Y3, typename Z3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1,\n\t\t\tX2 x2, Y2 y2, Z2 z2,\n\t\t\tX3 x3, Y3 y3, Z3 z3);\n\n\t\ttemplate<typename V1, typename V2, typename V3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<3, V1, Q> const& v1,\n\t\t\tvec<3, V2, Q> const& v2,\n\t\t\tvec<3, V3, Q> const& v3);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(mat<3, 3, U, Q> const& m);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator++();\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator--();\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat3x3.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat3x3.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\tthis->value[0] = col_type(1, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0,\n\t\tT x1, T y1, T z1,\n\t\tT x2, T y2, T z2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1,\n\t\ttypename X2, typename Y2, typename Z2,\n\t\ttypename X3, typename Y3, typename Z3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat\n\t(\n\t\tX1 x1, Y1 y1, Z1 z1,\n\t\tX2 x2, Y2 y2, Z2 z2,\n\t\tX3 x3, Y3 y3, Z3 z3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2);\n\t\t\tthis->value[2] = col_type(x3, y3, z3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n\t\t\tthis->value[2] = col_type(v3);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type & mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type const& mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator=(mat<3, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(mat<3, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(mat<3, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(mat<3, 3, U, Q> const& m)\n\t{\n\t\treturn (*this = *this * m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(mat<3, 3, U, Q> const& m)\n\t{\n\t\treturn *this *= inverse(m);\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator++(int)\n\t{\n\t\tmat<3, 3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator--(int)\n\t{\n\t\tmat<3, 3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tscalar - m[0],\n\t\t\tscalar - m[1],\n\t\t\tscalar - m[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<3, 3, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn typename mat<3, 3, T, Q>::row_type(\n\t\t\tm[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z,\n\t\t\tm[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z,\n\t\t\tm[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\tT const SrcA00 = m1[0][0];\n\t\tT const SrcA01 = m1[0][1];\n\t\tT const SrcA02 = m1[0][2];\n\t\tT const SrcA10 = m1[1][0];\n\t\tT const SrcA11 = m1[1][1];\n\t\tT const SrcA12 = m1[1][2];\n\t\tT const SrcA20 = m1[2][0];\n\t\tT const SrcA21 = m1[2][1];\n\t\tT const SrcA22 = m1[2][2];\n\n\t\tT const SrcB00 = m2[0][0];\n\t\tT const SrcB01 = m2[0][1];\n\t\tT const SrcB02 = m2[0][2];\n\t\tT const SrcB10 = m2[1][0];\n\t\tT const SrcB11 = m2[1][1];\n\t\tT const SrcB12 = m2[1][2];\n\t\tT const SrcB20 = m2[2][0];\n\t\tT const SrcB21 = m2[2][1];\n\t\tT const SrcB22 = m2[2][2];\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2],\n\t\t\tm1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m,\tT scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn  inverse(m) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn v * inverse(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\tmat<3, 3, T, Q> m1_copy(m1);\n\t\treturn m1_copy /= m2;\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat3x4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat3x4.hpp\n\n#pragma once\n\n#include \"type_vec3.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<3, 4, T, Q>\n\t{\n\t\ttypedef vec<4, T, Q> col_type;\n\t\ttypedef vec<3, T, Q> row_type;\n\t\ttypedef mat<3, 4, T, Q> type;\n\t\ttypedef mat<4, 3, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[3];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 4, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0, T w0,\n\t\t\tT x1, T y1, T z1, T w1,\n\t\t\tT x2, T y2, T z2, T w2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\t\ttypename X2, typename Y2, typename Z2, typename W2,\n\t\t\ttypename X3, typename Y3, typename Z3, typename W3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\t\tX2 x2, Y2 y2, Z2 z2, W2 w2,\n\t\t\tX3 x3, Y3 y3, Z3 z3, W3 w3);\n\n\t\ttemplate<typename V1, typename V2, typename V3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<4, V1, Q> const& v1,\n\t\t\tvec<4, V2, Q> const& v2,\n\t\t\tvec<4, V3, Q> const& v3);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator=(mat<3, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(mat<3, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(mat<3, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator++();\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator--();\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 4, T, Q>::col_type operator*(mat<3, 4, T, Q> const& m, typename mat<3, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 4, T, Q>::row_type operator*(typename mat<3, 4, T, Q>::col_type const& v, mat<3, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1,\tmat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1,\tmat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat3x4.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat3x4.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0, T w0,\n\t\tT x1, T y1, T z1, T w1,\n\t\tT x2, T y2, T z2, T w2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x0, y0, z0, w0),\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2, w2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0, typename Z0, typename W0,\n\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\ttypename X2, typename Y2, typename Z2, typename W2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat\n\t(\n\t\tX0 x0, Y0 y0, Z0 z0, W0 w0,\n\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\tX2 x2, Y2 y2, Z2 z2, W2 w2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x0, y0, z0, w0),\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2, w2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(vec<4, V1, Q> const& v0, vec<4, V2, Q> const& v1, vec<4, V3, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(m[2], 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(m[2], 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type & mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type const& mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator=(mat<3, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(mat<3, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(mat<3, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> & mat<3, 4, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator++(int)\n\t{\n\t\tmat<3, 4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator--(int)\n\t{\n\t\tmat<3, 4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m,\tT scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type operator*\n\t(\n\t\tmat<3, 4, T, Q> const& m,\n\t\ttypename mat<3, 4, T, Q>::row_type const& v\n\t)\n\t{\n\t\treturn typename mat<3, 4, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z,\n\t\t\tm[0][3] * v.x + m[1][3] * v.y + m[2][3] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<3, 4, T, Q>::col_type const& v,\n\t\tmat<3, 4, T, Q> const& m\n\t)\n\t{\n\t\treturn typename mat<3, 4, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3],\n\t\t\tv.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2] + v.w * m[2][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\tconst T SrcA00 = m1[0][0];\n\t\tconst T SrcA01 = m1[0][1];\n\t\tconst T SrcA02 = m1[0][2];\n\t\tconst T SrcA03 = m1[0][3];\n\t\tconst T SrcA10 = m1[1][0];\n\t\tconst T SrcA11 = m1[1][1];\n\t\tconst T SrcA12 = m1[1][2];\n\t\tconst T SrcA13 = m1[1][3];\n\t\tconst T SrcA20 = m1[2][0];\n\t\tconst T SrcA21 = m1[2][1];\n\t\tconst T SrcA22 = m1[2][2];\n\t\tconst T SrcA23 = m1[2][3];\n\n\t\tconst T SrcB00 = m2[0][0];\n\t\tconst T SrcB01 = m2[0][1];\n\t\tconst T SrcB02 = m2[0][2];\n\t\tconst T SrcB10 = m2[1][0];\n\t\tconst T SrcB11 = m2[1][1];\n\t\tconst T SrcB12 = m2[1][2];\n\t\tconst T SrcB20 = m2[2][0];\n\t\tconst T SrcB21 = m2[2][1];\n\t\tconst T SrcB22 = m2[2][2];\n\t\tconst T SrcB30 = m2[3][0];\n\t\tconst T SrcB31 = m2[3][1];\n\t\tconst T SrcB32 = m2[3][2];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02;\n\t\tResult[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01 + SrcA23 * SrcB02;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12;\n\t\tResult[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11 + SrcA23 * SrcB12;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22;\n\t\tResult[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21 + SrcA23 * SrcB22;\n\t\tResult[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31 + SrcA20 * SrcB32;\n\t\tResult[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31 + SrcA21 * SrcB32;\n\t\tResult[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31 + SrcA22 * SrcB32;\n\t\tResult[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31 + SrcA23 * SrcB32;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2],\n\t\t\tm1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m,\tT scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat4x2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat4x2.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<4, 2, T, Q>\n\t{\n\t\ttypedef vec<2, T, Q> col_type;\n\t\ttypedef vec<4, T, Q> row_type;\n\t\ttypedef mat<4, 2, T, Q> type;\n\t\ttypedef mat<2, 4, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[4];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 2, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0,\n\t\t\tT x1, T y1,\n\t\t\tT x2, T y2,\n\t\t\tT x3, T y3);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2,\n\t\t\tcol_type const& v3);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X0, typename Y0,\n\t\t\ttypename X1, typename Y1,\n\t\t\ttypename X2, typename Y2,\n\t\t\ttypename X3, typename Y3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX0 x0, Y0 y0,\n\t\t\tX1 x1, Y1 y1,\n\t\t\tX2 x2, Y2 y2,\n\t\t\tX3 x3, Y3 y3);\n\n\t\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<2, V1, Q> const& v1,\n\t\t\tvec<2, V2, Q> const& v2,\n\t\t\tvec<2, V3, Q> const& v3,\n\t\t\tvec<2, V4, Q> const& v4);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator=(mat<4, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(mat<4, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(mat<4, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1,\tmat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat4x2.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat4x2.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0), col_type(0, 1), col_type(0, 0), col_type(0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1);\n\t\t\t\tthis->value[2] = col_type(0, 0);\n\t\t\t\tthis->value[3] = col_type(0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = m[3];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0), col_type(0, s), col_type(0, 0), col_type(0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0);\n\t\t\tthis->value[1] = col_type(0, s);\n\t\t\tthis->value[2] = col_type(0, 0);\n\t\t\tthis->value[3] = col_type(0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat\n\t(\n\t\tT x0, T y0,\n\t\tT x1, T y1,\n\t\tT x2, T y2,\n\t\tT x3, T y3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n\t\t\tthis->value[3] = col_type(x3, y3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n\t\t\tthis->value[3] = v3;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0,\n\t\ttypename X1, typename Y1,\n\t\ttypename X2, typename Y2,\n\t\ttypename X3, typename Y3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat\n\t(\n\t\tX0 x0, Y0 y0,\n\t\tX1 x1, Y1 y1,\n\t\tX2 x2, Y2 y2,\n\t\tX3 x3, Y3 y3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n\t\t\tthis->value[3] = col_type(x3, y3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V0, typename V1, typename V2, typename V3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2, vec<2, V3, Q> const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n\t\t\tthis->value[3] = col_type(v3);\n#\t\tendif\n\t}\n\n\t// -- Conversion --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type & mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type const& mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q>& mat<4, 2, T, Q>::operator=(mat<4, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\tthis->value[3] = m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\tthis->value[3] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(mat<4, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\tthis->value[3] += m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\tthis->value[3] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(mat<4, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\tthis->value[3] -= m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\tthis->value[3] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\tthis->value[3] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\t++this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\t--this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator++(int)\n\t{\n\t\tmat<4, 2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator--(int)\n\t{\n\t\tmat<4, 2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2],\n\t\t\t-m[3]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar,\n\t\t\tm[3] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2],\n\t\t\tm1[3] + m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar,\n\t\t\tm[3] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2],\n\t\t\tm1[3] - m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar,\n\t\t\tm[3] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar,\n\t\t\tm[3] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<4, 2, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn typename mat<4, 2, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1],\n\t\t\tv.x * m[1][0] + v.y * m[1][1],\n\t\t\tv.x * m[2][0] + v.y * m[2][1],\n\t\t\tv.x * m[3][0] + v.y * m[3][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\tT const SrcA00 = m1[0][0];\n\t\tT const SrcA01 = m1[0][1];\n\t\tT const SrcA10 = m1[1][0];\n\t\tT const SrcA11 = m1[1][1];\n\t\tT const SrcA20 = m1[2][0];\n\t\tT const SrcA21 = m1[2][1];\n\t\tT const SrcA30 = m1[3][0];\n\t\tT const SrcA31 = m1[3][1];\n\n\t\tT const SrcB00 = m2[0][0];\n\t\tT const SrcB01 = m2[0][1];\n\t\tT const SrcB02 = m2[0][2];\n\t\tT const SrcB03 = m2[0][3];\n\t\tT const SrcB10 = m2[1][0];\n\t\tT const SrcB11 = m2[1][1];\n\t\tT const SrcB12 = m2[1][2];\n\t\tT const SrcB13 = m2[1][3];\n\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar,\n\t\t\tm[3] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2],\n\t\t\tscalar / m[3]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat4x3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat4x3.hpp\n\n#pragma once\n\n#include \"type_vec3.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<4, 3, T, Q>\n\t{\n\t\ttypedef vec<3, T, Q> col_type;\n\t\ttypedef vec<4, T, Q> row_type;\n\t\ttypedef mat<4, 3, T, Q> type;\n\t\ttypedef mat<3, 4, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[4];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 3, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT const& x0, T const& y0, T const& z0,\n\t\t\tT const& x1, T const& y1, T const& z1,\n\t\t\tT const& x2, T const& y2, T const& z2,\n\t\t\tT const& x3, T const& y3, T const& z3);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2,\n\t\t\tcol_type const& v3);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1,\n\t\t\ttypename X2, typename Y2, typename Z2,\n\t\t\ttypename X3, typename Y3, typename Z3,\n\t\t\ttypename X4, typename Y4, typename Z4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 const& x1, Y1 const& y1, Z1 const& z1,\n\t\t\tX2 const& x2, Y2 const& y2, Z2 const& z2,\n\t\t\tX3 const& x3, Y3 const& y3, Z3 const& z3,\n\t\t\tX4 const& x4, Y4 const& y4, Z4 const& z4);\n\n\t\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<3, V1, Q> const& v1,\n\t\t\tvec<3, V2, Q> const& v2,\n\t\t\tvec<3, V3, Q> const& v3,\n\t\t\tvec<3, V4, Q> const& v4);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator=(mat<4, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(mat<4, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(mat<4, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q>& operator++();\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q>& operator--();\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 3, T, Q>::col_type operator*(mat<4, 3, T, Q> const& m, typename mat<4, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 3, T, Q>::row_type operator*(typename mat<4, 3, T, Q>::col_type const& v, mat<4, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1,\tmat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat4x3.inl\"\n#endif //GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat4x3.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1), col_type(0, 0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\t\tthis->value[3] = col_type(0, 0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = m[3];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(T const& s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s), col_type(0, 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s);\n\t\t\tthis->value[3] = col_type(0, 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat\n\t(\n\t\tT const& x0, T const& y0, T const& z0,\n\t\tT const& x1, T const& y1, T const& z1,\n\t\tT const& x2, T const& y2, T const& z2,\n\t\tT const& x3, T const& y3, T const& z3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2);\n\t\t\tthis->value[3] = col_type(x3, y3, z3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n\t\t\tthis->value[3] = v3;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0, typename Z0,\n\t\ttypename X1, typename Y1, typename Z1,\n\t\ttypename X2, typename Y2, typename Z2,\n\t\ttypename X3, typename Y3, typename Z3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat\n\t(\n\t\tX0 const& x0, Y0 const& y0, Z0 const& z0,\n\t\tX1 const& x1, Y1 const& y1, Z1 const& z1,\n\t\tX2 const& x2, Y2 const& y2, Z2 const& z2,\n\t\tX3 const& x3, Y3 const& y3, Z3 const& z3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2);\n\t\t\tthis->value[3] = col_type(x3, y3, z3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3, vec<3, V4, Q> const& v4)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n\t\t\tthis->value[2] = col_type(v3);\n\t\t\tthis->value[3] = col_type(v4);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(m[3], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n\t\t\tthis->value[3] = col_type(m[3], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type & mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type const& mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q>& mat<4, 3, T, Q>::operator=(mat<4, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\tthis->value[3] = m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\tthis->value[3] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(mat<4, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\tthis->value[3] += m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\tthis->value[3] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(mat<4, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\tthis->value[3] -= m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\tthis->value[3] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\tthis->value[3] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\t++this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\t--this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator++(int)\n\t{\n\t\tmat<4, 3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator--(int)\n\t{\n\t\tmat<4, 3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2],\n\t\t\t-m[3]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] + s,\n\t\t\tm[1] + s,\n\t\t\tm[2] + s,\n\t\t\tm[3] + s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2],\n\t\t\tm1[3] + m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] - s,\n\t\t\tm[1] - s,\n\t\t\tm[2] - s,\n\t\t\tm[3] - s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2],\n\t\t\tm1[3] - m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type operator*\n\t(\n\t\tmat<4, 3, T, Q> const& m,\n\t\ttypename mat<4, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<4, 3, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * v.w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<4, 3, T, Q>::col_type const& v,\n\t\tmat<4, 3, T, Q> const& m)\n\t{\n\t\treturn typename mat<4, 3, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2],\n\t\t\tv.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2],\n\t\t\tv.x * m[3][0] + v.y * m[3][1] + v.z * m[3][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\tT const SrcA00 = m1[0][0];\n\t\tT const SrcA01 = m1[0][1];\n\t\tT const SrcA02 = m1[0][2];\n\t\tT const SrcA10 = m1[1][0];\n\t\tT const SrcA11 = m1[1][1];\n\t\tT const SrcA12 = m1[1][2];\n\t\tT const SrcA20 = m1[2][0];\n\t\tT const SrcA21 = m1[2][1];\n\t\tT const SrcA22 = m1[2][2];\n\t\tT const SrcA30 = m1[3][0];\n\t\tT const SrcA31 = m1[3][1];\n\t\tT const SrcA32 = m1[3][2];\n\n\t\tT const SrcB00 = m2[0][0];\n\t\tT const SrcB01 = m2[0][1];\n\t\tT const SrcB02 = m2[0][2];\n\t\tT const SrcB03 = m2[0][3];\n\t\tT const SrcB10 = m2[1][0];\n\t\tT const SrcB11 = m2[1][1];\n\t\tT const SrcB12 = m2[1][2];\n\t\tT const SrcB13 = m2[1][3];\n\t\tT const SrcB20 = m2[2][0];\n\t\tT const SrcB21 = m2[2][1];\n\t\tT const SrcB22 = m2[2][2];\n\t\tT const SrcB23 = m2[2][3];\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02 + SrcA32 * SrcB03;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12 + SrcA32 * SrcB13;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22 + SrcA30 * SrcB23;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22 + SrcA31 * SrcB23;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22 + SrcA32 * SrcB23;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3],\n\t\t\tm1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2] + m1[3][2] * m2[3][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] / s,\n\t\t\tm[1] / s,\n\t\t\tm[2] / s,\n\t\t\tm[3] / s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\ts / m[0],\n\t\t\ts / m[1],\n\t\t\ts / m[2],\n\t\t\ts / m[3]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat4x4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat4x4.hpp\n\n#pragma once\n\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<4, 4, T, Q>\n\t{\n\t\ttypedef vec<4, T, Q> col_type;\n\t\ttypedef vec<4, T, Q> row_type;\n\t\ttypedef mat<4, 4, T, Q> type;\n\t\ttypedef mat<4, 4, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[4];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 4, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT const& x0, T const& y0, T const& z0, T const& w0,\n\t\t\tT const& x1, T const& y1, T const& z1, T const& w1,\n\t\t\tT const& x2, T const& y2, T const& z2, T const& w2,\n\t\t\tT const& x3, T const& y3, T const& z3, T const& w3);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2,\n\t\t\tcol_type const& v3);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\t\ttypename X2, typename Y2, typename Z2, typename W2,\n\t\t\ttypename X3, typename Y3, typename Z3, typename W3,\n\t\t\ttypename X4, typename Y4, typename Z4, typename W4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1,\n\t\t\tX2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2,\n\t\t\tX3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3,\n\t\t\tX4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4);\n\n\t\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<4, V1, Q> const& v1,\n\t\t\tvec<4, V2, Q> const& v2,\n\t\t\tvec<4, V3, Q> const& v3,\n\t\t\tvec<4, V4, Q> const& v4);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(mat<4, 4, U, Q> const& m);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator++();\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator--();\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1,\tmat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator*(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator*(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator/(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1,\tmat<4, 4, T, Q> const& m2);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat4x4.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat4x4.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = m[3];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(T const& s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0), col_type(0, 0, 0, s)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, s);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat\n\t(\n\t\tT const& x0, T const& y0, T const& z0, T const& w0,\n\t\tT const& x1, T const& y1, T const& z1, T const& w1,\n\t\tT const& x2, T const& y2, T const& z2, T const& w2,\n\t\tT const& x3, T const& y3, T const& z3, T const& w3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x0, y0, z0, w0),\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2),\n\t\t\t\tcol_type(x3, y3, z3, w3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2, w2);\n\t\t\tthis->value[3] = col_type(x3, y3, z3, w3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n\t\t\tthis->value[3] = v3;\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\t// -- Conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\ttypename X2, typename Y2, typename Z2, typename W2,\n\t\ttypename X3, typename Y3, typename Z3, typename W3,\n\t\ttypename X4, typename Y4, typename Z4, typename W4>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat\n\t(\n\t\tX1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1,\n\t\tX2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2,\n\t\tX3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3,\n\t\tX4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2), col_type(x3, y3, z3, w3), col_type(x4, y4, z4, w4)}\n#\t\tendif\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X1>::is_iec559 || std::numeric_limits<X1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 1st parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y1>::is_iec559 || std::numeric_limits<Y1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z1>::is_iec559 || std::numeric_limits<Z1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W1>::is_iec559 || std::numeric_limits<W1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 4th parameter type invalid.\");\n\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X2>::is_iec559 || std::numeric_limits<X2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 5th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y2>::is_iec559 || std::numeric_limits<Y2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 6th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z2>::is_iec559 || std::numeric_limits<Z2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 7th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W2>::is_iec559 || std::numeric_limits<W2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 8th parameter type invalid.\");\n\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X3>::is_iec559 || std::numeric_limits<X3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 9th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y3>::is_iec559 || std::numeric_limits<Y3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 10th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z3>::is_iec559 || std::numeric_limits<Z3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 11th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W3>::is_iec559 || std::numeric_limits<W3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 12th parameter type invalid.\");\n\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X4>::is_iec559 || std::numeric_limits<X4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 13th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y4>::is_iec559 || std::numeric_limits<Y4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 14th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z4>::is_iec559 || std::numeric_limits<Z4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 15th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W4>::is_iec559 || std::numeric_limits<W4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 16th parameter type invalid.\");\n\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2, w2);\n\t\t\tthis->value[2] = col_type(x3, y3, z3, w3);\n\t\t\tthis->value[3] = col_type(x4, y4, z4, w4);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2, vec<4, V3, Q> const& v3, vec<4, V4, Q> const& v4)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)}\n#\t\tendif\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V1>::is_iec559 || std::numeric_limits<V1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 1st parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V2>::is_iec559 || std::numeric_limits<V2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V3>::is_iec559 || std::numeric_limits<V3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V4>::is_iec559 || std::numeric_limits<V4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 4th parameter type invalid.\");\n\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n\t\t\tthis->value[2] = col_type(v3);\n\t\t\tthis->value[3] = col_type(v4);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(m[2], 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(m[3], 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n\t\t\tthis->value[3] = col_type(m[3], 1);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type & mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type const& mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator=(mat<4, 4, U, Q> const& m)\n\t{\n\t\t//memcpy could be faster\n\t\t//memcpy(&this->value, &m.value, 16 * sizeof(valType));\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\tthis->value[3] = m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\tthis->value[3] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(mat<4, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\tthis->value[3] += m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\tthis->value[3] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(mat<4, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\tthis->value[3] -= m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\tthis->value[3] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(mat<4, 4, U, Q> const& m)\n\t{\n\t\treturn (*this = *this * m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\tthis->value[3] /= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(mat<4, 4, U, Q> const& m)\n\t{\n\t\treturn *this *= inverse(m);\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\t++this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\t--this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator++(int)\n\t{\n\t\tmat<4, 4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator--(int)\n\t{\n\t\tmat<4, 4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary constant operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2],\n\t\t\t-m[3]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] + s,\n\t\t\tm[1] + s,\n\t\t\tm[2] + s,\n\t\t\tm[3] + s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] + s,\n\t\t\tm[1] + s,\n\t\t\tm[2] + s,\n\t\t\tm[3] + s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2],\n\t\t\tm1[3] + m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] - s,\n\t\t\tm[1] - s,\n\t\t\tm[2] - s,\n\t\t\tm[3] - s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\ts - m[0],\n\t\t\ts - m[1],\n\t\t\ts - m[2],\n\t\t\ts - m[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2],\n\t\t\tm1[3] - m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const  & s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator*\n\t(\n\t\tmat<4, 4, T, Q> const& m,\n\t\ttypename mat<4, 4, T, Q>::row_type const& v\n\t)\n\t{\n/*\n\t\t__m128 v0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 v1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 v2 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 v3 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(m[0].data, v0);\n\t\t__m128 m1 = _mm_mul_ps(m[1].data, v1);\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\n\t\t__m128 m2 = _mm_mul_ps(m[2].data, v2);\n\t\t__m128 m3 = _mm_mul_ps(m[3].data, v3);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\treturn typename mat<4, 4, T, Q>::col_type(a2);\n*/\n\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov0(v[0]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov1(v[1]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul0 = m[0] * Mov0;\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul1 = m[1] * Mov1;\n\t\ttypename mat<4, 4, T, Q>::col_type const Add0 = Mul0 + Mul1;\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov2(v[2]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov3(v[3]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul2 = m[2] * Mov2;\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul3 = m[3] * Mov3;\n\t\ttypename mat<4, 4, T, Q>::col_type const Add1 = Mul2 + Mul3;\n\t\ttypename mat<4, 4, T, Q>::col_type const Add2 = Add0 + Add1;\n\t\treturn Add2;\n\n/*\n\t\treturn typename mat<4, 4, T, Q>::col_type(\n\t\t\tm[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0] * v[3],\n\t\t\tm[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1] * v[3],\n\t\t\tm[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2] * v[3],\n\t\t\tm[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3] * v[3]);\n*/\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<4, 4, T, Q>::col_type const& v,\n\t\tmat<4, 4, T, Q> const& m\n\t)\n\t{\n\t\treturn typename mat<4, 4, T, Q>::row_type(\n\t\t\tm[0][0] * v[0] + m[0][1] * v[1] + m[0][2] * v[2] + m[0][3] * v[3],\n\t\t\tm[1][0] * v[0] + m[1][1] * v[1] + m[1][2] * v[2] + m[1][3] * v[3],\n\t\t\tm[2][0] * v[0] + m[2][1] * v[1] + m[2][2] * v[2] + m[2][3] * v[3],\n\t\t\tm[3][0] * v[0] + m[3][1] * v[1] + m[3][2] * v[2] + m[3][3] * v[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3],\n\t\t\tm1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2] + m1[3][3] * m2[2][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA0 = m1[0];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA1 = m1[1];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA2 = m1[2];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA3 = m1[3];\n\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB0 = m2[0];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB1 = m2[1];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB2 = m2[2];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB3 = m2[3];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = SrcA0 * SrcB0[0] + SrcA1 * SrcB0[1] + SrcA2 * SrcB0[2] + SrcA3 * SrcB0[3];\n\t\tResult[1] = SrcA0 * SrcB1[0] + SrcA1 * SrcB1[1] + SrcA2 * SrcB1[2] + SrcA3 * SrcB1[3];\n\t\tResult[2] = SrcA0 * SrcB2[0] + SrcA1 * SrcB2[1] + SrcA2 * SrcB2[2] + SrcA3 * SrcB2[3];\n\t\tResult[3] = SrcA0 * SrcB3[0] + SrcA1 * SrcB3[1] + SrcA2 * SrcB3[2] + SrcA3 * SrcB3[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] / s,\n\t\t\tm[1] / s,\n\t\t\tm[2] / s,\n\t\t\tm[3] / s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(T const& s,\tmat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\ts / m[0],\n\t\t\ts / m[1],\n\t\t\ts / m[2],\n\t\t\ts / m[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v)\n\t{\n\t\treturn inverse(m) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn v * inverse(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\tmat<4, 4, T, Q> m1_copy(m1);\n\t\treturn m1_copy /= m2;\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"type_mat4x4_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_mat4x4_simd.inl",
    "content": "/// @ref core\n\nnamespace glm\n{\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_quat.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_quat.hpp\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_mat3x3.hpp\"\n#include \"../detail/type_mat4x4.hpp\"\n#include \"../detail/type_vec3.hpp\"\n#include \"../detail/type_vec4.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../ext/quaternion_relational.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct qua\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef qua<T, Q> type;\n\t\ttypedef T value_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_LANG & GLM_LANG_CXXMS_FLAG\n\t\t\tunion\n\t\t\t{\n#\t\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\t\tstruct { T w, x, y, z; };\n#\t\t\t\telse\n\t\t\t\t\tstruct { T x, y, z, w; };\n#\t\t\t\tendif\n\n\t\t\t\ttypename detail::storage<4, T, detail::is_aligned<Q>::value>::type data;\n\t\t\t};\n#\t\telse\n#\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\tT w, x, y, z;\n#\t\t\telse\n\t\t\t\tT x, y, z, w;\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\ttypedef length_t length_type;\n\n\t\t/// Return the count of components of a quaternion\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(qua<T, Q> const& q) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(qua<T, P> const& q);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(T s, vec<3, T, Q> const& v);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(T w, T x, T y, T z);\n\n\t\t// -- Conversion constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(qua<U, P> const& q);\n\n\t\t/// Explicit conversion operators\n#\t\tif GLM_HAS_EXPLICIT_CONVERSION_OPERATORS\n\t\t\tGLM_FUNC_DECL explicit operator mat<3, 3, T, Q>() const;\n\t\t\tGLM_FUNC_DECL explicit operator mat<4, 4, T, Q>() const;\n#\t\tendif\n\n\t\t/// Create a quaternion from two normalized axis\n\t\t///\n\t\t/// @param u A first normalized axis\n\t\t/// @param v A second normalized axis\n\t\t/// @see gtc_quaternion\n\t\t/// @see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors\n\t\tGLM_FUNC_DECL qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v);\n\n\t\t/// Build a quaternion from euler angles (pitch, yaw, roll), in radians.\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(vec<3, T, Q> const& eulerAngles);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT qua(mat<3, 3, T, Q> const& q);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT qua(mat<4, 4, T, Q> const& q);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator=(qua<T, Q> const& q) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator+=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator-=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator*=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator/=(U s);\n\t};\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q, qua<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q, qua<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, qua<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(qua<T, Q> const& q, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(qua<T, Q> const& q, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(T const& s, qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator/(qua<T, Q> const& q, T const& s);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(qua<T, Q> const& q1, qua<T, Q> const& q2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(qua<T, Q> const& q1, qua<T, Q> const& q2);\n} //namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_quat.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_quat.inl",
    "content": "#include \"../trigonometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"../ext/quaternion_geometric.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T>\n\tstruct genTypeTrait<qua<T> >\n\t{\n\t\tstatic const genTypeEnum GENTYPE = GENTYPE_QUAT;\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<qua<T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(qua<T, Q> const& a, qua<T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> tmp(a.w * b.w, a.x * b.x, a.y * b.y, a.z * b.z);\n\t\t\treturn (tmp.x + tmp.y) + (tmp.z + tmp.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_add\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, qua<T, Q> const& p)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w + p.w, q.x + p.x, q.y + p.y, q.z + p.z);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_sub\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, qua<T, Q> const& p)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w - p.w, q.x - p.x, q.y - p.y, q.z - p.z);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_mul_scalar\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, T s)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w * s, q.x * s, q.y * s, q.z * s);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_div_scalar\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, T s)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w / s, q.x / s, q.y / s, q.z / s);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_mul_vec4\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(qua<T, Q> const& q, vec<4, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<4, T, Q>(q * vec<3, T, Q>(v), v.w);\n\t\t}\n\t};\n}//namespace detail\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & qua<T, Q>::operator[](typename qua<T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\treturn (&w)[i];\n#\t\telse\n\t\t\treturn (&x)[i];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& qua<T, Q>::operator[](typename qua<T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\treturn (&w)[i];\n#\t\telse\n\t\t\treturn (&x)[i];\n#\t\tendif\n\t}\n\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n#\t\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\t\t: w(1), x(0), y(0), z(0)\n#\t\t\t\telse\n\t\t\t\t\t: x(0), y(0), z(0), w(1)\n#\t\t\t\tendif\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<T, Q> const& q)\n#\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\t: w(q.w), x(q.x), y(q.y), z(q.z)\n#\t\t\telse\n\t\t\t\t: x(q.x), y(q.y), z(q.z), w(q.w)\n#\t\t\tendif\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<T, P> const& q)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(q.w), x(q.x), y(q.y), z(q.z)\n#\t\telse\n\t\t\t: x(q.x), y(q.y), z(q.z), w(q.w)\n#\t\tendif\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(T s, vec<3, T, Q> const& v)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(s), x(v.x), y(v.y), z(v.z)\n#\t\telse\n\t\t\t: x(v.x), y(v.y), z(v.z), w(s)\n#\t\tendif\n\t{}\n\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(T _w, T _x, T _y, T _z)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(_w), x(_x), y(_y), z(_z)\n#\t\telse\n\t\t\t: x(_x), y(_y), z(_z), w(_w)\n#\t\tendif\n\t{}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<U, P> const& q)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(static_cast<T>(q.w)), x(static_cast<T>(q.x)), y(static_cast<T>(q.y)), z(static_cast<T>(q.z))\n#\t\telse\n\t\t\t: x(static_cast<T>(q.x)), y(static_cast<T>(q.y)), z(static_cast<T>(q.z)), w(static_cast<T>(q.w))\n#\t\tendif\n\t{}\n\n\t//template<typename valType>\n\t//GLM_FUNC_QUALIFIER qua<valType>::qua\n\t//(\n\t//\tvalType const& pitch,\n\t//\tvalType const& yaw,\n\t//\tvalType const& roll\n\t//)\n\t//{\n\t//\tvec<3, valType> eulerAngle(pitch * valType(0.5), yaw * valType(0.5), roll * valType(0.5));\n\t//\tvec<3, valType> c = glm::cos(eulerAngle * valType(0.5));\n\t//\tvec<3, valType> s = glm::sin(eulerAngle * valType(0.5));\n\t//\n\t//\tthis->w = c.x * c.y * c.z + s.x * s.y * s.z;\n\t//\tthis->x = s.x * c.y * c.z - c.x * s.y * s.z;\n\t//\tthis->y = c.x * s.y * c.z + s.x * c.y * s.z;\n\t//\tthis->z = c.x * c.y * s.z - s.x * s.y * c.z;\n\t//}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v)\n\t{\n\t\tT norm_u_norm_v = sqrt(dot(u, u) * dot(v, v));\n\t\tT real_part = norm_u_norm_v + dot(u, v);\n\t\tvec<3, T, Q> t;\n\n\t\tif(real_part < static_cast<T>(1.e-6f) * norm_u_norm_v)\n\t\t{\n\t\t\t// If u and v are exactly opposite, rotate 180 degrees\n\t\t\t// around an arbitrary orthogonal axis. Axis normalisation\n\t\t\t// can happen later, when we normalise the quaternion.\n\t\t\treal_part = static_cast<T>(0);\n\t\t\tt = abs(u.x) > abs(u.z) ? vec<3, T, Q>(-u.y, u.x, static_cast<T>(0)) : vec<3, T, Q>(static_cast<T>(0), -u.z, u.y);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Otherwise, build quaternion the standard way.\n\t\t\tt = cross(u, v);\n\t\t}\n\n\t\t*this = normalize(qua<T, Q>(real_part, t.x, t.y, t.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(vec<3, T, Q> const& eulerAngle)\n\t{\n\t\tvec<3, T, Q> c = glm::cos(eulerAngle * T(0.5));\n\t\tvec<3, T, Q> s = glm::sin(eulerAngle * T(0.5));\n\n\t\tthis->w = c.x * c.y * c.z + s.x * s.y * s.z;\n\t\tthis->x = s.x * c.y * c.z - c.x * s.y * s.z;\n\t\tthis->y = c.x * s.y * c.z + s.x * c.y * s.z;\n\t\tthis->z = c.x * c.y * s.z - s.x * s.y * c.z;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::qua(mat<3, 3, T, Q> const& m)\n\t{\n\t\t*this = quat_cast(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::qua(mat<4, 4, T, Q> const& m)\n\t{\n\t\t*this = quat_cast(m);\n\t}\n\n#\tif GLM_HAS_EXPLICIT_CONVERSION_OPERATORS\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::operator mat<3, 3, T, Q>() const\n\t{\n\t\treturn mat3_cast(*this);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::operator mat<4, 4, T, Q>() const\n\t{\n\t\treturn mat4_cast(*this);\n\t}\n#\tendif//GLM_HAS_EXPLICIT_CONVERSION_OPERATORS\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator=(qua<T, Q> const& q)\n\t\t{\n\t\t\tthis->w = q.w;\n\t\t\tthis->x = q.x;\n\t\t\tthis->y = q.y;\n\t\t\tthis->z = q.z;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator=(qua<U, Q> const& q)\n\t{\n\t\tthis->w = static_cast<T>(q.w);\n\t\tthis->x = static_cast<T>(q.x);\n\t\tthis->y = static_cast<T>(q.y);\n\t\tthis->z = static_cast<T>(q.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator+=(qua<U, Q> const& q)\n\t{\n\t\treturn (*this = detail::compute_quat_add<T, Q, detail::is_aligned<Q>::value>::call(*this, qua<T, Q>(q)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator-=(qua<U, Q> const& q)\n\t{\n\t\treturn (*this = detail::compute_quat_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, qua<T, Q>(q)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator*=(qua<U, Q> const& r)\n\t{\n\t\tqua<T, Q> const p(*this);\n\t\tqua<T, Q> const q(r);\n\n\t\tthis->w = p.w * q.w - p.x * q.x - p.y * q.y - p.z * q.z;\n\t\tthis->x = p.w * q.x + p.x * q.w + p.y * q.z - p.z * q.y;\n\t\tthis->y = p.w * q.y + p.y * q.w + p.z * q.x - p.x * q.z;\n\t\tthis->z = p.w * q.z + p.z * q.w + p.x * q.y - p.y * q.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator*=(U s)\n\t{\n\t\treturn (*this = detail::compute_quat_mul_scalar<T, Q, detail::is_aligned<Q>::value>::call(*this, static_cast<U>(s)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator/=(U s)\n\t{\n\t\treturn (*this = detail::compute_quat_div_scalar<T, Q, detail::is_aligned<Q>::value>::call(*this, static_cast<U>(s)));\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q)\n\t{\n\t\treturn q;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q)\n\t{\n\t\treturn qua<T, Q>(-q.w, -q.x, -q.y, -q.z);\n\t}\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q, qua<T, Q> const& p)\n\t{\n\t\treturn qua<T, Q>(q) += p;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q, qua<T, Q> const& p)\n\t{\n\t\treturn qua<T, Q>(q) -= p;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, qua<T, Q> const& p)\n\t{\n\t\treturn qua<T, Q>(q) *= p;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(qua<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\tvec<3, T, Q> const QuatVector(q.x, q.y, q.z);\n\t\tvec<3, T, Q> const uv(glm::cross(QuatVector, v));\n\t\tvec<3, T, Q> const uuv(glm::cross(QuatVector, uv));\n\n\t\treturn v + ((uv * q.w) + uuv) * static_cast<T>(2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(qua<T, Q> const& q, vec<4, T, Q> const& v)\n\t{\n\t\treturn detail::compute_quat_mul_vec4<T, Q, detail::is_aligned<Q>::value>::call(q, v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, T const& s)\n\t{\n\t\treturn qua<T, Q>(\n\t\t\tq.w * s, q.x * s, q.y * s, q.z * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(T const& s, qua<T, Q> const& q)\n\t{\n\t\treturn q * s;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator/(qua<T, Q> const& q, T const& s)\n\t{\n\t\treturn qua<T, Q>(\n\t\t\tq.w / s, q.x / s, q.y / s, q.z / s);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(qua<T, Q> const& q1, qua<T, Q> const& q2)\n\t{\n\t\treturn q1.x == q2.x && q1.y == q2.y && q1.z == q2.z && q1.w == q2.w;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(qua<T, Q> const& q1, qua<T, Q> const& q2)\n\t{\n\t\treturn q1.x != q2.x || q1.y != q2.y || q1.z != q2.z || q1.w != q2.w;\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"type_quat_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_quat_simd.inl",
    "content": "/// @ref core\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n/*\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q1, qua<float, Q> const& q2)\n\t\t{\n\t\t\t// SSE2 STATS: 11 shuffle, 8 mul, 8 add\n\t\t\t// SSE4 STATS: 3 shuffle, 4 mul, 4 dpps\n\n\t\t\t__m128 const mul0 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(0, 1, 2, 3)));\n\t\t\t__m128 const mul1 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(1, 0, 3, 2)));\n\t\t\t__m128 const mul2 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(2, 3, 0, 1)));\n\t\t\t__m128 const mul3 = _mm_mul_ps(q1.Data, q2.Data);\n\n#\t\t\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\t\t\t__m128 const add0 = _mm_dp_ps(mul0, _mm_set_ps(1.0f, -1.0f,  1.0f,  1.0f), 0xff);\n\t\t\t\t__m128 const add1 = _mm_dp_ps(mul1, _mm_set_ps(1.0f,  1.0f,  1.0f, -1.0f), 0xff);\n\t\t\t\t__m128 const add2 = _mm_dp_ps(mul2, _mm_set_ps(1.0f,  1.0f, -1.0f,  1.0f), 0xff);\n\t\t\t\t__m128 const add3 = _mm_dp_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f), 0xff);\n#\t\t\telse\n\t\t\t\t__m128 const mul4 = _mm_mul_ps(mul0, _mm_set_ps(1.0f, -1.0f,  1.0f,  1.0f));\n\t\t\t\t__m128 const add0 = _mm_add_ps(mul0, _mm_movehl_ps(mul4, mul4));\n\t\t\t\t__m128 const add4 = _mm_add_ss(add0, _mm_shuffle_ps(add0, add0, 1));\n\n\t\t\t\t__m128 const mul5 = _mm_mul_ps(mul1, _mm_set_ps(1.0f,  1.0f,  1.0f, -1.0f));\n\t\t\t\t__m128 const add1 = _mm_add_ps(mul1, _mm_movehl_ps(mul5, mul5));\n\t\t\t\t__m128 const add5 = _mm_add_ss(add1, _mm_shuffle_ps(add1, add1, 1));\n\n\t\t\t\t__m128 const mul6 = _mm_mul_ps(mul2, _mm_set_ps(1.0f,  1.0f, -1.0f,  1.0f));\n\t\t\t\t__m128 const add2 = _mm_add_ps(mul6, _mm_movehl_ps(mul6, mul6));\n\t\t\t\t__m128 const add6 = _mm_add_ss(add2, _mm_shuffle_ps(add2, add2, 1));\n\n\t\t\t\t__m128 const mul7 = _mm_mul_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f));\n\t\t\t\t__m128 const add3 = _mm_add_ps(mul3, _mm_movehl_ps(mul7, mul7));\n\t\t\t\t__m128 const add7 = _mm_add_ss(add3, _mm_shuffle_ps(add3, add3, 1));\n\t\t#endif\n\n\t\t\t// This SIMD code is a politically correct way of doing this, but in every test I've tried it has been slower than\n\t\t\t// the final code below. I'll keep this here for reference - maybe somebody else can do something better...\n\t\t\t//\n\t\t\t//__m128 xxyy = _mm_shuffle_ps(add4, add5, _MM_SHUFFLE(0, 0, 0, 0));\n\t\t\t//__m128 zzww = _mm_shuffle_ps(add6, add7, _MM_SHUFFLE(0, 0, 0, 0));\n\t\t\t//\n\t\t\t//return _mm_shuffle_ps(xxyy, zzww, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t\t\tqua<float, Q> Result;\n\t\t\t_mm_store_ss(&Result.x, add4);\n\t\t\t_mm_store_ss(&Result.y, add5);\n\t\t\t_mm_store_ss(&Result.z, add6);\n\t\t\t_mm_store_ss(&Result.w, add7);\n\t\t\treturn Result;\n\t\t}\n\t};\n*/\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_add<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)\n\t\t{\n\t\t\tqua<float, Q> Result;\n\t\t\tResult.data = _mm_add_ps(q.data, p.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_add<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_add_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_sub<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_sub_ps(q.data, p.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_sub<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_sub_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul_scalar<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, float s)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_mul_ps(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul_scalar<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& q, double s)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_mul_pd(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_div_scalar<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, float s)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_div_ps(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_div_scalar<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& q, double s)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_div_pd(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul_vec4<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(qua<float, Q> const& q, vec<4, float, Q> const& v)\n\t\t{\n\t\t\t__m128 const q_wwww = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 3, 3, 3));\n\t\t\t__m128 const q_swp0 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 0, 2, 1));\n\t\t\t__m128 const q_swp1 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 1, 0, 2));\n\t\t\t__m128 const v_swp0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 0, 2, 1));\n\t\t\t__m128 const v_swp1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 1, 0, 2));\n\n\t\t\t__m128 uv      = _mm_sub_ps(_mm_mul_ps(q_swp0, v_swp1), _mm_mul_ps(q_swp1, v_swp0));\n\t\t\t__m128 uv_swp0 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 0, 2, 1));\n\t\t\t__m128 uv_swp1 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 1, 0, 2));\n\t\t\t__m128 uuv     = _mm_sub_ps(_mm_mul_ps(q_swp0, uv_swp1), _mm_mul_ps(q_swp1, uv_swp0));\n\n\t\t\t__m128 const two = _mm_set1_ps(2.0f);\n\t\t\tuv  = _mm_mul_ps(uv, _mm_mul_ps(q_wwww, two));\n\t\t\tuuv = _mm_mul_ps(uuv, two);\n\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_add_ps(v.Data, _mm_add_ps(uv, uuv));\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec1.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec1.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<1, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<1, T, Q> type;\n\t\ttypedef vec<1, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tT x;\n\t\t\t\tT r;\n\t\t\t\tT s;\n\n\t\t\t\ttypename detail::storage<1, T, detail::is_aligned<Q>::value>::type data;\n/*\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\t_GLM_SWIZZLE1_2_MEMBERS(T, Q, x)\n\t\t\t\t\t_GLM_SWIZZLE1_2_MEMBERS(T, Q, r)\n\t\t\t\t\t_GLM_SWIZZLE1_2_MEMBERS(T, Q, s)\n\t\t\t\t\t_GLM_SWIZZLE1_3_MEMBERS(T, Q, x)\n\t\t\t\t\t_GLM_SWIZZLE1_3_MEMBERS(T, Q, r)\n\t\t\t\t\t_GLM_SWIZZLE1_3_MEMBERS(T, Q, s)\n\t\t\t\t\t_GLM_SWIZZLE1_4_MEMBERS(T, Q, x)\n\t\t\t\t\t_GLM_SWIZZLE1_4_MEMBERS(T, Q, r)\n\t\t\t\t\t_GLM_SWIZZLE1_4_MEMBERS(T, Q, s)\n#\t\t\t\tendif\n*/\n\t\t\t};\n#\t\telse\n\t\t\tunion {T x, r, s;};\n/*\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC1(T, Q)\n#\t\t\tendif\n*/\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\t/// Return the count of components of the vector\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 1;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<1, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n/*\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<1, T, Q, E0, -1,-2,-3> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n*/\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(vec<1, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec1.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec1.inl",
    "content": "/// @ref core\n\n#include \"./compute_vector_relational.hpp\"\n\nnamespace glm\n{\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, Q> const& v)\n\t\t\t: x(v.x)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, P> const& v)\n\t\t: x(v.x)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(T scalar)\n\t\t: x(scalar)\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<2, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<3, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type)\n\t{\n\t\treturn x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type) const\n\t{\n\t\treturn x;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->x += static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->x -= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->x *= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(U scalar)\n\t{\n\t\tthis->x /= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator++(int)\n\t{\n\t\tvec<1, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator--(int)\n\t{\n\t\tvec<1, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(U scalar)\n\t{\n\t\tthis->x %= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x %= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(U scalar)\n\t{\n\t\tthis->x &= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x &= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(U scalar)\n\t{\n\t\tthis->x |= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x |= U(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(U scalar)\n\t{\n\t\tthis->x ^= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x ^= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(U scalar)\n\t{\n\t\tthis->x <<= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(U scalar)\n\t{\n\t\tthis->x >>= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\t// -- Unary constant operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\t-v.x);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar + v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x + v2.x);\n\t}\n\n\t//operator-\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar - v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x - v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar * v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x * v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar / v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x / v2.x);\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x % scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar % v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x % v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x & scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar & v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x & v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x | scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar | v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x | v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x ^ scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar ^ v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x ^ v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v.x << scalar));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(scalar << v.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v1.x << v2.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v.x >> scalar));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(scalar >> v.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v1.x >> v2.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\t~v.x);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn !(v1 == v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2)\n\t{\n\t\treturn vec<1, bool, Q>(v1.x && v2.x);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2)\n\t{\n\t\treturn vec<1, bool, Q>(v1.x || v2.x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec2.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<2, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<2, T, Q> type;\n\t\ttypedef vec<2, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x, y;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tstruct{ T x, y; };\n\t\t\t\tstruct{ T r, g; };\n\t\t\t\tstruct{ T s, t; };\n\n\t\t\t\ttypename detail::storage<2, T, detail::is_aligned<Q>::value>::type data;\n\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\tGLM_SWIZZLE2_2_MEMBERS(T, Q, x, y)\n\t\t\t\t\tGLM_SWIZZLE2_2_MEMBERS(T, Q, r, g)\n\t\t\t\t\tGLM_SWIZZLE2_2_MEMBERS(T, Q, s, t)\n\t\t\t\t\tGLM_SWIZZLE2_3_MEMBERS(T, Q, x, y)\n\t\t\t\t\tGLM_SWIZZLE2_3_MEMBERS(T, Q, r, g)\n\t\t\t\t\tGLM_SWIZZLE2_3_MEMBERS(T, Q, s, t)\n\t\t\t\t\tGLM_SWIZZLE2_4_MEMBERS(T, Q, x, y)\n\t\t\t\t\tGLM_SWIZZLE2_4_MEMBERS(T, Q, r, g)\n\t\t\t\t\tGLM_SWIZZLE2_4_MEMBERS(T, Q, s, t)\n#\t\t\t\tendif\n\t\t\t};\n#\t\telse\n\t\t\tunion {T x, r, s;};\n\t\t\tunion {T y, g, t;};\n\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, Q)\n#\t\t\tendif//GLM_CONFIG_SWIZZLE\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\t/// Return the count of components of the vector\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T& operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y);\n\n\t\t// -- Conversion constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A x, B y);\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, B y);\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A x, vec<1, B, Q> const& y);\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, vec<1, B, Q> const& y);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1,-1,-2> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<2, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<2, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec2.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec2.inl",
    "content": "/// @ref core\n\n#include \"./compute_vector_relational.hpp\"\n\nnamespace glm\n{\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0), y(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, Q> const& v)\n\t\t\t: x(v.x), y(v.y)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, P> const& v)\n\t\t: x(v.x), y(v.y)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T scalar)\n\t\t: x(scalar), y(scalar)\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T _x, T _y)\n\t\t: x(_x), y(_y)\n\t{}\n\n\t// -- Conversion scalar constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, B _y)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, B _y)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, vec<1, B, Q> const& _y)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, vec<1, B, Q> const& _y)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<3, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\t}\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\tthis->y = v.y;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\tthis->y = static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->x += static_cast<T>(scalar);\n\t\tthis->y += static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->x -= static_cast<T>(scalar);\n\t\tthis->y -= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->x *= static_cast<T>(scalar);\n\t\tthis->y *= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(U scalar)\n\t{\n\t\tthis->x /= static_cast<T>(scalar);\n\t\tthis->y /= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\t++this->y;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\t--this->y;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator++(int)\n\t{\n\t\tvec<2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator--(int)\n\t{\n\t\tvec<2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(U scalar)\n\t{\n\t\tthis->x %= static_cast<T>(scalar);\n\t\tthis->y %= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x %= static_cast<T>(v.x);\n\t\tthis->y %= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x %= static_cast<T>(v.x);\n\t\tthis->y %= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(U scalar)\n\t{\n\t\tthis->x &= static_cast<T>(scalar);\n\t\tthis->y &= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x &= static_cast<T>(v.x);\n\t\tthis->y &= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x &= static_cast<T>(v.x);\n\t\tthis->y &= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(U scalar)\n\t{\n\t\tthis->x |= static_cast<T>(scalar);\n\t\tthis->y |= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x |= static_cast<T>(v.x);\n\t\tthis->y |= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x |= static_cast<T>(v.x);\n\t\tthis->y |= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(U scalar)\n\t{\n\t\tthis->x ^= static_cast<T>(scalar);\n\t\tthis->y ^= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x ^= static_cast<T>(v.x);\n\t\tthis->y ^= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x ^= static_cast<T>(v.x);\n\t\tthis->y ^= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(U scalar)\n\t{\n\t\tthis->x <<= static_cast<T>(scalar);\n\t\tthis->y <<= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(U scalar)\n\t{\n\t\tthis->x >>= static_cast<T>(scalar);\n\t\tthis->y >>= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\t-v.x,\n\t\t\t-v.y);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x + scalar,\n\t\t\tv.y + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.y + v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar + v.x,\n\t\t\tscalar + v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.x + v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.y + v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x - scalar,\n\t\t\tv.y - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.y - v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar - v.x,\n\t\t\tscalar - v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.x - v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.y - v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x * scalar,\n\t\t\tv.y * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.y * v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar * v.x,\n\t\t\tscalar * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.x * v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.y * v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x / scalar,\n\t\t\tv.y / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.y / v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar / v.x,\n\t\t\tscalar / v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.x / v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.y / v2.y);\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x % scalar,\n\t\t\tv.y % scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.y % v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar % v.x,\n\t\t\tscalar % v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.x % v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.y % v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x & scalar,\n\t\t\tv.y & scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.y & v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar & v.x,\n\t\t\tscalar & v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.x & v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.y & v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x | scalar,\n\t\t\tv.y | scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.y | v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar | v.x,\n\t\t\tscalar | v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.x | v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.y | v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x ^ scalar,\n\t\t\tv.y ^ scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.y ^ v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar ^ v.x,\n\t\t\tscalar ^ v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.x ^ v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.y ^ v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x << scalar,\n\t\t\tv.y << scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.y << v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar << v.x,\n\t\t\tscalar << v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.x << v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.y << v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x >> scalar,\n\t\t\tv.y >> scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.y >> v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar >> v.x,\n\t\t\tscalar >> v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.x >> v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.y >> v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\t~v.x,\n\t\t\t~v.y);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn !(v1 == v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2)\n\t{\n\t\treturn vec<2, bool, Q>(v1.x && v2.x, v1.y && v2.y);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2)\n\t{\n\t\treturn vec<2, bool, Q>(v1.x || v2.x, v1.y || v2.y);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec3.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<3, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<3, T, Q> type;\n\t\ttypedef vec<3, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n#\t\t\t\t\tpragma warning(disable: 4324)  // structure was padded due to alignment specifier\n#\t\t\t\tendif\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x, y, z;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tstruct{ T x, y, z; };\n\t\t\t\tstruct{ T r, g, b; };\n\t\t\t\tstruct{ T s, t, p; };\n\n\t\t\t\ttypename detail::storage<3, T, detail::is_aligned<Q>::value>::type data;\n\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\tGLM_SWIZZLE3_2_MEMBERS(T, Q, x, y, z)\n\t\t\t\t\tGLM_SWIZZLE3_2_MEMBERS(T, Q, r, g, b)\n\t\t\t\t\tGLM_SWIZZLE3_2_MEMBERS(T, Q, s, t, p)\n\t\t\t\t\tGLM_SWIZZLE3_3_MEMBERS(T, Q, x, y, z)\n\t\t\t\t\tGLM_SWIZZLE3_3_MEMBERS(T, Q, r, g, b)\n\t\t\t\t\tGLM_SWIZZLE3_3_MEMBERS(T, Q, s, t, p)\n\t\t\t\t\tGLM_SWIZZLE3_4_MEMBERS(T, Q, x, y, z)\n\t\t\t\t\tGLM_SWIZZLE3_4_MEMBERS(T, Q, r, g, b)\n\t\t\t\t\tGLM_SWIZZLE3_4_MEMBERS(T, Q, s, t, p)\n#\t\t\t\tendif\n\t\t\t};\n#\t\telse\n\t\t\tunion { T x, r, s; };\n\t\t\tunion { T y, g, t; };\n\t\t\tunion { T z, b, p; };\n\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, Q)\n#\t\t\tendif//GLM_CONFIG_SWIZZLE\n#\t\tendif//GLM_LANG\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\t/// Return the count of components of the vector\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 3;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T a, T b, T c);\n\n\t\t// -- Conversion scalar constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X x, Y y, Z z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0, int E1, int E2>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& scalar)\n\t\t\t{\n\t\t\t\t*this = vec(v(), scalar);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& scalar, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v)\n\t\t\t{\n\t\t\t\t*this = vec(scalar, v());\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q>& operator=(vec<3, T, Q> const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<3, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<3, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec3.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec3.inl",
    "content": "/// @ref core\n\n#include \"compute_vector_relational.hpp\"\n\nnamespace glm\n{\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0), y(0), z(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, Q> const& v)\n\t\t\t: x(v.x), y(v.y), z(v.z)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, P> const& v)\n\t\t: x(v.x), y(v.y), z(v.z)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T scalar)\n\t\t: x(scalar), y(scalar), z(scalar)\n\t{}\n\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T _x, T _y, T _z)\n\t\t: x(_x), y(_y), z(_z)\n\t{}\n\n\t// -- Conversion scalar constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.x))\n\t\t, z(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, Z _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, B _z)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(A _x, vec<2, B, P> const& _yz)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t\t, z(static_cast<T>(v.z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t\t, z(static_cast<T>(v.z))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\t\tcase 0:\n\t\treturn x;\n\t\t\tcase 1:\n\t\treturn y;\n\t\t\tcase 2:\n\t\treturn z;\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\tcase 2:\n\t\t\treturn z;\n\t\t}\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\tthis->y = v.y;\n\t\t\tthis->z = v.z;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\tthis->y = static_cast<T>(v.y);\n\t\tthis->z = static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->x += static_cast<T>(scalar);\n\t\tthis->y += static_cast<T>(scalar);\n\t\tthis->z += static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.x);\n\t\tthis->z += static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.y);\n\t\tthis->z += static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->x -= static_cast<T>(scalar);\n\t\tthis->y -= static_cast<T>(scalar);\n\t\tthis->z -= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.x);\n\t\tthis->z -= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.y);\n\t\tthis->z -= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->x *= static_cast<T>(scalar);\n\t\tthis->y *= static_cast<T>(scalar);\n\t\tthis->z *= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.x);\n\t\tthis->z *= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.y);\n\t\tthis->z *= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(U v)\n\t{\n\t\tthis->x /= static_cast<T>(v);\n\t\tthis->y /= static_cast<T>(v);\n\t\tthis->z /= static_cast<T>(v);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.x);\n\t\tthis->z /= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.y);\n\t\tthis->z /= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\t++this->y;\n\t\t++this->z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\t--this->y;\n\t\t--this->z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator++(int)\n\t{\n\t\tvec<3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator--(int)\n\t{\n\t\tvec<3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(U scalar)\n\t{\n\t\tthis->x %= scalar;\n\t\tthis->y %= scalar;\n\t\tthis->z %= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x %= v.x;\n\t\tthis->y %= v.x;\n\t\tthis->z %= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x %= v.x;\n\t\tthis->y %= v.y;\n\t\tthis->z %= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(U scalar)\n\t{\n\t\tthis->x &= scalar;\n\t\tthis->y &= scalar;\n\t\tthis->z &= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x &= v.x;\n\t\tthis->y &= v.x;\n\t\tthis->z &= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x &= v.x;\n\t\tthis->y &= v.y;\n\t\tthis->z &= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(U scalar)\n\t{\n\t\tthis->x |= scalar;\n\t\tthis->y |= scalar;\n\t\tthis->z |= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x |= v.x;\n\t\tthis->y |= v.x;\n\t\tthis->z |= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x |= v.x;\n\t\tthis->y |= v.y;\n\t\tthis->z |= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(U scalar)\n\t{\n\t\tthis->x ^= scalar;\n\t\tthis->y ^= scalar;\n\t\tthis->z ^= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x ^= v.x;\n\t\tthis->y ^= v.x;\n\t\tthis->z ^= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x ^= v.x;\n\t\tthis->y ^= v.y;\n\t\tthis->z ^= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(U scalar)\n\t{\n\t\tthis->x <<= scalar;\n\t\tthis->y <<= scalar;\n\t\tthis->z <<= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.x);\n\t\tthis->z <<= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.y);\n\t\tthis->z <<= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(U scalar)\n\t{\n\t\tthis->x >>= static_cast<T>(scalar);\n\t\tthis->y >>= static_cast<T>(scalar);\n\t\tthis->z >>= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.x);\n\t\tthis->z >>= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.y);\n\t\tthis->z >>= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\t-v.x,\n\t\t\t-v.y,\n\t\t\t-v.z);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x + scalar,\n\t\t\tv.y + scalar,\n\t\t\tv.z + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x + scalar.x,\n\t\t\tv.y + scalar.x,\n\t\t\tv.z + scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar + v.x,\n\t\t\tscalar + v.y,\n\t\t\tscalar + v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x + v.x,\n\t\t\tscalar.x + v.y,\n\t\t\tscalar.x + v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.y + v2.y,\n\t\t\tv1.z + v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x - scalar,\n\t\t\tv.y - scalar,\n\t\t\tv.z - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x - scalar.x,\n\t\t\tv.y - scalar.x,\n\t\t\tv.z - scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar - v.x,\n\t\t\tscalar - v.y,\n\t\t\tscalar - v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x - v.x,\n\t\t\tscalar.x - v.y,\n\t\t\tscalar.x - v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.y - v2.y,\n\t\t\tv1.z - v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x * scalar,\n\t\t\tv.y * scalar,\n\t\t\tv.z * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x * scalar.x,\n\t\t\tv.y * scalar.x,\n\t\t\tv.z * scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar * v.x,\n\t\t\tscalar * v.y,\n\t\t\tscalar * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x * v.x,\n\t\t\tscalar.x * v.y,\n\t\t\tscalar.x * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.y * v2.y,\n\t\t\tv1.z * v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x / scalar,\n\t\t\tv.y / scalar,\n\t\t\tv.z / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x / scalar.x,\n\t\t\tv.y / scalar.x,\n\t\t\tv.z / scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar / v.x,\n\t\t\tscalar / v.y,\n\t\t\tscalar / v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x / v.x,\n\t\t\tscalar.x / v.y,\n\t\t\tscalar.x / v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.y / v2.y,\n\t\t\tv1.z / v2.z);\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x % scalar,\n\t\t\tv.y % scalar,\n\t\t\tv.z % scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x % scalar.x,\n\t\t\tv.y % scalar.x,\n\t\t\tv.z % scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar % v.x,\n\t\t\tscalar % v.y,\n\t\t\tscalar % v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x % v.x,\n\t\t\tscalar.x % v.y,\n\t\t\tscalar.x % v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.y % v2.y,\n\t\t\tv1.z % v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x & scalar,\n\t\t\tv.y & scalar,\n\t\t\tv.z & scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x & scalar.x,\n\t\t\tv.y & scalar.x,\n\t\t\tv.z & scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar & v.x,\n\t\t\tscalar & v.y,\n\t\t\tscalar & v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x & v.x,\n\t\t\tscalar.x & v.y,\n\t\t\tscalar.x & v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.y & v2.y,\n\t\t\tv1.z & v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x | scalar,\n\t\t\tv.y | scalar,\n\t\t\tv.z | scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x | scalar.x,\n\t\t\tv.y | scalar.x,\n\t\t\tv.z | scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar | v.x,\n\t\t\tscalar | v.y,\n\t\t\tscalar | v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x | v.x,\n\t\t\tscalar.x | v.y,\n\t\t\tscalar.x | v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.y | v2.y,\n\t\t\tv1.z | v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x ^ scalar,\n\t\t\tv.y ^ scalar,\n\t\t\tv.z ^ scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x ^ scalar.x,\n\t\t\tv.y ^ scalar.x,\n\t\t\tv.z ^ scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar ^ v.x,\n\t\t\tscalar ^ v.y,\n\t\t\tscalar ^ v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x ^ v.x,\n\t\t\tscalar.x ^ v.y,\n\t\t\tscalar.x ^ v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.y ^ v2.y,\n\t\t\tv1.z ^ v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x << scalar,\n\t\t\tv.y << scalar,\n\t\t\tv.z << scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x << scalar.x,\n\t\t\tv.y << scalar.x,\n\t\t\tv.z << scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar << v.x,\n\t\t\tscalar << v.y,\n\t\t\tscalar << v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x << v.x,\n\t\t\tscalar.x << v.y,\n\t\t\tscalar.x << v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.y << v2.y,\n\t\t\tv1.z << v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x >> scalar,\n\t\t\tv.y >> scalar,\n\t\t\tv.z >> scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x >> scalar.x,\n\t\t\tv.y >> scalar.x,\n\t\t\tv.z >> scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar >> v.x,\n\t\t\tscalar >> v.y,\n\t\t\tscalar >> v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x >> v.x,\n\t\t\tscalar.x >> v.y,\n\t\t\tscalar.x >> v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.y >> v2.y,\n\t\t\tv1.z >> v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\t~v.x,\n\t\t\t~v.y,\n\t\t\t~v.z);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y) &&\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.z, v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn !(v1 == v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2)\n\t{\n\t\treturn vec<3, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2)\n\t{\n\t\treturn vec<3, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec4.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<4, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<4, T, Q> type;\n\t\ttypedef vec<4, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x, y, z, w;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tstruct { T x, y, z, w; };\n\t\t\t\tstruct { T r, g, b, a; };\n\t\t\t\tstruct { T s, t, p, q; };\n\n\t\t\t\ttypename detail::storage<4, T, detail::is_aligned<Q>::value>::type data;\n\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\tGLM_SWIZZLE4_2_MEMBERS(T, Q, x, y, z, w)\n\t\t\t\t\tGLM_SWIZZLE4_2_MEMBERS(T, Q, r, g, b, a)\n\t\t\t\t\tGLM_SWIZZLE4_2_MEMBERS(T, Q, s, t, p, q)\n\t\t\t\t\tGLM_SWIZZLE4_3_MEMBERS(T, Q, x, y, z, w)\n\t\t\t\t\tGLM_SWIZZLE4_3_MEMBERS(T, Q, r, g, b, a)\n\t\t\t\t\tGLM_SWIZZLE4_3_MEMBERS(T, Q, s, t, p, q)\n\t\t\t\t\tGLM_SWIZZLE4_4_MEMBERS(T, Q, x, y, z, w)\n\t\t\t\t\tGLM_SWIZZLE4_4_MEMBERS(T, Q, r, g, b, a)\n\t\t\t\t\tGLM_SWIZZLE4_4_MEMBERS(T, Q, s, t, p, q)\n#\t\t\t\tendif\n\t\t\t};\n#\t\telse\n\t\t\tunion { T x, r, s; };\n\t\t\tunion { T y, g, t; };\n\t\t\tunion { T z, b, p; };\n\t\t\tunion { T w, a, q; };\n\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, Q)\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\ttypedef length_t length_type;\n\n\t\t/// Return the count of components of the vector\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, Q> const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y, T z, T w);\n\n\t\t// -- Conversion scalar constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _Y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, B _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, B _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<3, B, P> const& _yzw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0, int E1, int E2, int E3>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<4, T, Q, E0, E1, E2, E3> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1, int F0, int F1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, detail::_swizzle<2, T, Q, F0, F1, -1, -2> const& u)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(v(), u());\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, T const& y, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(x, y, v());\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& w)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(x, v(), w);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& z, T const& w)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(v(), z, w);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1, int E2>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v, T const& w)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(v(), w);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1, int E2>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(x, v());\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, T, Q> const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<4, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<4, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec4.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec4.inl",
    "content": "/// @ref core\n\n#include \"compute_vector_relational.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_add\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_sub\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_mul\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_div\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_mod\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x % b.x, a.y % b.y, a.z % b.z, a.w % b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_and\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x & b.x, a.y & b.y, a.z & b.z, a.w & b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_or\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x | b.x, a.y | b.y, a.z | b.z, a.w | b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_xor\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x ^ b.x, a.y ^ b.y, a.z ^ b.z, a.w ^ b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_shift_left\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x << b.x, a.y << b.y, a.z << b.z, a.w << b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_shift_right\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x >> b.x, a.y >> b.y, a.z >> b.z, a.w >> b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_equal\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t\t{\n\t\t\treturn\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y) &&\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.z, v2.z) &&\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.w, v2.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_nequal\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_bitwise_not\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<4, T, Q>(~v.x, ~v.y, ~v.z, ~v.w);\n\t\t}\n\t};\n}//namespace detail\n\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0), y(0), z(0), w(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, Q> const& v)\n\t\t\t: x(v.x), y(v.y), z(v.z), w(v.w)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, P> const& v)\n\t\t: x(v.x), y(v.y), z(v.z), w(v.w)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T scalar)\n\t\t: x(scalar), y(scalar), z(scalar), w(scalar)\n\t{}\n\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T _x, T _y, T _z, T _w)\n\t\t: x(_x), y(_y), z(_z), w(_w)\n\t{}\n\n\t// -- Conversion scalar constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.x))\n\t\t, z(static_cast<T>(v.x))\n\t\t, w(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, C _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, C _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, B _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, B _w)\n\t\t: x(static_cast<T>(_xyz.x))\n\t\t, y(static_cast<T>(_xyz.y))\n\t\t, z(static_cast<T>(_xyz.z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w)\n\t\t: x(static_cast<T>(_xyz.x))\n\t\t, y(static_cast<T>(_xyz.y))\n\t\t, z(static_cast<T>(_xyz.z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<3, B, P> const& _yzw)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yzw.x))\n\t\t, z(static_cast<T>(_yzw.y))\n\t\t, w(static_cast<T>(_yzw.z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yzw.x))\n\t\t, z(static_cast<T>(_yzw.y))\n\t\t, w(static_cast<T>(_yzw.z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t\t, z(static_cast<T>(v.z))\n\t\t, w(static_cast<T>(v.w))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\tcase 2:\n\t\t\treturn z;\n\t\tcase 3:\n\t\t\treturn w;\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\tcase 2:\n\t\t\treturn z;\n\t\tcase 3:\n\t\t\treturn w;\n\t\t}\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\tthis->y = v.y;\n\t\t\tthis->z = v.z;\n\t\t\tthis->w = v.w;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\tthis->y = static_cast<T>(v.y);\n\t\tthis->z = static_cast<T>(v.z);\n\t\tthis->w = static_cast<T>(v.w);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_add<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_add<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_add<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_mul<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mul<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mul<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_div<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_div<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_div<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\t++this->y;\n\t\t++this->z;\n\t\t++this->w;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\t--this->y;\n\t\t--this->z;\n\t\t--this->w;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator++(int)\n\t{\n\t\tvec<4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator--(int)\n\t{\n\t\tvec<4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_mod<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mod<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mod<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_and<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_and<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_and<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_or<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_or<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_or<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_xor<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_xor<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_xor<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_left<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_left<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_left<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_right<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_right<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_right<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\t// -- Unary constant operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(0) -= v;\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) += scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) += v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v) += scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v2) += v1;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) += v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) -= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) -= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) -= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) -= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) -= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) *= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) *= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v) *= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v2) *= v1;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) *= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) /= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) /= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) /= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) /= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) /= v2;\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) %= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) %= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) %= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar.x) %= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) %= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) &= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) &= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) &= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) &= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) &= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) |= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) |= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) |= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) |= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) |= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) ^= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) ^= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) ^= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) ^= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) ^= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) <<= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) <<= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) <<= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) <<= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) <<= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) >>= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) >>= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) >>= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) >>= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) >>= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v)\n\t{\n\t\treturn detail::compute_vec4_bitwise_not<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn detail::compute_vec4_equal<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn detail::compute_vec4_nequal<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2)\n\t{\n\t\treturn vec<4, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z, v1.w && v2.w);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2)\n\t{\n\t\treturn vec<4, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z, v1.w || v2.w);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"type_vec4_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/detail/type_vec4_simd.inl",
    "content": "#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\ttemplate<qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base1<4, float, Q, E0,E1,E2,E3, true> : public _swizzle_base0<float, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, float, Q> operator ()()  const\n\t\t{\n\t\t\t__m128 data = *reinterpret_cast<__m128 const*>(&this->_buffer);\n\n\t\t\tvec<4, float, Q> Result;\n#\t\t\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\t\t\t\tResult.data = _mm_permute_ps(data, _MM_SHUFFLE(E3, E2, E1, E0));\n#\t\t\telse\n\t\t\t\tResult.data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(E3, E2, E1, E0));\n#\t\t\tendif\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base1<4, int, Q, E0,E1,E2,E3, true> : public _swizzle_base0<int, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, int, Q> operator ()()  const\n\t\t{\n\t\t\t__m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer);\n\n\t\t\tvec<4, int, Q> Result;\n\t\t\tResult.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base1<4, uint, Q, E0,E1,E2,E3, true> : public _swizzle_base0<uint, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, uint, Q> operator ()()  const\n\t\t{\n\t\t\t__m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer);\n\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif// GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_add_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_add_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_sub_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_sub_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_mul_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_mul_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_div<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_div_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\t#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_div<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_div_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<>\n\tstruct compute_vec4_div<float, aligned_lowp, true>\n\t{\n\t\tstatic vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& a, vec<4, float, aligned_lowp> const& b)\n\t\t{\n\t\t\tvec<4, float, aligned_lowp> Result;\n\t\t\tResult.data = _mm_mul_ps(a.data, _mm_rcp_ps(b.data));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_and<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_and_si128(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_and<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_and_si256(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_or<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_or_si128(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_or<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_or_si256(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_xor<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_xor_si128(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_xor<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_xor_si256(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_left<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_sll_epi32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_left<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_sll_epi64(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_right<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_srl_epi32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_right<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_srl_epi64(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_bitwise_not<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& v)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_xor_si128(v.data, _mm_set1_epi32(-1));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_bitwise_not<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& v)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_xor_si256(v.data, _mm_set1_epi32(-1));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\treturn _mm_movemask_ps(_mm_cmpeq_ps(v1.data, v2.data)) != 0;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<int, Q, true, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\t//return _mm_movemask_epi8(_mm_cmpeq_epi32(v1.data, v2.data)) != 0;\n\t\t\t__m128i neq = _mm_xor_si128(v1.data, v2.data);\n\t\t\treturn _mm_test_all_zeros(neq, neq) == 0;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\treturn _mm_movemask_ps(_mm_cmpneq_ps(v1.data, v2.data)) != 0;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<int, Q, true, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\t//return _mm_movemask_epi8(_mm_cmpneq_epi32(v1.data, v2.data)) != 0;\n\t\t\t__m128i neq = _mm_xor_si128(v1.data, v2.data);\n\t\t\treturn _mm_test_all_zeros(neq, neq) != 0;\n\t\t}\n\t};\n#\tendif\n}//namespace detail\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) :\n\t\tdata(_mm_set1_ps(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) :\n\t\tdata(_mm_set1_ps(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) :\n\t\tdata(_mm_set1_ps(_s))\n\t{}\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_lowp>::vec(double _s) :\n\t\tdata(_mm256_set1_pd(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_mediump>::vec(double _s) :\n\t\tdata(_mm256_set1_pd(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_highp>::vec(double _s) :\n\t\tdata(_mm256_set1_pd(_s))\n\t{}\n#\tendif\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) :\n\t\tdata(_mm_set1_epi32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) :\n\t\tdata(_mm_set1_epi32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) :\n\t\tdata(_mm_set1_epi32(_s))\n\t{}\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_lowp>::vec(detail::int64 _s) :\n\t\tdata(_mm256_set1_epi64x(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_mediump>::vec(detail::int64 _s) :\n\t\tdata(_mm256_set1_epi64x(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_highp>::vec(detail::int64 _s) :\n\t\tdata(_mm256_set1_epi64x(_s))\n\t{}\n#\tendif\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _x, float _y, float _z, float _w) :\n\t\tdata(_mm_set_ps(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _x, float _y, float _z, float _w) :\n\t\tdata(_mm_set_ps(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _x, float _y, float _z, float _w) :\n\t\tdata(_mm_set_ps(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_set_epi32(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_set_epi32(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_set_epi32(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x)))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x)))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x)))\n\t{}\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#if GLM_ARCH & GLM_ARCH_NEON_BIT\nnamespace glm {\nnamespace detail {\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<float, Q, true>\n\t{\n\t\tstatic\n\t\tvec<4, float, Q>\n\t\tcall(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vaddq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<uint, Q, true>\n\t{\n\t\tstatic\n\t\tvec<4, uint, Q>\n\t\tcall(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vaddq_u32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<int, Q, true>\n\t{\n\t\tstatic\n\t\tvec<4, int, Q>\n\t\tcall(vec<4, int, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vaddq_s32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vsubq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<uint, Q, true>\n\t{\n\t\tstatic vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vsubq_u32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<int, Q, true>\n\t{\n\t\tstatic vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\tvec<4, int, Q> Result;\n\t\t\tResult.data = vsubq_s32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vmulq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<uint, Q, true>\n\t{\n\t\tstatic vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vmulq_u32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<int, Q, true>\n\t{\n\t\tstatic vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\tvec<4, int, Q> Result;\n\t\t\tResult.data = vmulq_s32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_div<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vdivq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\tuint32x4_t cmp = vceqq_f32(v1.data, v2.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tuint32_t r = cmp[0];\n#else\n\t\t\tuint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp));\n\t\t\tcmpx2 = vpmin_u32(cmpx2, cmpx2);\n\t\t\tuint32_t r = cmpx2[0];\n#endif\n\t\t\treturn r == ~0u;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<uint, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\tuint32x4_t cmp = vceqq_u32(v1.data, v2.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tuint32_t r = cmp[0];\n#else\n\t\t\tuint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp));\n\t\t\tcmpx2 = vpmin_u32(cmpx2, cmpx2);\n\t\t\tuint32_t r = cmpx2[0];\n#endif\n\t\t\treturn r == ~0u;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<int, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\tuint32x4_t cmp = vceqq_s32(v1.data, v2.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tuint32_t r = cmp[0];\n#else\n\t\t\tuint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp));\n\t\t\tcmpx2 = vpmin_u32(cmpx2, cmpx2);\n\t\t\tuint32_t r = cmpx2[0];\n#endif\n\t\t\treturn r == ~0u;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<float, Q, false, 32, true>::call(v1, v2);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<uint, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<uint, Q, false, 32, true>::call(v1, v2);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<int, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<int, Q, false, 32, true>::call(v1, v2);\n\t\t}\n\t};\n\n}//namespace detail\n\n#if !GLM_CONFIG_XYZW_ONLY\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) :\n\t\tdata(vdupq_n_f32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) :\n\t\tdata(vdupq_n_f32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) :\n\t\tdata(vdupq_n_f32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) :\n\t\tdata(vdupq_n_s32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) :\n\t\tdata(vdupq_n_s32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) :\n\t\tdata(vdupq_n_s32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_lowp>::vec(uint _s) :\n\t\tdata(vdupq_n_u32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_mediump>::vec(uint _s) :\n\t\tdata(vdupq_n_u32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_highp>::vec(uint _s) :\n\t\tdata(vdupq_n_u32(_s))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, float, aligned_highp>& rhs) :\n\t\tdata(rhs.data)\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, int, aligned_highp>& rhs) :\n\t\tdata(vcvtq_f32_s32(rhs.data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, uint, aligned_highp>& rhs) :\n\t\tdata(vcvtq_f32_u32(rhs.data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(vcvtq_f32_s32(vec<4, int, aligned_lowp>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(vcvtq_f32_s32(vec<4, int, aligned_mediump>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(vcvtq_f32_s32(vec<4, int, aligned_highp>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(uint _x, uint _y, uint _z, uint _w) :\n\t\tdata(vcvtq_f32_u32(vec<4, uint, aligned_lowp>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(uint _x, uint _y, uint _z, uint _w) :\n\t\tdata(vcvtq_f32_u32(vec<4, uint, aligned_mediump>(_x, _y, _z, _w).data))\n\t{}\n\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(uint _x, uint _y, uint _z, uint _w) :\n\t\tdata(vcvtq_f32_u32(vec<4, uint, aligned_highp>(_x, _y, _z, _w).data))\n\t{}\n\n#endif\n}//namespace glm\n\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/exponential.hpp",
    "content": "/// @ref core\n/// @file glm/exponential.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n///\n/// @defgroup core_func_exponential Exponential functions\n/// @ingroup core\n///\n/// Provides GLSL exponential functions\n///\n/// These all operate component-wise. The description is per component.\n///\n/// Include <glm/exponential.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/type_vec1.hpp\"\n#include \"detail/type_vec2.hpp\"\n#include \"detail/type_vec3.hpp\"\n#include \"detail/type_vec4.hpp\"\n#include <cmath>\n\nnamespace glm\n{\n\t/// @addtogroup core_func_exponential\n\t/// @{\n\n\t/// Returns 'base' raised to the power 'exponent'.\n\t///\n\t/// @param base Floating point value. pow function is defined for input values of 'base' defined in the range (inf-, inf+) in the limit of the type qualifier.\n\t/// @param exponent Floating point value representing the 'exponent'.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/pow.xml\">GLSL pow man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> pow(vec<L, T, Q> const& base, vec<L, T, Q> const& exponent);\n\n\t/// Returns the natural exponentiation of x, i.e., e^x.\n\t///\n\t/// @param v exp function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/exp.xml\">GLSL exp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> exp(vec<L, T, Q> const& v);\n\n\t/// Returns the natural logarithm of v, i.e.,\n\t/// returns the value y which satisfies the equation x = e^y.\n\t/// Results are undefined if v <= 0.\n\t///\n\t/// @param v log function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/log.xml\">GLSL log man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> log(vec<L, T, Q> const& v);\n\n\t/// Returns 2 raised to the v power.\n\t///\n\t/// @param v exp2 function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/exp2.xml\">GLSL exp2 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> exp2(vec<L, T, Q> const& v);\n\n\t/// Returns the base 2 log of x, i.e., returns the value y,\n\t/// which satisfies the equation x = 2 ^ y.\n\t///\n\t/// @param v log2 function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/log2.xml\">GLSL log2 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> log2(vec<L, T, Q> const& v);\n\n\t/// Returns the positive square root of v.\n\t///\n\t/// @param v sqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sqrt.xml\">GLSL sqrt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sqrt(vec<L, T, Q> const& v);\n\n\t/// Returns the reciprocal of the positive square root of v.\n\t///\n\t/// @param v inversesqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/inversesqrt.xml\">GLSL inversesqrt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> inversesqrt(vec<L, T, Q> const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_exponential.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_clip_space.hpp",
    "content": "/// @ref ext_matrix_clip_space\n/// @file glm/ext/matrix_clip_space.hpp\n///\n/// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space\n/// @ingroup ext\n///\n/// Defines functions that generate clip space transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n///\n/// Include <glm/ext/matrix_clip_space.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_transform\n/// @see ext_matrix_projection\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_constants.hpp\"\n#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_clip_space extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_clip_space\n\t/// @{\n\n\t/// Creates a matrix for projecting two-dimensional coordinates onto the screen.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml\">gluOrtho2D man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(\n\t\tT left, T right, T bottom, T top);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml\">glOrtho man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a left handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a left handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a right handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a right handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a left handed frustum matrix.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a right handed frustum matrix.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml\">glFrustum man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\n\t/// Creates a matrix for a right handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a right handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a left handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a left handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a right handed, symetric perspective-view frustum.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a left handed, symetric perspective-view frustum.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml\">gluPerspective man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a right handed perspective projection matrix based on a field of view.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a left handed perspective projection matrix based on a field of view.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param ep Epsilon\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(\n\t\tT fovy, T aspect, T near, T ep);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_clip_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_clip_space.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(1));\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(1);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = static_cast<T>(1) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - zNear / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = static_cast<T>(2) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - (zFar + zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(1) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - zNear / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(2) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - (zFar + zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoZO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn orthoLH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoRH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoNO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn orthoLH_NO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoRH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn orthoLH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoLH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn orthoRH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoRH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn orthoLH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn orthoLH_NO(left, right, bottom, top, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn orthoRH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn orthoRH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = farVal / (farVal - nearVal);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = -(farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = (farVal + nearVal) / (farVal - nearVal);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = farVal / (nearVal - farVal);\n\t\tResult[2][3] = static_cast<T>(-1);\n\t\tResult[3][2] = -(farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = - (farVal + nearVal) / (farVal - nearVal);\n\t\tResult[2][3] = static_cast<T>(-1);\n\t\tResult[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumZO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn frustumLH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumRH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumNO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn frustumLH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumRH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn frustumLH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumLH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn frustumRH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumRH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn frustumLH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn frustumLH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn frustumRH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn frustumRH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = zFar / (zNear - zFar);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = - (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = zFar / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveZO(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveLH_ZO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveRH_ZO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveNO(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveLH_NO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveRH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveLH_ZO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveLH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveRH_ZO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveRH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn perspectiveLH_ZO(fovy, aspect, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn perspectiveLH_NO(fovy, aspect, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn perspectiveRH_ZO(fovy, aspect, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn perspectiveRH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = zFar / (zNear - zFar);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = - (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = zFar / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovZO(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveFovLH_ZO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovRH_ZO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovNO(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveFovLH_NO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovRH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveFovLH_ZO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovLH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveFovRH_ZO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovRH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn perspectiveFovLH_ZO(fov, width, height, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn perspectiveFovLH_NO(fov, width, height, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn perspectiveFovRH_ZO(fov, width, height, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn perspectiveFovRH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear)\n\t{\n\t\tT const range = tan(fovy / static_cast<T>(2)) * zNear;\n\t\tT const left = -range * aspect;\n\t\tT const right = range * aspect;\n\t\tT const bottom = -range;\n\t\tT const top = range;\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = (static_cast<T>(2) * zNear) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(1);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = - static_cast<T>(2) * zNear;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)\n\t{\n\t\tT const range = tan(fovy / static_cast<T>(2)) * zNear;\n\t\tT const left = -range * aspect;\n\t\tT const right = range * aspect;\n\t\tT const bottom = -range;\n\t\tT const top = range;\n\n\t\tmat<4, 4, T, defaultp> Result(T(0));\n\t\tResult[0][0] = (static_cast<T>(2) * zNear) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);\n\t\tResult[2][2] = static_cast<T>(1);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - static_cast<T>(2) * zNear;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn infinitePerspectiveLH(fovy, aspect, zNear);\n#\t\telse\n\t\t\treturn infinitePerspectiveRH(fovy, aspect, zNear);\n#\t\tendif\n\t}\n\n\t// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)\n\t{\n\t\tT const range = tan(fovy / static_cast<T>(2)) * zNear;\n\t\tT const left = -range * aspect;\n\t\tT const right = range * aspect;\n\t\tT const bottom = -range;\n\t\tT const top = range;\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = (static_cast<T>(2) * zNear) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);\n\t\tResult[2][2] = ep - static_cast<T>(1);\n\t\tResult[2][3] = static_cast<T>(-1);\n\t\tResult[3][2] = (ep - static_cast<T>(2)) * zNear;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear)\n\t{\n\t\treturn tweakedInfinitePerspective(fovy, aspect, zNear, epsilon<T>());\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_common.hpp",
    "content": "/// @ref ext_matrix_common\n/// @file glm/ext/matrix_common.hpp\n///\n/// @defgroup ext_matrix_common GLM_EXT_matrix_common\n/// @ingroup ext\n///\n/// Defines functions for common matrix operations.\n///\n/// Include <glm/ext/matrix_common.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_common\n\n#pragma once\n\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_fixes.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_transform extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_common\n\t/// @{\n\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, mat<C, R, U, Q> const& a);\n\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, U a);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_common.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, U a)\n\t{\n\t\treturn mat<C, R, U, Q>(x) * (static_cast<U>(1) - a) + mat<C, R, U, Q>(y) * a;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, mat<C, R, U, Q> const& a)\n\t{\n\t\treturn matrixCompMult(mat<C, R, U, Q>(x), static_cast<U>(1) - a) + matrixCompMult(mat<C, R, U, Q>(y), a);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double2x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x2.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, double, defaultp>\t\tdmat2x2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, double, defaultp>\t\tdmat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double2x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, lowp>\t\tlowp_dmat2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, mediump>\tmediump_dmat2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, highp>\thighp_dmat2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, lowp>\t\tlowp_dmat2x2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, mediump>\tmediump_dmat2x2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, highp>\thighp_dmat2x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double2x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x3.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 3, double, defaultp>\t\tdmat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double2x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, double, lowp>\t\tlowp_dmat2x3;\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, double, mediump>\tmediump_dmat2x3;\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, double, highp>\thighp_dmat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double2x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x4.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 4, double, defaultp>\t\tdmat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double2x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, double, lowp>\t\tlowp_dmat2x4;\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, double, mediump>\tmediump_dmat2x4;\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, double, highp>\thighp_dmat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double3x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x2.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 2, double, defaultp>\t\tdmat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double3x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, double, lowp>\t\tlowp_dmat3x2;\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, double, mediump>\tmediump_dmat3x2;\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, double, highp>\thighp_dmat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double3x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x3.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, double, defaultp>\t\tdmat3x3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, double, defaultp>\t\tdmat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double3x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, lowp>\t\tlowp_dmat3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, mediump>\tmediump_dmat3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, highp>\thighp_dmat3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, lowp>\t\tlowp_dmat3x3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, mediump>\tmediump_dmat3x3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, highp>\thighp_dmat3x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double3x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x4.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 4, double, defaultp>\t\tdmat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double3x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, double, lowp>\t\tlowp_dmat3x4;\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, double, mediump>\tmediump_dmat3x4;\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, double, highp>\thighp_dmat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double4x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x2.hpp\n\n#pragma once\n#include \"../detail/type_mat4x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 2, double, defaultp>\t\tdmat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double4x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, double, lowp>\t\tlowp_dmat4x2;\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, double, mediump>\tmediump_dmat4x2;\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, double, highp>\thighp_dmat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double4x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x3.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 3, double, defaultp>\t\tdmat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double4x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, double, lowp>\t\tlowp_dmat4x3;\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, double, mediump>\tmediump_dmat4x3;\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, double, highp>\thighp_dmat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double4x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x4.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, double, defaultp>\t\tdmat4x4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, double, defaultp>\t\tdmat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_double4x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, lowp>\t\tlowp_dmat4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, mediump>\tmediump_dmat4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, highp>\thighp_dmat4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, lowp>\t\tlowp_dmat4x4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, mediump>\tmediump_dmat4x4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, highp>\thighp_dmat4x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float2x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x2.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, float, defaultp>\t\tmat2x2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, float, defaultp>\t\tmat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float2x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, lowp>\t\tlowp_mat2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, mediump>\tmediump_mat2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, highp>\t\thighp_mat2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, lowp>\t\tlowp_mat2x2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, mediump>\tmediump_mat2x2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, highp>\t\thighp_mat2x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float2x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x3.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 3, float, defaultp>\t\tmat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float2x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, float, lowp>\t\tlowp_mat2x3;\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, float, mediump>\tmediump_mat2x3;\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, float, highp>\t\thighp_mat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float2x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x4.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 4, float, defaultp>\t\tmat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float2x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, float, lowp>\t\tlowp_mat2x4;\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, float, mediump>\tmediump_mat2x4;\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, float, highp>\t\thighp_mat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float3x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x2.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 2, float, defaultp>\t\t\tmat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float3x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, float, lowp>\t\tlowp_mat3x2;\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, float, mediump>\tmediump_mat3x2;\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, float, highp>\t\thighp_mat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float3x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x3.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, float, defaultp>\t\t\tmat3x3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, float, defaultp>\t\t\tmat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float3x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, lowp>\t\tlowp_mat3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, mediump>\tmediump_mat3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, highp>\t\thighp_mat3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, lowp>\t\tlowp_mat3x3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, mediump>\tmediump_mat3x3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, highp>\t\thighp_mat3x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float3x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x4.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 4, float, defaultp>\t\t\tmat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float3x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, float, lowp>\t\tlowp_mat3x4;\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, float, mediump>\tmediump_mat3x4;\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, float, highp>\t\thighp_mat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float4x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x2.hpp\n\n#pragma once\n#include \"../detail/type_mat4x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 2, float, defaultp>\t\t\tmat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float4x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, float, lowp>\t\tlowp_mat4x2;\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, float, mediump>\tmediump_mat4x2;\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, float, highp>\t\thighp_mat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float4x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x3.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 3, float, defaultp>\t\t\tmat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float4x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, float, lowp>\t\tlowp_mat4x3;\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, float, mediump>\tmediump_mat4x3;\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, float, highp>\t\thighp_mat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float4x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x4.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @ingroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, float, defaultp>\t\t\tmat4x4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, float, defaultp>\t\t\tmat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_float4x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, lowp>\t\tlowp_mat4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, mediump>\tmediump_mat4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, highp>\t\thighp_mat4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, lowp>\t\tlowp_mat4x4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, mediump>\tmediump_mat4x4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, highp>\t\thighp_mat4x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int2x2.hpp",
    "content": "/// @ref ext_matrix_int2x2\n/// @file glm/ext/matrix_int2x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x2 GLM_EXT_matrix_int2x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x2\n\t/// @{\n\n\t/// Signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2\n\ttypedef mat<2, 2, int, defaultp>\timat2x2;\n\n\t/// Signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2\n\ttypedef mat<2, 2, int, defaultp>\timat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int2x2_sized.hpp",
    "content": "/// @ref ext_matrix_int2x2_sized\n/// @file glm/ext/matrix_int2x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x2_sized GLM_EXT_matrix_int2x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int8, defaultp>\t\t\t\ti8mat2x2;\n\n\t/// 16 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int16, defaultp>\t\t\t\ti16mat2x2;\n\n\t/// 32 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int32, defaultp>\t\t\t\ti32mat2x2;\n\n\t/// 64 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int64, defaultp>\t\t\t\ti64mat2x2;\n\n\n\t/// 8 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int8, defaultp>\t\t\t\ti8mat2;\n\n\t/// 16 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int16, defaultp>\t\t\t\ti16mat2;\n\n\t/// 32 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int32, defaultp>\t\t\t\ti32mat2;\n\n\t/// 64 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int64, defaultp>\t\t\t\ti64mat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int2x3.hpp",
    "content": "/// @ref ext_matrix_int2x3\n/// @file glm/ext/matrix_int2x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_int2x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x3\n\t/// @{\n\n\t/// Signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3\n\ttypedef mat<2, 3, int, defaultp>\timat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int2x3_sized.hpp",
    "content": "/// @ref ext_matrix_int2x3_sized\n/// @file glm/ext/matrix_int2x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x3_sized GLM_EXT_matrix_int2x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x3_sized\n\t/// @{\n\n\t/// 8 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int8, defaultp>\t\t\t\ti8mat2x3;\n\n\t/// 16 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int16, defaultp>\t\t\t\ti16mat2x3;\n\n\t/// 32 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int32, defaultp>\t\t\t\ti32mat2x3;\n\n\t/// 64 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int64, defaultp>\t\t\t\ti64mat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int2x4.hpp",
    "content": "/// @ref ext_matrix_int2x4\n/// @file glm/ext/matrix_int2x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x4 GLM_EXT_matrix_int2x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x4\n\t/// @{\n\n\t/// Signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4\n\ttypedef mat<2, 4, int, defaultp>\timat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int2x4_sized.hpp",
    "content": "/// @ref ext_matrix_int2x4_sized\n/// @file glm/ext/matrix_int2x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x4_sized GLM_EXT_matrix_int2x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x4_sized\n\t/// @{\n\n\t/// 8 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int8, defaultp>\t\t\t\ti8mat2x4;\n\n\t/// 16 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int16, defaultp>\t\t\t\ti16mat2x4;\n\n\t/// 32 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int32, defaultp>\t\t\t\ti32mat2x4;\n\n\t/// 64 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int64, defaultp>\t\t\t\ti64mat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int3x2.hpp",
    "content": "/// @ref ext_matrix_int3x2\n/// @file glm/ext/matrix_int3x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_int3x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x2\n\t/// @{\n\n\t/// Signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2\n\ttypedef mat<3, 2, int, defaultp>\timat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int3x2_sized.hpp",
    "content": "/// @ref ext_matrix_int3x2_sized\n/// @file glm/ext/matrix_int3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x2_sized GLM_EXT_matrix_int3x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int8, defaultp>\t\t\t\ti8mat3x2;\n\n\t/// 16 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int16, defaultp>\t\t\t\ti16mat3x2;\n\n\t/// 32 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int32, defaultp>\t\t\t\ti32mat3x2;\n\n\t/// 64 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int64, defaultp>\t\t\t\ti64mat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int3x3.hpp",
    "content": "/// @ref ext_matrix_int3x3\n/// @file glm/ext/matrix_int3x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x3 GLM_EXT_matrix_int3x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x3\n\t/// @{\n\n\t/// Signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3\n\ttypedef mat<3, 3, int, defaultp>\timat3x3;\n\n\t/// Signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3\n\ttypedef mat<3, 3, int, defaultp>\timat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int3x3_sized.hpp",
    "content": "/// @ref ext_matrix_int3x3_sized\n/// @file glm/ext/matrix_int3x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x3_sized GLM_EXT_matrix_int3x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x3_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int8, defaultp>\t\t\t\ti8mat3x3;\n\n\t/// 16 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int16, defaultp>\t\t\t\ti16mat3x3;\n\n\t/// 32 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int32, defaultp>\t\t\t\ti32mat3x3;\n\n\t/// 64 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int64, defaultp>\t\t\t\ti64mat3x3;\n\n\n\t/// 8 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int8, defaultp>\t\t\t\ti8mat3;\n\n\t/// 16 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int16, defaultp>\t\t\t\ti16mat3;\n\n\t/// 32 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int32, defaultp>\t\t\t\ti32mat3;\n\n\t/// 64 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int64, defaultp>\t\t\t\ti64mat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int3x4.hpp",
    "content": "/// @ref ext_matrix_int3x4\n/// @file glm/ext/matrix_int3x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x4 GLM_EXT_matrix_int3x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x4\n\t/// @{\n\n\t/// Signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4\n\ttypedef mat<3, 4, int, defaultp>\timat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int3x4_sized.hpp",
    "content": "/// @ref ext_matrix_int3x4_sized\n/// @file glm/ext/matrix_int3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x4_sized GLM_EXT_matrix_int3x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x4_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int8, defaultp>\t\t\t\ti8mat3x4;\n\n\t/// 16 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int16, defaultp>\t\t\t\ti16mat3x4;\n\n\t/// 32 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int32, defaultp>\t\t\t\ti32mat3x4;\n\n\t/// 64 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int64, defaultp>\t\t\t\ti64mat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int4x2.hpp",
    "content": "/// @ref ext_matrix_int4x2\n/// @file glm/ext/matrix_int4x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x2 GLM_EXT_matrix_int4x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x2\n\t/// @{\n\n\t/// Signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2\n\ttypedef mat<4, 2, int, defaultp>\timat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int4x2_sized.hpp",
    "content": "/// @ref ext_matrix_int4x2_sized\n/// @file glm/ext/matrix_int4x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x2_sized GLM_EXT_matrix_int4x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int8, defaultp>\t\t\t\ti8mat4x2;\n\n\t/// 16 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int16, defaultp>\t\t\t\ti16mat4x2;\n\n\t/// 32 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int32, defaultp>\t\t\t\ti32mat4x2;\n\n\t/// 64 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int64, defaultp>\t\t\t\ti64mat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int4x3.hpp",
    "content": "/// @ref ext_matrix_int4x3\n/// @file glm/ext/matrix_int4x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x3 GLM_EXT_matrix_int4x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x3\n\t/// @{\n\n\t/// Signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3\n\ttypedef mat<4, 3, int, defaultp>\timat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int4x3_sized.hpp",
    "content": "/// @ref ext_matrix_int4x3_sized\n/// @file glm/ext/matrix_int4x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x3_sized GLM_EXT_matrix_int4x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x3_sized\n\t/// @{\n\n\t/// 8 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int8, defaultp>\t\t\t\ti8mat4x3;\n\n\t/// 16 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int16, defaultp>\t\t\t\ti16mat4x3;\n\n\t/// 32 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int32, defaultp>\t\t\t\ti32mat4x3;\n\n\t/// 64 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int64, defaultp>\t\t\t\ti64mat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int4x4.hpp",
    "content": "/// @ref ext_matrix_int4x4\n/// @file glm/ext/matrix_int4x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x4 GLM_EXT_matrix_int4x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x4\n\t/// @{\n\n\t/// Signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4\n\ttypedef mat<4, 4, int, defaultp>\timat4x4;\n\n\t/// Signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4\n\ttypedef mat<4, 4, int, defaultp>\timat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_int4x4_sized.hpp",
    "content": "/// @ref ext_matrix_int4x4_sized\n/// @file glm/ext/matrix_int4x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x4_sized GLM_EXT_matrix_int4x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x4_sized\n\t/// @{\n\n\t/// 8 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int8, defaultp>\t\t\t\ti8mat4x4;\n\n\t/// 16 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int16, defaultp>\t\t\t\ti16mat4x4;\n\n\t/// 32 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int32, defaultp>\t\t\t\ti32mat4x4;\n\n\t/// 64 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int64, defaultp>\t\t\t\ti64mat4x4;\n\n\n\t/// 8 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int8, defaultp>\t\t\t\ti8mat4;\n\n\t/// 16 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int16, defaultp>\t\t\t\ti16mat4;\n\n\t/// 32 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int32, defaultp>\t\t\t\ti32mat4;\n\n\t/// 64 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int64, defaultp>\t\t\t\ti64mat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_projection.hpp",
    "content": "/// @ref ext_matrix_projection\n/// @file glm/ext/matrix_projection.hpp\n///\n/// @defgroup ext_matrix_projection GLM_EXT_matrix_projection\n/// @ingroup ext\n///\n/// Functions that generate common projection transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n///\n/// Include <glm/ext/matrix_projection.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_transform\n/// @see ext_matrix_clip_space\n\n#pragma once\n\n// Dependencies\n#include \"../gtc/constants.hpp\"\n#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../matrix.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_projection extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_projection\n\t/// @{\n\n\t/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param obj Specify the object coordinates.\n\t/// @param model Specifies the current modelview matrix\n\t/// @param proj Specifies the current projection matrix\n\t/// @param viewport Specifies the current viewport\n\t/// @return Return the computed window coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml\">gluProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> projectZO(\n\t\tvec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param obj Specify the object coordinates.\n\t/// @param model Specifies the current modelview matrix\n\t/// @param proj Specifies the current projection matrix\n\t/// @param viewport Specifies the current viewport\n\t/// @return Return the computed window coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml\">gluProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> projectNO(\n\t\tvec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition.\n\t/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param obj Specify the object coordinates.\n\t/// @param model Specifies the current modelview matrix\n\t/// @param proj Specifies the current projection matrix\n\t/// @param viewport Specifies the current viewport\n\t/// @return Return the computed window coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml\">gluProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> project(\n\t\tvec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param win Specify the window coordinates to be mapped.\n\t/// @param model Specifies the modelview matrix\n\t/// @param proj Specifies the projection matrix\n\t/// @param viewport Specifies the viewport\n\t/// @return Returns the computed object coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml\">gluUnProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unProjectZO(\n\t\tvec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param win Specify the window coordinates to be mapped.\n\t/// @param model Specifies the modelview matrix\n\t/// @param proj Specifies the projection matrix\n\t/// @param viewport Specifies the viewport\n\t/// @return Returns the computed object coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml\">gluUnProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unProjectNO(\n\t\tvec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition.\n\t/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param win Specify the window coordinates to be mapped.\n\t/// @param model Specifies the modelview matrix\n\t/// @param proj Specifies the projection matrix\n\t/// @param viewport Specifies the viewport\n\t/// @return Returns the computed object coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml\">gluUnProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unProject(\n\t\tvec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Define a picking region\n\t///\n\t/// @param center Specify the center of a picking region in window coordinates.\n\t/// @param delta Specify the width and height, respectively, of the picking region in window coordinates.\n\t/// @param viewport Rendering viewport\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml\">gluPickMatrix man page</a>\n\ttemplate<typename T, qualifier Q, typename U>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(\n\t\tvec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_projection.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_projection.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));\n\t\ttmp = model * tmp;\n\t\ttmp = proj * tmp;\n\n\t\ttmp /= tmp.w;\n\t\ttmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);\n\t\ttmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);\n\n\t\ttmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);\n\t\ttmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);\n\n\t\treturn vec<3, T, Q>(tmp);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));\n\t\ttmp = model * tmp;\n\t\ttmp = proj * tmp;\n\n\t\ttmp /= tmp.w;\n\t\ttmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);\n\t\ttmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);\n\t\ttmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);\n\n\t\treturn vec<3, T, Q>(tmp);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn projectZO(obj, model, proj, viewport);\n#\t\telse\n\t\t\treturn projectNO(obj, model, proj, viewport);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tmat<4, 4, T, Q> Inverse = inverse(proj * model);\n\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));\n\t\ttmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);\n\t\ttmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);\n\t\ttmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);\n\t\ttmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);\n\n\t\tvec<4, T, Q> obj = Inverse * tmp;\n\t\tobj /= obj.w;\n\n\t\treturn vec<3, T, Q>(obj);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tmat<4, 4, T, Q> Inverse = inverse(proj * model);\n\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));\n\t\ttmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);\n\t\ttmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);\n\t\ttmp = tmp * static_cast<T>(2) - static_cast<T>(1);\n\n\t\tvec<4, T, Q> obj = Inverse * tmp;\n\t\tobj /= obj.w;\n\n\t\treturn vec<3, T, Q>(obj);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn unProjectZO(win, model, proj, viewport);\n#\t\telse\n\t\t\treturn unProjectNO(win, model, proj, viewport);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q, typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport)\n\t{\n\t\tassert(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0));\n\t\tmat<4, 4, T, Q> Result(static_cast<T>(1));\n\n\t\tif(!(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0)))\n\t\t\treturn Result; // Error\n\n\t\tvec<3, T, Q> Temp(\n\t\t\t(static_cast<T>(viewport[2]) - static_cast<T>(2) * (center.x - static_cast<T>(viewport[0]))) / delta.x,\n\t\t\t(static_cast<T>(viewport[3]) - static_cast<T>(2) * (center.y - static_cast<T>(viewport[1]))) / delta.y,\n\t\t\tstatic_cast<T>(0));\n\n\t\t// Translate and scale the picked region to the entire window\n\t\tResult = translate(Result, Temp);\n\t\treturn scale(Result, vec<3, T, Q>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_relational.hpp",
    "content": "/// @ref ext_matrix_relational\n/// @file glm/ext/matrix_relational.hpp\n///\n/// @defgroup ext_matrix_relational GLM_EXT_matrix_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for matrix types that take a user defined epsilon values.\n///\n/// Include <glm/ext/matrix_relational.hpp> to use the features of this extension.\n///\n/// @see ext_vector_relational\n/// @see ext_scalar_relational\n/// @see ext_quaternion_relational\n\n#pragma once\n\n// Dependencies\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_relational\n\t/// @{\n\n\t/// Perform a component-wise equal-to comparison of two matrices.\n\t/// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);\n\n\t/// Perform a component-wise not-equal-to comparison of two matrices.\n\t/// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_relational.inl",
    "content": "/// @ref ext_vector_relational\n/// @file glm/ext/vector_relational.inl\n\n// Dependency:\n#include \"../ext/vector_relational.hpp\"\n#include \"../common.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b)\n\t{\n\t\treturn equal(a, b, static_cast<T>(0));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, T Epsilon)\n\t{\n\t\treturn equal(a, b, vec<C, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, T, Q> const& Epsilon)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = all(equal(a[i], b[i], Epsilon[i]));\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)\n\t{\n\t\treturn notEqual(x, y, static_cast<T>(0));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T Epsilon)\n\t{\n\t\treturn notEqual(x, y, vec<C, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, T, Q> const& Epsilon)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = any(notEqual(a[i], b[i], Epsilon[i]));\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, int MaxULPs)\n\t{\n\t\treturn equal(a, b, vec<C, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, int, Q> const& MaxULPs)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = all(equal(a[i], b[i], MaxULPs[i]));\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int MaxULPs)\n\t{\n\t\treturn notEqual(x, y, vec<C, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, int, Q> const& MaxULPs)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = any(notEqual(a[i], b[i], MaxULPs[i]));\n\t\treturn Result;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_transform.hpp",
    "content": "/// @ref ext_matrix_transform\n/// @file glm/ext/matrix_transform.hpp\n///\n/// @defgroup ext_matrix_transform GLM_EXT_matrix_transform\n/// @ingroup ext\n///\n/// Defines functions that generate common transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n///\n/// Include <glm/ext/matrix_transform.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_projection\n/// @see ext_matrix_clip_space\n\n#pragma once\n\n// Dependencies\n#include \"../gtc/constants.hpp\"\n#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../matrix.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_transform extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_transform\n\t/// @{\n\n\t/// Builds an identity matrix.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType identity();\n\n\t/// Builds a translation 4 * 4 matrix created from a vector of 3 components.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param v Coordinates of a translation vector.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @code\n\t/// #include <glm/glm.hpp>\n\t/// #include <glm/gtc/matrix_transform.hpp>\n\t/// ...\n\t/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));\n\t/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f\n\t/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f\n\t/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f\n\t/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f\n\t/// @endcode\n\t///\n\t/// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z)\n\t/// @see - translate(vec<3, T, Q> const& v)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml\">glTranslate man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> translate(\n\t\tmat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);\n\n\t/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.\n\t///\n\t/// @param m Input matrix multiplied by this rotation matrix.\n\t/// @param angle Rotation angle expressed in radians.\n\t/// @param axis Rotation axis, recommended to be normalized.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)\n\t/// @see - rotate(T angle, vec<3, T, Q> const& v)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml\">glRotate man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rotate(\n\t\tmat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);\n\n\t/// Builds a scale 4 * 4 matrix created from 3 scalars.\n\t///\n\t/// @param m Input matrix multiplied by this scale matrix.\n\t/// @param v Ratio of scaling for each axis.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z)\n\t/// @see - scale(vec<3, T, Q> const& v)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml\">glScale man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scale(\n\t\tmat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);\n\n\t/// Build a right handed look at view matrix.\n\t///\n\t/// @param eye Position of the camera\n\t/// @param center Position where the camera is looking at\n\t/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(\n\t\tvec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);\n\n\t/// Build a left handed look at view matrix.\n\t///\n\t/// @param eye Position of the camera\n\t/// @param center Position where the camera is looking at\n\t/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(\n\t\tvec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);\n\n\t/// Build a look at view matrix based on the default handedness.\n\t///\n\t/// @param eye Position of the camera\n\t/// @param center Position where the camera is looking at\n\t/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml\">gluLookAt man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> lookAt(\n\t\tvec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_transform.inl",
    "content": "namespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType identity()\n\t{\n\t\treturn detail::init_gentype<genType, detail::genTypeTrait<genType>::GENTYPE>::identity();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)\n\t{\n\t\tmat<4, 4, T, Q> Result(m);\n\t\tResult[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\n\t\tvec<3, T, Q> axis(normalize(v));\n\t\tvec<3, T, Q> temp((T(1) - c) * axis);\n\n\t\tmat<4, 4, T, Q> Rotate;\n\t\tRotate[0][0] = c + temp[0] * axis[0];\n\t\tRotate[0][1] = temp[0] * axis[1] + s * axis[2];\n\t\tRotate[0][2] = temp[0] * axis[2] - s * axis[1];\n\n\t\tRotate[1][0] = temp[1] * axis[0] - s * axis[2];\n\t\tRotate[1][1] = c + temp[1] * axis[1];\n\t\tRotate[1][2] = temp[1] * axis[2] + s * axis[0];\n\n\t\tRotate[2][0] = temp[2] * axis[0] + s * axis[1];\n\t\tRotate[2][1] = temp[2] * axis[1] - s * axis[0];\n\t\tRotate[2][2] = c + temp[2] * axis[2];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];\n\t\tResult[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];\n\t\tResult[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];\n\t\tResult[3] = m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\t\tmat<4, 4, T, Q> Result;\n\n\t\tvec<3, T, Q> axis = normalize(v);\n\n\t\tResult[0][0] = c + (static_cast<T>(1) - c)      * axis.x     * axis.x;\n\t\tResult[0][1] = (static_cast<T>(1) - c) * axis.x * axis.y + s * axis.z;\n\t\tResult[0][2] = (static_cast<T>(1) - c) * axis.x * axis.z - s * axis.y;\n\t\tResult[0][3] = static_cast<T>(0);\n\n\t\tResult[1][0] = (static_cast<T>(1) - c) * axis.y * axis.x - s * axis.z;\n\t\tResult[1][1] = c + (static_cast<T>(1) - c) * axis.y * axis.y;\n\t\tResult[1][2] = (static_cast<T>(1) - c) * axis.y * axis.z + s * axis.x;\n\t\tResult[1][3] = static_cast<T>(0);\n\n\t\tResult[2][0] = (static_cast<T>(1) - c) * axis.z * axis.x + s * axis.y;\n\t\tResult[2][1] = (static_cast<T>(1) - c) * axis.z * axis.y - s * axis.x;\n\t\tResult[2][2] = c + (static_cast<T>(1) - c) * axis.z * axis.z;\n\t\tResult[2][3] = static_cast<T>(0);\n\n\t\tResult[3] = vec<4, T, Q>(0, 0, 0, 1);\n\t\treturn m * Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)\n\t{\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = m[0] * v[0];\n\t\tResult[1] = m[1] * v[1];\n\t\tResult[2] = m[2] * v[2];\n\t\tResult[3] = m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)\n\t{\n\t\tmat<4, 4, T, Q> Result(T(1));\n\t\tResult[0][0] = v.x;\n\t\tResult[1][1] = v.y;\n\t\tResult[2][2] = v.z;\n\t\treturn m * Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)\n\t{\n\t\tvec<3, T, Q> const f(normalize(center - eye));\n\t\tvec<3, T, Q> const s(normalize(cross(f, up)));\n\t\tvec<3, T, Q> const u(cross(s, f));\n\n\t\tmat<4, 4, T, Q> Result(1);\n\t\tResult[0][0] = s.x;\n\t\tResult[1][0] = s.y;\n\t\tResult[2][0] = s.z;\n\t\tResult[0][1] = u.x;\n\t\tResult[1][1] = u.y;\n\t\tResult[2][1] = u.z;\n\t\tResult[0][2] =-f.x;\n\t\tResult[1][2] =-f.y;\n\t\tResult[2][2] =-f.z;\n\t\tResult[3][0] =-dot(s, eye);\n\t\tResult[3][1] =-dot(u, eye);\n\t\tResult[3][2] = dot(f, eye);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)\n\t{\n\t\tvec<3, T, Q> const f(normalize(center - eye));\n\t\tvec<3, T, Q> const s(normalize(cross(up, f)));\n\t\tvec<3, T, Q> const u(cross(f, s));\n\n\t\tmat<4, 4, T, Q> Result(1);\n\t\tResult[0][0] = s.x;\n\t\tResult[1][0] = s.y;\n\t\tResult[2][0] = s.z;\n\t\tResult[0][1] = u.x;\n\t\tResult[1][1] = u.y;\n\t\tResult[2][1] = u.z;\n\t\tResult[0][2] = f.x;\n\t\tResult[1][2] = f.y;\n\t\tResult[2][2] = f.z;\n\t\tResult[3][0] = -dot(s, eye);\n\t\tResult[3][1] = -dot(u, eye);\n\t\tResult[3][2] = -dot(f, eye);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)\n\t{\n\t\tGLM_IF_CONSTEXPR(GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT)\n\t\t\treturn lookAtLH(eye, center, up);\n\t\telse\n\t\t\treturn lookAtRH(eye, center, up);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint2x2.hpp",
    "content": "/// @ref ext_matrix_uint2x2\n/// @file glm/ext/matrix_uint2x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x2 GLM_EXT_matrix_uint2x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x2\n\t/// @{\n\n\t/// Unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2\n\ttypedef mat<2, 2, uint, defaultp>\tumat2x2;\n\n\t/// Unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2\n\ttypedef mat<2, 2, uint, defaultp>\tumat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint2x2_sized.hpp",
    "content": "/// @ref ext_matrix_uint2x2_sized\n/// @file glm/ext/matrix_uint2x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x2_sized GLM_EXT_matrix_uint2x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x2_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint8, defaultp>\t\t\t\tu8mat2x2;\n\n\t/// 16 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint16, defaultp>\t\t\t\tu16mat2x2;\n\n\t/// 32 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint32, defaultp>\t\t\t\tu32mat2x2;\n\n\t/// 64 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint64, defaultp>\t\t\t\tu64mat2x2;\n\n\n\t/// 8 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint8, defaultp>\t\t\t\tu8mat2;\n\n\t/// 16 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint16, defaultp>\t\t\t\tu16mat2;\n\n\t/// 32 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint32, defaultp>\t\t\t\tu32mat2;\n\n\t/// 64 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint64, defaultp>\t\t\t\tu64mat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint2x3.hpp",
    "content": "/// @ref ext_matrix_uint2x3\n/// @file glm/ext/matrix_uint2x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_uint2x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x3\n\t/// @{\n\n\t/// Unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3\n\ttypedef mat<2, 3, uint, defaultp>\tumat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint2x3_sized.hpp",
    "content": "/// @ref ext_matrix_uint2x3_sized\n/// @file glm/ext/matrix_uint2x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x3_sized GLM_EXT_matrix_uint2x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint8, defaultp>\t\t\t\tu8mat2x3;\n\n\t/// 16 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint16, defaultp>\t\t\t\tu16mat2x3;\n\n\t/// 32 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint32, defaultp>\t\t\t\tu32mat2x3;\n\n\t/// 64 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint64, defaultp>\t\t\t\tu64mat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint2x4.hpp",
    "content": "/// @ref ext_matrix_uint2x4\n/// @file glm/ext/matrix_uint2x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x4 GLM_EXT_matrix_int2x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x4\n\t/// @{\n\n\t/// Unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4\n\ttypedef mat<2, 4, uint, defaultp>\tumat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint2x4_sized.hpp",
    "content": "/// @ref ext_matrix_uint2x4_sized\n/// @file glm/ext/matrixu_uint2x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x4_sized GLM_EXT_matrix_uint2x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint8, defaultp>\t\t\t\tu8mat2x4;\n\n\t/// 16 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint16, defaultp>\t\t\t\tu16mat2x4;\n\n\t/// 32 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint32, defaultp>\t\t\t\tu32mat2x4;\n\n\t/// 64 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint64, defaultp>\t\t\t\tu64mat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint3x2.hpp",
    "content": "/// @ref ext_matrix_uint3x2\n/// @file glm/ext/matrix_uint3x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_uint3x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x2\n\t/// @{\n\n\t/// Unsigned integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2\n\ttypedef mat<3, 2, uint, defaultp>\tumat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint3x2_sized.hpp",
    "content": "/// @ref ext_matrix_uint3x2_sized\n/// @file glm/ext/matrix_uint3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x2_sized GLM_EXT_matrix_uint3x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint8, defaultp>\t\t\t\tu8mat3x2;\n\n\t/// 16 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint16, defaultp>\t\t\t\tu16mat3x2;\n\n\t/// 32 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint32, defaultp>\t\t\t\tu32mat3x2;\n\n\t/// 64 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint64, defaultp>\t\t\t\tu64mat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint3x3.hpp",
    "content": "/// @ref ext_matrix_uint3x3\n/// @file glm/ext/matrix_uint3x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x3 GLM_EXT_matrix_uint3x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x3\n\t/// @{\n\n\t/// Unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3\n\ttypedef mat<3, 3, uint, defaultp>\tumat3x3;\n\n\t/// Unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3\n\ttypedef mat<3, 3, uint, defaultp>\tumat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint3x3_sized.hpp",
    "content": "/// @ref ext_matrix_uint3x3_sized\n/// @file glm/ext/matrix_uint3x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x3_sized GLM_EXT_matrix_uint3x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint8, defaultp>\t\t\t\tu8mat3x3;\n\n\t/// 16 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint16, defaultp>\t\t\t\tu16mat3x3;\n\n\t/// 32 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint32, defaultp>\t\t\t\tu32mat3x3;\n\n\t/// 64 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint64, defaultp>\t\t\t\tu64mat3x3;\n\n\n\t/// 8 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint8, defaultp>\t\t\t\tu8mat3;\n\n\t/// 16 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint16, defaultp>\t\t\t\tu16mat3;\n\n\t/// 32 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint32, defaultp>\t\t\t\tu32mat3;\n\n\t/// 64 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint64, defaultp>\t\t\t\tu64mat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint3x4.hpp",
    "content": "/// @ref ext_matrix_uint3x4\n/// @file glm/ext/matrix_uint3x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x4 GLM_EXT_matrix_uint3x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x4\n\t/// @{\n\n\t/// Signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4\n\ttypedef mat<3, 4, uint, defaultp>\tumat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint3x4_sized.hpp",
    "content": "/// @ref ext_matrix_uint3x4_sized\n/// @file glm/ext/matrix_uint3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x4_sized GLM_EXT_matrix_uint3x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint8, defaultp>\t\t\t\tu8mat3x4;\n\n\t/// 16 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint16, defaultp>\t\t\t\tu16mat3x4;\n\n\t/// 32 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint32, defaultp>\t\t\t\tu32mat3x4;\n\n\t/// 64 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint64, defaultp>\t\t\t\tu64mat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint4x2.hpp",
    "content": "/// @ref ext_matrix_uint4x2\n/// @file glm/ext/matrix_uint4x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x2 GLM_EXT_matrix_uint4x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x2\n\t/// @{\n\n\t/// Unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2\n\ttypedef mat<4, 2, uint, defaultp>\tumat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint4x2_sized.hpp",
    "content": "/// @ref ext_matrix_uint4x2_sized\n/// @file glm/ext/matrix_uint4x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x2_sized GLM_EXT_matrix_uint4x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x2_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint8, defaultp>\t\t\t\tu8mat4x2;\n\n\t/// 16 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint16, defaultp>\t\t\t\tu16mat4x2;\n\n\t/// 32 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint32, defaultp>\t\t\t\tu32mat4x2;\n\n\t/// 64 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint64, defaultp>\t\t\t\tu64mat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint4x3.hpp",
    "content": "/// @ref ext_matrix_uint4x3\n/// @file glm/ext/matrix_uint4x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x3 GLM_EXT_matrix_uint4x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x3\n\t/// @{\n\n\t/// Unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3\n\ttypedef mat<4, 3, uint, defaultp>\tumat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint4x3_sized.hpp",
    "content": "/// @ref ext_matrix_uint4x3_sized\n/// @file glm/ext/matrix_uint4x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x3_sized GLM_EXT_matrix_uint4x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint8, defaultp>\t\t\t\tu8mat4x3;\n\n\t/// 16 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint16, defaultp>\t\t\t\tu16mat4x3;\n\n\t/// 32 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint32, defaultp>\t\t\t\tu32mat4x3;\n\n\t/// 64 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint64, defaultp>\t\t\t\tu64mat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint4x4.hpp",
    "content": "/// @ref ext_matrix_uint4x4\n/// @file glm/ext/matrix_uint4x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x4 GLM_EXT_matrix_uint4x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x4\n\t/// @{\n\n\t/// Unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4\n\ttypedef mat<4, 4, uint, defaultp>\tumat4x4;\n\n\t/// Unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4\n\ttypedef mat<4, 4, uint, defaultp>\tumat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/matrix_uint4x4_sized.hpp",
    "content": "/// @ref ext_matrix_uint4x4_sized\n/// @file glm/ext/matrix_uint4x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x4_sized GLM_EXT_matrix_uint4x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint8, defaultp>\t\t\t\tu8mat4x4;\n\n\t/// 16 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint16, defaultp>\t\t\t\tu16mat4x4;\n\n\t/// 32 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint32, defaultp>\t\t\t\tu32mat4x4;\n\n\t/// 64 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint64, defaultp>\t\t\t\tu64mat4x4;\n\n\n\t/// 8 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint8, defaultp>\t\t\t\tu8mat4;\n\n\t/// 16 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint16, defaultp>\t\t\t\tu16mat4;\n\n\t/// 32 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint32, defaultp>\t\t\t\tu32mat4;\n\n\t/// 64 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint64, defaultp>\t\t\t\tu64mat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_common.hpp",
    "content": "/// @ref ext_quaternion_common\n/// @file glm/ext/quaternion_common.hpp\n///\n/// @defgroup ext_quaternion_common GLM_EXT_quaternion_common\n/// @ingroup ext\n///\n/// Provides common functions for quaternion types\n///\n/// Include <glm/ext/quaternion_common.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_common\n/// @see ext_vector_common\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_trigonometric\n/// @see ext_quaternion_transform\n\n#pragma once\n\n// Dependency:\n#include \"../ext/scalar_constants.hpp\"\n#include \"../ext/quaternion_geometric.hpp\"\n#include \"../common.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../exponential.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_common extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_common\n\t/// @{\n\n\t/// Spherical linear interpolation of two quaternions.\n\t/// The interpolation is oriented and the rotation is performed at constant speed.\n\t/// For short path spherical linear interpolation, use the slerp function.\n\t///\n\t/// @param x A quaternion\n\t/// @param y A quaternion\n\t/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - slerp(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> mix(qua<T, Q> const& x, qua<T, Q> const& y, T a);\n\n\t/// Linear interpolation of two quaternions.\n\t/// The interpolation is oriented.\n\t///\n\t/// @param x A quaternion\n\t/// @param y A quaternion\n\t/// @param a Interpolation factor. The interpolation is defined in the range [0, 1].\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> lerp(qua<T, Q> const& x, qua<T, Q> const& y, T a);\n\n\t/// Spherical linear interpolation of two quaternions.\n\t/// The interpolation always take the short path and the rotation is performed at constant speed.\n\t///\n\t/// @param x A quaternion\n\t/// @param y A quaternion\n\t/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a);\n\n    /// Spherical linear interpolation of two quaternions with multiple spins over rotation axis.\n    /// The interpolation always take the short path when the spin count is positive and long path\n    /// when count is negative. Rotation is performed at constant speed.\n    ///\n    /// @param x A quaternion\n    /// @param y A quaternion\n    /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n    /// @param k Additional spin count. If Value is negative interpolation will be on \"long\" path.\n    ///\n    /// @tparam T A floating-point scalar type\n    /// @tparam S An integer scalar type\n    /// @tparam Q A value from qualifier enum\n    template<typename T, typename S, qualifier Q>\n    GLM_FUNC_DECL qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a, S k);\n\n\t/// Returns the q conjugate.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> conjugate(qua<T, Q> const& q);\n\n\t/// Returns the q inverse.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> inverse(qua<T, Q> const& q);\n\n\t/// Returns true if x holds a NaN (not a number)\n\t/// representation in the underlying implementation's set of\n\t/// floating point representations. Returns false otherwise,\n\t/// including for implementations with no NaN\n\t/// representations.\n\t///\n\t/// /!\\ When using compiler fast math, this function may fail.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> isnan(qua<T, Q> const& x);\n\n\t/// Returns true if x holds a positive infinity or negative\n\t/// infinity representation in the underlying implementation's\n\t/// set of floating point representations. Returns false\n\t/// otherwise, including for implementations with no infinity\n\t/// representations.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> isinf(qua<T, Q> const& x);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_common.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> mix(qua<T, Q> const& x, qua<T, Q> const& y, T a)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'mix' only accept floating-point inputs\");\n\n\t\tT const cosTheta = dot(x, y);\n\n\t\t// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator\n\t\tif(cosTheta > static_cast<T>(1) - epsilon<T>())\n\t\t{\n\t\t\t// Linear interpolation\n\t\t\treturn qua<T, Q>(\n\t\t\t\tmix(x.w, y.w, a),\n\t\t\t\tmix(x.x, y.x, a),\n\t\t\t\tmix(x.y, y.y, a),\n\t\t\t\tmix(x.z, y.z, a));\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Essential Mathematics, page 467\n\t\t\tT angle = acos(cosTheta);\n\t\t\treturn (sin((static_cast<T>(1) - a) * angle) * x + sin(a * angle) * y) / sin(angle);\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> lerp(qua<T, Q> const& x, qua<T, Q> const& y, T a)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'lerp' only accept floating-point inputs\");\n\n\t\t// Lerp is only defined in [0, 1]\n\t\tassert(a >= static_cast<T>(0));\n\t\tassert(a <= static_cast<T>(1));\n\n\t\treturn x * (static_cast<T>(1) - a) + (y * a);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'slerp' only accept floating-point inputs\");\n\n\t\tqua<T, Q> z = y;\n\n\t\tT cosTheta = dot(x, y);\n\n\t\t// If cosTheta < 0, the interpolation will take the long way around the sphere.\n\t\t// To fix this, one quat must be negated.\n\t\tif(cosTheta < static_cast<T>(0))\n\t\t{\n\t\t\tz = -y;\n\t\t\tcosTheta = -cosTheta;\n\t\t}\n\n\t\t// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator\n\t\tif(cosTheta > static_cast<T>(1) - epsilon<T>())\n\t\t{\n\t\t\t// Linear interpolation\n\t\t\treturn qua<T, Q>(\n\t\t\t\tmix(x.w, z.w, a),\n\t\t\t\tmix(x.x, z.x, a),\n\t\t\t\tmix(x.y, z.y, a),\n\t\t\t\tmix(x.z, z.z, a));\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Essential Mathematics, page 467\n\t\t\tT angle = acos(cosTheta);\n\t\t\treturn (sin((static_cast<T>(1) - a) * angle) * x + sin(a * angle) * z) / sin(angle);\n\t\t}\n\t}\n\n    template<typename T, typename S, qualifier Q>\n    GLM_FUNC_QUALIFIER qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a, S k)\n    {\n        GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'slerp' only accept floating-point inputs\");\n        GLM_STATIC_ASSERT(std::numeric_limits<S>::is_integer, \"'slerp' only accept integer for spin count\");\n\n        qua<T, Q> z = y;\n\n        T cosTheta = dot(x, y);\n\n        // If cosTheta < 0, the interpolation will take the long way around the sphere.\n        // To fix this, one quat must be negated.\n        if (cosTheta < static_cast<T>(0))\n        {\n            z = -y;\n            cosTheta = -cosTheta;\n        }\n\n        // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator\n        if (cosTheta > static_cast<T>(1) - epsilon<T>())\n        {\n            // Linear interpolation\n            return qua<T, Q>(\n                mix(x.w, z.w, a),\n                mix(x.x, z.x, a),\n                mix(x.y, z.y, a),\n                mix(x.z, z.z, a));\n        }\n        else\n        {\n            // Graphics Gems III, page 96\n            T angle = acos(cosTheta);\n            T phi = angle + k * glm::pi<T>();\n            return (sin(angle - a * phi)* x + sin(a * phi) * z) / sin(angle);\n        }\n    }\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> conjugate(qua<T, Q> const& q)\n\t{\n\t\treturn qua<T, Q>(q.w, -q.x, -q.y, -q.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> inverse(qua<T, Q> const& q)\n\t{\n\t\treturn conjugate(q) / dot(q, q);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isnan(qua<T, Q> const& q)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isnan' only accept floating-point inputs\");\n\n\t\treturn vec<4, bool, Q>(isnan(q.x), isnan(q.y), isnan(q.z), isnan(q.w));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isinf(qua<T, Q> const& q)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isinf' only accept floating-point inputs\");\n\n\t\treturn vec<4, bool, Q>(isinf(q.x), isinf(q.y), isinf(q.z), isinf(q.w));\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"quaternion_common_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_common_simd.inl",
    "content": "#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_dot<qua<float, Q>, float, true>\n\t{\n\t\tstatic GLM_FUNC_QUALIFIER float call(qua<float, Q> const& x, qua<float, Q> const& y)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_double.hpp",
    "content": "/// @ref ext_quaternion_double\n/// @file glm/ext/quaternion_double.hpp\n///\n/// @defgroup ext_quaternion_double GLM_EXT_quaternion_double\n/// @ingroup ext\n///\n/// Exposes double-precision floating point quaternion type.\n///\n/// Include <glm/ext/quaternion_double.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double_precision\n/// @see ext_quaternion_common\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_transform\n/// @see ext_quaternion_trigonometric\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_double extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_double\n\t/// @{\n\n\t/// Quaternion of double-precision floating-point numbers.\n\ttypedef qua<double, defaultp>\t\tdquat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_double_precision.hpp",
    "content": "/// @ref ext_quaternion_double_precision\n/// @file glm/ext/quaternion_double_precision.hpp\n///\n/// @defgroup ext_quaternion_double_precision GLM_EXT_quaternion_double_precision\n/// @ingroup ext\n///\n/// Exposes double-precision floating point quaternion type with various precision in term of ULPs.\n///\n/// Include <glm/ext/quaternion_double_precision.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_double_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_double_precision\n\t/// @{\n\n\t/// Quaternion of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see ext_quaternion_double_precision\n\ttypedef qua<double, lowp>\t\tlowp_dquat;\n\n\t/// Quaternion of medium double-qualifier floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see ext_quaternion_double_precision\n\ttypedef qua<double, mediump>\tmediump_dquat;\n\n\t/// Quaternion of high double-qualifier floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see ext_quaternion_double_precision\n\ttypedef qua<double, highp>\t\thighp_dquat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_exponential.hpp",
    "content": "/// @ref ext_quaternion_exponential\n/// @file glm/ext/quaternion_exponential.hpp\n///\n/// @defgroup ext_quaternion_exponential GLM_EXT_quaternion_exponential\n/// @ingroup ext\n///\n/// Provides exponential functions for quaternion types\n///\n/// Include <glm/ext/quaternion_exponential.hpp> to use the features of this extension.\n///\n/// @see core_exponential\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../geometric.hpp\"\n#include \"../ext/scalar_constants.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_exponential extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_transform\n\t/// @{\n\n\t/// Returns a exponential of a quaternion.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> exp(qua<T, Q> const& q);\n\n\t/// Returns a logarithm of a quaternion\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> log(qua<T, Q> const& q);\n\n\t/// Returns a quaternion raised to a power.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> pow(qua<T, Q> const& q, T y);\n\n\t/// Returns the square root of a quaternion\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> sqrt(qua<T, Q> const& q);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_exponential.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_exponential.inl",
    "content": "#include \"scalar_constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> exp(qua<T, Q> const& q)\n\t{\n\t\tvec<3, T, Q> u(q.x, q.y, q.z);\n\t\tT const Angle = glm::length(u);\n\t\tif (Angle < epsilon<T>())\n\t\t\treturn qua<T, Q>();\n\n\t\tvec<3, T, Q> const v(u / Angle);\n\t\treturn qua<T, Q>(cos(Angle), sin(Angle) * v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> log(qua<T, Q> const& q)\n\t{\n\t\tvec<3, T, Q> u(q.x, q.y, q.z);\n\t\tT Vec3Len = length(u);\n\n\t\tif (Vec3Len < epsilon<T>())\n\t\t{\n\t\t\tif(q.w > static_cast<T>(0))\n\t\t\t\treturn qua<T, Q>(log(q.w), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));\n\t\t\telse if(q.w < static_cast<T>(0))\n\t\t\t\treturn qua<T, Q>(log(-q.w), pi<T>(), static_cast<T>(0), static_cast<T>(0));\n\t\t\telse\n\t\t\t\treturn qua<T, Q>(std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity());\n\t\t}\n\t\telse\n\t\t{\n\t\t\tT t = atan(Vec3Len, T(q.w)) / Vec3Len;\n\t\t\tT QuatLen2 = Vec3Len * Vec3Len + q.w * q.w;\n\t\t\treturn qua<T, Q>(static_cast<T>(0.5) * log(QuatLen2), t * q.x, t * q.y, t * q.z);\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> pow(qua<T, Q> const& x, T y)\n\t{\n\t\t//Raising to the power of 0 should yield 1\n\t\t//Needed to prevent a division by 0 error later on\n\t\tif(y > -epsilon<T>() && y < epsilon<T>())\n\t\t\treturn qua<T, Q>(1,0,0,0);\n\n\t\t//To deal with non-unit quaternions\n\t\tT magnitude = sqrt(x.x * x.x + x.y * x.y + x.z * x.z + x.w *x.w);\n\n\t\tT Angle;\n\t\tif(abs(x.w / magnitude) > cos_one_over_two<T>())\n\t\t{\n\t\t\t//Scalar component is close to 1; using it to recover angle would lose precision\n\t\t\t//Instead, we use the non-scalar components since sin() is accurate around 0\n\n\t\t\t//Prevent a division by 0 error later on\n\t\t\tT VectorMagnitude = x.x * x.x + x.y * x.y + x.z * x.z;\n\t\t\tif (glm::abs(VectorMagnitude - static_cast<T>(0)) < glm::epsilon<T>()) {\n\t\t\t\t//Equivalent to raising a real number to a power\n\t\t\t\treturn qua<T, Q>(pow(x.w, y), 0, 0, 0);\n\t\t\t}\n\n\t\t\tAngle = asin(sqrt(VectorMagnitude) / magnitude);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t//Scalar component is small, shouldn't cause loss of precision\n\t\t\tAngle = acos(x.w / magnitude);\n\t\t}\n\n\t\tT NewAngle = Angle * y;\n\t\tT Div = sin(NewAngle) / sin(Angle);\n\t\tT Mag = pow(magnitude, y - static_cast<T>(1));\n\t\treturn qua<T, Q>(cos(NewAngle) * magnitude * Mag, x.x * Div * Mag, x.y * Div * Mag, x.z * Div * Mag);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> sqrt(qua<T, Q> const& x)\n\t{\n\t\treturn pow(x, static_cast<T>(0.5));\n\t}\n}//namespace glm\n\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_float.hpp",
    "content": "/// @ref ext_quaternion_float\n/// @file glm/ext/quaternion_float.hpp\n///\n/// @defgroup ext_quaternion_float GLM_EXT_quaternion_float\n/// @ingroup ext\n///\n/// Exposes single-precision floating point quaternion type.\n///\n/// Include <glm/ext/quaternion_float.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_double\n/// @see ext_quaternion_float_precision\n/// @see ext_quaternion_common\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_transform\n/// @see ext_quaternion_trigonometric\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_float extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_float\n\t/// @{\n\n\t/// Quaternion of single-precision floating-point numbers.\n\ttypedef qua<float, defaultp>\t\tquat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_float_precision.hpp",
    "content": "/// @ref ext_quaternion_float_precision\n/// @file glm/ext/quaternion_float_precision.hpp\n///\n/// @defgroup ext_quaternion_float_precision GLM_EXT_quaternion_float_precision\n/// @ingroup ext\n///\n/// Exposes single-precision floating point quaternion type with various precision in term of ULPs.\n///\n/// Include <glm/ext/quaternion_float_precision.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_float_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_float_precision\n\t/// @{\n\n\t/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef qua<float, lowp>\t\tlowp_quat;\n\n\t/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef qua<float, mediump>\t\tmediump_quat;\n\n\t/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef qua<float, highp>\t\thighp_quat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_geometric.hpp",
    "content": "/// @ref ext_quaternion_geometric\n/// @file glm/ext/quaternion_geometric.hpp\n///\n/// @defgroup ext_quaternion_geometric GLM_EXT_quaternion_geometric\n/// @ingroup ext\n///\n/// Provides geometric functions for quaternion types\n///\n/// Include <glm/ext/quaternion_geometric.hpp> to use the features of this extension.\n///\n/// @see core_geometric\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n\n#pragma once\n\n// Dependency:\n#include \"../geometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"../ext/vector_relational.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_geometric extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_geometric\n\t/// @{\n\n\t/// Returns the norm of a quaternions\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T length(qua<T, Q> const& q);\n\n\t/// Returns the normalized quaternion.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> normalize(qua<T, Q> const& q);\n\n\t/// Returns dot product of q1 and q2, i.e., q1[0] * q2[0] + q1[1] * q2[1] + ...\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T dot(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Compute a cross product.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> cross(qua<T, Q> const& q1, qua<T, Q> const& q2);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_geometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_geometric.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T dot(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'dot' accepts only floating-point inputs\");\n\t\treturn detail::compute_dot<qua<T, Q>, T, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T length(qua<T, Q> const& q)\n\t{\n\t\treturn glm::sqrt(dot(q, q));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> normalize(qua<T, Q> const& q)\n\t{\n\t\tT len = length(q);\n\t\tif(len <= static_cast<T>(0)) // Problem\n\t\t\treturn qua<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));\n\t\tT oneOverLen = static_cast<T>(1) / len;\n\t\treturn qua<T, Q>(q.w * oneOverLen, q.x * oneOverLen, q.y * oneOverLen, q.z * oneOverLen);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> cross(qua<T, Q> const& q1, qua<T, Q> const& q2)\n\t{\n\t\treturn qua<T, Q>(\n\t\t\tq1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,\n\t\t\tq1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,\n\t\t\tq1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z,\n\t\t\tq1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_relational.hpp",
    "content": "/// @ref ext_quaternion_relational\n/// @file glm/ext/quaternion_relational.hpp\n///\n/// @defgroup ext_quaternion_relational GLM_EXT_quaternion_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for quaternion types that take a user defined epsilon values.\n///\n/// Include <glm/ext/quaternion_relational.hpp> to use the features of this extension.\n///\n/// @see core_vector_relational\n/// @see ext_vector_relational\n/// @see ext_matrix_relational\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n\n#pragma once\n\n// Dependency:\n#include \"../vector_relational.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_relational\n\t/// @{\n\n\t/// Returns the component-wise comparison of result x == y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of result x != y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_relational.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] == y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn lessThan(abs(v), vec<4, T, Q>(epsilon));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] != y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn greaterThanEqual(abs(v), vec<4, T, Q>(epsilon));\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_transform.hpp",
    "content": "/// @ref ext_quaternion_transform\n/// @file glm/ext/quaternion_transform.hpp\n///\n/// @defgroup ext_quaternion_transform GLM_EXT_quaternion_transform\n/// @ingroup ext\n///\n/// Provides transformation functions for quaternion types\n///\n/// Include <glm/ext/quaternion_transform.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_trigonometric\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_transform extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_transform\n\t/// @{\n\n\t/// Rotates a quaternion from a vector of 3 components axis and an angle.\n\t///\n\t/// @param q Source orientation\n\t/// @param angle Angle expressed in radians.\n\t/// @param axis Axis of the rotation\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& axis);\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_transform.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& v)\n\t{\n\t\tvec<3, T, Q> Tmp = v;\n\n\t\t// Axis of rotation must be normalised\n\t\tT len = glm::length(Tmp);\n\t\tif(abs(len - static_cast<T>(1)) > static_cast<T>(0.001))\n\t\t{\n\t\t\tT oneOverLen = static_cast<T>(1) / len;\n\t\t\tTmp.x *= oneOverLen;\n\t\t\tTmp.y *= oneOverLen;\n\t\t\tTmp.z *= oneOverLen;\n\t\t}\n\n\t\tT const AngleRad(angle);\n\t\tT const Sin = sin(AngleRad * static_cast<T>(0.5));\n\n\t\treturn q * qua<T, Q>(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_trigonometric.hpp",
    "content": "/// @ref ext_quaternion_trigonometric\n/// @file glm/ext/quaternion_trigonometric.hpp\n///\n/// @defgroup ext_quaternion_trigonometric GLM_EXT_quaternion_trigonometric\n/// @ingroup ext\n///\n/// Provides trigonometric functions for quaternion types\n///\n/// Include <glm/ext/quaternion_trigonometric.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_transform\n\n#pragma once\n\n// Dependency:\n#include \"../trigonometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"scalar_constants.hpp\"\n#include \"vector_relational.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_trigonometric extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_trigonometric\n\t/// @{\n\n\t/// Returns the quaternion rotation angle.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T angle(qua<T, Q> const& x);\n\n\t/// Returns the q rotation axis.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> axis(qua<T, Q> const& x);\n\n\t/// Build a quaternion from an angle and a normalized axis.\n\t///\n\t/// @param angle Angle expressed in radians.\n\t/// @param axis Axis of the quaternion, must be normalized.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> angleAxis(T const& angle, vec<3, T, Q> const& axis);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_trigonometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/quaternion_trigonometric.inl",
    "content": "#include \"scalar_constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T angle(qua<T, Q> const& x)\n\t{\n\t\tif (abs(x.w) > cos_one_over_two<T>())\n\t\t{\n\t\t\treturn asin(sqrt(x.x * x.x + x.y * x.y + x.z * x.z)) * static_cast<T>(2);\n\t\t}\n\n\t\treturn acos(x.w) * static_cast<T>(2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> axis(qua<T, Q> const& x)\n\t{\n\t\tT const tmp1 = static_cast<T>(1) - x.w * x.w;\n\t\tif(tmp1 <= static_cast<T>(0))\n\t\t\treturn vec<3, T, Q>(0, 0, 1);\n\t\tT const tmp2 = static_cast<T>(1) / sqrt(tmp1);\n\t\treturn vec<3, T, Q>(x.x * tmp2, x.y * tmp2, x.z * tmp2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> angleAxis(T const& angle, vec<3, T, Q> const& v)\n\t{\n\t\tT const a(angle);\n\t\tT const s = glm::sin(a * static_cast<T>(0.5));\n\n\t\treturn qua<T, Q>(glm::cos(a * static_cast<T>(0.5)), v * s);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_common.hpp",
    "content": "/// @ref ext_scalar_common\n/// @file glm/ext/scalar_common.hpp\n///\n/// @defgroup ext_scalar_common GLM_EXT_scalar_common\n/// @ingroup ext\n///\n/// Exposes min and max functions for 3 to 4 scalar parameters.\n///\n/// Include <glm/ext/scalar_common.hpp> to use the features of this extension.\n///\n/// @see core_func_common\n/// @see ext_vector_common\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_common extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_common\n\t/// @{\n\n\t/// Returns the minimum component-wise values of 3 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(T a, T b, T c);\n\n\t/// Returns the minimum component-wise values of 4 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(T a, T b, T c, T d);\n\n\t/// Returns the maximum component-wise values of 3 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(T a, T b, T c);\n\n\t/// Returns the maximum component-wise values of 4 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(T a, T b, T c, T d);\n\n\t/// Returns the minimum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmin(T a, T b);\n\n\t/// Returns the minimum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmin(T a, T b, T c);\n\n\t/// Returns the minimum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmin(T a, T b, T c, T d);\n\n\t/// Returns the maximum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmax(T a, T b);\n\n\t/// Returns the maximum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmax(T a, T b, T C);\n\n\t/// Returns the maximum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmax(T a, T b, T C, T D);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fclamp(genType x, genType minVal, genType maxVal);\n\n\t/// Simulate GL_CLAMP OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType clamp(genType const& Texcoord);\n\n\t/// Simulate GL_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType repeat(genType const& Texcoord);\n\n\t/// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType mirrorClamp(genType const& Texcoord);\n\n\t/// Simulate GL_MIRROR_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType mirrorRepeat(genType const& Texcoord);\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_common.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min(T a, T b, T c)\n\t{\n\t\treturn glm::min(glm::min(a, b), c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min(T a, T b, T c, T d)\n\t{\n\t\treturn glm::min(glm::min(a, b), glm::min(c, d));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max(T a, T b, T c)\n\t{\n\t\treturn glm::max(glm::max(a, b), c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max(T a, T b, T c, T d)\n\t{\n\t\treturn glm::max(glm::max(a, b), glm::max(c, d));\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::fmin;\n#\telse\n\t\ttemplate<typename T>\n\t\tGLM_FUNC_QUALIFIER T fmin(T a, T b)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point input\");\n\n\t\t\tif (isnan(a))\n\t\t\t\treturn b;\n\t\t\treturn min(a, b);\n\t\t}\n#\tendif\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmin(T a, T b, T c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmin(b, c);\n\t\tif (isnan(b))\n\t\t\treturn fmin(a, c);\n\t\tif (isnan(c))\n\t\t\treturn min(a, b);\n\t\treturn min(a, b, c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmin(T a, T b, T c, T d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmin(b, c, d);\n\t\tif (isnan(b))\n\t\t\treturn min(a, fmin(c, d));\n\t\tif (isnan(c))\n\t\t\treturn fmin(min(a, b), d);\n\t\tif (isnan(d))\n\t\t\treturn min(a, b, c);\n\t\treturn min(a, b, c, d);\n\t}\n\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::fmax;\n#\telse\n\t\ttemplate<typename T>\n\t\tGLM_FUNC_QUALIFIER T fmax(T a, T b)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point input\");\n\n\t\t\tif (isnan(a))\n\t\t\t\treturn b;\n\t\t\treturn max(a, b);\n\t\t}\n#\tendif\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmax(T a, T b, T c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmax(b, c);\n\t\tif (isnan(b))\n\t\t\treturn fmax(a, c);\n\t\tif (isnan(c))\n\t\t\treturn max(a, b);\n\t\treturn max(a, b, c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmax(T a, T b, T c, T d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmax(b, c, d);\n\t\tif (isnan(b))\n\t\t\treturn max(a, fmax(c, d));\n\t\tif (isnan(c))\n\t\t\treturn fmax(max(a, b), d);\n\t\tif (isnan(d))\n\t\t\treturn max(a, b, c);\n\t\treturn max(a, b, c, d);\n\t}\n\n\t// fclamp\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fclamp(genType x, genType minVal, genType maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'fclamp' only accept floating-point or integer inputs\");\n\t\treturn fmin(fmax(x, minVal), maxVal);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType clamp(genType const& Texcoord)\n\t{\n\t\treturn glm::clamp(Texcoord, static_cast<genType>(0), static_cast<genType>(1));\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType repeat(genType const& Texcoord)\n\t{\n\t\treturn glm::fract(Texcoord);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType mirrorClamp(genType const& Texcoord)\n\t{\n\t\treturn glm::fract(glm::abs(Texcoord));\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType mirrorRepeat(genType const& Texcoord)\n\t{\n\t\tgenType const Abs = glm::abs(Texcoord);\n\t\tgenType const Clamp = glm::mod(glm::floor(Abs), static_cast<genType>(2));\n\t\tgenType const Floor = glm::floor(Abs);\n\t\tgenType const Rest = Abs - Floor;\n\t\tgenType const Mirror = Clamp + Rest;\n\t\treturn mix(Rest, static_cast<genType>(1) - Rest, Mirror >= static_cast<genType>(1));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_constants.hpp",
    "content": "/// @ref ext_scalar_constants\n/// @file glm/ext/scalar_constants.hpp\n///\n/// @defgroup ext_scalar_constants GLM_EXT_scalar_constants\n/// @ingroup ext\n///\n/// Provides a list of constants and precomputed useful values.\n///\n/// Include <glm/ext/scalar_constants.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_constants extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_constants\n\t/// @{\n\n\t/// Return the epsilon constant for floating point types.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType epsilon();\n\n\t/// Return the pi constant for floating point types.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType pi();\n\n\t/// Return the value of cos(1 / 2) for floating point types.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType cos_one_over_two();\n\n\t/// @}\n} //namespace glm\n\n#include \"scalar_constants.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_constants.inl",
    "content": "#include <limits>\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType epsilon()\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'epsilon' only accepts floating-point inputs\");\n\t\treturn std::numeric_limits<genType>::epsilon();\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType pi()\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'pi' only accepts floating-point inputs\");\n\t\treturn static_cast<genType>(3.14159265358979323846264338327950288);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType cos_one_over_two()\n\t{\n\t\treturn genType(0.877582561890372716130286068203503191);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_int_sized.hpp",
    "content": "/// @ref ext_scalar_int_sized\n/// @file glm/ext/scalar_int_sized.hpp\n///\n/// @defgroup ext_scalar_int_sized GLM_EXT_scalar_int_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer scalar types.\n///\n/// Include <glm/ext/scalar_int_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n\n#pragma once\n\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_int_sized extension included\")\n#endif\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_EXTENDED_INTEGER_TYPE\n\t\ttypedef std::int8_t\t\t\tint8;\n\t\ttypedef std::int16_t\t\tint16;\n\t\ttypedef std::int32_t\t\tint32;\n#\telse\n\t\ttypedef signed char\t\t\tint8;\n\t\ttypedef signed short\t\tint16;\n\t\ttypedef signed int\t\t\tint32;\n#endif//\n\n\ttemplate<>\n\tstruct is_int<int8>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<int16>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<int64>\n\t{\n\t\tenum test {value = ~0};\n\t};\n}//namespace detail\n\n\n\t/// @addtogroup ext_scalar_int_sized\n\t/// @{\n\n\t/// 8 bit signed integer type.\n\ttypedef detail::int8\t\tint8;\n\n\t/// 16 bit signed integer type.\n\ttypedef detail::int16\t\tint16;\n\n\t/// 32 bit signed integer type.\n\ttypedef detail::int32\t\tint32;\n\n\t/// 64 bit signed integer type.\n\ttypedef detail::int64\t\tint64;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_integer.hpp",
    "content": "/// @ref ext_scalar_integer\n/// @file glm/ext/scalar_integer.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_scalar_integer GLM_EXT_scalar_integer\n/// @ingroup ext\n///\n/// Include <glm/ext/scalar_integer.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../detail/type_float.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_integer\n\t/// @{\n\n\t/// Return true if the value is a power of two number.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL bool isPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType nextPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType prevPowerOfTwo(genIUType v);\n\n\t/// Return true if the 'Value' is a multiple of 'Multiple'.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL bool isMultiple(genIUType v, genIUType Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam genIUType Integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType nextMultiple(genIUType v, genIUType Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam genIUType Integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType prevMultiple(genIUType v, genIUType Multiple);\n\n\t/// Returns the bit number of the Nth significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value bitcount is less than the Nth significant bit, -1 will be returned.\n\t///\n\t/// @tparam genIUType Signed or unsigned integer scalar types.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL int findNSB(genIUType x, int significantBitCount);\n\n\t/// @}\n} //namespace glm\n\n#include \"scalar_integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_integer.inl",
    "content": "#include \"../integer.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool compute = false>\n\tstruct compute_ceilShift\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_ceilShift<L, T, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Shift)\n\t\t{\n\t\t\treturn v | (v >> Shift);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool isSigned = true>\n\tstruct compute_ceilPowerOfTwo\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(!std::numeric_limits<T>::is_iec559, \"'ceilPowerOfTwo' only accept integer scalar or vector inputs\");\n\n\t\t\tvec<L, T, Q> const Sign(sign(x));\n\n\t\t\tvec<L, T, Q> v(abs(x));\n\n\t\t\tv = v - static_cast<T>(1);\n\t\t\tv = v | (v >> static_cast<T>(1));\n\t\t\tv = v | (v >> static_cast<T>(2));\n\t\t\tv = v | (v >> static_cast<T>(4));\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 2>::call(v, 8);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 4>::call(v, 16);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 8>::call(v, 32);\n\t\t\treturn (v + static_cast<T>(1)) * Sign;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_ceilPowerOfTwo<L, T, Q, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(!std::numeric_limits<T>::is_iec559, \"'ceilPowerOfTwo' only accept integer scalar or vector inputs\");\n\n\t\t\tvec<L, T, Q> v(x);\n\n\t\t\tv = v - static_cast<T>(1);\n\t\t\tv = v | (v >> static_cast<T>(1));\n\t\t\tv = v | (v >> static_cast<T>(2));\n\t\t\tv = v | (v >> static_cast<T>(4));\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 2>::call(v, 8);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 4>::call(v, 16);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 8>::call(v, 32);\n\t\t\treturn v + static_cast<T>(1);\n\t\t}\n\t};\n\n\ttemplate<bool is_float, bool is_signed>\n\tstruct compute_ceilMultiple{};\n\n\ttemplate<>\n\tstruct compute_ceilMultiple<true, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source > genType(0))\n\t\t\t\treturn Source + (Multiple - std::fmod(Source, Multiple));\n\t\t\telse\n\t\t\t\treturn Source + std::fmod(-Source, Multiple);\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_ceilMultiple<false, false>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tgenType Tmp = Source - genType(1);\n\t\t\treturn Tmp + (Multiple - (Tmp % Multiple));\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_ceilMultiple<false, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tassert(Multiple > genType(0));\n\t\t\tif(Source > genType(0))\n\t\t\t{\n\t\t\t\tgenType Tmp = Source - genType(1);\n\t\t\t\treturn Tmp + (Multiple - (Tmp % Multiple));\n\t\t\t}\n\t\t\telse\n\t\t\t\treturn Source + (-Source % Multiple);\n\t\t}\n\t};\n\n\ttemplate<bool is_float, bool is_signed>\n\tstruct compute_floorMultiple{};\n\n\ttemplate<>\n\tstruct compute_floorMultiple<true, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source >= genType(0))\n\t\t\t\treturn Source - std::fmod(Source, Multiple);\n\t\t\telse\n\t\t\t\treturn Source - std::fmod(Source, Multiple) - Multiple;\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_floorMultiple<false, false>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_floorMultiple<false, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER bool isPowerOfTwo(genIUType Value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'isPowerOfTwo' only accept integer inputs\");\n\n\t\tgenIUType const Result = glm::abs(Value);\n\t\treturn !(Result & (Result - 1));\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType nextPowerOfTwo(genIUType value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'nextPowerOfTwo' only accept integer inputs\");\n\n\t\treturn detail::compute_ceilPowerOfTwo<1, genIUType, defaultp, std::numeric_limits<genIUType>::is_signed>::call(vec<1, genIUType, defaultp>(value)).x;\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType prevPowerOfTwo(genIUType value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'prevPowerOfTwo' only accept integer inputs\");\n\n\t\treturn isPowerOfTwo(value) ? value : static_cast<genIUType>(static_cast<genIUType>(1) << static_cast<genIUType>(findMSB(value)));\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER bool isMultiple(genIUType Value, genIUType Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'isMultiple' only accept integer inputs\");\n\n\t\treturn isMultiple(vec<1, genIUType>(Value), vec<1, genIUType>(Multiple)).x;\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType nextMultiple(genIUType Source, genIUType Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'nextMultiple' only accept integer inputs\");\n\n\t\treturn detail::compute_ceilMultiple<std::numeric_limits<genIUType>::is_iec559, std::numeric_limits<genIUType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType prevMultiple(genIUType Source, genIUType Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'prevMultiple' only accept integer inputs\");\n\n\t\treturn detail::compute_floorMultiple<std::numeric_limits<genIUType>::is_iec559, std::numeric_limits<genIUType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int findNSB(genIUType x, int significantBitCount)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'findNSB' only accept integer inputs\");\n\n\t\tif(bitCount(x) < significantBitCount)\n\t\t\treturn -1;\n\n\t\tgenIUType const One = static_cast<genIUType>(1);\n\t\tint bitPos = 0;\n\n\t\tgenIUType key = x;\n\t\tint nBitCount = significantBitCount;\n\t\tint Step = sizeof(x) * 8 / 2;\n\t\twhile (key > One)\n\t\t{\n\t\t\tgenIUType Mask = static_cast<genIUType>((One << Step) - One);\n\t\t\tgenIUType currentKey = key & Mask;\n\t\t\tint currentBitCount = bitCount(currentKey);\n\t\t\tif (nBitCount > currentBitCount)\n\t\t\t{\n\t\t\t\tnBitCount -= currentBitCount;\n\t\t\t\tbitPos += Step;\n\t\t\t\tkey >>= static_cast<genIUType>(Step);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tkey = key & Mask;\n\t\t\t}\n\n\t\t\tStep >>= 1;\n\t\t}\n\n\t\treturn static_cast<int>(bitPos);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_packing.hpp",
    "content": "/// @ref ext_scalar_packing\n/// @file glm/ext/scalar_packing.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_scalar_packing GLM_EXT_scalar_packing\n/// @ingroup ext\n///\n/// Include <glm/ext/scalar_packing.hpp> to use the features of this extension.\n///\n/// This extension provides a set of function to convert scalar values to packed\n/// formats.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_packing extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_packing\n\t/// @{\n\n\n\t/// @}\n}// namespace glm\n\n#include \"scalar_packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_packing.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_relational.hpp",
    "content": "/// @ref ext_scalar_relational\n/// @file glm/ext/scalar_relational.hpp\n///\n/// @defgroup ext_scalar_relational GLM_EXT_scalar_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for scalar types that take a user defined epsilon values.\n///\n/// Include <glm/ext/scalar_relational.hpp> to use the features of this extension.\n///\n/// @see core_vector_relational\n/// @see ext_vector_relational\n/// @see ext_matrix_relational\n\n#pragma once\n\n// Dependencies\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// Returns the component-wise comparison between two scalars in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @param x First operand.\n\t/// @param y Second operand.\n\t/// @param ULPs Maximum difference in ULPs between the two operators to consider them equal.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two scalars in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @param x First operand.\n\t/// @param y Second operand.\n\t/// @param ULPs Maximum difference in ULPs between the two operators to consider them not equal.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs);\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_relational.inl",
    "content": "#include \"../common.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/type_float.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon)\n\t{\n\t\treturn abs(x - y) <= epsilon;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon)\n\t{\n\t\treturn abs(x - y) > epsilon;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int MaxULPs)\n\t{\n\t\tdetail::float_t<genType> const a(x);\n\t\tdetail::float_t<genType> const b(y);\n\n\t\t// Different signs means they do not match.\n\t\tif(a.negative() != b.negative())\n\t\t\treturn false;\n\n\t\t// Find the difference in ULPs.\n\t\ttypename detail::float_t<genType>::int_type const DiffULPs = abs(a.i - b.i);\n\t\treturn DiffULPs <= MaxULPs;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs)\n\t{\n\t\treturn !equal(x, y, ULPs);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_uint_sized.hpp",
    "content": "/// @ref ext_scalar_uint_sized\n/// @file glm/ext/scalar_uint_sized.hpp\n///\n/// @defgroup ext_scalar_uint_sized GLM_EXT_scalar_uint_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer scalar types.\n///\n/// Include <glm/ext/scalar_uint_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n\n#pragma once\n\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_uint_sized extension included\")\n#endif\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_EXTENDED_INTEGER_TYPE\n\t\ttypedef std::uint8_t\t\tuint8;\n\t\ttypedef std::uint16_t\t\tuint16;\n\t\ttypedef std::uint32_t\t\tuint32;\n#\telse\n\t\ttypedef unsigned char\t\tuint8;\n\t\ttypedef unsigned short\t\tuint16;\n\t\ttypedef unsigned int\t\tuint32;\n#endif\n\n\ttemplate<>\n\tstruct is_int<uint8>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<uint16>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<uint64>\n\t{\n\t\tenum test {value = ~0};\n\t};\n}//namespace detail\n\n\n\t/// @addtogroup ext_scalar_uint_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer type.\n\ttypedef detail::uint8\t\tuint8;\n\n\t/// 16 bit unsigned integer type.\n\ttypedef detail::uint16\t\tuint16;\n\n\t/// 32 bit unsigned integer type.\n\ttypedef detail::uint32\t\tuint32;\n\n\t/// 64 bit unsigned integer type.\n\ttypedef detail::uint64\t\tuint64;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_ulp.hpp",
    "content": "/// @ref ext_scalar_ulp\n/// @file glm/ext/scalar_ulp.hpp\n///\n/// @defgroup ext_scalar_ulp GLM_EXT_scalar_ulp\n/// @ingroup ext\n///\n/// Allow the measurement of the accuracy of a function against a reference\n/// implementation. This extension works on floating-point data and provide results\n/// in ULP.\n///\n/// Include <glm/ext/scalar_ulp.hpp> to use the features of this extension.\n///\n/// @see ext_vector_ulp\n/// @see ext_scalar_relational\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../common.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_ulp extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType nextFloat(genType x);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prevFloat(genType x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType nextFloat(genType x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prevFloat(genType x, int ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @see ext_scalar_ulp\n\tGLM_FUNC_DECL int floatDistance(float x, float y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @see ext_scalar_ulp\n\tGLM_FUNC_DECL int64 floatDistance(double x, double y);\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_ulp.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/scalar_ulp.inl",
    "content": "/// Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.\n///\n/// Developed at SunPro, a Sun Microsystems, Inc. business.\n/// Permission to use, copy, modify, and distribute this\n/// software is freely granted, provided that this notice\n/// is preserved.\n\n#include \"../detail/type_float.hpp\"\n#include \"../ext/scalar_constants.hpp\"\n#include <cmath>\n#include <cfloat>\n\n#if(GLM_COMPILER & GLM_COMPILER_VC)\n#\tpragma warning(push)\n#\tpragma warning(disable : 4127)\n#endif\n\ntypedef union\n{\n\tfloat value;\n\t/* FIXME: Assumes 32 bit int.  */\n\tunsigned int word;\n} ieee_float_shape_type;\n\ntypedef union\n{\n\tdouble value;\n\tstruct\n\t{\n\t\tint lsw;\n\t\tint msw;\n\t} parts;\n} ieee_double_shape_type;\n\n#define GLM_EXTRACT_WORDS(ix0,ix1,d)\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_double_shape_type ew_u;\t\t\\\n\t\tew_u.value = (d);\t\t\t\t\t\\\n\t\t(ix0) = ew_u.parts.msw;\t\t\t\t\\\n\t\t(ix1) = ew_u.parts.lsw;\t\t\t\t\\\n\t} while (0)\n\n#define GLM_GET_FLOAT_WORD(i,d)\t\t\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_float_shape_type gf_u;\t\t\t\\\n\t\tgf_u.value = (d);\t\t\t\t\t\\\n\t\t(i) = gf_u.word;\t\t\t\t\t\\\n\t} while (0)\n\n#define GLM_SET_FLOAT_WORD(d,i)\t\t\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_float_shape_type sf_u;\t\t\t\\\n\t\tsf_u.word = (i);\t\t\t\t\t\\\n\t\t(d) = sf_u.value;\t\t\t\t\t\\\n\t} while (0)\n\n#define GLM_INSERT_WORDS(d,ix0,ix1)\t\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_double_shape_type iw_u;\t\t\\\n\t\tiw_u.parts.msw = (ix0);\t\t\t\t\\\n\t\tiw_u.parts.lsw = (ix1);\t\t\t\t\\\n\t\t(d) = iw_u.value;\t\t\t\t\t\\\n\t} while (0)\n\nnamespace glm{\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER float nextafterf(float x, float y)\n\t{\n\t\tvolatile float t;\n\t\tint hx, hy, ix, iy;\n\n\t\tGLM_GET_FLOAT_WORD(hx, x);\n\t\tGLM_GET_FLOAT_WORD(hy, y);\n\t\tix = hx & 0x7fffffff;\t\t// |x|\n\t\tiy = hy & 0x7fffffff;\t\t// |y|\n\n\t\tif((ix > 0x7f800000) ||\t// x is nan\n\t\t\t(iy > 0x7f800000))\t// y is nan\n\t\t\treturn x + y;\n\t\tif(abs(y - x) <= epsilon<float>())\n\t\t\treturn y;\t\t// x=y, return y\n\t\tif(ix == 0)\n\t\t{\t\t\t\t// x == 0\n\t\t\tGLM_SET_FLOAT_WORD(x, (hy & 0x80000000) | 1);// return +-minsubnormal\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) <= epsilon<float>())\n\t\t\t\treturn t;\n\t\t\telse\n\t\t\t\treturn x;\t// raise underflow flag\n\t\t}\n\t\tif(hx >= 0)\n\t\t{\t\t\t\t\t\t// x > 0\n\t\t\tif(hx > hy)\t\t\t// x > y, x -= ulp\n\t\t\t\thx -= 1;\n\t\t\telse\t\t\t\t// x < y, x += ulp\n\t\t\t\thx += 1;\n\t\t}\n\t\telse\n\t\t{\t\t\t\t\t\t// x < 0\n\t\t\tif(hy >= 0 || hx > hy)\t// x < y, x -= ulp\n\t\t\t\thx -= 1;\n\t\t\telse\t\t\t\t// x > y, x += ulp\n\t\t\t\thx += 1;\n\t\t}\n\t\thy = hx & 0x7f800000;\n\t\tif(hy >= 0x7f800000)\n\t\t\treturn x + x;  \t\t// overflow\n\t\tif(hy < 0x00800000)\t\t// underflow\n\t\t{\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) > epsilon<float>())\n\t\t\t{\t\t\t\t\t// raise underflow flag\n\t\t\t\tGLM_SET_FLOAT_WORD(y, hx);\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\t\tGLM_SET_FLOAT_WORD(x, hx);\n\t\treturn x;\n\t}\n\n\tGLM_FUNC_QUALIFIER double nextafter(double x, double y)\n\t{\n\t\tvolatile double t;\n\t\tint hx, hy, ix, iy;\n\t\tunsigned int lx, ly;\n\n\t\tGLM_EXTRACT_WORDS(hx, lx, x);\n\t\tGLM_EXTRACT_WORDS(hy, ly, y);\n\t\tix = hx & 0x7fffffff;\t\t\t\t\t\t\t\t// |x|\n\t\tiy = hy & 0x7fffffff;\t\t\t\t\t\t\t\t// |y|\n\n\t\tif(((ix >= 0x7ff00000) && ((ix - 0x7ff00000) | lx) != 0) ||\t// x is nan\n\t\t\t((iy >= 0x7ff00000) && ((iy - 0x7ff00000) | ly) != 0))\t// y is nan\n\t\t\treturn x + y;\n\t\tif(abs(y - x) <= epsilon<double>())\n\t\t\treturn y;\t\t\t\t\t\t\t\t\t// x=y, return y\n\t\tif((ix | lx) == 0)\n\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t// x == 0\n\t\t\tGLM_INSERT_WORDS(x, hy & 0x80000000, 1);\t\t// return +-minsubnormal\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) <= epsilon<double>())\n\t\t\t\treturn t;\n\t\t\telse\n\t\t\t\treturn x;   // raise underflow flag\n\t\t}\n\t\tif(hx >= 0) {                             // x > 0\n\t\t\tif(hx > hy || ((hx == hy) && (lx > ly))) {    // x > y, x -= ulp\n\t\t\t\tif(lx == 0) hx -= 1;\n\t\t\t\tlx -= 1;\n\t\t\t}\n\t\t\telse {                            // x < y, x += ulp\n\t\t\t\tlx += 1;\n\t\t\t\tif(lx == 0) hx += 1;\n\t\t\t}\n\t\t}\n\t\telse {                                // x < 0\n\t\t\tif(hy >= 0 || hx > hy || ((hx == hy) && (lx > ly))){// x < y, x -= ulp\n\t\t\t\tif(lx == 0) hx -= 1;\n\t\t\t\tlx -= 1;\n\t\t\t}\n\t\t\telse {                            // x > y, x += ulp\n\t\t\t\tlx += 1;\n\t\t\t\tif(lx == 0) hx += 1;\n\t\t\t}\n\t\t}\n\t\thy = hx & 0x7ff00000;\n\t\tif(hy >= 0x7ff00000)\n\t\t\treturn x + x;\t\t\t// overflow\n\t\tif(hy < 0x00100000)\n\t\t{\t\t\t\t\t\t// underflow\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) > epsilon<double>())\n\t\t\t{\t\t\t\t\t// raise underflow flag\n\t\t\t\tGLM_INSERT_WORDS(y, hx, lx);\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\t\tGLM_INSERT_WORDS(x, hx, lx);\n\t\treturn x;\n\t}\n}//namespace detail\n}//namespace glm\n\n#if(GLM_COMPILER & GLM_COMPILER_VC)\n#\tpragma warning(pop)\n#endif\n\nnamespace glm\n{\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER float nextFloat(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<float>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn detail::nextafterf(x, FLT_MAX);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafterf(x, FLT_MAX);\n#\t\telse\n\t\t\treturn nextafterf(x, FLT_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER double nextFloat(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn detail::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafter(x, DBL_MAX);\n#\t\telse\n\t\t\treturn nextafter(x, DBL_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T nextFloat(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'next_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor(int i = 0; i < ULPs; ++i)\n\t\t\ttemp = nextFloat(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER float prevFloat(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<float>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn detail::nextafterf(x, FLT_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafterf(x, FLT_MIN);\n#\t\telse\n\t\t\treturn nextafterf(x, FLT_MIN);\n#\t\tendif\n\t}\n\n\tGLM_FUNC_QUALIFIER double prevFloat(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<double>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn _nextafter(x, DBL_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafter(x, DBL_MIN);\n#\t\telse\n\t\t\treturn nextafter(x, DBL_MIN);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T prevFloat(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'prev_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor(int i = 0; i < ULPs; ++i)\n\t\t\ttemp = prevFloat(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER int floatDistance(float x, float y)\n\t{\n\t\tdetail::float_t<float> const a(x);\n\t\tdetail::float_t<float> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 floatDistance(double x, double y)\n\t{\n\t\tdetail::float_t<double> const a(x);\n\t\tdetail::float_t<double> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool1.hpp",
    "content": "/// @ref ext_vector_bool1\n/// @file glm/ext/vector_bool1.hpp\n///\n/// @defgroup ext_vector_bool1 GLM_EXT_vector_bool1\n/// @ingroup ext\n///\n/// Exposes bvec1 vector type.\n///\n/// Include <glm/ext/vector_bool1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_bool1_precision extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_bool1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_bool1\n\t/// @{\n\n\t/// 1 components vector of boolean.\n\ttypedef vec<1, bool, defaultp>\t\tbvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool1_precision.hpp",
    "content": "/// @ref ext_vector_bool1_precision\n/// @file glm/ext/vector_bool1_precision.hpp\n///\n/// @defgroup ext_vector_bool1_precision GLM_EXT_vector_bool1_precision\n/// @ingroup ext\n///\n/// Exposes highp_bvec1, mediump_bvec1 and lowp_bvec1 types.\n///\n/// Include <glm/ext/vector_bool1_precision.hpp> to use the features of this extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_bool1_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_bool1_precision\n\t/// @{\n\n\t/// 1 component vector of bool values.\n\ttypedef vec<1, bool, highp>\t\t\thighp_bvec1;\n\n\t/// 1 component vector of bool values.\n\ttypedef vec<1, bool, mediump>\t\tmediump_bvec1;\n\n\t/// 1 component vector of bool values.\n\ttypedef vec<1, bool, lowp>\t\t\tlowp_bvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of boolean.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, bool, defaultp>\t\tbvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool2_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 2 components vector of high qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, bool, highp>\t\thighp_bvec2;\n\n\t/// 2 components vector of medium qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, bool, mediump>\tmediump_bvec2;\n\n\t/// 2 components vector of low qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, bool, lowp>\t\tlowp_bvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of boolean.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, bool, defaultp>\t\tbvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool3_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 3 components vector of high qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, bool, highp>\t\thighp_bvec3;\n\n\t/// 3 components vector of medium qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, bool, mediump>\tmediump_bvec3;\n\n\t/// 3 components vector of low qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, bool, lowp>\t\tlowp_bvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of boolean.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, bool, defaultp>\t\tbvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_bool4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool4_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 4 components vector of high qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, bool, highp>\t\thighp_bvec4;\n\n\t/// 4 components vector of medium qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, bool, mediump>\tmediump_bvec4;\n\n\t/// 4 components vector of low qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, bool, lowp>\t\tlowp_bvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_common.hpp",
    "content": "/// @ref ext_vector_common\n/// @file glm/ext/vector_common.hpp\n///\n/// @defgroup ext_vector_common GLM_EXT_vector_common\n/// @ingroup ext\n///\n/// Exposes min and max functions for 3 to 4 vector parameters.\n///\n/// Include <glm/ext/vector_common.hpp> to use the features of this extension.\n///\n/// @see core_common\n/// @see ext_scalar_common\n\n#pragma once\n\n// Dependency:\n#include \"../ext/scalar_common.hpp\"\n#include \"../common.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_common extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_common\n\t/// @{\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max( vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, T y);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, T b);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);\n\n\t/// Simulate GL_CLAMP OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> clamp(vec<L, T, Q> const& Texcoord);\n\n\t/// Simulate GL_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> repeat(vec<L, T, Q> const& Texcoord);\n\n\t/// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mirrorClamp(vec<L, T, Q> const& Texcoord);\n\n\t/// Simulate GL_MIRROR_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mirrorRepeat(vec<L, T, Q> const& Texcoord);\n\n\t/// @}\n}//namespace glm\n\n#include \"vector_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_common.inl",
    "content": "#include \"../detail/_vectorize.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'min' only accept floating-point or integer inputs\");\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'min' only accept floating-point or integer inputs\");\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'max' only accept floating-point or integer inputs\");\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'max' only accept floating-point or integer inputs\");\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmin, a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmin, a, b);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn fmin(fmin(a, b), c);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn fmin(fmin(a, b), fmin(c, d));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmax, a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmax, a, b);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn fmax(fmax(a, b), c);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn fmax(fmax(a, b), fmax(c, d));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal)\n\t{\n\t\treturn fmin(fmax(x, vec<L, T, Q>(minVal)), vec<L, T, Q>(maxVal));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)\n\t{\n\t\treturn fmin(fmax(x, minVal), maxVal);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> clamp(vec<L, T, Q> const& Texcoord)\n\t{\n\t\treturn glm::clamp(Texcoord, vec<L, T, Q>(0), vec<L, T, Q>(1));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> repeat(vec<L, T, Q> const& Texcoord)\n\t{\n\t\treturn glm::fract(Texcoord);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mirrorClamp(vec<L, T, Q> const& Texcoord)\n\t{\n\t\treturn glm::fract(glm::abs(Texcoord));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mirrorRepeat(vec<L, T, Q> const& Texcoord)\n\t{\n\t\tvec<L, T, Q> const Abs = glm::abs(Texcoord);\n\t\tvec<L, T, Q> const Clamp = glm::mod(glm::floor(Abs), vec<L, T, Q>(2));\n\t\tvec<L, T, Q> const Floor = glm::floor(Abs);\n\t\tvec<L, T, Q> const Rest = Abs - Floor;\n\t\tvec<L, T, Q> const Mirror = Clamp + Rest;\n\t\treturn mix(Rest, vec<L, T, Q>(1) - Rest, glm::greaterThanEqual(Mirror, vec<L, T, Q>(1)));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double1.hpp",
    "content": "/// @ref ext_vector_double1\n/// @file glm/ext/vector_double1.hpp\n///\n/// @defgroup ext_vector_double1 GLM_EXT_vector_double1\n/// @ingroup ext\n///\n/// Exposes double-precision floating point vector type with one component.\n///\n/// Include <glm/ext/vector_double1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_double1_precision extension.\n/// @see ext_vector_float1 extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_double1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_double1\n\t/// @{\n\n\t/// 1 components vector of double-precision floating-point numbers.\n\ttypedef vec<1, double, defaultp>\t\tdvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double1_precision.hpp",
    "content": "/// @ref ext_vector_double1_precision\n/// @file glm/ext/vector_double1_precision.hpp\n///\n/// @defgroup ext_vector_double1_precision GLM_EXT_vector_double1_precision\n/// @ingroup ext\n///\n/// Exposes highp_dvec1, mediump_dvec1 and lowp_dvec1 types.\n///\n/// Include <glm/ext/vector_double1_precision.hpp> to use the features of this extension.\n///\n/// @see ext_vector_double1\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_double1_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_double1_precision\n\t/// @{\n\n\t/// 1 component vector of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, highp>\t\thighp_dvec1;\n\n\t/// 1 component vector of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, mediump>\t\tmediump_dvec1;\n\n\t/// 1 component vector of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, lowp>\t\tlowp_dvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, double, defaultp>\t\tdvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double2_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 2 components vector of high double-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, double, highp>\t\thighp_dvec2;\n\n\t/// 2 components vector of medium double-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, double, mediump>\t\tmediump_dvec2;\n\n\t/// 2 components vector of low double-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, double, lowp>\t\tlowp_dvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, double, defaultp>\t\tdvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double3_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 3 components vector of high double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, double, highp>\t\thighp_dvec3;\n\n\t/// 3 components vector of medium double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, double, mediump>\t\tmediump_dvec3;\n\n\t/// 3 components vector of low double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, double, lowp>\t\tlowp_dvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, double, defaultp>\t\tdvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_double4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double4_precision.hpp\n\n#pragma once\n#include \"../detail/setup.hpp\"\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 4 components vector of high double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, double, highp>\t\thighp_dvec4;\n\n\t/// 4 components vector of medium double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, double, mediump>\t\tmediump_dvec4;\n\n\t/// 4 components vector of low double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, double, lowp>\t\tlowp_dvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float1.hpp",
    "content": "/// @ref ext_vector_float1\n/// @file glm/ext/vector_float1.hpp\n///\n/// @defgroup ext_vector_float1 GLM_EXT_vector_float1\n/// @ingroup ext\n///\n/// Exposes single-precision floating point vector type with one component.\n///\n/// Include <glm/ext/vector_float1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_float1_precision extension.\n/// @see ext_vector_double1 extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_float1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_float1\n\t/// @{\n\n\t/// 1 components vector of single-precision floating-point numbers.\n\ttypedef vec<1, float, defaultp>\t\tvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float1_precision.hpp",
    "content": "/// @ref ext_vector_float1_precision\n/// @file glm/ext/vector_float1_precision.hpp\n///\n/// @defgroup ext_vector_float1_precision GLM_EXT_vector_float1_precision\n/// @ingroup ext\n///\n/// Exposes highp_vec1, mediump_vec1 and lowp_vec1 types.\n///\n/// Include <glm/ext/vector_float1_precision.hpp> to use the features of this extension.\n///\n/// @see ext_vector_float1 extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_float1_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_float1_precision\n\t/// @{\n\n\t/// 1 component vector of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, highp>\t\thighp_vec1;\n\n\t/// 1 component vector of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, mediump>\t\tmediump_vec1;\n\n\t/// 1 component vector of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, lowp>\t\t\tlowp_vec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, float, defaultp>\tvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float2_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 2 components vector of high single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, float, highp>\t\thighp_vec2;\n\n\t/// 2 components vector of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, float, mediump>\t\tmediump_vec2;\n\n\t/// 2 components vector of low single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, float, lowp>\t\t\tlowp_vec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, float, defaultp>\t\tvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float3_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 3 components vector of high single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, float, highp>\t\thighp_vec3;\n\n\t/// 3 components vector of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, float, mediump>\t\tmediump_vec3;\n\n\t/// 3 components vector of low single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, float, lowp>\t\t\tlowp_vec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, float, defaultp>\t\tvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_float4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float4_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 4 components vector of high single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, float, highp>\t\thighp_vec4;\n\n\t/// 4 components vector of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, float, mediump>\t\tmediump_vec4;\n\n\t/// 4 components vector of low single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, float, lowp>\t\t\tlowp_vec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int1.hpp",
    "content": "/// @ref ext_vector_int1\n/// @file glm/ext/vector_int1.hpp\n///\n/// @defgroup ext_vector_int1 GLM_EXT_vector_int1\n/// @ingroup ext\n///\n/// Exposes ivec1 vector type.\n///\n/// Include <glm/ext/vector_int1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_uint1 extension.\n/// @see ext_vector_int1_precision extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int1\n\t/// @{\n\n\t/// 1 component vector of signed integer numbers.\n\ttypedef vec<1, int, defaultp>\t\t\tivec1;\n\n\t/// @}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int1_sized.hpp",
    "content": "/// @ref ext_vector_int1_sized\n/// @file glm/ext/vector_int1_sized.hpp\n///\n/// @defgroup ext_vector_int1_sized GLM_EXT_vector_int1_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector types.\n///\n/// Include <glm/ext/vector_int1_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint1_sized\n\n#pragma once\n\n#include \"../ext/vector_int1.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int1_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int1_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int8, defaultp>\ti8vec1;\n\n\t/// 16 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int16, defaultp>\ti16vec1;\n\n\t/// 32 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int32, defaultp>\ti32vec1;\n\n\t/// 64 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int64, defaultp>\ti64vec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_int2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of signed integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, int, defaultp>\t\tivec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int2_sized.hpp",
    "content": "/// @ref ext_vector_int2_sized\n/// @file glm/ext/vector_int2_sized.hpp\n///\n/// @defgroup ext_vector_int2_sized GLM_EXT_vector_int2_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector of 2 components type.\n///\n/// Include <glm/ext/vector_int2_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint2_sized\n\n#pragma once\n\n#include \"../ext/vector_int2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int2_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int8, defaultp>\t\ti8vec2;\n\n\t/// 16 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int16, defaultp>\t\ti16vec2;\n\n\t/// 32 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int32, defaultp>\t\ti32vec2;\n\n\t/// 64 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int64, defaultp>\t\ti64vec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_int3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of signed integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, int, defaultp>\t\tivec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int3_sized.hpp",
    "content": "/// @ref ext_vector_int3_sized\n/// @file glm/ext/vector_int3_sized.hpp\n///\n/// @defgroup ext_vector_int3_sized GLM_EXT_vector_int3_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector of 3 components type.\n///\n/// Include <glm/ext/vector_int3_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint3_sized\n\n#pragma once\n\n#include \"../ext/vector_int3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int3_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int8, defaultp>\t\ti8vec3;\n\n\t/// 16 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int16, defaultp>\t\ti16vec3;\n\n\t/// 32 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int32, defaultp>\t\ti32vec3;\n\n\t/// 64 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int64, defaultp>\t\ti64vec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_int4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of signed integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, int, defaultp>\t\tivec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_int4_sized.hpp",
    "content": "/// @ref ext_vector_int4_sized\n/// @file glm/ext/vector_int4_sized.hpp\n///\n/// @defgroup ext_vector_int4_sized GLM_EXT_vector_int4_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector of 4 components type.\n///\n/// Include <glm/ext/vector_int4_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint4_sized\n\n#pragma once\n\n#include \"../ext/vector_int4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int4_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int8, defaultp>\t\ti8vec4;\n\n\t/// 16 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int16, defaultp>\t\ti16vec4;\n\n\t/// 32 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int32, defaultp>\t\ti32vec4;\n\n\t/// 64 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int64, defaultp>\t\ti64vec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_integer.hpp",
    "content": "/// @ref ext_vector_integer\n/// @file glm/ext/vector_integer.hpp\n///\n/// @see core (dependence)\n/// @see ext_vector_integer (dependence)\n///\n/// @defgroup ext_vector_integer GLM_EXT_vector_integer\n/// @ingroup ext\n///\n/// Include <glm/ext/vector_integer.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_integer\n\t/// @{\n\n\t/// Return true if the value is a power of two number.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return true if the 'Value' is a multiple of 'Multiple'.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isMultiple(vec<L, T, Q> const& v, T Multiple);\n\n\t/// Return true if the 'Value' is a multiple of 'Multiple'.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextMultiple(vec<L, T, Q> const& v, T Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevMultiple(vec<L, T, Q> const& v, T Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Returns the bit number of the Nth significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value bitcount is less than the Nth significant bit, -1 will be returned.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> findNSB(vec<L, T, Q> const& Source, vec<L, int, Q> SignificantBitCount);\n\n\t/// @}\n} //namespace glm\n\n#include \"vector_integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_integer.inl",
    "content": "#include \"scalar_integer.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isPowerOfTwo(vec<L, T, Q> const& Value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'isPowerOfTwo' only accept integer inputs\");\n\n\t\tvec<L, T, Q> const Result(abs(Value));\n\t\treturn equal(Result & (Result - vec<L, T, Q>(1)), vec<L, T, Q>(0));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'nextPowerOfTwo' only accept integer inputs\");\n\n\t\treturn detail::compute_ceilPowerOfTwo<L, T, Q, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'prevPowerOfTwo' only accept integer inputs\");\n\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(prevPowerOfTwo, v);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isMultiple(vec<L, T, Q> const& Value, T Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'isMultiple' only accept integer inputs\");\n\n\t\treturn (Value % Multiple) == vec<L, T, Q>(0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isMultiple(vec<L, T, Q> const& Value, vec<L, T, Q> const& Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'isMultiple' only accept integer inputs\");\n\n\t\treturn (Value % Multiple) == vec<L, T, Q>(0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextMultiple(vec<L, T, Q> const& Source, T Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'nextMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(nextMultiple, Source, vec<L, T, Q>(Multiple));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'nextMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(nextMultiple, Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevMultiple(vec<L, T, Q> const& Source, T Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'prevMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(prevMultiple, Source, vec<L, T, Q>(Multiple));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'prevMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(prevMultiple, Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> findNSB(vec<L, T, Q> const& Source, vec<L, int, Q> SignificantBitCount)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'findNSB' only accept integer inputs\");\n\n\t\treturn detail::functor2_vec_int<L, T, Q>::call(findNSB, Source, SignificantBitCount);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_packing.hpp",
    "content": "/// @ref ext_vector_packing\n/// @file glm/ext/vector_packing.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_vector_packing GLM_EXT_vector_packing\n/// @ingroup ext\n///\n/// Include <glm/ext/vector_packing.hpp> to use the features of this extension.\n///\n/// This extension provides a set of function to convert vectors to packed\n/// formats.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_packing extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_packing\n\t/// @{\n\n\n\t/// @}\n}// namespace glm\n\n#include \"vector_packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_packing.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_relational.hpp",
    "content": "/// @ref ext_vector_relational\n/// @file glm/ext/vector_relational.hpp\n///\n/// @see core (dependence)\n/// @see ext_scalar_integer (dependence)\n///\n/// @defgroup ext_vector_relational GLM_EXT_vector_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for vector types that take a user defined epsilon values.\n///\n/// Include <glm/ext/vector_relational.hpp> to use the features of this extension.\n///\n/// @see core_vector_relational\n/// @see ext_scalar_relational\n/// @see ext_matrix_relational\n\n#pragma once\n\n// Dependencies\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_relational\n\t/// @{\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& ULPs);\n\n\t/// @}\n}//namespace glm\n\n#include \"vector_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_relational.inl",
    "content": "#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/type_float.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T Epsilon)\n\t{\n\t\treturn equal(x, y, vec<L, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& Epsilon)\n\t{\n\t\treturn lessThanEqual(abs(x - y), Epsilon);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T Epsilon)\n\t{\n\t\treturn notEqual(x, y, vec<L, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& Epsilon)\n\t{\n\t\treturn greaterThan(abs(x - y), Epsilon);\n\t}\n\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int MaxULPs)\n\t{\n\t\treturn equal(x, y, vec<L, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& MaxULPs)\n\t{\n\t\tvec<L, bool, Q> Result(false);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t{\n\t\t\tdetail::float_t<T> const a(x[i]);\n\t\t\tdetail::float_t<T> const b(y[i]);\n\n\t\t\t// Different signs means they do not match.\n\t\t\tif(a.negative() != b.negative())\n\t\t\t{\n\t\t\t\t// Check for equality to make sure +0==-0\n\t\t\t\tResult[i] = a.mantissa() == b.mantissa() && a.exponent() == b.exponent();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Find the difference in ULPs.\n\t\t\t\ttypename detail::float_t<T>::int_type const DiffULPs = abs(a.i - b.i);\n\t\t\t\tResult[i] = DiffULPs <= MaxULPs[i];\n\t\t\t}\n\t\t}\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int MaxULPs)\n\t{\n\t\treturn notEqual(x, y, vec<L, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& MaxULPs)\n\t{\n\t\treturn not_(equal(x, y, MaxULPs));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint1.hpp",
    "content": "/// @ref ext_vector_uint1\n/// @file glm/ext/vector_uint1.hpp\n///\n/// @defgroup ext_vector_uint1 GLM_EXT_vector_uint1\n/// @ingroup ext\n///\n/// Exposes uvec1 vector type.\n///\n/// Include <glm/ext/vector_uvec1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_int1 extension.\n/// @see ext_vector_uint1_precision extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint1\n\t/// @{\n\n\t/// 1 component vector of unsigned integer numbers.\n\ttypedef vec<1, unsigned int, defaultp>\t\t\tuvec1;\n\n\t/// @}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint1_sized.hpp",
    "content": "/// @ref ext_vector_uint1_sized\n/// @file glm/ext/vector_uint1_sized.hpp\n///\n/// @defgroup ext_vector_uint1_sized GLM_EXT_vector_uint1_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector types.\n///\n/// Include <glm/ext/vector_uint1_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int1_sized\n\n#pragma once\n\n#include \"../ext/vector_uint1.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint1_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint1_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint8, defaultp>\t\tu8vec1;\n\n\t/// 16 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint16, defaultp>\tu16vec1;\n\n\t/// 32 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint32, defaultp>\tu32vec1;\n\n\t/// 64 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint64, defaultp>\tu64vec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_uint2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of unsigned integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, unsigned int, defaultp>\t\tuvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint2_sized.hpp",
    "content": "/// @ref ext_vector_uint2_sized\n/// @file glm/ext/vector_uint2_sized.hpp\n///\n/// @defgroup ext_vector_uint2_sized GLM_EXT_vector_uint2_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector of 2 components type.\n///\n/// Include <glm/ext/vector_uint2_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int2_sized\n\n#pragma once\n\n#include \"../ext/vector_uint2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint2_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint8, defaultp>\t\tu8vec2;\n\n\t/// 16 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint16, defaultp>\tu16vec2;\n\n\t/// 32 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint32, defaultp>\tu32vec2;\n\n\t/// 64 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint64, defaultp>\tu64vec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_uint3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of unsigned integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, unsigned int, defaultp>\t\tuvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint3_sized.hpp",
    "content": "/// @ref ext_vector_uint3_sized\n/// @file glm/ext/vector_uint3_sized.hpp\n///\n/// @defgroup ext_vector_uint3_sized GLM_EXT_vector_uint3_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector of 3 components type.\n///\n/// Include <glm/ext/vector_uint3_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int3_sized\n\n#pragma once\n\n#include \"../ext/vector_uint3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint8, defaultp>\t\tu8vec3;\n\n\t/// 16 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint16, defaultp>\tu16vec3;\n\n\t/// 32 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint32, defaultp>\tu32vec3;\n\n\t/// 64 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint64, defaultp>\tu64vec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_uint4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of unsigned integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, unsigned int, defaultp>\t\tuvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_uint4_sized.hpp",
    "content": "/// @ref ext_vector_uint4_sized\n/// @file glm/ext/vector_uint4_sized.hpp\n///\n/// @defgroup ext_vector_uint4_sized GLM_EXT_vector_uint4_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector of 4 components type.\n///\n/// Include <glm/ext/vector_uint4_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int4_sized\n\n#pragma once\n\n#include \"../ext/vector_uint4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint8, defaultp>\t\tu8vec4;\n\n\t/// 16 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint16, defaultp>\tu16vec4;\n\n\t/// 32 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint32, defaultp>\tu32vec4;\n\n\t/// 64 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint64, defaultp>\tu64vec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_ulp.hpp",
    "content": "/// @ref ext_vector_ulp\n/// @file glm/ext/vector_ulp.hpp\n///\n/// @defgroup ext_vector_ulp GLM_EXT_vector_ulp\n/// @ingroup ext\n///\n/// Allow the measurement of the accuracy of a function against a reference\n/// implementation. This extension works on floating-point data and provide results\n/// in ULP.\n///\n/// Include <glm/ext/vector_ulp.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_ulp\n/// @see ext_scalar_relational\n/// @see ext_vector_relational\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_ulp.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_ulp extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> floatDistance(vec<L, float, Q> const& x, vec<L, float, Q> const& y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int64, Q> floatDistance(vec<L, double, Q> const& x, vec<L, double, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"vector_ulp.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext/vector_ulp.inl",
    "content": "namespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = nextFloat(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = nextFloat(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = nextFloat(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prevFloat(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prevFloat(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prevFloat(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> floatDistance(vec<L, float, Q> const& x, vec<L, float, Q> const& y)\n\t{\n\t\tvec<L, int, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = floatDistance(x[i], y[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int64, Q> floatDistance(vec<L, double, Q> const& x, vec<L, double, Q> const& y)\n\t{\n\t\tvec<L, int64, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = floatDistance(x[i], y[i]);\n\t\treturn Result;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/ext.hpp",
    "content": "/// @file glm/ext.hpp\n///\n/// @ref core (Dependence)\n\n#include \"detail/setup.hpp\"\n\n#pragma once\n\n#include \"glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_EXT_INCLUDED_DISPLAYED)\n#\tdefine GLM_MESSAGE_EXT_INCLUDED_DISPLAYED\n#\tpragma message(\"GLM: All extensions included (not recommended)\")\n#endif//GLM_MESSAGES\n\n#include \"./ext/matrix_clip_space.hpp\"\n#include \"./ext/matrix_common.hpp\"\n\n#include \"./ext/matrix_double2x2.hpp\"\n#include \"./ext/matrix_double2x2_precision.hpp\"\n#include \"./ext/matrix_double2x3.hpp\"\n#include \"./ext/matrix_double2x3_precision.hpp\"\n#include \"./ext/matrix_double2x4.hpp\"\n#include \"./ext/matrix_double2x4_precision.hpp\"\n#include \"./ext/matrix_double3x2.hpp\"\n#include \"./ext/matrix_double3x2_precision.hpp\"\n#include \"./ext/matrix_double3x3.hpp\"\n#include \"./ext/matrix_double3x3_precision.hpp\"\n#include \"./ext/matrix_double3x4.hpp\"\n#include \"./ext/matrix_double3x4_precision.hpp\"\n#include \"./ext/matrix_double4x2.hpp\"\n#include \"./ext/matrix_double4x2_precision.hpp\"\n#include \"./ext/matrix_double4x3.hpp\"\n#include \"./ext/matrix_double4x3_precision.hpp\"\n#include \"./ext/matrix_double4x4.hpp\"\n#include \"./ext/matrix_double4x4_precision.hpp\"\n\n#include \"./ext/matrix_float2x2.hpp\"\n#include \"./ext/matrix_float2x2_precision.hpp\"\n#include \"./ext/matrix_float2x3.hpp\"\n#include \"./ext/matrix_float2x3_precision.hpp\"\n#include \"./ext/matrix_float2x4.hpp\"\n#include \"./ext/matrix_float2x4_precision.hpp\"\n#include \"./ext/matrix_float3x2.hpp\"\n#include \"./ext/matrix_float3x2_precision.hpp\"\n#include \"./ext/matrix_float3x3.hpp\"\n#include \"./ext/matrix_float3x3_precision.hpp\"\n#include \"./ext/matrix_float3x4.hpp\"\n#include \"./ext/matrix_float3x4_precision.hpp\"\n#include \"./ext/matrix_float4x2.hpp\"\n#include \"./ext/matrix_float4x2_precision.hpp\"\n#include \"./ext/matrix_float4x3.hpp\"\n#include \"./ext/matrix_float4x3_precision.hpp\"\n#include \"./ext/matrix_float4x4.hpp\"\n#include \"./ext/matrix_float4x4_precision.hpp\"\n\n#include \"./ext/matrix_int2x2.hpp\"\n#include \"./ext/matrix_int2x2_sized.hpp\"\n#include \"./ext/matrix_int2x3.hpp\"\n#include \"./ext/matrix_int2x3_sized.hpp\"\n#include \"./ext/matrix_int2x4.hpp\"\n#include \"./ext/matrix_int2x4_sized.hpp\"\n#include \"./ext/matrix_int3x2.hpp\"\n#include \"./ext/matrix_int3x2_sized.hpp\"\n#include \"./ext/matrix_int3x3.hpp\"\n#include \"./ext/matrix_int3x3_sized.hpp\"\n#include \"./ext/matrix_int3x4.hpp\"\n#include \"./ext/matrix_int3x4_sized.hpp\"\n#include \"./ext/matrix_int4x2.hpp\"\n#include \"./ext/matrix_int4x2_sized.hpp\"\n#include \"./ext/matrix_int4x3.hpp\"\n#include \"./ext/matrix_int4x3_sized.hpp\"\n#include \"./ext/matrix_int4x4.hpp\"\n#include \"./ext/matrix_int4x4_sized.hpp\"\n\n#include \"./ext/matrix_uint2x2.hpp\"\n#include \"./ext/matrix_uint2x2_sized.hpp\"\n#include \"./ext/matrix_uint2x3.hpp\"\n#include \"./ext/matrix_uint2x3_sized.hpp\"\n#include \"./ext/matrix_uint2x4.hpp\"\n#include \"./ext/matrix_uint2x4_sized.hpp\"\n#include \"./ext/matrix_uint3x2.hpp\"\n#include \"./ext/matrix_uint3x2_sized.hpp\"\n#include \"./ext/matrix_uint3x3.hpp\"\n#include \"./ext/matrix_uint3x3_sized.hpp\"\n#include \"./ext/matrix_uint3x4.hpp\"\n#include \"./ext/matrix_uint3x4_sized.hpp\"\n#include \"./ext/matrix_uint4x2.hpp\"\n#include \"./ext/matrix_uint4x2_sized.hpp\"\n#include \"./ext/matrix_uint4x3.hpp\"\n#include \"./ext/matrix_uint4x3_sized.hpp\"\n#include \"./ext/matrix_uint4x4.hpp\"\n#include \"./ext/matrix_uint4x4_sized.hpp\"\n\n#include \"./ext/matrix_projection.hpp\"\n#include \"./ext/matrix_relational.hpp\"\n#include \"./ext/matrix_transform.hpp\"\n\n#include \"./ext/quaternion_common.hpp\"\n#include \"./ext/quaternion_double.hpp\"\n#include \"./ext/quaternion_double_precision.hpp\"\n#include \"./ext/quaternion_float.hpp\"\n#include \"./ext/quaternion_float_precision.hpp\"\n#include \"./ext/quaternion_exponential.hpp\"\n#include \"./ext/quaternion_geometric.hpp\"\n#include \"./ext/quaternion_relational.hpp\"\n#include \"./ext/quaternion_transform.hpp\"\n#include \"./ext/quaternion_trigonometric.hpp\"\n\n#include \"./ext/scalar_common.hpp\"\n#include \"./ext/scalar_constants.hpp\"\n#include \"./ext/scalar_integer.hpp\"\n#include \"./ext/scalar_packing.hpp\"\n#include \"./ext/scalar_relational.hpp\"\n#include \"./ext/scalar_ulp.hpp\"\n\n#include \"./ext/scalar_int_sized.hpp\"\n#include \"./ext/scalar_uint_sized.hpp\"\n\n#include \"./ext/vector_common.hpp\"\n#include \"./ext/vector_integer.hpp\"\n#include \"./ext/vector_packing.hpp\"\n#include \"./ext/vector_relational.hpp\"\n#include \"./ext/vector_ulp.hpp\"\n\n#include \"./ext/vector_bool1.hpp\"\n#include \"./ext/vector_bool1_precision.hpp\"\n#include \"./ext/vector_bool2.hpp\"\n#include \"./ext/vector_bool2_precision.hpp\"\n#include \"./ext/vector_bool3.hpp\"\n#include \"./ext/vector_bool3_precision.hpp\"\n#include \"./ext/vector_bool4.hpp\"\n#include \"./ext/vector_bool4_precision.hpp\"\n\n#include \"./ext/vector_double1.hpp\"\n#include \"./ext/vector_double1_precision.hpp\"\n#include \"./ext/vector_double2.hpp\"\n#include \"./ext/vector_double2_precision.hpp\"\n#include \"./ext/vector_double3.hpp\"\n#include \"./ext/vector_double3_precision.hpp\"\n#include \"./ext/vector_double4.hpp\"\n#include \"./ext/vector_double4_precision.hpp\"\n\n#include \"./ext/vector_float1.hpp\"\n#include \"./ext/vector_float1_precision.hpp\"\n#include \"./ext/vector_float2.hpp\"\n#include \"./ext/vector_float2_precision.hpp\"\n#include \"./ext/vector_float3.hpp\"\n#include \"./ext/vector_float3_precision.hpp\"\n#include \"./ext/vector_float4.hpp\"\n#include \"./ext/vector_float4_precision.hpp\"\n\n#include \"./ext/vector_int1.hpp\"\n#include \"./ext/vector_int1_sized.hpp\"\n#include \"./ext/vector_int2.hpp\"\n#include \"./ext/vector_int2_sized.hpp\"\n#include \"./ext/vector_int3.hpp\"\n#include \"./ext/vector_int3_sized.hpp\"\n#include \"./ext/vector_int4.hpp\"\n#include \"./ext/vector_int4_sized.hpp\"\n\n#include \"./ext/vector_uint1.hpp\"\n#include \"./ext/vector_uint1_sized.hpp\"\n#include \"./ext/vector_uint2.hpp\"\n#include \"./ext/vector_uint2_sized.hpp\"\n#include \"./ext/vector_uint3.hpp\"\n#include \"./ext/vector_uint3_sized.hpp\"\n#include \"./ext/vector_uint4.hpp\"\n#include \"./ext/vector_uint4_sized.hpp\"\n\n#include \"./gtc/bitfield.hpp\"\n#include \"./gtc/color_space.hpp\"\n#include \"./gtc/constants.hpp\"\n#include \"./gtc/epsilon.hpp\"\n#include \"./gtc/integer.hpp\"\n#include \"./gtc/matrix_access.hpp\"\n#include \"./gtc/matrix_integer.hpp\"\n#include \"./gtc/matrix_inverse.hpp\"\n#include \"./gtc/matrix_transform.hpp\"\n#include \"./gtc/noise.hpp\"\n#include \"./gtc/packing.hpp\"\n#include \"./gtc/quaternion.hpp\"\n#include \"./gtc/random.hpp\"\n#include \"./gtc/reciprocal.hpp\"\n#include \"./gtc/round.hpp\"\n#include \"./gtc/type_precision.hpp\"\n#include \"./gtc/type_ptr.hpp\"\n#include \"./gtc/ulp.hpp\"\n#include \"./gtc/vec1.hpp\"\n#if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n#\tinclude \"./gtc/type_aligned.hpp\"\n#endif\n\n#ifdef GLM_ENABLE_EXPERIMENTAL\n#include \"./gtx/associated_min_max.hpp\"\n#include \"./gtx/bit.hpp\"\n#include \"./gtx/closest_point.hpp\"\n#include \"./gtx/color_encoding.hpp\"\n#include \"./gtx/color_space.hpp\"\n#include \"./gtx/color_space_YCoCg.hpp\"\n#include \"./gtx/compatibility.hpp\"\n#include \"./gtx/component_wise.hpp\"\n#include \"./gtx/dual_quaternion.hpp\"\n#include \"./gtx/euler_angles.hpp\"\n#include \"./gtx/extend.hpp\"\n#include \"./gtx/extended_min_max.hpp\"\n#include \"./gtx/fast_exponential.hpp\"\n#include \"./gtx/fast_square_root.hpp\"\n#include \"./gtx/fast_trigonometry.hpp\"\n#include \"./gtx/functions.hpp\"\n#include \"./gtx/gradient_paint.hpp\"\n#include \"./gtx/handed_coordinate_space.hpp\"\n#include \"./gtx/integer.hpp\"\n#include \"./gtx/intersect.hpp\"\n#include \"./gtx/log_base.hpp\"\n#include \"./gtx/matrix_cross_product.hpp\"\n#include \"./gtx/matrix_interpolation.hpp\"\n#include \"./gtx/matrix_major_storage.hpp\"\n#include \"./gtx/matrix_operation.hpp\"\n#include \"./gtx/matrix_query.hpp\"\n#include \"./gtx/mixed_product.hpp\"\n#include \"./gtx/norm.hpp\"\n#include \"./gtx/normal.hpp\"\n#include \"./gtx/normalize_dot.hpp\"\n#include \"./gtx/number_precision.hpp\"\n#include \"./gtx/optimum_pow.hpp\"\n#include \"./gtx/orthonormalize.hpp\"\n#include \"./gtx/perpendicular.hpp\"\n#include \"./gtx/polar_coordinates.hpp\"\n#include \"./gtx/projection.hpp\"\n#include \"./gtx/quaternion.hpp\"\n#include \"./gtx/raw_data.hpp\"\n#include \"./gtx/rotate_vector.hpp\"\n#include \"./gtx/spline.hpp\"\n#include \"./gtx/std_based_type.hpp\"\n#if !(GLM_COMPILER & GLM_COMPILER_CUDA)\n#\tinclude \"./gtx/string_cast.hpp\"\n#endif\n#include \"./gtx/transform.hpp\"\n#include \"./gtx/transform2.hpp\"\n#include \"./gtx/vec_swizzle.hpp\"\n#include \"./gtx/vector_angle.hpp\"\n#include \"./gtx/vector_query.hpp\"\n#include \"./gtx/wrap.hpp\"\n\n#if GLM_HAS_TEMPLATE_ALIASES\n#\tinclude \"./gtx/scalar_multiplication.hpp\"\n#endif\n\n#if GLM_HAS_RANGE_FOR\n#\tinclude \"./gtx/range.hpp\"\n#endif\n#endif//GLM_ENABLE_EXPERIMENTAL\n"
  },
  {
    "path": "Dependencies/include/64/glm/fwd.hpp",
    "content": "#pragma once\n\n#include \"detail/qualifier.hpp\"\n\nnamespace glm\n{\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n\ttypedef std::int8_t\t\t\t\tint8;\n\ttypedef std::int16_t\t\t\tint16;\n\ttypedef std::int32_t\t\t\tint32;\n\ttypedef std::int64_t\t\t\tint64;\n\n\ttypedef std::uint8_t\t\t\tuint8;\n\ttypedef std::uint16_t\t\t\tuint16;\n\ttypedef std::uint32_t\t\t\tuint32;\n\ttypedef std::uint64_t\t\t\tuint64;\n#else\n\ttypedef signed char\t\t\t\tint8;\n\ttypedef signed short\t\t\tint16;\n\ttypedef signed int\t\t\t\tint32;\n\ttypedef detail::int64\t\t\tint64;\n\n\ttypedef unsigned char\t\t\tuint8;\n\ttypedef unsigned short\t\t\tuint16;\n\ttypedef unsigned int\t\t\tuint32;\n\ttypedef detail::uint64\t\t\tuint64;\n#endif\n\n\t// Scalar int\n\n\ttypedef int8\t\t\t\t\tlowp_i8;\n\ttypedef int8\t\t\t\t\tmediump_i8;\n\ttypedef int8\t\t\t\t\thighp_i8;\n\ttypedef int8\t\t\t\t\ti8;\n\n\ttypedef int8\t\t\t\t\tlowp_int8;\n\ttypedef int8\t\t\t\t\tmediump_int8;\n\ttypedef int8\t\t\t\t\thighp_int8;\n\n\ttypedef int8\t\t\t\t\tlowp_int8_t;\n\ttypedef int8\t\t\t\t\tmediump_int8_t;\n\ttypedef int8\t\t\t\t\thighp_int8_t;\n\ttypedef int8\t\t\t\t\tint8_t;\n\n\ttypedef int16\t\t\t\t\tlowp_i16;\n\ttypedef int16\t\t\t\t\tmediump_i16;\n\ttypedef int16\t\t\t\t\thighp_i16;\n\ttypedef int16\t\t\t\t\ti16;\n\n\ttypedef int16\t\t\t\t\tlowp_int16;\n\ttypedef int16\t\t\t\t\tmediump_int16;\n\ttypedef int16\t\t\t\t\thighp_int16;\n\n\ttypedef int16\t\t\t\t\tlowp_int16_t;\n\ttypedef int16\t\t\t\t\tmediump_int16_t;\n\ttypedef int16\t\t\t\t\thighp_int16_t;\n\ttypedef int16\t\t\t\t\tint16_t;\n\n\ttypedef int32\t\t\t\t\tlowp_i32;\n\ttypedef int32\t\t\t\t\tmediump_i32;\n\ttypedef int32\t\t\t\t\thighp_i32;\n\ttypedef int32\t\t\t\t\ti32;\n\n\ttypedef int32\t\t\t\t\tlowp_int32;\n\ttypedef int32\t\t\t\t\tmediump_int32;\n\ttypedef int32\t\t\t\t\thighp_int32;\n\n\ttypedef int32\t\t\t\t\tlowp_int32_t;\n\ttypedef int32\t\t\t\t\tmediump_int32_t;\n\ttypedef int32\t\t\t\t\thighp_int32_t;\n\ttypedef int32\t\t\t\t\tint32_t;\n\n\ttypedef int64\t\t\t\t\tlowp_i64;\n\ttypedef int64\t\t\t\t\tmediump_i64;\n\ttypedef int64\t\t\t\t\thighp_i64;\n\ttypedef int64\t\t\t\t\ti64;\n\n\ttypedef int64\t\t\t\t\tlowp_int64;\n\ttypedef int64\t\t\t\t\tmediump_int64;\n\ttypedef int64\t\t\t\t\thighp_int64;\n\n\ttypedef int64\t\t\t\t\tlowp_int64_t;\n\ttypedef int64\t\t\t\t\tmediump_int64_t;\n\ttypedef int64\t\t\t\t\thighp_int64_t;\n\ttypedef int64\t\t\t\t\tint64_t;\n\n\t// Scalar uint\n\n\ttypedef unsigned int\t\t\tuint;\n\n\ttypedef uint8\t\t\t\t\tlowp_u8;\n\ttypedef uint8\t\t\t\t\tmediump_u8;\n\ttypedef uint8\t\t\t\t\thighp_u8;\n\ttypedef uint8\t\t\t\t\tu8;\n\n\ttypedef uint8\t\t\t\t\tlowp_uint8;\n\ttypedef uint8\t\t\t\t\tmediump_uint8;\n\ttypedef uint8\t\t\t\t\thighp_uint8;\n\n\ttypedef uint8\t\t\t\t\tlowp_uint8_t;\n\ttypedef uint8\t\t\t\t\tmediump_uint8_t;\n\ttypedef uint8\t\t\t\t\thighp_uint8_t;\n\ttypedef uint8\t\t\t\t\tuint8_t;\n\n\ttypedef uint16\t\t\t\t\tlowp_u16;\n\ttypedef uint16\t\t\t\t\tmediump_u16;\n\ttypedef uint16\t\t\t\t\thighp_u16;\n\ttypedef uint16\t\t\t\t\tu16;\n\n\ttypedef uint16\t\t\t\t\tlowp_uint16;\n\ttypedef uint16\t\t\t\t\tmediump_uint16;\n\ttypedef uint16\t\t\t\t\thighp_uint16;\n\n\ttypedef uint16\t\t\t\t\tlowp_uint16_t;\n\ttypedef uint16\t\t\t\t\tmediump_uint16_t;\n\ttypedef uint16\t\t\t\t\thighp_uint16_t;\n\ttypedef uint16\t\t\t\t\tuint16_t;\n\n\ttypedef uint32\t\t\t\t\tlowp_u32;\n\ttypedef uint32\t\t\t\t\tmediump_u32;\n\ttypedef uint32\t\t\t\t\thighp_u32;\n\ttypedef uint32\t\t\t\t\tu32;\n\n\ttypedef uint32\t\t\t\t\tlowp_uint32;\n\ttypedef uint32\t\t\t\t\tmediump_uint32;\n\ttypedef uint32\t\t\t\t\thighp_uint32;\n\n\ttypedef uint32\t\t\t\t\tlowp_uint32_t;\n\ttypedef uint32\t\t\t\t\tmediump_uint32_t;\n\ttypedef uint32\t\t\t\t\thighp_uint32_t;\n\ttypedef uint32\t\t\t\t\tuint32_t;\n\n\ttypedef uint64\t\t\t\t\tlowp_u64;\n\ttypedef uint64\t\t\t\t\tmediump_u64;\n\ttypedef uint64\t\t\t\t\thighp_u64;\n\ttypedef uint64\t\t\t\t\tu64;\n\n\ttypedef uint64\t\t\t\t\tlowp_uint64;\n\ttypedef uint64\t\t\t\t\tmediump_uint64;\n\ttypedef uint64\t\t\t\t\thighp_uint64;\n\n\ttypedef uint64\t\t\t\t\tlowp_uint64_t;\n\ttypedef uint64\t\t\t\t\tmediump_uint64_t;\n\ttypedef uint64\t\t\t\t\thighp_uint64_t;\n\ttypedef uint64\t\t\t\t\tuint64_t;\n\n\t// Scalar float\n\n\ttypedef float\t\t\t\t\tlowp_f32;\n\ttypedef float\t\t\t\t\tmediump_f32;\n\ttypedef float\t\t\t\t\thighp_f32;\n\ttypedef float\t\t\t\t\tf32;\n\n\ttypedef float\t\t\t\t\tlowp_float32;\n\ttypedef float\t\t\t\t\tmediump_float32;\n\ttypedef float\t\t\t\t\thighp_float32;\n\ttypedef float\t\t\t\t\tfloat32;\n\n\ttypedef float\t\t\t\t\tlowp_float32_t;\n\ttypedef float\t\t\t\t\tmediump_float32_t;\n\ttypedef float\t\t\t\t\thighp_float32_t;\n\ttypedef float\t\t\t\t\tfloat32_t;\n\n\n\ttypedef double\t\t\t\t\tlowp_f64;\n\ttypedef double\t\t\t\t\tmediump_f64;\n\ttypedef double\t\t\t\t\thighp_f64;\n\ttypedef double\t\t\t\t\tf64;\n\n\ttypedef double\t\t\t\t\tlowp_float64;\n\ttypedef double\t\t\t\t\tmediump_float64;\n\ttypedef double\t\t\t\t\thighp_float64;\n\ttypedef double\t\t\t\t\tfloat64;\n\n\ttypedef double\t\t\t\t\tlowp_float64_t;\n\ttypedef double\t\t\t\t\tmediump_float64_t;\n\ttypedef double\t\t\t\t\thighp_float64_t;\n\ttypedef double\t\t\t\t\tfloat64_t;\n\n\t// Vector bool\n\n\ttypedef vec<1, bool, lowp>\t\tlowp_bvec1;\n\ttypedef vec<2, bool, lowp>\t\tlowp_bvec2;\n\ttypedef vec<3, bool, lowp>\t\tlowp_bvec3;\n\ttypedef vec<4, bool, lowp>\t\tlowp_bvec4;\n\n\ttypedef vec<1, bool, mediump>\tmediump_bvec1;\n\ttypedef vec<2, bool, mediump>\tmediump_bvec2;\n\ttypedef vec<3, bool, mediump>\tmediump_bvec3;\n\ttypedef vec<4, bool, mediump>\tmediump_bvec4;\n\n\ttypedef vec<1, bool, highp>\t\thighp_bvec1;\n\ttypedef vec<2, bool, highp>\t\thighp_bvec2;\n\ttypedef vec<3, bool, highp>\t\thighp_bvec3;\n\ttypedef vec<4, bool, highp>\t\thighp_bvec4;\n\n\ttypedef vec<1, bool, defaultp>\tbvec1;\n\ttypedef vec<2, bool, defaultp>\tbvec2;\n\ttypedef vec<3, bool, defaultp>\tbvec3;\n\ttypedef vec<4, bool, defaultp>\tbvec4;\n\n\t// Vector int\n\n\ttypedef vec<1, int, lowp>\t\tlowp_ivec1;\n\ttypedef vec<2, int, lowp>\t\tlowp_ivec2;\n\ttypedef vec<3, int, lowp>\t\tlowp_ivec3;\n\ttypedef vec<4, int, lowp>\t\tlowp_ivec4;\n\n\ttypedef vec<1, int, mediump>\tmediump_ivec1;\n\ttypedef vec<2, int, mediump>\tmediump_ivec2;\n\ttypedef vec<3, int, mediump>\tmediump_ivec3;\n\ttypedef vec<4, int, mediump>\tmediump_ivec4;\n\n\ttypedef vec<1, int, highp>\t\thighp_ivec1;\n\ttypedef vec<2, int, highp>\t\thighp_ivec2;\n\ttypedef vec<3, int, highp>\t\thighp_ivec3;\n\ttypedef vec<4, int, highp>\t\thighp_ivec4;\n\n\ttypedef vec<1, int, defaultp>\tivec1;\n\ttypedef vec<2, int, defaultp>\tivec2;\n\ttypedef vec<3, int, defaultp>\tivec3;\n\ttypedef vec<4, int, defaultp>\tivec4;\n\n\ttypedef vec<1, i8, lowp>\t\tlowp_i8vec1;\n\ttypedef vec<2, i8, lowp>\t\tlowp_i8vec2;\n\ttypedef vec<3, i8, lowp>\t\tlowp_i8vec3;\n\ttypedef vec<4, i8, lowp>\t\tlowp_i8vec4;\n\n\ttypedef vec<1, i8, mediump>\t\tmediump_i8vec1;\n\ttypedef vec<2, i8, mediump>\t\tmediump_i8vec2;\n\ttypedef vec<3, i8, mediump>\t\tmediump_i8vec3;\n\ttypedef vec<4, i8, mediump>\t\tmediump_i8vec4;\n\n\ttypedef vec<1, i8, highp>\t\thighp_i8vec1;\n\ttypedef vec<2, i8, highp>\t\thighp_i8vec2;\n\ttypedef vec<3, i8, highp>\t\thighp_i8vec3;\n\ttypedef vec<4, i8, highp>\t\thighp_i8vec4;\n\n\ttypedef vec<1, i8, defaultp>\ti8vec1;\n\ttypedef vec<2, i8, defaultp>\ti8vec2;\n\ttypedef vec<3, i8, defaultp>\ti8vec3;\n\ttypedef vec<4, i8, defaultp>\ti8vec4;\n\n\ttypedef vec<1, i16, lowp>\t\tlowp_i16vec1;\n\ttypedef vec<2, i16, lowp>\t\tlowp_i16vec2;\n\ttypedef vec<3, i16, lowp>\t\tlowp_i16vec3;\n\ttypedef vec<4, i16, lowp>\t\tlowp_i16vec4;\n\n\ttypedef vec<1, i16, mediump>\tmediump_i16vec1;\n\ttypedef vec<2, i16, mediump>\tmediump_i16vec2;\n\ttypedef vec<3, i16, mediump>\tmediump_i16vec3;\n\ttypedef vec<4, i16, mediump>\tmediump_i16vec4;\n\n\ttypedef vec<1, i16, highp>\t\thighp_i16vec1;\n\ttypedef vec<2, i16, highp>\t\thighp_i16vec2;\n\ttypedef vec<3, i16, highp>\t\thighp_i16vec3;\n\ttypedef vec<4, i16, highp>\t\thighp_i16vec4;\n\n\ttypedef vec<1, i16, defaultp>\ti16vec1;\n\ttypedef vec<2, i16, defaultp>\ti16vec2;\n\ttypedef vec<3, i16, defaultp>\ti16vec3;\n\ttypedef vec<4, i16, defaultp>\ti16vec4;\n\n\ttypedef vec<1, i32, lowp>\t\tlowp_i32vec1;\n\ttypedef vec<2, i32, lowp>\t\tlowp_i32vec2;\n\ttypedef vec<3, i32, lowp>\t\tlowp_i32vec3;\n\ttypedef vec<4, i32, lowp>\t\tlowp_i32vec4;\n\n\ttypedef vec<1, i32, mediump>\tmediump_i32vec1;\n\ttypedef vec<2, i32, mediump>\tmediump_i32vec2;\n\ttypedef vec<3, i32, mediump>\tmediump_i32vec3;\n\ttypedef vec<4, i32, mediump>\tmediump_i32vec4;\n\n\ttypedef vec<1, i32, highp>\t\thighp_i32vec1;\n\ttypedef vec<2, i32, highp>\t\thighp_i32vec2;\n\ttypedef vec<3, i32, highp>\t\thighp_i32vec3;\n\ttypedef vec<4, i32, highp>\t\thighp_i32vec4;\n\n\ttypedef vec<1, i32, defaultp>\ti32vec1;\n\ttypedef vec<2, i32, defaultp>\ti32vec2;\n\ttypedef vec<3, i32, defaultp>\ti32vec3;\n\ttypedef vec<4, i32, defaultp>\ti32vec4;\n\n\ttypedef vec<1, i64, lowp>\t\tlowp_i64vec1;\n\ttypedef vec<2, i64, lowp>\t\tlowp_i64vec2;\n\ttypedef vec<3, i64, lowp>\t\tlowp_i64vec3;\n\ttypedef vec<4, i64, lowp>\t\tlowp_i64vec4;\n\n\ttypedef vec<1, i64, mediump>\tmediump_i64vec1;\n\ttypedef vec<2, i64, mediump>\tmediump_i64vec2;\n\ttypedef vec<3, i64, mediump>\tmediump_i64vec3;\n\ttypedef vec<4, i64, mediump>\tmediump_i64vec4;\n\n\ttypedef vec<1, i64, highp>\t\thighp_i64vec1;\n\ttypedef vec<2, i64, highp>\t\thighp_i64vec2;\n\ttypedef vec<3, i64, highp>\t\thighp_i64vec3;\n\ttypedef vec<4, i64, highp>\t\thighp_i64vec4;\n\n\ttypedef vec<1, i64, defaultp>\ti64vec1;\n\ttypedef vec<2, i64, defaultp>\ti64vec2;\n\ttypedef vec<3, i64, defaultp>\ti64vec3;\n\ttypedef vec<4, i64, defaultp>\ti64vec4;\n\n\t// Vector uint\n\n\ttypedef vec<1, uint, lowp>\t\tlowp_uvec1;\n\ttypedef vec<2, uint, lowp>\t\tlowp_uvec2;\n\ttypedef vec<3, uint, lowp>\t\tlowp_uvec3;\n\ttypedef vec<4, uint, lowp>\t\tlowp_uvec4;\n\n\ttypedef vec<1, uint, mediump>\tmediump_uvec1;\n\ttypedef vec<2, uint, mediump>\tmediump_uvec2;\n\ttypedef vec<3, uint, mediump>\tmediump_uvec3;\n\ttypedef vec<4, uint, mediump>\tmediump_uvec4;\n\n\ttypedef vec<1, uint, highp>\t\thighp_uvec1;\n\ttypedef vec<2, uint, highp>\t\thighp_uvec2;\n\ttypedef vec<3, uint, highp>\t\thighp_uvec3;\n\ttypedef vec<4, uint, highp>\t\thighp_uvec4;\n\n\ttypedef vec<1, uint, defaultp>\tuvec1;\n\ttypedef vec<2, uint, defaultp>\tuvec2;\n\ttypedef vec<3, uint, defaultp>\tuvec3;\n\ttypedef vec<4, uint, defaultp>\tuvec4;\n\n\ttypedef vec<1, u8, lowp>\t\tlowp_u8vec1;\n\ttypedef vec<2, u8, lowp>\t\tlowp_u8vec2;\n\ttypedef vec<3, u8, lowp>\t\tlowp_u8vec3;\n\ttypedef vec<4, u8, lowp>\t\tlowp_u8vec4;\n\n\ttypedef vec<1, u8, mediump>\t\tmediump_u8vec1;\n\ttypedef vec<2, u8, mediump>\t\tmediump_u8vec2;\n\ttypedef vec<3, u8, mediump>\t\tmediump_u8vec3;\n\ttypedef vec<4, u8, mediump>\t\tmediump_u8vec4;\n\n\ttypedef vec<1, u8, highp>\t\thighp_u8vec1;\n\ttypedef vec<2, u8, highp>\t\thighp_u8vec2;\n\ttypedef vec<3, u8, highp>\t\thighp_u8vec3;\n\ttypedef vec<4, u8, highp>\t\thighp_u8vec4;\n\n\ttypedef vec<1, u8, defaultp>\tu8vec1;\n\ttypedef vec<2, u8, defaultp>\tu8vec2;\n\ttypedef vec<3, u8, defaultp>\tu8vec3;\n\ttypedef vec<4, u8, defaultp>\tu8vec4;\n\n\ttypedef vec<1, u16, lowp>\t\tlowp_u16vec1;\n\ttypedef vec<2, u16, lowp>\t\tlowp_u16vec2;\n\ttypedef vec<3, u16, lowp>\t\tlowp_u16vec3;\n\ttypedef vec<4, u16, lowp>\t\tlowp_u16vec4;\n\n\ttypedef vec<1, u16, mediump>\tmediump_u16vec1;\n\ttypedef vec<2, u16, mediump>\tmediump_u16vec2;\n\ttypedef vec<3, u16, mediump>\tmediump_u16vec3;\n\ttypedef vec<4, u16, mediump>\tmediump_u16vec4;\n\n\ttypedef vec<1, u16, highp>\t\thighp_u16vec1;\n\ttypedef vec<2, u16, highp>\t\thighp_u16vec2;\n\ttypedef vec<3, u16, highp>\t\thighp_u16vec3;\n\ttypedef vec<4, u16, highp>\t\thighp_u16vec4;\n\n\ttypedef vec<1, u16, defaultp>\tu16vec1;\n\ttypedef vec<2, u16, defaultp>\tu16vec2;\n\ttypedef vec<3, u16, defaultp>\tu16vec3;\n\ttypedef vec<4, u16, defaultp>\tu16vec4;\n\n\ttypedef vec<1, u32, lowp>\t\tlowp_u32vec1;\n\ttypedef vec<2, u32, lowp>\t\tlowp_u32vec2;\n\ttypedef vec<3, u32, lowp>\t\tlowp_u32vec3;\n\ttypedef vec<4, u32, lowp>\t\tlowp_u32vec4;\n\n\ttypedef vec<1, u32, mediump>\tmediump_u32vec1;\n\ttypedef vec<2, u32, mediump>\tmediump_u32vec2;\n\ttypedef vec<3, u32, mediump>\tmediump_u32vec3;\n\ttypedef vec<4, u32, mediump>\tmediump_u32vec4;\n\n\ttypedef vec<1, u32, highp>\t\thighp_u32vec1;\n\ttypedef vec<2, u32, highp>\t\thighp_u32vec2;\n\ttypedef vec<3, u32, highp>\t\thighp_u32vec3;\n\ttypedef vec<4, u32, highp>\t\thighp_u32vec4;\n\n\ttypedef vec<1, u32, defaultp>\tu32vec1;\n\ttypedef vec<2, u32, defaultp>\tu32vec2;\n\ttypedef vec<3, u32, defaultp>\tu32vec3;\n\ttypedef vec<4, u32, defaultp>\tu32vec4;\n\n\ttypedef vec<1, u64, lowp>\t\tlowp_u64vec1;\n\ttypedef vec<2, u64, lowp>\t\tlowp_u64vec2;\n\ttypedef vec<3, u64, lowp>\t\tlowp_u64vec3;\n\ttypedef vec<4, u64, lowp>\t\tlowp_u64vec4;\n\n\ttypedef vec<1, u64, mediump>\tmediump_u64vec1;\n\ttypedef vec<2, u64, mediump>\tmediump_u64vec2;\n\ttypedef vec<3, u64, mediump>\tmediump_u64vec3;\n\ttypedef vec<4, u64, mediump>\tmediump_u64vec4;\n\n\ttypedef vec<1, u64, highp>\t\thighp_u64vec1;\n\ttypedef vec<2, u64, highp>\t\thighp_u64vec2;\n\ttypedef vec<3, u64, highp>\t\thighp_u64vec3;\n\ttypedef vec<4, u64, highp>\t\thighp_u64vec4;\n\n\ttypedef vec<1, u64, defaultp>\tu64vec1;\n\ttypedef vec<2, u64, defaultp>\tu64vec2;\n\ttypedef vec<3, u64, defaultp>\tu64vec3;\n\ttypedef vec<4, u64, defaultp>\tu64vec4;\n\n\t// Vector float\n\n\ttypedef vec<1, float, lowp>\t\t\tlowp_vec1;\n\ttypedef vec<2, float, lowp>\t\t\tlowp_vec2;\n\ttypedef vec<3, float, lowp>\t\t\tlowp_vec3;\n\ttypedef vec<4, float, lowp>\t\t\tlowp_vec4;\n\n\ttypedef vec<1, float, mediump>\t\tmediump_vec1;\n\ttypedef vec<2, float, mediump>\t\tmediump_vec2;\n\ttypedef vec<3, float, mediump>\t\tmediump_vec3;\n\ttypedef vec<4, float, mediump>\t\tmediump_vec4;\n\n\ttypedef vec<1, float, highp>\t\thighp_vec1;\n\ttypedef vec<2, float, highp>\t\thighp_vec2;\n\ttypedef vec<3, float, highp>\t\thighp_vec3;\n\ttypedef vec<4, float, highp>\t\thighp_vec4;\n\n\ttypedef vec<1, float, defaultp>\t\tvec1;\n\ttypedef vec<2, float, defaultp>\t\tvec2;\n\ttypedef vec<3, float, defaultp>\t\tvec3;\n\ttypedef vec<4, float, defaultp>\t\tvec4;\n\n\ttypedef vec<1, float, lowp>\t\t\tlowp_fvec1;\n\ttypedef vec<2, float, lowp>\t\t\tlowp_fvec2;\n\ttypedef vec<3, float, lowp>\t\t\tlowp_fvec3;\n\ttypedef vec<4, float, lowp>\t\t\tlowp_fvec4;\n\n\ttypedef vec<1, float, mediump>\t\tmediump_fvec1;\n\ttypedef vec<2, float, mediump>\t\tmediump_fvec2;\n\ttypedef vec<3, float, mediump>\t\tmediump_fvec3;\n\ttypedef vec<4, float, mediump>\t\tmediump_fvec4;\n\n\ttypedef vec<1, float, highp>\t\thighp_fvec1;\n\ttypedef vec<2, float, highp>\t\thighp_fvec2;\n\ttypedef vec<3, float, highp>\t\thighp_fvec3;\n\ttypedef vec<4, float, highp>\t\thighp_fvec4;\n\n\ttypedef vec<1, f32, defaultp>\t\tfvec1;\n\ttypedef vec<2, f32, defaultp>\t\tfvec2;\n\ttypedef vec<3, f32, defaultp>\t\tfvec3;\n\ttypedef vec<4, f32, defaultp>\t\tfvec4;\n\n\ttypedef vec<1, f32, lowp>\t\t\tlowp_f32vec1;\n\ttypedef vec<2, f32, lowp>\t\t\tlowp_f32vec2;\n\ttypedef vec<3, f32, lowp>\t\t\tlowp_f32vec3;\n\ttypedef vec<4, f32, lowp>\t\t\tlowp_f32vec4;\n\n\ttypedef vec<1, f32, mediump>\t\tmediump_f32vec1;\n\ttypedef vec<2, f32, mediump>\t\tmediump_f32vec2;\n\ttypedef vec<3, f32, mediump>\t\tmediump_f32vec3;\n\ttypedef vec<4, f32, mediump>\t\tmediump_f32vec4;\n\n\ttypedef vec<1, f32, highp>\t\t\thighp_f32vec1;\n\ttypedef vec<2, f32, highp>\t\t\thighp_f32vec2;\n\ttypedef vec<3, f32, highp>\t\t\thighp_f32vec3;\n\ttypedef vec<4, f32, highp>\t\t\thighp_f32vec4;\n\n\ttypedef vec<1, f32, defaultp>\t\tf32vec1;\n\ttypedef vec<2, f32, defaultp>\t\tf32vec2;\n\ttypedef vec<3, f32, defaultp>\t\tf32vec3;\n\ttypedef vec<4, f32, defaultp>\t\tf32vec4;\n\n\ttypedef vec<1, f64, lowp>\t\t\tlowp_dvec1;\n\ttypedef vec<2, f64, lowp>\t\t\tlowp_dvec2;\n\ttypedef vec<3, f64, lowp>\t\t\tlowp_dvec3;\n\ttypedef vec<4, f64, lowp>\t\t\tlowp_dvec4;\n\n\ttypedef vec<1, f64, mediump>\t\tmediump_dvec1;\n\ttypedef vec<2, f64, mediump>\t\tmediump_dvec2;\n\ttypedef vec<3, f64, mediump>\t\tmediump_dvec3;\n\ttypedef vec<4, f64, mediump>\t\tmediump_dvec4;\n\n\ttypedef vec<1, f64, highp>\t\t\thighp_dvec1;\n\ttypedef vec<2, f64, highp>\t\t\thighp_dvec2;\n\ttypedef vec<3, f64, highp>\t\t\thighp_dvec3;\n\ttypedef vec<4, f64, highp>\t\t\thighp_dvec4;\n\n\ttypedef vec<1, f64, defaultp>\t\tdvec1;\n\ttypedef vec<2, f64, defaultp>\t\tdvec2;\n\ttypedef vec<3, f64, defaultp>\t\tdvec3;\n\ttypedef vec<4, f64, defaultp>\t\tdvec4;\n\n\ttypedef vec<1, f64, lowp>\t\t\tlowp_f64vec1;\n\ttypedef vec<2, f64, lowp>\t\t\tlowp_f64vec2;\n\ttypedef vec<3, f64, lowp>\t\t\tlowp_f64vec3;\n\ttypedef vec<4, f64, lowp>\t\t\tlowp_f64vec4;\n\n\ttypedef vec<1, f64, mediump>\t\tmediump_f64vec1;\n\ttypedef vec<2, f64, mediump>\t\tmediump_f64vec2;\n\ttypedef vec<3, f64, mediump>\t\tmediump_f64vec3;\n\ttypedef vec<4, f64, mediump>\t\tmediump_f64vec4;\n\n\ttypedef vec<1, f64, highp>\t\t\thighp_f64vec1;\n\ttypedef vec<2, f64, highp>\t\t\thighp_f64vec2;\n\ttypedef vec<3, f64, highp>\t\t\thighp_f64vec3;\n\ttypedef vec<4, f64, highp>\t\t\thighp_f64vec4;\n\n\ttypedef vec<1, f64, defaultp>\t\tf64vec1;\n\ttypedef vec<2, f64, defaultp>\t\tf64vec2;\n\ttypedef vec<3, f64, defaultp>\t\tf64vec3;\n\ttypedef vec<4, f64, defaultp>\t\tf64vec4;\n\n\t// Matrix NxN\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_mat2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_mat3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_mat4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_mat2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_mat3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_mat4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_mat2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_mat3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_mat4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tmat2;\n\ttypedef mat<3, 3, f32, defaultp>\tmat3;\n\ttypedef mat<4, 4, f32, defaultp>\tmat4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_fmat2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_fmat3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_fmat4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_fmat2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_fmat3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_fmat4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_fmat2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_fmat3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_fmat4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tfmat2;\n\ttypedef mat<3, 3, f32, defaultp>\tfmat3;\n\ttypedef mat<4, 4, f32, defaultp>\tfmat4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_f32mat2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_f32mat3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_f32mat4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_f32mat2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_f32mat3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_f32mat4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_f32mat2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_f32mat3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_f32mat4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tf32mat2;\n\ttypedef mat<3, 3, f32, defaultp>\tf32mat3;\n\ttypedef mat<4, 4, f32, defaultp>\tf32mat4;\n\n\ttypedef mat<2, 2, f64, lowp>\t\tlowp_dmat2;\n\ttypedef mat<3, 3, f64, lowp>\t\tlowp_dmat3;\n\ttypedef mat<4, 4, f64, lowp>\t\tlowp_dmat4;\n\n\ttypedef mat<2, 2, f64, mediump>\t\tmediump_dmat2;\n\ttypedef mat<3, 3, f64, mediump>\t\tmediump_dmat3;\n\ttypedef mat<4, 4, f64, mediump>\t\tmediump_dmat4;\n\n\ttypedef mat<2, 2, f64, highp>\t\thighp_dmat2;\n\ttypedef mat<3, 3, f64, highp>\t\thighp_dmat3;\n\ttypedef mat<4, 4, f64, highp>\t\thighp_dmat4;\n\n\ttypedef mat<2, 2, f64, defaultp>\tdmat2;\n\ttypedef mat<3, 3, f64, defaultp>\tdmat3;\n\ttypedef mat<4, 4, f64, defaultp>\tdmat4;\n\n\ttypedef mat<2, 2, f64, lowp>\t\tlowp_f64mat2;\n\ttypedef mat<3, 3, f64, lowp>\t\tlowp_f64mat3;\n\ttypedef mat<4, 4, f64, lowp>\t\tlowp_f64mat4;\n\n\ttypedef mat<2, 2, f64, mediump>\t\tmediump_f64mat2;\n\ttypedef mat<3, 3, f64, mediump>\t\tmediump_f64mat3;\n\ttypedef mat<4, 4, f64, mediump>\t\tmediump_f64mat4;\n\n\ttypedef mat<2, 2, f64, highp>\t\thighp_f64mat2;\n\ttypedef mat<3, 3, f64, highp>\t\thighp_f64mat3;\n\ttypedef mat<4, 4, f64, highp>\t\thighp_f64mat4;\n\n\ttypedef mat<2, 2, f64, defaultp>\tf64mat2;\n\ttypedef mat<3, 3, f64, defaultp>\tf64mat3;\n\ttypedef mat<4, 4, f64, defaultp>\tf64mat4;\n\n\t// Matrix MxN\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_mat2x2;\n\ttypedef mat<2, 3, f32, lowp>\t\tlowp_mat2x3;\n\ttypedef mat<2, 4, f32, lowp>\t\tlowp_mat2x4;\n\ttypedef mat<3, 2, f32, lowp>\t\tlowp_mat3x2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_mat3x3;\n\ttypedef mat<3, 4, f32, lowp>\t\tlowp_mat3x4;\n\ttypedef mat<4, 2, f32, lowp>\t\tlowp_mat4x2;\n\ttypedef mat<4, 3, f32, lowp>\t\tlowp_mat4x3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_mat4x4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_mat2x2;\n\ttypedef mat<2, 3, f32, mediump>\t\tmediump_mat2x3;\n\ttypedef mat<2, 4, f32, mediump>\t\tmediump_mat2x4;\n\ttypedef mat<3, 2, f32, mediump>\t\tmediump_mat3x2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_mat3x3;\n\ttypedef mat<3, 4, f32, mediump>\t\tmediump_mat3x4;\n\ttypedef mat<4, 2, f32, mediump>\t\tmediump_mat4x2;\n\ttypedef mat<4, 3, f32, mediump>\t\tmediump_mat4x3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_mat4x4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_mat2x2;\n\ttypedef mat<2, 3, f32, highp>\t\thighp_mat2x3;\n\ttypedef mat<2, 4, f32, highp>\t\thighp_mat2x4;\n\ttypedef mat<3, 2, f32, highp>\t\thighp_mat3x2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_mat3x3;\n\ttypedef mat<3, 4, f32, highp>\t\thighp_mat3x4;\n\ttypedef mat<4, 2, f32, highp>\t\thighp_mat4x2;\n\ttypedef mat<4, 3, f32, highp>\t\thighp_mat4x3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_mat4x4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tmat2x2;\n\ttypedef mat<3, 2, f32, defaultp>\tmat3x2;\n\ttypedef mat<4, 2, f32, defaultp>\tmat4x2;\n\ttypedef mat<2, 3, f32, defaultp>\tmat2x3;\n\ttypedef mat<3, 3, f32, defaultp>\tmat3x3;\n\ttypedef mat<4, 3, f32, defaultp>\tmat4x3;\n\ttypedef mat<2, 4, f32, defaultp>\tmat2x4;\n\ttypedef mat<3, 4, f32, defaultp>\tmat3x4;\n\ttypedef mat<4, 4, f32, defaultp>\tmat4x4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_fmat2x2;\n\ttypedef mat<2, 3, f32, lowp>\t\tlowp_fmat2x3;\n\ttypedef mat<2, 4, f32, lowp>\t\tlowp_fmat2x4;\n\ttypedef mat<3, 2, f32, lowp>\t\tlowp_fmat3x2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_fmat3x3;\n\ttypedef mat<3, 4, f32, lowp>\t\tlowp_fmat3x4;\n\ttypedef mat<4, 2, f32, lowp>\t\tlowp_fmat4x2;\n\ttypedef mat<4, 3, f32, lowp>\t\tlowp_fmat4x3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_fmat4x4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_fmat2x2;\n\ttypedef mat<2, 3, f32, mediump>\t\tmediump_fmat2x3;\n\ttypedef mat<2, 4, f32, mediump>\t\tmediump_fmat2x4;\n\ttypedef mat<3, 2, f32, mediump>\t\tmediump_fmat3x2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_fmat3x3;\n\ttypedef mat<3, 4, f32, mediump>\t\tmediump_fmat3x4;\n\ttypedef mat<4, 2, f32, mediump>\t\tmediump_fmat4x2;\n\ttypedef mat<4, 3, f32, mediump>\t\tmediump_fmat4x3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_fmat4x4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_fmat2x2;\n\ttypedef mat<2, 3, f32, highp>\t\thighp_fmat2x3;\n\ttypedef mat<2, 4, f32, highp>\t\thighp_fmat2x4;\n\ttypedef mat<3, 2, f32, highp>\t\thighp_fmat3x2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_fmat3x3;\n\ttypedef mat<3, 4, f32, highp>\t\thighp_fmat3x4;\n\ttypedef mat<4, 2, f32, highp>\t\thighp_fmat4x2;\n\ttypedef mat<4, 3, f32, highp>\t\thighp_fmat4x3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_fmat4x4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tfmat2x2;\n\ttypedef mat<3, 2, f32, defaultp>\tfmat3x2;\n\ttypedef mat<4, 2, f32, defaultp>\tfmat4x2;\n\ttypedef mat<2, 3, f32, defaultp>\tfmat2x3;\n\ttypedef mat<3, 3, f32, defaultp>\tfmat3x3;\n\ttypedef mat<4, 3, f32, defaultp>\tfmat4x3;\n\ttypedef mat<2, 4, f32, defaultp>\tfmat2x4;\n\ttypedef mat<3, 4, f32, defaultp>\tfmat3x4;\n\ttypedef mat<4, 4, f32, defaultp>\tfmat4x4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_f32mat2x2;\n\ttypedef mat<2, 3, f32, lowp>\t\tlowp_f32mat2x3;\n\ttypedef mat<2, 4, f32, lowp>\t\tlowp_f32mat2x4;\n\ttypedef mat<3, 2, f32, lowp>\t\tlowp_f32mat3x2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_f32mat3x3;\n\ttypedef mat<3, 4, f32, lowp>\t\tlowp_f32mat3x4;\n\ttypedef mat<4, 2, f32, lowp>\t\tlowp_f32mat4x2;\n\ttypedef mat<4, 3, f32, lowp>\t\tlowp_f32mat4x3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_f32mat4x4;\n\t\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_f32mat2x2;\n\ttypedef mat<2, 3, f32, mediump>\t\tmediump_f32mat2x3;\n\ttypedef mat<2, 4, f32, mediump>\t\tmediump_f32mat2x4;\n\ttypedef mat<3, 2, f32, mediump>\t\tmediump_f32mat3x2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_f32mat3x3;\n\ttypedef mat<3, 4, f32, mediump>\t\tmediump_f32mat3x4;\n\ttypedef mat<4, 2, f32, mediump>\t\tmediump_f32mat4x2;\n\ttypedef mat<4, 3, f32, mediump>\t\tmediump_f32mat4x3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_f32mat4x4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_f32mat2x2;\n\ttypedef mat<2, 3, f32, highp>\t\thighp_f32mat2x3;\n\ttypedef mat<2, 4, f32, highp>\t\thighp_f32mat2x4;\n\ttypedef mat<3, 2, f32, highp>\t\thighp_f32mat3x2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_f32mat3x3;\n\ttypedef mat<3, 4, f32, highp>\t\thighp_f32mat3x4;\n\ttypedef mat<4, 2, f32, highp>\t\thighp_f32mat4x2;\n\ttypedef mat<4, 3, f32, highp>\t\thighp_f32mat4x3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_f32mat4x4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tf32mat2x2;\n\ttypedef mat<3, 2, f32, defaultp>\tf32mat3x2;\n\ttypedef mat<4, 2, f32, defaultp>\tf32mat4x2;\n\ttypedef mat<2, 3, f32, defaultp>\tf32mat2x3;\n\ttypedef mat<3, 3, f32, defaultp>\tf32mat3x3;\n\ttypedef mat<4, 3, f32, defaultp>\tf32mat4x3;\n\ttypedef mat<2, 4, f32, defaultp>\tf32mat2x4;\n\ttypedef mat<3, 4, f32, defaultp>\tf32mat3x4;\n\ttypedef mat<4, 4, f32, defaultp>\tf32mat4x4;\n\n\ttypedef mat<2, 2, double, lowp>\t\tlowp_dmat2x2;\n\ttypedef mat<2, 3, double, lowp>\t\tlowp_dmat2x3;\n\ttypedef mat<2, 4, double, lowp>\t\tlowp_dmat2x4;\n\ttypedef mat<3, 2, double, lowp>\t\tlowp_dmat3x2;\n\ttypedef mat<3, 3, double, lowp>\t\tlowp_dmat3x3;\n\ttypedef mat<3, 4, double, lowp>\t\tlowp_dmat3x4;\n\ttypedef mat<4, 2, double, lowp>\t\tlowp_dmat4x2;\n\ttypedef mat<4, 3, double, lowp>\t\tlowp_dmat4x3;\n\ttypedef mat<4, 4, double, lowp>\t\tlowp_dmat4x4;\n\n\ttypedef mat<2, 2, double, mediump>\tmediump_dmat2x2;\n\ttypedef mat<2, 3, double, mediump>\tmediump_dmat2x3;\n\ttypedef mat<2, 4, double, mediump>\tmediump_dmat2x4;\n\ttypedef mat<3, 2, double, mediump>\tmediump_dmat3x2;\n\ttypedef mat<3, 3, double, mediump>\tmediump_dmat3x3;\n\ttypedef mat<3, 4, double, mediump>\tmediump_dmat3x4;\n\ttypedef mat<4, 2, double, mediump>\tmediump_dmat4x2;\n\ttypedef mat<4, 3, double, mediump>\tmediump_dmat4x3;\n\ttypedef mat<4, 4, double, mediump>\tmediump_dmat4x4;\n\n\ttypedef mat<2, 2, double, highp>\thighp_dmat2x2;\n\ttypedef mat<2, 3, double, highp>\thighp_dmat2x3;\n\ttypedef mat<2, 4, double, highp>\thighp_dmat2x4;\n\ttypedef mat<3, 2, double, highp>\thighp_dmat3x2;\n\ttypedef mat<3, 3, double, highp>\thighp_dmat3x3;\n\ttypedef mat<3, 4, double, highp>\thighp_dmat3x4;\n\ttypedef mat<4, 2, double, highp>\thighp_dmat4x2;\n\ttypedef mat<4, 3, double, highp>\thighp_dmat4x3;\n\ttypedef mat<4, 4, double, highp>\thighp_dmat4x4;\n\n\ttypedef mat<2, 2, double, defaultp>\tdmat2x2;\n\ttypedef mat<3, 2, double, defaultp>\tdmat3x2;\n\ttypedef mat<4, 2, double, defaultp>\tdmat4x2;\n\ttypedef mat<2, 3, double, defaultp>\tdmat2x3;\n\ttypedef mat<3, 3, double, defaultp>\tdmat3x3;\n\ttypedef mat<4, 3, double, defaultp>\tdmat4x3;\n\ttypedef mat<2, 4, double, defaultp>\tdmat2x4;\n\ttypedef mat<3, 4, double, defaultp>\tdmat3x4;\n\ttypedef mat<4, 4, double, defaultp>\tdmat4x4;\n\n\ttypedef mat<2, 2, f64, lowp>\t\tlowp_f64mat2x2;\n\ttypedef mat<2, 3, f64, lowp>\t\tlowp_f64mat2x3;\n\ttypedef mat<2, 4, f64, lowp>\t\tlowp_f64mat2x4;\n\ttypedef mat<3, 2, f64, lowp>\t\tlowp_f64mat3x2;\n\ttypedef mat<3, 3, f64, lowp>\t\tlowp_f64mat3x3;\n\ttypedef mat<3, 4, f64, lowp>\t\tlowp_f64mat3x4;\n\ttypedef mat<4, 2, f64, lowp>\t\tlowp_f64mat4x2;\n\ttypedef mat<4, 3, f64, lowp>\t\tlowp_f64mat4x3;\n\ttypedef mat<4, 4, f64, lowp>\t\tlowp_f64mat4x4;\n\n\ttypedef mat<2, 2, f64, mediump>\t\tmediump_f64mat2x2;\n\ttypedef mat<2, 3, f64, mediump>\t\tmediump_f64mat2x3;\n\ttypedef mat<2, 4, f64, mediump>\t\tmediump_f64mat2x4;\n\ttypedef mat<3, 2, f64, mediump>\t\tmediump_f64mat3x2;\n\ttypedef mat<3, 3, f64, mediump>\t\tmediump_f64mat3x3;\n\ttypedef mat<3, 4, f64, mediump>\t\tmediump_f64mat3x4;\n\ttypedef mat<4, 2, f64, mediump>\t\tmediump_f64mat4x2;\n\ttypedef mat<4, 3, f64, mediump>\t\tmediump_f64mat4x3;\n\ttypedef mat<4, 4, f64, mediump>\t\tmediump_f64mat4x4;\n\n\ttypedef mat<2, 2, f64, highp>\t\thighp_f64mat2x2;\n\ttypedef mat<2, 3, f64, highp>\t\thighp_f64mat2x3;\n\ttypedef mat<2, 4, f64, highp>\t\thighp_f64mat2x4;\n\ttypedef mat<3, 2, f64, highp>\t\thighp_f64mat3x2;\n\ttypedef mat<3, 3, f64, highp>\t\thighp_f64mat3x3;\n\ttypedef mat<3, 4, f64, highp>\t\thighp_f64mat3x4;\n\ttypedef mat<4, 2, f64, highp>\t\thighp_f64mat4x2;\n\ttypedef mat<4, 3, f64, highp>\t\thighp_f64mat4x3;\n\ttypedef mat<4, 4, f64, highp>\t\thighp_f64mat4x4;\n\n\ttypedef mat<2, 2, f64, defaultp>\tf64mat2x2;\n\ttypedef mat<3, 2, f64, defaultp>\tf64mat3x2;\n\ttypedef mat<4, 2, f64, defaultp>\tf64mat4x2;\n\ttypedef mat<2, 3, f64, defaultp>\tf64mat2x3;\n\ttypedef mat<3, 3, f64, defaultp>\tf64mat3x3;\n\ttypedef mat<4, 3, f64, defaultp>\tf64mat4x3;\n\ttypedef mat<2, 4, f64, defaultp>\tf64mat2x4;\n\ttypedef mat<3, 4, f64, defaultp>\tf64mat3x4;\n\ttypedef mat<4, 4, f64, defaultp>\tf64mat4x4;\n\n\t// Signed integer matrix MxN\n\n\ttypedef mat<2, 2, int, lowp>\t\tlowp_imat2x2;\n\ttypedef mat<2, 3, int, lowp>\t\tlowp_imat2x3;\n\ttypedef mat<2, 4, int, lowp>\t\tlowp_imat2x4;\n\ttypedef mat<3, 2, int, lowp>\t\tlowp_imat3x2;\n\ttypedef mat<3, 3, int, lowp>\t\tlowp_imat3x3;\n\ttypedef mat<3, 4, int, lowp>\t\tlowp_imat3x4;\n\ttypedef mat<4, 2, int, lowp>\t\tlowp_imat4x2;\n\ttypedef mat<4, 3, int, lowp>\t\tlowp_imat4x3;\n\ttypedef mat<4, 4, int, lowp>\t\tlowp_imat4x4;\n\n\ttypedef mat<2, 2, int, mediump>\t\tmediump_imat2x2;\n\ttypedef mat<2, 3, int, mediump>\t\tmediump_imat2x3;\n\ttypedef mat<2, 4, int, mediump>\t\tmediump_imat2x4;\n\ttypedef mat<3, 2, int, mediump>\t\tmediump_imat3x2;\n\ttypedef mat<3, 3, int, mediump>\t\tmediump_imat3x3;\n\ttypedef mat<3, 4, int, mediump>\t\tmediump_imat3x4;\n\ttypedef mat<4, 2, int, mediump>\t\tmediump_imat4x2;\n\ttypedef mat<4, 3, int, mediump>\t\tmediump_imat4x3;\n\ttypedef mat<4, 4, int, mediump>\t\tmediump_imat4x4;\n\n\ttypedef mat<2, 2, int, highp>\t\thighp_imat2x2;\n\ttypedef mat<2, 3, int, highp>\t\thighp_imat2x3;\n\ttypedef mat<2, 4, int, highp>\t\thighp_imat2x4;\n\ttypedef mat<3, 2, int, highp>\t\thighp_imat3x2;\n\ttypedef mat<3, 3, int, highp>\t\thighp_imat3x3;\n\ttypedef mat<3, 4, int, highp>\t\thighp_imat3x4;\n\ttypedef mat<4, 2, int, highp>\t\thighp_imat4x2;\n\ttypedef mat<4, 3, int, highp>\t\thighp_imat4x3;\n\ttypedef mat<4, 4, int, highp>\t\thighp_imat4x4;\n\n\ttypedef mat<2, 2, int, defaultp>\timat2x2;\n\ttypedef mat<3, 2, int, defaultp>\timat3x2;\n\ttypedef mat<4, 2, int, defaultp>\timat4x2;\n\ttypedef mat<2, 3, int, defaultp>\timat2x3;\n\ttypedef mat<3, 3, int, defaultp>\timat3x3;\n\ttypedef mat<4, 3, int, defaultp>\timat4x3;\n\ttypedef mat<2, 4, int, defaultp>\timat2x4;\n\ttypedef mat<3, 4, int, defaultp>\timat3x4;\n\ttypedef mat<4, 4, int, defaultp>\timat4x4;\n\n\n\ttypedef mat<2, 2, int8, lowp>\t\tlowp_i8mat2x2;\n\ttypedef mat<2, 3, int8, lowp>\t\tlowp_i8mat2x3;\n\ttypedef mat<2, 4, int8, lowp>\t\tlowp_i8mat2x4;\n\ttypedef mat<3, 2, int8, lowp>\t\tlowp_i8mat3x2;\n\ttypedef mat<3, 3, int8, lowp>\t\tlowp_i8mat3x3;\n\ttypedef mat<3, 4, int8, lowp>\t\tlowp_i8mat3x4;\n\ttypedef mat<4, 2, int8, lowp>\t\tlowp_i8mat4x2;\n\ttypedef mat<4, 3, int8, lowp>\t\tlowp_i8mat4x3;\n\ttypedef mat<4, 4, int8, lowp>\t\tlowp_i8mat4x4;\n\n\ttypedef mat<2, 2, int8, mediump>\tmediump_i8mat2x2;\n\ttypedef mat<2, 3, int8, mediump>\tmediump_i8mat2x3;\n\ttypedef mat<2, 4, int8, mediump>\tmediump_i8mat2x4;\n\ttypedef mat<3, 2, int8, mediump>\tmediump_i8mat3x2;\n\ttypedef mat<3, 3, int8, mediump>\tmediump_i8mat3x3;\n\ttypedef mat<3, 4, int8, mediump>\tmediump_i8mat3x4;\n\ttypedef mat<4, 2, int8, mediump>\tmediump_i8mat4x2;\n\ttypedef mat<4, 3, int8, mediump>\tmediump_i8mat4x3;\n\ttypedef mat<4, 4, int8, mediump>\tmediump_i8mat4x4;\n\n\ttypedef mat<2, 2, int8, highp>\t\thighp_i8mat2x2;\n\ttypedef mat<2, 3, int8, highp>\t\thighp_i8mat2x3;\n\ttypedef mat<2, 4, int8, highp>\t\thighp_i8mat2x4;\n\ttypedef mat<3, 2, int8, highp>\t\thighp_i8mat3x2;\n\ttypedef mat<3, 3, int8, highp>\t\thighp_i8mat3x3;\n\ttypedef mat<3, 4, int8, highp>\t\thighp_i8mat3x4;\n\ttypedef mat<4, 2, int8, highp>\t\thighp_i8mat4x2;\n\ttypedef mat<4, 3, int8, highp>\t\thighp_i8mat4x3;\n\ttypedef mat<4, 4, int8, highp>\t\thighp_i8mat4x4;\n\n\ttypedef mat<2, 2, int8, defaultp>\ti8mat2x2;\n\ttypedef mat<3, 2, int8, defaultp>\ti8mat3x2;\n\ttypedef mat<4, 2, int8, defaultp>\ti8mat4x2;\n\ttypedef mat<2, 3, int8, defaultp>\ti8mat2x3;\n\ttypedef mat<3, 3, int8, defaultp>\ti8mat3x3;\n\ttypedef mat<4, 3, int8, defaultp>\ti8mat4x3;\n\ttypedef mat<2, 4, int8, defaultp>\ti8mat2x4;\n\ttypedef mat<3, 4, int8, defaultp>\ti8mat3x4;\n\ttypedef mat<4, 4, int8, defaultp>\ti8mat4x4;\n\n\n\ttypedef mat<2, 2, int16, lowp>\t\tlowp_i16mat2x2;\n\ttypedef mat<2, 3, int16, lowp>\t\tlowp_i16mat2x3;\n\ttypedef mat<2, 4, int16, lowp>\t\tlowp_i16mat2x4;\n\ttypedef mat<3, 2, int16, lowp>\t\tlowp_i16mat3x2;\n\ttypedef mat<3, 3, int16, lowp>\t\tlowp_i16mat3x3;\n\ttypedef mat<3, 4, int16, lowp>\t\tlowp_i16mat3x4;\n\ttypedef mat<4, 2, int16, lowp>\t\tlowp_i16mat4x2;\n\ttypedef mat<4, 3, int16, lowp>\t\tlowp_i16mat4x3;\n\ttypedef mat<4, 4, int16, lowp>\t\tlowp_i16mat4x4;\n\n\ttypedef mat<2, 2, int16, mediump>\tmediump_i16mat2x2;\n\ttypedef mat<2, 3, int16, mediump>\tmediump_i16mat2x3;\n\ttypedef mat<2, 4, int16, mediump>\tmediump_i16mat2x4;\n\ttypedef mat<3, 2, int16, mediump>\tmediump_i16mat3x2;\n\ttypedef mat<3, 3, int16, mediump>\tmediump_i16mat3x3;\n\ttypedef mat<3, 4, int16, mediump>\tmediump_i16mat3x4;\n\ttypedef mat<4, 2, int16, mediump>\tmediump_i16mat4x2;\n\ttypedef mat<4, 3, int16, mediump>\tmediump_i16mat4x3;\n\ttypedef mat<4, 4, int16, mediump>\tmediump_i16mat4x4;\n\n\ttypedef mat<2, 2, int16, highp>\t\thighp_i16mat2x2;\n\ttypedef mat<2, 3, int16, highp>\t\thighp_i16mat2x3;\n\ttypedef mat<2, 4, int16, highp>\t\thighp_i16mat2x4;\n\ttypedef mat<3, 2, int16, highp>\t\thighp_i16mat3x2;\n\ttypedef mat<3, 3, int16, highp>\t\thighp_i16mat3x3;\n\ttypedef mat<3, 4, int16, highp>\t\thighp_i16mat3x4;\n\ttypedef mat<4, 2, int16, highp>\t\thighp_i16mat4x2;\n\ttypedef mat<4, 3, int16, highp>\t\thighp_i16mat4x3;\n\ttypedef mat<4, 4, int16, highp>\t\thighp_i16mat4x4;\n\n\ttypedef mat<2, 2, int16, defaultp>\ti16mat2x2;\n\ttypedef mat<3, 2, int16, defaultp>\ti16mat3x2;\n\ttypedef mat<4, 2, int16, defaultp>\ti16mat4x2;\n\ttypedef mat<2, 3, int16, defaultp>\ti16mat2x3;\n\ttypedef mat<3, 3, int16, defaultp>\ti16mat3x3;\n\ttypedef mat<4, 3, int16, defaultp>\ti16mat4x3;\n\ttypedef mat<2, 4, int16, defaultp>\ti16mat2x4;\n\ttypedef mat<3, 4, int16, defaultp>\ti16mat3x4;\n\ttypedef mat<4, 4, int16, defaultp>\ti16mat4x4;\n\n\n\ttypedef mat<2, 2, int32, lowp>\t\tlowp_i32mat2x2;\n\ttypedef mat<2, 3, int32, lowp>\t\tlowp_i32mat2x3;\n\ttypedef mat<2, 4, int32, lowp>\t\tlowp_i32mat2x4;\n\ttypedef mat<3, 2, int32, lowp>\t\tlowp_i32mat3x2;\n\ttypedef mat<3, 3, int32, lowp>\t\tlowp_i32mat3x3;\n\ttypedef mat<3, 4, int32, lowp>\t\tlowp_i32mat3x4;\n\ttypedef mat<4, 2, int32, lowp>\t\tlowp_i32mat4x2;\n\ttypedef mat<4, 3, int32, lowp>\t\tlowp_i32mat4x3;\n\ttypedef mat<4, 4, int32, lowp>\t\tlowp_i32mat4x4;\n\n\ttypedef mat<2, 2, int32, mediump>\tmediump_i32mat2x2;\n\ttypedef mat<2, 3, int32, mediump>\tmediump_i32mat2x3;\n\ttypedef mat<2, 4, int32, mediump>\tmediump_i32mat2x4;\n\ttypedef mat<3, 2, int32, mediump>\tmediump_i32mat3x2;\n\ttypedef mat<3, 3, int32, mediump>\tmediump_i32mat3x3;\n\ttypedef mat<3, 4, int32, mediump>\tmediump_i32mat3x4;\n\ttypedef mat<4, 2, int32, mediump>\tmediump_i32mat4x2;\n\ttypedef mat<4, 3, int32, mediump>\tmediump_i32mat4x3;\n\ttypedef mat<4, 4, int32, mediump>\tmediump_i32mat4x4;\n\n\ttypedef mat<2, 2, int32, highp>\t\thighp_i32mat2x2;\n\ttypedef mat<2, 3, int32, highp>\t\thighp_i32mat2x3;\n\ttypedef mat<2, 4, int32, highp>\t\thighp_i32mat2x4;\n\ttypedef mat<3, 2, int32, highp>\t\thighp_i32mat3x2;\n\ttypedef mat<3, 3, int32, highp>\t\thighp_i32mat3x3;\n\ttypedef mat<3, 4, int32, highp>\t\thighp_i32mat3x4;\n\ttypedef mat<4, 2, int32, highp>\t\thighp_i32mat4x2;\n\ttypedef mat<4, 3, int32, highp>\t\thighp_i32mat4x3;\n\ttypedef mat<4, 4, int32, highp>\t\thighp_i32mat4x4;\n\n\ttypedef mat<2, 2, int32, defaultp>\ti32mat2x2;\n\ttypedef mat<3, 2, int32, defaultp>\ti32mat3x2;\n\ttypedef mat<4, 2, int32, defaultp>\ti32mat4x2;\n\ttypedef mat<2, 3, int32, defaultp>\ti32mat2x3;\n\ttypedef mat<3, 3, int32, defaultp>\ti32mat3x3;\n\ttypedef mat<4, 3, int32, defaultp>\ti32mat4x3;\n\ttypedef mat<2, 4, int32, defaultp>\ti32mat2x4;\n\ttypedef mat<3, 4, int32, defaultp>\ti32mat3x4;\n\ttypedef mat<4, 4, int32, defaultp>\ti32mat4x4;\n\n\n\ttypedef mat<2, 2, int64, lowp>\t\tlowp_i64mat2x2;\n\ttypedef mat<2, 3, int64, lowp>\t\tlowp_i64mat2x3;\n\ttypedef mat<2, 4, int64, lowp>\t\tlowp_i64mat2x4;\n\ttypedef mat<3, 2, int64, lowp>\t\tlowp_i64mat3x2;\n\ttypedef mat<3, 3, int64, lowp>\t\tlowp_i64mat3x3;\n\ttypedef mat<3, 4, int64, lowp>\t\tlowp_i64mat3x4;\n\ttypedef mat<4, 2, int64, lowp>\t\tlowp_i64mat4x2;\n\ttypedef mat<4, 3, int64, lowp>\t\tlowp_i64mat4x3;\n\ttypedef mat<4, 4, int64, lowp>\t\tlowp_i64mat4x4;\n\n\ttypedef mat<2, 2, int64, mediump>\tmediump_i64mat2x2;\n\ttypedef mat<2, 3, int64, mediump>\tmediump_i64mat2x3;\n\ttypedef mat<2, 4, int64, mediump>\tmediump_i64mat2x4;\n\ttypedef mat<3, 2, int64, mediump>\tmediump_i64mat3x2;\n\ttypedef mat<3, 3, int64, mediump>\tmediump_i64mat3x3;\n\ttypedef mat<3, 4, int64, mediump>\tmediump_i64mat3x4;\n\ttypedef mat<4, 2, int64, mediump>\tmediump_i64mat4x2;\n\ttypedef mat<4, 3, int64, mediump>\tmediump_i64mat4x3;\n\ttypedef mat<4, 4, int64, mediump>\tmediump_i64mat4x4;\n\n\ttypedef mat<2, 2, int64, highp>\t\thighp_i64mat2x2;\n\ttypedef mat<2, 3, int64, highp>\t\thighp_i64mat2x3;\n\ttypedef mat<2, 4, int64, highp>\t\thighp_i64mat2x4;\n\ttypedef mat<3, 2, int64, highp>\t\thighp_i64mat3x2;\n\ttypedef mat<3, 3, int64, highp>\t\thighp_i64mat3x3;\n\ttypedef mat<3, 4, int64, highp>\t\thighp_i64mat3x4;\n\ttypedef mat<4, 2, int64, highp>\t\thighp_i64mat4x2;\n\ttypedef mat<4, 3, int64, highp>\t\thighp_i64mat4x3;\n\ttypedef mat<4, 4, int64, highp>\t\thighp_i64mat4x4;\n\n\ttypedef mat<2, 2, int64, defaultp>\ti64mat2x2;\n\ttypedef mat<3, 2, int64, defaultp>\ti64mat3x2;\n\ttypedef mat<4, 2, int64, defaultp>\ti64mat4x2;\n\ttypedef mat<2, 3, int64, defaultp>\ti64mat2x3;\n\ttypedef mat<3, 3, int64, defaultp>\ti64mat3x3;\n\ttypedef mat<4, 3, int64, defaultp>\ti64mat4x3;\n\ttypedef mat<2, 4, int64, defaultp>\ti64mat2x4;\n\ttypedef mat<3, 4, int64, defaultp>\ti64mat3x4;\n\ttypedef mat<4, 4, int64, defaultp>\ti64mat4x4;\n\n\n\t// Unsigned integer matrix MxN\n\n\ttypedef mat<2, 2, uint, lowp>\t\tlowp_umat2x2;\n\ttypedef mat<2, 3, uint, lowp>\t\tlowp_umat2x3;\n\ttypedef mat<2, 4, uint, lowp>\t\tlowp_umat2x4;\n\ttypedef mat<3, 2, uint, lowp>\t\tlowp_umat3x2;\n\ttypedef mat<3, 3, uint, lowp>\t\tlowp_umat3x3;\n\ttypedef mat<3, 4, uint, lowp>\t\tlowp_umat3x4;\n\ttypedef mat<4, 2, uint, lowp>\t\tlowp_umat4x2;\n\ttypedef mat<4, 3, uint, lowp>\t\tlowp_umat4x3;\n\ttypedef mat<4, 4, uint, lowp>\t\tlowp_umat4x4;\n\n\ttypedef mat<2, 2, uint, mediump>\tmediump_umat2x2;\n\ttypedef mat<2, 3, uint, mediump>\tmediump_umat2x3;\n\ttypedef mat<2, 4, uint, mediump>\tmediump_umat2x4;\n\ttypedef mat<3, 2, uint, mediump>\tmediump_umat3x2;\n\ttypedef mat<3, 3, uint, mediump>\tmediump_umat3x3;\n\ttypedef mat<3, 4, uint, mediump>\tmediump_umat3x4;\n\ttypedef mat<4, 2, uint, mediump>\tmediump_umat4x2;\n\ttypedef mat<4, 3, uint, mediump>\tmediump_umat4x3;\n\ttypedef mat<4, 4, uint, mediump>\tmediump_umat4x4;\n\n\ttypedef mat<2, 2, uint, highp>\t\thighp_umat2x2;\n\ttypedef mat<2, 3, uint, highp>\t\thighp_umat2x3;\n\ttypedef mat<2, 4, uint, highp>\t\thighp_umat2x4;\n\ttypedef mat<3, 2, uint, highp>\t\thighp_umat3x2;\n\ttypedef mat<3, 3, uint, highp>\t\thighp_umat3x3;\n\ttypedef mat<3, 4, uint, highp>\t\thighp_umat3x4;\n\ttypedef mat<4, 2, uint, highp>\t\thighp_umat4x2;\n\ttypedef mat<4, 3, uint, highp>\t\thighp_umat4x3;\n\ttypedef mat<4, 4, uint, highp>\t\thighp_umat4x4;\n\n\ttypedef mat<2, 2, uint, defaultp>\tumat2x2;\n\ttypedef mat<3, 2, uint, defaultp>\tumat3x2;\n\ttypedef mat<4, 2, uint, defaultp>\tumat4x2;\n\ttypedef mat<2, 3, uint, defaultp>\tumat2x3;\n\ttypedef mat<3, 3, uint, defaultp>\tumat3x3;\n\ttypedef mat<4, 3, uint, defaultp>\tumat4x3;\n\ttypedef mat<2, 4, uint, defaultp>\tumat2x4;\n\ttypedef mat<3, 4, uint, defaultp>\tumat3x4;\n\ttypedef mat<4, 4, uint, defaultp>\tumat4x4;\n\n\n\ttypedef mat<2, 2, uint8, lowp>\t\tlowp_u8mat2x2;\n\ttypedef mat<2, 3, uint8, lowp>\t\tlowp_u8mat2x3;\n\ttypedef mat<2, 4, uint8, lowp>\t\tlowp_u8mat2x4;\n\ttypedef mat<3, 2, uint8, lowp>\t\tlowp_u8mat3x2;\n\ttypedef mat<3, 3, uint8, lowp>\t\tlowp_u8mat3x3;\n\ttypedef mat<3, 4, uint8, lowp>\t\tlowp_u8mat3x4;\n\ttypedef mat<4, 2, uint8, lowp>\t\tlowp_u8mat4x2;\n\ttypedef mat<4, 3, uint8, lowp>\t\tlowp_u8mat4x3;\n\ttypedef mat<4, 4, uint8, lowp>\t\tlowp_u8mat4x4;\n\n\ttypedef mat<2, 2, uint8, mediump>\tmediump_u8mat2x2;\n\ttypedef mat<2, 3, uint8, mediump>\tmediump_u8mat2x3;\n\ttypedef mat<2, 4, uint8, mediump>\tmediump_u8mat2x4;\n\ttypedef mat<3, 2, uint8, mediump>\tmediump_u8mat3x2;\n\ttypedef mat<3, 3, uint8, mediump>\tmediump_u8mat3x3;\n\ttypedef mat<3, 4, uint8, mediump>\tmediump_u8mat3x4;\n\ttypedef mat<4, 2, uint8, mediump>\tmediump_u8mat4x2;\n\ttypedef mat<4, 3, uint8, mediump>\tmediump_u8mat4x3;\n\ttypedef mat<4, 4, uint8, mediump>\tmediump_u8mat4x4;\n\n\ttypedef mat<2, 2, uint8, highp>\t\thighp_u8mat2x2;\n\ttypedef mat<2, 3, uint8, highp>\t\thighp_u8mat2x3;\n\ttypedef mat<2, 4, uint8, highp>\t\thighp_u8mat2x4;\n\ttypedef mat<3, 2, uint8, highp>\t\thighp_u8mat3x2;\n\ttypedef mat<3, 3, uint8, highp>\t\thighp_u8mat3x3;\n\ttypedef mat<3, 4, uint8, highp>\t\thighp_u8mat3x4;\n\ttypedef mat<4, 2, uint8, highp>\t\thighp_u8mat4x2;\n\ttypedef mat<4, 3, uint8, highp>\t\thighp_u8mat4x3;\n\ttypedef mat<4, 4, uint8, highp>\t\thighp_u8mat4x4;\n\n\ttypedef mat<2, 2, uint8, defaultp>\tu8mat2x2;\n\ttypedef mat<3, 2, uint8, defaultp>\tu8mat3x2;\n\ttypedef mat<4, 2, uint8, defaultp>\tu8mat4x2;\n\ttypedef mat<2, 3, uint8, defaultp>\tu8mat2x3;\n\ttypedef mat<3, 3, uint8, defaultp>\tu8mat3x3;\n\ttypedef mat<4, 3, uint8, defaultp>\tu8mat4x3;\n\ttypedef mat<2, 4, uint8, defaultp>\tu8mat2x4;\n\ttypedef mat<3, 4, uint8, defaultp>\tu8mat3x4;\n\ttypedef mat<4, 4, uint8, defaultp>\tu8mat4x4;\n\n\n\ttypedef mat<2, 2, uint16, lowp>\t\tlowp_u16mat2x2;\n\ttypedef mat<2, 3, uint16, lowp>\t\tlowp_u16mat2x3;\n\ttypedef mat<2, 4, uint16, lowp>\t\tlowp_u16mat2x4;\n\ttypedef mat<3, 2, uint16, lowp>\t\tlowp_u16mat3x2;\n\ttypedef mat<3, 3, uint16, lowp>\t\tlowp_u16mat3x3;\n\ttypedef mat<3, 4, uint16, lowp>\t\tlowp_u16mat3x4;\n\ttypedef mat<4, 2, uint16, lowp>\t\tlowp_u16mat4x2;\n\ttypedef mat<4, 3, uint16, lowp>\t\tlowp_u16mat4x3;\n\ttypedef mat<4, 4, uint16, lowp>\t\tlowp_u16mat4x4;\n\n\ttypedef mat<2, 2, uint16, mediump>\tmediump_u16mat2x2;\n\ttypedef mat<2, 3, uint16, mediump>\tmediump_u16mat2x3;\n\ttypedef mat<2, 4, uint16, mediump>\tmediump_u16mat2x4;\n\ttypedef mat<3, 2, uint16, mediump>\tmediump_u16mat3x2;\n\ttypedef mat<3, 3, uint16, mediump>\tmediump_u16mat3x3;\n\ttypedef mat<3, 4, uint16, mediump>\tmediump_u16mat3x4;\n\ttypedef mat<4, 2, uint16, mediump>\tmediump_u16mat4x2;\n\ttypedef mat<4, 3, uint16, mediump>\tmediump_u16mat4x3;\n\ttypedef mat<4, 4, uint16, mediump>\tmediump_u16mat4x4;\n\n\ttypedef mat<2, 2, uint16, highp>\thighp_u16mat2x2;\n\ttypedef mat<2, 3, uint16, highp>\thighp_u16mat2x3;\n\ttypedef mat<2, 4, uint16, highp>\thighp_u16mat2x4;\n\ttypedef mat<3, 2, uint16, highp>\thighp_u16mat3x2;\n\ttypedef mat<3, 3, uint16, highp>\thighp_u16mat3x3;\n\ttypedef mat<3, 4, uint16, highp>\thighp_u16mat3x4;\n\ttypedef mat<4, 2, uint16, highp>\thighp_u16mat4x2;\n\ttypedef mat<4, 3, uint16, highp>\thighp_u16mat4x3;\n\ttypedef mat<4, 4, uint16, highp>\thighp_u16mat4x4;\n\n\ttypedef mat<2, 2, uint16, defaultp>\tu16mat2x2;\n\ttypedef mat<3, 2, uint16, defaultp>\tu16mat3x2;\n\ttypedef mat<4, 2, uint16, defaultp>\tu16mat4x2;\n\ttypedef mat<2, 3, uint16, defaultp>\tu16mat2x3;\n\ttypedef mat<3, 3, uint16, defaultp>\tu16mat3x3;\n\ttypedef mat<4, 3, uint16, defaultp>\tu16mat4x3;\n\ttypedef mat<2, 4, uint16, defaultp>\tu16mat2x4;\n\ttypedef mat<3, 4, uint16, defaultp>\tu16mat3x4;\n\ttypedef mat<4, 4, uint16, defaultp>\tu16mat4x4;\n\n\n\ttypedef mat<2, 2, uint32, lowp>\t\tlowp_u32mat2x2;\n\ttypedef mat<2, 3, uint32, lowp>\t\tlowp_u32mat2x3;\n\ttypedef mat<2, 4, uint32, lowp>\t\tlowp_u32mat2x4;\n\ttypedef mat<3, 2, uint32, lowp>\t\tlowp_u32mat3x2;\n\ttypedef mat<3, 3, uint32, lowp>\t\tlowp_u32mat3x3;\n\ttypedef mat<3, 4, uint32, lowp>\t\tlowp_u32mat3x4;\n\ttypedef mat<4, 2, uint32, lowp>\t\tlowp_u32mat4x2;\n\ttypedef mat<4, 3, uint32, lowp>\t\tlowp_u32mat4x3;\n\ttypedef mat<4, 4, uint32, lowp>\t\tlowp_u32mat4x4;\n\n\ttypedef mat<2, 2, uint32, mediump>\tmediump_u32mat2x2;\n\ttypedef mat<2, 3, uint32, mediump>\tmediump_u32mat2x3;\n\ttypedef mat<2, 4, uint32, mediump>\tmediump_u32mat2x4;\n\ttypedef mat<3, 2, uint32, mediump>\tmediump_u32mat3x2;\n\ttypedef mat<3, 3, uint32, mediump>\tmediump_u32mat3x3;\n\ttypedef mat<3, 4, uint32, mediump>\tmediump_u32mat3x4;\n\ttypedef mat<4, 2, uint32, mediump>\tmediump_u32mat4x2;\n\ttypedef mat<4, 3, uint32, mediump>\tmediump_u32mat4x3;\n\ttypedef mat<4, 4, uint32, mediump>\tmediump_u32mat4x4;\n\n\ttypedef mat<2, 2, uint32, highp>\thighp_u32mat2x2;\n\ttypedef mat<2, 3, uint32, highp>\thighp_u32mat2x3;\n\ttypedef mat<2, 4, uint32, highp>\thighp_u32mat2x4;\n\ttypedef mat<3, 2, uint32, highp>\thighp_u32mat3x2;\n\ttypedef mat<3, 3, uint32, highp>\thighp_u32mat3x3;\n\ttypedef mat<3, 4, uint32, highp>\thighp_u32mat3x4;\n\ttypedef mat<4, 2, uint32, highp>\thighp_u32mat4x2;\n\ttypedef mat<4, 3, uint32, highp>\thighp_u32mat4x3;\n\ttypedef mat<4, 4, uint32, highp>\thighp_u32mat4x4;\n\n\ttypedef mat<2, 2, uint32, defaultp>\tu32mat2x2;\n\ttypedef mat<3, 2, uint32, defaultp>\tu32mat3x2;\n\ttypedef mat<4, 2, uint32, defaultp>\tu32mat4x2;\n\ttypedef mat<2, 3, uint32, defaultp>\tu32mat2x3;\n\ttypedef mat<3, 3, uint32, defaultp>\tu32mat3x3;\n\ttypedef mat<4, 3, uint32, defaultp>\tu32mat4x3;\n\ttypedef mat<2, 4, uint32, defaultp>\tu32mat2x4;\n\ttypedef mat<3, 4, uint32, defaultp>\tu32mat3x4;\n\ttypedef mat<4, 4, uint32, defaultp>\tu32mat4x4;\n\n\n\ttypedef mat<2, 2, uint64, lowp>\t\tlowp_u64mat2x2;\n\ttypedef mat<2, 3, uint64, lowp>\t\tlowp_u64mat2x3;\n\ttypedef mat<2, 4, uint64, lowp>\t\tlowp_u64mat2x4;\n\ttypedef mat<3, 2, uint64, lowp>\t\tlowp_u64mat3x2;\n\ttypedef mat<3, 3, uint64, lowp>\t\tlowp_u64mat3x3;\n\ttypedef mat<3, 4, uint64, lowp>\t\tlowp_u64mat3x4;\n\ttypedef mat<4, 2, uint64, lowp>\t\tlowp_u64mat4x2;\n\ttypedef mat<4, 3, uint64, lowp>\t\tlowp_u64mat4x3;\n\ttypedef mat<4, 4, uint64, lowp>\t\tlowp_u64mat4x4;\n\n\ttypedef mat<2, 2, uint64, mediump>\tmediump_u64mat2x2;\n\ttypedef mat<2, 3, uint64, mediump>\tmediump_u64mat2x3;\n\ttypedef mat<2, 4, uint64, mediump>\tmediump_u64mat2x4;\n\ttypedef mat<3, 2, uint64, mediump>\tmediump_u64mat3x2;\n\ttypedef mat<3, 3, uint64, mediump>\tmediump_u64mat3x3;\n\ttypedef mat<3, 4, uint64, mediump>\tmediump_u64mat3x4;\n\ttypedef mat<4, 2, uint64, mediump>\tmediump_u64mat4x2;\n\ttypedef mat<4, 3, uint64, mediump>\tmediump_u64mat4x3;\n\ttypedef mat<4, 4, uint64, mediump>\tmediump_u64mat4x4;\n\n\ttypedef mat<2, 2, uint64, highp>\thighp_u64mat2x2;\n\ttypedef mat<2, 3, uint64, highp>\thighp_u64mat2x3;\n\ttypedef mat<2, 4, uint64, highp>\thighp_u64mat2x4;\n\ttypedef mat<3, 2, uint64, highp>\thighp_u64mat3x2;\n\ttypedef mat<3, 3, uint64, highp>\thighp_u64mat3x3;\n\ttypedef mat<3, 4, uint64, highp>\thighp_u64mat3x4;\n\ttypedef mat<4, 2, uint64, highp>\thighp_u64mat4x2;\n\ttypedef mat<4, 3, uint64, highp>\thighp_u64mat4x3;\n\ttypedef mat<4, 4, uint64, highp>\thighp_u64mat4x4;\n\n\ttypedef mat<2, 2, uint64, defaultp>\tu64mat2x2;\n\ttypedef mat<3, 2, uint64, defaultp>\tu64mat3x2;\n\ttypedef mat<4, 2, uint64, defaultp>\tu64mat4x2;\n\ttypedef mat<2, 3, uint64, defaultp>\tu64mat2x3;\n\ttypedef mat<3, 3, uint64, defaultp>\tu64mat3x3;\n\ttypedef mat<4, 3, uint64, defaultp>\tu64mat4x3;\n\ttypedef mat<2, 4, uint64, defaultp>\tu64mat2x4;\n\ttypedef mat<3, 4, uint64, defaultp>\tu64mat3x4;\n\ttypedef mat<4, 4, uint64, defaultp>\tu64mat4x4;\n\n\t// Quaternion\n\n\ttypedef qua<float, lowp>\t\t\tlowp_quat;\n\ttypedef qua<float, mediump>\t\t\tmediump_quat;\n\ttypedef qua<float, highp>\t\t\thighp_quat;\n\ttypedef qua<float, defaultp>\t\tquat;\n\n\ttypedef qua<float, lowp>\t\t\tlowp_fquat;\n\ttypedef qua<float, mediump>\t\t\tmediump_fquat;\n\ttypedef qua<float, highp>\t\t\thighp_fquat;\n\ttypedef qua<float, defaultp>\t\tfquat;\n\n\ttypedef qua<f32, lowp>\t\t\t\tlowp_f32quat;\n\ttypedef qua<f32, mediump>\t\t\tmediump_f32quat;\n\ttypedef qua<f32, highp>\t\t\t\thighp_f32quat;\n\ttypedef qua<f32, defaultp>\t\t\tf32quat;\n\n\ttypedef qua<double, lowp>\t\t\tlowp_dquat;\n\ttypedef qua<double, mediump>\t\tmediump_dquat;\n\ttypedef qua<double, highp>\t\t\thighp_dquat;\n\ttypedef qua<double, defaultp>\t\tdquat;\n\n\ttypedef qua<f64, lowp>\t\t\t\tlowp_f64quat;\n\ttypedef qua<f64, mediump>\t\t\tmediump_f64quat;\n\ttypedef qua<f64, highp>\t\t\t\thighp_f64quat;\n\ttypedef qua<f64, defaultp>\t\t\tf64quat;\n}//namespace glm\n\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/geometric.hpp",
    "content": "/// @ref core\n/// @file glm/geometric.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n///\n/// @defgroup core_func_geometric Geometric functions\n/// @ingroup core\n///\n/// These operate on vectors as vectors, not component-wise.\n///\n/// Include <glm/geometric.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_geometric\n\t/// @{\n\n\t/// Returns the length of x, i.e., sqrt(x * x).\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/length.xml\">GLSL length man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T length(vec<L, T, Q> const& x);\n\n\t/// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/distance.xml\">GLSL distance man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);\n\n\t/// Returns the dot product of x and y, i.e., result = x * y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/dot.xml\">GLSL dot man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the cross product of x and y.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/cross.xml\">GLSL cross man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t/// Returns a vector in the same direction as x but with length of 1.\n\t/// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/normalize.xml\">GLSL normalize man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> normalize(vec<L, T, Q> const& x);\n\n\t/// If dot(Nref, I) < 0.0, return N, otherwise, return -N.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/faceforward.xml\">GLSL faceforward man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> faceforward(\n\t\tvec<L, T, Q> const& N,\n\t\tvec<L, T, Q> const& I,\n\t\tvec<L, T, Q> const& Nref);\n\n\t/// For the incident vector I and surface orientation N,\n\t/// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/reflect.xml\">GLSL reflect man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> reflect(\n\t\tvec<L, T, Q> const& I,\n\t\tvec<L, T, Q> const& N);\n\n\t/// For the incident vector I and surface normal N,\n\t/// and the ratio of indices of refraction eta,\n\t/// return the refraction vector.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/refract.xml\">GLSL refract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> refract(\n\t\tvec<L, T, Q> const& I,\n\t\tvec<L, T, Q> const& N,\n\t\tT eta);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_geometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/glm.hpp",
    "content": "/// @ref core\n/// @file glm/glm.hpp\n///\n/// @defgroup core Core features\n///\n/// @brief Features that implement in C++ the GLSL specification as closely as possible.\n///\n/// The GLM core consists of C++ types that mirror GLSL types and\n/// C++ functions that mirror the GLSL functions.\n///\n/// The best documentation for GLM Core is the current GLSL specification,\n/// <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf\">version 4.2\n/// (pdf file)</a>.\n///\n/// GLM core functionalities require <glm/glm.hpp> to be included to be used.\n///\n///\n/// @defgroup core_vector Vector types\n///\n/// Vector types of two to four components with an exhaustive set of operators.\n///\n/// @ingroup core\n///\n///\n/// @defgroup core_vector_precision Vector types with precision qualifiers\n///\n/// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs\n///\n/// GLSL allows defining qualifiers for particular variables.\n/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,\n/// with OpenGL ES's GLSL, these qualifiers do have an effect.\n///\n/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:\n/// a number of typedefs that use a particular qualifier.\n///\n/// None of these types make any guarantees about the actual qualifier used.\n///\n/// @ingroup core\n///\n///\n/// @defgroup core_matrix Matrix types\n///\n/// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included.\n/// These types have exhaustive sets of operators.\n///\n/// @ingroup core\n///\n///\n/// @defgroup core_matrix_precision Matrix types with precision qualifiers\n///\n/// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs\n///\n/// GLSL allows defining qualifiers for particular variables.\n/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,\n/// with OpenGL ES's GLSL, these qualifiers do have an effect.\n///\n/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:\n/// a number of typedefs that use a particular qualifier.\n///\n/// None of these types make any guarantees about the actual qualifier used.\n///\n/// @ingroup core\n///\n///\n/// @defgroup ext Stable extensions\n///\n/// @brief Additional features not specified by GLSL specification.\n///\n/// EXT extensions are fully tested and documented.\n///\n/// Even if it's highly unrecommended, it's possible to include all the extensions at once by\n/// including <glm/ext.hpp>. Otherwise, each extension needs to be included  a specific file.\n///\n///\n/// @defgroup gtc Recommended extensions\n///\n/// @brief Additional features not specified by GLSL specification.\n///\n/// GTC extensions aim to be stable with tests and documentation.\n///\n/// Even if it's highly unrecommended, it's possible to include all the extensions at once by\n/// including <glm/ext.hpp>. Otherwise, each extension needs to be included  a specific file.\n///\n///\n/// @defgroup gtx Experimental extensions\n///\n/// @brief Experimental features not specified by GLSL specification.\n///\n/// Experimental extensions are useful functions and types, but the development of\n/// their API and functionality is not necessarily stable. They can change\n/// substantially between versions. Backwards compatibility is not much of an issue\n/// for them.\n///\n/// Even if it's highly unrecommended, it's possible to include all the extensions\n/// at once by including <glm/ext.hpp>. Otherwise, each extension needs to be\n/// included  a specific file.\n///\n/// @mainpage OpenGL Mathematics (GLM)\n/// - Website: <a href=\"https://glm.g-truc.net\">glm.g-truc.net</a>\n/// - <a href=\"modules.html\">GLM API documentation</a>\n/// - <a href=\"https://github.com/g-truc/glm/blob/master/manual.md\">GLM Manual</a>\n\n#include \"detail/_fixes.hpp\"\n\n#include \"detail/setup.hpp\"\n\n#pragma once\n\n#include <cmath>\n#include <climits>\n#include <cfloat>\n#include <limits>\n#include <cassert>\n#include \"fwd.hpp\"\n\n#include \"vec2.hpp\"\n#include \"vec3.hpp\"\n#include \"vec4.hpp\"\n#include \"mat2x2.hpp\"\n#include \"mat2x3.hpp\"\n#include \"mat2x4.hpp\"\n#include \"mat3x2.hpp\"\n#include \"mat3x3.hpp\"\n#include \"mat3x4.hpp\"\n#include \"mat4x2.hpp\"\n#include \"mat4x3.hpp\"\n#include \"mat4x4.hpp\"\n\n#include \"trigonometric.hpp\"\n#include \"exponential.hpp\"\n#include \"common.hpp\"\n#include \"packing.hpp\"\n#include \"geometric.hpp\"\n#include \"matrix.hpp\"\n#include \"vector_relational.hpp\"\n#include \"integer.hpp\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/bitfield.hpp",
    "content": "/// @ref gtc_bitfield\n/// @file glm/gtc/bitfield.hpp\n///\n/// @see core (dependence)\n/// @see gtc_bitfield (dependence)\n///\n/// @defgroup gtc_bitfield GLM_GTC_bitfield\n/// @ingroup gtc\n///\n/// Include <glm/gtc/bitfield.hpp> to use the features of this extension.\n///\n/// Allow to perform bit operations on integer values\n\n#include \"../detail/setup.hpp\"\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"type_precision.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_bitfield extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_bitfield\n\t/// @{\n\n\t/// Build a mask of 'count' bits\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType mask(genIUType Bits);\n\n\t/// Build a mask of 'count' bits\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mask(vec<L, T, Q> const& v);\n\n\t/// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldRotateRight(genIUType In, int Shift);\n\n\t/// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldRotateRight(vec<L, T, Q> const& In, int Shift);\n\n\t/// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldRotateLeft(genIUType In, int Shift);\n\n\t/// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldRotateLeft(vec<L, T, Q> const& In, int Shift);\n\n\t/// Set to 1 a range of bits.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount);\n\n\t/// Set to 1 a range of bits.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldFillOne(vec<L, T, Q> const& Value, int FirstBit, int BitCount);\n\n\t/// Set to 0 a range of bits.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount);\n\n\t/// Set to 0 a range of bits.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldFillZero(vec<L, T, Q> const& Value, int FirstBit, int BitCount);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int16 bitfieldInterleave(int8 x, int8 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint16 bitfieldInterleave(uint8 x, uint8 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of v.x followed by the first bit of v.y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint16 bitfieldInterleave(u8vec2 const& v);\n\n\t/// Deinterleaves the bits of x.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL glm::u8vec2 bitfieldDeinterleave(glm::uint16 x);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int32 bitfieldInterleave(int16 x, int16 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(uint16 x, uint16 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of v.x followed by the first bit of v.y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(u16vec2 const& v);\n\n\t/// Deinterleaves the bits of x.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL glm::u16vec2 bitfieldDeinterleave(glm::uint32 x);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of v.x followed by the first bit of v.y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(u32vec2 const& v);\n\n\t/// Deinterleaves the bits of x.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL glm::u32vec2 bitfieldDeinterleave(glm::uint64 x);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y, int32 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w);\n\n\t/// @}\n} //namespace glm\n\n#include \"bitfield.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/bitfield.inl",
    "content": "/// @ref gtc_bitfield\n\n#include \"../simd/integer.h\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename PARAM, typename RET>\n\tGLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y);\n\n\ttemplate<typename PARAM, typename RET>\n\tGLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z);\n\n\ttemplate<typename PARAM, typename RET>\n\tGLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z, PARAM w);\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint16 bitfieldInterleave(glm::uint8 x, glm::uint8 y)\n\t{\n\t\tglm::uint16 REG1(x);\n\t\tglm::uint16 REG2(y);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint16>(0x0F0F);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint16>(0x0F0F);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint16>(0x3333);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint16>(0x3333);\n\n\t\tREG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint16>(0x5555);\n\t\tREG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint16>(0x5555);\n\n\t\treturn REG1 | static_cast<glm::uint16>(REG2 << 1);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint16 x, glm::uint16 y)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(y);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint32>(0x00FF00FF);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint32>(0x00FF00FF);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint32>(0x0F0F0F0F);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint32>(0x0F0F0F0F);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint32>(0x33333333);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint32>(0x33333333);\n\n\t\tREG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint32>(0x55555555);\n\t\tREG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint32>(0x55555555);\n\n\t\treturn REG1 | (REG2 << 1);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x3333333333333333ull);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x3333333333333333ull);\n\n\t\tREG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint64>(0x5555555555555555ull);\n\t\tREG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint64>(0x5555555555555555ull);\n\n\t\treturn REG1 | (REG2 << 1);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(y);\n\t\tglm::uint32 REG3(z);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint32>(0xFF0000FFu);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint32>(0xFF0000FFu);\n\t\tREG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint32>(0xFF0000FFu);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint32>(0x0F00F00Fu);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint32>(0x0F00F00Fu);\n\t\tREG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint32>(0x0F00F00Fu);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint32>(0xC30C30C3u);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint32>(0xC30C30C3u);\n\t\tREG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint32>(0xC30C30C3u);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint32>(0x49249249u);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint32>(0x49249249u);\n\t\tREG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint32>(0x49249249u);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\t\tglm::uint64 REG3(z);\n\n\t\tREG1 = ((REG1 << 32) | REG1) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG2 = ((REG2 << 32) | REG2) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG3 = ((REG3 << 32) | REG3) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint64>(0x9249249249249249ull);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y, glm::uint32 z)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\t\tglm::uint64 REG3(z);\n\n\t\tREG1 = ((REG1 << 32) | REG1) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG2 = ((REG2 << 32) | REG2) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG3 = ((REG3 << 32) | REG3) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint64>(0x9249249249249249ull);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z, glm::uint8 w)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(y);\n\t\tglm::uint32 REG3(z);\n\t\tglm::uint32 REG4(w);\n\n\t\tREG1 = ((REG1 << 12) | REG1) & static_cast<glm::uint32>(0x000F000Fu);\n\t\tREG2 = ((REG2 << 12) | REG2) & static_cast<glm::uint32>(0x000F000Fu);\n\t\tREG3 = ((REG3 << 12) | REG3) & static_cast<glm::uint32>(0x000F000Fu);\n\t\tREG4 = ((REG4 << 12) | REG4) & static_cast<glm::uint32>(0x000F000Fu);\n\n\t\tREG1 = ((REG1 <<  6) | REG1) & static_cast<glm::uint32>(0x03030303u);\n\t\tREG2 = ((REG2 <<  6) | REG2) & static_cast<glm::uint32>(0x03030303u);\n\t\tREG3 = ((REG3 <<  6) | REG3) & static_cast<glm::uint32>(0x03030303u);\n\t\tREG4 = ((REG4 <<  6) | REG4) & static_cast<glm::uint32>(0x03030303u);\n\n\t\tREG1 = ((REG1 <<  3) | REG1) & static_cast<glm::uint32>(0x11111111u);\n\t\tREG2 = ((REG2 <<  3) | REG2) & static_cast<glm::uint32>(0x11111111u);\n\t\tREG3 = ((REG3 <<  3) | REG3) & static_cast<glm::uint32>(0x11111111u);\n\t\tREG4 = ((REG4 <<  3) | REG4) & static_cast<glm::uint32>(0x11111111u);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z, glm::uint16 w)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\t\tglm::uint64 REG3(z);\n\t\tglm::uint64 REG4(w);\n\n\t\tREG1 = ((REG1 << 24) | REG1) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\t\tREG2 = ((REG2 << 24) | REG2) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\t\tREG3 = ((REG3 << 24) | REG3) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\t\tREG4 = ((REG4 << 24) | REG4) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\n\t\tREG1 = ((REG1 << 12) | REG1) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\t\tREG2 = ((REG2 << 12) | REG2) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\t\tREG3 = ((REG3 << 12) | REG3) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\t\tREG4 = ((REG4 << 12) | REG4) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\n\t\tREG1 = ((REG1 <<  6) | REG1) & static_cast<glm::uint64>(0x0303030303030303ull);\n\t\tREG2 = ((REG2 <<  6) | REG2) & static_cast<glm::uint64>(0x0303030303030303ull);\n\t\tREG3 = ((REG3 <<  6) | REG3) & static_cast<glm::uint64>(0x0303030303030303ull);\n\t\tREG4 = ((REG4 <<  6) | REG4) & static_cast<glm::uint64>(0x0303030303030303ull);\n\n\t\tREG1 = ((REG1 <<  3) | REG1) & static_cast<glm::uint64>(0x1111111111111111ull);\n\t\tREG2 = ((REG2 <<  3) | REG2) & static_cast<glm::uint64>(0x1111111111111111ull);\n\t\tREG3 = ((REG3 <<  3) | REG3) & static_cast<glm::uint64>(0x1111111111111111ull);\n\t\tREG4 = ((REG4 <<  3) | REG4) & static_cast<glm::uint64>(0x1111111111111111ull);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3);\n\t}\n}//namespace detail\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType mask(genIUType Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'mask' accepts only integer values\");\n\n\t\treturn Bits >= sizeof(genIUType) * 8 ? ~static_cast<genIUType>(0) : (static_cast<genIUType>(1) << Bits) - static_cast<genIUType>(1);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mask(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'mask' accepts only integer values\");\n\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(mask, v);\n\t}\n\n\ttemplate<typename genIType>\n\tGLM_FUNC_QUALIFIER genIType bitfieldRotateRight(genIType In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIType>::is_integer, \"'bitfieldRotateRight' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<genIType>(sizeof(genIType) * 8);\n\t\treturn (In << static_cast<genIType>(Shift)) | (In >> static_cast<genIType>(BitSize - Shift));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldRotateRight(vec<L, T, Q> const& In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldRotateRight' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<int>(sizeof(T) * 8);\n\t\treturn (In << static_cast<T>(Shift)) | (In >> static_cast<T>(BitSize - Shift));\n\t}\n\n\ttemplate<typename genIType>\n\tGLM_FUNC_QUALIFIER genIType bitfieldRotateLeft(genIType In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIType>::is_integer, \"'bitfieldRotateLeft' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<genIType>(sizeof(genIType) * 8);\n\t\treturn (In >> static_cast<genIType>(Shift)) | (In << static_cast<genIType>(BitSize - Shift));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldRotateLeft(vec<L, T, Q> const& In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldRotateLeft' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<int>(sizeof(T) * 8);\n\t\treturn (In >> static_cast<T>(Shift)) | (In << static_cast<T>(BitSize - Shift));\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value | static_cast<genIUType>(mask(BitCount) << FirstBit);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldFillOne(vec<L, T, Q> const& Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value | static_cast<T>(mask(BitCount) << FirstBit);\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value & static_cast<genIUType>(~(mask(BitCount) << FirstBit));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldFillZero(vec<L, T, Q> const& Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value & static_cast<T>(~(mask(BitCount) << FirstBit));\n\t}\n\n\tGLM_FUNC_QUALIFIER int16 bitfieldInterleave(int8 x, int8 y)\n\t{\n\t\tunion sign8\n\t\t{\n\t\t\tint8 i;\n\t\t\tuint8 u;\n\t\t} sign_x, sign_y;\n\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 bitfieldInterleave(uint8 x, uint8 y)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint16>(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 bitfieldInterleave(u8vec2 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint16>(v.x, v.y);\n\t}\n\n\tGLM_FUNC_QUALIFIER u8vec2 bitfieldDeinterleave(glm::uint16 x)\n\t{\n\t\tuint16 REG1(x);\n\t\tuint16 REG2(x >>= 1);\n\n\t\tREG1 = REG1 & static_cast<uint16>(0x5555);\n\t\tREG2 = REG2 & static_cast<uint16>(0x5555);\n\n\t\tREG1 = ((REG1 >> 1) | REG1) & static_cast<uint16>(0x3333);\n\t\tREG2 = ((REG2 >> 1) | REG2) & static_cast<uint16>(0x3333);\n\n\t\tREG1 = ((REG1 >> 2) | REG1) & static_cast<uint16>(0x0F0F);\n\t\tREG2 = ((REG2 >> 2) | REG2) & static_cast<uint16>(0x0F0F);\n\n\t\tREG1 = ((REG1 >> 4) | REG1) & static_cast<uint16>(0x00FF);\n\t\tREG2 = ((REG2 >> 4) | REG2) & static_cast<uint16>(0x00FF);\n\n\t\tREG1 = ((REG1 >> 8) | REG1) & static_cast<uint16>(0xFFFF);\n\t\tREG2 = ((REG2 >> 8) | REG2) & static_cast<uint16>(0xFFFF);\n\n\t\treturn glm::u8vec2(REG1, REG2);\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 bitfieldInterleave(int16 x, int16 y)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} sign_x, sign_y;\n\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint16 x, uint16 y)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint32>(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(u16vec2 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint32>(v.x, v.y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::u16vec2 bitfieldDeinterleave(glm::uint32 x)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(x >>= 1);\n\n\t\tREG1 = REG1 & static_cast<glm::uint32>(0x55555555);\n\t\tREG2 = REG2 & static_cast<glm::uint32>(0x55555555);\n\n\t\tREG1 = ((REG1 >> 1) | REG1) & static_cast<glm::uint32>(0x33333333);\n\t\tREG2 = ((REG2 >> 1) | REG2) & static_cast<glm::uint32>(0x33333333);\n\n\t\tREG1 = ((REG1 >> 2) | REG1) & static_cast<glm::uint32>(0x0F0F0F0F);\n\t\tREG2 = ((REG2 >> 2) | REG2) & static_cast<glm::uint32>(0x0F0F0F0F);\n\n\t\tREG1 = ((REG1 >> 4) | REG1) & static_cast<glm::uint32>(0x00FF00FF);\n\t\tREG2 = ((REG2 >> 4) | REG2) & static_cast<glm::uint32>(0x00FF00FF);\n\n\t\tREG1 = ((REG1 >> 8) | REG1) & static_cast<glm::uint32>(0x0000FFFF);\n\t\tREG2 = ((REG2 >> 8) | REG2) & static_cast<glm::uint32>(0x0000FFFF);\n\n\t\treturn glm::u16vec2(REG1, REG2);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y)\n\t{\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} sign_x, sign_y;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(u32vec2 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(v.x, v.y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::u32vec2 bitfieldDeinterleave(glm::uint64 x)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(x >>= 1);\n\n\t\tREG1 = REG1 & static_cast<glm::uint64>(0x5555555555555555ull);\n\t\tREG2 = REG2 & static_cast<glm::uint64>(0x5555555555555555ull);\n\n\t\tREG1 = ((REG1 >> 1) | REG1) & static_cast<glm::uint64>(0x3333333333333333ull);\n\t\tREG2 = ((REG2 >> 1) | REG2) & static_cast<glm::uint64>(0x3333333333333333ull);\n\n\t\tREG1 = ((REG1 >> 2) | REG1) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\t\tREG2 = ((REG2 >> 2) | REG2) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\n\t\tREG1 = ((REG1 >> 4) | REG1) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\t\tREG2 = ((REG2 >> 4) | REG2) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\n\t\tREG1 = ((REG1 >> 8) | REG1) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\t\tREG2 = ((REG2 >> 8) | REG2) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\n\t\tREG1 = ((REG1 >> 16) | REG1) & static_cast<glm::uint64>(0x00000000FFFFFFFFull);\n\t\tREG2 = ((REG2 >> 16) | REG2) & static_cast<glm::uint64>(0x00000000FFFFFFFFull);\n\n\t\treturn glm::u32vec2(REG1, REG2);\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z)\n\t{\n\t\tunion sign8\n\t\t{\n\t\t\tint8 i;\n\t\t\tuint8 u;\n\t\t} sign_x, sign_y, sign_z;\n\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(x, y, z);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec3 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(v.x, v.y, v.z);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} sign_x, sign_y, sign_z;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(x, y, z);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec3 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(v.x, v.y, v.z);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y, int32 z)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} sign_x, sign_y, sign_z;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(x, y, z);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u32vec3 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(v.x, v.y, v.z);\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w)\n\t{\n\t\tunion sign8\n\t\t{\n\t\t\tint8 i;\n\t\t\tuint8 u;\n\t\t} sign_x, sign_y, sign_z, sign_w;\n\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tsign_w.i = w;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(x, y, z, w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec4 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(v.x, v.y, v.z, v.w);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} sign_x, sign_y, sign_z, sign_w;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tsign_w.i = w;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint64>(x, y, z, w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec4 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint64>(v.x, v.y, v.z, v.w);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/color_space.hpp",
    "content": "/// @ref gtc_color_space\n/// @file glm/gtc/color_space.hpp\n///\n/// @see core (dependence)\n/// @see gtc_color_space (dependence)\n///\n/// @defgroup gtc_color_space GLM_GTC_color_space\n/// @ingroup gtc\n///\n/// Include <glm/gtc/color_space.hpp> to use the features of this extension.\n///\n/// Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../exponential.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_color_space extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_color_space\n\t/// @{\n\n\t/// Convert a linear color to sRGB color using a standard gamma correction.\n\t/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear);\n\n\t/// Convert a linear color to sRGB color using a custom gamma correction.\n\t/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma);\n\n\t/// Convert a sRGB color to linear color using a standard gamma correction.\n\t/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB);\n\n\t/// Convert a sRGB color to linear color using a custom gamma correction.\n\t// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma);\n\n\t/// @}\n} //namespace glm\n\n#include \"color_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/color_space.inl",
    "content": "/// @ref gtc_color_space\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_rgbToSrgb\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorRGB, T GammaCorrection)\n\t\t{\n\t\t\tvec<L, T, Q> const ClampedColor(clamp(ColorRGB, static_cast<T>(0), static_cast<T>(1)));\n\n\t\t\treturn mix(\n\t\t\t\tpow(ClampedColor, vec<L, T, Q>(GammaCorrection)) * static_cast<T>(1.055) - static_cast<T>(0.055),\n\t\t\t\tClampedColor * static_cast<T>(12.92),\n\t\t\t\tlessThan(ClampedColor, vec<L, T, Q>(static_cast<T>(0.0031308))));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_rgbToSrgb<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorRGB, T GammaCorrection)\n\t\t{\n\t\t\treturn vec<4, T, Q>(compute_rgbToSrgb<3, T, Q>::call(vec<3, T, Q>(ColorRGB), GammaCorrection), ColorRGB.w);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_srgbToRgb\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorSRGB, T Gamma)\n\t\t{\n\t\t\treturn mix(\n\t\t\t\tpow((ColorSRGB + static_cast<T>(0.055)) * static_cast<T>(0.94786729857819905213270142180095), vec<L, T, Q>(Gamma)),\n\t\t\t\tColorSRGB * static_cast<T>(0.07739938080495356037151702786378),\n\t\t\t\tlessThanEqual(ColorSRGB, vec<L, T, Q>(static_cast<T>(0.04045))));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_srgbToRgb<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorSRGB, T Gamma)\n\t\t{\n\t\t\treturn vec<4, T, Q>(compute_srgbToRgb<3, T, Q>::call(vec<3, T, Q>(ColorSRGB), Gamma), ColorSRGB.w);\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear)\n\t{\n\t\treturn detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(0.41666));\n\t}\n\n\t// Based on Ian Taylor http://chilliant.blogspot.fr/2012/08/srgb-approximations-for-hlsl.html\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER vec<3, float, lowp> convertLinearToSRGB(vec<3, float, lowp> const& ColorLinear)\n\t{\n\t\tvec<3, float, lowp> S1 = sqrt(ColorLinear);\n\t\tvec<3, float, lowp> S2 = sqrt(S1);\n\t\tvec<3, float, lowp> S3 = sqrt(S2);\n\t\treturn 0.662002687f * S1 + 0.684122060f * S2 - 0.323583601f * S3 - 0.0225411470f * ColorLinear;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma)\n\t{\n\t\treturn detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(1) / Gamma);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB)\n\t{\n\t\treturn detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, static_cast<T>(2.4));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma)\n\t{\n\t\treturn detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, Gamma);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/constants.hpp",
    "content": "/// @ref gtc_constants\n/// @file glm/gtc/constants.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_constants GLM_GTC_constants\n/// @ingroup gtc\n///\n/// Include <glm/gtc/constants.hpp> to use the features of this extension.\n///\n/// Provide a list of constants and precomputed useful values.\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_constants.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_constants extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_constants\n\t/// @{\n\n\t/// Return 0.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType zero();\n\n\t/// Return 1.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one();\n\n\t/// Return pi * 2.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_pi();\n\n\t/// Return square root of pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_pi();\n\n\t/// Return pi / 2.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType half_pi();\n\n\t/// Return pi / 2 * 3.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType three_over_two_pi();\n\n\t/// Return pi / 4.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType quarter_pi();\n\n\t/// Return 1 / pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one_over_pi();\n\n\t/// Return 1 / (pi * 2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one_over_two_pi();\n\n\t/// Return 2 / pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_over_pi();\n\n\t/// Return 4 / pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType four_over_pi();\n\n\t/// Return 2 / sqrt(pi).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_over_root_pi();\n\n\t/// Return 1 / sqrt(2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one_over_root_two();\n\n\t/// Return sqrt(pi / 2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_half_pi();\n\n\t/// Return sqrt(2 * pi).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_two_pi();\n\n\t/// Return sqrt(ln(4)).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_ln_four();\n\n\t/// Return e constant.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType e();\n\n\t/// Return Euler's constant.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType euler();\n\n\t/// Return sqrt(2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_two();\n\n\t/// Return sqrt(3).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_three();\n\n\t/// Return sqrt(5).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_five();\n\n\t/// Return ln(2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType ln_two();\n\n\t/// Return ln(10).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType ln_ten();\n\n\t/// Return ln(ln(2)).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType ln_ln_two();\n\n\t/// Return 1 / 3.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType third();\n\n\t/// Return 2 / 3.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_thirds();\n\n\t/// Return the golden ratio constant.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType golden_ratio();\n\n\t/// @}\n} //namespace glm\n\n#include \"constants.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/constants.inl",
    "content": "/// @ref gtc_constants\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType zero()\n\t{\n\t\treturn genType(0);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one()\n\t{\n\t\treturn genType(1);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_pi()\n\t{\n\t\treturn genType(6.28318530717958647692528676655900576);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_pi()\n\t{\n\t\treturn genType(1.772453850905516027);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType half_pi()\n\t{\n\t\treturn genType(1.57079632679489661923132169163975144);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType three_over_two_pi()\n\t{\n\t\treturn genType(4.71238898038468985769396507491925432);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType quarter_pi()\n\t{\n\t\treturn genType(0.785398163397448309615660845819875721);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_pi()\n\t{\n\t\treturn genType(0.318309886183790671537767526745028724);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_two_pi()\n\t{\n\t\treturn genType(0.159154943091895335768883763372514362);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_pi()\n\t{\n\t\treturn genType(0.636619772367581343075535053490057448);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType four_over_pi()\n\t{\n\t\treturn genType(1.273239544735162686151070106980114898);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_root_pi()\n\t{\n\t\treturn genType(1.12837916709551257389615890312154517);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_root_two()\n\t{\n\t\treturn genType(0.707106781186547524400844362104849039);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_half_pi()\n\t{\n\t\treturn genType(1.253314137315500251);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two_pi()\n\t{\n\t\treturn genType(2.506628274631000502);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_ln_four()\n\t{\n\t\treturn genType(1.17741002251547469);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType e()\n\t{\n\t\treturn genType(2.71828182845904523536);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType euler()\n\t{\n\t\treturn genType(0.577215664901532860606);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two()\n\t{\n\t\treturn genType(1.41421356237309504880168872420969808);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_three()\n\t{\n\t\treturn genType(1.73205080756887729352744634150587236);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_five()\n\t{\n\t\treturn genType(2.23606797749978969640917366873127623);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_two()\n\t{\n\t\treturn genType(0.693147180559945309417232121458176568);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ten()\n\t{\n\t\treturn genType(2.30258509299404568401799145468436421);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ln_two()\n\t{\n\t\treturn genType(-0.3665129205816643);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType third()\n\t{\n\t\treturn genType(0.3333333333333333333333333333333333333333);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_thirds()\n\t{\n\t\treturn genType(0.666666666666666666666666666666666666667);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType golden_ratio()\n\t{\n\t\treturn genType(1.61803398874989484820458683436563811);\n\t}\n\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/epsilon.hpp",
    "content": "/// @ref gtc_epsilon\n/// @file glm/gtc/epsilon.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtc_epsilon GLM_GTC_epsilon\n/// @ingroup gtc\n///\n/// Include <glm/gtc/epsilon.hpp> to use the features of this extension.\n///\n/// Comparison functions for a user defined epsilon values.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_epsilon extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_epsilon\n\t/// @{\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool epsilonEqual(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool epsilonNotEqual(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// @}\n}//namespace glm\n\n#include \"epsilon.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/epsilon.inl",
    "content": "/// @ref gtc_epsilon\n\n// Dependency:\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n\nnamespace glm\n{\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonEqual\n\t(\n\t\tfloat const& x,\n\t\tfloat const& y,\n\t\tfloat const& epsilon\n\t)\n\t{\n\t\treturn abs(x - y) < epsilon;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonEqual\n\t(\n\t\tdouble const& x,\n\t\tdouble const& y,\n\t\tdouble const& epsilon\n\t)\n\t{\n\t\treturn abs(x - y) < epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon)\n\t{\n\t\treturn lessThan(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon)\n\t{\n\t\treturn lessThan(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonNotEqual(float const& x, float const& y, float const& epsilon)\n\t{\n\t\treturn abs(x - y) >= epsilon;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonNotEqual(double const& x, double const& y, double const& epsilon)\n\t{\n\t\treturn abs(x - y) >= epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon)\n\t{\n\t\treturn greaterThanEqual(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon)\n\t{\n\t\treturn greaterThanEqual(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonEqual(qua<T, Q> const& x, qua<T, Q> const& y, T const& epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn lessThan(abs(v), vec<4, T, Q>(epsilon));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonNotEqual(qua<T, Q> const& x, qua<T, Q> const& y, T const& epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn greaterThanEqual(abs(v), vec<4, T, Q>(epsilon));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/integer.hpp",
    "content": "/// @ref gtc_integer\n/// @file glm/gtc/integer.hpp\n///\n/// @see core (dependence)\n/// @see gtc_integer (dependence)\n///\n/// @defgroup gtc_integer GLM_GTC_integer\n/// @ingroup gtc\n///\n/// Include <glm/gtc/integer.hpp> to use the features of this extension.\n///\n/// @brief Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../common.hpp\"\n#include \"../integer.hpp\"\n#include \"../exponential.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_integer\n\t/// @{\n\n\t/// Returns the log2 of x for integer values. Usefull to compute mipmap count from the texture size.\n\t/// @see gtc_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType log2(genIUType x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// The fraction 0.5 will round in a direction chosen by the\n\t/// implementation, presumably the direction that is fastest.\n\t///\n\t/// @param x The values of the argument must be greater or equal to zero.\n\t/// @tparam T floating point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml\">GLSL round man page</a>\n\t/// @see gtc_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> iround(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// The fraction 0.5 will round in a direction chosen by the\n\t/// implementation, presumably the direction that is fastest.\n\t///\n\t/// @param x The values of the argument must be greater or equal to zero.\n\t/// @tparam T floating point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml\">GLSL round man page</a>\n\t/// @see gtc_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> uround(vec<L, T, Q> const& x);\n\n\t/// @}\n} //namespace glm\n\n#include \"integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/integer.inl",
    "content": "/// @ref gtc_integer\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_log2<L, T, Q, false, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\t//Equivalent to return findMSB(vec); but save one function call in ASM with VC\n\t\t\t//return findMSB(vec);\n\t\t\treturn vec<L, T, Q>(detail::compute_findMSB_vec<L, T, Q, sizeof(T) * 8>::call(v));\n\t\t}\n\t};\n\n#\tif GLM_HAS_BITSCAN_WINDOWS\n\t\ttemplate<qualifier Q, bool Aligned>\n\t\tstruct compute_log2<4, int, Q, false, Aligned>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v)\n\t\t\t{\n\t\t\t\tvec<4, int, Q> Result;\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.x), v.x);\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.y), v.y);\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.z), v.z);\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.w), v.w);\n\t\t\t\treturn Result;\n\t\t\t}\n\t\t};\n#\tendif//GLM_HAS_BITSCAN_WINDOWS\n}//namespace detail\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER int iround(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'iround' only accept floating-point inputs\");\n\t\tassert(static_cast<genType>(0.0) <= x);\n\n\t\treturn static_cast<int>(x + static_cast<genType>(0.5));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> iround(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'iround' only accept floating-point inputs\");\n\t\tassert(all(lessThanEqual(vec<L, T, Q>(0), x)));\n\n\t\treturn vec<L, int, Q>(x + static_cast<T>(0.5));\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER uint uround(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'uround' only accept floating-point inputs\");\n\t\tassert(static_cast<genType>(0.0) <= x);\n\n\t\treturn static_cast<uint>(x + static_cast<genType>(0.5));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> uround(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'uround' only accept floating-point inputs\");\n\t\tassert(all(lessThanEqual(vec<L, T, Q>(0), x)));\n\n\t\treturn vec<L, uint, Q>(x + static_cast<T>(0.5));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/matrix_access.hpp",
    "content": "/// @ref gtc_matrix_access\n/// @file glm/gtc/matrix_access.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_matrix_access GLM_GTC_matrix_access\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_access.hpp> to use the features of this extension.\n///\n/// Defines functions to access rows or columns of a matrix easily.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_access extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_matrix_access\n\t/// @{\n\n\t/// Get a specific row of a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::row_type row(\n\t\tgenType const& m,\n\t\tlength_t index);\n\n\t/// Set a specific row to a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType row(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::row_type const& x);\n\n\t/// Get a specific column of a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::col_type column(\n\t\tgenType const& m,\n\t\tlength_t index);\n\n\t/// Set a specific column to a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType column(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::col_type const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_access.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/matrix_access.inl",
    "content": "/// @ref gtc_matrix_access\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType row\n\t(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::row_type const& x\n\t)\n\t{\n\t\tassert(index >= 0 && index < m[0].length());\n\n\t\tgenType Result = m;\n\t\tfor(length_t i = 0; i < m.length(); ++i)\n\t\t\tResult[i][index] = x[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER typename genType::row_type row\n\t(\n\t\tgenType const& m,\n\t\tlength_t index\n\t)\n\t{\n\t\tassert(index >= 0 && index < m[0].length());\n\n\t\ttypename genType::row_type Result(0);\n\t\tfor(length_t i = 0; i < m.length(); ++i)\n\t\t\tResult[i] = m[i][index];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType column\n\t(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::col_type const& x\n\t)\n\t{\n\t\tassert(index >= 0 && index < m.length());\n\n\t\tgenType Result = m;\n\t\tResult[index] = x;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER typename genType::col_type column\n\t(\n\t\tgenType const& m,\n\t\tlength_t index\n\t)\n\t{\n\t\tassert(index >= 0 && index < m.length());\n\n\t\treturn m[index];\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/matrix_integer.hpp",
    "content": "/// @ref gtc_matrix_integer\n/// @file glm/gtc/matrix_integer.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_matrix_integer GLM_GTC_matrix_integer\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_integer.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x4.hpp\"\n#include \"../mat3x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x4.hpp\"\n#include \"../mat4x2.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_matrix_integer\n\t/// @{\n\n\t/// High-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, highp>\t\t\t\thighp_imat2;\n\n\t/// High-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, highp>\t\t\t\thighp_imat3;\n\n\t/// High-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, highp>\t\t\t\thighp_imat4;\n\n\t/// High-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, highp>\t\t\t\thighp_imat2x2;\n\n\t/// High-qualifier signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, highp>\t\t\t\thighp_imat2x3;\n\n\t/// High-qualifier signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, highp>\t\t\t\thighp_imat2x4;\n\n\t/// High-qualifier signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, highp>\t\t\t\thighp_imat3x2;\n\n\t/// High-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, highp>\t\t\t\thighp_imat3x3;\n\n\t/// High-qualifier signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, highp>\t\t\t\thighp_imat3x4;\n\n\t/// High-qualifier signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, highp>\t\t\t\thighp_imat4x2;\n\n\t/// High-qualifier signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, highp>\t\t\t\thighp_imat4x3;\n\n\t/// High-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, highp>\t\t\t\thighp_imat4x4;\n\n\n\t/// Medium-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, mediump>\t\t\tmediump_imat2;\n\n\t/// Medium-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, mediump>\t\t\tmediump_imat3;\n\n\t/// Medium-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, mediump>\t\t\tmediump_imat4;\n\n\n\t/// Medium-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, mediump>\t\t\tmediump_imat2x2;\n\n\t/// Medium-qualifier signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, mediump>\t\t\tmediump_imat2x3;\n\n\t/// Medium-qualifier signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, mediump>\t\t\tmediump_imat2x4;\n\n\t/// Medium-qualifier signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, mediump>\t\t\tmediump_imat3x2;\n\n\t/// Medium-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, mediump>\t\t\tmediump_imat3x3;\n\n\t/// Medium-qualifier signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, mediump>\t\t\tmediump_imat3x4;\n\n\t/// Medium-qualifier signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, mediump>\t\t\tmediump_imat4x2;\n\n\t/// Medium-qualifier signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, mediump>\t\t\tmediump_imat4x3;\n\n\t/// Medium-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, mediump>\t\t\tmediump_imat4x4;\n\n\n\t/// Low-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, lowp>\t\t\t\tlowp_imat2;\n\n\t/// Low-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, lowp>\t\t\t\tlowp_imat3;\n\n\t/// Low-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, lowp>\t\t\t\tlowp_imat4;\n\n\n\t/// Low-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, lowp>\t\t\t\tlowp_imat2x2;\n\n\t/// Low-qualifier signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, lowp>\t\t\t\tlowp_imat2x3;\n\n\t/// Low-qualifier signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, lowp>\t\t\t\tlowp_imat2x4;\n\n\t/// Low-qualifier signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, lowp>\t\t\t\tlowp_imat3x2;\n\n\t/// Low-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, lowp>\t\t\t\tlowp_imat3x3;\n\n\t/// Low-qualifier signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, lowp>\t\t\t\tlowp_imat3x4;\n\n\t/// Low-qualifier signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, lowp>\t\t\t\tlowp_imat4x2;\n\n\t/// Low-qualifier signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, lowp>\t\t\t\tlowp_imat4x3;\n\n\t/// Low-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, lowp>\t\t\t\tlowp_imat4x4;\n\n\n\t/// High-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, highp>\t\t\t\thighp_umat2;\n\n\t/// High-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, highp>\t\t\t\thighp_umat3;\n\n\t/// High-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, highp>\t\t\t\thighp_umat4;\n\n\t/// High-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, highp>\t\t\t\thighp_umat2x2;\n\n\t/// High-qualifier unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, highp>\t\t\t\thighp_umat2x3;\n\n\t/// High-qualifier unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, highp>\t\t\t\thighp_umat2x4;\n\n\t/// High-qualifier unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, highp>\t\t\t\thighp_umat3x2;\n\n\t/// High-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, highp>\t\t\t\thighp_umat3x3;\n\n\t/// High-qualifier unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, highp>\t\t\t\thighp_umat3x4;\n\n\t/// High-qualifier unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, highp>\t\t\t\thighp_umat4x2;\n\n\t/// High-qualifier unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, highp>\t\t\t\thighp_umat4x3;\n\n\t/// High-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, highp>\t\t\t\thighp_umat4x4;\n\n\n\t/// Medium-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, mediump>\t\t\tmediump_umat2;\n\n\t/// Medium-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, mediump>\t\t\tmediump_umat3;\n\n\t/// Medium-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, mediump>\t\t\tmediump_umat4;\n\n\n\t/// Medium-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, mediump>\t\t\tmediump_umat2x2;\n\n\t/// Medium-qualifier unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, mediump>\t\t\tmediump_umat2x3;\n\n\t/// Medium-qualifier unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, mediump>\t\t\tmediump_umat2x4;\n\n\t/// Medium-qualifier unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, mediump>\t\t\tmediump_umat3x2;\n\n\t/// Medium-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, mediump>\t\t\tmediump_umat3x3;\n\n\t/// Medium-qualifier unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, mediump>\t\t\tmediump_umat3x4;\n\n\t/// Medium-qualifier unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, mediump>\t\t\tmediump_umat4x2;\n\n\t/// Medium-qualifier unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, mediump>\t\t\tmediump_umat4x3;\n\n\t/// Medium-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, mediump>\t\t\tmediump_umat4x4;\n\n\n\t/// Low-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, lowp>\t\t\t\tlowp_umat2;\n\n\t/// Low-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, lowp>\t\t\t\tlowp_umat3;\n\n\t/// Low-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, lowp>\t\t\t\tlowp_umat4;\n\n\n\t/// Low-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, lowp>\t\t\t\tlowp_umat2x2;\n\n\t/// Low-qualifier unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, lowp>\t\t\t\tlowp_umat2x3;\n\n\t/// Low-qualifier unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, lowp>\t\t\t\tlowp_umat2x4;\n\n\t/// Low-qualifier unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, lowp>\t\t\t\tlowp_umat3x2;\n\n\t/// Low-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, lowp>\t\t\t\tlowp_umat3x3;\n\n\t/// Low-qualifier unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, lowp>\t\t\t\tlowp_umat3x4;\n\n\t/// Low-qualifier unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, lowp>\t\t\t\tlowp_umat4x2;\n\n\t/// Low-qualifier unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, lowp>\t\t\t\tlowp_umat4x3;\n\n\t/// Low-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, lowp>\t\t\t\tlowp_umat4x4;\n\n\n\n\t/// Signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, defaultp>\t\t\t\timat2;\n\n\t/// Signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, defaultp>\t\t\t\timat3;\n\n\t/// Signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, defaultp>\t\t\t\timat4;\n\n\t/// Signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, defaultp>\t\t\t\timat2x2;\n\n\t/// Signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, defaultp>\t\t\t\timat2x3;\n\n\t/// Signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, defaultp>\t\t\t\timat2x4;\n\n\t/// Signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, defaultp>\t\t\t\timat3x2;\n\n\t/// Signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, defaultp>\t\t\t\timat3x3;\n\n\t/// Signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, defaultp>\t\t\t\timat3x4;\n\n\t/// Signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, defaultp>\t\t\t\timat4x2;\n\n\t/// Signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, defaultp>\t\t\t\timat4x3;\n\n\t/// Signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, defaultp>\t\t\t\timat4x4;\n\n\n\n\t/// Unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, defaultp>\t\t\t\tumat2;\n\n\t/// Unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, defaultp>\t\t\t\tumat3;\n\n\t/// Unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, defaultp>\t\t\t\tumat4;\n\n\t/// Unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, defaultp>\t\t\t\tumat2x2;\n\n\t/// Unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, defaultp>\t\t\t\tumat2x3;\n\n\t/// Unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, defaultp>\t\t\t\tumat2x4;\n\n\t/// Unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, defaultp>\t\t\t\tumat3x2;\n\n\t/// Unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, defaultp>\t\t\t\tumat3x3;\n\n\t/// Unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, defaultp>\t\t\t\tumat3x4;\n\n\t/// Unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, defaultp>\t\t\t\tumat4x2;\n\n\t/// Unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, defaultp>\t\t\t\tumat4x3;\n\n\t/// Unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, defaultp>\t\t\t\tumat4x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/matrix_inverse.hpp",
    "content": "/// @ref gtc_matrix_inverse\n/// @file glm/gtc/matrix_inverse.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_matrix_inverse GLM_GTC_matrix_inverse\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_integer.hpp> to use the features of this extension.\n///\n/// Defines additional matrix inverting functions.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../matrix.hpp\"\n#include \"../mat2x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_inverse extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_matrix_inverse\n\t/// @{\n\n\t/// Fast matrix inverse for affine matrix.\n\t///\n\t/// @param m Input matrix to invert.\n\t/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.\n\t/// @see gtc_matrix_inverse\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType affineInverse(genType const& m);\n\n\t/// Compute the inverse transpose of a matrix.\n\t///\n\t/// @param m Input matrix to invert transpose.\n\t/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.\n\t/// @see gtc_matrix_inverse\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType inverseTranspose(genType const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_inverse.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/matrix_inverse.inl",
    "content": "/// @ref gtc_matrix_inverse\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> affineInverse(mat<3, 3, T, Q> const& m)\n\t{\n\t\tmat<2, 2, T, Q> const Inv(inverse(mat<2, 2, T, Q>(m)));\n\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tvec<3, T, Q>(Inv[0], static_cast<T>(0)),\n\t\t\tvec<3, T, Q>(Inv[1], static_cast<T>(0)),\n\t\t\tvec<3, T, Q>(-Inv * vec<2, T, Q>(m[2]), static_cast<T>(1)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> affineInverse(mat<4, 4, T, Q> const& m)\n\t{\n\t\tmat<3, 3, T, Q> const Inv(inverse(mat<3, 3, T, Q>(m)));\n\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tvec<4, T, Q>(Inv[0], static_cast<T>(0)),\n\t\t\tvec<4, T, Q>(Inv[1], static_cast<T>(0)),\n\t\t\tvec<4, T, Q>(Inv[2], static_cast<T>(0)),\n\t\t\tvec<4, T, Q>(-Inv * vec<3, T, Q>(m[3]), static_cast<T>(1)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> inverseTranspose(mat<2, 2, T, Q> const& m)\n\t{\n\t\tT Determinant = m[0][0] * m[1][1] - m[1][0] * m[0][1];\n\n\t\tmat<2, 2, T, Q> Inverse(\n\t\t\t+ m[1][1] / Determinant,\n\t\t\t- m[0][1] / Determinant,\n\t\t\t- m[1][0] / Determinant,\n\t\t\t+ m[0][0] / Determinant);\n\n\t\treturn Inverse;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> inverseTranspose(mat<3, 3, T, Q> const& m)\n\t{\n\t\tT Determinant =\n\t\t\t+ m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])\n\t\t\t- m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])\n\t\t\t+ m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);\n\n\t\tmat<3, 3, T, Q> Inverse;\n\t\tInverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]);\n\t\tInverse[0][1] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]);\n\t\tInverse[0][2] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]);\n\t\tInverse[1][0] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]);\n\t\tInverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]);\n\t\tInverse[1][2] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]);\n\t\tInverse[2][0] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]);\n\t\tInverse[2][1] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]);\n\t\tInverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]);\n\t\tInverse /= Determinant;\n\n\t\treturn Inverse;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> inverseTranspose(mat<4, 4, T, Q> const& m)\n\t{\n\t\tT SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\tT SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\tT SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\tT SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\tT SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\tT SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\tT SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\tT SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\tT SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\tT SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\tT SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\tT SubFactor11 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\tT SubFactor12 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\t\tT SubFactor13 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\t\tT SubFactor14 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\t\tT SubFactor15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\t\tT SubFactor16 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\t\tT SubFactor17 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\tmat<4, 4, T, Q> Inverse;\n\t\tInverse[0][0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02);\n\t\tInverse[0][1] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04);\n\t\tInverse[0][2] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05);\n\t\tInverse[0][3] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05);\n\n\t\tInverse[1][0] = - (m[0][1] * SubFactor00 - m[0][2] * SubFactor01 + m[0][3] * SubFactor02);\n\t\tInverse[1][1] = + (m[0][0] * SubFactor00 - m[0][2] * SubFactor03 + m[0][3] * SubFactor04);\n\t\tInverse[1][2] = - (m[0][0] * SubFactor01 - m[0][1] * SubFactor03 + m[0][3] * SubFactor05);\n\t\tInverse[1][3] = + (m[0][0] * SubFactor02 - m[0][1] * SubFactor04 + m[0][2] * SubFactor05);\n\n\t\tInverse[2][0] = + (m[0][1] * SubFactor06 - m[0][2] * SubFactor07 + m[0][3] * SubFactor08);\n\t\tInverse[2][1] = - (m[0][0] * SubFactor06 - m[0][2] * SubFactor09 + m[0][3] * SubFactor10);\n\t\tInverse[2][2] = + (m[0][0] * SubFactor07 - m[0][1] * SubFactor09 + m[0][3] * SubFactor11);\n\t\tInverse[2][3] = - (m[0][0] * SubFactor08 - m[0][1] * SubFactor10 + m[0][2] * SubFactor11);\n\n\t\tInverse[3][0] = - (m[0][1] * SubFactor12 - m[0][2] * SubFactor13 + m[0][3] * SubFactor14);\n\t\tInverse[3][1] = + (m[0][0] * SubFactor12 - m[0][2] * SubFactor15 + m[0][3] * SubFactor16);\n\t\tInverse[3][2] = - (m[0][0] * SubFactor13 - m[0][1] * SubFactor15 + m[0][3] * SubFactor17);\n\t\tInverse[3][3] = + (m[0][0] * SubFactor14 - m[0][1] * SubFactor16 + m[0][2] * SubFactor17);\n\n\t\tT Determinant =\n\t\t\t+ m[0][0] * Inverse[0][0]\n\t\t\t+ m[0][1] * Inverse[0][1]\n\t\t\t+ m[0][2] * Inverse[0][2]\n\t\t\t+ m[0][3] * Inverse[0][3];\n\n\t\tInverse /= Determinant;\n\n\t\treturn Inverse;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/matrix_transform.hpp",
    "content": "/// @ref gtc_matrix_transform\n/// @file glm/gtc/matrix_transform.hpp\n///\n/// @see core (dependence)\n/// @see gtx_transform\n/// @see gtx_transform2\n///\n/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_transform.hpp> to use the features of this extension.\n///\n/// Defines functions that generate common transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n\n#pragma once\n\n// Dependencies\n#include \"../mat4x4.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../ext/matrix_projection.hpp\"\n#include \"../ext/matrix_clip_space.hpp\"\n#include \"../ext/matrix_transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_transform extension included\")\n#endif\n\n#include \"matrix_transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/matrix_transform.inl",
    "content": "#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../matrix.hpp\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/noise.hpp",
    "content": "/// @ref gtc_noise\n/// @file glm/gtc/noise.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_noise GLM_GTC_noise\n/// @ingroup gtc\n///\n/// Include <glm/gtc/noise.hpp> to use the features of this extension.\n///\n/// Defines 2D, 3D and 4D procedural noise functions\n/// Based on the work of Stefan Gustavson and Ashima Arts on \"webgl-noise\":\n/// https://github.com/ashima/webgl-noise\n/// Following Stefan Gustavson's paper \"Simplex noise demystified\":\n/// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_noise.hpp\"\n#include \"../geometric.hpp\"\n#include \"../common.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_noise extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_noise\n\t/// @{\n\n\t/// Classic perlin noise.\n\t/// @see gtc_noise\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T perlin(\n\t\tvec<L, T, Q> const& p);\n\n\t/// Periodic perlin noise.\n\t/// @see gtc_noise\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T perlin(\n\t\tvec<L, T, Q> const& p,\n\t\tvec<L, T, Q> const& rep);\n\n\t/// Simplex noise.\n\t/// @see gtc_noise\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T simplex(\n\t\tvec<L, T, Q> const& p);\n\n\t/// @}\n}//namespace glm\n\n#include \"noise.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/noise.inl",
    "content": "/// @ref gtc_noise\n///\n// Based on the work of Stefan Gustavson and Ashima Arts on \"webgl-noise\":\n// https://github.com/ashima/webgl-noise\n// Following Stefan Gustavson's paper \"Simplex noise demystified\":\n// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf\n\nnamespace glm{\nnamespace gtc\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> grad4(T const& j, vec<4, T, Q> const& ip)\n\t{\n\t\tvec<3, T, Q> pXYZ = floor(fract(vec<3, T, Q>(j) * vec<3, T, Q>(ip)) * T(7)) * ip[2] - T(1);\n\t\tT pW = static_cast<T>(1.5) - dot(abs(pXYZ), vec<3, T, Q>(1));\n\t\tvec<4, T, Q> s = vec<4, T, Q>(lessThan(vec<4, T, Q>(pXYZ, pW), vec<4, T, Q>(0.0)));\n\t\tpXYZ = pXYZ + (vec<3, T, Q>(s) * T(2) - T(1)) * s.w;\n\t\treturn vec<4, T, Q>(pXYZ, pW);\n\t}\n}//namespace gtc\n\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position)\n\t{\n\t\tvec<4, T, Q> Pi = glm::floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tvec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tPi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation\n\t\tvec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z);\n\t\tvec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w);\n\t\tvec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z);\n\t\tvec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w);\n\n\t\tvec<4, T, Q> i = detail::permute(detail::permute(ix) + iy);\n\n\t\tvec<4, T, Q> gx = static_cast<T>(2) * glm::fract(i / T(41)) - T(1);\n\t\tvec<4, T, Q> gy = glm::abs(gx) - T(0.5);\n\t\tvec<4, T, Q> tx = glm::floor(gx + T(0.5));\n\t\tgx = gx - tx;\n\n\t\tvec<2, T, Q> g00(gx.x, gy.x);\n\t\tvec<2, T, Q> g10(gx.y, gy.y);\n\t\tvec<2, T, Q> g01(gx.z, gy.z);\n\t\tvec<2, T, Q> g11(gx.w, gy.w);\n\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n\t\tg00 *= norm.x;\n\t\tg01 *= norm.y;\n\t\tg10 *= norm.z;\n\t\tg11 *= norm.w;\n\n\t\tT n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x));\n\t\tT n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y));\n\t\tT n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z));\n\t\tT n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w));\n\n\t\tvec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y));\n\t\tvec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x);\n\t\tT n_xy = mix(n_x.x, n_x.y, fade_xy.y);\n\t\treturn T(2.3) * n_xy;\n\t}\n\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position)\n\t{\n\t\tvec<3, T, Q> Pi0 = floor(Position); // Integer part for indexing\n\t\tvec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1\n\t\tPi0 = detail::mod289(Pi0);\n\t\tPi1 = detail::mod289(Pi1);\n\t\tvec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation\n\t\tvec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy = vec<4, T, Q>(vec<2, T, Q>(Pi0.y), vec<2, T, Q>(Pi1.y));\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\n\t\tvec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0);\n\t\tvec<4, T, Q> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5);\n\t\tgx0 = fract(gx0);\n\t\tvec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);\n\t\tvec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0));\n\t\tgx0 -= sz0 * (step(T(0), gx0) - T(0.5));\n\t\tgy0 -= sz0 * (step(T(0), gy0) - T(0.5));\n\n\t\tvec<4, T, Q> gx1 = ixy1 * T(1.0 / 7.0);\n\t\tvec<4, T, Q> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5);\n\t\tgx1 = fract(gx1);\n\t\tvec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);\n\t\tvec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0));\n\t\tgx1 -= sz1 * (step(T(0), gx1) - T(0.5));\n\t\tgy1 -= sz1 * (step(T(0), gy1) - T(0.5));\n\n\t\tvec<3, T, Q> g000(gx0.x, gy0.x, gz0.x);\n\t\tvec<3, T, Q> g100(gx0.y, gy0.y, gz0.y);\n\t\tvec<3, T, Q> g010(gx0.z, gy0.z, gz0.z);\n\t\tvec<3, T, Q> g110(gx0.w, gy0.w, gz0.w);\n\t\tvec<3, T, Q> g001(gx1.x, gy1.x, gz1.x);\n\t\tvec<3, T, Q> g101(gx1.y, gy1.y, gz1.y);\n\t\tvec<3, T, Q> g011(gx1.z, gy1.z, gz1.z);\n\t\tvec<3, T, Q> g111(gx1.w, gy1.w, gz1.w);\n\n\t\tvec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n\t\tg000 *= norm0.x;\n\t\tg010 *= norm0.y;\n\t\tg100 *= norm0.z;\n\t\tg110 *= norm0.w;\n\t\tvec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n\t\tg001 *= norm1.x;\n\t\tg011 *= norm1.y;\n\t\tg101 *= norm1.z;\n\t\tg111 *= norm1.w;\n\n\t\tT n000 = dot(g000, Pf0);\n\t\tT n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));\n\t\tT n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));\n\t\tT n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));\n\t\tT n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));\n\t\tT n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));\n\t\tT n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));\n\t\tT n111 = dot(g111, Pf1);\n\n\t\tvec<3, T, Q> fade_xyz = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);\n\t\tvec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);\n\t\tT n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n\t\treturn T(2.2) * n_xyz;\n\t}\n\t/*\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& P)\n\t{\n\t\tvec<3, T, Q> Pi0 = floor(P); // Integer part for indexing\n\t\tvec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1\n\t\tPi0 = mod(Pi0, T(289));\n\t\tPi1 = mod(Pi1, T(289));\n\t\tvec<3, T, Q> Pf0 = fract(P); // Fractional part for interpolation\n\t\tvec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\n\t\tvec<4, T, Q> ixy = permute(permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = permute(ixy + iz1);\n\n\t\tvec<4, T, Q> gx0 = ixy0 / T(7);\n\t\tvec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5);\n\t\tgx0 = fract(gx0);\n\t\tvec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);\n\t\tvec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0));\n\t\tgx0 -= sz0 * (step(0.0, gx0) - T(0.5));\n\t\tgy0 -= sz0 * (step(0.0, gy0) - T(0.5));\n\n\t\tvec<4, T, Q> gx1 = ixy1 / T(7);\n\t\tvec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5);\n\t\tgx1 = fract(gx1);\n\t\tvec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);\n\t\tvec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0));\n\t\tgx1 -= sz1 * (step(T(0), gx1) - T(0.5));\n\t\tgy1 -= sz1 * (step(T(0), gy1) - T(0.5));\n\n\t\tvec<3, T, Q> g000(gx0.x, gy0.x, gz0.x);\n\t\tvec<3, T, Q> g100(gx0.y, gy0.y, gz0.y);\n\t\tvec<3, T, Q> g010(gx0.z, gy0.z, gz0.z);\n\t\tvec<3, T, Q> g110(gx0.w, gy0.w, gz0.w);\n\t\tvec<3, T, Q> g001(gx1.x, gy1.x, gz1.x);\n\t\tvec<3, T, Q> g101(gx1.y, gy1.y, gz1.y);\n\t\tvec<3, T, Q> g011(gx1.z, gy1.z, gz1.z);\n\t\tvec<3, T, Q> g111(gx1.w, gy1.w, gz1.w);\n\n\t\tvec<4, T, Q> norm0 = taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n\t\tg000 *= norm0.x;\n\t\tg010 *= norm0.y;\n\t\tg100 *= norm0.z;\n\t\tg110 *= norm0.w;\n\t\tvec<4, T, Q> norm1 = taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n\t\tg001 *= norm1.x;\n\t\tg011 *= norm1.y;\n\t\tg101 *= norm1.z;\n\t\tg111 *= norm1.w;\n\n\t\tT n000 = dot(g000, Pf0);\n\t\tT n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));\n\t\tT n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));\n\t\tT n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));\n\t\tT n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));\n\t\tT n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));\n\t\tT n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));\n\t\tT n111 = dot(g111, Pf1);\n\n\t\tvec<3, T, Q> fade_xyz = fade(Pf0);\n\t\tvec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);\n\t\tvec<2, T, Q> n_yz = mix(\n\t\t\tvec<2, T, Q>(n_z.x, n_z.y),\n\t\t\tvec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);\n\t\tT n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n\t\treturn T(2.2) * n_xyz;\n\t}\n\t*/\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position)\n\t{\n\t\tvec<4, T, Q> Pi0 = floor(Position);\t// Integer part for indexing\n\t\tvec<4, T, Q> Pi1 = Pi0 + T(1);\t\t// Integer part + 1\n\t\tPi0 = mod(Pi0, vec<4, T, Q>(289));\n\t\tPi1 = mod(Pi1, vec<4, T, Q>(289));\n\t\tvec<4, T, Q> Pf0 = fract(Position);\t// Fractional part for interpolation\n\t\tvec<4, T, Q> Pf1 = Pf0 - T(1);\t\t// Fractional part - 1.0\n\t\tvec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\t\tvec<4, T, Q> iw0(Pi0.w);\n\t\tvec<4, T, Q> iw1(Pi1.w);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\t\tvec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0);\n\t\tvec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1);\n\t\tvec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0);\n\t\tvec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1);\n\n\t\tvec<4, T, Q> gx00 = ixy00 / T(7);\n\t\tvec<4, T, Q> gy00 = floor(gx00) / T(7);\n\t\tvec<4, T, Q> gz00 = floor(gy00) / T(6);\n\t\tgx00 = fract(gx00) - T(0.5);\n\t\tgy00 = fract(gy00) - T(0.5);\n\t\tgz00 = fract(gz00) - T(0.5);\n\t\tvec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);\n\t\tvec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0.0));\n\t\tgx00 -= sw00 * (step(T(0), gx00) - T(0.5));\n\t\tgy00 -= sw00 * (step(T(0), gy00) - T(0.5));\n\n\t\tvec<4, T, Q> gx01 = ixy01 / T(7);\n\t\tvec<4, T, Q> gy01 = floor(gx01) / T(7);\n\t\tvec<4, T, Q> gz01 = floor(gy01) / T(6);\n\t\tgx01 = fract(gx01) - T(0.5);\n\t\tgy01 = fract(gy01) - T(0.5);\n\t\tgz01 = fract(gz01) - T(0.5);\n\t\tvec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);\n\t\tvec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0));\n\t\tgx01 -= sw01 * (step(T(0), gx01) - T(0.5));\n\t\tgy01 -= sw01 * (step(T(0), gy01) - T(0.5));\n\n\t\tvec<4, T, Q> gx10 = ixy10 / T(7);\n\t\tvec<4, T, Q> gy10 = floor(gx10) / T(7);\n\t\tvec<4, T, Q> gz10 = floor(gy10) / T(6);\n\t\tgx10 = fract(gx10) - T(0.5);\n\t\tgy10 = fract(gy10) - T(0.5);\n\t\tgz10 = fract(gz10) - T(0.5);\n\t\tvec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);\n\t\tvec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0));\n\t\tgx10 -= sw10 * (step(T(0), gx10) - T(0.5));\n\t\tgy10 -= sw10 * (step(T(0), gy10) - T(0.5));\n\n\t\tvec<4, T, Q> gx11 = ixy11 / T(7);\n\t\tvec<4, T, Q> gy11 = floor(gx11) / T(7);\n\t\tvec<4, T, Q> gz11 = floor(gy11) / T(6);\n\t\tgx11 = fract(gx11) - T(0.5);\n\t\tgy11 = fract(gy11) - T(0.5);\n\t\tgz11 = fract(gz11) - T(0.5);\n\t\tvec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);\n\t\tvec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(0.0));\n\t\tgx11 -= sw11 * (step(T(0), gx11) - T(0.5));\n\t\tgy11 -= sw11 * (step(T(0), gy11) - T(0.5));\n\n\t\tvec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x);\n\t\tvec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y);\n\t\tvec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z);\n\t\tvec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w);\n\t\tvec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x);\n\t\tvec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y);\n\t\tvec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z);\n\t\tvec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w);\n\t\tvec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x);\n\t\tvec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y);\n\t\tvec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z);\n\t\tvec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w);\n\t\tvec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x);\n\t\tvec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y);\n\t\tvec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z);\n\t\tvec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w);\n\n\t\tvec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));\n\t\tg0000 *= norm00.x;\n\t\tg0100 *= norm00.y;\n\t\tg1000 *= norm00.z;\n\t\tg1100 *= norm00.w;\n\n\t\tvec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));\n\t\tg0001 *= norm01.x;\n\t\tg0101 *= norm01.y;\n\t\tg1001 *= norm01.z;\n\t\tg1101 *= norm01.w;\n\n\t\tvec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));\n\t\tg0010 *= norm10.x;\n\t\tg0110 *= norm10.y;\n\t\tg1010 *= norm10.z;\n\t\tg1110 *= norm10.w;\n\n\t\tvec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));\n\t\tg0011 *= norm11.x;\n\t\tg0111 *= norm11.y;\n\t\tg1011 *= norm11.z;\n\t\tg1111 *= norm11.w;\n\n\t\tT n0000 = dot(g0000, Pf0);\n\t\tT n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));\n\t\tT n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));\n\t\tT n1111 = dot(g1111, Pf1);\n\n\t\tvec<4, T, Q> fade_xyzw = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w);\n\t\tvec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w);\n\t\tvec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z);\n\t\tvec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y);\n\t\tT n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);\n\t\treturn T(2.2) * n_xyzw;\n\t}\n\n\t// Classic Perlin noise, periodic variant\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position, vec<2, T, Q> const& rep)\n\t{\n\t\tvec<4, T, Q> Pi = floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tvec<4, T, Q> Pf = fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tPi = mod(Pi, vec<4, T, Q>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period\n\t\tPi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation\n\t\tvec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z);\n\t\tvec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w);\n\t\tvec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z);\n\t\tvec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w);\n\n\t\tvec<4, T, Q> i = detail::permute(detail::permute(ix) + iy);\n\n\t\tvec<4, T, Q> gx = static_cast<T>(2) * fract(i / T(41)) - T(1);\n\t\tvec<4, T, Q> gy = abs(gx) - T(0.5);\n\t\tvec<4, T, Q> tx = floor(gx + T(0.5));\n\t\tgx = gx - tx;\n\n\t\tvec<2, T, Q> g00(gx.x, gy.x);\n\t\tvec<2, T, Q> g10(gx.y, gy.y);\n\t\tvec<2, T, Q> g01(gx.z, gy.z);\n\t\tvec<2, T, Q> g11(gx.w, gy.w);\n\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n\t\tg00 *= norm.x;\n\t\tg01 *= norm.y;\n\t\tg10 *= norm.z;\n\t\tg11 *= norm.w;\n\n\t\tT n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x));\n\t\tT n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y));\n\t\tT n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z));\n\t\tT n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w));\n\n\t\tvec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y));\n\t\tvec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x);\n\t\tT n_xy = mix(n_x.x, n_x.y, fade_xy.y);\n\t\treturn T(2.3) * n_xy;\n\t}\n\n\t// Classic Perlin noise, periodic variant\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position, vec<3, T, Q> const& rep)\n\t{\n\t\tvec<3, T, Q> Pi0 = mod(floor(Position), rep); // Integer part, modulo period\n\t\tvec<3, T, Q> Pi1 = mod(Pi0 + vec<3, T, Q>(T(1)), rep); // Integer part + 1, mod period\n\t\tPi0 = mod(Pi0, vec<3, T, Q>(289));\n\t\tPi1 = mod(Pi1, vec<3, T, Q>(289));\n\t\tvec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation\n\t\tvec<3, T, Q> Pf1 = Pf0 - vec<3, T, Q>(T(1)); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\n\t\tvec<4, T, Q> gx0 = ixy0 / T(7);\n\t\tvec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5);\n\t\tgx0 = fract(gx0);\n\t\tvec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);\n\t\tvec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0));\n\t\tgx0 -= sz0 * (step(T(0), gx0) - T(0.5));\n\t\tgy0 -= sz0 * (step(T(0), gy0) - T(0.5));\n\n\t\tvec<4, T, Q> gx1 = ixy1 / T(7);\n\t\tvec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5);\n\t\tgx1 = fract(gx1);\n\t\tvec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);\n\t\tvec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(T(0)));\n\t\tgx1 -= sz1 * (step(T(0), gx1) - T(0.5));\n\t\tgy1 -= sz1 * (step(T(0), gy1) - T(0.5));\n\n\t\tvec<3, T, Q> g000 = vec<3, T, Q>(gx0.x, gy0.x, gz0.x);\n\t\tvec<3, T, Q> g100 = vec<3, T, Q>(gx0.y, gy0.y, gz0.y);\n\t\tvec<3, T, Q> g010 = vec<3, T, Q>(gx0.z, gy0.z, gz0.z);\n\t\tvec<3, T, Q> g110 = vec<3, T, Q>(gx0.w, gy0.w, gz0.w);\n\t\tvec<3, T, Q> g001 = vec<3, T, Q>(gx1.x, gy1.x, gz1.x);\n\t\tvec<3, T, Q> g101 = vec<3, T, Q>(gx1.y, gy1.y, gz1.y);\n\t\tvec<3, T, Q> g011 = vec<3, T, Q>(gx1.z, gy1.z, gz1.z);\n\t\tvec<3, T, Q> g111 = vec<3, T, Q>(gx1.w, gy1.w, gz1.w);\n\n\t\tvec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n\t\tg000 *= norm0.x;\n\t\tg010 *= norm0.y;\n\t\tg100 *= norm0.z;\n\t\tg110 *= norm0.w;\n\t\tvec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n\t\tg001 *= norm1.x;\n\t\tg011 *= norm1.y;\n\t\tg101 *= norm1.z;\n\t\tg111 *= norm1.w;\n\n\t\tT n000 = dot(g000, Pf0);\n\t\tT n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));\n\t\tT n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));\n\t\tT n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));\n\t\tT n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));\n\t\tT n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));\n\t\tT n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));\n\t\tT n111 = dot(g111, Pf1);\n\n\t\tvec<3, T, Q> fade_xyz = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);\n\t\tvec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);\n\t\tT n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n\t\treturn T(2.2) * n_xyz;\n\t}\n\n\t// Classic Perlin noise, periodic version\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position, vec<4, T, Q> const& rep)\n\t{\n\t\tvec<4, T, Q> Pi0 = mod(floor(Position), rep); // Integer part modulo rep\n\t\tvec<4, T, Q> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep\n\t\tvec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation\n\t\tvec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\t\tvec<4, T, Q> iw0(Pi0.w);\n\t\tvec<4, T, Q> iw1(Pi1.w);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\t\tvec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0);\n\t\tvec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1);\n\t\tvec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0);\n\t\tvec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1);\n\n\t\tvec<4, T, Q> gx00 = ixy00 / T(7);\n\t\tvec<4, T, Q> gy00 = floor(gx00) / T(7);\n\t\tvec<4, T, Q> gz00 = floor(gy00) / T(6);\n\t\tgx00 = fract(gx00) - T(0.5);\n\t\tgy00 = fract(gy00) - T(0.5);\n\t\tgz00 = fract(gz00) - T(0.5);\n\t\tvec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);\n\t\tvec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0));\n\t\tgx00 -= sw00 * (step(T(0), gx00) - T(0.5));\n\t\tgy00 -= sw00 * (step(T(0), gy00) - T(0.5));\n\n\t\tvec<4, T, Q> gx01 = ixy01 / T(7);\n\t\tvec<4, T, Q> gy01 = floor(gx01) / T(7);\n\t\tvec<4, T, Q> gz01 = floor(gy01) / T(6);\n\t\tgx01 = fract(gx01) - T(0.5);\n\t\tgy01 = fract(gy01) - T(0.5);\n\t\tgz01 = fract(gz01) - T(0.5);\n\t\tvec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);\n\t\tvec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0));\n\t\tgx01 -= sw01 * (step(T(0), gx01) - T(0.5));\n\t\tgy01 -= sw01 * (step(T(0), gy01) - T(0.5));\n\n\t\tvec<4, T, Q> gx10 = ixy10 / T(7);\n\t\tvec<4, T, Q> gy10 = floor(gx10) / T(7);\n\t\tvec<4, T, Q> gz10 = floor(gy10) / T(6);\n\t\tgx10 = fract(gx10) - T(0.5);\n\t\tgy10 = fract(gy10) - T(0.5);\n\t\tgz10 = fract(gz10) - T(0.5);\n\t\tvec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);\n\t\tvec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0.0));\n\t\tgx10 -= sw10 * (step(T(0), gx10) - T(0.5));\n\t\tgy10 -= sw10 * (step(T(0), gy10) - T(0.5));\n\n\t\tvec<4, T, Q> gx11 = ixy11 / T(7);\n\t\tvec<4, T, Q> gy11 = floor(gx11) / T(7);\n\t\tvec<4, T, Q> gz11 = floor(gy11) / T(6);\n\t\tgx11 = fract(gx11) - T(0.5);\n\t\tgy11 = fract(gy11) - T(0.5);\n\t\tgz11 = fract(gz11) - T(0.5);\n\t\tvec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);\n\t\tvec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(T(0)));\n\t\tgx11 -= sw11 * (step(T(0), gx11) - T(0.5));\n\t\tgy11 -= sw11 * (step(T(0), gy11) - T(0.5));\n\n\t\tvec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x);\n\t\tvec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y);\n\t\tvec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z);\n\t\tvec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w);\n\t\tvec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x);\n\t\tvec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y);\n\t\tvec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z);\n\t\tvec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w);\n\t\tvec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x);\n\t\tvec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y);\n\t\tvec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z);\n\t\tvec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w);\n\t\tvec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x);\n\t\tvec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y);\n\t\tvec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z);\n\t\tvec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w);\n\n\t\tvec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));\n\t\tg0000 *= norm00.x;\n\t\tg0100 *= norm00.y;\n\t\tg1000 *= norm00.z;\n\t\tg1100 *= norm00.w;\n\n\t\tvec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));\n\t\tg0001 *= norm01.x;\n\t\tg0101 *= norm01.y;\n\t\tg1001 *= norm01.z;\n\t\tg1101 *= norm01.w;\n\n\t\tvec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));\n\t\tg0010 *= norm10.x;\n\t\tg0110 *= norm10.y;\n\t\tg1010 *= norm10.z;\n\t\tg1110 *= norm10.w;\n\n\t\tvec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));\n\t\tg0011 *= norm11.x;\n\t\tg0111 *= norm11.y;\n\t\tg1011 *= norm11.z;\n\t\tg1111 *= norm11.w;\n\n\t\tT n0000 = dot(g0000, Pf0);\n\t\tT n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));\n\t\tT n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));\n\t\tT n1111 = dot(g1111, Pf1);\n\n\t\tvec<4, T, Q> fade_xyzw = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w);\n\t\tvec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w);\n\t\tvec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z);\n\t\tvec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y);\n\t\tT n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);\n\t\treturn T(2.2) * n_xyzw;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T simplex(glm::vec<2, T, Q> const& v)\n\t{\n\t\tvec<4, T, Q> const C = vec<4, T, Q>(\n\t\t\tT( 0.211324865405187),  // (3.0 -  sqrt(3.0)) / 6.0\n\t\t\tT( 0.366025403784439),  //  0.5 * (sqrt(3.0)  - 1.0)\n\t\t\tT(-0.577350269189626),\t// -1.0 + 2.0 * C.x\n\t\t\tT( 0.024390243902439)); //  1.0 / 41.0\n\n\t\t// First corner\n\t\tvec<2, T, Q> i  = floor(v + dot(v, vec<2, T, Q>(C[1])));\n\t\tvec<2, T, Q> x0 = v -   i + dot(i, vec<2, T, Q>(C[0]));\n\n\t\t// Other corners\n\t\t//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n\t\t//i1.y = 1.0 - i1.x;\n\t\tvec<2, T, Q> i1 = (x0.x > x0.y) ? vec<2, T, Q>(1, 0) : vec<2, T, Q>(0, 1);\n\t\t// x0 = x0 - 0.0 + 0.0 * C.xx ;\n\t\t// x1 = x0 - i1 + 1.0 * C.xx ;\n\t\t// x2 = x0 - 1.0 + 2.0 * C.xx ;\n\t\tvec<4, T, Q> x12 = vec<4, T, Q>(x0.x, x0.y, x0.x, x0.y) + vec<4, T, Q>(C.x, C.x, C.z, C.z);\n\t\tx12 = vec<4, T, Q>(vec<2, T, Q>(x12) - i1, x12.z, x12.w);\n\n\t\t// Permutations\n\t\ti = mod(i, vec<2, T, Q>(289)); // Avoid truncation effects in permutation\n\t\tvec<3, T, Q> p = detail::permute(\n\t\t\tdetail::permute(i.y + vec<3, T, Q>(T(0), i1.y, T(1)))\n\t\t\t+ i.x + vec<3, T, Q>(T(0), i1.x, T(1)));\n\n\t\tvec<3, T, Q> m = max(vec<3, T, Q>(0.5) - vec<3, T, Q>(\n\t\t\tdot(x0, x0),\n\t\t\tdot(vec<2, T, Q>(x12.x, x12.y), vec<2, T, Q>(x12.x, x12.y)),\n\t\t\tdot(vec<2, T, Q>(x12.z, x12.w), vec<2, T, Q>(x12.z, x12.w))), vec<3, T, Q>(0));\n\t\tm = m * m ;\n\t\tm = m * m ;\n\n\t\t// Gradients: 41 points uniformly over a line, mapped onto a diamond.\n\t\t// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n\t\tvec<3, T, Q> x = static_cast<T>(2) * fract(p * C.w) - T(1);\n\t\tvec<3, T, Q> h = abs(x) - T(0.5);\n\t\tvec<3, T, Q> ox = floor(x + T(0.5));\n\t\tvec<3, T, Q> a0 = x - ox;\n\n\t\t// Normalise gradients implicitly by scaling m\n\t\t// Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );\n\t\tm *= static_cast<T>(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h);\n\n\t\t// Compute final noise value at P\n\t\tvec<3, T, Q> g;\n\t\tg.x  = a0.x  * x0.x  + h.x  * x0.y;\n\t\t//g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n\t\tg.y = a0.y * x12.x + h.y * x12.y;\n\t\tg.z = a0.z * x12.z + h.z * x12.w;\n\t\treturn T(130) * dot(m, g);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T simplex(vec<3, T, Q> const& v)\n\t{\n\t\tvec<2, T, Q> const C(1.0 / 6.0, 1.0 / 3.0);\n\t\tvec<4, T, Q> const D(0.0, 0.5, 1.0, 2.0);\n\n\t\t// First corner\n\t\tvec<3, T, Q> i(floor(v + dot(v, vec<3, T, Q>(C.y))));\n\t\tvec<3, T, Q> x0(v - i + dot(i, vec<3, T, Q>(C.x)));\n\n\t\t// Other corners\n\t\tvec<3, T, Q> g(step(vec<3, T, Q>(x0.y, x0.z, x0.x), x0));\n\t\tvec<3, T, Q> l(T(1) - g);\n\t\tvec<3, T, Q> i1(min(g, vec<3, T, Q>(l.z, l.x, l.y)));\n\t\tvec<3, T, Q> i2(max(g, vec<3, T, Q>(l.z, l.x, l.y)));\n\n\t\t//   x0 = x0 - 0.0 + 0.0 * C.xxx;\n\t\t//   x1 = x0 - i1  + 1.0 * C.xxx;\n\t\t//   x2 = x0 - i2  + 2.0 * C.xxx;\n\t\t//   x3 = x0 - 1.0 + 3.0 * C.xxx;\n\t\tvec<3, T, Q> x1(x0 - i1 + C.x);\n\t\tvec<3, T, Q> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y\n\t\tvec<3, T, Q> x3(x0 - D.y);      // -1.0+3.0*C.x = -0.5 = -D.y\n\n\t\t// Permutations\n\t\ti = detail::mod289(i);\n\t\tvec<4, T, Q> p(detail::permute(detail::permute(detail::permute(\n\t\t\ti.z + vec<4, T, Q>(T(0), i1.z, i2.z, T(1))) +\n\t\t\ti.y + vec<4, T, Q>(T(0), i1.y, i2.y, T(1))) +\n\t\t\ti.x + vec<4, T, Q>(T(0), i1.x, i2.x, T(1))));\n\n\t\t// Gradients: 7x7 points over a square, mapped onto an octahedron.\n\t\t// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n\t\tT n_ = static_cast<T>(0.142857142857); // 1.0/7.0\n\t\tvec<3, T, Q> ns(n_ * vec<3, T, Q>(D.w, D.y, D.z) - vec<3, T, Q>(D.x, D.z, D.x));\n\n\t\tvec<4, T, Q> j(p - T(49) * floor(p * ns.z * ns.z));  //  mod(p,7*7)\n\n\t\tvec<4, T, Q> x_(floor(j * ns.z));\n\t\tvec<4, T, Q> y_(floor(j - T(7) * x_));    // mod(j,N)\n\n\t\tvec<4, T, Q> x(x_ * ns.x + ns.y);\n\t\tvec<4, T, Q> y(y_ * ns.x + ns.y);\n\t\tvec<4, T, Q> h(T(1) - abs(x) - abs(y));\n\n\t\tvec<4, T, Q> b0(x.x, x.y, y.x, y.y);\n\t\tvec<4, T, Q> b1(x.z, x.w, y.z, y.w);\n\n\t\t// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n\t\t// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n\t\tvec<4, T, Q> s0(floor(b0) * T(2) + T(1));\n\t\tvec<4, T, Q> s1(floor(b1) * T(2) + T(1));\n\t\tvec<4, T, Q> sh(-step(h, vec<4, T, Q>(0.0)));\n\n\t\tvec<4, T, Q> a0 = vec<4, T, Q>(b0.x, b0.z, b0.y, b0.w) + vec<4, T, Q>(s0.x, s0.z, s0.y, s0.w) * vec<4, T, Q>(sh.x, sh.x, sh.y, sh.y);\n\t\tvec<4, T, Q> a1 = vec<4, T, Q>(b1.x, b1.z, b1.y, b1.w) + vec<4, T, Q>(s1.x, s1.z, s1.y, s1.w) * vec<4, T, Q>(sh.z, sh.z, sh.w, sh.w);\n\n\t\tvec<3, T, Q> p0(a0.x, a0.y, h.x);\n\t\tvec<3, T, Q> p1(a0.z, a0.w, h.y);\n\t\tvec<3, T, Q> p2(a1.x, a1.y, h.z);\n\t\tvec<3, T, Q> p3(a1.z, a1.w, h.w);\n\n\t\t// Normalise gradients\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));\n\t\tp0 *= norm.x;\n\t\tp1 *= norm.y;\n\t\tp2 *= norm.z;\n\t\tp3 *= norm.w;\n\n\t\t// Mix final noise value\n\t\tvec<4, T, Q> m = max(T(0.6) - vec<4, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec<4, T, Q>(0));\n\t\tm = m * m;\n\t\treturn T(42) * dot(m * m, vec<4, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T simplex(vec<4, T, Q> const& v)\n\t{\n\t\tvec<4, T, Q> const C(\n\t\t\t0.138196601125011,  // (5 - sqrt(5))/20  G4\n\t\t\t0.276393202250021,  // 2 * G4\n\t\t\t0.414589803375032,  // 3 * G4\n\t\t\t-0.447213595499958); // -1 + 4 * G4\n\n\t\t// (sqrt(5) - 1)/4 = F4, used once below\n\t\tT const F4 = static_cast<T>(0.309016994374947451);\n\n\t\t// First corner\n\t\tvec<4, T, Q> i  = floor(v + dot(v, vec<4, T, Q>(F4)));\n\t\tvec<4, T, Q> x0 = v -   i + dot(i, vec<4, T, Q>(C.x));\n\n\t\t// Other corners\n\n\t\t// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n\t\tvec<4, T, Q> i0;\n\t\tvec<3, T, Q> isX = step(vec<3, T, Q>(x0.y, x0.z, x0.w), vec<3, T, Q>(x0.x));\n\t\tvec<3, T, Q> isYZ = step(vec<3, T, Q>(x0.z, x0.w, x0.w), vec<3, T, Q>(x0.y, x0.y, x0.z));\n\t\t//  i0.x = dot(isX, vec3(1.0));\n\t\t//i0.x = isX.x + isX.y + isX.z;\n\t\t//i0.yzw = static_cast<T>(1) - isX;\n\t\ti0 = vec<4, T, Q>(isX.x + isX.y + isX.z, T(1) - isX);\n\t\t//  i0.y += dot(isYZ.xy, vec2(1.0));\n\t\ti0.y += isYZ.x + isYZ.y;\n\t\t//i0.zw += 1.0 - vec<2, T, Q>(isYZ.x, isYZ.y);\n\t\ti0.z += static_cast<T>(1) - isYZ.x;\n\t\ti0.w += static_cast<T>(1) - isYZ.y;\n\t\ti0.z += isYZ.z;\n\t\ti0.w += static_cast<T>(1) - isYZ.z;\n\n\t\t// i0 now contains the unique values 0,1,2,3 in each channel\n\t\tvec<4, T, Q> i3 = clamp(i0, T(0), T(1));\n\t\tvec<4, T, Q> i2 = clamp(i0 - T(1), T(0), T(1));\n\t\tvec<4, T, Q> i1 = clamp(i0 - T(2), T(0), T(1));\n\n\t\t//  x0 = x0 - 0.0 + 0.0 * C.xxxx\n\t\t//  x1 = x0 - i1  + 0.0 * C.xxxx\n\t\t//  x2 = x0 - i2  + 0.0 * C.xxxx\n\t\t//  x3 = x0 - i3  + 0.0 * C.xxxx\n\t\t//  x4 = x0 - 1.0 + 4.0 * C.xxxx\n\t\tvec<4, T, Q> x1 = x0 - i1 + C.x;\n\t\tvec<4, T, Q> x2 = x0 - i2 + C.y;\n\t\tvec<4, T, Q> x3 = x0 - i3 + C.z;\n\t\tvec<4, T, Q> x4 = x0 + C.w;\n\n\t\t// Permutations\n\t\ti = mod(i, vec<4, T, Q>(289));\n\t\tT j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x);\n\t\tvec<4, T, Q> j1 = detail::permute(detail::permute(detail::permute(detail::permute(\n\t\t\ti.w + vec<4, T, Q>(i1.w, i2.w, i3.w, T(1))) +\n\t\t\ti.z + vec<4, T, Q>(i1.z, i2.z, i3.z, T(1))) +\n\t\t\ti.y + vec<4, T, Q>(i1.y, i2.y, i3.y, T(1))) +\n\t\t\ti.x + vec<4, T, Q>(i1.x, i2.x, i3.x, T(1)));\n\n\t\t// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n\t\t// 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\t\tvec<4, T, Q> ip = vec<4, T, Q>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0));\n\n\t\tvec<4, T, Q> p0 = gtc::grad4(j0,   ip);\n\t\tvec<4, T, Q> p1 = gtc::grad4(j1.x, ip);\n\t\tvec<4, T, Q> p2 = gtc::grad4(j1.y, ip);\n\t\tvec<4, T, Q> p3 = gtc::grad4(j1.z, ip);\n\t\tvec<4, T, Q> p4 = gtc::grad4(j1.w, ip);\n\n\t\t// Normalise gradients\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));\n\t\tp0 *= norm.x;\n\t\tp1 *= norm.y;\n\t\tp2 *= norm.z;\n\t\tp3 *= norm.w;\n\t\tp4 *= detail::taylorInvSqrt(dot(p4, p4));\n\n\t\t// Mix contributions from the five corners\n\t\tvec<3, T, Q> m0 = max(T(0.6) - vec<3, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), vec<3, T, Q>(0));\n\t\tvec<2, T, Q> m1 = max(T(0.6) - vec<2, T, Q>(dot(x3, x3), dot(x4, x4)             ), vec<2, T, Q>(0));\n\t\tm0 = m0 * m0;\n\t\tm1 = m1 * m1;\n\t\treturn T(49) *\n\t\t\t(dot(m0 * m0, vec<3, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) +\n\t\t\tdot(m1 * m1, vec<2, T, Q>(dot(p3, x3), dot(p4, x4))));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/packing.hpp",
    "content": "/// @ref gtc_packing\n/// @file glm/gtc/packing.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_packing GLM_GTC_packing\n/// @ingroup gtc\n///\n/// Include <glm/gtc/packing.hpp> to use the features of this extension.\n///\n/// This extension provides a set of function to convert vertors to packed\n/// formats.\n\n#pragma once\n\n// Dependency:\n#include \"type_precision.hpp\"\n#include \"../ext/vector_packing.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_packing extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_packing\n\t/// @{\n\n\t/// First, converts the normalized floating-point value v into a 8-bit integer value.\n\t/// Then, the results are packed into the returned 8-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm1x8:\tround(clamp(c, 0, +1) * 255.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm2x8(vec2 const& v)\n\t/// @see uint32 packUnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint8 packUnorm1x8(float v);\n\n\t/// Convert a single 8-bit integer to a normalized floating-point value.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm4x8: f / 255.0\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackUnorm2x8(uint16 p)\n\t/// @see vec4 unpackUnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml\">GLSL unpackUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackUnorm1x8(uint8 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 8-bit integer values.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm2x8:\tround(clamp(c, 0, +1) * 255.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packUnorm1x8(float const& v)\n\t/// @see uint32 packUnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packUnorm2x8(vec2 const& v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm4x8: f / 255.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackUnorm1x8(uint8 v)\n\t/// @see vec4 unpackUnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml\">GLSL unpackUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 p);\n\n\t/// First, converts the normalized floating-point value v into 8-bit integer value.\n\t/// Then, the results are packed into the returned 8-bit unsigned integer.\n\t///\n\t/// The conversion to fixed point is done as follows:\n\t/// packSnorm1x8:\tround(clamp(s, -1, +1) * 127.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packSnorm2x8(vec2 const& v)\n\t/// @see uint32 packSnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint8 packSnorm1x8(float s);\n\n\t/// First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers.\n\t/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm1x8: clamp(f / 127.0, -1, +1)\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackSnorm2x8(uint16 p)\n\t/// @see vec4 unpackSnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackSnorm1x8(uint8 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 8-bit integer values.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm2x8:\tround(clamp(c, -1, +1) * 127.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packSnorm1x8(float const& v)\n\t/// @see uint32 packSnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packSnorm2x8(vec2 const& v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm2x8: clamp(f / 127.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackSnorm1x8(uint8 p)\n\t/// @see vec4 unpackSnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 p);\n\n\t/// First, converts the normalized floating-point value v into a 16-bit integer value.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm1x16:\tround(clamp(c, 0, +1) * 65535.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packSnorm1x16(float const& v)\n\t/// @see uint64 packSnorm4x16(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packUnorm1x16(float v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers.\n\t/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm1x16: f / 65535.0\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackUnorm2x16(uint32 p)\n\t/// @see vec4 unpackUnorm4x16(uint64 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml\">GLSL unpackUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackUnorm1x16(uint16 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 16-bit integer values.\n\t/// Then, the results are packed into the returned 64-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm4x16:\tround(clamp(c, 0, +1) * 65535.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm1x16(float const& v)\n\t/// @see uint32 packUnorm2x16(vec2 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint64 packUnorm4x16(vec4 const& v);\n\n\t/// First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnormx4x16: f / 65535.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackUnorm1x16(uint16 p)\n\t/// @see vec2 unpackUnorm2x16(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml\">GLSL unpackUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 p);\n\n\t/// First, converts the normalized floating-point value v into 16-bit integer value.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion to fixed point is done as follows:\n\t/// packSnorm1x8:\tround(clamp(s, -1, +1) * 32767.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packSnorm2x16(vec2 const& v)\n\t/// @see uint64 packSnorm4x16(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packSnorm1x16(float v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned scalar.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm1x16: clamp(f / 32767.0, -1, +1)\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackSnorm2x16(uint32 p)\n\t/// @see vec4 unpackSnorm4x16(uint64 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm1x16.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackSnorm1x16(uint16 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 16-bit integer values.\n\t/// Then, the results are packed into the returned 64-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm2x8:\tround(clamp(c, -1, +1) * 32767.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packSnorm1x16(float const& v)\n\t/// @see uint32 packSnorm2x16(vec2 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint64 packSnorm4x16(vec4 const& v);\n\n\t/// First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm4x16: clamp(f / 32767.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackSnorm1x16(uint16 p)\n\t/// @see vec2 unpackSnorm2x16(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 p);\n\n\t/// Returns an unsigned integer obtained by converting the components of a floating-point scalar\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification,\n\t/// and then packing this 16-bit value into a 16-bit unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packHalf2x16(vec2 const& v)\n\t/// @see uint64 packHalf4x16(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml\">GLSL packHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packHalf1x16(float v);\n\n\t/// Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value,\n\t/// interpreted as a 16-bit floating-point number according to the OpenGL Specification,\n\t/// and converting it to 32-bit floating-point values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackHalf2x16(uint32 const& v)\n\t/// @see vec4 unpackHalf4x16(uint64 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml\">GLSL unpackHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackHalf1x16(uint16 v);\n\n\t/// Returns an unsigned integer obtained by converting the components of a four-component floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification,\n\t/// and then packing these four 16-bit values into a 64-bit unsigned integer.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the forth component specifies the 16 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packHalf1x16(float const& v)\n\t/// @see uint32 packHalf2x16(vec2 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml\">GLSL packHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint64 packHalf4x16(vec4 const& v);\n\n\t/// Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 16-bit values,\n\t/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,\n\t/// and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the forth component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackHalf1x16(uint16 const& v)\n\t/// @see vec2 unpackHalf2x16(uint32 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml\">GLSL unpackHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackHalf4x16(uint64 p);\n\n\t/// Returns an unsigned integer obtained by converting the components of a four-component signed integer vector\n\t/// to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification,\n\t/// and then packing these four values into a 32-bit unsigned integer.\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packI3x10_1x2(uvec4 const& v)\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see ivec4 unpackI3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packI3x10_1x2(ivec4 const& v);\n\n\t/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p);\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p);\n\tGLM_FUNC_DECL ivec4 unpackI3x10_1x2(uint32 p);\n\n\t/// Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector\n\t/// to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification,\n\t/// and then packing these four values into a 32-bit unsigned integer.\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packI3x10_1x2(ivec4 const& v)\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see ivec4 unpackU3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packU3x10_1x2(uvec4 const& v);\n\n\t/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p);\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p);\n\tGLM_FUNC_DECL uvec4 unpackU3x10_1x2(uint32 p);\n\n\t/// First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values.\n\t/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm3x10_1x2(xyz):\tround(clamp(c, -1, +1) * 511.0)\n\t/// packSnorm3x10_1x2(w):\tround(clamp(c, -1, +1) * 1.0)\n\t///\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see uint32 packI3x10_1x2(ivec4 const& v)\n\tGLM_FUNC_DECL uint32 packSnorm3x10_1x2(vec4 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1)\n\t/// unpackSnorm3x10_1x2(w): clamp(f / 511.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see vec4 unpackUnorm3x10_1x2(uint32 const& p))\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p)\n\t/// @see uvec4 unpackU3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 p);\n\n\t/// First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values.\n\t/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm3x10_1x2(xyz):\tround(clamp(c, 0, +1) * 1023.0)\n\t/// packUnorm3x10_1x2(w):\tround(clamp(c, 0, +1) * 3.0)\n\t///\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackUnorm3x10_1x2(uint32 const& p)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see uint32 packI3x10_1x2(ivec4 const& v)\n\tGLM_FUNC_DECL uint32 packUnorm3x10_1x2(vec4 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1)\n\t/// unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see vec4 unpackInorm3x10_1x2(uint32 const& p))\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p)\n\t/// @see uvec4 unpackU3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL vec4 unpackUnorm3x10_1x2(uint32 p);\n\n\t/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.\n\t/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The first vector component specifies the 11 least-significant bits of the result;\n\t/// the last component specifies the 10 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackF2x11_1x10(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packF2x11_1x10(vec3 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packF2x11_1x10(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackF2x11_1x10(uint32 p);\n\n\n\t/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.\n\t/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The first vector component specifies the 11 least-significant bits of the result;\n\t/// the last component specifies the 10 most-significant bits.\n\t///\n\t/// packF3x9_E1x5 allows encoding into RGBE / RGB9E5 format\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackF3x9_E1x5(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packF3x9_E1x5(vec3 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// unpackF3x9_E1x5 allows decoding RGBE / RGB9E5 data\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packF3x9_E1x5(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackF3x9_E1x5(uint32 p);\n\n\t/// Returns an unsigned integer vector obtained by converting the components of a floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the forth component specifies the 16 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& p)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb);\n\n\t/// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the forth component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<4, T, Q> packRGBM(vec<3, float, Q> const& v)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm);\n\n\t/// Returns an unsigned integer vector obtained by converting the components of a floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the forth component specifies the 16 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& p)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v);\n\n\t/// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the forth component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, floatType, Q> unpackUnorm(vec<L, intType, Q> const& p);\n\ttemplate<typename uintType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uintType, Q> packUnorm(vec<L, floatType, Q> const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, intType, Q> packUnorm(vec<L, floatType, Q> const& v)\n\ttemplate<typename floatType, length_t L, typename uintType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, floatType, Q> unpackUnorm(vec<L, uintType, Q> const& v);\n\n\t/// Convert each component of the normalized floating-point vector into signed integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& p);\n\ttemplate<typename intType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v)\n\ttemplate<typename floatType, length_t L, typename intType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& v);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackUnorm2x4(uint8 p)\n\tGLM_FUNC_DECL uint8 packUnorm2x4(vec2 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packUnorm2x4(vec2 const& v)\n\tGLM_FUNC_DECL vec2 unpackUnorm2x4(uint8 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackUnorm4x4(uint16 p)\n\tGLM_FUNC_DECL uint16 packUnorm4x4(vec4 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm4x4(vec4 const& v)\n\tGLM_FUNC_DECL vec4 unpackUnorm4x4(uint16 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackUnorm1x5_1x6_1x5(uint16 p)\n\tGLM_FUNC_DECL uint16 packUnorm1x5_1x6_1x5(vec3 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm1x5_1x6_1x5(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackUnorm1x5_1x6_1x5(uint16 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackUnorm3x5_1x1(uint16 p)\n\tGLM_FUNC_DECL uint16 packUnorm3x5_1x1(vec4 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm3x5_1x1(vec4 const& v)\n\tGLM_FUNC_DECL vec4 unpackUnorm3x5_1x1(uint16 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackUnorm2x3_1x2(uint8 p)\n\tGLM_FUNC_DECL uint8 packUnorm2x3_1x2(vec3 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packUnorm2x3_1x2(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackUnorm2x3_1x2(uint8 p);\n\n\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i8vec2 unpackInt2x8(int16 p)\n\tGLM_FUNC_DECL int16 packInt2x8(i8vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int16 packInt2x8(i8vec2 const& v)\n\tGLM_FUNC_DECL i8vec2 unpackInt2x8(int16 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u8vec2 unpackInt2x8(uint16 p)\n\tGLM_FUNC_DECL uint16 packUint2x8(u8vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packInt2x8(u8vec2 const& v)\n\tGLM_FUNC_DECL u8vec2 unpackUint2x8(uint16 p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i8vec4 unpackInt4x8(int32 p)\n\tGLM_FUNC_DECL int32 packInt4x8(i8vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int32 packInt2x8(i8vec4 const& v)\n\tGLM_FUNC_DECL i8vec4 unpackInt4x8(int32 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u8vec4 unpackUint4x8(uint32 p)\n\tGLM_FUNC_DECL uint32 packUint4x8(u8vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packUint4x8(u8vec2 const& v)\n\tGLM_FUNC_DECL u8vec4 unpackUint4x8(uint32 p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i16vec2 unpackInt2x16(int p)\n\tGLM_FUNC_DECL int packInt2x16(i16vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int packInt2x16(i16vec2 const& v)\n\tGLM_FUNC_DECL i16vec2 unpackInt2x16(int p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i16vec4 unpackInt4x16(int64 p)\n\tGLM_FUNC_DECL int64 packInt4x16(i16vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int64 packInt4x16(i16vec4 const& v)\n\tGLM_FUNC_DECL i16vec4 unpackInt4x16(int64 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u16vec2 unpackUint2x16(uint p)\n\tGLM_FUNC_DECL uint packUint2x16(u16vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint packUint2x16(u16vec2 const& v)\n\tGLM_FUNC_DECL u16vec2 unpackUint2x16(uint p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u16vec4 unpackUint4x16(uint64 p)\n\tGLM_FUNC_DECL uint64 packUint4x16(u16vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint64 packUint4x16(u16vec4 const& v)\n\tGLM_FUNC_DECL u16vec4 unpackUint4x16(uint64 p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i32vec2 unpackInt2x32(int p)\n\tGLM_FUNC_DECL int64 packInt2x32(i32vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int packInt2x16(i32vec2 const& v)\n\tGLM_FUNC_DECL i32vec2 unpackInt2x32(int64 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u32vec2 unpackUint2x32(int p)\n\tGLM_FUNC_DECL uint64 packUint2x32(u32vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int packUint2x16(u32vec2 const& v)\n\tGLM_FUNC_DECL u32vec2 unpackUint2x32(uint64 p);\n\n\t/// @}\n}// namespace glm\n\n#include \"packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/packing.inl",
    "content": "/// @ref gtc_packing\n\n#include \"../ext/scalar_relational.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../common.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../detail/type_half.hpp\"\n#include <cstring>\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER glm::uint16 float2half(glm::uint32 f)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x00007c00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003ff => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((f >> 16) & 0x8000) | // sign\n\t\t\t((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00) | // exponential\n\t\t\t((f >> 13) & 0x03ff); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 float2packed11(glm::uint32 f)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x000007c0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007c00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003ff => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((f & 0x7f800000) - 0x38000000) >> 17) & 0x07c0) | // exponential\n\t\t\t((f >> 17) & 0x003f); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 packed11ToFloat(glm::uint32 p)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x000007c0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007c00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003ff => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((p & 0x07c0) << 17) + 0x38000000) & 0x7f800000) | // exponential\n\t\t\t((p & 0x003f) << 17); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 float2packed10(glm::uint32 f)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x0000001F => 00000000 00000000 00000000 00011111\n\t\t// 0x0000003F => 00000000 00000000 00000000 00111111\n\t\t// 0x000003E0 => 00000000 00000000 00000011 11100000\n\t\t// 0x000007C0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007C00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003FF => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((f & 0x7f800000) - 0x38000000) >> 18) & 0x03E0) | // exponential\n\t\t\t((f >> 18) & 0x001f); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 packed10ToFloat(glm::uint32 p)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x0000001F => 00000000 00000000 00000000 00011111\n\t\t// 0x0000003F => 00000000 00000000 00000000 00111111\n\t\t// 0x000003E0 => 00000000 00000000 00000011 11100000\n\t\t// 0x000007C0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007C00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003FF => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((p & 0x03E0) << 18) + 0x38000000) & 0x7f800000) | // exponential\n\t\t\t((p & 0x001f) << 18); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint half2float(glm::uint h)\n\t{\n\t\treturn ((h & 0x8000) << 16) | ((( h & 0x7c00) + 0x1C000) << 13) | ((h & 0x03FF) << 13);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint floatTo11bit(float x)\n\t{\n\t\tif(x == 0.0f)\n\t\t\treturn 0u;\n\t\telse if(glm::isnan(x))\n\t\t\treturn ~0u;\n\t\telse if(glm::isinf(x))\n\t\t\treturn 0x1Fu << 6u;\n\n\t\tuint Pack = 0u;\n\t\tmemcpy(&Pack, &x, sizeof(Pack));\n\t\treturn float2packed11(Pack);\n\t}\n\n\tGLM_FUNC_QUALIFIER float packed11bitToFloat(glm::uint x)\n\t{\n\t\tif(x == 0)\n\t\t\treturn 0.0f;\n\t\telse if(x == ((1 << 11) - 1))\n\t\t\treturn ~0;//NaN\n\t\telse if(x == (0x1f << 6))\n\t\t\treturn ~0;//Inf\n\n\t\tuint Result = packed11ToFloat(x);\n\n\t\tfloat Temp = 0;\n\t\tmemcpy(&Temp, &Result, sizeof(Temp));\n\t\treturn Temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint floatTo10bit(float x)\n\t{\n\t\tif(x == 0.0f)\n\t\t\treturn 0u;\n\t\telse if(glm::isnan(x))\n\t\t\treturn ~0u;\n\t\telse if(glm::isinf(x))\n\t\t\treturn 0x1Fu << 5u;\n\n\t\tuint Pack = 0;\n\t\tmemcpy(&Pack, &x, sizeof(Pack));\n\t\treturn float2packed10(Pack);\n\t}\n\n\tGLM_FUNC_QUALIFIER float packed10bitToFloat(glm::uint x)\n\t{\n\t\tif(x == 0)\n\t\t\treturn 0.0f;\n\t\telse if(x == ((1 << 10) - 1))\n\t\t\treturn ~0;//NaN\n\t\telse if(x == (0x1f << 5))\n\t\t\treturn ~0;//Inf\n\n\t\tuint Result = packed10ToFloat(x);\n\n\t\tfloat Temp = 0;\n\t\tmemcpy(&Temp, &Result, sizeof(Temp));\n\t\treturn Temp;\n\t}\n\n//\tGLM_FUNC_QUALIFIER glm::uint f11_f11_f10(float x, float y, float z)\n//\t{\n//\t\treturn ((floatTo11bit(x) & ((1 << 11) - 1)) << 0) |  ((floatTo11bit(y) & ((1 << 11) - 1)) << 11) | ((floatTo10bit(z) & ((1 << 10) - 1)) << 22);\n//\t}\n\n\tunion u3u3u2\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 3;\n\t\t\tuint y : 3;\n\t\t\tuint z : 2;\n\t\t} data;\n\t\tuint8 pack;\n\t};\n\n\tunion u4u4\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 4;\n\t\t\tuint y : 4;\n\t\t} data;\n\t\tuint8 pack;\n\t};\n\n\tunion u4u4u4u4\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 4;\n\t\t\tuint y : 4;\n\t\t\tuint z : 4;\n\t\t\tuint w : 4;\n\t\t} data;\n\t\tuint16 pack;\n\t};\n\n\tunion u5u6u5\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 5;\n\t\t\tuint y : 6;\n\t\t\tuint z : 5;\n\t\t} data;\n\t\tuint16 pack;\n\t};\n\n\tunion u5u5u5u1\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 5;\n\t\t\tuint y : 5;\n\t\t\tuint z : 5;\n\t\t\tuint w : 1;\n\t\t} data;\n\t\tuint16 pack;\n\t};\n\n\tunion u10u10u10u2\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 10;\n\t\t\tuint y : 10;\n\t\t\tuint z : 10;\n\t\t\tuint w : 2;\n\t\t} data;\n\t\tuint32 pack;\n\t};\n\n\tunion i10i10i10i2\n\t{\n\t\tstruct\n\t\t{\n\t\t\tint x : 10;\n\t\t\tint y : 10;\n\t\t\tint z : 10;\n\t\t\tint w : 2;\n\t\t} data;\n\t\tuint32 pack;\n\t};\n\n\tunion u9u9u9e5\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 9;\n\t\t\tuint y : 9;\n\t\t\tuint z : 9;\n\t\t\tuint w : 5;\n\t\t} data;\n\t\tuint32 pack;\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_half\n\t{};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<1, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, uint16, Q> pack(vec<1, float, Q> const& v)\n\t\t{\n\t\t\tint16 const Unpack(detail::toFloat16(v.x));\n\t\t\tu16vec1 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<1, float, Q> unpack(vec<1, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec1 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<1, float, Q>(detail::toFloat32(v.x));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<2, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, uint16, Q> pack(vec<2, float, Q> const& v)\n\t\t{\n\t\t\tvec<2, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y));\n\t\t\tu16vec2 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<2, float, Q> unpack(vec<2, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec2 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<2, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<3, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, uint16, Q> pack(vec<3, float, Q> const& v)\n\t\t{\n\t\t\tvec<3, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z));\n\t\t\tu16vec3 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<3, float, Q> unpack(vec<3, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec3 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<3, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<4, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint16, Q> pack(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z), detail::toFloat16(v.w));\n\t\t\tu16vec4 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> unpack(vec<4, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec4 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<4, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z), detail::toFloat32(v.w));\n\t\t}\n\t};\n}//namespace detail\n\n\tGLM_FUNC_QUALIFIER uint8 packUnorm1x8(float v)\n\t{\n\t\treturn static_cast<uint8>(round(clamp(v, 0.0f, 1.0f) * 255.0f));\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackUnorm1x8(uint8 p)\n\t{\n\t\tfloat const Unpack(p);\n\t\treturn Unpack * static_cast<float>(0.0039215686274509803921568627451); // 1 / 255\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm2x8(vec2 const& v)\n\t{\n\t\tu8vec2 const Topack(round(clamp(v, 0.0f, 1.0f) * 255.0f));\n\n\t\tuint16 Unpack = 0;\n\t\tmemcpy(&Unpack, &Topack, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackUnorm2x8(uint16 p)\n\t{\n\t\tu8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn vec2(Unpack) * float(0.0039215686274509803921568627451); // 1 / 255\n\t}\n\n\tGLM_FUNC_QUALIFIER uint8 packSnorm1x8(float v)\n\t{\n\t\tint8 const Topack(static_cast<int8>(round(clamp(v ,-1.0f, 1.0f) * 127.0f)));\n\t\tuint8 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackSnorm1x8(uint8 p)\n\t{\n\t\tint8 Unpack = 0;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tstatic_cast<float>(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packSnorm2x8(vec2 const& v)\n\t{\n\t\ti8vec2 const Topack(round(clamp(v, -1.0f, 1.0f) * 127.0f));\n\t\tuint16 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p)\n\t{\n\t\ti8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tvec2(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm1x16(float s)\n\t{\n\t\treturn static_cast<uint16>(round(clamp(s, 0.0f, 1.0f) * 65535.0f));\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackUnorm1x16(uint16 p)\n\t{\n\t\tfloat const Unpack(p);\n\t\treturn Unpack * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packUnorm4x16(vec4 const& v)\n\t{\n\t\tu16vec4 const Topack(round(clamp(v , 0.0f, 1.0f) * 65535.0f));\n\t\tuint64 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm4x16(uint64 p)\n\t{\n\t\tu16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn vec4(Unpack) * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packSnorm1x16(float v)\n\t{\n\t\tint16 const Topack = static_cast<int16>(round(clamp(v ,-1.0f, 1.0f) * 32767.0f));\n\t\tuint16 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackSnorm1x16(uint16 p)\n\t{\n\t\tint16 Unpack = 0;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tstatic_cast<float>(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f,\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packSnorm4x16(vec4 const& v)\n\t{\n\t\ti16vec4 const Topack(round(clamp(v ,-1.0f, 1.0f) * 32767.0f));\n\t\tuint64 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackSnorm4x16(uint64 p)\n\t{\n\t\ti16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tvec4(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f,\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packHalf1x16(float v)\n\t{\n\t\tint16 const Topack(detail::toFloat16(v));\n\t\tuint16 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackHalf1x16(uint16 v)\n\t{\n\t\tint16 Unpack = 0;\n\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\treturn detail::toFloat32(Unpack);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packHalf4x16(glm::vec4 const& v)\n\t{\n\t\ti16vec4 const Unpack(\n\t\t\tdetail::toFloat16(v.x),\n\t\t\tdetail::toFloat16(v.y),\n\t\t\tdetail::toFloat16(v.z),\n\t\t\tdetail::toFloat16(v.w));\n\t\tuint64 Packed = 0;\n\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::vec4 unpackHalf4x16(uint64 v)\n\t{\n\t\ti16vec4 Unpack;\n\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\treturn vec4(\n\t\t\tdetail::toFloat32(Unpack.x),\n\t\t\tdetail::toFloat32(Unpack.y),\n\t\t\tdetail::toFloat32(Unpack.z),\n\t\t\tdetail::toFloat32(Unpack.w));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packI3x10_1x2(ivec4 const& v)\n\t{\n\t\tdetail::i10i10i10i2 Result;\n\t\tResult.data.x = v.x;\n\t\tResult.data.y = v.y;\n\t\tResult.data.z = v.z;\n\t\tResult.data.w = v.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER ivec4 unpackI3x10_1x2(uint32 v)\n\t{\n\t\tdetail::i10i10i10i2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn ivec4(\n\t\t\tUnpack.data.x,\n\t\t\tUnpack.data.y,\n\t\t\tUnpack.data.z,\n\t\t\tUnpack.data.w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packU3x10_1x2(uvec4 const& v)\n\t{\n\t\tdetail::u10u10u10u2 Result;\n\t\tResult.data.x = v.x;\n\t\tResult.data.y = v.y;\n\t\tResult.data.z = v.z;\n\t\tResult.data.w = v.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uvec4 unpackU3x10_1x2(uint32 v)\n\t{\n\t\tdetail::u10u10u10u2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn uvec4(\n\t\t\tUnpack.data.x,\n\t\t\tUnpack.data.y,\n\t\t\tUnpack.data.z,\n\t\t\tUnpack.data.w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packSnorm3x10_1x2(vec4 const& v)\n\t{\n\t\tivec4 const Pack(round(clamp(v,-1.0f, 1.0f) * vec4(511.f, 511.f, 511.f, 1.f)));\n\n\t\tdetail::i10i10i10i2 Result;\n\t\tResult.data.x = Pack.x;\n\t\tResult.data.y = Pack.y;\n\t\tResult.data.z = Pack.z;\n\t\tResult.data.w = Pack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackSnorm3x10_1x2(uint32 v)\n\t{\n\t\tdetail::i10i10i10i2 Unpack;\n\t\tUnpack.pack = v;\n\n\t\tvec4 const Result(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w);\n\n\t\treturn clamp(Result * vec4(1.f / 511.f, 1.f / 511.f, 1.f / 511.f, 1.f), -1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packUnorm3x10_1x2(vec4 const& v)\n\t{\n\t\tuvec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(1023.f, 1023.f, 1023.f, 3.f)));\n\n\t\tdetail::u10u10u10u2 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\tResult.data.w = Unpack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm3x10_1x2(uint32 v)\n\t{\n\t\tvec4 const ScaleFactors(1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 3.f);\n\n\t\tdetail::u10u10u10u2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactors;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packF2x11_1x10(vec3 const& v)\n\t{\n\t\treturn\n\t\t\t((detail::floatTo11bit(v.x) & ((1 << 11) - 1)) <<  0) |\n\t\t\t((detail::floatTo11bit(v.y) & ((1 << 11) - 1)) << 11) |\n\t\t\t((detail::floatTo10bit(v.z) & ((1 << 10) - 1)) << 22);\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackF2x11_1x10(uint32 v)\n\t{\n\t\treturn vec3(\n\t\t\tdetail::packed11bitToFloat(v >> 0),\n\t\t\tdetail::packed11bitToFloat(v >> 11),\n\t\t\tdetail::packed10bitToFloat(v >> 22));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packF3x9_E1x5(vec3 const& v)\n\t{\n\t\tfloat const SharedExpMax = (pow(2.0f, 9.0f - 1.0f) / pow(2.0f, 9.0f)) * pow(2.0f, 31.f - 15.f);\n\t\tvec3 const Color = clamp(v, 0.0f, SharedExpMax);\n\t\tfloat const MaxColor = max(Color.x, max(Color.y, Color.z));\n\n\t\tfloat const ExpSharedP = max(-15.f - 1.f, floor(log2(MaxColor))) + 1.0f + 15.f;\n\t\tfloat const MaxShared = floor(MaxColor / pow(2.0f, (ExpSharedP - 15.f - 9.f)) + 0.5f);\n\t\tfloat const ExpShared = equal(MaxShared, pow(2.0f, 9.0f), epsilon<float>()) ? ExpSharedP + 1.0f : ExpSharedP;\n\n\t\tuvec3 const ColorComp(floor(Color / pow(2.f, (ExpShared - 15.f - 9.f)) + 0.5f));\n\n\t\tdetail::u9u9u9e5 Unpack;\n\t\tUnpack.data.x = ColorComp.x;\n\t\tUnpack.data.y = ColorComp.y;\n\t\tUnpack.data.z = ColorComp.z;\n\t\tUnpack.data.w = uint(ExpShared);\n\t\treturn Unpack.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackF3x9_E1x5(uint32 v)\n\t{\n\t\tdetail::u9u9u9e5 Unpack;\n\t\tUnpack.pack = v;\n\n\t\treturn vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * pow(2.0f, Unpack.data.w - 15.f - 9.f);\n\t}\n\n\t// Based on Brian Karis http://graphicrants.blogspot.fr/2009/04/rgbm-color-encoding.html\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb)\n\t{\n\t\tvec<3, T, Q> const Color(rgb * static_cast<T>(1.0 / 6.0));\n\t\tT Alpha = clamp(max(max(Color.x, Color.y), max(Color.z, static_cast<T>(1e-6))), static_cast<T>(0), static_cast<T>(1));\n\t\tAlpha = ceil(Alpha * static_cast<T>(255.0)) / static_cast<T>(255.0);\n\t\treturn vec<4, T, Q>(Color / Alpha, Alpha);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm)\n\t{\n\t\treturn vec<3, T, Q>(rgbm.x, rgbm.y, rgbm.z) * rgbm.w * static_cast<T>(6);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v)\n\t{\n\t\treturn detail::compute_half<L, Q>::pack(v);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& v)\n\t{\n\t\treturn detail::compute_half<L, Q>::unpack(v);\n\t}\n\n\ttemplate<typename uintType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uintType, Q> packUnorm(vec<L, floatType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<uintType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn vec<L, uintType, Q>(round(clamp(v, static_cast<floatType>(0), static_cast<floatType>(1)) * static_cast<floatType>(std::numeric_limits<uintType>::max())));\n\t}\n\n\ttemplate<typename floatType, length_t L, typename uintType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, floatType, Q> unpackUnorm(vec<L, uintType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<uintType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn vec<L, float, Q>(v) * (static_cast<floatType>(1) / static_cast<floatType>(std::numeric_limits<uintType>::max()));\n\t}\n\n\ttemplate<typename intType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<intType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn vec<L, intType, Q>(round(clamp(v , static_cast<floatType>(-1), static_cast<floatType>(1)) * static_cast<floatType>(std::numeric_limits<intType>::max())));\n\t}\n\n\ttemplate<typename floatType, length_t L, typename intType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<intType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn clamp(vec<L, floatType, Q>(v) * (static_cast<floatType>(1) / static_cast<floatType>(std::numeric_limits<intType>::max())), static_cast<floatType>(-1), static_cast<floatType>(1));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint8 packUnorm2x4(vec2 const& v)\n\t{\n\t\tu32vec2 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f));\n\t\tdetail::u4u4 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackUnorm2x4(uint8 v)\n\t{\n\t\tfloat const ScaleFactor(1.f / 15.f);\n\t\tdetail::u4u4 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec2(Unpack.data.x, Unpack.data.y) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm4x4(vec4 const& v)\n\t{\n\t\tu32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f));\n\t\tdetail::u4u4u4u4 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\tResult.data.w = Unpack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm4x4(uint16 v)\n\t{\n\t\tfloat const ScaleFactor(1.f / 15.f);\n\t\tdetail::u4u4u4u4 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm1x5_1x6_1x5(vec3 const& v)\n\t{\n\t\tu32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(31.f, 63.f, 31.f)));\n\t\tdetail::u5u6u5 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackUnorm1x5_1x6_1x5(uint16 v)\n\t{\n\t\tvec3 const ScaleFactor(1.f / 31.f, 1.f / 63.f, 1.f / 31.f);\n\t\tdetail::u5u6u5 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm3x5_1x1(vec4 const& v)\n\t{\n\t\tu32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(31.f, 31.f, 31.f, 1.f)));\n\t\tdetail::u5u5u5u1 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\tResult.data.w = Unpack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm3x5_1x1(uint16 v)\n\t{\n\t\tvec4 const ScaleFactor(1.f / 31.f, 1.f / 31.f, 1.f / 31.f, 1.f);\n\t\tdetail::u5u5u5u1 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint8 packUnorm2x3_1x2(vec3 const& v)\n\t{\n\t\tu32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(7.f, 7.f, 3.f)));\n\t\tdetail::u3u3u2 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackUnorm2x3_1x2(uint8 v)\n\t{\n\t\tvec3 const ScaleFactor(1.f / 7.f, 1.f / 7.f, 1.f / 3.f);\n\t\tdetail::u3u3u2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER int16 packInt2x8(i8vec2 const& v)\n\t{\n\t\tint16 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i8vec2 unpackInt2x8(int16 p)\n\t{\n\t\ti8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUint2x8(u8vec2 const& v)\n\t{\n\t\tuint16 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u8vec2 unpackUint2x8(uint16 p)\n\t{\n\t\tu8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 packInt4x8(i8vec4 const& v)\n\t{\n\t\tint32 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i8vec4 unpackInt4x8(int32 p)\n\t{\n\t\ti8vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packUint4x8(u8vec4 const& v)\n\t{\n\t\tuint32 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u8vec4 unpackUint4x8(uint32 p)\n\t{\n\t\tu8vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int packInt2x16(i16vec2 const& v)\n\t{\n\t\tint Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i16vec2 unpackInt2x16(int p)\n\t{\n\t\ti16vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 packInt4x16(i16vec4 const& v)\n\t{\n\t\tint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i16vec4 unpackInt4x16(int64 p)\n\t{\n\t\ti16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packUint2x16(u16vec2 const& v)\n\t{\n\t\tuint Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u16vec2 unpackUint2x16(uint p)\n\t{\n\t\tu16vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packUint4x16(u16vec4 const& v)\n\t{\n\t\tuint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u16vec4 unpackUint4x16(uint64 p)\n\t{\n\t\tu16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 packInt2x32(i32vec2 const& v)\n\t{\n\t\tint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i32vec2 unpackInt2x32(int64 p)\n\t{\n\t\ti32vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packUint2x32(u32vec2 const& v)\n\t{\n\t\tuint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u32vec2 unpackUint2x32(uint64 p)\n\t{\n\t\tu32vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/quaternion.hpp",
    "content": "/// @ref gtc_quaternion\n/// @file glm/gtc/quaternion.hpp\n///\n/// @see core (dependence)\n/// @see gtc_constants (dependence)\n///\n/// @defgroup gtc_quaternion GLM_GTC_quaternion\n/// @ingroup gtc\n///\n/// Include <glm/gtc/quaternion.hpp> to use the features of this extension.\n///\n/// Defines a templated quaternion type and several quaternion operations.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../ext/quaternion_common.hpp\"\n#include \"../ext/quaternion_float.hpp\"\n#include \"../ext/quaternion_float_precision.hpp\"\n#include \"../ext/quaternion_double.hpp\"\n#include \"../ext/quaternion_double_precision.hpp\"\n#include \"../ext/quaternion_relational.hpp\"\n#include \"../ext/quaternion_geometric.hpp\"\n#include \"../ext/quaternion_trigonometric.hpp\"\n#include \"../ext/quaternion_transform.hpp\"\n#include \"../detail/type_mat3x3.hpp\"\n#include \"../detail/type_mat4x4.hpp\"\n#include \"../detail/type_vec3.hpp\"\n#include \"../detail/type_vec4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_quaternion extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_quaternion\n\t/// @{\n\n\t/// Returns euler angles, pitch as x, yaw as y, roll as z.\n\t/// The result is expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua<T, Q> const& x);\n\n\t/// Returns roll value of euler angles expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T roll(qua<T, Q> const& x);\n\n\t/// Returns pitch value of euler angles expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T pitch(qua<T, Q> const& x);\n\n\t/// Returns yaw value of euler angles expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T yaw(qua<T, Q> const& x);\n\n\t/// Converts a quaternion to a 3 * 3 matrix.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& x);\n\n\t/// Converts a quaternion to a 4 * 4 matrix.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& x);\n\n\t/// Converts a pure rotation 3 * 3 matrix to a quaternion.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quat_cast(mat<3, 3, T, Q> const& x);\n\n\t/// Converts a pure rotation 4 * 4 matrix to a quaternion.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quat_cast(mat<4, 4, T, Q> const& x);\n\n\t/// Returns the component-wise comparison result of x < y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x <= y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x > y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x >= y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Build a look at quaternion based on the default handedness.\n\t///\n\t/// @param direction Desired forward direction. Needs to be normalized.\n\t/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quatLookAt(\n\t\tvec<3, T, Q> const& direction,\n\t\tvec<3, T, Q> const& up);\n\n\t/// Build a right-handed look at quaternion.\n\t///\n\t/// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized.\n\t/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quatLookAtRH(\n\t\tvec<3, T, Q> const& direction,\n\t\tvec<3, T, Q> const& up);\n\n\t/// Build a left-handed look at quaternion.\n\t///\n\t/// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized.\n\t/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quatLookAtLH(\n\t\tvec<3, T, Q> const& direction,\n\t\tvec<3, T, Q> const& up);\n\t/// @}\n} //namespace glm\n\n#include \"quaternion.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/quaternion.inl",
    "content": "#include \"../trigonometric.hpp\"\n#include \"../geometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"epsilon.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> eulerAngles(qua<T, Q> const& x)\n\t{\n\t\treturn vec<3, T, Q>(pitch(x), yaw(x), roll(x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T roll(qua<T, Q> const& q)\n\t{\n\t\treturn static_cast<T>(atan(static_cast<T>(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T pitch(qua<T, Q> const& q)\n\t{\n\t\t//return T(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z));\n\t\tT const y = static_cast<T>(2) * (q.y * q.z + q.w * q.x);\n\t\tT const x = q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z;\n\n\t\tif(all(equal(vec<2, T, Q>(x, y), vec<2, T, Q>(0), epsilon<T>()))) //avoid atan2(0,0) - handle singularity - Matiis\n\t\t\treturn static_cast<T>(static_cast<T>(2) * atan(q.x, q.w));\n\n\t\treturn static_cast<T>(atan(y, x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T yaw(qua<T, Q> const& q)\n\t{\n\t\treturn asin(clamp(static_cast<T>(-2) * (q.x * q.z - q.w * q.y), static_cast<T>(-1), static_cast<T>(1)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& q)\n\t{\n\t\tmat<3, 3, T, Q> Result(T(1));\n\t\tT qxx(q.x * q.x);\n\t\tT qyy(q.y * q.y);\n\t\tT qzz(q.z * q.z);\n\t\tT qxz(q.x * q.z);\n\t\tT qxy(q.x * q.y);\n\t\tT qyz(q.y * q.z);\n\t\tT qwx(q.w * q.x);\n\t\tT qwy(q.w * q.y);\n\t\tT qwz(q.w * q.z);\n\n\t\tResult[0][0] = T(1) - T(2) * (qyy +  qzz);\n\t\tResult[0][1] = T(2) * (qxy + qwz);\n\t\tResult[0][2] = T(2) * (qxz - qwy);\n\n\t\tResult[1][0] = T(2) * (qxy - qwz);\n\t\tResult[1][1] = T(1) - T(2) * (qxx +  qzz);\n\t\tResult[1][2] = T(2) * (qyz + qwx);\n\n\t\tResult[2][0] = T(2) * (qxz + qwy);\n\t\tResult[2][1] = T(2) * (qyz - qwx);\n\t\tResult[2][2] = T(1) - T(2) * (qxx +  qyy);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& q)\n\t{\n\t\treturn mat<4, 4, T, Q>(mat3_cast(q));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quat_cast(mat<3, 3, T, Q> const& m)\n\t{\n\t\tT fourXSquaredMinus1 = m[0][0] - m[1][1] - m[2][2];\n\t\tT fourYSquaredMinus1 = m[1][1] - m[0][0] - m[2][2];\n\t\tT fourZSquaredMinus1 = m[2][2] - m[0][0] - m[1][1];\n\t\tT fourWSquaredMinus1 = m[0][0] + m[1][1] + m[2][2];\n\n\t\tint biggestIndex = 0;\n\t\tT fourBiggestSquaredMinus1 = fourWSquaredMinus1;\n\t\tif(fourXSquaredMinus1 > fourBiggestSquaredMinus1)\n\t\t{\n\t\t\tfourBiggestSquaredMinus1 = fourXSquaredMinus1;\n\t\t\tbiggestIndex = 1;\n\t\t}\n\t\tif(fourYSquaredMinus1 > fourBiggestSquaredMinus1)\n\t\t{\n\t\t\tfourBiggestSquaredMinus1 = fourYSquaredMinus1;\n\t\t\tbiggestIndex = 2;\n\t\t}\n\t\tif(fourZSquaredMinus1 > fourBiggestSquaredMinus1)\n\t\t{\n\t\t\tfourBiggestSquaredMinus1 = fourZSquaredMinus1;\n\t\t\tbiggestIndex = 3;\n\t\t}\n\n\t\tT biggestVal = sqrt(fourBiggestSquaredMinus1 + static_cast<T>(1)) * static_cast<T>(0.5);\n\t\tT mult = static_cast<T>(0.25) / biggestVal;\n\n\t\tswitch(biggestIndex)\n\t\t{\n\t\tcase 0:\n\t\t\treturn qua<T, Q>(biggestVal, (m[1][2] - m[2][1]) * mult, (m[2][0] - m[0][2]) * mult, (m[0][1] - m[1][0]) * mult);\n\t\tcase 1:\n\t\t\treturn qua<T, Q>((m[1][2] - m[2][1]) * mult, biggestVal, (m[0][1] + m[1][0]) * mult, (m[2][0] + m[0][2]) * mult);\n\t\tcase 2:\n\t\t\treturn qua<T, Q>((m[2][0] - m[0][2]) * mult, (m[0][1] + m[1][0]) * mult, biggestVal, (m[1][2] + m[2][1]) * mult);\n\t\tcase 3:\n\t\t\treturn qua<T, Q>((m[0][1] - m[1][0]) * mult, (m[2][0] + m[0][2]) * mult, (m[1][2] + m[2][1]) * mult, biggestVal);\n\t\tdefault: // Silence a -Wswitch-default warning in GCC. Should never actually get here. Assert is just for sanity.\n\t\t\tassert(false);\n\t\t\treturn qua<T, Q>(1, 0, 0, 0);\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quat_cast(mat<4, 4, T, Q> const& m4)\n\t{\n\t\treturn quat_cast(mat<3, 3, T, Q>(m4));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] < y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] <= y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] > y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] >= y[i];\n\t\treturn Result;\n\t}\n\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quatLookAt(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn quatLookAtLH(direction, up);\n#\t\telse\n\t\t\treturn quatLookAtRH(direction, up);\n# \t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quatLookAtRH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\n\t\tResult[2] = -direction;\n\t\tvec<3, T, Q> const& Right = cross(up, Result[2]);\n\t\tResult[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right)));\n\t\tResult[1] = cross(Result[2], Result[0]);\n\n\t\treturn quat_cast(Result);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quatLookAtLH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\n\t\tResult[2] = direction;\n\t\tvec<3, T, Q> const& Right = cross(up, Result[2]);\n\t\tResult[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right)));\n\t\tResult[1] = cross(Result[2], Result[0]);\n\n\t\treturn quat_cast(Result);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"quaternion_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/quaternion_simd.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/64/glm/gtc/random.hpp",
    "content": "/// @ref gtc_random\n/// @file glm/gtc/random.hpp\n///\n/// @see core (dependence)\n/// @see gtx_random (extended)\n///\n/// @defgroup gtc_random GLM_GTC_random\n/// @ingroup gtc\n///\n/// Include <glm/gtc/random.hpp> to use the features of this extension.\n///\n/// Generate random number from various distribution methods.\n\n#pragma once\n\n// Dependency:\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_random extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_random\n\t/// @{\n\n\t/// Generate random numbers in the interval [Min, Max], according a linear distribution\n\t///\n\t/// @param Min Minimum value included in the sampling\n\t/// @param Max Maximum value included in the sampling\n\t/// @tparam genType Value type. Currently supported: float or double scalars.\n\t/// @see gtc_random\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType linearRand(genType Min, genType Max);\n\n\t/// Generate random numbers in the interval [Min, Max], according a linear distribution\n\t///\n\t/// @param Min Minimum value included in the sampling\n\t/// @param Max Maximum value included in the sampling\n\t/// @tparam T Value type. Currently supported: float or double.\n\t///\n\t/// @see gtc_random\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\n\t/// Generate random numbers in the interval [Min, Max], according a gaussian distribution\n\t///\n\t/// @see gtc_random\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation);\n\n\t/// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius);\n\n\t/// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius);\n\n\t/// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius);\n\n\t/// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<3, T, defaultp> ballRand(T Radius);\n\n\t/// @}\n}//namespace glm\n\n#include \"random.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/random.inl",
    "content": "#include \"../geometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../detail/type_vec1.hpp\"\n#include <cstdlib>\n#include <ctime>\n#include <cassert>\n#include <cmath>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <length_t L, typename T, qualifier Q>\n\tstruct compute_rand\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call();\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<1, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, uint8, P> call()\n\t\t{\n\t\t\treturn vec<1, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<2, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, uint8, P> call()\n\t\t{\n\t\t\treturn vec<2, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<3, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, uint8, P> call()\n\t\t{\n\t\t\treturn vec<3, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<4, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint8, P> call()\n\t\t{\n\t\t\treturn vec<4, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <length_t L, qualifier Q>\n\tstruct compute_rand<L, uint16, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint16, Q> call()\n\t\t{\n\t\t\treturn\n\t\t\t\t(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()) << static_cast<uint16>(8)) |\n\t\t\t\t(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()) << static_cast<uint16>(0));\n\t\t}\n\t};\n\n\ttemplate <length_t L, qualifier Q>\n\tstruct compute_rand<L, uint32, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint32, Q> call()\n\t\t{\n\t\t\treturn\n\t\t\t\t(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()) << static_cast<uint32>(16)) |\n\t\t\t\t(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()) << static_cast<uint32>(0));\n\t\t}\n\t};\n\n\ttemplate <length_t L, qualifier Q>\n\tstruct compute_rand<L, uint64, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint64, Q> call()\n\t\t{\n\t\t\treturn\n\t\t\t\t(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()) << static_cast<uint64>(32)) |\n\t\t\t\t(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()) << static_cast<uint64>(0));\n\t\t}\n\t};\n\n\ttemplate <length_t L, typename T, qualifier Q>\n\tstruct compute_linearRand\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int8, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int8, Q> call(vec<L, int8, Q> const& Min, vec<L, int8, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int8, Q>(compute_rand<L, uint8, Q>::call() % vec<L, uint8, Q>(Max + static_cast<int8>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint8, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint8, Q> call(vec<L, uint8, Q> const& Min, vec<L, uint8, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint8, Q>::call() % (Max + static_cast<uint8>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int16, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int16, Q> call(vec<L, int16, Q> const& Min, vec<L, int16, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int16, Q>(compute_rand<L, uint16, Q>::call() % vec<L, uint16, Q>(Max + static_cast<int16>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint16, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint16, Q> call(vec<L, uint16, Q> const& Min, vec<L, uint16, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint16, Q>::call() % (Max + static_cast<uint16>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int32, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int32, Q> call(vec<L, int32, Q> const& Min, vec<L, int32, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int32, Q>(compute_rand<L, uint32, Q>::call() % vec<L, uint32, Q>(Max + static_cast<int32>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint32, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint32, Q> call(vec<L, uint32, Q> const& Min, vec<L, uint32, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint32, Q>::call() % (Max + static_cast<uint32>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int64, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int64, Q> call(vec<L, int64, Q> const& Min, vec<L, int64, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int64, Q>(compute_rand<L, uint64, Q>::call() % vec<L, uint64, Q>(Max + static_cast<int64>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint64, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint64, Q> call(vec<L, uint64, Q> const& Min, vec<L, uint64, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint64, Q>::call() % (Max + static_cast<uint64>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, float, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& Min, vec<L, float, Q> const& Max)\n\t\t{\n\t\t\treturn vec<L, float, Q>(compute_rand<L, uint32, Q>::call()) / static_cast<float>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, double, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& Min, vec<L, double, Q> const& Max)\n\t\t{\n\t\t\treturn vec<L, double, Q>(compute_rand<L, uint64, Q>::call()) / static_cast<double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, long double, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, long double, Q> call(vec<L, long double, Q> const& Min, vec<L, long double, Q> const& Max)\n\t\t{\n\t\t\treturn vec<L, long double, Q>(compute_rand<L, uint64, Q>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType linearRand(genType Min, genType Max)\n\t{\n\t\treturn detail::compute_linearRand<1, genType, highp>::call(\n\t\t\tvec<1, genType, highp>(Min),\n\t\t\tvec<1, genType, highp>(Max)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)\n\t{\n\t\treturn detail::compute_linearRand<L, T, Q>::call(Min, Max);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType gaussRand(genType Mean, genType Deviation)\n\t{\n\t\tgenType w, x1, x2;\n\n\t\tdo\n\t\t{\n\t\t\tx1 = linearRand(genType(-1), genType(1));\n\t\t\tx2 = linearRand(genType(-1), genType(1));\n\n\t\t\tw = x1 * x1 + x2 * x2;\n\t\t} while(w > genType(1));\n\n\t\treturn static_cast<genType>(x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> gaussRand(vec<L, T, Q> const& Mean, vec<L, T, Q> const& Deviation)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(gaussRand, Mean, Deviation);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<2, T, defaultp> diskRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tvec<2, T, defaultp> Result(T(0));\n\t\tT LenRadius(T(0));\n\n\t\tdo\n\t\t{\n\t\t\tResult = linearRand(\n\t\t\t\tvec<2, T, defaultp>(-Radius),\n\t\t\t\tvec<2, T, defaultp>(Radius));\n\t\t\tLenRadius = length(Result);\n\t\t}\n\t\twhile(LenRadius > Radius);\n\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<3, T, defaultp> ballRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tvec<3, T, defaultp> Result(T(0));\n\t\tT LenRadius(T(0));\n\n\t\tdo\n\t\t{\n\t\t\tResult = linearRand(\n\t\t\t\tvec<3, T, defaultp>(-Radius),\n\t\t\t\tvec<3, T, defaultp>(Radius));\n\t\t\tLenRadius = length(Result);\n\t\t}\n\t\twhile(LenRadius > Radius);\n\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<2, T, defaultp> circularRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tT a = linearRand(T(0), static_cast<T>(6.283185307179586476925286766559));\n\t\treturn vec<2, T, defaultp>(glm::cos(a), glm::sin(a)) * Radius;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<3, T, defaultp> sphericalRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tT theta = linearRand(T(0), T(6.283185307179586476925286766559f));\n\t\tT phi = std::acos(linearRand(T(-1.0f), T(1.0f)));\n\n\t\tT x = std::sin(phi) * std::cos(theta);\n\t\tT y = std::sin(phi) * std::sin(theta);\n\t\tT z = std::cos(phi);\n\n\t\treturn vec<3, T, defaultp>(x, y, z) * Radius;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/reciprocal.hpp",
    "content": "/// @ref gtc_reciprocal\n/// @file glm/gtc/reciprocal.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_reciprocal GLM_GTC_reciprocal\n/// @ingroup gtc\n///\n/// Include <glm/gtc/reciprocal.hpp> to use the features of this extension.\n///\n/// Define secant, cosecant and cotangent functions.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_reciprocal extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_reciprocal\n\t/// @{\n\n\t/// Secant function.\n\t/// hypotenuse / adjacent or 1 / cos(x)\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType sec(genType angle);\n\n\t/// Cosecant function.\n\t/// hypotenuse / opposite or 1 / sin(x)\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType csc(genType angle);\n\n\t/// Cotangent function.\n\t/// adjacent / opposite or 1 / tan(x)\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType cot(genType angle);\n\n\t/// Inverse secant function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType asec(genType x);\n\n\t/// Inverse cosecant function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acsc(genType x);\n\n\t/// Inverse cotangent function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acot(genType x);\n\n\t/// Secant hyperbolic function.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType sech(genType angle);\n\n\t/// Cosecant hyperbolic function.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType csch(genType angle);\n\n\t/// Cotangent hyperbolic function.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType coth(genType angle);\n\n\t/// Inverse secant hyperbolic function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType asech(genType x);\n\n\t/// Inverse cosecant hyperbolic function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acsch(genType x);\n\n\t/// Inverse cotangent hyperbolic function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acoth(genType x);\n\n\t/// @}\n}//namespace glm\n\n#include \"reciprocal.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/reciprocal.inl",
    "content": "/// @ref gtc_reciprocal\n\n#include \"../trigonometric.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\t// sec\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType sec(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'sec' only accept floating-point values\");\n\t\treturn genType(1) / glm::cos(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sec(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'sec' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sec, x);\n\t}\n\n\t// csc\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType csc(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'csc' only accept floating-point values\");\n\t\treturn genType(1) / glm::sin(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> csc(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'csc' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(csc, x);\n\t}\n\n\t// cot\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType cot(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'cot' only accept floating-point values\");\n\n\t\tgenType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0);\n\t\treturn glm::tan(pi_over_2 - angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cot(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'cot' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cot, x);\n\t}\n\n\t// asec\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType asec(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'asec' only accept floating-point values\");\n\t\treturn acos(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asec(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'asec' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asec, x);\n\t}\n\n\t// acsc\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acsc(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acsc' only accept floating-point values\");\n\t\treturn asin(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acsc(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acsc' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acsc, x);\n\t}\n\n\t// acot\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acot(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acot' only accept floating-point values\");\n\n\t\tgenType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0);\n\t\treturn pi_over_2 - atan(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acot(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acot' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acot, x);\n\t}\n\n\t// sech\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType sech(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'sech' only accept floating-point values\");\n\t\treturn genType(1) / glm::cosh(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sech(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'sech' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sech, x);\n\t}\n\n\t// csch\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType csch(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'csch' only accept floating-point values\");\n\t\treturn genType(1) / glm::sinh(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> csch(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'csch' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(csch, x);\n\t}\n\n\t// coth\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType coth(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'coth' only accept floating-point values\");\n\t\treturn glm::cosh(angle) / glm::sinh(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> coth(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'coth' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(coth, x);\n\t}\n\n\t// asech\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType asech(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'asech' only accept floating-point values\");\n\t\treturn acosh(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asech(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'asech' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asech, x);\n\t}\n\n\t// acsch\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acsch(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acsch' only accept floating-point values\");\n\t\treturn asinh(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acsch(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acsch' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acsch, x);\n\t}\n\n\t// acoth\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acoth(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acoth' only accept floating-point values\");\n\t\treturn atanh(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acoth(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acoth' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acoth, x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/round.hpp",
    "content": "/// @ref gtc_round\n/// @file glm/gtc/round.hpp\n///\n/// @see core (dependence)\n/// @see gtc_round (dependence)\n///\n/// @defgroup gtc_round GLM_GTC_round\n/// @ingroup gtc\n///\n/// Include <glm/gtc/round.hpp> to use the features of this extension.\n///\n/// Rounding value to specific boundings\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_round extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_round\n\t/// @{\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType ceilPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ceilPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType floorPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> floorPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType roundPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> roundPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam genType Floating-point or integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType ceilMultiple(genType v, genType Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ceilMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam genType Floating-point or integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType floorMultiple(genType v, genType Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> floorMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam genType Floating-point or integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType roundMultiple(genType v, genType Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> roundMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// @}\n} //namespace glm\n\n#include \"round.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/round.inl",
    "content": "/// @ref gtc_round\n\n#include \"../integer.hpp\"\n#include \"../ext/vector_integer.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<bool is_float, bool is_signed>\n\tstruct compute_roundMultiple {};\n\n\ttemplate<>\n\tstruct compute_roundMultiple<true, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif (Source >= genType(0))\n\t\t\t\treturn Source - std::fmod(Source, Multiple);\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - std::fmod(Tmp, Multiple) - Multiple;\n\t\t\t}\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_roundMultiple<false, false>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif (Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_roundMultiple<false, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif (Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n}//namespace detail\n\n\t//////////////////\n\t// ceilPowerOfTwo\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType ceilPowerOfTwo(genType value)\n\t{\n\t\treturn detail::compute_ceilPowerOfTwo<1, genType, defaultp, std::numeric_limits<genType>::is_signed>::call(vec<1, genType, defaultp>(value)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ceilPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::compute_ceilPowerOfTwo<L, T, Q, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\t///////////////////\n\t// floorPowerOfTwo\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType floorPowerOfTwo(genType value)\n\t{\n\t\treturn isPowerOfTwo(value) ? value : static_cast<genType>(1) << findMSB(value);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> floorPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(floorPowerOfTwo, v);\n\t}\n\n\t///////////////////\n\t// roundPowerOfTwo\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType roundPowerOfTwo(genIUType value)\n\t{\n\t\tif(isPowerOfTwo(value))\n\t\t\treturn value;\n\n\t\tgenIUType const prev = static_cast<genIUType>(1) << findMSB(value);\n\t\tgenIUType const next = prev << static_cast<genIUType>(1);\n\t\treturn (next - value) < (value - prev) ? next : prev;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> roundPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(roundPowerOfTwo, v);\n\t}\n\n\t//////////////////////\n\t// ceilMultiple\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType ceilMultiple(genType Source, genType Multiple)\n\t{\n\t\treturn detail::compute_ceilMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ceilMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(ceilMultiple, Source, Multiple);\n\t}\n\n\t//////////////////////\n\t// floorMultiple\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType floorMultiple(genType Source, genType Multiple)\n\t{\n\t\treturn detail::compute_floorMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> floorMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(floorMultiple, Source, Multiple);\n\t}\n\n\t//////////////////////\n\t// roundMultiple\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType roundMultiple(genType Source, genType Multiple)\n\t{\n\t\treturn detail::compute_roundMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> roundMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(roundMultiple, Source, Multiple);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/type_aligned.hpp",
    "content": "/// @ref gtc_type_aligned\n/// @file glm/gtc/type_aligned.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_type_aligned GLM_GTC_type_aligned\n/// @ingroup gtc\n///\n/// Include <glm/gtc/type_aligned.hpp> to use the features of this extension.\n///\n/// Aligned types allowing SIMD optimizations of vectors and matrices types\n\n#pragma once\n\n#if (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE)\n#\terror \"GLM: Aligned gentypes require to enable C++ language extensions. Define GLM_FORCE_ALIGNED_GENTYPES before including GLM headers to use aligned types.\"\n#endif\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n# pragma message(\"GLM: GLM_GTC_type_aligned extension included\")\n#endif\n\n#include \"../mat4x4.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x2.hpp\"\n#include \"../mat3x4.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x2.hpp\"\n#include \"../mat2x4.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x2.hpp\"\n#include \"../gtc/vec1.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup gtc_type_aligned\n\t/// @{\n\n\t// -- *vec1 --\n\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, aligned_highp>\taligned_highp_vec1;\n\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, aligned_mediump>\taligned_mediump_vec1;\n\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, aligned_lowp>\t\taligned_lowp_vec1;\n\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, aligned_highp>\taligned_highp_dvec1;\n\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, aligned_mediump>\taligned_mediump_dvec1;\n\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, aligned_lowp>\taligned_lowp_dvec1;\n\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef vec<1, int, aligned_highp>\t\taligned_highp_ivec1;\n\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef vec<1, int, aligned_mediump>\taligned_mediump_ivec1;\n\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef vec<1, int, aligned_lowp>\t\taligned_lowp_ivec1;\n\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, aligned_highp>\t\taligned_highp_uvec1;\n\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, aligned_mediump>\taligned_mediump_uvec1;\n\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, aligned_lowp>\t\taligned_lowp_uvec1;\n\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef vec<1, bool, aligned_highp>\t\taligned_highp_bvec1;\n\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef vec<1, bool, aligned_mediump>\taligned_mediump_bvec1;\n\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef vec<1, bool, aligned_lowp>\t\taligned_lowp_bvec1;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, packed_highp>\t\tpacked_highp_vec1;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, packed_mediump>\tpacked_mediump_vec1;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, packed_lowp>\t\tpacked_lowp_vec1;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, packed_highp>\tpacked_highp_dvec1;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, packed_mediump>\tpacked_mediump_dvec1;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, packed_lowp>\t\tpacked_lowp_dvec1;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<1, int, packed_highp>\t\tpacked_highp_ivec1;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<1, int, packed_mediump>\t\tpacked_mediump_ivec1;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<1, int, packed_lowp>\t\tpacked_lowp_ivec1;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, packed_highp>\t\tpacked_highp_uvec1;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, packed_mediump>\tpacked_mediump_uvec1;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, packed_lowp>\t\tpacked_lowp_uvec1;\n\n\t/// 1 component vector tightly packed in memory of bool values.\n\ttypedef vec<1, bool, packed_highp>\t\tpacked_highp_bvec1;\n\n\t/// 1 component vector tightly packed in memory of bool values.\n\ttypedef vec<1, bool, packed_mediump>\tpacked_mediump_bvec1;\n\n\t/// 1 component vector tightly packed in memory of bool values.\n\ttypedef vec<1, bool, packed_lowp>\t\tpacked_lowp_bvec1;\n\n\t// -- *vec2 --\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, aligned_highp>\taligned_highp_vec2;\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, aligned_mediump>\taligned_mediump_vec2;\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, aligned_lowp>\t\taligned_lowp_vec2;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, aligned_highp>\taligned_highp_dvec2;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, aligned_mediump>\taligned_mediump_dvec2;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, aligned_lowp>\taligned_lowp_dvec2;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<2, int, aligned_highp>\t\taligned_highp_ivec2;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<2, int, aligned_mediump>\taligned_mediump_ivec2;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<2, int, aligned_lowp>\t\taligned_lowp_ivec2;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, aligned_highp>\t\taligned_highp_uvec2;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, aligned_mediump>\taligned_mediump_uvec2;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, aligned_lowp>\t\taligned_lowp_uvec2;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef vec<2, bool, aligned_highp>\t\taligned_highp_bvec2;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef vec<2, bool, aligned_mediump>\taligned_mediump_bvec2;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef vec<2, bool, aligned_lowp>\t\taligned_lowp_bvec2;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, packed_highp>\t\tpacked_highp_vec2;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, packed_mediump>\tpacked_mediump_vec2;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, packed_lowp>\t\tpacked_lowp_vec2;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, packed_highp>\tpacked_highp_dvec2;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, packed_mediump>\tpacked_mediump_dvec2;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, packed_lowp>\t\tpacked_lowp_dvec2;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<2, int, packed_highp>\t\tpacked_highp_ivec2;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<2, int, packed_mediump>\t\tpacked_mediump_ivec2;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<2, int, packed_lowp>\t\tpacked_lowp_ivec2;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, packed_highp>\t\tpacked_highp_uvec2;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, packed_mediump>\tpacked_mediump_uvec2;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, packed_lowp>\t\tpacked_lowp_uvec2;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef vec<2, bool, packed_highp>\t\tpacked_highp_bvec2;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef vec<2, bool, packed_mediump>\tpacked_mediump_bvec2;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef vec<2, bool, packed_lowp>\t\tpacked_lowp_bvec2;\n\n\t// -- *vec3 --\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, aligned_highp>\taligned_highp_vec3;\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, aligned_mediump>\taligned_mediump_vec3;\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, aligned_lowp>\t\taligned_lowp_vec3;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, aligned_highp>\taligned_highp_dvec3;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, aligned_mediump>\taligned_mediump_dvec3;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, aligned_lowp>\taligned_lowp_dvec3;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<3, int, aligned_highp>\t\taligned_highp_ivec3;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<3, int, aligned_mediump>\taligned_mediump_ivec3;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<3, int, aligned_lowp>\t\taligned_lowp_ivec3;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, aligned_highp>\t\taligned_highp_uvec3;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, aligned_mediump>\taligned_mediump_uvec3;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, aligned_lowp>\t\taligned_lowp_uvec3;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef vec<3, bool, aligned_highp>\t\taligned_highp_bvec3;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef vec<3, bool, aligned_mediump>\taligned_mediump_bvec3;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef vec<3, bool, aligned_lowp>\t\taligned_lowp_bvec3;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, packed_highp>\t\tpacked_highp_vec3;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, packed_mediump>\tpacked_mediump_vec3;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, packed_lowp>\t\tpacked_lowp_vec3;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, packed_highp>\tpacked_highp_dvec3;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, packed_mediump>\tpacked_mediump_dvec3;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, packed_lowp>\t\tpacked_lowp_dvec3;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<3, int, packed_highp>\t\tpacked_highp_ivec3;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<3, int, packed_mediump>\t\tpacked_mediump_ivec3;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<3, int, packed_lowp>\t\tpacked_lowp_ivec3;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, packed_highp>\t\tpacked_highp_uvec3;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, packed_mediump>\tpacked_mediump_uvec3;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, packed_lowp>\t\tpacked_lowp_uvec3;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef vec<3, bool, packed_highp>\t\tpacked_highp_bvec3;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef vec<3, bool, packed_mediump>\tpacked_mediump_bvec3;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef vec<3, bool, packed_lowp>\t\tpacked_lowp_bvec3;\n\n\t// -- *vec4 --\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, aligned_highp>\taligned_highp_vec4;\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, aligned_mediump>\taligned_mediump_vec4;\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, aligned_lowp>\t\taligned_lowp_vec4;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, aligned_highp>\taligned_highp_dvec4;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, aligned_mediump>\taligned_mediump_dvec4;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, aligned_lowp>\taligned_lowp_dvec4;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<4, int, aligned_highp>\t\taligned_highp_ivec4;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<4, int, aligned_mediump>\taligned_mediump_ivec4;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<4, int, aligned_lowp>\t\taligned_lowp_ivec4;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, aligned_highp>\t\taligned_highp_uvec4;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, aligned_mediump>\taligned_mediump_uvec4;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, aligned_lowp>\t\taligned_lowp_uvec4;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef vec<4, bool, aligned_highp>\t\taligned_highp_bvec4;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef vec<4, bool, aligned_mediump>\taligned_mediump_bvec4;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef vec<4, bool, aligned_lowp>\t\taligned_lowp_bvec4;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, packed_highp>\t\tpacked_highp_vec4;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, packed_mediump>\tpacked_mediump_vec4;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, packed_lowp>\t\tpacked_lowp_vec4;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, packed_highp>\tpacked_highp_dvec4;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, packed_mediump>\tpacked_mediump_dvec4;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, packed_lowp>\t\tpacked_lowp_dvec4;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<4, int, packed_highp>\t\tpacked_highp_ivec4;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<4, int, packed_mediump>\t\tpacked_mediump_ivec4;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<4, int, packed_lowp>\t\tpacked_lowp_ivec4;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, packed_highp>\t\tpacked_highp_uvec4;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, packed_mediump>\tpacked_mediump_uvec4;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, packed_lowp>\t\tpacked_lowp_uvec4;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef vec<4, bool, packed_highp>\t\tpacked_highp_bvec4;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef vec<4, bool, packed_mediump>\tpacked_mediump_bvec4;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef vec<4, bool, packed_lowp>\t\tpacked_lowp_bvec4;\n\n\t// -- *mat2 --\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_highp>\t\taligned_highp_mat2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_mediump>\taligned_mediump_mat2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_lowp>\t\taligned_lowp_mat2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_highp>\taligned_highp_dmat2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_mediump>\taligned_mediump_dmat2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_lowp>\t\taligned_lowp_dmat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_highp>\t\tpacked_highp_mat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_mediump>\tpacked_mediump_mat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_lowp>\t\tpacked_lowp_mat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_highp>\t\tpacked_highp_dmat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_mediump>\tpacked_mediump_dmat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_lowp>\t\tpacked_lowp_dmat2;\n\n\t// -- *mat3 --\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_highp>\t\taligned_highp_mat3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_mediump>\taligned_mediump_mat3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_lowp>\t\taligned_lowp_mat3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_highp>\taligned_highp_dmat3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_mediump>\taligned_mediump_dmat3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_lowp>\t\taligned_lowp_dmat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_highp>\t\tpacked_highp_mat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_mediump>\tpacked_mediump_mat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_lowp>\t\tpacked_lowp_mat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_highp>\t\tpacked_highp_dmat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_mediump>\tpacked_mediump_dmat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_lowp>\t\tpacked_lowp_dmat3;\n\n\t// -- *mat4 --\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_highp>\t\taligned_highp_mat4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_mediump>\taligned_mediump_mat4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_lowp>\t\taligned_lowp_mat4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_highp>\taligned_highp_dmat4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_mediump>\taligned_mediump_dmat4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_lowp>\t\taligned_lowp_dmat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_highp>\t\tpacked_highp_mat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_mediump>\tpacked_mediump_mat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_lowp>\t\tpacked_lowp_mat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_highp>\t\tpacked_highp_dmat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_mediump>\tpacked_mediump_dmat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_lowp>\t\tpacked_lowp_dmat4;\n\n\t// -- *mat2x2 --\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_highp>\t\taligned_highp_mat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_mediump>\taligned_mediump_mat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_lowp>\t\taligned_lowp_mat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_highp>\taligned_highp_dmat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_mediump>\taligned_mediump_dmat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_lowp>\t\taligned_lowp_dmat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_highp>\t\tpacked_highp_mat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_mediump>\tpacked_mediump_mat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_lowp>\t\tpacked_lowp_mat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_highp>\t\tpacked_highp_dmat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_mediump>\tpacked_mediump_dmat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_lowp>\t\tpacked_lowp_dmat2x2;\n\n\t// -- *mat2x3 --\n\n\t/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, aligned_highp>\t\taligned_highp_mat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, aligned_mediump>\taligned_mediump_mat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, aligned_lowp>\t\taligned_lowp_mat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, aligned_highp>\taligned_highp_dmat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, aligned_mediump>\taligned_mediump_dmat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, aligned_lowp>\t\taligned_lowp_dmat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, packed_highp>\t\tpacked_highp_mat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, packed_mediump>\tpacked_mediump_mat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, packed_lowp>\t\tpacked_lowp_mat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, packed_highp>\t\tpacked_highp_dmat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, packed_mediump>\tpacked_mediump_dmat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, packed_lowp>\t\tpacked_lowp_dmat2x3;\n\n\t// -- *mat2x4 --\n\n\t/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, aligned_highp>\t\taligned_highp_mat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, aligned_mediump>\taligned_mediump_mat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, aligned_lowp>\t\taligned_lowp_mat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, aligned_highp>\taligned_highp_dmat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, aligned_mediump>\taligned_mediump_dmat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, aligned_lowp>\t\taligned_lowp_dmat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, packed_highp>\t\tpacked_highp_mat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, packed_mediump>\tpacked_mediump_mat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, packed_lowp>\t\tpacked_lowp_mat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, packed_highp>\t\tpacked_highp_dmat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, packed_mediump>\tpacked_mediump_dmat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, packed_lowp>\t\tpacked_lowp_dmat2x4;\n\n\t// -- *mat3x2 --\n\n\t/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, aligned_highp>\t\taligned_highp_mat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, aligned_mediump>\taligned_mediump_mat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, aligned_lowp>\t\taligned_lowp_mat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, aligned_highp>\taligned_highp_dmat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, aligned_mediump>\taligned_mediump_dmat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, aligned_lowp>\t\taligned_lowp_dmat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, packed_highp>\t\tpacked_highp_mat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, packed_mediump>\tpacked_mediump_mat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, packed_lowp>\t\tpacked_lowp_mat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, packed_highp>\t\tpacked_highp_dmat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, packed_mediump>\tpacked_mediump_dmat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, packed_lowp>\t\tpacked_lowp_dmat3x2;\n\n\t// -- *mat3x3 --\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_highp>\t\taligned_highp_mat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_mediump>\taligned_mediump_mat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_lowp>\t\taligned_lowp_mat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_highp>\taligned_highp_dmat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_mediump>\taligned_mediump_dmat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_lowp>\t\taligned_lowp_dmat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_highp>\t\tpacked_highp_mat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_mediump>\tpacked_mediump_mat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_lowp>\t\tpacked_lowp_mat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_highp>\t\tpacked_highp_dmat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_mediump>\tpacked_mediump_dmat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_lowp>\t\tpacked_lowp_dmat3x3;\n\n\t// -- *mat3x4 --\n\n\t/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, aligned_highp>\t\taligned_highp_mat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, aligned_mediump>\taligned_mediump_mat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, aligned_lowp>\t\taligned_lowp_mat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, aligned_highp>\taligned_highp_dmat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, aligned_mediump>\taligned_mediump_dmat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, aligned_lowp>\t\taligned_lowp_dmat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, packed_highp>\t\tpacked_highp_mat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, packed_mediump>\tpacked_mediump_mat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, packed_lowp>\t\tpacked_lowp_mat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, packed_highp>\t\tpacked_highp_dmat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, packed_mediump>\tpacked_mediump_dmat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, packed_lowp>\t\tpacked_lowp_dmat3x4;\n\n\t// -- *mat4x2 --\n\n\t/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, aligned_highp>\t\taligned_highp_mat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, aligned_mediump>\taligned_mediump_mat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, aligned_lowp>\t\taligned_lowp_mat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, aligned_highp>\taligned_highp_dmat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, aligned_mediump>\taligned_mediump_dmat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, aligned_lowp>\t\taligned_lowp_dmat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, packed_highp>\t\tpacked_highp_mat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, packed_mediump>\tpacked_mediump_mat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, packed_lowp>\t\tpacked_lowp_mat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, packed_highp>\t\tpacked_highp_dmat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, packed_mediump>\tpacked_mediump_dmat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, packed_lowp>\t\tpacked_lowp_dmat4x2;\n\n\t// -- *mat4x3 --\n\n\t/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, aligned_highp>\t\taligned_highp_mat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, aligned_mediump>\taligned_mediump_mat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, aligned_lowp>\t\taligned_lowp_mat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, aligned_highp>\taligned_highp_dmat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, aligned_mediump>\taligned_mediump_dmat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, aligned_lowp>\t\taligned_lowp_dmat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, packed_highp>\t\tpacked_highp_mat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, packed_mediump>\tpacked_mediump_mat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, packed_lowp>\t\tpacked_lowp_mat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, packed_highp>\t\tpacked_highp_dmat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, packed_mediump>\tpacked_mediump_dmat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, packed_lowp>\t\tpacked_lowp_dmat4x3;\n\n\t// -- *mat4x4 --\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_highp>\t\taligned_highp_mat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_mediump>\taligned_mediump_mat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_lowp>\t\taligned_lowp_mat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_highp>\taligned_highp_dmat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_mediump>\taligned_mediump_dmat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_lowp>\t\taligned_lowp_dmat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_highp>\t\tpacked_highp_mat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_mediump>\tpacked_mediump_mat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_lowp>\t\tpacked_lowp_mat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_highp>\t\tpacked_highp_dmat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_mediump>\tpacked_mediump_dmat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_lowp>\t\tpacked_lowp_dmat4x4;\n\n\t// -- default --\n\n#if(defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef aligned_lowp_vec1\t\t\taligned_vec1;\n\ttypedef aligned_lowp_vec2\t\t\taligned_vec2;\n\ttypedef aligned_lowp_vec3\t\t\taligned_vec3;\n\ttypedef aligned_lowp_vec4\t\t\taligned_vec4;\n\ttypedef packed_lowp_vec1\t\t\tpacked_vec1;\n\ttypedef packed_lowp_vec2\t\t\tpacked_vec2;\n\ttypedef packed_lowp_vec3\t\t\tpacked_vec3;\n\ttypedef packed_lowp_vec4\t\t\tpacked_vec4;\n\n\ttypedef aligned_lowp_mat2\t\t\taligned_mat2;\n\ttypedef aligned_lowp_mat3\t\t\taligned_mat3;\n\ttypedef aligned_lowp_mat4\t\t\taligned_mat4;\n\ttypedef packed_lowp_mat2\t\t\tpacked_mat2;\n\ttypedef packed_lowp_mat3\t\t\tpacked_mat3;\n\ttypedef packed_lowp_mat4\t\t\tpacked_mat4;\n\n\ttypedef aligned_lowp_mat2x2\t\t\taligned_mat2x2;\n\ttypedef aligned_lowp_mat2x3\t\t\taligned_mat2x3;\n\ttypedef aligned_lowp_mat2x4\t\t\taligned_mat2x4;\n\ttypedef aligned_lowp_mat3x2\t\t\taligned_mat3x2;\n\ttypedef aligned_lowp_mat3x3\t\t\taligned_mat3x3;\n\ttypedef aligned_lowp_mat3x4\t\t\taligned_mat3x4;\n\ttypedef aligned_lowp_mat4x2\t\t\taligned_mat4x2;\n\ttypedef aligned_lowp_mat4x3\t\t\taligned_mat4x3;\n\ttypedef aligned_lowp_mat4x4\t\t\taligned_mat4x4;\n\ttypedef packed_lowp_mat2x2\t\t\tpacked_mat2x2;\n\ttypedef packed_lowp_mat2x3\t\t\tpacked_mat2x3;\n\ttypedef packed_lowp_mat2x4\t\t\tpacked_mat2x4;\n\ttypedef packed_lowp_mat3x2\t\t\tpacked_mat3x2;\n\ttypedef packed_lowp_mat3x3\t\t\tpacked_mat3x3;\n\ttypedef packed_lowp_mat3x4\t\t\tpacked_mat3x4;\n\ttypedef packed_lowp_mat4x2\t\t\tpacked_mat4x2;\n\ttypedef packed_lowp_mat4x3\t\t\tpacked_mat4x3;\n\ttypedef packed_lowp_mat4x4\t\t\tpacked_mat4x4;\n#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))\n\ttypedef aligned_mediump_vec1\t\taligned_vec1;\n\ttypedef aligned_mediump_vec2\t\taligned_vec2;\n\ttypedef aligned_mediump_vec3\t\taligned_vec3;\n\ttypedef aligned_mediump_vec4\t\taligned_vec4;\n\ttypedef packed_mediump_vec1\t\t\tpacked_vec1;\n\ttypedef packed_mediump_vec2\t\t\tpacked_vec2;\n\ttypedef packed_mediump_vec3\t\t\tpacked_vec3;\n\ttypedef packed_mediump_vec4\t\t\tpacked_vec4;\n\n\ttypedef aligned_mediump_mat2\t\taligned_mat2;\n\ttypedef aligned_mediump_mat3\t\taligned_mat3;\n\ttypedef aligned_mediump_mat4\t\taligned_mat4;\n\ttypedef packed_mediump_mat2\t\t\tpacked_mat2;\n\ttypedef packed_mediump_mat3\t\t\tpacked_mat3;\n\ttypedef packed_mediump_mat4\t\t\tpacked_mat4;\n\n\ttypedef aligned_mediump_mat2x2\t\taligned_mat2x2;\n\ttypedef aligned_mediump_mat2x3\t\taligned_mat2x3;\n\ttypedef aligned_mediump_mat2x4\t\taligned_mat2x4;\n\ttypedef aligned_mediump_mat3x2\t\taligned_mat3x2;\n\ttypedef aligned_mediump_mat3x3\t\taligned_mat3x3;\n\ttypedef aligned_mediump_mat3x4\t\taligned_mat3x4;\n\ttypedef aligned_mediump_mat4x2\t\taligned_mat4x2;\n\ttypedef aligned_mediump_mat4x3\t\taligned_mat4x3;\n\ttypedef aligned_mediump_mat4x4\t\taligned_mat4x4;\n\ttypedef packed_mediump_mat2x2\t\tpacked_mat2x2;\n\ttypedef packed_mediump_mat2x3\t\tpacked_mat2x3;\n\ttypedef packed_mediump_mat2x4\t\tpacked_mat2x4;\n\ttypedef packed_mediump_mat3x2\t\tpacked_mat3x2;\n\ttypedef packed_mediump_mat3x3\t\tpacked_mat3x3;\n\ttypedef packed_mediump_mat3x4\t\tpacked_mat3x4;\n\ttypedef packed_mediump_mat4x2\t\tpacked_mat4x2;\n\ttypedef packed_mediump_mat4x3\t\tpacked_mat4x3;\n\ttypedef packed_mediump_mat4x4\t\tpacked_mat4x4;\n#else //defined(GLM_PRECISION_HIGHP_FLOAT)\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec1\t\t\taligned_vec1;\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec2\t\t\taligned_vec2;\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec3\t\t\taligned_vec3;\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec4 \t\t\taligned_vec4;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec1\t\t\tpacked_vec1;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec2\t\t\tpacked_vec2;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec3\t\t\tpacked_vec3;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec4\t\t\tpacked_vec4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2\t\t\taligned_mat2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3\t\t\taligned_mat3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4\t\t\taligned_mat4;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2\t\t\tpacked_mat2;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3\t\t\tpacked_mat3;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4\t\t\tpacked_mat4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2x2\t\taligned_mat2x2;\n\n\t/// 2 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2x3\t\taligned_mat2x3;\n\n\t/// 2 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2x4\t\taligned_mat2x4;\n\n\t/// 3 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3x2\t\taligned_mat3x2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3x3\t\taligned_mat3x3;\n\n\t/// 3 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3x4\t\taligned_mat3x4;\n\n\t/// 4 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4x2\t\taligned_mat4x2;\n\n\t/// 4 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4x3\t\taligned_mat4x3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4x4\t\taligned_mat4x4;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2x2\t\t\tpacked_mat2x2;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2x3\t\t\tpacked_mat2x3;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2x4\t\t\tpacked_mat2x4;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3x2\t\t\tpacked_mat3x2;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3x3\t\t\tpacked_mat3x3;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3x4\t\t\tpacked_mat3x4;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4x2\t\t\tpacked_mat4x2;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4x3\t\t\tpacked_mat4x3;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4x4\t\t\tpacked_mat4x4;\n#endif//GLM_PRECISION\n\n#if(defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef aligned_lowp_dvec1\t\t\taligned_dvec1;\n\ttypedef aligned_lowp_dvec2\t\t\taligned_dvec2;\n\ttypedef aligned_lowp_dvec3\t\t\taligned_dvec3;\n\ttypedef aligned_lowp_dvec4\t\t\taligned_dvec4;\n\ttypedef packed_lowp_dvec1\t\t\tpacked_dvec1;\n\ttypedef packed_lowp_dvec2\t\t\tpacked_dvec2;\n\ttypedef packed_lowp_dvec3\t\t\tpacked_dvec3;\n\ttypedef packed_lowp_dvec4\t\t\tpacked_dvec4;\n\n\ttypedef aligned_lowp_dmat2\t\t\taligned_dmat2;\n\ttypedef aligned_lowp_dmat3\t\t\taligned_dmat3;\n\ttypedef aligned_lowp_dmat4\t\t\taligned_dmat4;\n\ttypedef packed_lowp_dmat2\t\t\tpacked_dmat2;\n\ttypedef packed_lowp_dmat3\t\t\tpacked_dmat3;\n\ttypedef packed_lowp_dmat4\t\t\tpacked_dmat4;\n\n\ttypedef aligned_lowp_dmat2x2\t\taligned_dmat2x2;\n\ttypedef aligned_lowp_dmat2x3\t\taligned_dmat2x3;\n\ttypedef aligned_lowp_dmat2x4\t\taligned_dmat2x4;\n\ttypedef aligned_lowp_dmat3x2\t\taligned_dmat3x2;\n\ttypedef aligned_lowp_dmat3x3\t\taligned_dmat3x3;\n\ttypedef aligned_lowp_dmat3x4\t\taligned_dmat3x4;\n\ttypedef aligned_lowp_dmat4x2\t\taligned_dmat4x2;\n\ttypedef aligned_lowp_dmat4x3\t\taligned_dmat4x3;\n\ttypedef aligned_lowp_dmat4x4\t\taligned_dmat4x4;\n\ttypedef packed_lowp_dmat2x2\t\t\tpacked_dmat2x2;\n\ttypedef packed_lowp_dmat2x3\t\t\tpacked_dmat2x3;\n\ttypedef packed_lowp_dmat2x4\t\t\tpacked_dmat2x4;\n\ttypedef packed_lowp_dmat3x2\t\t\tpacked_dmat3x2;\n\ttypedef packed_lowp_dmat3x3\t\t\tpacked_dmat3x3;\n\ttypedef packed_lowp_dmat3x4\t\t\tpacked_dmat3x4;\n\ttypedef packed_lowp_dmat4x2\t\t\tpacked_dmat4x2;\n\ttypedef packed_lowp_dmat4x3\t\t\tpacked_dmat4x3;\n\ttypedef packed_lowp_dmat4x4\t\t\tpacked_dmat4x4;\n#elif(defined(GLM_PRECISION_MEDIUMP_DOUBLE))\n\ttypedef aligned_mediump_dvec1\t\taligned_dvec1;\n\ttypedef aligned_mediump_dvec2\t\taligned_dvec2;\n\ttypedef aligned_mediump_dvec3\t\taligned_dvec3;\n\ttypedef aligned_mediump_dvec4\t\taligned_dvec4;\n\ttypedef packed_mediump_dvec1\t\tpacked_dvec1;\n\ttypedef packed_mediump_dvec2\t\tpacked_dvec2;\n\ttypedef packed_mediump_dvec3\t\tpacked_dvec3;\n\ttypedef packed_mediump_dvec4\t\tpacked_dvec4;\n\n\ttypedef aligned_mediump_dmat2\t\taligned_dmat2;\n\ttypedef aligned_mediump_dmat3\t\taligned_dmat3;\n\ttypedef aligned_mediump_dmat4\t\taligned_dmat4;\n\ttypedef packed_mediump_dmat2\t\tpacked_dmat2;\n\ttypedef packed_mediump_dmat3\t\tpacked_dmat3;\n\ttypedef packed_mediump_dmat4\t\tpacked_dmat4;\n\n\ttypedef aligned_mediump_dmat2x2\t\taligned_dmat2x2;\n\ttypedef aligned_mediump_dmat2x3\t\taligned_dmat2x3;\n\ttypedef aligned_mediump_dmat2x4\t\taligned_dmat2x4;\n\ttypedef aligned_mediump_dmat3x2\t\taligned_dmat3x2;\n\ttypedef aligned_mediump_dmat3x3\t\taligned_dmat3x3;\n\ttypedef aligned_mediump_dmat3x4\t\taligned_dmat3x4;\n\ttypedef aligned_mediump_dmat4x2\t\taligned_dmat4x2;\n\ttypedef aligned_mediump_dmat4x3\t\taligned_dmat4x3;\n\ttypedef aligned_mediump_dmat4x4\t\taligned_dmat4x4;\n\ttypedef packed_mediump_dmat2x2\t\tpacked_dmat2x2;\n\ttypedef packed_mediump_dmat2x3\t\tpacked_dmat2x3;\n\ttypedef packed_mediump_dmat2x4\t\tpacked_dmat2x4;\n\ttypedef packed_mediump_dmat3x2\t\tpacked_dmat3x2;\n\ttypedef packed_mediump_dmat3x3\t\tpacked_dmat3x3;\n\ttypedef packed_mediump_dmat3x4\t\tpacked_dmat3x4;\n\ttypedef packed_mediump_dmat4x2\t\tpacked_dmat4x2;\n\ttypedef packed_mediump_dmat4x3\t\tpacked_dmat4x3;\n\ttypedef packed_mediump_dmat4x4\t\tpacked_dmat4x4;\n#else //defined(GLM_PRECISION_HIGHP_DOUBLE)\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec1\t\t\taligned_dvec1;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec2\t\t\taligned_dvec2;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec3\t\t\taligned_dvec3;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec4\t\t\taligned_dvec4;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec1\t\t\tpacked_dvec1;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec2\t\t\tpacked_dvec2;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec3\t\t\tpacked_dvec3;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec4\t\t\tpacked_dvec4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2\t\t\taligned_dmat2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3\t\t\taligned_dmat3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4\t\t\taligned_dmat4;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2\t\t\tpacked_dmat2;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3\t\t\tpacked_dmat3;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4\t\t\tpacked_dmat4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2x2\t\taligned_dmat2x2;\n\n\t/// 2 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2x3\t\taligned_dmat2x3;\n\n\t/// 2 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2x4\t\taligned_dmat2x4;\n\n\t/// 3 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3x2\t\taligned_dmat3x2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3x3\t\taligned_dmat3x3;\n\n\t/// 3 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3x4\t\taligned_dmat3x4;\n\n\t/// 4 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4x2\t\taligned_dmat4x2;\n\n\t/// 4 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4x3\t\taligned_dmat4x3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4x4\t\taligned_dmat4x4;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2x2\t\tpacked_dmat2x2;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2x3\t\tpacked_dmat2x3;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2x4\t\tpacked_dmat2x4;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3x2\t\tpacked_dmat3x2;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3x3\t\tpacked_dmat3x3;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3x4\t\tpacked_dmat3x4;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4x2\t\tpacked_dmat4x2;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4x3\t\tpacked_dmat4x3;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4x4\t\tpacked_dmat4x4;\n#endif//GLM_PRECISION\n\n#if(defined(GLM_PRECISION_LOWP_INT))\n\ttypedef aligned_lowp_ivec1\t\t\taligned_ivec1;\n\ttypedef aligned_lowp_ivec2\t\t\taligned_ivec2;\n\ttypedef aligned_lowp_ivec3\t\t\taligned_ivec3;\n\ttypedef aligned_lowp_ivec4\t\t\taligned_ivec4;\n#elif(defined(GLM_PRECISION_MEDIUMP_INT))\n\ttypedef aligned_mediump_ivec1\t\taligned_ivec1;\n\ttypedef aligned_mediump_ivec2\t\taligned_ivec2;\n\ttypedef aligned_mediump_ivec3\t\taligned_ivec3;\n\ttypedef aligned_mediump_ivec4\t\taligned_ivec4;\n#else //defined(GLM_PRECISION_HIGHP_INT)\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec1\t\t\taligned_ivec1;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec2\t\t\taligned_ivec2;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec3\t\t\taligned_ivec3;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec4\t\t\taligned_ivec4;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec1\t\t\tpacked_ivec1;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec2\t\t\tpacked_ivec2;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec3\t\t\tpacked_ivec3;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec4\t\t\tpacked_ivec4;\n#endif//GLM_PRECISION\n\n\t// -- Unsigned integer definition --\n\n#if(defined(GLM_PRECISION_LOWP_UINT))\n\ttypedef aligned_lowp_uvec1\t\t\taligned_uvec1;\n\ttypedef aligned_lowp_uvec2\t\t\taligned_uvec2;\n\ttypedef aligned_lowp_uvec3\t\t\taligned_uvec3;\n\ttypedef aligned_lowp_uvec4\t\t\taligned_uvec4;\n#elif(defined(GLM_PRECISION_MEDIUMP_UINT))\n\ttypedef aligned_mediump_uvec1\t\taligned_uvec1;\n\ttypedef aligned_mediump_uvec2\t\taligned_uvec2;\n\ttypedef aligned_mediump_uvec3\t\taligned_uvec3;\n\ttypedef aligned_mediump_uvec4\t\taligned_uvec4;\n#else //defined(GLM_PRECISION_HIGHP_UINT)\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec1\t\t\taligned_uvec1;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec2\t\t\taligned_uvec2;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec3\t\t\taligned_uvec3;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec4\t\t\taligned_uvec4;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec1\t\t\tpacked_uvec1;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec2\t\t\tpacked_uvec2;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec3\t\t\tpacked_uvec3;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec4\t\t\tpacked_uvec4;\n#endif//GLM_PRECISION\n\n#if(defined(GLM_PRECISION_LOWP_BOOL))\n\ttypedef aligned_lowp_bvec1\t\t\taligned_bvec1;\n\ttypedef aligned_lowp_bvec2\t\t\taligned_bvec2;\n\ttypedef aligned_lowp_bvec3\t\t\taligned_bvec3;\n\ttypedef aligned_lowp_bvec4\t\t\taligned_bvec4;\n#elif(defined(GLM_PRECISION_MEDIUMP_BOOL))\n\ttypedef aligned_mediump_bvec1\t\taligned_bvec1;\n\ttypedef aligned_mediump_bvec2\t\taligned_bvec2;\n\ttypedef aligned_mediump_bvec3\t\taligned_bvec3;\n\ttypedef aligned_mediump_bvec4\t\taligned_bvec4;\n#else //defined(GLM_PRECISION_HIGHP_BOOL)\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec1\t\t\taligned_bvec1;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec2\t\t\taligned_bvec2;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec3\t\t\taligned_bvec3;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec4\t\t\taligned_bvec4;\n\n\t/// 1 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec1\t\t\tpacked_bvec1;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec2\t\t\tpacked_bvec2;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec3\t\t\tpacked_bvec3;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec4\t\t\tpacked_bvec4;\n#endif//GLM_PRECISION\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/type_precision.hpp",
    "content": "/// @ref gtc_type_precision\n/// @file glm/gtc/type_precision.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtc_type_precision GLM_GTC_type_precision\n/// @ingroup gtc\n///\n/// Include <glm/gtc/type_precision.hpp> to use the features of this extension.\n///\n/// Defines specific C++-based qualifier types.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtc/vec1.hpp\"\n#include \"../ext/vector_int1_sized.hpp\"\n#include \"../ext/vector_int2_sized.hpp\"\n#include \"../ext/vector_int3_sized.hpp\"\n#include \"../ext/vector_int4_sized.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/vector_uint1_sized.hpp\"\n#include \"../ext/vector_uint2_sized.hpp\"\n#include \"../ext/vector_uint3_sized.hpp\"\n#include \"../ext/vector_uint4_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/type_vec2.hpp\"\n#include \"../detail/type_vec3.hpp\"\n#include \"../detail/type_vec4.hpp\"\n#include \"../detail/type_mat2x2.hpp\"\n#include \"../detail/type_mat2x3.hpp\"\n#include \"../detail/type_mat2x4.hpp\"\n#include \"../detail/type_mat3x2.hpp\"\n#include \"../detail/type_mat3x3.hpp\"\n#include \"../detail/type_mat3x4.hpp\"\n#include \"../detail/type_mat4x2.hpp\"\n#include \"../detail/type_mat4x3.hpp\"\n#include \"../detail/type_mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_type_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t///////////////////////////\n\t// Signed int vector types\n\n\t/// @addtogroup gtc_type_precision\n\t/// @{\n\n\t/// Low qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 lowp_int8;\n\n\t/// Low qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 lowp_int16;\n\n\t/// Low qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 lowp_int32;\n\n\t/// Low qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 lowp_int64;\n\n\t/// Low qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 lowp_int8_t;\n\n\t/// Low qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 lowp_int16_t;\n\n\t/// Low qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 lowp_int32_t;\n\n\t/// Low qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 lowp_int64_t;\n\n\t/// Low qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 lowp_i8;\n\n\t/// Low qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 lowp_i16;\n\n\t/// Low qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 lowp_i32;\n\n\t/// Low qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 lowp_i64;\n\n\t/// Medium qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 mediump_int8;\n\n\t/// Medium qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 mediump_int16;\n\n\t/// Medium qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 mediump_int32;\n\n\t/// Medium qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 mediump_int64;\n\n\t/// Medium qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 mediump_int8_t;\n\n\t/// Medium qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 mediump_int16_t;\n\n\t/// Medium qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 mediump_int32_t;\n\n\t/// Medium qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 mediump_int64_t;\n\n\t/// Medium qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 mediump_i8;\n\n\t/// Medium qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 mediump_i16;\n\n\t/// Medium qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 mediump_i32;\n\n\t/// Medium qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 mediump_i64;\n\n\t/// High qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 highp_int8;\n\n\t/// High qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 highp_int16;\n\n\t/// High qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 highp_int32;\n\n\t/// High qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 highp_int64;\n\n\t/// High qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 highp_int8_t;\n\n\t/// High qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 highp_int16_t;\n\n\t/// 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 highp_int32_t;\n\n\t/// High qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 highp_int64_t;\n\n\t/// High qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 highp_i8;\n\n\t/// High qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 highp_i16;\n\n\t/// High qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 highp_i32;\n\n\t/// High qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 highp_i64;\n\n\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n\tusing std::int8_t;\n\tusing std::int16_t;\n\tusing std::int32_t;\n\tusing std::int64_t;\n#else\n\t/// 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 int8_t;\n\n\t/// 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 int16_t;\n\n\t/// 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 int32_t;\n\n\t/// 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 int64_t;\n#endif\n\n\t/// 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 i8;\n\n\t/// 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 i16;\n\n\t/// 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 i32;\n\n\t/// 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 i64;\n\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// Low qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 lowp_uint8;\n\n\t/// Low qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 lowp_uint16;\n\n\t/// Low qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 lowp_uint32;\n\n\t/// Low qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 lowp_uint64;\n\n\t/// Low qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 lowp_uint8_t;\n\n\t/// Low qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 lowp_uint16_t;\n\n\t/// Low qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 lowp_uint32_t;\n\n\t/// Low qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 lowp_uint64_t;\n\n\t/// Low qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 lowp_u8;\n\n\t/// Low qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 lowp_u16;\n\n\t/// Low qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 lowp_u32;\n\n\t/// Low qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 lowp_u64;\n\n\t/// Medium qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 mediump_uint8;\n\n\t/// Medium qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 mediump_uint16;\n\n\t/// Medium qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 mediump_uint32;\n\n\t/// Medium qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 mediump_uint64;\n\n\t/// Medium qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 mediump_uint8_t;\n\n\t/// Medium qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 mediump_uint16_t;\n\n\t/// Medium qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 mediump_uint32_t;\n\n\t/// Medium qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 mediump_uint64_t;\n\n\t/// Medium qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 mediump_u8;\n\n\t/// Medium qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 mediump_u16;\n\n\t/// Medium qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 mediump_u32;\n\n\t/// Medium qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 mediump_u64;\n\n\t/// High qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 highp_uint8;\n\n\t/// High qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 highp_uint16;\n\n\t/// High qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 highp_uint32;\n\n\t/// High qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 highp_uint64;\n\n\t/// High qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 highp_uint8_t;\n\n\t/// High qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 highp_uint16_t;\n\n\t/// High qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 highp_uint32_t;\n\n\t/// High qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 highp_uint64_t;\n\n\t/// High qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 highp_u8;\n\n\t/// High qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 highp_u16;\n\n\t/// High qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 highp_u32;\n\n\t/// High qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 highp_u64;\n\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n\tusing std::uint8_t;\n\tusing std::uint16_t;\n\tusing std::uint32_t;\n\tusing std::uint64_t;\n#else\n\t/// Default qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 uint8_t;\n\n\t/// Default qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 uint16_t;\n\n\t/// Default qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 uint32_t;\n\n\t/// Default qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 uint64_t;\n#endif\n\n\t/// Default qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 u8;\n\n\t/// Default qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 u16;\n\n\t/// Default qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 u32;\n\n\t/// Default qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 u64;\n\n\n\n\n\n\t//////////////////////\n\t// Float vector types\n\n\t/// Single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float float32;\n\n\t/// Double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef double float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32_t;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64_t;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_f32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_f64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32_t;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64_t;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_f32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_f64;\n\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32_t;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64_t;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_f32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_f64;\n\n\n\t/// Medium 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 mediump_float32;\n\n\t/// Medium 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 mediump_float64;\n\n\t/// Medium 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 mediump_float32_t;\n\n\t/// Medium 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 mediump_float64_t;\n\n\t/// Medium 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 mediump_f32;\n\n\t/// Medium 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 mediump_f64;\n\n\n\t/// High 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 highp_float32;\n\n\t/// High 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 highp_float64;\n\n\t/// High 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 highp_float32_t;\n\n\t/// High 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 highp_float64_t;\n\n\t/// High 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 highp_f32;\n\n\t/// High 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 highp_f64;\n\n\n#if(defined(GLM_PRECISION_LOWP_FLOAT))\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_float32_t float32_t;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_float64_t float64_t;\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32 f32;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64 f64;\n\n#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float32 float32_t;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float64 float64_t;\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float32 f32;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float64 f64;\n\n#else//(defined(GLM_PRECISION_HIGHP_FLOAT))\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float32_t float32_t;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float64_t float64_t;\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float32_t f32;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float64_t f64;\n#endif\n\n\n\t/// Low single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, lowp> lowp_fvec1;\n\n\t/// Low single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, float, lowp> lowp_fvec2;\n\n\t/// Low single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, float, lowp> lowp_fvec3;\n\n\t/// Low single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, float, lowp> lowp_fvec4;\n\n\n\t/// Medium single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, mediump> mediump_fvec1;\n\n\t/// Medium Single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, float, mediump> mediump_fvec2;\n\n\t/// Medium Single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, float, mediump> mediump_fvec3;\n\n\t/// Medium Single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, float, mediump> mediump_fvec4;\n\n\n\t/// High single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, highp> highp_fvec1;\n\n\t/// High Single-qualifier floating-point vector of 2 components.\n\t/// @see core_precision\n\ttypedef vec<2, float, highp> highp_fvec2;\n\n\t/// High Single-qualifier floating-point vector of 3 components.\n\t/// @see core_precision\n\ttypedef vec<3, float, highp> highp_fvec3;\n\n\t/// High Single-qualifier floating-point vector of 4 components.\n\t/// @see core_precision\n\ttypedef vec<4, float, highp> highp_fvec4;\n\n\n\t/// Low single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, lowp> lowp_f32vec1;\n\n\t/// Low single-qualifier floating-point vector of 2 components.\n\t/// @see core_precision\n\ttypedef vec<2, f32, lowp> lowp_f32vec2;\n\n\t/// Low single-qualifier floating-point vector of 3 components.\n\t/// @see core_precision\n\ttypedef vec<3, f32, lowp> lowp_f32vec3;\n\n\t/// Low single-qualifier floating-point vector of 4 components.\n\t/// @see core_precision\n\ttypedef vec<4, f32, lowp> lowp_f32vec4;\n\n\t/// Medium single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, mediump> mediump_f32vec1;\n\n\t/// Medium single-qualifier floating-point vector of 2 components.\n\t/// @see core_precision\n\ttypedef vec<2, f32, mediump> mediump_f32vec2;\n\n\t/// Medium single-qualifier floating-point vector of 3 components.\n\t/// @see core_precision\n\ttypedef vec<3, f32, mediump> mediump_f32vec3;\n\n\t/// Medium single-qualifier floating-point vector of 4 components.\n\t/// @see core_precision\n\ttypedef vec<4, f32, mediump> mediump_f32vec4;\n\n\t/// High single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, highp> highp_f32vec1;\n\n\t/// High single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f32, highp> highp_f32vec2;\n\n\t/// High single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f32, highp> highp_f32vec3;\n\n\t/// High single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f32, highp> highp_f32vec4;\n\n\n\t/// Low double-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f64, lowp> lowp_f64vec1;\n\n\t/// Low double-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f64, lowp> lowp_f64vec2;\n\n\t/// Low double-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f64, lowp> lowp_f64vec3;\n\n\t/// Low double-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f64, lowp> lowp_f64vec4;\n\n\t/// Medium double-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f64, mediump> mediump_f64vec1;\n\n\t/// Medium double-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f64, mediump> mediump_f64vec2;\n\n\t/// Medium double-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f64, mediump> mediump_f64vec3;\n\n\t/// Medium double-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f64, mediump> mediump_f64vec4;\n\n\t/// High double-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f64, highp> highp_f64vec1;\n\n\t/// High double-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f64, highp> highp_f64vec2;\n\n\t/// High double-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f64, highp> highp_f64vec3;\n\n\t/// High double-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f64, highp> highp_f64vec4;\n\n\n\n\t//////////////////////\n\t// Float matrix types\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef lowp_f32 lowp_fmat1x1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, lowp> lowp_fmat2x2;\n\n\t/// Low single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, lowp> lowp_fmat2x3;\n\n\t/// Low single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, lowp> lowp_fmat2x4;\n\n\t/// Low single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, lowp> lowp_fmat3x2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, lowp> lowp_fmat3x3;\n\n\t/// Low single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, lowp> lowp_fmat3x4;\n\n\t/// Low single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, lowp> lowp_fmat4x2;\n\n\t/// Low single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, lowp> lowp_fmat4x3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, lowp> lowp_fmat4x4;\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef lowp_fmat1x1 lowp_fmat1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_fmat2x2 lowp_fmat2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_fmat3x3 lowp_fmat3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_fmat4x4 lowp_fmat4;\n\n\n\t/// Medium single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef mediump_f32 mediump_fmat1x1;\n\n\t/// Medium single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, mediump> mediump_fmat2x2;\n\n\t/// Medium single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, mediump> mediump_fmat2x3;\n\n\t/// Medium single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, mediump> mediump_fmat2x4;\n\n\t/// Medium single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, mediump> mediump_fmat3x2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, mediump> mediump_fmat3x3;\n\n\t/// Medium single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, mediump> mediump_fmat3x4;\n\n\t/// Medium single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, mediump> mediump_fmat4x2;\n\n\t/// Medium single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, mediump> mediump_fmat4x3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, mediump> mediump_fmat4x4;\n\n\t/// Medium single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef mediump_fmat1x1 mediump_fmat1;\n\n\t/// Medium single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_fmat2x2 mediump_fmat2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_fmat3x3 mediump_fmat3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_fmat4x4 mediump_fmat4;\n\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef highp_f32 highp_fmat1x1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, highp> highp_fmat2x2;\n\n\t/// High single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, highp> highp_fmat2x3;\n\n\t/// High single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, highp> highp_fmat2x4;\n\n\t/// High single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, highp> highp_fmat3x2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, highp> highp_fmat3x3;\n\n\t/// High single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, highp> highp_fmat3x4;\n\n\t/// High single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, highp> highp_fmat4x2;\n\n\t/// High single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, highp> highp_fmat4x3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, highp> highp_fmat4x4;\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef highp_fmat1x1 highp_fmat1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_fmat2x2 highp_fmat2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_fmat3x3 highp_fmat3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_fmat4x4 highp_fmat4;\n\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 lowp_f32mat1x1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, lowp> lowp_f32mat2x2;\n\n\t/// Low single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, lowp> lowp_f32mat2x3;\n\n\t/// Low single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, lowp> lowp_f32mat2x4;\n\n\t/// Low single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, lowp> lowp_f32mat3x2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, lowp> lowp_f32mat3x3;\n\n\t/// Low single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, lowp> lowp_f32mat3x4;\n\n\t/// Low single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, lowp> lowp_f32mat4x2;\n\n\t/// Low single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, lowp> lowp_f32mat4x3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, lowp> lowp_f32mat4x4;\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, lowp> lowp_f32mat1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32mat2x2 lowp_f32mat2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32mat3x3 lowp_f32mat3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32mat4x4 lowp_f32mat4;\n\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 mediump_f32mat1x1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, mediump> mediump_f32mat2x2;\n\n\t/// Medium single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, mediump> mediump_f32mat2x3;\n\n\t/// Medium single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, mediump> mediump_f32mat2x4;\n\n\t/// Medium single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, mediump> mediump_f32mat3x2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, mediump> mediump_f32mat3x3;\n\n\t/// Medium single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, mediump> mediump_f32mat3x4;\n\n\t/// Medium single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, mediump> mediump_f32mat4x2;\n\n\t/// Medium single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, mediump> mediump_f32mat4x3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, mediump> mediump_f32mat4x4;\n\n\t/// Medium single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, mediump> f32mat1;\n\n\t/// Medium single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f32mat2x2 mediump_f32mat2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f32mat3x3 mediump_f32mat3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f32mat4x4 mediump_f32mat4;\n\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 highp_f32mat1x1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, highp> highp_f32mat2x2;\n\n\t/// High single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, highp> highp_f32mat2x3;\n\n\t/// High single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, highp> highp_f32mat2x4;\n\n\t/// High single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, highp> highp_f32mat3x2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, highp> highp_f32mat3x3;\n\n\t/// High single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, highp> highp_f32mat3x4;\n\n\t/// High single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, highp> highp_f32mat4x2;\n\n\t/// High single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, highp> highp_f32mat4x3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, highp> highp_f32mat4x4;\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, highp> f32mat1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f32mat2x2 highp_f32mat2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f32mat3x3 highp_f32mat3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f32mat4x4 highp_f32mat4;\n\n\n\t/// Low double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 lowp_f64mat1x1;\n\n\t/// Low double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, lowp> lowp_f64mat2x2;\n\n\t/// Low double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, lowp> lowp_f64mat2x3;\n\n\t/// Low double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, lowp> lowp_f64mat2x4;\n\n\t/// Low double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, lowp> lowp_f64mat3x2;\n\n\t/// Low double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, lowp> lowp_f64mat3x3;\n\n\t/// Low double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, lowp> lowp_f64mat3x4;\n\n\t/// Low double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, lowp> lowp_f64mat4x2;\n\n\t/// Low double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, lowp> lowp_f64mat4x3;\n\n\t/// Low double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, lowp> lowp_f64mat4x4;\n\n\t/// Low double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef lowp_f64mat1x1 lowp_f64mat1;\n\n\t/// Low double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64mat2x2 lowp_f64mat2;\n\n\t/// Low double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64mat3x3 lowp_f64mat3;\n\n\t/// Low double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64mat4x4 lowp_f64mat4;\n\n\n\t/// Medium double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 Highp_f64mat1x1;\n\n\t/// Medium double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, mediump> mediump_f64mat2x2;\n\n\t/// Medium double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, mediump> mediump_f64mat2x3;\n\n\t/// Medium double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, mediump> mediump_f64mat2x4;\n\n\t/// Medium double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, mediump> mediump_f64mat3x2;\n\n\t/// Medium double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, mediump> mediump_f64mat3x3;\n\n\t/// Medium double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, mediump> mediump_f64mat3x4;\n\n\t/// Medium double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, mediump> mediump_f64mat4x2;\n\n\t/// Medium double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, mediump> mediump_f64mat4x3;\n\n\t/// Medium double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, mediump> mediump_f64mat4x4;\n\n\t/// Medium double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef mediump_f64mat1x1 mediump_f64mat1;\n\n\t/// Medium double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f64mat2x2 mediump_f64mat2;\n\n\t/// Medium double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f64mat3x3 mediump_f64mat3;\n\n\t/// Medium double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f64mat4x4 mediump_f64mat4;\n\n\t/// High double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 highp_f64mat1x1;\n\n\t/// High double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, highp> highp_f64mat2x2;\n\n\t/// High double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, highp> highp_f64mat2x3;\n\n\t/// High double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, highp> highp_f64mat2x4;\n\n\t/// High double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, highp> highp_f64mat3x2;\n\n\t/// High double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, highp> highp_f64mat3x3;\n\n\t/// High double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, highp> highp_f64mat3x4;\n\n\t/// High double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, highp> highp_f64mat4x2;\n\n\t/// High double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, highp> highp_f64mat4x3;\n\n\t/// High double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, highp> highp_f64mat4x4;\n\n\t/// High double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef highp_f64mat1x1 highp_f64mat1;\n\n\t/// High double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f64mat2x2 highp_f64mat2;\n\n\t/// High double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f64mat3x3 highp_f64mat3;\n\n\t/// High double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f64mat4x4 highp_f64mat4;\n\n\n\t/////////////////////////////\n\t// Signed int vector types\n\n\t/// Low qualifier signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, int, lowp>\t\tlowp_ivec1;\n\n\t/// Low qualifier signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, int, lowp>\t\tlowp_ivec2;\n\n\t/// Low qualifier signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, int, lowp>\t\tlowp_ivec3;\n\n\t/// Low qualifier signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, int, lowp>\t\tlowp_ivec4;\n\n\n\t/// Medium qualifier signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, int, mediump>\tmediump_ivec1;\n\n\t/// Medium qualifier signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, int, mediump>\tmediump_ivec2;\n\n\t/// Medium qualifier signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, int, mediump>\tmediump_ivec3;\n\n\t/// Medium qualifier signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, int, mediump>\tmediump_ivec4;\n\n\n\t/// High qualifier signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, int, highp>\t\thighp_ivec1;\n\n\t/// High qualifier signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, int, highp>\t\thighp_ivec2;\n\n\t/// High qualifier signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, int, highp>\t\thighp_ivec3;\n\n\t/// High qualifier signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, int, highp>\t\thighp_ivec4;\n\n\n\t/// Low qualifier 8 bit signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i8, lowp>\t\tlowp_i8vec1;\n\n\t/// Low qualifier 8 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i8, lowp>\t\tlowp_i8vec2;\n\n\t/// Low qualifier 8 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i8, lowp>\t\tlowp_i8vec3;\n\n\t/// Low qualifier 8 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i8, lowp>\t\tlowp_i8vec4;\n\n\n\t/// Medium qualifier 8 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i8, mediump>\t\tmediump_i8vec1;\n\n\t/// Medium qualifier 8 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i8, mediump>\t\tmediump_i8vec2;\n\n\t/// Medium qualifier 8 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i8, mediump>\t\tmediump_i8vec3;\n\n\t/// Medium qualifier 8 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i8, mediump>\t\tmediump_i8vec4;\n\n\n\t/// High qualifier 8 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i8, highp>\t\thighp_i8vec1;\n\n\t/// High qualifier 8 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i8, highp>\t\thighp_i8vec2;\n\n\t/// High qualifier 8 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i8, highp>\t\thighp_i8vec3;\n\n\t/// High qualifier 8 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i8, highp>\t\thighp_i8vec4;\n\n\n\t/// Low qualifier 16 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i16, lowp>\t\tlowp_i16vec1;\n\n\t/// Low qualifier 16 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i16, lowp>\t\tlowp_i16vec2;\n\n\t/// Low qualifier 16 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i16, lowp>\t\tlowp_i16vec3;\n\n\t/// Low qualifier 16 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i16, lowp>\t\tlowp_i16vec4;\n\n\n\t/// Medium qualifier 16 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i16, mediump>\tmediump_i16vec1;\n\n\t/// Medium qualifier 16 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i16, mediump>\tmediump_i16vec2;\n\n\t/// Medium qualifier 16 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i16, mediump>\tmediump_i16vec3;\n\n\t/// Medium qualifier 16 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i16, mediump>\tmediump_i16vec4;\n\n\n\t/// High qualifier 16 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i16, highp>\t\thighp_i16vec1;\n\n\t/// High qualifier 16 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i16, highp>\t\thighp_i16vec2;\n\n\t/// High qualifier 16 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i16, highp>\t\thighp_i16vec3;\n\n\t/// High qualifier 16 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i16, highp>\t\thighp_i16vec4;\n\n\n\t/// Low qualifier 32 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i32, lowp>\t\tlowp_i32vec1;\n\n\t/// Low qualifier 32 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i32, lowp>\t\tlowp_i32vec2;\n\n\t/// Low qualifier 32 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i32, lowp>\t\tlowp_i32vec3;\n\n\t/// Low qualifier 32 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i32, lowp>\t\tlowp_i32vec4;\n\n\n\t/// Medium qualifier 32 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i32, mediump>\tmediump_i32vec1;\n\n\t/// Medium qualifier 32 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i32, mediump>\tmediump_i32vec2;\n\n\t/// Medium qualifier 32 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i32, mediump>\tmediump_i32vec3;\n\n\t/// Medium qualifier 32 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i32, mediump>\tmediump_i32vec4;\n\n\n\t/// High qualifier 32 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i32, highp>\t\thighp_i32vec1;\n\n\t/// High qualifier 32 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i32, highp>\t\thighp_i32vec2;\n\n\t/// High qualifier 32 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i32, highp>\t\thighp_i32vec3;\n\n\t/// High qualifier 32 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i32, highp>\t\thighp_i32vec4;\n\n\n\t/// Low qualifier 64 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i64, lowp>\t\tlowp_i64vec1;\n\n\t/// Low qualifier 64 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i64, lowp>\t\tlowp_i64vec2;\n\n\t/// Low qualifier 64 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i64, lowp>\t\tlowp_i64vec3;\n\n\t/// Low qualifier 64 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i64, lowp>\t\tlowp_i64vec4;\n\n\n\t/// Medium qualifier 64 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i64, mediump>\tmediump_i64vec1;\n\n\t/// Medium qualifier 64 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i64, mediump>\tmediump_i64vec2;\n\n\t/// Medium qualifier 64 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i64, mediump>\tmediump_i64vec3;\n\n\t/// Medium qualifier 64 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i64, mediump>\tmediump_i64vec4;\n\n\n\t/// High qualifier 64 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i64, highp>\t\thighp_i64vec1;\n\n\t/// High qualifier 64 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i64, highp>\t\thighp_i64vec2;\n\n\t/// High qualifier 64 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i64, highp>\t\thighp_i64vec3;\n\n\t/// High qualifier 64 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i64, highp>\t\thighp_i64vec4;\n\n\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// Low qualifier unsigned integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, uint, lowp>\t\tlowp_uvec1;\n\n\t/// Low qualifier unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, uint, lowp>\t\tlowp_uvec2;\n\n\t/// Low qualifier unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, uint, lowp>\t\tlowp_uvec3;\n\n\t/// Low qualifier unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, uint, lowp>\t\tlowp_uvec4;\n\n\n\t/// Medium qualifier unsigned integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, uint, mediump>\tmediump_uvec1;\n\n\t/// Medium qualifier unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, uint, mediump>\tmediump_uvec2;\n\n\t/// Medium qualifier unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, uint, mediump>\tmediump_uvec3;\n\n\t/// Medium qualifier unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, uint, mediump>\tmediump_uvec4;\n\n\n\t/// High qualifier unsigned integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, uint, highp>\t\thighp_uvec1;\n\n\t/// High qualifier unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, uint, highp>\t\thighp_uvec2;\n\n\t/// High qualifier unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, uint, highp>\t\thighp_uvec3;\n\n\t/// High qualifier unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, uint, highp>\t\thighp_uvec4;\n\n\n\t/// Low qualifier 8 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u8, lowp>\t\tlowp_u8vec1;\n\n\t/// Low qualifier 8 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u8, lowp>\t\tlowp_u8vec2;\n\n\t/// Low qualifier 8 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u8, lowp>\t\tlowp_u8vec3;\n\n\t/// Low qualifier 8 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u8, lowp>\t\tlowp_u8vec4;\n\n\n\t/// Medium qualifier 8 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u8, mediump>\t\tmediump_u8vec1;\n\n\t/// Medium qualifier 8 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u8, mediump>\t\tmediump_u8vec2;\n\n\t/// Medium qualifier 8 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u8, mediump>\t\tmediump_u8vec3;\n\n\t/// Medium qualifier 8 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u8, mediump>\t\tmediump_u8vec4;\n\n\n\t/// High qualifier 8 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u8, highp>\t\thighp_u8vec1;\n\n\t/// High qualifier 8 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u8, highp>\t\thighp_u8vec2;\n\n\t/// High qualifier 8 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u8, highp>\t\thighp_u8vec3;\n\n\t/// High qualifier 8 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u8, highp>\t\thighp_u8vec4;\n\n\n\t/// Low qualifier 16 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u16, lowp>\t\tlowp_u16vec1;\n\n\t/// Low qualifier 16 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u16, lowp>\t\tlowp_u16vec2;\n\n\t/// Low qualifier 16 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u16, lowp>\t\tlowp_u16vec3;\n\n\t/// Low qualifier 16 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u16, lowp>\t\tlowp_u16vec4;\n\n\n\t/// Medium qualifier 16 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u16, mediump>\tmediump_u16vec1;\n\n\t/// Medium qualifier 16 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u16, mediump>\tmediump_u16vec2;\n\n\t/// Medium qualifier 16 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u16, mediump>\tmediump_u16vec3;\n\n\t/// Medium qualifier 16 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u16, mediump>\tmediump_u16vec4;\n\n\n\t/// High qualifier 16 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u16, highp>\t\thighp_u16vec1;\n\n\t/// High qualifier 16 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u16, highp>\t\thighp_u16vec2;\n\n\t/// High qualifier 16 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u16, highp>\t\thighp_u16vec3;\n\n\t/// High qualifier 16 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u16, highp>\t\thighp_u16vec4;\n\n\n\t/// Low qualifier 32 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u32, lowp>\t\tlowp_u32vec1;\n\n\t/// Low qualifier 32 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u32, lowp>\t\tlowp_u32vec2;\n\n\t/// Low qualifier 32 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u32, lowp>\t\tlowp_u32vec3;\n\n\t/// Low qualifier 32 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u32, lowp>\t\tlowp_u32vec4;\n\n\n\t/// Medium qualifier 32 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u32, mediump>\tmediump_u32vec1;\n\n\t/// Medium qualifier 32 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u32, mediump>\tmediump_u32vec2;\n\n\t/// Medium qualifier 32 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u32, mediump>\tmediump_u32vec3;\n\n\t/// Medium qualifier 32 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u32, mediump>\tmediump_u32vec4;\n\n\n\t/// High qualifier 32 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u32, highp>\t\thighp_u32vec1;\n\n\t/// High qualifier 32 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u32, highp>\t\thighp_u32vec2;\n\n\t/// High qualifier 32 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u32, highp>\t\thighp_u32vec3;\n\n\t/// High qualifier 32 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u32, highp>\t\thighp_u32vec4;\n\n\n\t/// Low qualifier 64 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u64, lowp>\t\tlowp_u64vec1;\n\n\t/// Low qualifier 64 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u64, lowp>\t\tlowp_u64vec2;\n\n\t/// Low qualifier 64 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u64, lowp>\t\tlowp_u64vec3;\n\n\t/// Low qualifier 64 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u64, lowp>\t\tlowp_u64vec4;\n\n\n\t/// Medium qualifier 64 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u64, mediump>\tmediump_u64vec1;\n\n\t/// Medium qualifier 64 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u64, mediump>\tmediump_u64vec2;\n\n\t/// Medium qualifier 64 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u64, mediump>\tmediump_u64vec3;\n\n\t/// Medium qualifier 64 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u64, mediump>\tmediump_u64vec4;\n\n\n\t/// High qualifier 64 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u64, highp>\t\thighp_u64vec1;\n\n\t/// High qualifier 64 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u64, highp>\t\thighp_u64vec2;\n\n\t/// High qualifier 64 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u64, highp>\t\thighp_u64vec3;\n\n\t/// High qualifier 64 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u64, highp>\t\thighp_u64vec4;\n\n\n\t//////////////////////\n\t// Float vector types\n\n\t/// 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 float32_t;\n\n\t/// 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 f32;\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t\t/// 64 bit double-qualifier floating-point scalar.\n\t\t/// @see gtc_type_precision\n\t\ttypedef float64 float64_t;\n\n\t\t/// 64 bit double-qualifier floating-point scalar.\n\t\t/// @see gtc_type_precision\n\t\ttypedef float64 f64;\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t/// Single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, defaultp> fvec1;\n\n\t/// Single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, float, defaultp> fvec2;\n\n\t/// Single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, float, defaultp> fvec3;\n\n\t/// Single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, float, defaultp> fvec4;\n\n\n\t/// Single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, defaultp> f32vec1;\n\n\t/// Single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f32, defaultp> f32vec2;\n\n\t/// Single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f32, defaultp> f32vec3;\n\n\t/// Single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f32, defaultp> f32vec4;\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\t\t/// Double-qualifier floating-point vector of 1 component.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<1, f64, defaultp> f64vec1;\n\n\t\t/// Double-qualifier floating-point vector of 2 components.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<2, f64, defaultp> f64vec2;\n\n\t\t/// Double-qualifier floating-point vector of 3 components.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<3, f64, defaultp> f64vec3;\n\n\t\t/// Double-qualifier floating-point vector of 4 components.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<4, f64, defaultp> f64vec4;\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\n\t//////////////////////\n\t// Float matrix types\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32> fmat1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> fmat2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> fmat3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> fmat4;\n\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 fmat1x1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> fmat2x2;\n\n\t/// Single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, defaultp> fmat2x3;\n\n\t/// Single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, defaultp> fmat2x4;\n\n\t/// Single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, defaultp> fmat3x2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> fmat3x3;\n\n\t/// Single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, defaultp> fmat3x4;\n\n\t/// Single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, defaultp> fmat4x2;\n\n\t/// Single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, defaultp> fmat4x3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> fmat4x4;\n\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, defaultp> f32mat1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> f32mat2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> f32mat3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> f32mat4;\n\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 f32mat1x1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> f32mat2x2;\n\n\t/// Single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, defaultp> f32mat2x3;\n\n\t/// Single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, defaultp> f32mat2x4;\n\n\t/// Single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, defaultp> f32mat3x2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> f32mat3x3;\n\n\t/// Single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, defaultp> f32mat3x4;\n\n\t/// Single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, defaultp> f32mat4x2;\n\n\t/// Single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, defaultp> f32mat4x3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> f32mat4x4;\n\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f64, defaultp> f64mat1;\n\n\t/// Double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, defaultp> f64mat2;\n\n\t/// Double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, defaultp> f64mat3;\n\n\t/// Double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, defaultp> f64mat4;\n\n\n\t/// Double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 f64mat1x1;\n\n\t/// Double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, defaultp> f64mat2x2;\n\n\t/// Double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, defaultp> f64mat2x3;\n\n\t/// Double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, defaultp> f64mat2x4;\n\n\t/// Double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, defaultp> f64mat3x2;\n\n\t/// Double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, defaultp> f64mat3x3;\n\n\t/// Double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, defaultp> f64mat3x4;\n\n\t/// Double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, defaultp> f64mat4x2;\n\n\t/// Double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, defaultp> f64mat4x3;\n\n\t/// Double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, defaultp> f64mat4x4;\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t//////////////////////////\n\t// Quaternion types\n\n\t/// Single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, defaultp> f32quat;\n\n\t/// Low single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, lowp> lowp_f32quat;\n\n\t/// Low double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, lowp> lowp_f64quat;\n\n\t/// Medium single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, mediump> mediump_f32quat;\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Medium double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, mediump> mediump_f64quat;\n\n\t/// High single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, highp> highp_f32quat;\n\n\t/// High double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, highp> highp_f64quat;\n\n\t/// Double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, defaultp> f64quat;\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t/// @}\n}//namespace glm\n\n#include \"type_precision.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/type_precision.inl",
    "content": "/// @ref gtc_precision\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/type_ptr.hpp",
    "content": "/// @ref gtc_type_ptr\n/// @file glm/gtc/type_ptr.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtc_type_ptr GLM_GTC_type_ptr\n/// @ingroup gtc\n///\n/// Include <glm/gtc/type_ptr.hpp> to use the features of this extension.\n///\n/// Handles the interaction between pointers and vector, matrix types.\n///\n/// This extension defines an overloaded function, glm::value_ptr. It returns\n/// a pointer to the memory layout of the object. Matrix types store their values\n/// in column-major order.\n///\n/// This is useful for uploading data to matrices or copying data to buffer objects.\n///\n/// Example:\n/// @code\n/// #include <glm/glm.hpp>\n/// #include <glm/gtc/type_ptr.hpp>\n///\n/// glm::vec3 aVector(3);\n/// glm::mat4 someMatrix(1.0);\n///\n/// glUniform3fv(uniformLoc, 1, glm::value_ptr(aVector));\n/// glUniformMatrix4fv(uniformMatrixLoc, 1, GL_FALSE, glm::value_ptr(someMatrix));\n/// @endcode\n///\n/// <glm/gtc/type_ptr.hpp> need to be included to use the features of this extension.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtc/vec1.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../mat2x2.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x4.hpp\"\n#include \"../mat3x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x4.hpp\"\n#include \"../mat4x2.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x4.hpp\"\n#include <cstring>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_type_ptr extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_type_ptr\n\t/// @{\n\n\t/// Return the constant address to the data of the input parameter.\n\t/// @see gtc_type_ptr\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type const * value_ptr(genType const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<2, T, defaultp> make_vec2(T const * const ptr);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<3, T, defaultp> make_vec3(T const * const ptr);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<4, T, defaultp> make_vec4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2x2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 3, T, defaultp> make_mat2x3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 4, T, defaultp> make_mat2x4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 2, T, defaultp> make_mat3x2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3x3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 4, T, defaultp> make_mat3x4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 2, T, defaultp> make_mat4x2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 3, T, defaultp> make_mat4x3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4x4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4(T const * const ptr);\n\n\t/// Build a quaternion from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL qua<T, defaultp> make_quat(T const * const ptr);\n\n\t/// @}\n}//namespace glm\n\n#include \"type_ptr.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/type_ptr.inl",
    "content": "/// @ref gtc_type_ptr\n\n#include <cstring>\n\nnamespace glm\n{\n\t/// @addtogroup gtc_type_ptr\n\t/// @{\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(vec<2, T, Q> const& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(vec<2, T, Q>& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const * value_ptr(vec<3, T, Q> const& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(vec<3, T, Q>& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(vec<4, T, Q> const& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(vec<4, T, Q>& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<2, 2, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<3, 3, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<4, 4, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<2, 3, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<3, 2, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<2, 4, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<4, 2, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<3, 4, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T * value_ptr(mat<4, 3, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const * value_ptr(qua<T, Q> const& q)\n\t{\n\t\treturn &(q[0]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(qua<T, Q>& q)\n\t{\n\t\treturn &(q[0]);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<1, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(v.x, static_cast<T>(0));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<2, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(v.x, static_cast<T>(0), static_cast<T>(0));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(v.x, v.y, static_cast<T>(0));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<3, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v.x, static_cast<T>(0), static_cast<T>(0), static_cast<T>(1));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v.x, v.y, static_cast<T>(0), static_cast<T>(1));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v.x, v.y, v.z, static_cast<T>(1));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<4, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<2, T, defaultp> make_vec2(T const *const ptr)\n\t{\n\t\tvec<2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(vec<2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<3, T, defaultp> make_vec3(T const *const ptr)\n\t{\n\t\tvec<3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(vec<3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<4, T, defaultp> make_vec4(T const *const ptr)\n\t{\n\t\tvec<4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(vec<4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2x2(T const *const ptr)\n\t{\n\t\tmat<2, 2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<2, 2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, defaultp> make_mat2x3(T const *const ptr)\n\t{\n\t\tmat<2, 3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<2, 3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, defaultp> make_mat2x4(T const *const ptr)\n\t{\n\t\tmat<2, 4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<2, 4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, defaultp> make_mat3x2(T const *const ptr)\n\t{\n\t\tmat<3, 2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<3, 2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3x3(T const *const ptr)\n\t{\n\t\tmat<3, 3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<3, 3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, defaultp> make_mat3x4(T const *const ptr)\n\t{\n\t\tmat<3, 4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<3, 4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, defaultp> make_mat4x2(T const *const ptr)\n\t{\n\t\tmat<4, 2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<4, 2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, defaultp> make_mat4x3(T const *const ptr)\n\t{\n\t\tmat<4, 3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<4, 3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4x4(T const *const ptr)\n\t{\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<4, 4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2(T const *const ptr)\n\t{\n\t\treturn make_mat2x2(ptr);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3(T const *const ptr)\n\t{\n\t\treturn make_mat3x3(ptr);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4(T const *const ptr)\n\t{\n\t\treturn make_mat4x4(ptr);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER qua<T, defaultp> make_quat(T const *const ptr)\n\t{\n\t\tqua<T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(qua<T, defaultp>));\n\t\treturn Result;\n\t}\n\n\t/// @}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/ulp.hpp",
    "content": "/// @ref gtc_ulp\n/// @file glm/gtc/ulp.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_ulp GLM_GTC_ulp\n/// @ingroup gtc\n///\n/// Include <glm/gtc/ulp.hpp> to use the features of this extension.\n///\n/// Allow the measurement of the accuracy of a function against a reference\n/// implementation. This extension works on floating-point data and provide results\n/// in ULP.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_ulp extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType next_float(genType x);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prev_float(genType x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType next_float(genType x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prev_float(genType x, int ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @see gtc_ulp\n\tGLM_FUNC_DECL int float_distance(float x, float y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @see gtc_ulp\n\tGLM_FUNC_DECL int64 float_distance(double x, double y);\n\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> float_distance(vec<L, float, Q> const& x, vec<L, float, Q> const& y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int64, Q> float_distance(vec<L, double, Q> const& x, vec<L, double, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"ulp.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/ulp.inl",
    "content": "/// @ref gtc_ulp\n\n#include \"../ext/scalar_ulp.hpp\"\n\nnamespace glm\n{\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER float next_float(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<float>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn detail::nextafterf(x, FLT_MAX);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafterf(x, FLT_MAX);\n#\t\telse\n\t\treturn nextafterf(x, FLT_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER double next_float(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn detail::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafter(x, DBL_MAX);\n#\t\telse\n\t\treturn nextafter(x, DBL_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T next_float(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'next_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor (int i = 0; i < ULPs; ++i)\n\t\t\ttemp = next_float(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER float prev_float(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<float>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn detail::nextafterf(x, FLT_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafterf(x, FLT_MIN);\n#\t\telse\n\t\treturn nextafterf(x, FLT_MIN);\n#\t\tendif\n\t}\n\n\tGLM_FUNC_QUALIFIER double prev_float(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<double>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn _nextafter(x, DBL_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafter(x, DBL_MIN);\n#\t\telse\n\t\treturn nextafter(x, DBL_MIN);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T prev_float(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'prev_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor (int i = 0; i < ULPs; ++i)\n\t\t\ttemp = prev_float(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER int float_distance(float x, float y)\n\t{\n\t\tdetail::float_t<float> const a(x);\n\t\tdetail::float_t<float> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 float_distance(double x, double y)\n\t{\n\t\tdetail::float_t<double> const a(x);\n\t\tdetail::float_t<double> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = next_float(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = next_float(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = next_float(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prev_float(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prev_float(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prev_float(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> float_distance(vec<L, float, Q> const& x, vec<L, float, Q> const& y)\n\t{\n\t\tvec<L, int, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = float_distance(x[i], y[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int64, Q> float_distance(vec<L, double, Q> const& x, vec<L, double, Q> const& y)\n\t{\n\t\tvec<L, int64, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = float_distance(x[i], y[i]);\n\t\treturn Result;\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtc/vec1.hpp",
    "content": "/// @ref gtc_vec1\n/// @file glm/gtc/vec1.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_vec1 GLM_GTC_vec1\n/// @ingroup gtc\n///\n/// Include <glm/gtc/vec1.hpp> to use the features of this extension.\n///\n/// Add vec1, ivec1, uvec1 and bvec1 types.\n\n#pragma once\n\n// Dependency:\n#include \"../ext/vector_bool1.hpp\"\n#include \"../ext/vector_bool1_precision.hpp\"\n#include \"../ext/vector_float1.hpp\"\n#include \"../ext/vector_float1_precision.hpp\"\n#include \"../ext/vector_double1.hpp\"\n#include \"../ext/vector_double1_precision.hpp\"\n#include \"../ext/vector_int1.hpp\"\n#include \"../ext/vector_int1_sized.hpp\"\n#include \"../ext/vector_uint1.hpp\"\n#include \"../ext/vector_uint1_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_vec1 extension included\")\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/associated_min_max.hpp",
    "content": "/// @ref gtx_associated_min_max\n/// @file glm/gtx/associated_min_max.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_associated_min_max GLM_GTX_associated_min_max\n/// @ingroup gtx\n///\n/// Include <glm/gtx/associated_min_max.hpp> to use the features of this extension.\n///\n/// @brief Min and max functions that return associated values not the compared onces.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_associated_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_associated_min_max extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_associated_min_max\n\t/// @{\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL U associatedMin(T x, U a, T y, U b);\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<2, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b);\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tT x, const vec<L, U, Q>& a,\n\t\tT y, const vec<L, U, Q>& b);\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b);\n\n\t/// Minimum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMin(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c);\n\n\t/// Minimum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMin(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c,\n\t\tT w, U d);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\t\tvec<L, T, Q> const& w, vec<L, U, Q> const& d);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b,\n\t\tT z, vec<L, U, Q> const& c,\n\t\tT w, vec<L, U, Q> const& d);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b,\n\t\tvec<L, T, Q> const& z, U c,\n\t\tvec<L, T, Q> const& w, U d);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMax(T x, U a, T y, U b);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<2, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> associatedMax(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMax(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> associatedMax(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b,\n\t\tT z, vec<L, U, Q> const& c);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b,\n\t\tvec<L, T, Q> const& z, U c);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMax(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c,\n\t\tT w, U d);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\t\tvec<L, T, Q> const& w, vec<L, U, Q> const& d);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b,\n\t\tT z, vec<L, U, Q> const& c,\n\t\tT w, vec<L, U, Q> const& d);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b,\n\t\tvec<L, T, Q> const& z, U c,\n\t\tvec<L, T, Q> const& w, U d);\n\n\t/// @}\n} //namespace glm\n\n#include \"associated_min_max.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/associated_min_max.inl",
    "content": "/// @ref gtx_associated_min_max\n\nnamespace glm{\n\n// Min comparison between 2 variables\ntemplate<typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER U associatedMin(T x, U a, T y, U b)\n{\n\treturn x < y ? a : b;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<2, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] < y[i] ? a[i] : b[i];\n\treturn Result;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tT x, const vec<L, U, Q>& a,\n\tT y, const vec<L, U, Q>& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x < y ? a[i] : b[i];\n\treturn Result;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] < y[i] ? a : b;\n\treturn Result;\n}\n\n// Min comparison between 3 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMin\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c\n)\n{\n\tU Result = x < y ? (x < z ? a : c) : (y < z ? b : c);\n\treturn Result;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] < y[i] ? (x[i] < z[i] ? a[i] : c[i]) : (y[i] < z[i] ? b[i] : c[i]);\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMin\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c,\n\tT w, U d\n)\n{\n\tT Test1 = min(x, y);\n\tT Test2 = min(z, w);\n\tU Result1 = x < y ? a : b;\n\tU Result2 = z < w ? c : d;\n\tU Result = Test1 < Test2 ? Result1 : Result2;\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\tvec<L, T, Q> const& w, vec<L, U, Q> const& d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = min(x[i], y[i]);\n\t\tT Test2 = min(z[i], w[i]);\n\t\tU Result1 = x[i] < y[i] ? a[i] : b[i];\n\t\tU Result2 = z[i] < w[i] ? c[i] : d[i];\n\t\tResult[i] = Test1 < Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b,\n\tT z, vec<L, U, Q> const& c,\n\tT w, vec<L, U, Q> const& d\n)\n{\n\tT Test1 = min(x, y);\n\tT Test2 = min(z, w);\n\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tU Result1 = x < y ? a[i] : b[i];\n\t\tU Result2 = z < w ? c[i] : d[i];\n\t\tResult[i] = Test1 < Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b,\n\tvec<L, T, Q> const& z, U c,\n\tvec<L, T, Q> const& w, U d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = min(x[i], y[i]);\n\t\tT Test2 = min(z[i], w[i]);\n\t\tU Result1 = x[i] < y[i] ? a : b;\n\t\tU Result2 = z[i] < w[i] ? c : d;\n\t\tResult[i] = Test1 < Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Max comparison between 2 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMax(T x, U a, T y, U b)\n{\n\treturn x > y ? a : b;\n}\n\n// Max comparison between 2 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<2, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? a[i] : b[i];\n\treturn Result;\n}\n\n// Max comparison between 2 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, T, Q> associatedMax\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x > y ? a[i] : b[i];\n\treturn Result;\n}\n\n// Max comparison between 2 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b\n)\n{\n\tvec<L, T, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? a : b;\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMax\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c\n)\n{\n\tU Result = x > y ? (x > z ? a : c) : (y > z ? b : c);\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? (x[i] > z[i] ? a[i] : c[i]) : (y[i] > z[i] ? b[i] : c[i]);\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, T, Q> associatedMax\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b,\n\tT z, vec<L, U, Q> const& c\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x > y ? (x > z ? a[i] : c[i]) : (y > z ? b[i] : c[i]);\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b,\n\tvec<L, T, Q> const& z, U c\n)\n{\n\tvec<L, T, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? (x[i] > z[i] ? a : c) : (y[i] > z[i] ? b : c);\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMax\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c,\n\tT w, U d\n)\n{\n\tT Test1 = max(x, y);\n\tT Test2 = max(z, w);\n\tU Result1 = x > y ? a : b;\n\tU Result2 = z > w ? c : d;\n\tU Result = Test1 > Test2 ? Result1 : Result2;\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\tvec<L, T, Q> const& w, vec<L, U, Q> const& d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = max(x[i], y[i]);\n\t\tT Test2 = max(z[i], w[i]);\n\t\tU Result1 = x[i] > y[i] ? a[i] : b[i];\n\t\tU Result2 = z[i] > w[i] ? c[i] : d[i];\n\t\tResult[i] = Test1 > Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b,\n\tT z, vec<L, U, Q> const& c,\n\tT w, vec<L, U, Q> const& d\n)\n{\n\tT Test1 = max(x, y);\n\tT Test2 = max(z, w);\n\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tU Result1 = x > y ? a[i] : b[i];\n\t\tU Result2 = z > w ? c[i] : d[i];\n\t\tResult[i] = Test1 > Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b,\n\tvec<L, T, Q> const& z, U c,\n\tvec<L, T, Q> const& w, U d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = max(x[i], y[i]);\n\t\tT Test2 = max(z[i], w[i]);\n\t\tU Result1 = x[i] > y[i] ? a : b;\n\t\tU Result2 = z[i] > w[i] ? c : d;\n\t\tResult[i] = Test1 > Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/bit.hpp",
    "content": "/// @ref gtx_bit\n/// @file glm/gtx/bit.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_bit GLM_GTX_bit\n/// @ingroup gtx\n///\n/// Include <glm/gtx/bit.hpp> to use the features of this extension.\n///\n/// Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../gtc/bitfield.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_bit is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_bit extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_bit\n\t/// @{\n\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType highestBitValue(genIUType Value);\n\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType lowestBitValue(genIUType Value);\n\n\t/// Find the highest bit set to 1 in a integer variable and return its value.\n\t///\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> highestBitValue(vec<L, T, Q> const& value);\n\n\t/// Return the power of two number which value is just higher the input value.\n\t/// Deprecated, use ceilPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoAbove(genIUType Value);\n\n\t/// Return the power of two number which value is just higher the input value.\n\t/// Deprecated, use ceilPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoAbove(vec<L, T, Q> const& value);\n\n\t/// Return the power of two number which value is just lower the input value.\n\t/// Deprecated, use floorPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoBelow(genIUType Value);\n\n\t/// Return the power of two number which value is just lower the input value.\n\t/// Deprecated, use floorPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoBelow(vec<L, T, Q> const& value);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t/// Deprecated, use roundPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoNearest(genIUType Value);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t/// Deprecated, use roundPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoNearest(vec<L, T, Q> const& value);\n\n\t/// @}\n} //namespace glm\n\n\n#include \"bit.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/bit.inl",
    "content": "/// @ref gtx_bit\n\nnamespace glm\n{\n\t///////////////////\n\t// highestBitValue\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType highestBitValue(genIUType Value)\n\t{\n\t\tgenIUType tmp = Value;\n\t\tgenIUType result = genIUType(0);\n\t\twhile(tmp)\n\t\t{\n\t\t\tresult = (tmp & (~tmp + 1)); // grab lowest bit\n\t\t\ttmp &= ~result; // clear lowest bit\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> highestBitValue(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(highestBitValue, v);\n\t}\n\n\t///////////////////\n\t// lowestBitValue\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType lowestBitValue(genIUType Value)\n\t{\n\t\treturn (Value & (~Value + 1));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> lowestBitValue(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(lowestBitValue, v);\n\t}\n\n\t///////////////////\n\t// powerOfTwoAbove\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType powerOfTwoAbove(genType value)\n\t{\n\t\treturn isPowerOfTwo(value) ? value : highestBitValue(value) << 1;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoAbove(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(powerOfTwoAbove, v);\n\t}\n\n\t///////////////////\n\t// powerOfTwoBelow\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType powerOfTwoBelow(genType value)\n\t{\n\t\treturn isPowerOfTwo(value) ? value : highestBitValue(value);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoBelow(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(powerOfTwoBelow, v);\n\t}\n\n\t/////////////////////\n\t// powerOfTwoNearest\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType powerOfTwoNearest(genType value)\n\t{\n\t\tif(isPowerOfTwo(value))\n\t\t\treturn value;\n\n\t\tgenType const prev = highestBitValue(value);\n\t\tgenType const next = prev << 1;\n\t\treturn (next - value) < (value - prev) ? next : prev;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoNearest(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(powerOfTwoNearest, v);\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/closest_point.hpp",
    "content": "/// @ref gtx_closest_point\n/// @file glm/gtx/closest_point.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_closest_point GLM_GTX_closest_point\n/// @ingroup gtx\n///\n/// Include <glm/gtx/closest_point.hpp> to use the features of this extension.\n///\n/// Find the point on a straight line which is the closet of a point.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_closest_point\n\t/// @{\n\n\t/// Find the point on a straight line which is the closet of a point.\n\t/// @see gtx_closest_point\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> closestPointOnLine(\n\t\tvec<3, T, Q> const& point,\n\t\tvec<3, T, Q> const& a,\n\t\tvec<3, T, Q> const& b);\n\n\t/// 2d lines work as well\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> closestPointOnLine(\n\t\tvec<2, T, Q> const& point,\n\t\tvec<2, T, Q> const& a,\n\t\tvec<2, T, Q> const& b);\n\n\t/// @}\n}// namespace glm\n\n#include \"closest_point.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/closest_point.inl",
    "content": "/// @ref gtx_closest_point\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine\n\t(\n\t\tvec<3, T, Q> const& point,\n\t\tvec<3, T, Q> const& a,\n\t\tvec<3, T, Q> const& b\n\t)\n\t{\n\t\tT LineLength = distance(a, b);\n\t\tvec<3, T, Q> Vector = point - a;\n\t\tvec<3, T, Q> LineDirection = (b - a) / LineLength;\n\n\t\t// Project Vector to LineDirection to get the distance of point from a\n\t\tT Distance = dot(Vector, LineDirection);\n\n\t\tif(Distance <= T(0)) return a;\n\t\tif(Distance >= LineLength) return b;\n\t\treturn a + LineDirection * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine\n\t(\n\t\tvec<2, T, Q> const& point,\n\t\tvec<2, T, Q> const& a,\n\t\tvec<2, T, Q> const& b\n\t)\n\t{\n\t\tT LineLength = distance(a, b);\n\t\tvec<2, T, Q> Vector = point - a;\n\t\tvec<2, T, Q> LineDirection = (b - a) / LineLength;\n\n\t\t// Project Vector to LineDirection to get the distance of point from a\n\t\tT Distance = dot(Vector, LineDirection);\n\n\t\tif(Distance <= T(0)) return a;\n\t\tif(Distance >= LineLength) return b;\n\t\treturn a + LineDirection * Distance;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/color_encoding.hpp",
    "content": "/// @ref gtx_color_encoding\n/// @file glm/gtx/color_encoding.hpp\n///\n/// @see core (dependence)\n/// @see gtx_color_encoding (dependence)\n///\n/// @defgroup gtx_color_encoding GLM_GTX_color_encoding\n/// @ingroup gtx\n///\n/// Include <glm/gtx/color_encoding.hpp> to use the features of this extension.\n///\n/// @brief Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../vec3.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTC_color_encoding is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTC_color_encoding extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_color_encoding\n\t/// @{\n\n\t/// Convert a linear sRGB color to D65 YUV.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB);\n\n\t/// Convert a linear sRGB color to D50 YUV.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB);\n\n\t/// Convert a D65 YUV color to linear sRGB.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ);\n\n\t/// Convert a D65 YUV color to D50 YUV.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ);\n\n\t/// @}\n} //namespace glm\n\n#include \"color_encoding.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/color_encoding.inl",
    "content": "/// @ref gtx_color_encoding\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB)\n\t{\n\t\tvec<3, T, Q> const M(0.490f, 0.17697f, 0.2f);\n\t\tvec<3, T, Q> const N(0.31f,  0.8124f, 0.01063f);\n\t\tvec<3, T, Q> const O(0.490f, 0.01f, 0.99f);\n\n\t\treturn (M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB) * static_cast<T>(5.650675255693055f);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB)\n\t{\n\t\tvec<3, T, Q> const M(0.436030342570117f, 0.222438466210245f, 0.013897440074263f);\n\t\tvec<3, T, Q> const N(0.385101860087134f, 0.716942745571917f, 0.097076381494207f);\n\t\tvec<3, T, Q> const O(0.143067806654203f, 0.060618777416563f, 0.713926257896652f);\n\n\t\treturn M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ)\n\t{\n\t\tvec<3, T, Q> const M(0.41847f, -0.091169f, 0.0009209f);\n\t\tvec<3, T, Q> const N(-0.15866f, 0.25243f, 0.015708f);\n\t\tvec<3, T, Q> const O(0.0009209f, -0.0025498f, 0.1786f);\n\n\t\treturn M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ)\n\t{\n\t\tvec<3, T, Q> const M(+1.047844353856414f, +0.029549007606644f, -0.009250984365223f);\n\t\tvec<3, T, Q> const N(+0.022898981050086f, +0.990508028941971f, +0.015072338237051f);\n\t\tvec<3, T, Q> const O(-0.050206647741605f, -0.017074711360960f, +0.751717835079977f);\n\n\t\treturn M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/color_space.hpp",
    "content": "/// @ref gtx_color_space\n/// @file glm/gtx/color_space.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_color_space GLM_GTX_color_space\n/// @ingroup gtx\n///\n/// Include <glm/gtx/color_space.hpp> to use the features of this extension.\n///\n/// Related to RGB to HSV conversions and operations.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_color_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_color_space extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_color_space\n\t/// @{\n\n\t/// Converts a color from HSV color space to its color in RGB color space.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rgbColor(\n\t\tvec<3, T, Q> const& hsvValue);\n\n\t/// Converts a color from RGB color space to its color in HSV color space.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> hsvColor(\n\t\tvec<3, T, Q> const& rgbValue);\n\n\t/// Build a saturation matrix.\n\t/// @see gtx_color_space\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> saturation(\n\t\tT const s);\n\n\t/// Modify the saturation of a color.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> saturation(\n\t\tT const s,\n\t\tvec<3, T, Q> const& color);\n\n\t/// Modify the saturation of a color.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> saturation(\n\t\tT const s,\n\t\tvec<4, T, Q> const& color);\n\n\t/// Compute color luminosity associating ratios (0.33, 0.59, 0.11) to RGB canals.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T luminosity(\n\t\tvec<3, T, Q> const& color);\n\n\t/// @}\n}//namespace glm\n\n#include \"color_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/color_space.inl",
    "content": "/// @ref gtx_color_space\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor)\n\t{\n\t\tvec<3, T, Q> hsv = hsvColor;\n\t\tvec<3, T, Q> rgbColor;\n\n\t\tif(hsv.y == static_cast<T>(0))\n\t\t\t// achromatic (grey)\n\t\t\trgbColor = vec<3, T, Q>(hsv.z);\n\t\telse\n\t\t{\n\t\t\tT sector = floor(hsv.x * (T(1) / T(60)));\n\t\t\tT frac = (hsv.x * (T(1) / T(60))) - sector;\n\t\t\t// factorial part of h\n\t\t\tT o = hsv.z * (T(1) - hsv.y);\n\t\t\tT p = hsv.z * (T(1) - hsv.y * frac);\n\t\t\tT q = hsv.z * (T(1) - hsv.y * (T(1) - frac));\n\n\t\t\tswitch(int(sector))\n\t\t\t{\n\t\t\tdefault:\n\t\t\tcase 0:\n\t\t\t\trgbColor.r = hsv.z;\n\t\t\t\trgbColor.g = q;\n\t\t\t\trgbColor.b = o;\n\t\t\t\tbreak;\n\t\t\tcase 1:\n\t\t\t\trgbColor.r = p;\n\t\t\t\trgbColor.g = hsv.z;\n\t\t\t\trgbColor.b = o;\n\t\t\t\tbreak;\n\t\t\tcase 2:\n\t\t\t\trgbColor.r = o;\n\t\t\t\trgbColor.g = hsv.z;\n\t\t\t\trgbColor.b = q;\n\t\t\t\tbreak;\n\t\t\tcase 3:\n\t\t\t\trgbColor.r = o;\n\t\t\t\trgbColor.g = p;\n\t\t\t\trgbColor.b = hsv.z;\n\t\t\t\tbreak;\n\t\t\tcase 4:\n\t\t\t\trgbColor.r = q;\n\t\t\t\trgbColor.g = o;\n\t\t\t\trgbColor.b = hsv.z;\n\t\t\t\tbreak;\n\t\t\tcase 5:\n\t\t\t\trgbColor.r = hsv.z;\n\t\t\t\trgbColor.g = o;\n\t\t\t\trgbColor.b = p;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\treturn rgbColor;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor)\n\t{\n\t\tvec<3, T, Q> hsv = rgbColor;\n\t\tfloat Min   = min(min(rgbColor.r, rgbColor.g), rgbColor.b);\n\t\tfloat Max   = max(max(rgbColor.r, rgbColor.g), rgbColor.b);\n\t\tfloat Delta = Max - Min;\n\n\t\thsv.z = Max;\n\n\t\tif(Max != static_cast<T>(0))\n\t\t{\n\t\t\thsv.y = Delta / hsv.z;\n\t\t\tT h = static_cast<T>(0);\n\n\t\t\tif(rgbColor.r == Max)\n\t\t\t\t// between yellow & magenta\n\t\t\t\th = static_cast<T>(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta;\n\t\t\telse if(rgbColor.g == Max)\n\t\t\t\t// between cyan & yellow\n\t\t\t\th = static_cast<T>(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta;\n\t\t\telse\n\t\t\t\t// between magenta & cyan\n\t\t\t\th = static_cast<T>(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta;\n\n\t\t\tif(h < T(0))\n\t\t\t\thsv.x = h + T(360);\n\t\t\telse\n\t\t\t\thsv.x = h;\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// If r = g = b = 0 then s = 0, h is undefined\n\t\t\thsv.y = static_cast<T>(0);\n\t\t\thsv.x = static_cast<T>(0);\n\t\t}\n\n\t\treturn hsv;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s)\n\t{\n\t\tvec<3, T, defaultp> rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722));\n\n\t\tvec<3, T, defaultp> const col((T(1) - s) * rgbw);\n\n\t\tmat<4, 4, T, defaultp> result(T(1));\n\t\tresult[0][0] = col.x + s;\n\t\tresult[0][1] = col.x;\n\t\tresult[0][2] = col.x;\n\t\tresult[1][0] = col.y;\n\t\tresult[1][1] = col.y + s;\n\t\tresult[1][2] = col.y;\n\t\tresult[2][0] = col.z;\n\t\tresult[2][1] = col.z;\n\t\tresult[2][2] = col.z + s;\n\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color)\n\t{\n\t\treturn vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color)\n\t{\n\t\treturn saturation(s) * color;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color)\n\t{\n\t\tconst vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11);\n\t\treturn dot(color, tmp);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/color_space_YCoCg.hpp",
    "content": "/// @ref gtx_color_space_YCoCg\n/// @file glm/gtx/color_space_YCoCg.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_color_space_YCoCg GLM_GTX_color_space_YCoCg\n/// @ingroup gtx\n///\n/// Include <glm/gtx/color_space_YCoCg.hpp> to use the features of this extension.\n///\n/// RGB to YCoCg conversions and operations\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_color_space_YCoCg is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_color_space_YCoCg extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_color_space_YCoCg\n\t/// @{\n\n\t/// Convert a color from RGB color space to YCoCg color space.\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rgb2YCoCg(\n\t\tvec<3, T, Q> const& rgbColor);\n\n\t/// Convert a color from YCoCg color space to RGB color space.\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> YCoCg2rgb(\n\t\tvec<3, T, Q> const& YCoCgColor);\n\n\t/// Convert a color from RGB color space to YCoCgR color space.\n\t/// @see \"YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range\"\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rgb2YCoCgR(\n\t\tvec<3, T, Q> const& rgbColor);\n\n\t/// Convert a color from YCoCgR color space to RGB color space.\n\t/// @see \"YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range\"\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> YCoCgR2rgb(\n\t\tvec<3, T, Q> const& YCoCgColor);\n\n\t/// @}\n}//namespace glm\n\n#include \"color_space_YCoCg.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/color_space_YCoCg.inl",
    "content": "/// @ref gtx_color_space_YCoCg\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCg\n\t(\n\t\tvec<3, T, Q> const& rgbColor\n\t)\n\t{\n\t\tvec<3, T, Q> result;\n\t\tresult.x/*Y */ =   rgbColor.r / T(4) + rgbColor.g / T(2) + rgbColor.b / T(4);\n\t\tresult.y/*Co*/ =   rgbColor.r / T(2) + rgbColor.g * T(0) - rgbColor.b / T(2);\n\t\tresult.z/*Cg*/ = - rgbColor.r / T(4) + rgbColor.g / T(2) - rgbColor.b / T(4);\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> YCoCg2rgb\n\t(\n\t\tvec<3, T, Q> const& YCoCgColor\n\t)\n\t{\n\t\tvec<3, T, Q> result;\n\t\tresult.r = YCoCgColor.x + YCoCgColor.y - YCoCgColor.z;\n\t\tresult.g = YCoCgColor.x\t\t\t\t   + YCoCgColor.z;\n\t\tresult.b = YCoCgColor.x - YCoCgColor.y - YCoCgColor.z;\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q, bool isInteger>\n\tclass compute_YCoCgR {\n\tpublic:\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR\n\t\t(\n\t\t\tvec<3, T, Q> const& rgbColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tresult.x/*Y */ = rgbColor.g * static_cast<T>(0.5) + (rgbColor.r + rgbColor.b) * static_cast<T>(0.25);\n\t\t\tresult.y/*Co*/ = rgbColor.r - rgbColor.b;\n\t\t\tresult.z/*Cg*/ = rgbColor.g - (rgbColor.r + rgbColor.b) * static_cast<T>(0.5);\n\t\t\treturn result;\n\t\t}\n\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb\n\t\t(\n\t\t\tvec<3, T, Q> const& YCoCgRColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tT tmp = YCoCgRColor.x - (YCoCgRColor.z * static_cast<T>(0.5));\n\t\t\tresult.g = YCoCgRColor.z + tmp;\n\t\t\tresult.b = tmp - (YCoCgRColor.y * static_cast<T>(0.5));\n\t\t\tresult.r = result.b + YCoCgRColor.y;\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tclass compute_YCoCgR<T, Q, true> {\n\tpublic:\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR\n\t\t(\n\t\t\tvec<3, T, Q> const& rgbColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tresult.y/*Co*/ = rgbColor.r - rgbColor.b;\n\t\t\tT tmp = rgbColor.b + (result.y >> 1);\n\t\t\tresult.z/*Cg*/ = rgbColor.g - tmp;\n\t\t\tresult.x/*Y */ = tmp + (result.z >> 1);\n\t\t\treturn result;\n\t\t}\n\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb\n\t\t(\n\t\t\tvec<3, T, Q> const& YCoCgRColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tT tmp = YCoCgRColor.x - (YCoCgRColor.z >> 1);\n\t\t\tresult.g = YCoCgRColor.z + tmp;\n\t\t\tresult.b = tmp - (YCoCgRColor.y >> 1);\n\t\t\tresult.r = result.b + YCoCgRColor.y;\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR\n\t(\n\t\tvec<3, T, Q> const& rgbColor\n\t)\n\t{\n\t\treturn compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::rgb2YCoCgR(rgbColor);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb\n\t(\n\t\tvec<3, T, Q> const& YCoCgRColor\n\t)\n\t{\n\t\treturn compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::YCoCgR2rgb(YCoCgRColor);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/common.hpp",
    "content": "/// @ref gtx_common\n/// @file glm/gtx/common.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_common GLM_GTX_common\n/// @ingroup gtx\n///\n/// Include <glm/gtx/common.hpp> to use the features of this extension.\n///\n/// @brief Provide functions to increase the compatibility with Cg and HLSL languages\n\n#pragma once\n\n// Dependencies:\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../gtc/vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_common is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_common extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_common\n\t/// @{\n\n\t/// Returns true if x is a denormalized number\n\t/// Numbers whose absolute value is too small to be represented in the normal format are represented in an alternate, denormalized format.\n\t/// This format is less precise but can represent values closer to zero.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml\">GLSL isnan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::bool_type isdenormal(genType const& x);\n\n\t/// Similar to 'mod' but with a different rounding and integer support.\n\t/// Returns 'x - y * trunc(x/y)' instead of 'x - y * floor(x/y)'\n\t///\n\t/// @see <a href=\"http://stackoverflow.com/questions/7610631/glsl-mod-vs-hlsl-fmod\">GLSL mod vs HLSL fmod</a>\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml\">GLSL mod man page</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmod(vec<L, T, Q> const& v);\n\n\t/// Returns whether vector components values are within an interval. A open interval excludes its endpoints, and is denoted with square brackets.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_relational\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> openBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\n\t/// Returns whether vector components values are within an interval. A closed interval includes its endpoints, and is denoted with square brackets.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_relational\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> closeBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\n\t/// @}\n}//namespace glm\n\n#include \"common.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/common.inl",
    "content": "/// @ref gtx_common\n\n#include <cmath>\n#include \"../gtc/epsilon.hpp\"\n#include \"../gtc/constants.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool isFloat = true>\n\tstruct compute_fmod\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t\t{\n\t\t\treturn detail::functor2<vec, L, T, Q>::call(std::fmod, a, b);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_fmod<L, T, Q, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t\t{\n\t\t\treturn a % b;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool isdenormal(T const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::fpclassify(x) == FP_SUBNORMAL;\n#\t\telse\n\t\t\treturn epsilonNotEqual(x, static_cast<T>(0), epsilon<T>()) && std::fabs(x) < std::numeric_limits<T>::min();\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<1, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<1, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<1, T, Q>::bool_type(\n\t\t\tisdenormal(x.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<2, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<2, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<2, T, Q>::bool_type(\n\t\t\tisdenormal(x.x),\n\t\t\tisdenormal(x.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<3, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<3, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<3, T, Q>::bool_type(\n\t\t\tisdenormal(x.x),\n\t\t\tisdenormal(x.y),\n\t\t\tisdenormal(x.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<4, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<4, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<4, T, Q>::bool_type(\n\t\t\tisdenormal(x.x),\n\t\t\tisdenormal(x.y),\n\t\t\tisdenormal(x.z),\n\t\t\tisdenormal(x.w));\n\t}\n\n\t// fmod\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fmod(genType x, genType y)\n\t{\n\t\treturn fmod(vec<1, genType>(x), y).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmod(vec<L, T, Q> const& x, T y)\n\t{\n\t\treturn detail::compute_fmod<L, T, Q, std::numeric_limits<T>::is_iec559>::call(x, vec<L, T, Q>(y));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmod(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn detail::compute_fmod<L, T, Q, std::numeric_limits<T>::is_iec559>::call(x, y);\n\t}\n\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> openBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)\n\t{\n\t\treturn greaterThan(Value, Min) && lessThan(Value, Max);\n\t}\n\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> closeBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)\n\t{\n\t\treturn greaterThanEqual(Value, Min) && lessThanEqual(Value, Max);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/compatibility.hpp",
    "content": "/// @ref gtx_compatibility\n/// @file glm/gtx/compatibility.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_compatibility GLM_GTX_compatibility\n/// @ingroup gtx\n///\n/// Include <glm/gtx/compatibility.hpp> to use the features of this extension.\n///\n/// Provide functions to increase the compatibility with Cg and HLSL languages\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_compatibility is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_compatibility extension included\")\n#\tendif\n#endif\n\n#if GLM_COMPILER & GLM_COMPILER_VC\n#\tinclude <cfloat>\n#elif GLM_COMPILER & GLM_COMPILER_GCC\n#\tinclude <cmath>\n#\tif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n#\t\tundef isfinite\n#\tendif\n#endif//GLM_COMPILER\n\nnamespace glm\n{\n\t/// @addtogroup gtx_compatibility\n\t/// @{\n\n\ttemplate<typename T> GLM_FUNC_QUALIFIER T lerp(T x, T y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, const vec<2, T, Q>& a){return mix(x, y, a);}\t//!< \\brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, const vec<3, T, Q>& a){return mix(x, y, a);}\t//!< \\brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, const vec<4, T, Q>& a){return mix(x, y, a);}\t//!< \\brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER T saturate(T x){return clamp(x, T(0), T(1));}\t\t\t\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> saturate(const vec<2, T, Q>& x){return clamp(x, T(0), T(1));}\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> saturate(const vec<3, T, Q>& x){return clamp(x, T(0), T(1));}\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> saturate(const vec<4, T, Q>& x){return clamp(x, T(0), T(1));}\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER T atan2(T x, T y){return atan(x, y);}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> atan2(const vec<2, T, Q>& x, const vec<2, T, Q>& y){return atan(x, y);}\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> atan2(const vec<3, T, Q>& x, const vec<3, T, Q>& y){return atan(x, y);}\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> atan2(const vec<4, T, Q>& x, const vec<4, T, Q>& y){return atan(x, y);}\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\n\ttemplate<typename genType> GLM_FUNC_DECL bool isfinite(genType const& x);\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<1, bool, Q> isfinite(const vec<1, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<2, bool, Q> isfinite(const vec<2, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<3, bool, Q> isfinite(const vec<3, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<4, bool, Q> isfinite(const vec<4, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\n\ttypedef bool\t\t\t\t\t\tbool1;\t\t\t//!< \\brief boolean type with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, bool, highp>\t\t\tbool2;\t\t\t//!< \\brief boolean type with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, bool, highp>\t\t\tbool3;\t\t\t//!< \\brief boolean type with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, bool, highp>\t\t\tbool4;\t\t\t//!< \\brief boolean type with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef bool\t\t\t\t\t\tbool1x1;\t\t//!< \\brief boolean matrix with 1 x 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, bool, highp>\t\tbool2x2;\t\t//!< \\brief boolean matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, bool, highp>\t\tbool2x3;\t\t//!< \\brief boolean matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, bool, highp>\t\tbool2x4;\t\t//!< \\brief boolean matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, bool, highp>\t\tbool3x2;\t\t//!< \\brief boolean matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, bool, highp>\t\tbool3x3;\t\t//!< \\brief boolean matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, bool, highp>\t\tbool3x4;\t\t//!< \\brief boolean matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, bool, highp>\t\tbool4x2;\t\t//!< \\brief boolean matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, bool, highp>\t\tbool4x3;\t\t//!< \\brief boolean matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, bool, highp>\t\tbool4x4;\t\t//!< \\brief boolean matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef int\t\t\t\t\t\t\tint1;\t\t\t//!< \\brief integer vector with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, int, highp>\t\t\tint2;\t\t\t//!< \\brief integer vector with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, int, highp>\t\t\tint3;\t\t\t//!< \\brief integer vector with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, int, highp>\t\t\tint4;\t\t\t//!< \\brief integer vector with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef int\t\t\t\t\t\t\tint1x1;\t\t\t//!< \\brief integer matrix with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, int, highp>\t\tint2x2;\t\t\t//!< \\brief integer matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, int, highp>\t\tint2x3;\t\t\t//!< \\brief integer matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, int, highp>\t\tint2x4;\t\t\t//!< \\brief integer matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, int, highp>\t\tint3x2;\t\t\t//!< \\brief integer matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, int, highp>\t\tint3x3;\t\t\t//!< \\brief integer matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, int, highp>\t\tint3x4;\t\t\t//!< \\brief integer matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, int, highp>\t\tint4x2;\t\t\t//!< \\brief integer matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, int, highp>\t\tint4x3;\t\t\t//!< \\brief integer matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, int, highp>\t\tint4x4;\t\t\t//!< \\brief integer matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef float\t\t\t\t\t\tfloat1;\t\t\t//!< \\brief single-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, float, highp>\t\tfloat2;\t\t\t//!< \\brief single-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, float, highp>\t\tfloat3;\t\t\t//!< \\brief single-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, float, highp>\t\tfloat4;\t\t\t//!< \\brief single-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef float\t\t\t\t\t\tfloat1x1;\t\t//!< \\brief single-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, float, highp>\t\tfloat2x2;\t\t//!< \\brief single-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, float, highp>\t\tfloat2x3;\t\t//!< \\brief single-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, float, highp>\t\tfloat2x4;\t\t//!< \\brief single-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, float, highp>\t\tfloat3x2;\t\t//!< \\brief single-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, float, highp>\t\tfloat3x3;\t\t//!< \\brief single-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, float, highp>\t\tfloat3x4;\t\t//!< \\brief single-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, float, highp>\t\tfloat4x2;\t\t//!< \\brief single-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, float, highp>\t\tfloat4x3;\t\t//!< \\brief single-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, float, highp>\t\tfloat4x4;\t\t//!< \\brief single-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef double\t\t\t\t\t\tdouble1;\t\t//!< \\brief double-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, double, highp>\t\tdouble2;\t\t//!< \\brief double-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, double, highp>\t\tdouble3;\t\t//!< \\brief double-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, double, highp>\t\tdouble4;\t\t//!< \\brief double-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef double\t\t\t\t\t\tdouble1x1;\t\t//!< \\brief double-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, double, highp>\t\tdouble2x2;\t\t//!< \\brief double-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, double, highp>\t\tdouble2x3;\t\t//!< \\brief double-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, double, highp>\t\tdouble2x4;\t\t//!< \\brief double-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, double, highp>\t\tdouble3x2;\t\t//!< \\brief double-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, double, highp>\t\tdouble3x3;\t\t//!< \\brief double-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, double, highp>\t\tdouble3x4;\t\t//!< \\brief double-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, double, highp>\t\tdouble4x2;\t\t//!< \\brief double-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, double, highp>\t\tdouble4x3;\t\t//!< \\brief double-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, double, highp>\t\tdouble4x4;\t\t//!< \\brief double-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\t/// @}\n}//namespace glm\n\n#include \"compatibility.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/compatibility.inl",
    "content": "#include <limits>\n\nnamespace glm\n{\n\t// isfinite\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool isfinite(\n\t\tgenType const& x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::isfinite(x) != 0;\n#\t\telif GLM_COMPILER & GLM_COMPILER_VC\n\t\t\treturn _finite(x) != 0;\n#\t\telif GLM_COMPILER & GLM_COMPILER_GCC && GLM_PLATFORM & GLM_PLATFORM_ANDROID\n\t\t\treturn _isfinite(x) != 0;\n#\t\telse\n\t\t\tif (std::numeric_limits<genType>::is_integer || std::denorm_absent == std::numeric_limits<genType>::has_denorm)\n\t\t\t\treturn std::numeric_limits<genType>::min() <= x && std::numeric_limits<genType>::max() >= x;\n\t\t\telse\n\t\t\t\treturn -std::numeric_limits<genType>::max() <= x && std::numeric_limits<genType>::max() >= x;\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<1, bool, Q> isfinite(\n\t\tvec<1, T, Q> const& x)\n\t{\n\t\treturn vec<1, bool, Q>(\n\t\t\tisfinite(x.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, bool, Q> isfinite(\n\t\tvec<2, T, Q> const& x)\n\t{\n\t\treturn vec<2, bool, Q>(\n\t\t\tisfinite(x.x),\n\t\t\tisfinite(x.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, bool, Q> isfinite(\n\t\tvec<3, T, Q> const& x)\n\t{\n\t\treturn vec<3, bool, Q>(\n\t\t\tisfinite(x.x),\n\t\t\tisfinite(x.y),\n\t\t\tisfinite(x.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isfinite(\n\t\tvec<4, T, Q> const& x)\n\t{\n\t\treturn vec<4, bool, Q>(\n\t\t\tisfinite(x.x),\n\t\t\tisfinite(x.y),\n\t\t\tisfinite(x.z),\n\t\t\tisfinite(x.w));\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/component_wise.hpp",
    "content": "/// @ref gtx_component_wise\n/// @file glm/gtx/component_wise.hpp\n/// @date 2007-05-21 / 2011-06-07\n/// @author Christophe Riccio\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_component_wise GLM_GTX_component_wise\n/// @ingroup gtx\n///\n/// Include <glm/gtx/component_wise.hpp> to use the features of this extension.\n///\n/// Operations between components of a type\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_component_wise is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_component_wise extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_component_wise\n\t/// @{\n\n\t/// Convert an integer vector to a normalized float vector.\n\t/// If the parameter value type is already a floating qualifier type, the value is passed through.\n\t/// @see gtx_component_wise\n\ttemplate<typename floatType, length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, floatType, Q> compNormalize(vec<L, T, Q> const& v);\n\n\t/// Convert a normalized float vector to an integer vector.\n\t/// If the parameter value type is already a floating qualifier type, the value is passed through.\n\t/// @see gtx_component_wise\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> compScale(vec<L, floatType, Q> const& v);\n\n\t/// Add all vector components together.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compAdd(genType const& v);\n\n\t/// Multiply all vector components together.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compMul(genType const& v);\n\n\t/// Find the minimum value between single vector components.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compMin(genType const& v);\n\n\t/// Find the maximum value between single vector components.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compMax(genType const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"component_wise.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/component_wise.inl",
    "content": "/// @ref gtx_component_wise\n\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q, bool isInteger, bool signedType>\n\tstruct compute_compNormalize\n\t{};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compNormalize<L, T, floatType, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tfloatType const Min = static_cast<floatType>(std::numeric_limits<T>::min());\n\t\t\tfloatType const Max = static_cast<floatType>(std::numeric_limits<T>::max());\n\t\t\treturn (vec<L, floatType, Q>(v) - Min) / (Max - Min) * static_cast<floatType>(2) - static_cast<floatType>(1);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compNormalize<L, T, floatType, Q, true, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<L, floatType, Q>(v) / static_cast<floatType>(std::numeric_limits<T>::max());\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compNormalize<L, T, floatType, Q, false, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q, bool isInteger, bool signedType>\n\tstruct compute_compScale\n\t{};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compScale<L, T, floatType, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)\n\t\t{\n\t\t\tfloatType const Max = static_cast<floatType>(std::numeric_limits<T>::max()) + static_cast<floatType>(0.5);\n\t\t\tvec<L, floatType, Q> const Scaled(v * Max);\n\t\t\tvec<L, T, Q> const Result(Scaled - static_cast<floatType>(0.5));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compScale<L, T, floatType, Q, true, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)\n\t\t{\n\t\t\treturn vec<L, T, Q>(vec<L, floatType, Q>(v) * static_cast<floatType>(std::numeric_limits<T>::max()));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compScale<L, T, floatType, Q, false, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename floatType, length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, floatType, Q> compNormalize(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"'compNormalize' accepts only floating-point types for 'floatType' template parameter\");\n\n\t\treturn detail::compute_compNormalize<L, T, floatType, Q, std::numeric_limits<T>::is_integer, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\ttemplate<typename T, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> compScale(vec<L, floatType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"'compScale' accepts only floating-point types for 'floatType' template parameter\");\n\n\t\treturn detail::compute_compScale<L, T, floatType, Q, std::numeric_limits<T>::is_integer, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compAdd(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(0);\n\t\tfor(length_t i = 0, n = v.length(); i < n; ++i)\n\t\t\tResult += v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compMul(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(1);\n\t\tfor(length_t i = 0, n = v.length(); i < n; ++i)\n\t\t\tResult *= v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compMin(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(v[0]);\n\t\tfor(length_t i = 1, n = v.length(); i < n; ++i)\n\t\t\tResult = min(Result, v[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compMax(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(v[0]);\n\t\tfor(length_t i = 1, n = v.length(); i < n; ++i)\n\t\t\tResult = max(Result, v[i]);\n\t\treturn Result;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/dual_quaternion.hpp",
    "content": "/// @ref gtx_dual_quaternion\n/// @file glm/gtx/dual_quaternion.hpp\n/// @author Maksim Vorobiev (msomeone@gmail.com)\n///\n/// @see core (dependence)\n/// @see gtc_constants (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_dual_quaternion GLM_GTX_dual_quaternion\n/// @ingroup gtx\n///\n/// Include <glm/gtx/dual_quaternion.hpp> to use the features of this extension.\n///\n/// Defines a templated dual-quaternion type and several dual-quaternion operations.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_dual_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_dual_quaternion extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_dual_quaternion\n\t/// @{\n\n\ttemplate<typename T, qualifier Q = defaultp>\n\tstruct tdualquat\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef qua<T, Q> part_type;\n\n\t\t// -- Data --\n\n\t\tqua<T, Q> real, dual;\n\n\t\t// -- Component accesses --\n\n\t\ttypedef length_t length_type;\n\t\t/// Return the count of components of a dual quaternion\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;}\n\n\t\tGLM_FUNC_DECL part_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL part_type const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat<T, Q> const& d) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat<T, P> const& d);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua<T, Q> const& real);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua<T, Q> const& orientation, vec<3, T, Q> const& translation);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua<T, Q> const& real, qua<T, Q> const& dual);\n\n\t\t// -- Conversion constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT tdualquat(tdualquat<U, P> const& q);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<2, 4, T, Q> const& holder_mat);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<3, 4, T, Q> const& aug_mat);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator=(tdualquat<T, Q> const& m) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator=(tdualquat<U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator/=(U s);\n\t};\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator+(tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator-(tdualquat<T, Q> const& q);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator+(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> operator*(tdualquat<T, Q> const& q, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> operator*(vec<3, T, Q> const& v, tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> operator*(tdualquat<T, Q> const& q, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> operator*(vec<4, T, Q> const& v, tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator*(T const& s, tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator/(tdualquat<T, Q> const& q, T const& s);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2);\n\n\t/// Creates an identity dual quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> dual_quat_identity();\n\n\t/// Returns the normalized quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> normalize(tdualquat<T, Q> const& q);\n\n\t/// Returns the linear interpolation of two dual quaternion.\n\t///\n\t/// @see gtc_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> lerp(tdualquat<T, Q> const& x, tdualquat<T, Q> const& y, T const& a);\n\n\t/// Returns the q inverse.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> inverse(tdualquat<T, Q> const& q);\n\n\t/// Converts a quaternion to a 2 * 4 matrix.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> mat2x4_cast(tdualquat<T, Q> const& x);\n\n\t/// Converts a quaternion to a 3 * 4 matrix.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> mat3x4_cast(tdualquat<T, Q> const& x);\n\n\t/// Converts a 2 * 4 matrix (matrix which holds real and dual parts) to a quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> dualquat_cast(mat<2, 4, T, Q> const& x);\n\n\t/// Converts a 3 * 4 matrix (augmented matrix rotation + translation) to a quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> dualquat_cast(mat<3, 4, T, Q> const& x);\n\n\n\t/// Dual-quaternion of low single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, lowp>\t\tlowp_dualquat;\n\n\t/// Dual-quaternion of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, mediump>\tmediump_dualquat;\n\n\t/// Dual-quaternion of high single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, highp>\t\thighp_dualquat;\n\n\n\t/// Dual-quaternion of low single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, lowp>\t\tlowp_fdualquat;\n\n\t/// Dual-quaternion of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, mediump>\tmediump_fdualquat;\n\n\t/// Dual-quaternion of high single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, highp>\t\thighp_fdualquat;\n\n\n\t/// Dual-quaternion of low double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<double, lowp>\t\tlowp_ddualquat;\n\n\t/// Dual-quaternion of medium double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<double, mediump>\tmediump_ddualquat;\n\n\t/// Dual-quaternion of high double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<double, highp>\thighp_ddualquat;\n\n\n#if(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))\n\t/// Dual-quaternion of floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef highp_fdualquat\t\t\tdualquat;\n\n\t/// Dual-quaternion of single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef highp_fdualquat\t\t\tfdualquat;\n#elif(defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef highp_fdualquat\t\t\tdualquat;\n\ttypedef highp_fdualquat\t\t\tfdualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef mediump_fdualquat\t\tdualquat;\n\ttypedef mediump_fdualquat\t\tfdualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef lowp_fdualquat\t\t\tdualquat;\n\ttypedef lowp_fdualquat\t\t\tfdualquat;\n#else\n#\terror \"GLM error: multiple default precision requested for single-precision floating-point types\"\n#endif\n\n\n#if(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))\n\t/// Dual-quaternion of default double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef highp_ddualquat\t\t\tddualquat;\n#elif(defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef highp_ddualquat\t\t\tddualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef mediump_ddualquat\t\tddualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef lowp_ddualquat\t\t\tddualquat;\n#else\n#\terror \"GLM error: Multiple default precision requested for double-precision floating-point types\"\n#endif\n\n\t/// @}\n} //namespace glm\n\n#include \"dual_quaternion.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/dual_quaternion.inl",
    "content": "/// @ref gtx_dual_quaternion\n\n#include \"../geometric.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename tdualquat<T, Q>::part_type & tdualquat<T, Q>::operator[](typename tdualquat<T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\treturn (&real)[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename tdualquat<T, Q>::part_type const& tdualquat<T, Q>::operator[](typename tdualquat<T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\treturn (&real)[i];\n\t}\n\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat()\n#\t\t\tif GLM_CONFIG_DEFAULTED_FUNCTIONS != GLM_DISABLE\n\t\t\t: real(qua<T, Q>())\n\t\t\t, dual(qua<T, Q>(0, 0, 0, 0))\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<T, Q> const& d)\n\t\t\t: real(d.real)\n\t\t\t, dual(d.dual)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<T, P> const& d)\n\t\t: real(d.real)\n\t\t, dual(d.dual)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& r)\n\t\t: real(r), dual(qua<T, Q>(0, 0, 0, 0))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& q, vec<3, T, Q> const& p)\n\t\t: real(q), dual(\n\t\t\tT(-0.5) * ( p.x*q.x + p.y*q.y + p.z*q.z),\n\t\t\tT(+0.5) * ( p.x*q.w + p.y*q.z - p.z*q.y),\n\t\t\tT(+0.5) * (-p.x*q.z + p.y*q.w + p.z*q.x),\n\t\t\tT(+0.5) * ( p.x*q.y - p.y*q.x + p.z*q.w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& r, qua<T, Q> const& d)\n\t\t: real(r), dual(d)\n\t{}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<U, P> const& q)\n\t\t: real(q.real)\n\t\t, dual(q.dual)\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(mat<2, 4, T, Q> const& m)\n\t{\n\t\t*this = dualquat_cast(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(mat<3, 4, T, Q> const& m)\n\t{\n\t\t*this = dualquat_cast(m);\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator=(tdualquat<T, Q> const& q)\n\t\t{\n\t\t\tthis->real = q.real;\n\t\t\tthis->dual = q.dual;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator=(tdualquat<U, Q> const& q)\n\t{\n\t\tthis->real = q.real;\n\t\tthis->dual = q.dual;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator*=(U s)\n\t{\n\t\tthis->real *= static_cast<T>(s);\n\t\tthis->dual *= static_cast<T>(s);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator/=(U s)\n\t{\n\t\tthis->real /= static_cast<T>(s);\n\t\tthis->dual /= static_cast<T>(s);\n\t\treturn *this;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator+(tdualquat<T, Q> const& q)\n\t{\n\t\treturn q;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator-(tdualquat<T, Q> const& q)\n\t{\n\t\treturn tdualquat<T, Q>(-q.real, -q.dual);\n\t}\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator+(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p)\n\t{\n\t\treturn tdualquat<T, Q>(q.real + p.real,q.dual + p.dual);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(tdualquat<T, Q> const& p, tdualquat<T, Q> const& o)\n\t{\n\t\treturn tdualquat<T, Q>(p.real * o.real,p.real * o.dual + p.dual * o.real);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> operator*(tdualquat<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\tvec<3, T, Q> const real_v3(q.real.x,q.real.y,q.real.z);\n\t\tvec<3, T, Q> const dual_v3(q.dual.x,q.dual.y,q.dual.z);\n\t\treturn (cross(real_v3, cross(real_v3,v) + v * q.real.w + dual_v3) + dual_v3 * q.real.w - real_v3 * q.dual.w) * T(2) + v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> operator*(vec<3, T, Q> const& v,\ttdualquat<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> operator*(tdualquat<T, Q> const& q, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(q * vec<3, T, Q>(v), v.w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> operator*(vec<4, T, Q> const& v,\ttdualquat<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, T const& s)\n\t{\n\t\treturn tdualquat<T, Q>(q.real * s, q.dual * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(T const& s, tdualquat<T, Q> const& q)\n\t{\n\t\treturn q * s;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator/(tdualquat<T, Q> const& q,\tT const& s)\n\t{\n\t\treturn tdualquat<T, Q>(q.real / s, q.dual / s);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2)\n\t{\n\t\treturn (q1.real == q2.real) && (q1.dual == q2.dual);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2)\n\t{\n\t\treturn (q1.real != q2.real) || (q1.dual != q2.dual);\n\t}\n\n\t// -- Operations --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> dual_quat_identity()\n\t{\n\t\treturn tdualquat<T, Q>(\n\t\t\tqua<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0)),\n\t\t\tqua<T, Q>(static_cast<T>(0), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> normalize(tdualquat<T, Q> const& q)\n\t{\n\t\treturn q / length(q.real);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> lerp(tdualquat<T, Q> const& x, tdualquat<T, Q> const& y, T const& a)\n\t{\n\t\t// Dual Quaternion Linear blend aka DLB:\n\t\t// Lerp is only defined in [0, 1]\n\t\tassert(a >= static_cast<T>(0));\n\t\tassert(a <= static_cast<T>(1));\n\t\tT const k = dot(x.real,y.real) < static_cast<T>(0) ? -a : a;\n\t\tT const one(1);\n\t\treturn tdualquat<T, Q>(x * (one - a) + y * k);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> inverse(tdualquat<T, Q> const& q)\n\t{\n\t\tconst glm::qua<T, Q> real = conjugate(q.real);\n\t\tconst glm::qua<T, Q> dual = conjugate(q.dual);\n\t\treturn tdualquat<T, Q>(real, dual + (real * (-2.0f * dot(real,dual))));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat2x4_cast(tdualquat<T, Q> const& x)\n\t{\n\t\treturn mat<2, 4, T, Q>( x[0].x, x[0].y, x[0].z, x[0].w, x[1].x, x[1].y, x[1].z, x[1].w );\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat3x4_cast(tdualquat<T, Q> const& x)\n\t{\n\t\tqua<T, Q> r = x.real / length2(x.real);\n\n\t\tqua<T, Q> const rr(r.w * x.real.w, r.x * x.real.x, r.y * x.real.y, r.z * x.real.z);\n\t\tr *= static_cast<T>(2);\n\n\t\tT const xy = r.x * x.real.y;\n\t\tT const xz = r.x * x.real.z;\n\t\tT const yz = r.y * x.real.z;\n\t\tT const wx = r.w * x.real.x;\n\t\tT const wy = r.w * x.real.y;\n\t\tT const wz = r.w * x.real.z;\n\n\t\tvec<4, T, Q> const a(\n\t\t\trr.w + rr.x - rr.y - rr.z,\n\t\t\txy - wz,\n\t\t\txz + wy,\n\t\t\t-(x.dual.w * r.x - x.dual.x * r.w + x.dual.y * r.z - x.dual.z * r.y));\n\n\t\tvec<4, T, Q> const b(\n\t\t\txy + wz,\n\t\t\trr.w + rr.y - rr.x - rr.z,\n\t\t\tyz - wx,\n\t\t\t-(x.dual.w * r.y - x.dual.x * r.z - x.dual.y * r.w + x.dual.z * r.x));\n\n\t\tvec<4, T, Q> const c(\n\t\t\txz - wy,\n\t\t\tyz + wx,\n\t\t\trr.w + rr.z - rr.x - rr.y,\n\t\t\t-(x.dual.w * r.z + x.dual.x * r.y - x.dual.y * r.x - x.dual.z * r.w));\n\n\t\treturn mat<3, 4, T, Q>(a, b, c);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> dualquat_cast(mat<2, 4, T, Q> const& x)\n\t{\n\t\treturn tdualquat<T, Q>(\n\t\t\tqua<T, Q>( x[0].w, x[0].x, x[0].y, x[0].z ),\n\t\t\tqua<T, Q>( x[1].w, x[1].x, x[1].y, x[1].z ));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> dualquat_cast(mat<3, 4, T, Q> const& x)\n\t{\n\t\tqua<T, Q> real;\n\n\t\tT const trace = x[0].x + x[1].y + x[2].z;\n\t\tif(trace > static_cast<T>(0))\n\t\t{\n\t\t\tT const r = sqrt(T(1) + trace);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.w = static_cast<T>(0.5) * r;\n\t\t\treal.x = (x[2].y - x[1].z) * invr;\n\t\t\treal.y = (x[0].z - x[2].x) * invr;\n\t\t\treal.z = (x[1].x - x[0].y) * invr;\n\t\t}\n\t\telse if(x[0].x > x[1].y && x[0].x > x[2].z)\n\t\t{\n\t\t\tT const r = sqrt(T(1) + x[0].x - x[1].y - x[2].z);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.x = static_cast<T>(0.5)*r;\n\t\t\treal.y = (x[1].x + x[0].y) * invr;\n\t\t\treal.z = (x[0].z + x[2].x) * invr;\n\t\t\treal.w = (x[2].y - x[1].z) * invr;\n\t\t}\n\t\telse if(x[1].y > x[2].z)\n\t\t{\n\t\t\tT const r = sqrt(T(1) + x[1].y - x[0].x - x[2].z);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.x = (x[1].x + x[0].y) * invr;\n\t\t\treal.y = static_cast<T>(0.5) * r;\n\t\t\treal.z = (x[2].y + x[1].z) * invr;\n\t\t\treal.w = (x[0].z - x[2].x) * invr;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tT const r = sqrt(T(1) + x[2].z - x[0].x - x[1].y);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.x = (x[0].z + x[2].x) * invr;\n\t\t\treal.y = (x[2].y + x[1].z) * invr;\n\t\t\treal.z = static_cast<T>(0.5) * r;\n\t\t\treal.w = (x[1].x - x[0].y) * invr;\n\t\t}\n\n\t\tqua<T, Q> dual;\n\t\tdual.x =  static_cast<T>(0.5) * ( x[0].w * real.w + x[1].w * real.z - x[2].w * real.y);\n\t\tdual.y =  static_cast<T>(0.5) * (-x[0].w * real.z + x[1].w * real.w + x[2].w * real.x);\n\t\tdual.z =  static_cast<T>(0.5) * ( x[0].w * real.y - x[1].w * real.x + x[2].w * real.w);\n\t\tdual.w = -static_cast<T>(0.5) * ( x[0].w * real.x + x[1].w * real.y + x[2].w * real.z);\n\t\treturn tdualquat<T, Q>(real, dual);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/easing.hpp",
    "content": "/// @ref gtx_easing\n/// @file glm/gtx/easing.hpp\n/// @author Robert Chisholm\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_easing GLM_GTX_easing\n/// @ingroup gtx\n///\n/// Include <glm/gtx/easing.hpp> to use the features of this extension.\n///\n/// Easing functions for animations and transitons\n/// All functions take a parameter x in the range [0.0,1.0]\n///\n/// Based on the AHEasing project of Warren Moore (https://github.com/warrenm/AHEasing)\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_easing is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_easing extension included\")\n#\tendif\n#endif\n\nnamespace glm{\n\t/// @addtogroup gtx_easing\n\t/// @{\n\n\t/// Modelled after the line y = x\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType linearInterpolation(genType const & a);\n\n\t/// Modelled after the parabola y = x^2\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quadraticEaseIn(genType const & a);\n\n\t/// Modelled after the parabola y = -x^2 + 2x\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quadraticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise quadratic\n\t/// y = (1/2)((2x)^2)\t\t\t\t; [0, 0.5)\n\t/// y = -(1/2)((2x-1)*(2x-3) - 1)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quadraticEaseInOut(genType const & a);\n\n\t/// Modelled after the cubic y = x^3\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType cubicEaseIn(genType const & a);\n\n\t/// Modelled after the cubic y = (x - 1)^3 + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType cubicEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise cubic\n\t/// y = (1/2)((2x)^3)\t\t; [0, 0.5)\n\t/// y = (1/2)((2x-2)^3 + 2)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType cubicEaseInOut(genType const & a);\n\n\t/// Modelled after the quartic x^4\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quarticEaseIn(genType const & a);\n\n\t/// Modelled after the quartic y = 1 - (x - 1)^4\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quarticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise quartic\n\t/// y = (1/2)((2x)^4)\t\t\t; [0, 0.5)\n\t/// y = -(1/2)((2x-2)^4 - 2)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quarticEaseInOut(genType const & a);\n\n\t/// Modelled after the quintic y = x^5\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quinticEaseIn(genType const & a);\n\n\t/// Modelled after the quintic y = (x - 1)^5 + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quinticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise quintic\n\t/// y = (1/2)((2x)^5)\t\t; [0, 0.5)\n\t/// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quinticEaseInOut(genType const & a);\n\n\t/// Modelled after quarter-cycle of sine wave\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType sineEaseIn(genType const & a);\n\n\t/// Modelled after quarter-cycle of sine wave (different phase)\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType sineEaseOut(genType const & a);\n\n\t/// Modelled after half sine wave\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType sineEaseInOut(genType const & a);\n\n\t/// Modelled after shifted quadrant IV of unit circle\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType circularEaseIn(genType const & a);\n\n\t/// Modelled after shifted quadrant II of unit circle\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType circularEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise circular function\n\t/// y = (1/2)(1 - sqrt(1 - 4x^2))\t\t\t; [0, 0.5)\n\t/// y = (1/2)(sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType circularEaseInOut(genType const & a);\n\n\t/// Modelled after the exponential function y = 2^(10(x - 1))\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType exponentialEaseIn(genType const & a);\n\n\t/// Modelled after the exponential function y = -2^(-10x) + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType exponentialEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise exponential\n\t/// y = (1/2)2^(10(2x - 1))\t\t\t; [0,0.5)\n\t/// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType exponentialEaseInOut(genType const & a);\n\n\t/// Modelled after the damped sine wave y = sin(13pi/2*x)*pow(2, 10 * (x - 1))\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType elasticEaseIn(genType const & a);\n\n\t/// Modelled after the damped sine wave y = sin(-13pi/2*(x + 1))*pow(2, -10x) + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType elasticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise exponentially-damped sine wave:\n\t/// y = (1/2)*sin(13pi/2*(2*x))*pow(2, 10 * ((2*x) - 1))\t\t; [0,0.5)\n\t/// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*pow(2,-10(2*x-1)) + 2)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType elasticEaseInOut(genType const & a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseIn(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseOut(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseInOut(genType const& a);\n\n\t/// @param a parameter\n\t/// @param o Optional overshoot modifier\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseIn(genType const& a, genType const& o);\n\n\t/// @param a parameter\n\t/// @param o Optional overshoot modifier\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseOut(genType const& a, genType const& o);\n\n\t/// @param a parameter\n\t/// @param o Optional overshoot modifier\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseInOut(genType const& a, genType const& o);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType bounceEaseIn(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType bounceEaseOut(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType bounceEaseInOut(genType const& a);\n\n\t/// @}\n}//namespace glm\n\n#include \"easing.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/easing.inl",
    "content": "/// @ref gtx_easing\n\n#include <cmath>\n\nnamespace glm{\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType linearInterpolation(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quadraticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quadraticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn -(a * (a - static_cast<genType>(2)));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quadraticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(2) * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn (-static_cast<genType>(2) * a * a) + (4 * a) - one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType cubicEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType cubicEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType const f = a - one<genType>();\n\t\treturn f * f * f + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType cubicEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif (a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(4) * a * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tgenType const f = ((static_cast<genType>(2) * a) - static_cast<genType>(2));\n\t\t\treturn static_cast<genType>(0.5) * f * f * f + one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quarticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a * a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quarticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType const f = (a - one<genType>());\n\t\treturn f * f * f * (one<genType>() - a) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quarticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(8) * a * a * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tgenType const f = (a - one<genType>());\n\t\t\treturn -static_cast<genType>(8) * f * f * f * f + one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quinticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a * a * a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quinticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType const f = (a - one<genType>());\n\t\treturn f * f * f * f * f + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quinticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(16) * a * a * a * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tgenType const f = ((static_cast<genType>(2) * a) - static_cast<genType>(2));\n\t\t\treturn static_cast<genType>(0.5) * f * f * f * f * f + one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType sineEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn sin((a - one<genType>()) * half_pi<genType>()) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType sineEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn sin(a * half_pi<genType>());\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType sineEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn static_cast<genType>(0.5) * (one<genType>() - cos(a * pi<genType>()));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType circularEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn one<genType>() - sqrt(one<genType>() - (a * a));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType circularEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn sqrt((static_cast<genType>(2) - a) * a);\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType circularEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * (one<genType>() - std::sqrt(one<genType>() - static_cast<genType>(4) * (a * a)));\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * (std::sqrt(-((static_cast<genType>(2) * a) - static_cast<genType>(3)) * ((static_cast<genType>(2) * a) - one<genType>())) + one<genType>());\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType exponentialEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a <= zero<genType>())\n\t\t\treturn a;\n\t\telse\n\t\t{\n\t\t\tgenType const Complementary = a - one<genType>();\n\t\t\tgenType const Two = static_cast<genType>(2);\n\t\t\t\n\t\t\treturn glm::pow(Two, Complementary * static_cast<genType>(10));\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType exponentialEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a >= one<genType>())\n\t\t\treturn a;\n\t\telse\n\t\t{\n\t\t\treturn one<genType>() - glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * a);\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType exponentialEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t\treturn static_cast<genType>(0.5) * glm::pow(static_cast<genType>(2), (static_cast<genType>(20) * a) - static_cast<genType>(10));\n\t\telse\n\t\t\treturn -static_cast<genType>(0.5) * glm::pow(static_cast<genType>(2), (-static_cast<genType>(20) * a) + static_cast<genType>(10)) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType elasticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn std::sin(static_cast<genType>(13) * half_pi<genType>() * a) * glm::pow(static_cast<genType>(2), static_cast<genType>(10) * (a - one<genType>()));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType elasticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn std::sin(-static_cast<genType>(13) * half_pi<genType>() * (a + one<genType>())) * glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * a) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType elasticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t\treturn static_cast<genType>(0.5) * std::sin(static_cast<genType>(13) * half_pi<genType>() * (static_cast<genType>(2) * a)) * glm::pow(static_cast<genType>(2), static_cast<genType>(10) * ((static_cast<genType>(2) * a) - one<genType>()));\n\t\telse\n\t\t\treturn static_cast<genType>(0.5) * (std::sin(-static_cast<genType>(13) * half_pi<genType>() * ((static_cast<genType>(2) * a - one<genType>()) + one<genType>())) * glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * (static_cast<genType>(2) * a - one<genType>())) + static_cast<genType>(2));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseIn(genType const& a, genType const& o)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType z = ((o + one<genType>()) * a) - o;\n\t\treturn (a * a * z);\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseOut(genType const& a, genType const& o)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType n = a - one<genType>();\n\t\tgenType z = ((o + one<genType>()) * n) + o;\n\t\treturn (n * n * z) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a, genType const& o)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType s = o * static_cast<genType>(1.525);\n\t\tgenType x = static_cast<genType>(0.5);\n\t\tgenType n = a / static_cast<genType>(0.5);\n\n\t\tif (n < static_cast<genType>(1))\n\t\t{\n\t\t\tgenType z = ((s + static_cast<genType>(1)) * n) - s;\n\t\t\tgenType m = n * n * z;\n\t\t\treturn x * m;\n\t\t}\n\t\telse \n\t\t{\n\t\t\tn -= static_cast<genType>(2);\n\t\t\tgenType z = ((s + static_cast<genType>(1)) * n) + s;\n\t\t\tgenType m = (n*n*z) + static_cast<genType>(2);\n\t\t\treturn x * m;\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseIn(genType const& a)\n\t{\n\t\treturn backEaseIn(a, static_cast<genType>(1.70158));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseOut(genType const& a)\n\t{\n\t\treturn backEaseOut(a, static_cast<genType>(1.70158));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a)\n\t{\n\t\treturn backEaseInOut(a, static_cast<genType>(1.70158));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType bounceEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(4.0 / 11.0))\n\t\t{\n\t\t\treturn (static_cast<genType>(121) * a * a) / static_cast<genType>(16);\n\t\t}\n\t\telse if(a < static_cast<genType>(8.0 / 11.0))\n\t\t{\n\t\t\treturn (static_cast<genType>(363.0 / 40.0) * a * a) - (static_cast<genType>(99.0 / 10.0) * a) + static_cast<genType>(17.0 / 5.0);\n\t\t}\n\t\telse if(a < static_cast<genType>(9.0 / 10.0))\n\t\t{\n\t\t\treturn (static_cast<genType>(4356.0 / 361.0) * a * a) - (static_cast<genType>(35442.0 / 1805.0) * a) + static_cast<genType>(16061.0 / 1805.0);\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn (static_cast<genType>(54.0 / 5.0) * a * a) - (static_cast<genType>(513.0 / 25.0) * a) + static_cast<genType>(268.0 / 25.0);\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType bounceEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn one<genType>() - bounceEaseOut(one<genType>() - a);\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType bounceEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * (one<genType>() - bounceEaseOut(a * static_cast<genType>(2)));\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * bounceEaseOut(a * static_cast<genType>(2) - one<genType>()) + static_cast<genType>(0.5);\n\t\t}\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/euler_angles.hpp",
    "content": "/// @ref gtx_euler_angles\n/// @file glm/gtx/euler_angles.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_euler_angles GLM_GTX_euler_angles\n/// @ingroup gtx\n///\n/// Include <glm/gtx/euler_angles.hpp> to use the features of this extension.\n///\n/// Build matrices from Euler angles.\n///\n/// Extraction of Euler angles from rotation matrix.\n/// Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_euler_angles extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_euler_angles\n\t/// @{\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX(\n\t\tT const& angleX);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY(\n\t\tT const& angleY);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ(\n\t\tT const& angleZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis.\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleX(\n\t\tT const & angleX, T const & angularVelocityX);\n\n\t/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis.\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleY(\n\t\tT const & angleY, T const & angularVelocityY);\n\n\t/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis.\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleZ(\n\t\tT const & angleZ, T const & angularVelocityZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY(\n\t\tT const& angleX,\n\t\tT const& angleY);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX(\n\t\tT const& angleY,\n\t\tT const& angleX);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ(\n\t\tT const& angleX,\n\t\tT const& angleZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX(\n\t\tT const& angle,\n\t\tT const& angleX);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ(\n\t\tT const& angleY,\n\t\tT const& angleZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY(\n\t\tT const& angleZ,\n\t\tT const& angleY);\n\n    /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).\n    /// @see gtx_euler_angles\n    template<typename T>\n    GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ(\n        T const& t1,\n        T const& t2,\n        T const& t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXZ(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYZ(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXZ(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll);\n\n\t/// Creates a 2D 2 * 2 rotation matrix from an euler angle.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const& angle);\n\n\t/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const& angle);\n\n\t/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> orientate3(vec<3, T, Q> const& angles);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> orientate4(vec<3, T, Q> const& angles);\n\n    /// Extracts the (X * Y * Z) Euler angles from the rotation matrix M\n    /// @see gtx_euler_angles\n    template<typename T>\n    GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M,\n                                            T & t1,\n                                            T & t2,\n                                            T & t3);\n\n\t/// Extracts the (Y * X * Z) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (X * Z * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (X * Y * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Y * X * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Y * Z * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * Y * Z) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * X * Z) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (X * Z * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Y * Z * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * Y * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * X * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// @}\n}//namespace glm\n\n#include \"euler_angles.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/euler_angles.inl",
    "content": "/// @ref gtx_euler_angles\n\n#include \"compatibility.hpp\" // glm::atan2\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleX\n\t(\n\t\tT const& angleX\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX);\n\t\tT sinX = glm::sin(angleX);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tT(1), T(0), T(0), T(0),\n\t\t\tT(0), cosX, sinX, T(0),\n\t\t\tT(0),-sinX, cosX, T(0),\n\t\t\tT(0), T(0), T(0), T(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleY\n\t(\n\t\tT const& angleY\n\t)\n\t{\n\t\tT cosY = glm::cos(angleY);\n\t\tT sinY = glm::sin(angleY);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosY,\tT(0),\t-sinY,\tT(0),\n\t\t\tT(0),\tT(1),\tT(0),\tT(0),\n\t\t\tsinY,\tT(0),\tcosY,\tT(0),\n\t\t\tT(0),\tT(0),\tT(0),\tT(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZ\n\t(\n\t\tT const& angleZ\n\t)\n\t{\n\t\tT cosZ = glm::cos(angleZ);\n\t\tT sinZ = glm::sin(angleZ);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosZ,\tsinZ,\tT(0), T(0),\n\t\t\t-sinZ,\tcosZ,\tT(0), T(0),\n\t\t\tT(0),\tT(0),\tT(1), T(0),\n\t\t\tT(0),\tT(0),\tT(0), T(1));\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleX\n\t(\n\t\tT const & angleX,\n\t\tT const & angularVelocityX\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX) * angularVelocityX;\n\t\tT sinX = glm::sin(angleX) * angularVelocityX;\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tT(0), T(0), T(0), T(0),\n\t\t\tT(0),-sinX, cosX, T(0),\n\t\t\tT(0),-cosX,-sinX, T(0),\n\t\t\tT(0), T(0), T(0), T(0));\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleY\n\t(\n\t\tT const & angleY,\n\t\tT const & angularVelocityY\n\t)\n\t{\n\t\tT cosY = glm::cos(angleY) * angularVelocityY;\n\t\tT sinY = glm::sin(angleY) * angularVelocityY;\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\t-sinY, T(0), -cosY, T(0),\n\t\t\t T(0), T(0),  T(0), T(0),\n\t\t\t cosY, T(0), -sinY, T(0),\n\t\t\t T(0), T(0),  T(0), T(0));\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleZ\n\t(\n\t\tT const & angleZ,\n\t\tT const & angularVelocityZ\n\t)\n\t{\n\t\tT cosZ = glm::cos(angleZ) * angularVelocityZ;\n\t\tT sinZ = glm::sin(angleZ) * angularVelocityZ;\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\t-sinZ,  cosZ, T(0), T(0),\n\t\t\t-cosZ, -sinZ, T(0), T(0),\n\t\t\t T(0),  T(0), T(0), T(0),\n\t\t\t T(0),  T(0), T(0), T(0));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXY\n\t(\n\t\tT const& angleX,\n\t\tT const& angleY\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX);\n\t\tT sinX = glm::sin(angleX);\n\t\tT cosY = glm::cos(angleY);\n\t\tT sinY = glm::sin(angleY);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosY,   -sinX * -sinY,  cosX * -sinY,   T(0),\n\t\t\tT(0),   cosX,           sinX,           T(0),\n\t\t\tsinY,   -sinX * cosY,   cosX * cosY,    T(0),\n\t\t\tT(0),   T(0),           T(0),           T(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYX\n\t(\n\t\tT const& angleY,\n\t\tT const& angleX\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX);\n\t\tT sinX = glm::sin(angleX);\n\t\tT cosY = glm::cos(angleY);\n\t\tT sinY = glm::sin(angleY);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosY,          0,      -sinY,    T(0),\n\t\t\tsinY * sinX,  cosX, cosY * sinX, T(0),\n\t\t\tsinY * cosX, -sinX, cosY * cosX, T(0),\n\t\t\tT(0),         T(0),     T(0),    T(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZ\n\t(\n\t\tT const& angleX,\n\t\tT const& angleZ\n\t)\n\t{\n\t\treturn eulerAngleX(angleX) * eulerAngleZ(angleZ);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZX\n\t(\n\t\tT const& angleZ,\n\t\tT const& angleX\n\t)\n\t{\n\t\treturn eulerAngleZ(angleZ) * eulerAngleX(angleX);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZ\n\t(\n\t\tT const& angleY,\n\t\tT const& angleZ\n\t)\n\t{\n\t\treturn eulerAngleY(angleY) * eulerAngleZ(angleZ);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZY\n\t(\n\t\tT const& angleZ,\n\t\tT const& angleY\n\t)\n\t{\n\t\treturn eulerAngleZ(angleZ) * eulerAngleY(angleY);\n\t}\n\n    template<typename T>\n    GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYZ\n    (\n     T const& t1,\n     T const& t2,\n     T const& t3\n     )\n    {\n        T c1 = glm::cos(-t1);\n        T c2 = glm::cos(-t2);\n        T c3 = glm::cos(-t3);\n        T s1 = glm::sin(-t1);\n        T s2 = glm::sin(-t2);\n        T s3 = glm::sin(-t3);\n\n        mat<4, 4, T, defaultp> Result;\n        Result[0][0] = c2 * c3;\n        Result[0][1] =-c1 * s3 + s1 * s2 * c3;\n        Result[0][2] = s1 * s3 + c1 * s2 * c3;\n        Result[0][3] = static_cast<T>(0);\n        Result[1][0] = c2 * s3;\n        Result[1][1] = c1 * c3 + s1 * s2 * s3;\n        Result[1][2] =-s1 * c3 + c1 * s2 * s3;\n        Result[1][3] = static_cast<T>(0);\n        Result[2][0] =-s2;\n        Result[2][1] = s1 * c2;\n        Result[2][2] = c1 * c2;\n        Result[2][3] = static_cast<T>(0);\n        Result[3][0] = static_cast<T>(0);\n        Result[3][1] = static_cast<T>(0);\n        Result[3][2] = static_cast<T>(0);\n        Result[3][3] = static_cast<T>(1);\n        return Result;\n    }\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXZ\n\t(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll\n\t)\n\t{\n\t\tT tmp_ch = glm::cos(yaw);\n\t\tT tmp_sh = glm::sin(yaw);\n\t\tT tmp_cp = glm::cos(pitch);\n\t\tT tmp_sp = glm::sin(pitch);\n\t\tT tmp_cb = glm::cos(roll);\n\t\tT tmp_sb = glm::sin(roll);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;\n\t\tResult[0][1] = tmp_sb * tmp_cp;\n\t\tResult[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;\n\t\tResult[1][1] = tmp_cb * tmp_cp;\n\t\tResult[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = tmp_sh * tmp_cp;\n\t\tResult[2][1] = -tmp_sp;\n\t\tResult[2][2] = tmp_ch * tmp_cp;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c2;\n\t\tResult[0][1] = c1 * s2;\n\t\tResult[0][2] = s1 * s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c3 * s2;\n\t\tResult[1][1] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[1][2] = c1 * s3 + c2 * c3 * s1;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = s2 * s3;\n\t\tResult[2][1] =-c3 * s1 - c1 * c2 * s3;\n\t\tResult[2][2] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c2;\n\t\tResult[0][1] = s1 * s2;\n\t\tResult[0][2] =-c1 * s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = s2 * s3;\n\t\tResult[1][1] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[1][2] = c3 * s1 + c1 * c2 * s3;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c3 * s2;\n\t\tResult[2][1] =-c1 * s3 - c2 * c3 * s1;\n\t\tResult[2][2] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[0][1] = s2* s3;\n\t\tResult[0][2] =-c3 * s1 - c1 * c2 * s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = s1 * s2;\n\t\tResult[1][1] = c2;\n\t\tResult[1][2] = c1 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c1 * s3 + c2 * c3 * s1;\n\t\tResult[2][1] =-c3 * s2;\n\t\tResult[2][2] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[0][1] = c3 * s2;\n\t\tResult[0][2] =-c1 * s3 - c2 * c3 * s1;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c1 * s2;\n\t\tResult[1][1] = c2;\n\t\tResult[1][2] = s1 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c3 * s1 + c1 * c2 * s3;\n\t\tResult[2][1] = s2 * s3;\n\t\tResult[2][2] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYZ\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[0][1] = c1 * s3 + c2 * c3 * s1;\n\t\tResult[0][2] =-c3 * s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c3 * s1 - c1 * c2 * s3;\n\t\tResult[1][1] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[1][2] = s2 * s3;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c1 * s2;\n\t\tResult[2][1] = s1 * s2;\n\t\tResult[2][2] = c2;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXZ\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[0][1] = c3 * s1 + c1 * c2 * s3;\n\t\tResult[0][2] = s2 *s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c1 * s3 - c2 * c3 * s1;\n\t\tResult[1][1] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[1][2] = c3 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = s1 * s2;\n\t\tResult[2][1] =-c1 * s2;\n\t\tResult[2][2] = c2;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c2 * c3;\n\t\tResult[0][1] = s1 * s3 + c1 * c3 * s2;\n\t\tResult[0][2] = c3 * s1 * s2 - c1 * s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-s2;\n\t\tResult[1][1] = c1 * c2;\n\t\tResult[1][2] = c2 * s1;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c2 * s3;\n\t\tResult[2][1] = c1 * s2 * s3 - c3 * s1;\n\t\tResult[2][2] = c1 * c3 + s1 * s2 *s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2;\n\t\tResult[0][1] = s2;\n\t\tResult[0][2] =-c2 * s1;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = s1 * s3 - c1 * c3 * s2;\n\t\tResult[1][1] = c2 * c3;\n\t\tResult[1][2] = c1 * s3 + c3 * s1 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c3 * s1 + c1 * s2 * s3;\n\t\tResult[2][1] =-c2 * s3;\n\t\tResult[2][2] = c1 * c3 - s1 * s2 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2;\n\t\tResult[0][1] = c2 * s1;\n\t\tResult[0][2] =-s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = c1 * s2 * s3 - c3 * s1;\n\t\tResult[1][1] = c1 * c3 + s1 * s2 * s3;\n\t\tResult[1][2] = c2 * s3;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = s1 * s3 + c1 * c3 * s2;\n\t\tResult[2][1] = c3 * s1 * s2 - c1 * s3;\n\t\tResult[2][2] = c2 * c3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c3 - s1 * s2 * s3;\n\t\tResult[0][1] = c3 * s1 + c1 * s2 * s3;\n\t\tResult[0][2] =-c2 * s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c2 * s1;\n\t\tResult[1][1] = c1 * c2;\n\t\tResult[1][2] = s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c1 * s3 + c3 * s1 * s2;\n\t\tResult[2][1] = s1 * s3 - c1 * c3 * s2;\n\t\tResult[2][2] = c2 * c3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> yawPitchRoll\n\t(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll\n\t)\n\t{\n\t\tT tmp_ch = glm::cos(yaw);\n\t\tT tmp_sh = glm::sin(yaw);\n\t\tT tmp_cp = glm::cos(pitch);\n\t\tT tmp_sp = glm::sin(pitch);\n\t\tT tmp_cb = glm::cos(roll);\n\t\tT tmp_sb = glm::sin(roll);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;\n\t\tResult[0][1] = tmp_sb * tmp_cp;\n\t\tResult[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;\n\t\tResult[1][1] = tmp_cb * tmp_cp;\n\t\tResult[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = tmp_sh * tmp_cp;\n\t\tResult[2][1] = -tmp_sp;\n\t\tResult[2][2] = tmp_ch * tmp_cp;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> orientate2\n\t(\n\t\tT const& angle\n\t)\n\t{\n\t\tT c = glm::cos(angle);\n\t\tT s = glm::sin(angle);\n\n\t\tmat<2, 2, T, defaultp> Result;\n\t\tResult[0][0] = c;\n\t\tResult[0][1] = s;\n\t\tResult[1][0] = -s;\n\t\tResult[1][1] = c;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> orientate3\n\t(\n\t\tT const& angle\n\t)\n\t{\n\t\tT c = glm::cos(angle);\n\t\tT s = glm::sin(angle);\n\n\t\tmat<3, 3, T, defaultp> Result;\n\t\tResult[0][0] = c;\n\t\tResult[0][1] = s;\n\t\tResult[0][2] = 0.0f;\n\t\tResult[1][0] = -s;\n\t\tResult[1][1] = c;\n\t\tResult[1][2] = 0.0f;\n\t\tResult[2][0] = 0.0f;\n\t\tResult[2][1] = 0.0f;\n\t\tResult[2][2] = 1.0f;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> orientate3\n\t(\n\t\tvec<3, T, Q> const& angles\n\t)\n\t{\n\t\treturn mat<3, 3, T, Q>(yawPitchRoll(angles.z, angles.x, angles.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientate4\n\t(\n\t\tvec<3, T, Q> const& angles\n\t)\n\t{\n\t\treturn yawPitchRoll(angles.z, angles.x, angles.y);\n\t}\n\n    template<typename T>\n    GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M,\n                                            T & t1,\n                                            T & t2,\n                                            T & t3)\n    {\n        T T1 = glm::atan2<T, defaultp>(M[2][1], M[2][2]);\n        T C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]);\n        T T2 = glm::atan2<T, defaultp>(-M[2][0], C2);\n        T S1 = glm::sin(T1);\n        T C1 = glm::cos(T1);\n        T T3 = glm::atan2<T, defaultp>(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2  ]);\n        t1 = -T1;\n        t2 = -T2;\n        t3 = -T3;\n    }\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[2][0], M[2][2]);\n\t\tT C2 = glm::sqrt(M[0][1]*M[0][1] + M[1][1]*M[1][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(-M[2][1], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[1][2] - C1*M[1][0], C1*M[0][0] - S1*M[0][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[0][2], M[0][1]);\n\t\tT S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[0][0]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[1][2] - S1*M[1][1], C1*M[2][2] - S1*M[2][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[0][1], -M[0][2]);\n\t\tT S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[0][0]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(-C1*M[2][1] - S1*M[2][2], C1*M[1][1] + S1*M[1][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[1][0], M[1][2]);\n\t\tT S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[1][1]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[2][0] - S1*M[2][2], C1*M[0][0] - S1*M[0][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[1][2], -M[1][0]);\n\t\tT S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[1][1]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(-S1*M[0][0] - C1*M[0][2], S1*M[2][0] + C1*M[2][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[2][1], M[2][0]);\n\t\tT S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[2][2]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[0][1] - S1*M[0][0], C1*M[1][1] - S1*M[1][0]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[2][0], -M[2][1]);\n\t\tT S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[2][2]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(-C1*M[1][0] - S1*M[1][1], C1*M[0][0] + S1*M[0][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[1][2], M[1][1]);\n\t\tT C2 = glm::sqrt(M[0][0]*M[0][0] + M[2][0]*M[2][0]);\n\t\tT T2 = glm::atan2<T, defaultp>(-M[1][0], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[0][1] - C1*M[0][2], C1*M[2][2] - S1*M[2][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(-M[0][2], M[0][0]);\n\t\tT C2 = glm::sqrt(M[1][1]*M[1][1] + M[2][1]*M[2][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(M[0][1], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[1][0] + C1*M[1][2], S1*M[2][0] + C1*M[2][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[0][1], M[0][0]);\n\t\tT C2 = glm::sqrt(M[1][2]*M[1][2] + M[2][2]*M[2][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(-M[0][2], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[2][0] - C1*M[2][1], C1*M[1][1] - S1*M[1][0]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(-M[1][0], M[1][1]);\n\t\tT C2 = glm::sqrt(M[0][2]*M[0][2] + M[2][2]*M[2][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(M[1][2], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[2][0] + S1*M[2][1], C1*M[0][0] + S1*M[0][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/extend.hpp",
    "content": "/// @ref gtx_extend\n/// @file glm/gtx/extend.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_extend GLM_GTX_extend\n/// @ingroup gtx\n///\n/// Include <glm/gtx/extend.hpp> to use the features of this extension.\n///\n/// Extend a position from a source to a position at a defined length.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_extend extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_extend\n\t/// @{\n\n\t/// Extends of Length the Origin position using the (Source - Origin) direction.\n\t/// @see gtx_extend\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType extend(\n\t\tgenType const& Origin,\n\t\tgenType const& Source,\n\t\ttypename genType::value_type const Length);\n\n\t/// @}\n}//namespace glm\n\n#include \"extend.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/extend.inl",
    "content": "/// @ref gtx_extend\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType extend\n\t(\n\t\tgenType const& Origin,\n\t\tgenType const& Source,\n\t\tgenType const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> extend\n\t(\n\t\tvec<2, T, Q> const& Origin,\n\t\tvec<2, T, Q> const& Source,\n\t\tT const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> extend\n\t(\n\t\tvec<3, T, Q> const& Origin,\n\t\tvec<3, T, Q> const& Source,\n\t\tT const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> extend\n\t(\n\t\tvec<4, T, Q> const& Origin,\n\t\tvec<4, T, Q> const& Source,\n\t\tT const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/extended_min_max.hpp",
    "content": "/// @ref gtx_extended_min_max\n/// @file glm/gtx/extended_min_max.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_extended_min_max GLM_GTX_extented_min_max\n/// @ingroup gtx\n///\n/// Include <glm/gtx/extented_min_max.hpp> to use the features of this extension.\n///\n/// Min and max functions for 3 to 4 parameters.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../ext/vector_common.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_extented_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_extented_min_max extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_extended_min_max\n\t/// @{\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z);\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z);\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w);\n\n\t/// @}\n}//namespace glm\n\n#include \"extended_min_max.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/extended_min_max.inl",
    "content": "/// @ref gtx_extended_min_max\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z)\n\t{\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min\n\t(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z)\n\t{\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max\n\t(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/exterior_product.hpp",
    "content": "/// @ref gtx_exterior_product\n/// @file glm/gtx/exterior_product.hpp\n///\n/// @see core (dependence)\n/// @see gtx_exterior_product (dependence)\n///\n/// @defgroup gtx_exterior_product GLM_GTX_exterior_product\n/// @ingroup gtx\n///\n/// Include <glm/gtx/exterior_product.hpp> to use the features of this extension.\n///\n/// @brief Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_exterior_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_exterior_product extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_exterior_product\n\t/// @{\n\n\t/// Returns the cross product of x and y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"https://en.wikipedia.org/wiki/Exterior_algebra#Cross_and_triple_products\">Exterior product</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T cross(vec<2, T, Q> const& v, vec<2, T, Q> const& u);\n\n\t/// @}\n} //namespace glm\n\n#include \"exterior_product.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/exterior_product.inl",
    "content": "/// @ref gtx_exterior_product\n\n#include <limits>\n\nnamespace glm {\nnamespace detail\n{\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_cross_vec2\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& v, vec<2, T, Q> const& u)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'cross' accepts only floating-point inputs\");\n\n\t\t\treturn v.x * u.y - u.x * v.y;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T cross(vec<2, T, Q> const& x, vec<2, T, Q> const& y)\n\t{\n\t\treturn detail::compute_cross_vec2<T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/fast_exponential.hpp",
    "content": "/// @ref gtx_fast_exponential\n/// @file glm/gtx/fast_exponential.hpp\n///\n/// @see core (dependence)\n/// @see gtx_half_float (dependence)\n///\n/// @defgroup gtx_fast_exponential GLM_GTX_fast_exponential\n/// @ingroup gtx\n///\n/// Include <glm/gtx/fast_exponential.hpp> to use the features of this extension.\n///\n/// Fast but less accurate implementations of exponential based functions.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_fast_exponential is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_fast_exponential extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_fast_exponential\n\t/// @{\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastPow(genType x, genType y);\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename genTypeT, typename genTypeU>\n\tGLM_FUNC_DECL genTypeT fastPow(genTypeT x, genTypeU y);\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastPow(vec<L, T, Q> const& x);\n\n\t/// Faster than the common exp function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastExp(T x);\n\n\t/// Faster than the common exp function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastExp(vec<L, T, Q> const& x);\n\n\t/// Faster than the common log function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastLog(T x);\n\n\t/// Faster than the common exp2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastLog(vec<L, T, Q> const& x);\n\n\t/// Faster than the common exp2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastExp2(T x);\n\n\t/// Faster than the common exp2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastExp2(vec<L, T, Q> const& x);\n\n\t/// Faster than the common log2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastLog2(T x);\n\n\t/// Faster than the common log2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastLog2(vec<L, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"fast_exponential.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/fast_exponential.inl",
    "content": "/// @ref gtx_fast_exponential\n\nnamespace glm\n{\n\t// fastPow:\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastPow(genType x, genType y)\n\t{\n\t\treturn exp(y * log(x));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn exp(y * log(x));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastPow(T x, int y)\n\t{\n\t\tT f = static_cast<T>(1);\n\t\tfor(int i = 0; i < y; ++i)\n\t\t\tf *= x;\n\t\treturn f;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, int, Q> const& y)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = x.length(); i < n; ++i)\n\t\t\tResult[i] = fastPow(x[i], y[i]);\n\t\treturn Result;\n\t}\n\n\t// fastExp\n\t// Note: This function provides accurate results only for value between -1 and 1, else avoid it.\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastExp(T x)\n\t{\n\t\t// This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower.\n\t\t// return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f))));\n\t\tT x2 = x * x;\n\t\tT x3 = x2 * x;\n\t\tT x4 = x3 * x;\n\t\tT x5 = x4 * x;\n\t\treturn T(1) + x + (x2 * T(0.5)) + (x3 * T(0.1666666667)) + (x4 * T(0.041666667)) + (x5 * T(0.008333333333));\n\t}\n\t/*  // Try to handle all values of float... but often shower than std::exp, glm::floor and the loop kill the performance\n\tGLM_FUNC_QUALIFIER float fastExp(float x)\n\t{\n\t\tconst float e = 2.718281828f;\n\t\tconst float IntegerPart = floor(x);\n\t\tconst float FloatPart = x - IntegerPart;\n\t\tfloat z = 1.f;\n\n\t\tfor(int i = 0; i < int(IntegerPart); ++i)\n\t\t\tz *= e;\n\n\t\tconst float x2 = FloatPart * FloatPart;\n\t\tconst float x3 = x2 * FloatPart;\n\t\tconst float x4 = x3 * FloatPart;\n\t\tconst float x5 = x4 * FloatPart;\n\t\treturn z * (1.0f + FloatPart + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f));\n\t}\n\n\t// Increase accuracy on number bigger that 1 and smaller than -1 but it's not enough for high and negative numbers\n\tGLM_FUNC_QUALIFIER float fastExp(float x)\n\t{\n\t\t// This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower.\n\t\t// return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f))));\n\t\tfloat x2 = x * x;\n\t\tfloat x3 = x2 * x;\n\t\tfloat x4 = x3 * x;\n\t\tfloat x5 = x4 * x;\n\t\tfloat x6 = x5 * x;\n\t\tfloat x7 = x6 * x;\n\t\tfloat x8 = x7 * x;\n\t\treturn 1.0f + x + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f)+ (x6 * 0.00138888888888f) + (x7 * 0.000198412698f) + (x8 * 0.0000248015873f);;\n\t}\n\t*/\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastExp(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastExp, x);\n\t}\n\n\t// fastLog\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastLog(genType x)\n\t{\n\t\treturn std::log(x);\n\t}\n\n\t/* Slower than the VC7.1 function...\n\tGLM_FUNC_QUALIFIER float fastLog(float x)\n\t{\n\t\tfloat y1 = (x - 1.0f) / (x + 1.0f);\n\t\tfloat y2 = y1 * y1;\n\t\treturn 2.0f * y1 * (1.0f + y2 * (0.3333333333f + y2 * (0.2f + y2 * 0.1428571429f)));\n\t}\n\t*/\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastLog(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastLog, x);\n\t}\n\n\t//fastExp2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastExp2(genType x)\n\t{\n\t\treturn fastExp(0.69314718055994530941723212145818f * x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastExp2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastExp2, x);\n\t}\n\n\t// fastLog2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastLog2(genType x)\n\t{\n\t\treturn fastLog(x) / 0.69314718055994530941723212145818f;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastLog2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastLog2, x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/fast_square_root.hpp",
    "content": "/// @ref gtx_fast_square_root\n/// @file glm/gtx/fast_square_root.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_fast_square_root GLM_GTX_fast_square_root\n/// @ingroup gtx\n///\n/// Include <glm/gtx/fast_square_root.hpp> to use the features of this extension.\n///\n/// Fast but less accurate implementations of square root based functions.\n/// - Sqrt optimisation based on Newton's method,\n/// www.gamedev.net/community/forums/topic.asp?topic id=139956\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n#include \"../exponential.hpp\"\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_fast_square_root is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_fast_square_root extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_fast_square_root\n\t/// @{\n\n\t/// Faster than the common sqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastSqrt(genType x);\n\n\t/// Faster than the common sqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastSqrt(vec<L, T, Q> const& x);\n\n\t/// Faster than the common inversesqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastInverseSqrt(genType x);\n\n\t/// Faster than the common inversesqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastInverseSqrt(vec<L, T, Q> const& x);\n\n\t/// Faster than the common length function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastLength(genType x);\n\n\t/// Faster than the common length function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T fastLength(vec<L, T, Q> const& x);\n\n\t/// Faster than the common distance function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastDistance(genType x, genType y);\n\n\t/// Faster than the common distance function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T fastDistance(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Faster than the common normalize function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastNormalize(genType const& x);\n\n\t/// @}\n}// namespace glm\n\n#include \"fast_square_root.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/fast_square_root.inl",
    "content": "/// @ref gtx_fast_square_root\n\nnamespace glm\n{\n\t// fastSqrt\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastSqrt(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'fastSqrt' only accept floating-point input\");\n\n\t\treturn genType(1) / fastInverseSqrt(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastSqrt(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastSqrt, x);\n\t}\n\n\t// fastInversesqrt\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastInverseSqrt(genType x)\n\t{\n\t\treturn detail::compute_inversesqrt<1, genType, lowp, detail::is_aligned<lowp>::value>::call(vec<1, genType, lowp>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastInverseSqrt(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_inversesqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// fastLength\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastLength(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'fastLength' only accept floating-point inputs\");\n\n\t\treturn abs(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T fastLength(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fastLength' only accept floating-point inputs\");\n\n\t\treturn fastSqrt(dot(x, x));\n\t}\n\n\t// fastDistance\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastDistance(genType x, genType y)\n\t{\n\t\treturn fastLength(y - x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T fastDistance(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn fastLength(y - x);\n\t}\n\n\t// fastNormalize\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastNormalize(genType x)\n\t{\n\t\treturn x > genType(0) ? genType(1) : -genType(1);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastNormalize(vec<L, T, Q> const& x)\n\t{\n\t\treturn x * fastInverseSqrt(dot(x, x));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/fast_trigonometry.hpp",
    "content": "/// @ref gtx_fast_trigonometry\n/// @file glm/gtx/fast_trigonometry.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_fast_trigonometry GLM_GTX_fast_trigonometry\n/// @ingroup gtx\n///\n/// Include <glm/gtx/fast_trigonometry.hpp> to use the features of this extension.\n///\n/// Fast but less accurate implementations of trigonometric functions.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/constants.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_fast_trigonometry is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_fast_trigonometry extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_fast_trigonometry\n\t/// @{\n\n\t/// Wrap an angle to [0 2pi[\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T wrapAngle(T angle);\n\n\t/// Faster than the common sin function but less accurate.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastSin(T angle);\n\n\t/// Faster than the common cos function but less accurate.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastCos(T angle);\n\n\t/// Faster than the common tan function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastTan(T angle);\n\n\t/// Faster than the common asin function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAsin(T angle);\n\n\t/// Faster than the common acos function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAcos(T angle);\n\n\t/// Faster than the common atan function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAtan(T y, T x);\n\n\t/// Faster than the common atan function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAtan(T angle);\n\n\t/// @}\n}//namespace glm\n\n#include \"fast_trigonometry.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/fast_trigonometry.inl",
    "content": "/// @ref gtx_fast_trigonometry\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> taylorCos(vec<L, T, Q> const& x)\n\t{\n\t\treturn static_cast<T>(1)\n\t\t\t- (x * x) * (1.f / 2.f)\n\t\t\t+ ((x * x) * (x * x)) * (1.f / 24.f)\n\t\t\t- (((x * x) * (x * x)) * (x * x)) * (1.f / 720.f)\n\t\t\t+ (((x * x) * (x * x)) * ((x * x) * (x * x))) * (1.f / 40320.f);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T cos_52s(T x)\n\t{\n\t\tT const xx(x * x);\n\t\treturn (T(0.9999932946) + xx * (T(-0.4999124376) + xx * (T(0.0414877472) + xx * T(-0.0012712095))));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cos_52s(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cos_52s, x);\n\t}\n}//namespace detail\n\n\t// wrapAngle\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T wrapAngle(T angle)\n\t{\n\t\treturn abs<T>(mod<T>(angle, two_pi<T>()));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> wrapAngle(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(wrapAngle, x);\n\t}\n\n\t// cos\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastCos(T x)\n\t{\n\t\tT const angle(wrapAngle<T>(x));\n\n\t\tif(angle < half_pi<T>())\n\t\t\treturn detail::cos_52s(angle);\n\t\tif(angle < pi<T>())\n\t\t\treturn -detail::cos_52s(pi<T>() - angle);\n\t\tif(angle < (T(3) * half_pi<T>()))\n\t\t\treturn -detail::cos_52s(angle - pi<T>());\n\n\t\treturn detail::cos_52s(two_pi<T>() - angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastCos(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastCos, x);\n\t}\n\n\t// sin\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastSin(T x)\n\t{\n\t\treturn fastCos<T>(half_pi<T>() - x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastSin(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastSin, x);\n\t}\n\n\t// tan\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastTan(T x)\n\t{\n\t\treturn x + (x * x * x * T(0.3333333333)) + (x * x * x * x * x * T(0.1333333333333)) + (x * x * x * x * x * x * x * T(0.0539682539));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastTan(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastTan, x);\n\t}\n\n\t// asin\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAsin(T x)\n\t{\n\t\treturn x + (x * x * x * T(0.166666667)) + (x * x * x * x * x * T(0.075)) + (x * x * x * x * x * x * x * T(0.0446428571)) + (x * x * x * x * x * x * x * x * x * T(0.0303819444));// + (x * x * x * x * x * x * x * x * x * x * x * T(0.022372159));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAsin(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastAsin, x);\n\t}\n\n\t// acos\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAcos(T x)\n\t{\n\t\treturn T(1.5707963267948966192313216916398) - fastAsin(x); //(PI / 2)\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAcos(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastAcos, x);\n\t}\n\n\t// atan\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAtan(T y, T x)\n\t{\n\t\tT sgn = sign(y) * sign(x);\n\t\treturn abs(fastAtan(y / x)) * sgn;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAtan(vec<L, T, Q> const& y, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(fastAtan, y, x);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAtan(T x)\n\t{\n\t\treturn x - (x * x * x * T(0.333333333333)) + (x * x * x * x * x * T(0.2)) - (x * x * x * x * x * x * x * T(0.1428571429)) + (x * x * x * x * x * x * x * x * x * T(0.111111111111)) - (x * x * x * x * x * x * x * x * x * x * x * T(0.0909090909));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAtan(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastAtan, x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/float_notmalize.inl",
    "content": "/// @ref gtx_float_normalize\n\n#include <limits>\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> floatNormalize(vec<L, T, Q> const& v)\n\t{\n\t\treturn vec<L, float, Q>(v) / static_cast<float>(std::numeric_limits<T>::max());\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/functions.hpp",
    "content": "/// @ref gtx_functions\n/// @file glm/gtx/functions.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_functions GLM_GTX_functions\n/// @ingroup gtx\n///\n/// Include <glm/gtx/functions.hpp> to use the features of this extension.\n///\n/// List of useful common functions.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/type_vec2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_functions is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_functions extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_functions\n\t/// @{\n\n\t/// 1D gauss function\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T gauss(\n\t\tT x,\n\t\tT ExpectedValue,\n\t\tT StandardDeviation);\n\n\t/// 2D gauss function\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T gauss(\n\t\tvec<2, T, Q> const& Coord,\n\t\tvec<2, T, Q> const& ExpectedValue,\n\t\tvec<2, T, Q> const& StandardDeviation);\n\n\t/// @}\n}//namespace glm\n\n#include \"functions.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/functions.inl",
    "content": "/// @ref gtx_functions\n\n#include \"../exponential.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T gauss\n\t(\n\t\tT x,\n\t\tT ExpectedValue,\n\t\tT StandardDeviation\n\t)\n\t{\n\t\treturn exp(-((x - ExpectedValue) * (x - ExpectedValue)) / (static_cast<T>(2) * StandardDeviation * StandardDeviation)) / (StandardDeviation * sqrt(static_cast<T>(6.28318530717958647692528676655900576)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T gauss\n\t(\n\t\tvec<2, T, Q> const& Coord,\n\t\tvec<2, T, Q> const& ExpectedValue,\n\t\tvec<2, T, Q> const& StandardDeviation\n\t)\n\t{\n\t\tvec<2, T, Q> const Squared = ((Coord - ExpectedValue) * (Coord - ExpectedValue)) / (static_cast<T>(2) * StandardDeviation * StandardDeviation);\n\t\treturn exp(-(Squared.x + Squared.y));\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/gradient_paint.hpp",
    "content": "/// @ref gtx_gradient_paint\n/// @file glm/gtx/gradient_paint.hpp\n///\n/// @see core (dependence)\n/// @see gtx_optimum_pow (dependence)\n///\n/// @defgroup gtx_gradient_paint GLM_GTX_gradient_paint\n/// @ingroup gtx\n///\n/// Include <glm/gtx/gradient_paint.hpp> to use the features of this extension.\n///\n/// Functions that return the color of procedural gradient for specific coordinates.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/optimum_pow.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_gradient_paint is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_gradient_paint extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_gradient_paint\n\t/// @{\n\n\t/// Return a color from a radial gradient.\n\t/// @see - gtx_gradient_paint\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T radialGradient(\n\t\tvec<2, T, Q> const& Center,\n\t\tT const& Radius,\n\t\tvec<2, T, Q> const& Focal,\n\t\tvec<2, T, Q> const& Position);\n\n\t/// Return a color from a linear gradient.\n\t/// @see - gtx_gradient_paint\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T linearGradient(\n\t\tvec<2, T, Q> const& Point0,\n\t\tvec<2, T, Q> const& Point1,\n\t\tvec<2, T, Q> const& Position);\n\n\t/// @}\n}// namespace glm\n\n#include \"gradient_paint.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/gradient_paint.inl",
    "content": "/// @ref gtx_gradient_paint\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T radialGradient\n\t(\n\t\tvec<2, T, Q> const& Center,\n\t\tT const& Radius,\n\t\tvec<2, T, Q> const& Focal,\n\t\tvec<2, T, Q> const& Position\n\t)\n\t{\n\t\tvec<2, T, Q> F = Focal - Center;\n\t\tvec<2, T, Q> D = Position - Focal;\n\t\tT Radius2 = pow2(Radius);\n\t\tT Fx2 = pow2(F.x);\n\t\tT Fy2 = pow2(F.y);\n\n\t\tT Numerator = (D.x * F.x + D.y * F.y) + sqrt(Radius2 * (pow2(D.x) + pow2(D.y)) - pow2(D.x * F.y - D.y * F.x));\n\t\tT Denominator = Radius2 - (Fx2 + Fy2);\n\t\treturn Numerator / Denominator;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T linearGradient\n\t(\n\t\tvec<2, T, Q> const& Point0,\n\t\tvec<2, T, Q> const& Point1,\n\t\tvec<2, T, Q> const& Position\n\t)\n\t{\n\t\tvec<2, T, Q> Dist = Point1 - Point0;\n\t\treturn (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/handed_coordinate_space.hpp",
    "content": "/// @ref gtx_handed_coordinate_space\n/// @file glm/gtx/handed_coordinate_space.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space\n/// @ingroup gtx\n///\n/// Include <glm/gtx/handed_coordinate_system.hpp> to use the features of this extension.\n///\n/// To know if a set of three basis vectors defines a right or left-handed coordinate system.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_handed_coordinate_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_handed_coordinate_space extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_handed_coordinate_space\n\t/// @{\n\n\t//! Return if a trihedron right handed or not.\n\t//! From GLM_GTX_handed_coordinate_space extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool rightHanded(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal);\n\n\t//! Return if a trihedron left handed or not.\n\t//! From GLM_GTX_handed_coordinate_space extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool leftHanded(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal);\n\n\t/// @}\n}// namespace glm\n\n#include \"handed_coordinate_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/handed_coordinate_space.inl",
    "content": "/// @ref gtx_handed_coordinate_space\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool rightHanded\n\t(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn dot(cross(normal, tangent), binormal) > T(0);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool leftHanded\n\t(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn dot(cross(normal, tangent), binormal) < T(0);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/hash.hpp",
    "content": "/// @ref gtx_hash\n/// @file glm/gtx/hash.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_hash GLM_GTX_hash\n/// @ingroup gtx\n///\n/// Include <glm/gtx/hash.hpp> to use the features of this extension.\n///\n/// Add std::hash support for glm types\n\n#pragma once\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_hash is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_hash extension included\")\n#\tendif\n#endif\n\n#include <functional>\n\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../gtc/vec1.hpp\"\n\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtx/dual_quaternion.hpp\"\n\n#include \"../mat2x2.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x4.hpp\"\n\n#include \"../mat3x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x4.hpp\"\n\n#include \"../mat4x2.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x4.hpp\"\n\n#if !GLM_HAS_CXX11_STL\n#\terror \"GLM_GTX_hash requires C++11 standard library support\"\n#endif\n\nnamespace std\n{\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<1, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<1, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<2, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<3, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<4, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::qua<T,Q>>\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::qua<T, Q> const& q) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::tdualquat<T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::tdualquat<T,Q> const& q) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<2, 2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<2, 2, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<2, 3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<2, 3, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<2, 4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<2, 4, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<3, 2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<3, 2, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<3, 3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<3, 3, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<3, 4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<3, 4, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<4, 2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<4, 2, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<4, 3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<4, 3, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<4, 4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<4, 4, T,Q> const& m) const;\n\t};\n} // namespace std\n\n#include \"hash.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/hash.inl",
    "content": "/// @ref gtx_hash\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_hash GLM_GTX_hash\n/// @ingroup gtx\n///\n/// @brief Add std::hash support for glm types\n///\n/// <glm/gtx/hash.inl> need to be included to use the features of this extension.\n\nnamespace glm {\nnamespace detail\n{\n\tGLM_INLINE void hash_combine(size_t &seed, size_t hash)\n\t{\n\t\thash += 0x9e3779b9 + (seed << 6) + (seed >> 2);\n\t\tseed ^= hash;\n\t}\n}}\n\nnamespace std\n{\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<1, T, Q>>::operator()(glm::vec<1, T, Q> const& v) const\n\t{\n\t\thash<T> hasher;\n\t\treturn hasher(v.x);\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<2, T, Q>>::operator()(glm::vec<2, T, Q> const& v) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(v.x));\n\t\tglm::detail::hash_combine(seed, hasher(v.y));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<3, T, Q>>::operator()(glm::vec<3, T, Q> const& v) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(v.x));\n\t\tglm::detail::hash_combine(seed, hasher(v.y));\n\t\tglm::detail::hash_combine(seed, hasher(v.z));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<4, T, Q>>::operator()(glm::vec<4, T, Q> const& v) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(v.x));\n\t\tglm::detail::hash_combine(seed, hasher(v.y));\n\t\tglm::detail::hash_combine(seed, hasher(v.z));\n\t\tglm::detail::hash_combine(seed, hasher(v.w));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::qua<T, Q>>::operator()(glm::qua<T,Q> const& q) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(q.x));\n\t\tglm::detail::hash_combine(seed, hasher(q.y));\n\t\tglm::detail::hash_combine(seed, hasher(q.z));\n\t\tglm::detail::hash_combine(seed, hasher(q.w));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::tdualquat<T, Q>>::operator()(glm::tdualquat<T, Q> const& q) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::qua<T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(q.real));\n\t\tglm::detail::hash_combine(seed, hasher(q.dual));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 2, T, Q>>::operator()(glm::mat<2, 2, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<2, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 3, T, Q>>::operator()(glm::mat<2, 3, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<3, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 4, T, Q>>::operator()(glm::mat<2, 4, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<4, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 2, T, Q>>::operator()(glm::mat<3, 2, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<2, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 3, T, Q>>::operator()(glm::mat<3, 3, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<3, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 4, T, Q>>::operator()(glm::mat<3, 4, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<4, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 2, T,Q>>::operator()(glm::mat<4, 2, T,Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<2, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\tglm::detail::hash_combine(seed, hasher(m[3]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 3, T,Q>>::operator()(glm::mat<4, 3, T,Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<3, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\tglm::detail::hash_combine(seed, hasher(m[3]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 4, T,Q>>::operator()(glm::mat<4, 4, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<4, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\tglm::detail::hash_combine(seed, hasher(m[3]));\n\t\treturn seed;\n\t}\n}\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/integer.hpp",
    "content": "/// @ref gtx_integer\n/// @file glm/gtx/integer.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_integer GLM_GTX_integer\n/// @ingroup gtx\n///\n/// Include <glm/gtx/integer.hpp> to use the features of this extension.\n///\n/// Add support for integer for core functions\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/integer.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_integer is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_integer extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_integer\n\t/// @{\n\n\t//! Returns x raised to the y power.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL int pow(int x, uint y);\n\n\t//! Returns the positive square root of x.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL int sqrt(int x);\n\n\t//! Returns the floor log2 of x.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL unsigned int floor_log2(unsigned int x);\n\n\t//! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL int mod(int x, int y);\n\n\t//! Return the factorial value of a number (!12 max, integer only)\n\t//! From GLM_GTX_integer extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType factorial(genType const& x);\n\n\t//! 32bit signed integer.\n\t//! From GLM_GTX_integer extension.\n\ttypedef signed int\t\t\t\t\tsint;\n\n\t//! Returns x raised to the y power.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint pow(uint x, uint y);\n\n\t//! Returns the positive square root of x.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint sqrt(uint x);\n\n\t//! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint mod(uint x, uint y);\n\n\t//! Returns the number of leading zeros.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint nlz(uint x);\n\n\t/// @}\n}//namespace glm\n\n#include \"integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/integer.inl",
    "content": "/// @ref gtx_integer\n\nnamespace glm\n{\n\t// pow\n\tGLM_FUNC_QUALIFIER int pow(int x, uint y)\n\t{\n\t\tif(y == 0)\n\t\t\treturn x >= 0 ? 1 : -1;\n\n\t\tint result = x;\n\t\tfor(uint i = 1; i < y; ++i)\n\t\t\tresult *= x;\n\t\treturn result;\n\t}\n\n\t// sqrt: From Christopher J. Musial, An integer square root, Graphics Gems, 1990, page 387\n\tGLM_FUNC_QUALIFIER int sqrt(int x)\n\t{\n\t\tif(x <= 1) return x;\n\n\t\tint NextTrial = x >> 1;\n\t\tint CurrentAnswer;\n\n\t\tdo\n\t\t{\n\t\t\tCurrentAnswer = NextTrial;\n\t\t\tNextTrial = (NextTrial + x / NextTrial) >> 1;\n\t\t} while(NextTrial < CurrentAnswer);\n\n\t\treturn CurrentAnswer;\n\t}\n\n// Henry Gordon Dietz: http://aggregate.org/MAGIC/\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER unsigned int ones32(unsigned int x)\n\t{\n\t\t/* 32-bit recursive reduction using SWAR...\n\t\tbut first step is mapping 2-bit values\n\t\tinto sum of 2 1-bit values in sneaky way\n\t\t*/\n\t\tx -= ((x >> 1) & 0x55555555);\n\t\tx = (((x >> 2) & 0x33333333) + (x & 0x33333333));\n\t\tx = (((x >> 4) + x) & 0x0f0f0f0f);\n\t\tx += (x >> 8);\n\t\tx += (x >> 16);\n\t\treturn(x & 0x0000003f);\n\t}\n}//namespace detail\n\n\t// Henry Gordon Dietz: http://aggregate.org/MAGIC/\n/*\n\tGLM_FUNC_QUALIFIER unsigned int floor_log2(unsigned int x)\n\t{\n\t\tx |= (x >> 1);\n\t\tx |= (x >> 2);\n\t\tx |= (x >> 4);\n\t\tx |= (x >> 8);\n\t\tx |= (x >> 16);\n\n\t\treturn _detail::ones32(x) >> 1;\n\t}\n*/\n\t// mod\n\tGLM_FUNC_QUALIFIER int mod(int x, int y)\n\t{\n\t\treturn ((x % y) + y) % y;\n\t}\n\n\t// factorial (!12 max, integer only)\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType factorial(genType const& x)\n\t{\n\t\tgenType Temp = x;\n\t\tgenType Result;\n\t\tfor(Result = 1; Temp > 1; --Temp)\n\t\t\tResult *= Temp;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> factorial(\n\t\tvec<2, T, Q> const& x)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tfactorial(x.x),\n\t\t\tfactorial(x.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> factorial(\n\t\tvec<3, T, Q> const& x)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tfactorial(x.x),\n\t\t\tfactorial(x.y),\n\t\t\tfactorial(x.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> factorial(\n\t\tvec<4, T, Q> const& x)\n\t{\n\t\treturn vec<4, T, Q>(\n\t\t\tfactorial(x.x),\n\t\t\tfactorial(x.y),\n\t\t\tfactorial(x.z),\n\t\t\tfactorial(x.w));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint pow(uint x, uint y)\n\t{\n\t\tif (y == 0)\n\t\t\treturn 1u;\n\n\t\tuint result = x;\n\t\tfor(uint i = 1; i < y; ++i)\n\t\t\tresult *= x;\n\t\treturn result;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint sqrt(uint x)\n\t{\n\t\tif(x <= 1) return x;\n\n\t\tuint NextTrial = x >> 1;\n\t\tuint CurrentAnswer;\n\n\t\tdo\n\t\t{\n\t\t\tCurrentAnswer = NextTrial;\n\t\t\tNextTrial = (NextTrial + x / NextTrial) >> 1;\n\t\t} while(NextTrial < CurrentAnswer);\n\n\t\treturn CurrentAnswer;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint mod(uint x, uint y)\n\t{\n\t\treturn x - y * (x / y);\n\t}\n\n#if(GLM_COMPILER & (GLM_COMPILER_VC | GLM_COMPILER_GCC))\n\n\tGLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)\n\t{\n\t\treturn 31u - findMSB(x);\n\t}\n\n#else\n\n\t// Hackers Delight: http://www.hackersdelight.org/HDcode/nlz.c.txt\n\tGLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)\n\t{\n\t\tint y, m, n;\n\n\t\ty = -int(x >> 16);      // If left half of x is 0,\n\t\tm = (y >> 16) & 16;  // set n = 16.  If left half\n\t\tn = 16 - m;          // is nonzero, set n = 0 and\n\t\tx = x >> m;          // shift x right 16.\n\t\t\t\t\t\t\t// Now x is of the form 0000xxxx.\n\t\ty = x - 0x100;       // If positions 8-15 are 0,\n\t\tm = (y >> 16) & 8;   // add 8 to n and shift x left 8.\n\t\tn = n + m;\n\t\tx = x << m;\n\n\t\ty = x - 0x1000;      // If positions 12-15 are 0,\n\t\tm = (y >> 16) & 4;   // add 4 to n and shift x left 4.\n\t\tn = n + m;\n\t\tx = x << m;\n\n\t\ty = x - 0x4000;      // If positions 14-15 are 0,\n\t\tm = (y >> 16) & 2;   // add 2 to n and shift x left 2.\n\t\tn = n + m;\n\t\tx = x << m;\n\n\t\ty = x >> 14;         // Set y = 0, 1, 2, or 3.\n\t\tm = y & ~(y >> 1);   // Set m = 0, 1, 2, or 2 resp.\n\t\treturn unsigned(n + 2 - m);\n\t}\n\n#endif//(GLM_COMPILER)\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/intersect.hpp",
    "content": "/// @ref gtx_intersect\n/// @file glm/gtx/intersect.hpp\n///\n/// @see core (dependence)\n/// @see gtx_closest_point (dependence)\n///\n/// @defgroup gtx_intersect GLM_GTX_intersect\n/// @ingroup gtx\n///\n/// Include <glm/gtx/intersect.hpp> to use the features of this extension.\n///\n/// Add intersection functions\n\n#pragma once\n\n// Dependency:\n#include <cfloat>\n#include <limits>\n#include \"../glm.hpp\"\n#include \"../geometric.hpp\"\n#include \"../gtx/closest_point.hpp\"\n#include \"../gtx/vector_query.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_intersect\n\t/// @{\n\n\t//! Compute the intersection of a ray and a plane.\n\t//! Ray direction and plane normal must be unit length.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectRayPlane(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& planeOrig, genType const& planeNormal,\n\t\ttypename genType::value_type & intersectionDistance);\n\n\t//! Compute the intersection of a ray and a triangle.\n\t/// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool intersectRayTriangle(\n\t\tvec<3, T, Q> const& orig, vec<3, T, Q> const& dir,\n\t\tvec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2,\n\t\tvec<2, T, Q>& baryPosition, T& distance);\n\n\t//! Compute the intersection of a line and a triangle.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectLineTriangle(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& vert0, genType const& vert1, genType const& vert2,\n\t\tgenType & position);\n\n\t//! Compute the intersection distance of a ray and a sphere.\n\t//! The ray direction vector is unit length.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectRaySphere(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, typename genType::value_type const sphereRadiusSquered,\n\t\ttypename genType::value_type & intersectionDistance);\n\n\t//! Compute the intersection of a ray and a sphere.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectRaySphere(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, const typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPosition, genType & intersectionNormal);\n\n\t//! Compute the intersection of a line and a sphere.\n\t//! From GLM_GTX_intersect extension\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectLineSphere(\n\t\tgenType const& point0, genType const& point1,\n\t\tgenType const& sphereCenter, typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPosition1, genType & intersectionNormal1,\n\t\tgenType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType());\n\n\t/// @}\n}//namespace glm\n\n#include \"intersect.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/intersect.inl",
    "content": "/// @ref gtx_intersect\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectRayPlane\n\t(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& planeOrig, genType const& planeNormal,\n\t\ttypename genType::value_type & intersectionDistance\n\t)\n\t{\n\t\ttypename genType::value_type d = glm::dot(dir, planeNormal);\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\n\t\tif(glm::abs(d) > Epsilon)  // if dir and planeNormal are not perpendicular\n\t\t{\n\t\t\ttypename genType::value_type const tmp_intersectionDistance = \tglm::dot(planeOrig - orig, planeNormal) / d;\n\t\t\tif (tmp_intersectionDistance > static_cast<typename genType::value_type>(0)) { // allow only intersections\n\t\t\t\tintersectionDistance = tmp_intersectionDistance;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool intersectRayTriangle\n\t(\n\t\tvec<3, T, Q> const& orig, vec<3, T, Q> const& dir,\n\t\tvec<3, T, Q> const& vert0, vec<3, T, Q> const& vert1, vec<3, T, Q> const& vert2,\n\t\tvec<2, T, Q>& baryPosition, T& distance\n\t)\n\t{\n\t\t// find vectors for two edges sharing vert0\n\t\tvec<3, T, Q> const edge1 = vert1 - vert0;\n\t\tvec<3, T, Q> const edge2 = vert2 - vert0;\n\n\t\t// begin calculating determinant - also used to calculate U parameter\n\t\tvec<3, T, Q> const p = glm::cross(dir, edge2);\n\n\t\t// if determinant is near zero, ray lies in plane of triangle\n\t\tT const det = glm::dot(edge1, p);\n\n\t\tvec<3, T, Q> Perpendicular(0);\n\n\t\tif(det > std::numeric_limits<T>::epsilon())\n\t\t{\n\t\t\t// calculate distance from vert0 to ray origin\n\t\t\tvec<3, T, Q> const dist = orig - vert0;\n\n\t\t\t// calculate U parameter and test bounds\n\t\t\tbaryPosition.x = glm::dot(dist, p);\n\t\t\tif(baryPosition.x < static_cast<T>(0) || baryPosition.x > det)\n\t\t\t\treturn false;\n\n\t\t\t// prepare to test V parameter\n\t\t\tPerpendicular = glm::cross(dist, edge1);\n\n\t\t\t// calculate V parameter and test bounds\n\t\t\tbaryPosition.y = glm::dot(dir, Perpendicular);\n\t\t\tif((baryPosition.y < static_cast<T>(0)) || ((baryPosition.x + baryPosition.y) > det))\n\t\t\t\treturn false;\n\t\t}\n\t\telse if(det < -std::numeric_limits<T>::epsilon())\n\t\t{\n\t\t\t// calculate distance from vert0 to ray origin\n\t\t\tvec<3, T, Q> const dist = orig - vert0;\n\n\t\t\t// calculate U parameter and test bounds\n\t\t\tbaryPosition.x = glm::dot(dist, p);\n\t\t\tif((baryPosition.x > static_cast<T>(0)) || (baryPosition.x < det))\n\t\t\t\treturn false;\n\n\t\t\t// prepare to test V parameter\n\t\t\tPerpendicular = glm::cross(dist, edge1);\n\n\t\t\t// calculate V parameter and test bounds\n\t\t\tbaryPosition.y = glm::dot(dir, Perpendicular);\n\t\t\tif((baryPosition.y > static_cast<T>(0)) || (baryPosition.x + baryPosition.y < det))\n\t\t\t\treturn false;\n\t\t}\n\t\telse\n\t\t\treturn false; // ray is parallel to the plane of the triangle\n\n\t\tT inv_det = static_cast<T>(1) / det;\n\n\t\t// calculate distance, ray intersects triangle\n\t\tdistance = glm::dot(edge2, Perpendicular) * inv_det;\n\t\tbaryPosition *= inv_det;\n\n\t\treturn true;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectLineTriangle\n\t(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& vert0, genType const& vert1, genType const& vert2,\n\t\tgenType & position\n\t)\n\t{\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\n\t\tgenType edge1 = vert1 - vert0;\n\t\tgenType edge2 = vert2 - vert0;\n\n\t\tgenType Perpendicular = cross(dir, edge2);\n\n\t\tfloat det = dot(edge1, Perpendicular);\n\n\t\tif (det > -Epsilon && det < Epsilon)\n\t\t\treturn false;\n\t\ttypename genType::value_type inv_det = typename genType::value_type(1) / det;\n\n\t\tgenType Tengant = orig - vert0;\n\n\t\tposition.y = dot(Tengant, Perpendicular) * inv_det;\n\t\tif (position.y < typename genType::value_type(0) || position.y > typename genType::value_type(1))\n\t\t\treturn false;\n\n\t\tgenType Cotengant = cross(Tengant, edge1);\n\n\t\tposition.z = dot(dir, Cotengant) * inv_det;\n\t\tif (position.z < typename genType::value_type(0) || position.y + position.z > typename genType::value_type(1))\n\t\t\treturn false;\n\n\t\tposition.x = dot(edge2, Cotengant) * inv_det;\n\n\t\treturn true;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectRaySphere\n\t(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, const typename genType::value_type sphereRadiusSquered,\n\t\ttypename genType::value_type & intersectionDistance\n\t)\n\t{\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\t\tgenType diff = sphereCenter - rayStarting;\n\t\ttypename genType::value_type t0 = dot(diff, rayNormalizedDirection);\n\t\ttypename genType::value_type dSquared = dot(diff, diff) - t0 * t0;\n\t\tif( dSquared > sphereRadiusSquered )\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\ttypename genType::value_type t1 = sqrt( sphereRadiusSquered - dSquared );\n\t\tintersectionDistance = t0 > t1 + Epsilon ? t0 - t1 : t0 + t1;\n\t\treturn intersectionDistance > Epsilon;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectRaySphere\n\t(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, const typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPosition, genType & intersectionNormal\n\t)\n\t{\n\t\ttypename genType::value_type distance;\n\t\tif( intersectRaySphere( rayStarting, rayNormalizedDirection, sphereCenter, sphereRadius * sphereRadius, distance ) )\n\t\t{\n\t\t\tintersectionPosition = rayStarting + rayNormalizedDirection * distance;\n\t\t\tintersectionNormal = (intersectionPosition - sphereCenter) / sphereRadius;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectLineSphere\n\t(\n\t\tgenType const& point0, genType const& point1,\n\t\tgenType const& sphereCenter, typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPoint1, genType & intersectionNormal1,\n\t\tgenType & intersectionPoint2, genType & intersectionNormal2\n\t)\n\t{\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\t\tgenType dir = normalize(point1 - point0);\n\t\tgenType diff = sphereCenter - point0;\n\t\ttypename genType::value_type t0 = dot(diff, dir);\n\t\ttypename genType::value_type dSquared = dot(diff, diff) - t0 * t0;\n\t\tif( dSquared > sphereRadius * sphereRadius )\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\ttypename genType::value_type t1 = sqrt( sphereRadius * sphereRadius - dSquared );\n\t\tif( t0 < t1 + Epsilon )\n\t\t\tt1 = -t1;\n\t\tintersectionPoint1 = point0 + dir * (t0 - t1);\n\t\tintersectionNormal1 = (intersectionPoint1 - sphereCenter) / sphereRadius;\n\t\tintersectionPoint2 = point0 + dir * (t0 + t1);\n\t\tintersectionNormal2 = (intersectionPoint2 - sphereCenter) / sphereRadius;\n\t\treturn true;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/io.hpp",
    "content": "/// @ref gtx_io\n/// @file glm/gtx/io.hpp\n/// @author Jan P Springer (regnirpsj@gmail.com)\n///\n/// @see core (dependence)\n/// @see gtc_matrix_access (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_io GLM_GTX_io\n/// @ingroup gtx\n///\n/// Include <glm/gtx/io.hpp> to use the features of this extension.\n///\n/// std::[w]ostream support for glm types\n///\n/// std::[w]ostream support for glm types + qualifier/width/etc. manipulators\n/// based on howard hinnant's std::chrono io proposal\n/// [http://home.roadrunner.com/~hinnant/bloomington/chrono_io.html]\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_io is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_io extension included\")\n#\tendif\n#endif\n\n#include <iosfwd>  // std::basic_ostream<> (fwd)\n#include <locale>  // std::locale, std::locale::facet, std::locale::id\n#include <utility> // std::pair<>\n\nnamespace glm\n{\n\t/// @addtogroup gtx_io\n\t/// @{\n\n\tnamespace io\n\t{\n\t\tenum order_type { column_major, row_major};\n\n\t\ttemplate<typename CTy>\n\t\tclass format_punct : public std::locale::facet\n\t\t{\n\t\t\ttypedef CTy char_type;\n\n\t\tpublic:\n\n\t\t\tstatic std::locale::id id;\n\n\t\t\tbool       formatted;\n\t\t\tunsigned   precision;\n\t\t\tunsigned   width;\n\t\t\tchar_type  separator;\n\t\t\tchar_type  delim_left;\n\t\t\tchar_type  delim_right;\n\t\t\tchar_type  space;\n\t\t\tchar_type  newline;\n\t\t\torder_type order;\n\n\t\t\tGLM_FUNC_DECL explicit format_punct(size_t a = 0);\n\t\t\tGLM_FUNC_DECL explicit format_punct(format_punct const&);\n\t\t};\n\n\t\ttemplate<typename CTy, typename CTr = std::char_traits<CTy> >\n\t\tclass basic_state_saver {\n\n\t\tpublic:\n\n\t\t\tGLM_FUNC_DECL explicit basic_state_saver(std::basic_ios<CTy,CTr>&);\n\t\t\tGLM_FUNC_DECL ~basic_state_saver();\n\n\t\tprivate:\n\n\t\t\ttypedef ::std::basic_ios<CTy,CTr>      state_type;\n\t\t\ttypedef typename state_type::char_type char_type;\n\t\t\ttypedef ::std::ios_base::fmtflags      flags_type;\n\t\t\ttypedef ::std::streamsize              streamsize_type;\n\t\t\ttypedef ::std::locale const            locale_type;\n\n\t\t\tstate_type&     state_;\n\t\t\tflags_type      flags_;\n\t\t\tstreamsize_type precision_;\n\t\t\tstreamsize_type width_;\n\t\t\tchar_type       fill_;\n\t\t\tlocale_type     locale_;\n\n\t\t\tGLM_FUNC_DECL basic_state_saver& operator=(basic_state_saver const&);\n\t\t};\n\n\t\ttypedef basic_state_saver<char>     state_saver;\n\t\ttypedef basic_state_saver<wchar_t> wstate_saver;\n\n\t\ttemplate<typename CTy, typename CTr = std::char_traits<CTy> >\n\t\tclass basic_format_saver\n\t\t{\n\t\tpublic:\n\n\t\t\tGLM_FUNC_DECL explicit basic_format_saver(std::basic_ios<CTy,CTr>&);\n\t\t\tGLM_FUNC_DECL ~basic_format_saver();\n\n\t\tprivate:\n\n\t\t\tbasic_state_saver<CTy> const bss_;\n\n\t\t\tGLM_FUNC_DECL basic_format_saver& operator=(basic_format_saver const&);\n\t\t};\n\n\t\ttypedef basic_format_saver<char>     format_saver;\n\t\ttypedef basic_format_saver<wchar_t> wformat_saver;\n\n\t\tstruct precision\n\t\t{\n\t\t\tunsigned value;\n\n\t\t\tGLM_FUNC_DECL explicit precision(unsigned);\n\t\t};\n\n\t\tstruct width\n\t\t{\n\t\t\tunsigned value;\n\n\t\t\tGLM_FUNC_DECL explicit width(unsigned);\n\t\t};\n\n\t\ttemplate<typename CTy>\n\t\tstruct delimeter\n\t\t{\n\t\t\tCTy value[3];\n\n\t\t\tGLM_FUNC_DECL explicit delimeter(CTy /* left */, CTy /* right */, CTy /* separator */ = ',');\n\t\t};\n\n\t\tstruct order\n\t\t{\n\t\t\torder_type value;\n\n\t\t\tGLM_FUNC_DECL explicit order(order_type);\n\t\t};\n\n\t\t// functions, inlined (inline)\n\n\t\ttemplate<typename FTy, typename CTy, typename CTr>\n\t\tFTy const& get_facet(std::basic_ios<CTy,CTr>&);\n\t\ttemplate<typename FTy, typename CTy, typename CTr>\n\t\tstd::basic_ios<CTy,CTr>& formatted(std::basic_ios<CTy,CTr>&);\n\t\ttemplate<typename FTy, typename CTy, typename CTr>\n\t\tstd::basic_ios<CTy,CTr>& unformattet(std::basic_ios<CTy,CTr>&);\n\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, precision const&);\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, width const&);\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, delimeter<CTy> const&);\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, order const&);\n\t}//namespace io\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, qua<T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<1, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<4, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 4, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 4, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 4, T, Q> const&);\n\n  template<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr> &,\n                                                         std::pair<mat<4, 4, T, Q> const, mat<4, 4, T, Q> const> const&);\n\n\t/// @}\n}//namespace glm\n\n#include \"io.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/io.inl",
    "content": "/// @ref gtx_io\n/// @author Jan P Springer (regnirpsj@gmail.com)\n\n#include <iomanip>                  // std::fixed, std::setfill<>, std::setprecision, std::right, std::setw\n#include <ostream>                  // std::basic_ostream<>\n#include \"../gtc/matrix_access.hpp\" // glm::col, glm::row\n#include \"../gtx/type_trait.hpp\"    // glm::type<>\n\nnamespace glm{\nnamespace io\n{\n\ttemplate<typename CTy>\n\tGLM_FUNC_QUALIFIER format_punct<CTy>::format_punct(size_t a)\n\t\t: std::locale::facet(a)\n\t\t, formatted(true)\n\t\t, precision(3)\n\t\t, width(1 + 4 + 1 + precision)\n\t\t, separator(',')\n\t\t, delim_left('[')\n\t\t, delim_right(']')\n\t\t, space(' ')\n\t\t, newline('\\n')\n\t\t, order(column_major)\n\t{}\n\n\ttemplate<typename CTy>\n\tGLM_FUNC_QUALIFIER format_punct<CTy>::format_punct(format_punct const& a)\n\t\t: std::locale::facet(0)\n\t\t, formatted(a.formatted)\n\t\t, precision(a.precision)\n\t\t, width(a.width)\n\t\t, separator(a.separator)\n\t\t, delim_left(a.delim_left)\n\t\t, delim_right(a.delim_right)\n\t\t, space(a.space)\n\t\t, newline(a.newline)\n\t\t, order(a.order)\n\t{}\n\n\ttemplate<typename CTy> std::locale::id format_punct<CTy>::id;\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER basic_state_saver<CTy, CTr>::basic_state_saver(std::basic_ios<CTy, CTr>& a)\n\t\t: state_(a)\n\t\t, flags_(a.flags())\n\t\t, precision_(a.precision())\n\t\t, width_(a.width())\n\t\t, fill_(a.fill())\n\t\t, locale_(a.getloc())\n\t{}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER basic_state_saver<CTy, CTr>::~basic_state_saver()\n\t{\n\t\tstate_.imbue(locale_);\n\t\tstate_.fill(fill_);\n\t\tstate_.width(width_);\n\t\tstate_.precision(precision_);\n\t\tstate_.flags(flags_);\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER basic_format_saver<CTy, CTr>::basic_format_saver(std::basic_ios<CTy, CTr>& a)\n\t\t: bss_(a)\n\t{\n\t\ta.imbue(std::locale(a.getloc(), new format_punct<CTy>(get_facet<format_punct<CTy> >(a))));\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER\n\tbasic_format_saver<CTy, CTr>::~basic_format_saver()\n\t{}\n\n\tGLM_FUNC_QUALIFIER precision::precision(unsigned a)\n\t\t: value(a)\n\t{}\n\n\tGLM_FUNC_QUALIFIER width::width(unsigned a)\n\t\t: value(a)\n\t{}\n\n\ttemplate<typename CTy>\n\tGLM_FUNC_QUALIFIER delimeter<CTy>::delimeter(CTy a, CTy b, CTy c)\n\t\t: value()\n\t{\n\t\tvalue[0] = a;\n\t\tvalue[1] = b;\n\t\tvalue[2] = c;\n\t}\n\n\tGLM_FUNC_QUALIFIER order::order(order_type a)\n\t\t: value(a)\n\t{}\n\n\ttemplate<typename FTy, typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER FTy const& get_facet(std::basic_ios<CTy, CTr>& ios)\n\t{\n\t\tif(!std::has_facet<FTy>(ios.getloc()))\n\t\t\tios.imbue(std::locale(ios.getloc(), new FTy));\n\n\t\treturn std::use_facet<FTy>(ios.getloc());\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ios<CTy, CTr>& formatted(std::basic_ios<CTy, CTr>& ios)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(ios)).formatted = true;\n\t\treturn ios;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ios<CTy, CTr>& unformatted(std::basic_ios<CTy, CTr>& ios)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(ios)).formatted = false;\n\t\treturn ios;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, precision const& a)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).precision = a.value;\n\t\treturn os;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, width const& a)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).width = a.value;\n\t\treturn os;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER  std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, delimeter<CTy> const& a)\n\t{\n\t\tformat_punct<CTy> & fmt(const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)));\n\n\t\tfmt.delim_left  = a.value[0];\n\t\tfmt.delim_right = a.value[1];\n\t\tfmt.separator   = a.value[2];\n\n\t\treturn os;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, order const& a)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).order = a.value;\n\t\treturn os;\n\t}\n} // namespace io\n\nnamespace detail\n{\n\ttemplate<typename CTy, typename CTr, typename V>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>&\n\tprint_vector_on(std::basic_ostream<CTy, CTr>& os, V const& a)\n\t{\n\t\ttypename std::basic_ostream<CTy, CTr>::sentry const cerberus(os);\n\n\t\tif(cerberus)\n\t\t{\n\t\t\tio::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));\n\n\t\t\tlength_t const& components(type<V>::components);\n\n\t\t\tif(fmt.formatted)\n\t\t\t{\n\t\t\t\tio::basic_state_saver<CTy> const bss(os);\n\n\t\t\t\tos << std::fixed << std::right << std::setprecision(fmt.precision) << std::setfill(fmt.space) << fmt.delim_left;\n\n\t\t\t\tfor(length_t i(0); i < components; ++i)\n\t\t\t\t{\n\t\t\t\t\tos << std::setw(fmt.width) << a[i];\n\t\t\t\t\tif(components-1 != i)\n\t\t\t\t\t\tos << fmt.separator;\n\t\t\t\t}\n\n\t\t\t\tos << fmt.delim_right;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor(length_t i(0); i < components; ++i)\n\t\t\t\t{\n\t\t\t\t\tos << a[i];\n\n\t\t\t\t\tif(components-1 != i)\n\t\t\t\t\t\tos << fmt.space;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn os;\n\t}\n}//namespace detail\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, qua<T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<1, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<2, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<3, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<4, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\nnamespace detail\n{\n\ttemplate<typename CTy, typename CTr, template<length_t, length_t, typename, qualifier> class M, length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& print_matrix_on(std::basic_ostream<CTy, CTr>& os, M<C, R, T, Q> const& a)\n\t{\n\t\ttypename std::basic_ostream<CTy,CTr>::sentry const cerberus(os);\n\n\t\tif(cerberus)\n\t\t{\n\t\t\tio::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));\n\n\t\t\tlength_t const& cols(type<M<C, R, T, Q> >::cols);\n\t\t\tlength_t const& rows(type<M<C, R, T, Q> >::rows);\n\n\t\t\tif(fmt.formatted)\n\t\t\t{\n\t\t\t\tos << fmt.newline << fmt.delim_left;\n\n\t\t\t\tswitch(fmt.order)\n\t\t\t\t{\n\t\t\t\t\tcase io::column_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < rows; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << row(a, i);\n\n\t\t\t\t\t\t\tif(rows-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase io::row_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < cols; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << column(a, i);\n\n\t\t\t\t\t\t\tif(cols-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tos << fmt.delim_right;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tswitch (fmt.order)\n\t\t\t\t{\n\t\t\t\t\tcase io::column_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < cols; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tos << column(a, i);\n\n\t\t\t\t\t\t\tif(cols - 1 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase io::row_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (length_t i(0); i < rows; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tos << row(a, i);\n\n\t\t\t\t\t\t\tif (rows-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn os;\n\t}\n}//namespace detail\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 2, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 3, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 4, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 2, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 3, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 4, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 2, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 3, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 4, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\nnamespace detail\n{\n\ttemplate<typename CTy, typename CTr, template<length_t, length_t, typename, qualifier> class M, length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& print_matrix_pair_on(std::basic_ostream<CTy, CTr>& os, std::pair<M<C, R, T, Q> const, M<C, R, T, Q> const> const& a)\n\t{\n\t\ttypename std::basic_ostream<CTy,CTr>::sentry const cerberus(os);\n\n\t\tif(cerberus)\n\t\t{\n\t\t\tio::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));\n\t\t\tM<C, R, T, Q> const& ml(a.first);\n\t\t\tM<C, R, T, Q> const& mr(a.second);\n\t\t\tlength_t const& cols(type<M<C, R, T, Q> >::cols);\n\t\t\tlength_t const& rows(type<M<C, R, T, Q> >::rows);\n\n\t\t\tif(fmt.formatted)\n\t\t\t{\n\t\t\t\tos << fmt.newline << fmt.delim_left;\n\n\t\t\t\tswitch(fmt.order)\n\t\t\t\t{\n\t\t\t\t\tcase io::column_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < rows; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << row(ml, i) << ((rows-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << row(mr, i);\n\n\t\t\t\t\t\t\tif(rows-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t\tcase io::row_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < cols; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << column(ml, i) << ((cols-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << column(mr, i);\n\n\t\t\t\t\t\t\tif(cols-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tos << fmt.delim_right;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tos << ml << fmt.space << mr;\n\t\t\t}\n\t\t}\n\n\t\treturn os;\n\t}\n}//namespace detail\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(\n\t\tstd::basic_ostream<CTy, CTr> & os,\n\t\tstd::pair<mat<4, 4, T, Q> const,\n\t\tmat<4, 4, T, Q> const> const& a)\n\t{\n\t\treturn detail::print_matrix_pair_on(os, a);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/log_base.hpp",
    "content": "/// @ref gtx_log_base\n/// @file glm/gtx/log_base.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_log_base GLM_GTX_log_base\n/// @ingroup gtx\n///\n/// Include <glm/gtx/log_base.hpp> to use the features of this extension.\n///\n/// Logarithm for any base. base can be a vector or a scalar.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_log_base is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_log_base extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_log_base\n\t/// @{\n\n\t/// Logarithm for any base.\n\t/// From GLM_GTX_log_base.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType log(\n\t\tgenType const& x,\n\t\tgenType const& base);\n\n\t/// Logarithm for any base.\n\t/// From GLM_GTX_log_base.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sign(\n\t\tvec<L, T, Q> const& x,\n\t\tvec<L, T, Q> const& base);\n\n\t/// @}\n}//namespace glm\n\n#include \"log_base.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/log_base.inl",
    "content": "/// @ref gtx_log_base\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType log(genType const& x, genType const& base)\n\t{\n\t\treturn glm::log(x) / glm::log(base);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> log(vec<L, T, Q> const& x, vec<L, T, Q> const& base)\n\t{\n\t\treturn glm::log(x) / glm::log(base);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_cross_product.hpp",
    "content": "/// @ref gtx_matrix_cross_product\n/// @file glm/gtx/matrix_cross_product.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_matrix_cross_product GLM_GTX_matrix_cross_product\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_cross_product.hpp> to use the features of this extension.\n///\n/// Build cross product matrices\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_cross_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_cross_product extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_cross_product\n\t/// @{\n\n\t//! Build a cross product matrix.\n\t//! From GLM_GTX_matrix_cross_product extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> matrixCross3(\n\t\tvec<3, T, Q> const& x);\n\n\t//! Build a cross product matrix.\n\t//! From GLM_GTX_matrix_cross_product extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> matrixCross4(\n\t\tvec<3, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_cross_product.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_cross_product.inl",
    "content": "/// @ref gtx_matrix_cross_product\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> matrixCross3\n\t(\n\t\tvec<3, T, Q> const& x\n\t)\n\t{\n\t\tmat<3, 3, T, Q> Result(T(0));\n\t\tResult[0][1] = x.z;\n\t\tResult[1][0] = -x.z;\n\t\tResult[0][2] = -x.y;\n\t\tResult[2][0] = x.y;\n\t\tResult[1][2] = x.x;\n\t\tResult[2][1] = -x.x;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> matrixCross4\n\t(\n\t\tvec<3, T, Q> const& x\n\t)\n\t{\n\t\tmat<4, 4, T, Q> Result(T(0));\n\t\tResult[0][1] = x.z;\n\t\tResult[1][0] = -x.z;\n\t\tResult[0][2] = -x.y;\n\t\tResult[2][0] = x.y;\n\t\tResult[1][2] = x.x;\n\t\tResult[2][1] = -x.x;\n\t\treturn Result;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_decompose.hpp",
    "content": "/// @ref gtx_matrix_decompose\n/// @file glm/gtx/matrix_decompose.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_decompose GLM_GTX_matrix_decompose\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_decompose.hpp> to use the features of this extension.\n///\n/// Decomposes a model matrix to translations, rotation and scale components\n\n#pragma once\n\n// Dependencies\n#include \"../mat4x4.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../geometric.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_decompose is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_decompose extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_decompose\n\t/// @{\n\n\t/// Decomposes a model matrix to translations, rotation and scale components\n\t/// @see gtx_matrix_decompose\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool decompose(\n\t\tmat<4, 4, T, Q> const& modelMatrix,\n\t\tvec<3, T, Q> & scale, qua<T, Q> & orientation, vec<3, T, Q> & translation, vec<3, T, Q> & skew, vec<4, T, Q> & perspective);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_decompose.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_decompose.inl",
    "content": "/// @ref gtx_matrix_decompose\n\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/epsilon.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\t/// Make a linear combination of two vectors and return the result.\n\t// result = (a * ascl) + (b * bscl)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> combine(\n\t\tvec<3, T, Q> const& a,\n\t\tvec<3, T, Q> const& b,\n\t\tT ascl, T bscl)\n\t{\n\t\treturn (a * ascl) + (b * bscl);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> scale(vec<3, T, Q> const& v, T desiredLength)\n\t{\n\t\treturn v * desiredLength / length(v);\n\t}\n}//namespace detail\n\n\t// Matrix decompose\n\t// http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp\n\t// Decomposes the mode matrix to translations,rotation scale components\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool decompose(mat<4, 4, T, Q> const& ModelMatrix, vec<3, T, Q> & Scale, qua<T, Q> & Orientation, vec<3, T, Q> & Translation, vec<3, T, Q> & Skew, vec<4, T, Q> & Perspective)\n\t{\n\t\tmat<4, 4, T, Q> LocalMatrix(ModelMatrix);\n\n\t\t// Normalize the matrix.\n\t\tif(epsilonEqual(LocalMatrix[3][3], static_cast<T>(0), epsilon<T>()))\n\t\t\treturn false;\n\n\t\tfor(length_t i = 0; i < 4; ++i)\n\t\tfor(length_t j = 0; j < 4; ++j)\n\t\t\tLocalMatrix[i][j] /= LocalMatrix[3][3];\n\n\t\t// perspectiveMatrix is used to solve for perspective, but it also provides\n\t\t// an easy way to test for singularity of the upper 3x3 component.\n\t\tmat<4, 4, T, Q> PerspectiveMatrix(LocalMatrix);\n\n\t\tfor(length_t i = 0; i < 3; i++)\n\t\t\tPerspectiveMatrix[i][3] = static_cast<T>(0);\n\t\tPerspectiveMatrix[3][3] = static_cast<T>(1);\n\n\t\t/// TODO: Fixme!\n\t\tif(epsilonEqual(determinant(PerspectiveMatrix), static_cast<T>(0), epsilon<T>()))\n\t\t\treturn false;\n\n\t\t// First, isolate perspective.  This is the messiest.\n\t\tif(\n\t\t\tepsilonNotEqual(LocalMatrix[0][3], static_cast<T>(0), epsilon<T>()) ||\n\t\t\tepsilonNotEqual(LocalMatrix[1][3], static_cast<T>(0), epsilon<T>()) ||\n\t\t\tepsilonNotEqual(LocalMatrix[2][3], static_cast<T>(0), epsilon<T>()))\n\t\t{\n\t\t\t// rightHandSide is the right hand side of the equation.\n\t\t\tvec<4, T, Q> RightHandSide;\n\t\t\tRightHandSide[0] = LocalMatrix[0][3];\n\t\t\tRightHandSide[1] = LocalMatrix[1][3];\n\t\t\tRightHandSide[2] = LocalMatrix[2][3];\n\t\t\tRightHandSide[3] = LocalMatrix[3][3];\n\n\t\t\t// Solve the equation by inverting PerspectiveMatrix and multiplying\n\t\t\t// rightHandSide by the inverse.  (This is the easiest way, not\n\t\t\t// necessarily the best.)\n\t\t\tmat<4, 4, T, Q> InversePerspectiveMatrix = glm::inverse(PerspectiveMatrix);//   inverse(PerspectiveMatrix, inversePerspectiveMatrix);\n\t\t\tmat<4, 4, T, Q> TransposedInversePerspectiveMatrix = glm::transpose(InversePerspectiveMatrix);//   transposeMatrix4(inversePerspectiveMatrix, transposedInversePerspectiveMatrix);\n\n\t\t\tPerspective = TransposedInversePerspectiveMatrix * RightHandSide;\n\t\t\t//  v4MulPointByMatrix(rightHandSide, transposedInversePerspectiveMatrix, perspectivePoint);\n\n\t\t\t// Clear the perspective partition\n\t\t\tLocalMatrix[0][3] = LocalMatrix[1][3] = LocalMatrix[2][3] = static_cast<T>(0);\n\t\t\tLocalMatrix[3][3] = static_cast<T>(1);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// No perspective.\n\t\t\tPerspective = vec<4, T, Q>(0, 0, 0, 1);\n\t\t}\n\n\t\t// Next take care of translation (easy).\n\t\tTranslation = vec<3, T, Q>(LocalMatrix[3]);\n\t\tLocalMatrix[3] = vec<4, T, Q>(0, 0, 0, LocalMatrix[3].w);\n\n\t\tvec<3, T, Q> Row[3], Pdum3;\n\n\t\t// Now get scale and shear.\n\t\tfor(length_t i = 0; i < 3; ++i)\n\t\tfor(length_t j = 0; j < 3; ++j)\n\t\t\tRow[i][j] = LocalMatrix[i][j];\n\n\t\t// Compute X scale factor and normalize first row.\n\t\tScale.x = length(Row[0]);// v3Length(Row[0]);\n\n\t\tRow[0] = detail::scale(Row[0], static_cast<T>(1));\n\n\t\t// Compute XY shear factor and make 2nd row orthogonal to 1st.\n\t\tSkew.z = dot(Row[0], Row[1]);\n\t\tRow[1] = detail::combine(Row[1], Row[0], static_cast<T>(1), -Skew.z);\n\n\t\t// Now, compute Y scale and normalize 2nd row.\n\t\tScale.y = length(Row[1]);\n\t\tRow[1] = detail::scale(Row[1], static_cast<T>(1));\n\t\tSkew.z /= Scale.y;\n\n\t\t// Compute XZ and YZ shears, orthogonalize 3rd row.\n\t\tSkew.y = glm::dot(Row[0], Row[2]);\n\t\tRow[2] = detail::combine(Row[2], Row[0], static_cast<T>(1), -Skew.y);\n\t\tSkew.x = glm::dot(Row[1], Row[2]);\n\t\tRow[2] = detail::combine(Row[2], Row[1], static_cast<T>(1), -Skew.x);\n\n\t\t// Next, get Z scale and normalize 3rd row.\n\t\tScale.z = length(Row[2]);\n\t\tRow[2] = detail::scale(Row[2], static_cast<T>(1));\n\t\tSkew.y /= Scale.z;\n\t\tSkew.x /= Scale.z;\n\n\t\t// At this point, the matrix (in rows[]) is orthonormal.\n\t\t// Check for a coordinate system flip.  If the determinant\n\t\t// is -1, then negate the matrix and the scaling factors.\n\t\tPdum3 = cross(Row[1], Row[2]); // v3Cross(row[1], row[2], Pdum3);\n\t\tif(dot(Row[0], Pdum3) < 0)\n\t\t{\n\t\t\tfor(length_t i = 0; i < 3; i++)\n\t\t\t{\n\t\t\t\tScale[i] *= static_cast<T>(-1);\n\t\t\t\tRow[i] *= static_cast<T>(-1);\n\t\t\t}\n\t\t}\n\n\t\t// Now, get the rotations out, as described in the gem.\n\n\t\t// FIXME - Add the ability to return either quaternions (which are\n\t\t// easier to recompose with) or Euler angles (rx, ry, rz), which\n\t\t// are easier for authors to deal with. The latter will only be useful\n\t\t// when we fix https://bugs.webkit.org/show_bug.cgi?id=23799, so I\n\t\t// will leave the Euler angle code here for now.\n\n\t\t// ret.rotateY = asin(-Row[0][2]);\n\t\t// if (cos(ret.rotateY) != 0) {\n\t\t//     ret.rotateX = atan2(Row[1][2], Row[2][2]);\n\t\t//     ret.rotateZ = atan2(Row[0][1], Row[0][0]);\n\t\t// } else {\n\t\t//     ret.rotateX = atan2(-Row[2][0], Row[1][1]);\n\t\t//     ret.rotateZ = 0;\n\t\t// }\n\n\t\tint i, j, k = 0;\n\t\tT root, trace = Row[0].x + Row[1].y + Row[2].z;\n\t\tif(trace > static_cast<T>(0))\n\t\t{\n\t\t\troot = sqrt(trace + static_cast<T>(1.0));\n\t\t\tOrientation.w = static_cast<T>(0.5) * root;\n\t\t\troot = static_cast<T>(0.5) / root;\n\t\t\tOrientation.x = root * (Row[1].z - Row[2].y);\n\t\t\tOrientation.y = root * (Row[2].x - Row[0].z);\n\t\t\tOrientation.z = root * (Row[0].y - Row[1].x);\n\t\t} // End if > 0\n\t\telse\n\t\t{\n\t\t\tstatic int Next[3] = {1, 2, 0};\n\t\t\ti = 0;\n\t\t\tif(Row[1].y > Row[0].x) i = 1;\n\t\t\tif(Row[2].z > Row[i][i]) i = 2;\n\t\t\tj = Next[i];\n\t\t\tk = Next[j];\n\n\t\t\troot = sqrt(Row[i][i] - Row[j][j] - Row[k][k] + static_cast<T>(1.0));\n\n\t\t\tOrientation[i] = static_cast<T>(0.5) * root;\n\t\t\troot = static_cast<T>(0.5) / root;\n\t\t\tOrientation[j] = root * (Row[i][j] + Row[j][i]);\n\t\t\tOrientation[k] = root * (Row[i][k] + Row[k][i]);\n\t\t\tOrientation.w = root * (Row[j][k] - Row[k][j]);\n\t\t} // End if <= 0\n\n\t\treturn true;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_factorisation.hpp",
    "content": "/// @ref gtx_matrix_factorisation\n/// @file glm/gtx/matrix_factorisation.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_factorisation GLM_GTX_matrix_factorisation\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_factorisation.hpp> to use the features of this extension.\n///\n/// Functions to factor matrices in various forms\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_factorisation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_factorisation extension included\")\n#\tendif\n#endif\n\n/*\nSuggestions:\n - Move helper functions flipud and fliplr to another file: They may be helpful in more general circumstances.\n - Implement other types of matrix factorisation, such as: QL and LQ, L(D)U, eigendecompositions, etc...\n*/\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_factorisation\n\t/// @{\n\n\t/// Flips the matrix rows up and down.\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> flipud(mat<C, R, T, Q> const& in);\n\n\t/// Flips the matrix columns right and left.\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> fliplr(mat<C, R, T, Q> const& in);\n\n\t/// Performs QR factorisation of a matrix.\n\t/// Returns 2 matrices, q and r, such that the columns of q are orthonormal and span the same subspace than those of the input matrix, r is an upper triangular matrix, and q*r=in.\n\t/// Given an n-by-m input matrix, q has dimensions min(n,m)-by-m, and r has dimensions n-by-min(n,m).\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL void qr_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& q, mat<C, (C < R ? C : R), T, Q>& r);\n\n\t/// Performs RQ factorisation of a matrix.\n\t/// Returns 2 matrices, r and q, such that r is an upper triangular matrix, the rows of q are orthonormal and span the same subspace than those of the input matrix, and r*q=in.\n\t/// Note that in the context of RQ factorisation, the diagonal is seen as starting in the lower-right corner of the matrix, instead of the usual upper-left.\n\t/// Given an n-by-m input matrix, r has dimensions min(n,m)-by-m, and q has dimensions n-by-min(n,m).\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL void rq_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& r, mat<C, (C < R ? C : R), T, Q>& q);\n\n\t/// @}\n}\n\n#include \"matrix_factorisation.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_factorisation.inl",
    "content": "/// @ref gtx_matrix_factorisation\n\nnamespace glm\n{\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> flipud(mat<C, R, T, Q> const& in)\n\t{\n\t\tmat<R, C, T, Q> tin = transpose(in);\n\t\ttin = fliplr(tin);\n\t\tmat<C, R, T, Q> out = transpose(tin);\n\n\t\treturn out;\n\t}\n\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> fliplr(mat<C, R, T, Q> const& in)\n\t{\n\t\tmat<C, R, T, Q> out;\n\t\tfor (length_t i = 0; i < C; i++)\n\t\t{\n\t\t\tout[i] = in[(C - i) - 1];\n\t\t}\n\n\t\treturn out;\n\t}\n\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER void qr_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& q, mat<C, (C < R ? C : R), T, Q>& r)\n\t{\n\t\t// Uses modified Gram-Schmidt method\n\t\t// Source: https://en.wikipedia.org/wiki/GramSchmidt_process\n\t\t// And https://en.wikipedia.org/wiki/QR_decomposition\n\n\t\t//For all the linearly independs columns of the input...\n\t\t// (there can be no more linearly independents columns than there are rows.)\n\t\tfor (length_t i = 0; i < (C < R ? C : R); i++)\n\t\t{\n\t\t\t//Copy in Q the input's i-th column.\n\t\t\tq[i] = in[i];\n\n\t\t\t//j = [0,i[\n\t\t\t// Make that column orthogonal to all the previous ones by substracting to it the non-orthogonal projection of all the previous columns.\n\t\t\t// Also: Fill the zero elements of R\n\t\t\tfor (length_t j = 0; j < i; j++)\n\t\t\t{\n\t\t\t\tq[i] -= dot(q[i], q[j])*q[j];\n\t\t\t\tr[j][i] = 0;\n\t\t\t}\n\n\t\t\t//Now, Q i-th column is orthogonal to all the previous columns. Normalize it.\n\t\t\tq[i] = normalize(q[i]);\n\n\t\t\t//j = [i,C[\n\t\t\t//Finally, compute the corresponding coefficients of R by computing the projection of the resulting column on the other columns of the input.\n\t\t\tfor (length_t j = i; j < C; j++)\n\t\t\t{\n\t\t\t\tr[j][i] = dot(in[j], q[i]);\n\t\t\t}\n\t\t}\n\t}\n\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER void rq_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& r, mat<C, (C < R ? C : R), T, Q>& q)\n\t{\n\t\t// From https://en.wikipedia.org/wiki/QR_decomposition:\n\t\t// The RQ decomposition transforms a matrix A into the product of an upper triangular matrix R (also known as right-triangular) and an orthogonal matrix Q. The only difference from QR decomposition is the order of these matrices.\n\t\t// QR decomposition is GramSchmidt orthogonalization of columns of A, started from the first column.\n\t\t// RQ decomposition is GramSchmidt orthogonalization of rows of A, started from the last row.\n\n\t\tmat<R, C, T, Q> tin = transpose(in);\n\t\ttin = fliplr(tin);\n\n\t\tmat<R, (C < R ? C : R), T, Q> tr;\n\t\tmat<(C < R ? C : R), C, T, Q> tq;\n\t\tqr_decompose(tin, tq, tr);\n\n\t\ttr = fliplr(tr);\n\t\tr = transpose(tr);\n\t\tr = fliplr(r);\n\n\t\ttq = fliplr(tq);\n\t\tq = transpose(tq);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_interpolation.hpp",
    "content": "/// @ref gtx_matrix_interpolation\n/// @file glm/gtx/matrix_interpolation.hpp\n/// @author Ghenadii Ursachi (the.asteroth@gmail.com)\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_interpolation GLM_GTX_matrix_interpolation\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_interpolation.hpp> to use the features of this extension.\n///\n/// Allows to directly interpolate two matrices.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_interpolation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_interpolation extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_interpolation\n\t/// @{\n\n\t/// Get the axis and angle of the rotation from a matrix.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL void axisAngle(\n\t\tmat<4, 4, T, Q> const& Mat, vec<3, T, Q> & Axis, T & Angle);\n\n\t/// Build a matrix from axis and angle.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> axisAngleMatrix(\n\t\tvec<3, T, Q> const& Axis, T const Angle);\n\n\t/// Extracts the rotation part of a matrix.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> extractMatrixRotation(\n\t\tmat<4, 4, T, Q> const& Mat);\n\n\t/// Build a interpolation of 4 * 4 matrixes.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\t/// Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> interpolate(\n\t\tmat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const Delta);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_interpolation.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_interpolation.inl",
    "content": "/// @ref gtx_matrix_interpolation\n\n#include \"../gtc/constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& m, vec<3, T, Q> & axis, T& angle)\n\t{\n\t\tT epsilon = static_cast<T>(0.01);\n\t\tT epsilon2 = static_cast<T>(0.1);\n\n\t\tif((abs(m[1][0] - m[0][1]) < epsilon) && (abs(m[2][0] - m[0][2]) < epsilon) && (abs(m[2][1] - m[1][2]) < epsilon))\n\t\t{\n\t\t\tif ((abs(m[1][0] + m[0][1]) < epsilon2) && (abs(m[2][0] + m[0][2]) < epsilon2) && (abs(m[2][1] + m[1][2]) < epsilon2) && (abs(m[0][0] + m[1][1] + m[2][2] - static_cast<T>(3.0)) < epsilon2))\n\t\t\t{\n\t\t\t\tangle = static_cast<T>(0.0);\n\t\t\t\taxis.x = static_cast<T>(1.0);\n\t\t\t\taxis.y = static_cast<T>(0.0);\n\t\t\t\taxis.z = static_cast<T>(0.0);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tangle = static_cast<T>(3.1415926535897932384626433832795);\n\t\t\tT xx = (m[0][0] + static_cast<T>(1.0)) * static_cast<T>(0.5);\n\t\t\tT yy = (m[1][1] + static_cast<T>(1.0)) * static_cast<T>(0.5);\n\t\t\tT zz = (m[2][2] + static_cast<T>(1.0)) * static_cast<T>(0.5);\n\t\t\tT xy = (m[1][0] + m[0][1]) * static_cast<T>(0.25);\n\t\t\tT xz = (m[2][0] + m[0][2]) * static_cast<T>(0.25);\n\t\t\tT yz = (m[2][1] + m[1][2]) * static_cast<T>(0.25);\n\t\t\tif((xx > yy) && (xx > zz))\n\t\t\t{\n\t\t\t\tif(xx < epsilon)\n\t\t\t\t{\n\t\t\t\t\taxis.x = static_cast<T>(0.0);\n\t\t\t\t\taxis.y = static_cast<T>(0.7071);\n\t\t\t\t\taxis.z = static_cast<T>(0.7071);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\taxis.x = sqrt(xx);\n\t\t\t\t\taxis.y = xy / axis.x;\n\t\t\t\t\taxis.z = xz / axis.x;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (yy > zz)\n\t\t\t{\n\t\t\t\tif(yy < epsilon)\n\t\t\t\t{\n\t\t\t\t\taxis.x = static_cast<T>(0.7071);\n\t\t\t\t\taxis.y = static_cast<T>(0.0);\n\t\t\t\t\taxis.z = static_cast<T>(0.7071);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\taxis.y = sqrt(yy);\n\t\t\t\t\taxis.x = xy / axis.y;\n\t\t\t\t\taxis.z = yz / axis.y;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (zz < epsilon)\n\t\t\t\t{\n\t\t\t\t\taxis.x = static_cast<T>(0.7071);\n\t\t\t\t\taxis.y = static_cast<T>(0.7071);\n\t\t\t\t\taxis.z = static_cast<T>(0.0);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\taxis.z = sqrt(zz);\n\t\t\t\t\taxis.x = xz / axis.z;\n\t\t\t\t\taxis.y = yz / axis.z;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\t\tT s = sqrt((m[2][1] - m[1][2]) * (m[2][1] - m[1][2]) + (m[2][0] - m[0][2]) * (m[2][0] - m[0][2]) + (m[1][0] - m[0][1]) * (m[1][0] - m[0][1]));\n\t\tif (glm::abs(s) < T(0.001))\n\t\t\ts = static_cast<T>(1);\n\t\tT const angleCos = (m[0][0] + m[1][1] + m[2][2] - static_cast<T>(1)) * static_cast<T>(0.5);\n\t\tif(angleCos - static_cast<T>(1) < epsilon)\n\t\t\tangle = pi<T>() * static_cast<T>(0.25);\n\t\telse\n\t\t\tangle = acos(angleCos);\n\t\taxis.x = (m[1][2] - m[2][1]) / s;\n\t\taxis.y = (m[2][0] - m[0][2]) / s;\n\t\taxis.z = (m[0][1] - m[1][0]) / s;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle)\n\t{\n\t\tT c = cos(angle);\n\t\tT s = sin(angle);\n\t\tT t = static_cast<T>(1) - c;\n\t\tvec<3, T, Q> n = normalize(axis);\n\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tt * n.x * n.x + c,          t * n.x * n.y + n.z * s,    t * n.x * n.z - n.y * s,    static_cast<T>(0.0),\n\t\t\tt * n.x * n.y - n.z * s,    t * n.y * n.y + c,          t * n.y * n.z + n.x * s,    static_cast<T>(0.0),\n\t\t\tt * n.x * n.z + n.y * s,    t * n.y * n.z - n.x * s,    t * n.z * n.z + c,          static_cast<T>(0.0),\n\t\t\tstatic_cast<T>(0.0),        static_cast<T>(0.0),        static_cast<T>(0.0),        static_cast<T>(1.0));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0][0], m[0][1], m[0][2], static_cast<T>(0.0),\n\t\t\tm[1][0], m[1][1], m[1][2], static_cast<T>(0.0),\n\t\t\tm[2][0], m[2][1], m[2][2], static_cast<T>(0.0),\n\t\t\tstatic_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(1.0));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta)\n\t{\n\t\tmat<4, 4, T, Q> m1rot = extractMatrixRotation(m1);\n\t\tmat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot);\n\t\tvec<3, T, Q> dltAxis;\n\t\tT dltAngle;\n\t\taxisAngle(dltRotation, dltAxis, dltAngle);\n\t\tmat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot;\n\t\tout[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);\n\t\tout[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);\n\t\tout[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);\n\t\treturn out;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_major_storage.hpp",
    "content": "/// @ref gtx_matrix_major_storage\n/// @file glm/gtx/matrix_major_storage.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_matrix_major_storage GLM_GTX_matrix_major_storage\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_major_storage.hpp> to use the features of this extension.\n///\n/// Build matrices with specific matrix order, row or column\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_major_storage is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_major_storage extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_major_storage\n\t/// @{\n\n\t//! Build a row major matrix from row vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2(\n\t\tvec<2, T, Q> const& v1,\n\t\tvec<2, T, Q> const& v2);\n\n\t//! Build a row major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2(\n\t\tmat<2, 2, T, Q> const& m);\n\n\t//! Build a row major matrix from row vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3);\n\n\t//! Build a row major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3(\n\t\tmat<3, 3, T, Q> const& m);\n\n\t//! Build a row major matrix from row vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4(\n\t\tvec<4, T, Q> const& v1,\n\t\tvec<4, T, Q> const& v2,\n\t\tvec<4, T, Q> const& v3,\n\t\tvec<4, T, Q> const& v4);\n\n\t//! Build a row major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4(\n\t\tmat<4, 4, T, Q> const& m);\n\n\t//! Build a column major matrix from column vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> colMajor2(\n\t\tvec<2, T, Q> const& v1,\n\t\tvec<2, T, Q> const& v2);\n\n\t//! Build a column major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> colMajor2(\n\t\tmat<2, 2, T, Q> const& m);\n\n\t//! Build a column major matrix from column vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> colMajor3(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3);\n\n\t//! Build a column major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> colMajor3(\n\t\tmat<3, 3, T, Q> const& m);\n\n\t//! Build a column major matrix from column vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> colMajor4(\n\t\tvec<4, T, Q> const& v1,\n\t\tvec<4, T, Q> const& v2,\n\t\tvec<4, T, Q> const& v3,\n\t\tvec<4, T, Q> const& v4);\n\n\t//! Build a column major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> colMajor4(\n\t\tmat<4, 4, T, Q> const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_major_storage.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_major_storage.inl",
    "content": "/// @ref gtx_matrix_major_storage\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2\n\t(\n\t\tvec<2, T, Q> const& v1,\n\t\tvec<2, T, Q> const& v2\n\t)\n\t{\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = v1.x;\n\t\tResult[1][0] = v1.y;\n\t\tResult[0][1] = v2.x;\n\t\tResult[1][1] = v2.y;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2(\n\t\tconst mat<2, 2, T, Q>& m)\n\t{\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = m[0][0];\n\t\tResult[0][1] = m[1][0];\n\t\tResult[1][0] = m[0][1];\n\t\tResult[1][1] = m[1][1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3(\n\t\tconst vec<3, T, Q>& v1,\n\t\tconst vec<3, T, Q>& v2,\n\t\tconst vec<3, T, Q>& v3)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = v1.x;\n\t\tResult[1][0] = v1.y;\n\t\tResult[2][0] = v1.z;\n\t\tResult[0][1] = v2.x;\n\t\tResult[1][1] = v2.y;\n\t\tResult[2][1] = v2.z;\n\t\tResult[0][2] = v3.x;\n\t\tResult[1][2] = v3.y;\n\t\tResult[2][2] = v3.z;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3(\n\t\tconst mat<3, 3, T, Q>& m)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = m[0][0];\n\t\tResult[0][1] = m[1][0];\n\t\tResult[0][2] = m[2][0];\n\t\tResult[1][0] = m[0][1];\n\t\tResult[1][1] = m[1][1];\n\t\tResult[1][2] = m[2][1];\n\t\tResult[2][0] = m[0][2];\n\t\tResult[2][1] = m[1][2];\n\t\tResult[2][2] = m[2][2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4(\n\t\tconst vec<4, T, Q>& v1,\n\t\tconst vec<4, T, Q>& v2,\n\t\tconst vec<4, T, Q>& v3,\n\t\tconst vec<4, T, Q>& v4)\n\t{\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = v1.x;\n\t\tResult[1][0] = v1.y;\n\t\tResult[2][0] = v1.z;\n\t\tResult[3][0] = v1.w;\n\t\tResult[0][1] = v2.x;\n\t\tResult[1][1] = v2.y;\n\t\tResult[2][1] = v2.z;\n\t\tResult[3][1] = v2.w;\n\t\tResult[0][2] = v3.x;\n\t\tResult[1][2] = v3.y;\n\t\tResult[2][2] = v3.z;\n\t\tResult[3][2] = v3.w;\n\t\tResult[0][3] = v4.x;\n\t\tResult[1][3] = v4.y;\n\t\tResult[2][3] = v4.z;\n\t\tResult[3][3] = v4.w;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4(\n\t\tconst mat<4, 4, T, Q>& m)\n\t{\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = m[0][0];\n\t\tResult[0][1] = m[1][0];\n\t\tResult[0][2] = m[2][0];\n\t\tResult[0][3] = m[3][0];\n\t\tResult[1][0] = m[0][1];\n\t\tResult[1][1] = m[1][1];\n\t\tResult[1][2] = m[2][1];\n\t\tResult[1][3] = m[3][1];\n\t\tResult[2][0] = m[0][2];\n\t\tResult[2][1] = m[1][2];\n\t\tResult[2][2] = m[2][2];\n\t\tResult[2][3] = m[3][2];\n\t\tResult[3][0] = m[0][3];\n\t\tResult[3][1] = m[1][3];\n\t\tResult[3][2] = m[2][3];\n\t\tResult[3][3] = m[3][3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2(\n\t\tconst vec<2, T, Q>& v1,\n\t\tconst vec<2, T, Q>& v2)\n\t{\n\t\treturn mat<2, 2, T, Q>(v1, v2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2(\n\t\tconst mat<2, 2, T, Q>& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3(\n\t\tconst vec<3, T, Q>& v1,\n\t\tconst vec<3, T, Q>& v2,\n\t\tconst vec<3, T, Q>& v3)\n\t{\n\t\treturn mat<3, 3, T, Q>(v1, v2, v3);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3(\n\t\tconst mat<3, 3, T, Q>& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4(\n\t\tconst vec<4, T, Q>& v1,\n\t\tconst vec<4, T, Q>& v2,\n\t\tconst vec<4, T, Q>& v3,\n\t\tconst vec<4, T, Q>& v4)\n\t{\n\t\treturn mat<4, 4, T, Q>(v1, v2, v3, v4);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4(\n\t\tconst mat<4, 4, T, Q>& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(m);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_operation.hpp",
    "content": "/// @ref gtx_matrix_operation\n/// @file glm/gtx/matrix_operation.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_operation GLM_GTX_matrix_operation\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_operation.hpp> to use the features of this extension.\n///\n/// Build diagonal matrices from vectors.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_operation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_operation extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_operation\n\t/// @{\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> diagonal2x2(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> diagonal2x3(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> diagonal2x4(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> diagonal3x2(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> diagonal3x3(\n\t\tvec<3, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> diagonal3x4(\n\t\tvec<3, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> diagonal4x2(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> diagonal4x3(\n\t\tvec<3, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> diagonal4x4(\n\t\tvec<4, T, Q> const& v);\n\n\t/// Build an adjugate  matrix.\n\t/// From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m);\n\n\t/// Build an adjugate  matrix.\n\t/// From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m);\n\n\t/// Build an adjugate  matrix.\n\t/// From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_operation.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_operation.inl",
    "content": "/// @ref gtx_matrix_operation\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> diagonal2x2\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<2, 2, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> diagonal2x3\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<2, 3, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> diagonal2x4\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<2, 4, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> diagonal3x2\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<3, 2, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> diagonal3x3\n\t(\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tmat<3, 3, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> diagonal3x4\n\t(\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tmat<3, 4, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> diagonal4x4\n\t(\n\t\tvec<4, T, Q> const& v\n\t)\n\t{\n\t\tmat<4, 4, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\tResult[3][3] = v[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> diagonal4x3\n\t(\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tmat<4, 3, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> diagonal4x2\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<4, 2, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\t+m[1][1], -m[1][0],\n\t\t\t-m[0][1], +m[0][0]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m)\n\t{\n\t\tT const m00 = determinant(mat<2, 2, T, Q>(m[1][1], m[2][1], m[1][2], m[2][2]));\n\t\tT const m01 = determinant(mat<2, 2, T, Q>(m[0][1], m[2][1], m[0][2], m[2][2]));\n\t\tT const m02 = determinant(mat<2, 2, T, Q>(m[0][1], m[1][1], m[0][2], m[1][2]));\n\n\t\tT const m10 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][2], m[2][2]));\n\t\tT const m11 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][2], m[2][2]));\n\t\tT const m12 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][2], m[1][2]));\n\n\t\tT const m20 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][1], m[2][1]));\n\t\tT const m21 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][1], m[2][1]));\n\t\tT const m22 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][1], m[1][1]));\n\n\t\treturn mat<3, 3, T, Q>(\n\t\t\t+m00, -m01, +m02,\n\t\t\t-m10, +m11, -m12,\n\t\t\t+m20, -m21, +m22);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m)\n\t{\n\t\tT const m00 = determinant(mat<3, 3, T, Q>(m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]));\n\t\tT const m01 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]));\n\t\tT const m02 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][1], m[3][3]));\n\t\tT const m03 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]));\n\n\t\tT const m10 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]));\n\t\tT const m11 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]));\n\t\tT const m12 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3]));\n\t\tT const m13 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]));\n\n\t\tT const m20 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[3][1], m[3][2], m[3][3]));\n\t\tT const m21 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[3][0], m[3][2], m[3][3]));\n\t\tT const m22 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[3][0], m[3][1], m[3][3]));\n\t\tT const m23 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[3][0], m[3][1], m[3][2]));\n\n\t\tT const m30 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3]));\n\t\tT const m31 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3]));\n\t\tT const m32 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3]));\n\t\tT const m33 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2]));\n\n\t\treturn mat<4, 4, T, Q>(\n\t\t\t+m00, -m01, +m02, -m03,\n\t\t\t-m10, +m11, -m12, +m13,\n\t\t\t+m20, -m21, +m22, -m23,\n\t\t\t-m30, +m31, -m32, +m33);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_query.hpp",
    "content": "/// @ref gtx_matrix_query\n/// @file glm/gtx/matrix_query.hpp\n///\n/// @see core (dependence)\n/// @see gtx_vector_query (dependence)\n///\n/// @defgroup gtx_matrix_query GLM_GTX_matrix_query\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_query.hpp> to use the features of this extension.\n///\n/// Query to evaluate matrix properties\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/vector_query.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_query extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_query\n\t/// @{\n\n\t/// Return whether a matrix a null matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix a null matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a null matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is an identity matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, template<length_t, length_t, typename, qualifier> class matType>\n\tGLM_FUNC_DECL bool isIdentity(matType<C, R, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a normalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a normalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a normalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is an orthonormalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, template<length_t, length_t, typename, qualifier> class matType>\n\tGLM_FUNC_DECL bool isOrthogonal(matType<C, R, T, Q> const& m, T const& epsilon);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_query.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_query.inl",
    "content": "/// @ref gtx_matrix_query\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m.length() ; ++i)\n\t\t\tresult = isNull(m[i], epsilon);\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m.length() ; ++i)\n\t\t\tresult = isNull(m[i], epsilon);\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m.length() ; ++i)\n\t\t\tresult = isNull(m[i], epsilon);\n\t\treturn result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isIdentity(mat<C, R, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m[0].length() ; ++i)\n\t\t{\n\t\t\tfor(length_t j = 0; result && j < i ; ++j)\n\t\t\t\tresult = abs(m[i][j]) <= epsilon;\n\t\t\tif(result)\n\t\t\t\tresult = abs(m[i][i] - 1) <= epsilon;\n\t\t\tfor(length_t j = i + 1; result && j < m.length(); ++j)\n\t\t\t\tresult = abs(m[i][j]) <= epsilon;\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result(true);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t\tresult = isNormalized(m[i], epsilon);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t{\n\t\t\ttypename mat<2, 2, T, Q>::col_type v;\n\t\t\tfor(length_t j = 0; j < m.length(); ++j)\n\t\t\t\tv[j] = m[j][i];\n\t\t\tresult = isNormalized(v, epsilon);\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result(true);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t\tresult = isNormalized(m[i], epsilon);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t{\n\t\t\ttypename mat<3, 3, T, Q>::col_type v;\n\t\t\tfor(length_t j = 0; j < m.length(); ++j)\n\t\t\t\tv[j] = m[j][i];\n\t\t\tresult = isNormalized(v, epsilon);\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result(true);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t\tresult = isNormalized(m[i], epsilon);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t{\n\t\t\ttypename mat<4, 4, T, Q>::col_type v;\n\t\t\tfor(length_t j = 0; j < m.length(); ++j)\n\t\t\t\tv[j] = m[j][i];\n\t\t\tresult = isNormalized(v, epsilon);\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isOrthogonal(mat<C, R, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i(0); result && i < m.length() - 1; ++i)\n\t\tfor(length_t j(i + 1); result && j < m.length(); ++j)\n\t\t\tresult = areOrthogonal(m[i], m[j], epsilon);\n\n\t\tif(result)\n\t\t{\n\t\t\tmat<C, R, T, Q> tmp = transpose(m);\n\t\t\tfor(length_t i(0); result && i < m.length() - 1 ; ++i)\n\t\t\tfor(length_t j(i + 1); result && j < m.length(); ++j)\n\t\t\t\tresult = areOrthogonal(tmp[i], tmp[j], epsilon);\n\t\t}\n\t\treturn result;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_transform_2d.hpp",
    "content": "/// @ref gtx_matrix_transform_2d\n/// @file glm/gtx/matrix_transform_2d.hpp\n/// @author Miguel Ángel Pérez Martínez\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_transform_2d GLM_GTX_matrix_transform_2d\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_transform_2d.hpp> to use the features of this extension.\n///\n/// Defines functions that generate common 2d transformation matrices.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n#include \"../vec2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_transform_2d is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_transform_2d extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_transform_2d\n\t/// @{\n\n\t/// Builds a translation 3 * 3 matrix created from a vector of 2 components.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param v Coordinates of a translation vector.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v);\n\n\t/// Builds a rotation 3 * 3 matrix created from an angle.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param angle Rotation angle expressed in radians.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT angle);\n\n\t/// Builds a scale 3 * 3 matrix created from a vector of 2 components.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param v Coordinates of a scale vector.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v);\n\n\t/// Builds an horizontal (parallel to the x axis) shear 3 * 3 matrix.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param y Shear factor.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT y);\n\n\t/// Builds a vertical (parallel to the y axis) shear 3 * 3 matrix.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param x Shear factor.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT x);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_transform_2d.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/matrix_transform_2d.inl",
    "content": "/// @ref gtx_matrix_transform_2d\n/// @author Miguel Ángel Pérez Martínez\n\n#include \"../trigonometric.hpp\"\n\nnamespace glm\n{\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v)\n\t{\n\t\tmat<3, 3, T, Q> Result(m);\n\t\tResult[2] = m[0] * v[0] + m[1] * v[1] + m[2];\n\t\treturn Result;\n\t}\n\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT angle)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0] = m[0] * c + m[1] * s;\n\t\tResult[1] = m[0] * -s + m[1] * c;\n\t\tResult[2] = m[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0] = m[0] * v[0];\n\t\tResult[1] = m[1] * v[1];\n\t\tResult[2] = m[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT y)\n\t{\n\t\tmat<3, 3, T, Q> Result(1);\n\t\tResult[0][1] = y;\n\t\treturn m * Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT x)\n\t{\n\t\tmat<3, 3, T, Q> Result(1);\n\t\tResult[1][0] = x;\n\t\treturn m * Result;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/mixed_product.hpp",
    "content": "/// @ref gtx_mixed_product\n/// @file glm/gtx/mixed_product.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_mixed_product GLM_GTX_mixed_producte\n/// @ingroup gtx\n///\n/// Include <glm/gtx/mixed_product.hpp> to use the features of this extension.\n///\n/// Mixed product of 3 vectors.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_mixed_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_mixed_product extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_mixed_product\n\t/// @{\n\n\t/// @brief Mixed product of 3 vectors (from GLM_GTX_mixed_product extension)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T mixedProduct(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3);\n\n\t/// @}\n}// namespace glm\n\n#include \"mixed_product.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/mixed_product.inl",
    "content": "/// @ref gtx_mixed_product\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T mixedProduct\n\t(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3\n\t)\n\t{\n\t\treturn dot(cross(v1, v2), v3);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/norm.hpp",
    "content": "/// @ref gtx_norm\n/// @file glm/gtx/norm.hpp\n///\n/// @see core (dependence)\n/// @see gtx_quaternion (dependence)\n/// @see gtx_component_wise (dependence)\n///\n/// @defgroup gtx_norm GLM_GTX_norm\n/// @ingroup gtx\n///\n/// Include <glm/gtx/norm.hpp> to use the features of this extension.\n///\n/// Various ways to compute vector norms.\n\n#pragma once\n\n// Dependency:\n#include \"../geometric.hpp\"\n#include \"../gtx/quaternion.hpp\"\n#include \"../gtx/component_wise.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_norm is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_norm extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_norm\n\t/// @{\n\n\t/// Returns the squared length of x.\n\t/// From GLM_GTX_norm extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T length2(vec<L, T, Q> const& x);\n\n\t/// Returns the squared distance between p0 and p1, i.e., length2(p0 - p1).\n\t/// From GLM_GTX_norm extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T distance2(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);\n\n\t//! Returns the L1 norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t//! Returns the L1 norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& v);\n\n\t//! Returns the L2 norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t//! Returns the L2 norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x);\n\n\t//! Returns the L norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth);\n\n\t//! Returns the L norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, unsigned int Depth);\n\n\t//! Returns the LMax norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t//! Returns the LMax norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"norm.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/norm.inl",
    "content": "/// @ref gtx_norm\n\n#include \"../detail/qualifier.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_length2\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn dot(v, v);\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType length2(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'length2' accepts only floating-point inputs\");\n\t\treturn x * x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T length2(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'length2' accepts only floating-point inputs\");\n\t\treturn detail::compute_length2<L, T, Q, detail::is_aligned<Q>::value>::call(v);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T distance2(T p0, T p1)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'distance2' accepts only floating-point inputs\");\n\t\treturn length2(p1 - p0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T distance2(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'distance2' accepts only floating-point inputs\");\n\t\treturn length2(p1 - p0);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t{\n\t\treturn abs(b.x - a.x) + abs(b.y - a.y) + abs(b.z - a.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& v)\n\t{\n\t\treturn abs(v.x) + abs(v.y) + abs(v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b\n\t)\n\t{\n\t\treturn length(b - a);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& v)\n\t{\n\t\treturn length(v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth)\n\t{\n\t\treturn pow(pow(abs(y.x - x.x), T(Depth)) + pow(abs(y.y - x.y), T(Depth)) + pow(abs(y.z - x.z), T(Depth)), T(1) / T(Depth));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& v, unsigned int Depth)\n\t{\n\t\treturn pow(pow(abs(v.x), T(Depth)) + pow(abs(v.y), T(Depth)) + pow(abs(v.z), T(Depth)), T(1) / T(Depth));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t{\n\t\treturn compMax(abs(b - a));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& v)\n\t{\n\t\treturn compMax(abs(v));\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/normal.hpp",
    "content": "/// @ref gtx_normal\n/// @file glm/gtx/normal.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_normal GLM_GTX_normal\n/// @ingroup gtx\n///\n/// Include <glm/gtx/normal.hpp> to use the features of this extension.\n///\n/// Compute the normal of a triangle.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_normal is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_normal extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_normal\n\t/// @{\n\n\t/// Computes triangle normal from triangle points.\n\t///\n\t/// @see gtx_normal\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> triangleNormal(vec<3, T, Q> const& p1, vec<3, T, Q> const& p2, vec<3, T, Q> const& p3);\n\n\t/// @}\n}//namespace glm\n\n#include \"normal.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/normal.inl",
    "content": "/// @ref gtx_normal\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> triangleNormal\n\t(\n\t\tvec<3, T, Q> const& p1,\n\t\tvec<3, T, Q> const& p2,\n\t\tvec<3, T, Q> const& p3\n\t)\n\t{\n\t\treturn normalize(cross(p1 - p2, p1 - p3));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/normalize_dot.hpp",
    "content": "/// @ref gtx_normalize_dot\n/// @file glm/gtx/normalize_dot.hpp\n///\n/// @see core (dependence)\n/// @see gtx_fast_square_root (dependence)\n///\n/// @defgroup gtx_normalize_dot GLM_GTX_normalize_dot\n/// @ingroup gtx\n///\n/// Include <glm/gtx/normalized_dot.hpp> to use the features of this extension.\n///\n/// Dot product of vectors that need to be normalize with a single square root.\n\n#pragma once\n\n// Dependency:\n#include \"../gtx/fast_square_root.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_normalize_dot is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_normalize_dot extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_normalize_dot\n\t/// @{\n\n\t/// Normalize parameters and returns the dot product of x and y.\n\t/// It's faster that dot(normalize(x), normalize(y)).\n\t///\n\t/// @see gtx_normalize_dot extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T normalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Normalize parameters and returns the dot product of x and y.\n\t/// Faster that dot(fastNormalize(x), fastNormalize(y)).\n\t///\n\t/// @see gtx_normalize_dot extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T fastNormalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"normalize_dot.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/normalize_dot.inl",
    "content": "/// @ref gtx_normalize_dot\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T normalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T fastNormalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn glm::dot(x, y) * glm::fastInverseSqrt(glm::dot(x, x) * glm::dot(y, y));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/number_precision.hpp",
    "content": "/// @ref gtx_number_precision\n/// @file glm/gtx/number_precision.hpp\n///\n/// @see core (dependence)\n/// @see gtc_type_precision (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_number_precision GLM_GTX_number_precision\n/// @ingroup gtx\n///\n/// Include <glm/gtx/number_precision.hpp> to use the features of this extension.\n///\n/// Defined size types.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/type_precision.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_number_precision is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_number_precision extension included\")\n#\tendif\n#endif\n\nnamespace glm{\nnamespace gtx\n{\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// @addtogroup gtx_number_precision\n\t/// @{\n\n\ttypedef u8\t\t\tu8vec1;\t\t//!< \\brief 8bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\ttypedef u16\t\t\tu16vec1;    //!< \\brief 16bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\ttypedef u32\t\t\tu32vec1;    //!< \\brief 32bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\ttypedef u64\t\t\tu64vec1;    //!< \\brief 64bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\n\t//////////////////////\n\t// Float vector types\n\n\ttypedef f32\t\t\tf32vec1;    //!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f64\t\t\tf64vec1;    //!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\n\t//////////////////////\n\t// Float matrix types\n\n\ttypedef f32\t\t\tf32mat1;\t//!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f32\t\t\tf32mat1x1;\t//!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f64\t\t\tf64mat1;\t//!< \\brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f64\t\t\tf64mat1x1;\t//!< \\brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\n\t/// @}\n}//namespace gtx\n}//namespace glm\n\n#include \"number_precision.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/number_precision.inl",
    "content": "/// @ref gtx_number_precision\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/optimum_pow.hpp",
    "content": "/// @ref gtx_optimum_pow\n/// @file glm/gtx/optimum_pow.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_optimum_pow GLM_GTX_optimum_pow\n/// @ingroup gtx\n///\n/// Include <glm/gtx/optimum_pow.hpp> to use the features of this extension.\n///\n/// Integer exponentiation of power functions.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_optimum_pow is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_optimum_pow extension included\")\n#\tendif\n#endif\n\nnamespace glm{\nnamespace gtx\n{\n\t/// @addtogroup gtx_optimum_pow\n\t/// @{\n\n\t/// Returns x raised to the power of 2.\n\t///\n\t/// @see gtx_optimum_pow\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType pow2(genType const& x);\n\n\t/// Returns x raised to the power of 3.\n\t///\n\t/// @see gtx_optimum_pow\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType pow3(genType const& x);\n\n\t/// Returns x raised to the power of 4.\n\t///\n\t/// @see gtx_optimum_pow\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType pow4(genType const& x);\n\n\t/// @}\n}//namespace gtx\n}//namespace glm\n\n#include \"optimum_pow.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/optimum_pow.inl",
    "content": "/// @ref gtx_optimum_pow\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType pow2(genType const& x)\n\t{\n\t\treturn x * x;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType pow3(genType const& x)\n\t{\n\t\treturn x * x * x;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType pow4(genType const& x)\n\t{\n\t\treturn (x * x) * (x * x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/orthonormalize.hpp",
    "content": "/// @ref gtx_orthonormalize\n/// @file glm/gtx/orthonormalize.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_orthonormalize GLM_GTX_orthonormalize\n/// @ingroup gtx\n///\n/// Include <glm/gtx/orthonormalize.hpp> to use the features of this extension.\n///\n/// Orthonormalize matrices.\n\n#pragma once\n\n// Dependency:\n#include \"../vec3.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_orthonormalize is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_orthonormalize extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_orthonormalize\n\t/// @{\n\n\t/// Returns the orthonormalized matrix of m.\n\t///\n\t/// @see gtx_orthonormalize\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m);\n\n\t/// Orthonormalizes x according y.\n\t///\n\t/// @see gtx_orthonormalize\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"orthonormalize.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/orthonormalize.inl",
    "content": "/// @ref gtx_orthonormalize\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m)\n\t{\n\t\tmat<3, 3, T, Q> r = m;\n\n\t\tr[0] = normalize(r[0]);\n\n\t\tT d0 = dot(r[0], r[1]);\n\t\tr[1] -= r[0] * d0;\n\t\tr[1] = normalize(r[1]);\n\n\t\tT d1 = dot(r[1], r[2]);\n\t\td0 = dot(r[0], r[2]);\n\t\tr[2] -= r[0] * d0 + r[1] * d1;\n\t\tr[2] = normalize(r[2]);\n\n\t\treturn r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y)\n\t{\n\t\treturn normalize(x - y * dot(y, x));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/perpendicular.hpp",
    "content": "/// @ref gtx_perpendicular\n/// @file glm/gtx/perpendicular.hpp\n///\n/// @see core (dependence)\n/// @see gtx_projection (dependence)\n///\n/// @defgroup gtx_perpendicular GLM_GTX_perpendicular\n/// @ingroup gtx\n///\n/// Include <glm/gtx/perpendicular.hpp> to use the features of this extension.\n///\n/// Perpendicular of a vector from other one\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/projection.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_perpendicular is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_perpendicular extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_perpendicular\n\t/// @{\n\n\t//! Projects x a perpendicular axis of Normal.\n\t//! From GLM_GTX_perpendicular extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType perp(genType const& x, genType const& Normal);\n\n\t/// @}\n}//namespace glm\n\n#include \"perpendicular.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/perpendicular.inl",
    "content": "/// @ref gtx_perpendicular\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType perp(genType const& x, genType const& Normal)\n\t{\n\t\treturn x - proj(x, Normal);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/polar_coordinates.hpp",
    "content": "/// @ref gtx_polar_coordinates\n/// @file glm/gtx/polar_coordinates.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_polar_coordinates GLM_GTX_polar_coordinates\n/// @ingroup gtx\n///\n/// Include <glm/gtx/polar_coordinates.hpp> to use the features of this extension.\n///\n/// Conversion from Euclidean space to polar space and revert.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_polar_coordinates is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_polar_coordinates extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_polar_coordinates\n\t/// @{\n\n\t/// Convert Euclidean to Polar coordinates, x is the latitude, y the longitude and z the xz distance.\n\t///\n\t/// @see gtx_polar_coordinates\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> polar(\n\t\tvec<3, T, Q> const& euclidean);\n\n\t/// Convert Polar to Euclidean coordinates.\n\t///\n\t/// @see gtx_polar_coordinates\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> euclidean(\n\t\tvec<2, T, Q> const& polar);\n\n\t/// @}\n}//namespace glm\n\n#include \"polar_coordinates.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/polar_coordinates.inl",
    "content": "/// @ref gtx_polar_coordinates\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> polar\n\t(\n\t\tvec<3, T, Q> const& euclidean\n\t)\n\t{\n\t\tT const Length(length(euclidean));\n\t\tvec<3, T, Q> const tmp(euclidean / Length);\n\t\tT const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z));\n\n\t\treturn vec<3, T, Q>(\n\t\t\tasin(tmp.y),\t// latitude\n\t\t\tatan(tmp.x, tmp.z),\t\t// longitude\n\t\t\txz_dist);\t\t\t\t// xz distance\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> euclidean\n\t(\n\t\tvec<2, T, Q> const& polar\n\t)\n\t{\n\t\tT const latitude(polar.x);\n\t\tT const longitude(polar.y);\n\n\t\treturn vec<3, T, Q>(\n\t\t\tcos(latitude) * sin(longitude),\n\t\t\tsin(latitude),\n\t\t\tcos(latitude) * cos(longitude));\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/projection.hpp",
    "content": "/// @ref gtx_projection\n/// @file glm/gtx/projection.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_projection GLM_GTX_projection\n/// @ingroup gtx\n///\n/// Include <glm/gtx/projection.hpp> to use the features of this extension.\n///\n/// Projection of a vector to other one\n\n#pragma once\n\n// Dependency:\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_projection is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_projection extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_projection\n\t/// @{\n\n\t/// Projects x on Normal.\n\t///\n\t/// @param[in] x A vector to project\n\t/// @param[in] Normal A normal that doesn't need to be of unit length.\n\t///\n\t/// @see gtx_projection\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType proj(genType const& x, genType const& Normal);\n\n\t/// @}\n}//namespace glm\n\n#include \"projection.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/projection.inl",
    "content": "/// @ref gtx_projection\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType proj(genType const& x, genType const& Normal)\n\t{\n\t\treturn glm::dot(x, Normal) / glm::dot(Normal, Normal) * Normal;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/quaternion.hpp",
    "content": "/// @ref gtx_quaternion\n/// @file glm/gtx/quaternion.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_quaternion GLM_GTX_quaternion\n/// @ingroup gtx\n///\n/// Include <glm/gtx/quaternion.hpp> to use the features of this extension.\n///\n/// Extented quaternion types and functions\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../ext/quaternion_exponential.hpp\"\n#include \"../gtx/norm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_quaternion extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_quaternion\n\t/// @{\n\n\t/// Create an identity quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> quat_identity();\n\n\t/// Compute a cross product between a quaternion and a vector.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> cross(\n\t\tqua<T, Q> const& q,\n\t\tvec<3, T, Q> const& v);\n\n\t//! Compute a cross product between a vector and a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> cross(\n\t\tvec<3, T, Q> const& v,\n\t\tqua<T, Q> const& q);\n\n\t//! Compute a point on a path according squad equation.\n\t//! q1 and q2 are control points; s1 and s2 are intermediate control points.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> squad(\n\t\tqua<T, Q> const& q1,\n\t\tqua<T, Q> const& q2,\n\t\tqua<T, Q> const& s1,\n\t\tqua<T, Q> const& s2,\n\t\tT const& h);\n\n\t//! Returns an intermediate control point for squad interpolation.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> intermediate(\n\t\tqua<T, Q> const& prev,\n\t\tqua<T, Q> const& curr,\n\t\tqua<T, Q> const& next);\n\n\t//! Returns quarternion square root.\n\t///\n\t/// @see gtx_quaternion\n\t//template<typename T, qualifier Q>\n\t//qua<T, Q> sqrt(\n\t//\tqua<T, Q> const& q);\n\n\t//! Rotates a 3 components vector by a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotate(\n\t\tqua<T, Q> const& q,\n\t\tvec<3, T, Q> const& v);\n\n\t/// Rotates a 4 components vector by a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotate(\n\t\tqua<T, Q> const& q,\n\t\tvec<4, T, Q> const& v);\n\n\t/// Extract the real component of a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T extractRealComponent(\n\t\tqua<T, Q> const& q);\n\n\t/// Converts a quaternion to a 3 * 3 matrix.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> toMat3(\n\t\tqua<T, Q> const& x){return mat3_cast(x);}\n\n\t/// Converts a quaternion to a 4 * 4 matrix.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> toMat4(\n\t\tqua<T, Q> const& x){return mat4_cast(x);}\n\n\t/// Converts a 3 * 3 matrix to a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> toQuat(\n\t\tmat<3, 3, T, Q> const& x){return quat_cast(x);}\n\n\t/// Converts a 4 * 4 matrix to a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> toQuat(\n\t\tmat<4, 4, T, Q> const& x){return quat_cast(x);}\n\n\t/// Quaternion interpolation using the rotation short path.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> shortMix(\n\t\tqua<T, Q> const& x,\n\t\tqua<T, Q> const& y,\n\t\tT const& a);\n\n\t/// Quaternion normalized linear interpolation.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> fastMix(\n\t\tqua<T, Q> const& x,\n\t\tqua<T, Q> const& y,\n\t\tT const& a);\n\n\t/// Compute the rotation between two vectors.\n\t/// @param orig vector, needs to be normalized\n\t/// @param dest vector, needs to be normalized\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> rotation(\n\t\tvec<3, T, Q> const& orig,\n\t\tvec<3, T, Q> const& dest);\n\n\t/// Returns the squared length of x.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR T length2(qua<T, Q> const& q);\n\n\t/// @}\n}//namespace glm\n\n#include \"quaternion.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/quaternion.inl",
    "content": "/// @ref gtx_quaternion\n\n#include <limits>\n#include \"../gtc/constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> quat_identity()\n\t{\n\t\treturn qua<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& v, qua<T, Q> const& q)\n\t{\n\t\treturn inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> cross(qua<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\treturn q * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> squad\n\t(\n\t\tqua<T, Q> const& q1,\n\t\tqua<T, Q> const& q2,\n\t\tqua<T, Q> const& s1,\n\t\tqua<T, Q> const& s2,\n\t\tT const& h)\n\t{\n\t\treturn mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> intermediate\n\t(\n\t\tqua<T, Q> const& prev,\n\t\tqua<T, Q> const& curr,\n\t\tqua<T, Q> const& next\n\t)\n\t{\n\t\tqua<T, Q> invQuat = inverse(curr);\n\t\treturn exp((log(next * invQuat) + log(prev * invQuat)) / static_cast<T>(-4)) * curr;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\treturn q * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua<T, Q> const& q, vec<4, T, Q> const& v)\n\t{\n\t\treturn q * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T extractRealComponent(qua<T, Q> const& q)\n\t{\n\t\tT w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;\n\t\tif(w < T(0))\n\t\t\treturn T(0);\n\t\telse\n\t\t\treturn -sqrt(w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T length2(qua<T, Q> const& q)\n\t{\n\t\treturn q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> shortMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)\n\t{\n\t\tif(a <= static_cast<T>(0)) return x;\n\t\tif(a >= static_cast<T>(1)) return y;\n\n\t\tT fCos = dot(x, y);\n\t\tqua<T, Q> y2(y); //BUG!!! qua<T> y2;\n\t\tif(fCos < static_cast<T>(0))\n\t\t{\n\t\t\ty2 = -y;\n\t\t\tfCos = -fCos;\n\t\t}\n\n\t\t//if(fCos > 1.0f) // problem\n\t\tT k0, k1;\n\t\tif(fCos > (static_cast<T>(1) - epsilon<T>()))\n\t\t{\n\t\t\tk0 = static_cast<T>(1) - a;\n\t\t\tk1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tT fSin = sqrt(T(1) - fCos * fCos);\n\t\t\tT fAngle = atan(fSin, fCos);\n\t\t\tT fOneOverSin = static_cast<T>(1) / fSin;\n\t\t\tk0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;\n\t\t\tk1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;\n\t\t}\n\n\t\treturn qua<T, Q>(\n\t\t\tk0 * x.w + k1 * y2.w,\n\t\t\tk0 * x.x + k1 * y2.x,\n\t\t\tk0 * x.y + k1 * y2.y,\n\t\t\tk0 * x.z + k1 * y2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> fastMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)\n\t{\n\t\treturn glm::normalize(x * (static_cast<T>(1) - a) + (y * a));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest)\n\t{\n\t\tT cosTheta = dot(orig, dest);\n\t\tvec<3, T, Q> rotationAxis;\n\n\t\tif(cosTheta >= static_cast<T>(1) - epsilon<T>()) {\n\t\t\t// orig and dest point in the same direction\n\t\t\treturn quat_identity<T,Q>();\n\t\t}\n\n\t\tif(cosTheta < static_cast<T>(-1) + epsilon<T>())\n\t\t{\n\t\t\t// special case when vectors in opposite directions :\n\t\t\t// there is no \"ideal\" rotation axis\n\t\t\t// So guess one; any will do as long as it's perpendicular to start\n\t\t\t// This implementation favors a rotation around the Up axis (Y),\n\t\t\t// since it's often what you want to do.\n\t\t\trotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig);\n\t\t\tif(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again!\n\t\t\t\trotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig);\n\n\t\t\trotationAxis = normalize(rotationAxis);\n\t\t\treturn angleAxis(pi<T>(), rotationAxis);\n\t\t}\n\n\t\t// Implementation from Stan Melax's Game Programming Gems 1 article\n\t\trotationAxis = cross(orig, dest);\n\n\t\tT s = sqrt((T(1) + cosTheta) * static_cast<T>(2));\n\t\tT invs = static_cast<T>(1) / s;\n\n\t\treturn qua<T, Q>(\n\t\t\ts * static_cast<T>(0.5f),\n\t\t\trotationAxis.x * invs,\n\t\t\trotationAxis.y * invs,\n\t\t\trotationAxis.z * invs);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/range.hpp",
    "content": "/// @ref gtx_range\n/// @file glm/gtx/range.hpp\n/// @author Joshua Moerman\n///\n/// @defgroup gtx_range GLM_GTX_range\n/// @ingroup gtx\n///\n/// Include <glm/gtx/range.hpp> to use the features of this extension.\n///\n/// Defines begin and end for vectors and matrices. Useful for range-based for loop.\n/// The range is defined over the elements, not over columns or rows (e.g. mat4 has 16 elements).\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_range is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_range extension included\")\n#\tendif\n#endif\n\n#include \"../gtc/type_ptr.hpp\"\n#include \"../gtc/vec1.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup gtx_range\n\t/// @{\n\n#\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tpragma warning(push)\n#\t\tpragma warning(disable : 4100) // unreferenced formal parameter\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<1, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<2, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<3, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<4, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename genType>\n\tinline length_t components(genType const& m)\n\t{\n\t\treturn m.length() * m[0].length();\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type const * begin(genType const& v)\n\t{\n\t\treturn value_ptr(v);\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type const * end(genType const& v)\n\t{\n\t\treturn begin(v) + components(v);\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type * begin(genType& v)\n\t{\n\t\treturn value_ptr(v);\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type * end(genType& v)\n\t{\n\t\treturn begin(v) + components(v);\n\t}\n\n#\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tpragma warning(pop)\n#\tendif\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/raw_data.hpp",
    "content": "/// @ref gtx_raw_data\n/// @file glm/gtx/raw_data.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_raw_data GLM_GTX_raw_data\n/// @ingroup gtx\n///\n/// Include <glm/gtx/raw_data.hpp> to use the features of this extension.\n///\n/// Projection of a vector to other one\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_raw_data is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_raw_data extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_raw_data\n\t/// @{\n\n\t//! Type for byte numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint8\t\tbyte;\n\n\t//! Type for word numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint16\t\tword;\n\n\t//! Type for dword numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint32\t\tdword;\n\n\t//! Type for qword numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint64\t\tqword;\n\n\t/// @}\n}// namespace glm\n\n#include \"raw_data.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/raw_data.inl",
    "content": "/// @ref gtx_raw_data\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/rotate_normalized_axis.hpp",
    "content": "/// @ref gtx_rotate_normalized_axis\n/// @file glm/gtx/rotate_normalized_axis.hpp\n///\n/// @see core (dependence)\n/// @see gtc_matrix_transform\n/// @see gtc_quaternion\n///\n/// @defgroup gtx_rotate_normalized_axis GLM_GTX_rotate_normalized_axis\n/// @ingroup gtx\n///\n/// Include <glm/gtx/rotate_normalized_axis.hpp> to use the features of this extension.\n///\n/// Quaternions and matrices rotations around normalized axis.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/epsilon.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_normalized_axis is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_normalized_axis extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_rotate_normalized_axis\n\t/// @{\n\n\t/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.\n\t///\n\t/// @param m Input matrix multiplied by this rotation matrix.\n\t/// @param angle Rotation angle expressed in radians.\n\t/// @param axis Rotation axis, must be normalized.\n\t/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.\n\t///\n\t/// @see gtx_rotate_normalized_axis\n\t/// @see - rotate(T angle, T x, T y, T z)\n\t/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)\n\t/// @see - rotate(T angle, vec<3, T, Q> const& v)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis(\n\t\tmat<4, 4, T, Q> const& m,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& axis);\n\n\t/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.\n\t///\n\t/// @param q Source orientation\n\t/// @param angle Angle expressed in radians.\n\t/// @param axis Normalized axis of the rotation, must be normalized.\n\t///\n\t/// @see gtx_rotate_normalized_axis\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> rotateNormalizedAxis(\n\t\tqua<T, Q> const& q,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& axis);\n\n\t/// @}\n}//namespace glm\n\n#include \"rotate_normalized_axis.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/rotate_normalized_axis.inl",
    "content": "/// @ref gtx_rotate_normalized_axis\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotateNormalizedAxis\n\t(\n\t\tmat<4, 4, T, Q> const& m,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\n\t\tvec<3, T, Q> const axis(v);\n\n\t\tvec<3, T, Q> const temp((static_cast<T>(1) - c) * axis);\n\n\t\tmat<4, 4, T, Q> Rotate;\n\t\tRotate[0][0] = c + temp[0] * axis[0];\n\t\tRotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];\n\t\tRotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];\n\n\t\tRotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];\n\t\tRotate[1][1] = c + temp[1] * axis[1];\n\t\tRotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];\n\n\t\tRotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];\n\t\tRotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];\n\t\tRotate[2][2] = c + temp[2] * axis[2];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];\n\t\tResult[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];\n\t\tResult[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];\n\t\tResult[3] = m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> rotateNormalizedAxis\n\t(\n\t\tqua<T, Q> const& q,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tvec<3, T, Q> const Tmp(v);\n\n\t\tT const AngleRad(angle);\n\t\tT const Sin = sin(AngleRad * T(0.5));\n\n\t\treturn q * qua<T, Q>(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);\n\t\t//return gtc::quaternion::cross(q, tquat<T, Q>(cos(AngleRad * T(0.5)), Tmp.x * fSin, Tmp.y * fSin, Tmp.z * fSin));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/rotate_vector.hpp",
    "content": "/// @ref gtx_rotate_vector\n/// @file glm/gtx/rotate_vector.hpp\n///\n/// @see core (dependence)\n/// @see gtx_transform (dependence)\n///\n/// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector\n/// @ingroup gtx\n///\n/// Include <glm/gtx/rotate_vector.hpp> to use the features of this extension.\n///\n/// Function to directly rotate a vector\n\n#pragma once\n\n// Dependency:\n#include \"../gtx/transform.hpp\"\n#include \"../gtc/epsilon.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_vector is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_vector extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_rotate_vector\n\t/// @{\n\n\t/// Returns Spherical interpolation between two vectors\n\t///\n\t/// @param x A first vector\n\t/// @param y A second vector\n\t/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n\t///\n\t/// @see gtx_rotate_vector\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> slerp(\n\t\tvec<3, T, Q> const& x,\n\t\tvec<3, T, Q> const& y,\n\t\tT const& a);\n\n\t//! Rotate a two dimensional vector.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> rotate(\n\t\tvec<2, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a three dimensional vector around an axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotate(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal);\n\n\t//! Rotate a four dimensional vector around an axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotate(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal);\n\n\t//! Rotate a three dimensional vector around the X axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotateX(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a three dimensional vector around the Y axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotateY(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a three dimensional vector around the Z axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotateZ(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a four dimensional vector around the X axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotateX(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a four dimensional vector around the Y axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotateY(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a four dimensional vector around the Z axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotateZ(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Build a rotation matrix from a normal and a up vector.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> orientation(\n\t\tvec<3, T, Q> const& Normal,\n\t\tvec<3, T, Q> const& Up);\n\n\t/// @}\n}//namespace glm\n\n#include \"rotate_vector.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/rotate_vector.inl",
    "content": "/// @ref gtx_rotate_vector\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> slerp\n\t(\n\t\tvec<3, T, Q> const& x,\n\t\tvec<3, T, Q> const& y,\n\t\tT const& a\n\t)\n\t{\n\t\t// get cosine of angle between vectors (-1 -> 1)\n\t\tT CosAlpha = dot(x, y);\n\t\t// get angle (0 -> pi)\n\t\tT Alpha = acos(CosAlpha);\n\t\t// get sine of angle between vectors (0 -> 1)\n\t\tT SinAlpha = sin(Alpha);\n\t\t// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi\n\t\tT t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;\n\t\tT t2 = sin(a * Alpha) / SinAlpha;\n\n\t\t// interpolate src vectors\n\t\treturn x * t1 + y * t2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> rotate\n\t(\n\t\tvec<2, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<2, T, Q> Result;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x = v.x * Cos - v.y * Sin;\n\t\tResult.y = v.x * Sin + v.y * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotate\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;\n\t}\n\t/*\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(\n\t\tconst vec<3, T, Q>& x,\n\t\tT angle,\n\t\tconst vec<3, T, Q>& normal)\n\t{\n\t\tconst T Cos = cos(radians(angle));\n\t\tconst T Sin = sin(radians(angle));\n\t\treturn x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;\n\t}\n\t*/\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotate\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn rotate(angle, normal) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateX\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<3, T, Q> Result(v);\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.y = v.y * Cos - v.z * Sin;\n\t\tResult.z = v.y * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateY\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<3, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x =  v.x * Cos + v.z * Sin;\n\t\tResult.z = -v.x * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<3, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x = v.x * Cos - v.y * Sin;\n\t\tResult.y = v.x * Sin + v.y * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotateX\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<4, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.y = v.y * Cos - v.z * Sin;\n\t\tResult.z = v.y * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotateY\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<4, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x =  v.x * Cos + v.z * Sin;\n\t\tResult.z = -v.x * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<4, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x = v.x * Cos - v.y * Sin;\n\t\tResult.y = v.x * Sin + v.y * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation\n\t(\n\t\tvec<3, T, Q> const& Normal,\n\t\tvec<3, T, Q> const& Up\n\t)\n\t{\n\t\tif(all(equal(Normal, Up, epsilon<T>())))\n\t\t\treturn mat<4, 4, T, Q>(static_cast<T>(1));\n\n\t\tvec<3, T, Q> RotationAxis = cross(Up, Normal);\n\t\tT Angle = acos(dot(Normal, Up));\n\n\t\treturn rotate(Angle, RotationAxis);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/scalar_multiplication.hpp",
    "content": "/// @ref gtx\n/// @file glm/gtx/scalar_multiplication.hpp\n/// @author Joshua Moerman\n///\n/// Include <glm/gtx/scalar_multiplication.hpp> to use the features of this extension.\n///\n/// Enables scalar multiplication for all types\n///\n/// Since GLSL is very strict about types, the following (often used) combinations do not work:\n///    double * vec4\n///    int * vec4\n///    vec4 / int\n/// So we'll fix that! Of course \"float * vec4\" should remain the same (hence the enable_if magic)\n\n#pragma once\n\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_scalar_multiplication is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_scalar_multiplication extension included\")\n#\tendif\n#endif\n\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../mat2x2.hpp\"\n#include <type_traits>\n\nnamespace glm\n{\n\ttemplate<typename T, typename Vec>\n\tusing return_type_scalar_multiplication = typename std::enable_if<\n\t\t!std::is_same<T, float>::value       // T may not be a float\n\t\t&& std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...)\n\t>::type;\n\n#define GLM_IMPLEMENT_SCAL_MULT(Vec) \\\n\ttemplate<typename T> \\\n\treturn_type_scalar_multiplication<T, Vec> \\\n\toperator*(T const& s, Vec rh){ \\\n\t\treturn rh *= static_cast<float>(s); \\\n\t} \\\n\t \\\n\ttemplate<typename T> \\\n\treturn_type_scalar_multiplication<T, Vec> \\\n\toperator*(Vec lh, T const& s){ \\\n\t\treturn lh *= static_cast<float>(s); \\\n\t} \\\n\t \\\n\ttemplate<typename T> \\\n\treturn_type_scalar_multiplication<T, Vec> \\\n\toperator/(Vec lh, T const& s){ \\\n\t\treturn lh *= 1.0f / static_cast<float>(s); \\\n\t}\n\nGLM_IMPLEMENT_SCAL_MULT(vec2)\nGLM_IMPLEMENT_SCAL_MULT(vec3)\nGLM_IMPLEMENT_SCAL_MULT(vec4)\n\nGLM_IMPLEMENT_SCAL_MULT(mat2)\nGLM_IMPLEMENT_SCAL_MULT(mat2x3)\nGLM_IMPLEMENT_SCAL_MULT(mat2x4)\nGLM_IMPLEMENT_SCAL_MULT(mat3x2)\nGLM_IMPLEMENT_SCAL_MULT(mat3)\nGLM_IMPLEMENT_SCAL_MULT(mat3x4)\nGLM_IMPLEMENT_SCAL_MULT(mat4x2)\nGLM_IMPLEMENT_SCAL_MULT(mat4x3)\nGLM_IMPLEMENT_SCAL_MULT(mat4)\n\n#undef GLM_IMPLEMENT_SCAL_MULT\n} // namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/scalar_relational.hpp",
    "content": "/// @ref gtx_scalar_relational\n/// @file glm/gtx/scalar_relational.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_scalar_relational GLM_GTX_scalar_relational\n/// @ingroup gtx\n///\n/// Include <glm/gtx/scalar_relational.hpp> to use the features of this extension.\n///\n/// Extend a position from a source to a position at a defined length.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_extend extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_scalar_relational\n\t/// @{\n\n\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/scalar_relational.inl",
    "content": "/// @ref gtx_scalar_relational\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool lessThan\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x < y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool lessThanEqual\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x <= y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool greaterThan\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x > y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool greaterThanEqual\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x >= y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool equal\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(x, y);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool notEqual\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn !detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER bool any\n\t(\n\t\tbool const& x\n\t)\n\t{\n\t\treturn x;\n\t}\n\n\tGLM_FUNC_QUALIFIER bool all\n\t(\n\t\tbool const& x\n\t)\n\t{\n\t\treturn x;\n\t}\n\n\tGLM_FUNC_QUALIFIER bool not_\n\t(\n\t\tbool const& x\n\t)\n\t{\n\t\treturn !x;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/spline.hpp",
    "content": "/// @ref gtx_spline\n/// @file glm/gtx/spline.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_spline GLM_GTX_spline\n/// @ingroup gtx\n///\n/// Include <glm/gtx/spline.hpp> to use the features of this extension.\n///\n/// Spline functions\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/optimum_pow.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_spline is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_spline extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_spline\n\t/// @{\n\n\t/// Return a point from a catmull rom curve.\n\t/// @see gtx_spline extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType catmullRom(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s);\n\n\t/// Return a point from a hermite curve.\n\t/// @see gtx_spline extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType hermite(\n\t\tgenType const& v1,\n\t\tgenType const& t1,\n\t\tgenType const& v2,\n\t\tgenType const& t2,\n\t\ttypename genType::value_type const& s);\n\n\t/// Return a point from a cubic curve.\n\t/// @see gtx_spline extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType cubic(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s);\n\n\t/// @}\n}//namespace glm\n\n#include \"spline.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/spline.inl",
    "content": "/// @ref gtx_spline\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType catmullRom\n\t(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s\n\t)\n\t{\n\t\ttypename genType::value_type s2 = pow2(s);\n\t\ttypename genType::value_type s3 = pow3(s);\n\n\t\ttypename genType::value_type f1 = -s3 + typename genType::value_type(2) * s2 - s;\n\t\ttypename genType::value_type f2 = typename genType::value_type(3) * s3 - typename genType::value_type(5) * s2 + typename genType::value_type(2);\n\t\ttypename genType::value_type f3 = typename genType::value_type(-3) * s3 + typename genType::value_type(4) * s2 + s;\n\t\ttypename genType::value_type f4 = s3 - s2;\n\n\t\treturn (f1 * v1 + f2 * v2 + f3 * v3 + f4 * v4) / typename genType::value_type(2);\n\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType hermite\n\t(\n\t\tgenType const& v1,\n\t\tgenType const& t1,\n\t\tgenType const& v2,\n\t\tgenType const& t2,\n\t\ttypename genType::value_type const& s\n\t)\n\t{\n\t\ttypename genType::value_type s2 = pow2(s);\n\t\ttypename genType::value_type s3 = pow3(s);\n\n\t\ttypename genType::value_type f1 = typename genType::value_type(2) * s3 - typename genType::value_type(3) * s2 + typename genType::value_type(1);\n\t\ttypename genType::value_type f2 = typename genType::value_type(-2) * s3 + typename genType::value_type(3) * s2;\n\t\ttypename genType::value_type f3 = s3 - typename genType::value_type(2) * s2 + s;\n\t\ttypename genType::value_type f4 = s3 - s2;\n\n\t\treturn f1 * v1 + f2 * v2 + f3 * t1 + f4 * t2;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType cubic\n\t(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s\n\t)\n\t{\n\t\treturn ((v1 * s + v2) * s + v3) * s + v4;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/std_based_type.hpp",
    "content": "/// @ref gtx_std_based_type\n/// @file glm/gtx/std_based_type.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_std_based_type GLM_GTX_std_based_type\n/// @ingroup gtx\n///\n/// Include <glm/gtx/std_based_type.hpp> to use the features of this extension.\n///\n/// Adds vector types based on STL value types.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include <cstdlib>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_std_based_type is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_std_based_type extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_std_based_type\n\t/// @{\n\n\t/// Vector type based of one std::size_t component.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<1, std::size_t, defaultp>\t\tsize1;\n\n\t/// Vector type based of two std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<2, std::size_t, defaultp>\t\tsize2;\n\n\t/// Vector type based of three std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<3, std::size_t, defaultp>\t\tsize3;\n\n\t/// Vector type based of four std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<4, std::size_t, defaultp>\t\tsize4;\n\n\t/// Vector type based of one std::size_t component.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<1, std::size_t, defaultp>\t\tsize1_t;\n\n\t/// Vector type based of two std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<2, std::size_t, defaultp>\t\tsize2_t;\n\n\t/// Vector type based of three std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<3, std::size_t, defaultp>\t\tsize3_t;\n\n\t/// Vector type based of four std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<4, std::size_t, defaultp>\t\tsize4_t;\n\n\t/// @}\n}//namespace glm\n\n#include \"std_based_type.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/std_based_type.inl",
    "content": "/// @ref gtx_std_based_type\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/string_cast.hpp",
    "content": "/// @ref gtx_string_cast\n/// @file glm/gtx/string_cast.hpp\n///\n/// @see core (dependence)\n/// @see gtx_integer (dependence)\n/// @see gtx_quaternion (dependence)\n///\n/// @defgroup gtx_string_cast GLM_GTX_string_cast\n/// @ingroup gtx\n///\n/// Include <glm/gtx/string_cast.hpp> to use the features of this extension.\n///\n/// Setup strings for GLM type values\n///\n/// This extension is not supported with CUDA\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/type_precision.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtx/dual_quaternion.hpp\"\n#include <string>\n#include <cmath>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_string_cast is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_string_cast extension included\")\n#\tendif\n#endif\n\n#if(GLM_COMPILER & GLM_COMPILER_CUDA)\n#\terror \"GLM_GTX_string_cast is not supported on CUDA compiler\"\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_string_cast\n\t/// @{\n\n\t/// Create a string from a GLM vector or matrix typed variable.\n\t/// @see gtx_string_cast extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL std::string to_string(genType const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"string_cast.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/string_cast.inl",
    "content": "/// @ref gtx_string_cast\n\n#include <cstdarg>\n#include <cstdio>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T>\n\tstruct cast\n\t{\n\t\ttypedef T value_type;\n\t};\n\n\ttemplate <>\n\tstruct cast<float>\n\t{\n\t\ttypedef double value_type;\n\t};\n\n\tGLM_FUNC_QUALIFIER std::string format(const char* msg, ...)\n\t{\n\t\tstd::size_t const STRING_BUFFER(4096);\n\t\tchar text[STRING_BUFFER];\n\t\tva_list list;\n\n\t\tif(msg == GLM_NULLPTR)\n\t\t\treturn std::string();\n\n\t\tva_start(list, msg);\n#\t\tif (GLM_COMPILER & GLM_COMPILER_VC)\n\t\t\tvsprintf_s(text, STRING_BUFFER, msg, list);\n#\t\telse//\n\t\t\tstd::vsprintf(text, msg, list);\n#\t\tendif//\n\t\tva_end(list);\n\n\t\treturn std::string(text);\n\t}\n\n\tstatic const char* LabelTrue = \"true\";\n\tstatic const char* LabelFalse = \"false\";\n\n\ttemplate<typename T, bool isFloat = false>\n\tstruct literal\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%d\";}\n\t};\n\n\ttemplate<typename T>\n\tstruct literal<T, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%f\";}\n\t};\n\n#\tif GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC\n\ttemplate<>\n\tstruct literal<uint64_t, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%lld\";}\n\t};\n\n\ttemplate<>\n\tstruct literal<int64_t, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%lld\";}\n\t};\n#\tendif//GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC\n\n\ttemplate<typename T>\n\tstruct prefix{};\n\n\ttemplate<>\n\tstruct prefix<float>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<double>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"d\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<bool>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"b\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint8_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u8\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int8_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i8\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint16_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u16\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int16_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i16\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint32_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int32_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint64_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u64\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int64_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i64\";}\n\t};\n\n\ttemplate<typename matType>\n\tstruct compute_to_string\n\t{};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<1, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<1, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec1(%s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<2, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<2, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec2(%s, %s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[1] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<3, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<3, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec3(%s, %s, %s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[1] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[2] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<4, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<4, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec4(%s, %s, %s, %s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[1] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[2] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[3] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<1, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<1, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec1(%s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec2(%s, %s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec3(%s, %s, %s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec4(%s, %s, %s, %s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3]));\n\t\t}\n\t};\n\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<2, 2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<2, 2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat2x2((%s, %s), (%s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<2, 3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<2, 3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat2x3((%s, %s, %s), (%s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<2, 4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<2, 4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat2x4((%s, %s, %s, %s), (%s, %s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<3, 2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<3, 2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat3x2((%s, %s), (%s, %s), (%s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<3, 3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<3, 3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat3x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<3, 4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<3, 4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat3x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]), static_cast<typename cast<T>::value_type>(x[2][3]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<4, 2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<4, 2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat4x2((%s, %s), (%s, %s), (%s, %s), (%s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<4, 3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<4, 3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat4x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s), (%s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]), static_cast<typename cast<T>::value_type>(x[3][2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<4, 4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<4, 4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat4x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]), static_cast<typename cast<T>::value_type>(x[2][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]), static_cast<typename cast<T>::value_type>(x[3][2]), static_cast<typename cast<T>::value_type>(x[3][3]));\n\t\t}\n\t};\n\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<qua<T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(qua<T, Q> const& q)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%squat(%s, {%s, %s, %s})\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.w),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.x),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.y),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.z));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<tdualquat<T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(tdualquat<T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%sdualquat((%s, {%s, %s, %s}), (%s, {%s, %s, %s}))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.w),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.x),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.y),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.z),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.w),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.x),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.y),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.z));\n\t\t}\n\t};\n\n}//namespace detail\n\ntemplate<class matType>\nGLM_FUNC_QUALIFIER std::string to_string(matType const& x)\n{\n\treturn detail::compute_to_string<matType>::call(x);\n}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/texture.hpp",
    "content": "/// @ref gtx_texture\n/// @file glm/gtx/texture.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_texture GLM_GTX_texture\n/// @ingroup gtx\n///\n/// Include <glm/gtx/texture.hpp> to use the features of this extension.\n///\n/// Wrapping mode of texture coordinates.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/integer.hpp\"\n#include \"../gtx/component_wise.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_texture is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_texture extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_texture\n\t/// @{\n\n\t/// Compute the number of mipmaps levels necessary to create a mipmap complete texture\n\t///\n\t/// @param Extent Extent of the texture base level mipmap\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate <length_t L, typename T, qualifier Q>\n\tT levels(vec<L, T, Q> const& Extent);\n\n\t/// @}\n}// namespace glm\n\n#include \"texture.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/texture.inl",
    "content": "/// @ref gtx_texture\n\nnamespace glm\n{\n\ttemplate <length_t L, typename T, qualifier Q>\n\tinline T levels(vec<L, T, Q> const& Extent)\n\t{\n\t\treturn glm::log2(compMax(Extent)) + static_cast<T>(1);\n\t}\n\n\ttemplate <typename T>\n\tinline T levels(T Extent)\n\t{\n\t\treturn vec<1, T, defaultp>(Extent).x;\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/transform.hpp",
    "content": "/// @ref gtx_transform\n/// @file glm/gtx/transform.hpp\n///\n/// @see core (dependence)\n/// @see gtc_matrix_transform (dependence)\n/// @see gtx_transform\n/// @see gtx_transform2\n///\n/// @defgroup gtx_transform GLM_GTX_transform\n/// @ingroup gtx\n///\n/// Include <glm/gtx/transform.hpp> to use the features of this extension.\n///\n/// Add transformation matrices\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_transform is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_transform extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_transform\n\t/// @{\n\n\t/// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.\n\t/// @see gtc_matrix_transform\n\t/// @see gtx_transform\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> translate(\n\t\tvec<3, T, Q> const& v);\n\n\t/// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.\n\t/// @see gtc_matrix_transform\n\t/// @see gtx_transform\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rotate(\n\t\tT angle,\n\t\tvec<3, T, Q> const& v);\n\n\t/// Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.\n\t/// @see gtc_matrix_transform\n\t/// @see gtx_transform\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scale(\n\t\tvec<3, T, Q> const& v);\n\n\t/// @}\n}// namespace glm\n\n#include \"transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/transform.inl",
    "content": "/// @ref gtx_transform\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(vec<3, T, Q> const& v)\n\t{\n\t\treturn translate(mat<4, 4, T, Q>(static_cast<T>(1)), v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(T angle, vec<3, T, Q> const& v)\n\t{\n\t\treturn rotate(mat<4, 4, T, Q>(static_cast<T>(1)), angle, v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(vec<3, T, Q> const& v)\n\t{\n\t\treturn scale(mat<4, 4, T, Q>(static_cast<T>(1)), v);\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/transform2.hpp",
    "content": "/// @ref gtx_transform2\n/// @file glm/gtx/transform2.hpp\n///\n/// @see core (dependence)\n/// @see gtx_transform (dependence)\n///\n/// @defgroup gtx_transform2 GLM_GTX_transform2\n/// @ingroup gtx\n///\n/// Include <glm/gtx/transform2.hpp> to use the features of this extension.\n///\n/// Add extra transformation matrices\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_transform2 is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_transform2 extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_transform2\n\t/// @{\n\n\t//! Transforms a matrix with a shearing on X axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T y);\n\n\t//! Transforms a matrix with a shearing on Y axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T x);\n\n\t//! Transforms a matrix with a shearing on X axis\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T y, T z);\n\n\t//! Transforms a matrix with a shearing on Y axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T x, T z);\n\n\t//! Transforms a matrix with a shearing on Z axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T x, T y);\n\n\t//template<typename T> GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(const mat<4, 4, T, Q> & m, shearPlane, planePoint, angle)\n\t// Identity + tan(angle) * cross(Normal, OnPlaneVector)     0\n\t// - dot(PointOnPlane, normal) * OnPlaneVector              1\n\n\t// Reflect functions seem to don't work\n\t//template<typename T> mat<3, 3, T, Q> reflect2D(const mat<3, 3, T, Q> & m, const vec<3, T, Q>& normal){return reflect2DGTX(m, normal);}\t\t\t\t\t\t\t\t\t//!< \\brief Build a reflection matrix (from GLM_GTX_transform2 extension)\n\t//template<typename T> mat<4, 4, T, Q> reflect3D(const mat<4, 4, T, Q> & m, const vec<3, T, Q>& normal){return reflect3DGTX(m, normal);}\t\t\t\t\t\t\t\t\t//!< \\brief Build a reflection matrix (from GLM_GTX_transform2 extension)\n\n\t//! Build planar projection matrix along normal axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> proj2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal);\n\n\t//! Build planar projection matrix along normal axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> proj3D(mat<4, 4, T, Q> const & m, vec<3, T, Q> const& normal);\n\n\t//! Build a scale bias matrix.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(T scale, T bias);\n\n\t//! Build a scale bias matrix.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias);\n\n\t/// @}\n}// namespace glm\n\n#include \"transform2.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/transform2.inl",
    "content": "/// @ref gtx_transform2\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T s)\n\t{\n\t\tmat<3, 3, T, Q> r(1);\n\t\tr[1][0] = s;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T s)\n\t{\n\t\tmat<3, 3, T, Q> r(1);\n\t\tr[0][1] = s;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T s, T t)\n\t{\n\t\tmat<4, 4, T, Q> r(1);\n\t\tr[0][1] = s;\n\t\tr[0][2] = t;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T s, T t)\n\t{\n\t\tmat<4, 4, T, Q> r(1);\n\t\tr[1][0] = s;\n\t\tr[1][2] = t;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T s, T t)\n\t{\n\t\tmat<4, 4, T, Q> r(1);\n\t\tr[2][0] = s;\n\t\tr[2][1] = t;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> reflect2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal)\n\t{\n\t\tmat<3, 3, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;\n\t\tr[0][1] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[1][0] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> reflect3D(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& normal)\n\t{\n\t\tmat<4, 4, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;\n\t\tr[0][1] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[0][2] = -static_cast<T>(2) * normal.x * normal.z;\n\n\t\tr[1][0] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;\n\t\tr[1][2] = -static_cast<T>(2) * normal.y * normal.z;\n\n\t\tr[2][0] = -static_cast<T>(2) * normal.x * normal.z;\n\t\tr[2][1] = -static_cast<T>(2) * normal.y * normal.z;\n\t\tr[2][2] = static_cast<T>(1) - static_cast<T>(2) * normal.z * normal.z;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> proj2D(\n\t\tconst mat<3, 3, T, Q>& m,\n\t\tconst vec<3, T, Q>& normal)\n\t{\n\t\tmat<3, 3, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - normal.x * normal.x;\n\t\tr[0][1] = - normal.x * normal.y;\n\t\tr[1][0] = - normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - normal.y * normal.y;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> proj3D(\n\t\tconst mat<4, 4, T, Q>& m,\n\t\tconst vec<3, T, Q>& normal)\n\t{\n\t\tmat<4, 4, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - normal.x * normal.x;\n\t\tr[0][1] = - normal.x * normal.y;\n\t\tr[0][2] = - normal.x * normal.z;\n\t\tr[1][0] = - normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - normal.y * normal.y;\n\t\tr[1][2] = - normal.y * normal.z;\n\t\tr[2][0] = - normal.x * normal.z;\n\t\tr[2][1] = - normal.y * normal.z;\n\t\tr[2][2] = static_cast<T>(1) - normal.z * normal.z;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(T scale, T bias)\n\t{\n\t\tmat<4, 4, T, Q> result;\n\t\tresult[3] = vec<4, T, Q>(vec<3, T, Q>(bias), static_cast<T>(1));\n\t\tresult[0][0] = scale;\n\t\tresult[1][1] = scale;\n\t\tresult[2][2] = scale;\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias)\n\t{\n\t\treturn m * scaleBias(scale, bias);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/type_aligned.hpp",
    "content": "/// @ref gtx_type_aligned\n/// @file glm/gtx/type_aligned.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_type_aligned GLM_GTX_type_aligned\n/// @ingroup gtx\n///\n/// Include <glm/gtx/type_aligned.hpp> to use the features of this extension.\n///\n/// Defines aligned types.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/type_precision.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_type_aligned is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_type_aligned extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t///////////////////////////\n\t// Signed int vector types\n\n\t/// @addtogroup gtx_type_aligned\n\t/// @{\n\n\t/// Low qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int8, aligned_lowp_int8, 1);\n\n\t/// Low qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int16, aligned_lowp_int16, 2);\n\n\t/// Low qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int32, aligned_lowp_int32, 4);\n\n\t/// Low qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int64, aligned_lowp_int64, 8);\n\n\n\t/// Low qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int8_t, aligned_lowp_int8_t, 1);\n\n\t/// Low qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int16_t, aligned_lowp_int16_t, 2);\n\n\t/// Low qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int32_t, aligned_lowp_int32_t, 4);\n\n\t/// Low qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int64_t, aligned_lowp_int64_t, 8);\n\n\n\t/// Low qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i8, aligned_lowp_i8, 1);\n\n\t/// Low qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i16, aligned_lowp_i16, 2);\n\n\t/// Low qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i32, aligned_lowp_i32, 4);\n\n\t/// Low qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i64, aligned_lowp_i64, 8);\n\n\n\t/// Medium qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int8, aligned_mediump_int8, 1);\n\n\t/// Medium qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int16, aligned_mediump_int16, 2);\n\n\t/// Medium qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int32, aligned_mediump_int32, 4);\n\n\t/// Medium qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int64, aligned_mediump_int64, 8);\n\n\n\t/// Medium qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int8_t, aligned_mediump_int8_t, 1);\n\n\t/// Medium qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int16_t, aligned_mediump_int16_t, 2);\n\n\t/// Medium qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int32_t, aligned_mediump_int32_t, 4);\n\n\t/// Medium qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int64_t, aligned_mediump_int64_t, 8);\n\n\n\t/// Medium qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i8, aligned_mediump_i8, 1);\n\n\t/// Medium qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i16, aligned_mediump_i16, 2);\n\n\t/// Medium qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i32, aligned_mediump_i32, 4);\n\n\t/// Medium qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i64, aligned_mediump_i64, 8);\n\n\n\t/// High qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int8, aligned_highp_int8, 1);\n\n\t/// High qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int16, aligned_highp_int16, 2);\n\n\t/// High qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int32, aligned_highp_int32, 4);\n\n\t/// High qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int64, aligned_highp_int64, 8);\n\n\n\t/// High qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int8_t, aligned_highp_int8_t, 1);\n\n\t/// High qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int16_t, aligned_highp_int16_t, 2);\n\n\t/// High qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int32_t, aligned_highp_int32_t, 4);\n\n\t/// High qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int64_t, aligned_highp_int64_t, 8);\n\n\n\t/// High qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i8, aligned_highp_i8, 1);\n\n\t/// High qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i16, aligned_highp_i16, 2);\n\n\t/// High qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i32, aligned_highp_i32, 4);\n\n\t/// High qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i64, aligned_highp_i64, 8);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int8, aligned_int8, 1);\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int16, aligned_int16, 2);\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int32, aligned_int32, 4);\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int64, aligned_int64, 8);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int8_t, aligned_int8_t, 1);\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int16_t, aligned_int16_t, 2);\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int32_t, aligned_int32_t, 4);\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int64_t, aligned_int64_t, 8);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8, aligned_i8, 1);\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16, aligned_i16, 2);\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32, aligned_i32, 4);\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64, aligned_i64, 8);\n\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec1, aligned_ivec1, 4);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec2, aligned_ivec2, 8);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec3, aligned_ivec3, 16);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec4, aligned_ivec4, 16);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec1, aligned_i8vec1, 1);\n\n\t/// Default qualifier 8 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec2, aligned_i8vec2, 2);\n\n\t/// Default qualifier 8 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec3, aligned_i8vec3, 4);\n\n\t/// Default qualifier 8 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec4, aligned_i8vec4, 4);\n\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec1, aligned_i16vec1, 2);\n\n\t/// Default qualifier 16 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec2, aligned_i16vec2, 4);\n\n\t/// Default qualifier 16 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec3, aligned_i16vec3, 8);\n\n\t/// Default qualifier 16 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec4, aligned_i16vec4, 8);\n\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec1, aligned_i32vec1, 4);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec2, aligned_i32vec2, 8);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec3, aligned_i32vec3, 16);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec4, aligned_i32vec4, 16);\n\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec1, aligned_i64vec1, 8);\n\n\t/// Default qualifier 64 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec2, aligned_i64vec2, 16);\n\n\t/// Default qualifier 64 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec3, aligned_i64vec3, 32);\n\n\t/// Default qualifier 64 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec4, aligned_i64vec4, 32);\n\n\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// Low qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint8, aligned_lowp_uint8, 1);\n\n\t/// Low qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint16, aligned_lowp_uint16, 2);\n\n\t/// Low qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint32, aligned_lowp_uint32, 4);\n\n\t/// Low qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint64, aligned_lowp_uint64, 8);\n\n\n\t/// Low qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint8_t, aligned_lowp_uint8_t, 1);\n\n\t/// Low qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint16_t, aligned_lowp_uint16_t, 2);\n\n\t/// Low qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint32_t, aligned_lowp_uint32_t, 4);\n\n\t/// Low qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint64_t, aligned_lowp_uint64_t, 8);\n\n\n\t/// Low qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u8, aligned_lowp_u8, 1);\n\n\t/// Low qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u16, aligned_lowp_u16, 2);\n\n\t/// Low qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u32, aligned_lowp_u32, 4);\n\n\t/// Low qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u64, aligned_lowp_u64, 8);\n\n\n\t/// Medium qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint8, aligned_mediump_uint8, 1);\n\n\t/// Medium qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint16, aligned_mediump_uint16, 2);\n\n\t/// Medium qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint32, aligned_mediump_uint32, 4);\n\n\t/// Medium qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint64, aligned_mediump_uint64, 8);\n\n\n\t/// Medium qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint8_t, aligned_mediump_uint8_t, 1);\n\n\t/// Medium qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint16_t, aligned_mediump_uint16_t, 2);\n\n\t/// Medium qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint32_t, aligned_mediump_uint32_t, 4);\n\n\t/// Medium qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint64_t, aligned_mediump_uint64_t, 8);\n\n\n\t/// Medium qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u8, aligned_mediump_u8, 1);\n\n\t/// Medium qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u16, aligned_mediump_u16, 2);\n\n\t/// Medium qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u32, aligned_mediump_u32, 4);\n\n\t/// Medium qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u64, aligned_mediump_u64, 8);\n\n\n\t/// High qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint8, aligned_highp_uint8, 1);\n\n\t/// High qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint16, aligned_highp_uint16, 2);\n\n\t/// High qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint32, aligned_highp_uint32, 4);\n\n\t/// High qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint64, aligned_highp_uint64, 8);\n\n\n\t/// High qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint8_t, aligned_highp_uint8_t, 1);\n\n\t/// High qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint16_t, aligned_highp_uint16_t, 2);\n\n\t/// High qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint32_t, aligned_highp_uint32_t, 4);\n\n\t/// High qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint64_t, aligned_highp_uint64_t, 8);\n\n\n\t/// High qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u8, aligned_highp_u8, 1);\n\n\t/// High qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u16, aligned_highp_u16, 2);\n\n\t/// High qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u32, aligned_highp_u32, 4);\n\n\t/// High qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u64, aligned_highp_u64, 8);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint8, aligned_uint8, 1);\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint16, aligned_uint16, 2);\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint32, aligned_uint32, 4);\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint64, aligned_uint64, 8);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint8_t, aligned_uint8_t, 1);\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint16_t, aligned_uint16_t, 2);\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint32_t, aligned_uint32_t, 4);\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint64_t, aligned_uint64_t, 8);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8, aligned_u8, 1);\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16, aligned_u16, 2);\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32, aligned_u32, 4);\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64, aligned_u64, 8);\n\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec1, aligned_uvec1, 4);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec2, aligned_uvec2, 8);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec3, aligned_uvec3, 16);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec4, aligned_uvec4, 16);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec1, aligned_u8vec1, 1);\n\n\t/// Default qualifier 8 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec2, aligned_u8vec2, 2);\n\n\t/// Default qualifier 8 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec3, aligned_u8vec3, 4);\n\n\t/// Default qualifier 8 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec4, aligned_u8vec4, 4);\n\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec1, aligned_u16vec1, 2);\n\n\t/// Default qualifier 16 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec2, aligned_u16vec2, 4);\n\n\t/// Default qualifier 16 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec3, aligned_u16vec3, 8);\n\n\t/// Default qualifier 16 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec4, aligned_u16vec4, 8);\n\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec1, aligned_u32vec1, 4);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec2, aligned_u32vec2, 8);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec3, aligned_u32vec3, 16);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec4, aligned_u32vec4, 16);\n\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec1, aligned_u64vec1, 8);\n\n\t/// Default qualifier 64 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec2, aligned_u64vec2, 16);\n\n\t/// Default qualifier 64 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec3, aligned_u64vec3, 32);\n\n\t/// Default qualifier 64 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec4, aligned_u64vec4, 32);\n\n\n\t//////////////////////\n\t// Float vector types\n\n\t/// 32 bit single-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float32, aligned_float32, 4);\n\n\t/// 32 bit single-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float32_t, aligned_float32_t, 4);\n\n\t/// 32 bit single-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float32, aligned_f32, 4);\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// 64 bit double-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float64, aligned_float64, 8);\n\n\t/// 64 bit double-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float64_t, aligned_float64_t, 8);\n\n\t/// 64 bit double-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float64, aligned_f64, 8);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\n\t/// Single-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec1, aligned_vec1, 4);\n\n\t/// Single-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec2, aligned_vec2, 8);\n\n\t/// Single-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec3, aligned_vec3, 16);\n\n\t/// Single-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec4, aligned_vec4, 16);\n\n\n\t/// Single-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec1, aligned_fvec1, 4);\n\n\t/// Single-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec2, aligned_fvec2, 8);\n\n\t/// Single-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec3, aligned_fvec3, 16);\n\n\t/// Single-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec4, aligned_fvec4, 16);\n\n\n\t/// Single-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec1, aligned_f32vec1, 4);\n\n\t/// Single-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec2, aligned_f32vec2, 8);\n\n\t/// Single-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec3, aligned_f32vec3, 16);\n\n\t/// Single-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec4, aligned_f32vec4, 16);\n\n\n\t/// Double-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec1, aligned_dvec1, 8);\n\n\t/// Double-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec2, aligned_dvec2, 16);\n\n\t/// Double-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec3, aligned_dvec3, 32);\n\n\t/// Double-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec4, aligned_dvec4, 32);\n\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec1, aligned_f64vec1, 8);\n\n\t/// Double-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec2, aligned_f64vec2, 16);\n\n\t/// Double-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec3, aligned_f64vec3, 32);\n\n\t/// Double-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec4, aligned_f64vec4, 32);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t//////////////////////\n\t// Float matrix types\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1<f32> mat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat2, aligned_mat2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat3, aligned_mat3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat4, aligned_mat4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f32> mat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat2x2, aligned_mat2x2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat3x3, aligned_mat3x3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat4x4, aligned_mat4x4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f32> fmat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef f32 fmat1x1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2x2, 16);\n\n\t/// Single-qualifier floating-point aligned 2x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x3, aligned_fmat2x3, 16);\n\n\t/// Single-qualifier floating-point aligned 2x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x4, aligned_fmat2x4, 16);\n\n\t/// Single-qualifier floating-point aligned 3x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x2, aligned_fmat3x2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3x3, 16);\n\n\t/// Single-qualifier floating-point aligned 3x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x4, aligned_fmat3x4, 16);\n\n\t/// Single-qualifier floating-point aligned 4x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x2, aligned_fmat4x2, 16);\n\n\t/// Single-qualifier floating-point aligned 4x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x3, aligned_fmat4x3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4x4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f32, defaultp> f32mat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef f32 f32mat1x1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2x2, 16);\n\n\t/// Single-qualifier floating-point aligned 2x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x3, aligned_f32mat2x3, 16);\n\n\t/// Single-qualifier floating-point aligned 2x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x4, aligned_f32mat2x4, 16);\n\n\t/// Single-qualifier floating-point aligned 3x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x2, aligned_f32mat3x2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3x3, 16);\n\n\t/// Single-qualifier floating-point aligned 3x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x4, aligned_f32mat3x4, 16);\n\n\t/// Single-qualifier floating-point aligned 4x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x2, aligned_f32mat4x2, 16);\n\n\t/// Single-qualifier floating-point aligned 4x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x3, aligned_f32mat4x3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4x4, 16);\n\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f64, defaultp> f64mat1;\n\n\t/// Double-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2, 32);\n\n\t/// Double-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3, 32);\n\n\t/// Double-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4, 32);\n\n\n\t/// Double-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef f64 f64mat1x1;\n\n\t/// Double-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2x2, 32);\n\n\t/// Double-qualifier floating-point aligned 2x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x3, aligned_f64mat2x3, 32);\n\n\t/// Double-qualifier floating-point aligned 2x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x4, aligned_f64mat2x4, 32);\n\n\t/// Double-qualifier floating-point aligned 3x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x2, aligned_f64mat3x2, 32);\n\n\t/// Double-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3x3, 32);\n\n\t/// Double-qualifier floating-point aligned 3x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x4, aligned_f64mat3x4, 32);\n\n\t/// Double-qualifier floating-point aligned 4x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x2, aligned_f64mat4x2, 32);\n\n\t/// Double-qualifier floating-point aligned 4x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x3, aligned_f64mat4x3, 32);\n\n\t/// Double-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4x4, 32);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\n\t//////////////////////////\n\t// Quaternion types\n\n\t/// Single-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(quat, aligned_quat, 16);\n\n\t/// Single-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(quat, aligned_fquat, 16);\n\n\t/// Double-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dquat, aligned_dquat, 32);\n\n\t/// Single-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32quat, aligned_f32quat, 16);\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64quat, aligned_f64quat, 32);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t/// @}\n}//namespace glm\n\n#include \"type_aligned.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/type_aligned.inl",
    "content": "/// @ref gtc_type_aligned\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/type_trait.hpp",
    "content": "/// @ref gtx_type_trait\n/// @file glm/gtx/type_trait.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_type_trait GLM_GTX_type_trait\n/// @ingroup gtx\n///\n/// Include <glm/gtx/type_trait.hpp> to use the features of this extension.\n///\n/// Defines traits for each type.\n\n#pragma once\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_type_trait is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_type_trait extension included\")\n#\tendif\n#endif\n\n// Dependency:\n#include \"../detail/qualifier.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtx/dual_quaternion.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup gtx_type_trait\n\t/// @{\n\n\ttemplate<typename T>\n\tstruct type\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = false;\n\t\tstatic length_t const components = 0;\n\t\tstatic length_t const cols = 0;\n\t\tstatic length_t const rows = 0;\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct type<vec<L, T, Q> >\n\t{\n\t\tstatic bool const is_vec = true;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = false;\n\t\tstatic length_t const components = L;\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tstruct type<mat<C, R, T, Q> >\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = true;\n\t\tstatic bool const is_quat = false;\n\t\tstatic length_t const components = C;\n\t\tstatic length_t const cols = C;\n\t\tstatic length_t const rows = R;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct type<qua<T, Q> >\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = true;\n\t\tstatic length_t const components = 4;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct type<tdualquat<T, Q> >\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = true;\n\t\tstatic length_t const components = 8;\n\t};\n\n\t/// @}\n}//namespace glm\n\n#include \"type_trait.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/type_trait.inl",
    "content": "/// @ref gtx_type_trait\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tbool const type<T>::is_vec;\n\ttemplate<typename T>\n\tbool const type<T>::is_mat;\n\ttemplate<typename T>\n\tbool const type<T>::is_quat;\n\ttemplate<typename T>\n\tlength_t const type<T>::components;\n\ttemplate<typename T>\n\tlength_t const type<T>::cols;\n\ttemplate<typename T>\n\tlength_t const type<T>::rows;\n\n\t// vec\n\ttemplate<length_t L, typename T, qualifier Q>\n\tbool const type<vec<L, T, Q> >::is_vec;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tbool const type<vec<L, T, Q> >::is_mat;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tbool const type<vec<L, T, Q> >::is_quat;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tlength_t const type<vec<L, T, Q> >::components;\n\n\t// mat\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tbool const type<mat<C, R, T, Q> >::is_vec;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tbool const type<mat<C, R, T, Q> >::is_mat;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tbool const type<mat<C, R, T, Q> >::is_quat;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tlength_t const type<mat<C, R, T, Q> >::components;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tlength_t const type<mat<C, R, T, Q> >::cols;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tlength_t const type<mat<C, R, T, Q> >::rows;\n\n\t// tquat\n\ttemplate<typename T, qualifier Q>\n\tbool const type<qua<T, Q> >::is_vec;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<qua<T, Q> >::is_mat;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<qua<T, Q> >::is_quat;\n\ttemplate<typename T, qualifier Q>\n\tlength_t const type<qua<T, Q> >::components;\n\n\t// tdualquat\n\ttemplate<typename T, qualifier Q>\n\tbool const type<tdualquat<T, Q> >::is_vec;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<tdualquat<T, Q> >::is_mat;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<tdualquat<T, Q> >::is_quat;\n\ttemplate<typename T, qualifier Q>\n\tlength_t const type<tdualquat<T, Q> >::components;\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/vec_swizzle.hpp",
    "content": "/// @ref gtx_vec_swizzle\n/// @file glm/gtx/vec_swizzle.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_vec_swizzle GLM_GTX_vec_swizzle\n/// @ingroup gtx\n///\n/// Include <glm/gtx/vec_swizzle.hpp> to use the features of this extension.\n///\n/// Functions to perform swizzle operation.\n\n#pragma once\n\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_vec_swizzle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_vec_swizzle extension included\")\n#\tendif\n#endif\n\nnamespace glm {\n\t// xx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<1, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\t// xy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.y);\n\t}\n\n\t// xz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.z);\n\t}\n\n\t// xw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.w);\n\t}\n\n\t// yx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.x);\n\t}\n\n\t// yy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.y);\n\t}\n\n\t// yz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.z);\n\t}\n\n\t// yw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.w);\n\t}\n\n\t// zx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.x);\n\t}\n\n\t// zy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.y);\n\t}\n\n\t// zz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.z);\n\t}\n\n\t// zw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.w);\n\t}\n\n\t// wx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> wx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.x);\n\t}\n\n\t// wy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> wy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.y);\n\t}\n\n\t// wz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> wz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.z);\n\t}\n\n\t// ww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> ww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.w);\n\t}\n\n\t// xxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<1, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\t// xxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.y);\n\t}\n\n\t// xxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.z);\n\t}\n\n\t// xxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.w);\n\t}\n\n\t// xyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.x);\n\t}\n\n\t// xyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.y);\n\t}\n\n\t// xyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.z);\n\t}\n\n\t// xyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.w);\n\t}\n\n\t// xzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.x);\n\t}\n\n\t// xzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.y);\n\t}\n\n\t// xzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.z);\n\t}\n\n\t// xzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.w);\n\t}\n\n\t// xwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.x);\n\t}\n\n\t// xwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.y);\n\t}\n\n\t// xwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.z);\n\t}\n\n\t// xww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.w);\n\t}\n\n\t// yxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.x);\n\t}\n\n\t// yxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.y);\n\t}\n\n\t// yxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.z);\n\t}\n\n\t// yxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.w);\n\t}\n\n\t// yyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.x);\n\t}\n\n\t// yyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.y);\n\t}\n\n\t// yyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.z);\n\t}\n\n\t// yyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.w);\n\t}\n\n\t// yzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.x);\n\t}\n\n\t// yzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.y);\n\t}\n\n\t// yzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.z);\n\t}\n\n\t// yzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.w);\n\t}\n\n\t// ywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> ywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.x);\n\t}\n\n\t// ywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> ywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.y);\n\t}\n\n\t// ywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> ywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.z);\n\t}\n\n\t// yww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.w);\n\t}\n\n\t// zxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.x);\n\t}\n\n\t// zxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.y);\n\t}\n\n\t// zxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.z);\n\t}\n\n\t// zxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.w);\n\t}\n\n\t// zyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.x);\n\t}\n\n\t// zyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.y);\n\t}\n\n\t// zyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.z);\n\t}\n\n\t// zyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.w);\n\t}\n\n\t// zzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.x);\n\t}\n\n\t// zzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.y);\n\t}\n\n\t// zzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.z);\n\t}\n\n\t// zzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.w);\n\t}\n\n\t// zwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.x);\n\t}\n\n\t// zwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.y);\n\t}\n\n\t// zwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.z);\n\t}\n\n\t// zww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.w);\n\t}\n\n\t// wxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.x);\n\t}\n\n\t// wxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.y);\n\t}\n\n\t// wxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.z);\n\t}\n\n\t// wxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.w);\n\t}\n\n\t// wyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.x);\n\t}\n\n\t// wyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.y);\n\t}\n\n\t// wyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.z);\n\t}\n\n\t// wyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.w);\n\t}\n\n\t// wzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.x);\n\t}\n\n\t// wzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.y);\n\t}\n\n\t// wzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.z);\n\t}\n\n\t// wzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.w);\n\t}\n\n\t// wwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.x);\n\t}\n\n\t// wwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.y);\n\t}\n\n\t// wwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.z);\n\t}\n\n\t// www\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> www(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.w);\n\t}\n\n\t// xxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<1, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\t// xxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);\n\t}\n\n\t// xxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.z);\n\t}\n\n\t// xxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.w);\n\t}\n\n\t// xxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);\n\t}\n\n\t// xxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);\n\t}\n\n\t// xxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.z);\n\t}\n\n\t// xxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.w);\n\t}\n\n\t// xxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.x);\n\t}\n\n\t// xxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.y);\n\t}\n\n\t// xxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.z);\n\t}\n\n\t// xxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.w);\n\t}\n\n\t// xxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.x);\n\t}\n\n\t// xxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.y);\n\t}\n\n\t// xxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.z);\n\t}\n\n\t// xxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.w);\n\t}\n\n\t// xyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);\n\t}\n\n\t// xyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);\n\t}\n\n\t// xyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.z);\n\t}\n\n\t// xyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.w);\n\t}\n\n\t// xyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);\n\t}\n\n\t// xyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);\n\t}\n\n\t// xyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.z);\n\t}\n\n\t// xyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.w);\n\t}\n\n\t// xyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.x);\n\t}\n\n\t// xyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.y);\n\t}\n\n\t// xyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.z);\n\t}\n\n\t// xyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.w);\n\t}\n\n\t// xywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.x);\n\t}\n\n\t// xywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.y);\n\t}\n\n\t// xywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.z);\n\t}\n\n\t// xyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.w);\n\t}\n\n\t// xzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.x);\n\t}\n\n\t// xzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.y);\n\t}\n\n\t// xzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.z);\n\t}\n\n\t// xzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.w);\n\t}\n\n\t// xzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.x);\n\t}\n\n\t// xzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.y);\n\t}\n\n\t// xzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.z);\n\t}\n\n\t// xzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.w);\n\t}\n\n\t// xzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.x);\n\t}\n\n\t// xzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.y);\n\t}\n\n\t// xzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.z);\n\t}\n\n\t// xzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.w);\n\t}\n\n\t// xzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.x);\n\t}\n\n\t// xzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.y);\n\t}\n\n\t// xzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.z);\n\t}\n\n\t// xzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.w);\n\t}\n\n\t// xwxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.x);\n\t}\n\n\t// xwxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.y);\n\t}\n\n\t// xwxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.z);\n\t}\n\n\t// xwxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.w);\n\t}\n\n\t// xwyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.x);\n\t}\n\n\t// xwyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.y);\n\t}\n\n\t// xwyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.z);\n\t}\n\n\t// xwyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.w);\n\t}\n\n\t// xwzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.x);\n\t}\n\n\t// xwzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.y);\n\t}\n\n\t// xwzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.z);\n\t}\n\n\t// xwzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.w);\n\t}\n\n\t// xwwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.x);\n\t}\n\n\t// xwwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.y);\n\t}\n\n\t// xwwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.z);\n\t}\n\n\t// xwww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.w);\n\t}\n\n\t// yxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);\n\t}\n\n\t// yxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);\n\t}\n\n\t// yxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.z);\n\t}\n\n\t// yxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.w);\n\t}\n\n\t// yxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);\n\t}\n\n\t// yxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);\n\t}\n\n\t// yxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.z);\n\t}\n\n\t// yxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.w);\n\t}\n\n\t// yxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.x);\n\t}\n\n\t// yxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.y);\n\t}\n\n\t// yxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.z);\n\t}\n\n\t// yxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.w);\n\t}\n\n\t// yxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.x);\n\t}\n\n\t// yxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.y);\n\t}\n\n\t// yxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.z);\n\t}\n\n\t// yxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.w);\n\t}\n\n\t// yyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);\n\t}\n\n\t// yyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);\n\t}\n\n\t// yyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.z);\n\t}\n\n\t// yyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.w);\n\t}\n\n\t// yyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);\n\t}\n\n\t// yyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);\n\t}\n\n\t// yyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.z);\n\t}\n\n\t// yyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.w);\n\t}\n\n\t// yyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.x);\n\t}\n\n\t// yyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.y);\n\t}\n\n\t// yyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.z);\n\t}\n\n\t// yyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.w);\n\t}\n\n\t// yywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.x);\n\t}\n\n\t// yywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.y);\n\t}\n\n\t// yywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.z);\n\t}\n\n\t// yyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.w);\n\t}\n\n\t// yzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.x);\n\t}\n\n\t// yzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.y);\n\t}\n\n\t// yzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.z);\n\t}\n\n\t// yzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.w);\n\t}\n\n\t// yzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.x);\n\t}\n\n\t// yzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.y);\n\t}\n\n\t// yzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.z);\n\t}\n\n\t// yzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.w);\n\t}\n\n\t// yzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.x);\n\t}\n\n\t// yzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.y);\n\t}\n\n\t// yzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.z);\n\t}\n\n\t// yzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.w);\n\t}\n\n\t// yzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.x);\n\t}\n\n\t// yzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.y);\n\t}\n\n\t// yzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.z);\n\t}\n\n\t// yzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.w);\n\t}\n\n\t// ywxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.x);\n\t}\n\n\t// ywxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.y);\n\t}\n\n\t// ywxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.z);\n\t}\n\n\t// ywxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.w);\n\t}\n\n\t// ywyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.x);\n\t}\n\n\t// ywyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.y);\n\t}\n\n\t// ywyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.z);\n\t}\n\n\t// ywyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.w);\n\t}\n\n\t// ywzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.x);\n\t}\n\n\t// ywzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.y);\n\t}\n\n\t// ywzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.z);\n\t}\n\n\t// ywzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.w);\n\t}\n\n\t// ywwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.x);\n\t}\n\n\t// ywwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.y);\n\t}\n\n\t// ywwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.z);\n\t}\n\n\t// ywww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.w);\n\t}\n\n\t// zxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.x);\n\t}\n\n\t// zxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.y);\n\t}\n\n\t// zxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.z);\n\t}\n\n\t// zxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.w);\n\t}\n\n\t// zxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.x);\n\t}\n\n\t// zxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.y);\n\t}\n\n\t// zxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.z);\n\t}\n\n\t// zxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.w);\n\t}\n\n\t// zxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.x);\n\t}\n\n\t// zxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.y);\n\t}\n\n\t// zxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.z);\n\t}\n\n\t// zxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.w);\n\t}\n\n\t// zxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.x);\n\t}\n\n\t// zxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.y);\n\t}\n\n\t// zxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.z);\n\t}\n\n\t// zxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.w);\n\t}\n\n\t// zyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.x);\n\t}\n\n\t// zyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.y);\n\t}\n\n\t// zyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.z);\n\t}\n\n\t// zyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.w);\n\t}\n\n\t// zyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.x);\n\t}\n\n\t// zyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.y);\n\t}\n\n\t// zyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.z);\n\t}\n\n\t// zyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.w);\n\t}\n\n\t// zyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.x);\n\t}\n\n\t// zyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.y);\n\t}\n\n\t// zyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.z);\n\t}\n\n\t// zyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.w);\n\t}\n\n\t// zywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.x);\n\t}\n\n\t// zywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.y);\n\t}\n\n\t// zywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.z);\n\t}\n\n\t// zyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.w);\n\t}\n\n\t// zzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.x);\n\t}\n\n\t// zzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.y);\n\t}\n\n\t// zzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.z);\n\t}\n\n\t// zzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.w);\n\t}\n\n\t// zzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.x);\n\t}\n\n\t// zzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.y);\n\t}\n\n\t// zzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.z);\n\t}\n\n\t// zzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.w);\n\t}\n\n\t// zzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.x);\n\t}\n\n\t// zzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.y);\n\t}\n\n\t// zzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.z);\n\t}\n\n\t// zzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.w);\n\t}\n\n\t// zzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.x);\n\t}\n\n\t// zzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.y);\n\t}\n\n\t// zzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.z);\n\t}\n\n\t// zzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.w);\n\t}\n\n\t// zwxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.x);\n\t}\n\n\t// zwxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.y);\n\t}\n\n\t// zwxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.z);\n\t}\n\n\t// zwxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.w);\n\t}\n\n\t// zwyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.x);\n\t}\n\n\t// zwyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.y);\n\t}\n\n\t// zwyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.z);\n\t}\n\n\t// zwyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.w);\n\t}\n\n\t// zwzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.x);\n\t}\n\n\t// zwzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.y);\n\t}\n\n\t// zwzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.z);\n\t}\n\n\t// zwzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.w);\n\t}\n\n\t// zwwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.x);\n\t}\n\n\t// zwwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.y);\n\t}\n\n\t// zwwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.z);\n\t}\n\n\t// zwww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.w);\n\t}\n\n\t// wxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.x);\n\t}\n\n\t// wxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.y);\n\t}\n\n\t// wxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.z);\n\t}\n\n\t// wxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.w);\n\t}\n\n\t// wxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.x);\n\t}\n\n\t// wxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.y);\n\t}\n\n\t// wxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.z);\n\t}\n\n\t// wxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.w);\n\t}\n\n\t// wxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.x);\n\t}\n\n\t// wxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.y);\n\t}\n\n\t// wxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.z);\n\t}\n\n\t// wxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.w);\n\t}\n\n\t// wxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.x);\n\t}\n\n\t// wxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.y);\n\t}\n\n\t// wxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.z);\n\t}\n\n\t// wxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.w);\n\t}\n\n\t// wyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.x);\n\t}\n\n\t// wyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.y);\n\t}\n\n\t// wyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.z);\n\t}\n\n\t// wyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.w);\n\t}\n\n\t// wyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.x);\n\t}\n\n\t// wyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.y);\n\t}\n\n\t// wyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.z);\n\t}\n\n\t// wyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.w);\n\t}\n\n\t// wyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.x);\n\t}\n\n\t// wyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.y);\n\t}\n\n\t// wyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.z);\n\t}\n\n\t// wyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.w);\n\t}\n\n\t// wywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.x);\n\t}\n\n\t// wywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.y);\n\t}\n\n\t// wywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.z);\n\t}\n\n\t// wyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.w);\n\t}\n\n\t// wzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.x);\n\t}\n\n\t// wzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.y);\n\t}\n\n\t// wzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.z);\n\t}\n\n\t// wzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.w);\n\t}\n\n\t// wzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.x);\n\t}\n\n\t// wzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.y);\n\t}\n\n\t// wzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.z);\n\t}\n\n\t// wzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.w);\n\t}\n\n\t// wzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.x);\n\t}\n\n\t// wzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.y);\n\t}\n\n\t// wzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.z);\n\t}\n\n\t// wzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.w);\n\t}\n\n\t// wzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.x);\n\t}\n\n\t// wzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.y);\n\t}\n\n\t// wzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.z);\n\t}\n\n\t// wzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.w);\n\t}\n\n\t// wwxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.x);\n\t}\n\n\t// wwxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.y);\n\t}\n\n\t// wwxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.z);\n\t}\n\n\t// wwxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.w);\n\t}\n\n\t// wwyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.x);\n\t}\n\n\t// wwyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.y);\n\t}\n\n\t// wwyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.z);\n\t}\n\n\t// wwyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.w);\n\t}\n\n\t// wwzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.x);\n\t}\n\n\t// wwzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.y);\n\t}\n\n\t// wwzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.z);\n\t}\n\n\t// wwzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.w);\n\t}\n\n\t// wwwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.x);\n\t}\n\n\t// wwwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.y);\n\t}\n\n\t// wwwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.z);\n\t}\n\n\t// wwww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.w);\n\t}\n\n}\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/vector_angle.hpp",
    "content": "/// @ref gtx_vector_angle\n/// @file glm/gtx/vector_angle.hpp\n///\n/// @see core (dependence)\n/// @see gtx_quaternion (dependence)\n/// @see gtx_epsilon (dependence)\n///\n/// @defgroup gtx_vector_angle GLM_GTX_vector_angle\n/// @ingroup gtx\n///\n/// Include <glm/gtx/vector_angle.hpp> to use the features of this extension.\n///\n/// Compute angle between vectors\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/epsilon.hpp\"\n#include \"../gtx/quaternion.hpp\"\n#include \"../gtx/rotate_vector.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_vector_angle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_vector_angle extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_vector_angle\n\t/// @{\n\n\t//! Returns the absolute angle between two vectors.\n\t//! Parameters need to be normalized.\n\t/// @see gtx_vector_angle extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t//! Returns the oriented angle between two 2d vectors.\n\t//! Parameters need to be normalized.\n\t/// @see gtx_vector_angle extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y);\n\n\t//! Returns the oriented angle between two 3d vectors based from a reference axis.\n\t//! Parameters need to be normalized.\n\t/// @see gtx_vector_angle extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref);\n\n\t/// @}\n}// namespace glm\n\n#include \"vector_angle.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/vector_angle.inl",
    "content": "/// @ref gtx_vector_angle\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType angle\n\t(\n\t\tgenType const& x,\n\t\tgenType const& y\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'angle' only accept floating-point inputs\");\n\t\treturn acos(clamp(dot(x, y), genType(-1), genType(1)));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'angle' only accept floating-point inputs\");\n\t\treturn acos(clamp(dot(x, y), T(-1), T(1)));\n\t}\n\n\t//! \\todo epsilon is hard coded to 0.01\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'orientedAngle' only accept floating-point inputs\");\n\t\tT const Angle(acos(clamp(dot(x, y), T(-1), T(1))));\n\n\t\tif(all(epsilonEqual(y, glm::rotate(x, Angle), T(0.0001))))\n\t\t\treturn Angle;\n\t\telse\n\t\t\treturn -Angle;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'orientedAngle' only accept floating-point inputs\");\n\n\t\tT const Angle(acos(clamp(dot(x, y), T(-1), T(1))));\n\t\treturn mix(Angle, -Angle, dot(ref, cross(x, y)) < T(0));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/vector_query.hpp",
    "content": "/// @ref gtx_vector_query\n/// @file glm/gtx/vector_query.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_vector_query GLM_GTX_vector_query\n/// @ingroup gtx\n///\n/// Include <glm/gtx/vector_query.hpp> to use the features of this extension.\n///\n/// Query informations of vector types\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include <cfloat>\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_vector_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_vector_query extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_vector_query\n\t/// @{\n\n\t//! Check whether two vectors are collinears.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool areCollinear(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);\n\n\t//! Check whether two vectors are orthogonals.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool areOrthogonal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);\n\n\t//! Check whether a vector is normalized.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(vec<L, T, Q> const& v, T const& epsilon);\n\n\t//! Check whether a vector is null.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(vec<L, T, Q> const& v, T const& epsilon);\n\n\t//! Check whether a each component of a vector is null.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isCompNull(vec<L, T, Q> const& v, T const& epsilon);\n\n\t//! Check whether two vectors are orthonormal.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool areOrthonormal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);\n\n\t/// @}\n}// namespace glm\n\n#include \"vector_query.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/vector_query.inl",
    "content": "/// @ref gtx_vector_query\n\n#include <cassert>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_areCollinear{};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_areCollinear<2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static bool call(vec<2, T, Q> const& v0, vec<2, T, Q> const& v1, T const& epsilon)\n\t\t{\n\t\t\treturn length(cross(vec<3, T, Q>(v0, static_cast<T>(0)), vec<3, T, Q>(v1, static_cast<T>(0)))) < epsilon;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_areCollinear<3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static bool call(vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, T const& epsilon)\n\t\t{\n\t\t\treturn length(cross(v0, v1)) < epsilon;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_areCollinear<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static bool call(vec<4, T, Q> const& v0, vec<4, T, Q> const& v1, T const& epsilon)\n\t\t{\n\t\t\treturn length(cross(vec<3, T, Q>(v0), vec<3, T, Q>(v1))) < epsilon;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_isCompNull{};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_isCompNull<2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, bool, Q> call(vec<2, T, Q> const& v, T const& epsilon)\n\t\t{\n\t\t\treturn vec<2, bool, Q>(\n\t\t\t\t(abs(v.x) < epsilon),\n\t\t\t\t(abs(v.y) < epsilon));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_isCompNull<3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, bool, Q> call(vec<3, T, Q> const& v, T const& epsilon)\n\t\t{\n\t\t\treturn vec<3, bool, Q>(\n\t\t\t\t(abs(v.x) < epsilon),\n\t\t\t\t(abs(v.y) < epsilon),\n\t\t\t\t(abs(v.z) < epsilon));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_isCompNull<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, bool, Q> call(vec<4, T, Q> const& v, T const& epsilon)\n\t\t{\n\t\t\treturn vec<4, bool, Q>(\n\t\t\t\t(abs(v.x) < epsilon),\n\t\t\t\t(abs(v.y) < epsilon),\n\t\t\t\t(abs(v.z) < epsilon),\n\t\t\t\t(abs(v.w) < epsilon));\n\t\t}\n\t};\n\n}//namespace detail\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool areCollinear(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'areCollinear' only accept floating-point inputs\");\n\n\t\treturn detail::compute_areCollinear<L, T, Q>::call(v0, v1, epsilon);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool areOrthogonal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'areOrthogonal' only accept floating-point inputs\");\n\n\t\treturn abs(dot(v0, v1)) <= max(\n\t\t\tstatic_cast<T>(1),\n\t\t\tlength(v0)) * max(static_cast<T>(1), length(v1)) * epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(vec<L, T, Q> const& v, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isNormalized' only accept floating-point inputs\");\n\n\t\treturn abs(length(v) - static_cast<T>(1)) <= static_cast<T>(2) * epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(vec<L, T, Q> const& v, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isNull' only accept floating-point inputs\");\n\n\t\treturn length(v) <= epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isCompNull(vec<L, T, Q> const& v, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isCompNull' only accept floating-point inputs\");\n\n\t\treturn detail::compute_isCompNull<L, T, Q>::call(v, epsilon);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, bool, Q> isCompNull(vec<2, T, Q> const& v, T const& epsilon)\n\t{\n\t\treturn vec<2, bool, Q>(\n\t\t\tabs(v.x) < epsilon,\n\t\t\tabs(v.y) < epsilon);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, bool, Q> isCompNull(vec<3, T, Q> const& v, T const& epsilon)\n\t{\n\t\treturn vec<3, bool, Q>(\n\t\t\tabs(v.x) < epsilon,\n\t\t\tabs(v.y) < epsilon,\n\t\t\tabs(v.z) < epsilon);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isCompNull(vec<4, T, Q> const& v, T const& epsilon)\n\t{\n\t\treturn vec<4, bool, Q>(\n\t\t\tabs(v.x) < epsilon,\n\t\t\tabs(v.y) < epsilon,\n\t\t\tabs(v.z) < epsilon,\n\t\t\tabs(v.w) < epsilon);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool areOrthonormal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)\n\t{\n\t\treturn isNormalized(v0, epsilon) && isNormalized(v1, epsilon) && (abs(dot(v0, v1)) <= epsilon);\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/wrap.hpp",
    "content": "/// @ref gtx_wrap\n/// @file glm/gtx/wrap.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_wrap GLM_GTX_wrap\n/// @ingroup gtx\n///\n/// Include <glm/gtx/wrap.hpp> to use the features of this extension.\n///\n/// Wrapping mode of texture coordinates.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../ext/scalar_common.hpp\"\n#include \"../ext/vector_common.hpp\"\n#include \"../gtc/vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_wrap is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_wrap extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_wrap\n\t/// @{\n\n\t/// @}\n}// namespace glm\n\n#include \"wrap.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/gtx/wrap.inl",
    "content": "/// @ref gtx_wrap\n\nnamespace glm\n{\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/64/glm/integer.hpp",
    "content": "/// @ref core\n/// @file glm/integer.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n///\n/// @defgroup core_func_integer Integer functions\n/// @ingroup core\n///\n/// Provides GLSL functions on integer types\n///\n/// These all operate component-wise. The description is per component.\n/// The notation [a, b] means the set of bits from bit-number a through bit-number\n/// b, inclusive. The lowest-order bit is bit 0.\n///\n/// Include <glm/integer.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/qualifier.hpp\"\n#include \"common.hpp\"\n#include \"vector_relational.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_integer\n\t/// @{\n\n\t/// Adds 32-bit unsigned integer x and y, returning the sum\n\t/// modulo pow(2, 32). The value carry is set to 0 if the sum was\n\t/// less than pow(2, 32), or to 1 otherwise.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/uaddCarry.xml\">GLSL uaddCarry man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> uaddCarry(\n\t\tvec<L, uint, Q> const& x,\n\t\tvec<L, uint, Q> const& y,\n\t\tvec<L, uint, Q> & carry);\n\n\t/// Subtracts the 32-bit unsigned integer y from x, returning\n\t/// the difference if non-negative, or pow(2, 32) plus the difference\n\t/// otherwise. The value borrow is set to 0 if x >= y, or to 1 otherwise.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/usubBorrow.xml\">GLSL usubBorrow man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> usubBorrow(\n\t\tvec<L, uint, Q> const& x,\n\t\tvec<L, uint, Q> const& y,\n\t\tvec<L, uint, Q> & borrow);\n\n\t/// Multiplies 32-bit integers x and y, producing a 64-bit\n\t/// result. The 32 least-significant bits are returned in lsb.\n\t/// The 32 most-significant bits are returned in msb.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/umulExtended.xml\">GLSL umulExtended man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL void umulExtended(\n\t\tvec<L, uint, Q> const& x,\n\t\tvec<L, uint, Q> const& y,\n\t\tvec<L, uint, Q> & msb,\n\t\tvec<L, uint, Q> & lsb);\n\n\t/// Multiplies 32-bit integers x and y, producing a 64-bit\n\t/// result. The 32 least-significant bits are returned in lsb.\n\t/// The 32 most-significant bits are returned in msb.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/imulExtended.xml\">GLSL imulExtended man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL void imulExtended(\n\t\tvec<L, int, Q> const& x,\n\t\tvec<L, int, Q> const& y,\n\t\tvec<L, int, Q> & msb,\n\t\tvec<L, int, Q> & lsb);\n\n\t/// Extracts bits [offset, offset + bits - 1] from value,\n\t/// returning them in the least significant bits of the result.\n\t/// For unsigned data types, the most significant bits of the\n\t/// result will be set to zero. For signed data types, the\n\t/// most significant bits will be set to the value of bit offset + base - 1.\n\t///\n\t/// If bits is zero, the result will be zero. The result will be\n\t/// undefined if offset or bits is negative, or if the sum of\n\t/// offset and bits is greater than the number of bits used\n\t/// to store the operand.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldExtract.xml\">GLSL bitfieldExtract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldExtract(\n\t\tvec<L, T, Q> const& Value,\n\t\tint Offset,\n\t\tint Bits);\n\n\t/// Returns the insertion the bits least-significant bits of insert into base.\n\t///\n\t/// The result will have bits [offset, offset + bits - 1] taken\n\t/// from bits [0, bits - 1] of insert, and all other bits taken\n\t/// directly from the corresponding bits of base. If bits is\n\t/// zero, the result will simply be base. The result will be\n\t/// undefined if offset or bits is negative, or if the sum of\n\t/// offset and bits is greater than the number of bits used to\n\t/// store the operand.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldInsert.xml\">GLSL bitfieldInsert man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldInsert(\n\t\tvec<L, T, Q> const& Base,\n\t\tvec<L, T, Q> const& Insert,\n\t\tint Offset,\n\t\tint Bits);\n\n\t/// Returns the reversal of the bits of value.\n\t/// The bit numbered n of the result will be taken from bit (bits - 1) - n of value,\n\t/// where bits is the total number of bits used to represent value.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldReverse.xml\">GLSL bitfieldReverse man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldReverse(vec<L, T, Q> const& v);\n\n\t/// Returns the number of bits set to 1 in the binary representation of value.\n\t///\n\t/// @tparam genType Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml\">GLSL bitCount man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL int bitCount(genType v);\n\n\t/// Returns the number of bits set to 1 in the binary representation of value.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml\">GLSL bitCount man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> bitCount(vec<L, T, Q> const& v);\n\n\t/// Returns the bit number of the least significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value is zero, -1 will be returned.\n\t///\n\t/// @tparam genIUType Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml\">GLSL findLSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL int findLSB(genIUType x);\n\n\t/// Returns the bit number of the least significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value is zero, -1 will be returned.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml\">GLSL findLSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> findLSB(vec<L, T, Q> const& v);\n\n\t/// Returns the bit number of the most significant bit in the binary representation of value.\n\t/// For positive integers, the result will be the bit number of the most significant bit set to 1.\n\t/// For negative integers, the result will be the bit number of the most significant\n\t/// bit set to 0. For a value of zero or negative one, -1 will be returned.\n\t///\n\t/// @tparam genIUType Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml\">GLSL findMSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL int findMSB(genIUType x);\n\n\t/// Returns the bit number of the most significant bit in the binary representation of value.\n\t/// For positive integers, the result will be the bit number of the most significant bit set to 1.\n\t/// For negative integers, the result will be the bit number of the most significant\n\t/// bit set to 0. For a value of zero or negative one, -1 will be returned.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml\">GLSL findMSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> findMSB(vec<L, T, Q> const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat2x2.hpp",
    "content": "/// @ref core\n/// @file glm/mat2x2.hpp\n\n#pragma once\n#include \"./ext/matrix_double2x2.hpp\"\n#include \"./ext/matrix_double2x2_precision.hpp\"\n#include \"./ext/matrix_float2x2.hpp\"\n#include \"./ext/matrix_float2x2_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat2x3.hpp",
    "content": "/// @ref core\n/// @file glm/mat2x3.hpp\n\n#pragma once\n#include \"./ext/matrix_double2x3.hpp\"\n#include \"./ext/matrix_double2x3_precision.hpp\"\n#include \"./ext/matrix_float2x3.hpp\"\n#include \"./ext/matrix_float2x3_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat2x4.hpp",
    "content": "/// @ref core\n/// @file glm/mat2x4.hpp\n\n#pragma once\n#include \"./ext/matrix_double2x4.hpp\"\n#include \"./ext/matrix_double2x4_precision.hpp\"\n#include \"./ext/matrix_float2x4.hpp\"\n#include \"./ext/matrix_float2x4_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat3x2.hpp",
    "content": "/// @ref core\n/// @file glm/mat3x2.hpp\n\n#pragma once\n#include \"./ext/matrix_double3x2.hpp\"\n#include \"./ext/matrix_double3x2_precision.hpp\"\n#include \"./ext/matrix_float3x2.hpp\"\n#include \"./ext/matrix_float3x2_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat3x3.hpp",
    "content": "/// @ref core\n/// @file glm/mat3x3.hpp\n\n#pragma once\n#include \"./ext/matrix_double3x3.hpp\"\n#include \"./ext/matrix_double3x3_precision.hpp\"\n#include \"./ext/matrix_float3x3.hpp\"\n#include \"./ext/matrix_float3x3_precision.hpp\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat3x4.hpp",
    "content": "/// @ref core\n/// @file glm/mat3x4.hpp\n\n#pragma once\n#include \"./ext/matrix_double3x4.hpp\"\n#include \"./ext/matrix_double3x4_precision.hpp\"\n#include \"./ext/matrix_float3x4.hpp\"\n#include \"./ext/matrix_float3x4_precision.hpp\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat4x2.hpp",
    "content": "/// @ref core\n/// @file glm/mat4x2.hpp\n\n#pragma once\n#include \"./ext/matrix_double4x2.hpp\"\n#include \"./ext/matrix_double4x2_precision.hpp\"\n#include \"./ext/matrix_float4x2.hpp\"\n#include \"./ext/matrix_float4x2_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat4x3.hpp",
    "content": "/// @ref core\n/// @file glm/mat4x3.hpp\n\n#pragma once\n#include \"./ext/matrix_double4x3.hpp\"\n#include \"./ext/matrix_double4x3_precision.hpp\"\n#include \"./ext/matrix_float4x3.hpp\"\n#include \"./ext/matrix_float4x3_precision.hpp\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/mat4x4.hpp",
    "content": "/// @ref core\n/// @file glm/mat4x4.hpp\n\n#pragma once\n#include \"./ext/matrix_double4x4.hpp\"\n#include \"./ext/matrix_double4x4_precision.hpp\"\n#include \"./ext/matrix_float4x4.hpp\"\n#include \"./ext/matrix_float4x4_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/matrix.hpp",
    "content": "/// @ref core\n/// @file glm/matrix.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n///\n/// @defgroup core_func_matrix Matrix functions\n/// @ingroup core\n///\n/// Provides GLSL matrix functions.\n///\n/// Include <glm/matrix.hpp> to use these core features.\n\n#pragma once\n\n// Dependencies\n#include \"detail/qualifier.hpp\"\n#include \"detail/setup.hpp\"\n#include \"vec2.hpp\"\n#include \"vec3.hpp\"\n#include \"vec4.hpp\"\n#include \"mat2x2.hpp\"\n#include \"mat2x3.hpp\"\n#include \"mat2x4.hpp\"\n#include \"mat3x2.hpp\"\n#include \"mat3x3.hpp\"\n#include \"mat3x4.hpp\"\n#include \"mat4x2.hpp\"\n#include \"mat4x3.hpp\"\n#include \"mat4x4.hpp\"\n\nnamespace glm {\nnamespace detail\n{\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tstruct outerProduct_trait{};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<2, 2, T, Q>\n\t{\n\t\ttypedef mat<2, 2, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<2, 3, T, Q>\n\t{\n\t\ttypedef mat<3, 2, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<2, 4, T, Q>\n\t{\n\t\ttypedef mat<4, 2, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<3, 2, T, Q>\n\t{\n\t\ttypedef mat<2, 3, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<3, 3, T, Q>\n\t{\n\t\ttypedef mat<3, 3, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<3, 4, T, Q>\n\t{\n\t\ttypedef mat<4, 3, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<4, 2, T, Q>\n\t{\n\t\ttypedef mat<2, 4, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<4, 3, T, Q>\n\t{\n\t\ttypedef mat<3, 4, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<4, 4, T, Q>\n\t{\n\t\ttypedef mat<4, 4, T, Q> type;\n\t};\n}//namespace detail\n\n\t /// @addtogroup core_func_matrix\n\t /// @{\n\n\t /// Multiply matrix x by matrix y component-wise, i.e.,\n\t /// result[i][j] is the scalar product of x[i][j] and y[i][j].\n\t ///\n\t /// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t /// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t /// @tparam T Floating-point or signed integer scalar types\n\t /// @tparam Q Value from qualifier enum\n\t ///\n\t /// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/matrixCompMult.xml\">GLSL matrixCompMult man page</a>\n\t /// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> matrixCompMult(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);\n\n\t/// Treats the first parameter c as a column vector\n\t/// and the second parameter r as a row vector\n\t/// and does a linear algebraic matrix multiply c * r.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/outerProduct.xml\">GLSL outerProduct man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL typename detail::outerProduct_trait<C, R, T, Q>::type outerProduct(vec<C, T, Q> const& c, vec<R, T, Q> const& r);\n\n\t/// Returns the transposed matrix of x\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/transpose.xml\">GLSL transpose man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<C, R, T, Q>::transpose_type transpose(mat<C, R, T, Q> const& x);\n\n\t/// Return the determinant of a squared matrix.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/determinant.xml\">GLSL determinant man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL T determinant(mat<C, R, T, Q> const& m);\n\n\t/// Return the inverse of a squared matrix.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/inverse.xml\">GLSL inverse man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> inverse(mat<C, R, T, Q> const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_matrix.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/packing.hpp",
    "content": "/// @ref core\n/// @file glm/packing.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n/// @see gtc_packing\n///\n/// @defgroup core_func_packing Floating-Point Pack and Unpack Functions\n/// @ingroup core\n///\n/// Provides GLSL functions to pack and unpack half, single and double-precision floating point values into more compact integer types.\n///\n/// These functions do not operate component-wise, rather as described in each case.\n///\n/// Include <glm/packing.hpp> to use these core features.\n\n#pragma once\n\n#include \"./ext/vector_uint2.hpp\"\n#include \"./ext/vector_float2.hpp\"\n#include \"./ext/vector_float4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_packing\n\t/// @{\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm2x16.xml\">GLSL packUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packUnorm2x16(vec2 const& v);\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm2x16: round(clamp(v, -1, +1) * 32767.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm2x16.xml\">GLSL packSnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packSnorm2x16(vec2 const& v);\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm4x8:\tround(clamp(c, 0, +1) * 255.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packUnorm4x8(vec4 const& v);\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm4x8:\tround(clamp(c, -1, +1) * 127.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packSnorm4x8(vec4 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm2x16: f / 65535.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml\">GLSL unpackUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackUnorm2x16(uint p);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm2x16: clamp(f / 32767.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml\">GLSL unpackSnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackSnorm2x16(uint p);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm4x8: f / 255.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml\">GLSL unpackUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackUnorm4x8(uint p);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm4x8: clamp(f / 127.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackSnorm4x8(uint p);\n\n\t/// Returns a double-qualifier value obtained by packing the components of v into a 64-bit value.\n\t/// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.\n\t/// Otherwise, the bit- level representation of v is preserved.\n\t/// The first vector component specifies the 32 least significant bits;\n\t/// the second component specifies the 32 most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml\">GLSL packDouble2x32 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL double packDouble2x32(uvec2 const& v);\n\n\t/// Returns a two-component unsigned integer vector representation of v.\n\t/// The bit-level representation of v is preserved.\n\t/// The first component of the vector contains the 32 least significant bits of the double;\n\t/// the second component consists the 32 most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml\">GLSL unpackDouble2x32 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uvec2 unpackDouble2x32(double v);\n\n\t/// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification,\n\t/// and then packing these two 16- bit integers into a 32-bit unsigned integer.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the second component specifies the 16 most-significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml\">GLSL packHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packHalf2x16(vec2 const& v);\n\n\t/// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values,\n\t/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,\n\t/// and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the second component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml\">GLSL unpackHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackHalf2x16(uint v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/common.h",
    "content": "/// @ref simd\n/// @file glm/simd/common.h\n\n#pragma once\n\n#include \"platform.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_add(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_add_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_add(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_add_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sub(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_sub_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sub(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_sub_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_mul(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_mul_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_mul(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_mul_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_div_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_div(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_div_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div_lowp(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn glm_vec4_mul(a, _mm_rcp_ps(b));\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_swizzle_xyzw(glm_f32vec4 a)\n{\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\t\treturn _mm_permute_ps(a, _MM_SHUFFLE(3, 2, 1, 0));\n#\telse\n\t\treturn _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 1, 0));\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c)\n{\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG)\n\t\treturn _mm_fmadd_ss(a, b, c);\n#\telse\n\t\treturn _mm_add_ss(_mm_mul_ss(a, b), c);\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c)\n{\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG)\n\t\treturn _mm_fmadd_ps(a, b, c);\n#\telse\n\t\treturn glm_vec4_add(glm_vec4_mul(a, b), c);\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_abs(glm_f32vec4 x)\n{\n\treturn _mm_and_ps(x, _mm_castsi128_ps(_mm_set1_epi32(0x7FFFFFFF)));\n}\n\nGLM_FUNC_QUALIFIER glm_ivec4 glm_ivec4_abs(glm_ivec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSSE3_BIT\n\t\treturn _mm_sign_epi32(x, x);\n#\telse\n\t\tglm_ivec4 const sgn0 = _mm_srai_epi32(x, 31);\n\t\tglm_ivec4 const inv0 = _mm_xor_si128(x, sgn0);\n\t\tglm_ivec4 const sub0 = _mm_sub_epi32(inv0, sgn0);\n\t\treturn sub0;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_sign(glm_vec4 x)\n{\n\tglm_vec4 const zro0 = _mm_setzero_ps();\n\tglm_vec4 const cmp0 = _mm_cmplt_ps(x, zro0);\n\tglm_vec4 const cmp1 = _mm_cmpgt_ps(x, zro0);\n\tglm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(-1.0f));\n\tglm_vec4 const and1 = _mm_and_ps(cmp1, _mm_set1_ps(1.0f));\n\tglm_vec4 const or0 = _mm_or_ps(and0, and1);\n\treturn or0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_round(glm_vec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\treturn _mm_round_ps(x, _MM_FROUND_TO_NEAREST_INT);\n#\telse\n\t\tglm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000)));\n\t\tglm_vec4 const and0 = _mm_and_ps(sgn0, x);\n\t\tglm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f));\n\t\tglm_vec4 const add0 = glm_vec4_add(x, or0);\n\t\tglm_vec4 const sub0 = glm_vec4_sub(add0, or0);\n\t\treturn sub0;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_floor(glm_vec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\treturn _mm_floor_ps(x);\n#\telse\n\t\tglm_vec4 const rnd0 = glm_vec4_round(x);\n\t\tglm_vec4 const cmp0 = _mm_cmplt_ps(x, rnd0);\n\t\tglm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f));\n\t\tglm_vec4 const sub0 = glm_vec4_sub(rnd0, and0);\n\t\treturn sub0;\n#\tendif\n}\n\n/* trunc TODO\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_trunc(glm_vec4 x)\n{\n\treturn glm_vec4();\n}\n*/\n\n//roundEven\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_roundEven(glm_vec4 x)\n{\n\tglm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000)));\n\tglm_vec4 const and0 = _mm_and_ps(sgn0, x);\n\tglm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f));\n\tglm_vec4 const add0 = glm_vec4_add(x, or0);\n\tglm_vec4 const sub0 = glm_vec4_sub(add0, or0);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_ceil(glm_vec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\treturn _mm_ceil_ps(x);\n#\telse\n\t\tglm_vec4 const rnd0 = glm_vec4_round(x);\n\t\tglm_vec4 const cmp0 = _mm_cmpgt_ps(x, rnd0);\n\t\tglm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f));\n\t\tglm_vec4 const add0 = glm_vec4_add(rnd0, and0);\n\t\treturn add0;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_fract(glm_vec4 x)\n{\n\tglm_vec4 const flr0 = glm_vec4_floor(x);\n\tglm_vec4 const sub0 = glm_vec4_sub(x, flr0);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mod(glm_vec4 x, glm_vec4 y)\n{\n\tglm_vec4 const div0 = glm_vec4_div(x, y);\n\tglm_vec4 const flr0 = glm_vec4_floor(div0);\n\tglm_vec4 const mul0 = glm_vec4_mul(y, flr0);\n\tglm_vec4 const sub0 = glm_vec4_sub(x, mul0);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_clamp(glm_vec4 v, glm_vec4 minVal, glm_vec4 maxVal)\n{\n\tglm_vec4 const min0 = _mm_min_ps(v, maxVal);\n\tglm_vec4 const max0 = _mm_max_ps(min0, minVal);\n\treturn max0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mix(glm_vec4 v1, glm_vec4 v2, glm_vec4 a)\n{\n\tglm_vec4 const sub0 = glm_vec4_sub(_mm_set1_ps(1.0f), a);\n\tglm_vec4 const mul0 = glm_vec4_mul(v1, sub0);\n\tglm_vec4 const mad0 = glm_vec4_fma(v2, a, mul0);\n\treturn mad0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_step(glm_vec4 edge, glm_vec4 x)\n{\n\tglm_vec4 const cmp = _mm_cmple_ps(x, edge);\n\treturn _mm_movemask_ps(cmp) == 0 ? _mm_set1_ps(1.0f) : _mm_setzero_ps();\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_smoothstep(glm_vec4 edge0, glm_vec4 edge1, glm_vec4 x)\n{\n\tglm_vec4 const sub0 = glm_vec4_sub(x, edge0);\n\tglm_vec4 const sub1 = glm_vec4_sub(edge1, edge0);\n\tglm_vec4 const div0 = glm_vec4_sub(sub0, sub1);\n\tglm_vec4 const clp0 = glm_vec4_clamp(div0, _mm_setzero_ps(), _mm_set1_ps(1.0f));\n\tglm_vec4 const mul0 = glm_vec4_mul(_mm_set1_ps(2.0f), clp0);\n\tglm_vec4 const sub2 = glm_vec4_sub(_mm_set1_ps(3.0f), mul0);\n\tglm_vec4 const mul1 = glm_vec4_mul(clp0, clp0);\n\tglm_vec4 const mul2 = glm_vec4_mul(mul1, sub2);\n\treturn mul2;\n}\n\n// Agner Fog method\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_nan(glm_vec4 x)\n{\n\tglm_ivec4 const t1 = _mm_castps_si128(x);\t\t\t\t\t\t// reinterpret as 32-bit integer\n\tglm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1));\t// shift out sign bit\n\tglm_ivec4 const t3 = _mm_set1_epi32(int(0xFF000000));\t\t\t\t// exponent mask\n\tglm_ivec4 const t4 = _mm_and_si128(t2, t3);\t\t\t\t\t\t// exponent\n\tglm_ivec4 const t5 = _mm_andnot_si128(t3, t2);\t\t\t\t\t// fraction\n\tglm_ivec4 const Equal = _mm_cmpeq_epi32(t3, t4);\n\tglm_ivec4 const Nequal = _mm_cmpeq_epi32(t5, _mm_setzero_si128());\n\tglm_ivec4 const And = _mm_and_si128(Equal, Nequal);\n\treturn _mm_castsi128_ps(And);\t\t\t\t\t\t\t\t\t// exponent = all 1s and fraction != 0\n}\n\n// Agner Fog method\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_inf(glm_vec4 x)\n{\n\tglm_ivec4 const t1 = _mm_castps_si128(x);\t\t\t\t\t\t\t\t\t\t// reinterpret as 32-bit integer\n\tglm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1));\t\t\t\t\t// shift out sign bit\n\treturn _mm_castsi128_ps(_mm_cmpeq_epi32(t2, _mm_set1_epi32(int(0xFF000000))));\t\t// exponent is all 1s, fraction is 0\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/exponential.h",
    "content": "/// @ref simd\n/// @file glm/simd/experimental.h\n\n#pragma once\n\n#include \"platform.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sqrt_lowp(glm_f32vec4 x)\n{\n\treturn _mm_mul_ss(_mm_rsqrt_ss(x), x);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sqrt_lowp(glm_f32vec4 x)\n{\n\treturn _mm_mul_ps(_mm_rsqrt_ps(x), x);\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/geometric.h",
    "content": "/// @ref simd\n/// @file glm/simd/geometric.h\n\n#pragma once\n\n#include \"common.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_DECL glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2);\nGLM_FUNC_DECL glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2);\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_length(glm_vec4 x)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(x, x);\n\tglm_vec4 const sqt0 = _mm_sqrt_ps(dot0);\n\treturn sqt0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_distance(glm_vec4 p0, glm_vec4 p1)\n{\n\tglm_vec4 const sub0 = _mm_sub_ps(p0, p1);\n\tglm_vec4 const len0 = glm_vec4_length(sub0);\n\treturn len0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2)\n{\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\t\treturn _mm_dp_ps(v1, v2, 0xff);\n#\telif GLM_ARCH & GLM_ARCH_SSE3_BIT\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const hadd0 = _mm_hadd_ps(mul0, mul0);\n\t\tglm_vec4 const hadd1 = _mm_hadd_ps(hadd0, hadd0);\n\t\treturn hadd1;\n#\telse\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const swp0 = _mm_shuffle_ps(mul0, mul0, _MM_SHUFFLE(2, 3, 0, 1));\n\t\tglm_vec4 const add0 = _mm_add_ps(mul0, swp0);\n\t\tglm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, _MM_SHUFFLE(0, 1, 2, 3));\n\t\tglm_vec4 const add1 = _mm_add_ps(add0, swp1);\n\t\treturn add1;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2)\n{\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\t\treturn _mm_dp_ps(v1, v2, 0xff);\n#\telif GLM_ARCH & GLM_ARCH_SSE3_BIT\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const had0 = _mm_hadd_ps(mul0, mul0);\n\t\tglm_vec4 const had1 = _mm_hadd_ps(had0, had0);\n\t\treturn had1;\n#\telse\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const mov0 = _mm_movehl_ps(mul0, mul0);\n\t\tglm_vec4 const add0 = _mm_add_ps(mov0, mul0);\n\t\tglm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, 1);\n\t\tglm_vec4 const add1 = _mm_add_ss(add0, swp1);\n\t\treturn add1;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_cross(glm_vec4 v1, glm_vec4 v2)\n{\n\tglm_vec4 const swp0 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 0, 2, 1));\n\tglm_vec4 const swp1 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 1, 0, 2));\n\tglm_vec4 const swp2 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 0, 2, 1));\n\tglm_vec4 const swp3 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 1, 0, 2));\n\tglm_vec4 const mul0 = _mm_mul_ps(swp0, swp3);\n\tglm_vec4 const mul1 = _mm_mul_ps(swp1, swp2);\n\tglm_vec4 const sub0 = _mm_sub_ps(mul0, mul1);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(v, v);\n\tglm_vec4 const isr0 = _mm_rsqrt_ps(dot0);\n\tglm_vec4 const mul0 = _mm_mul_ps(v, isr0);\n\treturn mul0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(Nref, I);\n\tglm_vec4 const sgn0 = glm_vec4_sign(dot0);\n\tglm_vec4 const mul0 = _mm_mul_ps(sgn0, _mm_set1_ps(-1.0f));\n\tglm_vec4 const mul1 = _mm_mul_ps(N, mul0);\n\treturn mul1;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_reflect(glm_vec4 I, glm_vec4 N)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(N, I);\n\tglm_vec4 const mul0 = _mm_mul_ps(N, dot0);\n\tglm_vec4 const mul1 = _mm_mul_ps(mul0, _mm_set1_ps(2.0f));\n\tglm_vec4 const sub0 = _mm_sub_ps(I, mul1);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER __m128 glm_vec4_refract(glm_vec4 I, glm_vec4 N, glm_vec4 eta)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(N, I);\n\tglm_vec4 const mul0 = _mm_mul_ps(eta, eta);\n\tglm_vec4 const mul1 = _mm_mul_ps(dot0, dot0);\n\tglm_vec4 const sub0 = _mm_sub_ps(_mm_set1_ps(1.0f), mul0);\n\tglm_vec4 const sub1 = _mm_sub_ps(_mm_set1_ps(1.0f), mul1);\n\tglm_vec4 const mul2 = _mm_mul_ps(sub0, sub1);\n\n\tif(_mm_movemask_ps(_mm_cmplt_ss(mul2, _mm_set1_ps(0.0f))) == 0)\n\t\treturn _mm_set1_ps(0.0f);\n\n\tglm_vec4 const sqt0 = _mm_sqrt_ps(mul2);\n\tglm_vec4 const mad0 = glm_vec4_fma(eta, dot0, sqt0);\n\tglm_vec4 const mul4 = _mm_mul_ps(mad0, N);\n\tglm_vec4 const mul5 = _mm_mul_ps(eta, I);\n\tglm_vec4 const sub2 = _mm_sub_ps(mul5, mul4);\n\n\treturn sub2;\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/integer.h",
    "content": "/// @ref simd\n/// @file glm/simd/integer.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave(glm_uvec4 x)\n{\n\tglm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF);\n\tglm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF);\n\tglm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F);\n\tglm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333);\n\tglm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555);\n\n\tglm_uvec4 Reg1;\n\tglm_uvec4 Reg2;\n\n\t// REG1 = x;\n\t// REG2 = y;\n\t//Reg1 = _mm_unpacklo_epi64(x, y);\n\tReg1 = x;\n\n\t//REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF);\n\t//REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF);\n\tReg2 = _mm_slli_si128(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask4);\n\n\t//REG1 = ((REG1 <<  8) | REG1) & glm::uint64(0x00FF00FF00FF00FF);\n\t//REG2 = ((REG2 <<  8) | REG2) & glm::uint64(0x00FF00FF00FF00FF);\n\tReg2 = _mm_slli_si128(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask3);\n\n\t//REG1 = ((REG1 <<  4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\t//REG2 = ((REG2 <<  4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\tReg2 = _mm_slli_epi32(Reg1, 4);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask2);\n\n\t//REG1 = ((REG1 <<  2) | REG1) & glm::uint64(0x3333333333333333);\n\t//REG2 = ((REG2 <<  2) | REG2) & glm::uint64(0x3333333333333333);\n\tReg2 = _mm_slli_epi32(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask1);\n\n\t//REG1 = ((REG1 <<  1) | REG1) & glm::uint64(0x5555555555555555);\n\t//REG2 = ((REG2 <<  1) | REG2) & glm::uint64(0x5555555555555555);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask0);\n\n\t//return REG1 | (REG2 << 1);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg2 = _mm_srli_si128(Reg2, 8);\n\tReg1 = _mm_or_si128(Reg1, Reg2);\n\n\treturn Reg1;\n}\n\nGLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave2(glm_uvec4 x, glm_uvec4 y)\n{\n\tglm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF);\n\tglm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF);\n\tglm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F);\n\tglm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333);\n\tglm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555);\n\n\tglm_uvec4 Reg1;\n\tglm_uvec4 Reg2;\n\n\t// REG1 = x;\n\t// REG2 = y;\n\tReg1 = _mm_unpacklo_epi64(x, y);\n\n\t//REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF);\n\t//REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF);\n\tReg2 = _mm_slli_si128(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask4);\n\n\t//REG1 = ((REG1 <<  8) | REG1) & glm::uint64(0x00FF00FF00FF00FF);\n\t//REG2 = ((REG2 <<  8) | REG2) & glm::uint64(0x00FF00FF00FF00FF);\n\tReg2 = _mm_slli_si128(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask3);\n\n\t//REG1 = ((REG1 <<  4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\t//REG2 = ((REG2 <<  4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\tReg2 = _mm_slli_epi32(Reg1, 4);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask2);\n\n\t//REG1 = ((REG1 <<  2) | REG1) & glm::uint64(0x3333333333333333);\n\t//REG2 = ((REG2 <<  2) | REG2) & glm::uint64(0x3333333333333333);\n\tReg2 = _mm_slli_epi32(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask1);\n\n\t//REG1 = ((REG1 <<  1) | REG1) & glm::uint64(0x5555555555555555);\n\t//REG2 = ((REG2 <<  1) | REG2) & glm::uint64(0x5555555555555555);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask0);\n\n\t//return REG1 | (REG2 << 1);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg2 = _mm_srli_si128(Reg2, 8);\n\tReg1 = _mm_or_si128(Reg1, Reg2);\n\n\treturn Reg1;\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/matrix.h",
    "content": "/// @ref simd\n/// @file glm/simd/matrix.h\n\n#pragma once\n\n#include \"geometric.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER void glm_mat4_matrixCompMult(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\tout[0] = _mm_mul_ps(in1[0], in2[0]);\n\tout[1] = _mm_mul_ps(in1[1], in2[1]);\n\tout[2] = _mm_mul_ps(in1[2], in2[2]);\n\tout[3] = _mm_mul_ps(in1[3], in2[3]);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_add(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\tout[0] = _mm_add_ps(in1[0], in2[0]);\n\tout[1] = _mm_add_ps(in1[1], in2[1]);\n\tout[2] = _mm_add_ps(in1[2], in2[2]);\n\tout[3] = _mm_add_ps(in1[3], in2[3]);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_sub(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\tout[0] = _mm_sub_ps(in1[0], in2[0]);\n\tout[1] = _mm_sub_ps(in1[1], in2[1]);\n\tout[2] = _mm_sub_ps(in1[2], in2[2]);\n\tout[3] = _mm_sub_ps(in1[3], in2[3]);\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_mul_vec4(glm_vec4 const m[4], glm_vec4 v)\n{\n\t__m128 v0 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 v1 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 v2 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 v3 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3));\n\n\t__m128 m0 = _mm_mul_ps(m[0], v0);\n\t__m128 m1 = _mm_mul_ps(m[1], v1);\n\t__m128 m2 = _mm_mul_ps(m[2], v2);\n\t__m128 m3 = _mm_mul_ps(m[3], v3);\n\n\t__m128 a0 = _mm_add_ps(m0, m1);\n\t__m128 a1 = _mm_add_ps(m2, m3);\n\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\treturn a2;\n}\n\nGLM_FUNC_QUALIFIER __m128 glm_vec4_mul_mat4(glm_vec4 v, glm_vec4 const m[4])\n{\n\t__m128 i0 = m[0];\n\t__m128 i1 = m[1];\n\t__m128 i2 = m[2];\n\t__m128 i3 = m[3];\n\n\t__m128 m0 = _mm_mul_ps(v, i0);\n\t__m128 m1 = _mm_mul_ps(v, i1);\n\t__m128 m2 = _mm_mul_ps(v, i2);\n\t__m128 m3 = _mm_mul_ps(v, i3);\n\n\t__m128 u0 = _mm_unpacklo_ps(m0, m1);\n\t__m128 u1 = _mm_unpackhi_ps(m0, m1);\n\t__m128 a0 = _mm_add_ps(u0, u1);\n\n\t__m128 u2 = _mm_unpacklo_ps(m2, m3);\n\t__m128 u3 = _mm_unpackhi_ps(m2, m3);\n\t__m128 a1 = _mm_add_ps(u2, u3);\n\n\t__m128 f0 = _mm_movelh_ps(a0, a1);\n\t__m128 f1 = _mm_movehl_ps(a1, a0);\n\t__m128 f2 = _mm_add_ps(f0, f1);\n\n\treturn f2;\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_mul(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\t{\n\t\t__m128 e0 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[0] = a2;\n\t}\n\n\t{\n\t\t__m128 e0 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[1] = a2;\n\t}\n\n\t{\n\t\t__m128 e0 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[2] = a2;\n\t}\n\n\t{\n\t\t//(__m128&)_mm_shuffle_epi32(__m128i&)in2[0], _MM_SHUFFLE(3, 3, 3, 3))\n\t\t__m128 e0 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[3] = a2;\n\t}\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_transpose(glm_vec4 const in[4], glm_vec4 out[4])\n{\n\t__m128 tmp0 = _mm_shuffle_ps(in[0], in[1], 0x44);\n\t__m128 tmp2 = _mm_shuffle_ps(in[0], in[1], 0xEE);\n\t__m128 tmp1 = _mm_shuffle_ps(in[2], in[3], 0x44);\n\t__m128 tmp3 = _mm_shuffle_ps(in[2], in[3], 0xEE);\n\n\tout[0] = _mm_shuffle_ps(tmp0, tmp1, 0x88);\n\tout[1] = _mm_shuffle_ps(tmp0, tmp1, 0xDD);\n\tout[2] = _mm_shuffle_ps(tmp2, tmp3, 0x88);\n\tout[3] = _mm_shuffle_ps(tmp2, tmp3, 0xDD);\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_highp(glm_vec4 const in[4])\n{\n\t__m128 Fac0;\n\t{\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t//\tvalType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac0 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac1;\n\t{\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t//\tvalType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac1 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\n\t__m128 Fac2;\n\t{\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t//\tvalType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac2 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac3;\n\t{\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t//\tvalType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac3 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac4;\n\t{\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t//\tvalType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac4 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac5;\n\t{\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t//\tvalType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac5 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);\n\t__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);\n\n\t// m[1][0]\n\t// m[0][0]\n\t// m[0][0]\n\t// m[0][0]\n\t__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][1]\n\t// m[0][1]\n\t// m[0][1]\n\t// m[0][1]\n\t__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][2]\n\t// m[0][2]\n\t// m[0][2]\n\t// m[0][2]\n\t__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][3]\n\t// m[0][3]\n\t// m[0][3]\n\t// m[0][3]\n\t__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));\n\t__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// col0\n\t// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),\n\t// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),\n\t// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),\n\t// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),\n\t__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);\n\t__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);\n\t__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);\n\t__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);\n\t__m128 Add00 = _mm_add_ps(Sub00, Mul02);\n\t__m128 Inv0 = _mm_mul_ps(SignB, Add00);\n\n\t// col1\n\t// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),\n\t// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),\n\t// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),\n\t// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),\n\t__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);\n\t__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);\n\t__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);\n\t__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);\n\t__m128 Add01 = _mm_add_ps(Sub01, Mul05);\n\t__m128 Inv1 = _mm_mul_ps(SignA, Add01);\n\n\t// col2\n\t// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),\n\t// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),\n\t// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),\n\t// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),\n\t__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);\n\t__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);\n\t__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);\n\t__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);\n\t__m128 Add02 = _mm_add_ps(Sub02, Mul08);\n\t__m128 Inv2 = _mm_mul_ps(SignB, Add02);\n\n\t// col3\n\t// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),\n\t// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),\n\t// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),\n\t// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));\n\t__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);\n\t__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);\n\t__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);\n\t__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);\n\t__m128 Add03 = _mm_add_ps(Sub03, Mul11);\n\t__m128 Inv3 = _mm_mul_ps(SignA, Add03);\n\n\t__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t//\tvalType Determinant = m[0][0] * Inverse[0][0]\n\t//\t\t\t\t\t\t+ m[0][1] * Inverse[1][0]\n\t//\t\t\t\t\t\t+ m[0][2] * Inverse[2][0]\n\t//\t\t\t\t\t\t+ m[0][3] * Inverse[3][0];\n\t__m128 Det0 = glm_vec4_dot(in[0], Row2);\n\treturn Det0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_lowp(glm_vec4 const m[4])\n{\n\t// _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(\n\n\t//T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t//T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t//T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t//T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t//T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t//T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\n\t// First 2 columns\n \t__m128 Swp2A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 1, 1, 2)));\n \t__m128 Swp3A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(3, 2, 3, 3)));\n\t__m128 MulA = _mm_mul_ps(Swp2A, Swp3A);\n\n\t// Second 2 columns\n\t__m128 Swp2B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(3, 2, 3, 3)));\n\t__m128 Swp3B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(0, 1, 1, 2)));\n\t__m128 MulB = _mm_mul_ps(Swp2B, Swp3B);\n\n\t// Columns subtraction\n\t__m128 SubE = _mm_sub_ps(MulA, MulB);\n\n\t// Last 2 rows\n\t__m128 Swp2C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 0, 1, 2)));\n\t__m128 Swp3C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(1, 2, 0, 0)));\n\t__m128 MulC = _mm_mul_ps(Swp2C, Swp3C);\n\t__m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC);\n\n\t//vec<4, T, Q> DetCof(\n\t//\t+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),\n\t//\t- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),\n\t//\t+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),\n\t//\t- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));\n\n\t__m128 SubFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubE), _MM_SHUFFLE(2, 1, 0, 0)));\n\t__m128 SwpFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(0, 0, 0, 1)));\n\t__m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA);\n\n\t__m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1));\n\t__m128 SubFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpB), _MM_SHUFFLE(3, 1, 1, 0)));//SubF[0], SubE[3], SubE[3], SubE[1];\n\t__m128 SwpFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(1, 1, 2, 2)));\n\t__m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB);\n\n\t__m128 SubRes = _mm_sub_ps(MulFacA, MulFacB);\n\n\t__m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2));\n\t__m128 SubFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpC), _MM_SHUFFLE(3, 3, 2, 0)));\n\t__m128 SwpFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(2, 3, 3, 3)));\n\t__m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC);\n\n\t__m128 AddRes = _mm_add_ps(SubRes, MulFacC);\n\t__m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f));\n\n\t//return m[0][0] * DetCof[0]\n\t//\t + m[0][1] * DetCof[1]\n\t//\t + m[0][2] * DetCof[2]\n\t//\t + m[0][3] * DetCof[3];\n\n\treturn glm_vec4_dot(m[0], DetCof);\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant(glm_vec4 const m[4])\n{\n\t// _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(add)\n\n\t//T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t//T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t//T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t//T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t//T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t//T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\n\t// First 2 columns\n \t__m128 Swp2A = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 1, 1, 2));\n \t__m128 Swp3A = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(3, 2, 3, 3));\n\t__m128 MulA = _mm_mul_ps(Swp2A, Swp3A);\n\n\t// Second 2 columns\n\t__m128 Swp2B = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(3, 2, 3, 3));\n\t__m128 Swp3B = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(0, 1, 1, 2));\n\t__m128 MulB = _mm_mul_ps(Swp2B, Swp3B);\n\n\t// Columns subtraction\n\t__m128 SubE = _mm_sub_ps(MulA, MulB);\n\n\t// Last 2 rows\n\t__m128 Swp2C = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 0, 1, 2));\n\t__m128 Swp3C = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(1, 2, 0, 0));\n\t__m128 MulC = _mm_mul_ps(Swp2C, Swp3C);\n\t__m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC);\n\n\t//vec<4, T, Q> DetCof(\n\t//\t+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),\n\t//\t- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),\n\t//\t+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),\n\t//\t- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));\n\n\t__m128 SubFacA = _mm_shuffle_ps(SubE, SubE, _MM_SHUFFLE(2, 1, 0, 0));\n\t__m128 SwpFacA = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(0, 0, 0, 1));\n\t__m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA);\n\n\t__m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1));\n\t__m128 SubFacB = _mm_shuffle_ps(SubTmpB, SubTmpB, _MM_SHUFFLE(3, 1, 1, 0));//SubF[0], SubE[3], SubE[3], SubE[1];\n\t__m128 SwpFacB = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(1, 1, 2, 2));\n\t__m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB);\n\n\t__m128 SubRes = _mm_sub_ps(MulFacA, MulFacB);\n\n\t__m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2));\n\t__m128 SubFacC = _mm_shuffle_ps(SubTmpC, SubTmpC, _MM_SHUFFLE(3, 3, 2, 0));\n\t__m128 SwpFacC = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(2, 3, 3, 3));\n\t__m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC);\n\n\t__m128 AddRes = _mm_add_ps(SubRes, MulFacC);\n\t__m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f));\n\n\t//return m[0][0] * DetCof[0]\n\t//\t + m[0][1] * DetCof[1]\n\t//\t + m[0][2] * DetCof[2]\n\t//\t + m[0][3] * DetCof[3];\n\n\treturn glm_vec4_dot(m[0], DetCof);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_inverse(glm_vec4 const in[4], glm_vec4 out[4])\n{\n\t__m128 Fac0;\n\t{\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t//\tvalType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac0 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac1;\n\t{\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t//\tvalType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac1 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\n\t__m128 Fac2;\n\t{\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t//\tvalType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac2 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac3;\n\t{\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t//\tvalType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac3 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac4;\n\t{\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t//\tvalType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac4 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac5;\n\t{\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t//\tvalType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac5 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);\n\t__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);\n\n\t// m[1][0]\n\t// m[0][0]\n\t// m[0][0]\n\t// m[0][0]\n\t__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][1]\n\t// m[0][1]\n\t// m[0][1]\n\t// m[0][1]\n\t__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][2]\n\t// m[0][2]\n\t// m[0][2]\n\t// m[0][2]\n\t__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][3]\n\t// m[0][3]\n\t// m[0][3]\n\t// m[0][3]\n\t__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));\n\t__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// col0\n\t// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),\n\t// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),\n\t// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),\n\t// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),\n\t__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);\n\t__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);\n\t__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);\n\t__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);\n\t__m128 Add00 = _mm_add_ps(Sub00, Mul02);\n\t__m128 Inv0 = _mm_mul_ps(SignB, Add00);\n\n\t// col1\n\t// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),\n\t// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),\n\t// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),\n\t// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),\n\t__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);\n\t__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);\n\t__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);\n\t__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);\n\t__m128 Add01 = _mm_add_ps(Sub01, Mul05);\n\t__m128 Inv1 = _mm_mul_ps(SignA, Add01);\n\n\t// col2\n\t// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),\n\t// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),\n\t// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),\n\t// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),\n\t__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);\n\t__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);\n\t__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);\n\t__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);\n\t__m128 Add02 = _mm_add_ps(Sub02, Mul08);\n\t__m128 Inv2 = _mm_mul_ps(SignB, Add02);\n\n\t// col3\n\t// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),\n\t// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),\n\t// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),\n\t// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));\n\t__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);\n\t__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);\n\t__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);\n\t__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);\n\t__m128 Add03 = _mm_add_ps(Sub03, Mul11);\n\t__m128 Inv3 = _mm_mul_ps(SignA, Add03);\n\n\t__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t//\tvalType Determinant = m[0][0] * Inverse[0][0]\n\t//\t\t\t\t\t\t+ m[0][1] * Inverse[1][0]\n\t//\t\t\t\t\t\t+ m[0][2] * Inverse[2][0]\n\t//\t\t\t\t\t\t+ m[0][3] * Inverse[3][0];\n\t__m128 Det0 = glm_vec4_dot(in[0], Row2);\n\t__m128 Rcp0 = _mm_div_ps(_mm_set1_ps(1.0f), Det0);\n\t//__m128 Rcp0 = _mm_rcp_ps(Det0);\n\n\t//\tInverse /= Determinant;\n\tout[0] = _mm_mul_ps(Inv0, Rcp0);\n\tout[1] = _mm_mul_ps(Inv1, Rcp0);\n\tout[2] = _mm_mul_ps(Inv2, Rcp0);\n\tout[3] = _mm_mul_ps(Inv3, Rcp0);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_inverse_lowp(glm_vec4 const in[4], glm_vec4 out[4])\n{\n\t__m128 Fac0;\n\t{\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t//\tvalType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac0 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac1;\n\t{\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t//\tvalType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac1 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\n\t__m128 Fac2;\n\t{\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t//\tvalType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac2 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac3;\n\t{\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t//\tvalType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac3 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac4;\n\t{\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t//\tvalType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac4 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac5;\n\t{\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t//\tvalType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac5 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);\n\t__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);\n\n\t// m[1][0]\n\t// m[0][0]\n\t// m[0][0]\n\t// m[0][0]\n\t__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][1]\n\t// m[0][1]\n\t// m[0][1]\n\t// m[0][1]\n\t__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][2]\n\t// m[0][2]\n\t// m[0][2]\n\t// m[0][2]\n\t__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][3]\n\t// m[0][3]\n\t// m[0][3]\n\t// m[0][3]\n\t__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));\n\t__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// col0\n\t// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),\n\t// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),\n\t// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),\n\t// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),\n\t__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);\n\t__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);\n\t__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);\n\t__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);\n\t__m128 Add00 = _mm_add_ps(Sub00, Mul02);\n\t__m128 Inv0 = _mm_mul_ps(SignB, Add00);\n\n\t// col1\n\t// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),\n\t// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),\n\t// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),\n\t// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),\n\t__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);\n\t__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);\n\t__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);\n\t__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);\n\t__m128 Add01 = _mm_add_ps(Sub01, Mul05);\n\t__m128 Inv1 = _mm_mul_ps(SignA, Add01);\n\n\t// col2\n\t// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),\n\t// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),\n\t// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),\n\t// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),\n\t__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);\n\t__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);\n\t__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);\n\t__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);\n\t__m128 Add02 = _mm_add_ps(Sub02, Mul08);\n\t__m128 Inv2 = _mm_mul_ps(SignB, Add02);\n\n\t// col3\n\t// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),\n\t// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),\n\t// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),\n\t// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));\n\t__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);\n\t__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);\n\t__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);\n\t__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);\n\t__m128 Add03 = _mm_add_ps(Sub03, Mul11);\n\t__m128 Inv3 = _mm_mul_ps(SignA, Add03);\n\n\t__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t//\tvalType Determinant = m[0][0] * Inverse[0][0]\n\t//\t\t\t\t\t\t+ m[0][1] * Inverse[1][0]\n\t//\t\t\t\t\t\t+ m[0][2] * Inverse[2][0]\n\t//\t\t\t\t\t\t+ m[0][3] * Inverse[3][0];\n\t__m128 Det0 = glm_vec4_dot(in[0], Row2);\n\t__m128 Rcp0 = _mm_rcp_ps(Det0);\n\t//__m128 Rcp0 = _mm_div_ps(one, Det0);\n\t//\tInverse /= Determinant;\n\tout[0] = _mm_mul_ps(Inv0, Rcp0);\n\tout[1] = _mm_mul_ps(Inv1, Rcp0);\n\tout[2] = _mm_mul_ps(Inv2, Rcp0);\n\tout[3] = _mm_mul_ps(Inv3, Rcp0);\n}\n/*\nGLM_FUNC_QUALIFIER void glm_mat4_rotate(__m128 const in[4], float Angle, float const v[3], __m128 out[4])\n{\n\tfloat a = glm::radians(Angle);\n\tfloat c = cos(a);\n\tfloat s = sin(a);\n\n\tglm::vec4 AxisA(v[0], v[1], v[2], float(0));\n\t__m128 AxisB = _mm_set_ps(AxisA.w, AxisA.z, AxisA.y, AxisA.x);\n\t__m128 AxisC = detail::sse_nrm_ps(AxisB);\n\n\t__m128 Cos0 = _mm_set_ss(c);\n\t__m128 CosA = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Sin0 = _mm_set_ss(s);\n\t__m128 SinA = _mm_shuffle_ps(Sin0, Sin0, _MM_SHUFFLE(0, 0, 0, 0));\n\n\t// vec<3, T, Q> temp = (valType(1) - c) * axis;\n\t__m128 Temp0 = _mm_sub_ps(one, CosA);\n\t__m128 Temp1 = _mm_mul_ps(Temp0, AxisC);\n\n\t//Rotate[0][0] = c + temp[0] * axis[0];\n\t//Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];\n\t//Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];\n\t__m128 Axis0 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 TmpA0 = _mm_mul_ps(Axis0, AxisC);\n\t__m128 CosA0 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 1, 0));\n\t__m128 TmpA1 = _mm_add_ps(CosA0, TmpA0);\n\t__m128 SinA0 = SinA;//_mm_set_ps(0.0f, s, -s, 0.0f);\n\t__m128 TmpA2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 1, 2, 3));\n\t__m128 TmpA3 = _mm_mul_ps(SinA0, TmpA2);\n\t__m128 TmpA4 = _mm_add_ps(TmpA1, TmpA3);\n\n\t//Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];\n\t//Rotate[1][1] = c + temp[1] * axis[1];\n\t//Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];\n\t__m128 Axis1 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 TmpB0 = _mm_mul_ps(Axis1, AxisC);\n\t__m128 CosA1 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 0, 1));\n\t__m128 TmpB1 = _mm_add_ps(CosA1, TmpB0);\n\t__m128 SinB0 = SinA;//_mm_set_ps(-s, 0.0f, s, 0.0f);\n\t__m128 TmpB2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 0, 3, 2));\n\t__m128 TmpB3 = _mm_mul_ps(SinA0, TmpB2);\n\t__m128 TmpB4 = _mm_add_ps(TmpB1, TmpB3);\n\n\t//Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];\n\t//Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];\n\t//Rotate[2][2] = c + temp[2] * axis[2];\n\t__m128 Axis2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 TmpC0 = _mm_mul_ps(Axis2, AxisC);\n\t__m128 CosA2 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 0, 1, 1));\n\t__m128 TmpC1 = _mm_add_ps(CosA2, TmpC0);\n\t__m128 SinC0 = SinA;//_mm_set_ps(s, -s, 0.0f, 0.0f);\n\t__m128 TmpC2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 3, 0, 1));\n\t__m128 TmpC3 = _mm_mul_ps(SinA0, TmpC2);\n\t__m128 TmpC4 = _mm_add_ps(TmpC1, TmpC3);\n\n\t__m128 Result[4];\n\tResult[0] = TmpA4;\n\tResult[1] = TmpB4;\n\tResult[2] = TmpC4;\n\tResult[3] = _mm_set_ps(1, 0, 0, 0);\n\n\t//mat<4, 4, valType> Result;\n\t//Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];\n\t//Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];\n\t//Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];\n\t//Result[3] = m[3];\n\t//return Result;\n\tsse_mul_ps(in, Result, out);\n}\n*/\nGLM_FUNC_QUALIFIER void glm_mat4_outerProduct(__m128 const& c, __m128 const& r, __m128 out[4])\n{\n\tout[0] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(0, 0, 0, 0)));\n\tout[1] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(1, 1, 1, 1)));\n\tout[2] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(2, 2, 2, 2)));\n\tout[3] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(3, 3, 3, 3)));\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/neon.h",
    "content": "/// @ref simd_neon\n/// @file glm/simd/neon.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_NEON_BIT\n#include <arm_neon.h>\n\nnamespace glm {\n\tnamespace neon {\n\t\tstatic float32x4_t dupq_lane(float32x4_t vsrc, int lane) {\n\t\t\tswitch(lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\t\tcase 0: return vdupq_laneq_f32(vsrc, 0);\n\t\t\t\tcase 1: return vdupq_laneq_f32(vsrc, 1);\n\t\t\t\tcase 2: return vdupq_laneq_f32(vsrc, 2);\n\t\t\t\tcase 3: return vdupq_laneq_f32(vsrc, 3);\n#else\n\t\t\t\tcase 0: return vdupq_n_f32(vgetq_lane_f32(vsrc, 0));\n\t\t\t\tcase 1: return vdupq_n_f32(vgetq_lane_f32(vsrc, 1));\n\t\t\t\tcase 2: return vdupq_n_f32(vgetq_lane_f32(vsrc, 2));\n\t\t\t\tcase 3: return vdupq_n_f32(vgetq_lane_f32(vsrc, 3));\n#endif\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n\t\t}\n\n\t\tstatic float32x2_t dup_lane(float32x4_t vsrc, int lane) {\n\t\t\tswitch(lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\t\tcase 0: return vdup_laneq_f32(vsrc, 0);\n\t\t\t\tcase 1: return vdup_laneq_f32(vsrc, 1);\n\t\t\t\tcase 2: return vdup_laneq_f32(vsrc, 2);\n\t\t\t\tcase 3: return vdup_laneq_f32(vsrc, 3);\n#else\n\t\t\t\tcase 0: return vdup_n_f32(vgetq_lane_f32(vsrc, 0));\n\t\t\t\tcase 1: return vdup_n_f32(vgetq_lane_f32(vsrc, 1));\n\t\t\t\tcase 2: return vdup_n_f32(vgetq_lane_f32(vsrc, 2));\n\t\t\t\tcase 3: return vdup_n_f32(vgetq_lane_f32(vsrc, 3));\n#endif\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdup_n_f32(0.0f);\n\t\t}\n\n\t\tstatic float32x4_t copy_lane(float32x4_t vdst, int dlane, float32x4_t vsrc, int slane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tswitch(dlane) {\n\t\t\t\tcase 0:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 0, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 0, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 0, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 0, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t\tcase 1:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 1, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 1, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 1, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 1, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t\tcase 2:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 2, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 2, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 2, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 2, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t\tcase 3:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 3, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 3, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 3, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 3, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n#else\n\n\t\t\tfloat l;\n\t\t\tswitch(slane) {\n\t\t\t\tcase 0: l = vgetq_lane_f32(vsrc, 0); break;\n\t\t\t\tcase 1: l = vgetq_lane_f32(vsrc, 1); break;\n\t\t\t\tcase 2: l = vgetq_lane_f32(vsrc, 2); break;\n\t\t\t\tcase 3: l = vgetq_lane_f32(vsrc, 3); break;\n\t\t\t\tdefault: \n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n\t\t\tswitch(dlane) {\n\t\t\t\tcase 0: return vsetq_lane_f32(l, vdst, 0);\n\t\t\t\tcase 1: return vsetq_lane_f32(l, vdst, 1);\n\t\t\t\tcase 2: return vsetq_lane_f32(l, vdst, 2);\n\t\t\t\tcase 3: return vsetq_lane_f32(l, vdst, 3);\n\t\t\t}\n#endif\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n\t\t}\n\n\t\tstatic float32x4_t mul_lane(float32x4_t v, float32x4_t vlane, int lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tswitch(lane) { \n\t\t\t\tcase 0: return vmulq_laneq_f32(v, vlane, 0); break;\n\t\t\t\tcase 1: return vmulq_laneq_f32(v, vlane, 1); break;\n\t\t\t\tcase 2: return vmulq_laneq_f32(v, vlane, 2); break;\n\t\t\t\tcase 3: return vmulq_laneq_f32(v, vlane, 3); break;\n\t\t\t\tdefault: \n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n#else\n\t\t\treturn vmulq_f32(v, dupq_lane(vlane, lane));\n#endif\n\t\t}\n\n\t\tstatic float32x4_t madd_lane(float32x4_t acc, float32x4_t v, float32x4_t vlane, int lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n#ifdef GLM_CONFIG_FORCE_FMA\n#\tdefine FMADD_LANE(acc, x, y, L) do { asm volatile (\"fmla %0.4s, %1.4s, %2.4s\" : \"+w\"(acc) : \"w\"(x), \"w\"(dup_lane(y, L))); } while(0)\n#else\n#\tdefine FMADD_LANE(acc, x, y, L) do { acc = vmlaq_laneq_f32(acc, x, y, L); } while(0)\n#endif\n\n\t\t\tswitch(lane) { \n\t\t\t\tcase 0: \n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 0);\n\t\t\t\t\treturn acc;\n\t\t\t\tcase 1:\n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 1);\n\t\t\t\t\treturn acc;\n\t\t\t\tcase 2:\n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 2);\n\t\t\t\t\treturn acc;\n\t\t\t\tcase 3:\n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 3);\n\t\t\t\t\treturn acc;\n\t\t\t\tdefault: \n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n#\tundef FMADD_LANE\n#else\n\t\t\treturn vaddq_f32(acc, vmulq_f32(v, dupq_lane(vlane, lane)));\n#endif\n\t\t}\n\t} //namespace neon\n} // namespace glm\n#endif // GLM_ARCH & GLM_ARCH_NEON_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/packing.h",
    "content": "/// @ref simd\n/// @file glm/simd/packing.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/platform.h",
    "content": "#pragma once\n\n///////////////////////////////////////////////////////////////////////////////////\n// Platform\n\n#define GLM_PLATFORM_UNKNOWN\t\t0x00000000\n#define GLM_PLATFORM_WINDOWS\t\t0x00010000\n#define GLM_PLATFORM_LINUX\t\t\t0x00020000\n#define GLM_PLATFORM_APPLE\t\t\t0x00040000\n//#define GLM_PLATFORM_IOS\t\t\t0x00080000\n#define GLM_PLATFORM_ANDROID\t\t0x00100000\n#define GLM_PLATFORM_CHROME_NACL\t0x00200000\n#define GLM_PLATFORM_UNIX\t\t\t0x00400000\n#define GLM_PLATFORM_QNXNTO\t\t\t0x00800000\n#define GLM_PLATFORM_WINCE\t\t\t0x01000000\n#define GLM_PLATFORM_CYGWIN\t\t\t0x02000000\n\n#ifdef GLM_FORCE_PLATFORM_UNKNOWN\n#\tdefine GLM_PLATFORM GLM_PLATFORM_UNKNOWN\n#elif defined(__CYGWIN__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_CYGWIN\n#elif defined(__QNXNTO__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_QNXNTO\n#elif defined(__APPLE__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_APPLE\n#elif defined(WINCE)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_WINCE\n#elif defined(_WIN32)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_WINDOWS\n#elif defined(__native_client__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_CHROME_NACL\n#elif defined(__ANDROID__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_ANDROID\n#elif defined(__linux)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_LINUX\n#elif defined(__unix)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_UNIX\n#else\n#\tdefine GLM_PLATFORM GLM_PLATFORM_UNKNOWN\n#endif//\n\n///////////////////////////////////////////////////////////////////////////////////\n// Compiler\n\n#define GLM_COMPILER_UNKNOWN\t\t0x00000000\n\n// Intel\n#define GLM_COMPILER_INTEL\t\t\t0x00100000\n#define GLM_COMPILER_INTEL14\t\t0x00100040\n#define GLM_COMPILER_INTEL15\t\t0x00100050\n#define GLM_COMPILER_INTEL16\t\t0x00100060\n#define GLM_COMPILER_INTEL17\t\t0x00100070\n\n// Visual C++ defines\n#define GLM_COMPILER_VC\t\t\t\t0x01000000\n#define GLM_COMPILER_VC12\t\t\t0x01000001\n#define GLM_COMPILER_VC14\t\t\t0x01000002\n#define GLM_COMPILER_VC15\t\t\t0x01000003\n#define GLM_COMPILER_VC15_3\t\t\t0x01000004\n#define GLM_COMPILER_VC15_5\t\t\t0x01000005\n#define GLM_COMPILER_VC15_6\t\t\t0x01000006\n#define GLM_COMPILER_VC15_7\t\t\t0x01000007\n#define GLM_COMPILER_VC15_8\t\t\t0x01000008\n#define GLM_COMPILER_VC15_9\t\t\t0x01000009\n#define GLM_COMPILER_VC16\t\t\t0x0100000A\n\n// GCC defines\n#define GLM_COMPILER_GCC\t\t\t0x02000000\n#define GLM_COMPILER_GCC46\t\t\t0x020000D0\n#define GLM_COMPILER_GCC47\t\t\t0x020000E0\n#define GLM_COMPILER_GCC48\t\t\t0x020000F0\n#define GLM_COMPILER_GCC49\t\t\t0x02000100\n#define GLM_COMPILER_GCC5\t\t\t0x02000200\n#define GLM_COMPILER_GCC6\t\t\t0x02000300\n#define GLM_COMPILER_GCC7\t\t\t0x02000400\n#define GLM_COMPILER_GCC8\t\t\t0x02000500\n\n// CUDA\n#define GLM_COMPILER_CUDA\t\t\t0x10000000\n#define GLM_COMPILER_CUDA75\t\t\t0x10000001\n#define GLM_COMPILER_CUDA80\t\t\t0x10000002\n#define GLM_COMPILER_CUDA90\t\t\t0x10000004\n\n// SYCL\n#define GLM_COMPILER_SYCL\t\t\t0x00300000\n\n// Clang\n#define GLM_COMPILER_CLANG\t\t\t0x20000000\n#define GLM_COMPILER_CLANG34\t\t0x20000050\n#define GLM_COMPILER_CLANG35\t\t0x20000060\n#define GLM_COMPILER_CLANG36\t\t0x20000070\n#define GLM_COMPILER_CLANG37\t\t0x20000080\n#define GLM_COMPILER_CLANG38\t\t0x20000090\n#define GLM_COMPILER_CLANG39\t\t0x200000A0\n#define GLM_COMPILER_CLANG40\t\t0x200000B0\n#define GLM_COMPILER_CLANG41\t\t0x200000C0\n#define GLM_COMPILER_CLANG42\t\t0x200000D0\n\n// Build model\n#define GLM_MODEL_32\t\t\t\t0x00000010\n#define GLM_MODEL_64\t\t\t\t0x00000020\n\n// Force generic C++ compiler\n#ifdef GLM_FORCE_COMPILER_UNKNOWN\n#\tdefine GLM_COMPILER GLM_COMPILER_UNKNOWN\n\n#elif defined(__INTEL_COMPILER)\n#\tif __INTEL_COMPILER >= 1700\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL17\n#\telif __INTEL_COMPILER >= 1600\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL16\n#\telif __INTEL_COMPILER >= 1500\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL15\n#\telif __INTEL_COMPILER >= 1400\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL14\n#\telif __INTEL_COMPILER < 1400\n#\t\terror \"GLM requires ICC 2013 SP1 or newer\"\n#\tendif\n\n// CUDA\n#elif defined(__CUDACC__)\n#\tif !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA)\n#\t\tinclude <cuda.h>  // make sure version is defined since nvcc does not define it itself!\n#\tendif\n#\tif CUDA_VERSION >= 8000\n#\t\tdefine GLM_COMPILER GLM_COMPILER_CUDA80\n#\telif CUDA_VERSION >= 7500\n#\t\tdefine GLM_COMPILER GLM_COMPILER_CUDA75\n#\telif CUDA_VERSION >= 7000\n#\t\tdefine GLM_COMPILER GLM_COMPILER_CUDA70\n#\telif CUDA_VERSION < 7000\n#\t\terror \"GLM requires CUDA 7.0 or higher\"\n#\tendif\n\n// SYCL\n#elif defined(__SYCL_DEVICE_ONLY__)\n#\tdefine GLM_COMPILER GLM_COMPILER_SYCL\n\n// Clang\n#elif defined(__clang__)\n#\tif defined(__apple_build_version__)\n#\t\tif (__clang_major__ < 6)\n#\t\t\terror \"GLM requires Clang 3.4 / Apple Clang 6.0 or higher\"\n#\t\telif __clang_major__ == 6 && __clang_minor__ == 0\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG35\n#\t\telif __clang_major__ == 6 && __clang_minor__ >= 1\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG36\n#\t\telif __clang_major__ >= 7\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG37\n#\t\tendif\n#\telse\n#\t\tif ((__clang_major__ == 3) && (__clang_minor__ < 4)) || (__clang_major__ < 3)\n#\t\t\terror \"GLM requires Clang 3.4 or higher\"\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 4\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG34\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 5\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG35\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 6\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG36\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 7\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG37\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 8\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG38\n#\t\telif __clang_major__ == 3 && __clang_minor__ >= 9\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG39\n#\t\telif __clang_major__ == 4 && __clang_minor__ == 0\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG40\n#\t\telif __clang_major__ == 4 && __clang_minor__ == 1\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG41\n#\t\telif __clang_major__ == 4 && __clang_minor__ >= 2\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG42\n#\t\telif __clang_major__ >= 4\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG42\n#\t\tendif\n#\tendif\n\n// Visual C++\n#elif defined(_MSC_VER)\n#\tif _MSC_VER >= 1920\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC16\n#\telif _MSC_VER >= 1916\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_9\n#\telif _MSC_VER >= 1915\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_8\n#\telif _MSC_VER >= 1914\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_7\n#\telif _MSC_VER >= 1913\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_6\n#\telif _MSC_VER >= 1912\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_5\n#\telif _MSC_VER >= 1911\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_3\n#\telif _MSC_VER >= 1910\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15\n#\telif _MSC_VER >= 1900\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC14\n#\telif _MSC_VER >= 1800\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC12\n#\telif _MSC_VER < 1800\n#\t\terror \"GLM requires Visual C++ 12 - 2013 or higher\"\n#\tendif//_MSC_VER\n\n// G++\n#elif defined(__GNUC__) || defined(__MINGW32__)\n#\tif __GNUC__ >= 8\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC8\n#\telif __GNUC__ >= 7\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC7\n#\telif __GNUC__ >= 6\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC6\n#\telif __GNUC__ >= 5\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC5\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 9\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC49\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 8\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC48\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 7\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC47\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 6\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC46\n#\telif ((__GNUC__ == 4) && (__GNUC_MINOR__ < 6)) || (__GNUC__ < 4)\n#\t\terror \"GLM requires GCC 4.6 or higher\"\n#\tendif\n\n#else\n#\tdefine GLM_COMPILER GLM_COMPILER_UNKNOWN\n#endif\n\n#ifndef GLM_COMPILER\n#\terror \"GLM_COMPILER undefined, your compiler may not be supported by GLM. Add #define GLM_COMPILER 0 to ignore this message.\"\n#endif//GLM_COMPILER\n\n///////////////////////////////////////////////////////////////////////////////////\n// Instruction sets\n\n// User defines: GLM_FORCE_PURE GLM_FORCE_INTRINSICS GLM_FORCE_SSE2 GLM_FORCE_SSE3 GLM_FORCE_AVX GLM_FORCE_AVX2 GLM_FORCE_AVX2\n\n#define GLM_ARCH_MIPS_BIT\t  (0x10000000)\n#define GLM_ARCH_PPC_BIT\t  (0x20000000)\n#define GLM_ARCH_ARM_BIT\t  (0x40000000)\n#define GLM_ARCH_ARMV8_BIT  (0x01000000)\n#define GLM_ARCH_X86_BIT\t  (0x80000000)\n\n#define GLM_ARCH_SIMD_BIT\t(0x00001000)\n\n#define GLM_ARCH_NEON_BIT\t(0x00000001)\n#define GLM_ARCH_SSE_BIT\t(0x00000002)\n#define GLM_ARCH_SSE2_BIT\t(0x00000004)\n#define GLM_ARCH_SSE3_BIT\t(0x00000008)\n#define GLM_ARCH_SSSE3_BIT\t(0x00000010)\n#define GLM_ARCH_SSE41_BIT\t(0x00000020)\n#define GLM_ARCH_SSE42_BIT\t(0x00000040)\n#define GLM_ARCH_AVX_BIT\t(0x00000080)\n#define GLM_ARCH_AVX2_BIT\t(0x00000100)\n\n#define GLM_ARCH_UNKNOWN\t(0)\n#define GLM_ARCH_X86\t\t(GLM_ARCH_X86_BIT)\n#define GLM_ARCH_SSE\t\t(GLM_ARCH_SSE_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_X86)\n#define GLM_ARCH_SSE2\t\t(GLM_ARCH_SSE2_BIT | GLM_ARCH_SSE)\n#define GLM_ARCH_SSE3\t\t(GLM_ARCH_SSE3_BIT | GLM_ARCH_SSE2)\n#define GLM_ARCH_SSSE3\t\t(GLM_ARCH_SSSE3_BIT | GLM_ARCH_SSE3)\n#define GLM_ARCH_SSE41\t\t(GLM_ARCH_SSE41_BIT | GLM_ARCH_SSSE3)\n#define GLM_ARCH_SSE42\t\t(GLM_ARCH_SSE42_BIT | GLM_ARCH_SSE41)\n#define GLM_ARCH_AVX\t\t(GLM_ARCH_AVX_BIT | GLM_ARCH_SSE42)\n#define GLM_ARCH_AVX2\t\t(GLM_ARCH_AVX2_BIT | GLM_ARCH_AVX)\n#define GLM_ARCH_ARM\t\t(GLM_ARCH_ARM_BIT)\n#define GLM_ARCH_ARMV8\t\t(GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM | GLM_ARCH_ARMV8_BIT)\n#define GLM_ARCH_NEON\t\t(GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM)\n#define GLM_ARCH_MIPS\t\t(GLM_ARCH_MIPS_BIT)\n#define GLM_ARCH_PPC\t\t(GLM_ARCH_PPC_BIT)\n\n#if defined(GLM_FORCE_ARCH_UNKNOWN) || defined(GLM_FORCE_PURE)\n#\tdefine GLM_ARCH GLM_ARCH_UNKNOWN\n#elif defined(GLM_FORCE_NEON)\n#\tif __ARM_ARCH >= 8\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARMV8)\n#\telse\n#\t\tdefine GLM_ARCH (GLM_ARCH_NEON)\n#\tendif\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_AVX2)\n#\tdefine GLM_ARCH (GLM_ARCH_AVX2)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_AVX)\n#\tdefine GLM_ARCH (GLM_ARCH_AVX)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE42)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE42)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE41)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE41)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSSE3)\n#\tdefine GLM_ARCH (GLM_ARCH_SSSE3)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE3)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE3)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE2)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE2)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_INTRINSICS) && !defined(GLM_FORCE_XYZW_ONLY)\n#\tif defined(__AVX2__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_AVX2)\n#\telif defined(__AVX__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_AVX)\n#\telif defined(__SSE4_2__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE42)\n#\telif defined(__SSE4_1__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE41)\n#\telif defined(__SSSE3__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSSE3)\n#\telif defined(__SSE3__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE3)\n#\telif defined(__SSE2__) || defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86_FP)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE2)\n#\telif defined(__i386__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_X86)\n#\telif defined(__ARM_ARCH) && (__ARM_ARCH >= 8)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARMV8)\n#\telif defined(__ARM_NEON)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARM | GLM_ARCH_NEON)\n#\telif defined(__arm__ ) || defined(_M_ARM)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARM)\n#\telif defined(__mips__ )\n#\t\tdefine GLM_ARCH (GLM_ARCH_MIPS)\n#\telif defined(__powerpc__ ) || defined(_M_PPC)\n#\t\tdefine GLM_ARCH (GLM_ARCH_PPC)\n#\telse\n#\t\tdefine GLM_ARCH (GLM_ARCH_UNKNOWN)\n#\tendif\n#else\n#\tif defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86) || defined(__i386__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_X86)\n#\telif defined(__arm__) || defined(_M_ARM)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARM)\n#\telif defined(__powerpc__) || defined(_M_PPC)\n#\t\tdefine GLM_ARCH (GLM_ARCH_PPC)\n#\telif defined(__mips__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_MIPS)\n#\telse\n#\t\tdefine GLM_ARCH (GLM_ARCH_UNKNOWN)\n#\tendif\n#endif\n\n#if GLM_ARCH & GLM_ARCH_AVX2_BIT\n#\tinclude <immintrin.h>\n#elif GLM_ARCH & GLM_ARCH_AVX_BIT\n#\tinclude <immintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE42_BIT\n#\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\tinclude <popcntintrin.h>\n#\tendif\n#\tinclude <nmmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE41_BIT\n#\tinclude <smmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSSE3_BIT\n#\tinclude <tmmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE3_BIT\n#\tinclude <pmmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE2_BIT\n#\tinclude <emmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_NEON_BIT\n#\tinclude \"neon.h\"\n#endif//GLM_ARCH\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\ttypedef __m128\t\t\tglm_f32vec4;\n\ttypedef __m128i\t\t\tglm_i32vec4;\n\ttypedef __m128i\t\t\tglm_u32vec4;\n\ttypedef __m128d\t\t\tglm_f64vec2;\n\ttypedef __m128i\t\t\tglm_i64vec2;\n\ttypedef __m128i\t\t\tglm_u64vec2;\n\n\ttypedef glm_f32vec4\t\tglm_vec4;\n\ttypedef glm_i32vec4\t\tglm_ivec4;\n\ttypedef glm_u32vec4\t\tglm_uvec4;\n\ttypedef glm_f64vec2\t\tglm_dvec2;\n#endif\n\n#if GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttypedef __m256d\t\t\tglm_f64vec4;\n\ttypedef glm_f64vec4\t\tglm_dvec4;\n#endif\n\n#if GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttypedef __m256i\t\t\tglm_i64vec4;\n\ttypedef __m256i\t\t\tglm_u64vec4;\n#endif\n\n#if GLM_ARCH & GLM_ARCH_NEON_BIT\n\ttypedef float32x4_t\t\t\tglm_f32vec4;\n\ttypedef int32x4_t\t\t\tglm_i32vec4;\n\ttypedef uint32x4_t\t\t\tglm_u32vec4;\n#endif\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/trigonometric.h",
    "content": "/// @ref simd\n/// @file glm/simd/trigonometric.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/simd/vector_relational.h",
    "content": "/// @ref simd\n/// @file glm/simd/vector_relational.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/64/glm/trigonometric.hpp",
    "content": "/// @ref core\n/// @file glm/trigonometric.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n///\n/// @defgroup core_func_trigonometric Angle and Trigonometry Functions\n/// @ingroup core\n///\n/// Function parameters specified as angle are assumed to be in units of radians.\n/// In no case will any of these functions result in a divide by zero error. If\n/// the divisor of a ratio is 0, then results will be undefined.\n///\n/// These all operate component-wise. The description is per component.\n///\n/// Include <glm/trigonometric.hpp> to use these core features.\n///\n/// @see ext_vector_trigonometric\n\n#pragma once\n\n#include \"detail/setup.hpp\"\n#include \"detail/qualifier.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_trigonometric\n\t/// @{\n\n\t/// Converts degrees to radians and returns the result.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/radians.xml\">GLSL radians man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> radians(vec<L, T, Q> const& degrees);\n\n\t/// Converts radians to degrees and returns the result.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/degrees.xml\">GLSL degrees man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> degrees(vec<L, T, Q> const& radians);\n\n\t/// The standard trigonometric sine function.\n\t/// The values returned by this function will range from [-1, 1].\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sin.xml\">GLSL sin man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sin(vec<L, T, Q> const& angle);\n\n\t/// The standard trigonometric cosine function.\n\t/// The values returned by this function will range from [-1, 1].\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/cos.xml\">GLSL cos man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> cos(vec<L, T, Q> const& angle);\n\n\t/// The standard trigonometric tangent function.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/tan.xml\">GLSL tan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> tan(vec<L, T, Q> const& angle);\n\n\t/// Arc sine. Returns an angle whose sine is x.\n\t/// The range of values returned by this function is [-PI/2, PI/2].\n\t/// Results are undefined if |x| > 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/asin.xml\">GLSL asin man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> asin(vec<L, T, Q> const& x);\n\n\t/// Arc cosine. Returns an angle whose sine is x.\n\t/// The range of values returned by this function is [0, PI].\n\t/// Results are undefined if |x| > 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/acos.xml\">GLSL acos man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> acos(vec<L, T, Q> const& x);\n\n\t/// Arc tangent. Returns an angle whose tangent is y/x.\n\t/// The signs of x and y are used to determine what\n\t/// quadrant the angle is in. The range of values returned\n\t/// by this function is [-PI, PI]. Results are undefined\n\t/// if x and y are both 0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml\">GLSL atan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> atan(vec<L, T, Q> const& y, vec<L, T, Q> const& x);\n\n\t/// Arc tangent. Returns an angle whose tangent is y_over_x.\n\t/// The range of values returned by this function is [-PI/2, PI/2].\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml\">GLSL atan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> atan(vec<L, T, Q> const& y_over_x);\n\n\t/// Returns the hyperbolic sine function, (exp(x) - exp(-x)) / 2\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sinh.xml\">GLSL sinh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sinh(vec<L, T, Q> const& angle);\n\n\t/// Returns the hyperbolic cosine function, (exp(x) + exp(-x)) / 2\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/cosh.xml\">GLSL cosh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> cosh(vec<L, T, Q> const& angle);\n\n\t/// Returns the hyperbolic tangent function, sinh(angle) / cosh(angle)\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/tanh.xml\">GLSL tanh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> tanh(vec<L, T, Q> const& angle);\n\n\t/// Arc hyperbolic sine; returns the inverse of sinh.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/asinh.xml\">GLSL asinh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> asinh(vec<L, T, Q> const& x);\n\n\t/// Arc hyperbolic cosine; returns the non-negative inverse\n\t/// of cosh. Results are undefined if x < 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/acosh.xml\">GLSL acosh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> acosh(vec<L, T, Q> const& x);\n\n\t/// Arc hyperbolic tangent; returns the inverse of tanh.\n\t/// Results are undefined if abs(x) >= 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/atanh.xml\">GLSL atanh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> atanh(vec<L, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_trigonometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/vec2.hpp",
    "content": "/// @ref core\n/// @file glm/vec2.hpp\n\n#pragma once\n#include \"./ext/vector_bool2.hpp\"\n#include \"./ext/vector_bool2_precision.hpp\"\n#include \"./ext/vector_float2.hpp\"\n#include \"./ext/vector_float2_precision.hpp\"\n#include \"./ext/vector_double2.hpp\"\n#include \"./ext/vector_double2_precision.hpp\"\n#include \"./ext/vector_int2.hpp\"\n#include \"./ext/vector_int2_sized.hpp\"\n#include \"./ext/vector_uint2.hpp\"\n#include \"./ext/vector_uint2_sized.hpp\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/vec3.hpp",
    "content": "/// @ref core\n/// @file glm/vec3.hpp\n\n#pragma once\n#include \"./ext/vector_bool3.hpp\"\n#include \"./ext/vector_bool3_precision.hpp\"\n#include \"./ext/vector_float3.hpp\"\n#include \"./ext/vector_float3_precision.hpp\"\n#include \"./ext/vector_double3.hpp\"\n#include \"./ext/vector_double3_precision.hpp\"\n#include \"./ext/vector_int3.hpp\"\n#include \"./ext/vector_int3_sized.hpp\"\n#include \"./ext/vector_uint3.hpp\"\n#include \"./ext/vector_uint3_sized.hpp\"\n"
  },
  {
    "path": "Dependencies/include/64/glm/vec4.hpp",
    "content": "/// @ref core\n/// @file glm/vec4.hpp\n\n#pragma once\n#include \"./ext/vector_bool4.hpp\"\n#include \"./ext/vector_bool4_precision.hpp\"\n#include \"./ext/vector_float4.hpp\"\n#include \"./ext/vector_float4_precision.hpp\"\n#include \"./ext/vector_double4.hpp\"\n#include \"./ext/vector_double4_precision.hpp\"\n#include \"./ext/vector_int4.hpp\"\n#include \"./ext/vector_int4_sized.hpp\"\n#include \"./ext/vector_uint4.hpp\"\n#include \"./ext/vector_uint4_sized.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/64/glm/vector_relational.hpp",
    "content": "/// @ref core\n/// @file glm/vector_relational.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n///\n/// @defgroup core_func_vector_relational Vector Relational Functions\n/// @ingroup core\n///\n/// Relational and equality operators (<, <=, >, >=, ==, !=) are defined to\n/// operate on scalars and produce scalar Boolean results. For vector results,\n/// use the following built-in functions.\n///\n/// In all cases, the sizes of all the input and return vectors for any particular\n/// call must match.\n///\n/// Include <glm/vector_relational.hpp> to use these core features.\n///\n/// @see ext_vector_relational\n\n#pragma once\n\n#include \"detail/qualifier.hpp\"\n#include \"detail/setup.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_vector_relational\n\t/// @{\n\n\t/// Returns the component-wise comparison result of x < y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThan.xml\">GLSL lessThan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> lessThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x <= y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThanEqual.xml\">GLSL lessThanEqual man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> lessThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x > y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThan.xml\">GLSL greaterThan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> greaterThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x >= y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThanEqual.xml\">GLSL greaterThanEqual man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> greaterThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x == y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point, integer or bool scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/equal.xml\">GLSL equal man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x != y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point, integer or bool scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/notEqual.xml\">GLSL notEqual man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns true if any component of x is true.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/any.xml\">GLSL any man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool any(vec<L, bool, Q> const& v);\n\n\t/// Returns true if all components of x are true.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/all.xml\">GLSL all man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool all(vec<L, bool, Q> const& v);\n\n\t/// Returns the component-wise logical complement of x.\n\t/// /!\\ Because of language incompatibilities between C++ and GLSL, GLM defines the function not but not_ instead.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/not.xml\">GLSL not man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> not_(vec<L, bool, Q> const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_vector_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/64/stb_image.h",
    "content": "/* stb_image - v2.26 - public domain image loader - http://nothings.org/stb\n                                  no warranty implied; use at your own risk\n\n   Do this:\n      #define STB_IMAGE_IMPLEMENTATION\n   before you include this file in *one* C or C++ file to create the implementation.\n\n   // i.e. it should look like this:\n   #include ...\n   #include ...\n   #include ...\n   #define STB_IMAGE_IMPLEMENTATION\n   #include \"stb_image.h\"\n\n   You can #define STBI_ASSERT(x) before the #include to avoid using assert.h.\n   And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free\n\n\n   QUICK NOTES:\n      Primarily of interest to game developers and other people who can\n          avoid problematic images and only need the trivial interface\n\n      JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib)\n      PNG 1/2/4/8/16-bit-per-channel\n\n      TGA (not sure what subset, if a subset)\n      BMP non-1bpp, non-RLE\n      PSD (composited view only, no extra channels, 8/16 bit-per-channel)\n\n      GIF (*comp always reports as 4-channel)\n      HDR (radiance rgbE format)\n      PIC (Softimage PIC)\n      PNM (PPM and PGM binary only)\n\n      Animated GIF still needs a proper API, but here's one way to do it:\n          http://gist.github.com/urraka/685d9a6340b26b830d49\n\n      - decode from memory or through FILE (define STBI_NO_STDIO to remove code)\n      - decode from arbitrary I/O callbacks\n      - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON)\n\n   Full documentation under \"DOCUMENTATION\" below.\n\n\nLICENSE\n\n  See end of file for license information.\n\nRECENT REVISION HISTORY:\n\n      2.26  (2020-07-13) many minor fixes\n      2.25  (2020-02-02) fix warnings\n      2.24  (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically\n      2.23  (2019-08-11) fix clang static analysis warning\n      2.22  (2019-03-04) gif fixes, fix warnings\n      2.21  (2019-02-25) fix typo in comment\n      2.20  (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs\n      2.19  (2018-02-11) fix warning\n      2.18  (2018-01-30) fix warnings\n      2.17  (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings\n      2.16  (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes\n      2.15  (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC\n      2.14  (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs\n      2.13  (2016-12-04) experimental 16-bit API, only for PNG so far; fixes\n      2.12  (2016-04-02) fix typo in 2.11 PSD fix that caused crashes\n      2.11  (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64\n                         RGB-format JPEG; remove white matting in PSD;\n                         allocate large structures on the stack;\n                         correct channel count for PNG & BMP\n      2.10  (2016-01-22) avoid warning introduced in 2.09\n      2.09  (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED\n\n   See end of file for full revision history.\n\n\n ============================    Contributors    =========================\n\n Image formats                          Extensions, features\n    Sean Barrett (jpeg, png, bmp)          Jetro Lauha (stbi_info)\n    Nicolas Schulz (hdr, psd)              Martin \"SpartanJ\" Golini (stbi_info)\n    Jonathan Dummer (tga)                  James \"moose2000\" Brown (iPhone PNG)\n    Jean-Marc Lienher (gif)                Ben \"Disch\" Wenger (io callbacks)\n    Tom Seddon (pic)                       Omar Cornut (1/2/4-bit PNG)\n    Thatcher Ulrich (psd)                  Nicolas Guillemot (vertical flip)\n    Ken Miller (pgm, ppm)                  Richard Mitton (16-bit PSD)\n    github:urraka (animated gif)           Junggon Kim (PNM comments)\n    Christopher Forseth (animated gif)     Daniel Gibson (16-bit TGA)\n                                           socks-the-fox (16-bit PNG)\n                                           Jeremy Sawicki (handle all ImageNet JPGs)\n Optimizations & bugfixes                  Mikhail Morozov (1-bit BMP)\n    Fabian \"ryg\" Giesen                    Anael Seghezzi (is-16-bit query)\n    Arseny Kapoulkine\n    John-Mark Allen\n    Carmelo J Fdez-Aguera\n\n Bug & warning fixes\n    Marc LeBlanc            David Woo          Guillaume George     Martins Mozeiko\n    Christpher Lloyd        Jerry Jansson      Joseph Thomson       Blazej Dariusz Roszkowski\n    Phil Jordan                                Dave Moore           Roy Eltham\n    Hayaki Saito            Nathan Reed        Won Chun\n    Luke Graham             Johan Duparc       Nick Verigakis       the Horde3D community\n    Thomas Ruf              Ronny Chevalier                         github:rlyeh\n    Janez Zemva             John Bartholomew   Michal Cichon        github:romigrou\n    Jonathan Blow           Ken Hamada         Tero Hanninen        github:svdijk\n                            Laurent Gomila     Cort Stratton        github:snagar\n    Aruelien Pocheville     Sergio Gonzalez    Thibault Reuille     github:Zelex\n    Cass Everitt            Ryamond Barbiero                        github:grim210\n    Paul Du Bois            Engin Manap        Aldo Culquicondor    github:sammyhw\n    Philipp Wiesemann       Dale Weiler        Oriol Ferrer Mesia   github:phprus\n    Josh Tobin                                 Matthew Gregan       github:poppolopoppo\n    Julian Raschke          Gregory Mullen     Christian Floisand   github:darealshinji\n    Baldur Karlsson         Kevin Schmidt      JR Smith             github:Michaelangel007\n                            Brad Weinberger    Matvey Cherevko      [reserved]\n    Luca Sas                Alexander Veselov  Zack Middleton       [reserved]\n    Ryan C. Gordon          [reserved]                              [reserved]\n                     DO NOT ADD YOUR NAME HERE\n\n  To add your name to the credits, pick a random blank space in the middle and fill it.\n  80% of merge conflicts on stb PRs are due to people adding their name at the end\n  of the credits.\n*/\n\n#ifndef STBI_INCLUDE_STB_IMAGE_H\n#define STBI_INCLUDE_STB_IMAGE_H\n\n// DOCUMENTATION\n//\n// Limitations:\n//    - no 12-bit-per-channel JPEG\n//    - no JPEGs with arithmetic coding\n//    - GIF always returns *comp=4\n//\n// Basic usage (see HDR discussion below for HDR usage):\n//    int x,y,n;\n//    unsigned char *data = stbi_load(filename, &x, &y, &n, 0);\n//    // ... process data if not NULL ...\n//    // ... x = width, y = height, n = # 8-bit components per pixel ...\n//    // ... replace '0' with '1'..'4' to force that many components per pixel\n//    // ... but 'n' will always be the number that it would have been if you said 0\n//    stbi_image_free(data)\n//\n// Standard parameters:\n//    int *x                 -- outputs image width in pixels\n//    int *y                 -- outputs image height in pixels\n//    int *channels_in_file  -- outputs # of image components in image file\n//    int desired_channels   -- if non-zero, # of image components requested in result\n//\n// The return value from an image loader is an 'unsigned char *' which points\n// to the pixel data, or NULL on an allocation failure or if the image is\n// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,\n// with each pixel consisting of N interleaved 8-bit components; the first\n// pixel pointed to is top-left-most in the image. There is no padding between\n// image scanlines or between pixels, regardless of format. The number of\n// components N is 'desired_channels' if desired_channels is non-zero, or\n// *channels_in_file otherwise. If desired_channels is non-zero,\n// *channels_in_file has the number of components that _would_ have been\n// output otherwise. E.g. if you set desired_channels to 4, you will always\n// get RGBA output, but you can check *channels_in_file to see if it's trivially\n// opaque because e.g. there were only 3 channels in the source image.\n//\n// An output image with N components has the following components interleaved\n// in this order in each pixel:\n//\n//     N=#comp     components\n//       1           grey\n//       2           grey, alpha\n//       3           red, green, blue\n//       4           red, green, blue, alpha\n//\n// If image loading fails for any reason, the return value will be NULL,\n// and *x, *y, *channels_in_file will be unchanged. The function\n// stbi_failure_reason() can be queried for an extremely brief, end-user\n// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS\n// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly\n// more user-friendly ones.\n//\n// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.\n//\n// ===========================================================================\n//\n// UNICODE:\n//\n//   If compiling for Windows and you wish to use Unicode filenames, compile\n//   with\n//       #define STBI_WINDOWS_UTF8\n//   and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert\n//   Windows wchar_t filenames to utf8.\n//\n// ===========================================================================\n//\n// Philosophy\n//\n// stb libraries are designed with the following priorities:\n//\n//    1. easy to use\n//    2. easy to maintain\n//    3. good performance\n//\n// Sometimes I let \"good performance\" creep up in priority over \"easy to maintain\",\n// and for best performance I may provide less-easy-to-use APIs that give higher\n// performance, in addition to the easy-to-use ones. Nevertheless, it's important\n// to keep in mind that from the standpoint of you, a client of this library,\n// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all.\n//\n// Some secondary priorities arise directly from the first two, some of which\n// provide more explicit reasons why performance can't be emphasized.\n//\n//    - Portable (\"ease of use\")\n//    - Small source code footprint (\"easy to maintain\")\n//    - No dependencies (\"ease of use\")\n//\n// ===========================================================================\n//\n// I/O callbacks\n//\n// I/O callbacks allow you to read from arbitrary sources, like packaged\n// files or some other source. Data read from callbacks are processed\n// through a small internal buffer (currently 128 bytes) to try to reduce\n// overhead.\n//\n// The three functions you must define are \"read\" (reads some bytes of data),\n// \"skip\" (skips some bytes of data), \"eof\" (reports if the stream is at the end).\n//\n// ===========================================================================\n//\n// SIMD support\n//\n// The JPEG decoder will try to automatically use SIMD kernels on x86 when\n// supported by the compiler. For ARM Neon support, you must explicitly\n// request it.\n//\n// (The old do-it-yourself SIMD API is no longer supported in the current\n// code.)\n//\n// On x86, SSE2 will automatically be used when available based on a run-time\n// test; if not, the generic C versions are used as a fall-back. On ARM targets,\n// the typical path is to have separate builds for NEON and non-NEON devices\n// (at least this is true for iOS and Android). Therefore, the NEON support is\n// toggled by a build flag: define STBI_NEON to get NEON loops.\n//\n// If for some reason you do not want to use any of SIMD code, or if\n// you have issues compiling it, you can disable it entirely by\n// defining STBI_NO_SIMD.\n//\n// ===========================================================================\n//\n// HDR image support   (disable by defining STBI_NO_HDR)\n//\n// stb_image supports loading HDR images in general, and currently the Radiance\n// .HDR file format specifically. You can still load any file through the existing\n// interface; if you attempt to load an HDR file, it will be automatically remapped\n// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;\n// both of these constants can be reconfigured through this interface:\n//\n//     stbi_hdr_to_ldr_gamma(2.2f);\n//     stbi_hdr_to_ldr_scale(1.0f);\n//\n// (note, do not use _inverse_ constants; stbi_image will invert them\n// appropriately).\n//\n// Additionally, there is a new, parallel interface for loading files as\n// (linear) floats to preserve the full dynamic range:\n//\n//    float *data = stbi_loadf(filename, &x, &y, &n, 0);\n//\n// If you load LDR images through this interface, those images will\n// be promoted to floating point values, run through the inverse of\n// constants corresponding to the above:\n//\n//     stbi_ldr_to_hdr_scale(1.0f);\n//     stbi_ldr_to_hdr_gamma(2.2f);\n//\n// Finally, given a filename (or an open file or memory block--see header\n// file for details) containing image data, you can query for the \"most\n// appropriate\" interface to use (that is, whether the image is HDR or\n// not), using:\n//\n//     stbi_is_hdr(char *filename);\n//\n// ===========================================================================\n//\n// iPhone PNG support:\n//\n// By default we convert iphone-formatted PNGs back to RGB, even though\n// they are internally encoded differently. You can disable this conversion\n// by calling stbi_convert_iphone_png_to_rgb(0), in which case\n// you will always just get the native iphone \"format\" through (which\n// is BGR stored in RGB).\n//\n// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per\n// pixel to remove any premultiplied alpha *only* if the image file explicitly\n// says there's premultiplied data (currently only happens in iPhone images,\n// and only if iPhone convert-to-rgb processing is on).\n//\n// ===========================================================================\n//\n// ADDITIONAL CONFIGURATION\n//\n//  - You can suppress implementation of any of the decoders to reduce\n//    your code footprint by #defining one or more of the following\n//    symbols before creating the implementation.\n//\n//        STBI_NO_JPEG\n//        STBI_NO_PNG\n//        STBI_NO_BMP\n//        STBI_NO_PSD\n//        STBI_NO_TGA\n//        STBI_NO_GIF\n//        STBI_NO_HDR\n//        STBI_NO_PIC\n//        STBI_NO_PNM   (.ppm and .pgm)\n//\n//  - You can request *only* certain decoders and suppress all other ones\n//    (this will be more forward-compatible, as addition of new decoders\n//    doesn't require you to disable them explicitly):\n//\n//        STBI_ONLY_JPEG\n//        STBI_ONLY_PNG\n//        STBI_ONLY_BMP\n//        STBI_ONLY_PSD\n//        STBI_ONLY_TGA\n//        STBI_ONLY_GIF\n//        STBI_ONLY_HDR\n//        STBI_ONLY_PIC\n//        STBI_ONLY_PNM   (.ppm and .pgm)\n//\n//   - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still\n//     want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB\n//\n//  - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater\n//    than that size (in either width or height) without further processing.\n//    This is to let programs in the wild set an upper bound to prevent\n//    denial-of-service attacks on untrusted data, as one could generate a\n//    valid image of gigantic dimensions and force stb_image to allocate a\n//    huge block of memory and spend disproportionate time decoding it. By\n//    default this is set to (1 << 24), which is 16777216, but that's still\n//    very big.\n\n#ifndef STBI_NO_STDIO\n#include <stdio.h>\n#endif // STBI_NO_STDIO\n\n#define STBI_VERSION 1\n\nenum\n{\n    STBI_default = 0, // only used for desired_channels\n\n    STBI_grey = 1,\n    STBI_grey_alpha = 2,\n    STBI_rgb = 3,\n    STBI_rgb_alpha = 4\n};\n\n#include <stdlib.h>\ntypedef unsigned char stbi_uc;\ntypedef unsigned short stbi_us;\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef STBIDEF\n#ifdef STB_IMAGE_STATIC\n#define STBIDEF static\n#else\n#define STBIDEF extern\n#endif\n#endif\n\n    //////////////////////////////////////////////////////////////////////////////\n    //\n    // PRIMARY API - works on images of any type\n    //\n\n    //\n    // load image by filename, open file, or memory buffer\n    //\n\n    typedef struct\n    {\n        int      (*read)  (void* user, char* data, int size);   // fill 'data' with 'size' bytes.  return number of bytes actually read\n        void     (*skip)  (void* user, int n);                 // skip the next 'n' bytes, or 'unget' the last -n bytes if negative\n        int      (*eof)   (void* user);                       // returns nonzero if we are at end of file/data\n    } stbi_io_callbacks;\n\n    ////////////////////////////////////\n    //\n    // 8-bits-per-channel interface\n    //\n\n    STBIDEF stbi_uc* stbi_load_from_memory(stbi_uc           const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels);\n    // for stbi_load_from_file, file pointer is left pointing immediately after image\n#endif\n\n#ifndef STBI_NO_GIF\n    STBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp);\n#endif\n\n#ifdef STBI_WINDOWS_UTF8\n    STBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input);\n#endif\n\n    ////////////////////////////////////\n    //\n    // 16-bits-per-channel interface\n    //\n\n    STBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_us* stbi_load_from_file_16(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels);\n#endif\n\n    ////////////////////////////////////\n    //\n    // float-per-channel interface\n    //\n#ifndef STBI_NO_LINEAR\n    STBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels);\n#endif\n#endif\n\n#ifndef STBI_NO_HDR\n    STBIDEF void   stbi_hdr_to_ldr_gamma(float gamma);\n    STBIDEF void   stbi_hdr_to_ldr_scale(float scale);\n#endif // STBI_NO_HDR\n\n#ifndef STBI_NO_LINEAR\n    STBIDEF void   stbi_ldr_to_hdr_gamma(float gamma);\n    STBIDEF void   stbi_ldr_to_hdr_scale(float scale);\n#endif // STBI_NO_LINEAR\n\n    // stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR\n    STBIDEF int    stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user);\n    STBIDEF int    stbi_is_hdr_from_memory(stbi_uc const* buffer, int len);\n#ifndef STBI_NO_STDIO\n    STBIDEF int      stbi_is_hdr(char const* filename);\n    STBIDEF int      stbi_is_hdr_from_file(FILE* f);\n#endif // STBI_NO_STDIO\n\n\n    // get a VERY brief reason for failure\n    // on most compilers (and ALL modern mainstream compilers) this is threadsafe\n    STBIDEF const char* stbi_failure_reason(void);\n\n    // free the loaded image -- this is just free()\n    STBIDEF void     stbi_image_free(void* retval_from_stbi_load);\n\n    // get image dimensions & components without fully decoding\n    STBIDEF int      stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp);\n    STBIDEF int      stbi_info_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp);\n    STBIDEF int      stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len);\n    STBIDEF int      stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* clbk, void* user);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF int      stbi_info(char const* filename, int* x, int* y, int* comp);\n    STBIDEF int      stbi_info_from_file(FILE* f, int* x, int* y, int* comp);\n    STBIDEF int      stbi_is_16_bit(char const* filename);\n    STBIDEF int      stbi_is_16_bit_from_file(FILE* f);\n#endif\n\n\n\n    // for image formats that explicitly notate that they have premultiplied alpha,\n    // we just return the colors as stored in the file. set this flag to force\n    // unpremultiplication. results are undefined if the unpremultiply overflow.\n    STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);\n\n    // indicate whether we should process iphone images back to canonical format,\n    // or just pass them through \"as-is\"\n    STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);\n\n    // flip the image vertically, so the first pixel in the output array is the bottom left\n    STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip);\n\n    // as above, but only applies to images loaded on the thread that calls the function\n    // this function is only available if your compiler supports thread-local variables;\n    // calling it will fail to link if your compiler doesn't\n    STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip);\n\n    // ZLIB client - used by PNG, available for other purposes\n\n    STBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen);\n    STBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header);\n    STBIDEF char* stbi_zlib_decode_malloc(const char* buffer, int len, int* outlen);\n    STBIDEF int   stbi_zlib_decode_buffer(char* obuffer, int olen, const char* ibuffer, int ilen);\n\n    STBIDEF char* stbi_zlib_decode_noheader_malloc(const char* buffer, int len, int* outlen);\n    STBIDEF int   stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen);\n\n\n#ifdef __cplusplus\n}\n#endif\n\n//\n//\n////   end header file   /////////////////////////////////////////////////////\n#endif // STBI_INCLUDE_STB_IMAGE_H\n\n#ifdef STB_IMAGE_IMPLEMENTATION\n\n#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \\\n  || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \\\n  || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \\\n  || defined(STBI_ONLY_ZLIB)\n#ifndef STBI_ONLY_JPEG\n#define STBI_NO_JPEG\n#endif\n#ifndef STBI_ONLY_PNG\n#define STBI_NO_PNG\n#endif\n#ifndef STBI_ONLY_BMP\n#define STBI_NO_BMP\n#endif\n#ifndef STBI_ONLY_PSD\n#define STBI_NO_PSD\n#endif\n#ifndef STBI_ONLY_TGA\n#define STBI_NO_TGA\n#endif\n#ifndef STBI_ONLY_GIF\n#define STBI_NO_GIF\n#endif\n#ifndef STBI_ONLY_HDR\n#define STBI_NO_HDR\n#endif\n#ifndef STBI_ONLY_PIC\n#define STBI_NO_PIC\n#endif\n#ifndef STBI_ONLY_PNM\n#define STBI_NO_PNM\n#endif\n#endif\n\n#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB)\n#define STBI_NO_ZLIB\n#endif\n\n\n#include <stdarg.h>\n#include <stddef.h> // ptrdiff_t on osx\n#include <stdlib.h>\n#include <string.h>\n#include <limits.h>\n\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\n#include <math.h>  // ldexp, pow\n#endif\n\n#ifndef STBI_NO_STDIO\n#include <stdio.h>\n#endif\n\n#ifndef STBI_ASSERT\n#include <assert.h>\n#define STBI_ASSERT(x) assert(x)\n#endif\n\n#ifdef __cplusplus\n#define STBI_EXTERN extern \"C\"\n#else\n#define STBI_EXTERN extern\n#endif\n\n\n#ifndef _MSC_VER\n#ifdef __cplusplus\n#define stbi_inline inline\n#else\n#define stbi_inline\n#endif\n#else\n#define stbi_inline __forceinline\n#endif\n\n#ifndef STBI_NO_THREAD_LOCALS\n#if defined(__cplusplus) &&  __cplusplus >= 201103L\n#define STBI_THREAD_LOCAL       thread_local\n#elif defined(__GNUC__) && __GNUC__ < 5\n#define STBI_THREAD_LOCAL       __thread\n#elif defined(_MSC_VER)\n#define STBI_THREAD_LOCAL       __declspec(thread)\n#elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__)\n#define STBI_THREAD_LOCAL       _Thread_local\n#endif\n\n#ifndef STBI_THREAD_LOCAL\n#if defined(__GNUC__)\n#define STBI_THREAD_LOCAL       __thread\n#endif\n#endif\n#endif\n\n#ifdef _MSC_VER\ntypedef unsigned short stbi__uint16;\ntypedef   signed short stbi__int16;\ntypedef unsigned int   stbi__uint32;\ntypedef   signed int   stbi__int32;\n#else\n#include <stdint.h>\ntypedef uint16_t stbi__uint16;\ntypedef int16_t  stbi__int16;\ntypedef uint32_t stbi__uint32;\ntypedef int32_t  stbi__int32;\n#endif\n\n// should produce compiler error if size is wrong\ntypedef unsigned char validate_uint32[sizeof(stbi__uint32) == 4 ? 1 : -1];\n\n#ifdef _MSC_VER\n#define STBI_NOTUSED(v)  (void)(v)\n#else\n#define STBI_NOTUSED(v)  (void)sizeof(v)\n#endif\n\n#ifdef _MSC_VER\n#define STBI_HAS_LROTL\n#endif\n\n#ifdef STBI_HAS_LROTL\n#define stbi_lrot(x,y)  _lrotl(x,y)\n#else\n#define stbi_lrot(x,y)  (((x) << (y)) | ((x) >> (32 - (y))))\n#endif\n\n#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED))\n// ok\n#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED)\n// ok\n#else\n#error \"Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED).\"\n#endif\n\n#ifndef STBI_MALLOC\n#define STBI_MALLOC(sz)           malloc(sz)\n#define STBI_REALLOC(p,newsz)     realloc(p,newsz)\n#define STBI_FREE(p)              free(p)\n#endif\n\n#ifndef STBI_REALLOC_SIZED\n#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz)\n#endif\n\n// x86/x64 detection\n#if defined(__x86_64__) || defined(_M_X64)\n#define STBI__X64_TARGET\n#elif defined(__i386) || defined(_M_IX86)\n#define STBI__X86_TARGET\n#endif\n\n#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD)\n// gcc doesn't support sse2 intrinsics unless you compile with -msse2,\n// which in turn means it gets to use SSE2 everywhere. This is unfortunate,\n// but previous attempts to provide the SSE2 functions with runtime\n// detection caused numerous issues. The way architecture extensions are\n// exposed in GCC/Clang is, sadly, not really suited for one-file libs.\n// New behavior: if compiled with -msse2, we use SSE2 without any\n// detection; if not, we don't use it at all.\n#define STBI_NO_SIMD\n#endif\n\n#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD)\n// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET\n//\n// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the\n// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant.\n// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not\n// simultaneously enabling \"-mstackrealign\".\n//\n// See https://github.com/nothings/stb/issues/81 for more information.\n//\n// So default to no SSE2 on 32-bit MinGW. If you've read this far and added\n// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2.\n#define STBI_NO_SIMD\n#endif\n\n#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET))\n#define STBI_SSE2\n#include <emmintrin.h>\n\n#ifdef _MSC_VER\n\n#if _MSC_VER >= 1400  // not VC6\n#include <intrin.h> // __cpuid\nstatic int stbi__cpuid3(void)\n{\n    int info[4];\n    __cpuid(info, 1);\n    return info[3];\n}\n#else\nstatic int stbi__cpuid3(void)\n{\n    int res;\n    __asm {\n        mov  eax, 1\n        cpuid\n        mov  res, edx\n    }\n    return res;\n}\n#endif\n\n#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name\n\n#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)\nstatic int stbi__sse2_available(void)\n{\n    int info3 = stbi__cpuid3();\n    return ((info3 >> 26) & 1) != 0;\n}\n#endif\n\n#else // assume GCC-style if not VC++\n#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))\n\n#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)\nstatic int stbi__sse2_available(void)\n{\n    // If we're even attempting to compile this on GCC/Clang, that means\n    // -msse2 is on, which means the compiler is allowed to use SSE2\n    // instructions at will, and so are we.\n    return 1;\n}\n#endif\n\n#endif\n#endif\n\n// ARM NEON\n#if defined(STBI_NO_SIMD) && defined(STBI_NEON)\n#undef STBI_NEON\n#endif\n\n#ifdef STBI_NEON\n#include <arm_neon.h>\n// assume GCC or Clang on ARM targets\n#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))\n#endif\n\n#ifndef STBI_SIMD_ALIGN\n#define STBI_SIMD_ALIGN(type, name) type name\n#endif\n\n#ifndef STBI_MAX_DIMENSIONS\n#define STBI_MAX_DIMENSIONS (1 << 24)\n#endif\n\n///////////////////////////////////////////////\n//\n//  stbi__context struct and start_xxx functions\n\n// stbi__context structure is our basic context used by all images, so it\n// contains all the IO context, plus some basic image information\ntypedef struct\n{\n    stbi__uint32 img_x, img_y;\n    int img_n, img_out_n;\n\n    stbi_io_callbacks io;\n    void* io_user_data;\n\n    int read_from_callbacks;\n    int buflen;\n    stbi_uc buffer_start[128];\n    int callback_already_read;\n\n    stbi_uc* img_buffer, * img_buffer_end;\n    stbi_uc* img_buffer_original, * img_buffer_original_end;\n} stbi__context;\n\n\nstatic void stbi__refill_buffer(stbi__context* s);\n\n// initialize a memory-decode context\nstatic void stbi__start_mem(stbi__context* s, stbi_uc const* buffer, int len)\n{\n    s->io.read = NULL;\n    s->read_from_callbacks = 0;\n    s->callback_already_read = 0;\n    s->img_buffer = s->img_buffer_original = (stbi_uc*)buffer;\n    s->img_buffer_end = s->img_buffer_original_end = (stbi_uc*)buffer + len;\n}\n\n// initialize a callback-based context\nstatic void stbi__start_callbacks(stbi__context* s, stbi_io_callbacks* c, void* user)\n{\n    s->io = *c;\n    s->io_user_data = user;\n    s->buflen = sizeof(s->buffer_start);\n    s->read_from_callbacks = 1;\n    s->callback_already_read = 0;\n    s->img_buffer = s->img_buffer_original = s->buffer_start;\n    stbi__refill_buffer(s);\n    s->img_buffer_original_end = s->img_buffer_end;\n}\n\n#ifndef STBI_NO_STDIO\n\nstatic int stbi__stdio_read(void* user, char* data, int size)\n{\n    return (int)fread(data, 1, size, (FILE*)user);\n}\n\nstatic void stbi__stdio_skip(void* user, int n)\n{\n    int ch;\n    fseek((FILE*)user, n, SEEK_CUR);\n    ch = fgetc((FILE*)user);  /* have to read a byte to reset feof()'s flag */\n    if (ch != EOF) {\n        ungetc(ch, (FILE*)user);  /* push byte back onto stream if valid. */\n    }\n}\n\nstatic int stbi__stdio_eof(void* user)\n{\n    return feof((FILE*)user) || ferror((FILE*)user);\n}\n\nstatic stbi_io_callbacks stbi__stdio_callbacks =\n{\n   stbi__stdio_read,\n   stbi__stdio_skip,\n   stbi__stdio_eof,\n};\n\nstatic void stbi__start_file(stbi__context* s, FILE* f)\n{\n    stbi__start_callbacks(s, &stbi__stdio_callbacks, (void*)f);\n}\n\n//static void stop_file(stbi__context *s) { }\n\n#endif // !STBI_NO_STDIO\n\nstatic void stbi__rewind(stbi__context* s)\n{\n    // conceptually rewind SHOULD rewind to the beginning of the stream,\n    // but we just rewind to the beginning of the initial buffer, because\n    // we only use it after doing 'test', which only ever looks at at most 92 bytes\n    s->img_buffer = s->img_buffer_original;\n    s->img_buffer_end = s->img_buffer_original_end;\n}\n\nenum\n{\n    STBI_ORDER_RGB,\n    STBI_ORDER_BGR\n};\n\ntypedef struct\n{\n    int bits_per_channel;\n    int num_channels;\n    int channel_order;\n} stbi__result_info;\n\n#ifndef STBI_NO_JPEG\nstatic int      stbi__jpeg_test(stbi__context* s);\nstatic void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PNG\nstatic int      stbi__png_test(stbi__context* s);\nstatic void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__png_info(stbi__context* s, int* x, int* y, int* comp);\nstatic int      stbi__png_is16(stbi__context* s);\n#endif\n\n#ifndef STBI_NO_BMP\nstatic int      stbi__bmp_test(stbi__context* s);\nstatic void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_TGA\nstatic int      stbi__tga_test(stbi__context* s);\nstatic void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__tga_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PSD\nstatic int      stbi__psd_test(stbi__context* s);\nstatic void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc);\nstatic int      stbi__psd_info(stbi__context* s, int* x, int* y, int* comp);\nstatic int      stbi__psd_is16(stbi__context* s);\n#endif\n\n#ifndef STBI_NO_HDR\nstatic int      stbi__hdr_test(stbi__context* s);\nstatic float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PIC\nstatic int      stbi__pic_test(stbi__context* s);\nstatic void* stbi__pic_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__pic_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_GIF\nstatic int      stbi__gif_test(stbi__context* s);\nstatic void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp);\nstatic int      stbi__gif_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PNM\nstatic int      stbi__pnm_test(stbi__context* s);\nstatic void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\nstatic\n#ifdef STBI_THREAD_LOCAL\nSTBI_THREAD_LOCAL\n#endif\nconst char* stbi__g_failure_reason;\n\nSTBIDEF const char* stbi_failure_reason(void)\n{\n    return stbi__g_failure_reason;\n}\n\n#ifndef STBI_NO_FAILURE_STRINGS\nstatic int stbi__err(const char* str)\n{\n    stbi__g_failure_reason = str;\n    return 0;\n}\n#endif\n\nstatic void* stbi__malloc(size_t size)\n{\n    return STBI_MALLOC(size);\n}\n\n// stb_image uses ints pervasively, including for offset calculations.\n// therefore the largest decoded image size we can support with the\n// current code, even on 64-bit targets, is INT_MAX. this is not a\n// significant limitation for the intended use case.\n//\n// we do, however, need to make sure our size calculations don't\n// overflow. hence a few helper functions for size calculations that\n// multiply integers together, making sure that they're non-negative\n// and no overflow occurs.\n\n// return 1 if the sum is valid, 0 on overflow.\n// negative terms are considered invalid.\nstatic int stbi__addsizes_valid(int a, int b)\n{\n    if (b < 0) return 0;\n    // now 0 <= b <= INT_MAX, hence also\n    // 0 <= INT_MAX - b <= INTMAX.\n    // And \"a + b <= INT_MAX\" (which might overflow) is the\n    // same as a <= INT_MAX - b (no overflow)\n    return a <= INT_MAX - b;\n}\n\n// returns 1 if the product is valid, 0 on overflow.\n// negative factors are considered invalid.\nstatic int stbi__mul2sizes_valid(int a, int b)\n{\n    if (a < 0 || b < 0) return 0;\n    if (b == 0) return 1; // mul-by-0 is always safe\n    // portable way to check for no overflows in a*b\n    return a <= INT_MAX / b;\n}\n\n#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)\n// returns 1 if \"a*b + add\" has no negative terms/factors and doesn't overflow\nstatic int stbi__mad2sizes_valid(int a, int b, int add)\n{\n    return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a * b, add);\n}\n#endif\n\n// returns 1 if \"a*b*c + add\" has no negative terms/factors and doesn't overflow\nstatic int stbi__mad3sizes_valid(int a, int b, int c, int add)\n{\n    return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) &&\n        stbi__addsizes_valid(a * b * c, add);\n}\n\n// returns 1 if \"a*b*c*d + add\" has no negative terms/factors and doesn't overflow\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\nstatic int stbi__mad4sizes_valid(int a, int b, int c, int d, int add)\n{\n    return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) &&\n        stbi__mul2sizes_valid(a * b * c, d) && stbi__addsizes_valid(a * b * c * d, add);\n}\n#endif\n\n#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)\n// mallocs with size overflow checking\nstatic void* stbi__malloc_mad2(int a, int b, int add)\n{\n    if (!stbi__mad2sizes_valid(a, b, add)) return NULL;\n    return stbi__malloc(a * b + add);\n}\n#endif\n\nstatic void* stbi__malloc_mad3(int a, int b, int c, int add)\n{\n    if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL;\n    return stbi__malloc(a * b * c + add);\n}\n\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\nstatic void* stbi__malloc_mad4(int a, int b, int c, int d, int add)\n{\n    if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL;\n    return stbi__malloc(a * b * c * d + add);\n}\n#endif\n\n// stbi__err - error\n// stbi__errpf - error returning pointer to float\n// stbi__errpuc - error returning pointer to unsigned char\n\n#ifdef STBI_NO_FAILURE_STRINGS\n#define stbi__err(x,y)  0\n#elif defined(STBI_FAILURE_USERMSG)\n#define stbi__err(x,y)  stbi__err(y)\n#else\n#define stbi__err(x,y)  stbi__err(x)\n#endif\n\n#define stbi__errpf(x,y)   ((float *)(size_t) (stbi__err(x,y)?NULL:NULL))\n#define stbi__errpuc(x,y)  ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL))\n\nSTBIDEF void stbi_image_free(void* retval_from_stbi_load)\n{\n    STBI_FREE(retval_from_stbi_load);\n}\n\n#ifndef STBI_NO_LINEAR\nstatic float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp);\n#endif\n\n#ifndef STBI_NO_HDR\nstatic stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp);\n#endif\n\nstatic int stbi__vertically_flip_on_load_global = 0;\n\nSTBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip)\n{\n    stbi__vertically_flip_on_load_global = flag_true_if_should_flip;\n}\n\n#ifndef STBI_THREAD_LOCAL\n#define stbi__vertically_flip_on_load  stbi__vertically_flip_on_load_global\n#else\nstatic STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set;\n\nSTBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip)\n{\n    stbi__vertically_flip_on_load_local = flag_true_if_should_flip;\n    stbi__vertically_flip_on_load_set = 1;\n}\n\n#define stbi__vertically_flip_on_load  (stbi__vertically_flip_on_load_set       \\\n                                         ? stbi__vertically_flip_on_load_local  \\\n                                         : stbi__vertically_flip_on_load_global)\n#endif // STBI_THREAD_LOCAL\n\nstatic void* stbi__load_main(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc)\n{\n    memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields\n    ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed\n    ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order\n    ri->num_channels = 0;\n\n#ifndef STBI_NO_JPEG\n    if (stbi__jpeg_test(s)) return stbi__jpeg_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PNG\n    if (stbi__png_test(s))  return stbi__png_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_BMP\n    if (stbi__bmp_test(s))  return stbi__bmp_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_GIF\n    if (stbi__gif_test(s))  return stbi__gif_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PSD\n    if (stbi__psd_test(s))  return stbi__psd_load(s, x, y, comp, req_comp, ri, bpc);\n#else\n    STBI_NOTUSED(bpc);\n#endif\n#ifndef STBI_NO_PIC\n    if (stbi__pic_test(s))  return stbi__pic_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PNM\n    if (stbi__pnm_test(s))  return stbi__pnm_load(s, x, y, comp, req_comp, ri);\n#endif\n\n#ifndef STBI_NO_HDR\n    if (stbi__hdr_test(s)) {\n        float* hdr = stbi__hdr_load(s, x, y, comp, req_comp, ri);\n        return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);\n    }\n#endif\n\n#ifndef STBI_NO_TGA\n    // test tga last because it's a crappy test!\n    if (stbi__tga_test(s))\n        return stbi__tga_load(s, x, y, comp, req_comp, ri);\n#endif\n\n    return stbi__errpuc(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nstatic stbi_uc* stbi__convert_16_to_8(stbi__uint16* orig, int w, int h, int channels)\n{\n    int i;\n    int img_len = w * h * channels;\n    stbi_uc* reduced;\n\n    reduced = (stbi_uc*)stbi__malloc(img_len);\n    if (reduced == NULL) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n    for (i = 0; i < img_len; ++i)\n        reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling\n\n    STBI_FREE(orig);\n    return reduced;\n}\n\nstatic stbi__uint16* stbi__convert_8_to_16(stbi_uc* orig, int w, int h, int channels)\n{\n    int i;\n    int img_len = w * h * channels;\n    stbi__uint16* enlarged;\n\n    enlarged = (stbi__uint16*)stbi__malloc(img_len * 2);\n    if (enlarged == NULL) return (stbi__uint16*)stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n    for (i = 0; i < img_len; ++i)\n        enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff\n\n    STBI_FREE(orig);\n    return enlarged;\n}\n\nstatic void stbi__vertical_flip(void* image, int w, int h, int bytes_per_pixel)\n{\n    int row;\n    size_t bytes_per_row = (size_t)w * bytes_per_pixel;\n    stbi_uc temp[2048];\n    stbi_uc* bytes = (stbi_uc*)image;\n\n    for (row = 0; row < (h >> 1); row++) {\n        stbi_uc* row0 = bytes + row * bytes_per_row;\n        stbi_uc* row1 = bytes + (h - row - 1) * bytes_per_row;\n        // swap row0 with row1\n        size_t bytes_left = bytes_per_row;\n        while (bytes_left) {\n            size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp);\n            memcpy(temp, row0, bytes_copy);\n            memcpy(row0, row1, bytes_copy);\n            memcpy(row1, temp, bytes_copy);\n            row0 += bytes_copy;\n            row1 += bytes_copy;\n            bytes_left -= bytes_copy;\n        }\n    }\n}\n\n#ifndef STBI_NO_GIF\nstatic void stbi__vertical_flip_slices(void* image, int w, int h, int z, int bytes_per_pixel)\n{\n    int slice;\n    int slice_size = w * h * bytes_per_pixel;\n\n    stbi_uc* bytes = (stbi_uc*)image;\n    for (slice = 0; slice < z; ++slice) {\n        stbi__vertical_flip(bytes, w, h, bytes_per_pixel);\n        bytes += slice_size;\n    }\n}\n#endif\n\nstatic unsigned char* stbi__load_and_postprocess_8bit(stbi__context* s, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__result_info ri;\n    void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8);\n\n    if (result == NULL)\n        return NULL;\n\n    // it is the responsibility of the loaders to make sure we get either 8 or 16 bit.\n    STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);\n\n    if (ri.bits_per_channel != 8) {\n        result = stbi__convert_16_to_8((stbi__uint16*)result, *x, *y, req_comp == 0 ? *comp : req_comp);\n        ri.bits_per_channel = 8;\n    }\n\n    // @TODO: move stbi__convert_format to here\n\n    if (stbi__vertically_flip_on_load) {\n        int channels = req_comp ? req_comp : *comp;\n        stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc));\n    }\n\n    return (unsigned char*)result;\n}\n\nstatic stbi__uint16* stbi__load_and_postprocess_16bit(stbi__context* s, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__result_info ri;\n    void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16);\n\n    if (result == NULL)\n        return NULL;\n\n    // it is the responsibility of the loaders to make sure we get either 8 or 16 bit.\n    STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);\n\n    if (ri.bits_per_channel != 16) {\n        result = stbi__convert_8_to_16((stbi_uc*)result, *x, *y, req_comp == 0 ? *comp : req_comp);\n        ri.bits_per_channel = 16;\n    }\n\n    // @TODO: move stbi__convert_format16 to here\n    // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision\n\n    if (stbi__vertically_flip_on_load) {\n        int channels = req_comp ? req_comp : *comp;\n        stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16));\n    }\n\n    return (stbi__uint16*)result;\n}\n\n#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR)\nstatic void stbi__float_postprocess(float* result, int* x, int* y, int* comp, int req_comp)\n{\n    if (stbi__vertically_flip_on_load && result != NULL) {\n        int channels = req_comp ? req_comp : *comp;\n        stbi__vertical_flip(result, *x, *y, channels * sizeof(float));\n    }\n}\n#endif\n\n#ifndef STBI_NO_STDIO\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\nSTBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char* str, int cbmb, wchar_t* widestr, int cchwide);\nSTBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t* widestr, int cchwide, char* str, int cbmb, const char* defchar, int* used_default);\n#endif\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\nSTBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input)\n{\n    return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL);\n}\n#endif\n\nstatic FILE* stbi__fopen(char const* filename, char const* mode)\n{\n    FILE* f;\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\n    wchar_t wMode[64];\n    wchar_t wFilename[1024];\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)))\n        return 0;\n\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)))\n        return 0;\n\n#if _MSC_VER >= 1400\n    if (0 != _wfopen_s(&f, wFilename, wMode))\n        f = 0;\n#else\n    f = _wfopen(wFilename, wMode);\n#endif\n\n#elif defined(_MSC_VER) && _MSC_VER >= 1400\n    if (0 != fopen_s(&f, filename, mode))\n        f = 0;\n#else\n    f = fopen(filename, mode);\n#endif\n    return f;\n}\n\n\nSTBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* comp, int req_comp)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    unsigned char* result;\n    if (!f) return stbi__errpuc(\"can't fopen\", \"Unable to open file\");\n    result = stbi_load_from_file(f, x, y, comp, req_comp);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* comp, int req_comp)\n{\n    unsigned char* result;\n    stbi__context s;\n    stbi__start_file(&s, f);\n    result = stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n    if (result) {\n        // need to 'unget' all the characters in the IO buffer\n        fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR);\n    }\n    return result;\n}\n\nSTBIDEF stbi__uint16* stbi_load_from_file_16(FILE* f, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__uint16* result;\n    stbi__context s;\n    stbi__start_file(&s, f);\n    result = stbi__load_and_postprocess_16bit(&s, x, y, comp, req_comp);\n    if (result) {\n        // need to 'unget' all the characters in the IO buffer\n        fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR);\n    }\n    return result;\n}\n\nSTBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* comp, int req_comp)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    stbi__uint16* result;\n    if (!f) return (stbi_us*)stbi__errpuc(\"can't fopen\", \"Unable to open file\");\n    result = stbi_load_from_file_16(f, x, y, comp, req_comp);\n    fclose(f);\n    return result;\n}\n\n\n#endif //!STBI_NO_STDIO\n\nSTBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels);\n}\n\nSTBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels);\n}\n\nSTBIDEF stbi_uc* stbi_load_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n}\n\nSTBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n}\n\n#ifndef STBI_NO_GIF\nSTBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp)\n{\n    unsigned char* result;\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n\n    result = (unsigned char*)stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp);\n    if (stbi__vertically_flip_on_load) {\n        stbi__vertical_flip_slices(result, *x, *y, *z, *comp);\n    }\n\n    return result;\n}\n#endif\n\n#ifndef STBI_NO_LINEAR\nstatic float* stbi__loadf_main(stbi__context* s, int* x, int* y, int* comp, int req_comp)\n{\n    unsigned char* data;\n#ifndef STBI_NO_HDR\n    if (stbi__hdr_test(s)) {\n        stbi__result_info ri;\n        float* hdr_data = stbi__hdr_load(s, x, y, comp, req_comp, &ri);\n        if (hdr_data)\n            stbi__float_postprocess(hdr_data, x, y, comp, req_comp);\n        return hdr_data;\n    }\n#endif\n    data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp);\n    if (data)\n        return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);\n    return stbi__errpf(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nSTBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n\nSTBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* comp, int req_comp)\n{\n    float* result;\n    FILE* f = stbi__fopen(filename, \"rb\");\n    if (!f) return stbi__errpf(\"can't fopen\", \"Unable to open file\");\n    result = stbi_loadf_from_file(f, x, y, comp, req_comp);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_file(&s, f);\n    return stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n#endif // !STBI_NO_STDIO\n\n#endif // !STBI_NO_LINEAR\n\n// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is\n// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always\n// reports false!\n\nSTBIDEF int stbi_is_hdr_from_memory(stbi_uc const* buffer, int len)\n{\n#ifndef STBI_NO_HDR\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__hdr_test(&s);\n#else\n    STBI_NOTUSED(buffer);\n    STBI_NOTUSED(len);\n    return 0;\n#endif\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF int      stbi_is_hdr(char const* filename)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    int result = 0;\n    if (f) {\n        result = stbi_is_hdr_from_file(f);\n        fclose(f);\n    }\n    return result;\n}\n\nSTBIDEF int stbi_is_hdr_from_file(FILE* f)\n{\n#ifndef STBI_NO_HDR\n    long pos = ftell(f);\n    int res;\n    stbi__context s;\n    stbi__start_file(&s, f);\n    res = stbi__hdr_test(&s);\n    fseek(f, pos, SEEK_SET);\n    return res;\n#else\n    STBI_NOTUSED(f);\n    return 0;\n#endif\n}\n#endif // !STBI_NO_STDIO\n\nSTBIDEF int      stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user)\n{\n#ifndef STBI_NO_HDR\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__hdr_test(&s);\n#else\n    STBI_NOTUSED(clbk);\n    STBI_NOTUSED(user);\n    return 0;\n#endif\n}\n\n#ifndef STBI_NO_LINEAR\nstatic float stbi__l2h_gamma = 2.2f, stbi__l2h_scale = 1.0f;\n\nSTBIDEF void   stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }\nSTBIDEF void   stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }\n#endif\n\nstatic float stbi__h2l_gamma_i = 1.0f / 2.2f, stbi__h2l_scale_i = 1.0f;\n\nSTBIDEF void   stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1 / gamma; }\nSTBIDEF void   stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1 / scale; }\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Common code used by all image loaders\n//\n\nenum\n{\n    STBI__SCAN_load = 0,\n    STBI__SCAN_type,\n    STBI__SCAN_header\n};\n\nstatic void stbi__refill_buffer(stbi__context* s)\n{\n    int n = (s->io.read)(s->io_user_data, (char*)s->buffer_start, s->buflen);\n    s->callback_already_read += (int)(s->img_buffer - s->img_buffer_original);\n    if (n == 0) {\n        // at end of file, treat same as if from memory, but need to handle case\n        // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file\n        s->read_from_callbacks = 0;\n        s->img_buffer = s->buffer_start;\n        s->img_buffer_end = s->buffer_start + 1;\n        *s->img_buffer = 0;\n    }\n    else {\n        s->img_buffer = s->buffer_start;\n        s->img_buffer_end = s->buffer_start + n;\n    }\n}\n\nstbi_inline static stbi_uc stbi__get8(stbi__context* s)\n{\n    if (s->img_buffer < s->img_buffer_end)\n        return *s->img_buffer++;\n    if (s->read_from_callbacks) {\n        stbi__refill_buffer(s);\n        return *s->img_buffer++;\n    }\n    return 0;\n}\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\nstbi_inline static int stbi__at_eof(stbi__context* s)\n{\n    if (s->io.read) {\n        if (!(s->io.eof)(s->io_user_data)) return 0;\n        // if feof() is true, check if buffer = end\n        // special case: we've only got the special 0 character at the end\n        if (s->read_from_callbacks == 0) return 1;\n    }\n\n    return s->img_buffer >= s->img_buffer_end;\n}\n#endif\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic void stbi__skip(stbi__context* s, int n)\n{\n    if (n == 0) return;  // already there!\n    if (n < 0) {\n        s->img_buffer = s->img_buffer_end;\n        return;\n    }\n    if (s->io.read) {\n        int blen = (int)(s->img_buffer_end - s->img_buffer);\n        if (blen < n) {\n            s->img_buffer = s->img_buffer_end;\n            (s->io.skip)(s->io_user_data, n - blen);\n            return;\n        }\n    }\n    s->img_buffer += n;\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM)\n// nothing\n#else\nstatic int stbi__getn(stbi__context* s, stbi_uc* buffer, int n)\n{\n    if (s->io.read) {\n        int blen = (int)(s->img_buffer_end - s->img_buffer);\n        if (blen < n) {\n            int res, count;\n\n            memcpy(buffer, s->img_buffer, blen);\n\n            count = (s->io.read)(s->io_user_data, (char*)buffer + blen, n - blen);\n            res = (count == (n - blen));\n            s->img_buffer = s->img_buffer_end;\n            return res;\n        }\n    }\n\n    if (s->img_buffer + n <= s->img_buffer_end) {\n        memcpy(buffer, s->img_buffer, n);\n        s->img_buffer += n;\n        return 1;\n    }\n    else\n        return 0;\n}\n#endif\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic int stbi__get16be(stbi__context* s)\n{\n    int z = stbi__get8(s);\n    return (z << 8) + stbi__get8(s);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic stbi__uint32 stbi__get32be(stbi__context* s)\n{\n    stbi__uint32 z = stbi__get16be(s);\n    return (z << 16) + stbi__get16be(s);\n}\n#endif\n\n#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF)\n// nothing\n#else\nstatic int stbi__get16le(stbi__context* s)\n{\n    int z = stbi__get8(s);\n    return z + (stbi__get8(s) << 8);\n}\n#endif\n\n#ifndef STBI_NO_BMP\nstatic stbi__uint32 stbi__get32le(stbi__context* s)\n{\n    stbi__uint32 z = stbi__get16le(s);\n    return z + (stbi__get16le(s) << 16);\n}\n#endif\n\n#define STBI__BYTECAST(x)  ((stbi_uc) ((x) & 255))  // truncate int to byte without warnings\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\n//////////////////////////////////////////////////////////////////////////////\n//\n//  generic converter from built-in img_n to req_comp\n//    individual types do this automatically as much as possible (e.g. jpeg\n//    does all cases internally since it needs to colorspace convert anyway,\n//    and it never has alpha, so very few cases ). png can automatically\n//    interleave an alpha=255 channel, but falls back to this for other cases\n//\n//  assume data buffer is malloced, so malloc a new one and free that one\n//  only failure mode is malloc failing\n\nstatic stbi_uc stbi__compute_y(int r, int g, int b)\n{\n    return (stbi_uc)(((r * 77) + (g * 150) + (29 * b)) >> 8);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\nstatic unsigned char* stbi__convert_format(unsigned char* data, int img_n, int req_comp, unsigned int x, unsigned int y)\n{\n    int i, j;\n    unsigned char* good;\n\n    if (req_comp == img_n) return data;\n    STBI_ASSERT(req_comp >= 1 && req_comp <= 4);\n\n    good = (unsigned char*)stbi__malloc_mad3(req_comp, x, y, 0);\n    if (good == NULL) {\n        STBI_FREE(data);\n        return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    }\n\n    for (j = 0; j < (int)y; ++j) {\n        unsigned char* src = data + j * x * img_n;\n        unsigned char* dest = good + j * x * req_comp;\n\n#define STBI__COMBO(a,b)  ((a)*8+(b))\n#define STBI__CASE(a,b)   case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)\n        // convert source image with img_n components to one with req_comp components;\n        // avoid switch per pixel, so use switch per scanline and massive macros\n        switch (STBI__COMBO(img_n, req_comp)) {\n            STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 255; } break;\n            STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 255; } break;\n            STBI__CASE(2, 1) { dest[0] = src[0]; } break;\n            STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break;\n            STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 255; } break;\n            STBI__CASE(3, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break;\n            STBI__CASE(3, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = 255; } break;\n            STBI__CASE(4, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break;\n            STBI__CASE(4, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = src[3]; } break;\n            STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break;\n        default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc(\"unsupported\", \"Unsupported format conversion\");\n        }\n#undef STBI__CASE\n    }\n\n    STBI_FREE(data);\n    return good;\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)\n// nothing\n#else\nstatic stbi__uint16 stbi__compute_y_16(int r, int g, int b)\n{\n    return (stbi__uint16)(((r * 77) + (g * 150) + (29 * b)) >> 8);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)\n// nothing\n#else\nstatic stbi__uint16* stbi__convert_format16(stbi__uint16* data, int img_n, int req_comp, unsigned int x, unsigned int y)\n{\n    int i, j;\n    stbi__uint16* good;\n\n    if (req_comp == img_n) return data;\n    STBI_ASSERT(req_comp >= 1 && req_comp <= 4);\n\n    good = (stbi__uint16*)stbi__malloc(req_comp * x * y * 2);\n    if (good == NULL) {\n        STBI_FREE(data);\n        return (stbi__uint16*)stbi__errpuc(\"outofmem\", \"Out of memory\");\n    }\n\n    for (j = 0; j < (int)y; ++j) {\n        stbi__uint16* src = data + j * x * img_n;\n        stbi__uint16* dest = good + j * x * req_comp;\n\n#define STBI__COMBO(a,b)  ((a)*8+(b))\n#define STBI__CASE(a,b)   case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)\n        // convert source image with img_n components to one with req_comp components;\n        // avoid switch per pixel, so use switch per scanline and massive macros\n        switch (STBI__COMBO(img_n, req_comp)) {\n            STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 0xffff; } break;\n            STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 0xffff; } break;\n            STBI__CASE(2, 1) { dest[0] = src[0]; } break;\n            STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break;\n            STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 0xffff; } break;\n            STBI__CASE(3, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break;\n            STBI__CASE(3, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = 0xffff; } break;\n            STBI__CASE(4, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break;\n            STBI__CASE(4, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = src[3]; } break;\n            STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break;\n        default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*)stbi__errpuc(\"unsupported\", \"Unsupported format conversion\");\n        }\n#undef STBI__CASE\n    }\n\n    STBI_FREE(data);\n    return good;\n}\n#endif\n\n#ifndef STBI_NO_LINEAR\nstatic float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp)\n{\n    int i, k, n;\n    float* output;\n    if (!data) return NULL;\n    output = (float*)stbi__malloc_mad4(x, y, comp, sizeof(float), 0);\n    if (output == NULL) { STBI_FREE(data); return stbi__errpf(\"outofmem\", \"Out of memory\"); }\n    // compute number of non-alpha components\n    if (comp & 1) n = comp; else n = comp - 1;\n    for (i = 0; i < x * y; ++i) {\n        for (k = 0; k < n; ++k) {\n            output[i * comp + k] = (float)(pow(data[i * comp + k] / 255.0f, stbi__l2h_gamma) * stbi__l2h_scale);\n        }\n    }\n    if (n < comp) {\n        for (i = 0; i < x * y; ++i) {\n            output[i * comp + n] = data[i * comp + n] / 255.0f;\n        }\n    }\n    STBI_FREE(data);\n    return output;\n}\n#endif\n\n#ifndef STBI_NO_HDR\n#define stbi__float2int(x)   ((int) (x))\nstatic stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp)\n{\n    int i, k, n;\n    stbi_uc* output;\n    if (!data) return NULL;\n    output = (stbi_uc*)stbi__malloc_mad3(x, y, comp, 0);\n    if (output == NULL) { STBI_FREE(data); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n    // compute number of non-alpha components\n    if (comp & 1) n = comp; else n = comp - 1;\n    for (i = 0; i < x * y; ++i) {\n        for (k = 0; k < n; ++k) {\n            float z = (float)pow(data[i * comp + k] * stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;\n            if (z < 0) z = 0;\n            if (z > 255) z = 255;\n            output[i * comp + k] = (stbi_uc)stbi__float2int(z);\n        }\n        if (k < comp) {\n            float z = data[i * comp + k] * 255 + 0.5f;\n            if (z < 0) z = 0;\n            if (z > 255) z = 255;\n            output[i * comp + k] = (stbi_uc)stbi__float2int(z);\n        }\n    }\n    STBI_FREE(data);\n    return output;\n}\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//  \"baseline\" JPEG/JFIF decoder\n//\n//    simple implementation\n//      - doesn't support delayed output of y-dimension\n//      - simple interface (only one output format: 8-bit interleaved RGB)\n//      - doesn't try to recover corrupt jpegs\n//      - doesn't allow partial loading, loading multiple at once\n//      - still fast on x86 (copying globals into locals doesn't help x86)\n//      - allocates lots of intermediate memory (full size of all components)\n//        - non-interleaved case requires this anyway\n//        - allows good upsampling (see next)\n//    high-quality\n//      - upsampled channels are bilinearly interpolated, even across blocks\n//      - quality integer IDCT derived from IJG's 'slow'\n//    performance\n//      - fast huffman; reasonable integer IDCT\n//      - some SIMD kernels for common paths on targets with SSE2/NEON\n//      - uses a lot of intermediate memory, could cache poorly\n\n#ifndef STBI_NO_JPEG\n\n// huffman decoding acceleration\n#define FAST_BITS   9  // larger handles more cases; smaller stomps less cache\n\ntypedef struct\n{\n    stbi_uc  fast[1 << FAST_BITS];\n    // weirdly, repacking this into AoS is a 10% speed loss, instead of a win\n    stbi__uint16 code[256];\n    stbi_uc  values[256];\n    stbi_uc  size[257];\n    unsigned int maxcode[18];\n    int    delta[17];   // old 'firstsymbol' - old 'firstcode'\n} stbi__huffman;\n\ntypedef struct\n{\n    stbi__context* s;\n    stbi__huffman huff_dc[4];\n    stbi__huffman huff_ac[4];\n    stbi__uint16 dequant[4][64];\n    stbi__int16 fast_ac[4][1 << FAST_BITS];\n\n    // sizes for components, interleaved MCUs\n    int img_h_max, img_v_max;\n    int img_mcu_x, img_mcu_y;\n    int img_mcu_w, img_mcu_h;\n\n    // definition of jpeg image component\n    struct\n    {\n        int id;\n        int h, v;\n        int tq;\n        int hd, ha;\n        int dc_pred;\n\n        int x, y, w2, h2;\n        stbi_uc* data;\n        void* raw_data, * raw_coeff;\n        stbi_uc* linebuf;\n        short* coeff;   // progressive only\n        int      coeff_w, coeff_h; // number of 8x8 coefficient blocks\n    } img_comp[4];\n\n    stbi__uint32   code_buffer; // jpeg entropy-coded buffer\n    int            code_bits;   // number of valid bits\n    unsigned char  marker;      // marker seen while filling entropy buffer\n    int            nomore;      // flag if we saw a marker so must stop\n\n    int            progressive;\n    int            spec_start;\n    int            spec_end;\n    int            succ_high;\n    int            succ_low;\n    int            eob_run;\n    int            jfif;\n    int            app14_color_transform; // Adobe APP14 tag\n    int            rgb;\n\n    int scan_n, order[4];\n    int restart_interval, todo;\n\n    // kernels\n    void (*idct_block_kernel)(stbi_uc* out, int out_stride, short data[64]);\n    void (*YCbCr_to_RGB_kernel)(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step);\n    stbi_uc* (*resample_row_hv_2_kernel)(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs);\n} stbi__jpeg;\n\nstatic int stbi__build_huffman(stbi__huffman* h, int* count)\n{\n    int i, j, k = 0;\n    unsigned int code;\n    // build size list for each symbol (from JPEG spec)\n    for (i = 0; i < 16; ++i)\n        for (j = 0; j < count[i]; ++j)\n            h->size[k++] = (stbi_uc)(i + 1);\n    h->size[k] = 0;\n\n    // compute actual symbols (from jpeg spec)\n    code = 0;\n    k = 0;\n    for (j = 1; j <= 16; ++j) {\n        // compute delta to add to code to compute symbol id\n        h->delta[j] = k - code;\n        if (h->size[k] == j) {\n            while (h->size[k] == j)\n                h->code[k++] = (stbi__uint16)(code++);\n            if (code - 1 >= (1u << j)) return stbi__err(\"bad code lengths\", \"Corrupt JPEG\");\n        }\n        // compute largest code + 1 for this size, preshifted as needed later\n        h->maxcode[j] = code << (16 - j);\n        code <<= 1;\n    }\n    h->maxcode[j] = 0xffffffff;\n\n    // build non-spec acceleration table; 255 is flag for not-accelerated\n    memset(h->fast, 255, 1 << FAST_BITS);\n    for (i = 0; i < k; ++i) {\n        int s = h->size[i];\n        if (s <= FAST_BITS) {\n            int c = h->code[i] << (FAST_BITS - s);\n            int m = 1 << (FAST_BITS - s);\n            for (j = 0; j < m; ++j) {\n                h->fast[c + j] = (stbi_uc)i;\n            }\n        }\n    }\n    return 1;\n}\n\n// build a table that decodes both magnitude and value of small ACs in\n// one go.\nstatic void stbi__build_fast_ac(stbi__int16* fast_ac, stbi__huffman* h)\n{\n    int i;\n    for (i = 0; i < (1 << FAST_BITS); ++i) {\n        stbi_uc fast = h->fast[i];\n        fast_ac[i] = 0;\n        if (fast < 255) {\n            int rs = h->values[fast];\n            int run = (rs >> 4) & 15;\n            int magbits = rs & 15;\n            int len = h->size[fast];\n\n            if (magbits && len + magbits <= FAST_BITS) {\n                // magnitude code followed by receive_extend code\n                int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits);\n                int m = 1 << (magbits - 1);\n                if (k < m) k += (~0U << magbits) + 1;\n                // if the result is small enough, we can fit it in fast_ac table\n                if (k >= -128 && k <= 127)\n                    fast_ac[i] = (stbi__int16)((k * 256) + (run * 16) + (len + magbits));\n            }\n        }\n    }\n}\n\nstatic void stbi__grow_buffer_unsafe(stbi__jpeg* j)\n{\n    do {\n        unsigned int b = j->nomore ? 0 : stbi__get8(j->s);\n        if (b == 0xff) {\n            int c = stbi__get8(j->s);\n            while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes\n            if (c != 0) {\n                j->marker = (unsigned char)c;\n                j->nomore = 1;\n                return;\n            }\n        }\n        j->code_buffer |= b << (24 - j->code_bits);\n        j->code_bits += 8;\n    } while (j->code_bits <= 24);\n}\n\n// (1 << n) - 1\nstatic const stbi__uint32 stbi__bmask[17] = { 0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535 };\n\n// decode a jpeg huffman value from the bitstream\nstbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg* j, stbi__huffman* h)\n{\n    unsigned int temp;\n    int c, k;\n\n    if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\n    // look at the top FAST_BITS and determine what symbol ID it is,\n    // if the code is <= FAST_BITS\n    c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n    k = h->fast[c];\n    if (k < 255) {\n        int s = h->size[k];\n        if (s > j->code_bits)\n            return -1;\n        j->code_buffer <<= s;\n        j->code_bits -= s;\n        return h->values[k];\n    }\n\n    // naive test is to shift the code_buffer down so k bits are\n    // valid, then test against maxcode. To speed this up, we've\n    // preshifted maxcode left so that it has (16-k) 0s at the\n    // end; in other words, regardless of the number of bits, it\n    // wants to be compared against something shifted to have 16;\n    // that way we don't need to shift inside the loop.\n    temp = j->code_buffer >> 16;\n    for (k = FAST_BITS + 1; ; ++k)\n        if (temp < h->maxcode[k])\n            break;\n    if (k == 17) {\n        // error! code not found\n        j->code_bits -= 16;\n        return -1;\n    }\n\n    if (k > j->code_bits)\n        return -1;\n\n    // convert the huffman code to the symbol id\n    c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];\n    STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);\n\n    // convert the id to a symbol\n    j->code_bits -= k;\n    j->code_buffer <<= k;\n    return h->values[c];\n}\n\n// bias[n] = (-1<<n) + 1\nstatic const int stbi__jbias[16] = { 0,-1,-3,-7,-15,-31,-63,-127,-255,-511,-1023,-2047,-4095,-8191,-16383,-32767 };\n\n// combined JPEG 'receive' and JPEG 'extend', since baseline\n// always extends everything it receives.\nstbi_inline static int stbi__extend_receive(stbi__jpeg* j, int n)\n{\n    unsigned int k;\n    int sgn;\n    if (j->code_bits < n) stbi__grow_buffer_unsafe(j);\n\n    sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB\n    k = stbi_lrot(j->code_buffer, n);\n    if (n < 0 || n >= (int)(sizeof(stbi__bmask) / sizeof(*stbi__bmask))) return 0;\n    j->code_buffer = k & ~stbi__bmask[n];\n    k &= stbi__bmask[n];\n    j->code_bits -= n;\n    return k + (stbi__jbias[n] & ~sgn);\n}\n\n// get some unsigned bits\nstbi_inline static int stbi__jpeg_get_bits(stbi__jpeg* j, int n)\n{\n    unsigned int k;\n    if (j->code_bits < n) stbi__grow_buffer_unsafe(j);\n    k = stbi_lrot(j->code_buffer, n);\n    j->code_buffer = k & ~stbi__bmask[n];\n    k &= stbi__bmask[n];\n    j->code_bits -= n;\n    return k;\n}\n\nstbi_inline static int stbi__jpeg_get_bit(stbi__jpeg* j)\n{\n    unsigned int k;\n    if (j->code_bits < 1) stbi__grow_buffer_unsafe(j);\n    k = j->code_buffer;\n    j->code_buffer <<= 1;\n    --j->code_bits;\n    return k & 0x80000000;\n}\n\n// given a value that's at position X in the zigzag stream,\n// where does it appear in the 8x8 matrix coded as row-major?\nstatic const stbi_uc stbi__jpeg_dezigzag[64 + 15] =\n{\n    0,  1,  8, 16,  9,  2,  3, 10,\n   17, 24, 32, 25, 18, 11,  4,  5,\n   12, 19, 26, 33, 40, 48, 41, 34,\n   27, 20, 13,  6,  7, 14, 21, 28,\n   35, 42, 49, 56, 57, 50, 43, 36,\n   29, 22, 15, 23, 30, 37, 44, 51,\n   58, 59, 52, 45, 38, 31, 39, 46,\n   53, 60, 61, 54, 47, 55, 62, 63,\n   // let corrupt input sample past end\n   63, 63, 63, 63, 63, 63, 63, 63,\n   63, 63, 63, 63, 63, 63, 63\n};\n\n// decode one 64-entry block--\nstatic int stbi__jpeg_decode_block(stbi__jpeg* j, short data[64], stbi__huffman* hdc, stbi__huffman* hac, stbi__int16* fac, int b, stbi__uint16* dequant)\n{\n    int diff, dc, k;\n    int t;\n\n    if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n    t = stbi__jpeg_huff_decode(j, hdc);\n    if (t < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n\n    // 0 all the ac values now so we can do it 32-bits at a time\n    memset(data, 0, 64 * sizeof(data[0]));\n\n    diff = t ? stbi__extend_receive(j, t) : 0;\n    dc = j->img_comp[b].dc_pred + diff;\n    j->img_comp[b].dc_pred = dc;\n    data[0] = (short)(dc * dequant[0]);\n\n    // decode AC components, see JPEG spec\n    k = 1;\n    do {\n        unsigned int zig;\n        int c, r, s;\n        if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n        c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n        r = fac[c];\n        if (r) { // fast-AC path\n            k += (r >> 4) & 15; // run\n            s = r & 15; // combined length\n            j->code_buffer <<= s;\n            j->code_bits -= s;\n            // decode into unzigzag'd location\n            zig = stbi__jpeg_dezigzag[k++];\n            data[zig] = (short)((r >> 8) * dequant[zig]);\n        }\n        else {\n            int rs = stbi__jpeg_huff_decode(j, hac);\n            if (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n            s = rs & 15;\n            r = rs >> 4;\n            if (s == 0) {\n                if (rs != 0xf0) break; // end block\n                k += 16;\n            }\n            else {\n                k += r;\n                // decode into unzigzag'd location\n                zig = stbi__jpeg_dezigzag[k++];\n                data[zig] = (short)(stbi__extend_receive(j, s) * dequant[zig]);\n            }\n        }\n    } while (k < 64);\n    return 1;\n}\n\nstatic int stbi__jpeg_decode_block_prog_dc(stbi__jpeg* j, short data[64], stbi__huffman* hdc, int b)\n{\n    int diff, dc;\n    int t;\n    if (j->spec_end != 0) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n\n    if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\n    if (j->succ_high == 0) {\n        // first scan for DC coefficient, must be first\n        memset(data, 0, 64 * sizeof(data[0])); // 0 all the ac values now\n        t = stbi__jpeg_huff_decode(j, hdc);\n        if (t == -1) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n        diff = t ? stbi__extend_receive(j, t) : 0;\n\n        dc = j->img_comp[b].dc_pred + diff;\n        j->img_comp[b].dc_pred = dc;\n        data[0] = (short)(dc << j->succ_low);\n    }\n    else {\n        // refinement scan for DC coefficient\n        if (stbi__jpeg_get_bit(j))\n            data[0] += (short)(1 << j->succ_low);\n    }\n    return 1;\n}\n\n// @OPTIMIZE: store non-zigzagged during the decode passes,\n// and only de-zigzag when dequantizing\nstatic int stbi__jpeg_decode_block_prog_ac(stbi__jpeg* j, short data[64], stbi__huffman* hac, stbi__int16* fac)\n{\n    int k;\n    if (j->spec_start == 0) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n\n    if (j->succ_high == 0) {\n        int shift = j->succ_low;\n\n        if (j->eob_run) {\n            --j->eob_run;\n            return 1;\n        }\n\n        k = j->spec_start;\n        do {\n            unsigned int zig;\n            int c, r, s;\n            if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n            c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n            r = fac[c];\n            if (r) { // fast-AC path\n                k += (r >> 4) & 15; // run\n                s = r & 15; // combined length\n                j->code_buffer <<= s;\n                j->code_bits -= s;\n                zig = stbi__jpeg_dezigzag[k++];\n                data[zig] = (short)((r >> 8) << shift);\n            }\n            else {\n                int rs = stbi__jpeg_huff_decode(j, hac);\n                if (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n                s = rs & 15;\n                r = rs >> 4;\n                if (s == 0) {\n                    if (r < 15) {\n                        j->eob_run = (1 << r);\n                        if (r)\n                            j->eob_run += stbi__jpeg_get_bits(j, r);\n                        --j->eob_run;\n                        break;\n                    }\n                    k += 16;\n                }\n                else {\n                    k += r;\n                    zig = stbi__jpeg_dezigzag[k++];\n                    data[zig] = (short)(stbi__extend_receive(j, s) << shift);\n                }\n            }\n        } while (k <= j->spec_end);\n    }\n    else {\n        // refinement scan for these AC coefficients\n\n        short bit = (short)(1 << j->succ_low);\n\n        if (j->eob_run) {\n            --j->eob_run;\n            for (k = j->spec_start; k <= j->spec_end; ++k) {\n                short* p = &data[stbi__jpeg_dezigzag[k]];\n                if (*p != 0)\n                    if (stbi__jpeg_get_bit(j))\n                        if ((*p & bit) == 0) {\n                            if (*p > 0)\n                                *p += bit;\n                            else\n                                *p -= bit;\n                        }\n            }\n        }\n        else {\n            k = j->spec_start;\n            do {\n                int r, s;\n                int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh\n                if (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n                s = rs & 15;\n                r = rs >> 4;\n                if (s == 0) {\n                    if (r < 15) {\n                        j->eob_run = (1 << r) - 1;\n                        if (r)\n                            j->eob_run += stbi__jpeg_get_bits(j, r);\n                        r = 64; // force end of block\n                    }\n                    else {\n                        // r=15 s=0 should write 16 0s, so we just do\n                        // a run of 15 0s and then write s (which is 0),\n                        // so we don't have to do anything special here\n                    }\n                }\n                else {\n                    if (s != 1) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n                    // sign bit\n                    if (stbi__jpeg_get_bit(j))\n                        s = bit;\n                    else\n                        s = -bit;\n                }\n\n                // advance by r\n                while (k <= j->spec_end) {\n                    short* p = &data[stbi__jpeg_dezigzag[k++]];\n                    if (*p != 0) {\n                        if (stbi__jpeg_get_bit(j))\n                            if ((*p & bit) == 0) {\n                                if (*p > 0)\n                                    *p += bit;\n                                else\n                                    *p -= bit;\n                            }\n                    }\n                    else {\n                        if (r == 0) {\n                            *p = (short)s;\n                            break;\n                        }\n                        --r;\n                    }\n                }\n            } while (k <= j->spec_end);\n        }\n    }\n    return 1;\n}\n\n// take a -128..127 value and stbi__clamp it and convert to 0..255\nstbi_inline static stbi_uc stbi__clamp(int x)\n{\n    // trick to use a single test to catch both cases\n    if ((unsigned int)x > 255) {\n        if (x < 0) return 0;\n        if (x > 255) return 255;\n    }\n    return (stbi_uc)x;\n}\n\n#define stbi__f2f(x)  ((int) (((x) * 4096 + 0.5)))\n#define stbi__fsh(x)  ((x) * 4096)\n\n// derived from jidctint -- DCT_ISLOW\n#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \\\n   int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \\\n   p2 = s2;                                    \\\n   p3 = s6;                                    \\\n   p1 = (p2+p3) * stbi__f2f(0.5411961f);       \\\n   t2 = p1 + p3*stbi__f2f(-1.847759065f);      \\\n   t3 = p1 + p2*stbi__f2f( 0.765366865f);      \\\n   p2 = s0;                                    \\\n   p3 = s4;                                    \\\n   t0 = stbi__fsh(p2+p3);                      \\\n   t1 = stbi__fsh(p2-p3);                      \\\n   x0 = t0+t3;                                 \\\n   x3 = t0-t3;                                 \\\n   x1 = t1+t2;                                 \\\n   x2 = t1-t2;                                 \\\n   t0 = s7;                                    \\\n   t1 = s5;                                    \\\n   t2 = s3;                                    \\\n   t3 = s1;                                    \\\n   p3 = t0+t2;                                 \\\n   p4 = t1+t3;                                 \\\n   p1 = t0+t3;                                 \\\n   p2 = t1+t2;                                 \\\n   p5 = (p3+p4)*stbi__f2f( 1.175875602f);      \\\n   t0 = t0*stbi__f2f( 0.298631336f);           \\\n   t1 = t1*stbi__f2f( 2.053119869f);           \\\n   t2 = t2*stbi__f2f( 3.072711026f);           \\\n   t3 = t3*stbi__f2f( 1.501321110f);           \\\n   p1 = p5 + p1*stbi__f2f(-0.899976223f);      \\\n   p2 = p5 + p2*stbi__f2f(-2.562915447f);      \\\n   p3 = p3*stbi__f2f(-1.961570560f);           \\\n   p4 = p4*stbi__f2f(-0.390180644f);           \\\n   t3 += p1+p4;                                \\\n   t2 += p2+p3;                                \\\n   t1 += p2+p4;                                \\\n   t0 += p1+p3;\n\nstatic void stbi__idct_block(stbi_uc* out, int out_stride, short data[64])\n{\n    int i, val[64], * v = val;\n    stbi_uc* o;\n    short* d = data;\n\n    // columns\n    for (i = 0; i < 8; ++i, ++d, ++v) {\n        // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing\n        if (d[8] == 0 && d[16] == 0 && d[24] == 0 && d[32] == 0\n            && d[40] == 0 && d[48] == 0 && d[56] == 0) {\n            //    no shortcut                 0     seconds\n            //    (1|2|3|4|5|6|7)==0          0     seconds\n            //    all separate               -0.047 seconds\n            //    1 && 2|3 && 4|5 && 6|7:    -0.047 seconds\n            int dcterm = d[0] * 4;\n            v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;\n        }\n        else {\n            STBI__IDCT_1D(d[0], d[8], d[16], d[24], d[32], d[40], d[48], d[56])\n                // constants scaled things up by 1<<12; let's bring them back\n                // down, but keep 2 extra bits of precision\n                x0 += 512; x1 += 512; x2 += 512; x3 += 512;\n            v[0] = (x0 + t3) >> 10;\n            v[56] = (x0 - t3) >> 10;\n            v[8] = (x1 + t2) >> 10;\n            v[48] = (x1 - t2) >> 10;\n            v[16] = (x2 + t1) >> 10;\n            v[40] = (x2 - t1) >> 10;\n            v[24] = (x3 + t0) >> 10;\n            v[32] = (x3 - t0) >> 10;\n        }\n    }\n\n    for (i = 0, v = val, o = out; i < 8; ++i, v += 8, o += out_stride) {\n        // no fast case since the first 1D IDCT spread components out\n        STBI__IDCT_1D(v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7])\n            // constants scaled things up by 1<<12, plus we had 1<<2 from first\n            // loop, plus horizontal and vertical each scale by sqrt(8) so together\n            // we've got an extra 1<<3, so 1<<17 total we need to remove.\n            // so we want to round that, which means adding 0.5 * 1<<17,\n            // aka 65536. Also, we'll end up with -128 to 127 that we want\n            // to encode as 0..255 by adding 128, so we'll add that before the shift\n            x0 += 65536 + (128 << 17);\n        x1 += 65536 + (128 << 17);\n        x2 += 65536 + (128 << 17);\n        x3 += 65536 + (128 << 17);\n        // tried computing the shifts into temps, or'ing the temps to see\n        // if any were out of range, but that was slower\n        o[0] = stbi__clamp((x0 + t3) >> 17);\n        o[7] = stbi__clamp((x0 - t3) >> 17);\n        o[1] = stbi__clamp((x1 + t2) >> 17);\n        o[6] = stbi__clamp((x1 - t2) >> 17);\n        o[2] = stbi__clamp((x2 + t1) >> 17);\n        o[5] = stbi__clamp((x2 - t1) >> 17);\n        o[3] = stbi__clamp((x3 + t0) >> 17);\n        o[4] = stbi__clamp((x3 - t0) >> 17);\n    }\n}\n\n#ifdef STBI_SSE2\n// sse2 integer IDCT. not the fastest possible implementation but it\n// produces bit-identical results to the generic C version so it's\n// fully \"transparent\".\nstatic void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64])\n{\n    // This is constructed to match our regular (generic) integer IDCT exactly.\n    __m128i row0, row1, row2, row3, row4, row5, row6, row7;\n    __m128i tmp;\n\n    // dot product constant: even elems=x, odd elems=y\n#define dct_const(x,y)  _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y))\n\n// out(0) = c0[even]*x + c0[odd]*y   (c0, x, y 16-bit, out 32-bit)\n// out(1) = c1[even]*x + c1[odd]*y\n#define dct_rot(out0,out1, x,y,c0,c1) \\\n      __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \\\n      __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \\\n      __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \\\n      __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \\\n      __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \\\n      __m128i out1##_h = _mm_madd_epi16(c0##hi, c1)\n\n   // out = in << 12  (in 16-bit, out 32-bit)\n#define dct_widen(out, in) \\\n      __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \\\n      __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4)\n\n   // wide add\n#define dct_wadd(out, a, b) \\\n      __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \\\n      __m128i out##_h = _mm_add_epi32(a##_h, b##_h)\n\n   // wide sub\n#define dct_wsub(out, a, b) \\\n      __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \\\n      __m128i out##_h = _mm_sub_epi32(a##_h, b##_h)\n\n   // butterfly a/b, add bias, then shift by \"s\" and pack\n#define dct_bfly32o(out0, out1, a,b,bias,s) \\\n      { \\\n         __m128i abiased_l = _mm_add_epi32(a##_l, bias); \\\n         __m128i abiased_h = _mm_add_epi32(a##_h, bias); \\\n         dct_wadd(sum, abiased, b); \\\n         dct_wsub(dif, abiased, b); \\\n         out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \\\n         out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \\\n      }\n\n   // 8-bit interleave step (for transposes)\n#define dct_interleave8(a, b) \\\n      tmp = a; \\\n      a = _mm_unpacklo_epi8(a, b); \\\n      b = _mm_unpackhi_epi8(tmp, b)\n\n   // 16-bit interleave step (for transposes)\n#define dct_interleave16(a, b) \\\n      tmp = a; \\\n      a = _mm_unpacklo_epi16(a, b); \\\n      b = _mm_unpackhi_epi16(tmp, b)\n\n#define dct_pass(bias,shift) \\\n      { \\\n         /* even part */ \\\n         dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \\\n         __m128i sum04 = _mm_add_epi16(row0, row4); \\\n         __m128i dif04 = _mm_sub_epi16(row0, row4); \\\n         dct_widen(t0e, sum04); \\\n         dct_widen(t1e, dif04); \\\n         dct_wadd(x0, t0e, t3e); \\\n         dct_wsub(x3, t0e, t3e); \\\n         dct_wadd(x1, t1e, t2e); \\\n         dct_wsub(x2, t1e, t2e); \\\n         /* odd part */ \\\n         dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \\\n         dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \\\n         __m128i sum17 = _mm_add_epi16(row1, row7); \\\n         __m128i sum35 = _mm_add_epi16(row3, row5); \\\n         dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \\\n         dct_wadd(x4, y0o, y4o); \\\n         dct_wadd(x5, y1o, y5o); \\\n         dct_wadd(x6, y2o, y5o); \\\n         dct_wadd(x7, y3o, y4o); \\\n         dct_bfly32o(row0,row7, x0,x7,bias,shift); \\\n         dct_bfly32o(row1,row6, x1,x6,bias,shift); \\\n         dct_bfly32o(row2,row5, x2,x5,bias,shift); \\\n         dct_bfly32o(row3,row4, x3,x4,bias,shift); \\\n      }\n\n    __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f));\n    __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f(0.765366865f), stbi__f2f(0.5411961f));\n    __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f));\n    __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f));\n    __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), stbi__f2f(-1.961570560f));\n    __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f));\n    __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), stbi__f2f(-0.390180644f));\n    __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f));\n\n    // rounding biases in column/row passes, see stbi__idct_block for explanation.\n    __m128i bias_0 = _mm_set1_epi32(512);\n    __m128i bias_1 = _mm_set1_epi32(65536 + (128 << 17));\n\n    // load\n    row0 = _mm_load_si128((const __m128i*) (data + 0 * 8));\n    row1 = _mm_load_si128((const __m128i*) (data + 1 * 8));\n    row2 = _mm_load_si128((const __m128i*) (data + 2 * 8));\n    row3 = _mm_load_si128((const __m128i*) (data + 3 * 8));\n    row4 = _mm_load_si128((const __m128i*) (data + 4 * 8));\n    row5 = _mm_load_si128((const __m128i*) (data + 5 * 8));\n    row6 = _mm_load_si128((const __m128i*) (data + 6 * 8));\n    row7 = _mm_load_si128((const __m128i*) (data + 7 * 8));\n\n    // column pass\n    dct_pass(bias_0, 10);\n\n    {\n        // 16bit 8x8 transpose pass 1\n        dct_interleave16(row0, row4);\n        dct_interleave16(row1, row5);\n        dct_interleave16(row2, row6);\n        dct_interleave16(row3, row7);\n\n        // transpose pass 2\n        dct_interleave16(row0, row2);\n        dct_interleave16(row1, row3);\n        dct_interleave16(row4, row6);\n        dct_interleave16(row5, row7);\n\n        // transpose pass 3\n        dct_interleave16(row0, row1);\n        dct_interleave16(row2, row3);\n        dct_interleave16(row4, row5);\n        dct_interleave16(row6, row7);\n    }\n\n    // row pass\n    dct_pass(bias_1, 17);\n\n    {\n        // pack\n        __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7\n        __m128i p1 = _mm_packus_epi16(row2, row3);\n        __m128i p2 = _mm_packus_epi16(row4, row5);\n        __m128i p3 = _mm_packus_epi16(row6, row7);\n\n        // 8bit 8x8 transpose pass 1\n        dct_interleave8(p0, p2); // a0e0a1e1...\n        dct_interleave8(p1, p3); // c0g0c1g1...\n\n        // transpose pass 2\n        dct_interleave8(p0, p1); // a0c0e0g0...\n        dct_interleave8(p2, p3); // b0d0f0h0...\n\n        // transpose pass 3\n        dct_interleave8(p0, p2); // a0b0c0d0...\n        dct_interleave8(p1, p3); // a4b4c4d4...\n\n        // store\n        _mm_storel_epi64((__m128i*) out, p0); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, p2); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, p1); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, p3); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p3, 0x4e));\n    }\n\n#undef dct_const\n#undef dct_rot\n#undef dct_widen\n#undef dct_wadd\n#undef dct_wsub\n#undef dct_bfly32o\n#undef dct_interleave8\n#undef dct_interleave16\n#undef dct_pass\n}\n\n#endif // STBI_SSE2\n\n#ifdef STBI_NEON\n\n// NEON integer IDCT. should produce bit-identical\n// results to the generic C version.\nstatic void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64])\n{\n    int16x8_t row0, row1, row2, row3, row4, row5, row6, row7;\n\n    int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f));\n    int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f));\n    int16x4_t rot0_2 = vdup_n_s16(stbi__f2f(0.765366865f));\n    int16x4_t rot1_0 = vdup_n_s16(stbi__f2f(1.175875602f));\n    int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f));\n    int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f));\n    int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f));\n    int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f));\n    int16x4_t rot3_0 = vdup_n_s16(stbi__f2f(0.298631336f));\n    int16x4_t rot3_1 = vdup_n_s16(stbi__f2f(2.053119869f));\n    int16x4_t rot3_2 = vdup_n_s16(stbi__f2f(3.072711026f));\n    int16x4_t rot3_3 = vdup_n_s16(stbi__f2f(1.501321110f));\n\n#define dct_long_mul(out, inq, coeff) \\\n   int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \\\n   int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff)\n\n#define dct_long_mac(out, acc, inq, coeff) \\\n   int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \\\n   int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff)\n\n#define dct_widen(out, inq) \\\n   int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \\\n   int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12)\n\n    // wide add\n#define dct_wadd(out, a, b) \\\n   int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \\\n   int32x4_t out##_h = vaddq_s32(a##_h, b##_h)\n\n// wide sub\n#define dct_wsub(out, a, b) \\\n   int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \\\n   int32x4_t out##_h = vsubq_s32(a##_h, b##_h)\n\n// butterfly a/b, then shift using \"shiftop\" by \"s\" and pack\n#define dct_bfly32o(out0,out1, a,b,shiftop,s) \\\n   { \\\n      dct_wadd(sum, a, b); \\\n      dct_wsub(dif, a, b); \\\n      out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \\\n      out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \\\n   }\n\n#define dct_pass(shiftop, shift) \\\n   { \\\n      /* even part */ \\\n      int16x8_t sum26 = vaddq_s16(row2, row6); \\\n      dct_long_mul(p1e, sum26, rot0_0); \\\n      dct_long_mac(t2e, p1e, row6, rot0_1); \\\n      dct_long_mac(t3e, p1e, row2, rot0_2); \\\n      int16x8_t sum04 = vaddq_s16(row0, row4); \\\n      int16x8_t dif04 = vsubq_s16(row0, row4); \\\n      dct_widen(t0e, sum04); \\\n      dct_widen(t1e, dif04); \\\n      dct_wadd(x0, t0e, t3e); \\\n      dct_wsub(x3, t0e, t3e); \\\n      dct_wadd(x1, t1e, t2e); \\\n      dct_wsub(x2, t1e, t2e); \\\n      /* odd part */ \\\n      int16x8_t sum15 = vaddq_s16(row1, row5); \\\n      int16x8_t sum17 = vaddq_s16(row1, row7); \\\n      int16x8_t sum35 = vaddq_s16(row3, row5); \\\n      int16x8_t sum37 = vaddq_s16(row3, row7); \\\n      int16x8_t sumodd = vaddq_s16(sum17, sum35); \\\n      dct_long_mul(p5o, sumodd, rot1_0); \\\n      dct_long_mac(p1o, p5o, sum17, rot1_1); \\\n      dct_long_mac(p2o, p5o, sum35, rot1_2); \\\n      dct_long_mul(p3o, sum37, rot2_0); \\\n      dct_long_mul(p4o, sum15, rot2_1); \\\n      dct_wadd(sump13o, p1o, p3o); \\\n      dct_wadd(sump24o, p2o, p4o); \\\n      dct_wadd(sump23o, p2o, p3o); \\\n      dct_wadd(sump14o, p1o, p4o); \\\n      dct_long_mac(x4, sump13o, row7, rot3_0); \\\n      dct_long_mac(x5, sump24o, row5, rot3_1); \\\n      dct_long_mac(x6, sump23o, row3, rot3_2); \\\n      dct_long_mac(x7, sump14o, row1, rot3_3); \\\n      dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \\\n      dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \\\n      dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \\\n      dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \\\n   }\n\n   // load\n    row0 = vld1q_s16(data + 0 * 8);\n    row1 = vld1q_s16(data + 1 * 8);\n    row2 = vld1q_s16(data + 2 * 8);\n    row3 = vld1q_s16(data + 3 * 8);\n    row4 = vld1q_s16(data + 4 * 8);\n    row5 = vld1q_s16(data + 5 * 8);\n    row6 = vld1q_s16(data + 6 * 8);\n    row7 = vld1q_s16(data + 7 * 8);\n\n    // add DC bias\n    row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0));\n\n    // column pass\n    dct_pass(vrshrn_n_s32, 10);\n\n    // 16bit 8x8 transpose\n    {\n        // these three map to a single VTRN.16, VTRN.32, and VSWP, respectively.\n        // whether compilers actually get this is another story, sadly.\n#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; }\n#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); }\n#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); }\n\n      // pass 1\n        dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6\n        dct_trn16(row2, row3);\n        dct_trn16(row4, row5);\n        dct_trn16(row6, row7);\n\n        // pass 2\n        dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4\n        dct_trn32(row1, row3);\n        dct_trn32(row4, row6);\n        dct_trn32(row5, row7);\n\n        // pass 3\n        dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0\n        dct_trn64(row1, row5);\n        dct_trn64(row2, row6);\n        dct_trn64(row3, row7);\n\n#undef dct_trn16\n#undef dct_trn32\n#undef dct_trn64\n    }\n\n    // row pass\n    // vrshrn_n_s32 only supports shifts up to 16, we need\n    // 17. so do a non-rounding shift of 16 first then follow\n    // up with a rounding shift by 1.\n    dct_pass(vshrn_n_s32, 16);\n\n    {\n        // pack and round\n        uint8x8_t p0 = vqrshrun_n_s16(row0, 1);\n        uint8x8_t p1 = vqrshrun_n_s16(row1, 1);\n        uint8x8_t p2 = vqrshrun_n_s16(row2, 1);\n        uint8x8_t p3 = vqrshrun_n_s16(row3, 1);\n        uint8x8_t p4 = vqrshrun_n_s16(row4, 1);\n        uint8x8_t p5 = vqrshrun_n_s16(row5, 1);\n        uint8x8_t p6 = vqrshrun_n_s16(row6, 1);\n        uint8x8_t p7 = vqrshrun_n_s16(row7, 1);\n\n        // again, these can translate into one instruction, but often don't.\n#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; }\n#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); }\n#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); }\n\n      // sadly can't use interleaved stores here since we only write\n      // 8 bytes to each scan line!\n\n      // 8x8 8-bit transpose pass 1\n        dct_trn8_8(p0, p1);\n        dct_trn8_8(p2, p3);\n        dct_trn8_8(p4, p5);\n        dct_trn8_8(p6, p7);\n\n        // pass 2\n        dct_trn8_16(p0, p2);\n        dct_trn8_16(p1, p3);\n        dct_trn8_16(p4, p6);\n        dct_trn8_16(p5, p7);\n\n        // pass 3\n        dct_trn8_32(p0, p4);\n        dct_trn8_32(p1, p5);\n        dct_trn8_32(p2, p6);\n        dct_trn8_32(p3, p7);\n\n        // store\n        vst1_u8(out, p0); out += out_stride;\n        vst1_u8(out, p1); out += out_stride;\n        vst1_u8(out, p2); out += out_stride;\n        vst1_u8(out, p3); out += out_stride;\n        vst1_u8(out, p4); out += out_stride;\n        vst1_u8(out, p5); out += out_stride;\n        vst1_u8(out, p6); out += out_stride;\n        vst1_u8(out, p7);\n\n#undef dct_trn8_8\n#undef dct_trn8_16\n#undef dct_trn8_32\n    }\n\n#undef dct_long_mul\n#undef dct_long_mac\n#undef dct_widen\n#undef dct_wadd\n#undef dct_wsub\n#undef dct_bfly32o\n#undef dct_pass\n}\n\n#endif // STBI_NEON\n\n#define STBI__MARKER_none  0xff\n// if there's a pending marker from the entropy stream, return that\n// otherwise, fetch from the stream and get a marker. if there's no\n// marker, return 0xff, which is never a valid marker value\nstatic stbi_uc stbi__get_marker(stbi__jpeg* j)\n{\n    stbi_uc x;\n    if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }\n    x = stbi__get8(j->s);\n    if (x != 0xff) return STBI__MARKER_none;\n    while (x == 0xff)\n        x = stbi__get8(j->s); // consume repeated 0xff fill bytes\n    return x;\n}\n\n// in each scan, we'll have scan_n components, and the order\n// of the components is specified by order[]\n#define STBI__RESTART(x)     ((x) >= 0xd0 && (x) <= 0xd7)\n\n// after a restart interval, stbi__jpeg_reset the entropy decoder and\n// the dc prediction\nstatic void stbi__jpeg_reset(stbi__jpeg* j)\n{\n    j->code_bits = 0;\n    j->code_buffer = 0;\n    j->nomore = 0;\n    j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0;\n    j->marker = STBI__MARKER_none;\n    j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;\n    j->eob_run = 0;\n    // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,\n    // since we don't even allow 1<<30 pixels\n}\n\nstatic int stbi__parse_entropy_coded_data(stbi__jpeg* z)\n{\n    stbi__jpeg_reset(z);\n    if (!z->progressive) {\n        if (z->scan_n == 1) {\n            int i, j;\n            STBI_SIMD_ALIGN(short, data[64]);\n            int n = z->order[0];\n            // non-interleaved data, we just need to process one block at a time,\n            // in trivial scanline order\n            // number of blocks to do just depends on how many actual \"pixels\" this\n            // component has, independent of interleaved MCU blocking and such\n            int w = (z->img_comp[n].x + 7) >> 3;\n            int h = (z->img_comp[n].y + 7) >> 3;\n            for (j = 0; j < h; ++j) {\n                for (i = 0; i < w; ++i) {\n                    int ha = z->img_comp[n].ha;\n                    if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;\n                    z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data);\n                    // every data block is an MCU, so countdown the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        // if it's NOT a restart, then just bail, so we get corrupt data\n                        // rather than no data\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n        else { // interleaved\n            int i, j, k, x, y;\n            STBI_SIMD_ALIGN(short, data[64]);\n            for (j = 0; j < z->img_mcu_y; ++j) {\n                for (i = 0; i < z->img_mcu_x; ++i) {\n                    // scan an interleaved mcu... process scan_n components in order\n                    for (k = 0; k < z->scan_n; ++k) {\n                        int n = z->order[k];\n                        // scan out an mcu's worth of this component; that's just determined\n                        // by the basic H and V specified for the component\n                        for (y = 0; y < z->img_comp[n].v; ++y) {\n                            for (x = 0; x < z->img_comp[n].h; ++x) {\n                                int x2 = (i * z->img_comp[n].h + x) * 8;\n                                int y2 = (j * z->img_comp[n].v + y) * 8;\n                                int ha = z->img_comp[n].ha;\n                                if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;\n                                z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * y2 + x2, z->img_comp[n].w2, data);\n                            }\n                        }\n                    }\n                    // after all interleaved components, that's an interleaved MCU,\n                    // so now count down the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n    }\n    else {\n        if (z->scan_n == 1) {\n            int i, j;\n            int n = z->order[0];\n            // non-interleaved data, we just need to process one block at a time,\n            // in trivial scanline order\n            // number of blocks to do just depends on how many actual \"pixels\" this\n            // component has, independent of interleaved MCU blocking and such\n            int w = (z->img_comp[n].x + 7) >> 3;\n            int h = (z->img_comp[n].y + 7) >> 3;\n            for (j = 0; j < h; ++j) {\n                for (i = 0; i < w; ++i) {\n                    short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);\n                    if (z->spec_start == 0) {\n                        if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))\n                            return 0;\n                    }\n                    else {\n                        int ha = z->img_comp[n].ha;\n                        if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha]))\n                            return 0;\n                    }\n                    // every data block is an MCU, so countdown the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n        else { // interleaved\n            int i, j, k, x, y;\n            for (j = 0; j < z->img_mcu_y; ++j) {\n                for (i = 0; i < z->img_mcu_x; ++i) {\n                    // scan an interleaved mcu... process scan_n components in order\n                    for (k = 0; k < z->scan_n; ++k) {\n                        int n = z->order[k];\n                        // scan out an mcu's worth of this component; that's just determined\n                        // by the basic H and V specified for the component\n                        for (y = 0; y < z->img_comp[n].v; ++y) {\n                            for (x = 0; x < z->img_comp[n].h; ++x) {\n                                int x2 = (i * z->img_comp[n].h + x);\n                                int y2 = (j * z->img_comp[n].v + y);\n                                short* data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w);\n                                if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))\n                                    return 0;\n                            }\n                        }\n                    }\n                    // after all interleaved components, that's an interleaved MCU,\n                    // so now count down the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n    }\n}\n\nstatic void stbi__jpeg_dequantize(short* data, stbi__uint16* dequant)\n{\n    int i;\n    for (i = 0; i < 64; ++i)\n        data[i] *= dequant[i];\n}\n\nstatic void stbi__jpeg_finish(stbi__jpeg* z)\n{\n    if (z->progressive) {\n        // dequantize and idct the data\n        int i, j, n;\n        for (n = 0; n < z->s->img_n; ++n) {\n            int w = (z->img_comp[n].x + 7) >> 3;\n            int h = (z->img_comp[n].y + 7) >> 3;\n            for (j = 0; j < h; ++j) {\n                for (i = 0; i < w; ++i) {\n                    short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);\n                    stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]);\n                    z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data);\n                }\n            }\n        }\n    }\n}\n\nstatic int stbi__process_marker(stbi__jpeg* z, int m)\n{\n    int L;\n    switch (m) {\n    case STBI__MARKER_none: // no marker found\n        return stbi__err(\"expected marker\", \"Corrupt JPEG\");\n\n    case 0xDD: // DRI - specify restart interval\n        if (stbi__get16be(z->s) != 4) return stbi__err(\"bad DRI len\", \"Corrupt JPEG\");\n        z->restart_interval = stbi__get16be(z->s);\n        return 1;\n\n    case 0xDB: // DQT - define quantization table\n        L = stbi__get16be(z->s) - 2;\n        while (L > 0) {\n            int q = stbi__get8(z->s);\n            int p = q >> 4, sixteen = (p != 0);\n            int t = q & 15, i;\n            if (p != 0 && p != 1) return stbi__err(\"bad DQT type\", \"Corrupt JPEG\");\n            if (t > 3) return stbi__err(\"bad DQT table\", \"Corrupt JPEG\");\n\n            for (i = 0; i < 64; ++i)\n                z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s));\n            L -= (sixteen ? 129 : 65);\n        }\n        return L == 0;\n\n    case 0xC4: // DHT - define huffman table\n        L = stbi__get16be(z->s) - 2;\n        while (L > 0) {\n            stbi_uc* v;\n            int sizes[16], i, n = 0;\n            int q = stbi__get8(z->s);\n            int tc = q >> 4;\n            int th = q & 15;\n            if (tc > 1 || th > 3) return stbi__err(\"bad DHT header\", \"Corrupt JPEG\");\n            for (i = 0; i < 16; ++i) {\n                sizes[i] = stbi__get8(z->s);\n                n += sizes[i];\n            }\n            L -= 17;\n            if (tc == 0) {\n                if (!stbi__build_huffman(z->huff_dc + th, sizes)) return 0;\n                v = z->huff_dc[th].values;\n            }\n            else {\n                if (!stbi__build_huffman(z->huff_ac + th, sizes)) return 0;\n                v = z->huff_ac[th].values;\n            }\n            for (i = 0; i < n; ++i)\n                v[i] = stbi__get8(z->s);\n            if (tc != 0)\n                stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th);\n            L -= n;\n        }\n        return L == 0;\n    }\n\n    // check for comment block or APP blocks\n    if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {\n        L = stbi__get16be(z->s);\n        if (L < 2) {\n            if (m == 0xFE)\n                return stbi__err(\"bad COM len\", \"Corrupt JPEG\");\n            else\n                return stbi__err(\"bad APP len\", \"Corrupt JPEG\");\n        }\n        L -= 2;\n\n        if (m == 0xE0 && L >= 5) { // JFIF APP0 segment\n            static const unsigned char tag[5] = { 'J','F','I','F','\\0' };\n            int ok = 1;\n            int i;\n            for (i = 0; i < 5; ++i)\n                if (stbi__get8(z->s) != tag[i])\n                    ok = 0;\n            L -= 5;\n            if (ok)\n                z->jfif = 1;\n        }\n        else if (m == 0xEE && L >= 12) { // Adobe APP14 segment\n            static const unsigned char tag[6] = { 'A','d','o','b','e','\\0' };\n            int ok = 1;\n            int i;\n            for (i = 0; i < 6; ++i)\n                if (stbi__get8(z->s) != tag[i])\n                    ok = 0;\n            L -= 6;\n            if (ok) {\n                stbi__get8(z->s); // version\n                stbi__get16be(z->s); // flags0\n                stbi__get16be(z->s); // flags1\n                z->app14_color_transform = stbi__get8(z->s); // color transform\n                L -= 6;\n            }\n        }\n\n        stbi__skip(z->s, L);\n        return 1;\n    }\n\n    return stbi__err(\"unknown marker\", \"Corrupt JPEG\");\n}\n\n// after we see SOS\nstatic int stbi__process_scan_header(stbi__jpeg* z)\n{\n    int i;\n    int Ls = stbi__get16be(z->s);\n    z->scan_n = stbi__get8(z->s);\n    if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int)z->s->img_n) return stbi__err(\"bad SOS component count\", \"Corrupt JPEG\");\n    if (Ls != 6 + 2 * z->scan_n) return stbi__err(\"bad SOS len\", \"Corrupt JPEG\");\n    for (i = 0; i < z->scan_n; ++i) {\n        int id = stbi__get8(z->s), which;\n        int q = stbi__get8(z->s);\n        for (which = 0; which < z->s->img_n; ++which)\n            if (z->img_comp[which].id == id)\n                break;\n        if (which == z->s->img_n) return 0; // no match\n        z->img_comp[which].hd = q >> 4;   if (z->img_comp[which].hd > 3) return stbi__err(\"bad DC huff\", \"Corrupt JPEG\");\n        z->img_comp[which].ha = q & 15;   if (z->img_comp[which].ha > 3) return stbi__err(\"bad AC huff\", \"Corrupt JPEG\");\n        z->order[i] = which;\n    }\n\n    {\n        int aa;\n        z->spec_start = stbi__get8(z->s);\n        z->spec_end = stbi__get8(z->s); // should be 63, but might be 0\n        aa = stbi__get8(z->s);\n        z->succ_high = (aa >> 4);\n        z->succ_low = (aa & 15);\n        if (z->progressive) {\n            if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13)\n                return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n        }\n        else {\n            if (z->spec_start != 0) return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n            if (z->succ_high != 0 || z->succ_low != 0) return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n            z->spec_end = 63;\n        }\n    }\n\n    return 1;\n}\n\nstatic int stbi__free_jpeg_components(stbi__jpeg* z, int ncomp, int why)\n{\n    int i;\n    for (i = 0; i < ncomp; ++i) {\n        if (z->img_comp[i].raw_data) {\n            STBI_FREE(z->img_comp[i].raw_data);\n            z->img_comp[i].raw_data = NULL;\n            z->img_comp[i].data = NULL;\n        }\n        if (z->img_comp[i].raw_coeff) {\n            STBI_FREE(z->img_comp[i].raw_coeff);\n            z->img_comp[i].raw_coeff = 0;\n            z->img_comp[i].coeff = 0;\n        }\n        if (z->img_comp[i].linebuf) {\n            STBI_FREE(z->img_comp[i].linebuf);\n            z->img_comp[i].linebuf = NULL;\n        }\n    }\n    return why;\n}\n\nstatic int stbi__process_frame_header(stbi__jpeg* z, int scan)\n{\n    stbi__context* s = z->s;\n    int Lf, p, i, q, h_max = 1, v_max = 1, c;\n    Lf = stbi__get16be(s);         if (Lf < 11) return stbi__err(\"bad SOF len\", \"Corrupt JPEG\"); // JPEG\n    p = stbi__get8(s);            if (p != 8) return stbi__err(\"only 8-bit\", \"JPEG format not supported: 8-bit only\"); // JPEG baseline\n    s->img_y = stbi__get16be(s);   if (s->img_y == 0) return stbi__err(\"no header height\", \"JPEG format not supported: delayed height\"); // Legal, but we don't handle it--but neither does IJG\n    s->img_x = stbi__get16be(s);   if (s->img_x == 0) return stbi__err(\"0 width\", \"Corrupt JPEG\"); // JPEG requires\n    if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n    if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n    c = stbi__get8(s);\n    if (c != 3 && c != 1 && c != 4) return stbi__err(\"bad component count\", \"Corrupt JPEG\");\n    s->img_n = c;\n    for (i = 0; i < c; ++i) {\n        z->img_comp[i].data = NULL;\n        z->img_comp[i].linebuf = NULL;\n    }\n\n    if (Lf != 8 + 3 * s->img_n) return stbi__err(\"bad SOF len\", \"Corrupt JPEG\");\n\n    z->rgb = 0;\n    for (i = 0; i < s->img_n; ++i) {\n        static const unsigned char rgb[3] = { 'R', 'G', 'B' };\n        z->img_comp[i].id = stbi__get8(s);\n        if (s->img_n == 3 && z->img_comp[i].id == rgb[i])\n            ++z->rgb;\n        q = stbi__get8(s);\n        z->img_comp[i].h = (q >> 4);  if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err(\"bad H\", \"Corrupt JPEG\");\n        z->img_comp[i].v = q & 15;    if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err(\"bad V\", \"Corrupt JPEG\");\n        z->img_comp[i].tq = stbi__get8(s);  if (z->img_comp[i].tq > 3) return stbi__err(\"bad TQ\", \"Corrupt JPEG\");\n    }\n\n    if (scan != STBI__SCAN_load) return 1;\n\n    if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err(\"too large\", \"Image too large to decode\");\n\n    for (i = 0; i < s->img_n; ++i) {\n        if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;\n        if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;\n    }\n\n    // compute interleaved mcu info\n    z->img_h_max = h_max;\n    z->img_v_max = v_max;\n    z->img_mcu_w = h_max * 8;\n    z->img_mcu_h = v_max * 8;\n    // these sizes can't be more than 17 bits\n    z->img_mcu_x = (s->img_x + z->img_mcu_w - 1) / z->img_mcu_w;\n    z->img_mcu_y = (s->img_y + z->img_mcu_h - 1) / z->img_mcu_h;\n\n    for (i = 0; i < s->img_n; ++i) {\n        // number of effective pixels (e.g. for non-interleaved MCU)\n        z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max - 1) / h_max;\n        z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max - 1) / v_max;\n        // to simplify generation, we'll allocate enough memory to decode\n        // the bogus oversized data from using interleaved MCUs and their\n        // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't\n        // discard the extra data until colorspace conversion\n        //\n        // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier)\n        // so these muls can't overflow with 32-bit ints (which we require)\n        z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;\n        z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;\n        z->img_comp[i].coeff = 0;\n        z->img_comp[i].raw_coeff = 0;\n        z->img_comp[i].linebuf = NULL;\n        z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15);\n        if (z->img_comp[i].raw_data == NULL)\n            return stbi__free_jpeg_components(z, i + 1, stbi__err(\"outofmem\", \"Out of memory\"));\n        // align blocks for idct using mmx/sse\n        z->img_comp[i].data = (stbi_uc*)(((size_t)z->img_comp[i].raw_data + 15) & ~15);\n        if (z->progressive) {\n            // w2, h2 are multiples of 8 (see above)\n            z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8;\n            z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8;\n            z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15);\n            if (z->img_comp[i].raw_coeff == NULL)\n                return stbi__free_jpeg_components(z, i + 1, stbi__err(\"outofmem\", \"Out of memory\"));\n            z->img_comp[i].coeff = (short*)(((size_t)z->img_comp[i].raw_coeff + 15) & ~15);\n        }\n    }\n\n    return 1;\n}\n\n// use comparisons since in some cases we handle more than one case (e.g. SOF)\n#define stbi__DNL(x)         ((x) == 0xdc)\n#define stbi__SOI(x)         ((x) == 0xd8)\n#define stbi__EOI(x)         ((x) == 0xd9)\n#define stbi__SOF(x)         ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2)\n#define stbi__SOS(x)         ((x) == 0xda)\n\n#define stbi__SOF_progressive(x)   ((x) == 0xc2)\n\nstatic int stbi__decode_jpeg_header(stbi__jpeg* z, int scan)\n{\n    int m;\n    z->jfif = 0;\n    z->app14_color_transform = -1; // valid values are 0,1,2\n    z->marker = STBI__MARKER_none; // initialize cached marker to empty\n    m = stbi__get_marker(z);\n    if (!stbi__SOI(m)) return stbi__err(\"no SOI\", \"Corrupt JPEG\");\n    if (scan == STBI__SCAN_type) return 1;\n    m = stbi__get_marker(z);\n    while (!stbi__SOF(m)) {\n        if (!stbi__process_marker(z, m)) return 0;\n        m = stbi__get_marker(z);\n        while (m == STBI__MARKER_none) {\n            // some files have extra padding after their blocks, so ok, we'll scan\n            if (stbi__at_eof(z->s)) return stbi__err(\"no SOF\", \"Corrupt JPEG\");\n            m = stbi__get_marker(z);\n        }\n    }\n    z->progressive = stbi__SOF_progressive(m);\n    if (!stbi__process_frame_header(z, scan)) return 0;\n    return 1;\n}\n\n// decode image to YCbCr format\nstatic int stbi__decode_jpeg_image(stbi__jpeg* j)\n{\n    int m;\n    for (m = 0; m < 4; m++) {\n        j->img_comp[m].raw_data = NULL;\n        j->img_comp[m].raw_coeff = NULL;\n    }\n    j->restart_interval = 0;\n    if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0;\n    m = stbi__get_marker(j);\n    while (!stbi__EOI(m)) {\n        if (stbi__SOS(m)) {\n            if (!stbi__process_scan_header(j)) return 0;\n            if (!stbi__parse_entropy_coded_data(j)) return 0;\n            if (j->marker == STBI__MARKER_none) {\n                // handle 0s at the end of image data from IP Kamera 9060\n                while (!stbi__at_eof(j->s)) {\n                    int x = stbi__get8(j->s);\n                    if (x == 255) {\n                        j->marker = stbi__get8(j->s);\n                        break;\n                    }\n                }\n                // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0\n            }\n        }\n        else if (stbi__DNL(m)) {\n            int Ld = stbi__get16be(j->s);\n            stbi__uint32 NL = stbi__get16be(j->s);\n            if (Ld != 4) return stbi__err(\"bad DNL len\", \"Corrupt JPEG\");\n            if (NL != j->s->img_y) return stbi__err(\"bad DNL height\", \"Corrupt JPEG\");\n        }\n        else {\n            if (!stbi__process_marker(j, m)) return 0;\n        }\n        m = stbi__get_marker(j);\n    }\n    if (j->progressive)\n        stbi__jpeg_finish(j);\n    return 1;\n}\n\n// static jfif-centered resampling (across block boundaries)\n\ntypedef stbi_uc* (*resample_row_func)(stbi_uc* out, stbi_uc* in0, stbi_uc* in1,\n    int w, int hs);\n\n#define stbi__div4(x) ((stbi_uc) ((x) >> 2))\n\nstatic stbi_uc* resample_row_1(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    STBI_NOTUSED(out);\n    STBI_NOTUSED(in_far);\n    STBI_NOTUSED(w);\n    STBI_NOTUSED(hs);\n    return in_near;\n}\n\nstatic stbi_uc* stbi__resample_row_v_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate two samples vertically for every one in input\n    int i;\n    STBI_NOTUSED(hs);\n    for (i = 0; i < w; ++i)\n        out[i] = stbi__div4(3 * in_near[i] + in_far[i] + 2);\n    return out;\n}\n\nstatic stbi_uc* stbi__resample_row_h_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate two samples horizontally for every one in input\n    int i;\n    stbi_uc* input = in_near;\n\n    if (w == 1) {\n        // if only one sample, can't do any interpolation\n        out[0] = out[1] = input[0];\n        return out;\n    }\n\n    out[0] = input[0];\n    out[1] = stbi__div4(input[0] * 3 + input[1] + 2);\n    for (i = 1; i < w - 1; ++i) {\n        int n = 3 * input[i] + 2;\n        out[i * 2 + 0] = stbi__div4(n + input[i - 1]);\n        out[i * 2 + 1] = stbi__div4(n + input[i + 1]);\n    }\n    out[i * 2 + 0] = stbi__div4(input[w - 2] * 3 + input[w - 1] + 2);\n    out[i * 2 + 1] = input[w - 1];\n\n    STBI_NOTUSED(in_far);\n    STBI_NOTUSED(hs);\n\n    return out;\n}\n\n#define stbi__div16(x) ((stbi_uc) ((x) >> 4))\n\nstatic stbi_uc* stbi__resample_row_hv_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate 2x2 samples for every one in input\n    int i, t0, t1;\n    if (w == 1) {\n        out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2);\n        return out;\n    }\n\n    t1 = 3 * in_near[0] + in_far[0];\n    out[0] = stbi__div4(t1 + 2);\n    for (i = 1; i < w; ++i) {\n        t0 = t1;\n        t1 = 3 * in_near[i] + in_far[i];\n        out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8);\n        out[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n    }\n    out[w * 2 - 1] = stbi__div4(t1 + 2);\n\n    STBI_NOTUSED(hs);\n\n    return out;\n}\n\n#if defined(STBI_SSE2) || defined(STBI_NEON)\nstatic stbi_uc* stbi__resample_row_hv_2_simd(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate 2x2 samples for every one in input\n    int i = 0, t0, t1;\n\n    if (w == 1) {\n        out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2);\n        return out;\n    }\n\n    t1 = 3 * in_near[0] + in_far[0];\n    // process groups of 8 pixels for as long as we can.\n    // note we can't handle the last pixel in a row in this loop\n    // because we need to handle the filter boundary conditions.\n    for (; i < ((w - 1) & ~7); i += 8) {\n#if defined(STBI_SSE2)\n        // load and perform the vertical filtering pass\n        // this uses 3*x + y = 4*x + (y - x)\n        __m128i zero = _mm_setzero_si128();\n        __m128i farb = _mm_loadl_epi64((__m128i*) (in_far + i));\n        __m128i nearb = _mm_loadl_epi64((__m128i*) (in_near + i));\n        __m128i farw = _mm_unpacklo_epi8(farb, zero);\n        __m128i nearw = _mm_unpacklo_epi8(nearb, zero);\n        __m128i diff = _mm_sub_epi16(farw, nearw);\n        __m128i nears = _mm_slli_epi16(nearw, 2);\n        __m128i curr = _mm_add_epi16(nears, diff); // current row\n\n        // horizontal filter works the same based on shifted vers of current\n        // row. \"prev\" is current row shifted right by 1 pixel; we need to\n        // insert the previous pixel value (from t1).\n        // \"next\" is current row shifted left by 1 pixel, with first pixel\n        // of next block of 8 pixels added in.\n        __m128i prv0 = _mm_slli_si128(curr, 2);\n        __m128i nxt0 = _mm_srli_si128(curr, 2);\n        __m128i prev = _mm_insert_epi16(prv0, t1, 0);\n        __m128i next = _mm_insert_epi16(nxt0, 3 * in_near[i + 8] + in_far[i + 8], 7);\n\n        // horizontal filter, polyphase implementation since it's convenient:\n        // even pixels = 3*cur + prev = cur*4 + (prev - cur)\n        // odd  pixels = 3*cur + next = cur*4 + (next - cur)\n        // note the shared term.\n        __m128i bias = _mm_set1_epi16(8);\n        __m128i curs = _mm_slli_epi16(curr, 2);\n        __m128i prvd = _mm_sub_epi16(prev, curr);\n        __m128i nxtd = _mm_sub_epi16(next, curr);\n        __m128i curb = _mm_add_epi16(curs, bias);\n        __m128i even = _mm_add_epi16(prvd, curb);\n        __m128i odd = _mm_add_epi16(nxtd, curb);\n\n        // interleave even and odd pixels, then undo scaling.\n        __m128i int0 = _mm_unpacklo_epi16(even, odd);\n        __m128i int1 = _mm_unpackhi_epi16(even, odd);\n        __m128i de0 = _mm_srli_epi16(int0, 4);\n        __m128i de1 = _mm_srli_epi16(int1, 4);\n\n        // pack and write output\n        __m128i outv = _mm_packus_epi16(de0, de1);\n        _mm_storeu_si128((__m128i*) (out + i * 2), outv);\n#elif defined(STBI_NEON)\n        // load and perform the vertical filtering pass\n        // this uses 3*x + y = 4*x + (y - x)\n        uint8x8_t farb = vld1_u8(in_far + i);\n        uint8x8_t nearb = vld1_u8(in_near + i);\n        int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb));\n        int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2));\n        int16x8_t curr = vaddq_s16(nears, diff); // current row\n\n        // horizontal filter works the same based on shifted vers of current\n        // row. \"prev\" is current row shifted right by 1 pixel; we need to\n        // insert the previous pixel value (from t1).\n        // \"next\" is current row shifted left by 1 pixel, with first pixel\n        // of next block of 8 pixels added in.\n        int16x8_t prv0 = vextq_s16(curr, curr, 7);\n        int16x8_t nxt0 = vextq_s16(curr, curr, 1);\n        int16x8_t prev = vsetq_lane_s16(t1, prv0, 0);\n        int16x8_t next = vsetq_lane_s16(3 * in_near[i + 8] + in_far[i + 8], nxt0, 7);\n\n        // horizontal filter, polyphase implementation since it's convenient:\n        // even pixels = 3*cur + prev = cur*4 + (prev - cur)\n        // odd  pixels = 3*cur + next = cur*4 + (next - cur)\n        // note the shared term.\n        int16x8_t curs = vshlq_n_s16(curr, 2);\n        int16x8_t prvd = vsubq_s16(prev, curr);\n        int16x8_t nxtd = vsubq_s16(next, curr);\n        int16x8_t even = vaddq_s16(curs, prvd);\n        int16x8_t odd = vaddq_s16(curs, nxtd);\n\n        // undo scaling and round, then store with even/odd phases interleaved\n        uint8x8x2_t o;\n        o.val[0] = vqrshrun_n_s16(even, 4);\n        o.val[1] = vqrshrun_n_s16(odd, 4);\n        vst2_u8(out + i * 2, o);\n#endif\n\n        // \"previous\" value for next iter\n        t1 = 3 * in_near[i + 7] + in_far[i + 7];\n    }\n\n    t0 = t1;\n    t1 = 3 * in_near[i] + in_far[i];\n    out[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n\n    for (++i; i < w; ++i) {\n        t0 = t1;\n        t1 = 3 * in_near[i] + in_far[i];\n        out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8);\n        out[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n    }\n    out[w * 2 - 1] = stbi__div4(t1 + 2);\n\n    STBI_NOTUSED(hs);\n\n    return out;\n}\n#endif\n\nstatic stbi_uc* stbi__resample_row_generic(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // resample with nearest-neighbor\n    int i, j;\n    STBI_NOTUSED(in_far);\n    for (i = 0; i < w; ++i)\n        for (j = 0; j < hs; ++j)\n            out[i * hs + j] = in_near[i];\n    return out;\n}\n\n// this is a reduced-precision calculation of YCbCr-to-RGB introduced\n// to make sure the code produces the same results in both SIMD and scalar\n#define stbi__float2fixed(x)  (((int) ((x) * 4096.0f + 0.5f)) << 8)\nstatic void stbi__YCbCr_to_RGB_row(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step)\n{\n    int i;\n    for (i = 0; i < count; ++i) {\n        int y_fixed = (y[i] << 20) + (1 << 19); // rounding\n        int r, g, b;\n        int cr = pcr[i] - 128;\n        int cb = pcb[i] - 128;\n        r = y_fixed + cr * stbi__float2fixed(1.40200f);\n        g = y_fixed + (cr * -stbi__float2fixed(0.71414f)) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000);\n        b = y_fixed + cb * stbi__float2fixed(1.77200f);\n        r >>= 20;\n        g >>= 20;\n        b >>= 20;\n        if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; }\n        if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; }\n        if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; }\n        out[0] = (stbi_uc)r;\n        out[1] = (stbi_uc)g;\n        out[2] = (stbi_uc)b;\n        out[3] = 255;\n        out += step;\n    }\n}\n\n#if defined(STBI_SSE2) || defined(STBI_NEON)\nstatic void stbi__YCbCr_to_RGB_simd(stbi_uc* out, stbi_uc const* y, stbi_uc const* pcb, stbi_uc const* pcr, int count, int step)\n{\n    int i = 0;\n\n#ifdef STBI_SSE2\n    // step == 3 is pretty ugly on the final interleave, and i'm not convinced\n    // it's useful in practice (you wouldn't use it for textures, for example).\n    // so just accelerate step == 4 case.\n    if (step == 4) {\n        // this is a fairly straightforward implementation and not super-optimized.\n        __m128i signflip = _mm_set1_epi8(-0x80);\n        __m128i cr_const0 = _mm_set1_epi16((short)(1.40200f * 4096.0f + 0.5f));\n        __m128i cr_const1 = _mm_set1_epi16(-(short)(0.71414f * 4096.0f + 0.5f));\n        __m128i cb_const0 = _mm_set1_epi16(-(short)(0.34414f * 4096.0f + 0.5f));\n        __m128i cb_const1 = _mm_set1_epi16((short)(1.77200f * 4096.0f + 0.5f));\n        __m128i y_bias = _mm_set1_epi8((char)(unsigned char)128);\n        __m128i xw = _mm_set1_epi16(255); // alpha channel\n\n        for (; i + 7 < count; i += 8) {\n            // load\n            __m128i y_bytes = _mm_loadl_epi64((__m128i*) (y + i));\n            __m128i cr_bytes = _mm_loadl_epi64((__m128i*) (pcr + i));\n            __m128i cb_bytes = _mm_loadl_epi64((__m128i*) (pcb + i));\n            __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128\n            __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128\n\n            // unpack to short (and left-shift cr, cb by 8)\n            __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes);\n            __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased);\n            __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased);\n\n            // color transform\n            __m128i yws = _mm_srli_epi16(yw, 4);\n            __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw);\n            __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw);\n            __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1);\n            __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1);\n            __m128i rws = _mm_add_epi16(cr0, yws);\n            __m128i gwt = _mm_add_epi16(cb0, yws);\n            __m128i bws = _mm_add_epi16(yws, cb1);\n            __m128i gws = _mm_add_epi16(gwt, cr1);\n\n            // descale\n            __m128i rw = _mm_srai_epi16(rws, 4);\n            __m128i bw = _mm_srai_epi16(bws, 4);\n            __m128i gw = _mm_srai_epi16(gws, 4);\n\n            // back to byte, set up for transpose\n            __m128i brb = _mm_packus_epi16(rw, bw);\n            __m128i gxb = _mm_packus_epi16(gw, xw);\n\n            // transpose to interleave channels\n            __m128i t0 = _mm_unpacklo_epi8(brb, gxb);\n            __m128i t1 = _mm_unpackhi_epi8(brb, gxb);\n            __m128i o0 = _mm_unpacklo_epi16(t0, t1);\n            __m128i o1 = _mm_unpackhi_epi16(t0, t1);\n\n            // store\n            _mm_storeu_si128((__m128i*) (out + 0), o0);\n            _mm_storeu_si128((__m128i*) (out + 16), o1);\n            out += 32;\n        }\n    }\n#endif\n\n#ifdef STBI_NEON\n    // in this version, step=3 support would be easy to add. but is there demand?\n    if (step == 4) {\n        // this is a fairly straightforward implementation and not super-optimized.\n        uint8x8_t signflip = vdup_n_u8(0x80);\n        int16x8_t cr_const0 = vdupq_n_s16((short)(1.40200f * 4096.0f + 0.5f));\n        int16x8_t cr_const1 = vdupq_n_s16(-(short)(0.71414f * 4096.0f + 0.5f));\n        int16x8_t cb_const0 = vdupq_n_s16(-(short)(0.34414f * 4096.0f + 0.5f));\n        int16x8_t cb_const1 = vdupq_n_s16((short)(1.77200f * 4096.0f + 0.5f));\n\n        for (; i + 7 < count; i += 8) {\n            // load\n            uint8x8_t y_bytes = vld1_u8(y + i);\n            uint8x8_t cr_bytes = vld1_u8(pcr + i);\n            uint8x8_t cb_bytes = vld1_u8(pcb + i);\n            int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip));\n            int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip));\n\n            // expand to s16\n            int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4));\n            int16x8_t crw = vshll_n_s8(cr_biased, 7);\n            int16x8_t cbw = vshll_n_s8(cb_biased, 7);\n\n            // color transform\n            int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0);\n            int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0);\n            int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1);\n            int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1);\n            int16x8_t rws = vaddq_s16(yws, cr0);\n            int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1);\n            int16x8_t bws = vaddq_s16(yws, cb1);\n\n            // undo scaling, round, convert to byte\n            uint8x8x4_t o;\n            o.val[0] = vqrshrun_n_s16(rws, 4);\n            o.val[1] = vqrshrun_n_s16(gws, 4);\n            o.val[2] = vqrshrun_n_s16(bws, 4);\n            o.val[3] = vdup_n_u8(255);\n\n            // store, interleaving r/g/b/a\n            vst4_u8(out, o);\n            out += 8 * 4;\n        }\n    }\n#endif\n\n    for (; i < count; ++i) {\n        int y_fixed = (y[i] << 20) + (1 << 19); // rounding\n        int r, g, b;\n        int cr = pcr[i] - 128;\n        int cb = pcb[i] - 128;\n        r = y_fixed + cr * stbi__float2fixed(1.40200f);\n        g = y_fixed + cr * -stbi__float2fixed(0.71414f) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000);\n        b = y_fixed + cb * stbi__float2fixed(1.77200f);\n        r >>= 20;\n        g >>= 20;\n        b >>= 20;\n        if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; }\n        if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; }\n        if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; }\n        out[0] = (stbi_uc)r;\n        out[1] = (stbi_uc)g;\n        out[2] = (stbi_uc)b;\n        out[3] = 255;\n        out += step;\n    }\n}\n#endif\n\n// set up the kernels\nstatic void stbi__setup_jpeg(stbi__jpeg* j)\n{\n    j->idct_block_kernel = stbi__idct_block;\n    j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row;\n    j->resample_row_hv_2_kernel = stbi__resample_row_hv_2;\n\n#ifdef STBI_SSE2\n    if (stbi__sse2_available()) {\n        j->idct_block_kernel = stbi__idct_simd;\n        j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;\n        j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;\n    }\n#endif\n\n#ifdef STBI_NEON\n    j->idct_block_kernel = stbi__idct_simd;\n    j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;\n    j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;\n#endif\n}\n\n// clean up the temporary component buffers\nstatic void stbi__cleanup_jpeg(stbi__jpeg* j)\n{\n    stbi__free_jpeg_components(j, j->s->img_n, 0);\n}\n\ntypedef struct\n{\n    resample_row_func resample;\n    stbi_uc* line0, * line1;\n    int hs, vs;   // expansion factor in each axis\n    int w_lores; // horizontal pixels pre-expansion\n    int ystep;   // how far through vertical expansion we are\n    int ypos;    // which pre-expansion row we're on\n} stbi__resample;\n\n// fast 0..255 * 0..255 => 0..255 rounded multiplication\nstatic stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y)\n{\n    unsigned int t = x * y + 128;\n    return (stbi_uc)((t + (t >> 8)) >> 8);\n}\n\nstatic stbi_uc* load_jpeg_image(stbi__jpeg* z, int* out_x, int* out_y, int* comp, int req_comp)\n{\n    int n, decode_n, is_rgb;\n    z->s->img_n = 0; // make stbi__cleanup_jpeg safe\n\n    // validate req_comp\n    if (req_comp < 0 || req_comp > 4) return stbi__errpuc(\"bad req_comp\", \"Internal error\");\n\n    // load a jpeg image from whichever source, but leave in YCbCr format\n    if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }\n\n    // determine actual number of components to generate\n    n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1;\n\n    is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif));\n\n    if (z->s->img_n == 3 && n < 3 && !is_rgb)\n        decode_n = 1;\n    else\n        decode_n = z->s->img_n;\n\n    // resample and color-convert\n    {\n        int k;\n        unsigned int i, j;\n        stbi_uc* output;\n        stbi_uc* coutput[4] = { NULL, NULL, NULL, NULL };\n\n        stbi__resample res_comp[4];\n\n        for (k = 0; k < decode_n; ++k) {\n            stbi__resample* r = &res_comp[k];\n\n            // allocate line buffer big enough for upsampling off the edges\n            // with upsample factor of 4\n            z->img_comp[k].linebuf = (stbi_uc*)stbi__malloc(z->s->img_x + 3);\n            if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n\n            r->hs = z->img_h_max / z->img_comp[k].h;\n            r->vs = z->img_v_max / z->img_comp[k].v;\n            r->ystep = r->vs >> 1;\n            r->w_lores = (z->s->img_x + r->hs - 1) / r->hs;\n            r->ypos = 0;\n            r->line0 = r->line1 = z->img_comp[k].data;\n\n            if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;\n            else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;\n            else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;\n            else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel;\n            else                               r->resample = stbi__resample_row_generic;\n        }\n\n        // can't error after this so, this is safe\n        output = (stbi_uc*)stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1);\n        if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n\n        // now go ahead and resample\n        for (j = 0; j < z->s->img_y; ++j) {\n            stbi_uc* out = output + n * z->s->img_x * j;\n            for (k = 0; k < decode_n; ++k) {\n                stbi__resample* r = &res_comp[k];\n                int y_bot = r->ystep >= (r->vs >> 1);\n                coutput[k] = r->resample(z->img_comp[k].linebuf,\n                    y_bot ? r->line1 : r->line0,\n                    y_bot ? r->line0 : r->line1,\n                    r->w_lores, r->hs);\n                if (++r->ystep >= r->vs) {\n                    r->ystep = 0;\n                    r->line0 = r->line1;\n                    if (++r->ypos < z->img_comp[k].y)\n                        r->line1 += z->img_comp[k].w2;\n                }\n            }\n            if (n >= 3) {\n                stbi_uc* y = coutput[0];\n                if (z->s->img_n == 3) {\n                    if (is_rgb) {\n                        for (i = 0; i < z->s->img_x; ++i) {\n                            out[0] = y[i];\n                            out[1] = coutput[1][i];\n                            out[2] = coutput[2][i];\n                            out[3] = 255;\n                            out += n;\n                        }\n                    }\n                    else {\n                        z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n                    }\n                }\n                else if (z->s->img_n == 4) {\n                    if (z->app14_color_transform == 0) { // CMYK\n                        for (i = 0; i < z->s->img_x; ++i) {\n                            stbi_uc m = coutput[3][i];\n                            out[0] = stbi__blinn_8x8(coutput[0][i], m);\n                            out[1] = stbi__blinn_8x8(coutput[1][i], m);\n                            out[2] = stbi__blinn_8x8(coutput[2][i], m);\n                            out[3] = 255;\n                            out += n;\n                        }\n                    }\n                    else if (z->app14_color_transform == 2) { // YCCK\n                        z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n                        for (i = 0; i < z->s->img_x; ++i) {\n                            stbi_uc m = coutput[3][i];\n                            out[0] = stbi__blinn_8x8(255 - out[0], m);\n                            out[1] = stbi__blinn_8x8(255 - out[1], m);\n                            out[2] = stbi__blinn_8x8(255 - out[2], m);\n                            out += n;\n                        }\n                    }\n                    else { // YCbCr + alpha?  Ignore the fourth channel for now\n                        z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n                    }\n                }\n                else\n                    for (i = 0; i < z->s->img_x; ++i) {\n                        out[0] = out[1] = out[2] = y[i];\n                        out[3] = 255; // not used if n==3\n                        out += n;\n                    }\n            }\n            else {\n                if (is_rgb) {\n                    if (n == 1)\n                        for (i = 0; i < z->s->img_x; ++i)\n                            *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);\n                    else {\n                        for (i = 0; i < z->s->img_x; ++i, out += 2) {\n                            out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);\n                            out[1] = 255;\n                        }\n                    }\n                }\n                else if (z->s->img_n == 4 && z->app14_color_transform == 0) {\n                    for (i = 0; i < z->s->img_x; ++i) {\n                        stbi_uc m = coutput[3][i];\n                        stbi_uc r = stbi__blinn_8x8(coutput[0][i], m);\n                        stbi_uc g = stbi__blinn_8x8(coutput[1][i], m);\n                        stbi_uc b = stbi__blinn_8x8(coutput[2][i], m);\n                        out[0] = stbi__compute_y(r, g, b);\n                        out[1] = 255;\n                        out += n;\n                    }\n                }\n                else if (z->s->img_n == 4 && z->app14_color_transform == 2) {\n                    for (i = 0; i < z->s->img_x; ++i) {\n                        out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]);\n                        out[1] = 255;\n                        out += n;\n                    }\n                }\n                else {\n                    stbi_uc* y = coutput[0];\n                    if (n == 1)\n                        for (i = 0; i < z->s->img_x; ++i) out[i] = y[i];\n                    else\n                        for (i = 0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; }\n                }\n            }\n        }\n        stbi__cleanup_jpeg(z);\n        *out_x = z->s->img_x;\n        *out_y = z->s->img_y;\n        if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output\n        return output;\n    }\n}\n\nstatic void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    unsigned char* result;\n    stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg));\n    STBI_NOTUSED(ri);\n    j->s = s;\n    stbi__setup_jpeg(j);\n    result = load_jpeg_image(j, x, y, comp, req_comp);\n    STBI_FREE(j);\n    return result;\n}\n\nstatic int stbi__jpeg_test(stbi__context* s)\n{\n    int r;\n    stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg));\n    j->s = s;\n    stbi__setup_jpeg(j);\n    r = stbi__decode_jpeg_header(j, STBI__SCAN_type);\n    stbi__rewind(s);\n    STBI_FREE(j);\n    return r;\n}\n\nstatic int stbi__jpeg_info_raw(stbi__jpeg* j, int* x, int* y, int* comp)\n{\n    if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) {\n        stbi__rewind(j->s);\n        return 0;\n    }\n    if (x) *x = j->s->img_x;\n    if (y) *y = j->s->img_y;\n    if (comp) *comp = j->s->img_n >= 3 ? 3 : 1;\n    return 1;\n}\n\nstatic int stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int result;\n    stbi__jpeg* j = (stbi__jpeg*)(stbi__malloc(sizeof(stbi__jpeg)));\n    j->s = s;\n    result = stbi__jpeg_info_raw(j, x, y, comp);\n    STBI_FREE(j);\n    return result;\n}\n#endif\n\n// public domain zlib decode    v0.2  Sean Barrett 2006-11-18\n//    simple implementation\n//      - all input must be provided in an upfront buffer\n//      - all output is written to a single output buffer (can malloc/realloc)\n//    performance\n//      - fast huffman\n\n#ifndef STBI_NO_ZLIB\n\n// fast-way is faster to check than jpeg huffman, but slow way is slower\n#define STBI__ZFAST_BITS  9 // accelerate all cases in default tables\n#define STBI__ZFAST_MASK  ((1 << STBI__ZFAST_BITS) - 1)\n\n// zlib-style huffman encoding\n// (jpegs packs from left, zlib from right, so can't share code)\ntypedef struct\n{\n    stbi__uint16 fast[1 << STBI__ZFAST_BITS];\n    stbi__uint16 firstcode[16];\n    int maxcode[17];\n    stbi__uint16 firstsymbol[16];\n    stbi_uc  size[288];\n    stbi__uint16 value[288];\n} stbi__zhuffman;\n\nstbi_inline static int stbi__bitreverse16(int n)\n{\n    n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);\n    n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);\n    n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);\n    n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);\n    return n;\n}\n\nstbi_inline static int stbi__bit_reverse(int v, int bits)\n{\n    STBI_ASSERT(bits <= 16);\n    // to bit reverse n bits, reverse 16 and shift\n    // e.g. 11 bits, bit reverse and shift away 5\n    return stbi__bitreverse16(v) >> (16 - bits);\n}\n\nstatic int stbi__zbuild_huffman(stbi__zhuffman* z, const stbi_uc* sizelist, int num)\n{\n    int i, k = 0;\n    int code, next_code[16], sizes[17];\n\n    // DEFLATE spec for generating codes\n    memset(sizes, 0, sizeof(sizes));\n    memset(z->fast, 0, sizeof(z->fast));\n    for (i = 0; i < num; ++i)\n        ++sizes[sizelist[i]];\n    sizes[0] = 0;\n    for (i = 1; i < 16; ++i)\n        if (sizes[i] > (1 << i))\n            return stbi__err(\"bad sizes\", \"Corrupt PNG\");\n    code = 0;\n    for (i = 1; i < 16; ++i) {\n        next_code[i] = code;\n        z->firstcode[i] = (stbi__uint16)code;\n        z->firstsymbol[i] = (stbi__uint16)k;\n        code = (code + sizes[i]);\n        if (sizes[i])\n            if (code - 1 >= (1 << i)) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n        z->maxcode[i] = code << (16 - i); // preshift for inner loop\n        code <<= 1;\n        k += sizes[i];\n    }\n    z->maxcode[16] = 0x10000; // sentinel\n    for (i = 0; i < num; ++i) {\n        int s = sizelist[i];\n        if (s) {\n            int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];\n            stbi__uint16 fastv = (stbi__uint16)((s << 9) | i);\n            z->size[c] = (stbi_uc)s;\n            z->value[c] = (stbi__uint16)i;\n            if (s <= STBI__ZFAST_BITS) {\n                int j = stbi__bit_reverse(next_code[s], s);\n                while (j < (1 << STBI__ZFAST_BITS)) {\n                    z->fast[j] = fastv;\n                    j += (1 << s);\n                }\n            }\n            ++next_code[s];\n        }\n    }\n    return 1;\n}\n\n// zlib-from-memory implementation for PNG reading\n//    because PNG allows splitting the zlib stream arbitrarily,\n//    and it's annoying structurally to have PNG call ZLIB call PNG,\n//    we require PNG read all the IDATs and combine them into a single\n//    memory buffer\n\ntypedef struct\n{\n    stbi_uc* zbuffer, * zbuffer_end;\n    int num_bits;\n    stbi__uint32 code_buffer;\n\n    char* zout;\n    char* zout_start;\n    char* zout_end;\n    int   z_expandable;\n\n    stbi__zhuffman z_length, z_distance;\n} stbi__zbuf;\n\nstbi_inline static int stbi__zeof(stbi__zbuf* z)\n{\n    return (z->zbuffer >= z->zbuffer_end);\n}\n\nstbi_inline static stbi_uc stbi__zget8(stbi__zbuf* z)\n{\n    return stbi__zeof(z) ? 0 : *z->zbuffer++;\n}\n\nstatic void stbi__fill_bits(stbi__zbuf* z)\n{\n    do {\n        if (z->code_buffer >= (1U << z->num_bits)) {\n            z->zbuffer = z->zbuffer_end;  /* treat this as EOF so we fail. */\n            return;\n        }\n        z->code_buffer |= (unsigned int)stbi__zget8(z) << z->num_bits;\n        z->num_bits += 8;\n    } while (z->num_bits <= 24);\n}\n\nstbi_inline static unsigned int stbi__zreceive(stbi__zbuf* z, int n)\n{\n    unsigned int k;\n    if (z->num_bits < n) stbi__fill_bits(z);\n    k = z->code_buffer & ((1 << n) - 1);\n    z->code_buffer >>= n;\n    z->num_bits -= n;\n    return k;\n}\n\nstatic int stbi__zhuffman_decode_slowpath(stbi__zbuf* a, stbi__zhuffman* z)\n{\n    int b, s, k;\n    // not resolved by fast table, so compute it the slow way\n    // use jpeg approach, which requires MSbits at top\n    k = stbi__bit_reverse(a->code_buffer, 16);\n    for (s = STBI__ZFAST_BITS + 1; ; ++s)\n        if (k < z->maxcode[s])\n            break;\n    if (s >= 16) return -1; // invalid code!\n    // code size is s, so:\n    b = (k >> (16 - s)) - z->firstcode[s] + z->firstsymbol[s];\n    if (b >= sizeof(z->size)) return -1; // some data was corrupt somewhere!\n    if (z->size[b] != s) return -1;  // was originally an assert, but report failure instead.\n    a->code_buffer >>= s;\n    a->num_bits -= s;\n    return z->value[b];\n}\n\nstbi_inline static int stbi__zhuffman_decode(stbi__zbuf* a, stbi__zhuffman* z)\n{\n    int b, s;\n    if (a->num_bits < 16) {\n        if (stbi__zeof(a)) {\n            return -1;   /* report error for unexpected end of data. */\n        }\n        stbi__fill_bits(a);\n    }\n    b = z->fast[a->code_buffer & STBI__ZFAST_MASK];\n    if (b) {\n        s = b >> 9;\n        a->code_buffer >>= s;\n        a->num_bits -= s;\n        return b & 511;\n    }\n    return stbi__zhuffman_decode_slowpath(a, z);\n}\n\nstatic int stbi__zexpand(stbi__zbuf* z, char* zout, int n)  // need to make room for n bytes\n{\n    char* q;\n    unsigned int cur, limit, old_limit;\n    z->zout = zout;\n    if (!z->z_expandable) return stbi__err(\"output buffer limit\", \"Corrupt PNG\");\n    cur = (unsigned int)(z->zout - z->zout_start);\n    limit = old_limit = (unsigned)(z->zout_end - z->zout_start);\n    if (UINT_MAX - cur < (unsigned)n) return stbi__err(\"outofmem\", \"Out of memory\");\n    while (cur + n > limit) {\n        if (limit > UINT_MAX / 2) return stbi__err(\"outofmem\", \"Out of memory\");\n        limit *= 2;\n    }\n    q = (char*)STBI_REALLOC_SIZED(z->zout_start, old_limit, limit);\n    STBI_NOTUSED(old_limit);\n    if (q == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n    z->zout_start = q;\n    z->zout = q + cur;\n    z->zout_end = q + limit;\n    return 1;\n}\n\nstatic const int stbi__zlength_base[31] = {\n   3,4,5,6,7,8,9,10,11,13,\n   15,17,19,23,27,31,35,43,51,59,\n   67,83,99,115,131,163,195,227,258,0,0 };\n\nstatic const int stbi__zlength_extra[31] =\n{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };\n\nstatic const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,\n257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0 };\n\nstatic const int stbi__zdist_extra[32] =\n{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 };\n\nstatic int stbi__parse_huffman_block(stbi__zbuf* a)\n{\n    char* zout = a->zout;\n    for (;;) {\n        int z = stbi__zhuffman_decode(a, &a->z_length);\n        if (z < 256) {\n            if (z < 0) return stbi__err(\"bad huffman code\", \"Corrupt PNG\"); // error in huffman codes\n            if (zout >= a->zout_end) {\n                if (!stbi__zexpand(a, zout, 1)) return 0;\n                zout = a->zout;\n            }\n            *zout++ = (char)z;\n        }\n        else {\n            stbi_uc* p;\n            int len, dist;\n            if (z == 256) {\n                a->zout = zout;\n                return 1;\n            }\n            z -= 257;\n            len = stbi__zlength_base[z];\n            if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);\n            z = stbi__zhuffman_decode(a, &a->z_distance);\n            if (z < 0) return stbi__err(\"bad huffman code\", \"Corrupt PNG\");\n            dist = stbi__zdist_base[z];\n            if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);\n            if (zout - a->zout_start < dist) return stbi__err(\"bad dist\", \"Corrupt PNG\");\n            if (zout + len > a->zout_end) {\n                if (!stbi__zexpand(a, zout, len)) return 0;\n                zout = a->zout;\n            }\n            p = (stbi_uc*)(zout - dist);\n            if (dist == 1) { // run of one byte; common in images.\n                stbi_uc v = *p;\n                if (len) { do *zout++ = v; while (--len); }\n            }\n            else {\n                if (len) { do *zout++ = *p++; while (--len); }\n            }\n        }\n    }\n}\n\nstatic int stbi__compute_huffman_codes(stbi__zbuf* a)\n{\n    static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };\n    stbi__zhuffman z_codelength;\n    stbi_uc lencodes[286 + 32 + 137];//padding for maximum single op\n    stbi_uc codelength_sizes[19];\n    int i, n;\n\n    int hlit = stbi__zreceive(a, 5) + 257;\n    int hdist = stbi__zreceive(a, 5) + 1;\n    int hclen = stbi__zreceive(a, 4) + 4;\n    int ntot = hlit + hdist;\n\n    memset(codelength_sizes, 0, sizeof(codelength_sizes));\n    for (i = 0; i < hclen; ++i) {\n        int s = stbi__zreceive(a, 3);\n        codelength_sizes[length_dezigzag[i]] = (stbi_uc)s;\n    }\n    if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;\n\n    n = 0;\n    while (n < ntot) {\n        int c = stbi__zhuffman_decode(a, &z_codelength);\n        if (c < 0 || c >= 19) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n        if (c < 16)\n            lencodes[n++] = (stbi_uc)c;\n        else {\n            stbi_uc fill = 0;\n            if (c == 16) {\n                c = stbi__zreceive(a, 2) + 3;\n                if (n == 0) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n                fill = lencodes[n - 1];\n            }\n            else if (c == 17) {\n                c = stbi__zreceive(a, 3) + 3;\n            }\n            else if (c == 18) {\n                c = stbi__zreceive(a, 7) + 11;\n            }\n            else {\n                return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n            }\n            if (ntot - n < c) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n            memset(lencodes + n, fill, c);\n            n += c;\n        }\n    }\n    if (n != ntot) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n    if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;\n    if (!stbi__zbuild_huffman(&a->z_distance, lencodes + hlit, hdist)) return 0;\n    return 1;\n}\n\nstatic int stbi__parse_uncompressed_block(stbi__zbuf* a)\n{\n    stbi_uc header[4];\n    int len, nlen, k;\n    if (a->num_bits & 7)\n        stbi__zreceive(a, a->num_bits & 7); // discard\n     // drain the bit-packed data into header\n    k = 0;\n    while (a->num_bits > 0) {\n        header[k++] = (stbi_uc)(a->code_buffer & 255); // suppress MSVC run-time check\n        a->code_buffer >>= 8;\n        a->num_bits -= 8;\n    }\n    if (a->num_bits < 0) return stbi__err(\"zlib corrupt\", \"Corrupt PNG\");\n    // now fill header the normal way\n    while (k < 4)\n        header[k++] = stbi__zget8(a);\n    len = header[1] * 256 + header[0];\n    nlen = header[3] * 256 + header[2];\n    if (nlen != (len ^ 0xffff)) return stbi__err(\"zlib corrupt\", \"Corrupt PNG\");\n    if (a->zbuffer + len > a->zbuffer_end) return stbi__err(\"read past buffer\", \"Corrupt PNG\");\n    if (a->zout + len > a->zout_end)\n        if (!stbi__zexpand(a, a->zout, len)) return 0;\n    memcpy(a->zout, a->zbuffer, len);\n    a->zbuffer += len;\n    a->zout += len;\n    return 1;\n}\n\nstatic int stbi__parse_zlib_header(stbi__zbuf* a)\n{\n    int cmf = stbi__zget8(a);\n    int cm = cmf & 15;\n    /* int cinfo = cmf >> 4; */\n    int flg = stbi__zget8(a);\n    if (stbi__zeof(a)) return stbi__err(\"bad zlib header\", \"Corrupt PNG\"); // zlib spec\n    if ((cmf * 256 + flg) % 31 != 0) return stbi__err(\"bad zlib header\", \"Corrupt PNG\"); // zlib spec\n    if (flg & 32) return stbi__err(\"no preset dict\", \"Corrupt PNG\"); // preset dictionary not allowed in png\n    if (cm != 8) return stbi__err(\"bad compression\", \"Corrupt PNG\"); // DEFLATE required for png\n    // window = 1 << (8 + cinfo)... but who cares, we fully buffer output\n    return 1;\n}\n\nstatic const stbi_uc stbi__zdefault_length[288] =\n{\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8\n};\nstatic const stbi_uc stbi__zdefault_distance[32] =\n{\n   5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5\n};\n/*\nInit algorithm:\n{\n   int i;   // use <= to match clearly with spec\n   for (i=0; i <= 143; ++i)     stbi__zdefault_length[i]   = 8;\n   for (   ; i <= 255; ++i)     stbi__zdefault_length[i]   = 9;\n   for (   ; i <= 279; ++i)     stbi__zdefault_length[i]   = 7;\n   for (   ; i <= 287; ++i)     stbi__zdefault_length[i]   = 8;\n\n   for (i=0; i <=  31; ++i)     stbi__zdefault_distance[i] = 5;\n}\n*/\n\nstatic int stbi__parse_zlib(stbi__zbuf* a, int parse_header)\n{\n    int final, type;\n    if (parse_header)\n        if (!stbi__parse_zlib_header(a)) return 0;\n    a->num_bits = 0;\n    a->code_buffer = 0;\n    do {\n        final = stbi__zreceive(a, 1);\n        type = stbi__zreceive(a, 2);\n        if (type == 0) {\n            if (!stbi__parse_uncompressed_block(a)) return 0;\n        }\n        else if (type == 3) {\n            return 0;\n        }\n        else {\n            if (type == 1) {\n                // use fixed code lengths\n                if (!stbi__zbuild_huffman(&a->z_length, stbi__zdefault_length, 288)) return 0;\n                if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;\n            }\n            else {\n                if (!stbi__compute_huffman_codes(a)) return 0;\n            }\n            if (!stbi__parse_huffman_block(a)) return 0;\n        }\n    } while (!final);\n    return 1;\n}\n\nstatic int stbi__do_zlib(stbi__zbuf* a, char* obuf, int olen, int exp, int parse_header)\n{\n    a->zout_start = obuf;\n    a->zout = obuf;\n    a->zout_end = obuf + olen;\n    a->z_expandable = exp;\n\n    return stbi__parse_zlib(a, parse_header);\n}\n\nSTBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen)\n{\n    stbi__zbuf a;\n    char* p = (char*)stbi__malloc(initial_size);\n    if (p == NULL) return NULL;\n    a.zbuffer = (stbi_uc*)buffer;\n    a.zbuffer_end = (stbi_uc*)buffer + len;\n    if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {\n        if (outlen) *outlen = (int)(a.zout - a.zout_start);\n        return a.zout_start;\n    }\n    else {\n        STBI_FREE(a.zout_start);\n        return NULL;\n    }\n}\n\nSTBIDEF char* stbi_zlib_decode_malloc(char const* buffer, int len, int* outlen)\n{\n    return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);\n}\n\nSTBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header)\n{\n    stbi__zbuf a;\n    char* p = (char*)stbi__malloc(initial_size);\n    if (p == NULL) return NULL;\n    a.zbuffer = (stbi_uc*)buffer;\n    a.zbuffer_end = (stbi_uc*)buffer + len;\n    if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {\n        if (outlen) *outlen = (int)(a.zout - a.zout_start);\n        return a.zout_start;\n    }\n    else {\n        STBI_FREE(a.zout_start);\n        return NULL;\n    }\n}\n\nSTBIDEF int stbi_zlib_decode_buffer(char* obuffer, int olen, char const* ibuffer, int ilen)\n{\n    stbi__zbuf a;\n    a.zbuffer = (stbi_uc*)ibuffer;\n    a.zbuffer_end = (stbi_uc*)ibuffer + ilen;\n    if (stbi__do_zlib(&a, obuffer, olen, 0, 1))\n        return (int)(a.zout - a.zout_start);\n    else\n        return -1;\n}\n\nSTBIDEF char* stbi_zlib_decode_noheader_malloc(char const* buffer, int len, int* outlen)\n{\n    stbi__zbuf a;\n    char* p = (char*)stbi__malloc(16384);\n    if (p == NULL) return NULL;\n    a.zbuffer = (stbi_uc*)buffer;\n    a.zbuffer_end = (stbi_uc*)buffer + len;\n    if (stbi__do_zlib(&a, p, 16384, 1, 0)) {\n        if (outlen) *outlen = (int)(a.zout - a.zout_start);\n        return a.zout_start;\n    }\n    else {\n        STBI_FREE(a.zout_start);\n        return NULL;\n    }\n}\n\nSTBIDEF int stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen)\n{\n    stbi__zbuf a;\n    a.zbuffer = (stbi_uc*)ibuffer;\n    a.zbuffer_end = (stbi_uc*)ibuffer + ilen;\n    if (stbi__do_zlib(&a, obuffer, olen, 0, 0))\n        return (int)(a.zout - a.zout_start);\n    else\n        return -1;\n}\n#endif\n\n// public domain \"baseline\" PNG decoder   v0.10  Sean Barrett 2006-11-18\n//    simple implementation\n//      - only 8-bit samples\n//      - no CRC checking\n//      - allocates lots of intermediate memory\n//        - avoids problem of streaming data between subsystems\n//        - avoids explicit window management\n//    performance\n//      - uses stb_zlib, a PD zlib implementation with fast huffman decoding\n\n#ifndef STBI_NO_PNG\ntypedef struct\n{\n    stbi__uint32 length;\n    stbi__uint32 type;\n} stbi__pngchunk;\n\nstatic stbi__pngchunk stbi__get_chunk_header(stbi__context* s)\n{\n    stbi__pngchunk c;\n    c.length = stbi__get32be(s);\n    c.type = stbi__get32be(s);\n    return c;\n}\n\nstatic int stbi__check_png_header(stbi__context* s)\n{\n    static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };\n    int i;\n    for (i = 0; i < 8; ++i)\n        if (stbi__get8(s) != png_sig[i]) return stbi__err(\"bad png sig\", \"Not a PNG\");\n    return 1;\n}\n\ntypedef struct\n{\n    stbi__context* s;\n    stbi_uc* idata, * expanded, * out;\n    int depth;\n} stbi__png;\n\n\nenum {\n    STBI__F_none = 0,\n    STBI__F_sub = 1,\n    STBI__F_up = 2,\n    STBI__F_avg = 3,\n    STBI__F_paeth = 4,\n    // synthetic filters used for first scanline to avoid needing a dummy row of 0s\n    STBI__F_avg_first,\n    STBI__F_paeth_first\n};\n\nstatic stbi_uc first_row_filter[5] =\n{\n   STBI__F_none,\n   STBI__F_sub,\n   STBI__F_none,\n   STBI__F_avg_first,\n   STBI__F_paeth_first\n};\n\nstatic int stbi__paeth(int a, int b, int c)\n{\n    int p = a + b - c;\n    int pa = abs(p - a);\n    int pb = abs(p - b);\n    int pc = abs(p - c);\n    if (pa <= pb && pa <= pc) return a;\n    if (pb <= pc) return b;\n    return c;\n}\n\nstatic const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 };\n\n// create the png data from post-deflated data\nstatic int stbi__create_png_image_raw(stbi__png* a, stbi_uc* raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)\n{\n    int bytes = (depth == 16 ? 2 : 1);\n    stbi__context* s = a->s;\n    stbi__uint32 i, j, stride = x * out_n * bytes;\n    stbi__uint32 img_len, img_width_bytes;\n    int k;\n    int img_n = s->img_n; // copy it into a local for later\n\n    int output_bytes = out_n * bytes;\n    int filter_bytes = img_n * bytes;\n    int width = x;\n\n    STBI_ASSERT(out_n == s->img_n || out_n == s->img_n + 1);\n    a->out = (stbi_uc*)stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into\n    if (!a->out) return stbi__err(\"outofmem\", \"Out of memory\");\n\n    if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err(\"too large\", \"Corrupt PNG\");\n    img_width_bytes = (((img_n * x * depth) + 7) >> 3);\n    img_len = (img_width_bytes + 1) * y;\n\n    // we used to check for exact match between raw_len and img_len on non-interlaced PNGs,\n    // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros),\n    // so just check for raw_len < img_len always.\n    if (raw_len < img_len) return stbi__err(\"not enough pixels\", \"Corrupt PNG\");\n\n    for (j = 0; j < y; ++j) {\n        stbi_uc* cur = a->out + stride * j;\n        stbi_uc* prior;\n        int filter = *raw++;\n\n        if (filter > 4)\n            return stbi__err(\"invalid filter\", \"Corrupt PNG\");\n\n        if (depth < 8) {\n            if (img_width_bytes > x) return stbi__err(\"invalid width\", \"Corrupt PNG\");\n            cur += x * out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place\n            filter_bytes = 1;\n            width = img_width_bytes;\n        }\n        prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above\n\n        // if first row, use special filter that doesn't sample previous row\n        if (j == 0) filter = first_row_filter[filter];\n\n        // handle first byte explicitly\n        for (k = 0; k < filter_bytes; ++k) {\n            switch (filter) {\n            case STBI__F_none: cur[k] = raw[k]; break;\n            case STBI__F_sub: cur[k] = raw[k]; break;\n            case STBI__F_up: cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;\n            case STBI__F_avg: cur[k] = STBI__BYTECAST(raw[k] + (prior[k] >> 1)); break;\n            case STBI__F_paeth: cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0, prior[k], 0)); break;\n            case STBI__F_avg_first: cur[k] = raw[k]; break;\n            case STBI__F_paeth_first: cur[k] = raw[k]; break;\n            }\n        }\n\n        if (depth == 8) {\n            if (img_n != out_n)\n                cur[img_n] = 255; // first pixel\n            raw += img_n;\n            cur += out_n;\n            prior += out_n;\n        }\n        else if (depth == 16) {\n            if (img_n != out_n) {\n                cur[filter_bytes] = 255; // first pixel top byte\n                cur[filter_bytes + 1] = 255; // first pixel bottom byte\n            }\n            raw += filter_bytes;\n            cur += output_bytes;\n            prior += output_bytes;\n        }\n        else {\n            raw += 1;\n            cur += 1;\n            prior += 1;\n        }\n\n        // this is a little gross, so that we don't switch per-pixel or per-component\n        if (depth < 8 || img_n == out_n) {\n            int nk = (width - 1) * filter_bytes;\n#define STBI__CASE(f) \\\n             case f:     \\\n                for (k=0; k < nk; ++k)\n            switch (filter) {\n                // \"none\" filter turns into a memcpy here; make that explicit.\n            case STBI__F_none:         memcpy(cur, raw, nk); break;\n                STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - filter_bytes]); } break;\n                STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;\n                STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - filter_bytes]) >> 1)); } break;\n                STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], prior[k], prior[k - filter_bytes])); } break;\n                STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - filter_bytes] >> 1)); } break;\n                STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], 0, 0)); } break;\n            }\n#undef STBI__CASE\n            raw += nk;\n        }\n        else {\n            STBI_ASSERT(img_n + 1 == out_n);\n#define STBI__CASE(f) \\\n             case f:     \\\n                for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \\\n                   for (k=0; k < filter_bytes; ++k)\n            switch (filter) {\n                STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break;\n                STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - output_bytes]); } break;\n                STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;\n                STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - output_bytes]) >> 1)); } break;\n                STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], prior[k], prior[k - output_bytes])); } break;\n                STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - output_bytes] >> 1)); } break;\n                STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], 0, 0)); } break;\n            }\n#undef STBI__CASE\n\n            // the loop above sets the high byte of the pixels' alpha, but for\n            // 16 bit png files we also need the low byte set. we'll do that here.\n            if (depth == 16) {\n                cur = a->out + stride * j; // start at the beginning of the row again\n                for (i = 0; i < x; ++i, cur += output_bytes) {\n                    cur[filter_bytes + 1] = 255;\n                }\n            }\n        }\n    }\n\n    // we make a separate pass to expand bits to pixels; for performance,\n    // this could run two scanlines behind the above code, so it won't\n    // intefere with filtering but will still be in the cache.\n    if (depth < 8) {\n        for (j = 0; j < y; ++j) {\n            stbi_uc* cur = a->out + stride * j;\n            stbi_uc* in = a->out + stride * j + x * out_n - img_width_bytes;\n            // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit\n            // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop\n            stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range\n\n            // note that the final byte might overshoot and write more data than desired.\n            // we can allocate enough data that this never writes out of memory, but it\n            // could also overwrite the next scanline. can it overwrite non-empty data\n            // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel.\n            // so we need to explicitly clamp the final ones\n\n            if (depth == 4) {\n                for (k = x * img_n; k >= 2; k -= 2, ++in) {\n                    *cur++ = scale * ((*in >> 4));\n                    *cur++ = scale * ((*in) & 0x0f);\n                }\n                if (k > 0) *cur++ = scale * ((*in >> 4));\n            }\n            else if (depth == 2) {\n                for (k = x * img_n; k >= 4; k -= 4, ++in) {\n                    *cur++ = scale * ((*in >> 6));\n                    *cur++ = scale * ((*in >> 4) & 0x03);\n                    *cur++ = scale * ((*in >> 2) & 0x03);\n                    *cur++ = scale * ((*in) & 0x03);\n                }\n                if (k > 0) *cur++ = scale * ((*in >> 6));\n                if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03);\n                if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03);\n            }\n            else if (depth == 1) {\n                for (k = x * img_n; k >= 8; k -= 8, ++in) {\n                    *cur++ = scale * ((*in >> 7));\n                    *cur++ = scale * ((*in >> 6) & 0x01);\n                    *cur++ = scale * ((*in >> 5) & 0x01);\n                    *cur++ = scale * ((*in >> 4) & 0x01);\n                    *cur++ = scale * ((*in >> 3) & 0x01);\n                    *cur++ = scale * ((*in >> 2) & 0x01);\n                    *cur++ = scale * ((*in >> 1) & 0x01);\n                    *cur++ = scale * ((*in) & 0x01);\n                }\n                if (k > 0) *cur++ = scale * ((*in >> 7));\n                if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01);\n                if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01);\n                if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01);\n                if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01);\n                if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01);\n                if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01);\n            }\n            if (img_n != out_n) {\n                int q;\n                // insert alpha = 255\n                cur = a->out + stride * j;\n                if (img_n == 1) {\n                    for (q = x - 1; q >= 0; --q) {\n                        cur[q * 2 + 1] = 255;\n                        cur[q * 2 + 0] = cur[q];\n                    }\n                }\n                else {\n                    STBI_ASSERT(img_n == 3);\n                    for (q = x - 1; q >= 0; --q) {\n                        cur[q * 4 + 3] = 255;\n                        cur[q * 4 + 2] = cur[q * 3 + 2];\n                        cur[q * 4 + 1] = cur[q * 3 + 1];\n                        cur[q * 4 + 0] = cur[q * 3 + 0];\n                    }\n                }\n            }\n        }\n    }\n    else if (depth == 16) {\n        // force the image data from big-endian to platform-native.\n        // this is done in a separate pass due to the decoding relying\n        // on the data being untouched, but could probably be done\n        // per-line during decode if care is taken.\n        stbi_uc* cur = a->out;\n        stbi__uint16* cur16 = (stbi__uint16*)cur;\n\n        for (i = 0; i < x * y * out_n; ++i, cur16++, cur += 2) {\n            *cur16 = (cur[0] << 8) | cur[1];\n        }\n    }\n\n    return 1;\n}\n\nstatic int stbi__create_png_image(stbi__png* a, stbi_uc* image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced)\n{\n    int bytes = (depth == 16 ? 2 : 1);\n    int out_bytes = out_n * bytes;\n    stbi_uc* final;\n    int p;\n    if (!interlaced)\n        return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color);\n\n    // de-interlacing\n    final = (stbi_uc*)stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0);\n    for (p = 0; p < 7; ++p) {\n        int xorig[] = { 0,4,0,2,0,1,0 };\n        int yorig[] = { 0,0,4,0,2,0,1 };\n        int xspc[] = { 8,8,4,4,2,2,1 };\n        int yspc[] = { 8,8,8,4,4,2,2 };\n        int i, j, x, y;\n        // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1\n        x = (a->s->img_x - xorig[p] + xspc[p] - 1) / xspc[p];\n        y = (a->s->img_y - yorig[p] + yspc[p] - 1) / yspc[p];\n        if (x && y) {\n            stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y;\n            if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) {\n                STBI_FREE(final);\n                return 0;\n            }\n            for (j = 0; j < y; ++j) {\n                for (i = 0; i < x; ++i) {\n                    int out_y = j * yspc[p] + yorig[p];\n                    int out_x = i * xspc[p] + xorig[p];\n                    memcpy(final + out_y * a->s->img_x * out_bytes + out_x * out_bytes,\n                        a->out + (j * x + i) * out_bytes, out_bytes);\n                }\n            }\n            STBI_FREE(a->out);\n            image_data += img_len;\n            image_data_len -= img_len;\n        }\n    }\n    a->out = final;\n\n    return 1;\n}\n\nstatic int stbi__compute_transparency(stbi__png* z, stbi_uc tc[3], int out_n)\n{\n    stbi__context* s = z->s;\n    stbi__uint32 i, pixel_count = s->img_x * s->img_y;\n    stbi_uc* p = z->out;\n\n    // compute color-based transparency, assuming we've\n    // already got 255 as the alpha value in the output\n    STBI_ASSERT(out_n == 2 || out_n == 4);\n\n    if (out_n == 2) {\n        for (i = 0; i < pixel_count; ++i) {\n            p[1] = (p[0] == tc[0] ? 0 : 255);\n            p += 2;\n        }\n    }\n    else {\n        for (i = 0; i < pixel_count; ++i) {\n            if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])\n                p[3] = 0;\n            p += 4;\n        }\n    }\n    return 1;\n}\n\nstatic int stbi__compute_transparency16(stbi__png* z, stbi__uint16 tc[3], int out_n)\n{\n    stbi__context* s = z->s;\n    stbi__uint32 i, pixel_count = s->img_x * s->img_y;\n    stbi__uint16* p = (stbi__uint16*)z->out;\n\n    // compute color-based transparency, assuming we've\n    // already got 65535 as the alpha value in the output\n    STBI_ASSERT(out_n == 2 || out_n == 4);\n\n    if (out_n == 2) {\n        for (i = 0; i < pixel_count; ++i) {\n            p[1] = (p[0] == tc[0] ? 0 : 65535);\n            p += 2;\n        }\n    }\n    else {\n        for (i = 0; i < pixel_count; ++i) {\n            if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])\n                p[3] = 0;\n            p += 4;\n        }\n    }\n    return 1;\n}\n\nstatic int stbi__expand_png_palette(stbi__png* a, stbi_uc* palette, int len, int pal_img_n)\n{\n    stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;\n    stbi_uc* p, * temp_out, * orig = a->out;\n\n    p = (stbi_uc*)stbi__malloc_mad2(pixel_count, pal_img_n, 0);\n    if (p == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n\n    // between here and free(out) below, exitting would leak\n    temp_out = p;\n\n    if (pal_img_n == 3) {\n        for (i = 0; i < pixel_count; ++i) {\n            int n = orig[i] * 4;\n            p[0] = palette[n];\n            p[1] = palette[n + 1];\n            p[2] = palette[n + 2];\n            p += 3;\n        }\n    }\n    else {\n        for (i = 0; i < pixel_count; ++i) {\n            int n = orig[i] * 4;\n            p[0] = palette[n];\n            p[1] = palette[n + 1];\n            p[2] = palette[n + 2];\n            p[3] = palette[n + 3];\n            p += 4;\n        }\n    }\n    STBI_FREE(a->out);\n    a->out = temp_out;\n\n    STBI_NOTUSED(len);\n\n    return 1;\n}\n\nstatic int stbi__unpremultiply_on_load = 0;\nstatic int stbi__de_iphone_flag = 0;\n\nSTBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)\n{\n    stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;\n}\n\nSTBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)\n{\n    stbi__de_iphone_flag = flag_true_if_should_convert;\n}\n\nstatic void stbi__de_iphone(stbi__png* z)\n{\n    stbi__context* s = z->s;\n    stbi__uint32 i, pixel_count = s->img_x * s->img_y;\n    stbi_uc* p = z->out;\n\n    if (s->img_out_n == 3) {  // convert bgr to rgb\n        for (i = 0; i < pixel_count; ++i) {\n            stbi_uc t = p[0];\n            p[0] = p[2];\n            p[2] = t;\n            p += 3;\n        }\n    }\n    else {\n        STBI_ASSERT(s->img_out_n == 4);\n        if (stbi__unpremultiply_on_load) {\n            // convert bgr to rgb and unpremultiply\n            for (i = 0; i < pixel_count; ++i) {\n                stbi_uc a = p[3];\n                stbi_uc t = p[0];\n                if (a) {\n                    stbi_uc half = a / 2;\n                    p[0] = (p[2] * 255 + half) / a;\n                    p[1] = (p[1] * 255 + half) / a;\n                    p[2] = (t * 255 + half) / a;\n                }\n                else {\n                    p[0] = p[2];\n                    p[2] = t;\n                }\n                p += 4;\n            }\n        }\n        else {\n            // convert bgr to rgb\n            for (i = 0; i < pixel_count; ++i) {\n                stbi_uc t = p[0];\n                p[0] = p[2];\n                p[2] = t;\n                p += 4;\n            }\n        }\n    }\n}\n\n#define STBI__PNG_TYPE(a,b,c,d)  (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d))\n\nstatic int stbi__parse_png_file(stbi__png* z, int scan, int req_comp)\n{\n    stbi_uc palette[1024], pal_img_n = 0;\n    stbi_uc has_trans = 0, tc[3] = { 0 };\n    stbi__uint16 tc16[3];\n    stbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0;\n    int first = 1, k, interlace = 0, color = 0, is_iphone = 0;\n    stbi__context* s = z->s;\n\n    z->expanded = NULL;\n    z->idata = NULL;\n    z->out = NULL;\n\n    if (!stbi__check_png_header(s)) return 0;\n\n    if (scan == STBI__SCAN_type) return 1;\n\n    for (;;) {\n        stbi__pngchunk c = stbi__get_chunk_header(s);\n        switch (c.type) {\n        case STBI__PNG_TYPE('C', 'g', 'B', 'I'):\n            is_iphone = 1;\n            stbi__skip(s, c.length);\n            break;\n        case STBI__PNG_TYPE('I', 'H', 'D', 'R'): {\n            int comp, filter;\n            if (!first) return stbi__err(\"multiple IHDR\", \"Corrupt PNG\");\n            first = 0;\n            if (c.length != 13) return stbi__err(\"bad IHDR len\", \"Corrupt PNG\");\n            s->img_x = stbi__get32be(s);\n            s->img_y = stbi__get32be(s);\n            if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n            if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n            z->depth = stbi__get8(s);  if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16)  return stbi__err(\"1/2/4/8/16-bit only\", \"PNG not supported: 1/2/4/8/16-bit only\");\n            color = stbi__get8(s);  if (color > 6)         return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n            if (color == 3 && z->depth == 16)                  return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n            if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n            comp = stbi__get8(s);  if (comp) return stbi__err(\"bad comp method\", \"Corrupt PNG\");\n            filter = stbi__get8(s);  if (filter) return stbi__err(\"bad filter method\", \"Corrupt PNG\");\n            interlace = stbi__get8(s); if (interlace > 1) return stbi__err(\"bad interlace method\", \"Corrupt PNG\");\n            if (!s->img_x || !s->img_y) return stbi__err(\"0-pixel image\", \"Corrupt PNG\");\n            if (!pal_img_n) {\n                s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);\n                if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err(\"too large\", \"Image too large to decode\");\n                if (scan == STBI__SCAN_header) return 1;\n            }\n            else {\n                // if paletted, then pal_n is our final components, and\n                // img_n is # components to decompress/filter.\n                s->img_n = 1;\n                if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err(\"too large\", \"Corrupt PNG\");\n                // if SCAN_header, have to scan to see if we have a tRNS\n            }\n            break;\n        }\n\n        case STBI__PNG_TYPE('P', 'L', 'T', 'E'): {\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (c.length > 256 * 3) return stbi__err(\"invalid PLTE\", \"Corrupt PNG\");\n            pal_len = c.length / 3;\n            if (pal_len * 3 != c.length) return stbi__err(\"invalid PLTE\", \"Corrupt PNG\");\n            for (i = 0; i < pal_len; ++i) {\n                palette[i * 4 + 0] = stbi__get8(s);\n                palette[i * 4 + 1] = stbi__get8(s);\n                palette[i * 4 + 2] = stbi__get8(s);\n                palette[i * 4 + 3] = 255;\n            }\n            break;\n        }\n\n        case STBI__PNG_TYPE('t', 'R', 'N', 'S'): {\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (z->idata) return stbi__err(\"tRNS after IDAT\", \"Corrupt PNG\");\n            if (pal_img_n) {\n                if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; }\n                if (pal_len == 0) return stbi__err(\"tRNS before PLTE\", \"Corrupt PNG\");\n                if (c.length > pal_len) return stbi__err(\"bad tRNS len\", \"Corrupt PNG\");\n                pal_img_n = 4;\n                for (i = 0; i < c.length; ++i)\n                    palette[i * 4 + 3] = stbi__get8(s);\n            }\n            else {\n                if (!(s->img_n & 1)) return stbi__err(\"tRNS with alpha\", \"Corrupt PNG\");\n                if (c.length != (stbi__uint32)s->img_n * 2) return stbi__err(\"bad tRNS len\", \"Corrupt PNG\");\n                has_trans = 1;\n                if (z->depth == 16) {\n                    for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is\n                }\n                else {\n                    for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger\n                }\n            }\n            break;\n        }\n\n        case STBI__PNG_TYPE('I', 'D', 'A', 'T'): {\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (pal_img_n && !pal_len) return stbi__err(\"no PLTE\", \"Corrupt PNG\");\n            if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; }\n            if ((int)(ioff + c.length) < (int)ioff) return 0;\n            if (ioff + c.length > idata_limit) {\n                stbi__uint32 idata_limit_old = idata_limit;\n                stbi_uc* p;\n                if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;\n                while (ioff + c.length > idata_limit)\n                    idata_limit *= 2;\n                STBI_NOTUSED(idata_limit_old);\n                p = (stbi_uc*)STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n                z->idata = p;\n            }\n            if (!stbi__getn(s, z->idata + ioff, c.length)) return stbi__err(\"outofdata\", \"Corrupt PNG\");\n            ioff += c.length;\n            break;\n        }\n\n        case STBI__PNG_TYPE('I', 'E', 'N', 'D'): {\n            stbi__uint32 raw_len, bpl;\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (scan != STBI__SCAN_load) return 1;\n            if (z->idata == NULL) return stbi__err(\"no IDAT\", \"Corrupt PNG\");\n            // initial guess for decoded data size to avoid unnecessary reallocs\n            bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component\n            raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */;\n            z->expanded = (stbi_uc*)stbi_zlib_decode_malloc_guesssize_headerflag((char*)z->idata, ioff, raw_len, (int*)&raw_len, !is_iphone);\n            if (z->expanded == NULL) return 0; // zlib should set error\n            STBI_FREE(z->idata); z->idata = NULL;\n            if ((req_comp == s->img_n + 1 && req_comp != 3 && !pal_img_n) || has_trans)\n                s->img_out_n = s->img_n + 1;\n            else\n                s->img_out_n = s->img_n;\n            if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0;\n            if (has_trans) {\n                if (z->depth == 16) {\n                    if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0;\n                }\n                else {\n                    if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;\n                }\n            }\n            if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)\n                stbi__de_iphone(z);\n            if (pal_img_n) {\n                // pal_img_n == 3 or 4\n                s->img_n = pal_img_n; // record the actual colors we had\n                s->img_out_n = pal_img_n;\n                if (req_comp >= 3) s->img_out_n = req_comp;\n                if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))\n                    return 0;\n            }\n            else if (has_trans) {\n                // non-paletted image with tRNS -> source image has (constant) alpha\n                ++s->img_n;\n            }\n            STBI_FREE(z->expanded); z->expanded = NULL;\n            // end of PNG chunk, read and skip CRC\n            stbi__get32be(s);\n            return 1;\n        }\n\n        default:\n            // if critical, fail\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if ((c.type & (1 << 29)) == 0) {\n#ifndef STBI_NO_FAILURE_STRINGS\n                // not threadsafe\n                static char invalid_chunk[] = \"XXXX PNG chunk not known\";\n                invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);\n                invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);\n                invalid_chunk[2] = STBI__BYTECAST(c.type >> 8);\n                invalid_chunk[3] = STBI__BYTECAST(c.type >> 0);\n#endif\n                return stbi__err(invalid_chunk, \"PNG not supported: unknown PNG chunk type\");\n            }\n            stbi__skip(s, c.length);\n            break;\n        }\n        // end of PNG chunk, read and skip CRC\n        stbi__get32be(s);\n    }\n}\n\nstatic void* stbi__do_png(stbi__png* p, int* x, int* y, int* n, int req_comp, stbi__result_info* ri)\n{\n    void* result = NULL;\n    if (req_comp < 0 || req_comp > 4) return stbi__errpuc(\"bad req_comp\", \"Internal error\");\n    if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) {\n        if (p->depth <= 8)\n            ri->bits_per_channel = 8;\n        else if (p->depth == 16)\n            ri->bits_per_channel = 16;\n        else\n            return stbi__errpuc(\"bad bits_per_channel\", \"PNG not supported: unsupported color depth\");\n        result = p->out;\n        p->out = NULL;\n        if (req_comp && req_comp != p->s->img_out_n) {\n            if (ri->bits_per_channel == 8)\n                result = stbi__convert_format((unsigned char*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);\n            else\n                result = stbi__convert_format16((stbi__uint16*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);\n            p->s->img_out_n = req_comp;\n            if (result == NULL) return result;\n        }\n        *x = p->s->img_x;\n        *y = p->s->img_y;\n        if (n) *n = p->s->img_n;\n    }\n    STBI_FREE(p->out);      p->out = NULL;\n    STBI_FREE(p->expanded); p->expanded = NULL;\n    STBI_FREE(p->idata);    p->idata = NULL;\n\n    return result;\n}\n\nstatic void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi__png p;\n    p.s = s;\n    return stbi__do_png(&p, x, y, comp, req_comp, ri);\n}\n\nstatic int stbi__png_test(stbi__context* s)\n{\n    int r;\n    r = stbi__check_png_header(s);\n    stbi__rewind(s);\n    return r;\n}\n\nstatic int stbi__png_info_raw(stbi__png* p, int* x, int* y, int* comp)\n{\n    if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) {\n        stbi__rewind(p->s);\n        return 0;\n    }\n    if (x) *x = p->s->img_x;\n    if (y) *y = p->s->img_y;\n    if (comp) *comp = p->s->img_n;\n    return 1;\n}\n\nstatic int stbi__png_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    stbi__png p;\n    p.s = s;\n    return stbi__png_info_raw(&p, x, y, comp);\n}\n\nstatic int stbi__png_is16(stbi__context* s)\n{\n    stbi__png p;\n    p.s = s;\n    if (!stbi__png_info_raw(&p, NULL, NULL, NULL))\n        return 0;\n    if (p.depth != 16) {\n        stbi__rewind(p.s);\n        return 0;\n    }\n    return 1;\n}\n#endif\n\n// Microsoft/Windows BMP image\n\n#ifndef STBI_NO_BMP\nstatic int stbi__bmp_test_raw(stbi__context* s)\n{\n    int r;\n    int sz;\n    if (stbi__get8(s) != 'B') return 0;\n    if (stbi__get8(s) != 'M') return 0;\n    stbi__get32le(s); // discard filesize\n    stbi__get16le(s); // discard reserved\n    stbi__get16le(s); // discard reserved\n    stbi__get32le(s); // discard data offset\n    sz = stbi__get32le(s);\n    r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);\n    return r;\n}\n\nstatic int stbi__bmp_test(stbi__context* s)\n{\n    int r = stbi__bmp_test_raw(s);\n    stbi__rewind(s);\n    return r;\n}\n\n\n// returns 0..31 for the highest set bit\nstatic int stbi__high_bit(unsigned int z)\n{\n    int n = 0;\n    if (z == 0) return -1;\n    if (z >= 0x10000) { n += 16; z >>= 16; }\n    if (z >= 0x00100) { n += 8; z >>= 8; }\n    if (z >= 0x00010) { n += 4; z >>= 4; }\n    if (z >= 0x00004) { n += 2; z >>= 2; }\n    if (z >= 0x00002) { n += 1;/* >>=  1;*/ }\n    return n;\n}\n\nstatic int stbi__bitcount(unsigned int a)\n{\n    a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2\n    a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4\n    a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits\n    a = (a + (a >> 8)); // max 16 per 8 bits\n    a = (a + (a >> 16)); // max 32 per 8 bits\n    return a & 0xff;\n}\n\n// extract an arbitrarily-aligned N-bit value (N=bits)\n// from v, and then make it 8-bits long and fractionally\n// extend it to full full range.\nstatic int stbi__shiftsigned(unsigned int v, int shift, int bits)\n{\n    static unsigned int mul_table[9] = {\n       0,\n       0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/,\n       0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/,\n    };\n    static unsigned int shift_table[9] = {\n       0, 0,0,1,0,2,4,6,0,\n    };\n    if (shift < 0)\n        v <<= -shift;\n    else\n        v >>= shift;\n    STBI_ASSERT(v < 256);\n    v >>= (8 - bits);\n    STBI_ASSERT(bits >= 0 && bits <= 8);\n    return (int)((unsigned)v * mul_table[bits]) >> shift_table[bits];\n}\n\ntypedef struct\n{\n    int bpp, offset, hsz;\n    unsigned int mr, mg, mb, ma, all_a;\n    int extra_read;\n} stbi__bmp_data;\n\nstatic void* stbi__bmp_parse_header(stbi__context* s, stbi__bmp_data* info)\n{\n    int hsz;\n    if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc(\"not BMP\", \"Corrupt BMP\");\n    stbi__get32le(s); // discard filesize\n    stbi__get16le(s); // discard reserved\n    stbi__get16le(s); // discard reserved\n    info->offset = stbi__get32le(s);\n    info->hsz = hsz = stbi__get32le(s);\n    info->mr = info->mg = info->mb = info->ma = 0;\n    info->extra_read = 14;\n\n    if (info->offset < 0) return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n\n    if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc(\"unknown BMP\", \"BMP type not supported: unknown\");\n    if (hsz == 12) {\n        s->img_x = stbi__get16le(s);\n        s->img_y = stbi__get16le(s);\n    }\n    else {\n        s->img_x = stbi__get32le(s);\n        s->img_y = stbi__get32le(s);\n    }\n    if (stbi__get16le(s) != 1) return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n    info->bpp = stbi__get16le(s);\n    if (hsz != 12) {\n        int compress = stbi__get32le(s);\n        if (compress == 1 || compress == 2) return stbi__errpuc(\"BMP RLE\", \"BMP type not supported: RLE\");\n        stbi__get32le(s); // discard sizeof\n        stbi__get32le(s); // discard hres\n        stbi__get32le(s); // discard vres\n        stbi__get32le(s); // discard colorsused\n        stbi__get32le(s); // discard max important\n        if (hsz == 40 || hsz == 56) {\n            if (hsz == 56) {\n                stbi__get32le(s);\n                stbi__get32le(s);\n                stbi__get32le(s);\n                stbi__get32le(s);\n            }\n            if (info->bpp == 16 || info->bpp == 32) {\n                if (compress == 0) {\n                    if (info->bpp == 32) {\n                        info->mr = 0xffu << 16;\n                        info->mg = 0xffu << 8;\n                        info->mb = 0xffu << 0;\n                        info->ma = 0xffu << 24;\n                        info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0\n                    }\n                    else {\n                        info->mr = 31u << 10;\n                        info->mg = 31u << 5;\n                        info->mb = 31u << 0;\n                    }\n                }\n                else if (compress == 3) {\n                    info->mr = stbi__get32le(s);\n                    info->mg = stbi__get32le(s);\n                    info->mb = stbi__get32le(s);\n                    info->extra_read += 12;\n                    // not documented, but generated by photoshop and handled by mspaint\n                    if (info->mr == info->mg && info->mg == info->mb) {\n                        // ?!?!?\n                        return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n                    }\n                }\n                else\n                    return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n            }\n        }\n        else {\n            int i;\n            if (hsz != 108 && hsz != 124)\n                return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n            info->mr = stbi__get32le(s);\n            info->mg = stbi__get32le(s);\n            info->mb = stbi__get32le(s);\n            info->ma = stbi__get32le(s);\n            stbi__get32le(s); // discard color space\n            for (i = 0; i < 12; ++i)\n                stbi__get32le(s); // discard color space parameters\n            if (hsz == 124) {\n                stbi__get32le(s); // discard rendering intent\n                stbi__get32le(s); // discard offset of profile data\n                stbi__get32le(s); // discard size of profile data\n                stbi__get32le(s); // discard reserved\n            }\n        }\n    }\n    return (void*)1;\n}\n\n\nstatic void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* out;\n    unsigned int mr = 0, mg = 0, mb = 0, ma = 0, all_a;\n    stbi_uc pal[256][4];\n    int psize = 0, i, j, width;\n    int flip_vertically, pad, target;\n    stbi__bmp_data info;\n    STBI_NOTUSED(ri);\n\n    info.all_a = 255;\n    if (stbi__bmp_parse_header(s, &info) == NULL)\n        return NULL; // error code already set\n\n    flip_vertically = ((int)s->img_y) > 0;\n    s->img_y = abs((int)s->img_y);\n\n    if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    mr = info.mr;\n    mg = info.mg;\n    mb = info.mb;\n    ma = info.ma;\n    all_a = info.all_a;\n\n    if (info.hsz == 12) {\n        if (info.bpp < 24)\n            psize = (info.offset - info.extra_read - 24) / 3;\n    }\n    else {\n        if (info.bpp < 16)\n            psize = (info.offset - info.extra_read - info.hsz) >> 2;\n    }\n    if (psize == 0) {\n        STBI_ASSERT(info.offset == s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original));\n        if (info.offset != s->callback_already_read + (s->img_buffer - s->buffer_start)) {\n            return stbi__errpuc(\"bad offset\", \"Corrupt BMP\");\n        }\n    }\n\n    if (info.bpp == 24 && ma == 0xff000000)\n        s->img_n = 3;\n    else\n        s->img_n = ma ? 4 : 3;\n    if (req_comp && req_comp >= 3) // we can directly decode 3 or 4\n        target = req_comp;\n    else\n        target = s->img_n; // if they want monochrome, we'll post-convert\n\n     // sanity-check size\n    if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0))\n        return stbi__errpuc(\"too large\", \"Corrupt BMP\");\n\n    out = (stbi_uc*)stbi__malloc_mad3(target, s->img_x, s->img_y, 0);\n    if (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    if (info.bpp < 16) {\n        int z = 0;\n        if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc(\"invalid\", \"Corrupt BMP\"); }\n        for (i = 0; i < psize; ++i) {\n            pal[i][2] = stbi__get8(s);\n            pal[i][1] = stbi__get8(s);\n            pal[i][0] = stbi__get8(s);\n            if (info.hsz != 12) stbi__get8(s);\n            pal[i][3] = 255;\n        }\n        stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4));\n        if (info.bpp == 1) width = (s->img_x + 7) >> 3;\n        else if (info.bpp == 4) width = (s->img_x + 1) >> 1;\n        else if (info.bpp == 8) width = s->img_x;\n        else { STBI_FREE(out); return stbi__errpuc(\"bad bpp\", \"Corrupt BMP\"); }\n        pad = (-width) & 3;\n        if (info.bpp == 1) {\n            for (j = 0; j < (int)s->img_y; ++j) {\n                int bit_offset = 7, v = stbi__get8(s);\n                for (i = 0; i < (int)s->img_x; ++i) {\n                    int color = (v >> bit_offset) & 0x1;\n                    out[z++] = pal[color][0];\n                    out[z++] = pal[color][1];\n                    out[z++] = pal[color][2];\n                    if (target == 4) out[z++] = 255;\n                    if (i + 1 == (int)s->img_x) break;\n                    if ((--bit_offset) < 0) {\n                        bit_offset = 7;\n                        v = stbi__get8(s);\n                    }\n                }\n                stbi__skip(s, pad);\n            }\n        }\n        else {\n            for (j = 0; j < (int)s->img_y; ++j) {\n                for (i = 0; i < (int)s->img_x; i += 2) {\n                    int v = stbi__get8(s), v2 = 0;\n                    if (info.bpp == 4) {\n                        v2 = v & 15;\n                        v >>= 4;\n                    }\n                    out[z++] = pal[v][0];\n                    out[z++] = pal[v][1];\n                    out[z++] = pal[v][2];\n                    if (target == 4) out[z++] = 255;\n                    if (i + 1 == (int)s->img_x) break;\n                    v = (info.bpp == 8) ? stbi__get8(s) : v2;\n                    out[z++] = pal[v][0];\n                    out[z++] = pal[v][1];\n                    out[z++] = pal[v][2];\n                    if (target == 4) out[z++] = 255;\n                }\n                stbi__skip(s, pad);\n            }\n        }\n    }\n    else {\n        int rshift = 0, gshift = 0, bshift = 0, ashift = 0, rcount = 0, gcount = 0, bcount = 0, acount = 0;\n        int z = 0;\n        int easy = 0;\n        stbi__skip(s, info.offset - info.extra_read - info.hsz);\n        if (info.bpp == 24) width = 3 * s->img_x;\n        else if (info.bpp == 16) width = 2 * s->img_x;\n        else /* bpp = 32 and pad = 0 */ width = 0;\n        pad = (-width) & 3;\n        if (info.bpp == 24) {\n            easy = 1;\n        }\n        else if (info.bpp == 32) {\n            if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)\n                easy = 2;\n        }\n        if (!easy) {\n            if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc(\"bad masks\", \"Corrupt BMP\"); }\n            // right shift amt to put high bit in position #7\n            rshift = stbi__high_bit(mr) - 7; rcount = stbi__bitcount(mr);\n            gshift = stbi__high_bit(mg) - 7; gcount = stbi__bitcount(mg);\n            bshift = stbi__high_bit(mb) - 7; bcount = stbi__bitcount(mb);\n            ashift = stbi__high_bit(ma) - 7; acount = stbi__bitcount(ma);\n            if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc(\"bad masks\", \"Corrupt BMP\"); }\n        }\n        for (j = 0; j < (int)s->img_y; ++j) {\n            if (easy) {\n                for (i = 0; i < (int)s->img_x; ++i) {\n                    unsigned char a;\n                    out[z + 2] = stbi__get8(s);\n                    out[z + 1] = stbi__get8(s);\n                    out[z + 0] = stbi__get8(s);\n                    z += 3;\n                    a = (easy == 2 ? stbi__get8(s) : 255);\n                    all_a |= a;\n                    if (target == 4) out[z++] = a;\n                }\n            }\n            else {\n                int bpp = info.bpp;\n                for (i = 0; i < (int)s->img_x; ++i) {\n                    stbi__uint32 v = (bpp == 16 ? (stbi__uint32)stbi__get16le(s) : stbi__get32le(s));\n                    unsigned int a;\n                    out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));\n                    out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));\n                    out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));\n                    a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);\n                    all_a |= a;\n                    if (target == 4) out[z++] = STBI__BYTECAST(a);\n                }\n            }\n            stbi__skip(s, pad);\n        }\n    }\n\n    // if alpha channel is all 0s, replace with all 255s\n    if (target == 4 && all_a == 0)\n        for (i = 4 * s->img_x * s->img_y - 1; i >= 0; i -= 4)\n            out[i] = 255;\n\n    if (flip_vertically) {\n        stbi_uc t;\n        for (j = 0; j < (int)s->img_y >> 1; ++j) {\n            stbi_uc* p1 = out + j * s->img_x * target;\n            stbi_uc* p2 = out + (s->img_y - 1 - j) * s->img_x * target;\n            for (i = 0; i < (int)s->img_x * target; ++i) {\n                t = p1[i]; p1[i] = p2[i]; p2[i] = t;\n            }\n        }\n    }\n\n    if (req_comp && req_comp != target) {\n        out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);\n        if (out == NULL) return out; // stbi__convert_format frees input on failure\n    }\n\n    *x = s->img_x;\n    *y = s->img_y;\n    if (comp) *comp = s->img_n;\n    return out;\n}\n#endif\n\n// Targa Truevision - TGA\n// by Jonathan Dummer\n#ifndef STBI_NO_TGA\n// returns STBI_rgb or whatever, 0 on error\nstatic int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16)\n{\n    // only RGB or RGBA (incl. 16bit) or grey allowed\n    if (is_rgb16) *is_rgb16 = 0;\n    switch (bits_per_pixel) {\n    case 8:  return STBI_grey;\n    case 16: if (is_grey) return STBI_grey_alpha;\n        // fallthrough\n    case 15: if (is_rgb16) *is_rgb16 = 1;\n        return STBI_rgb;\n    case 24: // fallthrough\n    case 32: return bits_per_pixel / 8;\n    default: return 0;\n    }\n}\n\nstatic int stbi__tga_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp;\n    int sz, tga_colormap_type;\n    stbi__get8(s);                   // discard Offset\n    tga_colormap_type = stbi__get8(s); // colormap type\n    if (tga_colormap_type > 1) {\n        stbi__rewind(s);\n        return 0;      // only RGB or indexed allowed\n    }\n    tga_image_type = stbi__get8(s); // image type\n    if (tga_colormap_type == 1) { // colormapped (paletted) image\n        if (tga_image_type != 1 && tga_image_type != 9) {\n            stbi__rewind(s);\n            return 0;\n        }\n        stbi__skip(s, 4);       // skip index of first colormap entry and number of entries\n        sz = stbi__get8(s);    //   check bits per palette color entry\n        if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) {\n            stbi__rewind(s);\n            return 0;\n        }\n        stbi__skip(s, 4);       // skip image x and y origin\n        tga_colormap_bpp = sz;\n    }\n    else { // \"normal\" image w/o colormap - only RGB or grey allowed, +/- RLE\n        if ((tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11)) {\n            stbi__rewind(s);\n            return 0; // only RGB or grey allowed, +/- RLE\n        }\n        stbi__skip(s, 9); // skip colormap specification and image x/y origin\n        tga_colormap_bpp = 0;\n    }\n    tga_w = stbi__get16le(s);\n    if (tga_w < 1) {\n        stbi__rewind(s);\n        return 0;   // test width\n    }\n    tga_h = stbi__get16le(s);\n    if (tga_h < 1) {\n        stbi__rewind(s);\n        return 0;   // test height\n    }\n    tga_bits_per_pixel = stbi__get8(s); // bits per pixel\n    stbi__get8(s); // ignore alpha bits\n    if (tga_colormap_bpp != 0) {\n        if ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) {\n            // when using a colormap, tga_bits_per_pixel is the size of the indexes\n            // I don't think anything but 8 or 16bit indexes makes sense\n            stbi__rewind(s);\n            return 0;\n        }\n        tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL);\n    }\n    else {\n        tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL);\n    }\n    if (!tga_comp) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (x) *x = tga_w;\n    if (y) *y = tga_h;\n    if (comp) *comp = tga_comp;\n    return 1;                   // seems to have passed everything\n}\n\nstatic int stbi__tga_test(stbi__context* s)\n{\n    int res = 0;\n    int sz, tga_color_type;\n    stbi__get8(s);      //   discard Offset\n    tga_color_type = stbi__get8(s);   //   color type\n    if (tga_color_type > 1) goto errorEnd;   //   only RGB or indexed allowed\n    sz = stbi__get8(s);   //   image type\n    if (tga_color_type == 1) { // colormapped (paletted) image\n        if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9\n        stbi__skip(s, 4);       // skip index of first colormap entry and number of entries\n        sz = stbi__get8(s);    //   check bits per palette color entry\n        if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd;\n        stbi__skip(s, 4);       // skip image x and y origin\n    }\n    else { // \"normal\" image w/o colormap\n        if ((sz != 2) && (sz != 3) && (sz != 10) && (sz != 11)) goto errorEnd; // only RGB or grey allowed, +/- RLE\n        stbi__skip(s, 9); // skip colormap specification and image x/y origin\n    }\n    if (stbi__get16le(s) < 1) goto errorEnd;      //   test width\n    if (stbi__get16le(s) < 1) goto errorEnd;      //   test height\n    sz = stbi__get8(s);   //   bits per pixel\n    if ((tga_color_type == 1) && (sz != 8) && (sz != 16)) goto errorEnd; // for colormapped images, bpp is size of an index\n    if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd;\n\n    res = 1; // if we got this far, everything's good and we can return 1 instead of 0\n\nerrorEnd:\n    stbi__rewind(s);\n    return res;\n}\n\n// read 16bit value and convert to 24bit RGB\nstatic void stbi__tga_read_rgb16(stbi__context* s, stbi_uc* out)\n{\n    stbi__uint16 px = (stbi__uint16)stbi__get16le(s);\n    stbi__uint16 fiveBitMask = 31;\n    // we have 3 channels with 5bits each\n    int r = (px >> 10) & fiveBitMask;\n    int g = (px >> 5) & fiveBitMask;\n    int b = px & fiveBitMask;\n    // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later\n    out[0] = (stbi_uc)((r * 255) / 31);\n    out[1] = (stbi_uc)((g * 255) / 31);\n    out[2] = (stbi_uc)((b * 255) / 31);\n\n    // some people claim that the most significant bit might be used for alpha\n    // (possibly if an alpha-bit is set in the \"image descriptor byte\")\n    // but that only made 16bit test images completely translucent..\n    // so let's treat all 15 and 16bit TGAs as RGB with no alpha.\n}\n\nstatic void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    //   read in the TGA header stuff\n    int tga_offset = stbi__get8(s);\n    int tga_indexed = stbi__get8(s);\n    int tga_image_type = stbi__get8(s);\n    int tga_is_RLE = 0;\n    int tga_palette_start = stbi__get16le(s);\n    int tga_palette_len = stbi__get16le(s);\n    int tga_palette_bits = stbi__get8(s);\n    int tga_x_origin = stbi__get16le(s);\n    int tga_y_origin = stbi__get16le(s);\n    int tga_width = stbi__get16le(s);\n    int tga_height = stbi__get16le(s);\n    int tga_bits_per_pixel = stbi__get8(s);\n    int tga_comp, tga_rgb16 = 0;\n    int tga_inverted = stbi__get8(s);\n    // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?)\n    //   image data\n    unsigned char* tga_data;\n    unsigned char* tga_palette = NULL;\n    int i, j;\n    unsigned char raw_data[4] = { 0 };\n    int RLE_count = 0;\n    int RLE_repeating = 0;\n    int read_next_pixel = 1;\n    STBI_NOTUSED(ri);\n    STBI_NOTUSED(tga_x_origin); // @TODO\n    STBI_NOTUSED(tga_y_origin); // @TODO\n\n    if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    //   do a tiny bit of precessing\n    if (tga_image_type >= 8)\n    {\n        tga_image_type -= 8;\n        tga_is_RLE = 1;\n    }\n    tga_inverted = 1 - ((tga_inverted >> 5) & 1);\n\n    //   If I'm paletted, then I'll use the number of bits from the palette\n    if (tga_indexed) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16);\n    else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16);\n\n    if (!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency\n        return stbi__errpuc(\"bad format\", \"Can't find out TGA pixelformat\");\n\n    //   tga info\n    *x = tga_width;\n    *y = tga_height;\n    if (comp) *comp = tga_comp;\n\n    if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0))\n        return stbi__errpuc(\"too large\", \"Corrupt TGA\");\n\n    tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0);\n    if (!tga_data) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n    // skip to the data's starting position (offset usually = 0)\n    stbi__skip(s, tga_offset);\n\n    if (!tga_indexed && !tga_is_RLE && !tga_rgb16) {\n        for (i = 0; i < tga_height; ++i) {\n            int row = tga_inverted ? tga_height - i - 1 : i;\n            stbi_uc* tga_row = tga_data + row * tga_width * tga_comp;\n            stbi__getn(s, tga_row, tga_width * tga_comp);\n        }\n    }\n    else {\n        //   do I need to load a palette?\n        if (tga_indexed)\n        {\n            if (tga_palette_len == 0) {  /* you have to have at least one entry! */\n                STBI_FREE(tga_data);\n                return stbi__errpuc(\"bad palette\", \"Corrupt TGA\");\n            }\n\n            //   any data to skip? (offset usually = 0)\n            stbi__skip(s, tga_palette_start);\n            //   load the palette\n            tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0);\n            if (!tga_palette) {\n                STBI_FREE(tga_data);\n                return stbi__errpuc(\"outofmem\", \"Out of memory\");\n            }\n            if (tga_rgb16) {\n                stbi_uc* pal_entry = tga_palette;\n                STBI_ASSERT(tga_comp == STBI_rgb);\n                for (i = 0; i < tga_palette_len; ++i) {\n                    stbi__tga_read_rgb16(s, pal_entry);\n                    pal_entry += tga_comp;\n                }\n            }\n            else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) {\n                STBI_FREE(tga_data);\n                STBI_FREE(tga_palette);\n                return stbi__errpuc(\"bad palette\", \"Corrupt TGA\");\n            }\n        }\n        //   load the data\n        for (i = 0; i < tga_width * tga_height; ++i)\n        {\n            //   if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?\n            if (tga_is_RLE)\n            {\n                if (RLE_count == 0)\n                {\n                    //   yep, get the next byte as a RLE command\n                    int RLE_cmd = stbi__get8(s);\n                    RLE_count = 1 + (RLE_cmd & 127);\n                    RLE_repeating = RLE_cmd >> 7;\n                    read_next_pixel = 1;\n                }\n                else if (!RLE_repeating)\n                {\n                    read_next_pixel = 1;\n                }\n            }\n            else\n            {\n                read_next_pixel = 1;\n            }\n            //   OK, if I need to read a pixel, do it now\n            if (read_next_pixel)\n            {\n                //   load however much data we did have\n                if (tga_indexed)\n                {\n                    // read in index, then perform the lookup\n                    int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s);\n                    if (pal_idx >= tga_palette_len) {\n                        // invalid index\n                        pal_idx = 0;\n                    }\n                    pal_idx *= tga_comp;\n                    for (j = 0; j < tga_comp; ++j) {\n                        raw_data[j] = tga_palette[pal_idx + j];\n                    }\n                }\n                else if (tga_rgb16) {\n                    STBI_ASSERT(tga_comp == STBI_rgb);\n                    stbi__tga_read_rgb16(s, raw_data);\n                }\n                else {\n                    //   read in the data raw\n                    for (j = 0; j < tga_comp; ++j) {\n                        raw_data[j] = stbi__get8(s);\n                    }\n                }\n                //   clear the reading flag for the next pixel\n                read_next_pixel = 0;\n            } // end of reading a pixel\n\n            // copy data\n            for (j = 0; j < tga_comp; ++j)\n                tga_data[i * tga_comp + j] = raw_data[j];\n\n            //   in case we're in RLE mode, keep counting down\n            --RLE_count;\n        }\n        //   do I need to invert the image?\n        if (tga_inverted)\n        {\n            for (j = 0; j * 2 < tga_height; ++j)\n            {\n                int index1 = j * tga_width * tga_comp;\n                int index2 = (tga_height - 1 - j) * tga_width * tga_comp;\n                for (i = tga_width * tga_comp; i > 0; --i)\n                {\n                    unsigned char temp = tga_data[index1];\n                    tga_data[index1] = tga_data[index2];\n                    tga_data[index2] = temp;\n                    ++index1;\n                    ++index2;\n                }\n            }\n        }\n        //   clear my palette, if I had one\n        if (tga_palette != NULL)\n        {\n            STBI_FREE(tga_palette);\n        }\n    }\n\n    // swap RGB - if the source data was RGB16, it already is in the right order\n    if (tga_comp >= 3 && !tga_rgb16)\n    {\n        unsigned char* tga_pixel = tga_data;\n        for (i = 0; i < tga_width * tga_height; ++i)\n        {\n            unsigned char temp = tga_pixel[0];\n            tga_pixel[0] = tga_pixel[2];\n            tga_pixel[2] = temp;\n            tga_pixel += tga_comp;\n        }\n    }\n\n    // convert to target component count\n    if (req_comp && req_comp != tga_comp)\n        tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);\n\n    //   the things I do to get rid of an error message, and yet keep\n    //   Microsoft's C compilers happy... [8^(\n    tga_palette_start = tga_palette_len = tga_palette_bits =\n        tga_x_origin = tga_y_origin = 0;\n    STBI_NOTUSED(tga_palette_start);\n    //   OK, done\n    return tga_data;\n}\n#endif\n\n// *************************************************************************************************\n// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB\n\n#ifndef STBI_NO_PSD\nstatic int stbi__psd_test(stbi__context* s)\n{\n    int r = (stbi__get32be(s) == 0x38425053);\n    stbi__rewind(s);\n    return r;\n}\n\nstatic int stbi__psd_decode_rle(stbi__context* s, stbi_uc* p, int pixelCount)\n{\n    int count, nleft, len;\n\n    count = 0;\n    while ((nleft = pixelCount - count) > 0) {\n        len = stbi__get8(s);\n        if (len == 128) {\n            // No-op.\n        }\n        else if (len < 128) {\n            // Copy next len+1 bytes literally.\n            len++;\n            if (len > nleft) return 0; // corrupt data\n            count += len;\n            while (len) {\n                *p = stbi__get8(s);\n                p += 4;\n                len--;\n            }\n        }\n        else if (len > 128) {\n            stbi_uc   val;\n            // Next -len+1 bytes in the dest are replicated from next source byte.\n            // (Interpret len as a negative 8-bit int.)\n            len = 257 - len;\n            if (len > nleft) return 0; // corrupt data\n            val = stbi__get8(s);\n            count += len;\n            while (len) {\n                *p = val;\n                p += 4;\n                len--;\n            }\n        }\n    }\n\n    return 1;\n}\n\nstatic void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc)\n{\n    int pixelCount;\n    int channelCount, compression;\n    int channel, i;\n    int bitdepth;\n    int w, h;\n    stbi_uc* out;\n    STBI_NOTUSED(ri);\n\n    // Check identifier\n    if (stbi__get32be(s) != 0x38425053)   // \"8BPS\"\n        return stbi__errpuc(\"not PSD\", \"Corrupt PSD image\");\n\n    // Check file type version.\n    if (stbi__get16be(s) != 1)\n        return stbi__errpuc(\"wrong version\", \"Unsupported version of PSD image\");\n\n    // Skip 6 reserved bytes.\n    stbi__skip(s, 6);\n\n    // Read the number of channels (R, G, B, A, etc).\n    channelCount = stbi__get16be(s);\n    if (channelCount < 0 || channelCount > 16)\n        return stbi__errpuc(\"wrong channel count\", \"Unsupported number of channels in PSD image\");\n\n    // Read the rows and columns of the image.\n    h = stbi__get32be(s);\n    w = stbi__get32be(s);\n\n    if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    // Make sure the depth is 8 bits.\n    bitdepth = stbi__get16be(s);\n    if (bitdepth != 8 && bitdepth != 16)\n        return stbi__errpuc(\"unsupported bit depth\", \"PSD bit depth is not 8 or 16 bit\");\n\n    // Make sure the color mode is RGB.\n    // Valid options are:\n    //   0: Bitmap\n    //   1: Grayscale\n    //   2: Indexed color\n    //   3: RGB color\n    //   4: CMYK color\n    //   7: Multichannel\n    //   8: Duotone\n    //   9: Lab color\n    if (stbi__get16be(s) != 3)\n        return stbi__errpuc(\"wrong color format\", \"PSD is not in RGB color format\");\n\n    // Skip the Mode Data.  (It's the palette for indexed color; other info for other modes.)\n    stbi__skip(s, stbi__get32be(s));\n\n    // Skip the image resources.  (resolution, pen tool paths, etc)\n    stbi__skip(s, stbi__get32be(s));\n\n    // Skip the reserved data.\n    stbi__skip(s, stbi__get32be(s));\n\n    // Find out if the data is compressed.\n    // Known values:\n    //   0: no compression\n    //   1: RLE compressed\n    compression = stbi__get16be(s);\n    if (compression > 1)\n        return stbi__errpuc(\"bad compression\", \"PSD has an unknown compression format\");\n\n    // Check size\n    if (!stbi__mad3sizes_valid(4, w, h, 0))\n        return stbi__errpuc(\"too large\", \"Corrupt PSD\");\n\n    // Create the destination image.\n\n    if (!compression && bitdepth == 16 && bpc == 16) {\n        out = (stbi_uc*)stbi__malloc_mad3(8, w, h, 0);\n        ri->bits_per_channel = 16;\n    }\n    else\n        out = (stbi_uc*)stbi__malloc(4 * w * h);\n\n    if (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    pixelCount = w * h;\n\n    // Initialize the data to zero.\n    //memset( out, 0, pixelCount * 4 );\n\n    // Finally, the image data.\n    if (compression) {\n        // RLE as used by .PSD and .TIFF\n        // Loop until you get the number of unpacked bytes you are expecting:\n        //     Read the next source byte into n.\n        //     If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.\n        //     Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.\n        //     Else if n is 128, noop.\n        // Endloop\n\n        // The RLE-compressed data is preceded by a 2-byte data count for each row in the data,\n        // which we're going to just skip.\n        stbi__skip(s, h * channelCount * 2);\n\n        // Read the RLE data by channel.\n        for (channel = 0; channel < 4; channel++) {\n            stbi_uc* p;\n\n            p = out + channel;\n            if (channel >= channelCount) {\n                // Fill this channel with default data.\n                for (i = 0; i < pixelCount; i++, p += 4)\n                    *p = (channel == 3 ? 255 : 0);\n            }\n            else {\n                // Read the RLE data.\n                if (!stbi__psd_decode_rle(s, p, pixelCount)) {\n                    STBI_FREE(out);\n                    return stbi__errpuc(\"corrupt\", \"bad RLE data\");\n                }\n            }\n        }\n\n    }\n    else {\n        // We're at the raw image data.  It's each channel in order (Red, Green, Blue, Alpha, ...)\n        // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image.\n\n        // Read the data by channel.\n        for (channel = 0; channel < 4; channel++) {\n            if (channel >= channelCount) {\n                // Fill this channel with default data.\n                if (bitdepth == 16 && bpc == 16) {\n                    stbi__uint16* q = ((stbi__uint16*)out) + channel;\n                    stbi__uint16 val = channel == 3 ? 65535 : 0;\n                    for (i = 0; i < pixelCount; i++, q += 4)\n                        *q = val;\n                }\n                else {\n                    stbi_uc* p = out + channel;\n                    stbi_uc val = channel == 3 ? 255 : 0;\n                    for (i = 0; i < pixelCount; i++, p += 4)\n                        *p = val;\n                }\n            }\n            else {\n                if (ri->bits_per_channel == 16) {    // output bpc\n                    stbi__uint16* q = ((stbi__uint16*)out) + channel;\n                    for (i = 0; i < pixelCount; i++, q += 4)\n                        *q = (stbi__uint16)stbi__get16be(s);\n                }\n                else {\n                    stbi_uc* p = out + channel;\n                    if (bitdepth == 16) {  // input bpc\n                        for (i = 0; i < pixelCount; i++, p += 4)\n                            *p = (stbi_uc)(stbi__get16be(s) >> 8);\n                    }\n                    else {\n                        for (i = 0; i < pixelCount; i++, p += 4)\n                            *p = stbi__get8(s);\n                    }\n                }\n            }\n        }\n    }\n\n    // remove weird white matte from PSD\n    if (channelCount >= 4) {\n        if (ri->bits_per_channel == 16) {\n            for (i = 0; i < w * h; ++i) {\n                stbi__uint16* pixel = (stbi__uint16*)out + 4 * i;\n                if (pixel[3] != 0 && pixel[3] != 65535) {\n                    float a = pixel[3] / 65535.0f;\n                    float ra = 1.0f / a;\n                    float inv_a = 65535.0f * (1 - ra);\n                    pixel[0] = (stbi__uint16)(pixel[0] * ra + inv_a);\n                    pixel[1] = (stbi__uint16)(pixel[1] * ra + inv_a);\n                    pixel[2] = (stbi__uint16)(pixel[2] * ra + inv_a);\n                }\n            }\n        }\n        else {\n            for (i = 0; i < w * h; ++i) {\n                unsigned char* pixel = out + 4 * i;\n                if (pixel[3] != 0 && pixel[3] != 255) {\n                    float a = pixel[3] / 255.0f;\n                    float ra = 1.0f / a;\n                    float inv_a = 255.0f * (1 - ra);\n                    pixel[0] = (unsigned char)(pixel[0] * ra + inv_a);\n                    pixel[1] = (unsigned char)(pixel[1] * ra + inv_a);\n                    pixel[2] = (unsigned char)(pixel[2] * ra + inv_a);\n                }\n            }\n        }\n    }\n\n    // convert to desired output format\n    if (req_comp && req_comp != 4) {\n        if (ri->bits_per_channel == 16)\n            out = (stbi_uc*)stbi__convert_format16((stbi__uint16*)out, 4, req_comp, w, h);\n        else\n            out = stbi__convert_format(out, 4, req_comp, w, h);\n        if (out == NULL) return out; // stbi__convert_format frees input on failure\n    }\n\n    if (comp) *comp = 4;\n    *y = h;\n    *x = w;\n\n    return out;\n}\n#endif\n\n// *************************************************************************************************\n// Softimage PIC loader\n// by Tom Seddon\n//\n// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format\n// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/\n\n#ifndef STBI_NO_PIC\nstatic int stbi__pic_is4(stbi__context* s, const char* str)\n{\n    int i;\n    for (i = 0; i < 4; ++i)\n        if (stbi__get8(s) != (stbi_uc)str[i])\n            return 0;\n\n    return 1;\n}\n\nstatic int stbi__pic_test_core(stbi__context* s)\n{\n    int i;\n\n    if (!stbi__pic_is4(s, \"\\x53\\x80\\xF6\\x34\"))\n        return 0;\n\n    for (i = 0; i < 84; ++i)\n        stbi__get8(s);\n\n    if (!stbi__pic_is4(s, \"PICT\"))\n        return 0;\n\n    return 1;\n}\n\ntypedef struct\n{\n    stbi_uc size, type, channel;\n} stbi__pic_packet;\n\nstatic stbi_uc* stbi__readval(stbi__context* s, int channel, stbi_uc* dest)\n{\n    int mask = 0x80, i;\n\n    for (i = 0; i < 4; ++i, mask >>= 1) {\n        if (channel & mask) {\n            if (stbi__at_eof(s)) return stbi__errpuc(\"bad file\", \"PIC file too short\");\n            dest[i] = stbi__get8(s);\n        }\n    }\n\n    return dest;\n}\n\nstatic void stbi__copyval(int channel, stbi_uc* dest, const stbi_uc* src)\n{\n    int mask = 0x80, i;\n\n    for (i = 0; i < 4; ++i, mask >>= 1)\n        if (channel & mask)\n            dest[i] = src[i];\n}\n\nstatic stbi_uc* stbi__pic_load_core(stbi__context* s, int width, int height, int* comp, stbi_uc* result)\n{\n    int act_comp = 0, num_packets = 0, y, chained;\n    stbi__pic_packet packets[10];\n\n    // this will (should...) cater for even some bizarre stuff like having data\n     // for the same channel in multiple packets.\n    do {\n        stbi__pic_packet* packet;\n\n        if (num_packets == sizeof(packets) / sizeof(packets[0]))\n            return stbi__errpuc(\"bad format\", \"too many packets\");\n\n        packet = &packets[num_packets++];\n\n        chained = stbi__get8(s);\n        packet->size = stbi__get8(s);\n        packet->type = stbi__get8(s);\n        packet->channel = stbi__get8(s);\n\n        act_comp |= packet->channel;\n\n        if (stbi__at_eof(s))          return stbi__errpuc(\"bad file\", \"file too short (reading packets)\");\n        if (packet->size != 8)  return stbi__errpuc(\"bad format\", \"packet isn't 8bpp\");\n    } while (chained);\n\n    *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?\n\n    for (y = 0; y < height; ++y) {\n        int packet_idx;\n\n        for (packet_idx = 0; packet_idx < num_packets; ++packet_idx) {\n            stbi__pic_packet* packet = &packets[packet_idx];\n            stbi_uc* dest = result + y * width * 4;\n\n            switch (packet->type) {\n            default:\n                return stbi__errpuc(\"bad format\", \"packet has bad compression type\");\n\n            case 0: {//uncompressed\n                int x;\n\n                for (x = 0; x < width; ++x, dest += 4)\n                    if (!stbi__readval(s, packet->channel, dest))\n                        return 0;\n                break;\n            }\n\n            case 1://Pure RLE\n            {\n                int left = width, i;\n\n                while (left > 0) {\n                    stbi_uc count, value[4];\n\n                    count = stbi__get8(s);\n                    if (stbi__at_eof(s))   return stbi__errpuc(\"bad file\", \"file too short (pure read count)\");\n\n                    if (count > left)\n                        count = (stbi_uc)left;\n\n                    if (!stbi__readval(s, packet->channel, value))  return 0;\n\n                    for (i = 0; i < count; ++i, dest += 4)\n                        stbi__copyval(packet->channel, dest, value);\n                    left -= count;\n                }\n            }\n            break;\n\n            case 2: {//Mixed RLE\n                int left = width;\n                while (left > 0) {\n                    int count = stbi__get8(s), i;\n                    if (stbi__at_eof(s))  return stbi__errpuc(\"bad file\", \"file too short (mixed read count)\");\n\n                    if (count >= 128) { // Repeated\n                        stbi_uc value[4];\n\n                        if (count == 128)\n                            count = stbi__get16be(s);\n                        else\n                            count -= 127;\n                        if (count > left)\n                            return stbi__errpuc(\"bad file\", \"scanline overrun\");\n\n                        if (!stbi__readval(s, packet->channel, value))\n                            return 0;\n\n                        for (i = 0; i < count; ++i, dest += 4)\n                            stbi__copyval(packet->channel, dest, value);\n                    }\n                    else { // Raw\n                        ++count;\n                        if (count > left) return stbi__errpuc(\"bad file\", \"scanline overrun\");\n\n                        for (i = 0; i < count; ++i, dest += 4)\n                            if (!stbi__readval(s, packet->channel, dest))\n                                return 0;\n                    }\n                    left -= count;\n                }\n                break;\n            }\n            }\n        }\n    }\n\n    return result;\n}\n\nstatic void* stbi__pic_load(stbi__context* s, int* px, int* py, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* result;\n    int i, x, y, internal_comp;\n    STBI_NOTUSED(ri);\n\n    if (!comp) comp = &internal_comp;\n\n    for (i = 0; i < 92; ++i)\n        stbi__get8(s);\n\n    x = stbi__get16be(s);\n    y = stbi__get16be(s);\n\n    if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    if (stbi__at_eof(s))  return stbi__errpuc(\"bad file\", \"file too short (pic header)\");\n    if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc(\"too large\", \"PIC image too large to decode\");\n\n    stbi__get32be(s); //skip `ratio'\n    stbi__get16be(s); //skip `fields'\n    stbi__get16be(s); //skip `pad'\n\n    // intermediate buffer is RGBA\n    result = (stbi_uc*)stbi__malloc_mad3(x, y, 4, 0);\n    memset(result, 0xff, x * y * 4);\n\n    if (!stbi__pic_load_core(s, x, y, comp, result)) {\n        STBI_FREE(result);\n        result = 0;\n    }\n    *px = x;\n    *py = y;\n    if (req_comp == 0) req_comp = *comp;\n    result = stbi__convert_format(result, 4, req_comp, x, y);\n\n    return result;\n}\n\nstatic int stbi__pic_test(stbi__context* s)\n{\n    int r = stbi__pic_test_core(s);\n    stbi__rewind(s);\n    return r;\n}\n#endif\n\n// *************************************************************************************************\n// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb\n\n#ifndef STBI_NO_GIF\ntypedef struct\n{\n    stbi__int16 prefix;\n    stbi_uc first;\n    stbi_uc suffix;\n} stbi__gif_lzw;\n\ntypedef struct\n{\n    int w, h;\n    stbi_uc* out;                 // output buffer (always 4 components)\n    stbi_uc* background;          // The current \"background\" as far as a gif is concerned\n    stbi_uc* history;\n    int flags, bgindex, ratio, transparent, eflags;\n    stbi_uc  pal[256][4];\n    stbi_uc lpal[256][4];\n    stbi__gif_lzw codes[8192];\n    stbi_uc* color_table;\n    int parse, step;\n    int lflags;\n    int start_x, start_y;\n    int max_x, max_y;\n    int cur_x, cur_y;\n    int line_size;\n    int delay;\n} stbi__gif;\n\nstatic int stbi__gif_test_raw(stbi__context* s)\n{\n    int sz;\n    if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;\n    sz = stbi__get8(s);\n    if (sz != '9' && sz != '7') return 0;\n    if (stbi__get8(s) != 'a') return 0;\n    return 1;\n}\n\nstatic int stbi__gif_test(stbi__context* s)\n{\n    int r = stbi__gif_test_raw(s);\n    stbi__rewind(s);\n    return r;\n}\n\nstatic void stbi__gif_parse_colortable(stbi__context* s, stbi_uc pal[256][4], int num_entries, int transp)\n{\n    int i;\n    for (i = 0; i < num_entries; ++i) {\n        pal[i][2] = stbi__get8(s);\n        pal[i][1] = stbi__get8(s);\n        pal[i][0] = stbi__get8(s);\n        pal[i][3] = transp == i ? 0 : 255;\n    }\n}\n\nstatic int stbi__gif_header(stbi__context* s, stbi__gif* g, int* comp, int is_info)\n{\n    stbi_uc version;\n    if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')\n        return stbi__err(\"not GIF\", \"Corrupt GIF\");\n\n    version = stbi__get8(s);\n    if (version != '7' && version != '9')    return stbi__err(\"not GIF\", \"Corrupt GIF\");\n    if (stbi__get8(s) != 'a')                return stbi__err(\"not GIF\", \"Corrupt GIF\");\n\n    stbi__g_failure_reason = \"\";\n    g->w = stbi__get16le(s);\n    g->h = stbi__get16le(s);\n    g->flags = stbi__get8(s);\n    g->bgindex = stbi__get8(s);\n    g->ratio = stbi__get8(s);\n    g->transparent = -1;\n\n    if (g->w > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n    if (g->h > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\n    if (comp != 0) *comp = 4;  // can't actually tell whether it's 3 or 4 until we parse the comments\n\n    if (is_info) return 1;\n\n    if (g->flags & 0x80)\n        stbi__gif_parse_colortable(s, g->pal, 2 << (g->flags & 7), -1);\n\n    return 1;\n}\n\nstatic int stbi__gif_info_raw(stbi__context* s, int* x, int* y, int* comp)\n{\n    stbi__gif* g = (stbi__gif*)stbi__malloc(sizeof(stbi__gif));\n    if (!stbi__gif_header(s, g, comp, 1)) {\n        STBI_FREE(g);\n        stbi__rewind(s);\n        return 0;\n    }\n    if (x) *x = g->w;\n    if (y) *y = g->h;\n    STBI_FREE(g);\n    return 1;\n}\n\nstatic void stbi__out_gif_code(stbi__gif* g, stbi__uint16 code)\n{\n    stbi_uc* p, * c;\n    int idx;\n\n    // recurse to decode the prefixes, since the linked-list is backwards,\n    // and working backwards through an interleaved image would be nasty\n    if (g->codes[code].prefix >= 0)\n        stbi__out_gif_code(g, g->codes[code].prefix);\n\n    if (g->cur_y >= g->max_y) return;\n\n    idx = g->cur_x + g->cur_y;\n    p = &g->out[idx];\n    g->history[idx / 4] = 1;\n\n    c = &g->color_table[g->codes[code].suffix * 4];\n    if (c[3] > 128) { // don't render transparent pixels;\n        p[0] = c[2];\n        p[1] = c[1];\n        p[2] = c[0];\n        p[3] = c[3];\n    }\n    g->cur_x += 4;\n\n    if (g->cur_x >= g->max_x) {\n        g->cur_x = g->start_x;\n        g->cur_y += g->step;\n\n        while (g->cur_y >= g->max_y && g->parse > 0) {\n            g->step = (1 << g->parse) * g->line_size;\n            g->cur_y = g->start_y + (g->step >> 1);\n            --g->parse;\n        }\n    }\n}\n\nstatic stbi_uc* stbi__process_gif_raster(stbi__context* s, stbi__gif* g)\n{\n    stbi_uc lzw_cs;\n    stbi__int32 len, init_code;\n    stbi__uint32 first;\n    stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;\n    stbi__gif_lzw* p;\n\n    lzw_cs = stbi__get8(s);\n    if (lzw_cs > 12) return NULL;\n    clear = 1 << lzw_cs;\n    first = 1;\n    codesize = lzw_cs + 1;\n    codemask = (1 << codesize) - 1;\n    bits = 0;\n    valid_bits = 0;\n    for (init_code = 0; init_code < clear; init_code++) {\n        g->codes[init_code].prefix = -1;\n        g->codes[init_code].first = (stbi_uc)init_code;\n        g->codes[init_code].suffix = (stbi_uc)init_code;\n    }\n\n    // support no starting clear code\n    avail = clear + 2;\n    oldcode = -1;\n\n    len = 0;\n    for (;;) {\n        if (valid_bits < codesize) {\n            if (len == 0) {\n                len = stbi__get8(s); // start new block\n                if (len == 0)\n                    return g->out;\n            }\n            --len;\n            bits |= (stbi__int32)stbi__get8(s) << valid_bits;\n            valid_bits += 8;\n        }\n        else {\n            stbi__int32 code = bits & codemask;\n            bits >>= codesize;\n            valid_bits -= codesize;\n            // @OPTIMIZE: is there some way we can accelerate the non-clear path?\n            if (code == clear) {  // clear code\n                codesize = lzw_cs + 1;\n                codemask = (1 << codesize) - 1;\n                avail = clear + 2;\n                oldcode = -1;\n                first = 0;\n            }\n            else if (code == clear + 1) { // end of stream code\n                stbi__skip(s, len);\n                while ((len = stbi__get8(s)) > 0)\n                    stbi__skip(s, len);\n                return g->out;\n            }\n            else if (code <= avail) {\n                if (first) {\n                    return stbi__errpuc(\"no clear code\", \"Corrupt GIF\");\n                }\n\n                if (oldcode >= 0) {\n                    p = &g->codes[avail++];\n                    if (avail > 8192) {\n                        return stbi__errpuc(\"too many codes\", \"Corrupt GIF\");\n                    }\n\n                    p->prefix = (stbi__int16)oldcode;\n                    p->first = g->codes[oldcode].first;\n                    p->suffix = (code == avail) ? p->first : g->codes[code].first;\n                }\n                else if (code == avail)\n                    return stbi__errpuc(\"illegal code in raster\", \"Corrupt GIF\");\n\n                stbi__out_gif_code(g, (stbi__uint16)code);\n\n                if ((avail & codemask) == 0 && avail <= 0x0FFF) {\n                    codesize++;\n                    codemask = (1 << codesize) - 1;\n                }\n\n                oldcode = code;\n            }\n            else {\n                return stbi__errpuc(\"illegal code in raster\", \"Corrupt GIF\");\n            }\n        }\n    }\n}\n\n// this function is designed to support animated gifs, although stb_image doesn't support it\n// two back is the image from two frames ago, used for a very specific disposal format\nstatic stbi_uc* stbi__gif_load_next(stbi__context* s, stbi__gif* g, int* comp, int req_comp, stbi_uc* two_back)\n{\n    int dispose;\n    int first_frame;\n    int pi;\n    int pcount;\n    STBI_NOTUSED(req_comp);\n\n    // on first frame, any non-written pixels get the background colour (non-transparent)\n    first_frame = 0;\n    if (g->out == 0) {\n        if (!stbi__gif_header(s, g, comp, 0)) return 0; // stbi__g_failure_reason set by stbi__gif_header\n        if (!stbi__mad3sizes_valid(4, g->w, g->h, 0))\n            return stbi__errpuc(\"too large\", \"GIF image is too large\");\n        pcount = g->w * g->h;\n        g->out = (stbi_uc*)stbi__malloc(4 * pcount);\n        g->background = (stbi_uc*)stbi__malloc(4 * pcount);\n        g->history = (stbi_uc*)stbi__malloc(pcount);\n        if (!g->out || !g->background || !g->history)\n            return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n        // image is treated as \"transparent\" at the start - ie, nothing overwrites the current background;\n        // background colour is only used for pixels that are not rendered first frame, after that \"background\"\n        // color refers to the color that was there the previous frame.\n        memset(g->out, 0x00, 4 * pcount);\n        memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent)\n        memset(g->history, 0x00, pcount);        // pixels that were affected previous frame\n        first_frame = 1;\n    }\n    else {\n        // second frame - how do we dispose of the previous one?\n        dispose = (g->eflags & 0x1C) >> 2;\n        pcount = g->w * g->h;\n\n        if ((dispose == 3) && (two_back == 0)) {\n            dispose = 2; // if I don't have an image to revert back to, default to the old background\n        }\n\n        if (dispose == 3) { // use previous graphic\n            for (pi = 0; pi < pcount; ++pi) {\n                if (g->history[pi]) {\n                    memcpy(&g->out[pi * 4], &two_back[pi * 4], 4);\n                }\n            }\n        }\n        else if (dispose == 2) {\n            // restore what was changed last frame to background before that frame;\n            for (pi = 0; pi < pcount; ++pi) {\n                if (g->history[pi]) {\n                    memcpy(&g->out[pi * 4], &g->background[pi * 4], 4);\n                }\n            }\n        }\n        else {\n            // This is a non-disposal case eithe way, so just\n            // leave the pixels as is, and they will become the new background\n            // 1: do not dispose\n            // 0:  not specified.\n        }\n\n        // background is what out is after the undoing of the previou frame;\n        memcpy(g->background, g->out, 4 * g->w * g->h);\n    }\n\n    // clear my history;\n    memset(g->history, 0x00, g->w * g->h);        // pixels that were affected previous frame\n\n    for (;;) {\n        int tag = stbi__get8(s);\n        switch (tag) {\n        case 0x2C: /* Image Descriptor */\n        {\n            stbi__int32 x, y, w, h;\n            stbi_uc* o;\n\n            x = stbi__get16le(s);\n            y = stbi__get16le(s);\n            w = stbi__get16le(s);\n            h = stbi__get16le(s);\n            if (((x + w) > (g->w)) || ((y + h) > (g->h)))\n                return stbi__errpuc(\"bad Image Descriptor\", \"Corrupt GIF\");\n\n            g->line_size = g->w * 4;\n            g->start_x = x * 4;\n            g->start_y = y * g->line_size;\n            g->max_x = g->start_x + w * 4;\n            g->max_y = g->start_y + h * g->line_size;\n            g->cur_x = g->start_x;\n            g->cur_y = g->start_y;\n\n            // if the width of the specified rectangle is 0, that means\n            // we may not see *any* pixels or the image is malformed;\n            // to make sure this is caught, move the current y down to\n            // max_y (which is what out_gif_code checks).\n            if (w == 0)\n                g->cur_y = g->max_y;\n\n            g->lflags = stbi__get8(s);\n\n            if (g->lflags & 0x40) {\n                g->step = 8 * g->line_size; // first interlaced spacing\n                g->parse = 3;\n            }\n            else {\n                g->step = g->line_size;\n                g->parse = 0;\n            }\n\n            if (g->lflags & 0x80) {\n                stbi__gif_parse_colortable(s, g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);\n                g->color_table = (stbi_uc*)g->lpal;\n            }\n            else if (g->flags & 0x80) {\n                g->color_table = (stbi_uc*)g->pal;\n            }\n            else\n                return stbi__errpuc(\"missing color table\", \"Corrupt GIF\");\n\n            o = stbi__process_gif_raster(s, g);\n            if (!o) return NULL;\n\n            // if this was the first frame,\n            pcount = g->w * g->h;\n            if (first_frame && (g->bgindex > 0)) {\n                // if first frame, any pixel not drawn to gets the background color\n                for (pi = 0; pi < pcount; ++pi) {\n                    if (g->history[pi] == 0) {\n                        g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be;\n                        memcpy(&g->out[pi * 4], &g->pal[g->bgindex], 4);\n                    }\n                }\n            }\n\n            return o;\n        }\n\n        case 0x21: // Comment Extension.\n        {\n            int len;\n            int ext = stbi__get8(s);\n            if (ext == 0xF9) { // Graphic Control Extension.\n                len = stbi__get8(s);\n                if (len == 4) {\n                    g->eflags = stbi__get8(s);\n                    g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths.\n\n                    // unset old transparent\n                    if (g->transparent >= 0) {\n                        g->pal[g->transparent][3] = 255;\n                    }\n                    if (g->eflags & 0x01) {\n                        g->transparent = stbi__get8(s);\n                        if (g->transparent >= 0) {\n                            g->pal[g->transparent][3] = 0;\n                        }\n                    }\n                    else {\n                        // don't need transparent\n                        stbi__skip(s, 1);\n                        g->transparent = -1;\n                    }\n                }\n                else {\n                    stbi__skip(s, len);\n                    break;\n                }\n            }\n            while ((len = stbi__get8(s)) != 0) {\n                stbi__skip(s, len);\n            }\n            break;\n        }\n\n        case 0x3B: // gif stream termination code\n            return (stbi_uc*)s; // using '1' causes warning on some compilers\n\n        default:\n            return stbi__errpuc(\"unknown code\", \"Corrupt GIF\");\n        }\n    }\n}\n\nstatic void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp)\n{\n    if (stbi__gif_test(s)) {\n        int layers = 0;\n        stbi_uc* u = 0;\n        stbi_uc* out = 0;\n        stbi_uc* two_back = 0;\n        stbi__gif g;\n        int stride;\n        int out_size = 0;\n        int delays_size = 0;\n        memset(&g, 0, sizeof(g));\n        if (delays) {\n            *delays = 0;\n        }\n\n        do {\n            u = stbi__gif_load_next(s, &g, comp, req_comp, two_back);\n            if (u == (stbi_uc*)s) u = 0;  // end of animated gif marker\n\n            if (u) {\n                *x = g.w;\n                *y = g.h;\n                ++layers;\n                stride = g.w * g.h * 4;\n\n                if (out) {\n                    void* tmp = (stbi_uc*)STBI_REALLOC_SIZED(out, out_size, layers * stride);\n                    if (NULL == tmp) {\n                        STBI_FREE(g.out);\n                        STBI_FREE(g.history);\n                        STBI_FREE(g.background);\n                        return stbi__errpuc(\"outofmem\", \"Out of memory\");\n                    }\n                    else {\n                        out = (stbi_uc*)tmp;\n                        out_size = layers * stride;\n                    }\n\n                    if (delays) {\n                        *delays = (int*)STBI_REALLOC_SIZED(*delays, delays_size, sizeof(int) * layers);\n                        delays_size = layers * sizeof(int);\n                    }\n                }\n                else {\n                    out = (stbi_uc*)stbi__malloc(layers * stride);\n                    out_size = layers * stride;\n                    if (delays) {\n                        *delays = (int*)stbi__malloc(layers * sizeof(int));\n                        delays_size = layers * sizeof(int);\n                    }\n                }\n                memcpy(out + ((layers - 1) * stride), u, stride);\n                if (layers >= 2) {\n                    two_back = out - 2 * stride;\n                }\n\n                if (delays) {\n                    (*delays)[layers - 1U] = g.delay;\n                }\n            }\n        } while (u != 0);\n\n        // free temp buffer;\n        STBI_FREE(g.out);\n        STBI_FREE(g.history);\n        STBI_FREE(g.background);\n\n        // do the final conversion after loading everything;\n        if (req_comp && req_comp != 4)\n            out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h);\n\n        *z = layers;\n        return out;\n    }\n    else {\n        return stbi__errpuc(\"not GIF\", \"Image was not as a gif type.\");\n    }\n}\n\nstatic void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* u = 0;\n    stbi__gif g;\n    memset(&g, 0, sizeof(g));\n    STBI_NOTUSED(ri);\n\n    u = stbi__gif_load_next(s, &g, comp, req_comp, 0);\n    if (u == (stbi_uc*)s) u = 0;  // end of animated gif marker\n    if (u) {\n        *x = g.w;\n        *y = g.h;\n\n        // moved conversion to after successful load so that the same\n        // can be done for multiple frames.\n        if (req_comp && req_comp != 4)\n            u = stbi__convert_format(u, 4, req_comp, g.w, g.h);\n    }\n    else if (g.out) {\n        // if there was an error and we allocated an image buffer, free it!\n        STBI_FREE(g.out);\n    }\n\n    // free buffers needed for multiple frame loading;\n    STBI_FREE(g.history);\n    STBI_FREE(g.background);\n\n    return u;\n}\n\nstatic int stbi__gif_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    return stbi__gif_info_raw(s, x, y, comp);\n}\n#endif\n\n// *************************************************************************************************\n// Radiance RGBE HDR loader\n// originally by Nicolas Schulz\n#ifndef STBI_NO_HDR\nstatic int stbi__hdr_test_core(stbi__context* s, const char* signature)\n{\n    int i;\n    for (i = 0; signature[i]; ++i)\n        if (stbi__get8(s) != signature[i])\n            return 0;\n    stbi__rewind(s);\n    return 1;\n}\n\nstatic int stbi__hdr_test(stbi__context* s)\n{\n    int r = stbi__hdr_test_core(s, \"#?RADIANCE\\n\");\n    stbi__rewind(s);\n    if (!r) {\n        r = stbi__hdr_test_core(s, \"#?RGBE\\n\");\n        stbi__rewind(s);\n    }\n    return r;\n}\n\n#define STBI__HDR_BUFLEN  1024\nstatic char* stbi__hdr_gettoken(stbi__context* z, char* buffer)\n{\n    int len = 0;\n    char c = '\\0';\n\n    c = (char)stbi__get8(z);\n\n    while (!stbi__at_eof(z) && c != '\\n') {\n        buffer[len++] = c;\n        if (len == STBI__HDR_BUFLEN - 1) {\n            // flush to end of line\n            while (!stbi__at_eof(z) && stbi__get8(z) != '\\n')\n                ;\n            break;\n        }\n        c = (char)stbi__get8(z);\n    }\n\n    buffer[len] = 0;\n    return buffer;\n}\n\nstatic void stbi__hdr_convert(float* output, stbi_uc* input, int req_comp)\n{\n    if (input[3] != 0) {\n        float f1;\n        // Exponent\n        f1 = (float)ldexp(1.0f, input[3] - (int)(128 + 8));\n        if (req_comp <= 2)\n            output[0] = (input[0] + input[1] + input[2]) * f1 / 3;\n        else {\n            output[0] = input[0] * f1;\n            output[1] = input[1] * f1;\n            output[2] = input[2] * f1;\n        }\n        if (req_comp == 2) output[1] = 1;\n        if (req_comp == 4) output[3] = 1;\n    }\n    else {\n        switch (req_comp) {\n        case 4: output[3] = 1; /* fallthrough */\n        case 3: output[0] = output[1] = output[2] = 0;\n            break;\n        case 2: output[1] = 1; /* fallthrough */\n        case 1: output[0] = 0;\n            break;\n        }\n    }\n}\n\nstatic float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    char buffer[STBI__HDR_BUFLEN];\n    char* token;\n    int valid = 0;\n    int width, height;\n    stbi_uc* scanline;\n    float* hdr_data;\n    int len;\n    unsigned char count, value;\n    int i, j, k, c1, c2, z;\n    const char* headerToken;\n    STBI_NOTUSED(ri);\n\n    // Check identifier\n    headerToken = stbi__hdr_gettoken(s, buffer);\n    if (strcmp(headerToken, \"#?RADIANCE\") != 0 && strcmp(headerToken, \"#?RGBE\") != 0)\n        return stbi__errpf(\"not HDR\", \"Corrupt HDR image\");\n\n    // Parse header\n    for (;;) {\n        token = stbi__hdr_gettoken(s, buffer);\n        if (token[0] == 0) break;\n        if (strcmp(token, \"FORMAT=32-bit_rle_rgbe\") == 0) valid = 1;\n    }\n\n    if (!valid)    return stbi__errpf(\"unsupported format\", \"Unsupported HDR format\");\n\n    // Parse width and height\n    // can't use sscanf() if we're not using stdio!\n    token = stbi__hdr_gettoken(s, buffer);\n    if (strncmp(token, \"-Y \", 3))  return stbi__errpf(\"unsupported data layout\", \"Unsupported HDR format\");\n    token += 3;\n    height = (int)strtol(token, &token, 10);\n    while (*token == ' ') ++token;\n    if (strncmp(token, \"+X \", 3))  return stbi__errpf(\"unsupported data layout\", \"Unsupported HDR format\");\n    token += 3;\n    width = (int)strtol(token, NULL, 10);\n\n    if (height > STBI_MAX_DIMENSIONS) return stbi__errpf(\"too large\", \"Very large image (corrupt?)\");\n    if (width > STBI_MAX_DIMENSIONS) return stbi__errpf(\"too large\", \"Very large image (corrupt?)\");\n\n    *x = width;\n    *y = height;\n\n    if (comp) *comp = 3;\n    if (req_comp == 0) req_comp = 3;\n\n    if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0))\n        return stbi__errpf(\"too large\", \"HDR image is too large\");\n\n    // Read data\n    hdr_data = (float*)stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0);\n    if (!hdr_data)\n        return stbi__errpf(\"outofmem\", \"Out of memory\");\n\n    // Load image data\n    // image data is stored as some number of sca\n    if (width < 8 || width >= 32768) {\n        // Read flat data\n        for (j = 0; j < height; ++j) {\n            for (i = 0; i < width; ++i) {\n                stbi_uc rgbe[4];\n            main_decode_loop:\n                stbi__getn(s, rgbe, 4);\n                stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);\n            }\n        }\n    }\n    else {\n        // Read RLE-encoded data\n        scanline = NULL;\n\n        for (j = 0; j < height; ++j) {\n            c1 = stbi__get8(s);\n            c2 = stbi__get8(s);\n            len = stbi__get8(s);\n            if (c1 != 2 || c2 != 2 || (len & 0x80)) {\n                // not run-length encoded, so we have to actually use THIS data as a decoded\n                // pixel (note this can't be a valid pixel--one of RGB must be >= 128)\n                stbi_uc rgbe[4];\n                rgbe[0] = (stbi_uc)c1;\n                rgbe[1] = (stbi_uc)c2;\n                rgbe[2] = (stbi_uc)len;\n                rgbe[3] = (stbi_uc)stbi__get8(s);\n                stbi__hdr_convert(hdr_data, rgbe, req_comp);\n                i = 1;\n                j = 0;\n                STBI_FREE(scanline);\n                goto main_decode_loop; // yes, this makes no sense\n            }\n            len <<= 8;\n            len |= stbi__get8(s);\n            if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"invalid decoded scanline length\", \"corrupt HDR\"); }\n            if (scanline == NULL) {\n                scanline = (stbi_uc*)stbi__malloc_mad2(width, 4, 0);\n                if (!scanline) {\n                    STBI_FREE(hdr_data);\n                    return stbi__errpf(\"outofmem\", \"Out of memory\");\n                }\n            }\n\n            for (k = 0; k < 4; ++k) {\n                int nleft;\n                i = 0;\n                while ((nleft = width - i) > 0) {\n                    count = stbi__get8(s);\n                    if (count > 128) {\n                        // Run\n                        value = stbi__get8(s);\n                        count -= 128;\n                        if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"corrupt\", \"bad RLE data in HDR\"); }\n                        for (z = 0; z < count; ++z)\n                            scanline[i++ * 4 + k] = value;\n                    }\n                    else {\n                        // Dump\n                        if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"corrupt\", \"bad RLE data in HDR\"); }\n                        for (z = 0; z < count; ++z)\n                            scanline[i++ * 4 + k] = stbi__get8(s);\n                    }\n                }\n            }\n            for (i = 0; i < width; ++i)\n                stbi__hdr_convert(hdr_data + (j * width + i) * req_comp, scanline + i * 4, req_comp);\n        }\n        if (scanline)\n            STBI_FREE(scanline);\n    }\n\n    return hdr_data;\n}\n\nstatic int stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    char buffer[STBI__HDR_BUFLEN];\n    char* token;\n    int valid = 0;\n    int dummy;\n\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n\n    if (stbi__hdr_test(s) == 0) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    for (;;) {\n        token = stbi__hdr_gettoken(s, buffer);\n        if (token[0] == 0) break;\n        if (strcmp(token, \"FORMAT=32-bit_rle_rgbe\") == 0) valid = 1;\n    }\n\n    if (!valid) {\n        stbi__rewind(s);\n        return 0;\n    }\n    token = stbi__hdr_gettoken(s, buffer);\n    if (strncmp(token, \"-Y \", 3)) {\n        stbi__rewind(s);\n        return 0;\n    }\n    token += 3;\n    *y = (int)strtol(token, &token, 10);\n    while (*token == ' ') ++token;\n    if (strncmp(token, \"+X \", 3)) {\n        stbi__rewind(s);\n        return 0;\n    }\n    token += 3;\n    *x = (int)strtol(token, NULL, 10);\n    *comp = 3;\n    return 1;\n}\n#endif // STBI_NO_HDR\n\n#ifndef STBI_NO_BMP\nstatic int stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    void* p;\n    stbi__bmp_data info;\n\n    info.all_a = 255;\n    p = stbi__bmp_parse_header(s, &info);\n    stbi__rewind(s);\n    if (p == NULL)\n        return 0;\n    if (x) *x = s->img_x;\n    if (y) *y = s->img_y;\n    if (comp) {\n        if (info.bpp == 24 && info.ma == 0xff000000)\n            *comp = 3;\n        else\n            *comp = info.ma ? 4 : 3;\n    }\n    return 1;\n}\n#endif\n\n#ifndef STBI_NO_PSD\nstatic int stbi__psd_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int channelCount, dummy, depth;\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n    if (stbi__get32be(s) != 0x38425053) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (stbi__get16be(s) != 1) {\n        stbi__rewind(s);\n        return 0;\n    }\n    stbi__skip(s, 6);\n    channelCount = stbi__get16be(s);\n    if (channelCount < 0 || channelCount > 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    *y = stbi__get32be(s);\n    *x = stbi__get32be(s);\n    depth = stbi__get16be(s);\n    if (depth != 8 && depth != 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (stbi__get16be(s) != 3) {\n        stbi__rewind(s);\n        return 0;\n    }\n    *comp = 4;\n    return 1;\n}\n\nstatic int stbi__psd_is16(stbi__context* s)\n{\n    int channelCount, depth;\n    if (stbi__get32be(s) != 0x38425053) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (stbi__get16be(s) != 1) {\n        stbi__rewind(s);\n        return 0;\n    }\n    stbi__skip(s, 6);\n    channelCount = stbi__get16be(s);\n    if (channelCount < 0 || channelCount > 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    (void)stbi__get32be(s);\n    (void)stbi__get32be(s);\n    depth = stbi__get16be(s);\n    if (depth != 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    return 1;\n}\n#endif\n\n#ifndef STBI_NO_PIC\nstatic int stbi__pic_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int act_comp = 0, num_packets = 0, chained, dummy;\n    stbi__pic_packet packets[10];\n\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n\n    if (!stbi__pic_is4(s, \"\\x53\\x80\\xF6\\x34\")) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    stbi__skip(s, 88);\n\n    *x = stbi__get16be(s);\n    *y = stbi__get16be(s);\n    if (stbi__at_eof(s)) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if ((*x) != 0 && (1 << 28) / (*x) < (*y)) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    stbi__skip(s, 8);\n\n    do {\n        stbi__pic_packet* packet;\n\n        if (num_packets == sizeof(packets) / sizeof(packets[0]))\n            return 0;\n\n        packet = &packets[num_packets++];\n        chained = stbi__get8(s);\n        packet->size = stbi__get8(s);\n        packet->type = stbi__get8(s);\n        packet->channel = stbi__get8(s);\n        act_comp |= packet->channel;\n\n        if (stbi__at_eof(s)) {\n            stbi__rewind(s);\n            return 0;\n        }\n        if (packet->size != 8) {\n            stbi__rewind(s);\n            return 0;\n        }\n    } while (chained);\n\n    *comp = (act_comp & 0x10 ? 4 : 3);\n\n    return 1;\n}\n#endif\n\n// *************************************************************************************************\n// Portable Gray Map and Portable Pixel Map loader\n// by Ken Miller\n//\n// PGM: http://netpbm.sourceforge.net/doc/pgm.html\n// PPM: http://netpbm.sourceforge.net/doc/ppm.html\n//\n// Known limitations:\n//    Does not support comments in the header section\n//    Does not support ASCII image data (formats P2 and P3)\n//    Does not support 16-bit-per-channel\n\n#ifndef STBI_NO_PNM\n\nstatic int      stbi__pnm_test(stbi__context* s)\n{\n    char p, t;\n    p = (char)stbi__get8(s);\n    t = (char)stbi__get8(s);\n    if (p != 'P' || (t != '5' && t != '6')) {\n        stbi__rewind(s);\n        return 0;\n    }\n    return 1;\n}\n\nstatic void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* out;\n    STBI_NOTUSED(ri);\n\n    if (!stbi__pnm_info(s, (int*)&s->img_x, (int*)&s->img_y, (int*)&s->img_n))\n        return 0;\n\n    if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    *x = s->img_x;\n    *y = s->img_y;\n    if (comp) *comp = s->img_n;\n\n    if (!stbi__mad3sizes_valid(s->img_n, s->img_x, s->img_y, 0))\n        return stbi__errpuc(\"too large\", \"PNM too large\");\n\n    out = (stbi_uc*)stbi__malloc_mad3(s->img_n, s->img_x, s->img_y, 0);\n    if (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    stbi__getn(s, out, s->img_n * s->img_x * s->img_y);\n\n    if (req_comp && req_comp != s->img_n) {\n        out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y);\n        if (out == NULL) return out; // stbi__convert_format frees input on failure\n    }\n    return out;\n}\n\nstatic int      stbi__pnm_isspace(char c)\n{\n    return c == ' ' || c == '\\t' || c == '\\n' || c == '\\v' || c == '\\f' || c == '\\r';\n}\n\nstatic void     stbi__pnm_skip_whitespace(stbi__context* s, char* c)\n{\n    for (;;) {\n        while (!stbi__at_eof(s) && stbi__pnm_isspace(*c))\n            *c = (char)stbi__get8(s);\n\n        if (stbi__at_eof(s) || *c != '#')\n            break;\n\n        while (!stbi__at_eof(s) && *c != '\\n' && *c != '\\r')\n            *c = (char)stbi__get8(s);\n    }\n}\n\nstatic int      stbi__pnm_isdigit(char c)\n{\n    return c >= '0' && c <= '9';\n}\n\nstatic int      stbi__pnm_getinteger(stbi__context* s, char* c)\n{\n    int value = 0;\n\n    while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) {\n        value = value * 10 + (*c - '0');\n        *c = (char)stbi__get8(s);\n    }\n\n    return value;\n}\n\nstatic int      stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int maxv, dummy;\n    char c, p, t;\n\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n\n    stbi__rewind(s);\n\n    // Get identifier\n    p = (char)stbi__get8(s);\n    t = (char)stbi__get8(s);\n    if (p != 'P' || (t != '5' && t != '6')) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    *comp = (t == '6') ? 3 : 1;  // '5' is 1-component .pgm; '6' is 3-component .ppm\n\n    c = (char)stbi__get8(s);\n    stbi__pnm_skip_whitespace(s, &c);\n\n    *x = stbi__pnm_getinteger(s, &c); // read width\n    stbi__pnm_skip_whitespace(s, &c);\n\n    *y = stbi__pnm_getinteger(s, &c); // read height\n    stbi__pnm_skip_whitespace(s, &c);\n\n    maxv = stbi__pnm_getinteger(s, &c);  // read max value\n\n    if (maxv > 255)\n        return stbi__err(\"max value > 255\", \"PPM image not 8-bit\");\n    else\n        return 1;\n}\n#endif\n\nstatic int stbi__info_main(stbi__context* s, int* x, int* y, int* comp)\n{\n#ifndef STBI_NO_JPEG\n    if (stbi__jpeg_info(s, x, y, comp)) return 1;\n#endif\n\n#ifndef STBI_NO_PNG\n    if (stbi__png_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_GIF\n    if (stbi__gif_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_BMP\n    if (stbi__bmp_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PSD\n    if (stbi__psd_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PIC\n    if (stbi__pic_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PNM\n    if (stbi__pnm_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_HDR\n    if (stbi__hdr_info(s, x, y, comp))  return 1;\n#endif\n\n    // test tga last because it's a crappy test!\n#ifndef STBI_NO_TGA\n    if (stbi__tga_info(s, x, y, comp))\n        return 1;\n#endif\n    return stbi__err(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nstatic int stbi__is_16_main(stbi__context* s)\n{\n#ifndef STBI_NO_PNG\n    if (stbi__png_is16(s))  return 1;\n#endif\n\n#ifndef STBI_NO_PSD\n    if (stbi__psd_is16(s))  return 1;\n#endif\n\n    return 0;\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF int stbi_info(char const* filename, int* x, int* y, int* comp)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    int result;\n    if (!f) return stbi__err(\"can't fopen\", \"Unable to open file\");\n    result = stbi_info_from_file(f, x, y, comp);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF int stbi_info_from_file(FILE* f, int* x, int* y, int* comp)\n{\n    int r;\n    stbi__context s;\n    long pos = ftell(f);\n    stbi__start_file(&s, f);\n    r = stbi__info_main(&s, x, y, comp);\n    fseek(f, pos, SEEK_SET);\n    return r;\n}\n\nSTBIDEF int stbi_is_16_bit(char const* filename)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    int result;\n    if (!f) return stbi__err(\"can't fopen\", \"Unable to open file\");\n    result = stbi_is_16_bit_from_file(f);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF int stbi_is_16_bit_from_file(FILE* f)\n{\n    int r;\n    stbi__context s;\n    long pos = ftell(f);\n    stbi__start_file(&s, f);\n    r = stbi__is_16_main(&s);\n    fseek(f, pos, SEEK_SET);\n    return r;\n}\n#endif // !STBI_NO_STDIO\n\nSTBIDEF int stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__info_main(&s, x, y, comp);\n}\n\nSTBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const* c, void* user, int* x, int* y, int* comp)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user);\n    return stbi__info_main(&s, x, y, comp);\n}\n\nSTBIDEF int stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__is_16_main(&s);\n}\n\nSTBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* c, void* user)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user);\n    return stbi__is_16_main(&s);\n}\n\n#endif // STB_IMAGE_IMPLEMENTATION\n\n/*\n   revision history:\n      2.20  (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs\n      2.19  (2018-02-11) fix warning\n      2.18  (2018-01-30) fix warnings\n      2.17  (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug\n                         1-bit BMP\n                         *_is_16_bit api\n                         avoid warnings\n      2.16  (2017-07-23) all functions have 16-bit variants;\n                         STBI_NO_STDIO works again;\n                         compilation fixes;\n                         fix rounding in unpremultiply;\n                         optimize vertical flip;\n                         disable raw_len validation;\n                         documentation fixes\n      2.15  (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode;\n                         warning fixes; disable run-time SSE detection on gcc;\n                         uniform handling of optional \"return\" values;\n                         thread-safe initialization of zlib tables\n      2.14  (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs\n      2.13  (2016-11-29) add 16-bit API, only supported for PNG right now\n      2.12  (2016-04-02) fix typo in 2.11 PSD fix that caused crashes\n      2.11  (2016-04-02) allocate large structures on the stack\n                         remove white matting for transparent PSD\n                         fix reported channel count for PNG & BMP\n                         re-enable SSE2 in non-gcc 64-bit\n                         support RGB-formatted JPEG\n                         read 16-bit PNGs (only as 8-bit)\n      2.10  (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED\n      2.09  (2016-01-16) allow comments in PNM files\n                         16-bit-per-pixel TGA (not bit-per-component)\n                         info() for TGA could break due to .hdr handling\n                         info() for BMP to shares code instead of sloppy parse\n                         can use STBI_REALLOC_SIZED if allocator doesn't support realloc\n                         code cleanup\n      2.08  (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA\n      2.07  (2015-09-13) fix compiler warnings\n                         partial animated GIF support\n                         limited 16-bpc PSD support\n                         #ifdef unused functions\n                         bug with < 92 byte PIC,PNM,HDR,TGA\n      2.06  (2015-04-19) fix bug where PSD returns wrong '*comp' value\n      2.05  (2015-04-19) fix bug in progressive JPEG handling, fix warning\n      2.04  (2015-04-15) try to re-enable SIMD on MinGW 64-bit\n      2.03  (2015-04-12) extra corruption checking (mmozeiko)\n                         stbi_set_flip_vertically_on_load (nguillemot)\n                         fix NEON support; fix mingw support\n      2.02  (2015-01-19) fix incorrect assert, fix warning\n      2.01  (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2\n      2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG\n      2.00  (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg)\n                         progressive JPEG (stb)\n                         PGM/PPM support (Ken Miller)\n                         STBI_MALLOC,STBI_REALLOC,STBI_FREE\n                         GIF bugfix -- seemingly never worked\n                         STBI_NO_*, STBI_ONLY_*\n      1.48  (2014-12-14) fix incorrectly-named assert()\n      1.47  (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb)\n                         optimize PNG (ryg)\n                         fix bug in interlaced PNG with user-specified channel count (stb)\n      1.46  (2014-08-26)\n              fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG\n      1.45  (2014-08-16)\n              fix MSVC-ARM internal compiler error by wrapping malloc\n      1.44  (2014-08-07)\n              various warning fixes from Ronny Chevalier\n      1.43  (2014-07-15)\n              fix MSVC-only compiler problem in code changed in 1.42\n      1.42  (2014-07-09)\n              don't define _CRT_SECURE_NO_WARNINGS (affects user code)\n              fixes to stbi__cleanup_jpeg path\n              added STBI_ASSERT to avoid requiring assert.h\n      1.41  (2014-06-25)\n              fix search&replace from 1.36 that messed up comments/error messages\n      1.40  (2014-06-22)\n              fix gcc struct-initialization warning\n      1.39  (2014-06-15)\n              fix to TGA optimization when req_comp != number of components in TGA;\n              fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)\n              add support for BMP version 5 (more ignored fields)\n      1.38  (2014-06-06)\n              suppress MSVC warnings on integer casts truncating values\n              fix accidental rename of 'skip' field of I/O\n      1.37  (2014-06-04)\n              remove duplicate typedef\n      1.36  (2014-06-03)\n              convert to header file single-file library\n              if de-iphone isn't set, load iphone images color-swapped instead of returning NULL\n      1.35  (2014-05-27)\n              various warnings\n              fix broken STBI_SIMD path\n              fix bug where stbi_load_from_file no longer left file pointer in correct place\n              fix broken non-easy path for 32-bit BMP (possibly never used)\n              TGA optimization by Arseny Kapoulkine\n      1.34  (unknown)\n              use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case\n      1.33  (2011-07-14)\n              make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements\n      1.32  (2011-07-13)\n              support for \"info\" function for all supported filetypes (SpartanJ)\n      1.31  (2011-06-20)\n              a few more leak fixes, bug in PNG handling (SpartanJ)\n      1.30  (2011-06-11)\n              added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)\n              removed deprecated format-specific test/load functions\n              removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway\n              error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)\n              fix inefficiency in decoding 32-bit BMP (David Woo)\n      1.29  (2010-08-16)\n              various warning fixes from Aurelien Pocheville\n      1.28  (2010-08-01)\n              fix bug in GIF palette transparency (SpartanJ)\n      1.27  (2010-08-01)\n              cast-to-stbi_uc to fix warnings\n      1.26  (2010-07-24)\n              fix bug in file buffering for PNG reported by SpartanJ\n      1.25  (2010-07-17)\n              refix trans_data warning (Won Chun)\n      1.24  (2010-07-12)\n              perf improvements reading from files on platforms with lock-heavy fgetc()\n              minor perf improvements for jpeg\n              deprecated type-specific functions so we'll get feedback if they're needed\n              attempt to fix trans_data warning (Won Chun)\n      1.23    fixed bug in iPhone support\n      1.22  (2010-07-10)\n              removed image *writing* support\n              stbi_info support from Jetro Lauha\n              GIF support from Jean-Marc Lienher\n              iPhone PNG-extensions from James Brown\n              warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)\n      1.21    fix use of 'stbi_uc' in header (reported by jon blow)\n      1.20    added support for Softimage PIC, by Tom Seddon\n      1.19    bug in interlaced PNG corruption check (found by ryg)\n      1.18  (2008-08-02)\n              fix a threading bug (local mutable static)\n      1.17    support interlaced PNG\n      1.16    major bugfix - stbi__convert_format converted one too many pixels\n      1.15    initialize some fields for thread safety\n      1.14    fix threadsafe conversion bug\n              header-file-only version (#define STBI_HEADER_FILE_ONLY before including)\n      1.13    threadsafe\n      1.12    const qualifiers in the API\n      1.11    Support installable IDCT, colorspace conversion routines\n      1.10    Fixes for 64-bit (don't use \"unsigned long\")\n              optimized upsampling by Fabian \"ryg\" Giesen\n      1.09    Fix format-conversion for PSD code (bad global variables!)\n      1.08    Thatcher Ulrich's PSD code integrated by Nicolas Schulz\n      1.07    attempt to fix C++ warning/errors again\n      1.06    attempt to fix C++ warning/errors again\n      1.05    fix TGA loading to return correct *comp and use good luminance calc\n      1.04    default float alpha is 1, not 255; use 'void *' for stbi_image_free\n      1.03    bugfixes to STBI_NO_STDIO, STBI_NO_HDR\n      1.02    support for (subset of) HDR files, float interface for preferred access to them\n      1.01    fix bug: possible bug in handling right-side up bmps... not sure\n              fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all\n      1.00    interface to zlib that skips zlib header\n      0.99    correct handling of alpha in palette\n      0.98    TGA loader by lonesock; dynamically add loaders (untested)\n      0.97    jpeg errors on too large a file; also catch another malloc failure\n      0.96    fix detection of invalid v value - particleman@mollyrocket forum\n      0.95    during header scan, seek to markers in case of padding\n      0.94    STBI_NO_STDIO to disable stdio usage; rename all #defines the same\n      0.93    handle jpegtran output; verbose errors\n      0.92    read 4,8,16,24,32-bit BMP files of several formats\n      0.91    output 24-bit Windows 3.0 BMP files\n      0.90    fix a few more warnings; bump version number to approach 1.0\n      0.61    bugfixes due to Marc LeBlanc, Christopher Lloyd\n      0.60    fix compiling as c++\n      0.59    fix warnings: merge Dave Moore's -Wall fixes\n      0.58    fix bug: zlib uncompressed mode len/nlen was wrong endian\n      0.57    fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available\n      0.56    fix bug: zlib uncompressed mode len vs. nlen\n      0.55    fix bug: restart_interval not initialized to 0\n      0.54    allow NULL for 'int *comp'\n      0.53    fix bug in png 3->4; speedup png decoding\n      0.52    png handles req_comp=3,4 directly; minor cleanup; jpeg comments\n      0.51    obey req_comp requests, 1-component jpegs return as 1-component,\n              on 'test' only check type, not whether we support this variant\n      0.50  (2006-11-19)\n              first released version\n*/\n\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/"
  },
  {
    "path": "Dependencies/include/64/stb_image_write.h",
    "content": "/* stb_image_write - v1.15 - public domain - http://nothings.org/stb\n   writes out PNG/BMP/TGA/JPEG/HDR images to C stdio - Sean Barrett 2010-2015\n                                     no warranty implied; use at your own risk\n\n   Before #including,\n\n       #define STB_IMAGE_WRITE_IMPLEMENTATION\n\n   in the file that you want to have the implementation.\n\n   Will probably not work correctly with strict-aliasing optimizations.\n\nABOUT:\n\n   This header file is a library for writing images to C stdio or a callback.\n\n   The PNG output is not optimal; it is 20-50% larger than the file\n   written by a decent optimizing implementation; though providing a custom\n   zlib compress function (see STBIW_ZLIB_COMPRESS) can mitigate that.\n   This library is designed for source code compactness and simplicity,\n   not optimal image file size or run-time performance.\n\nBUILDING:\n\n   You can #define STBIW_ASSERT(x) before the #include to avoid using assert.h.\n   You can #define STBIW_MALLOC(), STBIW_REALLOC(), and STBIW_FREE() to replace\n   malloc,realloc,free.\n   You can #define STBIW_MEMMOVE() to replace memmove()\n   You can #define STBIW_ZLIB_COMPRESS to use a custom zlib-style compress function\n   for PNG compression (instead of the builtin one), it must have the following signature:\n   unsigned char * my_compress(unsigned char *data, int data_len, int *out_len, int quality);\n   The returned data will be freed with STBIW_FREE() (free() by default),\n   so it must be heap allocated with STBIW_MALLOC() (malloc() by default),\n\nUNICODE:\n\n   If compiling for Windows and you wish to use Unicode filenames, compile\n   with\n       #define STBIW_WINDOWS_UTF8\n   and pass utf8-encoded filenames. Call stbiw_convert_wchar_to_utf8 to convert\n   Windows wchar_t filenames to utf8.\n\nUSAGE:\n\n   There are five functions, one for each image file format:\n\n     int stbi_write_png(char const *filename, int w, int h, int comp, const void *data, int stride_in_bytes);\n     int stbi_write_bmp(char const *filename, int w, int h, int comp, const void *data);\n     int stbi_write_tga(char const *filename, int w, int h, int comp, const void *data);\n     int stbi_write_jpg(char const *filename, int w, int h, int comp, const void *data, int quality);\n     int stbi_write_hdr(char const *filename, int w, int h, int comp, const float *data);\n\n     void stbi_flip_vertically_on_write(int flag); // flag is non-zero to flip data vertically\n\n   There are also five equivalent functions that use an arbitrary write function. You are\n   expected to open/close your file-equivalent before and after calling these:\n\n     int stbi_write_png_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void  *data, int stride_in_bytes);\n     int stbi_write_bmp_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void  *data);\n     int stbi_write_tga_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void  *data);\n     int stbi_write_hdr_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const float *data);\n     int stbi_write_jpg_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data, int quality);\n\n   where the callback is:\n      void stbi_write_func(void *context, void *data, int size);\n\n   You can configure it with these global variables:\n      int stbi_write_tga_with_rle;             // defaults to true; set to 0 to disable RLE\n      int stbi_write_png_compression_level;    // defaults to 8; set to higher for more compression\n      int stbi_write_force_png_filter;         // defaults to -1; set to 0..5 to force a filter mode\n\n\n   You can define STBI_WRITE_NO_STDIO to disable the file variant of these\n   functions, so the library will not use stdio.h at all. However, this will\n   also disable HDR writing, because it requires stdio for formatted output.\n\n   Each function returns 0 on failure and non-0 on success.\n\n   The functions create an image file defined by the parameters. The image\n   is a rectangle of pixels stored from left-to-right, top-to-bottom.\n   Each pixel contains 'comp' channels of data stored interleaved with 8-bits\n   per channel, in the following order: 1=Y, 2=YA, 3=RGB, 4=RGBA. (Y is\n   monochrome color.) The rectangle is 'w' pixels wide and 'h' pixels tall.\n   The *data pointer points to the first byte of the top-left-most pixel.\n   For PNG, \"stride_in_bytes\" is the distance in bytes from the first byte of\n   a row of pixels to the first byte of the next row of pixels.\n\n   PNG creates output files with the same number of components as the input.\n   The BMP format expands Y to RGB in the file format and does not\n   output alpha.\n\n   PNG supports writing rectangles of data even when the bytes storing rows of\n   data are not consecutive in memory (e.g. sub-rectangles of a larger image),\n   by supplying the stride between the beginning of adjacent rows. The other\n   formats do not. (Thus you cannot write a native-format BMP through the BMP\n   writer, both because it is in BGR order and because it may have padding\n   at the end of the line.)\n\n   PNG allows you to set the deflate compression level by setting the global\n   variable 'stbi_write_png_compression_level' (it defaults to 8).\n\n   HDR expects linear float data. Since the format is always 32-bit rgb(e)\n   data, alpha (if provided) is discarded, and for monochrome data it is\n   replicated across all three channels.\n\n   TGA supports RLE or non-RLE compressed data. To use non-RLE-compressed\n   data, set the global variable 'stbi_write_tga_with_rle' to 0.\n\n   JPEG does ignore alpha channels in input data; quality is between 1 and 100.\n   Higher quality looks better but results in a bigger image.\n   JPEG baseline (no JPEG progressive).\n\nCREDITS:\n\n\n   Sean Barrett           -    PNG/BMP/TGA\n   Baldur Karlsson        -    HDR\n   Jean-Sebastien Guay    -    TGA monochrome\n   Tim Kelsey             -    misc enhancements\n   Alan Hickman           -    TGA RLE\n   Emmanuel Julien        -    initial file IO callback implementation\n   Jon Olick              -    original jo_jpeg.cpp code\n   Daniel Gibson          -    integrate JPEG, allow external zlib\n   Aarni Koskela          -    allow choosing PNG filter\n\n   bugfixes:\n      github:Chribba\n      Guillaume Chereau\n      github:jry2\n      github:romigrou\n      Sergio Gonzalez\n      Jonas Karlsson\n      Filip Wasil\n      Thatcher Ulrich\n      github:poppolopoppo\n      Patrick Boettcher\n      github:xeekworx\n      Cap Petschulat\n      Simon Rodriguez\n      Ivan Tikhonov\n      github:ignotion\n      Adam Schackart\n\nLICENSE\n\n  See end of file for license information.\n\n*/\n\n#ifndef INCLUDE_STB_IMAGE_WRITE_H\n#define INCLUDE_STB_IMAGE_WRITE_H\n\n#include <stdlib.h>\n\n// if STB_IMAGE_WRITE_STATIC causes problems, try defining STBIWDEF to 'inline' or 'static inline'\n#ifndef STBIWDEF\n#ifdef STB_IMAGE_WRITE_STATIC\n#define STBIWDEF  static\n#else\n#ifdef __cplusplus\n#define STBIWDEF  extern \"C\"\n#else\n#define STBIWDEF  extern\n#endif\n#endif\n#endif\n\n#ifndef STB_IMAGE_WRITE_STATIC  // C++ forbids static forward declarations\nextern int stbi_write_tga_with_rle;\nextern int stbi_write_png_compression_level;\nextern int stbi_write_force_png_filter;\n#endif\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_png(char const* filename, int w, int h, int comp, const void* data, int stride_in_bytes);\nSTBIWDEF int stbi_write_bmp(char const* filename, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_tga(char const* filename, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_hdr(char const* filename, int w, int h, int comp, const float* data);\nSTBIWDEF int stbi_write_jpg(char const* filename, int x, int y, int comp, const void* data, int quality);\n\n#ifdef STBI_WINDOWS_UTF8\nSTBIWDEF int stbiw_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input);\n#endif\n#endif\n\ntypedef void stbi_write_func(void* context, void* data, int size);\n\nSTBIWDEF int stbi_write_png_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data, int stride_in_bytes);\nSTBIWDEF int stbi_write_bmp_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_tga_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_hdr_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const float* data);\nSTBIWDEF int stbi_write_jpg_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int quality);\n\nSTBIWDEF void stbi_flip_vertically_on_write(int flip_boolean);\n\n#endif//INCLUDE_STB_IMAGE_WRITE_H\n\n#ifdef STB_IMAGE_WRITE_IMPLEMENTATION\n\n#ifdef _WIN32\n#ifndef _CRT_SECURE_NO_WARNINGS\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n#ifndef _CRT_NONSTDC_NO_DEPRECATE\n#define _CRT_NONSTDC_NO_DEPRECATE\n#endif\n#endif\n\n#ifndef STBI_WRITE_NO_STDIO\n#include <stdio.h>\n#endif // STBI_WRITE_NO_STDIO\n\n#include <stdarg.h>\n#include <stdlib.h>\n#include <string.h>\n#include <math.h>\n\n#if defined(STBIW_MALLOC) && defined(STBIW_FREE) && (defined(STBIW_REALLOC) || defined(STBIW_REALLOC_SIZED))\n// ok\n#elif !defined(STBIW_MALLOC) && !defined(STBIW_FREE) && !defined(STBIW_REALLOC) && !defined(STBIW_REALLOC_SIZED)\n// ok\n#else\n#error \"Must define all or none of STBIW_MALLOC, STBIW_FREE, and STBIW_REALLOC (or STBIW_REALLOC_SIZED).\"\n#endif\n\n#ifndef STBIW_MALLOC\n#define STBIW_MALLOC(sz)        malloc(sz)\n#define STBIW_REALLOC(p,newsz)  realloc(p,newsz)\n#define STBIW_FREE(p)           free(p)\n#endif\n\n#ifndef STBIW_REALLOC_SIZED\n#define STBIW_REALLOC_SIZED(p,oldsz,newsz) STBIW_REALLOC(p,newsz)\n#endif\n\n\n#ifndef STBIW_MEMMOVE\n#define STBIW_MEMMOVE(a,b,sz) memmove(a,b,sz)\n#endif\n\n\n#ifndef STBIW_ASSERT\n#include <assert.h>\n#define STBIW_ASSERT(x) assert(x)\n#endif\n\n#define STBIW_UCHAR(x) (unsigned char) ((x) & 0xff)\n\n#ifdef STB_IMAGE_WRITE_STATIC\nstatic int stbi_write_png_compression_level = 8;\nstatic int stbi_write_tga_with_rle = 1;\nstatic int stbi_write_force_png_filter = -1;\n#else\nint stbi_write_png_compression_level = 8;\nint stbi_write_tga_with_rle = 1;\nint stbi_write_force_png_filter = -1;\n#endif\n\nstatic int stbi__flip_vertically_on_write = 0;\n\nSTBIWDEF void stbi_flip_vertically_on_write(int flag)\n{\n    stbi__flip_vertically_on_write = flag;\n}\n\ntypedef struct\n{\n    stbi_write_func* func;\n    void* context;\n    unsigned char buffer[64];\n    int buf_used;\n} stbi__write_context;\n\n// initialize a callback-based context\nstatic void stbi__start_write_callbacks(stbi__write_context* s, stbi_write_func* c, void* context)\n{\n    s->func = c;\n    s->context = context;\n}\n\n#ifndef STBI_WRITE_NO_STDIO\n\nstatic void stbi__stdio_write(void* context, void* data, int size)\n{\n    fwrite(data, 1, size, (FILE*)context);\n}\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\n#ifdef __cplusplus\n#define STBIW_EXTERN extern \"C\"\n#else\n#define STBIW_EXTERN extern\n#endif\nSTBIW_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char* str, int cbmb, wchar_t* widestr, int cchwide);\nSTBIW_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t* widestr, int cchwide, char* str, int cbmb, const char* defchar, int* used_default);\n\nSTBIWDEF int stbiw_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input)\n{\n    return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL);\n}\n#endif\n\nstatic FILE* stbiw__fopen(char const* filename, char const* mode)\n{\n    FILE* f;\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\n    wchar_t wMode[64];\n    wchar_t wFilename[1024];\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)))\n        return 0;\n\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)))\n        return 0;\n\n#if _MSC_VER >= 1400\n    if (0 != _wfopen_s(&f, wFilename, wMode))\n        f = 0;\n#else\n    f = _wfopen(wFilename, wMode);\n#endif\n\n#elif defined(_MSC_VER) && _MSC_VER >= 1400\n    if (0 != fopen_s(&f, filename, mode))\n        f = 0;\n#else\n    f = fopen(filename, mode);\n#endif\n    return f;\n}\n\nstatic int stbi__start_write_file(stbi__write_context* s, const char* filename)\n{\n    FILE* f = stbiw__fopen(filename, \"wb\");\n    stbi__start_write_callbacks(s, stbi__stdio_write, (void*)f);\n    return f != NULL;\n}\n\nstatic void stbi__end_write_file(stbi__write_context* s)\n{\n    fclose((FILE*)s->context);\n}\n\n#endif // !STBI_WRITE_NO_STDIO\n\ntypedef unsigned int stbiw_uint32;\ntypedef int stb_image_write_test[sizeof(stbiw_uint32) == 4 ? 1 : -1];\n\nstatic void stbiw__writefv(stbi__write_context* s, const char* fmt, va_list v)\n{\n    while (*fmt) {\n        switch (*fmt++) {\n        case ' ': break;\n        case '1': { unsigned char x = STBIW_UCHAR(va_arg(v, int));\n            s->func(s->context, &x, 1);\n            break; }\n        case '2': { int x = va_arg(v, int);\n            unsigned char b[2];\n            b[0] = STBIW_UCHAR(x);\n            b[1] = STBIW_UCHAR(x >> 8);\n            s->func(s->context, b, 2);\n            break; }\n        case '4': { stbiw_uint32 x = va_arg(v, int);\n            unsigned char b[4];\n            b[0] = STBIW_UCHAR(x);\n            b[1] = STBIW_UCHAR(x >> 8);\n            b[2] = STBIW_UCHAR(x >> 16);\n            b[3] = STBIW_UCHAR(x >> 24);\n            s->func(s->context, b, 4);\n            break; }\n        default:\n            STBIW_ASSERT(0);\n            return;\n        }\n    }\n}\n\nstatic void stbiw__writef(stbi__write_context* s, const char* fmt, ...)\n{\n    va_list v;\n    va_start(v, fmt);\n    stbiw__writefv(s, fmt, v);\n    va_end(v);\n}\n\nstatic void stbiw__write_flush(stbi__write_context* s)\n{\n    if (s->buf_used) {\n        s->func(s->context, &s->buffer, s->buf_used);\n        s->buf_used = 0;\n    }\n}\n\nstatic void stbiw__putc(stbi__write_context* s, unsigned char c)\n{\n    s->func(s->context, &c, 1);\n}\n\nstatic void stbiw__write1(stbi__write_context* s, unsigned char a)\n{\n    if (s->buf_used + 1 > sizeof(s->buffer))\n        stbiw__write_flush(s);\n    s->buffer[s->buf_used++] = a;\n}\n\nstatic void stbiw__write3(stbi__write_context* s, unsigned char a, unsigned char b, unsigned char c)\n{\n    int n;\n    if (s->buf_used + 3 > sizeof(s->buffer))\n        stbiw__write_flush(s);\n    n = s->buf_used;\n    s->buf_used = n + 3;\n    s->buffer[n + 0] = a;\n    s->buffer[n + 1] = b;\n    s->buffer[n + 2] = c;\n}\n\nstatic void stbiw__write_pixel(stbi__write_context* s, int rgb_dir, int comp, int write_alpha, int expand_mono, unsigned char* d)\n{\n    unsigned char bg[3] = { 255, 0, 255 }, px[3];\n    int k;\n\n    if (write_alpha < 0)\n        stbiw__write1(s, d[comp - 1]);\n\n    switch (comp) {\n    case 2: // 2 pixels = mono + alpha, alpha is written separately, so same as 1-channel case\n    case 1:\n        if (expand_mono)\n            stbiw__write3(s, d[0], d[0], d[0]); // monochrome bmp\n        else\n            stbiw__write1(s, d[0]);  // monochrome TGA\n        break;\n    case 4:\n        if (!write_alpha) {\n            // composite against pink background\n            for (k = 0; k < 3; ++k)\n                px[k] = bg[k] + ((d[k] - bg[k]) * d[3]) / 255;\n            stbiw__write3(s, px[1 - rgb_dir], px[1], px[1 + rgb_dir]);\n            break;\n        }\n        /* FALLTHROUGH */\n    case 3:\n        stbiw__write3(s, d[1 - rgb_dir], d[1], d[1 + rgb_dir]);\n        break;\n    }\n    if (write_alpha > 0)\n        stbiw__write1(s, d[comp - 1]);\n}\n\nstatic void stbiw__write_pixels(stbi__write_context* s, int rgb_dir, int vdir, int x, int y, int comp, void* data, int write_alpha, int scanline_pad, int expand_mono)\n{\n    stbiw_uint32 zero = 0;\n    int i, j, j_end;\n\n    if (y <= 0)\n        return;\n\n    if (stbi__flip_vertically_on_write)\n        vdir *= -1;\n\n    if (vdir < 0) {\n        j_end = -1; j = y - 1;\n    }\n    else {\n        j_end = y; j = 0;\n    }\n\n    for (; j != j_end; j += vdir) {\n        for (i = 0; i < x; ++i) {\n            unsigned char* d = (unsigned char*)data + (j * x + i) * comp;\n            stbiw__write_pixel(s, rgb_dir, comp, write_alpha, expand_mono, d);\n        }\n        stbiw__write_flush(s);\n        s->func(s->context, &zero, scanline_pad);\n    }\n}\n\nstatic int stbiw__outfile(stbi__write_context* s, int rgb_dir, int vdir, int x, int y, int comp, int expand_mono, void* data, int alpha, int pad, const char* fmt, ...)\n{\n    if (y < 0 || x < 0) {\n        return 0;\n    }\n    else {\n        va_list v;\n        va_start(v, fmt);\n        stbiw__writefv(s, fmt, v);\n        va_end(v);\n        stbiw__write_pixels(s, rgb_dir, vdir, x, y, comp, data, alpha, pad, expand_mono);\n        return 1;\n    }\n}\n\nstatic int stbi_write_bmp_core(stbi__write_context* s, int x, int y, int comp, const void* data)\n{\n    int pad = (-x * 3) & 3;\n    return stbiw__outfile(s, -1, -1, x, y, comp, 1, (void*)data, 0, pad,\n        \"11 4 22 4\" \"4 44 22 444444\",\n        'B', 'M', 14 + 40 + (x * 3 + pad) * y, 0, 0, 14 + 40,  // file header\n        40, x, y, 1, 24, 0, 0, 0, 0, 0, 0);             // bitmap header\n}\n\nSTBIWDEF int stbi_write_bmp_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_bmp_core(&s, x, y, comp, data);\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_bmp(char const* filename, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_bmp_core(&s, x, y, comp, data);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif //!STBI_WRITE_NO_STDIO\n\nstatic int stbi_write_tga_core(stbi__write_context* s, int x, int y, int comp, void* data)\n{\n    int has_alpha = (comp == 2 || comp == 4);\n    int colorbytes = has_alpha ? comp - 1 : comp;\n    int format = colorbytes < 2 ? 3 : 2; // 3 color channels (RGB/RGBA) = 2, 1 color channel (Y/YA) = 3\n\n    if (y < 0 || x < 0)\n        return 0;\n\n    if (!stbi_write_tga_with_rle) {\n        return stbiw__outfile(s, -1, -1, x, y, comp, 0, (void*)data, has_alpha, 0,\n            \"111 221 2222 11\", 0, 0, format, 0, 0, 0, 0, 0, x, y, (colorbytes + has_alpha) * 8, has_alpha * 8);\n    }\n    else {\n        int i, j, k;\n        int jend, jdir;\n\n        stbiw__writef(s, \"111 221 2222 11\", 0, 0, format + 8, 0, 0, 0, 0, 0, x, y, (colorbytes + has_alpha) * 8, has_alpha * 8);\n\n        if (stbi__flip_vertically_on_write) {\n            j = 0;\n            jend = y;\n            jdir = 1;\n        }\n        else {\n            j = y - 1;\n            jend = -1;\n            jdir = -1;\n        }\n        for (; j != jend; j += jdir) {\n            unsigned char* row = (unsigned char*)data + j * x * comp;\n            int len;\n\n            for (i = 0; i < x; i += len) {\n                unsigned char* begin = row + i * comp;\n                int diff = 1;\n                len = 1;\n\n                if (i < x - 1) {\n                    ++len;\n                    diff = memcmp(begin, row + (i + 1) * comp, comp);\n                    if (diff) {\n                        const unsigned char* prev = begin;\n                        for (k = i + 2; k < x && len < 128; ++k) {\n                            if (memcmp(prev, row + k * comp, comp)) {\n                                prev += comp;\n                                ++len;\n                            }\n                            else {\n                                --len;\n                                break;\n                            }\n                        }\n                    }\n                    else {\n                        for (k = i + 2; k < x && len < 128; ++k) {\n                            if (!memcmp(begin, row + k * comp, comp)) {\n                                ++len;\n                            }\n                            else {\n                                break;\n                            }\n                        }\n                    }\n                }\n\n                if (diff) {\n                    unsigned char header = STBIW_UCHAR(len - 1);\n                    stbiw__write1(s, header);\n                    for (k = 0; k < len; ++k) {\n                        stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin + k * comp);\n                    }\n                }\n                else {\n                    unsigned char header = STBIW_UCHAR(len - 129);\n                    stbiw__write1(s, header);\n                    stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin);\n                }\n            }\n        }\n        stbiw__write_flush(s);\n    }\n    return 1;\n}\n\nSTBIWDEF int stbi_write_tga_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_tga_core(&s, x, y, comp, (void*)data);\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_tga(char const* filename, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_tga_core(&s, x, y, comp, (void*)data);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif\n\n// *************************************************************************************************\n// Radiance RGBE HDR writer\n// by Baldur Karlsson\n\n#define stbiw__max(a, b)  ((a) > (b) ? (a) : (b))\n\nstatic void stbiw__linear_to_rgbe(unsigned char* rgbe, float* linear)\n{\n    int exponent;\n    float maxcomp = stbiw__max(linear[0], stbiw__max(linear[1], linear[2]));\n\n    if (maxcomp < 1e-32f) {\n        rgbe[0] = rgbe[1] = rgbe[2] = rgbe[3] = 0;\n    }\n    else {\n        float normalize = (float)frexp(maxcomp, &exponent) * 256.0f / maxcomp;\n\n        rgbe[0] = (unsigned char)(linear[0] * normalize);\n        rgbe[1] = (unsigned char)(linear[1] * normalize);\n        rgbe[2] = (unsigned char)(linear[2] * normalize);\n        rgbe[3] = (unsigned char)(exponent + 128);\n    }\n}\n\nstatic void stbiw__write_run_data(stbi__write_context* s, int length, unsigned char databyte)\n{\n    unsigned char lengthbyte = STBIW_UCHAR(length + 128);\n    STBIW_ASSERT(length + 128 <= 255);\n    s->func(s->context, &lengthbyte, 1);\n    s->func(s->context, &databyte, 1);\n}\n\nstatic void stbiw__write_dump_data(stbi__write_context* s, int length, unsigned char* data)\n{\n    unsigned char lengthbyte = STBIW_UCHAR(length);\n    STBIW_ASSERT(length <= 128); // inconsistent with spec but consistent with official code\n    s->func(s->context, &lengthbyte, 1);\n    s->func(s->context, data, length);\n}\n\nstatic void stbiw__write_hdr_scanline(stbi__write_context* s, int width, int ncomp, unsigned char* scratch, float* scanline)\n{\n    unsigned char scanlineheader[4] = { 2, 2, 0, 0 };\n    unsigned char rgbe[4];\n    float linear[3];\n    int x;\n\n    scanlineheader[2] = (width & 0xff00) >> 8;\n    scanlineheader[3] = (width & 0x00ff);\n\n    /* skip RLE for images too small or large */\n    if (width < 8 || width >= 32768) {\n        for (x = 0; x < width; x++) {\n            switch (ncomp) {\n            case 4: /* fallthrough */\n            case 3: linear[2] = scanline[x * ncomp + 2];\n                linear[1] = scanline[x * ncomp + 1];\n                linear[0] = scanline[x * ncomp + 0];\n                break;\n            default:\n                linear[0] = linear[1] = linear[2] = scanline[x * ncomp + 0];\n                break;\n            }\n            stbiw__linear_to_rgbe(rgbe, linear);\n            s->func(s->context, rgbe, 4);\n        }\n    }\n    else {\n        int c, r;\n        /* encode into scratch buffer */\n        for (x = 0; x < width; x++) {\n            switch (ncomp) {\n            case 4: /* fallthrough */\n            case 3: linear[2] = scanline[x * ncomp + 2];\n                linear[1] = scanline[x * ncomp + 1];\n                linear[0] = scanline[x * ncomp + 0];\n                break;\n            default:\n                linear[0] = linear[1] = linear[2] = scanline[x * ncomp + 0];\n                break;\n            }\n            stbiw__linear_to_rgbe(rgbe, linear);\n            scratch[x + width * 0] = rgbe[0];\n            scratch[x + width * 1] = rgbe[1];\n            scratch[x + width * 2] = rgbe[2];\n            scratch[x + width * 3] = rgbe[3];\n        }\n\n        s->func(s->context, scanlineheader, 4);\n\n        /* RLE each component separately */\n        for (c = 0; c < 4; c++) {\n            unsigned char* comp = &scratch[width * c];\n\n            x = 0;\n            while (x < width) {\n                // find first run\n                r = x;\n                while (r + 2 < width) {\n                    if (comp[r] == comp[r + 1] && comp[r] == comp[r + 2])\n                        break;\n                    ++r;\n                }\n                if (r + 2 >= width)\n                    r = width;\n                // dump up to first run\n                while (x < r) {\n                    int len = r - x;\n                    if (len > 128) len = 128;\n                    stbiw__write_dump_data(s, len, &comp[x]);\n                    x += len;\n                }\n                // if there's a run, output it\n                if (r + 2 < width) { // same test as what we break out of in search loop, so only true if we break'd\n                   // find next byte after run\n                    while (r < width && comp[r] == comp[x])\n                        ++r;\n                    // output run up to r\n                    while (x < r) {\n                        int len = r - x;\n                        if (len > 127) len = 127;\n                        stbiw__write_run_data(s, len, comp[x]);\n                        x += len;\n                    }\n                }\n            }\n        }\n    }\n}\n\nstatic int stbi_write_hdr_core(stbi__write_context* s, int x, int y, int comp, float* data)\n{\n    if (y <= 0 || x <= 0 || data == NULL)\n        return 0;\n    else {\n        // Each component is stored separately. Allocate scratch space for full output scanline.\n        unsigned char* scratch = (unsigned char*)STBIW_MALLOC(x * 4);\n        int i, len;\n        char buffer[128];\n        char header[] = \"#?RADIANCE\\n# Written by stb_image_write.h\\nFORMAT=32-bit_rle_rgbe\\n\";\n        s->func(s->context, header, sizeof(header) - 1);\n\n#ifdef __STDC_WANT_SECURE_LIB__\n        len = sprintf_s(buffer, sizeof(buffer), \"EXPOSURE=          1.0000000000000\\n\\n-Y %d +X %d\\n\", y, x);\n#else\n        len = sprintf(buffer, \"EXPOSURE=          1.0000000000000\\n\\n-Y %d +X %d\\n\", y, x);\n#endif\n        s->func(s->context, buffer, len);\n\n        for (i = 0; i < y; i++)\n            stbiw__write_hdr_scanline(s, x, comp, scratch, data + comp * x * (stbi__flip_vertically_on_write ? y - 1 - i : i));\n        STBIW_FREE(scratch);\n        return 1;\n    }\n}\n\nSTBIWDEF int stbi_write_hdr_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const float* data)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_hdr_core(&s, x, y, comp, (float*)data);\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_hdr(char const* filename, int x, int y, int comp, const float* data)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_hdr_core(&s, x, y, comp, (float*)data);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif // STBI_WRITE_NO_STDIO\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// PNG writer\n//\n\n#ifndef STBIW_ZLIB_COMPRESS\n// stretchy buffer; stbiw__sbpush() == vector<>::push_back() -- stbiw__sbcount() == vector<>::size()\n#define stbiw__sbraw(a) ((int *) (void *) (a) - 2)\n#define stbiw__sbm(a)   stbiw__sbraw(a)[0]\n#define stbiw__sbn(a)   stbiw__sbraw(a)[1]\n\n#define stbiw__sbneedgrow(a,n)  ((a)==0 || stbiw__sbn(a)+n >= stbiw__sbm(a))\n#define stbiw__sbmaybegrow(a,n) (stbiw__sbneedgrow(a,(n)) ? stbiw__sbgrow(a,n) : 0)\n#define stbiw__sbgrow(a,n)  stbiw__sbgrowf((void **) &(a), (n), sizeof(*(a)))\n\n#define stbiw__sbpush(a, v)      (stbiw__sbmaybegrow(a,1), (a)[stbiw__sbn(a)++] = (v))\n#define stbiw__sbcount(a)        ((a) ? stbiw__sbn(a) : 0)\n#define stbiw__sbfree(a)         ((a) ? STBIW_FREE(stbiw__sbraw(a)),0 : 0)\n\nstatic void* stbiw__sbgrowf(void** arr, int increment, int itemsize)\n{\n    int m = *arr ? 2 * stbiw__sbm(*arr) + increment : increment + 1;\n    void* p = STBIW_REALLOC_SIZED(*arr ? stbiw__sbraw(*arr) : 0, *arr ? (stbiw__sbm(*arr) * itemsize + sizeof(int) * 2) : 0, itemsize * m + sizeof(int) * 2);\n    STBIW_ASSERT(p);\n    if (p) {\n        if (!*arr) ((int*)p)[1] = 0;\n        *arr = (void*)((int*)p + 2);\n        stbiw__sbm(*arr) = m;\n    }\n    return *arr;\n}\n\nstatic unsigned char* stbiw__zlib_flushf(unsigned char* data, unsigned int* bitbuffer, int* bitcount)\n{\n    while (*bitcount >= 8) {\n        stbiw__sbpush(data, STBIW_UCHAR(*bitbuffer));\n        *bitbuffer >>= 8;\n        *bitcount -= 8;\n    }\n    return data;\n}\n\nstatic int stbiw__zlib_bitrev(int code, int codebits)\n{\n    int res = 0;\n    while (codebits--) {\n        res = (res << 1) | (code & 1);\n        code >>= 1;\n    }\n    return res;\n}\n\nstatic unsigned int stbiw__zlib_countm(unsigned char* a, unsigned char* b, int limit)\n{\n    int i;\n    for (i = 0; i < limit && i < 258; ++i)\n        if (a[i] != b[i]) break;\n    return i;\n}\n\nstatic unsigned int stbiw__zhash(unsigned char* data)\n{\n    stbiw_uint32 hash = data[0] + (data[1] << 8) + (data[2] << 16);\n    hash ^= hash << 3;\n    hash += hash >> 5;\n    hash ^= hash << 4;\n    hash += hash >> 17;\n    hash ^= hash << 25;\n    hash += hash >> 6;\n    return hash;\n}\n\n#define stbiw__zlib_flush() (out = stbiw__zlib_flushf(out, &bitbuf, &bitcount))\n#define stbiw__zlib_add(code,codebits) \\\n      (bitbuf |= (code) << bitcount, bitcount += (codebits), stbiw__zlib_flush())\n#define stbiw__zlib_huffa(b,c)  stbiw__zlib_add(stbiw__zlib_bitrev(b,c),c)\n// default huffman tables\n#define stbiw__zlib_huff1(n)  stbiw__zlib_huffa(0x30 + (n), 8)\n#define stbiw__zlib_huff2(n)  stbiw__zlib_huffa(0x190 + (n)-144, 9)\n#define stbiw__zlib_huff3(n)  stbiw__zlib_huffa(0 + (n)-256,7)\n#define stbiw__zlib_huff4(n)  stbiw__zlib_huffa(0xc0 + (n)-280,8)\n#define stbiw__zlib_huff(n)  ((n) <= 143 ? stbiw__zlib_huff1(n) : (n) <= 255 ? stbiw__zlib_huff2(n) : (n) <= 279 ? stbiw__zlib_huff3(n) : stbiw__zlib_huff4(n))\n#define stbiw__zlib_huffb(n) ((n) <= 143 ? stbiw__zlib_huff1(n) : stbiw__zlib_huff2(n))\n\n#define stbiw__ZHASH   16384\n\n#endif // STBIW_ZLIB_COMPRESS\n\nSTBIWDEF unsigned char* stbi_zlib_compress(unsigned char* data, int data_len, int* out_len, int quality)\n{\n#ifdef STBIW_ZLIB_COMPRESS\n    // user provided a zlib compress implementation, use that\n    return STBIW_ZLIB_COMPRESS(data, data_len, out_len, quality);\n#else // use builtin\n    static unsigned short lengthc[] = { 3,4,5,6,7,8,9,10,11,13,15,17,19,23,27,31,35,43,51,59,67,83,99,115,131,163,195,227,258, 259 };\n    static unsigned char  lengtheb[] = { 0,0,0,0,0,0,0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4,  4,  5,  5,  5,  5,  0 };\n    static unsigned short distc[] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577, 32768 };\n    static unsigned char  disteb[] = { 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 };\n    unsigned int bitbuf = 0;\n    int i, j, bitcount = 0;\n    unsigned char* out = NULL;\n    unsigned char*** hash_table = (unsigned char***)STBIW_MALLOC(stbiw__ZHASH * sizeof(unsigned char**));\n    if (hash_table == NULL)\n        return NULL;\n    if (quality < 5) quality = 5;\n\n    stbiw__sbpush(out, 0x78);   // DEFLATE 32K window\n    stbiw__sbpush(out, 0x5e);   // FLEVEL = 1\n    stbiw__zlib_add(1, 1);  // BFINAL = 1\n    stbiw__zlib_add(1, 2);  // BTYPE = 1 -- fixed huffman\n\n    for (i = 0; i < stbiw__ZHASH; ++i)\n        hash_table[i] = NULL;\n\n    i = 0;\n    while (i < data_len - 3) {\n        // hash next 3 bytes of data to be compressed\n        int h = stbiw__zhash(data + i) & (stbiw__ZHASH - 1), best = 3;\n        unsigned char* bestloc = 0;\n        unsigned char** hlist = hash_table[h];\n        int n = stbiw__sbcount(hlist);\n        for (j = 0; j < n; ++j) {\n            if (hlist[j] - data > i - 32768) { // if entry lies within window\n                int d = stbiw__zlib_countm(hlist[j], data + i, data_len - i);\n                if (d >= best) { best = d; bestloc = hlist[j]; }\n            }\n        }\n        // when hash table entry is too long, delete half the entries\n        if (hash_table[h] && stbiw__sbn(hash_table[h]) == 2 * quality) {\n            STBIW_MEMMOVE(hash_table[h], hash_table[h] + quality, sizeof(hash_table[h][0]) * quality);\n            stbiw__sbn(hash_table[h]) = quality;\n        }\n        stbiw__sbpush(hash_table[h], data + i);\n\n        if (bestloc) {\n            // \"lazy matching\" - check match at *next* byte, and if it's better, do cur byte as literal\n            h = stbiw__zhash(data + i + 1) & (stbiw__ZHASH - 1);\n            hlist = hash_table[h];\n            n = stbiw__sbcount(hlist);\n            for (j = 0; j < n; ++j) {\n                if (hlist[j] - data > i - 32767) {\n                    int e = stbiw__zlib_countm(hlist[j], data + i + 1, data_len - i - 1);\n                    if (e > best) { // if next match is better, bail on current match\n                        bestloc = NULL;\n                        break;\n                    }\n                }\n            }\n        }\n\n        if (bestloc) {\n            int d = (int)(data + i - bestloc); // distance back\n            STBIW_ASSERT(d <= 32767 && best <= 258);\n            for (j = 0; best > lengthc[j + 1] - 1; ++j);\n            stbiw__zlib_huff(j + 257);\n            if (lengtheb[j]) stbiw__zlib_add(best - lengthc[j], lengtheb[j]);\n            for (j = 0; d > distc[j + 1] - 1; ++j);\n            stbiw__zlib_add(stbiw__zlib_bitrev(j, 5), 5);\n            if (disteb[j]) stbiw__zlib_add(d - distc[j], disteb[j]);\n            i += best;\n        }\n        else {\n            stbiw__zlib_huffb(data[i]);\n            ++i;\n        }\n    }\n    // write out final bytes\n    for (; i < data_len; ++i)\n        stbiw__zlib_huffb(data[i]);\n    stbiw__zlib_huff(256); // end of block\n    // pad with 0 bits to byte boundary\n    while (bitcount)\n        stbiw__zlib_add(0, 1);\n\n    for (i = 0; i < stbiw__ZHASH; ++i)\n        (void)stbiw__sbfree(hash_table[i]);\n    STBIW_FREE(hash_table);\n\n    {\n        // compute adler32 on input\n        unsigned int s1 = 1, s2 = 0;\n        int blocklen = (int)(data_len % 5552);\n        j = 0;\n        while (j < data_len) {\n            for (i = 0; i < blocklen; ++i) { s1 += data[j + i]; s2 += s1; }\n            s1 %= 65521; s2 %= 65521;\n            j += blocklen;\n            blocklen = 5552;\n        }\n        stbiw__sbpush(out, STBIW_UCHAR(s2 >> 8));\n        stbiw__sbpush(out, STBIW_UCHAR(s2));\n        stbiw__sbpush(out, STBIW_UCHAR(s1 >> 8));\n        stbiw__sbpush(out, STBIW_UCHAR(s1));\n    }\n    *out_len = stbiw__sbn(out);\n    // make returned pointer freeable\n    STBIW_MEMMOVE(stbiw__sbraw(out), out, *out_len);\n    return (unsigned char*)stbiw__sbraw(out);\n#endif // STBIW_ZLIB_COMPRESS\n}\n\nstatic unsigned int stbiw__crc32(unsigned char* buffer, int len)\n{\n#ifdef STBIW_CRC32\n    return STBIW_CRC32(buffer, len);\n#else\n    static unsigned int crc_table[256] =\n    {\n       0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3,\n       0x0eDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91,\n       0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7,\n       0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5,\n       0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B,\n       0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59,\n       0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F,\n       0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D,\n       0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433,\n       0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01,\n       0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457,\n       0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65,\n       0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB,\n       0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9,\n       0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F,\n       0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD,\n       0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683,\n       0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1,\n       0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7,\n       0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5,\n       0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B,\n       0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79,\n       0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F,\n       0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D,\n       0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713,\n       0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21,\n       0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777,\n       0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45,\n       0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB,\n       0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9,\n       0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF,\n       0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D\n    };\n\n    unsigned int crc = ~0u;\n    int i;\n    for (i = 0; i < len; ++i)\n        crc = (crc >> 8) ^ crc_table[buffer[i] ^ (crc & 0xff)];\n    return ~crc;\n#endif\n}\n\n#define stbiw__wpng4(o,a,b,c,d) ((o)[0]=STBIW_UCHAR(a),(o)[1]=STBIW_UCHAR(b),(o)[2]=STBIW_UCHAR(c),(o)[3]=STBIW_UCHAR(d),(o)+=4)\n#define stbiw__wp32(data,v) stbiw__wpng4(data, (v)>>24,(v)>>16,(v)>>8,(v));\n#define stbiw__wptag(data,s) stbiw__wpng4(data, s[0],s[1],s[2],s[3])\n\nstatic void stbiw__wpcrc(unsigned char** data, int len)\n{\n    unsigned int crc = stbiw__crc32(*data - len - 4, len + 4);\n    stbiw__wp32(*data, crc);\n}\n\nstatic unsigned char stbiw__paeth(int a, int b, int c)\n{\n    int p = a + b - c, pa = abs(p - a), pb = abs(p - b), pc = abs(p - c);\n    if (pa <= pb && pa <= pc) return STBIW_UCHAR(a);\n    if (pb <= pc) return STBIW_UCHAR(b);\n    return STBIW_UCHAR(c);\n}\n\n// @OPTIMIZE: provide an option that always forces left-predict or paeth predict\nstatic void stbiw__encode_png_line(unsigned char* pixels, int stride_bytes, int width, int height, int y, int n, int filter_type, signed char* line_buffer)\n{\n    static int mapping[] = { 0,1,2,3,4 };\n    static int firstmap[] = { 0,1,0,5,6 };\n    int* mymap = (y != 0) ? mapping : firstmap;\n    int i;\n    int type = mymap[filter_type];\n    unsigned char* z = pixels + stride_bytes * (stbi__flip_vertically_on_write ? height - 1 - y : y);\n    int signed_stride = stbi__flip_vertically_on_write ? -stride_bytes : stride_bytes;\n\n    if (type == 0) {\n        memcpy(line_buffer, z, width * n);\n        return;\n    }\n\n    // first loop isn't optimized since it's just one pixel\n    for (i = 0; i < n; ++i) {\n        switch (type) {\n        case 1: line_buffer[i] = z[i]; break;\n        case 2: line_buffer[i] = z[i] - z[i - signed_stride]; break;\n        case 3: line_buffer[i] = z[i] - (z[i - signed_stride] >> 1); break;\n        case 4: line_buffer[i] = (signed char)(z[i] - stbiw__paeth(0, z[i - signed_stride], 0)); break;\n        case 5: line_buffer[i] = z[i]; break;\n        case 6: line_buffer[i] = z[i]; break;\n        }\n    }\n    switch (type) {\n    case 1: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - z[i - n]; break;\n    case 2: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - z[i - signed_stride]; break;\n    case 3: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - ((z[i - n] + z[i - signed_stride]) >> 1); break;\n    case 4: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i - n], z[i - signed_stride], z[i - signed_stride - n]); break;\n    case 5: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - (z[i - n] >> 1); break;\n    case 6: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i - n], 0, 0); break;\n    }\n}\n\nSTBIWDEF unsigned char* stbi_write_png_to_mem(const unsigned char* pixels, int stride_bytes, int x, int y, int n, int* out_len)\n{\n    int force_filter = stbi_write_force_png_filter;\n    int ctype[5] = { -1, 0, 4, 2, 6 };\n    unsigned char sig[8] = { 137,80,78,71,13,10,26,10 };\n    unsigned char* out, * o, * filt, * zlib;\n    signed char* line_buffer;\n    int j, zlen;\n\n    if (stride_bytes == 0)\n        stride_bytes = x * n;\n\n    if (force_filter >= 5) {\n        force_filter = -1;\n    }\n\n    filt = (unsigned char*)STBIW_MALLOC((x * n + 1) * y); if (!filt) return 0;\n    line_buffer = (signed char*)STBIW_MALLOC(x * n); if (!line_buffer) { STBIW_FREE(filt); return 0; }\n    for (j = 0; j < y; ++j) {\n        int filter_type;\n        if (force_filter > -1) {\n            filter_type = force_filter;\n            stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, force_filter, line_buffer);\n        }\n        else { // Estimate the best filter by running through all of them:\n            int best_filter = 0, best_filter_val = 0x7fffffff, est, i;\n            for (filter_type = 0; filter_type < 5; filter_type++) {\n                stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, filter_type, line_buffer);\n\n                // Estimate the entropy of the line using this filter; the less, the better.\n                est = 0;\n                for (i = 0; i < x * n; ++i) {\n                    est += abs((signed char)line_buffer[i]);\n                }\n                if (est < best_filter_val) {\n                    best_filter_val = est;\n                    best_filter = filter_type;\n                }\n            }\n            if (filter_type != best_filter) {  // If the last iteration already got us the best filter, don't redo it\n                stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, best_filter, line_buffer);\n                filter_type = best_filter;\n            }\n        }\n        // when we get here, filter_type contains the filter type, and line_buffer contains the data\n        filt[j * (x * n + 1)] = (unsigned char)filter_type;\n        STBIW_MEMMOVE(filt + j * (x * n + 1) + 1, line_buffer, x * n);\n    }\n    STBIW_FREE(line_buffer);\n    zlib = stbi_zlib_compress(filt, y * (x * n + 1), &zlen, stbi_write_png_compression_level);\n    STBIW_FREE(filt);\n    if (!zlib) return 0;\n\n    // each tag requires 12 bytes of overhead\n    out = (unsigned char*)STBIW_MALLOC(8 + 12 + 13 + 12 + zlen + 12);\n    if (!out) return 0;\n    *out_len = 8 + 12 + 13 + 12 + zlen + 12;\n\n    o = out;\n    STBIW_MEMMOVE(o, sig, 8); o += 8;\n    stbiw__wp32(o, 13); // header length\n    stbiw__wptag(o, \"IHDR\");\n    stbiw__wp32(o, x);\n    stbiw__wp32(o, y);\n    *o++ = 8;\n    *o++ = STBIW_UCHAR(ctype[n]);\n    *o++ = 0;\n    *o++ = 0;\n    *o++ = 0;\n    stbiw__wpcrc(&o, 13);\n\n    stbiw__wp32(o, zlen);\n    stbiw__wptag(o, \"IDAT\");\n    STBIW_MEMMOVE(o, zlib, zlen);\n    o += zlen;\n    STBIW_FREE(zlib);\n    stbiw__wpcrc(&o, zlen);\n\n    stbiw__wp32(o, 0);\n    stbiw__wptag(o, \"IEND\");\n    stbiw__wpcrc(&o, 0);\n\n    STBIW_ASSERT(o == out + *out_len);\n\n    return out;\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_png(char const* filename, int x, int y, int comp, const void* data, int stride_bytes)\n{\n    FILE* f;\n    int len;\n    unsigned char* png = stbi_write_png_to_mem((const unsigned char*)data, stride_bytes, x, y, comp, &len);\n    if (png == NULL) return 0;\n\n    f = stbiw__fopen(filename, \"wb\");\n    if (!f) { STBIW_FREE(png); return 0; }\n    fwrite(png, 1, len, f);\n    fclose(f);\n    STBIW_FREE(png);\n    return 1;\n}\n#endif\n\nSTBIWDEF int stbi_write_png_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int stride_bytes)\n{\n    int len;\n    unsigned char* png = stbi_write_png_to_mem((const unsigned char*)data, stride_bytes, x, y, comp, &len);\n    if (png == NULL) return 0;\n    func(context, png, len);\n    STBIW_FREE(png);\n    return 1;\n}\n\n\n/* ***************************************************************************\n *\n * JPEG writer\n *\n * This is based on Jon Olick's jo_jpeg.cpp:\n * public domain Simple, Minimalistic JPEG writer - http://www.jonolick.com/code.html\n */\n\nstatic const unsigned char stbiw__jpg_ZigZag[] = { 0,1,5,6,14,15,27,28,2,4,7,13,16,26,29,42,3,8,12,17,25,30,41,43,9,11,18,\n      24,31,40,44,53,10,19,23,32,39,45,52,54,20,22,33,38,46,51,55,60,21,34,37,47,50,56,59,61,35,36,48,49,57,58,62,63 };\n\nstatic void stbiw__jpg_writeBits(stbi__write_context* s, int* bitBufP, int* bitCntP, const unsigned short* bs) {\n    int bitBuf = *bitBufP, bitCnt = *bitCntP;\n    bitCnt += bs[1];\n    bitBuf |= bs[0] << (24 - bitCnt);\n    while (bitCnt >= 8) {\n        unsigned char c = (bitBuf >> 16) & 255;\n        stbiw__putc(s, c);\n        if (c == 255) {\n            stbiw__putc(s, 0);\n        }\n        bitBuf <<= 8;\n        bitCnt -= 8;\n    }\n    *bitBufP = bitBuf;\n    *bitCntP = bitCnt;\n}\n\nstatic void stbiw__jpg_DCT(float* d0p, float* d1p, float* d2p, float* d3p, float* d4p, float* d5p, float* d6p, float* d7p) {\n    float d0 = *d0p, d1 = *d1p, d2 = *d2p, d3 = *d3p, d4 = *d4p, d5 = *d5p, d6 = *d6p, d7 = *d7p;\n    float z1, z2, z3, z4, z5, z11, z13;\n\n    float tmp0 = d0 + d7;\n    float tmp7 = d0 - d7;\n    float tmp1 = d1 + d6;\n    float tmp6 = d1 - d6;\n    float tmp2 = d2 + d5;\n    float tmp5 = d2 - d5;\n    float tmp3 = d3 + d4;\n    float tmp4 = d3 - d4;\n\n    // Even part\n    float tmp10 = tmp0 + tmp3;   // phase 2\n    float tmp13 = tmp0 - tmp3;\n    float tmp11 = tmp1 + tmp2;\n    float tmp12 = tmp1 - tmp2;\n\n    d0 = tmp10 + tmp11;       // phase 3\n    d4 = tmp10 - tmp11;\n\n    z1 = (tmp12 + tmp13) * 0.707106781f; // c4\n    d2 = tmp13 + z1;       // phase 5\n    d6 = tmp13 - z1;\n\n    // Odd part\n    tmp10 = tmp4 + tmp5;       // phase 2\n    tmp11 = tmp5 + tmp6;\n    tmp12 = tmp6 + tmp7;\n\n    // The rotator is modified from fig 4-8 to avoid extra negations.\n    z5 = (tmp10 - tmp12) * 0.382683433f; // c6\n    z2 = tmp10 * 0.541196100f + z5; // c2-c6\n    z4 = tmp12 * 1.306562965f + z5; // c2+c6\n    z3 = tmp11 * 0.707106781f; // c4\n\n    z11 = tmp7 + z3;      // phase 5\n    z13 = tmp7 - z3;\n\n    *d5p = z13 + z2;         // phase 6\n    *d3p = z13 - z2;\n    *d1p = z11 + z4;\n    *d7p = z11 - z4;\n\n    *d0p = d0;  *d2p = d2;  *d4p = d4;  *d6p = d6;\n}\n\nstatic void stbiw__jpg_calcBits(int val, unsigned short bits[2]) {\n    int tmp1 = val < 0 ? -val : val;\n    val = val < 0 ? val - 1 : val;\n    bits[1] = 1;\n    while (tmp1 >>= 1) {\n        ++bits[1];\n    }\n    bits[0] = val & ((1 << bits[1]) - 1);\n}\n\nstatic int stbiw__jpg_processDU(stbi__write_context* s, int* bitBuf, int* bitCnt, float* CDU, int du_stride, float* fdtbl, int DC, const unsigned short HTDC[256][2], const unsigned short HTAC[256][2]) {\n    const unsigned short EOB[2] = { HTAC[0x00][0], HTAC[0x00][1] };\n    const unsigned short M16zeroes[2] = { HTAC[0xF0][0], HTAC[0xF0][1] };\n    int dataOff, i, j, n, diff, end0pos, x, y;\n    int DU[64];\n\n    // DCT rows\n    for (dataOff = 0, n = du_stride * 8; dataOff < n; dataOff += du_stride) {\n        stbiw__jpg_DCT(&CDU[dataOff], &CDU[dataOff + 1], &CDU[dataOff + 2], &CDU[dataOff + 3], &CDU[dataOff + 4], &CDU[dataOff + 5], &CDU[dataOff + 6], &CDU[dataOff + 7]);\n    }\n    // DCT columns\n    for (dataOff = 0; dataOff < 8; ++dataOff) {\n        stbiw__jpg_DCT(&CDU[dataOff], &CDU[dataOff + du_stride], &CDU[dataOff + du_stride * 2], &CDU[dataOff + du_stride * 3], &CDU[dataOff + du_stride * 4],\n            &CDU[dataOff + du_stride * 5], &CDU[dataOff + du_stride * 6], &CDU[dataOff + du_stride * 7]);\n    }\n    // Quantize/descale/zigzag the coefficients\n    for (y = 0, j = 0; y < 8; ++y) {\n        for (x = 0; x < 8; ++x, ++j) {\n            float v;\n            i = y * du_stride + x;\n            v = CDU[i] * fdtbl[j];\n            // DU[stbiw__jpg_ZigZag[j]] = (int)(v < 0 ? ceilf(v - 0.5f) : floorf(v + 0.5f));\n            // ceilf() and floorf() are C99, not C89, but I /think/ they're not needed here anyway?\n            DU[stbiw__jpg_ZigZag[j]] = (int)(v < 0 ? v - 0.5f : v + 0.5f);\n        }\n    }\n\n    // Encode DC\n    diff = DU[0] - DC;\n    if (diff == 0) {\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTDC[0]);\n    }\n    else {\n        unsigned short bits[2];\n        stbiw__jpg_calcBits(diff, bits);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTDC[bits[1]]);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, bits);\n    }\n    // Encode ACs\n    end0pos = 63;\n    for (; (end0pos > 0) && (DU[end0pos] == 0); --end0pos) {\n    }\n    // end0pos = first element in reverse order !=0\n    if (end0pos == 0) {\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB);\n        return DU[0];\n    }\n    for (i = 1; i <= end0pos; ++i) {\n        int startpos = i;\n        int nrzeroes;\n        unsigned short bits[2];\n        for (; DU[i] == 0 && i <= end0pos; ++i) {\n        }\n        nrzeroes = i - startpos;\n        if (nrzeroes >= 16) {\n            int lng = nrzeroes >> 4;\n            int nrmarker;\n            for (nrmarker = 1; nrmarker <= lng; ++nrmarker)\n                stbiw__jpg_writeBits(s, bitBuf, bitCnt, M16zeroes);\n            nrzeroes &= 15;\n        }\n        stbiw__jpg_calcBits(DU[i], bits);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTAC[(nrzeroes << 4) + bits[1]]);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, bits);\n    }\n    if (end0pos != 63) {\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB);\n    }\n    return DU[0];\n}\n\nstatic int stbi_write_jpg_core(stbi__write_context* s, int width, int height, int comp, const void* data, int quality) {\n    // Constants that don't pollute global namespace\n    static const unsigned char std_dc_luminance_nrcodes[] = { 0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0 };\n    static const unsigned char std_dc_luminance_values[] = { 0,1,2,3,4,5,6,7,8,9,10,11 };\n    static const unsigned char std_ac_luminance_nrcodes[] = { 0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d };\n    static const unsigned char std_ac_luminance_values[] = {\n       0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,\n       0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,\n       0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,\n       0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,\n       0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,\n       0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,\n       0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa\n    };\n    static const unsigned char std_dc_chrominance_nrcodes[] = { 0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0 };\n    static const unsigned char std_dc_chrominance_values[] = { 0,1,2,3,4,5,6,7,8,9,10,11 };\n    static const unsigned char std_ac_chrominance_nrcodes[] = { 0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77 };\n    static const unsigned char std_ac_chrominance_values[] = {\n       0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,\n       0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,\n       0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,\n       0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,\n       0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,\n       0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,\n       0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa\n    };\n    // Huffman tables\n    static const unsigned short YDC_HT[256][2] = { {0,2},{2,3},{3,3},{4,3},{5,3},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9} };\n    static const unsigned short UVDC_HT[256][2] = { {0,2},{1,2},{2,2},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9},{1022,10},{2046,11} };\n    static const unsigned short YAC_HT[256][2] = {\n       {10,4},{0,2},{1,2},{4,3},{11,4},{26,5},{120,7},{248,8},{1014,10},{65410,16},{65411,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {12,4},{27,5},{121,7},{502,9},{2038,11},{65412,16},{65413,16},{65414,16},{65415,16},{65416,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {28,5},{249,8},{1015,10},{4084,12},{65417,16},{65418,16},{65419,16},{65420,16},{65421,16},{65422,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {58,6},{503,9},{4085,12},{65423,16},{65424,16},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {59,6},{1016,10},{65430,16},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {122,7},{2039,11},{65438,16},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {123,7},{4086,12},{65446,16},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {250,8},{4087,12},{65454,16},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {504,9},{32704,15},{65462,16},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {505,9},{65470,16},{65471,16},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {506,9},{65479,16},{65480,16},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {1017,10},{65488,16},{65489,16},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {1018,10},{65497,16},{65498,16},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {2040,11},{65506,16},{65507,16},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {65515,16},{65516,16},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {2041,11},{65525,16},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0}\n    };\n    static const unsigned short UVAC_HT[256][2] = {\n       {0,2},{1,2},{4,3},{10,4},{24,5},{25,5},{56,6},{120,7},{500,9},{1014,10},{4084,12},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {11,4},{57,6},{246,8},{501,9},{2038,11},{4085,12},{65416,16},{65417,16},{65418,16},{65419,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {26,5},{247,8},{1015,10},{4086,12},{32706,15},{65420,16},{65421,16},{65422,16},{65423,16},{65424,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {27,5},{248,8},{1016,10},{4087,12},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{65430,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {58,6},{502,9},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{65438,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {59,6},{1017,10},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{65446,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {121,7},{2039,11},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{65454,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {122,7},{2040,11},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{65462,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {249,8},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{65470,16},{65471,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {503,9},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{65479,16},{65480,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {504,9},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{65488,16},{65489,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {505,9},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{65497,16},{65498,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {506,9},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{65506,16},{65507,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {2041,11},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{65515,16},{65516,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {16352,14},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{65525,16},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {1018,10},{32707,15},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0}\n    };\n    static const int YQT[] = { 16,11,10,16,24,40,51,61,12,12,14,19,26,58,60,55,14,13,16,24,40,57,69,56,14,17,22,29,51,87,80,62,18,22,\n                              37,56,68,109,103,77,24,35,55,64,81,104,113,92,49,64,78,87,103,121,120,101,72,92,95,98,112,100,103,99 };\n    static const int UVQT[] = { 17,18,24,47,99,99,99,99,18,21,26,66,99,99,99,99,24,26,56,99,99,99,99,99,47,66,99,99,99,99,99,99,\n                               99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99 };\n    static const float aasf[] = { 1.0f * 2.828427125f, 1.387039845f * 2.828427125f, 1.306562965f * 2.828427125f, 1.175875602f * 2.828427125f,\n                                  1.0f * 2.828427125f, 0.785694958f * 2.828427125f, 0.541196100f * 2.828427125f, 0.275899379f * 2.828427125f };\n\n    int row, col, i, k, subsample;\n    float fdtbl_Y[64], fdtbl_UV[64];\n    unsigned char YTable[64], UVTable[64];\n\n    if (!data || !width || !height || comp > 4 || comp < 1) {\n        return 0;\n    }\n\n    quality = quality ? quality : 90;\n    subsample = quality <= 90 ? 1 : 0;\n    quality = quality < 1 ? 1 : quality > 100 ? 100 : quality;\n    quality = quality < 50 ? 5000 / quality : 200 - quality * 2;\n\n    for (i = 0; i < 64; ++i) {\n        int uvti, yti = (YQT[i] * quality + 50) / 100;\n        YTable[stbiw__jpg_ZigZag[i]] = (unsigned char)(yti < 1 ? 1 : yti > 255 ? 255 : yti);\n        uvti = (UVQT[i] * quality + 50) / 100;\n        UVTable[stbiw__jpg_ZigZag[i]] = (unsigned char)(uvti < 1 ? 1 : uvti > 255 ? 255 : uvti);\n    }\n\n    for (row = 0, k = 0; row < 8; ++row) {\n        for (col = 0; col < 8; ++col, ++k) {\n            fdtbl_Y[k] = 1 / (YTable[stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]);\n            fdtbl_UV[k] = 1 / (UVTable[stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]);\n        }\n    }\n\n    // Write Headers\n    {\n        static const unsigned char head0[] = { 0xFF,0xD8,0xFF,0xE0,0,0x10,'J','F','I','F',0,1,1,0,0,1,0,1,0,0,0xFF,0xDB,0,0x84,0 };\n        static const unsigned char head2[] = { 0xFF,0xDA,0,0xC,3,1,0,2,0x11,3,0x11,0,0x3F,0 };\n        const unsigned char head1[] = { 0xFF,0xC0,0,0x11,8,(unsigned char)(height >> 8),STBIW_UCHAR(height),(unsigned char)(width >> 8),STBIW_UCHAR(width),\n                                        3,1,(unsigned char)(subsample ? 0x22 : 0x11),0,2,0x11,1,3,0x11,1,0xFF,0xC4,0x01,0xA2,0 };\n        s->func(s->context, (void*)head0, sizeof(head0));\n        s->func(s->context, (void*)YTable, sizeof(YTable));\n        stbiw__putc(s, 1);\n        s->func(s->context, UVTable, sizeof(UVTable));\n        s->func(s->context, (void*)head1, sizeof(head1));\n        s->func(s->context, (void*)(std_dc_luminance_nrcodes + 1), sizeof(std_dc_luminance_nrcodes) - 1);\n        s->func(s->context, (void*)std_dc_luminance_values, sizeof(std_dc_luminance_values));\n        stbiw__putc(s, 0x10); // HTYACinfo\n        s->func(s->context, (void*)(std_ac_luminance_nrcodes + 1), sizeof(std_ac_luminance_nrcodes) - 1);\n        s->func(s->context, (void*)std_ac_luminance_values, sizeof(std_ac_luminance_values));\n        stbiw__putc(s, 1); // HTUDCinfo\n        s->func(s->context, (void*)(std_dc_chrominance_nrcodes + 1), sizeof(std_dc_chrominance_nrcodes) - 1);\n        s->func(s->context, (void*)std_dc_chrominance_values, sizeof(std_dc_chrominance_values));\n        stbiw__putc(s, 0x11); // HTUACinfo\n        s->func(s->context, (void*)(std_ac_chrominance_nrcodes + 1), sizeof(std_ac_chrominance_nrcodes) - 1);\n        s->func(s->context, (void*)std_ac_chrominance_values, sizeof(std_ac_chrominance_values));\n        s->func(s->context, (void*)head2, sizeof(head2));\n    }\n\n    // Encode 8x8 macroblocks\n    {\n        static const unsigned short fillBits[] = { 0x7F, 7 };\n        int DCY = 0, DCU = 0, DCV = 0;\n        int bitBuf = 0, bitCnt = 0;\n        // comp == 2 is grey+alpha (alpha is ignored)\n        int ofsG = comp > 2 ? 1 : 0, ofsB = comp > 2 ? 2 : 0;\n        const unsigned char* dataR = (const unsigned char*)data;\n        const unsigned char* dataG = dataR + ofsG;\n        const unsigned char* dataB = dataR + ofsB;\n        int x, y, pos;\n        if (subsample) {\n            for (y = 0; y < height; y += 16) {\n                for (x = 0; x < width; x += 16) {\n                    float Y[256], U[256], V[256];\n                    for (row = y, pos = 0; row < y + 16; ++row) {\n                        // row >= height => use last input row\n                        int clamped_row = (row < height) ? row : height - 1;\n                        int base_p = (stbi__flip_vertically_on_write ? (height - 1 - clamped_row) : clamped_row) * width * comp;\n                        for (col = x; col < x + 16; ++col, ++pos) {\n                            // if col >= width => use pixel from last input column\n                            int p = base_p + ((col < width) ? col : (width - 1)) * comp;\n                            float r = dataR[p], g = dataG[p], b = dataB[p];\n                            Y[pos] = +0.29900f * r + 0.58700f * g + 0.11400f * b - 128;\n                            U[pos] = -0.16874f * r - 0.33126f * g + 0.50000f * b;\n                            V[pos] = +0.50000f * r - 0.41869f * g - 0.08131f * b;\n                        }\n                    }\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 0, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 8, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 128, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 136, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n\n                    // subsample U,V\n                    {\n                        float subU[64], subV[64];\n                        int yy, xx;\n                        for (yy = 0, pos = 0; yy < 8; ++yy) {\n                            for (xx = 0; xx < 8; ++xx, ++pos) {\n                                int j = yy * 32 + xx * 2;\n                                subU[pos] = (U[j + 0] + U[j + 1] + U[j + 16] + U[j + 17]) * 0.25f;\n                                subV[pos] = (V[j + 0] + V[j + 1] + V[j + 16] + V[j + 17]) * 0.25f;\n                            }\n                        }\n                        DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subU, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n                        DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subV, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n                    }\n                }\n            }\n        }\n        else {\n            for (y = 0; y < height; y += 8) {\n                for (x = 0; x < width; x += 8) {\n                    float Y[64], U[64], V[64];\n                    for (row = y, pos = 0; row < y + 8; ++row) {\n                        // row >= height => use last input row\n                        int clamped_row = (row < height) ? row : height - 1;\n                        int base_p = (stbi__flip_vertically_on_write ? (height - 1 - clamped_row) : clamped_row) * width * comp;\n                        for (col = x; col < x + 8; ++col, ++pos) {\n                            // if col >= width => use pixel from last input column\n                            int p = base_p + ((col < width) ? col : (width - 1)) * comp;\n                            float r = dataR[p], g = dataG[p], b = dataB[p];\n                            Y[pos] = +0.29900f * r + 0.58700f * g + 0.11400f * b - 128;\n                            U[pos] = -0.16874f * r - 0.33126f * g + 0.50000f * b;\n                            V[pos] = +0.50000f * r - 0.41869f * g - 0.08131f * b;\n                        }\n                    }\n\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y, 8, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, U, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n                    DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, V, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n                }\n            }\n        }\n\n        // Do the bit alignment of the EOI marker\n        stbiw__jpg_writeBits(s, &bitBuf, &bitCnt, fillBits);\n    }\n\n    // EOI\n    stbiw__putc(s, 0xFF);\n    stbiw__putc(s, 0xD9);\n\n    return 1;\n}\n\nSTBIWDEF int stbi_write_jpg_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int quality)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_jpg_core(&s, x, y, comp, (void*)data, quality);\n}\n\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_jpg(char const* filename, int x, int y, int comp, const void* data, int quality)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_jpg_core(&s, x, y, comp, data, quality);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif\n\n#endif // STB_IMAGE_WRITE_IMPLEMENTATION\n\n/* Revision history\n      1.14  (2020-02-02) updated JPEG writer to downsample chroma channels\n      1.13\n      1.12\n      1.11  (2019-08-11)\n\n      1.10  (2019-02-07)\n             support utf8 filenames in Windows; fix warnings and platform ifdefs\n      1.09  (2018-02-11)\n             fix typo in zlib quality API, improve STB_I_W_STATIC in C++\n      1.08  (2018-01-29)\n             add stbi__flip_vertically_on_write, external zlib, zlib quality, choose PNG filter\n      1.07  (2017-07-24)\n             doc fix\n      1.06 (2017-07-23)\n             writing JPEG (using Jon Olick's code)\n      1.05   ???\n      1.04 (2017-03-03)\n             monochrome BMP expansion\n      1.03   ???\n      1.02 (2016-04-02)\n             avoid allocating large structures on the stack\n      1.01 (2016-01-16)\n             STBIW_REALLOC_SIZED: support allocators with no realloc support\n             avoid race-condition in crc initialization\n             minor compile issues\n      1.00 (2015-09-14)\n             installable file IO function\n      0.99 (2015-09-13)\n             warning fixes; TGA rle support\n      0.98 (2015-04-08)\n             added STBIW_MALLOC, STBIW_ASSERT etc\n      0.97 (2015-01-18)\n             fixed HDR asserts, rewrote HDR rle logic\n      0.96 (2015-01-17)\n             add HDR output\n             fix monochrome BMP\n      0.95 (2014-08-17)\n               add monochrome TGA output\n      0.94 (2014-05-31)\n             rename private functions to avoid conflicts with stb_image.h\n      0.93 (2014-05-27)\n             warning fixes\n      0.92 (2010-08-01)\n             casts to unsigned char to fix warnings\n      0.91 (2010-07-17)\n             first public release\n      0.90   first internal release\n*/\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/"
  },
  {
    "path": "Dependencies/include/GL/eglew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n * Mesa 3-D graphics library\n * Version:  7.0\n *\n * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included\n * in all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL\n * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\n * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\n * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __eglew_h__\n#define __eglew_h__\n#define __EGLEW_H__\n\n#ifdef __eglext_h_\n#error eglext.h included before eglew.h\n#endif\n\n#if defined(__egl_h_)\n#error egl.h included before eglew.h\n#endif\n\n#define __eglext_h_\n\n#define __egl_h_\n\n#ifndef EGLAPIENTRY\n#define EGLAPIENTRY\n#endif\n#ifndef EGLAPI\n#define EGLAPI extern\n#endif\n\n/* EGL Types */\n#include <sys/types.h>\n\n#include <KHR/khrplatform.h>\n#include <EGL/eglplatform.h>\n\n#include <GL/glew.h>\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef int32_t EGLint;\n\ntypedef unsigned int EGLBoolean;\ntypedef void *EGLDisplay;\ntypedef void *EGLConfig;\ntypedef void *EGLSurface;\ntypedef void *EGLContext;\ntypedef void (*__eglMustCastToProperFunctionPointerType)(void);\n\ntypedef unsigned int EGLenum;\ntypedef void *EGLClientBuffer;\n\ntypedef void *EGLSync;\ntypedef intptr_t EGLAttrib;\ntypedef khronos_utime_nanoseconds_t EGLTime;\ntypedef void *EGLImage;\n\ntypedef void *EGLSyncKHR;\ntypedef intptr_t EGLAttribKHR;\ntypedef void *EGLLabelKHR;\ntypedef void *EGLObjectKHR;\ntypedef void (EGLAPIENTRY  *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message);\ntypedef khronos_utime_nanoseconds_t EGLTimeKHR;\ntypedef void *EGLImageKHR;\ntypedef void *EGLStreamKHR;\ntypedef khronos_uint64_t EGLuint64KHR;\ntypedef int EGLNativeFileDescriptorKHR;\ntypedef khronos_ssize_t EGLsizeiANDROID;\ntypedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize);\ntypedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize);\ntypedef void *EGLDeviceEXT;\ntypedef void *EGLOutputLayerEXT;\ntypedef void *EGLOutputPortEXT;\ntypedef void *EGLSyncNV;\ntypedef khronos_utime_nanoseconds_t EGLTimeNV;\ntypedef khronos_utime_nanoseconds_t EGLuint64NV;\ntypedef khronos_stime_nanoseconds_t EGLnsecsANDROID;\n\nstruct EGLClientPixmapHI;\n\n#define EGL_DONT_CARE                     ((EGLint)-1)\n\n#define EGL_NO_CONTEXT                    ((EGLContext)0)\n#define EGL_NO_DISPLAY                    ((EGLDisplay)0)\n#define EGL_NO_IMAGE                      ((EGLImage)0)\n#define EGL_NO_SURFACE                    ((EGLSurface)0)\n#define EGL_NO_SYNC                       ((EGLSync)0)\n\n#define EGL_UNKNOWN                       ((EGLint)-1)\n\n#define EGL_DEFAULT_DISPLAY               ((EGLNativeDisplayType)0)\n\nEGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname);\n/* ---------------------------- EGL_VERSION_1_0 ---------------------------- */\n\n#ifndef EGL_VERSION_1_0\n#define EGL_VERSION_1_0 1\n\n#define EGL_FALSE 0\n#define EGL_PBUFFER_BIT 0x0001\n#define EGL_TRUE 1\n#define EGL_PIXMAP_BIT 0x0002\n#define EGL_WINDOW_BIT 0x0004\n#define EGL_SUCCESS 0x3000\n#define EGL_NOT_INITIALIZED 0x3001\n#define EGL_BAD_ACCESS 0x3002\n#define EGL_BAD_ALLOC 0x3003\n#define EGL_BAD_ATTRIBUTE 0x3004\n#define EGL_BAD_CONFIG 0x3005\n#define EGL_BAD_CONTEXT 0x3006\n#define EGL_BAD_CURRENT_SURFACE 0x3007\n#define EGL_BAD_DISPLAY 0x3008\n#define EGL_BAD_MATCH 0x3009\n#define EGL_BAD_NATIVE_PIXMAP 0x300A\n#define EGL_BAD_NATIVE_WINDOW 0x300B\n#define EGL_BAD_PARAMETER 0x300C\n#define EGL_BAD_SURFACE 0x300D\n#define EGL_BUFFER_SIZE 0x3020\n#define EGL_ALPHA_SIZE 0x3021\n#define EGL_BLUE_SIZE 0x3022\n#define EGL_GREEN_SIZE 0x3023\n#define EGL_RED_SIZE 0x3024\n#define EGL_DEPTH_SIZE 0x3025\n#define EGL_STENCIL_SIZE 0x3026\n#define EGL_CONFIG_CAVEAT 0x3027\n#define EGL_CONFIG_ID 0x3028\n#define EGL_LEVEL 0x3029\n#define EGL_MAX_PBUFFER_HEIGHT 0x302A\n#define EGL_MAX_PBUFFER_PIXELS 0x302B\n#define EGL_MAX_PBUFFER_WIDTH 0x302C\n#define EGL_NATIVE_RENDERABLE 0x302D\n#define EGL_NATIVE_VISUAL_ID 0x302E\n#define EGL_NATIVE_VISUAL_TYPE 0x302F\n#define EGL_SAMPLES 0x3031\n#define EGL_SAMPLE_BUFFERS 0x3032\n#define EGL_SURFACE_TYPE 0x3033\n#define EGL_TRANSPARENT_TYPE 0x3034\n#define EGL_TRANSPARENT_BLUE_VALUE 0x3035\n#define EGL_TRANSPARENT_GREEN_VALUE 0x3036\n#define EGL_TRANSPARENT_RED_VALUE 0x3037\n#define EGL_NONE 0x3038\n#define EGL_SLOW_CONFIG 0x3050\n#define EGL_NON_CONFORMANT_CONFIG 0x3051\n#define EGL_TRANSPARENT_RGB 0x3052\n#define EGL_VENDOR 0x3053\n#define EGL_VERSION 0x3054\n#define EGL_EXTENSIONS 0x3055\n#define EGL_HEIGHT 0x3056\n#define EGL_WIDTH 0x3057\n#define EGL_LARGEST_PBUFFER 0x3058\n#define EGL_DRAW 0x3059\n#define EGL_READ 0x305A\n#define EGL_CORE_NATIVE_ENGINE 0x305B\n\ntypedef EGLBoolean  ( * PFNEGLCHOOSECONFIGPROC) (EGLDisplay  dpy, const EGLint * attrib_list, EGLConfig * configs, EGLint  config_size, EGLint * num_config);\ntypedef EGLBoolean  ( * PFNEGLCOPYBUFFERSPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLNativePixmapType  target);\ntypedef EGLContext  ( * PFNEGLCREATECONTEXTPROC) (EGLDisplay  dpy, EGLConfig  config, EGLContext  share_context, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, EGLNativePixmapType  pixmap, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, EGLNativeWindowType  win, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYCONTEXTPROC) (EGLDisplay  dpy, EGLContext  ctx);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSURFACEPROC) (EGLDisplay  dpy, EGLSurface  surface);\ntypedef EGLBoolean  ( * PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay  dpy, EGLConfig  config, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLGETCONFIGSPROC) (EGLDisplay  dpy, EGLConfig * configs, EGLint  config_size, EGLint * num_config);\ntypedef EGLDisplay  ( * PFNEGLGETCURRENTDISPLAYPROC) ( void );\ntypedef EGLSurface  ( * PFNEGLGETCURRENTSURFACEPROC) (EGLint  readdraw);\ntypedef EGLDisplay  ( * PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType  display_id);\ntypedef EGLint  ( * PFNEGLGETERRORPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLINITIALIZEPROC) (EGLDisplay  dpy, EGLint * major, EGLint * minor);\ntypedef EGLBoolean  ( * PFNEGLMAKECURRENTPROC) (EGLDisplay  dpy, EGLSurface  draw, EGLSurface  read, EGLContext  ctx);\ntypedef EGLBoolean  ( * PFNEGLQUERYCONTEXTPROC) (EGLDisplay  dpy, EGLContext  ctx, EGLint  attribute, EGLint * value);\ntypedef const char * ( * PFNEGLQUERYSTRINGPROC) (EGLDisplay  dpy, EGLint  name);\ntypedef EGLBoolean  ( * PFNEGLQUERYSURFACEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSPROC) (EGLDisplay  dpy, EGLSurface  surface);\ntypedef EGLBoolean  ( * PFNEGLTERMINATEPROC) (EGLDisplay  dpy);\ntypedef EGLBoolean  ( * PFNEGLWAITGLPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLWAITNATIVEPROC) (EGLint  engine);\n\n#define eglChooseConfig EGLEW_GET_FUN(__eglewChooseConfig)\n#define eglCopyBuffers EGLEW_GET_FUN(__eglewCopyBuffers)\n#define eglCreateContext EGLEW_GET_FUN(__eglewCreateContext)\n#define eglCreatePbufferSurface EGLEW_GET_FUN(__eglewCreatePbufferSurface)\n#define eglCreatePixmapSurface EGLEW_GET_FUN(__eglewCreatePixmapSurface)\n#define eglCreateWindowSurface EGLEW_GET_FUN(__eglewCreateWindowSurface)\n#define eglDestroyContext EGLEW_GET_FUN(__eglewDestroyContext)\n#define eglDestroySurface EGLEW_GET_FUN(__eglewDestroySurface)\n#define eglGetConfigAttrib EGLEW_GET_FUN(__eglewGetConfigAttrib)\n#define eglGetConfigs EGLEW_GET_FUN(__eglewGetConfigs)\n#define eglGetCurrentDisplay EGLEW_GET_FUN(__eglewGetCurrentDisplay)\n#define eglGetCurrentSurface EGLEW_GET_FUN(__eglewGetCurrentSurface)\n#define eglGetDisplay EGLEW_GET_FUN(__eglewGetDisplay)\n#define eglGetError EGLEW_GET_FUN(__eglewGetError)\n#define eglInitialize EGLEW_GET_FUN(__eglewInitialize)\n#define eglMakeCurrent EGLEW_GET_FUN(__eglewMakeCurrent)\n#define eglQueryContext EGLEW_GET_FUN(__eglewQueryContext)\n#define eglQueryString EGLEW_GET_FUN(__eglewQueryString)\n#define eglQuerySurface EGLEW_GET_FUN(__eglewQuerySurface)\n#define eglSwapBuffers EGLEW_GET_FUN(__eglewSwapBuffers)\n#define eglTerminate EGLEW_GET_FUN(__eglewTerminate)\n#define eglWaitGL EGLEW_GET_FUN(__eglewWaitGL)\n#define eglWaitNative EGLEW_GET_FUN(__eglewWaitNative)\n\n#define EGLEW_VERSION_1_0 EGLEW_GET_VAR(__EGLEW_VERSION_1_0)\n\n#endif /* EGL_VERSION_1_0 */\n\n/* ---------------------------- EGL_VERSION_1_1 ---------------------------- */\n\n#ifndef EGL_VERSION_1_1\n#define EGL_VERSION_1_1 1\n\n#define EGL_CONTEXT_LOST 0x300E\n#define EGL_BIND_TO_TEXTURE_RGB 0x3039\n#define EGL_BIND_TO_TEXTURE_RGBA 0x303A\n#define EGL_MIN_SWAP_INTERVAL 0x303B\n#define EGL_MAX_SWAP_INTERVAL 0x303C\n#define EGL_NO_TEXTURE 0x305C\n#define EGL_TEXTURE_RGB 0x305D\n#define EGL_TEXTURE_RGBA 0x305E\n#define EGL_TEXTURE_2D 0x305F\n#define EGL_TEXTURE_FORMAT 0x3080\n#define EGL_TEXTURE_TARGET 0x3081\n#define EGL_MIPMAP_TEXTURE 0x3082\n#define EGL_MIPMAP_LEVEL 0x3083\n#define EGL_BACK_BUFFER 0x3084\n\ntypedef EGLBoolean  ( * PFNEGLBINDTEXIMAGEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  buffer);\ntypedef EGLBoolean  ( * PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  buffer);\ntypedef EGLBoolean  ( * PFNEGLSURFACEATTRIBPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, EGLint  value);\ntypedef EGLBoolean  ( * PFNEGLSWAPINTERVALPROC) (EGLDisplay  dpy, EGLint  interval);\n\n#define eglBindTexImage EGLEW_GET_FUN(__eglewBindTexImage)\n#define eglReleaseTexImage EGLEW_GET_FUN(__eglewReleaseTexImage)\n#define eglSurfaceAttrib EGLEW_GET_FUN(__eglewSurfaceAttrib)\n#define eglSwapInterval EGLEW_GET_FUN(__eglewSwapInterval)\n\n#define EGLEW_VERSION_1_1 EGLEW_GET_VAR(__EGLEW_VERSION_1_1)\n\n#endif /* EGL_VERSION_1_1 */\n\n/* ---------------------------- EGL_VERSION_1_2 ---------------------------- */\n\n#ifndef EGL_VERSION_1_2\n#define EGL_VERSION_1_2 1\n\n#define EGL_OPENGL_ES_BIT 0x0001\n#define EGL_OPENVG_BIT 0x0002\n#define EGL_LUMINANCE_SIZE 0x303D\n#define EGL_ALPHA_MASK_SIZE 0x303E\n#define EGL_COLOR_BUFFER_TYPE 0x303F\n#define EGL_RENDERABLE_TYPE 0x3040\n#define EGL_SINGLE_BUFFER 0x3085\n#define EGL_RENDER_BUFFER 0x3086\n#define EGL_COLORSPACE 0x3087\n#define EGL_ALPHA_FORMAT 0x3088\n#define EGL_COLORSPACE_LINEAR 0x308A\n#define EGL_ALPHA_FORMAT_NONPRE 0x308B\n#define EGL_ALPHA_FORMAT_PRE 0x308C\n#define EGL_CLIENT_APIS 0x308D\n#define EGL_RGB_BUFFER 0x308E\n#define EGL_LUMINANCE_BUFFER 0x308F\n#define EGL_HORIZONTAL_RESOLUTION 0x3090\n#define EGL_VERTICAL_RESOLUTION 0x3091\n#define EGL_PIXEL_ASPECT_RATIO 0x3092\n#define EGL_SWAP_BEHAVIOR 0x3093\n#define EGL_BUFFER_PRESERVED 0x3094\n#define EGL_BUFFER_DESTROYED 0x3095\n#define EGL_OPENVG_IMAGE 0x3096\n#define EGL_CONTEXT_CLIENT_TYPE 0x3097\n#define EGL_OPENGL_ES_API 0x30A0\n#define EGL_OPENVG_API 0x30A1\n#define EGL_DISPLAY_SCALING 10000\n\ntypedef EGLBoolean  ( * PFNEGLBINDAPIPROC) (EGLenum  api);\ntypedef EGLSurface  ( * PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay  dpy, EGLenum  buftype, EGLClientBuffer  buffer, EGLConfig  config, const EGLint * attrib_list);\ntypedef EGLenum  ( * PFNEGLQUERYAPIPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLRELEASETHREADPROC) ( void );\ntypedef EGLBoolean  ( * PFNEGLWAITCLIENTPROC) ( void );\n\n#define eglBindAPI EGLEW_GET_FUN(__eglewBindAPI)\n#define eglCreatePbufferFromClientBuffer EGLEW_GET_FUN(__eglewCreatePbufferFromClientBuffer)\n#define eglQueryAPI EGLEW_GET_FUN(__eglewQueryAPI)\n#define eglReleaseThread EGLEW_GET_FUN(__eglewReleaseThread)\n#define eglWaitClient EGLEW_GET_FUN(__eglewWaitClient)\n\n#define EGLEW_VERSION_1_2 EGLEW_GET_VAR(__EGLEW_VERSION_1_2)\n\n#endif /* EGL_VERSION_1_2 */\n\n/* ---------------------------- EGL_VERSION_1_3 ---------------------------- */\n\n#ifndef EGL_VERSION_1_3\n#define EGL_VERSION_1_3 1\n\n#define EGL_OPENGL_ES2_BIT 0x0004\n#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020\n#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040\n#define EGL_MATCH_NATIVE_PIXMAP 0x3041\n#define EGL_CONFORMANT 0x3042\n#define EGL_VG_COLORSPACE 0x3087\n#define EGL_VG_ALPHA_FORMAT 0x3088\n#define EGL_VG_COLORSPACE_LINEAR 0x308A\n#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B\n#define EGL_VG_ALPHA_FORMAT_PRE 0x308C\n#define EGL_CONTEXT_CLIENT_VERSION 0x3098\n\n#define EGLEW_VERSION_1_3 EGLEW_GET_VAR(__EGLEW_VERSION_1_3)\n\n#endif /* EGL_VERSION_1_3 */\n\n/* ---------------------------- EGL_VERSION_1_4 ---------------------------- */\n\n#ifndef EGL_VERSION_1_4\n#define EGL_VERSION_1_4 1\n\n#define EGL_OPENGL_BIT 0x0008\n#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200\n#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400\n#define EGL_MULTISAMPLE_RESOLVE 0x3099\n#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A\n#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B\n#define EGL_OPENGL_API 0x30A2\n\ntypedef EGLContext  ( * PFNEGLGETCURRENTCONTEXTPROC) ( void );\n\n#define eglGetCurrentContext EGLEW_GET_FUN(__eglewGetCurrentContext)\n\n#define EGLEW_VERSION_1_4 EGLEW_GET_VAR(__EGLEW_VERSION_1_4)\n\n#endif /* EGL_VERSION_1_4 */\n\n/* ---------------------------- EGL_VERSION_1_5 ---------------------------- */\n\n#ifndef EGL_VERSION_1_5\n#define EGL_VERSION_1_5 1\n\n#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001\n#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001\n#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002\n#define EGL_OPENGL_ES3_BIT 0x00000040\n#define EGL_GL_COLORSPACE_SRGB 0x3089\n#define EGL_GL_COLORSPACE_LINEAR 0x308A\n#define EGL_CONTEXT_MAJOR_VERSION 0x3098\n#define EGL_CL_EVENT_HANDLE 0x309C\n#define EGL_GL_COLORSPACE 0x309D\n#define EGL_GL_TEXTURE_2D 0x30B1\n#define EGL_GL_TEXTURE_3D 0x30B2\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8\n#define EGL_GL_RENDERBUFFER 0x30B9\n#define EGL_GL_TEXTURE_LEVEL 0x30BC\n#define EGL_GL_TEXTURE_ZOFFSET 0x30BD\n#define EGL_IMAGE_PRESERVED 0x30D2\n#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0\n#define EGL_SYNC_STATUS 0x30F1\n#define EGL_SIGNALED 0x30F2\n#define EGL_UNSIGNALED 0x30F3\n#define EGL_TIMEOUT_EXPIRED 0x30F5\n#define EGL_CONDITION_SATISFIED 0x30F6\n#define EGL_SYNC_TYPE 0x30F7\n#define EGL_SYNC_CONDITION 0x30F8\n#define EGL_SYNC_FENCE 0x30F9\n#define EGL_CONTEXT_MINOR_VERSION 0x30FB\n#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD\n#define EGL_SYNC_CL_EVENT 0x30FE\n#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF\n#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0\n#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1\n#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2\n#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD\n#define EGL_NO_RESET_NOTIFICATION 0x31BE\n#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF\n#define EGL_FOREVER 0xFFFFFFFFFFFFFFFF\n\ntypedef EGLint  ( * PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay  dpy, EGLSync  sync, EGLint  flags, EGLTime  timeout);\ntypedef EGLImage  ( * PFNEGLCREATEIMAGEPROC) (EGLDisplay  dpy, EGLContext  ctx, EGLenum  target, EGLClientBuffer  buffer, const EGLAttrib * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_pixmap, const EGLAttrib * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_window, const EGLAttrib * attrib_list);\ntypedef EGLSync  ( * PFNEGLCREATESYNCPROC) (EGLDisplay  dpy, EGLenum  type, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYIMAGEPROC) (EGLDisplay  dpy, EGLImage  image);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSYNCPROC) (EGLDisplay  dpy, EGLSync  sync);\ntypedef EGLDisplay  ( * PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum  platform, void * native_display, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLGETSYNCATTRIBPROC) (EGLDisplay  dpy, EGLSync  sync, EGLint  attribute, EGLAttrib * value);\ntypedef EGLBoolean  ( * PFNEGLWAITSYNCPROC) (EGLDisplay  dpy, EGLSync  sync, EGLint  flags);\n\n#define eglClientWaitSync EGLEW_GET_FUN(__eglewClientWaitSync)\n#define eglCreateImage EGLEW_GET_FUN(__eglewCreateImage)\n#define eglCreatePlatformPixmapSurface EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurface)\n#define eglCreatePlatformWindowSurface EGLEW_GET_FUN(__eglewCreatePlatformWindowSurface)\n#define eglCreateSync EGLEW_GET_FUN(__eglewCreateSync)\n#define eglDestroyImage EGLEW_GET_FUN(__eglewDestroyImage)\n#define eglDestroySync EGLEW_GET_FUN(__eglewDestroySync)\n#define eglGetPlatformDisplay EGLEW_GET_FUN(__eglewGetPlatformDisplay)\n#define eglGetSyncAttrib EGLEW_GET_FUN(__eglewGetSyncAttrib)\n#define eglWaitSync EGLEW_GET_FUN(__eglewWaitSync)\n\n#define EGLEW_VERSION_1_5 EGLEW_GET_VAR(__EGLEW_VERSION_1_5)\n\n#endif /* EGL_VERSION_1_5 */\n\n/* ------------------------- EGL_ANDROID_blob_cache ------------------------ */\n\n#ifndef EGL_ANDROID_blob_cache\n#define EGL_ANDROID_blob_cache 1\n\ntypedef void  ( * PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay  dpy, EGLSetBlobFuncANDROID  set, EGLGetBlobFuncANDROID  get);\n\n#define eglSetBlobCacheFuncsANDROID EGLEW_GET_FUN(__eglewSetBlobCacheFuncsANDROID)\n\n#define EGLEW_ANDROID_blob_cache EGLEW_GET_VAR(__EGLEW_ANDROID_blob_cache)\n\n#endif /* EGL_ANDROID_blob_cache */\n\n/* ---------------- EGL_ANDROID_create_native_client_buffer ---------------- */\n\n#ifndef EGL_ANDROID_create_native_client_buffer\n#define EGL_ANDROID_create_native_client_buffer 1\n\n#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001\n#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002\n#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004\n#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143\n\ntypedef EGLClientBuffer  ( * PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint * attrib_list);\n\n#define eglCreateNativeClientBufferANDROID EGLEW_GET_FUN(__eglewCreateNativeClientBufferANDROID)\n\n#define EGLEW_ANDROID_create_native_client_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_create_native_client_buffer)\n\n#endif /* EGL_ANDROID_create_native_client_buffer */\n\n/* --------------------- EGL_ANDROID_framebuffer_target -------------------- */\n\n#ifndef EGL_ANDROID_framebuffer_target\n#define EGL_ANDROID_framebuffer_target 1\n\n#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147\n\n#define EGLEW_ANDROID_framebuffer_target EGLEW_GET_VAR(__EGLEW_ANDROID_framebuffer_target)\n\n#endif /* EGL_ANDROID_framebuffer_target */\n\n/* ----------------- EGL_ANDROID_front_buffer_auto_refresh ----------------- */\n\n#ifndef EGL_ANDROID_front_buffer_auto_refresh\n#define EGL_ANDROID_front_buffer_auto_refresh 1\n\n#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C\n\n#define EGLEW_ANDROID_front_buffer_auto_refresh EGLEW_GET_VAR(__EGLEW_ANDROID_front_buffer_auto_refresh)\n\n#endif /* EGL_ANDROID_front_buffer_auto_refresh */\n\n/* -------------------- EGL_ANDROID_image_native_buffer -------------------- */\n\n#ifndef EGL_ANDROID_image_native_buffer\n#define EGL_ANDROID_image_native_buffer 1\n\n#define EGL_NATIVE_BUFFER_ANDROID 0x3140\n\n#define EGLEW_ANDROID_image_native_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_image_native_buffer)\n\n#endif /* EGL_ANDROID_image_native_buffer */\n\n/* --------------------- EGL_ANDROID_native_fence_sync --------------------- */\n\n#ifndef EGL_ANDROID_native_fence_sync\n#define EGL_ANDROID_native_fence_sync 1\n\n#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144\n#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145\n#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146\n\ntypedef EGLint  ( * PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay  dpy, EGLSyncKHR  sync);\n\n#define eglDupNativeFenceFDANDROID EGLEW_GET_FUN(__eglewDupNativeFenceFDANDROID)\n\n#define EGLEW_ANDROID_native_fence_sync EGLEW_GET_VAR(__EGLEW_ANDROID_native_fence_sync)\n\n#endif /* EGL_ANDROID_native_fence_sync */\n\n/* --------------------- EGL_ANDROID_presentation_time --------------------- */\n\n#ifndef EGL_ANDROID_presentation_time\n#define EGL_ANDROID_presentation_time 1\n\ntypedef EGLBoolean  ( * PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLnsecsANDROID  time);\n\n#define eglPresentationTimeANDROID EGLEW_GET_FUN(__eglewPresentationTimeANDROID)\n\n#define EGLEW_ANDROID_presentation_time EGLEW_GET_VAR(__EGLEW_ANDROID_presentation_time)\n\n#endif /* EGL_ANDROID_presentation_time */\n\n/* ------------------------- EGL_ANDROID_recordable ------------------------ */\n\n#ifndef EGL_ANDROID_recordable\n#define EGL_ANDROID_recordable 1\n\n#define EGL_RECORDABLE_ANDROID 0x3142\n\n#define EGLEW_ANDROID_recordable EGLEW_GET_VAR(__EGLEW_ANDROID_recordable)\n\n#endif /* EGL_ANDROID_recordable */\n\n/* ---------------- EGL_ANGLE_d3d_share_handle_client_buffer --------------- */\n\n#ifndef EGL_ANGLE_d3d_share_handle_client_buffer\n#define EGL_ANGLE_d3d_share_handle_client_buffer 1\n\n#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200\n\n#define EGLEW_ANGLE_d3d_share_handle_client_buffer EGLEW_GET_VAR(__EGLEW_ANGLE_d3d_share_handle_client_buffer)\n\n#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */\n\n/* -------------------------- EGL_ANGLE_device_d3d ------------------------- */\n\n#ifndef EGL_ANGLE_device_d3d\n#define EGL_ANGLE_device_d3d 1\n\n#define EGL_D3D9_DEVICE_ANGLE 0x33A0\n#define EGL_D3D11_DEVICE_ANGLE 0x33A1\n\n#define EGLEW_ANGLE_device_d3d EGLEW_GET_VAR(__EGLEW_ANGLE_device_d3d)\n\n#endif /* EGL_ANGLE_device_d3d */\n\n/* -------------------- EGL_ANGLE_query_surface_pointer -------------------- */\n\n#ifndef EGL_ANGLE_query_surface_pointer\n#define EGL_ANGLE_query_surface_pointer 1\n\ntypedef EGLBoolean  ( * PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, void ** value);\n\n#define eglQuerySurfacePointerANGLE EGLEW_GET_FUN(__eglewQuerySurfacePointerANGLE)\n\n#define EGLEW_ANGLE_query_surface_pointer EGLEW_GET_VAR(__EGLEW_ANGLE_query_surface_pointer)\n\n#endif /* EGL_ANGLE_query_surface_pointer */\n\n/* ------------- EGL_ANGLE_surface_d3d_texture_2d_share_handle ------------- */\n\n#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle\n#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1\n\n#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200\n\n#define EGLEW_ANGLE_surface_d3d_texture_2d_share_handle EGLEW_GET_VAR(__EGLEW_ANGLE_surface_d3d_texture_2d_share_handle)\n\n#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */\n\n/* ---------------------- EGL_ANGLE_window_fixed_size ---------------------- */\n\n#ifndef EGL_ANGLE_window_fixed_size\n#define EGL_ANGLE_window_fixed_size 1\n\n#define EGL_FIXED_SIZE_ANGLE 0x3201\n\n#define EGLEW_ANGLE_window_fixed_size EGLEW_GET_VAR(__EGLEW_ANGLE_window_fixed_size)\n\n#endif /* EGL_ANGLE_window_fixed_size */\n\n/* --------------------- EGL_ARM_implicit_external_sync -------------------- */\n\n#ifndef EGL_ARM_implicit_external_sync\n#define EGL_ARM_implicit_external_sync 1\n\n#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A\n\n#define EGLEW_ARM_implicit_external_sync EGLEW_GET_VAR(__EGLEW_ARM_implicit_external_sync)\n\n#endif /* EGL_ARM_implicit_external_sync */\n\n/* ------------------- EGL_ARM_pixmap_multisample_discard ------------------ */\n\n#ifndef EGL_ARM_pixmap_multisample_discard\n#define EGL_ARM_pixmap_multisample_discard 1\n\n#define EGL_DISCARD_SAMPLES_ARM 0x3286\n\n#define EGLEW_ARM_pixmap_multisample_discard EGLEW_GET_VAR(__EGLEW_ARM_pixmap_multisample_discard)\n\n#endif /* EGL_ARM_pixmap_multisample_discard */\n\n/* --------------------------- EGL_EXT_buffer_age -------------------------- */\n\n#ifndef EGL_EXT_buffer_age\n#define EGL_EXT_buffer_age 1\n\n#define EGL_BUFFER_AGE_EXT 0x313D\n\n#define EGLEW_EXT_buffer_age EGLEW_GET_VAR(__EGLEW_EXT_buffer_age)\n\n#endif /* EGL_EXT_buffer_age */\n\n/* ----------------------- EGL_EXT_client_extensions ----------------------- */\n\n#ifndef EGL_EXT_client_extensions\n#define EGL_EXT_client_extensions 1\n\n#define EGLEW_EXT_client_extensions EGLEW_GET_VAR(__EGLEW_EXT_client_extensions)\n\n#endif /* EGL_EXT_client_extensions */\n\n/* ------------------- EGL_EXT_create_context_robustness ------------------- */\n\n#ifndef EGL_EXT_create_context_robustness\n#define EGL_EXT_create_context_robustness 1\n\n#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF\n#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138\n#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE\n#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF\n\n#define EGLEW_EXT_create_context_robustness EGLEW_GET_VAR(__EGLEW_EXT_create_context_robustness)\n\n#endif /* EGL_EXT_create_context_robustness */\n\n/* -------------------------- EGL_EXT_device_base -------------------------- */\n\n#ifndef EGL_EXT_device_base\n#define EGL_EXT_device_base 1\n\n#define EGL_BAD_DEVICE_EXT 0x322B\n#define EGL_DEVICE_EXT 0x322C\n\n#define EGLEW_EXT_device_base EGLEW_GET_VAR(__EGLEW_EXT_device_base)\n\n#endif /* EGL_EXT_device_base */\n\n/* --------------------------- EGL_EXT_device_drm -------------------------- */\n\n#ifndef EGL_EXT_device_drm\n#define EGL_EXT_device_drm 1\n\n#define EGL_DRM_DEVICE_FILE_EXT 0x3233\n\n#define EGLEW_EXT_device_drm EGLEW_GET_VAR(__EGLEW_EXT_device_drm)\n\n#endif /* EGL_EXT_device_drm */\n\n/* ----------------------- EGL_EXT_device_enumeration ---------------------- */\n\n#ifndef EGL_EXT_device_enumeration\n#define EGL_EXT_device_enumeration 1\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDEVICESEXTPROC) (EGLint  max_devices, EGLDeviceEXT * devices, EGLint * num_devices);\n\n#define eglQueryDevicesEXT EGLEW_GET_FUN(__eglewQueryDevicesEXT)\n\n#define EGLEW_EXT_device_enumeration EGLEW_GET_VAR(__EGLEW_EXT_device_enumeration)\n\n#endif /* EGL_EXT_device_enumeration */\n\n/* ------------------------- EGL_EXT_device_openwf ------------------------- */\n\n#ifndef EGL_EXT_device_openwf\n#define EGL_EXT_device_openwf 1\n\n#define EGL_OPENWF_DEVICE_ID_EXT 0x3237\n\n#define EGLEW_EXT_device_openwf EGLEW_GET_VAR(__EGLEW_EXT_device_openwf)\n\n#endif /* EGL_EXT_device_openwf */\n\n/* -------------------------- EGL_EXT_device_query ------------------------- */\n\n#ifndef EGL_EXT_device_query\n#define EGL_EXT_device_query 1\n\n#define EGL_BAD_DEVICE_EXT 0x322B\n#define EGL_DEVICE_EXT 0x322C\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT  device, EGLint  attribute, EGLAttrib * value);\ntypedef const char * ( * PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT  device, EGLint  name);\ntypedef EGLBoolean  ( * PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay  dpy, EGLint  attribute, EGLAttrib * value);\n\n#define eglQueryDeviceAttribEXT EGLEW_GET_FUN(__eglewQueryDeviceAttribEXT)\n#define eglQueryDeviceStringEXT EGLEW_GET_FUN(__eglewQueryDeviceStringEXT)\n#define eglQueryDisplayAttribEXT EGLEW_GET_FUN(__eglewQueryDisplayAttribEXT)\n\n#define EGLEW_EXT_device_query EGLEW_GET_VAR(__EGLEW_EXT_device_query)\n\n#endif /* EGL_EXT_device_query */\n\n/* ------------------ EGL_EXT_gl_colorspace_bt2020_linear ------------------ */\n\n#ifndef EGL_EXT_gl_colorspace_bt2020_linear\n#define EGL_EXT_gl_colorspace_bt2020_linear 1\n\n#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F\n\n#define EGLEW_EXT_gl_colorspace_bt2020_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_linear)\n\n#endif /* EGL_EXT_gl_colorspace_bt2020_linear */\n\n/* -------------------- EGL_EXT_gl_colorspace_bt2020_pq -------------------- */\n\n#ifndef EGL_EXT_gl_colorspace_bt2020_pq\n#define EGL_EXT_gl_colorspace_bt2020_pq 1\n\n#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340\n\n#define EGLEW_EXT_gl_colorspace_bt2020_pq EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_pq)\n\n#endif /* EGL_EXT_gl_colorspace_bt2020_pq */\n\n/* ------------------- EGL_EXT_gl_colorspace_scrgb_linear ------------------ */\n\n#ifndef EGL_EXT_gl_colorspace_scrgb_linear\n#define EGL_EXT_gl_colorspace_scrgb_linear 1\n\n#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350\n\n#define EGLEW_EXT_gl_colorspace_scrgb_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_scrgb_linear)\n\n#endif /* EGL_EXT_gl_colorspace_scrgb_linear */\n\n/* ---------------------- EGL_EXT_image_dma_buf_import --------------------- */\n\n#ifndef EGL_EXT_image_dma_buf_import\n#define EGL_EXT_image_dma_buf_import 1\n\n#define EGL_LINUX_DMA_BUF_EXT 0x3270\n#define EGL_LINUX_DRM_FOURCC_EXT 0x3271\n#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272\n#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273\n#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274\n#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275\n#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276\n#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277\n#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278\n#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279\n#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A\n#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B\n#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C\n#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D\n#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E\n#define EGL_ITU_REC601_EXT 0x327F\n#define EGL_ITU_REC709_EXT 0x3280\n#define EGL_ITU_REC2020_EXT 0x3281\n#define EGL_YUV_FULL_RANGE_EXT 0x3282\n#define EGL_YUV_NARROW_RANGE_EXT 0x3283\n#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284\n#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285\n\n#define EGLEW_EXT_image_dma_buf_import EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import)\n\n#endif /* EGL_EXT_image_dma_buf_import */\n\n/* ----------------- EGL_EXT_image_dma_buf_import_modifiers ---------------- */\n\n#ifndef EGL_EXT_image_dma_buf_import_modifiers\n#define EGL_EXT_image_dma_buf_import_modifiers 1\n\n#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440\n#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441\n#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442\n#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443\n#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444\n#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445\n#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446\n#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447\n#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448\n#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449\n#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay  dpy, EGLint  max_formats, EGLint  *formats, EGLint  *num_formats);\ntypedef EGLBoolean  ( * PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay  dpy, EGLint  format, EGLint  max_modifiers, EGLuint64KHR  *modifiers, EGLBoolean  *external_only, EGLint  *num_modifiers);\n\n#define eglQueryDmaBufFormatsEXT EGLEW_GET_FUN(__eglewQueryDmaBufFormatsEXT)\n#define eglQueryDmaBufModifiersEXT EGLEW_GET_FUN(__eglewQueryDmaBufModifiersEXT)\n\n#define EGLEW_EXT_image_dma_buf_import_modifiers EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import_modifiers)\n\n#endif /* EGL_EXT_image_dma_buf_import_modifiers */\n\n/* ------------------------ EGL_EXT_multiview_window ----------------------- */\n\n#ifndef EGL_EXT_multiview_window\n#define EGL_EXT_multiview_window 1\n\n#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134\n\n#define EGLEW_EXT_multiview_window EGLEW_GET_VAR(__EGLEW_EXT_multiview_window)\n\n#endif /* EGL_EXT_multiview_window */\n\n/* -------------------------- EGL_EXT_output_base -------------------------- */\n\n#ifndef EGL_EXT_output_base\n#define EGL_EXT_output_base 1\n\n#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D\n#define EGL_BAD_OUTPUT_PORT_EXT 0x322E\n#define EGL_SWAP_INTERVAL_EXT 0x322F\n\ntypedef EGLBoolean  ( * PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay  dpy, const EGLAttrib * attrib_list, EGLOutputLayerEXT * layers, EGLint  max_layers, EGLint * num_layers);\ntypedef EGLBoolean  ( * PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay  dpy, const EGLAttrib * attrib_list, EGLOutputPortEXT * ports, EGLint  max_ports, EGLint * num_ports);\ntypedef EGLBoolean  ( * PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputLayerEXT  layer, EGLint  attribute, EGLAttrib  value);\ntypedef EGLBoolean  ( * PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputPortEXT  port, EGLint  attribute, EGLAttrib  value);\ntypedef EGLBoolean  ( * PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputLayerEXT  layer, EGLint  attribute, EGLAttrib * value);\ntypedef const char * ( * PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay  dpy, EGLOutputLayerEXT  layer, EGLint  name);\ntypedef EGLBoolean  ( * PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay  dpy, EGLOutputPortEXT  port, EGLint  attribute, EGLAttrib * value);\ntypedef const char * ( * PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay  dpy, EGLOutputPortEXT  port, EGLint  name);\n\n#define eglGetOutputLayersEXT EGLEW_GET_FUN(__eglewGetOutputLayersEXT)\n#define eglGetOutputPortsEXT EGLEW_GET_FUN(__eglewGetOutputPortsEXT)\n#define eglOutputLayerAttribEXT EGLEW_GET_FUN(__eglewOutputLayerAttribEXT)\n#define eglOutputPortAttribEXT EGLEW_GET_FUN(__eglewOutputPortAttribEXT)\n#define eglQueryOutputLayerAttribEXT EGLEW_GET_FUN(__eglewQueryOutputLayerAttribEXT)\n#define eglQueryOutputLayerStringEXT EGLEW_GET_FUN(__eglewQueryOutputLayerStringEXT)\n#define eglQueryOutputPortAttribEXT EGLEW_GET_FUN(__eglewQueryOutputPortAttribEXT)\n#define eglQueryOutputPortStringEXT EGLEW_GET_FUN(__eglewQueryOutputPortStringEXT)\n\n#define EGLEW_EXT_output_base EGLEW_GET_VAR(__EGLEW_EXT_output_base)\n\n#endif /* EGL_EXT_output_base */\n\n/* --------------------------- EGL_EXT_output_drm -------------------------- */\n\n#ifndef EGL_EXT_output_drm\n#define EGL_EXT_output_drm 1\n\n#define EGL_DRM_CRTC_EXT 0x3234\n#define EGL_DRM_PLANE_EXT 0x3235\n#define EGL_DRM_CONNECTOR_EXT 0x3236\n\n#define EGLEW_EXT_output_drm EGLEW_GET_VAR(__EGLEW_EXT_output_drm)\n\n#endif /* EGL_EXT_output_drm */\n\n/* ------------------------- EGL_EXT_output_openwf ------------------------- */\n\n#ifndef EGL_EXT_output_openwf\n#define EGL_EXT_output_openwf 1\n\n#define EGL_OPENWF_PIPELINE_ID_EXT 0x3238\n#define EGL_OPENWF_PORT_ID_EXT 0x3239\n\n#define EGLEW_EXT_output_openwf EGLEW_GET_VAR(__EGLEW_EXT_output_openwf)\n\n#endif /* EGL_EXT_output_openwf */\n\n/* ----------------------- EGL_EXT_pixel_format_float ---------------------- */\n\n#ifndef EGL_EXT_pixel_format_float\n#define EGL_EXT_pixel_format_float 1\n\n#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339\n#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A\n#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B\n\n#define EGLEW_EXT_pixel_format_float EGLEW_GET_VAR(__EGLEW_EXT_pixel_format_float)\n\n#endif /* EGL_EXT_pixel_format_float */\n\n/* ------------------------- EGL_EXT_platform_base ------------------------- */\n\n#ifndef EGL_EXT_platform_base\n#define EGL_EXT_platform_base 1\n\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_pixmap, const EGLint * attrib_list);\ntypedef EGLSurface  ( * PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay  dpy, EGLConfig  config, void * native_window, const EGLint * attrib_list);\ntypedef EGLDisplay  ( * PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum  platform, void * native_display, const EGLint * attrib_list);\n\n#define eglCreatePlatformPixmapSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurfaceEXT)\n#define eglCreatePlatformWindowSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformWindowSurfaceEXT)\n#define eglGetPlatformDisplayEXT EGLEW_GET_FUN(__eglewGetPlatformDisplayEXT)\n\n#define EGLEW_EXT_platform_base EGLEW_GET_VAR(__EGLEW_EXT_platform_base)\n\n#endif /* EGL_EXT_platform_base */\n\n/* ------------------------ EGL_EXT_platform_device ------------------------ */\n\n#ifndef EGL_EXT_platform_device\n#define EGL_EXT_platform_device 1\n\n#define EGL_PLATFORM_DEVICE_EXT 0x313F\n\n#define EGLEW_EXT_platform_device EGLEW_GET_VAR(__EGLEW_EXT_platform_device)\n\n#endif /* EGL_EXT_platform_device */\n\n/* ------------------------ EGL_EXT_platform_wayland ----------------------- */\n\n#ifndef EGL_EXT_platform_wayland\n#define EGL_EXT_platform_wayland 1\n\n#define EGL_PLATFORM_WAYLAND_EXT 0x31D8\n\n#define EGLEW_EXT_platform_wayland EGLEW_GET_VAR(__EGLEW_EXT_platform_wayland)\n\n#endif /* EGL_EXT_platform_wayland */\n\n/* -------------------------- EGL_EXT_platform_x11 ------------------------- */\n\n#ifndef EGL_EXT_platform_x11\n#define EGL_EXT_platform_x11 1\n\n#define EGL_PLATFORM_X11_EXT 0x31D5\n#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6\n\n#define EGLEW_EXT_platform_x11 EGLEW_GET_VAR(__EGLEW_EXT_platform_x11)\n\n#endif /* EGL_EXT_platform_x11 */\n\n/* ----------------------- EGL_EXT_protected_content ----------------------- */\n\n#ifndef EGL_EXT_protected_content\n#define EGL_EXT_protected_content 1\n\n#define EGL_PROTECTED_CONTENT_EXT 0x32C0\n\n#define EGLEW_EXT_protected_content EGLEW_GET_VAR(__EGLEW_EXT_protected_content)\n\n#endif /* EGL_EXT_protected_content */\n\n/* ----------------------- EGL_EXT_protected_surface ----------------------- */\n\n#ifndef EGL_EXT_protected_surface\n#define EGL_EXT_protected_surface 1\n\n#define EGL_PROTECTED_CONTENT_EXT 0x32C0\n\n#define EGLEW_EXT_protected_surface EGLEW_GET_VAR(__EGLEW_EXT_protected_surface)\n\n#endif /* EGL_EXT_protected_surface */\n\n/* ------------------- EGL_EXT_stream_consumer_egloutput ------------------- */\n\n#ifndef EGL_EXT_stream_consumer_egloutput\n#define EGL_EXT_stream_consumer_egloutput 1\n\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLOutputLayerEXT  layer);\n\n#define eglStreamConsumerOutputEXT EGLEW_GET_FUN(__eglewStreamConsumerOutputEXT)\n\n#define EGLEW_EXT_stream_consumer_egloutput EGLEW_GET_VAR(__EGLEW_EXT_stream_consumer_egloutput)\n\n#endif /* EGL_EXT_stream_consumer_egloutput */\n\n/* ------------------- EGL_EXT_surface_SMPTE2086_metadata ------------------ */\n\n#ifndef EGL_EXT_surface_SMPTE2086_metadata\n#define EGL_EXT_surface_SMPTE2086_metadata 1\n\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345\n#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346\n#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347\n#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348\n#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349\n#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A\n\n#define EGLEW_EXT_surface_SMPTE2086_metadata EGLEW_GET_VAR(__EGLEW_EXT_surface_SMPTE2086_metadata)\n\n#endif /* EGL_EXT_surface_SMPTE2086_metadata */\n\n/* -------------------- EGL_EXT_swap_buffers_with_damage ------------------- */\n\n#ifndef EGL_EXT_swap_buffers_with_damage\n#define EGL_EXT_swap_buffers_with_damage 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint * rects, EGLint  n_rects);\n\n#define eglSwapBuffersWithDamageEXT EGLEW_GET_FUN(__eglewSwapBuffersWithDamageEXT)\n\n#define EGLEW_EXT_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_EXT_swap_buffers_with_damage)\n\n#endif /* EGL_EXT_swap_buffers_with_damage */\n\n/* -------------------------- EGL_EXT_yuv_surface -------------------------- */\n\n#ifndef EGL_EXT_yuv_surface\n#define EGL_EXT_yuv_surface 1\n\n#define EGL_YUV_BUFFER_EXT 0x3300\n#define EGL_YUV_ORDER_EXT 0x3301\n#define EGL_YUV_ORDER_YUV_EXT 0x3302\n#define EGL_YUV_ORDER_YVU_EXT 0x3303\n#define EGL_YUV_ORDER_YUYV_EXT 0x3304\n#define EGL_YUV_ORDER_UYVY_EXT 0x3305\n#define EGL_YUV_ORDER_YVYU_EXT 0x3306\n#define EGL_YUV_ORDER_VYUY_EXT 0x3307\n#define EGL_YUV_ORDER_AYUV_EXT 0x3308\n#define EGL_YUV_CSC_STANDARD_EXT 0x330A\n#define EGL_YUV_CSC_STANDARD_601_EXT 0x330B\n#define EGL_YUV_CSC_STANDARD_709_EXT 0x330C\n#define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D\n#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311\n#define EGL_YUV_SUBSAMPLE_EXT 0x3312\n#define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313\n#define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314\n#define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315\n#define EGL_YUV_DEPTH_RANGE_EXT 0x3317\n#define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318\n#define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319\n#define EGL_YUV_PLANE_BPP_EXT 0x331A\n#define EGL_YUV_PLANE_BPP_0_EXT 0x331B\n#define EGL_YUV_PLANE_BPP_8_EXT 0x331C\n#define EGL_YUV_PLANE_BPP_10_EXT 0x331D\n\n#define EGLEW_EXT_yuv_surface EGLEW_GET_VAR(__EGLEW_EXT_yuv_surface)\n\n#endif /* EGL_EXT_yuv_surface */\n\n/* -------------------------- EGL_HI_clientpixmap -------------------------- */\n\n#ifndef EGL_HI_clientpixmap\n#define EGL_HI_clientpixmap 1\n\n#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74\n\ntypedef EGLSurface  ( * PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay  dpy, EGLConfig  config, struct EGLClientPixmapHI * pixmap);\n\n#define eglCreatePixmapSurfaceHI EGLEW_GET_FUN(__eglewCreatePixmapSurfaceHI)\n\n#define EGLEW_HI_clientpixmap EGLEW_GET_VAR(__EGLEW_HI_clientpixmap)\n\n#endif /* EGL_HI_clientpixmap */\n\n/* -------------------------- EGL_HI_colorformats -------------------------- */\n\n#ifndef EGL_HI_colorformats\n#define EGL_HI_colorformats 1\n\n#define EGL_COLOR_FORMAT_HI 0x8F70\n#define EGL_COLOR_RGB_HI 0x8F71\n#define EGL_COLOR_RGBA_HI 0x8F72\n#define EGL_COLOR_ARGB_HI 0x8F73\n\n#define EGLEW_HI_colorformats EGLEW_GET_VAR(__EGLEW_HI_colorformats)\n\n#endif /* EGL_HI_colorformats */\n\n/* ------------------------ EGL_IMG_context_priority ----------------------- */\n\n#ifndef EGL_IMG_context_priority\n#define EGL_IMG_context_priority 1\n\n#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100\n#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101\n#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102\n#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103\n\n#define EGLEW_IMG_context_priority EGLEW_GET_VAR(__EGLEW_IMG_context_priority)\n\n#endif /* EGL_IMG_context_priority */\n\n/* ---------------------- EGL_IMG_image_plane_attribs ---------------------- */\n\n#ifndef EGL_IMG_image_plane_attribs\n#define EGL_IMG_image_plane_attribs 1\n\n#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105\n#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106\n\n#define EGLEW_IMG_image_plane_attribs EGLEW_GET_VAR(__EGLEW_IMG_image_plane_attribs)\n\n#endif /* EGL_IMG_image_plane_attribs */\n\n/* ---------------------------- EGL_KHR_cl_event --------------------------- */\n\n#ifndef EGL_KHR_cl_event\n#define EGL_KHR_cl_event 1\n\n#define EGL_CL_EVENT_HANDLE_KHR 0x309C\n#define EGL_SYNC_CL_EVENT_KHR 0x30FE\n#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF\n\n#define EGLEW_KHR_cl_event EGLEW_GET_VAR(__EGLEW_KHR_cl_event)\n\n#endif /* EGL_KHR_cl_event */\n\n/* --------------------------- EGL_KHR_cl_event2 --------------------------- */\n\n#ifndef EGL_KHR_cl_event2\n#define EGL_KHR_cl_event2 1\n\n#define EGL_CL_EVENT_HANDLE_KHR 0x309C\n#define EGL_SYNC_CL_EVENT_KHR 0x30FE\n#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF\n\ntypedef EGLSyncKHR  ( * PFNEGLCREATESYNC64KHRPROC) (EGLDisplay  dpy, EGLenum  type, const EGLAttribKHR * attrib_list);\n\n#define eglCreateSync64KHR EGLEW_GET_FUN(__eglewCreateSync64KHR)\n\n#define EGLEW_KHR_cl_event2 EGLEW_GET_VAR(__EGLEW_KHR_cl_event2)\n\n#endif /* EGL_KHR_cl_event2 */\n\n/* ----------------- EGL_KHR_client_get_all_proc_addresses ----------------- */\n\n#ifndef EGL_KHR_client_get_all_proc_addresses\n#define EGL_KHR_client_get_all_proc_addresses 1\n\n#define EGLEW_KHR_client_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_client_get_all_proc_addresses)\n\n#endif /* EGL_KHR_client_get_all_proc_addresses */\n\n/* ------------------------- EGL_KHR_config_attribs ------------------------ */\n\n#ifndef EGL_KHR_config_attribs\n#define EGL_KHR_config_attribs 1\n\n#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020\n#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040\n#define EGL_CONFORMANT_KHR 0x3042\n\n#define EGLEW_KHR_config_attribs EGLEW_GET_VAR(__EGLEW_KHR_config_attribs)\n\n#endif /* EGL_KHR_config_attribs */\n\n/* --------------------- EGL_KHR_context_flush_control --------------------- */\n\n#ifndef EGL_KHR_context_flush_control\n#define EGL_KHR_context_flush_control 1\n\n#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0\n#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097\n#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098\n\n#define EGLEW_KHR_context_flush_control EGLEW_GET_VAR(__EGLEW_KHR_context_flush_control)\n\n#endif /* EGL_KHR_context_flush_control */\n\n/* ------------------------- EGL_KHR_create_context ------------------------ */\n\n#ifndef EGL_KHR_create_context\n#define EGL_KHR_create_context 1\n\n#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001\n#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001\n#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002\n#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002\n#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004\n#define EGL_OPENGL_ES3_BIT 0x00000040\n#define EGL_OPENGL_ES3_BIT_KHR 0x00000040\n#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098\n#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB\n#define EGL_CONTEXT_FLAGS_KHR 0x30FC\n#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD\n#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD\n#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE\n#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF\n\n#define EGLEW_KHR_create_context EGLEW_GET_VAR(__EGLEW_KHR_create_context)\n\n#endif /* EGL_KHR_create_context */\n\n/* -------------------- EGL_KHR_create_context_no_error -------------------- */\n\n#ifndef EGL_KHR_create_context_no_error\n#define EGL_KHR_create_context_no_error 1\n\n#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3\n\n#define EGLEW_KHR_create_context_no_error EGLEW_GET_VAR(__EGLEW_KHR_create_context_no_error)\n\n#endif /* EGL_KHR_create_context_no_error */\n\n/* ----------------------------- EGL_KHR_debug ----------------------------- */\n\n#ifndef EGL_KHR_debug\n#define EGL_KHR_debug 1\n\n#define EGL_OBJECT_THREAD_KHR 0x33B0\n#define EGL_OBJECT_DISPLAY_KHR 0x33B1\n#define EGL_OBJECT_CONTEXT_KHR 0x33B2\n#define EGL_OBJECT_SURFACE_KHR 0x33B3\n#define EGL_OBJECT_IMAGE_KHR 0x33B4\n#define EGL_OBJECT_SYNC_KHR 0x33B5\n#define EGL_OBJECT_STREAM_KHR 0x33B6\n#define EGL_DEBUG_CALLBACK_KHR 0x33B8\n#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9\n#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA\n#define EGL_DEBUG_MSG_WARN_KHR 0x33BB\n#define EGL_DEBUG_MSG_INFO_KHR 0x33BC\n\ntypedef EGLint  ( * PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR  callback, const EGLAttrib * attrib_list);\ntypedef EGLint  ( * PFNEGLLABELOBJECTKHRPROC) (EGLDisplay  display, EGLenum  objectType, EGLObjectKHR  object, EGLLabelKHR  label);\ntypedef EGLBoolean  ( * PFNEGLQUERYDEBUGKHRPROC) (EGLint  attribute, EGLAttrib * value);\n\n#define eglDebugMessageControlKHR EGLEW_GET_FUN(__eglewDebugMessageControlKHR)\n#define eglLabelObjectKHR EGLEW_GET_FUN(__eglewLabelObjectKHR)\n#define eglQueryDebugKHR EGLEW_GET_FUN(__eglewQueryDebugKHR)\n\n#define EGLEW_KHR_debug EGLEW_GET_VAR(__EGLEW_KHR_debug)\n\n#endif /* EGL_KHR_debug */\n\n/* --------------------------- EGL_KHR_fence_sync -------------------------- */\n\n#ifndef EGL_KHR_fence_sync\n#define EGL_KHR_fence_sync 1\n\n#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0\n#define EGL_SYNC_CONDITION_KHR 0x30F8\n#define EGL_SYNC_FENCE_KHR 0x30F9\n\n#define EGLEW_KHR_fence_sync EGLEW_GET_VAR(__EGLEW_KHR_fence_sync)\n\n#endif /* EGL_KHR_fence_sync */\n\n/* --------------------- EGL_KHR_get_all_proc_addresses -------------------- */\n\n#ifndef EGL_KHR_get_all_proc_addresses\n#define EGL_KHR_get_all_proc_addresses 1\n\n#define EGLEW_KHR_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_get_all_proc_addresses)\n\n#endif /* EGL_KHR_get_all_proc_addresses */\n\n/* ------------------------- EGL_KHR_gl_colorspace ------------------------- */\n\n#ifndef EGL_KHR_gl_colorspace\n#define EGL_KHR_gl_colorspace 1\n\n#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089\n#define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A\n#define EGL_GL_COLORSPACE_KHR 0x309D\n\n#define EGLEW_KHR_gl_colorspace EGLEW_GET_VAR(__EGLEW_KHR_gl_colorspace)\n\n#endif /* EGL_KHR_gl_colorspace */\n\n/* --------------------- EGL_KHR_gl_renderbuffer_image --------------------- */\n\n#ifndef EGL_KHR_gl_renderbuffer_image\n#define EGL_KHR_gl_renderbuffer_image 1\n\n#define EGL_GL_RENDERBUFFER_KHR 0x30B9\n\n#define EGLEW_KHR_gl_renderbuffer_image EGLEW_GET_VAR(__EGLEW_KHR_gl_renderbuffer_image)\n\n#endif /* EGL_KHR_gl_renderbuffer_image */\n\n/* ---------------------- EGL_KHR_gl_texture_2D_image ---------------------- */\n\n#ifndef EGL_KHR_gl_texture_2D_image\n#define EGL_KHR_gl_texture_2D_image 1\n\n#define EGL_GL_TEXTURE_2D_KHR 0x30B1\n#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC\n\n#define EGLEW_KHR_gl_texture_2D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_2D_image)\n\n#endif /* EGL_KHR_gl_texture_2D_image */\n\n/* ---------------------- EGL_KHR_gl_texture_3D_image ---------------------- */\n\n#ifndef EGL_KHR_gl_texture_3D_image\n#define EGL_KHR_gl_texture_3D_image 1\n\n#define EGL_GL_TEXTURE_3D_KHR 0x30B2\n#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD\n\n#define EGLEW_KHR_gl_texture_3D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_3D_image)\n\n#endif /* EGL_KHR_gl_texture_3D_image */\n\n/* -------------------- EGL_KHR_gl_texture_cubemap_image ------------------- */\n\n#ifndef EGL_KHR_gl_texture_cubemap_image\n#define EGL_KHR_gl_texture_cubemap_image 1\n\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6\n#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7\n#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8\n\n#define EGLEW_KHR_gl_texture_cubemap_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_cubemap_image)\n\n#endif /* EGL_KHR_gl_texture_cubemap_image */\n\n/* ----------------------------- EGL_KHR_image ----------------------------- */\n\n#ifndef EGL_KHR_image\n#define EGL_KHR_image 1\n\n#define EGL_NATIVE_PIXMAP_KHR 0x30B0\n\ntypedef EGLImageKHR  ( * PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay  dpy, EGLContext  ctx, EGLenum  target, EGLClientBuffer  buffer, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay  dpy, EGLImageKHR  image);\n\n#define eglCreateImageKHR EGLEW_GET_FUN(__eglewCreateImageKHR)\n#define eglDestroyImageKHR EGLEW_GET_FUN(__eglewDestroyImageKHR)\n\n#define EGLEW_KHR_image EGLEW_GET_VAR(__EGLEW_KHR_image)\n\n#endif /* EGL_KHR_image */\n\n/* --------------------------- EGL_KHR_image_base -------------------------- */\n\n#ifndef EGL_KHR_image_base\n#define EGL_KHR_image_base 1\n\n#define EGL_IMAGE_PRESERVED_KHR 0x30D2\n\n#define EGLEW_KHR_image_base EGLEW_GET_VAR(__EGLEW_KHR_image_base)\n\n#endif /* EGL_KHR_image_base */\n\n/* -------------------------- EGL_KHR_image_pixmap ------------------------- */\n\n#ifndef EGL_KHR_image_pixmap\n#define EGL_KHR_image_pixmap 1\n\n#define EGL_NATIVE_PIXMAP_KHR 0x30B0\n\n#define EGLEW_KHR_image_pixmap EGLEW_GET_VAR(__EGLEW_KHR_image_pixmap)\n\n#endif /* EGL_KHR_image_pixmap */\n\n/* -------------------------- EGL_KHR_lock_surface ------------------------- */\n\n#ifndef EGL_KHR_lock_surface\n#define EGL_KHR_lock_surface 1\n\n#define EGL_READ_SURFACE_BIT_KHR 0x0001\n#define EGL_WRITE_SURFACE_BIT_KHR 0x0002\n#define EGL_LOCK_SURFACE_BIT_KHR 0x0080\n#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100\n#define EGL_MATCH_FORMAT_KHR 0x3043\n#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0\n#define EGL_FORMAT_RGB_565_KHR 0x30C1\n#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2\n#define EGL_FORMAT_RGBA_8888_KHR 0x30C3\n#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4\n#define EGL_LOCK_USAGE_HINT_KHR 0x30C5\n#define EGL_BITMAP_POINTER_KHR 0x30C6\n#define EGL_BITMAP_PITCH_KHR 0x30C7\n#define EGL_BITMAP_ORIGIN_KHR 0x30C8\n#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9\n#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA\n#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB\n#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC\n#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD\n#define EGL_LOWER_LEFT_KHR 0x30CE\n#define EGL_UPPER_LEFT_KHR 0x30CF\n\ntypedef EGLBoolean  ( * PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay  dpy, EGLSurface  surface, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay  dpy, EGLSurface  surface);\n\n#define eglLockSurfaceKHR EGLEW_GET_FUN(__eglewLockSurfaceKHR)\n#define eglUnlockSurfaceKHR EGLEW_GET_FUN(__eglewUnlockSurfaceKHR)\n\n#define EGLEW_KHR_lock_surface EGLEW_GET_VAR(__EGLEW_KHR_lock_surface)\n\n#endif /* EGL_KHR_lock_surface */\n\n/* ------------------------- EGL_KHR_lock_surface2 ------------------------- */\n\n#ifndef EGL_KHR_lock_surface2\n#define EGL_KHR_lock_surface2 1\n\n#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110\n\n#define EGLEW_KHR_lock_surface2 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface2)\n\n#endif /* EGL_KHR_lock_surface2 */\n\n/* ------------------------- EGL_KHR_lock_surface3 ------------------------- */\n\n#ifndef EGL_KHR_lock_surface3\n#define EGL_KHR_lock_surface3 1\n\n#define EGL_READ_SURFACE_BIT_KHR 0x0001\n#define EGL_WRITE_SURFACE_BIT_KHR 0x0002\n#define EGL_LOCK_SURFACE_BIT_KHR 0x0080\n#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100\n#define EGL_MATCH_FORMAT_KHR 0x3043\n#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0\n#define EGL_FORMAT_RGB_565_KHR 0x30C1\n#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2\n#define EGL_FORMAT_RGBA_8888_KHR 0x30C3\n#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4\n#define EGL_LOCK_USAGE_HINT_KHR 0x30C5\n#define EGL_BITMAP_POINTER_KHR 0x30C6\n#define EGL_BITMAP_PITCH_KHR 0x30C7\n#define EGL_BITMAP_ORIGIN_KHR 0x30C8\n#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9\n#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA\n#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB\n#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC\n#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD\n#define EGL_LOWER_LEFT_KHR 0x30CE\n#define EGL_UPPER_LEFT_KHR 0x30CF\n#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110\n\ntypedef EGLBoolean  ( * PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  attribute, EGLAttribKHR * value);\n\n#define eglQuerySurface64KHR EGLEW_GET_FUN(__eglewQuerySurface64KHR)\n\n#define EGLEW_KHR_lock_surface3 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface3)\n\n#endif /* EGL_KHR_lock_surface3 */\n\n/* --------------------- EGL_KHR_mutable_render_buffer --------------------- */\n\n#ifndef EGL_KHR_mutable_render_buffer\n#define EGL_KHR_mutable_render_buffer 1\n\n#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000\n\n#define EGLEW_KHR_mutable_render_buffer EGLEW_GET_VAR(__EGLEW_KHR_mutable_render_buffer)\n\n#endif /* EGL_KHR_mutable_render_buffer */\n\n/* ----------------------- EGL_KHR_no_config_context ----------------------- */\n\n#ifndef EGL_KHR_no_config_context\n#define EGL_KHR_no_config_context 1\n\n#define EGLEW_KHR_no_config_context EGLEW_GET_VAR(__EGLEW_KHR_no_config_context)\n\n#endif /* EGL_KHR_no_config_context */\n\n/* ------------------------- EGL_KHR_partial_update ------------------------ */\n\n#ifndef EGL_KHR_partial_update\n#define EGL_KHR_partial_update 1\n\n#define EGL_BUFFER_AGE_KHR 0x313D\n\ntypedef EGLBoolean  ( * PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint * rects, EGLint  n_rects);\n\n#define eglSetDamageRegionKHR EGLEW_GET_FUN(__eglewSetDamageRegionKHR)\n\n#define EGLEW_KHR_partial_update EGLEW_GET_VAR(__EGLEW_KHR_partial_update)\n\n#endif /* EGL_KHR_partial_update */\n\n/* ------------------------ EGL_KHR_platform_android ----------------------- */\n\n#ifndef EGL_KHR_platform_android\n#define EGL_KHR_platform_android 1\n\n#define EGL_PLATFORM_ANDROID_KHR 0x3141\n\n#define EGLEW_KHR_platform_android EGLEW_GET_VAR(__EGLEW_KHR_platform_android)\n\n#endif /* EGL_KHR_platform_android */\n\n/* -------------------------- EGL_KHR_platform_gbm ------------------------- */\n\n#ifndef EGL_KHR_platform_gbm\n#define EGL_KHR_platform_gbm 1\n\n#define EGL_PLATFORM_GBM_KHR 0x31D7\n\n#define EGLEW_KHR_platform_gbm EGLEW_GET_VAR(__EGLEW_KHR_platform_gbm)\n\n#endif /* EGL_KHR_platform_gbm */\n\n/* ------------------------ EGL_KHR_platform_wayland ----------------------- */\n\n#ifndef EGL_KHR_platform_wayland\n#define EGL_KHR_platform_wayland 1\n\n#define EGL_PLATFORM_WAYLAND_KHR 0x31D8\n\n#define EGLEW_KHR_platform_wayland EGLEW_GET_VAR(__EGLEW_KHR_platform_wayland)\n\n#endif /* EGL_KHR_platform_wayland */\n\n/* -------------------------- EGL_KHR_platform_x11 ------------------------- */\n\n#ifndef EGL_KHR_platform_x11\n#define EGL_KHR_platform_x11 1\n\n#define EGL_PLATFORM_X11_KHR 0x31D5\n#define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6\n\n#define EGLEW_KHR_platform_x11 EGLEW_GET_VAR(__EGLEW_KHR_platform_x11)\n\n#endif /* EGL_KHR_platform_x11 */\n\n/* ------------------------- EGL_KHR_reusable_sync ------------------------- */\n\n#ifndef EGL_KHR_reusable_sync\n#define EGL_KHR_reusable_sync 1\n\n#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001\n#define EGL_SYNC_STATUS_KHR 0x30F1\n#define EGL_SIGNALED_KHR 0x30F2\n#define EGL_UNSIGNALED_KHR 0x30F3\n#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5\n#define EGL_CONDITION_SATISFIED_KHR 0x30F6\n#define EGL_SYNC_TYPE_KHR 0x30F7\n#define EGL_SYNC_REUSABLE_KHR 0x30FA\n#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFF\n\ntypedef EGLint  ( * PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLint  flags, EGLTimeKHR  timeout);\ntypedef EGLSyncKHR  ( * PFNEGLCREATESYNCKHRPROC) (EGLDisplay  dpy, EGLenum  type, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync);\ntypedef EGLBoolean  ( * PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLenum  mode);\n\n#define eglClientWaitSyncKHR EGLEW_GET_FUN(__eglewClientWaitSyncKHR)\n#define eglCreateSyncKHR EGLEW_GET_FUN(__eglewCreateSyncKHR)\n#define eglDestroySyncKHR EGLEW_GET_FUN(__eglewDestroySyncKHR)\n#define eglGetSyncAttribKHR EGLEW_GET_FUN(__eglewGetSyncAttribKHR)\n#define eglSignalSyncKHR EGLEW_GET_FUN(__eglewSignalSyncKHR)\n\n#define EGLEW_KHR_reusable_sync EGLEW_GET_VAR(__EGLEW_KHR_reusable_sync)\n\n#endif /* EGL_KHR_reusable_sync */\n\n/* ----------------------------- EGL_KHR_stream ---------------------------- */\n\n#ifndef EGL_KHR_stream\n#define EGL_KHR_stream 1\n\n#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210\n#define EGL_PRODUCER_FRAME_KHR 0x3212\n#define EGL_CONSUMER_FRAME_KHR 0x3213\n#define EGL_STREAM_STATE_KHR 0x3214\n#define EGL_STREAM_STATE_CREATED_KHR 0x3215\n#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216\n#define EGL_STREAM_STATE_EMPTY_KHR 0x3217\n#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218\n#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219\n#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A\n#define EGL_BAD_STREAM_KHR 0x321B\n#define EGL_BAD_STATE_KHR 0x321C\n\ntypedef EGLStreamKHR  ( * PFNEGLCREATESTREAMKHRPROC) (EGLDisplay  dpy, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLuint64KHR * value);\ntypedef EGLBoolean  ( * PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLint  value);\n\n#define eglCreateStreamKHR EGLEW_GET_FUN(__eglewCreateStreamKHR)\n#define eglDestroyStreamKHR EGLEW_GET_FUN(__eglewDestroyStreamKHR)\n#define eglQueryStreamKHR EGLEW_GET_FUN(__eglewQueryStreamKHR)\n#define eglQueryStreamu64KHR EGLEW_GET_FUN(__eglewQueryStreamu64KHR)\n#define eglStreamAttribKHR EGLEW_GET_FUN(__eglewStreamAttribKHR)\n\n#define EGLEW_KHR_stream EGLEW_GET_VAR(__EGLEW_KHR_stream)\n\n#endif /* EGL_KHR_stream */\n\n/* ------------------------- EGL_KHR_stream_attrib ------------------------- */\n\n#ifndef EGL_KHR_stream_attrib\n#define EGL_KHR_stream_attrib 1\n\n#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210\n#define EGL_STREAM_STATE_KHR 0x3214\n#define EGL_STREAM_STATE_CREATED_KHR 0x3215\n#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216\n\ntypedef EGLStreamKHR  ( * PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay  dpy, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLAttrib * value);\ntypedef EGLBoolean  ( * PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLAttrib  value);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, const EGLAttrib * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, const EGLAttrib * attrib_list);\n\n#define eglCreateStreamAttribKHR EGLEW_GET_FUN(__eglewCreateStreamAttribKHR)\n#define eglQueryStreamAttribKHR EGLEW_GET_FUN(__eglewQueryStreamAttribKHR)\n#define eglSetStreamAttribKHR EGLEW_GET_FUN(__eglewSetStreamAttribKHR)\n#define eglStreamConsumerAcquireAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireAttribKHR)\n#define eglStreamConsumerReleaseAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseAttribKHR)\n\n#define EGLEW_KHR_stream_attrib EGLEW_GET_VAR(__EGLEW_KHR_stream_attrib)\n\n#endif /* EGL_KHR_stream_attrib */\n\n/* ------------------- EGL_KHR_stream_consumer_gltexture ------------------- */\n\n#ifndef EGL_KHR_stream_consumer_gltexture\n#define EGL_KHR_stream_consumer_gltexture 1\n\n#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E\n\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\n\n#define eglStreamConsumerAcquireKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireKHR)\n#define eglStreamConsumerGLTextureExternalKHR EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalKHR)\n#define eglStreamConsumerReleaseKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseKHR)\n\n#define EGLEW_KHR_stream_consumer_gltexture EGLEW_GET_VAR(__EGLEW_KHR_stream_consumer_gltexture)\n\n#endif /* EGL_KHR_stream_consumer_gltexture */\n\n/* -------------------- EGL_KHR_stream_cross_process_fd -------------------- */\n\n#ifndef EGL_KHR_stream_cross_process_fd\n#define EGL_KHR_stream_cross_process_fd 1\n\ntypedef EGLStreamKHR  ( * PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay  dpy, EGLNativeFileDescriptorKHR  file_descriptor);\ntypedef EGLNativeFileDescriptorKHR  ( * PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\n\n#define eglCreateStreamFromFileDescriptorKHR EGLEW_GET_FUN(__eglewCreateStreamFromFileDescriptorKHR)\n#define eglGetStreamFileDescriptorKHR EGLEW_GET_FUN(__eglewGetStreamFileDescriptorKHR)\n\n#define EGLEW_KHR_stream_cross_process_fd EGLEW_GET_VAR(__EGLEW_KHR_stream_cross_process_fd)\n\n#endif /* EGL_KHR_stream_cross_process_fd */\n\n/* -------------------------- EGL_KHR_stream_fifo -------------------------- */\n\n#ifndef EGL_KHR_stream_fifo\n#define EGL_KHR_stream_fifo 1\n\n#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC\n#define EGL_STREAM_TIME_NOW_KHR 0x31FD\n#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE\n#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF\n\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  attribute, EGLTimeKHR * value);\n\n#define eglQueryStreamTimeKHR EGLEW_GET_FUN(__eglewQueryStreamTimeKHR)\n\n#define EGLEW_KHR_stream_fifo EGLEW_GET_VAR(__EGLEW_KHR_stream_fifo)\n\n#endif /* EGL_KHR_stream_fifo */\n\n/* ----------------- EGL_KHR_stream_producer_aldatalocator ----------------- */\n\n#ifndef EGL_KHR_stream_producer_aldatalocator\n#define EGL_KHR_stream_producer_aldatalocator 1\n\n#define EGLEW_KHR_stream_producer_aldatalocator EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_aldatalocator)\n\n#endif /* EGL_KHR_stream_producer_aldatalocator */\n\n/* ------------------- EGL_KHR_stream_producer_eglsurface ------------------ */\n\n#ifndef EGL_KHR_stream_producer_eglsurface\n#define EGL_KHR_stream_producer_eglsurface 1\n\n#define EGL_STREAM_BIT_KHR 0x0800\n\ntypedef EGLSurface  ( * PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay  dpy, EGLConfig  config, EGLStreamKHR  stream, const EGLint * attrib_list);\n\n#define eglCreateStreamProducerSurfaceKHR EGLEW_GET_FUN(__eglewCreateStreamProducerSurfaceKHR)\n\n#define EGLEW_KHR_stream_producer_eglsurface EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_eglsurface)\n\n#endif /* EGL_KHR_stream_producer_eglsurface */\n\n/* ---------------------- EGL_KHR_surfaceless_context ---------------------- */\n\n#ifndef EGL_KHR_surfaceless_context\n#define EGL_KHR_surfaceless_context 1\n\n#define EGLEW_KHR_surfaceless_context EGLEW_GET_VAR(__EGLEW_KHR_surfaceless_context)\n\n#endif /* EGL_KHR_surfaceless_context */\n\n/* -------------------- EGL_KHR_swap_buffers_with_damage ------------------- */\n\n#ifndef EGL_KHR_swap_buffers_with_damage\n#define EGL_KHR_swap_buffers_with_damage 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint * rects, EGLint  n_rects);\n\n#define eglSwapBuffersWithDamageKHR EGLEW_GET_FUN(__eglewSwapBuffersWithDamageKHR)\n\n#define EGLEW_KHR_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_KHR_swap_buffers_with_damage)\n\n#endif /* EGL_KHR_swap_buffers_with_damage */\n\n/* ------------------------ EGL_KHR_vg_parent_image ------------------------ */\n\n#ifndef EGL_KHR_vg_parent_image\n#define EGL_KHR_vg_parent_image 1\n\n#define EGL_VG_PARENT_IMAGE_KHR 0x30BA\n\n#define EGLEW_KHR_vg_parent_image EGLEW_GET_VAR(__EGLEW_KHR_vg_parent_image)\n\n#endif /* EGL_KHR_vg_parent_image */\n\n/* --------------------------- EGL_KHR_wait_sync --------------------------- */\n\n#ifndef EGL_KHR_wait_sync\n#define EGL_KHR_wait_sync 1\n\ntypedef EGLint  ( * PFNEGLWAITSYNCKHRPROC) (EGLDisplay  dpy, EGLSyncKHR  sync, EGLint  flags);\n\n#define eglWaitSyncKHR EGLEW_GET_FUN(__eglewWaitSyncKHR)\n\n#define EGLEW_KHR_wait_sync EGLEW_GET_VAR(__EGLEW_KHR_wait_sync)\n\n#endif /* EGL_KHR_wait_sync */\n\n/* --------------------------- EGL_MESA_drm_image -------------------------- */\n\n#ifndef EGL_MESA_drm_image\n#define EGL_MESA_drm_image 1\n\n#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001\n#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002\n#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0\n#define EGL_DRM_BUFFER_USE_MESA 0x31D1\n#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2\n#define EGL_DRM_BUFFER_MESA 0x31D3\n#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4\n\ntypedef EGLImageKHR  ( * PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay  dpy, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay  dpy, EGLImageKHR  image, EGLint * name, EGLint * handle, EGLint * stride);\n\n#define eglCreateDRMImageMESA EGLEW_GET_FUN(__eglewCreateDRMImageMESA)\n#define eglExportDRMImageMESA EGLEW_GET_FUN(__eglewExportDRMImageMESA)\n\n#define EGLEW_MESA_drm_image EGLEW_GET_VAR(__EGLEW_MESA_drm_image)\n\n#endif /* EGL_MESA_drm_image */\n\n/* --------------------- EGL_MESA_image_dma_buf_export --------------------- */\n\n#ifndef EGL_MESA_image_dma_buf_export\n#define EGL_MESA_image_dma_buf_export 1\n\ntypedef EGLBoolean  ( * PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay  dpy, EGLImageKHR  image, int * fds, EGLint * strides, EGLint * offsets);\ntypedef EGLBoolean  ( * PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay  dpy, EGLImageKHR  image, int * fourcc, int * num_planes, EGLuint64KHR * modifiers);\n\n#define eglExportDMABUFImageMESA EGLEW_GET_FUN(__eglewExportDMABUFImageMESA)\n#define eglExportDMABUFImageQueryMESA EGLEW_GET_FUN(__eglewExportDMABUFImageQueryMESA)\n\n#define EGLEW_MESA_image_dma_buf_export EGLEW_GET_VAR(__EGLEW_MESA_image_dma_buf_export)\n\n#endif /* EGL_MESA_image_dma_buf_export */\n\n/* ------------------------- EGL_MESA_platform_gbm ------------------------- */\n\n#ifndef EGL_MESA_platform_gbm\n#define EGL_MESA_platform_gbm 1\n\n#define EGL_PLATFORM_GBM_MESA 0x31D7\n\n#define EGLEW_MESA_platform_gbm EGLEW_GET_VAR(__EGLEW_MESA_platform_gbm)\n\n#endif /* EGL_MESA_platform_gbm */\n\n/* --------------------- EGL_MESA_platform_surfaceless --------------------- */\n\n#ifndef EGL_MESA_platform_surfaceless\n#define EGL_MESA_platform_surfaceless 1\n\n#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD\n\n#define EGLEW_MESA_platform_surfaceless EGLEW_GET_VAR(__EGLEW_MESA_platform_surfaceless)\n\n#endif /* EGL_MESA_platform_surfaceless */\n\n/* -------------------------- EGL_NOK_swap_region -------------------------- */\n\n#ifndef EGL_NOK_swap_region\n#define EGL_NOK_swap_region 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  numRects, const EGLint * rects);\n\n#define eglSwapBuffersRegionNOK EGLEW_GET_FUN(__eglewSwapBuffersRegionNOK)\n\n#define EGLEW_NOK_swap_region EGLEW_GET_VAR(__EGLEW_NOK_swap_region)\n\n#endif /* EGL_NOK_swap_region */\n\n/* -------------------------- EGL_NOK_swap_region2 ------------------------- */\n\n#ifndef EGL_NOK_swap_region2\n#define EGL_NOK_swap_region2 1\n\ntypedef EGLBoolean  ( * PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  numRects, const EGLint * rects);\n\n#define eglSwapBuffersRegion2NOK EGLEW_GET_FUN(__eglewSwapBuffersRegion2NOK)\n\n#define EGLEW_NOK_swap_region2 EGLEW_GET_VAR(__EGLEW_NOK_swap_region2)\n\n#endif /* EGL_NOK_swap_region2 */\n\n/* ---------------------- EGL_NOK_texture_from_pixmap ---------------------- */\n\n#ifndef EGL_NOK_texture_from_pixmap\n#define EGL_NOK_texture_from_pixmap 1\n\n#define EGL_Y_INVERTED_NOK 0x307F\n\n#define EGLEW_NOK_texture_from_pixmap EGLEW_GET_VAR(__EGLEW_NOK_texture_from_pixmap)\n\n#endif /* EGL_NOK_texture_from_pixmap */\n\n/* ------------------------ EGL_NV_3dvision_surface ------------------------ */\n\n#ifndef EGL_NV_3dvision_surface\n#define EGL_NV_3dvision_surface 1\n\n#define EGL_AUTO_STEREO_NV 0x3136\n\n#define EGLEW_NV_3dvision_surface EGLEW_GET_VAR(__EGLEW_NV_3dvision_surface)\n\n#endif /* EGL_NV_3dvision_surface */\n\n/* ------------------------- EGL_NV_coverage_sample ------------------------ */\n\n#ifndef EGL_NV_coverage_sample\n#define EGL_NV_coverage_sample 1\n\n#define EGL_COVERAGE_BUFFERS_NV 0x30E0\n#define EGL_COVERAGE_SAMPLES_NV 0x30E1\n\n#define EGLEW_NV_coverage_sample EGLEW_GET_VAR(__EGLEW_NV_coverage_sample)\n\n#endif /* EGL_NV_coverage_sample */\n\n/* --------------------- EGL_NV_coverage_sample_resolve -------------------- */\n\n#ifndef EGL_NV_coverage_sample_resolve\n#define EGL_NV_coverage_sample_resolve 1\n\n#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131\n#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132\n#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133\n\n#define EGLEW_NV_coverage_sample_resolve EGLEW_GET_VAR(__EGLEW_NV_coverage_sample_resolve)\n\n#endif /* EGL_NV_coverage_sample_resolve */\n\n/* --------------------------- EGL_NV_cuda_event --------------------------- */\n\n#ifndef EGL_NV_cuda_event\n#define EGL_NV_cuda_event 1\n\n#define EGL_CUDA_EVENT_HANDLE_NV 0x323B\n#define EGL_SYNC_CUDA_EVENT_NV 0x323C\n#define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D\n\n#define EGLEW_NV_cuda_event EGLEW_GET_VAR(__EGLEW_NV_cuda_event)\n\n#endif /* EGL_NV_cuda_event */\n\n/* ------------------------- EGL_NV_depth_nonlinear ------------------------ */\n\n#ifndef EGL_NV_depth_nonlinear\n#define EGL_NV_depth_nonlinear 1\n\n#define EGL_DEPTH_ENCODING_NONE_NV 0\n#define EGL_DEPTH_ENCODING_NV 0x30E2\n#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3\n\n#define EGLEW_NV_depth_nonlinear EGLEW_GET_VAR(__EGLEW_NV_depth_nonlinear)\n\n#endif /* EGL_NV_depth_nonlinear */\n\n/* --------------------------- EGL_NV_device_cuda -------------------------- */\n\n#ifndef EGL_NV_device_cuda\n#define EGL_NV_device_cuda 1\n\n#define EGL_CUDA_DEVICE_NV 0x323A\n\n#define EGLEW_NV_device_cuda EGLEW_GET_VAR(__EGLEW_NV_device_cuda)\n\n#endif /* EGL_NV_device_cuda */\n\n/* -------------------------- EGL_NV_native_query -------------------------- */\n\n#ifndef EGL_NV_native_query\n#define EGL_NV_native_query 1\n\ntypedef EGLBoolean  ( * PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay  dpy, EGLNativeDisplayType * display_id);\ntypedef EGLBoolean  ( * PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay  dpy, EGLSurface  surf, EGLNativePixmapType * pixmap);\ntypedef EGLBoolean  ( * PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay  dpy, EGLSurface  surf, EGLNativeWindowType * window);\n\n#define eglQueryNativeDisplayNV EGLEW_GET_FUN(__eglewQueryNativeDisplayNV)\n#define eglQueryNativePixmapNV EGLEW_GET_FUN(__eglewQueryNativePixmapNV)\n#define eglQueryNativeWindowNV EGLEW_GET_FUN(__eglewQueryNativeWindowNV)\n\n#define EGLEW_NV_native_query EGLEW_GET_VAR(__EGLEW_NV_native_query)\n\n#endif /* EGL_NV_native_query */\n\n/* ---------------------- EGL_NV_post_convert_rounding --------------------- */\n\n#ifndef EGL_NV_post_convert_rounding\n#define EGL_NV_post_convert_rounding 1\n\n#define EGLEW_NV_post_convert_rounding EGLEW_GET_VAR(__EGLEW_NV_post_convert_rounding)\n\n#endif /* EGL_NV_post_convert_rounding */\n\n/* ------------------------- EGL_NV_post_sub_buffer ------------------------ */\n\n#ifndef EGL_NV_post_sub_buffer\n#define EGL_NV_post_sub_buffer 1\n\n#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE\n\ntypedef EGLBoolean  ( * PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay  dpy, EGLSurface  surface, EGLint  x, EGLint  y, EGLint  width, EGLint  height);\n\n#define eglPostSubBufferNV EGLEW_GET_FUN(__eglewPostSubBufferNV)\n\n#define EGLEW_NV_post_sub_buffer EGLEW_GET_VAR(__EGLEW_NV_post_sub_buffer)\n\n#endif /* EGL_NV_post_sub_buffer */\n\n/* ------------------ EGL_NV_robustness_video_memory_purge ----------------- */\n\n#ifndef EGL_NV_robustness_video_memory_purge\n#define EGL_NV_robustness_video_memory_purge 1\n\n#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C\n\n#define EGLEW_NV_robustness_video_memory_purge EGLEW_GET_VAR(__EGLEW_NV_robustness_video_memory_purge)\n\n#endif /* EGL_NV_robustness_video_memory_purge */\n\n/* ------------------ EGL_NV_stream_consumer_gltexture_yuv ----------------- */\n\n#ifndef EGL_NV_stream_consumer_gltexture_yuv\n#define EGL_NV_stream_consumer_gltexture_yuv 1\n\n#define EGL_YUV_BUFFER_EXT 0x3300\n#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311\n#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C\n#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D\n#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E\n\ntypedef EGLBoolean  ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLAttrib  *attrib_list);\n\n#define eglStreamConsumerGLTextureExternalAttribsNV EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalAttribsNV)\n\n#define EGLEW_NV_stream_consumer_gltexture_yuv EGLEW_GET_VAR(__EGLEW_NV_stream_consumer_gltexture_yuv)\n\n#endif /* EGL_NV_stream_consumer_gltexture_yuv */\n\n/* ---------------------- EGL_NV_stream_cross_display ---------------------- */\n\n#ifndef EGL_NV_stream_cross_display\n#define EGL_NV_stream_cross_display 1\n\n#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E\n\n#define EGLEW_NV_stream_cross_display EGLEW_GET_VAR(__EGLEW_NV_stream_cross_display)\n\n#endif /* EGL_NV_stream_cross_display */\n\n/* ----------------------- EGL_NV_stream_cross_object ---------------------- */\n\n#ifndef EGL_NV_stream_cross_object\n#define EGL_NV_stream_cross_object 1\n\n#define EGL_STREAM_CROSS_OBJECT_NV 0x334D\n\n#define EGLEW_NV_stream_cross_object EGLEW_GET_VAR(__EGLEW_NV_stream_cross_object)\n\n#endif /* EGL_NV_stream_cross_object */\n\n/* --------------------- EGL_NV_stream_cross_partition --------------------- */\n\n#ifndef EGL_NV_stream_cross_partition\n#define EGL_NV_stream_cross_partition 1\n\n#define EGL_STREAM_CROSS_PARTITION_NV 0x323F\n\n#define EGLEW_NV_stream_cross_partition EGLEW_GET_VAR(__EGLEW_NV_stream_cross_partition)\n\n#endif /* EGL_NV_stream_cross_partition */\n\n/* ---------------------- EGL_NV_stream_cross_process ---------------------- */\n\n#ifndef EGL_NV_stream_cross_process\n#define EGL_NV_stream_cross_process 1\n\n#define EGL_STREAM_CROSS_PROCESS_NV 0x3245\n\n#define EGLEW_NV_stream_cross_process EGLEW_GET_VAR(__EGLEW_NV_stream_cross_process)\n\n#endif /* EGL_NV_stream_cross_process */\n\n/* ----------------------- EGL_NV_stream_cross_system ---------------------- */\n\n#ifndef EGL_NV_stream_cross_system\n#define EGL_NV_stream_cross_system 1\n\n#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F\n\n#define EGLEW_NV_stream_cross_system EGLEW_GET_VAR(__EGLEW_NV_stream_cross_system)\n\n#endif /* EGL_NV_stream_cross_system */\n\n/* ------------------------ EGL_NV_stream_fifo_next ------------------------ */\n\n#ifndef EGL_NV_stream_fifo_next\n#define EGL_NV_stream_fifo_next 1\n\n#define EGL_PENDING_FRAME_NV 0x3329\n#define EGL_STREAM_TIME_PENDING_NV 0x332A\n\n#define EGLEW_NV_stream_fifo_next EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_next)\n\n#endif /* EGL_NV_stream_fifo_next */\n\n/* --------------------- EGL_NV_stream_fifo_synchronous -------------------- */\n\n#ifndef EGL_NV_stream_fifo_synchronous\n#define EGL_NV_stream_fifo_synchronous 1\n\n#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336\n\n#define EGLEW_NV_stream_fifo_synchronous EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_synchronous)\n\n#endif /* EGL_NV_stream_fifo_synchronous */\n\n/* ----------------------- EGL_NV_stream_frame_limits ---------------------- */\n\n#ifndef EGL_NV_stream_frame_limits\n#define EGL_NV_stream_frame_limits 1\n\n#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337\n#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338\n\n#define EGLEW_NV_stream_frame_limits EGLEW_GET_VAR(__EGLEW_NV_stream_frame_limits)\n\n#endif /* EGL_NV_stream_frame_limits */\n\n/* ------------------------- EGL_NV_stream_metadata ------------------------ */\n\n#ifndef EGL_NV_stream_metadata\n#define EGL_NV_stream_metadata 1\n\n#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250\n#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251\n#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252\n#define EGL_PRODUCER_METADATA_NV 0x3253\n#define EGL_CONSUMER_METADATA_NV 0x3254\n#define EGL_METADATA0_SIZE_NV 0x3255\n#define EGL_METADATA1_SIZE_NV 0x3256\n#define EGL_METADATA2_SIZE_NV 0x3257\n#define EGL_METADATA3_SIZE_NV 0x3258\n#define EGL_METADATA0_TYPE_NV 0x3259\n#define EGL_METADATA1_TYPE_NV 0x325A\n#define EGL_METADATA2_TYPE_NV 0x325B\n#define EGL_METADATA3_TYPE_NV 0x325C\n#define EGL_PENDING_METADATA_NV 0x3328\n\ntypedef EGLBoolean  ( * PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay  dpy, EGLint  attribute, EGLAttrib * value);\ntypedef EGLBoolean  ( * PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  name, EGLint  n, EGLint  offset, EGLint  size, void * data);\ntypedef EGLBoolean  ( * PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLint  n, EGLint  offset, EGLint  size, const void * data);\n\n#define eglQueryDisplayAttribNV EGLEW_GET_FUN(__eglewQueryDisplayAttribNV)\n#define eglQueryStreamMetadataNV EGLEW_GET_FUN(__eglewQueryStreamMetadataNV)\n#define eglSetStreamMetadataNV EGLEW_GET_FUN(__eglewSetStreamMetadataNV)\n\n#define EGLEW_NV_stream_metadata EGLEW_GET_VAR(__EGLEW_NV_stream_metadata)\n\n#endif /* EGL_NV_stream_metadata */\n\n/* -------------------------- EGL_NV_stream_remote ------------------------- */\n\n#ifndef EGL_NV_stream_remote\n#define EGL_NV_stream_remote 1\n\n#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240\n#define EGL_STREAM_TYPE_NV 0x3241\n#define EGL_STREAM_PROTOCOL_NV 0x3242\n#define EGL_STREAM_ENDPOINT_NV 0x3243\n#define EGL_STREAM_LOCAL_NV 0x3244\n#define EGL_STREAM_PROTOCOL_FD_NV 0x3246\n#define EGL_STREAM_PRODUCER_NV 0x3247\n#define EGL_STREAM_CONSUMER_NV 0x3248\n\n#define EGLEW_NV_stream_remote EGLEW_GET_VAR(__EGLEW_NV_stream_remote)\n\n#endif /* EGL_NV_stream_remote */\n\n/* -------------------------- EGL_NV_stream_reset -------------------------- */\n\n#ifndef EGL_NV_stream_reset\n#define EGL_NV_stream_reset 1\n\n#define EGL_SUPPORT_RESET_NV 0x3334\n#define EGL_SUPPORT_REUSE_NV 0x3335\n\ntypedef EGLBoolean  ( * PFNEGLRESETSTREAMNVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream);\n\n#define eglResetStreamNV EGLEW_GET_FUN(__eglewResetStreamNV)\n\n#define EGLEW_NV_stream_reset EGLEW_GET_VAR(__EGLEW_NV_stream_reset)\n\n#endif /* EGL_NV_stream_reset */\n\n/* -------------------------- EGL_NV_stream_socket ------------------------- */\n\n#ifndef EGL_NV_stream_socket\n#define EGL_NV_stream_socket 1\n\n#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B\n#define EGL_SOCKET_HANDLE_NV 0x324C\n#define EGL_SOCKET_TYPE_NV 0x324D\n\n#define EGLEW_NV_stream_socket EGLEW_GET_VAR(__EGLEW_NV_stream_socket)\n\n#endif /* EGL_NV_stream_socket */\n\n/* ----------------------- EGL_NV_stream_socket_inet ----------------------- */\n\n#ifndef EGL_NV_stream_socket_inet\n#define EGL_NV_stream_socket_inet 1\n\n#define EGL_SOCKET_TYPE_INET_NV 0x324F\n\n#define EGLEW_NV_stream_socket_inet EGLEW_GET_VAR(__EGLEW_NV_stream_socket_inet)\n\n#endif /* EGL_NV_stream_socket_inet */\n\n/* ----------------------- EGL_NV_stream_socket_unix ----------------------- */\n\n#ifndef EGL_NV_stream_socket_unix\n#define EGL_NV_stream_socket_unix 1\n\n#define EGL_SOCKET_TYPE_UNIX_NV 0x324E\n\n#define EGLEW_NV_stream_socket_unix EGLEW_GET_VAR(__EGLEW_NV_stream_socket_unix)\n\n#endif /* EGL_NV_stream_socket_unix */\n\n/* --------------------------- EGL_NV_stream_sync -------------------------- */\n\n#ifndef EGL_NV_stream_sync\n#define EGL_NV_stream_sync 1\n\n#define EGL_SYNC_TYPE_KHR 0x30F7\n#define EGL_SYNC_NEW_FRAME_NV 0x321F\n\ntypedef EGLSyncKHR  ( * PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay  dpy, EGLStreamKHR  stream, EGLenum  type, const EGLint * attrib_list);\n\n#define eglCreateStreamSyncNV EGLEW_GET_FUN(__eglewCreateStreamSyncNV)\n\n#define EGLEW_NV_stream_sync EGLEW_GET_VAR(__EGLEW_NV_stream_sync)\n\n#endif /* EGL_NV_stream_sync */\n\n/* ------------------------------ EGL_NV_sync ------------------------------ */\n\n#ifndef EGL_NV_sync\n#define EGL_NV_sync 1\n\n#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001\n#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6\n#define EGL_SYNC_STATUS_NV 0x30E7\n#define EGL_SIGNALED_NV 0x30E8\n#define EGL_UNSIGNALED_NV 0x30E9\n#define EGL_ALREADY_SIGNALED_NV 0x30EA\n#define EGL_TIMEOUT_EXPIRED_NV 0x30EB\n#define EGL_CONDITION_SATISFIED_NV 0x30EC\n#define EGL_SYNC_TYPE_NV 0x30ED\n#define EGL_SYNC_CONDITION_NV 0x30EE\n#define EGL_SYNC_FENCE_NV 0x30EF\n#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFF\n\ntypedef EGLint  ( * PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV  sync, EGLint  flags, EGLTimeNV  timeout);\ntypedef EGLSyncNV  ( * PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay  dpy, EGLenum  condition, const EGLint * attrib_list);\ntypedef EGLBoolean  ( * PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV  sync);\ntypedef EGLBoolean  ( * PFNEGLFENCENVPROC) (EGLSyncNV  sync);\ntypedef EGLBoolean  ( * PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV  sync, EGLint  attribute, EGLint * value);\ntypedef EGLBoolean  ( * PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV  sync, EGLenum  mode);\n\n#define eglClientWaitSyncNV EGLEW_GET_FUN(__eglewClientWaitSyncNV)\n#define eglCreateFenceSyncNV EGLEW_GET_FUN(__eglewCreateFenceSyncNV)\n#define eglDestroySyncNV EGLEW_GET_FUN(__eglewDestroySyncNV)\n#define eglFenceNV EGLEW_GET_FUN(__eglewFenceNV)\n#define eglGetSyncAttribNV EGLEW_GET_FUN(__eglewGetSyncAttribNV)\n#define eglSignalSyncNV EGLEW_GET_FUN(__eglewSignalSyncNV)\n\n#define EGLEW_NV_sync EGLEW_GET_VAR(__EGLEW_NV_sync)\n\n#endif /* EGL_NV_sync */\n\n/* --------------------------- EGL_NV_system_time -------------------------- */\n\n#ifndef EGL_NV_system_time\n#define EGL_NV_system_time 1\n\ntypedef EGLuint64NV  ( * PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) ( void );\ntypedef EGLuint64NV  ( * PFNEGLGETSYSTEMTIMENVPROC) ( void );\n\n#define eglGetSystemTimeFrequencyNV EGLEW_GET_FUN(__eglewGetSystemTimeFrequencyNV)\n#define eglGetSystemTimeNV EGLEW_GET_FUN(__eglewGetSystemTimeNV)\n\n#define EGLEW_NV_system_time EGLEW_GET_VAR(__EGLEW_NV_system_time)\n\n#endif /* EGL_NV_system_time */\n\n/* --------------------- EGL_TIZEN_image_native_buffer --------------------- */\n\n#ifndef EGL_TIZEN_image_native_buffer\n#define EGL_TIZEN_image_native_buffer 1\n\n#define EGL_NATIVE_BUFFER_TIZEN 0x32A0\n\n#define EGLEW_TIZEN_image_native_buffer EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_buffer)\n\n#endif /* EGL_TIZEN_image_native_buffer */\n\n/* --------------------- EGL_TIZEN_image_native_surface -------------------- */\n\n#ifndef EGL_TIZEN_image_native_surface\n#define EGL_TIZEN_image_native_surface 1\n\n#define EGL_NATIVE_SURFACE_TIZEN 0x32A1\n\n#define EGLEW_TIZEN_image_native_surface EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_surface)\n\n#endif /* EGL_TIZEN_image_native_surface */\n\n/* ------------------------------------------------------------------------- */\n\n#define EGLEW_FUN_EXPORT GLEW_FUN_EXPORT\n#define EGLEW_VAR_EXPORT GLEW_VAR_EXPORT\n\nEGLEW_FUN_EXPORT PFNEGLCHOOSECONFIGPROC __eglewChooseConfig;\nEGLEW_FUN_EXPORT PFNEGLCOPYBUFFERSPROC __eglewCopyBuffers;\nEGLEW_FUN_EXPORT PFNEGLCREATECONTEXTPROC __eglewCreateContext;\nEGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERSURFACEPROC __eglewCreatePbufferSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEPROC __eglewCreatePixmapSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATEWINDOWSURFACEPROC __eglewCreateWindowSurface;\nEGLEW_FUN_EXPORT PFNEGLDESTROYCONTEXTPROC __eglewDestroyContext;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSURFACEPROC __eglewDestroySurface;\nEGLEW_FUN_EXPORT PFNEGLGETCONFIGATTRIBPROC __eglewGetConfigAttrib;\nEGLEW_FUN_EXPORT PFNEGLGETCONFIGSPROC __eglewGetConfigs;\nEGLEW_FUN_EXPORT PFNEGLGETCURRENTDISPLAYPROC __eglewGetCurrentDisplay;\nEGLEW_FUN_EXPORT PFNEGLGETCURRENTSURFACEPROC __eglewGetCurrentSurface;\nEGLEW_FUN_EXPORT PFNEGLGETDISPLAYPROC __eglewGetDisplay;\nEGLEW_FUN_EXPORT PFNEGLGETERRORPROC __eglewGetError;\nEGLEW_FUN_EXPORT PFNEGLINITIALIZEPROC __eglewInitialize;\nEGLEW_FUN_EXPORT PFNEGLMAKECURRENTPROC __eglewMakeCurrent;\nEGLEW_FUN_EXPORT PFNEGLQUERYCONTEXTPROC __eglewQueryContext;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTRINGPROC __eglewQueryString;\nEGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPROC __eglewQuerySurface;\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSPROC __eglewSwapBuffers;\nEGLEW_FUN_EXPORT PFNEGLTERMINATEPROC __eglewTerminate;\nEGLEW_FUN_EXPORT PFNEGLWAITGLPROC __eglewWaitGL;\nEGLEW_FUN_EXPORT PFNEGLWAITNATIVEPROC __eglewWaitNative;\n\nEGLEW_FUN_EXPORT PFNEGLBINDTEXIMAGEPROC __eglewBindTexImage;\nEGLEW_FUN_EXPORT PFNEGLRELEASETEXIMAGEPROC __eglewReleaseTexImage;\nEGLEW_FUN_EXPORT PFNEGLSURFACEATTRIBPROC __eglewSurfaceAttrib;\nEGLEW_FUN_EXPORT PFNEGLSWAPINTERVALPROC __eglewSwapInterval;\n\nEGLEW_FUN_EXPORT PFNEGLBINDAPIPROC __eglewBindAPI;\nEGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC __eglewCreatePbufferFromClientBuffer;\nEGLEW_FUN_EXPORT PFNEGLQUERYAPIPROC __eglewQueryAPI;\nEGLEW_FUN_EXPORT PFNEGLRELEASETHREADPROC __eglewReleaseThread;\nEGLEW_FUN_EXPORT PFNEGLWAITCLIENTPROC __eglewWaitClient;\n\nEGLEW_FUN_EXPORT PFNEGLGETCURRENTCONTEXTPROC __eglewGetCurrentContext;\n\nEGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCPROC __eglewClientWaitSync;\nEGLEW_FUN_EXPORT PFNEGLCREATEIMAGEPROC __eglewCreateImage;\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC __eglewCreatePlatformPixmapSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEPROC __eglewCreatePlatformWindowSurface;\nEGLEW_FUN_EXPORT PFNEGLCREATESYNCPROC __eglewCreateSync;\nEGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEPROC __eglewDestroyImage;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSYNCPROC __eglewDestroySync;\nEGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYPROC __eglewGetPlatformDisplay;\nEGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBPROC __eglewGetSyncAttrib;\nEGLEW_FUN_EXPORT PFNEGLWAITSYNCPROC __eglewWaitSync;\n\nEGLEW_FUN_EXPORT PFNEGLSETBLOBCACHEFUNCSANDROIDPROC __eglewSetBlobCacheFuncsANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC __eglewCreateNativeClientBufferANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLDUPNATIVEFENCEFDANDROIDPROC __eglewDupNativeFenceFDANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLPRESENTATIONTIMEANDROIDPROC __eglewPresentationTimeANDROID;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPOINTERANGLEPROC __eglewQuerySurfacePointerANGLE;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDEVICESEXTPROC __eglewQueryDevicesEXT;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDEVICEATTRIBEXTPROC __eglewQueryDeviceAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYDEVICESTRINGEXTPROC __eglewQueryDeviceStringEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBEXTPROC __eglewQueryDisplayAttribEXT;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDMABUFFORMATSEXTPROC __eglewQueryDmaBufFormatsEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYDMABUFMODIFIERSEXTPROC __eglewQueryDmaBufModifiersEXT;\n\nEGLEW_FUN_EXPORT PFNEGLGETOUTPUTLAYERSEXTPROC __eglewGetOutputLayersEXT;\nEGLEW_FUN_EXPORT PFNEGLGETOUTPUTPORTSEXTPROC __eglewGetOutputPortsEXT;\nEGLEW_FUN_EXPORT PFNEGLOUTPUTLAYERATTRIBEXTPROC __eglewOutputLayerAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLOUTPUTPORTATTRIBEXTPROC __eglewOutputPortAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC __eglewQueryOutputLayerAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC __eglewQueryOutputLayerStringEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC __eglewQueryOutputPortAttribEXT;\nEGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC __eglewQueryOutputPortStringEXT;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC __eglewCreatePlatformPixmapSurfaceEXT;\nEGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC __eglewCreatePlatformWindowSurfaceEXT;\nEGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYEXTPROC __eglewGetPlatformDisplayEXT;\n\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMEROUTPUTEXTPROC __eglewStreamConsumerOutputEXT;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC __eglewSwapBuffersWithDamageEXT;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEHIPROC __eglewCreatePixmapSurfaceHI;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESYNC64KHRPROC __eglewCreateSync64KHR;\n\nEGLEW_FUN_EXPORT PFNEGLDEBUGMESSAGECONTROLKHRPROC __eglewDebugMessageControlKHR;\nEGLEW_FUN_EXPORT PFNEGLLABELOBJECTKHRPROC __eglewLabelObjectKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYDEBUGKHRPROC __eglewQueryDebugKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEIMAGEKHRPROC __eglewCreateImageKHR;\nEGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEKHRPROC __eglewDestroyImageKHR;\n\nEGLEW_FUN_EXPORT PFNEGLLOCKSURFACEKHRPROC __eglewLockSurfaceKHR;\nEGLEW_FUN_EXPORT PFNEGLUNLOCKSURFACEKHRPROC __eglewUnlockSurfaceKHR;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYSURFACE64KHRPROC __eglewQuerySurface64KHR;\n\nEGLEW_FUN_EXPORT PFNEGLSETDAMAGEREGIONKHRPROC __eglewSetDamageRegionKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCKHRPROC __eglewClientWaitSyncKHR;\nEGLEW_FUN_EXPORT PFNEGLCREATESYNCKHRPROC __eglewCreateSyncKHR;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSYNCKHRPROC __eglewDestroySyncKHR;\nEGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBKHRPROC __eglewGetSyncAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSIGNALSYNCKHRPROC __eglewSignalSyncKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMKHRPROC __eglewCreateStreamKHR;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSTREAMKHRPROC __eglewDestroyStreamKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMKHRPROC __eglewQueryStreamKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMU64KHRPROC __eglewQueryStreamu64KHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMATTRIBKHRPROC __eglewStreamAttribKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMATTRIBKHRPROC __eglewCreateStreamAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMATTRIBKHRPROC __eglewQueryStreamAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSETSTREAMATTRIBKHRPROC __eglewSetStreamAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC __eglewStreamConsumerAcquireAttribKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC __eglewStreamConsumerReleaseAttribKHR;\n\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREKHRPROC __eglewStreamConsumerAcquireKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC __eglewStreamConsumerGLTextureExternalKHR;\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEKHRPROC __eglewStreamConsumerReleaseKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC __eglewCreateStreamFromFileDescriptorKHR;\nEGLEW_FUN_EXPORT PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC __eglewGetStreamFileDescriptorKHR;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMTIMEKHRPROC __eglewQueryStreamTimeKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC __eglewCreateStreamProducerSurfaceKHR;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC __eglewSwapBuffersWithDamageKHR;\n\nEGLEW_FUN_EXPORT PFNEGLWAITSYNCKHRPROC __eglewWaitSyncKHR;\n\nEGLEW_FUN_EXPORT PFNEGLCREATEDRMIMAGEMESAPROC __eglewCreateDRMImageMESA;\nEGLEW_FUN_EXPORT PFNEGLEXPORTDRMIMAGEMESAPROC __eglewExportDRMImageMESA;\n\nEGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEMESAPROC __eglewExportDMABUFImageMESA;\nEGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC __eglewExportDMABUFImageQueryMESA;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGIONNOKPROC __eglewSwapBuffersRegionNOK;\n\nEGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGION2NOKPROC __eglewSwapBuffersRegion2NOK;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYNATIVEDISPLAYNVPROC __eglewQueryNativeDisplayNV;\nEGLEW_FUN_EXPORT PFNEGLQUERYNATIVEPIXMAPNVPROC __eglewQueryNativePixmapNV;\nEGLEW_FUN_EXPORT PFNEGLQUERYNATIVEWINDOWNVPROC __eglewQueryNativeWindowNV;\n\nEGLEW_FUN_EXPORT PFNEGLPOSTSUBBUFFERNVPROC __eglewPostSubBufferNV;\n\nEGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC __eglewStreamConsumerGLTextureExternalAttribsNV;\n\nEGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBNVPROC __eglewQueryDisplayAttribNV;\nEGLEW_FUN_EXPORT PFNEGLQUERYSTREAMMETADATANVPROC __eglewQueryStreamMetadataNV;\nEGLEW_FUN_EXPORT PFNEGLSETSTREAMMETADATANVPROC __eglewSetStreamMetadataNV;\n\nEGLEW_FUN_EXPORT PFNEGLRESETSTREAMNVPROC __eglewResetStreamNV;\n\nEGLEW_FUN_EXPORT PFNEGLCREATESTREAMSYNCNVPROC __eglewCreateStreamSyncNV;\n\nEGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCNVPROC __eglewClientWaitSyncNV;\nEGLEW_FUN_EXPORT PFNEGLCREATEFENCESYNCNVPROC __eglewCreateFenceSyncNV;\nEGLEW_FUN_EXPORT PFNEGLDESTROYSYNCNVPROC __eglewDestroySyncNV;\nEGLEW_FUN_EXPORT PFNEGLFENCENVPROC __eglewFenceNV;\nEGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBNVPROC __eglewGetSyncAttribNV;\nEGLEW_FUN_EXPORT PFNEGLSIGNALSYNCNVPROC __eglewSignalSyncNV;\n\nEGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC __eglewGetSystemTimeFrequencyNV;\nEGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMENVPROC __eglewGetSystemTimeNV;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_0;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_1;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_3;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_4;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_5;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_blob_cache;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_create_native_client_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_framebuffer_target;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_front_buffer_auto_refresh;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_image_native_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_native_fence_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_presentation_time;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_recordable;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_d3d_share_handle_client_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_device_d3d;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_query_surface_pointer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_surface_d3d_texture_2d_share_handle;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_window_fixed_size;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ARM_implicit_external_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_ARM_pixmap_multisample_discard;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_buffer_age;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_client_extensions;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_create_context_robustness;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_drm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_enumeration;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_openwf;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_query;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_bt2020_linear;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_bt2020_pq;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_scrgb_linear;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_image_dma_buf_import;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_image_dma_buf_import_modifiers;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_multiview_window;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_drm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_openwf;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_pixel_format_float;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_device;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_wayland;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_x11;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_protected_content;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_protected_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_stream_consumer_egloutput;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_surface_SMPTE2086_metadata;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_swap_buffers_with_damage;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_yuv_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_HI_clientpixmap;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_HI_colorformats;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_IMG_context_priority;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_IMG_image_plane_attribs;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_cl_event;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_cl_event2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_client_get_all_proc_addresses;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_config_attribs;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_context_flush_control;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_create_context;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_create_context_no_error;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_debug;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_fence_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_get_all_proc_addresses;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_colorspace;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_renderbuffer_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_2D_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_3D_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_cubemap_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image_base;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image_pixmap;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface3;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_mutable_render_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_no_config_context;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_partial_update;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_android;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_gbm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_wayland;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_x11;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_reusable_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_attrib;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_consumer_gltexture;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_cross_process_fd;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_fifo;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_producer_aldatalocator;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_producer_eglsurface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_surfaceless_context;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_swap_buffers_with_damage;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_vg_parent_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_wait_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_drm_image;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_image_dma_buf_export;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_platform_gbm;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_platform_surfaceless;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_swap_region;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_swap_region2;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_texture_from_pixmap;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_3dvision_surface;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_coverage_sample;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_coverage_sample_resolve;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_cuda_event;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_depth_nonlinear;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_device_cuda;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_native_query;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_post_convert_rounding;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_post_sub_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_robustness_video_memory_purge;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_consumer_gltexture_yuv;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_display;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_object;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_partition;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_process;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_system;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_next;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_synchronous;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_frame_limits;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_metadata;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_remote;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_reset;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_inet;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_unix;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_sync;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_NV_system_time;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_buffer;\nEGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_surface;\n/* ------------------------------------------------------------------------ */\n\nGLEWAPI GLenum GLEWAPIENTRY eglewInit (EGLDisplay display);\nGLEWAPI GLboolean GLEWAPIENTRY eglewIsSupported (const char *name);\n\n#define EGLEW_GET_VAR(x) (*(const GLboolean*)&x)\n#define EGLEW_GET_FUN(x) x\n\nGLEWAPI GLboolean GLEWAPIENTRY eglewGetExtension (const char *name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* __eglew_h__ */\n"
  },
  {
    "path": "Dependencies/include/GL/glew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n * Mesa 3-D graphics library\n * Version:  7.0\n *\n * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included\n * in all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL\n * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\n * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\n * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __glew_h__\n#define __glew_h__\n#define __GLEW_H__\n\n#if defined(__gl_h_) || defined(__GL_H__) || defined(_GL_H) || defined(__X_GL_H)\n#error gl.h included before glew.h\n#endif\n#if defined(__gl2_h_)\n#error gl2.h included before glew.h\n#endif\n#if defined(__gltypes_h_)\n#error gltypes.h included before glew.h\n#endif\n#if defined(__REGAL_H__)\n#error Regal.h included before glew.h\n#endif\n#if defined(__glext_h_) || defined(__GLEXT_H_)\n#error glext.h included before glew.h\n#endif\n#if defined(__gl_ATI_h_)\n#error glATI.h included before glew.h\n#endif\n\n#define __gl_h_\n#define __gl2_h_\n#define __GL_H__\n#define _GL_H\n#define __gltypes_h_\n#define __REGAL_H__\n#define __X_GL_H\n#define __glext_h_\n#define __GLEXT_H_\n#define __gl_ATI_h_\n\n#if defined(_WIN32)\n\n/*\n * GLEW does not include <windows.h> to avoid name space pollution.\n * GL needs GLAPI and GLAPIENTRY, GLU needs APIENTRY, CALLBACK, and wchar_t\n * defined properly.\n */\n/* <windef.h> and <gl.h>*/\n#ifdef APIENTRY\n#  ifndef GLAPIENTRY\n#    define GLAPIENTRY APIENTRY\n#  endif\n#  ifndef GLEWAPIENTRY\n#    define GLEWAPIENTRY APIENTRY\n#  endif\n#else\n#define GLEW_APIENTRY_DEFINED\n#  if defined(__MINGW32__) || defined(__CYGWIN__) || (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)\n#    define APIENTRY __stdcall\n#    ifndef GLAPIENTRY\n#      define GLAPIENTRY __stdcall\n#    endif\n#    ifndef GLEWAPIENTRY\n#      define GLEWAPIENTRY __stdcall\n#    endif\n#  else\n#    define APIENTRY\n#  endif\n#endif\n#ifndef GLAPI\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#    define GLAPI extern\n#  endif\n#endif\n/* <winnt.h> */\n#ifndef CALLBACK\n#define GLEW_CALLBACK_DEFINED\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#    define CALLBACK __attribute__ ((__stdcall__))\n#  elif (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)\n#    define CALLBACK __stdcall\n#  else\n#    define CALLBACK\n#  endif\n#endif\n/* <wingdi.h> and <winnt.h> */\n#ifndef WINGDIAPI\n#define GLEW_WINGDIAPI_DEFINED\n#define WINGDIAPI __declspec(dllimport)\n#endif\n/* <ctype.h> */\n#if (defined(_MSC_VER) || defined(__BORLANDC__)) && !defined(_WCHAR_T_DEFINED)\ntypedef unsigned short wchar_t;\n#  define _WCHAR_T_DEFINED\n#endif\n/* <stddef.h> */\n#if !defined(_W64)\n#  if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && defined(_MSC_VER) && _MSC_VER >= 1300\n#    define _W64 __w64\n#  else\n#    define _W64\n#  endif\n#endif\n#if !defined(_PTRDIFF_T_DEFINED) && !defined(_PTRDIFF_T_) && !defined(__MINGW64__)\n#  ifdef _WIN64\ntypedef __int64 ptrdiff_t;\n#  else\ntypedef _W64 int ptrdiff_t;\n#  endif\n#  define _PTRDIFF_T_DEFINED\n#  define _PTRDIFF_T_\n#endif\n\n#ifndef GLAPI\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#    define GLAPI extern\n#  else\n#    define GLAPI WINGDIAPI\n#  endif\n#endif\n\n/*\n * GLEW_STATIC is defined for static library.\n * GLEW_BUILD  is defined for building the DLL library.\n */\n\n#ifdef GLEW_STATIC\n#  define GLEWAPI extern\n#else\n#  ifdef GLEW_BUILD\n#    define GLEWAPI extern __declspec(dllexport)\n#  else\n#    define GLEWAPI extern __declspec(dllimport)\n#  endif\n#endif\n\n#else /* _UNIX */\n\n/*\n * Needed for ptrdiff_t in turn needed by VBO.  This is defined by ISO\n * C.  On my system, this amounts to _3 lines_ of included code, all of\n * them pretty much harmless.  If you know of a way of detecting 32 vs\n * 64 _targets_ at compile time you are free to replace this with\n * something that's portable.  For now, _this_ is the portable solution.\n * (mem, 2004-01-04)\n */\n\n#include <stddef.h>\n\n/* SGI MIPSPro doesn't like stdint.h in C++ mode          */\n/* ID: 3376260 Solaris 9 has inttypes.h, but not stdint.h */\n\n#if (defined(__sgi) || defined(__sun)) && !defined(__GNUC__)\n#include <inttypes.h>\n#else\n#include <stdint.h>\n#endif\n\n#define GLEW_APIENTRY_DEFINED\n#define APIENTRY\n\n/*\n * GLEW_STATIC is defined for static library.\n */\n\n#ifdef GLEW_STATIC\n#  define GLEWAPI extern\n#else\n#  if defined(__GNUC__) && __GNUC__>=4\n#   define GLEWAPI extern __attribute__ ((visibility(\"default\")))\n#  elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)\n#   define GLEWAPI extern __global\n#  else\n#   define GLEWAPI extern\n#  endif\n#endif\n\n/* <glu.h> */\n#ifndef GLAPI\n#define GLAPI extern\n#endif\n\n#endif /* _WIN32 */\n\n#ifndef GLAPIENTRY\n#define GLAPIENTRY\n#endif\n\n#ifndef GLEWAPIENTRY\n#define GLEWAPIENTRY\n#endif\n\n#define GLEW_VAR_EXPORT GLEWAPI\n#define GLEW_FUN_EXPORT GLEWAPI\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* ----------------------------- GL_VERSION_1_1 ---------------------------- */\n\n#ifndef GL_VERSION_1_1\n#define GL_VERSION_1_1 1\n\ntypedef unsigned int GLenum;\ntypedef unsigned int GLbitfield;\ntypedef unsigned int GLuint;\ntypedef int GLint;\ntypedef int GLsizei;\ntypedef unsigned char GLboolean;\ntypedef signed char GLbyte;\ntypedef short GLshort;\ntypedef unsigned char GLubyte;\ntypedef unsigned short GLushort;\ntypedef unsigned long GLulong;\ntypedef float GLfloat;\ntypedef float GLclampf;\ntypedef double GLdouble;\ntypedef double GLclampd;\ntypedef void GLvoid;\n#if defined(_MSC_VER) && _MSC_VER < 1400\ntypedef __int64 GLint64EXT;\ntypedef unsigned __int64 GLuint64EXT;\n#elif defined(_MSC_VER) || defined(__BORLANDC__)\ntypedef signed long long GLint64EXT;\ntypedef unsigned long long GLuint64EXT;\n#else\n#  if defined(__MINGW32__) || defined(__CYGWIN__)\n#include <inttypes.h>\n#  endif\ntypedef int64_t GLint64EXT;\ntypedef uint64_t GLuint64EXT;\n#endif\ntypedef GLint64EXT  GLint64;\ntypedef GLuint64EXT GLuint64;\ntypedef struct __GLsync *GLsync;\n\ntypedef char GLchar;\n\n#define GL_ZERO 0\n#define GL_FALSE 0\n#define GL_LOGIC_OP 0x0BF1\n#define GL_NONE 0\n#define GL_TEXTURE_COMPONENTS 0x1003\n#define GL_NO_ERROR 0\n#define GL_POINTS 0x0000\n#define GL_CURRENT_BIT 0x00000001\n#define GL_TRUE 1\n#define GL_ONE 1\n#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001\n#define GL_LINES 0x0001\n#define GL_LINE_LOOP 0x0002\n#define GL_POINT_BIT 0x00000002\n#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002\n#define GL_LINE_STRIP 0x0003\n#define GL_LINE_BIT 0x00000004\n#define GL_TRIANGLES 0x0004\n#define GL_TRIANGLE_STRIP 0x0005\n#define GL_TRIANGLE_FAN 0x0006\n#define GL_QUADS 0x0007\n#define GL_QUAD_STRIP 0x0008\n#define GL_POLYGON_BIT 0x00000008\n#define GL_POLYGON 0x0009\n#define GL_POLYGON_STIPPLE_BIT 0x00000010\n#define GL_PIXEL_MODE_BIT 0x00000020\n#define GL_LIGHTING_BIT 0x00000040\n#define GL_FOG_BIT 0x00000080\n#define GL_DEPTH_BUFFER_BIT 0x00000100\n#define GL_ACCUM 0x0100\n#define GL_LOAD 0x0101\n#define GL_RETURN 0x0102\n#define GL_MULT 0x0103\n#define GL_ADD 0x0104\n#define GL_NEVER 0x0200\n#define GL_ACCUM_BUFFER_BIT 0x00000200\n#define GL_LESS 0x0201\n#define GL_EQUAL 0x0202\n#define GL_LEQUAL 0x0203\n#define GL_GREATER 0x0204\n#define GL_NOTEQUAL 0x0205\n#define GL_GEQUAL 0x0206\n#define GL_ALWAYS 0x0207\n#define GL_SRC_COLOR 0x0300\n#define GL_ONE_MINUS_SRC_COLOR 0x0301\n#define GL_SRC_ALPHA 0x0302\n#define GL_ONE_MINUS_SRC_ALPHA 0x0303\n#define GL_DST_ALPHA 0x0304\n#define GL_ONE_MINUS_DST_ALPHA 0x0305\n#define GL_DST_COLOR 0x0306\n#define GL_ONE_MINUS_DST_COLOR 0x0307\n#define GL_SRC_ALPHA_SATURATE 0x0308\n#define GL_STENCIL_BUFFER_BIT 0x00000400\n#define GL_FRONT_LEFT 0x0400\n#define GL_FRONT_RIGHT 0x0401\n#define GL_BACK_LEFT 0x0402\n#define GL_BACK_RIGHT 0x0403\n#define GL_FRONT 0x0404\n#define GL_BACK 0x0405\n#define GL_LEFT 0x0406\n#define GL_RIGHT 0x0407\n#define GL_FRONT_AND_BACK 0x0408\n#define GL_AUX0 0x0409\n#define GL_AUX1 0x040A\n#define GL_AUX2 0x040B\n#define GL_AUX3 0x040C\n#define GL_INVALID_ENUM 0x0500\n#define GL_INVALID_VALUE 0x0501\n#define GL_INVALID_OPERATION 0x0502\n#define GL_STACK_OVERFLOW 0x0503\n#define GL_STACK_UNDERFLOW 0x0504\n#define GL_OUT_OF_MEMORY 0x0505\n#define GL_2D 0x0600\n#define GL_3D 0x0601\n#define GL_3D_COLOR 0x0602\n#define GL_3D_COLOR_TEXTURE 0x0603\n#define GL_4D_COLOR_TEXTURE 0x0604\n#define GL_PASS_THROUGH_TOKEN 0x0700\n#define GL_POINT_TOKEN 0x0701\n#define GL_LINE_TOKEN 0x0702\n#define GL_POLYGON_TOKEN 0x0703\n#define GL_BITMAP_TOKEN 0x0704\n#define GL_DRAW_PIXEL_TOKEN 0x0705\n#define GL_COPY_PIXEL_TOKEN 0x0706\n#define GL_LINE_RESET_TOKEN 0x0707\n#define GL_EXP 0x0800\n#define GL_VIEWPORT_BIT 0x00000800\n#define GL_EXP2 0x0801\n#define GL_CW 0x0900\n#define GL_CCW 0x0901\n#define GL_COEFF 0x0A00\n#define GL_ORDER 0x0A01\n#define GL_DOMAIN 0x0A02\n#define GL_CURRENT_COLOR 0x0B00\n#define GL_CURRENT_INDEX 0x0B01\n#define GL_CURRENT_NORMAL 0x0B02\n#define GL_CURRENT_TEXTURE_COORDS 0x0B03\n#define GL_CURRENT_RASTER_COLOR 0x0B04\n#define GL_CURRENT_RASTER_INDEX 0x0B05\n#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06\n#define GL_CURRENT_RASTER_POSITION 0x0B07\n#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08\n#define GL_CURRENT_RASTER_DISTANCE 0x0B09\n#define GL_POINT_SMOOTH 0x0B10\n#define GL_POINT_SIZE 0x0B11\n#define GL_POINT_SIZE_RANGE 0x0B12\n#define GL_POINT_SIZE_GRANULARITY 0x0B13\n#define GL_LINE_SMOOTH 0x0B20\n#define GL_LINE_WIDTH 0x0B21\n#define GL_LINE_WIDTH_RANGE 0x0B22\n#define GL_LINE_WIDTH_GRANULARITY 0x0B23\n#define GL_LINE_STIPPLE 0x0B24\n#define GL_LINE_STIPPLE_PATTERN 0x0B25\n#define GL_LINE_STIPPLE_REPEAT 0x0B26\n#define GL_LIST_MODE 0x0B30\n#define GL_MAX_LIST_NESTING 0x0B31\n#define GL_LIST_BASE 0x0B32\n#define GL_LIST_INDEX 0x0B33\n#define GL_POLYGON_MODE 0x0B40\n#define GL_POLYGON_SMOOTH 0x0B41\n#define GL_POLYGON_STIPPLE 0x0B42\n#define GL_EDGE_FLAG 0x0B43\n#define GL_CULL_FACE 0x0B44\n#define GL_CULL_FACE_MODE 0x0B45\n#define GL_FRONT_FACE 0x0B46\n#define GL_LIGHTING 0x0B50\n#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51\n#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52\n#define GL_LIGHT_MODEL_AMBIENT 0x0B53\n#define GL_SHADE_MODEL 0x0B54\n#define GL_COLOR_MATERIAL_FACE 0x0B55\n#define GL_COLOR_MATERIAL_PARAMETER 0x0B56\n#define GL_COLOR_MATERIAL 0x0B57\n#define GL_FOG 0x0B60\n#define GL_FOG_INDEX 0x0B61\n#define GL_FOG_DENSITY 0x0B62\n#define GL_FOG_START 0x0B63\n#define GL_FOG_END 0x0B64\n#define GL_FOG_MODE 0x0B65\n#define GL_FOG_COLOR 0x0B66\n#define GL_DEPTH_RANGE 0x0B70\n#define GL_DEPTH_TEST 0x0B71\n#define GL_DEPTH_WRITEMASK 0x0B72\n#define GL_DEPTH_CLEAR_VALUE 0x0B73\n#define GL_DEPTH_FUNC 0x0B74\n#define GL_ACCUM_CLEAR_VALUE 0x0B80\n#define GL_STENCIL_TEST 0x0B90\n#define GL_STENCIL_CLEAR_VALUE 0x0B91\n#define GL_STENCIL_FUNC 0x0B92\n#define GL_STENCIL_VALUE_MASK 0x0B93\n#define GL_STENCIL_FAIL 0x0B94\n#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95\n#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96\n#define GL_STENCIL_REF 0x0B97\n#define GL_STENCIL_WRITEMASK 0x0B98\n#define GL_MATRIX_MODE 0x0BA0\n#define GL_NORMALIZE 0x0BA1\n#define GL_VIEWPORT 0x0BA2\n#define GL_MODELVIEW_STACK_DEPTH 0x0BA3\n#define GL_PROJECTION_STACK_DEPTH 0x0BA4\n#define GL_TEXTURE_STACK_DEPTH 0x0BA5\n#define GL_MODELVIEW_MATRIX 0x0BA6\n#define GL_PROJECTION_MATRIX 0x0BA7\n#define GL_TEXTURE_MATRIX 0x0BA8\n#define GL_ATTRIB_STACK_DEPTH 0x0BB0\n#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1\n#define GL_ALPHA_TEST 0x0BC0\n#define GL_ALPHA_TEST_FUNC 0x0BC1\n#define GL_ALPHA_TEST_REF 0x0BC2\n#define GL_DITHER 0x0BD0\n#define GL_BLEND_DST 0x0BE0\n#define GL_BLEND_SRC 0x0BE1\n#define GL_BLEND 0x0BE2\n#define GL_LOGIC_OP_MODE 0x0BF0\n#define GL_INDEX_LOGIC_OP 0x0BF1\n#define GL_COLOR_LOGIC_OP 0x0BF2\n#define GL_AUX_BUFFERS 0x0C00\n#define GL_DRAW_BUFFER 0x0C01\n#define GL_READ_BUFFER 0x0C02\n#define GL_SCISSOR_BOX 0x0C10\n#define GL_SCISSOR_TEST 0x0C11\n#define GL_INDEX_CLEAR_VALUE 0x0C20\n#define GL_INDEX_WRITEMASK 0x0C21\n#define GL_COLOR_CLEAR_VALUE 0x0C22\n#define GL_COLOR_WRITEMASK 0x0C23\n#define GL_INDEX_MODE 0x0C30\n#define GL_RGBA_MODE 0x0C31\n#define GL_DOUBLEBUFFER 0x0C32\n#define GL_STEREO 0x0C33\n#define GL_RENDER_MODE 0x0C40\n#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50\n#define GL_POINT_SMOOTH_HINT 0x0C51\n#define GL_LINE_SMOOTH_HINT 0x0C52\n#define GL_POLYGON_SMOOTH_HINT 0x0C53\n#define GL_FOG_HINT 0x0C54\n#define GL_TEXTURE_GEN_S 0x0C60\n#define GL_TEXTURE_GEN_T 0x0C61\n#define GL_TEXTURE_GEN_R 0x0C62\n#define GL_TEXTURE_GEN_Q 0x0C63\n#define GL_PIXEL_MAP_I_TO_I 0x0C70\n#define GL_PIXEL_MAP_S_TO_S 0x0C71\n#define GL_PIXEL_MAP_I_TO_R 0x0C72\n#define GL_PIXEL_MAP_I_TO_G 0x0C73\n#define GL_PIXEL_MAP_I_TO_B 0x0C74\n#define GL_PIXEL_MAP_I_TO_A 0x0C75\n#define GL_PIXEL_MAP_R_TO_R 0x0C76\n#define GL_PIXEL_MAP_G_TO_G 0x0C77\n#define GL_PIXEL_MAP_B_TO_B 0x0C78\n#define GL_PIXEL_MAP_A_TO_A 0x0C79\n#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0\n#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1\n#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2\n#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3\n#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4\n#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5\n#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6\n#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7\n#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8\n#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9\n#define GL_UNPACK_SWAP_BYTES 0x0CF0\n#define GL_UNPACK_LSB_FIRST 0x0CF1\n#define GL_UNPACK_ROW_LENGTH 0x0CF2\n#define GL_UNPACK_SKIP_ROWS 0x0CF3\n#define GL_UNPACK_SKIP_PIXELS 0x0CF4\n#define GL_UNPACK_ALIGNMENT 0x0CF5\n#define GL_PACK_SWAP_BYTES 0x0D00\n#define GL_PACK_LSB_FIRST 0x0D01\n#define GL_PACK_ROW_LENGTH 0x0D02\n#define GL_PACK_SKIP_ROWS 0x0D03\n#define GL_PACK_SKIP_PIXELS 0x0D04\n#define GL_PACK_ALIGNMENT 0x0D05\n#define GL_MAP_COLOR 0x0D10\n#define GL_MAP_STENCIL 0x0D11\n#define GL_INDEX_SHIFT 0x0D12\n#define GL_INDEX_OFFSET 0x0D13\n#define GL_RED_SCALE 0x0D14\n#define GL_RED_BIAS 0x0D15\n#define GL_ZOOM_X 0x0D16\n#define GL_ZOOM_Y 0x0D17\n#define GL_GREEN_SCALE 0x0D18\n#define GL_GREEN_BIAS 0x0D19\n#define GL_BLUE_SCALE 0x0D1A\n#define GL_BLUE_BIAS 0x0D1B\n#define GL_ALPHA_SCALE 0x0D1C\n#define GL_ALPHA_BIAS 0x0D1D\n#define GL_DEPTH_SCALE 0x0D1E\n#define GL_DEPTH_BIAS 0x0D1F\n#define GL_MAX_EVAL_ORDER 0x0D30\n#define GL_MAX_LIGHTS 0x0D31\n#define GL_MAX_CLIP_PLANES 0x0D32\n#define GL_MAX_TEXTURE_SIZE 0x0D33\n#define GL_MAX_PIXEL_MAP_TABLE 0x0D34\n#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35\n#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36\n#define GL_MAX_NAME_STACK_DEPTH 0x0D37\n#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38\n#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39\n#define GL_MAX_VIEWPORT_DIMS 0x0D3A\n#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B\n#define GL_SUBPIXEL_BITS 0x0D50\n#define GL_INDEX_BITS 0x0D51\n#define GL_RED_BITS 0x0D52\n#define GL_GREEN_BITS 0x0D53\n#define GL_BLUE_BITS 0x0D54\n#define GL_ALPHA_BITS 0x0D55\n#define GL_DEPTH_BITS 0x0D56\n#define GL_STENCIL_BITS 0x0D57\n#define GL_ACCUM_RED_BITS 0x0D58\n#define GL_ACCUM_GREEN_BITS 0x0D59\n#define GL_ACCUM_BLUE_BITS 0x0D5A\n#define GL_ACCUM_ALPHA_BITS 0x0D5B\n#define GL_NAME_STACK_DEPTH 0x0D70\n#define GL_AUTO_NORMAL 0x0D80\n#define GL_MAP1_COLOR_4 0x0D90\n#define GL_MAP1_INDEX 0x0D91\n#define GL_MAP1_NORMAL 0x0D92\n#define GL_MAP1_TEXTURE_COORD_1 0x0D93\n#define GL_MAP1_TEXTURE_COORD_2 0x0D94\n#define GL_MAP1_TEXTURE_COORD_3 0x0D95\n#define GL_MAP1_TEXTURE_COORD_4 0x0D96\n#define GL_MAP1_VERTEX_3 0x0D97\n#define GL_MAP1_VERTEX_4 0x0D98\n#define GL_MAP2_COLOR_4 0x0DB0\n#define GL_MAP2_INDEX 0x0DB1\n#define GL_MAP2_NORMAL 0x0DB2\n#define GL_MAP2_TEXTURE_COORD_1 0x0DB3\n#define GL_MAP2_TEXTURE_COORD_2 0x0DB4\n#define GL_MAP2_TEXTURE_COORD_3 0x0DB5\n#define GL_MAP2_TEXTURE_COORD_4 0x0DB6\n#define GL_MAP2_VERTEX_3 0x0DB7\n#define GL_MAP2_VERTEX_4 0x0DB8\n#define GL_MAP1_GRID_DOMAIN 0x0DD0\n#define GL_MAP1_GRID_SEGMENTS 0x0DD1\n#define GL_MAP2_GRID_DOMAIN 0x0DD2\n#define GL_MAP2_GRID_SEGMENTS 0x0DD3\n#define GL_TEXTURE_1D 0x0DE0\n#define GL_TEXTURE_2D 0x0DE1\n#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0\n#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1\n#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2\n#define GL_SELECTION_BUFFER_POINTER 0x0DF3\n#define GL_SELECTION_BUFFER_SIZE 0x0DF4\n#define GL_TEXTURE_WIDTH 0x1000\n#define GL_TRANSFORM_BIT 0x00001000\n#define GL_TEXTURE_HEIGHT 0x1001\n#define GL_TEXTURE_INTERNAL_FORMAT 0x1003\n#define GL_TEXTURE_BORDER_COLOR 0x1004\n#define GL_TEXTURE_BORDER 0x1005\n#define GL_DONT_CARE 0x1100\n#define GL_FASTEST 0x1101\n#define GL_NICEST 0x1102\n#define GL_AMBIENT 0x1200\n#define GL_DIFFUSE 0x1201\n#define GL_SPECULAR 0x1202\n#define GL_POSITION 0x1203\n#define GL_SPOT_DIRECTION 0x1204\n#define GL_SPOT_EXPONENT 0x1205\n#define GL_SPOT_CUTOFF 0x1206\n#define GL_CONSTANT_ATTENUATION 0x1207\n#define GL_LINEAR_ATTENUATION 0x1208\n#define GL_QUADRATIC_ATTENUATION 0x1209\n#define GL_COMPILE 0x1300\n#define GL_COMPILE_AND_EXECUTE 0x1301\n#define GL_BYTE 0x1400\n#define GL_UNSIGNED_BYTE 0x1401\n#define GL_SHORT 0x1402\n#define GL_UNSIGNED_SHORT 0x1403\n#define GL_INT 0x1404\n#define GL_UNSIGNED_INT 0x1405\n#define GL_FLOAT 0x1406\n#define GL_2_BYTES 0x1407\n#define GL_3_BYTES 0x1408\n#define GL_4_BYTES 0x1409\n#define GL_DOUBLE 0x140A\n#define GL_CLEAR 0x1500\n#define GL_AND 0x1501\n#define GL_AND_REVERSE 0x1502\n#define GL_COPY 0x1503\n#define GL_AND_INVERTED 0x1504\n#define GL_NOOP 0x1505\n#define GL_XOR 0x1506\n#define GL_OR 0x1507\n#define GL_NOR 0x1508\n#define GL_EQUIV 0x1509\n#define GL_INVERT 0x150A\n#define GL_OR_REVERSE 0x150B\n#define GL_COPY_INVERTED 0x150C\n#define GL_OR_INVERTED 0x150D\n#define GL_NAND 0x150E\n#define GL_SET 0x150F\n#define GL_EMISSION 0x1600\n#define GL_SHININESS 0x1601\n#define GL_AMBIENT_AND_DIFFUSE 0x1602\n#define GL_COLOR_INDEXES 0x1603\n#define GL_MODELVIEW 0x1700\n#define GL_PROJECTION 0x1701\n#define GL_TEXTURE 0x1702\n#define GL_COLOR 0x1800\n#define GL_DEPTH 0x1801\n#define GL_STENCIL 0x1802\n#define GL_COLOR_INDEX 0x1900\n#define GL_STENCIL_INDEX 0x1901\n#define GL_DEPTH_COMPONENT 0x1902\n#define GL_RED 0x1903\n#define GL_GREEN 0x1904\n#define GL_BLUE 0x1905\n#define GL_ALPHA 0x1906\n#define GL_RGB 0x1907\n#define GL_RGBA 0x1908\n#define GL_LUMINANCE 0x1909\n#define GL_LUMINANCE_ALPHA 0x190A\n#define GL_BITMAP 0x1A00\n#define GL_POINT 0x1B00\n#define GL_LINE 0x1B01\n#define GL_FILL 0x1B02\n#define GL_RENDER 0x1C00\n#define GL_FEEDBACK 0x1C01\n#define GL_SELECT 0x1C02\n#define GL_FLAT 0x1D00\n#define GL_SMOOTH 0x1D01\n#define GL_KEEP 0x1E00\n#define GL_REPLACE 0x1E01\n#define GL_INCR 0x1E02\n#define GL_DECR 0x1E03\n#define GL_VENDOR 0x1F00\n#define GL_RENDERER 0x1F01\n#define GL_VERSION 0x1F02\n#define GL_EXTENSIONS 0x1F03\n#define GL_S 0x2000\n#define GL_ENABLE_BIT 0x00002000\n#define GL_T 0x2001\n#define GL_R 0x2002\n#define GL_Q 0x2003\n#define GL_MODULATE 0x2100\n#define GL_DECAL 0x2101\n#define GL_TEXTURE_ENV_MODE 0x2200\n#define GL_TEXTURE_ENV_COLOR 0x2201\n#define GL_TEXTURE_ENV 0x2300\n#define GL_EYE_LINEAR 0x2400\n#define GL_OBJECT_LINEAR 0x2401\n#define GL_SPHERE_MAP 0x2402\n#define GL_TEXTURE_GEN_MODE 0x2500\n#define GL_OBJECT_PLANE 0x2501\n#define GL_EYE_PLANE 0x2502\n#define GL_NEAREST 0x2600\n#define GL_LINEAR 0x2601\n#define GL_NEAREST_MIPMAP_NEAREST 0x2700\n#define GL_LINEAR_MIPMAP_NEAREST 0x2701\n#define GL_NEAREST_MIPMAP_LINEAR 0x2702\n#define GL_LINEAR_MIPMAP_LINEAR 0x2703\n#define GL_TEXTURE_MAG_FILTER 0x2800\n#define GL_TEXTURE_MIN_FILTER 0x2801\n#define GL_TEXTURE_WRAP_S 0x2802\n#define GL_TEXTURE_WRAP_T 0x2803\n#define GL_CLAMP 0x2900\n#define GL_REPEAT 0x2901\n#define GL_POLYGON_OFFSET_UNITS 0x2A00\n#define GL_POLYGON_OFFSET_POINT 0x2A01\n#define GL_POLYGON_OFFSET_LINE 0x2A02\n#define GL_R3_G3_B2 0x2A10\n#define GL_V2F 0x2A20\n#define GL_V3F 0x2A21\n#define GL_C4UB_V2F 0x2A22\n#define GL_C4UB_V3F 0x2A23\n#define GL_C3F_V3F 0x2A24\n#define GL_N3F_V3F 0x2A25\n#define GL_C4F_N3F_V3F 0x2A26\n#define GL_T2F_V3F 0x2A27\n#define GL_T4F_V4F 0x2A28\n#define GL_T2F_C4UB_V3F 0x2A29\n#define GL_T2F_C3F_V3F 0x2A2A\n#define GL_T2F_N3F_V3F 0x2A2B\n#define GL_T2F_C4F_N3F_V3F 0x2A2C\n#define GL_T4F_C4F_N3F_V4F 0x2A2D\n#define GL_CLIP_PLANE0 0x3000\n#define GL_CLIP_PLANE1 0x3001\n#define GL_CLIP_PLANE2 0x3002\n#define GL_CLIP_PLANE3 0x3003\n#define GL_CLIP_PLANE4 0x3004\n#define GL_CLIP_PLANE5 0x3005\n#define GL_LIGHT0 0x4000\n#define GL_COLOR_BUFFER_BIT 0x00004000\n#define GL_LIGHT1 0x4001\n#define GL_LIGHT2 0x4002\n#define GL_LIGHT3 0x4003\n#define GL_LIGHT4 0x4004\n#define GL_LIGHT5 0x4005\n#define GL_LIGHT6 0x4006\n#define GL_LIGHT7 0x4007\n#define GL_HINT_BIT 0x00008000\n#define GL_POLYGON_OFFSET_FILL 0x8037\n#define GL_POLYGON_OFFSET_FACTOR 0x8038\n#define GL_ALPHA4 0x803B\n#define GL_ALPHA8 0x803C\n#define GL_ALPHA12 0x803D\n#define GL_ALPHA16 0x803E\n#define GL_LUMINANCE4 0x803F\n#define GL_LUMINANCE8 0x8040\n#define GL_LUMINANCE12 0x8041\n#define GL_LUMINANCE16 0x8042\n#define GL_LUMINANCE4_ALPHA4 0x8043\n#define GL_LUMINANCE6_ALPHA2 0x8044\n#define GL_LUMINANCE8_ALPHA8 0x8045\n#define GL_LUMINANCE12_ALPHA4 0x8046\n#define GL_LUMINANCE12_ALPHA12 0x8047\n#define GL_LUMINANCE16_ALPHA16 0x8048\n#define GL_INTENSITY 0x8049\n#define GL_INTENSITY4 0x804A\n#define GL_INTENSITY8 0x804B\n#define GL_INTENSITY12 0x804C\n#define GL_INTENSITY16 0x804D\n#define GL_RGB4 0x804F\n#define GL_RGB5 0x8050\n#define GL_RGB8 0x8051\n#define GL_RGB10 0x8052\n#define GL_RGB12 0x8053\n#define GL_RGB16 0x8054\n#define GL_RGBA2 0x8055\n#define GL_RGBA4 0x8056\n#define GL_RGB5_A1 0x8057\n#define GL_RGBA8 0x8058\n#define GL_RGB10_A2 0x8059\n#define GL_RGBA12 0x805A\n#define GL_RGBA16 0x805B\n#define GL_TEXTURE_RED_SIZE 0x805C\n#define GL_TEXTURE_GREEN_SIZE 0x805D\n#define GL_TEXTURE_BLUE_SIZE 0x805E\n#define GL_TEXTURE_ALPHA_SIZE 0x805F\n#define GL_TEXTURE_LUMINANCE_SIZE 0x8060\n#define GL_TEXTURE_INTENSITY_SIZE 0x8061\n#define GL_PROXY_TEXTURE_1D 0x8063\n#define GL_PROXY_TEXTURE_2D 0x8064\n#define GL_TEXTURE_PRIORITY 0x8066\n#define GL_TEXTURE_RESIDENT 0x8067\n#define GL_TEXTURE_BINDING_1D 0x8068\n#define GL_TEXTURE_BINDING_2D 0x8069\n#define GL_VERTEX_ARRAY 0x8074\n#define GL_NORMAL_ARRAY 0x8075\n#define GL_COLOR_ARRAY 0x8076\n#define GL_INDEX_ARRAY 0x8077\n#define GL_TEXTURE_COORD_ARRAY 0x8078\n#define GL_EDGE_FLAG_ARRAY 0x8079\n#define GL_VERTEX_ARRAY_SIZE 0x807A\n#define GL_VERTEX_ARRAY_TYPE 0x807B\n#define GL_VERTEX_ARRAY_STRIDE 0x807C\n#define GL_NORMAL_ARRAY_TYPE 0x807E\n#define GL_NORMAL_ARRAY_STRIDE 0x807F\n#define GL_COLOR_ARRAY_SIZE 0x8081\n#define GL_COLOR_ARRAY_TYPE 0x8082\n#define GL_COLOR_ARRAY_STRIDE 0x8083\n#define GL_INDEX_ARRAY_TYPE 0x8085\n#define GL_INDEX_ARRAY_STRIDE 0x8086\n#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088\n#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089\n#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A\n#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C\n#define GL_VERTEX_ARRAY_POINTER 0x808E\n#define GL_NORMAL_ARRAY_POINTER 0x808F\n#define GL_COLOR_ARRAY_POINTER 0x8090\n#define GL_INDEX_ARRAY_POINTER 0x8091\n#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092\n#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093\n#define GL_COLOR_INDEX1_EXT 0x80E2\n#define GL_COLOR_INDEX2_EXT 0x80E3\n#define GL_COLOR_INDEX4_EXT 0x80E4\n#define GL_COLOR_INDEX8_EXT 0x80E5\n#define GL_COLOR_INDEX12_EXT 0x80E6\n#define GL_COLOR_INDEX16_EXT 0x80E7\n#define GL_EVAL_BIT 0x00010000\n#define GL_LIST_BIT 0x00020000\n#define GL_TEXTURE_BIT 0x00040000\n#define GL_SCISSOR_BIT 0x00080000\n#define GL_ALL_ATTRIB_BITS 0x000fffff\n#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff\n\nGLAPI void GLAPIENTRY glAccum (GLenum op, GLfloat value);\nGLAPI void GLAPIENTRY glAlphaFunc (GLenum func, GLclampf ref);\nGLAPI GLboolean GLAPIENTRY glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences);\nGLAPI void GLAPIENTRY glArrayElement (GLint i);\nGLAPI void GLAPIENTRY glBegin (GLenum mode);\nGLAPI void GLAPIENTRY glBindTexture (GLenum target, GLuint texture);\nGLAPI void GLAPIENTRY glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap);\nGLAPI void GLAPIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);\nGLAPI void GLAPIENTRY glCallList (GLuint list);\nGLAPI void GLAPIENTRY glCallLists (GLsizei n, GLenum type, const void *lists);\nGLAPI void GLAPIENTRY glClear (GLbitfield mask);\nGLAPI void GLAPIENTRY glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\nGLAPI void GLAPIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\nGLAPI void GLAPIENTRY glClearDepth (GLclampd depth);\nGLAPI void GLAPIENTRY glClearIndex (GLfloat c);\nGLAPI void GLAPIENTRY glClearStencil (GLint s);\nGLAPI void GLAPIENTRY glClipPlane (GLenum plane, const GLdouble *equation);\nGLAPI void GLAPIENTRY glColor3b (GLbyte red, GLbyte green, GLbyte blue);\nGLAPI void GLAPIENTRY glColor3bv (const GLbyte *v);\nGLAPI void GLAPIENTRY glColor3d (GLdouble red, GLdouble green, GLdouble blue);\nGLAPI void GLAPIENTRY glColor3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glColor3f (GLfloat red, GLfloat green, GLfloat blue);\nGLAPI void GLAPIENTRY glColor3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glColor3i (GLint red, GLint green, GLint blue);\nGLAPI void GLAPIENTRY glColor3iv (const GLint *v);\nGLAPI void GLAPIENTRY glColor3s (GLshort red, GLshort green, GLshort blue);\nGLAPI void GLAPIENTRY glColor3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glColor3ub (GLubyte red, GLubyte green, GLubyte blue);\nGLAPI void GLAPIENTRY glColor3ubv (const GLubyte *v);\nGLAPI void GLAPIENTRY glColor3ui (GLuint red, GLuint green, GLuint blue);\nGLAPI void GLAPIENTRY glColor3uiv (const GLuint *v);\nGLAPI void GLAPIENTRY glColor3us (GLushort red, GLushort green, GLushort blue);\nGLAPI void GLAPIENTRY glColor3usv (const GLushort *v);\nGLAPI void GLAPIENTRY glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\nGLAPI void GLAPIENTRY glColor4bv (const GLbyte *v);\nGLAPI void GLAPIENTRY glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\nGLAPI void GLAPIENTRY glColor4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\nGLAPI void GLAPIENTRY glColor4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glColor4i (GLint red, GLint green, GLint blue, GLint alpha);\nGLAPI void GLAPIENTRY glColor4iv (const GLint *v);\nGLAPI void GLAPIENTRY glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha);\nGLAPI void GLAPIENTRY glColor4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\nGLAPI void GLAPIENTRY glColor4ubv (const GLubyte *v);\nGLAPI void GLAPIENTRY glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha);\nGLAPI void GLAPIENTRY glColor4uiv (const GLuint *v);\nGLAPI void GLAPIENTRY glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha);\nGLAPI void GLAPIENTRY glColor4usv (const GLushort *v);\nGLAPI void GLAPIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\nGLAPI void GLAPIENTRY glColorMaterial (GLenum face, GLenum mode);\nGLAPI void GLAPIENTRY glColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\nGLAPI void GLAPIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);\nGLAPI void GLAPIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\nGLAPI void GLAPIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\nGLAPI void GLAPIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\nGLAPI void GLAPIENTRY glCullFace (GLenum mode);\nGLAPI void GLAPIENTRY glDeleteLists (GLuint list, GLsizei range);\nGLAPI void GLAPIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);\nGLAPI void GLAPIENTRY glDepthFunc (GLenum func);\nGLAPI void GLAPIENTRY glDepthMask (GLboolean flag);\nGLAPI void GLAPIENTRY glDepthRange (GLclampd zNear, GLclampd zFar);\nGLAPI void GLAPIENTRY glDisable (GLenum cap);\nGLAPI void GLAPIENTRY glDisableClientState (GLenum array);\nGLAPI void GLAPIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);\nGLAPI void GLAPIENTRY glDrawBuffer (GLenum mode);\nGLAPI void GLAPIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);\nGLAPI void GLAPIENTRY glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glEdgeFlag (GLboolean flag);\nGLAPI void GLAPIENTRY glEdgeFlagPointer (GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glEdgeFlagv (const GLboolean *flag);\nGLAPI void GLAPIENTRY glEnable (GLenum cap);\nGLAPI void GLAPIENTRY glEnableClientState (GLenum array);\nGLAPI void GLAPIENTRY glEnd (void);\nGLAPI void GLAPIENTRY glEndList (void);\nGLAPI void GLAPIENTRY glEvalCoord1d (GLdouble u);\nGLAPI void GLAPIENTRY glEvalCoord1dv (const GLdouble *u);\nGLAPI void GLAPIENTRY glEvalCoord1f (GLfloat u);\nGLAPI void GLAPIENTRY glEvalCoord1fv (const GLfloat *u);\nGLAPI void GLAPIENTRY glEvalCoord2d (GLdouble u, GLdouble v);\nGLAPI void GLAPIENTRY glEvalCoord2dv (const GLdouble *u);\nGLAPI void GLAPIENTRY glEvalCoord2f (GLfloat u, GLfloat v);\nGLAPI void GLAPIENTRY glEvalCoord2fv (const GLfloat *u);\nGLAPI void GLAPIENTRY glEvalMesh1 (GLenum mode, GLint i1, GLint i2);\nGLAPI void GLAPIENTRY glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\nGLAPI void GLAPIENTRY glEvalPoint1 (GLint i);\nGLAPI void GLAPIENTRY glEvalPoint2 (GLint i, GLint j);\nGLAPI void GLAPIENTRY glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer);\nGLAPI void GLAPIENTRY glFinish (void);\nGLAPI void GLAPIENTRY glFlush (void);\nGLAPI void GLAPIENTRY glFogf (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glFogfv (GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glFogi (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glFogiv (GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glFrontFace (GLenum mode);\nGLAPI void GLAPIENTRY glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\nGLAPI GLuint GLAPIENTRY glGenLists (GLsizei range);\nGLAPI void GLAPIENTRY glGenTextures (GLsizei n, GLuint *textures);\nGLAPI void GLAPIENTRY glGetBooleanv (GLenum pname, GLboolean *params);\nGLAPI void GLAPIENTRY glGetClipPlane (GLenum plane, GLdouble *equation);\nGLAPI void GLAPIENTRY glGetDoublev (GLenum pname, GLdouble *params);\nGLAPI GLenum GLAPIENTRY glGetError (void);\nGLAPI void GLAPIENTRY glGetFloatv (GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetIntegerv (GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetLightfv (GLenum light, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetLightiv (GLenum light, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetMapdv (GLenum target, GLenum query, GLdouble *v);\nGLAPI void GLAPIENTRY glGetMapfv (GLenum target, GLenum query, GLfloat *v);\nGLAPI void GLAPIENTRY glGetMapiv (GLenum target, GLenum query, GLint *v);\nGLAPI void GLAPIENTRY glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetMaterialiv (GLenum face, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetPixelMapfv (GLenum map, GLfloat *values);\nGLAPI void GLAPIENTRY glGetPixelMapuiv (GLenum map, GLuint *values);\nGLAPI void GLAPIENTRY glGetPixelMapusv (GLenum map, GLushort *values);\nGLAPI void GLAPIENTRY glGetPointerv (GLenum pname, void* *params);\nGLAPI void GLAPIENTRY glGetPolygonStipple (GLubyte *mask);\nGLAPI const GLubyte * GLAPIENTRY glGetString (GLenum name);\nGLAPI void GLAPIENTRY glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexEnviv (GLenum target, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params);\nGLAPI void GLAPIENTRY glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexGeniv (GLenum coord, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, void *pixels);\nGLAPI void GLAPIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);\nGLAPI void GLAPIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);\nGLAPI void GLAPIENTRY glHint (GLenum target, GLenum mode);\nGLAPI void GLAPIENTRY glIndexMask (GLuint mask);\nGLAPI void GLAPIENTRY glIndexPointer (GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glIndexd (GLdouble c);\nGLAPI void GLAPIENTRY glIndexdv (const GLdouble *c);\nGLAPI void GLAPIENTRY glIndexf (GLfloat c);\nGLAPI void GLAPIENTRY glIndexfv (const GLfloat *c);\nGLAPI void GLAPIENTRY glIndexi (GLint c);\nGLAPI void GLAPIENTRY glIndexiv (const GLint *c);\nGLAPI void GLAPIENTRY glIndexs (GLshort c);\nGLAPI void GLAPIENTRY glIndexsv (const GLshort *c);\nGLAPI void GLAPIENTRY glIndexub (GLubyte c);\nGLAPI void GLAPIENTRY glIndexubv (const GLubyte *c);\nGLAPI void GLAPIENTRY glInitNames (void);\nGLAPI void GLAPIENTRY glInterleavedArrays (GLenum format, GLsizei stride, const void *pointer);\nGLAPI GLboolean GLAPIENTRY glIsEnabled (GLenum cap);\nGLAPI GLboolean GLAPIENTRY glIsList (GLuint list);\nGLAPI GLboolean GLAPIENTRY glIsTexture (GLuint texture);\nGLAPI void GLAPIENTRY glLightModelf (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glLightModelfv (GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glLightModeli (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glLightModeliv (GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glLightf (GLenum light, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glLightfv (GLenum light, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glLighti (GLenum light, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glLightiv (GLenum light, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glLineStipple (GLint factor, GLushort pattern);\nGLAPI void GLAPIENTRY glLineWidth (GLfloat width);\nGLAPI void GLAPIENTRY glListBase (GLuint base);\nGLAPI void GLAPIENTRY glLoadIdentity (void);\nGLAPI void GLAPIENTRY glLoadMatrixd (const GLdouble *m);\nGLAPI void GLAPIENTRY glLoadMatrixf (const GLfloat *m);\nGLAPI void GLAPIENTRY glLoadName (GLuint name);\nGLAPI void GLAPIENTRY glLogicOp (GLenum opcode);\nGLAPI void GLAPIENTRY glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points);\nGLAPI void GLAPIENTRY glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points);\nGLAPI void GLAPIENTRY glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points);\nGLAPI void GLAPIENTRY glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points);\nGLAPI void GLAPIENTRY glMapGrid1d (GLint un, GLdouble u1, GLdouble u2);\nGLAPI void GLAPIENTRY glMapGrid1f (GLint un, GLfloat u1, GLfloat u2);\nGLAPI void GLAPIENTRY glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\nGLAPI void GLAPIENTRY glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\nGLAPI void GLAPIENTRY glMaterialf (GLenum face, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glMateriali (GLenum face, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glMaterialiv (GLenum face, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glMatrixMode (GLenum mode);\nGLAPI void GLAPIENTRY glMultMatrixd (const GLdouble *m);\nGLAPI void GLAPIENTRY glMultMatrixf (const GLfloat *m);\nGLAPI void GLAPIENTRY glNewList (GLuint list, GLenum mode);\nGLAPI void GLAPIENTRY glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz);\nGLAPI void GLAPIENTRY glNormal3bv (const GLbyte *v);\nGLAPI void GLAPIENTRY glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz);\nGLAPI void GLAPIENTRY glNormal3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz);\nGLAPI void GLAPIENTRY glNormal3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glNormal3i (GLint nx, GLint ny, GLint nz);\nGLAPI void GLAPIENTRY glNormal3iv (const GLint *v);\nGLAPI void GLAPIENTRY glNormal3s (GLshort nx, GLshort ny, GLshort nz);\nGLAPI void GLAPIENTRY glNormal3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glNormalPointer (GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\nGLAPI void GLAPIENTRY glPassThrough (GLfloat token);\nGLAPI void GLAPIENTRY glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values);\nGLAPI void GLAPIENTRY glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values);\nGLAPI void GLAPIENTRY glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values);\nGLAPI void GLAPIENTRY glPixelStoref (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glPixelStorei (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glPixelTransferf (GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glPixelTransferi (GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glPixelZoom (GLfloat xfactor, GLfloat yfactor);\nGLAPI void GLAPIENTRY glPointSize (GLfloat size);\nGLAPI void GLAPIENTRY glPolygonMode (GLenum face, GLenum mode);\nGLAPI void GLAPIENTRY glPolygonOffset (GLfloat factor, GLfloat units);\nGLAPI void GLAPIENTRY glPolygonStipple (const GLubyte *mask);\nGLAPI void GLAPIENTRY glPopAttrib (void);\nGLAPI void GLAPIENTRY glPopClientAttrib (void);\nGLAPI void GLAPIENTRY glPopMatrix (void);\nGLAPI void GLAPIENTRY glPopName (void);\nGLAPI void GLAPIENTRY glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities);\nGLAPI void GLAPIENTRY glPushAttrib (GLbitfield mask);\nGLAPI void GLAPIENTRY glPushClientAttrib (GLbitfield mask);\nGLAPI void GLAPIENTRY glPushMatrix (void);\nGLAPI void GLAPIENTRY glPushName (GLuint name);\nGLAPI void GLAPIENTRY glRasterPos2d (GLdouble x, GLdouble y);\nGLAPI void GLAPIENTRY glRasterPos2dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glRasterPos2f (GLfloat x, GLfloat y);\nGLAPI void GLAPIENTRY glRasterPos2fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glRasterPos2i (GLint x, GLint y);\nGLAPI void GLAPIENTRY glRasterPos2iv (const GLint *v);\nGLAPI void GLAPIENTRY glRasterPos2s (GLshort x, GLshort y);\nGLAPI void GLAPIENTRY glRasterPos2sv (const GLshort *v);\nGLAPI void GLAPIENTRY glRasterPos3d (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glRasterPos3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glRasterPos3f (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glRasterPos3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glRasterPos3i (GLint x, GLint y, GLint z);\nGLAPI void GLAPIENTRY glRasterPos3iv (const GLint *v);\nGLAPI void GLAPIENTRY glRasterPos3s (GLshort x, GLshort y, GLshort z);\nGLAPI void GLAPIENTRY glRasterPos3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);\nGLAPI void GLAPIENTRY glRasterPos4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);\nGLAPI void GLAPIENTRY glRasterPos4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glRasterPos4i (GLint x, GLint y, GLint z, GLint w);\nGLAPI void GLAPIENTRY glRasterPos4iv (const GLint *v);\nGLAPI void GLAPIENTRY glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w);\nGLAPI void GLAPIENTRY glRasterPos4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glReadBuffer (GLenum mode);\nGLAPI void GLAPIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);\nGLAPI void GLAPIENTRY glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\nGLAPI void GLAPIENTRY glRectdv (const GLdouble *v1, const GLdouble *v2);\nGLAPI void GLAPIENTRY glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\nGLAPI void GLAPIENTRY glRectfv (const GLfloat *v1, const GLfloat *v2);\nGLAPI void GLAPIENTRY glRecti (GLint x1, GLint y1, GLint x2, GLint y2);\nGLAPI void GLAPIENTRY glRectiv (const GLint *v1, const GLint *v2);\nGLAPI void GLAPIENTRY glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2);\nGLAPI void GLAPIENTRY glRectsv (const GLshort *v1, const GLshort *v2);\nGLAPI GLint GLAPIENTRY glRenderMode (GLenum mode);\nGLAPI void GLAPIENTRY glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glScaled (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glScalef (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);\nGLAPI void GLAPIENTRY glSelectBuffer (GLsizei size, GLuint *buffer);\nGLAPI void GLAPIENTRY glShadeModel (GLenum mode);\nGLAPI void GLAPIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);\nGLAPI void GLAPIENTRY glStencilMask (GLuint mask);\nGLAPI void GLAPIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);\nGLAPI void GLAPIENTRY glTexCoord1d (GLdouble s);\nGLAPI void GLAPIENTRY glTexCoord1dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord1f (GLfloat s);\nGLAPI void GLAPIENTRY glTexCoord1fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord1i (GLint s);\nGLAPI void GLAPIENTRY glTexCoord1iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord1s (GLshort s);\nGLAPI void GLAPIENTRY glTexCoord1sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoord2d (GLdouble s, GLdouble t);\nGLAPI void GLAPIENTRY glTexCoord2dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord2f (GLfloat s, GLfloat t);\nGLAPI void GLAPIENTRY glTexCoord2fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord2i (GLint s, GLint t);\nGLAPI void GLAPIENTRY glTexCoord2iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord2s (GLshort s, GLshort t);\nGLAPI void GLAPIENTRY glTexCoord2sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoord3d (GLdouble s, GLdouble t, GLdouble r);\nGLAPI void GLAPIENTRY glTexCoord3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord3f (GLfloat s, GLfloat t, GLfloat r);\nGLAPI void GLAPIENTRY glTexCoord3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord3i (GLint s, GLint t, GLint r);\nGLAPI void GLAPIENTRY glTexCoord3iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord3s (GLshort s, GLshort t, GLshort r);\nGLAPI void GLAPIENTRY glTexCoord3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q);\nGLAPI void GLAPIENTRY glTexCoord4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q);\nGLAPI void GLAPIENTRY glTexCoord4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glTexCoord4i (GLint s, GLint t, GLint r, GLint q);\nGLAPI void GLAPIENTRY glTexCoord4iv (const GLint *v);\nGLAPI void GLAPIENTRY glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q);\nGLAPI void GLAPIENTRY glTexCoord4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glTexEnvf (GLenum target, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glTexEnvi (GLenum target, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glTexEnviv (GLenum target, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glTexGend (GLenum coord, GLenum pname, GLdouble param);\nGLAPI void GLAPIENTRY glTexGendv (GLenum coord, GLenum pname, const GLdouble *params);\nGLAPI void GLAPIENTRY glTexGenf (GLenum coord, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glTexGeni (GLenum coord, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glTexGeniv (GLenum coord, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);\nGLAPI void GLAPIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);\nGLAPI void GLAPIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);\nGLAPI void GLAPIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);\nGLAPI void GLAPIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\nGLAPI void GLAPIENTRY glTranslated (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glVertex2d (GLdouble x, GLdouble y);\nGLAPI void GLAPIENTRY glVertex2dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glVertex2f (GLfloat x, GLfloat y);\nGLAPI void GLAPIENTRY glVertex2fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glVertex2i (GLint x, GLint y);\nGLAPI void GLAPIENTRY glVertex2iv (const GLint *v);\nGLAPI void GLAPIENTRY glVertex2s (GLshort x, GLshort y);\nGLAPI void GLAPIENTRY glVertex2sv (const GLshort *v);\nGLAPI void GLAPIENTRY glVertex3d (GLdouble x, GLdouble y, GLdouble z);\nGLAPI void GLAPIENTRY glVertex3dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glVertex3f (GLfloat x, GLfloat y, GLfloat z);\nGLAPI void GLAPIENTRY glVertex3fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glVertex3i (GLint x, GLint y, GLint z);\nGLAPI void GLAPIENTRY glVertex3iv (const GLint *v);\nGLAPI void GLAPIENTRY glVertex3s (GLshort x, GLshort y, GLshort z);\nGLAPI void GLAPIENTRY glVertex3sv (const GLshort *v);\nGLAPI void GLAPIENTRY glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);\nGLAPI void GLAPIENTRY glVertex4dv (const GLdouble *v);\nGLAPI void GLAPIENTRY glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);\nGLAPI void GLAPIENTRY glVertex4fv (const GLfloat *v);\nGLAPI void GLAPIENTRY glVertex4i (GLint x, GLint y, GLint z, GLint w);\nGLAPI void GLAPIENTRY glVertex4iv (const GLint *v);\nGLAPI void GLAPIENTRY glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w);\nGLAPI void GLAPIENTRY glVertex4sv (const GLshort *v);\nGLAPI void GLAPIENTRY glVertexPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);\nGLAPI void GLAPIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define GLEW_VERSION_1_1 GLEW_GET_VAR(__GLEW_VERSION_1_1)\n\n#endif /* GL_VERSION_1_1 */\n\n/* ---------------------------------- GLU ---------------------------------- */\n\n#ifndef GLEW_NO_GLU\n#  ifdef __APPLE__\n#    include <Availability.h>\n#    if defined(__IPHONE_OS_VERSION_MIN_REQUIRED)\n#      define GLEW_NO_GLU\n#    endif\n#  endif\n#endif\n\n#ifndef GLEW_NO_GLU\n/* this is where we can safely include GLU */\n#  if defined(__APPLE__) && defined(__MACH__)\n#    include <OpenGL/glu.h>\n#  else\n#    include <GL/glu.h>\n#  endif\n#endif\n\n/* ----------------------------- GL_VERSION_1_2 ---------------------------- */\n\n#ifndef GL_VERSION_1_2\n#define GL_VERSION_1_2 1\n\n#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12\n#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13\n#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22\n#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23\n#define GL_UNSIGNED_BYTE_3_3_2 0x8032\n#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033\n#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034\n#define GL_UNSIGNED_INT_8_8_8_8 0x8035\n#define GL_UNSIGNED_INT_10_10_10_2 0x8036\n#define GL_RESCALE_NORMAL 0x803A\n#define GL_TEXTURE_BINDING_3D 0x806A\n#define GL_PACK_SKIP_IMAGES 0x806B\n#define GL_PACK_IMAGE_HEIGHT 0x806C\n#define GL_UNPACK_SKIP_IMAGES 0x806D\n#define GL_UNPACK_IMAGE_HEIGHT 0x806E\n#define GL_TEXTURE_3D 0x806F\n#define GL_PROXY_TEXTURE_3D 0x8070\n#define GL_TEXTURE_DEPTH 0x8071\n#define GL_TEXTURE_WRAP_R 0x8072\n#define GL_MAX_3D_TEXTURE_SIZE 0x8073\n#define GL_BGR 0x80E0\n#define GL_BGRA 0x80E1\n#define GL_MAX_ELEMENTS_VERTICES 0x80E8\n#define GL_MAX_ELEMENTS_INDICES 0x80E9\n#define GL_CLAMP_TO_EDGE 0x812F\n#define GL_TEXTURE_MIN_LOD 0x813A\n#define GL_TEXTURE_MAX_LOD 0x813B\n#define GL_TEXTURE_BASE_LEVEL 0x813C\n#define GL_TEXTURE_MAX_LEVEL 0x813D\n#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8\n#define GL_SINGLE_COLOR 0x81F9\n#define GL_SEPARATE_SPECULAR_COLOR 0x81FA\n#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362\n#define GL_UNSIGNED_SHORT_5_6_5 0x8363\n#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364\n#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365\n#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366\n#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367\n#define GL_ALIASED_POINT_SIZE_RANGE 0x846D\n#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E\n\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\n\n#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D)\n#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements)\n#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D)\n#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D)\n\n#define GLEW_VERSION_1_2 GLEW_GET_VAR(__GLEW_VERSION_1_2)\n\n#endif /* GL_VERSION_1_2 */\n\n/* ---------------------------- GL_VERSION_1_2_1 --------------------------- */\n\n#ifndef GL_VERSION_1_2_1\n#define GL_VERSION_1_2_1 1\n\n#define GLEW_VERSION_1_2_1 GLEW_GET_VAR(__GLEW_VERSION_1_2_1)\n\n#endif /* GL_VERSION_1_2_1 */\n\n/* ----------------------------- GL_VERSION_1_3 ---------------------------- */\n\n#ifndef GL_VERSION_1_3\n#define GL_VERSION_1_3 1\n\n#define GL_MULTISAMPLE 0x809D\n#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE 0x809F\n#define GL_SAMPLE_COVERAGE 0x80A0\n#define GL_SAMPLE_BUFFERS 0x80A8\n#define GL_SAMPLES 0x80A9\n#define GL_SAMPLE_COVERAGE_VALUE 0x80AA\n#define GL_SAMPLE_COVERAGE_INVERT 0x80AB\n#define GL_CLAMP_TO_BORDER 0x812D\n#define GL_TEXTURE0 0x84C0\n#define GL_TEXTURE1 0x84C1\n#define GL_TEXTURE2 0x84C2\n#define GL_TEXTURE3 0x84C3\n#define GL_TEXTURE4 0x84C4\n#define GL_TEXTURE5 0x84C5\n#define GL_TEXTURE6 0x84C6\n#define GL_TEXTURE7 0x84C7\n#define GL_TEXTURE8 0x84C8\n#define GL_TEXTURE9 0x84C9\n#define GL_TEXTURE10 0x84CA\n#define GL_TEXTURE11 0x84CB\n#define GL_TEXTURE12 0x84CC\n#define GL_TEXTURE13 0x84CD\n#define GL_TEXTURE14 0x84CE\n#define GL_TEXTURE15 0x84CF\n#define GL_TEXTURE16 0x84D0\n#define GL_TEXTURE17 0x84D1\n#define GL_TEXTURE18 0x84D2\n#define GL_TEXTURE19 0x84D3\n#define GL_TEXTURE20 0x84D4\n#define GL_TEXTURE21 0x84D5\n#define GL_TEXTURE22 0x84D6\n#define GL_TEXTURE23 0x84D7\n#define GL_TEXTURE24 0x84D8\n#define GL_TEXTURE25 0x84D9\n#define GL_TEXTURE26 0x84DA\n#define GL_TEXTURE27 0x84DB\n#define GL_TEXTURE28 0x84DC\n#define GL_TEXTURE29 0x84DD\n#define GL_TEXTURE30 0x84DE\n#define GL_TEXTURE31 0x84DF\n#define GL_ACTIVE_TEXTURE 0x84E0\n#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1\n#define GL_MAX_TEXTURE_UNITS 0x84E2\n#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3\n#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4\n#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5\n#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6\n#define GL_SUBTRACT 0x84E7\n#define GL_COMPRESSED_ALPHA 0x84E9\n#define GL_COMPRESSED_LUMINANCE 0x84EA\n#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB\n#define GL_COMPRESSED_INTENSITY 0x84EC\n#define GL_COMPRESSED_RGB 0x84ED\n#define GL_COMPRESSED_RGBA 0x84EE\n#define GL_TEXTURE_COMPRESSION_HINT 0x84EF\n#define GL_NORMAL_MAP 0x8511\n#define GL_REFLECTION_MAP 0x8512\n#define GL_TEXTURE_CUBE_MAP 0x8513\n#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A\n#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B\n#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C\n#define GL_COMBINE 0x8570\n#define GL_COMBINE_RGB 0x8571\n#define GL_COMBINE_ALPHA 0x8572\n#define GL_RGB_SCALE 0x8573\n#define GL_ADD_SIGNED 0x8574\n#define GL_INTERPOLATE 0x8575\n#define GL_CONSTANT 0x8576\n#define GL_PRIMARY_COLOR 0x8577\n#define GL_PREVIOUS 0x8578\n#define GL_SOURCE0_RGB 0x8580\n#define GL_SOURCE1_RGB 0x8581\n#define GL_SOURCE2_RGB 0x8582\n#define GL_SOURCE0_ALPHA 0x8588\n#define GL_SOURCE1_ALPHA 0x8589\n#define GL_SOURCE2_ALPHA 0x858A\n#define GL_OPERAND0_RGB 0x8590\n#define GL_OPERAND1_RGB 0x8591\n#define GL_OPERAND2_RGB 0x8592\n#define GL_OPERAND0_ALPHA 0x8598\n#define GL_OPERAND1_ALPHA 0x8599\n#define GL_OPERAND2_ALPHA 0x859A\n#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0\n#define GL_TEXTURE_COMPRESSED 0x86A1\n#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2\n#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3\n#define GL_DOT3_RGB 0x86AE\n#define GL_DOT3_RGBA 0x86AF\n#define GL_MULTISAMPLE_BIT 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, void *img);\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert);\n\n#define glActiveTexture GLEW_GET_FUN(__glewActiveTexture)\n#define glClientActiveTexture GLEW_GET_FUN(__glewClientActiveTexture)\n#define glCompressedTexImage1D GLEW_GET_FUN(__glewCompressedTexImage1D)\n#define glCompressedTexImage2D GLEW_GET_FUN(__glewCompressedTexImage2D)\n#define glCompressedTexImage3D GLEW_GET_FUN(__glewCompressedTexImage3D)\n#define glCompressedTexSubImage1D GLEW_GET_FUN(__glewCompressedTexSubImage1D)\n#define glCompressedTexSubImage2D GLEW_GET_FUN(__glewCompressedTexSubImage2D)\n#define glCompressedTexSubImage3D GLEW_GET_FUN(__glewCompressedTexSubImage3D)\n#define glGetCompressedTexImage GLEW_GET_FUN(__glewGetCompressedTexImage)\n#define glLoadTransposeMatrixd GLEW_GET_FUN(__glewLoadTransposeMatrixd)\n#define glLoadTransposeMatrixf GLEW_GET_FUN(__glewLoadTransposeMatrixf)\n#define glMultTransposeMatrixd GLEW_GET_FUN(__glewMultTransposeMatrixd)\n#define glMultTransposeMatrixf GLEW_GET_FUN(__glewMultTransposeMatrixf)\n#define glMultiTexCoord1d GLEW_GET_FUN(__glewMultiTexCoord1d)\n#define glMultiTexCoord1dv GLEW_GET_FUN(__glewMultiTexCoord1dv)\n#define glMultiTexCoord1f GLEW_GET_FUN(__glewMultiTexCoord1f)\n#define glMultiTexCoord1fv GLEW_GET_FUN(__glewMultiTexCoord1fv)\n#define glMultiTexCoord1i GLEW_GET_FUN(__glewMultiTexCoord1i)\n#define glMultiTexCoord1iv GLEW_GET_FUN(__glewMultiTexCoord1iv)\n#define glMultiTexCoord1s GLEW_GET_FUN(__glewMultiTexCoord1s)\n#define glMultiTexCoord1sv GLEW_GET_FUN(__glewMultiTexCoord1sv)\n#define glMultiTexCoord2d GLEW_GET_FUN(__glewMultiTexCoord2d)\n#define glMultiTexCoord2dv GLEW_GET_FUN(__glewMultiTexCoord2dv)\n#define glMultiTexCoord2f GLEW_GET_FUN(__glewMultiTexCoord2f)\n#define glMultiTexCoord2fv GLEW_GET_FUN(__glewMultiTexCoord2fv)\n#define glMultiTexCoord2i GLEW_GET_FUN(__glewMultiTexCoord2i)\n#define glMultiTexCoord2iv GLEW_GET_FUN(__glewMultiTexCoord2iv)\n#define glMultiTexCoord2s GLEW_GET_FUN(__glewMultiTexCoord2s)\n#define glMultiTexCoord2sv GLEW_GET_FUN(__glewMultiTexCoord2sv)\n#define glMultiTexCoord3d GLEW_GET_FUN(__glewMultiTexCoord3d)\n#define glMultiTexCoord3dv GLEW_GET_FUN(__glewMultiTexCoord3dv)\n#define glMultiTexCoord3f GLEW_GET_FUN(__glewMultiTexCoord3f)\n#define glMultiTexCoord3fv GLEW_GET_FUN(__glewMultiTexCoord3fv)\n#define glMultiTexCoord3i GLEW_GET_FUN(__glewMultiTexCoord3i)\n#define glMultiTexCoord3iv GLEW_GET_FUN(__glewMultiTexCoord3iv)\n#define glMultiTexCoord3s GLEW_GET_FUN(__glewMultiTexCoord3s)\n#define glMultiTexCoord3sv GLEW_GET_FUN(__glewMultiTexCoord3sv)\n#define glMultiTexCoord4d GLEW_GET_FUN(__glewMultiTexCoord4d)\n#define glMultiTexCoord4dv GLEW_GET_FUN(__glewMultiTexCoord4dv)\n#define glMultiTexCoord4f GLEW_GET_FUN(__glewMultiTexCoord4f)\n#define glMultiTexCoord4fv GLEW_GET_FUN(__glewMultiTexCoord4fv)\n#define glMultiTexCoord4i GLEW_GET_FUN(__glewMultiTexCoord4i)\n#define glMultiTexCoord4iv GLEW_GET_FUN(__glewMultiTexCoord4iv)\n#define glMultiTexCoord4s GLEW_GET_FUN(__glewMultiTexCoord4s)\n#define glMultiTexCoord4sv GLEW_GET_FUN(__glewMultiTexCoord4sv)\n#define glSampleCoverage GLEW_GET_FUN(__glewSampleCoverage)\n\n#define GLEW_VERSION_1_3 GLEW_GET_VAR(__GLEW_VERSION_1_3)\n\n#endif /* GL_VERSION_1_3 */\n\n/* ----------------------------- GL_VERSION_1_4 ---------------------------- */\n\n#ifndef GL_VERSION_1_4\n#define GL_VERSION_1_4 1\n\n#define GL_BLEND_DST_RGB 0x80C8\n#define GL_BLEND_SRC_RGB 0x80C9\n#define GL_BLEND_DST_ALPHA 0x80CA\n#define GL_BLEND_SRC_ALPHA 0x80CB\n#define GL_POINT_SIZE_MIN 0x8126\n#define GL_POINT_SIZE_MAX 0x8127\n#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128\n#define GL_POINT_DISTANCE_ATTENUATION 0x8129\n#define GL_GENERATE_MIPMAP 0x8191\n#define GL_GENERATE_MIPMAP_HINT 0x8192\n#define GL_DEPTH_COMPONENT16 0x81A5\n#define GL_DEPTH_COMPONENT24 0x81A6\n#define GL_DEPTH_COMPONENT32 0x81A7\n#define GL_MIRRORED_REPEAT 0x8370\n#define GL_FOG_COORDINATE_SOURCE 0x8450\n#define GL_FOG_COORDINATE 0x8451\n#define GL_FRAGMENT_DEPTH 0x8452\n#define GL_CURRENT_FOG_COORDINATE 0x8453\n#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454\n#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455\n#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456\n#define GL_FOG_COORDINATE_ARRAY 0x8457\n#define GL_COLOR_SUM 0x8458\n#define GL_CURRENT_SECONDARY_COLOR 0x8459\n#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A\n#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B\n#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C\n#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D\n#define GL_SECONDARY_COLOR_ARRAY 0x845E\n#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD\n#define GL_TEXTURE_FILTER_CONTROL 0x8500\n#define GL_TEXTURE_LOD_BIAS 0x8501\n#define GL_INCR_WRAP 0x8507\n#define GL_DECR_WRAP 0x8508\n#define GL_TEXTURE_DEPTH_SIZE 0x884A\n#define GL_DEPTH_TEXTURE_MODE 0x884B\n#define GL_TEXTURE_COMPARE_MODE 0x884C\n#define GL_TEXTURE_COMPARE_FUNC 0x884D\n#define GL_COMPARE_R_TO_TEXTURE 0x884E\n\ntypedef void (GLAPIENTRY * PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONPROC) (GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDPROC) (GLdouble coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDVPROC) (const GLdouble *coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFPROC) (GLfloat coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFVPROC) (const GLfloat *coord);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVPROC) (const GLdouble *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVPROC) (const GLfloat *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IPROC) (GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVPROC) (const GLint *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVPROC) (const GLshort *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVPROC) (const GLdouble *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVPROC) (const GLfloat *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVPROC) (const GLint *p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVPROC) (const GLshort *p);\n\n#define glBlendColor GLEW_GET_FUN(__glewBlendColor)\n#define glBlendEquation GLEW_GET_FUN(__glewBlendEquation)\n#define glBlendFuncSeparate GLEW_GET_FUN(__glewBlendFuncSeparate)\n#define glFogCoordPointer GLEW_GET_FUN(__glewFogCoordPointer)\n#define glFogCoordd GLEW_GET_FUN(__glewFogCoordd)\n#define glFogCoorddv GLEW_GET_FUN(__glewFogCoorddv)\n#define glFogCoordf GLEW_GET_FUN(__glewFogCoordf)\n#define glFogCoordfv GLEW_GET_FUN(__glewFogCoordfv)\n#define glMultiDrawArrays GLEW_GET_FUN(__glewMultiDrawArrays)\n#define glMultiDrawElements GLEW_GET_FUN(__glewMultiDrawElements)\n#define glPointParameterf GLEW_GET_FUN(__glewPointParameterf)\n#define glPointParameterfv GLEW_GET_FUN(__glewPointParameterfv)\n#define glPointParameteri GLEW_GET_FUN(__glewPointParameteri)\n#define glPointParameteriv GLEW_GET_FUN(__glewPointParameteriv)\n#define glSecondaryColor3b GLEW_GET_FUN(__glewSecondaryColor3b)\n#define glSecondaryColor3bv GLEW_GET_FUN(__glewSecondaryColor3bv)\n#define glSecondaryColor3d GLEW_GET_FUN(__glewSecondaryColor3d)\n#define glSecondaryColor3dv GLEW_GET_FUN(__glewSecondaryColor3dv)\n#define glSecondaryColor3f GLEW_GET_FUN(__glewSecondaryColor3f)\n#define glSecondaryColor3fv GLEW_GET_FUN(__glewSecondaryColor3fv)\n#define glSecondaryColor3i GLEW_GET_FUN(__glewSecondaryColor3i)\n#define glSecondaryColor3iv GLEW_GET_FUN(__glewSecondaryColor3iv)\n#define glSecondaryColor3s GLEW_GET_FUN(__glewSecondaryColor3s)\n#define glSecondaryColor3sv GLEW_GET_FUN(__glewSecondaryColor3sv)\n#define glSecondaryColor3ub GLEW_GET_FUN(__glewSecondaryColor3ub)\n#define glSecondaryColor3ubv GLEW_GET_FUN(__glewSecondaryColor3ubv)\n#define glSecondaryColor3ui GLEW_GET_FUN(__glewSecondaryColor3ui)\n#define glSecondaryColor3uiv GLEW_GET_FUN(__glewSecondaryColor3uiv)\n#define glSecondaryColor3us GLEW_GET_FUN(__glewSecondaryColor3us)\n#define glSecondaryColor3usv GLEW_GET_FUN(__glewSecondaryColor3usv)\n#define glSecondaryColorPointer GLEW_GET_FUN(__glewSecondaryColorPointer)\n#define glWindowPos2d GLEW_GET_FUN(__glewWindowPos2d)\n#define glWindowPos2dv GLEW_GET_FUN(__glewWindowPos2dv)\n#define glWindowPos2f GLEW_GET_FUN(__glewWindowPos2f)\n#define glWindowPos2fv GLEW_GET_FUN(__glewWindowPos2fv)\n#define glWindowPos2i GLEW_GET_FUN(__glewWindowPos2i)\n#define glWindowPos2iv GLEW_GET_FUN(__glewWindowPos2iv)\n#define glWindowPos2s GLEW_GET_FUN(__glewWindowPos2s)\n#define glWindowPos2sv GLEW_GET_FUN(__glewWindowPos2sv)\n#define glWindowPos3d GLEW_GET_FUN(__glewWindowPos3d)\n#define glWindowPos3dv GLEW_GET_FUN(__glewWindowPos3dv)\n#define glWindowPos3f GLEW_GET_FUN(__glewWindowPos3f)\n#define glWindowPos3fv GLEW_GET_FUN(__glewWindowPos3fv)\n#define glWindowPos3i GLEW_GET_FUN(__glewWindowPos3i)\n#define glWindowPos3iv GLEW_GET_FUN(__glewWindowPos3iv)\n#define glWindowPos3s GLEW_GET_FUN(__glewWindowPos3s)\n#define glWindowPos3sv GLEW_GET_FUN(__glewWindowPos3sv)\n\n#define GLEW_VERSION_1_4 GLEW_GET_VAR(__GLEW_VERSION_1_4)\n\n#endif /* GL_VERSION_1_4 */\n\n/* ----------------------------- GL_VERSION_1_5 ---------------------------- */\n\n#ifndef GL_VERSION_1_5\n#define GL_VERSION_1_5 1\n\n#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE\n#define GL_FOG_COORD GL_FOG_COORDINATE\n#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY\n#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING\n#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER\n#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE\n#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE\n#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE\n#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA\n#define GL_SRC0_RGB GL_SOURCE0_RGB\n#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA\n#define GL_SRC1_RGB GL_SOURCE1_RGB\n#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA\n#define GL_SRC2_RGB GL_SOURCE2_RGB\n#define GL_BUFFER_SIZE 0x8764\n#define GL_BUFFER_USAGE 0x8765\n#define GL_QUERY_COUNTER_BITS 0x8864\n#define GL_CURRENT_QUERY 0x8865\n#define GL_QUERY_RESULT 0x8866\n#define GL_QUERY_RESULT_AVAILABLE 0x8867\n#define GL_ARRAY_BUFFER 0x8892\n#define GL_ELEMENT_ARRAY_BUFFER 0x8893\n#define GL_ARRAY_BUFFER_BINDING 0x8894\n#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895\n#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896\n#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897\n#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898\n#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899\n#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A\n#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B\n#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C\n#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D\n#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E\n#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F\n#define GL_READ_ONLY 0x88B8\n#define GL_WRITE_ONLY 0x88B9\n#define GL_READ_WRITE 0x88BA\n#define GL_BUFFER_ACCESS 0x88BB\n#define GL_BUFFER_MAPPED 0x88BC\n#define GL_BUFFER_MAP_POINTER 0x88BD\n#define GL_STREAM_DRAW 0x88E0\n#define GL_STREAM_READ 0x88E1\n#define GL_STREAM_COPY 0x88E2\n#define GL_STATIC_DRAW 0x88E4\n#define GL_STATIC_READ 0x88E5\n#define GL_STATIC_COPY 0x88E6\n#define GL_DYNAMIC_DRAW 0x88E8\n#define GL_DYNAMIC_READ 0x88E9\n#define GL_DYNAMIC_COPY 0x88EA\n#define GL_SAMPLES_PASSED 0x8914\n\ntypedef ptrdiff_t GLintptr;\ntypedef ptrdiff_t GLsizeiptr;\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);\ntypedef void (GLAPIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void* data);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISBUFFERPROC) (GLuint buffer);\ntypedef GLboolean (GLAPIENTRY * PFNGLISQUERYPROC) (GLuint id);\ntypedef void* (GLAPIENTRY * PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERPROC) (GLenum target);\n\n#define glBeginQuery GLEW_GET_FUN(__glewBeginQuery)\n#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer)\n#define glBufferData GLEW_GET_FUN(__glewBufferData)\n#define glBufferSubData GLEW_GET_FUN(__glewBufferSubData)\n#define glDeleteBuffers GLEW_GET_FUN(__glewDeleteBuffers)\n#define glDeleteQueries GLEW_GET_FUN(__glewDeleteQueries)\n#define glEndQuery GLEW_GET_FUN(__glewEndQuery)\n#define glGenBuffers GLEW_GET_FUN(__glewGenBuffers)\n#define glGenQueries GLEW_GET_FUN(__glewGenQueries)\n#define glGetBufferParameteriv GLEW_GET_FUN(__glewGetBufferParameteriv)\n#define glGetBufferPointerv GLEW_GET_FUN(__glewGetBufferPointerv)\n#define glGetBufferSubData GLEW_GET_FUN(__glewGetBufferSubData)\n#define glGetQueryObjectiv GLEW_GET_FUN(__glewGetQueryObjectiv)\n#define glGetQueryObjectuiv GLEW_GET_FUN(__glewGetQueryObjectuiv)\n#define glGetQueryiv GLEW_GET_FUN(__glewGetQueryiv)\n#define glIsBuffer GLEW_GET_FUN(__glewIsBuffer)\n#define glIsQuery GLEW_GET_FUN(__glewIsQuery)\n#define glMapBuffer GLEW_GET_FUN(__glewMapBuffer)\n#define glUnmapBuffer GLEW_GET_FUN(__glewUnmapBuffer)\n\n#define GLEW_VERSION_1_5 GLEW_GET_VAR(__GLEW_VERSION_1_5)\n\n#endif /* GL_VERSION_1_5 */\n\n/* ----------------------------- GL_VERSION_2_0 ---------------------------- */\n\n#ifndef GL_VERSION_2_0\n#define GL_VERSION_2_0 1\n\n#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION\n#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622\n#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623\n#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624\n#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625\n#define GL_CURRENT_VERTEX_ATTRIB 0x8626\n#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642\n#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643\n#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645\n#define GL_STENCIL_BACK_FUNC 0x8800\n#define GL_STENCIL_BACK_FAIL 0x8801\n#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802\n#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803\n#define GL_MAX_DRAW_BUFFERS 0x8824\n#define GL_DRAW_BUFFER0 0x8825\n#define GL_DRAW_BUFFER1 0x8826\n#define GL_DRAW_BUFFER2 0x8827\n#define GL_DRAW_BUFFER3 0x8828\n#define GL_DRAW_BUFFER4 0x8829\n#define GL_DRAW_BUFFER5 0x882A\n#define GL_DRAW_BUFFER6 0x882B\n#define GL_DRAW_BUFFER7 0x882C\n#define GL_DRAW_BUFFER8 0x882D\n#define GL_DRAW_BUFFER9 0x882E\n#define GL_DRAW_BUFFER10 0x882F\n#define GL_DRAW_BUFFER11 0x8830\n#define GL_DRAW_BUFFER12 0x8831\n#define GL_DRAW_BUFFER13 0x8832\n#define GL_DRAW_BUFFER14 0x8833\n#define GL_DRAW_BUFFER15 0x8834\n#define GL_BLEND_EQUATION_ALPHA 0x883D\n#define GL_POINT_SPRITE 0x8861\n#define GL_COORD_REPLACE 0x8862\n#define GL_MAX_VERTEX_ATTRIBS 0x8869\n#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A\n#define GL_MAX_TEXTURE_COORDS 0x8871\n#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872\n#define GL_FRAGMENT_SHADER 0x8B30\n#define GL_VERTEX_SHADER 0x8B31\n#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49\n#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A\n#define GL_MAX_VARYING_FLOATS 0x8B4B\n#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C\n#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D\n#define GL_SHADER_TYPE 0x8B4F\n#define GL_FLOAT_VEC2 0x8B50\n#define GL_FLOAT_VEC3 0x8B51\n#define GL_FLOAT_VEC4 0x8B52\n#define GL_INT_VEC2 0x8B53\n#define GL_INT_VEC3 0x8B54\n#define GL_INT_VEC4 0x8B55\n#define GL_BOOL 0x8B56\n#define GL_BOOL_VEC2 0x8B57\n#define GL_BOOL_VEC3 0x8B58\n#define GL_BOOL_VEC4 0x8B59\n#define GL_FLOAT_MAT2 0x8B5A\n#define GL_FLOAT_MAT3 0x8B5B\n#define GL_FLOAT_MAT4 0x8B5C\n#define GL_SAMPLER_1D 0x8B5D\n#define GL_SAMPLER_2D 0x8B5E\n#define GL_SAMPLER_3D 0x8B5F\n#define GL_SAMPLER_CUBE 0x8B60\n#define GL_SAMPLER_1D_SHADOW 0x8B61\n#define GL_SAMPLER_2D_SHADOW 0x8B62\n#define GL_DELETE_STATUS 0x8B80\n#define GL_COMPILE_STATUS 0x8B81\n#define GL_LINK_STATUS 0x8B82\n#define GL_VALIDATE_STATUS 0x8B83\n#define GL_INFO_LOG_LENGTH 0x8B84\n#define GL_ATTACHED_SHADERS 0x8B85\n#define GL_ACTIVE_UNIFORMS 0x8B86\n#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87\n#define GL_SHADER_SOURCE_LENGTH 0x8B88\n#define GL_ACTIVE_ATTRIBUTES 0x8B89\n#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A\n#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B\n#define GL_SHADING_LANGUAGE_VERSION 0x8B8C\n#define GL_CURRENT_PROGRAM 0x8B8D\n#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0\n#define GL_LOWER_LEFT 0x8CA1\n#define GL_UPPER_LEFT 0x8CA2\n#define GL_STENCIL_BACK_REF 0x8CA3\n#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4\n#define GL_STENCIL_BACK_WRITEMASK 0x8CA5\n\ntypedef void (GLAPIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATEPROGRAMPROC) (void);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROC) (GLenum type);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLDELETESHADERPROC) (GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum* bufs);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);\ntypedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEPROC) (GLuint obj, GLsizei maxLength, GLsizei* length, GLchar* source);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param);\ntypedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void** pointer);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPROC) (GLuint program);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSHADERPROC) (GLuint shader);\ntypedef void (GLAPIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const* string, const GLint* length);\ntypedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer);\n\n#define glAttachShader GLEW_GET_FUN(__glewAttachShader)\n#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation)\n#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate)\n#define glCompileShader GLEW_GET_FUN(__glewCompileShader)\n#define glCreateProgram GLEW_GET_FUN(__glewCreateProgram)\n#define glCreateShader GLEW_GET_FUN(__glewCreateShader)\n#define glDeleteProgram GLEW_GET_FUN(__glewDeleteProgram)\n#define glDeleteShader GLEW_GET_FUN(__glewDeleteShader)\n#define glDetachShader GLEW_GET_FUN(__glewDetachShader)\n#define glDisableVertexAttribArray GLEW_GET_FUN(__glewDisableVertexAttribArray)\n#define glDrawBuffers GLEW_GET_FUN(__glewDrawBuffers)\n#define glEnableVertexAttribArray GLEW_GET_FUN(__glewEnableVertexAttribArray)\n#define glGetActiveAttrib GLEW_GET_FUN(__glewGetActiveAttrib)\n#define glGetActiveUniform GLEW_GET_FUN(__glewGetActiveUniform)\n#define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders)\n#define glGetAttribLocation GLEW_GET_FUN(__glewGetAttribLocation)\n#define glGetProgramInfoLog GLEW_GET_FUN(__glewGetProgramInfoLog)\n#define glGetProgramiv GLEW_GET_FUN(__glewGetProgramiv)\n#define glGetShaderInfoLog GLEW_GET_FUN(__glewGetShaderInfoLog)\n#define glGetShaderSource GLEW_GET_FUN(__glewGetShaderSource)\n#define glGetShaderiv GLEW_GET_FUN(__glewGetShaderiv)\n#define glGetUniformLocation GLEW_GET_FUN(__glewGetUniformLocation)\n#define glGetUniformfv GLEW_GET_FUN(__glewGetUniformfv)\n#define glGetUniformiv GLEW_GET_FUN(__glewGetUniformiv)\n#define glGetVertexAttribPointerv GLEW_GET_FUN(__glewGetVertexAttribPointerv)\n#define glGetVertexAttribdv GLEW_GET_FUN(__glewGetVertexAttribdv)\n#define glGetVertexAttribfv GLEW_GET_FUN(__glewGetVertexAttribfv)\n#define glGetVertexAttribiv GLEW_GET_FUN(__glewGetVertexAttribiv)\n#define glIsProgram GLEW_GET_FUN(__glewIsProgram)\n#define glIsShader GLEW_GET_FUN(__glewIsShader)\n#define glLinkProgram GLEW_GET_FUN(__glewLinkProgram)\n#define glShaderSource GLEW_GET_FUN(__glewShaderSource)\n#define glStencilFuncSeparate GLEW_GET_FUN(__glewStencilFuncSeparate)\n#define glStencilMaskSeparate GLEW_GET_FUN(__glewStencilMaskSeparate)\n#define glStencilOpSeparate GLEW_GET_FUN(__glewStencilOpSeparate)\n#define glUniform1f GLEW_GET_FUN(__glewUniform1f)\n#define glUniform1fv GLEW_GET_FUN(__glewUniform1fv)\n#define glUniform1i GLEW_GET_FUN(__glewUniform1i)\n#define glUniform1iv GLEW_GET_FUN(__glewUniform1iv)\n#define glUniform2f GLEW_GET_FUN(__glewUniform2f)\n#define glUniform2fv GLEW_GET_FUN(__glewUniform2fv)\n#define glUniform2i GLEW_GET_FUN(__glewUniform2i)\n#define glUniform2iv GLEW_GET_FUN(__glewUniform2iv)\n#define glUniform3f GLEW_GET_FUN(__glewUniform3f)\n#define glUniform3fv GLEW_GET_FUN(__glewUniform3fv)\n#define glUniform3i GLEW_GET_FUN(__glewUniform3i)\n#define glUniform3iv GLEW_GET_FUN(__glewUniform3iv)\n#define glUniform4f GLEW_GET_FUN(__glewUniform4f)\n#define glUniform4fv GLEW_GET_FUN(__glewUniform4fv)\n#define glUniform4i GLEW_GET_FUN(__glewUniform4i)\n#define glUniform4iv GLEW_GET_FUN(__glewUniform4iv)\n#define glUniformMatrix2fv GLEW_GET_FUN(__glewUniformMatrix2fv)\n#define glUniformMatrix3fv GLEW_GET_FUN(__glewUniformMatrix3fv)\n#define glUniformMatrix4fv GLEW_GET_FUN(__glewUniformMatrix4fv)\n#define glUseProgram GLEW_GET_FUN(__glewUseProgram)\n#define glValidateProgram GLEW_GET_FUN(__glewValidateProgram)\n#define glVertexAttrib1d GLEW_GET_FUN(__glewVertexAttrib1d)\n#define glVertexAttrib1dv GLEW_GET_FUN(__glewVertexAttrib1dv)\n#define glVertexAttrib1f GLEW_GET_FUN(__glewVertexAttrib1f)\n#define glVertexAttrib1fv GLEW_GET_FUN(__glewVertexAttrib1fv)\n#define glVertexAttrib1s GLEW_GET_FUN(__glewVertexAttrib1s)\n#define glVertexAttrib1sv GLEW_GET_FUN(__glewVertexAttrib1sv)\n#define glVertexAttrib2d GLEW_GET_FUN(__glewVertexAttrib2d)\n#define glVertexAttrib2dv GLEW_GET_FUN(__glewVertexAttrib2dv)\n#define glVertexAttrib2f GLEW_GET_FUN(__glewVertexAttrib2f)\n#define glVertexAttrib2fv GLEW_GET_FUN(__glewVertexAttrib2fv)\n#define glVertexAttrib2s GLEW_GET_FUN(__glewVertexAttrib2s)\n#define glVertexAttrib2sv GLEW_GET_FUN(__glewVertexAttrib2sv)\n#define glVertexAttrib3d GLEW_GET_FUN(__glewVertexAttrib3d)\n#define glVertexAttrib3dv GLEW_GET_FUN(__glewVertexAttrib3dv)\n#define glVertexAttrib3f GLEW_GET_FUN(__glewVertexAttrib3f)\n#define glVertexAttrib3fv GLEW_GET_FUN(__glewVertexAttrib3fv)\n#define glVertexAttrib3s GLEW_GET_FUN(__glewVertexAttrib3s)\n#define glVertexAttrib3sv GLEW_GET_FUN(__glewVertexAttrib3sv)\n#define glVertexAttrib4Nbv GLEW_GET_FUN(__glewVertexAttrib4Nbv)\n#define glVertexAttrib4Niv GLEW_GET_FUN(__glewVertexAttrib4Niv)\n#define glVertexAttrib4Nsv GLEW_GET_FUN(__glewVertexAttrib4Nsv)\n#define glVertexAttrib4Nub GLEW_GET_FUN(__glewVertexAttrib4Nub)\n#define glVertexAttrib4Nubv GLEW_GET_FUN(__glewVertexAttrib4Nubv)\n#define glVertexAttrib4Nuiv GLEW_GET_FUN(__glewVertexAttrib4Nuiv)\n#define glVertexAttrib4Nusv GLEW_GET_FUN(__glewVertexAttrib4Nusv)\n#define glVertexAttrib4bv GLEW_GET_FUN(__glewVertexAttrib4bv)\n#define glVertexAttrib4d GLEW_GET_FUN(__glewVertexAttrib4d)\n#define glVertexAttrib4dv GLEW_GET_FUN(__glewVertexAttrib4dv)\n#define glVertexAttrib4f GLEW_GET_FUN(__glewVertexAttrib4f)\n#define glVertexAttrib4fv GLEW_GET_FUN(__glewVertexAttrib4fv)\n#define glVertexAttrib4iv GLEW_GET_FUN(__glewVertexAttrib4iv)\n#define glVertexAttrib4s GLEW_GET_FUN(__glewVertexAttrib4s)\n#define glVertexAttrib4sv GLEW_GET_FUN(__glewVertexAttrib4sv)\n#define glVertexAttrib4ubv GLEW_GET_FUN(__glewVertexAttrib4ubv)\n#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv)\n#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv)\n#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer)\n\n#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0)\n\n#endif /* GL_VERSION_2_0 */\n\n/* ----------------------------- GL_VERSION_2_1 ---------------------------- */\n\n#ifndef GL_VERSION_2_1\n#define GL_VERSION_2_1 1\n\n#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F\n#define GL_PIXEL_PACK_BUFFER 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF\n#define GL_FLOAT_MAT2x3 0x8B65\n#define GL_FLOAT_MAT2x4 0x8B66\n#define GL_FLOAT_MAT3x2 0x8B67\n#define GL_FLOAT_MAT3x4 0x8B68\n#define GL_FLOAT_MAT4x2 0x8B69\n#define GL_FLOAT_MAT4x3 0x8B6A\n#define GL_SRGB 0x8C40\n#define GL_SRGB8 0x8C41\n#define GL_SRGB_ALPHA 0x8C42\n#define GL_SRGB8_ALPHA8 0x8C43\n#define GL_SLUMINANCE_ALPHA 0x8C44\n#define GL_SLUMINANCE8_ALPHA8 0x8C45\n#define GL_SLUMINANCE 0x8C46\n#define GL_SLUMINANCE8 0x8C47\n#define GL_COMPRESSED_SRGB 0x8C48\n#define GL_COMPRESSED_SRGB_ALPHA 0x8C49\n#define GL_COMPRESSED_SLUMINANCE 0x8C4A\n#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B\n\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\n\n#define glUniformMatrix2x3fv GLEW_GET_FUN(__glewUniformMatrix2x3fv)\n#define glUniformMatrix2x4fv GLEW_GET_FUN(__glewUniformMatrix2x4fv)\n#define glUniformMatrix3x2fv GLEW_GET_FUN(__glewUniformMatrix3x2fv)\n#define glUniformMatrix3x4fv GLEW_GET_FUN(__glewUniformMatrix3x4fv)\n#define glUniformMatrix4x2fv GLEW_GET_FUN(__glewUniformMatrix4x2fv)\n#define glUniformMatrix4x3fv GLEW_GET_FUN(__glewUniformMatrix4x3fv)\n\n#define GLEW_VERSION_2_1 GLEW_GET_VAR(__GLEW_VERSION_2_1)\n\n#endif /* GL_VERSION_2_1 */\n\n/* ----------------------------- GL_VERSION_3_0 ---------------------------- */\n\n#ifndef GL_VERSION_3_0\n#define GL_VERSION_3_0 1\n\n#define GL_CLIP_DISTANCE0 GL_CLIP_PLANE0\n#define GL_CLIP_DISTANCE1 GL_CLIP_PLANE1\n#define GL_CLIP_DISTANCE2 GL_CLIP_PLANE2\n#define GL_CLIP_DISTANCE3 GL_CLIP_PLANE3\n#define GL_CLIP_DISTANCE4 GL_CLIP_PLANE4\n#define GL_CLIP_DISTANCE5 GL_CLIP_PLANE5\n#define GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB\n#define GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES\n#define GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS\n#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001\n#define GL_MAJOR_VERSION 0x821B\n#define GL_MINOR_VERSION 0x821C\n#define GL_NUM_EXTENSIONS 0x821D\n#define GL_CONTEXT_FLAGS 0x821E\n#define GL_DEPTH_BUFFER 0x8223\n#define GL_STENCIL_BUFFER 0x8224\n#define GL_RGBA32F 0x8814\n#define GL_RGB32F 0x8815\n#define GL_RGBA16F 0x881A\n#define GL_RGB16F 0x881B\n#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD\n#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF\n#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904\n#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905\n#define GL_CLAMP_VERTEX_COLOR 0x891A\n#define GL_CLAMP_FRAGMENT_COLOR 0x891B\n#define GL_CLAMP_READ_COLOR 0x891C\n#define GL_FIXED_ONLY 0x891D\n#define GL_TEXTURE_RED_TYPE 0x8C10\n#define GL_TEXTURE_GREEN_TYPE 0x8C11\n#define GL_TEXTURE_BLUE_TYPE 0x8C12\n#define GL_TEXTURE_ALPHA_TYPE 0x8C13\n#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14\n#define GL_TEXTURE_INTENSITY_TYPE 0x8C15\n#define GL_TEXTURE_DEPTH_TYPE 0x8C16\n#define GL_TEXTURE_1D_ARRAY 0x8C18\n#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19\n#define GL_TEXTURE_2D_ARRAY 0x8C1A\n#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B\n#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C\n#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D\n#define GL_R11F_G11F_B10F 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B\n#define GL_RGB9_E5 0x8C3D\n#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E\n#define GL_TEXTURE_SHARED_SIZE 0x8C3F\n#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76\n#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80\n#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83\n#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84\n#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85\n#define GL_PRIMITIVES_GENERATED 0x8C87\n#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88\n#define GL_RASTERIZER_DISCARD 0x8C89\n#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B\n#define GL_INTERLEAVED_ATTRIBS 0x8C8C\n#define GL_SEPARATE_ATTRIBS 0x8C8D\n#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F\n#define GL_RGBA32UI 0x8D70\n#define GL_RGB32UI 0x8D71\n#define GL_RGBA16UI 0x8D76\n#define GL_RGB16UI 0x8D77\n#define GL_RGBA8UI 0x8D7C\n#define GL_RGB8UI 0x8D7D\n#define GL_RGBA32I 0x8D82\n#define GL_RGB32I 0x8D83\n#define GL_RGBA16I 0x8D88\n#define GL_RGB16I 0x8D89\n#define GL_RGBA8I 0x8D8E\n#define GL_RGB8I 0x8D8F\n#define GL_RED_INTEGER 0x8D94\n#define GL_GREEN_INTEGER 0x8D95\n#define GL_BLUE_INTEGER 0x8D96\n#define GL_ALPHA_INTEGER 0x8D97\n#define GL_RGB_INTEGER 0x8D98\n#define GL_RGBA_INTEGER 0x8D99\n#define GL_BGR_INTEGER 0x8D9A\n#define GL_BGRA_INTEGER 0x8D9B\n#define GL_SAMPLER_1D_ARRAY 0x8DC0\n#define GL_SAMPLER_2D_ARRAY 0x8DC1\n#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3\n#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4\n#define GL_SAMPLER_CUBE_SHADOW 0x8DC5\n#define GL_UNSIGNED_INT_VEC2 0x8DC6\n#define GL_UNSIGNED_INT_VEC3 0x8DC7\n#define GL_UNSIGNED_INT_VEC4 0x8DC8\n#define GL_INT_SAMPLER_1D 0x8DC9\n#define GL_INT_SAMPLER_2D 0x8DCA\n#define GL_INT_SAMPLER_3D 0x8DCB\n#define GL_INT_SAMPLER_CUBE 0x8DCC\n#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE\n#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF\n#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1\n#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2\n#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3\n#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4\n#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6\n#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7\n#define GL_QUERY_WAIT 0x8E13\n#define GL_QUERY_NO_WAIT 0x8E14\n#define GL_QUERY_BY_REGION_WAIT 0x8E15\n#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16\n\ntypedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode);\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint colorNumber, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawBuffer, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawBuffer, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawBuffer, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLCOLORMASKIPROC) (GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\ntypedef void (GLAPIENTRY * PFNGLDISABLEIPROC) (GLenum cap, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEIPROC) (GLenum cap, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETBOOLEANI_VPROC) (GLenum pname, GLuint index, GLboolean* data);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar* name);\ntypedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIPROC) (GLenum cap, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort* v0);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void*pointer);\n\n#define glBeginConditionalRender GLEW_GET_FUN(__glewBeginConditionalRender)\n#define glBeginTransformFeedback GLEW_GET_FUN(__glewBeginTransformFeedback)\n#define glBindFragDataLocation GLEW_GET_FUN(__glewBindFragDataLocation)\n#define glClampColor GLEW_GET_FUN(__glewClampColor)\n#define glClearBufferfi GLEW_GET_FUN(__glewClearBufferfi)\n#define glClearBufferfv GLEW_GET_FUN(__glewClearBufferfv)\n#define glClearBufferiv GLEW_GET_FUN(__glewClearBufferiv)\n#define glClearBufferuiv GLEW_GET_FUN(__glewClearBufferuiv)\n#define glColorMaski GLEW_GET_FUN(__glewColorMaski)\n#define glDisablei GLEW_GET_FUN(__glewDisablei)\n#define glEnablei GLEW_GET_FUN(__glewEnablei)\n#define glEndConditionalRender GLEW_GET_FUN(__glewEndConditionalRender)\n#define glEndTransformFeedback GLEW_GET_FUN(__glewEndTransformFeedback)\n#define glGetBooleani_v GLEW_GET_FUN(__glewGetBooleani_v)\n#define glGetFragDataLocation GLEW_GET_FUN(__glewGetFragDataLocation)\n#define glGetStringi GLEW_GET_FUN(__glewGetStringi)\n#define glGetTexParameterIiv GLEW_GET_FUN(__glewGetTexParameterIiv)\n#define glGetTexParameterIuiv GLEW_GET_FUN(__glewGetTexParameterIuiv)\n#define glGetTransformFeedbackVarying GLEW_GET_FUN(__glewGetTransformFeedbackVarying)\n#define glGetUniformuiv GLEW_GET_FUN(__glewGetUniformuiv)\n#define glGetVertexAttribIiv GLEW_GET_FUN(__glewGetVertexAttribIiv)\n#define glGetVertexAttribIuiv GLEW_GET_FUN(__glewGetVertexAttribIuiv)\n#define glIsEnabledi GLEW_GET_FUN(__glewIsEnabledi)\n#define glTexParameterIiv GLEW_GET_FUN(__glewTexParameterIiv)\n#define glTexParameterIuiv GLEW_GET_FUN(__glewTexParameterIuiv)\n#define glTransformFeedbackVaryings GLEW_GET_FUN(__glewTransformFeedbackVaryings)\n#define glUniform1ui GLEW_GET_FUN(__glewUniform1ui)\n#define glUniform1uiv GLEW_GET_FUN(__glewUniform1uiv)\n#define glUniform2ui GLEW_GET_FUN(__glewUniform2ui)\n#define glUniform2uiv GLEW_GET_FUN(__glewUniform2uiv)\n#define glUniform3ui GLEW_GET_FUN(__glewUniform3ui)\n#define glUniform3uiv GLEW_GET_FUN(__glewUniform3uiv)\n#define glUniform4ui GLEW_GET_FUN(__glewUniform4ui)\n#define glUniform4uiv GLEW_GET_FUN(__glewUniform4uiv)\n#define glVertexAttribI1i GLEW_GET_FUN(__glewVertexAttribI1i)\n#define glVertexAttribI1iv GLEW_GET_FUN(__glewVertexAttribI1iv)\n#define glVertexAttribI1ui GLEW_GET_FUN(__glewVertexAttribI1ui)\n#define glVertexAttribI1uiv GLEW_GET_FUN(__glewVertexAttribI1uiv)\n#define glVertexAttribI2i GLEW_GET_FUN(__glewVertexAttribI2i)\n#define glVertexAttribI2iv GLEW_GET_FUN(__glewVertexAttribI2iv)\n#define glVertexAttribI2ui GLEW_GET_FUN(__glewVertexAttribI2ui)\n#define glVertexAttribI2uiv GLEW_GET_FUN(__glewVertexAttribI2uiv)\n#define glVertexAttribI3i GLEW_GET_FUN(__glewVertexAttribI3i)\n#define glVertexAttribI3iv GLEW_GET_FUN(__glewVertexAttribI3iv)\n#define glVertexAttribI3ui GLEW_GET_FUN(__glewVertexAttribI3ui)\n#define glVertexAttribI3uiv GLEW_GET_FUN(__glewVertexAttribI3uiv)\n#define glVertexAttribI4bv GLEW_GET_FUN(__glewVertexAttribI4bv)\n#define glVertexAttribI4i GLEW_GET_FUN(__glewVertexAttribI4i)\n#define glVertexAttribI4iv GLEW_GET_FUN(__glewVertexAttribI4iv)\n#define glVertexAttribI4sv GLEW_GET_FUN(__glewVertexAttribI4sv)\n#define glVertexAttribI4ubv GLEW_GET_FUN(__glewVertexAttribI4ubv)\n#define glVertexAttribI4ui GLEW_GET_FUN(__glewVertexAttribI4ui)\n#define glVertexAttribI4uiv GLEW_GET_FUN(__glewVertexAttribI4uiv)\n#define glVertexAttribI4usv GLEW_GET_FUN(__glewVertexAttribI4usv)\n#define glVertexAttribIPointer GLEW_GET_FUN(__glewVertexAttribIPointer)\n\n#define GLEW_VERSION_3_0 GLEW_GET_VAR(__GLEW_VERSION_3_0)\n\n#endif /* GL_VERSION_3_0 */\n\n/* ----------------------------- GL_VERSION_3_1 ---------------------------- */\n\n#ifndef GL_VERSION_3_1\n#define GL_VERSION_3_1 1\n\n#define GL_TEXTURE_RECTANGLE 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8\n#define GL_SAMPLER_2D_RECT 0x8B63\n#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64\n#define GL_TEXTURE_BUFFER 0x8C2A\n#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B\n#define GL_TEXTURE_BINDING_BUFFER 0x8C2C\n#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D\n#define GL_TEXTURE_BUFFER_FORMAT 0x8C2E\n#define GL_SAMPLER_BUFFER 0x8DC2\n#define GL_INT_SAMPLER_2D_RECT 0x8DCD\n#define GL_INT_SAMPLER_BUFFER 0x8DD0\n#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5\n#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8\n#define GL_RED_SNORM 0x8F90\n#define GL_RG_SNORM 0x8F91\n#define GL_RGB_SNORM 0x8F92\n#define GL_RGBA_SNORM 0x8F93\n#define GL_R8_SNORM 0x8F94\n#define GL_RG8_SNORM 0x8F95\n#define GL_RGB8_SNORM 0x8F96\n#define GL_RGBA8_SNORM 0x8F97\n#define GL_R16_SNORM 0x8F98\n#define GL_RG16_SNORM 0x8F99\n#define GL_RGB16_SNORM 0x8F9A\n#define GL_RGBA16_SNORM 0x8F9B\n#define GL_SIGNED_NORMALIZED 0x8F9C\n#define GL_PRIMITIVE_RESTART 0x8F9D\n#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E\n#define GL_BUFFER_ACCESS_FLAGS 0x911F\n#define GL_BUFFER_MAP_LENGTH 0x9120\n#define GL_BUFFER_MAP_OFFSET 0x9121\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalFormat, GLuint buffer);\n\n#define glDrawArraysInstanced GLEW_GET_FUN(__glewDrawArraysInstanced)\n#define glDrawElementsInstanced GLEW_GET_FUN(__glewDrawElementsInstanced)\n#define glPrimitiveRestartIndex GLEW_GET_FUN(__glewPrimitiveRestartIndex)\n#define glTexBuffer GLEW_GET_FUN(__glewTexBuffer)\n\n#define GLEW_VERSION_3_1 GLEW_GET_VAR(__GLEW_VERSION_3_1)\n\n#endif /* GL_VERSION_3_1 */\n\n/* ----------------------------- GL_VERSION_3_2 ---------------------------- */\n\n#ifndef GL_VERSION_3_2\n#define GL_VERSION_3_2 1\n\n#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001\n#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002\n#define GL_LINES_ADJACENCY 0x000A\n#define GL_LINE_STRIP_ADJACENCY 0x000B\n#define GL_TRIANGLES_ADJACENCY 0x000C\n#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D\n#define GL_PROGRAM_POINT_SIZE 0x8642\n#define GL_GEOMETRY_VERTICES_OUT 0x8916\n#define GL_GEOMETRY_INPUT_TYPE 0x8917\n#define GL_GEOMETRY_OUTPUT_TYPE 0x8918\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8\n#define GL_GEOMETRY_SHADER 0x8DD9\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1\n#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122\n#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123\n#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124\n#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125\n#define GL_CONTEXT_PROFILE_MASK 0x9126\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum value, GLint64 * data);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGER64I_VPROC) (GLenum pname, GLuint index, GLint64 * data);\n\n#define glFramebufferTexture GLEW_GET_FUN(__glewFramebufferTexture)\n#define glGetBufferParameteri64v GLEW_GET_FUN(__glewGetBufferParameteri64v)\n#define glGetInteger64i_v GLEW_GET_FUN(__glewGetInteger64i_v)\n\n#define GLEW_VERSION_3_2 GLEW_GET_VAR(__GLEW_VERSION_3_2)\n\n#endif /* GL_VERSION_3_2 */\n\n/* ----------------------------- GL_VERSION_3_3 ---------------------------- */\n\n#ifndef GL_VERSION_3_3\n#define GL_VERSION_3_3 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE\n#define GL_RGB10_A2UI 0x906F\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor);\n\n#define glVertexAttribDivisor GLEW_GET_FUN(__glewVertexAttribDivisor)\n\n#define GLEW_VERSION_3_3 GLEW_GET_VAR(__GLEW_VERSION_3_3)\n\n#endif /* GL_VERSION_3_3 */\n\n/* ----------------------------- GL_VERSION_4_0 ---------------------------- */\n\n#ifndef GL_VERSION_4_0\n#define GL_VERSION_4_0 1\n\n#define GL_SAMPLE_SHADING 0x8C36\n#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37\n#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS 0x8F9F\n#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B\n#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C\n#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D\n#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst);\ntypedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGPROC) (GLclampf value);\n\n#define glBlendEquationSeparatei GLEW_GET_FUN(__glewBlendEquationSeparatei)\n#define glBlendEquationi GLEW_GET_FUN(__glewBlendEquationi)\n#define glBlendFuncSeparatei GLEW_GET_FUN(__glewBlendFuncSeparatei)\n#define glBlendFunci GLEW_GET_FUN(__glewBlendFunci)\n#define glMinSampleShading GLEW_GET_FUN(__glewMinSampleShading)\n\n#define GLEW_VERSION_4_0 GLEW_GET_VAR(__GLEW_VERSION_4_0)\n\n#endif /* GL_VERSION_4_0 */\n\n/* ----------------------------- GL_VERSION_4_1 ---------------------------- */\n\n#ifndef GL_VERSION_4_1\n#define GL_VERSION_4_1 1\n\n#define GLEW_VERSION_4_1 GLEW_GET_VAR(__GLEW_VERSION_4_1)\n\n#endif /* GL_VERSION_4_1 */\n\n/* ----------------------------- GL_VERSION_4_2 ---------------------------- */\n\n#ifndef GL_VERSION_4_2\n#define GL_VERSION_4_2 1\n\n#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23\n#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24\n#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C\n#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D\n#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E\n#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F\n#define GL_COPY_READ_BUFFER_BINDING 0x8F36\n#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37\n\n#define GLEW_VERSION_4_2 GLEW_GET_VAR(__GLEW_VERSION_4_2)\n\n#endif /* GL_VERSION_4_2 */\n\n/* ----------------------------- GL_VERSION_4_3 ---------------------------- */\n\n#ifndef GL_VERSION_4_3\n#define GL_VERSION_4_3 1\n\n#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9\n#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E\n\n#define GLEW_VERSION_4_3 GLEW_GET_VAR(__GLEW_VERSION_4_3)\n\n#endif /* GL_VERSION_4_3 */\n\n/* ----------------------------- GL_VERSION_4_4 ---------------------------- */\n\n#ifndef GL_VERSION_4_4\n#define GL_VERSION_4_4 1\n\n#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221\n#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5\n#define GL_TEXTURE_BUFFER_BINDING 0x8C2A\n\n#define GLEW_VERSION_4_4 GLEW_GET_VAR(__GLEW_VERSION_4_4)\n\n#endif /* GL_VERSION_4_4 */\n\n/* ----------------------------- GL_VERSION_4_5 ---------------------------- */\n\n#ifndef GL_VERSION_4_5\n#define GL_VERSION_4_5 1\n\n#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004\n\ntypedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEPROC) (GLenum tex, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);\n\n#define glGetGraphicsResetStatus GLEW_GET_FUN(__glewGetGraphicsResetStatus)\n#define glGetnCompressedTexImage GLEW_GET_FUN(__glewGetnCompressedTexImage)\n#define glGetnTexImage GLEW_GET_FUN(__glewGetnTexImage)\n#define glGetnUniformdv GLEW_GET_FUN(__glewGetnUniformdv)\n\n#define GLEW_VERSION_4_5 GLEW_GET_VAR(__GLEW_VERSION_4_5)\n\n#endif /* GL_VERSION_4_5 */\n\n/* ----------------------------- GL_VERSION_4_6 ---------------------------- */\n\n#ifndef GL_VERSION_4_6\n#define GL_VERSION_4_6 1\n\n#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008\n#define GL_PARAMETER_BUFFER 0x80EE\n#define GL_PARAMETER_BUFFER_BINDING 0x80EF\n#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC\n#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED\n#define GL_VERTICES_SUBMITTED 0x82EE\n#define GL_PRIMITIVES_SUBMITTED 0x82EF\n#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0\n#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1\n#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2\n#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3\n#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4\n#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5\n#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6\n#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7\n#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE\n#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF\n#define GL_POLYGON_OFFSET_CLAMP 0x8E1B\n#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551\n#define GL_SPIR_V_BINARY 0x9552\n#define GL_SPIR_V_EXTENSIONS 0x9553\n#define GL_NUM_SPIR_V_EXTENSIONS 0x9554\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue);\n\n#define glMultiDrawArraysIndirectCount GLEW_GET_FUN(__glewMultiDrawArraysIndirectCount)\n#define glMultiDrawElementsIndirectCount GLEW_GET_FUN(__glewMultiDrawElementsIndirectCount)\n#define glSpecializeShader GLEW_GET_FUN(__glewSpecializeShader)\n\n#define GLEW_VERSION_4_6 GLEW_GET_VAR(__GLEW_VERSION_4_6)\n\n#endif /* GL_VERSION_4_6 */\n\n/* -------------------------- GL_3DFX_multisample -------------------------- */\n\n#ifndef GL_3DFX_multisample\n#define GL_3DFX_multisample 1\n\n#define GL_MULTISAMPLE_3DFX 0x86B2\n#define GL_SAMPLE_BUFFERS_3DFX 0x86B3\n#define GL_SAMPLES_3DFX 0x86B4\n#define GL_MULTISAMPLE_BIT_3DFX 0x20000000\n\n#define GLEW_3DFX_multisample GLEW_GET_VAR(__GLEW_3DFX_multisample)\n\n#endif /* GL_3DFX_multisample */\n\n/* ---------------------------- GL_3DFX_tbuffer ---------------------------- */\n\n#ifndef GL_3DFX_tbuffer\n#define GL_3DFX_tbuffer 1\n\ntypedef void (GLAPIENTRY * PFNGLTBUFFERMASK3DFXPROC) (GLuint mask);\n\n#define glTbufferMask3DFX GLEW_GET_FUN(__glewTbufferMask3DFX)\n\n#define GLEW_3DFX_tbuffer GLEW_GET_VAR(__GLEW_3DFX_tbuffer)\n\n#endif /* GL_3DFX_tbuffer */\n\n/* -------------------- GL_3DFX_texture_compression_FXT1 ------------------- */\n\n#ifndef GL_3DFX_texture_compression_FXT1\n#define GL_3DFX_texture_compression_FXT1 1\n\n#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0\n#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1\n\n#define GLEW_3DFX_texture_compression_FXT1 GLEW_GET_VAR(__GLEW_3DFX_texture_compression_FXT1)\n\n#endif /* GL_3DFX_texture_compression_FXT1 */\n\n/* ----------------------- GL_AMD_blend_minmax_factor ---------------------- */\n\n#ifndef GL_AMD_blend_minmax_factor\n#define GL_AMD_blend_minmax_factor 1\n\n#define GL_FACTOR_MIN_AMD 0x901C\n#define GL_FACTOR_MAX_AMD 0x901D\n\n#define GLEW_AMD_blend_minmax_factor GLEW_GET_VAR(__GLEW_AMD_blend_minmax_factor)\n\n#endif /* GL_AMD_blend_minmax_factor */\n\n/* --------------------- GL_AMD_compressed_3DC_texture --------------------- */\n\n#ifndef GL_AMD_compressed_3DC_texture\n#define GL_AMD_compressed_3DC_texture 1\n\n#define GL_3DC_X_AMD 0x87F9\n#define GL_3DC_XY_AMD 0x87FA\n\n#define GLEW_AMD_compressed_3DC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_3DC_texture)\n\n#endif /* GL_AMD_compressed_3DC_texture */\n\n/* --------------------- GL_AMD_compressed_ATC_texture --------------------- */\n\n#ifndef GL_AMD_compressed_ATC_texture\n#define GL_AMD_compressed_ATC_texture 1\n\n#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE\n#define GL_ATC_RGB_AMD 0x8C92\n#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93\n\n#define GLEW_AMD_compressed_ATC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_ATC_texture)\n\n#endif /* GL_AMD_compressed_ATC_texture */\n\n/* ----------------------- GL_AMD_conservative_depth ----------------------- */\n\n#ifndef GL_AMD_conservative_depth\n#define GL_AMD_conservative_depth 1\n\n#define GLEW_AMD_conservative_depth GLEW_GET_VAR(__GLEW_AMD_conservative_depth)\n\n#endif /* GL_AMD_conservative_depth */\n\n/* -------------------------- GL_AMD_debug_output -------------------------- */\n\n#ifndef GL_AMD_debug_output\n#define GL_AMD_debug_output 1\n\n#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143\n#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144\n#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145\n#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146\n#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147\n#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148\n#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149\n#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A\n#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B\n#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C\n#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D\n#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E\n#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F\n#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150\n\ntypedef void (GLAPIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, void* userParam);\n\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar* buf);\ntypedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, GLchar* message);\n\n#define glDebugMessageCallbackAMD GLEW_GET_FUN(__glewDebugMessageCallbackAMD)\n#define glDebugMessageEnableAMD GLEW_GET_FUN(__glewDebugMessageEnableAMD)\n#define glDebugMessageInsertAMD GLEW_GET_FUN(__glewDebugMessageInsertAMD)\n#define glGetDebugMessageLogAMD GLEW_GET_FUN(__glewGetDebugMessageLogAMD)\n\n#define GLEW_AMD_debug_output GLEW_GET_VAR(__GLEW_AMD_debug_output)\n\n#endif /* GL_AMD_debug_output */\n\n/* ---------------------- GL_AMD_depth_clamp_separate ---------------------- */\n\n#ifndef GL_AMD_depth_clamp_separate\n#define GL_AMD_depth_clamp_separate 1\n\n#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E\n#define GL_DEPTH_CLAMP_FAR_AMD 0x901F\n\n#define GLEW_AMD_depth_clamp_separate GLEW_GET_VAR(__GLEW_AMD_depth_clamp_separate)\n\n#endif /* GL_AMD_depth_clamp_separate */\n\n/* ----------------------- GL_AMD_draw_buffers_blend ----------------------- */\n\n#ifndef GL_AMD_draw_buffers_blend\n#define GL_AMD_draw_buffers_blend 1\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\n\n#define glBlendEquationIndexedAMD GLEW_GET_FUN(__glewBlendEquationIndexedAMD)\n#define glBlendEquationSeparateIndexedAMD GLEW_GET_FUN(__glewBlendEquationSeparateIndexedAMD)\n#define glBlendFuncIndexedAMD GLEW_GET_FUN(__glewBlendFuncIndexedAMD)\n#define glBlendFuncSeparateIndexedAMD GLEW_GET_FUN(__glewBlendFuncSeparateIndexedAMD)\n\n#define GLEW_AMD_draw_buffers_blend GLEW_GET_VAR(__GLEW_AMD_draw_buffers_blend)\n\n#endif /* GL_AMD_draw_buffers_blend */\n\n/* ------------------ GL_AMD_framebuffer_sample_positions ------------------ */\n\n#ifndef GL_AMD_framebuffer_sample_positions\n#define GL_AMD_framebuffer_sample_positions 1\n\n#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F\n#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE\n#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF\n#define GL_ALL_PIXELS_AMD 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat* values);\n\n#define glFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewFramebufferSamplePositionsfvAMD)\n#define glGetFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetFramebufferParameterfvAMD)\n#define glGetNamedFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetNamedFramebufferParameterfvAMD)\n#define glNamedFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewNamedFramebufferSamplePositionsfvAMD)\n\n#define GLEW_AMD_framebuffer_sample_positions GLEW_GET_VAR(__GLEW_AMD_framebuffer_sample_positions)\n\n#endif /* GL_AMD_framebuffer_sample_positions */\n\n/* --------------------------- GL_AMD_gcn_shader --------------------------- */\n\n#ifndef GL_AMD_gcn_shader\n#define GL_AMD_gcn_shader 1\n\n#define GLEW_AMD_gcn_shader GLEW_GET_VAR(__GLEW_AMD_gcn_shader)\n\n#endif /* GL_AMD_gcn_shader */\n\n/* ---------------------- GL_AMD_gpu_shader_half_float --------------------- */\n\n#ifndef GL_AMD_gpu_shader_half_float\n#define GL_AMD_gpu_shader_half_float 1\n\n#define GL_FLOAT16_NV 0x8FF8\n#define GL_FLOAT16_VEC2_NV 0x8FF9\n#define GL_FLOAT16_VEC3_NV 0x8FFA\n#define GL_FLOAT16_VEC4_NV 0x8FFB\n#define GL_FLOAT16_MAT2_AMD 0x91C5\n#define GL_FLOAT16_MAT3_AMD 0x91C6\n#define GL_FLOAT16_MAT4_AMD 0x91C7\n#define GL_FLOAT16_MAT2x3_AMD 0x91C8\n#define GL_FLOAT16_MAT2x4_AMD 0x91C9\n#define GL_FLOAT16_MAT3x2_AMD 0x91CA\n#define GL_FLOAT16_MAT3x4_AMD 0x91CB\n#define GL_FLOAT16_MAT4x2_AMD 0x91CC\n#define GL_FLOAT16_MAT4x3_AMD 0x91CD\n\n#define GLEW_AMD_gpu_shader_half_float GLEW_GET_VAR(__GLEW_AMD_gpu_shader_half_float)\n\n#endif /* GL_AMD_gpu_shader_half_float */\n\n/* ------------------------ GL_AMD_gpu_shader_int16 ------------------------ */\n\n#ifndef GL_AMD_gpu_shader_int16\n#define GL_AMD_gpu_shader_int16 1\n\n#define GLEW_AMD_gpu_shader_int16 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int16)\n\n#endif /* GL_AMD_gpu_shader_int16 */\n\n/* ------------------------ GL_AMD_gpu_shader_int64 ------------------------ */\n\n#ifndef GL_AMD_gpu_shader_int64\n#define GL_AMD_gpu_shader_int64 1\n\n#define GLEW_AMD_gpu_shader_int64 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int64)\n\n#endif /* GL_AMD_gpu_shader_int64 */\n\n/* ---------------------- GL_AMD_interleaved_elements ---------------------- */\n\n#ifndef GL_AMD_interleaved_elements\n#define GL_AMD_interleaved_elements 1\n\n#define GL_RED 0x1903\n#define GL_GREEN 0x1904\n#define GL_BLUE 0x1905\n#define GL_ALPHA 0x1906\n#define GL_RG8UI 0x8238\n#define GL_RG16UI 0x823A\n#define GL_RGBA8UI 0x8D7C\n#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4\n#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param);\n\n#define glVertexAttribParameteriAMD GLEW_GET_FUN(__glewVertexAttribParameteriAMD)\n\n#define GLEW_AMD_interleaved_elements GLEW_GET_VAR(__GLEW_AMD_interleaved_elements)\n\n#endif /* GL_AMD_interleaved_elements */\n\n/* ----------------------- GL_AMD_multi_draw_indirect ---------------------- */\n\n#ifndef GL_AMD_multi_draw_indirect\n#define GL_AMD_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirectAMD GLEW_GET_FUN(__glewMultiDrawArraysIndirectAMD)\n#define glMultiDrawElementsIndirectAMD GLEW_GET_FUN(__glewMultiDrawElementsIndirectAMD)\n\n#define GLEW_AMD_multi_draw_indirect GLEW_GET_VAR(__GLEW_AMD_multi_draw_indirect)\n\n#endif /* GL_AMD_multi_draw_indirect */\n\n/* ------------------------- GL_AMD_name_gen_delete ------------------------ */\n\n#ifndef GL_AMD_name_gen_delete\n#define GL_AMD_name_gen_delete 1\n\n#define GL_DATA_BUFFER_AMD 0x9151\n#define GL_PERFORMANCE_MONITOR_AMD 0x9152\n#define GL_QUERY_OBJECT_AMD 0x9153\n#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154\n#define GL_SAMPLER_OBJECT_AMD 0x9155\n\ntypedef void (GLAPIENTRY * PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint* names);\ntypedef void (GLAPIENTRY * PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint* names);\ntypedef GLboolean (GLAPIENTRY * PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name);\n\n#define glDeleteNamesAMD GLEW_GET_FUN(__glewDeleteNamesAMD)\n#define glGenNamesAMD GLEW_GET_FUN(__glewGenNamesAMD)\n#define glIsNameAMD GLEW_GET_FUN(__glewIsNameAMD)\n\n#define GLEW_AMD_name_gen_delete GLEW_GET_VAR(__GLEW_AMD_name_gen_delete)\n\n#endif /* GL_AMD_name_gen_delete */\n\n/* ---------------------- GL_AMD_occlusion_query_event --------------------- */\n\n#ifndef GL_AMD_occlusion_query_event\n#define GL_AMD_occlusion_query_event 1\n\n#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001\n#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002\n#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004\n#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008\n#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F\n#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param);\n\n#define glQueryObjectParameteruiAMD GLEW_GET_FUN(__glewQueryObjectParameteruiAMD)\n\n#define GLEW_AMD_occlusion_query_event GLEW_GET_VAR(__GLEW_AMD_occlusion_query_event)\n\n#endif /* GL_AMD_occlusion_query_event */\n\n/* ----------------------- GL_AMD_performance_monitor ---------------------- */\n\n#ifndef GL_AMD_performance_monitor\n#define GL_AMD_performance_monitor 1\n\n#define GL_COUNTER_TYPE_AMD 0x8BC0\n#define GL_COUNTER_RANGE_AMD 0x8BC1\n#define GL_UNSIGNED_INT64_AMD 0x8BC2\n#define GL_PERCENTAGE_AMD 0x8BC3\n#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4\n#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5\n#define GL_PERFMON_RESULT_AMD 0x8BC6\n\ntypedef void (GLAPIENTRY * PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor);\ntypedef void (GLAPIENTRY * PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);\ntypedef void (GLAPIENTRY * PFNGLENDPERFMONITORAMDPROC) (GLuint monitor);\ntypedef void (GLAPIENTRY * PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint *bytesWritten);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar *counterString);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint* numCounters, GLint *maxActiveCounters, GLsizei countersSize, GLuint *counters);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei* length, GLchar *groupString);\ntypedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint* numGroups, GLsizei groupsSize, GLuint *groups);\ntypedef void (GLAPIENTRY * PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* counterList);\n\n#define glBeginPerfMonitorAMD GLEW_GET_FUN(__glewBeginPerfMonitorAMD)\n#define glDeletePerfMonitorsAMD GLEW_GET_FUN(__glewDeletePerfMonitorsAMD)\n#define glEndPerfMonitorAMD GLEW_GET_FUN(__glewEndPerfMonitorAMD)\n#define glGenPerfMonitorsAMD GLEW_GET_FUN(__glewGenPerfMonitorsAMD)\n#define glGetPerfMonitorCounterDataAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterDataAMD)\n#define glGetPerfMonitorCounterInfoAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterInfoAMD)\n#define glGetPerfMonitorCounterStringAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterStringAMD)\n#define glGetPerfMonitorCountersAMD GLEW_GET_FUN(__glewGetPerfMonitorCountersAMD)\n#define glGetPerfMonitorGroupStringAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupStringAMD)\n#define glGetPerfMonitorGroupsAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupsAMD)\n#define glSelectPerfMonitorCountersAMD GLEW_GET_FUN(__glewSelectPerfMonitorCountersAMD)\n\n#define GLEW_AMD_performance_monitor GLEW_GET_VAR(__GLEW_AMD_performance_monitor)\n\n#endif /* GL_AMD_performance_monitor */\n\n/* -------------------------- GL_AMD_pinned_memory ------------------------- */\n\n#ifndef GL_AMD_pinned_memory\n#define GL_AMD_pinned_memory 1\n\n#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160\n\n#define GLEW_AMD_pinned_memory GLEW_GET_VAR(__GLEW_AMD_pinned_memory)\n\n#endif /* GL_AMD_pinned_memory */\n\n/* ----------------------- GL_AMD_program_binary_Z400 ---------------------- */\n\n#ifndef GL_AMD_program_binary_Z400\n#define GL_AMD_program_binary_Z400 1\n\n#define GL_Z400_BINARY_AMD 0x8740\n\n#define GLEW_AMD_program_binary_Z400 GLEW_GET_VAR(__GLEW_AMD_program_binary_Z400)\n\n#endif /* GL_AMD_program_binary_Z400 */\n\n/* ----------------------- GL_AMD_query_buffer_object ---------------------- */\n\n#ifndef GL_AMD_query_buffer_object\n#define GL_AMD_query_buffer_object 1\n\n#define GL_QUERY_BUFFER_AMD 0x9192\n#define GL_QUERY_BUFFER_BINDING_AMD 0x9193\n#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194\n\n#define GLEW_AMD_query_buffer_object GLEW_GET_VAR(__GLEW_AMD_query_buffer_object)\n\n#endif /* GL_AMD_query_buffer_object */\n\n/* ------------------------ GL_AMD_sample_positions ------------------------ */\n\n#ifndef GL_AMD_sample_positions\n#define GL_AMD_sample_positions 1\n\n#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F\n\ntypedef void (GLAPIENTRY * PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat* val);\n\n#define glSetMultisamplefvAMD GLEW_GET_FUN(__glewSetMultisamplefvAMD)\n\n#define GLEW_AMD_sample_positions GLEW_GET_VAR(__GLEW_AMD_sample_positions)\n\n#endif /* GL_AMD_sample_positions */\n\n/* ------------------ GL_AMD_seamless_cubemap_per_texture ------------------ */\n\n#ifndef GL_AMD_seamless_cubemap_per_texture\n#define GL_AMD_seamless_cubemap_per_texture 1\n\n#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F\n\n#define GLEW_AMD_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_AMD_seamless_cubemap_per_texture)\n\n#endif /* GL_AMD_seamless_cubemap_per_texture */\n\n/* -------------------- GL_AMD_shader_atomic_counter_ops ------------------- */\n\n#ifndef GL_AMD_shader_atomic_counter_ops\n#define GL_AMD_shader_atomic_counter_ops 1\n\n#define GLEW_AMD_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_AMD_shader_atomic_counter_ops)\n\n#endif /* GL_AMD_shader_atomic_counter_ops */\n\n/* -------------------------- GL_AMD_shader_ballot ------------------------- */\n\n#ifndef GL_AMD_shader_ballot\n#define GL_AMD_shader_ballot 1\n\n#define GLEW_AMD_shader_ballot GLEW_GET_VAR(__GLEW_AMD_shader_ballot)\n\n#endif /* GL_AMD_shader_ballot */\n\n/* ---------------- GL_AMD_shader_explicit_vertex_parameter ---------------- */\n\n#ifndef GL_AMD_shader_explicit_vertex_parameter\n#define GL_AMD_shader_explicit_vertex_parameter 1\n\n#define GLEW_AMD_shader_explicit_vertex_parameter GLEW_GET_VAR(__GLEW_AMD_shader_explicit_vertex_parameter)\n\n#endif /* GL_AMD_shader_explicit_vertex_parameter */\n\n/* ---------------------- GL_AMD_shader_stencil_export --------------------- */\n\n#ifndef GL_AMD_shader_stencil_export\n#define GL_AMD_shader_stencil_export 1\n\n#define GLEW_AMD_shader_stencil_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_export)\n\n#endif /* GL_AMD_shader_stencil_export */\n\n/* ------------------- GL_AMD_shader_stencil_value_export ------------------ */\n\n#ifndef GL_AMD_shader_stencil_value_export\n#define GL_AMD_shader_stencil_value_export 1\n\n#define GLEW_AMD_shader_stencil_value_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_value_export)\n\n#endif /* GL_AMD_shader_stencil_value_export */\n\n/* ---------------------- GL_AMD_shader_trinary_minmax --------------------- */\n\n#ifndef GL_AMD_shader_trinary_minmax\n#define GL_AMD_shader_trinary_minmax 1\n\n#define GLEW_AMD_shader_trinary_minmax GLEW_GET_VAR(__GLEW_AMD_shader_trinary_minmax)\n\n#endif /* GL_AMD_shader_trinary_minmax */\n\n/* ------------------------- GL_AMD_sparse_texture ------------------------- */\n\n#ifndef GL_AMD_sparse_texture\n#define GL_AMD_sparse_texture 1\n\n#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001\n#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195\n#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196\n#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197\n#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198\n#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199\n#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A\n#define GL_MIN_SPARSE_LEVEL_AMD 0x919B\n#define GL_MIN_LOD_WARNING_AMD 0x919C\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags);\n\n#define glTexStorageSparseAMD GLEW_GET_FUN(__glewTexStorageSparseAMD)\n#define glTextureStorageSparseAMD GLEW_GET_FUN(__glewTextureStorageSparseAMD)\n\n#define GLEW_AMD_sparse_texture GLEW_GET_VAR(__GLEW_AMD_sparse_texture)\n\n#endif /* GL_AMD_sparse_texture */\n\n/* ------------------- GL_AMD_stencil_operation_extended ------------------- */\n\n#ifndef GL_AMD_stencil_operation_extended\n#define GL_AMD_stencil_operation_extended 1\n\n#define GL_SET_AMD 0x874A\n#define GL_REPLACE_VALUE_AMD 0x874B\n#define GL_STENCIL_OP_VALUE_AMD 0x874C\n#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D\n\ntypedef void (GLAPIENTRY * PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value);\n\n#define glStencilOpValueAMD GLEW_GET_FUN(__glewStencilOpValueAMD)\n\n#define GLEW_AMD_stencil_operation_extended GLEW_GET_VAR(__GLEW_AMD_stencil_operation_extended)\n\n#endif /* GL_AMD_stencil_operation_extended */\n\n/* --------------------- GL_AMD_texture_gather_bias_lod -------------------- */\n\n#ifndef GL_AMD_texture_gather_bias_lod\n#define GL_AMD_texture_gather_bias_lod 1\n\n#define GLEW_AMD_texture_gather_bias_lod GLEW_GET_VAR(__GLEW_AMD_texture_gather_bias_lod)\n\n#endif /* GL_AMD_texture_gather_bias_lod */\n\n/* ------------------------ GL_AMD_texture_texture4 ------------------------ */\n\n#ifndef GL_AMD_texture_texture4\n#define GL_AMD_texture_texture4 1\n\n#define GLEW_AMD_texture_texture4 GLEW_GET_VAR(__GLEW_AMD_texture_texture4)\n\n#endif /* GL_AMD_texture_texture4 */\n\n/* --------------- GL_AMD_transform_feedback3_lines_triangles -------------- */\n\n#ifndef GL_AMD_transform_feedback3_lines_triangles\n#define GL_AMD_transform_feedback3_lines_triangles 1\n\n#define GLEW_AMD_transform_feedback3_lines_triangles GLEW_GET_VAR(__GLEW_AMD_transform_feedback3_lines_triangles)\n\n#endif /* GL_AMD_transform_feedback3_lines_triangles */\n\n/* ----------------------- GL_AMD_transform_feedback4 ---------------------- */\n\n#ifndef GL_AMD_transform_feedback4\n#define GL_AMD_transform_feedback4 1\n\n#define GL_STREAM_RASTERIZATION_AMD 0x91A0\n\n#define GLEW_AMD_transform_feedback4 GLEW_GET_VAR(__GLEW_AMD_transform_feedback4)\n\n#endif /* GL_AMD_transform_feedback4 */\n\n/* ----------------------- GL_AMD_vertex_shader_layer ---------------------- */\n\n#ifndef GL_AMD_vertex_shader_layer\n#define GL_AMD_vertex_shader_layer 1\n\n#define GLEW_AMD_vertex_shader_layer GLEW_GET_VAR(__GLEW_AMD_vertex_shader_layer)\n\n#endif /* GL_AMD_vertex_shader_layer */\n\n/* -------------------- GL_AMD_vertex_shader_tessellator ------------------- */\n\n#ifndef GL_AMD_vertex_shader_tessellator\n#define GL_AMD_vertex_shader_tessellator 1\n\n#define GL_SAMPLER_BUFFER_AMD 0x9001\n#define GL_INT_SAMPLER_BUFFER_AMD 0x9002\n#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003\n#define GL_TESSELLATION_MODE_AMD 0x9004\n#define GL_TESSELLATION_FACTOR_AMD 0x9005\n#define GL_DISCRETE_AMD 0x9006\n#define GL_CONTINUOUS_AMD 0x9007\n\ntypedef void (GLAPIENTRY * PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor);\ntypedef void (GLAPIENTRY * PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode);\n\n#define glTessellationFactorAMD GLEW_GET_FUN(__glewTessellationFactorAMD)\n#define glTessellationModeAMD GLEW_GET_FUN(__glewTessellationModeAMD)\n\n#define GLEW_AMD_vertex_shader_tessellator GLEW_GET_VAR(__GLEW_AMD_vertex_shader_tessellator)\n\n#endif /* GL_AMD_vertex_shader_tessellator */\n\n/* ------------------ GL_AMD_vertex_shader_viewport_index ------------------ */\n\n#ifndef GL_AMD_vertex_shader_viewport_index\n#define GL_AMD_vertex_shader_viewport_index 1\n\n#define GLEW_AMD_vertex_shader_viewport_index GLEW_GET_VAR(__GLEW_AMD_vertex_shader_viewport_index)\n\n#endif /* GL_AMD_vertex_shader_viewport_index */\n\n/* -------------------- GL_ANDROID_extension_pack_es31a -------------------- */\n\n#ifndef GL_ANDROID_extension_pack_es31a\n#define GL_ANDROID_extension_pack_es31a 1\n\n#define GLEW_ANDROID_extension_pack_es31a GLEW_GET_VAR(__GLEW_ANDROID_extension_pack_es31a)\n\n#endif /* GL_ANDROID_extension_pack_es31a */\n\n/* ------------------------- GL_ANGLE_depth_texture ------------------------ */\n\n#ifndef GL_ANGLE_depth_texture\n#define GL_ANGLE_depth_texture 1\n\n#define GLEW_ANGLE_depth_texture GLEW_GET_VAR(__GLEW_ANGLE_depth_texture)\n\n#endif /* GL_ANGLE_depth_texture */\n\n/* ----------------------- GL_ANGLE_framebuffer_blit ----------------------- */\n\n#ifndef GL_ANGLE_framebuffer_blit\n#define GL_ANGLE_framebuffer_blit 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6\n#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA\n\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\n\n#define glBlitFramebufferANGLE GLEW_GET_FUN(__glewBlitFramebufferANGLE)\n\n#define GLEW_ANGLE_framebuffer_blit GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_blit)\n\n#endif /* GL_ANGLE_framebuffer_blit */\n\n/* -------------------- GL_ANGLE_framebuffer_multisample ------------------- */\n\n#ifndef GL_ANGLE_framebuffer_multisample\n#define GL_ANGLE_framebuffer_multisample 1\n\n#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56\n#define GL_MAX_SAMPLES_ANGLE 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleANGLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleANGLE)\n\n#define GLEW_ANGLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_multisample)\n\n#endif /* GL_ANGLE_framebuffer_multisample */\n\n/* ----------------------- GL_ANGLE_instanced_arrays ----------------------- */\n\n#ifndef GL_ANGLE_instanced_arrays\n#define GL_ANGLE_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor);\n\n#define glDrawArraysInstancedANGLE GLEW_GET_FUN(__glewDrawArraysInstancedANGLE)\n#define glDrawElementsInstancedANGLE GLEW_GET_FUN(__glewDrawElementsInstancedANGLE)\n#define glVertexAttribDivisorANGLE GLEW_GET_FUN(__glewVertexAttribDivisorANGLE)\n\n#define GLEW_ANGLE_instanced_arrays GLEW_GET_VAR(__GLEW_ANGLE_instanced_arrays)\n\n#endif /* GL_ANGLE_instanced_arrays */\n\n/* -------------------- GL_ANGLE_pack_reverse_row_order -------------------- */\n\n#ifndef GL_ANGLE_pack_reverse_row_order\n#define GL_ANGLE_pack_reverse_row_order 1\n\n#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4\n\n#define GLEW_ANGLE_pack_reverse_row_order GLEW_GET_VAR(__GLEW_ANGLE_pack_reverse_row_order)\n\n#endif /* GL_ANGLE_pack_reverse_row_order */\n\n/* ------------------------ GL_ANGLE_program_binary ------------------------ */\n\n#ifndef GL_ANGLE_program_binary\n#define GL_ANGLE_program_binary 1\n\n#define GL_PROGRAM_BINARY_ANGLE 0x93A6\n\n#define GLEW_ANGLE_program_binary GLEW_GET_VAR(__GLEW_ANGLE_program_binary)\n\n#endif /* GL_ANGLE_program_binary */\n\n/* ------------------- GL_ANGLE_texture_compression_dxt1 ------------------- */\n\n#ifndef GL_ANGLE_texture_compression_dxt1\n#define GL_ANGLE_texture_compression_dxt1 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3\n\n#define GLEW_ANGLE_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt1)\n\n#endif /* GL_ANGLE_texture_compression_dxt1 */\n\n/* ------------------- GL_ANGLE_texture_compression_dxt3 ------------------- */\n\n#ifndef GL_ANGLE_texture_compression_dxt3\n#define GL_ANGLE_texture_compression_dxt3 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3\n\n#define GLEW_ANGLE_texture_compression_dxt3 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt3)\n\n#endif /* GL_ANGLE_texture_compression_dxt3 */\n\n/* ------------------- GL_ANGLE_texture_compression_dxt5 ------------------- */\n\n#ifndef GL_ANGLE_texture_compression_dxt5\n#define GL_ANGLE_texture_compression_dxt5 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3\n\n#define GLEW_ANGLE_texture_compression_dxt5 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt5)\n\n#endif /* GL_ANGLE_texture_compression_dxt5 */\n\n/* ------------------------- GL_ANGLE_texture_usage ------------------------ */\n\n#ifndef GL_ANGLE_texture_usage\n#define GL_ANGLE_texture_usage 1\n\n#define GL_TEXTURE_USAGE_ANGLE 0x93A2\n#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3\n\n#define GLEW_ANGLE_texture_usage GLEW_GET_VAR(__GLEW_ANGLE_texture_usage)\n\n#endif /* GL_ANGLE_texture_usage */\n\n/* -------------------------- GL_ANGLE_timer_query ------------------------- */\n\n#ifndef GL_ANGLE_timer_query\n#define GL_ANGLE_timer_query 1\n\n#define GL_QUERY_COUNTER_BITS_ANGLE 0x8864\n#define GL_CURRENT_QUERY_ANGLE 0x8865\n#define GL_QUERY_RESULT_ANGLE 0x8866\n#define GL_QUERY_RESULT_AVAILABLE_ANGLE 0x8867\n#define GL_TIME_ELAPSED_ANGLE 0x88BF\n#define GL_TIMESTAMP_ANGLE 0x8E28\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYANGLEPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEQUERIESANGLEPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYANGLEPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENQUERIESANGLEPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VANGLEPROC) (GLuint id, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVANGLEPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VANGLEPROC) (GLuint id, GLenum pname, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVANGLEPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYIVANGLEPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISQUERYANGLEPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLQUERYCOUNTERANGLEPROC) (GLuint id, GLenum target);\n\n#define glBeginQueryANGLE GLEW_GET_FUN(__glewBeginQueryANGLE)\n#define glDeleteQueriesANGLE GLEW_GET_FUN(__glewDeleteQueriesANGLE)\n#define glEndQueryANGLE GLEW_GET_FUN(__glewEndQueryANGLE)\n#define glGenQueriesANGLE GLEW_GET_FUN(__glewGenQueriesANGLE)\n#define glGetQueryObjecti64vANGLE GLEW_GET_FUN(__glewGetQueryObjecti64vANGLE)\n#define glGetQueryObjectivANGLE GLEW_GET_FUN(__glewGetQueryObjectivANGLE)\n#define glGetQueryObjectui64vANGLE GLEW_GET_FUN(__glewGetQueryObjectui64vANGLE)\n#define glGetQueryObjectuivANGLE GLEW_GET_FUN(__glewGetQueryObjectuivANGLE)\n#define glGetQueryivANGLE GLEW_GET_FUN(__glewGetQueryivANGLE)\n#define glIsQueryANGLE GLEW_GET_FUN(__glewIsQueryANGLE)\n#define glQueryCounterANGLE GLEW_GET_FUN(__glewQueryCounterANGLE)\n\n#define GLEW_ANGLE_timer_query GLEW_GET_VAR(__GLEW_ANGLE_timer_query)\n\n#endif /* GL_ANGLE_timer_query */\n\n/* ------------------- GL_ANGLE_translated_shader_source ------------------- */\n\n#ifndef GL_ANGLE_translated_shader_source\n#define GL_ANGLE_translated_shader_source 1\n\n#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0\n\ntypedef void (GLAPIENTRY * PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);\n\n#define glGetTranslatedShaderSourceANGLE GLEW_GET_FUN(__glewGetTranslatedShaderSourceANGLE)\n\n#define GLEW_ANGLE_translated_shader_source GLEW_GET_VAR(__GLEW_ANGLE_translated_shader_source)\n\n#endif /* GL_ANGLE_translated_shader_source */\n\n/* ----------------------- GL_APPLE_aux_depth_stencil ---------------------- */\n\n#ifndef GL_APPLE_aux_depth_stencil\n#define GL_APPLE_aux_depth_stencil 1\n\n#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14\n\n#define GLEW_APPLE_aux_depth_stencil GLEW_GET_VAR(__GLEW_APPLE_aux_depth_stencil)\n\n#endif /* GL_APPLE_aux_depth_stencil */\n\n/* ------------------------ GL_APPLE_client_storage ------------------------ */\n\n#ifndef GL_APPLE_client_storage\n#define GL_APPLE_client_storage 1\n\n#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2\n\n#define GLEW_APPLE_client_storage GLEW_GET_VAR(__GLEW_APPLE_client_storage)\n\n#endif /* GL_APPLE_client_storage */\n\n/* ------------------------- GL_APPLE_clip_distance ------------------------ */\n\n#ifndef GL_APPLE_clip_distance\n#define GL_APPLE_clip_distance 1\n\n#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32\n#define GL_CLIP_DISTANCE0_APPLE 0x3000\n#define GL_CLIP_DISTANCE1_APPLE 0x3001\n#define GL_CLIP_DISTANCE2_APPLE 0x3002\n#define GL_CLIP_DISTANCE3_APPLE 0x3003\n#define GL_CLIP_DISTANCE4_APPLE 0x3004\n#define GL_CLIP_DISTANCE5_APPLE 0x3005\n#define GL_CLIP_DISTANCE6_APPLE 0x3006\n#define GL_CLIP_DISTANCE7_APPLE 0x3007\n\n#define GLEW_APPLE_clip_distance GLEW_GET_VAR(__GLEW_APPLE_clip_distance)\n\n#endif /* GL_APPLE_clip_distance */\n\n/* ------------------- GL_APPLE_color_buffer_packed_float ------------------ */\n\n#ifndef GL_APPLE_color_buffer_packed_float\n#define GL_APPLE_color_buffer_packed_float 1\n\n#define GLEW_APPLE_color_buffer_packed_float GLEW_GET_VAR(__GLEW_APPLE_color_buffer_packed_float)\n\n#endif /* GL_APPLE_color_buffer_packed_float */\n\n/* ---------------------- GL_APPLE_copy_texture_levels --------------------- */\n\n#ifndef GL_APPLE_copy_texture_levels\n#define GL_APPLE_copy_texture_levels 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount);\n\n#define glCopyTextureLevelsAPPLE GLEW_GET_FUN(__glewCopyTextureLevelsAPPLE)\n\n#define GLEW_APPLE_copy_texture_levels GLEW_GET_VAR(__GLEW_APPLE_copy_texture_levels)\n\n#endif /* GL_APPLE_copy_texture_levels */\n\n/* ------------------------- GL_APPLE_element_array ------------------------ */\n\n#ifndef GL_APPLE_element_array\n#define GL_APPLE_element_array 1\n\n#define GL_ELEMENT_ARRAY_APPLE 0x8A0C\n#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D\n#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint* first, const GLsizei *count, GLsizei primcount);\n\n#define glDrawElementArrayAPPLE GLEW_GET_FUN(__glewDrawElementArrayAPPLE)\n#define glDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewDrawRangeElementArrayAPPLE)\n#define glElementPointerAPPLE GLEW_GET_FUN(__glewElementPointerAPPLE)\n#define glMultiDrawElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawElementArrayAPPLE)\n#define glMultiDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawRangeElementArrayAPPLE)\n\n#define GLEW_APPLE_element_array GLEW_GET_VAR(__GLEW_APPLE_element_array)\n\n#endif /* GL_APPLE_element_array */\n\n/* ----------------------------- GL_APPLE_fence ---------------------------- */\n\n#ifndef GL_APPLE_fence\n#define GL_APPLE_fence 1\n\n#define GL_DRAW_PIXELS_APPLE 0x8A0A\n#define GL_FENCE_APPLE 0x8A0B\n\ntypedef void (GLAPIENTRY * PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint* fences);\ntypedef void (GLAPIENTRY * PFNGLFINISHFENCEAPPLEPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name);\ntypedef void (GLAPIENTRY * PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint* fences);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFENCEAPPLEPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLSETFENCEAPPLEPROC) (GLuint fence);\ntypedef GLboolean (GLAPIENTRY * PFNGLTESTFENCEAPPLEPROC) (GLuint fence);\ntypedef GLboolean (GLAPIENTRY * PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name);\n\n#define glDeleteFencesAPPLE GLEW_GET_FUN(__glewDeleteFencesAPPLE)\n#define glFinishFenceAPPLE GLEW_GET_FUN(__glewFinishFenceAPPLE)\n#define glFinishObjectAPPLE GLEW_GET_FUN(__glewFinishObjectAPPLE)\n#define glGenFencesAPPLE GLEW_GET_FUN(__glewGenFencesAPPLE)\n#define glIsFenceAPPLE GLEW_GET_FUN(__glewIsFenceAPPLE)\n#define glSetFenceAPPLE GLEW_GET_FUN(__glewSetFenceAPPLE)\n#define glTestFenceAPPLE GLEW_GET_FUN(__glewTestFenceAPPLE)\n#define glTestObjectAPPLE GLEW_GET_FUN(__glewTestObjectAPPLE)\n\n#define GLEW_APPLE_fence GLEW_GET_VAR(__GLEW_APPLE_fence)\n\n#endif /* GL_APPLE_fence */\n\n/* ------------------------- GL_APPLE_float_pixels ------------------------- */\n\n#ifndef GL_APPLE_float_pixels\n#define GL_APPLE_float_pixels 1\n\n#define GL_HALF_APPLE 0x140B\n#define GL_RGBA_FLOAT32_APPLE 0x8814\n#define GL_RGB_FLOAT32_APPLE 0x8815\n#define GL_ALPHA_FLOAT32_APPLE 0x8816\n#define GL_INTENSITY_FLOAT32_APPLE 0x8817\n#define GL_LUMINANCE_FLOAT32_APPLE 0x8818\n#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819\n#define GL_RGBA_FLOAT16_APPLE 0x881A\n#define GL_RGB_FLOAT16_APPLE 0x881B\n#define GL_ALPHA_FLOAT16_APPLE 0x881C\n#define GL_INTENSITY_FLOAT16_APPLE 0x881D\n#define GL_LUMINANCE_FLOAT16_APPLE 0x881E\n#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F\n#define GL_COLOR_FLOAT_APPLE 0x8A0F\n\n#define GLEW_APPLE_float_pixels GLEW_GET_VAR(__GLEW_APPLE_float_pixels)\n\n#endif /* GL_APPLE_float_pixels */\n\n/* ---------------------- GL_APPLE_flush_buffer_range ---------------------- */\n\n#ifndef GL_APPLE_flush_buffer_range\n#define GL_APPLE_flush_buffer_range 1\n\n#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12\n#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size);\n\n#define glBufferParameteriAPPLE GLEW_GET_FUN(__glewBufferParameteriAPPLE)\n#define glFlushMappedBufferRangeAPPLE GLEW_GET_FUN(__glewFlushMappedBufferRangeAPPLE)\n\n#define GLEW_APPLE_flush_buffer_range GLEW_GET_VAR(__GLEW_APPLE_flush_buffer_range)\n\n#endif /* GL_APPLE_flush_buffer_range */\n\n/* -------------------- GL_APPLE_framebuffer_multisample ------------------- */\n\n#ifndef GL_APPLE_framebuffer_multisample\n#define GL_APPLE_framebuffer_multisample 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6\n#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA\n#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56\n#define GL_MAX_SAMPLES_APPLE 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void);\n\n#define glRenderbufferStorageMultisampleAPPLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleAPPLE)\n#define glResolveMultisampleFramebufferAPPLE GLEW_GET_FUN(__glewResolveMultisampleFramebufferAPPLE)\n\n#define GLEW_APPLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_APPLE_framebuffer_multisample)\n\n#endif /* GL_APPLE_framebuffer_multisample */\n\n/* ----------------------- GL_APPLE_object_purgeable ----------------------- */\n\n#ifndef GL_APPLE_object_purgeable\n#define GL_APPLE_object_purgeable 1\n\n#define GL_BUFFER_OBJECT_APPLE 0x85B3\n#define GL_RELEASED_APPLE 0x8A19\n#define GL_VOLATILE_APPLE 0x8A1A\n#define GL_RETAINED_APPLE 0x8A1B\n#define GL_UNDEFINED_APPLE 0x8A1C\n#define GL_PURGEABLE_APPLE 0x8A1D\n\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint* params);\ntypedef GLenum (GLAPIENTRY * PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);\ntypedef GLenum (GLAPIENTRY * PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);\n\n#define glGetObjectParameterivAPPLE GLEW_GET_FUN(__glewGetObjectParameterivAPPLE)\n#define glObjectPurgeableAPPLE GLEW_GET_FUN(__glewObjectPurgeableAPPLE)\n#define glObjectUnpurgeableAPPLE GLEW_GET_FUN(__glewObjectUnpurgeableAPPLE)\n\n#define GLEW_APPLE_object_purgeable GLEW_GET_VAR(__GLEW_APPLE_object_purgeable)\n\n#endif /* GL_APPLE_object_purgeable */\n\n/* ------------------------- GL_APPLE_pixel_buffer ------------------------- */\n\n#ifndef GL_APPLE_pixel_buffer\n#define GL_APPLE_pixel_buffer 1\n\n#define GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE 0x8A10\n\n#define GLEW_APPLE_pixel_buffer GLEW_GET_VAR(__GLEW_APPLE_pixel_buffer)\n\n#endif /* GL_APPLE_pixel_buffer */\n\n/* ---------------------------- GL_APPLE_rgb_422 --------------------------- */\n\n#ifndef GL_APPLE_rgb_422\n#define GL_APPLE_rgb_422 1\n\n#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA\n#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB\n#define GL_RGB_422_APPLE 0x8A1F\n#define GL_RGB_RAW_422_APPLE 0x8A51\n\n#define GLEW_APPLE_rgb_422 GLEW_GET_VAR(__GLEW_APPLE_rgb_422)\n\n#endif /* GL_APPLE_rgb_422 */\n\n/* --------------------------- GL_APPLE_row_bytes -------------------------- */\n\n#ifndef GL_APPLE_row_bytes\n#define GL_APPLE_row_bytes 1\n\n#define GL_PACK_ROW_BYTES_APPLE 0x8A15\n#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16\n\n#define GLEW_APPLE_row_bytes GLEW_GET_VAR(__GLEW_APPLE_row_bytes)\n\n#endif /* GL_APPLE_row_bytes */\n\n/* ------------------------ GL_APPLE_specular_vector ----------------------- */\n\n#ifndef GL_APPLE_specular_vector\n#define GL_APPLE_specular_vector 1\n\n#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0\n\n#define GLEW_APPLE_specular_vector GLEW_GET_VAR(__GLEW_APPLE_specular_vector)\n\n#endif /* GL_APPLE_specular_vector */\n\n/* ----------------------------- GL_APPLE_sync ----------------------------- */\n\n#ifndef GL_APPLE_sync\n#define GL_APPLE_sync 1\n\n#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001\n#define GL_SYNC_OBJECT_APPLE 0x8A53\n#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111\n#define GL_OBJECT_TYPE_APPLE 0x9112\n#define GL_SYNC_CONDITION_APPLE 0x9113\n#define GL_SYNC_STATUS_APPLE 0x9114\n#define GL_SYNC_FLAGS_APPLE 0x9115\n#define GL_SYNC_FENCE_APPLE 0x9116\n#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117\n#define GL_UNSIGNALED_APPLE 0x9118\n#define GL_SIGNALED_APPLE 0x9119\n#define GL_ALREADY_SIGNALED_APPLE 0x911A\n#define GL_TIMEOUT_EXPIRED_APPLE 0x911B\n#define GL_CONDITION_SATISFIED_APPLE 0x911C\n#define GL_WAIT_FAILED_APPLE 0x911D\n#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull\n\ntypedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout);\ntypedef void (GLAPIENTRY * PFNGLDELETESYNCAPPLEPROC) (GLsync GLsync);\ntypedef GLsync (GLAPIENTRY * PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETSYNCIVAPPLEPROC) (GLsync GLsync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSYNCAPPLEPROC) (GLsync GLsync);\ntypedef void (GLAPIENTRY * PFNGLWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout);\n\n#define glClientWaitSyncAPPLE GLEW_GET_FUN(__glewClientWaitSyncAPPLE)\n#define glDeleteSyncAPPLE GLEW_GET_FUN(__glewDeleteSyncAPPLE)\n#define glFenceSyncAPPLE GLEW_GET_FUN(__glewFenceSyncAPPLE)\n#define glGetInteger64vAPPLE GLEW_GET_FUN(__glewGetInteger64vAPPLE)\n#define glGetSyncivAPPLE GLEW_GET_FUN(__glewGetSyncivAPPLE)\n#define glIsSyncAPPLE GLEW_GET_FUN(__glewIsSyncAPPLE)\n#define glWaitSyncAPPLE GLEW_GET_FUN(__glewWaitSyncAPPLE)\n\n#define GLEW_APPLE_sync GLEW_GET_VAR(__GLEW_APPLE_sync)\n\n#endif /* GL_APPLE_sync */\n\n/* -------------------- GL_APPLE_texture_2D_limited_npot ------------------- */\n\n#ifndef GL_APPLE_texture_2D_limited_npot\n#define GL_APPLE_texture_2D_limited_npot 1\n\n#define GLEW_APPLE_texture_2D_limited_npot GLEW_GET_VAR(__GLEW_APPLE_texture_2D_limited_npot)\n\n#endif /* GL_APPLE_texture_2D_limited_npot */\n\n/* -------------------- GL_APPLE_texture_format_BGRA8888 ------------------- */\n\n#ifndef GL_APPLE_texture_format_BGRA8888\n#define GL_APPLE_texture_format_BGRA8888 1\n\n#define GL_BGRA_EXT 0x80E1\n#define GL_BGRA8_EXT 0x93A1\n\n#define GLEW_APPLE_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_APPLE_texture_format_BGRA8888)\n\n#endif /* GL_APPLE_texture_format_BGRA8888 */\n\n/* ----------------------- GL_APPLE_texture_max_level ---------------------- */\n\n#ifndef GL_APPLE_texture_max_level\n#define GL_APPLE_texture_max_level 1\n\n#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D\n\n#define GLEW_APPLE_texture_max_level GLEW_GET_VAR(__GLEW_APPLE_texture_max_level)\n\n#endif /* GL_APPLE_texture_max_level */\n\n/* --------------------- GL_APPLE_texture_packed_float --------------------- */\n\n#ifndef GL_APPLE_texture_packed_float\n#define GL_APPLE_texture_packed_float 1\n\n#define GL_R11F_G11F_B10F_APPLE 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B\n#define GL_RGB9_E5_APPLE 0x8C3D\n#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E\n\n#define GLEW_APPLE_texture_packed_float GLEW_GET_VAR(__GLEW_APPLE_texture_packed_float)\n\n#endif /* GL_APPLE_texture_packed_float */\n\n/* ------------------------- GL_APPLE_texture_range ------------------------ */\n\n#ifndef GL_APPLE_texture_range\n#define GL_APPLE_texture_range 1\n\n#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7\n#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8\n#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC\n#define GL_STORAGE_PRIVATE_APPLE 0x85BD\n#define GL_STORAGE_CACHED_APPLE 0x85BE\n#define GL_STORAGE_SHARED_APPLE 0x85BF\n\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params);\ntypedef void (GLAPIENTRY * PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, void *pointer);\n\n#define glGetTexParameterPointervAPPLE GLEW_GET_FUN(__glewGetTexParameterPointervAPPLE)\n#define glTextureRangeAPPLE GLEW_GET_FUN(__glewTextureRangeAPPLE)\n\n#define GLEW_APPLE_texture_range GLEW_GET_VAR(__GLEW_APPLE_texture_range)\n\n#endif /* GL_APPLE_texture_range */\n\n/* ------------------------ GL_APPLE_transform_hint ------------------------ */\n\n#ifndef GL_APPLE_transform_hint\n#define GL_APPLE_transform_hint 1\n\n#define GL_TRANSFORM_HINT_APPLE 0x85B1\n\n#define GLEW_APPLE_transform_hint GLEW_GET_VAR(__GLEW_APPLE_transform_hint)\n\n#endif /* GL_APPLE_transform_hint */\n\n/* ---------------------- GL_APPLE_vertex_array_object --------------------- */\n\n#ifndef GL_APPLE_vertex_array_object\n#define GL_APPLE_vertex_array_object 1\n\n#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5\n\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);\n\n#define glBindVertexArrayAPPLE GLEW_GET_FUN(__glewBindVertexArrayAPPLE)\n#define glDeleteVertexArraysAPPLE GLEW_GET_FUN(__glewDeleteVertexArraysAPPLE)\n#define glGenVertexArraysAPPLE GLEW_GET_FUN(__glewGenVertexArraysAPPLE)\n#define glIsVertexArrayAPPLE GLEW_GET_FUN(__glewIsVertexArrayAPPLE)\n\n#define GLEW_APPLE_vertex_array_object GLEW_GET_VAR(__GLEW_APPLE_vertex_array_object)\n\n#endif /* GL_APPLE_vertex_array_object */\n\n/* ---------------------- GL_APPLE_vertex_array_range ---------------------- */\n\n#ifndef GL_APPLE_vertex_array_range\n#define GL_APPLE_vertex_array_range 1\n\n#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D\n#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E\n#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F\n#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE 0x8520\n#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521\n#define GL_STORAGE_CLIENT_APPLE 0x85B4\n#define GL_STORAGE_CACHED_APPLE 0x85BE\n#define GL_STORAGE_SHARED_APPLE 0x85BF\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer);\n\n#define glFlushVertexArrayRangeAPPLE GLEW_GET_FUN(__glewFlushVertexArrayRangeAPPLE)\n#define glVertexArrayParameteriAPPLE GLEW_GET_FUN(__glewVertexArrayParameteriAPPLE)\n#define glVertexArrayRangeAPPLE GLEW_GET_FUN(__glewVertexArrayRangeAPPLE)\n\n#define GLEW_APPLE_vertex_array_range GLEW_GET_VAR(__GLEW_APPLE_vertex_array_range)\n\n#endif /* GL_APPLE_vertex_array_range */\n\n/* ------------------- GL_APPLE_vertex_program_evaluators ------------------ */\n\n#ifndef GL_APPLE_vertex_program_evaluators\n#define GL_APPLE_vertex_program_evaluators 1\n\n#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00\n#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01\n#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02\n#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03\n#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04\n#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05\n#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06\n#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07\n#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08\n#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09\n\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points);\ntypedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points);\n\n#define glDisableVertexAttribAPPLE GLEW_GET_FUN(__glewDisableVertexAttribAPPLE)\n#define glEnableVertexAttribAPPLE GLEW_GET_FUN(__glewEnableVertexAttribAPPLE)\n#define glIsVertexAttribEnabledAPPLE GLEW_GET_FUN(__glewIsVertexAttribEnabledAPPLE)\n#define glMapVertexAttrib1dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1dAPPLE)\n#define glMapVertexAttrib1fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1fAPPLE)\n#define glMapVertexAttrib2dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2dAPPLE)\n#define glMapVertexAttrib2fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2fAPPLE)\n\n#define GLEW_APPLE_vertex_program_evaluators GLEW_GET_VAR(__GLEW_APPLE_vertex_program_evaluators)\n\n#endif /* GL_APPLE_vertex_program_evaluators */\n\n/* --------------------------- GL_APPLE_ycbcr_422 -------------------------- */\n\n#ifndef GL_APPLE_ycbcr_422\n#define GL_APPLE_ycbcr_422 1\n\n#define GL_YCBCR_422_APPLE 0x85B9\n\n#define GLEW_APPLE_ycbcr_422 GLEW_GET_VAR(__GLEW_APPLE_ycbcr_422)\n\n#endif /* GL_APPLE_ycbcr_422 */\n\n/* ------------------------ GL_ARB_ES2_compatibility ----------------------- */\n\n#ifndef GL_ARB_ES2_compatibility\n#define GL_ARB_ES2_compatibility 1\n\n#define GL_FIXED 0x140C\n#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A\n#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B\n#define GL_RGB565 0x8D62\n#define GL_LOW_FLOAT 0x8DF0\n#define GL_MEDIUM_FLOAT 0x8DF1\n#define GL_HIGH_FLOAT 0x8DF2\n#define GL_LOW_INT 0x8DF3\n#define GL_MEDIUM_INT 0x8DF4\n#define GL_HIGH_INT 0x8DF5\n#define GL_SHADER_BINARY_FORMATS 0x8DF8\n#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9\n#define GL_SHADER_COMPILER 0x8DFA\n#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB\n#define GL_MAX_VARYING_VECTORS 0x8DFC\n#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD\n\ntypedef int GLfixed;\n\ntypedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf d);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf n, GLclampf f);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint *precision);\ntypedef void (GLAPIENTRY * PFNGLRELEASESHADERCOMPILERPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint* shaders, GLenum binaryformat, const void*binary, GLsizei length);\n\n#define glClearDepthf GLEW_GET_FUN(__glewClearDepthf)\n#define glDepthRangef GLEW_GET_FUN(__glewDepthRangef)\n#define glGetShaderPrecisionFormat GLEW_GET_FUN(__glewGetShaderPrecisionFormat)\n#define glReleaseShaderCompiler GLEW_GET_FUN(__glewReleaseShaderCompiler)\n#define glShaderBinary GLEW_GET_FUN(__glewShaderBinary)\n\n#define GLEW_ARB_ES2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES2_compatibility)\n\n#endif /* GL_ARB_ES2_compatibility */\n\n/* ----------------------- GL_ARB_ES3_1_compatibility ---------------------- */\n\n#ifndef GL_ARB_ES3_1_compatibility\n#define GL_ARB_ES3_1_compatibility 1\n\ntypedef void (GLAPIENTRY * PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers);\n\n#define glMemoryBarrierByRegion GLEW_GET_FUN(__glewMemoryBarrierByRegion)\n\n#define GLEW_ARB_ES3_1_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_1_compatibility)\n\n#endif /* GL_ARB_ES3_1_compatibility */\n\n/* ----------------------- GL_ARB_ES3_2_compatibility ---------------------- */\n\n#ifndef GL_ARB_ES3_2_compatibility\n#define GL_ARB_ES3_2_compatibility 1\n\n#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE\n#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381\n#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382\n\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW);\n\n#define glPrimitiveBoundingBoxARB GLEW_GET_FUN(__glewPrimitiveBoundingBoxARB)\n\n#define GLEW_ARB_ES3_2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_2_compatibility)\n\n#endif /* GL_ARB_ES3_2_compatibility */\n\n/* ------------------------ GL_ARB_ES3_compatibility ----------------------- */\n\n#ifndef GL_ARB_ES3_compatibility\n#define GL_ARB_ES3_compatibility 1\n\n#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF\n#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69\n#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A\n#define GL_MAX_ELEMENT_INDEX 0x8D6B\n#define GL_COMPRESSED_R11_EAC 0x9270\n#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271\n#define GL_COMPRESSED_RG11_EAC 0x9272\n#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273\n#define GL_COMPRESSED_RGB8_ETC2 0x9274\n#define GL_COMPRESSED_SRGB8_ETC2 0x9275\n#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276\n#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277\n#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278\n#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279\n\n#define GLEW_ARB_ES3_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_compatibility)\n\n#endif /* GL_ARB_ES3_compatibility */\n\n/* ------------------------ GL_ARB_arrays_of_arrays ------------------------ */\n\n#ifndef GL_ARB_arrays_of_arrays\n#define GL_ARB_arrays_of_arrays 1\n\n#define GLEW_ARB_arrays_of_arrays GLEW_GET_VAR(__GLEW_ARB_arrays_of_arrays)\n\n#endif /* GL_ARB_arrays_of_arrays */\n\n/* -------------------------- GL_ARB_base_instance ------------------------- */\n\n#ifndef GL_ARB_base_instance\n#define GL_ARB_base_instance 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex, GLuint baseinstance);\n\n#define glDrawArraysInstancedBaseInstance GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstance)\n#define glDrawElementsInstancedBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstance)\n#define glDrawElementsInstancedBaseVertexBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstance)\n\n#define GLEW_ARB_base_instance GLEW_GET_VAR(__GLEW_ARB_base_instance)\n\n#endif /* GL_ARB_base_instance */\n\n/* ------------------------ GL_ARB_bindless_texture ------------------------ */\n\n#ifndef GL_ARB_bindless_texture\n#define GL_ARB_bindless_texture 1\n\n#define GL_UNSIGNED_INT64_ARB 0x140F\n\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT* v);\n\n#define glGetImageHandleARB GLEW_GET_FUN(__glewGetImageHandleARB)\n#define glGetTextureHandleARB GLEW_GET_FUN(__glewGetTextureHandleARB)\n#define glGetTextureSamplerHandleARB GLEW_GET_FUN(__glewGetTextureSamplerHandleARB)\n#define glGetVertexAttribLui64vARB GLEW_GET_FUN(__glewGetVertexAttribLui64vARB)\n#define glIsImageHandleResidentARB GLEW_GET_FUN(__glewIsImageHandleResidentARB)\n#define glIsTextureHandleResidentARB GLEW_GET_FUN(__glewIsTextureHandleResidentARB)\n#define glMakeImageHandleNonResidentARB GLEW_GET_FUN(__glewMakeImageHandleNonResidentARB)\n#define glMakeImageHandleResidentARB GLEW_GET_FUN(__glewMakeImageHandleResidentARB)\n#define glMakeTextureHandleNonResidentARB GLEW_GET_FUN(__glewMakeTextureHandleNonResidentARB)\n#define glMakeTextureHandleResidentARB GLEW_GET_FUN(__glewMakeTextureHandleResidentARB)\n#define glProgramUniformHandleui64ARB GLEW_GET_FUN(__glewProgramUniformHandleui64ARB)\n#define glProgramUniformHandleui64vARB GLEW_GET_FUN(__glewProgramUniformHandleui64vARB)\n#define glUniformHandleui64ARB GLEW_GET_FUN(__glewUniformHandleui64ARB)\n#define glUniformHandleui64vARB GLEW_GET_FUN(__glewUniformHandleui64vARB)\n#define glVertexAttribL1ui64ARB GLEW_GET_FUN(__glewVertexAttribL1ui64ARB)\n#define glVertexAttribL1ui64vARB GLEW_GET_FUN(__glewVertexAttribL1ui64vARB)\n\n#define GLEW_ARB_bindless_texture GLEW_GET_VAR(__GLEW_ARB_bindless_texture)\n\n#endif /* GL_ARB_bindless_texture */\n\n/* ----------------------- GL_ARB_blend_func_extended ---------------------- */\n\n#ifndef GL_ARB_blend_func_extended\n#define GL_ARB_blend_func_extended 1\n\n#define GL_SRC1_COLOR 0x88F9\n#define GL_ONE_MINUS_SRC1_COLOR 0x88FA\n#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB\n#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar * name);\n\n#define glBindFragDataLocationIndexed GLEW_GET_FUN(__glewBindFragDataLocationIndexed)\n#define glGetFragDataIndex GLEW_GET_FUN(__glewGetFragDataIndex)\n\n#define GLEW_ARB_blend_func_extended GLEW_GET_VAR(__GLEW_ARB_blend_func_extended)\n\n#endif /* GL_ARB_blend_func_extended */\n\n/* ------------------------- GL_ARB_buffer_storage ------------------------- */\n\n#ifndef GL_ARB_buffer_storage\n#define GL_ARB_buffer_storage 1\n\n#define GL_MAP_READ_BIT 0x0001\n#define GL_MAP_WRITE_BIT 0x0002\n#define GL_MAP_PERSISTENT_BIT 0x00000040\n#define GL_MAP_COHERENT_BIT 0x00000080\n#define GL_DYNAMIC_STORAGE_BIT 0x0100\n#define GL_CLIENT_STORAGE_BIT 0x0200\n#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000\n#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F\n#define GL_BUFFER_STORAGE_FLAGS 0x8220\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);\n\n#define glBufferStorage GLEW_GET_FUN(__glewBufferStorage)\n\n#define GLEW_ARB_buffer_storage GLEW_GET_VAR(__GLEW_ARB_buffer_storage)\n\n#endif /* GL_ARB_buffer_storage */\n\n/* ---------------------------- GL_ARB_cl_event ---------------------------- */\n\n#ifndef GL_ARB_cl_event\n#define GL_ARB_cl_event 1\n\n#define GL_SYNC_CL_EVENT_ARB 0x8240\n#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241\n\ntypedef struct _cl_context *cl_context;\ntypedef struct _cl_event *cl_event;\n\ntypedef GLsync (GLAPIENTRY * PFNGLCREATESYNCFROMCLEVENTARBPROC) (cl_context context, cl_event event, GLbitfield flags);\n\n#define glCreateSyncFromCLeventARB GLEW_GET_FUN(__glewCreateSyncFromCLeventARB)\n\n#define GLEW_ARB_cl_event GLEW_GET_VAR(__GLEW_ARB_cl_event)\n\n#endif /* GL_ARB_cl_event */\n\n/* ----------------------- GL_ARB_clear_buffer_object ---------------------- */\n\n#ifndef GL_ARB_clear_buffer_object\n#define GL_ARB_clear_buffer_object 1\n\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);\n\n#define glClearBufferData GLEW_GET_FUN(__glewClearBufferData)\n#define glClearBufferSubData GLEW_GET_FUN(__glewClearBufferSubData)\n#define glClearNamedBufferDataEXT GLEW_GET_FUN(__glewClearNamedBufferDataEXT)\n#define glClearNamedBufferSubDataEXT GLEW_GET_FUN(__glewClearNamedBufferSubDataEXT)\n\n#define GLEW_ARB_clear_buffer_object GLEW_GET_VAR(__GLEW_ARB_clear_buffer_object)\n\n#endif /* GL_ARB_clear_buffer_object */\n\n/* -------------------------- GL_ARB_clear_texture ------------------------- */\n\n#ifndef GL_ARB_clear_texture\n#define GL_ARB_clear_texture 1\n\n#define GL_CLEAR_TEXTURE 0x9365\n\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data);\n\n#define glClearTexImage GLEW_GET_FUN(__glewClearTexImage)\n#define glClearTexSubImage GLEW_GET_FUN(__glewClearTexSubImage)\n\n#define GLEW_ARB_clear_texture GLEW_GET_VAR(__GLEW_ARB_clear_texture)\n\n#endif /* GL_ARB_clear_texture */\n\n/* -------------------------- GL_ARB_clip_control -------------------------- */\n\n#ifndef GL_ARB_clip_control\n#define GL_ARB_clip_control 1\n\n#define GL_LOWER_LEFT 0x8CA1\n#define GL_UPPER_LEFT 0x8CA2\n#define GL_CLIP_ORIGIN 0x935C\n#define GL_CLIP_DEPTH_MODE 0x935D\n#define GL_NEGATIVE_ONE_TO_ONE 0x935E\n#define GL_ZERO_TO_ONE 0x935F\n\ntypedef void (GLAPIENTRY * PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth);\n\n#define glClipControl GLEW_GET_FUN(__glewClipControl)\n\n#define GLEW_ARB_clip_control GLEW_GET_VAR(__GLEW_ARB_clip_control)\n\n#endif /* GL_ARB_clip_control */\n\n/* ----------------------- GL_ARB_color_buffer_float ----------------------- */\n\n#ifndef GL_ARB_color_buffer_float\n#define GL_ARB_color_buffer_float 1\n\n#define GL_RGBA_FLOAT_MODE_ARB 0x8820\n#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A\n#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B\n#define GL_CLAMP_READ_COLOR_ARB 0x891C\n#define GL_FIXED_ONLY_ARB 0x891D\n\ntypedef void (GLAPIENTRY * PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp);\n\n#define glClampColorARB GLEW_GET_FUN(__glewClampColorARB)\n\n#define GLEW_ARB_color_buffer_float GLEW_GET_VAR(__GLEW_ARB_color_buffer_float)\n\n#endif /* GL_ARB_color_buffer_float */\n\n/* -------------------------- GL_ARB_compatibility ------------------------- */\n\n#ifndef GL_ARB_compatibility\n#define GL_ARB_compatibility 1\n\n#define GLEW_ARB_compatibility GLEW_GET_VAR(__GLEW_ARB_compatibility)\n\n#endif /* GL_ARB_compatibility */\n\n/* ---------------- GL_ARB_compressed_texture_pixel_storage ---------------- */\n\n#ifndef GL_ARB_compressed_texture_pixel_storage\n#define GL_ARB_compressed_texture_pixel_storage 1\n\n#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127\n#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128\n#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129\n#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A\n#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B\n#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C\n#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D\n#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E\n\n#define GLEW_ARB_compressed_texture_pixel_storage GLEW_GET_VAR(__GLEW_ARB_compressed_texture_pixel_storage)\n\n#endif /* GL_ARB_compressed_texture_pixel_storage */\n\n/* ------------------------- GL_ARB_compute_shader ------------------------- */\n\n#ifndef GL_ARB_compute_shader\n#define GL_ARB_compute_shader 1\n\n#define GL_COMPUTE_SHADER_BIT 0x00000020\n#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262\n#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263\n#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264\n#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265\n#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266\n#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267\n#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED\n#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE\n#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF\n#define GL_COMPUTE_SHADER 0x91B9\n#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB\n#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC\n#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD\n#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE\n#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF\n\ntypedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);\ntypedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect);\n\n#define glDispatchCompute GLEW_GET_FUN(__glewDispatchCompute)\n#define glDispatchComputeIndirect GLEW_GET_FUN(__glewDispatchComputeIndirect)\n\n#define GLEW_ARB_compute_shader GLEW_GET_VAR(__GLEW_ARB_compute_shader)\n\n#endif /* GL_ARB_compute_shader */\n\n/* ------------------- GL_ARB_compute_variable_group_size ------------------ */\n\n#ifndef GL_ARB_compute_variable_group_size\n#define GL_ARB_compute_variable_group_size 1\n\n#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB\n#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF\n#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344\n#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345\n\ntypedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z);\n\n#define glDispatchComputeGroupSizeARB GLEW_GET_FUN(__glewDispatchComputeGroupSizeARB)\n\n#define GLEW_ARB_compute_variable_group_size GLEW_GET_VAR(__GLEW_ARB_compute_variable_group_size)\n\n#endif /* GL_ARB_compute_variable_group_size */\n\n/* ------------------- GL_ARB_conditional_render_inverted ------------------ */\n\n#ifndef GL_ARB_conditional_render_inverted\n#define GL_ARB_conditional_render_inverted 1\n\n#define GL_QUERY_WAIT_INVERTED 0x8E17\n#define GL_QUERY_NO_WAIT_INVERTED 0x8E18\n#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19\n#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A\n\n#define GLEW_ARB_conditional_render_inverted GLEW_GET_VAR(__GLEW_ARB_conditional_render_inverted)\n\n#endif /* GL_ARB_conditional_render_inverted */\n\n/* ----------------------- GL_ARB_conservative_depth ----------------------- */\n\n#ifndef GL_ARB_conservative_depth\n#define GL_ARB_conservative_depth 1\n\n#define GLEW_ARB_conservative_depth GLEW_GET_VAR(__GLEW_ARB_conservative_depth)\n\n#endif /* GL_ARB_conservative_depth */\n\n/* --------------------------- GL_ARB_copy_buffer -------------------------- */\n\n#ifndef GL_ARB_copy_buffer\n#define GL_ARB_copy_buffer 1\n\n#define GL_COPY_READ_BUFFER 0x8F36\n#define GL_COPY_WRITE_BUFFER 0x8F37\n\ntypedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);\n\n#define glCopyBufferSubData GLEW_GET_FUN(__glewCopyBufferSubData)\n\n#define GLEW_ARB_copy_buffer GLEW_GET_VAR(__GLEW_ARB_copy_buffer)\n\n#endif /* GL_ARB_copy_buffer */\n\n/* --------------------------- GL_ARB_copy_image --------------------------- */\n\n#ifndef GL_ARB_copy_image\n#define GL_ARB_copy_image 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);\n\n#define glCopyImageSubData GLEW_GET_FUN(__glewCopyImageSubData)\n\n#define GLEW_ARB_copy_image GLEW_GET_VAR(__GLEW_ARB_copy_image)\n\n#endif /* GL_ARB_copy_image */\n\n/* -------------------------- GL_ARB_cull_distance ------------------------- */\n\n#ifndef GL_ARB_cull_distance\n#define GL_ARB_cull_distance 1\n\n#define GL_MAX_CULL_DISTANCES 0x82F9\n#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA\n\n#define GLEW_ARB_cull_distance GLEW_GET_VAR(__GLEW_ARB_cull_distance)\n\n#endif /* GL_ARB_cull_distance */\n\n/* -------------------------- GL_ARB_debug_output -------------------------- */\n\n#ifndef GL_ARB_debug_output\n#define GL_ARB_debug_output 1\n\n#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242\n#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243\n#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244\n#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245\n#define GL_DEBUG_SOURCE_API_ARB 0x8246\n#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247\n#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248\n#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249\n#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A\n#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B\n#define GL_DEBUG_TYPE_ERROR_ARB 0x824C\n#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D\n#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E\n#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F\n#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250\n#define GL_DEBUG_TYPE_OTHER_ARB 0x8251\n#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143\n#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144\n#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145\n#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146\n#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147\n#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148\n\ntypedef void (GLAPIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);\n\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf);\ntypedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog);\n\n#define glDebugMessageCallbackARB GLEW_GET_FUN(__glewDebugMessageCallbackARB)\n#define glDebugMessageControlARB GLEW_GET_FUN(__glewDebugMessageControlARB)\n#define glDebugMessageInsertARB GLEW_GET_FUN(__glewDebugMessageInsertARB)\n#define glGetDebugMessageLogARB GLEW_GET_FUN(__glewGetDebugMessageLogARB)\n\n#define GLEW_ARB_debug_output GLEW_GET_VAR(__GLEW_ARB_debug_output)\n\n#endif /* GL_ARB_debug_output */\n\n/* ----------------------- GL_ARB_depth_buffer_float ----------------------- */\n\n#ifndef GL_ARB_depth_buffer_float\n#define GL_ARB_depth_buffer_float 1\n\n#define GL_DEPTH_COMPONENT32F 0x8CAC\n#define GL_DEPTH32F_STENCIL8 0x8CAD\n#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD\n\n#define GLEW_ARB_depth_buffer_float GLEW_GET_VAR(__GLEW_ARB_depth_buffer_float)\n\n#endif /* GL_ARB_depth_buffer_float */\n\n/* --------------------------- GL_ARB_depth_clamp -------------------------- */\n\n#ifndef GL_ARB_depth_clamp\n#define GL_ARB_depth_clamp 1\n\n#define GL_DEPTH_CLAMP 0x864F\n\n#define GLEW_ARB_depth_clamp GLEW_GET_VAR(__GLEW_ARB_depth_clamp)\n\n#endif /* GL_ARB_depth_clamp */\n\n/* -------------------------- GL_ARB_depth_texture ------------------------- */\n\n#ifndef GL_ARB_depth_texture\n#define GL_ARB_depth_texture 1\n\n#define GL_DEPTH_COMPONENT16_ARB 0x81A5\n#define GL_DEPTH_COMPONENT24_ARB 0x81A6\n#define GL_DEPTH_COMPONENT32_ARB 0x81A7\n#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A\n#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B\n\n#define GLEW_ARB_depth_texture GLEW_GET_VAR(__GLEW_ARB_depth_texture)\n\n#endif /* GL_ARB_depth_texture */\n\n/* ----------------------- GL_ARB_derivative_control ----------------------- */\n\n#ifndef GL_ARB_derivative_control\n#define GL_ARB_derivative_control 1\n\n#define GLEW_ARB_derivative_control GLEW_GET_VAR(__GLEW_ARB_derivative_control)\n\n#endif /* GL_ARB_derivative_control */\n\n/* ----------------------- GL_ARB_direct_state_access ---------------------- */\n\n#ifndef GL_ARB_direct_state_access\n#define GL_ARB_direct_state_access 1\n\n#define GL_TEXTURE_TARGET 0x1006\n#define GL_QUERY_TARGET 0x82EA\n\ntypedef void (GLAPIENTRY * PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines);\ntypedef void (GLAPIENTRY * PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint* samplers);\ntypedef void (GLAPIENTRY * PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64* param);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides);\n\n#define glBindTextureUnit GLEW_GET_FUN(__glewBindTextureUnit)\n#define glBlitNamedFramebuffer GLEW_GET_FUN(__glewBlitNamedFramebuffer)\n#define glCheckNamedFramebufferStatus GLEW_GET_FUN(__glewCheckNamedFramebufferStatus)\n#define glClearNamedBufferData GLEW_GET_FUN(__glewClearNamedBufferData)\n#define glClearNamedBufferSubData GLEW_GET_FUN(__glewClearNamedBufferSubData)\n#define glClearNamedFramebufferfi GLEW_GET_FUN(__glewClearNamedFramebufferfi)\n#define glClearNamedFramebufferfv GLEW_GET_FUN(__glewClearNamedFramebufferfv)\n#define glClearNamedFramebufferiv GLEW_GET_FUN(__glewClearNamedFramebufferiv)\n#define glClearNamedFramebufferuiv GLEW_GET_FUN(__glewClearNamedFramebufferuiv)\n#define glCompressedTextureSubImage1D GLEW_GET_FUN(__glewCompressedTextureSubImage1D)\n#define glCompressedTextureSubImage2D GLEW_GET_FUN(__glewCompressedTextureSubImage2D)\n#define glCompressedTextureSubImage3D GLEW_GET_FUN(__glewCompressedTextureSubImage3D)\n#define glCopyNamedBufferSubData GLEW_GET_FUN(__glewCopyNamedBufferSubData)\n#define glCopyTextureSubImage1D GLEW_GET_FUN(__glewCopyTextureSubImage1D)\n#define glCopyTextureSubImage2D GLEW_GET_FUN(__glewCopyTextureSubImage2D)\n#define glCopyTextureSubImage3D GLEW_GET_FUN(__glewCopyTextureSubImage3D)\n#define glCreateBuffers GLEW_GET_FUN(__glewCreateBuffers)\n#define glCreateFramebuffers GLEW_GET_FUN(__glewCreateFramebuffers)\n#define glCreateProgramPipelines GLEW_GET_FUN(__glewCreateProgramPipelines)\n#define glCreateQueries GLEW_GET_FUN(__glewCreateQueries)\n#define glCreateRenderbuffers GLEW_GET_FUN(__glewCreateRenderbuffers)\n#define glCreateSamplers GLEW_GET_FUN(__glewCreateSamplers)\n#define glCreateTextures GLEW_GET_FUN(__glewCreateTextures)\n#define glCreateTransformFeedbacks GLEW_GET_FUN(__glewCreateTransformFeedbacks)\n#define glCreateVertexArrays GLEW_GET_FUN(__glewCreateVertexArrays)\n#define glDisableVertexArrayAttrib GLEW_GET_FUN(__glewDisableVertexArrayAttrib)\n#define glEnableVertexArrayAttrib GLEW_GET_FUN(__glewEnableVertexArrayAttrib)\n#define glFlushMappedNamedBufferRange GLEW_GET_FUN(__glewFlushMappedNamedBufferRange)\n#define glGenerateTextureMipmap GLEW_GET_FUN(__glewGenerateTextureMipmap)\n#define glGetCompressedTextureImage GLEW_GET_FUN(__glewGetCompressedTextureImage)\n#define glGetNamedBufferParameteri64v GLEW_GET_FUN(__glewGetNamedBufferParameteri64v)\n#define glGetNamedBufferParameteriv GLEW_GET_FUN(__glewGetNamedBufferParameteriv)\n#define glGetNamedBufferPointerv GLEW_GET_FUN(__glewGetNamedBufferPointerv)\n#define glGetNamedBufferSubData GLEW_GET_FUN(__glewGetNamedBufferSubData)\n#define glGetNamedFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameteriv)\n#define glGetNamedFramebufferParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferParameteriv)\n#define glGetNamedRenderbufferParameteriv GLEW_GET_FUN(__glewGetNamedRenderbufferParameteriv)\n#define glGetQueryBufferObjecti64v GLEW_GET_FUN(__glewGetQueryBufferObjecti64v)\n#define glGetQueryBufferObjectiv GLEW_GET_FUN(__glewGetQueryBufferObjectiv)\n#define glGetQueryBufferObjectui64v GLEW_GET_FUN(__glewGetQueryBufferObjectui64v)\n#define glGetQueryBufferObjectuiv GLEW_GET_FUN(__glewGetQueryBufferObjectuiv)\n#define glGetTextureImage GLEW_GET_FUN(__glewGetTextureImage)\n#define glGetTextureLevelParameterfv GLEW_GET_FUN(__glewGetTextureLevelParameterfv)\n#define glGetTextureLevelParameteriv GLEW_GET_FUN(__glewGetTextureLevelParameteriv)\n#define glGetTextureParameterIiv GLEW_GET_FUN(__glewGetTextureParameterIiv)\n#define glGetTextureParameterIuiv GLEW_GET_FUN(__glewGetTextureParameterIuiv)\n#define glGetTextureParameterfv GLEW_GET_FUN(__glewGetTextureParameterfv)\n#define glGetTextureParameteriv GLEW_GET_FUN(__glewGetTextureParameteriv)\n#define glGetTransformFeedbacki64_v GLEW_GET_FUN(__glewGetTransformFeedbacki64_v)\n#define glGetTransformFeedbacki_v GLEW_GET_FUN(__glewGetTransformFeedbacki_v)\n#define glGetTransformFeedbackiv GLEW_GET_FUN(__glewGetTransformFeedbackiv)\n#define glGetVertexArrayIndexed64iv GLEW_GET_FUN(__glewGetVertexArrayIndexed64iv)\n#define glGetVertexArrayIndexediv GLEW_GET_FUN(__glewGetVertexArrayIndexediv)\n#define glGetVertexArrayiv GLEW_GET_FUN(__glewGetVertexArrayiv)\n#define glInvalidateNamedFramebufferData GLEW_GET_FUN(__glewInvalidateNamedFramebufferData)\n#define glInvalidateNamedFramebufferSubData GLEW_GET_FUN(__glewInvalidateNamedFramebufferSubData)\n#define glMapNamedBuffer GLEW_GET_FUN(__glewMapNamedBuffer)\n#define glMapNamedBufferRange GLEW_GET_FUN(__glewMapNamedBufferRange)\n#define glNamedBufferData GLEW_GET_FUN(__glewNamedBufferData)\n#define glNamedBufferStorage GLEW_GET_FUN(__glewNamedBufferStorage)\n#define glNamedBufferSubData GLEW_GET_FUN(__glewNamedBufferSubData)\n#define glNamedFramebufferDrawBuffer GLEW_GET_FUN(__glewNamedFramebufferDrawBuffer)\n#define glNamedFramebufferDrawBuffers GLEW_GET_FUN(__glewNamedFramebufferDrawBuffers)\n#define glNamedFramebufferParameteri GLEW_GET_FUN(__glewNamedFramebufferParameteri)\n#define glNamedFramebufferReadBuffer GLEW_GET_FUN(__glewNamedFramebufferReadBuffer)\n#define glNamedFramebufferRenderbuffer GLEW_GET_FUN(__glewNamedFramebufferRenderbuffer)\n#define glNamedFramebufferTexture GLEW_GET_FUN(__glewNamedFramebufferTexture)\n#define glNamedFramebufferTextureLayer GLEW_GET_FUN(__glewNamedFramebufferTextureLayer)\n#define glNamedRenderbufferStorage GLEW_GET_FUN(__glewNamedRenderbufferStorage)\n#define glNamedRenderbufferStorageMultisample GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisample)\n#define glTextureBuffer GLEW_GET_FUN(__glewTextureBuffer)\n#define glTextureBufferRange GLEW_GET_FUN(__glewTextureBufferRange)\n#define glTextureParameterIiv GLEW_GET_FUN(__glewTextureParameterIiv)\n#define glTextureParameterIuiv GLEW_GET_FUN(__glewTextureParameterIuiv)\n#define glTextureParameterf GLEW_GET_FUN(__glewTextureParameterf)\n#define glTextureParameterfv GLEW_GET_FUN(__glewTextureParameterfv)\n#define glTextureParameteri GLEW_GET_FUN(__glewTextureParameteri)\n#define glTextureParameteriv GLEW_GET_FUN(__glewTextureParameteriv)\n#define glTextureStorage1D GLEW_GET_FUN(__glewTextureStorage1D)\n#define glTextureStorage2D GLEW_GET_FUN(__glewTextureStorage2D)\n#define glTextureStorage2DMultisample GLEW_GET_FUN(__glewTextureStorage2DMultisample)\n#define glTextureStorage3D GLEW_GET_FUN(__glewTextureStorage3D)\n#define glTextureStorage3DMultisample GLEW_GET_FUN(__glewTextureStorage3DMultisample)\n#define glTextureSubImage1D GLEW_GET_FUN(__glewTextureSubImage1D)\n#define glTextureSubImage2D GLEW_GET_FUN(__glewTextureSubImage2D)\n#define glTextureSubImage3D GLEW_GET_FUN(__glewTextureSubImage3D)\n#define glTransformFeedbackBufferBase GLEW_GET_FUN(__glewTransformFeedbackBufferBase)\n#define glTransformFeedbackBufferRange GLEW_GET_FUN(__glewTransformFeedbackBufferRange)\n#define glUnmapNamedBuffer GLEW_GET_FUN(__glewUnmapNamedBuffer)\n#define glVertexArrayAttribBinding GLEW_GET_FUN(__glewVertexArrayAttribBinding)\n#define glVertexArrayAttribFormat GLEW_GET_FUN(__glewVertexArrayAttribFormat)\n#define glVertexArrayAttribIFormat GLEW_GET_FUN(__glewVertexArrayAttribIFormat)\n#define glVertexArrayAttribLFormat GLEW_GET_FUN(__glewVertexArrayAttribLFormat)\n#define glVertexArrayBindingDivisor GLEW_GET_FUN(__glewVertexArrayBindingDivisor)\n#define glVertexArrayElementBuffer GLEW_GET_FUN(__glewVertexArrayElementBuffer)\n#define glVertexArrayVertexBuffer GLEW_GET_FUN(__glewVertexArrayVertexBuffer)\n#define glVertexArrayVertexBuffers GLEW_GET_FUN(__glewVertexArrayVertexBuffers)\n\n#define GLEW_ARB_direct_state_access GLEW_GET_VAR(__GLEW_ARB_direct_state_access)\n\n#endif /* GL_ARB_direct_state_access */\n\n/* -------------------------- GL_ARB_draw_buffers -------------------------- */\n\n#ifndef GL_ARB_draw_buffers\n#define GL_ARB_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_ARB 0x8824\n#define GL_DRAW_BUFFER0_ARB 0x8825\n#define GL_DRAW_BUFFER1_ARB 0x8826\n#define GL_DRAW_BUFFER2_ARB 0x8827\n#define GL_DRAW_BUFFER3_ARB 0x8828\n#define GL_DRAW_BUFFER4_ARB 0x8829\n#define GL_DRAW_BUFFER5_ARB 0x882A\n#define GL_DRAW_BUFFER6_ARB 0x882B\n#define GL_DRAW_BUFFER7_ARB 0x882C\n#define GL_DRAW_BUFFER8_ARB 0x882D\n#define GL_DRAW_BUFFER9_ARB 0x882E\n#define GL_DRAW_BUFFER10_ARB 0x882F\n#define GL_DRAW_BUFFER11_ARB 0x8830\n#define GL_DRAW_BUFFER12_ARB 0x8831\n#define GL_DRAW_BUFFER13_ARB 0x8832\n#define GL_DRAW_BUFFER14_ARB 0x8833\n#define GL_DRAW_BUFFER15_ARB 0x8834\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersARB GLEW_GET_FUN(__glewDrawBuffersARB)\n\n#define GLEW_ARB_draw_buffers GLEW_GET_VAR(__GLEW_ARB_draw_buffers)\n\n#endif /* GL_ARB_draw_buffers */\n\n/* ----------------------- GL_ARB_draw_buffers_blend ----------------------- */\n\n#ifndef GL_ARB_draw_buffers_blend\n#define GL_ARB_draw_buffers_blend 1\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst);\n\n#define glBlendEquationSeparateiARB GLEW_GET_FUN(__glewBlendEquationSeparateiARB)\n#define glBlendEquationiARB GLEW_GET_FUN(__glewBlendEquationiARB)\n#define glBlendFuncSeparateiARB GLEW_GET_FUN(__glewBlendFuncSeparateiARB)\n#define glBlendFunciARB GLEW_GET_FUN(__glewBlendFunciARB)\n\n#define GLEW_ARB_draw_buffers_blend GLEW_GET_VAR(__GLEW_ARB_draw_buffers_blend)\n\n#endif /* GL_ARB_draw_buffers_blend */\n\n/* -------------------- GL_ARB_draw_elements_base_vertex ------------------- */\n\n#ifndef GL_ARB_draw_elements_base_vertex\n#define GL_ARB_draw_elements_base_vertex 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei* count, GLenum type, void**indices, GLsizei primcount, GLint *basevertex);\n\n#define glDrawElementsBaseVertex GLEW_GET_FUN(__glewDrawElementsBaseVertex)\n#define glDrawElementsInstancedBaseVertex GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertex)\n#define glDrawRangeElementsBaseVertex GLEW_GET_FUN(__glewDrawRangeElementsBaseVertex)\n#define glMultiDrawElementsBaseVertex GLEW_GET_FUN(__glewMultiDrawElementsBaseVertex)\n\n#define GLEW_ARB_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_ARB_draw_elements_base_vertex)\n\n#endif /* GL_ARB_draw_elements_base_vertex */\n\n/* -------------------------- GL_ARB_draw_indirect ------------------------- */\n\n#ifndef GL_ARB_draw_indirect\n#define GL_ARB_draw_indirect 1\n\n#define GL_DRAW_INDIRECT_BUFFER 0x8F3F\n#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect);\n\n#define glDrawArraysIndirect GLEW_GET_FUN(__glewDrawArraysIndirect)\n#define glDrawElementsIndirect GLEW_GET_FUN(__glewDrawElementsIndirect)\n\n#define GLEW_ARB_draw_indirect GLEW_GET_VAR(__GLEW_ARB_draw_indirect)\n\n#endif /* GL_ARB_draw_indirect */\n\n/* ------------------------- GL_ARB_draw_instanced ------------------------- */\n\n#ifndef GL_ARB_draw_instanced\n#define GL_ARB_draw_instanced 1\n\n#define GLEW_ARB_draw_instanced GLEW_GET_VAR(__GLEW_ARB_draw_instanced)\n\n#endif /* GL_ARB_draw_instanced */\n\n/* ------------------------ GL_ARB_enhanced_layouts ------------------------ */\n\n#ifndef GL_ARB_enhanced_layouts\n#define GL_ARB_enhanced_layouts 1\n\n#define GL_LOCATION_COMPONENT 0x934A\n#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B\n#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C\n\n#define GLEW_ARB_enhanced_layouts GLEW_GET_VAR(__GLEW_ARB_enhanced_layouts)\n\n#endif /* GL_ARB_enhanced_layouts */\n\n/* -------------------- GL_ARB_explicit_attrib_location -------------------- */\n\n#ifndef GL_ARB_explicit_attrib_location\n#define GL_ARB_explicit_attrib_location 1\n\n#define GLEW_ARB_explicit_attrib_location GLEW_GET_VAR(__GLEW_ARB_explicit_attrib_location)\n\n#endif /* GL_ARB_explicit_attrib_location */\n\n/* -------------------- GL_ARB_explicit_uniform_location ------------------- */\n\n#ifndef GL_ARB_explicit_uniform_location\n#define GL_ARB_explicit_uniform_location 1\n\n#define GL_MAX_UNIFORM_LOCATIONS 0x826E\n\n#define GLEW_ARB_explicit_uniform_location GLEW_GET_VAR(__GLEW_ARB_explicit_uniform_location)\n\n#endif /* GL_ARB_explicit_uniform_location */\n\n/* ------------------- GL_ARB_fragment_coord_conventions ------------------- */\n\n#ifndef GL_ARB_fragment_coord_conventions\n#define GL_ARB_fragment_coord_conventions 1\n\n#define GLEW_ARB_fragment_coord_conventions GLEW_GET_VAR(__GLEW_ARB_fragment_coord_conventions)\n\n#endif /* GL_ARB_fragment_coord_conventions */\n\n/* --------------------- GL_ARB_fragment_layer_viewport -------------------- */\n\n#ifndef GL_ARB_fragment_layer_viewport\n#define GL_ARB_fragment_layer_viewport 1\n\n#define GLEW_ARB_fragment_layer_viewport GLEW_GET_VAR(__GLEW_ARB_fragment_layer_viewport)\n\n#endif /* GL_ARB_fragment_layer_viewport */\n\n/* ------------------------ GL_ARB_fragment_program ------------------------ */\n\n#ifndef GL_ARB_fragment_program\n#define GL_ARB_fragment_program 1\n\n#define GL_FRAGMENT_PROGRAM_ARB 0x8804\n#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805\n#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806\n#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807\n#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808\n#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809\n#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A\n#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B\n#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C\n#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D\n#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E\n#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F\n#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810\n#define GL_MAX_TEXTURE_COORDS_ARB 0x8871\n#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872\n\n#define GLEW_ARB_fragment_program GLEW_GET_VAR(__GLEW_ARB_fragment_program)\n\n#endif /* GL_ARB_fragment_program */\n\n/* --------------------- GL_ARB_fragment_program_shadow -------------------- */\n\n#ifndef GL_ARB_fragment_program_shadow\n#define GL_ARB_fragment_program_shadow 1\n\n#define GLEW_ARB_fragment_program_shadow GLEW_GET_VAR(__GLEW_ARB_fragment_program_shadow)\n\n#endif /* GL_ARB_fragment_program_shadow */\n\n/* ------------------------- GL_ARB_fragment_shader ------------------------ */\n\n#ifndef GL_ARB_fragment_shader\n#define GL_ARB_fragment_shader 1\n\n#define GL_FRAGMENT_SHADER_ARB 0x8B30\n#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49\n#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B\n\n#define GLEW_ARB_fragment_shader GLEW_GET_VAR(__GLEW_ARB_fragment_shader)\n\n#endif /* GL_ARB_fragment_shader */\n\n/* -------------------- GL_ARB_fragment_shader_interlock ------------------- */\n\n#ifndef GL_ARB_fragment_shader_interlock\n#define GL_ARB_fragment_shader_interlock 1\n\n#define GLEW_ARB_fragment_shader_interlock GLEW_GET_VAR(__GLEW_ARB_fragment_shader_interlock)\n\n#endif /* GL_ARB_fragment_shader_interlock */\n\n/* ------------------- GL_ARB_framebuffer_no_attachments ------------------- */\n\n#ifndef GL_ARB_framebuffer_no_attachments\n#define GL_ARB_framebuffer_no_attachments 1\n\n#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310\n#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311\n#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312\n#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313\n#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314\n#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315\n#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316\n#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317\n#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param);\n\n#define glFramebufferParameteri GLEW_GET_FUN(__glewFramebufferParameteri)\n#define glGetFramebufferParameteriv GLEW_GET_FUN(__glewGetFramebufferParameteriv)\n#define glGetNamedFramebufferParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferParameterivEXT)\n#define glNamedFramebufferParameteriEXT GLEW_GET_FUN(__glewNamedFramebufferParameteriEXT)\n\n#define GLEW_ARB_framebuffer_no_attachments GLEW_GET_VAR(__GLEW_ARB_framebuffer_no_attachments)\n\n#endif /* GL_ARB_framebuffer_no_attachments */\n\n/* ----------------------- GL_ARB_framebuffer_object ----------------------- */\n\n#ifndef GL_ARB_framebuffer_object\n#define GL_ARB_framebuffer_object 1\n\n#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506\n#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210\n#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211\n#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212\n#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213\n#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214\n#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215\n#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216\n#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217\n#define GL_FRAMEBUFFER_DEFAULT 0x8218\n#define GL_FRAMEBUFFER_UNDEFINED 0x8219\n#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A\n#define GL_INDEX 0x8222\n#define GL_MAX_RENDERBUFFER_SIZE 0x84E8\n#define GL_DEPTH_STENCIL 0x84F9\n#define GL_UNSIGNED_INT_24_8 0x84FA\n#define GL_DEPTH24_STENCIL8 0x88F0\n#define GL_TEXTURE_STENCIL_SIZE 0x88F1\n#define GL_UNSIGNED_NORMALIZED 0x8C17\n#define GL_SRGB 0x8C40\n#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6\n#define GL_FRAMEBUFFER_BINDING 0x8CA6\n#define GL_RENDERBUFFER_BINDING 0x8CA7\n#define GL_READ_FRAMEBUFFER 0x8CA8\n#define GL_DRAW_FRAMEBUFFER 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA\n#define GL_RENDERBUFFER_SAMPLES 0x8CAB\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\n#define GL_FRAMEBUFFER_COMPLETE 0x8CD5\n#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6\n#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7\n#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB\n#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC\n#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD\n#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF\n#define GL_COLOR_ATTACHMENT0 0x8CE0\n#define GL_COLOR_ATTACHMENT1 0x8CE1\n#define GL_COLOR_ATTACHMENT2 0x8CE2\n#define GL_COLOR_ATTACHMENT3 0x8CE3\n#define GL_COLOR_ATTACHMENT4 0x8CE4\n#define GL_COLOR_ATTACHMENT5 0x8CE5\n#define GL_COLOR_ATTACHMENT6 0x8CE6\n#define GL_COLOR_ATTACHMENT7 0x8CE7\n#define GL_COLOR_ATTACHMENT8 0x8CE8\n#define GL_COLOR_ATTACHMENT9 0x8CE9\n#define GL_COLOR_ATTACHMENT10 0x8CEA\n#define GL_COLOR_ATTACHMENT11 0x8CEB\n#define GL_COLOR_ATTACHMENT12 0x8CEC\n#define GL_COLOR_ATTACHMENT13 0x8CED\n#define GL_COLOR_ATTACHMENT14 0x8CEE\n#define GL_COLOR_ATTACHMENT15 0x8CEF\n#define GL_DEPTH_ATTACHMENT 0x8D00\n#define GL_STENCIL_ATTACHMENT 0x8D20\n#define GL_FRAMEBUFFER 0x8D40\n#define GL_RENDERBUFFER 0x8D41\n#define GL_RENDERBUFFER_WIDTH 0x8D42\n#define GL_RENDERBUFFER_HEIGHT 0x8D43\n#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44\n#define GL_STENCIL_INDEX1 0x8D46\n#define GL_STENCIL_INDEX4 0x8D47\n#define GL_STENCIL_INDEX8 0x8D48\n#define GL_STENCIL_INDEX16 0x8D49\n#define GL_RENDERBUFFER_RED_SIZE 0x8D50\n#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51\n#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52\n#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53\n#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54\n#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56\n#define GL_MAX_SAMPLES 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);\ntypedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target,GLenum attachment, GLuint texture,GLint level,GLint layer);\ntypedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);\ntypedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glBindFramebuffer GLEW_GET_FUN(__glewBindFramebuffer)\n#define glBindRenderbuffer GLEW_GET_FUN(__glewBindRenderbuffer)\n#define glBlitFramebuffer GLEW_GET_FUN(__glewBlitFramebuffer)\n#define glCheckFramebufferStatus GLEW_GET_FUN(__glewCheckFramebufferStatus)\n#define glDeleteFramebuffers GLEW_GET_FUN(__glewDeleteFramebuffers)\n#define glDeleteRenderbuffers GLEW_GET_FUN(__glewDeleteRenderbuffers)\n#define glFramebufferRenderbuffer GLEW_GET_FUN(__glewFramebufferRenderbuffer)\n#define glFramebufferTexture1D GLEW_GET_FUN(__glewFramebufferTexture1D)\n#define glFramebufferTexture2D GLEW_GET_FUN(__glewFramebufferTexture2D)\n#define glFramebufferTexture3D GLEW_GET_FUN(__glewFramebufferTexture3D)\n#define glFramebufferTextureLayer GLEW_GET_FUN(__glewFramebufferTextureLayer)\n#define glGenFramebuffers GLEW_GET_FUN(__glewGenFramebuffers)\n#define glGenRenderbuffers GLEW_GET_FUN(__glewGenRenderbuffers)\n#define glGenerateMipmap GLEW_GET_FUN(__glewGenerateMipmap)\n#define glGetFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetFramebufferAttachmentParameteriv)\n#define glGetRenderbufferParameteriv GLEW_GET_FUN(__glewGetRenderbufferParameteriv)\n#define glIsFramebuffer GLEW_GET_FUN(__glewIsFramebuffer)\n#define glIsRenderbuffer GLEW_GET_FUN(__glewIsRenderbuffer)\n#define glRenderbufferStorage GLEW_GET_FUN(__glewRenderbufferStorage)\n#define glRenderbufferStorageMultisample GLEW_GET_FUN(__glewRenderbufferStorageMultisample)\n\n#define GLEW_ARB_framebuffer_object GLEW_GET_VAR(__GLEW_ARB_framebuffer_object)\n\n#endif /* GL_ARB_framebuffer_object */\n\n/* ------------------------ GL_ARB_framebuffer_sRGB ------------------------ */\n\n#ifndef GL_ARB_framebuffer_sRGB\n#define GL_ARB_framebuffer_sRGB 1\n\n#define GL_FRAMEBUFFER_SRGB 0x8DB9\n\n#define GLEW_ARB_framebuffer_sRGB GLEW_GET_VAR(__GLEW_ARB_framebuffer_sRGB)\n\n#endif /* GL_ARB_framebuffer_sRGB */\n\n/* ------------------------ GL_ARB_geometry_shader4 ------------------------ */\n\n#ifndef GL_ARB_geometry_shader4\n#define GL_ARB_geometry_shader4 1\n\n#define GL_LINES_ADJACENCY_ARB 0xA\n#define GL_LINE_STRIP_ADJACENCY_ARB 0xB\n#define GL_TRIANGLES_ADJACENCY_ARB 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0xD\n#define GL_PROGRAM_POINT_SIZE_ARB 0x8642\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9\n#define GL_GEOMETRY_SHADER_ARB 0x8DD9\n#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA\n#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB\n#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC\n#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD\n#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value);\n\n#define glFramebufferTextureARB GLEW_GET_FUN(__glewFramebufferTextureARB)\n#define glFramebufferTextureFaceARB GLEW_GET_FUN(__glewFramebufferTextureFaceARB)\n#define glFramebufferTextureLayerARB GLEW_GET_FUN(__glewFramebufferTextureLayerARB)\n#define glProgramParameteriARB GLEW_GET_FUN(__glewProgramParameteriARB)\n\n#define GLEW_ARB_geometry_shader4 GLEW_GET_VAR(__GLEW_ARB_geometry_shader4)\n\n#endif /* GL_ARB_geometry_shader4 */\n\n/* ----------------------- GL_ARB_get_program_binary ----------------------- */\n\n#ifndef GL_ARB_get_program_binary\n#define GL_ARB_get_program_binary 1\n\n#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257\n#define GL_PROGRAM_BINARY_LENGTH 0x8741\n#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE\n#define GL_PROGRAM_BINARY_FORMATS 0x87FF\n\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, void*binary);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);\n\n#define glGetProgramBinary GLEW_GET_FUN(__glewGetProgramBinary)\n#define glProgramBinary GLEW_GET_FUN(__glewProgramBinary)\n#define glProgramParameteri GLEW_GET_FUN(__glewProgramParameteri)\n\n#define GLEW_ARB_get_program_binary GLEW_GET_VAR(__GLEW_ARB_get_program_binary)\n\n#endif /* GL_ARB_get_program_binary */\n\n/* ---------------------- GL_ARB_get_texture_sub_image --------------------- */\n\n#ifndef GL_ARB_get_texture_sub_image\n#define GL_ARB_get_texture_sub_image 1\n\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels);\n\n#define glGetCompressedTextureSubImage GLEW_GET_FUN(__glewGetCompressedTextureSubImage)\n#define glGetTextureSubImage GLEW_GET_FUN(__glewGetTextureSubImage)\n\n#define GLEW_ARB_get_texture_sub_image GLEW_GET_VAR(__GLEW_ARB_get_texture_sub_image)\n\n#endif /* GL_ARB_get_texture_sub_image */\n\n/* ---------------------------- GL_ARB_gl_spirv ---------------------------- */\n\n#ifndef GL_ARB_gl_spirv\n#define GL_ARB_gl_spirv 1\n\n#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551\n#define GL_SPIR_V_BINARY_ARB 0x9552\n\ntypedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar* pEntryPoint, GLuint numSpecializationConstants, const GLuint* pConstantIndex, const GLuint* pConstantValue);\n\n#define glSpecializeShaderARB GLEW_GET_FUN(__glewSpecializeShaderARB)\n\n#define GLEW_ARB_gl_spirv GLEW_GET_VAR(__GLEW_ARB_gl_spirv)\n\n#endif /* GL_ARB_gl_spirv */\n\n/* --------------------------- GL_ARB_gpu_shader5 -------------------------- */\n\n#ifndef GL_ARB_gpu_shader5\n#define GL_ARB_gpu_shader5 1\n\n#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F\n#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A\n#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B\n#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C\n#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D\n#define GL_MAX_VERTEX_STREAMS 0x8E71\n\n#define GLEW_ARB_gpu_shader5 GLEW_GET_VAR(__GLEW_ARB_gpu_shader5)\n\n#endif /* GL_ARB_gpu_shader5 */\n\n/* ------------------------- GL_ARB_gpu_shader_fp64 ------------------------ */\n\n#ifndef GL_ARB_gpu_shader_fp64\n#define GL_ARB_gpu_shader_fp64 1\n\n#define GL_DOUBLE_MAT2 0x8F46\n#define GL_DOUBLE_MAT3 0x8F47\n#define GL_DOUBLE_MAT4 0x8F48\n#define GL_DOUBLE_MAT2x3 0x8F49\n#define GL_DOUBLE_MAT2x4 0x8F4A\n#define GL_DOUBLE_MAT3x2 0x8F4B\n#define GL_DOUBLE_MAT3x4 0x8F4C\n#define GL_DOUBLE_MAT4x2 0x8F4D\n#define GL_DOUBLE_MAT4x3 0x8F4E\n#define GL_DOUBLE_VEC2 0x8FFC\n#define GL_DOUBLE_VEC3 0x8FFD\n#define GL_DOUBLE_VEC4 0x8FFE\n\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1DPROC) (GLint location, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\n\n#define glGetUniformdv GLEW_GET_FUN(__glewGetUniformdv)\n#define glUniform1d GLEW_GET_FUN(__glewUniform1d)\n#define glUniform1dv GLEW_GET_FUN(__glewUniform1dv)\n#define glUniform2d GLEW_GET_FUN(__glewUniform2d)\n#define glUniform2dv GLEW_GET_FUN(__glewUniform2dv)\n#define glUniform3d GLEW_GET_FUN(__glewUniform3d)\n#define glUniform3dv GLEW_GET_FUN(__glewUniform3dv)\n#define glUniform4d GLEW_GET_FUN(__glewUniform4d)\n#define glUniform4dv GLEW_GET_FUN(__glewUniform4dv)\n#define glUniformMatrix2dv GLEW_GET_FUN(__glewUniformMatrix2dv)\n#define glUniformMatrix2x3dv GLEW_GET_FUN(__glewUniformMatrix2x3dv)\n#define glUniformMatrix2x4dv GLEW_GET_FUN(__glewUniformMatrix2x4dv)\n#define glUniformMatrix3dv GLEW_GET_FUN(__glewUniformMatrix3dv)\n#define glUniformMatrix3x2dv GLEW_GET_FUN(__glewUniformMatrix3x2dv)\n#define glUniformMatrix3x4dv GLEW_GET_FUN(__glewUniformMatrix3x4dv)\n#define glUniformMatrix4dv GLEW_GET_FUN(__glewUniformMatrix4dv)\n#define glUniformMatrix4x2dv GLEW_GET_FUN(__glewUniformMatrix4x2dv)\n#define glUniformMatrix4x3dv GLEW_GET_FUN(__glewUniformMatrix4x3dv)\n\n#define GLEW_ARB_gpu_shader_fp64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_fp64)\n\n#endif /* GL_ARB_gpu_shader_fp64 */\n\n/* ------------------------ GL_ARB_gpu_shader_int64 ------------------------ */\n\n#ifndef GL_ARB_gpu_shader_int64\n#define GL_ARB_gpu_shader_int64 1\n\n#define GL_INT64_ARB 0x140E\n#define GL_UNSIGNED_INT64_ARB 0x140F\n#define GL_INT64_VEC2_ARB 0x8FE9\n#define GL_INT64_VEC3_ARB 0x8FEA\n#define GL_INT64_VEC4_ARB 0x8FEB\n#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5\n#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6\n#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7\n\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);\n\n#define glGetUniformi64vARB GLEW_GET_FUN(__glewGetUniformi64vARB)\n#define glGetUniformui64vARB GLEW_GET_FUN(__glewGetUniformui64vARB)\n#define glGetnUniformi64vARB GLEW_GET_FUN(__glewGetnUniformi64vARB)\n#define glGetnUniformui64vARB GLEW_GET_FUN(__glewGetnUniformui64vARB)\n#define glProgramUniform1i64ARB GLEW_GET_FUN(__glewProgramUniform1i64ARB)\n#define glProgramUniform1i64vARB GLEW_GET_FUN(__glewProgramUniform1i64vARB)\n#define glProgramUniform1ui64ARB GLEW_GET_FUN(__glewProgramUniform1ui64ARB)\n#define glProgramUniform1ui64vARB GLEW_GET_FUN(__glewProgramUniform1ui64vARB)\n#define glProgramUniform2i64ARB GLEW_GET_FUN(__glewProgramUniform2i64ARB)\n#define glProgramUniform2i64vARB GLEW_GET_FUN(__glewProgramUniform2i64vARB)\n#define glProgramUniform2ui64ARB GLEW_GET_FUN(__glewProgramUniform2ui64ARB)\n#define glProgramUniform2ui64vARB GLEW_GET_FUN(__glewProgramUniform2ui64vARB)\n#define glProgramUniform3i64ARB GLEW_GET_FUN(__glewProgramUniform3i64ARB)\n#define glProgramUniform3i64vARB GLEW_GET_FUN(__glewProgramUniform3i64vARB)\n#define glProgramUniform3ui64ARB GLEW_GET_FUN(__glewProgramUniform3ui64ARB)\n#define glProgramUniform3ui64vARB GLEW_GET_FUN(__glewProgramUniform3ui64vARB)\n#define glProgramUniform4i64ARB GLEW_GET_FUN(__glewProgramUniform4i64ARB)\n#define glProgramUniform4i64vARB GLEW_GET_FUN(__glewProgramUniform4i64vARB)\n#define glProgramUniform4ui64ARB GLEW_GET_FUN(__glewProgramUniform4ui64ARB)\n#define glProgramUniform4ui64vARB GLEW_GET_FUN(__glewProgramUniform4ui64vARB)\n#define glUniform1i64ARB GLEW_GET_FUN(__glewUniform1i64ARB)\n#define glUniform1i64vARB GLEW_GET_FUN(__glewUniform1i64vARB)\n#define glUniform1ui64ARB GLEW_GET_FUN(__glewUniform1ui64ARB)\n#define glUniform1ui64vARB GLEW_GET_FUN(__glewUniform1ui64vARB)\n#define glUniform2i64ARB GLEW_GET_FUN(__glewUniform2i64ARB)\n#define glUniform2i64vARB GLEW_GET_FUN(__glewUniform2i64vARB)\n#define glUniform2ui64ARB GLEW_GET_FUN(__glewUniform2ui64ARB)\n#define glUniform2ui64vARB GLEW_GET_FUN(__glewUniform2ui64vARB)\n#define glUniform3i64ARB GLEW_GET_FUN(__glewUniform3i64ARB)\n#define glUniform3i64vARB GLEW_GET_FUN(__glewUniform3i64vARB)\n#define glUniform3ui64ARB GLEW_GET_FUN(__glewUniform3ui64ARB)\n#define glUniform3ui64vARB GLEW_GET_FUN(__glewUniform3ui64vARB)\n#define glUniform4i64ARB GLEW_GET_FUN(__glewUniform4i64ARB)\n#define glUniform4i64vARB GLEW_GET_FUN(__glewUniform4i64vARB)\n#define glUniform4ui64ARB GLEW_GET_FUN(__glewUniform4ui64ARB)\n#define glUniform4ui64vARB GLEW_GET_FUN(__glewUniform4ui64vARB)\n\n#define GLEW_ARB_gpu_shader_int64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_int64)\n\n#endif /* GL_ARB_gpu_shader_int64 */\n\n/* ------------------------ GL_ARB_half_float_pixel ------------------------ */\n\n#ifndef GL_ARB_half_float_pixel\n#define GL_ARB_half_float_pixel 1\n\n#define GL_HALF_FLOAT_ARB 0x140B\n\n#define GLEW_ARB_half_float_pixel GLEW_GET_VAR(__GLEW_ARB_half_float_pixel)\n\n#endif /* GL_ARB_half_float_pixel */\n\n/* ------------------------ GL_ARB_half_float_vertex ----------------------- */\n\n#ifndef GL_ARB_half_float_vertex\n#define GL_ARB_half_float_vertex 1\n\n#define GL_HALF_FLOAT 0x140B\n\n#define GLEW_ARB_half_float_vertex GLEW_GET_VAR(__GLEW_ARB_half_float_vertex)\n\n#endif /* GL_ARB_half_float_vertex */\n\n/* ----------------------------- GL_ARB_imaging ---------------------------- */\n\n#ifndef GL_ARB_imaging\n#define GL_ARB_imaging 1\n\n#define GL_CONSTANT_COLOR 0x8001\n#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002\n#define GL_CONSTANT_ALPHA 0x8003\n#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004\n#define GL_BLEND_COLOR 0x8005\n#define GL_FUNC_ADD 0x8006\n#define GL_MIN 0x8007\n#define GL_MAX 0x8008\n#define GL_BLEND_EQUATION 0x8009\n#define GL_FUNC_SUBTRACT 0x800A\n#define GL_FUNC_REVERSE_SUBTRACT 0x800B\n#define GL_CONVOLUTION_1D 0x8010\n#define GL_CONVOLUTION_2D 0x8011\n#define GL_SEPARABLE_2D 0x8012\n#define GL_CONVOLUTION_BORDER_MODE 0x8013\n#define GL_CONVOLUTION_FILTER_SCALE 0x8014\n#define GL_CONVOLUTION_FILTER_BIAS 0x8015\n#define GL_REDUCE 0x8016\n#define GL_CONVOLUTION_FORMAT 0x8017\n#define GL_CONVOLUTION_WIDTH 0x8018\n#define GL_CONVOLUTION_HEIGHT 0x8019\n#define GL_MAX_CONVOLUTION_WIDTH 0x801A\n#define GL_MAX_CONVOLUTION_HEIGHT 0x801B\n#define GL_POST_CONVOLUTION_RED_SCALE 0x801C\n#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D\n#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E\n#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F\n#define GL_POST_CONVOLUTION_RED_BIAS 0x8020\n#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021\n#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022\n#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023\n#define GL_HISTOGRAM 0x8024\n#define GL_PROXY_HISTOGRAM 0x8025\n#define GL_HISTOGRAM_WIDTH 0x8026\n#define GL_HISTOGRAM_FORMAT 0x8027\n#define GL_HISTOGRAM_RED_SIZE 0x8028\n#define GL_HISTOGRAM_GREEN_SIZE 0x8029\n#define GL_HISTOGRAM_BLUE_SIZE 0x802A\n#define GL_HISTOGRAM_ALPHA_SIZE 0x802B\n#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C\n#define GL_HISTOGRAM_SINK 0x802D\n#define GL_MINMAX 0x802E\n#define GL_MINMAX_FORMAT 0x802F\n#define GL_MINMAX_SINK 0x8030\n#define GL_TABLE_TOO_LARGE 0x8031\n#define GL_COLOR_MATRIX 0x80B1\n#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2\n#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3\n#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4\n#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5\n#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6\n#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7\n#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8\n#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9\n#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA\n#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB\n#define GL_COLOR_TABLE 0x80D0\n#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1\n#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2\n#define GL_PROXY_COLOR_TABLE 0x80D3\n#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4\n#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5\n#define GL_COLOR_TABLE_SCALE 0x80D6\n#define GL_COLOR_TABLE_BIAS 0x80D7\n#define GL_COLOR_TABLE_FORMAT 0x80D8\n#define GL_COLOR_TABLE_WIDTH 0x80D9\n#define GL_COLOR_TABLE_RED_SIZE 0x80DA\n#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB\n#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC\n#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD\n#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE\n#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF\n#define GL_IGNORE_BORDER 0x8150\n#define GL_CONSTANT_BORDER 0x8151\n#define GL_WRAP_BORDER 0x8152\n#define GL_REPLICATE_BORDER 0x8153\n#define GL_CONVOLUTION_BORDER_COLOR 0x8154\n\ntypedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span);\ntypedef void (GLAPIENTRY * PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLRESETMINMAXPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column);\n\n#define glColorSubTable GLEW_GET_FUN(__glewColorSubTable)\n#define glColorTable GLEW_GET_FUN(__glewColorTable)\n#define glColorTableParameterfv GLEW_GET_FUN(__glewColorTableParameterfv)\n#define glColorTableParameteriv GLEW_GET_FUN(__glewColorTableParameteriv)\n#define glConvolutionFilter1D GLEW_GET_FUN(__glewConvolutionFilter1D)\n#define glConvolutionFilter2D GLEW_GET_FUN(__glewConvolutionFilter2D)\n#define glConvolutionParameterf GLEW_GET_FUN(__glewConvolutionParameterf)\n#define glConvolutionParameterfv GLEW_GET_FUN(__glewConvolutionParameterfv)\n#define glConvolutionParameteri GLEW_GET_FUN(__glewConvolutionParameteri)\n#define glConvolutionParameteriv GLEW_GET_FUN(__glewConvolutionParameteriv)\n#define glCopyColorSubTable GLEW_GET_FUN(__glewCopyColorSubTable)\n#define glCopyColorTable GLEW_GET_FUN(__glewCopyColorTable)\n#define glCopyConvolutionFilter1D GLEW_GET_FUN(__glewCopyConvolutionFilter1D)\n#define glCopyConvolutionFilter2D GLEW_GET_FUN(__glewCopyConvolutionFilter2D)\n#define glGetColorTable GLEW_GET_FUN(__glewGetColorTable)\n#define glGetColorTableParameterfv GLEW_GET_FUN(__glewGetColorTableParameterfv)\n#define glGetColorTableParameteriv GLEW_GET_FUN(__glewGetColorTableParameteriv)\n#define glGetConvolutionFilter GLEW_GET_FUN(__glewGetConvolutionFilter)\n#define glGetConvolutionParameterfv GLEW_GET_FUN(__glewGetConvolutionParameterfv)\n#define glGetConvolutionParameteriv GLEW_GET_FUN(__glewGetConvolutionParameteriv)\n#define glGetHistogram GLEW_GET_FUN(__glewGetHistogram)\n#define glGetHistogramParameterfv GLEW_GET_FUN(__glewGetHistogramParameterfv)\n#define glGetHistogramParameteriv GLEW_GET_FUN(__glewGetHistogramParameteriv)\n#define glGetMinmax GLEW_GET_FUN(__glewGetMinmax)\n#define glGetMinmaxParameterfv GLEW_GET_FUN(__glewGetMinmaxParameterfv)\n#define glGetMinmaxParameteriv GLEW_GET_FUN(__glewGetMinmaxParameteriv)\n#define glGetSeparableFilter GLEW_GET_FUN(__glewGetSeparableFilter)\n#define glHistogram GLEW_GET_FUN(__glewHistogram)\n#define glMinmax GLEW_GET_FUN(__glewMinmax)\n#define glResetHistogram GLEW_GET_FUN(__glewResetHistogram)\n#define glResetMinmax GLEW_GET_FUN(__glewResetMinmax)\n#define glSeparableFilter2D GLEW_GET_FUN(__glewSeparableFilter2D)\n\n#define GLEW_ARB_imaging GLEW_GET_VAR(__GLEW_ARB_imaging)\n\n#endif /* GL_ARB_imaging */\n\n/* ----------------------- GL_ARB_indirect_parameters ---------------------- */\n\n#ifndef GL_ARB_indirect_parameters\n#define GL_ARB_indirect_parameters 1\n\n#define GL_PARAMETER_BUFFER_ARB 0x80EE\n#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirectCountARB GLEW_GET_FUN(__glewMultiDrawArraysIndirectCountARB)\n#define glMultiDrawElementsIndirectCountARB GLEW_GET_FUN(__glewMultiDrawElementsIndirectCountARB)\n\n#define GLEW_ARB_indirect_parameters GLEW_GET_VAR(__GLEW_ARB_indirect_parameters)\n\n#endif /* GL_ARB_indirect_parameters */\n\n/* ------------------------ GL_ARB_instanced_arrays ------------------------ */\n\n#ifndef GL_ARB_instanced_arrays\n#define GL_ARB_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor);\n\n#define glDrawArraysInstancedARB GLEW_GET_FUN(__glewDrawArraysInstancedARB)\n#define glDrawElementsInstancedARB GLEW_GET_FUN(__glewDrawElementsInstancedARB)\n#define glVertexAttribDivisorARB GLEW_GET_FUN(__glewVertexAttribDivisorARB)\n\n#define GLEW_ARB_instanced_arrays GLEW_GET_VAR(__GLEW_ARB_instanced_arrays)\n\n#endif /* GL_ARB_instanced_arrays */\n\n/* ---------------------- GL_ARB_internalformat_query ---------------------- */\n\n#ifndef GL_ARB_internalformat_query\n#define GL_ARB_internalformat_query 1\n\n#define GL_NUM_SAMPLE_COUNTS 0x9380\n\ntypedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);\n\n#define glGetInternalformativ GLEW_GET_FUN(__glewGetInternalformativ)\n\n#define GLEW_ARB_internalformat_query GLEW_GET_VAR(__GLEW_ARB_internalformat_query)\n\n#endif /* GL_ARB_internalformat_query */\n\n/* ---------------------- GL_ARB_internalformat_query2 --------------------- */\n\n#ifndef GL_ARB_internalformat_query2\n#define GL_ARB_internalformat_query2 1\n\n#define GL_INTERNALFORMAT_SUPPORTED 0x826F\n#define GL_INTERNALFORMAT_PREFERRED 0x8270\n#define GL_INTERNALFORMAT_RED_SIZE 0x8271\n#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272\n#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273\n#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274\n#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275\n#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276\n#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277\n#define GL_INTERNALFORMAT_RED_TYPE 0x8278\n#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279\n#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A\n#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B\n#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C\n#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D\n#define GL_MAX_WIDTH 0x827E\n#define GL_MAX_HEIGHT 0x827F\n#define GL_MAX_DEPTH 0x8280\n#define GL_MAX_LAYERS 0x8281\n#define GL_MAX_COMBINED_DIMENSIONS 0x8282\n#define GL_COLOR_COMPONENTS 0x8283\n#define GL_DEPTH_COMPONENTS 0x8284\n#define GL_STENCIL_COMPONENTS 0x8285\n#define GL_COLOR_RENDERABLE 0x8286\n#define GL_DEPTH_RENDERABLE 0x8287\n#define GL_STENCIL_RENDERABLE 0x8288\n#define GL_FRAMEBUFFER_RENDERABLE 0x8289\n#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A\n#define GL_FRAMEBUFFER_BLEND 0x828B\n#define GL_READ_PIXELS 0x828C\n#define GL_READ_PIXELS_FORMAT 0x828D\n#define GL_READ_PIXELS_TYPE 0x828E\n#define GL_TEXTURE_IMAGE_FORMAT 0x828F\n#define GL_TEXTURE_IMAGE_TYPE 0x8290\n#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291\n#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292\n#define GL_MIPMAP 0x8293\n#define GL_MANUAL_GENERATE_MIPMAP 0x8294\n#define GL_AUTO_GENERATE_MIPMAP 0x8295\n#define GL_COLOR_ENCODING 0x8296\n#define GL_SRGB_READ 0x8297\n#define GL_SRGB_WRITE 0x8298\n#define GL_SRGB_DECODE_ARB 0x8299\n#define GL_FILTER 0x829A\n#define GL_VERTEX_TEXTURE 0x829B\n#define GL_TESS_CONTROL_TEXTURE 0x829C\n#define GL_TESS_EVALUATION_TEXTURE 0x829D\n#define GL_GEOMETRY_TEXTURE 0x829E\n#define GL_FRAGMENT_TEXTURE 0x829F\n#define GL_COMPUTE_TEXTURE 0x82A0\n#define GL_TEXTURE_SHADOW 0x82A1\n#define GL_TEXTURE_GATHER 0x82A2\n#define GL_TEXTURE_GATHER_SHADOW 0x82A3\n#define GL_SHADER_IMAGE_LOAD 0x82A4\n#define GL_SHADER_IMAGE_STORE 0x82A5\n#define GL_SHADER_IMAGE_ATOMIC 0x82A6\n#define GL_IMAGE_TEXEL_SIZE 0x82A7\n#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8\n#define GL_IMAGE_PIXEL_FORMAT 0x82A9\n#define GL_IMAGE_PIXEL_TYPE 0x82AA\n#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC\n#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD\n#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE\n#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF\n#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1\n#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2\n#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3\n#define GL_CLEAR_BUFFER 0x82B4\n#define GL_TEXTURE_VIEW 0x82B5\n#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6\n#define GL_FULL_SUPPORT 0x82B7\n#define GL_CAVEAT_SUPPORT 0x82B8\n#define GL_IMAGE_CLASS_4_X_32 0x82B9\n#define GL_IMAGE_CLASS_2_X_32 0x82BA\n#define GL_IMAGE_CLASS_1_X_32 0x82BB\n#define GL_IMAGE_CLASS_4_X_16 0x82BC\n#define GL_IMAGE_CLASS_2_X_16 0x82BD\n#define GL_IMAGE_CLASS_1_X_16 0x82BE\n#define GL_IMAGE_CLASS_4_X_8 0x82BF\n#define GL_IMAGE_CLASS_2_X_8 0x82C0\n#define GL_IMAGE_CLASS_1_X_8 0x82C1\n#define GL_IMAGE_CLASS_11_11_10 0x82C2\n#define GL_IMAGE_CLASS_10_10_10_2 0x82C3\n#define GL_VIEW_CLASS_128_BITS 0x82C4\n#define GL_VIEW_CLASS_96_BITS 0x82C5\n#define GL_VIEW_CLASS_64_BITS 0x82C6\n#define GL_VIEW_CLASS_48_BITS 0x82C7\n#define GL_VIEW_CLASS_32_BITS 0x82C8\n#define GL_VIEW_CLASS_24_BITS 0x82C9\n#define GL_VIEW_CLASS_16_BITS 0x82CA\n#define GL_VIEW_CLASS_8_BITS 0x82CB\n#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC\n#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD\n#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE\n#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF\n#define GL_VIEW_CLASS_RGTC1_RED 0x82D0\n#define GL_VIEW_CLASS_RGTC2_RG 0x82D1\n#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2\n#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3\n\ntypedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64* params);\n\n#define glGetInternalformati64v GLEW_GET_FUN(__glewGetInternalformati64v)\n\n#define GLEW_ARB_internalformat_query2 GLEW_GET_VAR(__GLEW_ARB_internalformat_query2)\n\n#endif /* GL_ARB_internalformat_query2 */\n\n/* ----------------------- GL_ARB_invalidate_subdata ----------------------- */\n\n#ifndef GL_ARB_invalidate_subdata\n#define GL_ARB_invalidate_subdata 1\n\ntypedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glInvalidateBufferData GLEW_GET_FUN(__glewInvalidateBufferData)\n#define glInvalidateBufferSubData GLEW_GET_FUN(__glewInvalidateBufferSubData)\n#define glInvalidateFramebuffer GLEW_GET_FUN(__glewInvalidateFramebuffer)\n#define glInvalidateSubFramebuffer GLEW_GET_FUN(__glewInvalidateSubFramebuffer)\n#define glInvalidateTexImage GLEW_GET_FUN(__glewInvalidateTexImage)\n#define glInvalidateTexSubImage GLEW_GET_FUN(__glewInvalidateTexSubImage)\n\n#define GLEW_ARB_invalidate_subdata GLEW_GET_VAR(__GLEW_ARB_invalidate_subdata)\n\n#endif /* GL_ARB_invalidate_subdata */\n\n/* ---------------------- GL_ARB_map_buffer_alignment ---------------------- */\n\n#ifndef GL_ARB_map_buffer_alignment\n#define GL_ARB_map_buffer_alignment 1\n\n#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC\n\n#define GLEW_ARB_map_buffer_alignment GLEW_GET_VAR(__GLEW_ARB_map_buffer_alignment)\n\n#endif /* GL_ARB_map_buffer_alignment */\n\n/* ------------------------ GL_ARB_map_buffer_range ------------------------ */\n\n#ifndef GL_ARB_map_buffer_range\n#define GL_ARB_map_buffer_range 1\n\n#define GL_MAP_READ_BIT 0x0001\n#define GL_MAP_WRITE_BIT 0x0002\n#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004\n#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008\n#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010\n#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length);\ntypedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\n\n#define glFlushMappedBufferRange GLEW_GET_FUN(__glewFlushMappedBufferRange)\n#define glMapBufferRange GLEW_GET_FUN(__glewMapBufferRange)\n\n#define GLEW_ARB_map_buffer_range GLEW_GET_VAR(__GLEW_ARB_map_buffer_range)\n\n#endif /* GL_ARB_map_buffer_range */\n\n/* ------------------------- GL_ARB_matrix_palette ------------------------- */\n\n#ifndef GL_ARB_matrix_palette\n#define GL_ARB_matrix_palette 1\n\n#define GL_MATRIX_PALETTE_ARB 0x8840\n#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841\n#define GL_MAX_PALETTE_MATRICES_ARB 0x8842\n#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843\n#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844\n#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845\n#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846\n#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847\n#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848\n#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849\n\ntypedef void (GLAPIENTRY * PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXUBVARBPROC) (GLint size, GLubyte *indices);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXUIVARBPROC) (GLint size, GLuint *indices);\ntypedef void (GLAPIENTRY * PFNGLMATRIXINDEXUSVARBPROC) (GLint size, GLushort *indices);\n\n#define glCurrentPaletteMatrixARB GLEW_GET_FUN(__glewCurrentPaletteMatrixARB)\n#define glMatrixIndexPointerARB GLEW_GET_FUN(__glewMatrixIndexPointerARB)\n#define glMatrixIndexubvARB GLEW_GET_FUN(__glewMatrixIndexubvARB)\n#define glMatrixIndexuivARB GLEW_GET_FUN(__glewMatrixIndexuivARB)\n#define glMatrixIndexusvARB GLEW_GET_FUN(__glewMatrixIndexusvARB)\n\n#define GLEW_ARB_matrix_palette GLEW_GET_VAR(__GLEW_ARB_matrix_palette)\n\n#endif /* GL_ARB_matrix_palette */\n\n/* --------------------------- GL_ARB_multi_bind --------------------------- */\n\n#ifndef GL_ARB_multi_bind\n#define GL_ARB_multi_bind 1\n\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizeiptr *sizes);\ntypedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint* samplers);\ntypedef void (GLAPIENTRY * PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides);\n\n#define glBindBuffersBase GLEW_GET_FUN(__glewBindBuffersBase)\n#define glBindBuffersRange GLEW_GET_FUN(__glewBindBuffersRange)\n#define glBindImageTextures GLEW_GET_FUN(__glewBindImageTextures)\n#define glBindSamplers GLEW_GET_FUN(__glewBindSamplers)\n#define glBindTextures GLEW_GET_FUN(__glewBindTextures)\n#define glBindVertexBuffers GLEW_GET_FUN(__glewBindVertexBuffers)\n\n#define GLEW_ARB_multi_bind GLEW_GET_VAR(__GLEW_ARB_multi_bind)\n\n#endif /* GL_ARB_multi_bind */\n\n/* ----------------------- GL_ARB_multi_draw_indirect ---------------------- */\n\n#ifndef GL_ARB_multi_draw_indirect\n#define GL_ARB_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirect GLEW_GET_FUN(__glewMultiDrawArraysIndirect)\n#define glMultiDrawElementsIndirect GLEW_GET_FUN(__glewMultiDrawElementsIndirect)\n\n#define GLEW_ARB_multi_draw_indirect GLEW_GET_VAR(__GLEW_ARB_multi_draw_indirect)\n\n#endif /* GL_ARB_multi_draw_indirect */\n\n/* --------------------------- GL_ARB_multisample -------------------------- */\n\n#ifndef GL_ARB_multisample\n#define GL_ARB_multisample 1\n\n#define GL_MULTISAMPLE_ARB 0x809D\n#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F\n#define GL_SAMPLE_COVERAGE_ARB 0x80A0\n#define GL_SAMPLE_BUFFERS_ARB 0x80A8\n#define GL_SAMPLES_ARB 0x80A9\n#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA\n#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB\n#define GL_MULTISAMPLE_BIT_ARB 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert);\n\n#define glSampleCoverageARB GLEW_GET_FUN(__glewSampleCoverageARB)\n\n#define GLEW_ARB_multisample GLEW_GET_VAR(__GLEW_ARB_multisample)\n\n#endif /* GL_ARB_multisample */\n\n/* -------------------------- GL_ARB_multitexture -------------------------- */\n\n#ifndef GL_ARB_multitexture\n#define GL_ARB_multitexture 1\n\n#define GL_TEXTURE0_ARB 0x84C0\n#define GL_TEXTURE1_ARB 0x84C1\n#define GL_TEXTURE2_ARB 0x84C2\n#define GL_TEXTURE3_ARB 0x84C3\n#define GL_TEXTURE4_ARB 0x84C4\n#define GL_TEXTURE5_ARB 0x84C5\n#define GL_TEXTURE6_ARB 0x84C6\n#define GL_TEXTURE7_ARB 0x84C7\n#define GL_TEXTURE8_ARB 0x84C8\n#define GL_TEXTURE9_ARB 0x84C9\n#define GL_TEXTURE10_ARB 0x84CA\n#define GL_TEXTURE11_ARB 0x84CB\n#define GL_TEXTURE12_ARB 0x84CC\n#define GL_TEXTURE13_ARB 0x84CD\n#define GL_TEXTURE14_ARB 0x84CE\n#define GL_TEXTURE15_ARB 0x84CF\n#define GL_TEXTURE16_ARB 0x84D0\n#define GL_TEXTURE17_ARB 0x84D1\n#define GL_TEXTURE18_ARB 0x84D2\n#define GL_TEXTURE19_ARB 0x84D3\n#define GL_TEXTURE20_ARB 0x84D4\n#define GL_TEXTURE21_ARB 0x84D5\n#define GL_TEXTURE22_ARB 0x84D6\n#define GL_TEXTURE23_ARB 0x84D7\n#define GL_TEXTURE24_ARB 0x84D8\n#define GL_TEXTURE25_ARB 0x84D9\n#define GL_TEXTURE26_ARB 0x84DA\n#define GL_TEXTURE27_ARB 0x84DB\n#define GL_TEXTURE28_ARB 0x84DC\n#define GL_TEXTURE29_ARB 0x84DD\n#define GL_TEXTURE30_ARB 0x84DE\n#define GL_TEXTURE31_ARB 0x84DF\n#define GL_ACTIVE_TEXTURE_ARB 0x84E0\n#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1\n#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2\n\ntypedef void (GLAPIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);\n\n#define glActiveTextureARB GLEW_GET_FUN(__glewActiveTextureARB)\n#define glClientActiveTextureARB GLEW_GET_FUN(__glewClientActiveTextureARB)\n#define glMultiTexCoord1dARB GLEW_GET_FUN(__glewMultiTexCoord1dARB)\n#define glMultiTexCoord1dvARB GLEW_GET_FUN(__glewMultiTexCoord1dvARB)\n#define glMultiTexCoord1fARB GLEW_GET_FUN(__glewMultiTexCoord1fARB)\n#define glMultiTexCoord1fvARB GLEW_GET_FUN(__glewMultiTexCoord1fvARB)\n#define glMultiTexCoord1iARB GLEW_GET_FUN(__glewMultiTexCoord1iARB)\n#define glMultiTexCoord1ivARB GLEW_GET_FUN(__glewMultiTexCoord1ivARB)\n#define glMultiTexCoord1sARB GLEW_GET_FUN(__glewMultiTexCoord1sARB)\n#define glMultiTexCoord1svARB GLEW_GET_FUN(__glewMultiTexCoord1svARB)\n#define glMultiTexCoord2dARB GLEW_GET_FUN(__glewMultiTexCoord2dARB)\n#define glMultiTexCoord2dvARB GLEW_GET_FUN(__glewMultiTexCoord2dvARB)\n#define glMultiTexCoord2fARB GLEW_GET_FUN(__glewMultiTexCoord2fARB)\n#define glMultiTexCoord2fvARB GLEW_GET_FUN(__glewMultiTexCoord2fvARB)\n#define glMultiTexCoord2iARB GLEW_GET_FUN(__glewMultiTexCoord2iARB)\n#define glMultiTexCoord2ivARB GLEW_GET_FUN(__glewMultiTexCoord2ivARB)\n#define glMultiTexCoord2sARB GLEW_GET_FUN(__glewMultiTexCoord2sARB)\n#define glMultiTexCoord2svARB GLEW_GET_FUN(__glewMultiTexCoord2svARB)\n#define glMultiTexCoord3dARB GLEW_GET_FUN(__glewMultiTexCoord3dARB)\n#define glMultiTexCoord3dvARB GLEW_GET_FUN(__glewMultiTexCoord3dvARB)\n#define glMultiTexCoord3fARB GLEW_GET_FUN(__glewMultiTexCoord3fARB)\n#define glMultiTexCoord3fvARB GLEW_GET_FUN(__glewMultiTexCoord3fvARB)\n#define glMultiTexCoord3iARB GLEW_GET_FUN(__glewMultiTexCoord3iARB)\n#define glMultiTexCoord3ivARB GLEW_GET_FUN(__glewMultiTexCoord3ivARB)\n#define glMultiTexCoord3sARB GLEW_GET_FUN(__glewMultiTexCoord3sARB)\n#define glMultiTexCoord3svARB GLEW_GET_FUN(__glewMultiTexCoord3svARB)\n#define glMultiTexCoord4dARB GLEW_GET_FUN(__glewMultiTexCoord4dARB)\n#define glMultiTexCoord4dvARB GLEW_GET_FUN(__glewMultiTexCoord4dvARB)\n#define glMultiTexCoord4fARB GLEW_GET_FUN(__glewMultiTexCoord4fARB)\n#define glMultiTexCoord4fvARB GLEW_GET_FUN(__glewMultiTexCoord4fvARB)\n#define glMultiTexCoord4iARB GLEW_GET_FUN(__glewMultiTexCoord4iARB)\n#define glMultiTexCoord4ivARB GLEW_GET_FUN(__glewMultiTexCoord4ivARB)\n#define glMultiTexCoord4sARB GLEW_GET_FUN(__glewMultiTexCoord4sARB)\n#define glMultiTexCoord4svARB GLEW_GET_FUN(__glewMultiTexCoord4svARB)\n\n#define GLEW_ARB_multitexture GLEW_GET_VAR(__GLEW_ARB_multitexture)\n\n#endif /* GL_ARB_multitexture */\n\n/* ------------------------- GL_ARB_occlusion_query ------------------------ */\n\n#ifndef GL_ARB_occlusion_query\n#define GL_ARB_occlusion_query 1\n\n#define GL_QUERY_COUNTER_BITS_ARB 0x8864\n#define GL_CURRENT_QUERY_ARB 0x8865\n#define GL_QUERY_RESULT_ARB 0x8866\n#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867\n#define GL_SAMPLES_PASSED_ARB 0x8914\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYARBPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISQUERYARBPROC) (GLuint id);\n\n#define glBeginQueryARB GLEW_GET_FUN(__glewBeginQueryARB)\n#define glDeleteQueriesARB GLEW_GET_FUN(__glewDeleteQueriesARB)\n#define glEndQueryARB GLEW_GET_FUN(__glewEndQueryARB)\n#define glGenQueriesARB GLEW_GET_FUN(__glewGenQueriesARB)\n#define glGetQueryObjectivARB GLEW_GET_FUN(__glewGetQueryObjectivARB)\n#define glGetQueryObjectuivARB GLEW_GET_FUN(__glewGetQueryObjectuivARB)\n#define glGetQueryivARB GLEW_GET_FUN(__glewGetQueryivARB)\n#define glIsQueryARB GLEW_GET_FUN(__glewIsQueryARB)\n\n#define GLEW_ARB_occlusion_query GLEW_GET_VAR(__GLEW_ARB_occlusion_query)\n\n#endif /* GL_ARB_occlusion_query */\n\n/* ------------------------ GL_ARB_occlusion_query2 ------------------------ */\n\n#ifndef GL_ARB_occlusion_query2\n#define GL_ARB_occlusion_query2 1\n\n#define GL_ANY_SAMPLES_PASSED 0x8C2F\n\n#define GLEW_ARB_occlusion_query2 GLEW_GET_VAR(__GLEW_ARB_occlusion_query2)\n\n#endif /* GL_ARB_occlusion_query2 */\n\n/* --------------------- GL_ARB_parallel_shader_compile -------------------- */\n\n#ifndef GL_ARB_parallel_shader_compile\n#define GL_ARB_parallel_shader_compile 1\n\n#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0\n#define GL_COMPLETION_STATUS_ARB 0x91B1\n\ntypedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count);\n\n#define glMaxShaderCompilerThreadsARB GLEW_GET_FUN(__glewMaxShaderCompilerThreadsARB)\n\n#define GLEW_ARB_parallel_shader_compile GLEW_GET_VAR(__GLEW_ARB_parallel_shader_compile)\n\n#endif /* GL_ARB_parallel_shader_compile */\n\n/* -------------------- GL_ARB_pipeline_statistics_query ------------------- */\n\n#ifndef GL_ARB_pipeline_statistics_query\n#define GL_ARB_pipeline_statistics_query 1\n\n#define GL_VERTICES_SUBMITTED_ARB 0x82EE\n#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF\n#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0\n#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1\n#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2\n#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3\n#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4\n#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5\n#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6\n#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7\n#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F\n\n#define GLEW_ARB_pipeline_statistics_query GLEW_GET_VAR(__GLEW_ARB_pipeline_statistics_query)\n\n#endif /* GL_ARB_pipeline_statistics_query */\n\n/* ----------------------- GL_ARB_pixel_buffer_object ---------------------- */\n\n#ifndef GL_ARB_pixel_buffer_object\n#define GL_ARB_pixel_buffer_object 1\n\n#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF\n\n#define GLEW_ARB_pixel_buffer_object GLEW_GET_VAR(__GLEW_ARB_pixel_buffer_object)\n\n#endif /* GL_ARB_pixel_buffer_object */\n\n/* ------------------------ GL_ARB_point_parameters ------------------------ */\n\n#ifndef GL_ARB_point_parameters\n#define GL_ARB_point_parameters 1\n\n#define GL_POINT_SIZE_MIN_ARB 0x8126\n#define GL_POINT_SIZE_MAX_ARB 0x8127\n#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128\n#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129\n\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat* params);\n\n#define glPointParameterfARB GLEW_GET_FUN(__glewPointParameterfARB)\n#define glPointParameterfvARB GLEW_GET_FUN(__glewPointParameterfvARB)\n\n#define GLEW_ARB_point_parameters GLEW_GET_VAR(__GLEW_ARB_point_parameters)\n\n#endif /* GL_ARB_point_parameters */\n\n/* -------------------------- GL_ARB_point_sprite -------------------------- */\n\n#ifndef GL_ARB_point_sprite\n#define GL_ARB_point_sprite 1\n\n#define GL_POINT_SPRITE_ARB 0x8861\n#define GL_COORD_REPLACE_ARB 0x8862\n\n#define GLEW_ARB_point_sprite GLEW_GET_VAR(__GLEW_ARB_point_sprite)\n\n#endif /* GL_ARB_point_sprite */\n\n/* ---------------------- GL_ARB_polygon_offset_clamp ---------------------- */\n\n#ifndef GL_ARB_polygon_offset_clamp\n#define GL_ARB_polygon_offset_clamp 1\n\n#define GL_POLYGON_OFFSET_CLAMP 0x8E1B\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp);\n\n#define glPolygonOffsetClamp GLEW_GET_FUN(__glewPolygonOffsetClamp)\n\n#define GLEW_ARB_polygon_offset_clamp GLEW_GET_VAR(__GLEW_ARB_polygon_offset_clamp)\n\n#endif /* GL_ARB_polygon_offset_clamp */\n\n/* ----------------------- GL_ARB_post_depth_coverage ---------------------- */\n\n#ifndef GL_ARB_post_depth_coverage\n#define GL_ARB_post_depth_coverage 1\n\n#define GLEW_ARB_post_depth_coverage GLEW_GET_VAR(__GLEW_ARB_post_depth_coverage)\n\n#endif /* GL_ARB_post_depth_coverage */\n\n/* --------------------- GL_ARB_program_interface_query -------------------- */\n\n#ifndef GL_ARB_program_interface_query\n#define GL_ARB_program_interface_query 1\n\n#define GL_UNIFORM 0x92E1\n#define GL_UNIFORM_BLOCK 0x92E2\n#define GL_PROGRAM_INPUT 0x92E3\n#define GL_PROGRAM_OUTPUT 0x92E4\n#define GL_BUFFER_VARIABLE 0x92E5\n#define GL_SHADER_STORAGE_BLOCK 0x92E6\n#define GL_IS_PER_PATCH 0x92E7\n#define GL_VERTEX_SUBROUTINE 0x92E8\n#define GL_TESS_CONTROL_SUBROUTINE 0x92E9\n#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA\n#define GL_GEOMETRY_SUBROUTINE 0x92EB\n#define GL_FRAGMENT_SUBROUTINE 0x92EC\n#define GL_COMPUTE_SUBROUTINE 0x92ED\n#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE\n#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF\n#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0\n#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1\n#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2\n#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3\n#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4\n#define GL_ACTIVE_RESOURCES 0x92F5\n#define GL_MAX_NAME_LENGTH 0x92F6\n#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7\n#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8\n#define GL_NAME_LENGTH 0x92F9\n#define GL_TYPE 0x92FA\n#define GL_ARRAY_SIZE 0x92FB\n#define GL_OFFSET 0x92FC\n#define GL_BLOCK_INDEX 0x92FD\n#define GL_ARRAY_STRIDE 0x92FE\n#define GL_MATRIX_STRIDE 0x92FF\n#define GL_IS_ROW_MAJOR 0x9300\n#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301\n#define GL_BUFFER_BINDING 0x9302\n#define GL_BUFFER_DATA_SIZE 0x9303\n#define GL_NUM_ACTIVE_VARIABLES 0x9304\n#define GL_ACTIVE_VARIABLES 0x9305\n#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306\n#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307\n#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308\n#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309\n#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A\n#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B\n#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C\n#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D\n#define GL_LOCATION 0x930E\n#define GL_LOCATION_INDEX 0x930F\n\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint* params);\ntypedef GLuint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name);\ntypedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar* name);\ntypedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLint *params);\n\n#define glGetProgramInterfaceiv GLEW_GET_FUN(__glewGetProgramInterfaceiv)\n#define glGetProgramResourceIndex GLEW_GET_FUN(__glewGetProgramResourceIndex)\n#define glGetProgramResourceLocation GLEW_GET_FUN(__glewGetProgramResourceLocation)\n#define glGetProgramResourceLocationIndex GLEW_GET_FUN(__glewGetProgramResourceLocationIndex)\n#define glGetProgramResourceName GLEW_GET_FUN(__glewGetProgramResourceName)\n#define glGetProgramResourceiv GLEW_GET_FUN(__glewGetProgramResourceiv)\n\n#define GLEW_ARB_program_interface_query GLEW_GET_VAR(__GLEW_ARB_program_interface_query)\n\n#endif /* GL_ARB_program_interface_query */\n\n/* ------------------------ GL_ARB_provoking_vertex ------------------------ */\n\n#ifndef GL_ARB_provoking_vertex\n#define GL_ARB_provoking_vertex 1\n\n#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C\n#define GL_FIRST_VERTEX_CONVENTION 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION 0x8E4E\n#define GL_PROVOKING_VERTEX 0x8E4F\n\ntypedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXPROC) (GLenum mode);\n\n#define glProvokingVertex GLEW_GET_FUN(__glewProvokingVertex)\n\n#define GLEW_ARB_provoking_vertex GLEW_GET_VAR(__GLEW_ARB_provoking_vertex)\n\n#endif /* GL_ARB_provoking_vertex */\n\n/* ----------------------- GL_ARB_query_buffer_object ---------------------- */\n\n#ifndef GL_ARB_query_buffer_object\n#define GL_ARB_query_buffer_object 1\n\n#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000\n#define GL_QUERY_BUFFER 0x9192\n#define GL_QUERY_BUFFER_BINDING 0x9193\n#define GL_QUERY_RESULT_NO_WAIT 0x9194\n\n#define GLEW_ARB_query_buffer_object GLEW_GET_VAR(__GLEW_ARB_query_buffer_object)\n\n#endif /* GL_ARB_query_buffer_object */\n\n/* ------------------ GL_ARB_robust_buffer_access_behavior ----------------- */\n\n#ifndef GL_ARB_robust_buffer_access_behavior\n#define GL_ARB_robust_buffer_access_behavior 1\n\n#define GLEW_ARB_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_ARB_robust_buffer_access_behavior)\n\n#endif /* GL_ARB_robust_buffer_access_behavior */\n\n/* --------------------------- GL_ARB_robustness --------------------------- */\n\n#ifndef GL_ARB_robustness\n#define GL_ARB_robustness 1\n\n#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004\n#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252\n#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253\n#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254\n#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255\n#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256\n#define GL_NO_RESET_NOTIFICATION_ARB 0x8261\n\ntypedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* table);\ntypedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void* img);\ntypedef void (GLAPIENTRY * PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* image);\ntypedef void (GLAPIENTRY * PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);\ntypedef void (GLAPIENTRY * PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint* v);\ntypedef void (GLAPIENTRY * PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort* values);\ntypedef void (GLAPIENTRY * PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte* pattern);\ntypedef void (GLAPIENTRY * PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void* row, GLsizei columnBufSize, void*column, void*span);\ntypedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data);\n\n#define glGetGraphicsResetStatusARB GLEW_GET_FUN(__glewGetGraphicsResetStatusARB)\n#define glGetnColorTableARB GLEW_GET_FUN(__glewGetnColorTableARB)\n#define glGetnCompressedTexImageARB GLEW_GET_FUN(__glewGetnCompressedTexImageARB)\n#define glGetnConvolutionFilterARB GLEW_GET_FUN(__glewGetnConvolutionFilterARB)\n#define glGetnHistogramARB GLEW_GET_FUN(__glewGetnHistogramARB)\n#define glGetnMapdvARB GLEW_GET_FUN(__glewGetnMapdvARB)\n#define glGetnMapfvARB GLEW_GET_FUN(__glewGetnMapfvARB)\n#define glGetnMapivARB GLEW_GET_FUN(__glewGetnMapivARB)\n#define glGetnMinmaxARB GLEW_GET_FUN(__glewGetnMinmaxARB)\n#define glGetnPixelMapfvARB GLEW_GET_FUN(__glewGetnPixelMapfvARB)\n#define glGetnPixelMapuivARB GLEW_GET_FUN(__glewGetnPixelMapuivARB)\n#define glGetnPixelMapusvARB GLEW_GET_FUN(__glewGetnPixelMapusvARB)\n#define glGetnPolygonStippleARB GLEW_GET_FUN(__glewGetnPolygonStippleARB)\n#define glGetnSeparableFilterARB GLEW_GET_FUN(__glewGetnSeparableFilterARB)\n#define glGetnTexImageARB GLEW_GET_FUN(__glewGetnTexImageARB)\n#define glGetnUniformdvARB GLEW_GET_FUN(__glewGetnUniformdvARB)\n#define glGetnUniformfvARB GLEW_GET_FUN(__glewGetnUniformfvARB)\n#define glGetnUniformivARB GLEW_GET_FUN(__glewGetnUniformivARB)\n#define glGetnUniformuivARB GLEW_GET_FUN(__glewGetnUniformuivARB)\n#define glReadnPixelsARB GLEW_GET_FUN(__glewReadnPixelsARB)\n\n#define GLEW_ARB_robustness GLEW_GET_VAR(__GLEW_ARB_robustness)\n\n#endif /* GL_ARB_robustness */\n\n/* ---------------- GL_ARB_robustness_application_isolation ---------------- */\n\n#ifndef GL_ARB_robustness_application_isolation\n#define GL_ARB_robustness_application_isolation 1\n\n#define GLEW_ARB_robustness_application_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_application_isolation)\n\n#endif /* GL_ARB_robustness_application_isolation */\n\n/* ---------------- GL_ARB_robustness_share_group_isolation ---------------- */\n\n#ifndef GL_ARB_robustness_share_group_isolation\n#define GL_ARB_robustness_share_group_isolation 1\n\n#define GLEW_ARB_robustness_share_group_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_share_group_isolation)\n\n#endif /* GL_ARB_robustness_share_group_isolation */\n\n/* ------------------------ GL_ARB_sample_locations ------------------------ */\n\n#ifndef GL_ARB_sample_locations\n#define GL_ARB_sample_locations 1\n\n#define GL_SAMPLE_LOCATION_ARB 0x8E50\n#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341\n#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342\n#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);\n\n#define glFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewFramebufferSampleLocationsfvARB)\n#define glNamedFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvARB)\n\n#define GLEW_ARB_sample_locations GLEW_GET_VAR(__GLEW_ARB_sample_locations)\n\n#endif /* GL_ARB_sample_locations */\n\n/* ------------------------- GL_ARB_sample_shading ------------------------- */\n\n#ifndef GL_ARB_sample_shading\n#define GL_ARB_sample_shading 1\n\n#define GL_SAMPLE_SHADING_ARB 0x8C36\n#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37\n\ntypedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGARBPROC) (GLclampf value);\n\n#define glMinSampleShadingARB GLEW_GET_FUN(__glewMinSampleShadingARB)\n\n#define GLEW_ARB_sample_shading GLEW_GET_VAR(__GLEW_ARB_sample_shading)\n\n#endif /* GL_ARB_sample_shading */\n\n/* ------------------------- GL_ARB_sampler_objects ------------------------ */\n\n#ifndef GL_ARB_sampler_objects\n#define GL_ARB_sampler_objects 1\n\n#define GL_SAMPLER_BINDING 0x8919\n\ntypedef void (GLAPIENTRY * PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);\ntypedef void (GLAPIENTRY * PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers);\ntypedef void (GLAPIENTRY * PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSAMPLERPROC) (GLuint sampler);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint* params);\n\n#define glBindSampler GLEW_GET_FUN(__glewBindSampler)\n#define glDeleteSamplers GLEW_GET_FUN(__glewDeleteSamplers)\n#define glGenSamplers GLEW_GET_FUN(__glewGenSamplers)\n#define glGetSamplerParameterIiv GLEW_GET_FUN(__glewGetSamplerParameterIiv)\n#define glGetSamplerParameterIuiv GLEW_GET_FUN(__glewGetSamplerParameterIuiv)\n#define glGetSamplerParameterfv GLEW_GET_FUN(__glewGetSamplerParameterfv)\n#define glGetSamplerParameteriv GLEW_GET_FUN(__glewGetSamplerParameteriv)\n#define glIsSampler GLEW_GET_FUN(__glewIsSampler)\n#define glSamplerParameterIiv GLEW_GET_FUN(__glewSamplerParameterIiv)\n#define glSamplerParameterIuiv GLEW_GET_FUN(__glewSamplerParameterIuiv)\n#define glSamplerParameterf GLEW_GET_FUN(__glewSamplerParameterf)\n#define glSamplerParameterfv GLEW_GET_FUN(__glewSamplerParameterfv)\n#define glSamplerParameteri GLEW_GET_FUN(__glewSamplerParameteri)\n#define glSamplerParameteriv GLEW_GET_FUN(__glewSamplerParameteriv)\n\n#define GLEW_ARB_sampler_objects GLEW_GET_VAR(__GLEW_ARB_sampler_objects)\n\n#endif /* GL_ARB_sampler_objects */\n\n/* ------------------------ GL_ARB_seamless_cube_map ----------------------- */\n\n#ifndef GL_ARB_seamless_cube_map\n#define GL_ARB_seamless_cube_map 1\n\n#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F\n\n#define GLEW_ARB_seamless_cube_map GLEW_GET_VAR(__GLEW_ARB_seamless_cube_map)\n\n#endif /* GL_ARB_seamless_cube_map */\n\n/* ------------------ GL_ARB_seamless_cubemap_per_texture ------------------ */\n\n#ifndef GL_ARB_seamless_cubemap_per_texture\n#define GL_ARB_seamless_cubemap_per_texture 1\n\n#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F\n\n#define GLEW_ARB_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_ARB_seamless_cubemap_per_texture)\n\n#endif /* GL_ARB_seamless_cubemap_per_texture */\n\n/* --------------------- GL_ARB_separate_shader_objects -------------------- */\n\n#ifndef GL_ARB_separate_shader_objects\n#define GL_ARB_separate_shader_objects 1\n\n#define GL_VERTEX_SHADER_BIT 0x00000001\n#define GL_FRAGMENT_SHADER_BIT 0x00000002\n#define GL_GEOMETRY_SHADER_BIT 0x00000004\n#define GL_TESS_CONTROL_SHADER_BIT 0x00000008\n#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010\n#define GL_PROGRAM_SEPARABLE 0x8258\n#define GL_ACTIVE_PROGRAM 0x8259\n#define GL_PROGRAM_PIPELINE_BINDING 0x825A\n#define GL_ALL_SHADER_BITS 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program);\ntypedef void (GLAPIENTRY * PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar * const * strings);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint* pipelines);\ntypedef void (GLAPIENTRY * PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar *infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint x, GLuint y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program);\ntypedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline);\n\n#define glActiveShaderProgram GLEW_GET_FUN(__glewActiveShaderProgram)\n#define glBindProgramPipeline GLEW_GET_FUN(__glewBindProgramPipeline)\n#define glCreateShaderProgramv GLEW_GET_FUN(__glewCreateShaderProgramv)\n#define glDeleteProgramPipelines GLEW_GET_FUN(__glewDeleteProgramPipelines)\n#define glGenProgramPipelines GLEW_GET_FUN(__glewGenProgramPipelines)\n#define glGetProgramPipelineInfoLog GLEW_GET_FUN(__glewGetProgramPipelineInfoLog)\n#define glGetProgramPipelineiv GLEW_GET_FUN(__glewGetProgramPipelineiv)\n#define glIsProgramPipeline GLEW_GET_FUN(__glewIsProgramPipeline)\n#define glProgramUniform1d GLEW_GET_FUN(__glewProgramUniform1d)\n#define glProgramUniform1dv GLEW_GET_FUN(__glewProgramUniform1dv)\n#define glProgramUniform1f GLEW_GET_FUN(__glewProgramUniform1f)\n#define glProgramUniform1fv GLEW_GET_FUN(__glewProgramUniform1fv)\n#define glProgramUniform1i GLEW_GET_FUN(__glewProgramUniform1i)\n#define glProgramUniform1iv GLEW_GET_FUN(__glewProgramUniform1iv)\n#define glProgramUniform1ui GLEW_GET_FUN(__glewProgramUniform1ui)\n#define glProgramUniform1uiv GLEW_GET_FUN(__glewProgramUniform1uiv)\n#define glProgramUniform2d GLEW_GET_FUN(__glewProgramUniform2d)\n#define glProgramUniform2dv GLEW_GET_FUN(__glewProgramUniform2dv)\n#define glProgramUniform2f GLEW_GET_FUN(__glewProgramUniform2f)\n#define glProgramUniform2fv GLEW_GET_FUN(__glewProgramUniform2fv)\n#define glProgramUniform2i GLEW_GET_FUN(__glewProgramUniform2i)\n#define glProgramUniform2iv GLEW_GET_FUN(__glewProgramUniform2iv)\n#define glProgramUniform2ui GLEW_GET_FUN(__glewProgramUniform2ui)\n#define glProgramUniform2uiv GLEW_GET_FUN(__glewProgramUniform2uiv)\n#define glProgramUniform3d GLEW_GET_FUN(__glewProgramUniform3d)\n#define glProgramUniform3dv GLEW_GET_FUN(__glewProgramUniform3dv)\n#define glProgramUniform3f GLEW_GET_FUN(__glewProgramUniform3f)\n#define glProgramUniform3fv GLEW_GET_FUN(__glewProgramUniform3fv)\n#define glProgramUniform3i GLEW_GET_FUN(__glewProgramUniform3i)\n#define glProgramUniform3iv GLEW_GET_FUN(__glewProgramUniform3iv)\n#define glProgramUniform3ui GLEW_GET_FUN(__glewProgramUniform3ui)\n#define glProgramUniform3uiv GLEW_GET_FUN(__glewProgramUniform3uiv)\n#define glProgramUniform4d GLEW_GET_FUN(__glewProgramUniform4d)\n#define glProgramUniform4dv GLEW_GET_FUN(__glewProgramUniform4dv)\n#define glProgramUniform4f GLEW_GET_FUN(__glewProgramUniform4f)\n#define glProgramUniform4fv GLEW_GET_FUN(__glewProgramUniform4fv)\n#define glProgramUniform4i GLEW_GET_FUN(__glewProgramUniform4i)\n#define glProgramUniform4iv GLEW_GET_FUN(__glewProgramUniform4iv)\n#define glProgramUniform4ui GLEW_GET_FUN(__glewProgramUniform4ui)\n#define glProgramUniform4uiv GLEW_GET_FUN(__glewProgramUniform4uiv)\n#define glProgramUniformMatrix2dv GLEW_GET_FUN(__glewProgramUniformMatrix2dv)\n#define glProgramUniformMatrix2fv GLEW_GET_FUN(__glewProgramUniformMatrix2fv)\n#define glProgramUniformMatrix2x3dv GLEW_GET_FUN(__glewProgramUniformMatrix2x3dv)\n#define glProgramUniformMatrix2x3fv GLEW_GET_FUN(__glewProgramUniformMatrix2x3fv)\n#define glProgramUniformMatrix2x4dv GLEW_GET_FUN(__glewProgramUniformMatrix2x4dv)\n#define glProgramUniformMatrix2x4fv GLEW_GET_FUN(__glewProgramUniformMatrix2x4fv)\n#define glProgramUniformMatrix3dv GLEW_GET_FUN(__glewProgramUniformMatrix3dv)\n#define glProgramUniformMatrix3fv GLEW_GET_FUN(__glewProgramUniformMatrix3fv)\n#define glProgramUniformMatrix3x2dv GLEW_GET_FUN(__glewProgramUniformMatrix3x2dv)\n#define glProgramUniformMatrix3x2fv GLEW_GET_FUN(__glewProgramUniformMatrix3x2fv)\n#define glProgramUniformMatrix3x4dv GLEW_GET_FUN(__glewProgramUniformMatrix3x4dv)\n#define glProgramUniformMatrix3x4fv GLEW_GET_FUN(__glewProgramUniformMatrix3x4fv)\n#define glProgramUniformMatrix4dv GLEW_GET_FUN(__glewProgramUniformMatrix4dv)\n#define glProgramUniformMatrix4fv GLEW_GET_FUN(__glewProgramUniformMatrix4fv)\n#define glProgramUniformMatrix4x2dv GLEW_GET_FUN(__glewProgramUniformMatrix4x2dv)\n#define glProgramUniformMatrix4x2fv GLEW_GET_FUN(__glewProgramUniformMatrix4x2fv)\n#define glProgramUniformMatrix4x3dv GLEW_GET_FUN(__glewProgramUniformMatrix4x3dv)\n#define glProgramUniformMatrix4x3fv GLEW_GET_FUN(__glewProgramUniformMatrix4x3fv)\n#define glUseProgramStages GLEW_GET_FUN(__glewUseProgramStages)\n#define glValidateProgramPipeline GLEW_GET_FUN(__glewValidateProgramPipeline)\n\n#define GLEW_ARB_separate_shader_objects GLEW_GET_VAR(__GLEW_ARB_separate_shader_objects)\n\n#endif /* GL_ARB_separate_shader_objects */\n\n/* -------------------- GL_ARB_shader_atomic_counter_ops ------------------- */\n\n#ifndef GL_ARB_shader_atomic_counter_ops\n#define GL_ARB_shader_atomic_counter_ops 1\n\n#define GLEW_ARB_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counter_ops)\n\n#endif /* GL_ARB_shader_atomic_counter_ops */\n\n/* --------------------- GL_ARB_shader_atomic_counters --------------------- */\n\n#ifndef GL_ARB_shader_atomic_counters\n#define GL_ARB_shader_atomic_counters 1\n\n#define GL_ATOMIC_COUNTER_BUFFER 0x92C0\n#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1\n#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2\n#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3\n#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4\n#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5\n#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA\n#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB\n#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC\n#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD\n#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF\n#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0\n#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1\n#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2\n#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3\n#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5\n#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6\n#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7\n#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8\n#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9\n#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA\n#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB\n#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC\n\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint* params);\n\n#define glGetActiveAtomicCounterBufferiv GLEW_GET_FUN(__glewGetActiveAtomicCounterBufferiv)\n\n#define GLEW_ARB_shader_atomic_counters GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counters)\n\n#endif /* GL_ARB_shader_atomic_counters */\n\n/* -------------------------- GL_ARB_shader_ballot ------------------------- */\n\n#ifndef GL_ARB_shader_ballot\n#define GL_ARB_shader_ballot 1\n\n#define GLEW_ARB_shader_ballot GLEW_GET_VAR(__GLEW_ARB_shader_ballot)\n\n#endif /* GL_ARB_shader_ballot */\n\n/* ----------------------- GL_ARB_shader_bit_encoding ---------------------- */\n\n#ifndef GL_ARB_shader_bit_encoding\n#define GL_ARB_shader_bit_encoding 1\n\n#define GLEW_ARB_shader_bit_encoding GLEW_GET_VAR(__GLEW_ARB_shader_bit_encoding)\n\n#endif /* GL_ARB_shader_bit_encoding */\n\n/* -------------------------- GL_ARB_shader_clock -------------------------- */\n\n#ifndef GL_ARB_shader_clock\n#define GL_ARB_shader_clock 1\n\n#define GLEW_ARB_shader_clock GLEW_GET_VAR(__GLEW_ARB_shader_clock)\n\n#endif /* GL_ARB_shader_clock */\n\n/* --------------------- GL_ARB_shader_draw_parameters --------------------- */\n\n#ifndef GL_ARB_shader_draw_parameters\n#define GL_ARB_shader_draw_parameters 1\n\n#define GLEW_ARB_shader_draw_parameters GLEW_GET_VAR(__GLEW_ARB_shader_draw_parameters)\n\n#endif /* GL_ARB_shader_draw_parameters */\n\n/* ------------------------ GL_ARB_shader_group_vote ----------------------- */\n\n#ifndef GL_ARB_shader_group_vote\n#define GL_ARB_shader_group_vote 1\n\n#define GLEW_ARB_shader_group_vote GLEW_GET_VAR(__GLEW_ARB_shader_group_vote)\n\n#endif /* GL_ARB_shader_group_vote */\n\n/* --------------------- GL_ARB_shader_image_load_store -------------------- */\n\n#ifndef GL_ARB_shader_image_load_store\n#define GL_ARB_shader_image_load_store 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001\n#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002\n#define GL_UNIFORM_BARRIER_BIT 0x00000004\n#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008\n#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020\n#define GL_COMMAND_BARRIER_BIT 0x00000040\n#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080\n#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100\n#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200\n#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400\n#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800\n#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000\n#define GL_MAX_IMAGE_UNITS 0x8F38\n#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39\n#define GL_IMAGE_BINDING_NAME 0x8F3A\n#define GL_IMAGE_BINDING_LEVEL 0x8F3B\n#define GL_IMAGE_BINDING_LAYERED 0x8F3C\n#define GL_IMAGE_BINDING_LAYER 0x8F3D\n#define GL_IMAGE_BINDING_ACCESS 0x8F3E\n#define GL_IMAGE_1D 0x904C\n#define GL_IMAGE_2D 0x904D\n#define GL_IMAGE_3D 0x904E\n#define GL_IMAGE_2D_RECT 0x904F\n#define GL_IMAGE_CUBE 0x9050\n#define GL_IMAGE_BUFFER 0x9051\n#define GL_IMAGE_1D_ARRAY 0x9052\n#define GL_IMAGE_2D_ARRAY 0x9053\n#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054\n#define GL_IMAGE_2D_MULTISAMPLE 0x9055\n#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056\n#define GL_INT_IMAGE_1D 0x9057\n#define GL_INT_IMAGE_2D 0x9058\n#define GL_INT_IMAGE_3D 0x9059\n#define GL_INT_IMAGE_2D_RECT 0x905A\n#define GL_INT_IMAGE_CUBE 0x905B\n#define GL_INT_IMAGE_BUFFER 0x905C\n#define GL_INT_IMAGE_1D_ARRAY 0x905D\n#define GL_INT_IMAGE_2D_ARRAY 0x905E\n#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F\n#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060\n#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061\n#define GL_UNSIGNED_INT_IMAGE_1D 0x9062\n#define GL_UNSIGNED_INT_IMAGE_2D 0x9063\n#define GL_UNSIGNED_INT_IMAGE_3D 0x9064\n#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065\n#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066\n#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067\n#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068\n#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069\n#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C\n#define GL_MAX_IMAGE_SAMPLES 0x906D\n#define GL_IMAGE_BINDING_FORMAT 0x906E\n#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7\n#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8\n#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9\n#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA\n#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB\n#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC\n#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD\n#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE\n#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF\n#define GL_ALL_BARRIER_BITS 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);\ntypedef void (GLAPIENTRY * PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);\n\n#define glBindImageTexture GLEW_GET_FUN(__glewBindImageTexture)\n#define glMemoryBarrier GLEW_GET_FUN(__glewMemoryBarrier)\n\n#define GLEW_ARB_shader_image_load_store GLEW_GET_VAR(__GLEW_ARB_shader_image_load_store)\n\n#endif /* GL_ARB_shader_image_load_store */\n\n/* ------------------------ GL_ARB_shader_image_size ----------------------- */\n\n#ifndef GL_ARB_shader_image_size\n#define GL_ARB_shader_image_size 1\n\n#define GLEW_ARB_shader_image_size GLEW_GET_VAR(__GLEW_ARB_shader_image_size)\n\n#endif /* GL_ARB_shader_image_size */\n\n/* ------------------------- GL_ARB_shader_objects ------------------------- */\n\n#ifndef GL_ARB_shader_objects\n#define GL_ARB_shader_objects 1\n\n#define GL_PROGRAM_OBJECT_ARB 0x8B40\n#define GL_SHADER_OBJECT_ARB 0x8B48\n#define GL_OBJECT_TYPE_ARB 0x8B4E\n#define GL_OBJECT_SUBTYPE_ARB 0x8B4F\n#define GL_FLOAT_VEC2_ARB 0x8B50\n#define GL_FLOAT_VEC3_ARB 0x8B51\n#define GL_FLOAT_VEC4_ARB 0x8B52\n#define GL_INT_VEC2_ARB 0x8B53\n#define GL_INT_VEC3_ARB 0x8B54\n#define GL_INT_VEC4_ARB 0x8B55\n#define GL_BOOL_ARB 0x8B56\n#define GL_BOOL_VEC2_ARB 0x8B57\n#define GL_BOOL_VEC3_ARB 0x8B58\n#define GL_BOOL_VEC4_ARB 0x8B59\n#define GL_FLOAT_MAT2_ARB 0x8B5A\n#define GL_FLOAT_MAT3_ARB 0x8B5B\n#define GL_FLOAT_MAT4_ARB 0x8B5C\n#define GL_SAMPLER_1D_ARB 0x8B5D\n#define GL_SAMPLER_2D_ARB 0x8B5E\n#define GL_SAMPLER_3D_ARB 0x8B5F\n#define GL_SAMPLER_CUBE_ARB 0x8B60\n#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61\n#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62\n#define GL_SAMPLER_2D_RECT_ARB 0x8B63\n#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64\n#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80\n#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81\n#define GL_OBJECT_LINK_STATUS_ARB 0x8B82\n#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83\n#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84\n#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85\n#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86\n#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87\n#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88\n\ntypedef char GLcharARB;\ntypedef unsigned int GLhandleARB;\n\ntypedef void (GLAPIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);\ntypedef void (GLAPIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);\ntypedef GLhandleARB (GLAPIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) (void);\ntypedef GLhandleARB (GLAPIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);\ntypedef void (GLAPIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);\ntypedef void (GLAPIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);\ntypedef void (GLAPIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei* count, GLhandleARB *obj);\ntypedef GLhandleARB (GLAPIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *infoLog);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *source);\ntypedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);\ntypedef void (GLAPIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint *length);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);\ntypedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);\n\n#define glAttachObjectARB GLEW_GET_FUN(__glewAttachObjectARB)\n#define glCompileShaderARB GLEW_GET_FUN(__glewCompileShaderARB)\n#define glCreateProgramObjectARB GLEW_GET_FUN(__glewCreateProgramObjectARB)\n#define glCreateShaderObjectARB GLEW_GET_FUN(__glewCreateShaderObjectARB)\n#define glDeleteObjectARB GLEW_GET_FUN(__glewDeleteObjectARB)\n#define glDetachObjectARB GLEW_GET_FUN(__glewDetachObjectARB)\n#define glGetActiveUniformARB GLEW_GET_FUN(__glewGetActiveUniformARB)\n#define glGetAttachedObjectsARB GLEW_GET_FUN(__glewGetAttachedObjectsARB)\n#define glGetHandleARB GLEW_GET_FUN(__glewGetHandleARB)\n#define glGetInfoLogARB GLEW_GET_FUN(__glewGetInfoLogARB)\n#define glGetObjectParameterfvARB GLEW_GET_FUN(__glewGetObjectParameterfvARB)\n#define glGetObjectParameterivARB GLEW_GET_FUN(__glewGetObjectParameterivARB)\n#define glGetShaderSourceARB GLEW_GET_FUN(__glewGetShaderSourceARB)\n#define glGetUniformLocationARB GLEW_GET_FUN(__glewGetUniformLocationARB)\n#define glGetUniformfvARB GLEW_GET_FUN(__glewGetUniformfvARB)\n#define glGetUniformivARB GLEW_GET_FUN(__glewGetUniformivARB)\n#define glLinkProgramARB GLEW_GET_FUN(__glewLinkProgramARB)\n#define glShaderSourceARB GLEW_GET_FUN(__glewShaderSourceARB)\n#define glUniform1fARB GLEW_GET_FUN(__glewUniform1fARB)\n#define glUniform1fvARB GLEW_GET_FUN(__glewUniform1fvARB)\n#define glUniform1iARB GLEW_GET_FUN(__glewUniform1iARB)\n#define glUniform1ivARB GLEW_GET_FUN(__glewUniform1ivARB)\n#define glUniform2fARB GLEW_GET_FUN(__glewUniform2fARB)\n#define glUniform2fvARB GLEW_GET_FUN(__glewUniform2fvARB)\n#define glUniform2iARB GLEW_GET_FUN(__glewUniform2iARB)\n#define glUniform2ivARB GLEW_GET_FUN(__glewUniform2ivARB)\n#define glUniform3fARB GLEW_GET_FUN(__glewUniform3fARB)\n#define glUniform3fvARB GLEW_GET_FUN(__glewUniform3fvARB)\n#define glUniform3iARB GLEW_GET_FUN(__glewUniform3iARB)\n#define glUniform3ivARB GLEW_GET_FUN(__glewUniform3ivARB)\n#define glUniform4fARB GLEW_GET_FUN(__glewUniform4fARB)\n#define glUniform4fvARB GLEW_GET_FUN(__glewUniform4fvARB)\n#define glUniform4iARB GLEW_GET_FUN(__glewUniform4iARB)\n#define glUniform4ivARB GLEW_GET_FUN(__glewUniform4ivARB)\n#define glUniformMatrix2fvARB GLEW_GET_FUN(__glewUniformMatrix2fvARB)\n#define glUniformMatrix3fvARB GLEW_GET_FUN(__glewUniformMatrix3fvARB)\n#define glUniformMatrix4fvARB GLEW_GET_FUN(__glewUniformMatrix4fvARB)\n#define glUseProgramObjectARB GLEW_GET_FUN(__glewUseProgramObjectARB)\n#define glValidateProgramARB GLEW_GET_FUN(__glewValidateProgramARB)\n\n#define GLEW_ARB_shader_objects GLEW_GET_VAR(__GLEW_ARB_shader_objects)\n\n#endif /* GL_ARB_shader_objects */\n\n/* ------------------------ GL_ARB_shader_precision ------------------------ */\n\n#ifndef GL_ARB_shader_precision\n#define GL_ARB_shader_precision 1\n\n#define GLEW_ARB_shader_precision GLEW_GET_VAR(__GLEW_ARB_shader_precision)\n\n#endif /* GL_ARB_shader_precision */\n\n/* ---------------------- GL_ARB_shader_stencil_export --------------------- */\n\n#ifndef GL_ARB_shader_stencil_export\n#define GL_ARB_shader_stencil_export 1\n\n#define GLEW_ARB_shader_stencil_export GLEW_GET_VAR(__GLEW_ARB_shader_stencil_export)\n\n#endif /* GL_ARB_shader_stencil_export */\n\n/* ------------------ GL_ARB_shader_storage_buffer_object ------------------ */\n\n#ifndef GL_ARB_shader_storage_buffer_object\n#define GL_ARB_shader_storage_buffer_object 1\n\n#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000\n#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39\n#define GL_SHADER_STORAGE_BUFFER 0x90D2\n#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3\n#define GL_SHADER_STORAGE_BUFFER_START 0x90D4\n#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5\n#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6\n#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7\n#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8\n#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9\n#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA\n#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB\n#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC\n#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD\n#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE\n#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF\n\ntypedef void (GLAPIENTRY * PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);\n\n#define glShaderStorageBlockBinding GLEW_GET_FUN(__glewShaderStorageBlockBinding)\n\n#define GLEW_ARB_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_ARB_shader_storage_buffer_object)\n\n#endif /* GL_ARB_shader_storage_buffer_object */\n\n/* ------------------------ GL_ARB_shader_subroutine ----------------------- */\n\n#ifndef GL_ARB_shader_subroutine\n#define GL_ARB_shader_subroutine 1\n\n#define GL_ACTIVE_SUBROUTINES 0x8DE5\n#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6\n#define GL_MAX_SUBROUTINES 0x8DE7\n#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8\n#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47\n#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48\n#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49\n#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A\n#define GL_COMPATIBLE_SUBROUTINES 0x8E4B\n\ntypedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint* values);\ntypedef GLuint (GLAPIENTRY * PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar* name);\ntypedef GLint (GLAPIENTRY * PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint* indices);\n\n#define glGetActiveSubroutineName GLEW_GET_FUN(__glewGetActiveSubroutineName)\n#define glGetActiveSubroutineUniformName GLEW_GET_FUN(__glewGetActiveSubroutineUniformName)\n#define glGetActiveSubroutineUniformiv GLEW_GET_FUN(__glewGetActiveSubroutineUniformiv)\n#define glGetProgramStageiv GLEW_GET_FUN(__glewGetProgramStageiv)\n#define glGetSubroutineIndex GLEW_GET_FUN(__glewGetSubroutineIndex)\n#define glGetSubroutineUniformLocation GLEW_GET_FUN(__glewGetSubroutineUniformLocation)\n#define glGetUniformSubroutineuiv GLEW_GET_FUN(__glewGetUniformSubroutineuiv)\n#define glUniformSubroutinesuiv GLEW_GET_FUN(__glewUniformSubroutinesuiv)\n\n#define GLEW_ARB_shader_subroutine GLEW_GET_VAR(__GLEW_ARB_shader_subroutine)\n\n#endif /* GL_ARB_shader_subroutine */\n\n/* ------------------ GL_ARB_shader_texture_image_samples ------------------ */\n\n#ifndef GL_ARB_shader_texture_image_samples\n#define GL_ARB_shader_texture_image_samples 1\n\n#define GLEW_ARB_shader_texture_image_samples GLEW_GET_VAR(__GLEW_ARB_shader_texture_image_samples)\n\n#endif /* GL_ARB_shader_texture_image_samples */\n\n/* ----------------------- GL_ARB_shader_texture_lod ----------------------- */\n\n#ifndef GL_ARB_shader_texture_lod\n#define GL_ARB_shader_texture_lod 1\n\n#define GLEW_ARB_shader_texture_lod GLEW_GET_VAR(__GLEW_ARB_shader_texture_lod)\n\n#endif /* GL_ARB_shader_texture_lod */\n\n/* ------------------- GL_ARB_shader_viewport_layer_array ------------------ */\n\n#ifndef GL_ARB_shader_viewport_layer_array\n#define GL_ARB_shader_viewport_layer_array 1\n\n#define GLEW_ARB_shader_viewport_layer_array GLEW_GET_VAR(__GLEW_ARB_shader_viewport_layer_array)\n\n#endif /* GL_ARB_shader_viewport_layer_array */\n\n/* ---------------------- GL_ARB_shading_language_100 ---------------------- */\n\n#ifndef GL_ARB_shading_language_100\n#define GL_ARB_shading_language_100 1\n\n#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C\n\n#define GLEW_ARB_shading_language_100 GLEW_GET_VAR(__GLEW_ARB_shading_language_100)\n\n#endif /* GL_ARB_shading_language_100 */\n\n/* -------------------- GL_ARB_shading_language_420pack -------------------- */\n\n#ifndef GL_ARB_shading_language_420pack\n#define GL_ARB_shading_language_420pack 1\n\n#define GLEW_ARB_shading_language_420pack GLEW_GET_VAR(__GLEW_ARB_shading_language_420pack)\n\n#endif /* GL_ARB_shading_language_420pack */\n\n/* -------------------- GL_ARB_shading_language_include -------------------- */\n\n#ifndef GL_ARB_shading_language_include\n#define GL_ARB_shading_language_include 1\n\n#define GL_SHADER_INCLUDE_ARB 0x8DAE\n#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9\n#define GL_NAMED_STRING_TYPE_ARB 0x8DEA\n\ntypedef void (GLAPIENTRY * PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* const *path, const GLint *length);\ntypedef void (GLAPIENTRY * PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name, GLsizei bufSize, GLint *stringlen, GLchar *string);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar* name, GLenum pname, GLint *params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar* name, GLint stringlen, const GLchar *string);\n\n#define glCompileShaderIncludeARB GLEW_GET_FUN(__glewCompileShaderIncludeARB)\n#define glDeleteNamedStringARB GLEW_GET_FUN(__glewDeleteNamedStringARB)\n#define glGetNamedStringARB GLEW_GET_FUN(__glewGetNamedStringARB)\n#define glGetNamedStringivARB GLEW_GET_FUN(__glewGetNamedStringivARB)\n#define glIsNamedStringARB GLEW_GET_FUN(__glewIsNamedStringARB)\n#define glNamedStringARB GLEW_GET_FUN(__glewNamedStringARB)\n\n#define GLEW_ARB_shading_language_include GLEW_GET_VAR(__GLEW_ARB_shading_language_include)\n\n#endif /* GL_ARB_shading_language_include */\n\n/* -------------------- GL_ARB_shading_language_packing -------------------- */\n\n#ifndef GL_ARB_shading_language_packing\n#define GL_ARB_shading_language_packing 1\n\n#define GLEW_ARB_shading_language_packing GLEW_GET_VAR(__GLEW_ARB_shading_language_packing)\n\n#endif /* GL_ARB_shading_language_packing */\n\n/* ----------------------------- GL_ARB_shadow ----------------------------- */\n\n#ifndef GL_ARB_shadow\n#define GL_ARB_shadow 1\n\n#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C\n#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D\n#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E\n\n#define GLEW_ARB_shadow GLEW_GET_VAR(__GLEW_ARB_shadow)\n\n#endif /* GL_ARB_shadow */\n\n/* ------------------------- GL_ARB_shadow_ambient ------------------------- */\n\n#ifndef GL_ARB_shadow_ambient\n#define GL_ARB_shadow_ambient 1\n\n#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF\n\n#define GLEW_ARB_shadow_ambient GLEW_GET_VAR(__GLEW_ARB_shadow_ambient)\n\n#endif /* GL_ARB_shadow_ambient */\n\n/* -------------------------- GL_ARB_sparse_buffer ------------------------- */\n\n#ifndef GL_ARB_sparse_buffer\n#define GL_ARB_sparse_buffer 1\n\n#define GL_SPARSE_STORAGE_BIT_ARB 0x0400\n#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit);\n\n#define glBufferPageCommitmentARB GLEW_GET_FUN(__glewBufferPageCommitmentARB)\n\n#define GLEW_ARB_sparse_buffer GLEW_GET_VAR(__GLEW_ARB_sparse_buffer)\n\n#endif /* GL_ARB_sparse_buffer */\n\n/* ------------------------- GL_ARB_sparse_texture ------------------------- */\n\n#ifndef GL_ARB_sparse_texture\n#define GL_ARB_sparse_texture 1\n\n#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195\n#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196\n#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197\n#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198\n#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199\n#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A\n#define GL_TEXTURE_SPARSE_ARB 0x91A6\n#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7\n#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8\n#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9\n#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA\n\ntypedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);\n\n#define glTexPageCommitmentARB GLEW_GET_FUN(__glewTexPageCommitmentARB)\n\n#define GLEW_ARB_sparse_texture GLEW_GET_VAR(__GLEW_ARB_sparse_texture)\n\n#endif /* GL_ARB_sparse_texture */\n\n/* ------------------------- GL_ARB_sparse_texture2 ------------------------ */\n\n#ifndef GL_ARB_sparse_texture2\n#define GL_ARB_sparse_texture2 1\n\n#define GLEW_ARB_sparse_texture2 GLEW_GET_VAR(__GLEW_ARB_sparse_texture2)\n\n#endif /* GL_ARB_sparse_texture2 */\n\n/* ---------------------- GL_ARB_sparse_texture_clamp ---------------------- */\n\n#ifndef GL_ARB_sparse_texture_clamp\n#define GL_ARB_sparse_texture_clamp 1\n\n#define GLEW_ARB_sparse_texture_clamp GLEW_GET_VAR(__GLEW_ARB_sparse_texture_clamp)\n\n#endif /* GL_ARB_sparse_texture_clamp */\n\n/* ------------------------ GL_ARB_spirv_extensions ------------------------ */\n\n#ifndef GL_ARB_spirv_extensions\n#define GL_ARB_spirv_extensions 1\n\n#define GL_SPIR_V_EXTENSIONS 0x9553\n#define GL_NUM_SPIR_V_EXTENSIONS 0x9554\n\n#define GLEW_ARB_spirv_extensions GLEW_GET_VAR(__GLEW_ARB_spirv_extensions)\n\n#endif /* GL_ARB_spirv_extensions */\n\n/* ------------------------ GL_ARB_stencil_texturing ----------------------- */\n\n#ifndef GL_ARB_stencil_texturing\n#define GL_ARB_stencil_texturing 1\n\n#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA\n\n#define GLEW_ARB_stencil_texturing GLEW_GET_VAR(__GLEW_ARB_stencil_texturing)\n\n#endif /* GL_ARB_stencil_texturing */\n\n/* ------------------------------ GL_ARB_sync ------------------------------ */\n\n#ifndef GL_ARB_sync\n#define GL_ARB_sync 1\n\n#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001\n#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111\n#define GL_OBJECT_TYPE 0x9112\n#define GL_SYNC_CONDITION 0x9113\n#define GL_SYNC_STATUS 0x9114\n#define GL_SYNC_FLAGS 0x9115\n#define GL_SYNC_FENCE 0x9116\n#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117\n#define GL_UNSIGNALED 0x9118\n#define GL_SIGNALED 0x9119\n#define GL_ALREADY_SIGNALED 0x911A\n#define GL_TIMEOUT_EXPIRED 0x911B\n#define GL_CONDITION_SATISFIED 0x911C\n#define GL_WAIT_FAILED 0x911D\n#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull\n\ntypedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);\ntypedef void (GLAPIENTRY * PFNGLDELETESYNCPROC) (GLsync GLsync);\ntypedef GLsync (GLAPIENTRY * PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETSYNCIVPROC) (GLsync GLsync,GLenum pname,GLsizei bufSize,GLsizei* length, GLint *values);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSYNCPROC) (GLsync GLsync);\ntypedef void (GLAPIENTRY * PFNGLWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);\n\n#define glClientWaitSync GLEW_GET_FUN(__glewClientWaitSync)\n#define glDeleteSync GLEW_GET_FUN(__glewDeleteSync)\n#define glFenceSync GLEW_GET_FUN(__glewFenceSync)\n#define glGetInteger64v GLEW_GET_FUN(__glewGetInteger64v)\n#define glGetSynciv GLEW_GET_FUN(__glewGetSynciv)\n#define glIsSync GLEW_GET_FUN(__glewIsSync)\n#define glWaitSync GLEW_GET_FUN(__glewWaitSync)\n\n#define GLEW_ARB_sync GLEW_GET_VAR(__GLEW_ARB_sync)\n\n#endif /* GL_ARB_sync */\n\n/* ----------------------- GL_ARB_tessellation_shader ---------------------- */\n\n#ifndef GL_ARB_tessellation_shader\n#define GL_ARB_tessellation_shader 1\n\n#define GL_PATCHES 0xE\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1\n#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C\n#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D\n#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E\n#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F\n#define GL_PATCH_VERTICES 0x8E72\n#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73\n#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74\n#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75\n#define GL_TESS_GEN_MODE 0x8E76\n#define GL_TESS_GEN_SPACING 0x8E77\n#define GL_TESS_GEN_VERTEX_ORDER 0x8E78\n#define GL_TESS_GEN_POINT_MODE 0x8E79\n#define GL_ISOLINES 0x8E7A\n#define GL_FRACTIONAL_ODD 0x8E7B\n#define GL_FRACTIONAL_EVEN 0x8E7C\n#define GL_MAX_PATCH_VERTICES 0x8E7D\n#define GL_MAX_TESS_GEN_LEVEL 0x8E7E\n#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F\n#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80\n#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81\n#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82\n#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83\n#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84\n#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85\n#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86\n#define GL_TESS_EVALUATION_SHADER 0x8E87\n#define GL_TESS_CONTROL_SHADER 0x8E88\n#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89\n#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A\n\ntypedef void (GLAPIENTRY * PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat* values);\ntypedef void (GLAPIENTRY * PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value);\n\n#define glPatchParameterfv GLEW_GET_FUN(__glewPatchParameterfv)\n#define glPatchParameteri GLEW_GET_FUN(__glewPatchParameteri)\n\n#define GLEW_ARB_tessellation_shader GLEW_GET_VAR(__GLEW_ARB_tessellation_shader)\n\n#endif /* GL_ARB_tessellation_shader */\n\n/* ------------------------- GL_ARB_texture_barrier ------------------------ */\n\n#ifndef GL_ARB_texture_barrier\n#define GL_ARB_texture_barrier 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERPROC) (void);\n\n#define glTextureBarrier GLEW_GET_FUN(__glewTextureBarrier)\n\n#define GLEW_ARB_texture_barrier GLEW_GET_VAR(__GLEW_ARB_texture_barrier)\n\n#endif /* GL_ARB_texture_barrier */\n\n/* ---------------------- GL_ARB_texture_border_clamp ---------------------- */\n\n#ifndef GL_ARB_texture_border_clamp\n#define GL_ARB_texture_border_clamp 1\n\n#define GL_CLAMP_TO_BORDER_ARB 0x812D\n\n#define GLEW_ARB_texture_border_clamp GLEW_GET_VAR(__GLEW_ARB_texture_border_clamp)\n\n#endif /* GL_ARB_texture_border_clamp */\n\n/* ---------------------- GL_ARB_texture_buffer_object --------------------- */\n\n#ifndef GL_ARB_texture_buffer_object\n#define GL_ARB_texture_buffer_object 1\n\n#define GL_TEXTURE_BUFFER_ARB 0x8C2A\n#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B\n#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C\n#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D\n#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E\n\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer);\n\n#define glTexBufferARB GLEW_GET_FUN(__glewTexBufferARB)\n\n#define GLEW_ARB_texture_buffer_object GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object)\n\n#endif /* GL_ARB_texture_buffer_object */\n\n/* ------------------- GL_ARB_texture_buffer_object_rgb32 ------------------ */\n\n#ifndef GL_ARB_texture_buffer_object_rgb32\n#define GL_ARB_texture_buffer_object_rgb32 1\n\n#define GLEW_ARB_texture_buffer_object_rgb32 GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object_rgb32)\n\n#endif /* GL_ARB_texture_buffer_object_rgb32 */\n\n/* ---------------------- GL_ARB_texture_buffer_range ---------------------- */\n\n#ifndef GL_ARB_texture_buffer_range\n#define GL_ARB_texture_buffer_range 1\n\n#define GL_TEXTURE_BUFFER_OFFSET 0x919D\n#define GL_TEXTURE_BUFFER_SIZE 0x919E\n#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F\n\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);\n\n#define glTexBufferRange GLEW_GET_FUN(__glewTexBufferRange)\n#define glTextureBufferRangeEXT GLEW_GET_FUN(__glewTextureBufferRangeEXT)\n\n#define GLEW_ARB_texture_buffer_range GLEW_GET_VAR(__GLEW_ARB_texture_buffer_range)\n\n#endif /* GL_ARB_texture_buffer_range */\n\n/* ----------------------- GL_ARB_texture_compression ---------------------- */\n\n#ifndef GL_ARB_texture_compression\n#define GL_ARB_texture_compression 1\n\n#define GL_COMPRESSED_ALPHA_ARB 0x84E9\n#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA\n#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB\n#define GL_COMPRESSED_INTENSITY_ARB 0x84EC\n#define GL_COMPRESSED_RGB_ARB 0x84ED\n#define GL_COMPRESSED_RGBA_ARB 0x84EE\n#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF\n#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0\n#define GL_TEXTURE_COMPRESSED_ARB 0x86A1\n#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2\n#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3\n\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, void *img);\n\n#define glCompressedTexImage1DARB GLEW_GET_FUN(__glewCompressedTexImage1DARB)\n#define glCompressedTexImage2DARB GLEW_GET_FUN(__glewCompressedTexImage2DARB)\n#define glCompressedTexImage3DARB GLEW_GET_FUN(__glewCompressedTexImage3DARB)\n#define glCompressedTexSubImage1DARB GLEW_GET_FUN(__glewCompressedTexSubImage1DARB)\n#define glCompressedTexSubImage2DARB GLEW_GET_FUN(__glewCompressedTexSubImage2DARB)\n#define glCompressedTexSubImage3DARB GLEW_GET_FUN(__glewCompressedTexSubImage3DARB)\n#define glGetCompressedTexImageARB GLEW_GET_FUN(__glewGetCompressedTexImageARB)\n\n#define GLEW_ARB_texture_compression GLEW_GET_VAR(__GLEW_ARB_texture_compression)\n\n#endif /* GL_ARB_texture_compression */\n\n/* -------------------- GL_ARB_texture_compression_bptc -------------------- */\n\n#ifndef GL_ARB_texture_compression_bptc\n#define GL_ARB_texture_compression_bptc 1\n\n#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C\n#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D\n#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E\n#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F\n\n#define GLEW_ARB_texture_compression_bptc GLEW_GET_VAR(__GLEW_ARB_texture_compression_bptc)\n\n#endif /* GL_ARB_texture_compression_bptc */\n\n/* -------------------- GL_ARB_texture_compression_rgtc -------------------- */\n\n#ifndef GL_ARB_texture_compression_rgtc\n#define GL_ARB_texture_compression_rgtc 1\n\n#define GL_COMPRESSED_RED_RGTC1 0x8DBB\n#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC\n#define GL_COMPRESSED_RG_RGTC2 0x8DBD\n#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE\n\n#define GLEW_ARB_texture_compression_rgtc GLEW_GET_VAR(__GLEW_ARB_texture_compression_rgtc)\n\n#endif /* GL_ARB_texture_compression_rgtc */\n\n/* ------------------------ GL_ARB_texture_cube_map ------------------------ */\n\n#ifndef GL_ARB_texture_cube_map\n#define GL_ARB_texture_cube_map 1\n\n#define GL_NORMAL_MAP_ARB 0x8511\n#define GL_REFLECTION_MAP_ARB 0x8512\n#define GL_TEXTURE_CUBE_MAP_ARB 0x8513\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B\n#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C\n\n#define GLEW_ARB_texture_cube_map GLEW_GET_VAR(__GLEW_ARB_texture_cube_map)\n\n#endif /* GL_ARB_texture_cube_map */\n\n/* --------------------- GL_ARB_texture_cube_map_array --------------------- */\n\n#ifndef GL_ARB_texture_cube_map_array\n#define GL_ARB_texture_cube_map_array 1\n\n#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B\n#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C\n#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D\n#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F\n\n#define GLEW_ARB_texture_cube_map_array GLEW_GET_VAR(__GLEW_ARB_texture_cube_map_array)\n\n#endif /* GL_ARB_texture_cube_map_array */\n\n/* ------------------------- GL_ARB_texture_env_add ------------------------ */\n\n#ifndef GL_ARB_texture_env_add\n#define GL_ARB_texture_env_add 1\n\n#define GLEW_ARB_texture_env_add GLEW_GET_VAR(__GLEW_ARB_texture_env_add)\n\n#endif /* GL_ARB_texture_env_add */\n\n/* ----------------------- GL_ARB_texture_env_combine ---------------------- */\n\n#ifndef GL_ARB_texture_env_combine\n#define GL_ARB_texture_env_combine 1\n\n#define GL_SUBTRACT_ARB 0x84E7\n#define GL_COMBINE_ARB 0x8570\n#define GL_COMBINE_RGB_ARB 0x8571\n#define GL_COMBINE_ALPHA_ARB 0x8572\n#define GL_RGB_SCALE_ARB 0x8573\n#define GL_ADD_SIGNED_ARB 0x8574\n#define GL_INTERPOLATE_ARB 0x8575\n#define GL_CONSTANT_ARB 0x8576\n#define GL_PRIMARY_COLOR_ARB 0x8577\n#define GL_PREVIOUS_ARB 0x8578\n#define GL_SOURCE0_RGB_ARB 0x8580\n#define GL_SOURCE1_RGB_ARB 0x8581\n#define GL_SOURCE2_RGB_ARB 0x8582\n#define GL_SOURCE0_ALPHA_ARB 0x8588\n#define GL_SOURCE1_ALPHA_ARB 0x8589\n#define GL_SOURCE2_ALPHA_ARB 0x858A\n#define GL_OPERAND0_RGB_ARB 0x8590\n#define GL_OPERAND1_RGB_ARB 0x8591\n#define GL_OPERAND2_RGB_ARB 0x8592\n#define GL_OPERAND0_ALPHA_ARB 0x8598\n#define GL_OPERAND1_ALPHA_ARB 0x8599\n#define GL_OPERAND2_ALPHA_ARB 0x859A\n\n#define GLEW_ARB_texture_env_combine GLEW_GET_VAR(__GLEW_ARB_texture_env_combine)\n\n#endif /* GL_ARB_texture_env_combine */\n\n/* ---------------------- GL_ARB_texture_env_crossbar ---------------------- */\n\n#ifndef GL_ARB_texture_env_crossbar\n#define GL_ARB_texture_env_crossbar 1\n\n#define GLEW_ARB_texture_env_crossbar GLEW_GET_VAR(__GLEW_ARB_texture_env_crossbar)\n\n#endif /* GL_ARB_texture_env_crossbar */\n\n/* ------------------------ GL_ARB_texture_env_dot3 ------------------------ */\n\n#ifndef GL_ARB_texture_env_dot3\n#define GL_ARB_texture_env_dot3 1\n\n#define GL_DOT3_RGB_ARB 0x86AE\n#define GL_DOT3_RGBA_ARB 0x86AF\n\n#define GLEW_ARB_texture_env_dot3 GLEW_GET_VAR(__GLEW_ARB_texture_env_dot3)\n\n#endif /* GL_ARB_texture_env_dot3 */\n\n/* ------------------- GL_ARB_texture_filter_anisotropic ------------------- */\n\n#ifndef GL_ARB_texture_filter_anisotropic\n#define GL_ARB_texture_filter_anisotropic 1\n\n#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE\n#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF\n\n#define GLEW_ARB_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_ARB_texture_filter_anisotropic)\n\n#endif /* GL_ARB_texture_filter_anisotropic */\n\n/* ---------------------- GL_ARB_texture_filter_minmax --------------------- */\n\n#ifndef GL_ARB_texture_filter_minmax\n#define GL_ARB_texture_filter_minmax 1\n\n#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366\n#define GL_WEIGHTED_AVERAGE_ARB 0x9367\n\n#define GLEW_ARB_texture_filter_minmax GLEW_GET_VAR(__GLEW_ARB_texture_filter_minmax)\n\n#endif /* GL_ARB_texture_filter_minmax */\n\n/* -------------------------- GL_ARB_texture_float ------------------------- */\n\n#ifndef GL_ARB_texture_float\n#define GL_ARB_texture_float 1\n\n#define GL_RGBA32F_ARB 0x8814\n#define GL_RGB32F_ARB 0x8815\n#define GL_ALPHA32F_ARB 0x8816\n#define GL_INTENSITY32F_ARB 0x8817\n#define GL_LUMINANCE32F_ARB 0x8818\n#define GL_LUMINANCE_ALPHA32F_ARB 0x8819\n#define GL_RGBA16F_ARB 0x881A\n#define GL_RGB16F_ARB 0x881B\n#define GL_ALPHA16F_ARB 0x881C\n#define GL_INTENSITY16F_ARB 0x881D\n#define GL_LUMINANCE16F_ARB 0x881E\n#define GL_LUMINANCE_ALPHA16F_ARB 0x881F\n#define GL_TEXTURE_RED_TYPE_ARB 0x8C10\n#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11\n#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12\n#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13\n#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14\n#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15\n#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16\n#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17\n\n#define GLEW_ARB_texture_float GLEW_GET_VAR(__GLEW_ARB_texture_float)\n\n#endif /* GL_ARB_texture_float */\n\n/* ------------------------- GL_ARB_texture_gather ------------------------- */\n\n#ifndef GL_ARB_texture_gather\n#define GL_ARB_texture_gather 1\n\n#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F\n\n#define GLEW_ARB_texture_gather GLEW_GET_VAR(__GLEW_ARB_texture_gather)\n\n#endif /* GL_ARB_texture_gather */\n\n/* ------------------ GL_ARB_texture_mirror_clamp_to_edge ------------------ */\n\n#ifndef GL_ARB_texture_mirror_clamp_to_edge\n#define GL_ARB_texture_mirror_clamp_to_edge 1\n\n#define GL_MIRROR_CLAMP_TO_EDGE 0x8743\n\n#define GLEW_ARB_texture_mirror_clamp_to_edge GLEW_GET_VAR(__GLEW_ARB_texture_mirror_clamp_to_edge)\n\n#endif /* GL_ARB_texture_mirror_clamp_to_edge */\n\n/* --------------------- GL_ARB_texture_mirrored_repeat -------------------- */\n\n#ifndef GL_ARB_texture_mirrored_repeat\n#define GL_ARB_texture_mirrored_repeat 1\n\n#define GL_MIRRORED_REPEAT_ARB 0x8370\n\n#define GLEW_ARB_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_ARB_texture_mirrored_repeat)\n\n#endif /* GL_ARB_texture_mirrored_repeat */\n\n/* ----------------------- GL_ARB_texture_multisample ---------------------- */\n\n#ifndef GL_ARB_texture_multisample\n#define GL_ARB_texture_multisample 1\n\n#define GL_SAMPLE_POSITION 0x8E50\n#define GL_SAMPLE_MASK 0x8E51\n#define GL_SAMPLE_MASK_VALUE 0x8E52\n#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59\n#define GL_TEXTURE_2D_MULTISAMPLE 0x9100\n#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101\n#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102\n#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103\n#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104\n#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105\n#define GL_TEXTURE_SAMPLES 0x9106\n#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107\n#define GL_SAMPLER_2D_MULTISAMPLE 0x9108\n#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109\n#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A\n#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B\n#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C\n#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D\n#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E\n#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F\n#define GL_MAX_INTEGER_SAMPLES 0x9110\n\ntypedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat* val);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\n\n#define glGetMultisamplefv GLEW_GET_FUN(__glewGetMultisamplefv)\n#define glSampleMaski GLEW_GET_FUN(__glewSampleMaski)\n#define glTexImage2DMultisample GLEW_GET_FUN(__glewTexImage2DMultisample)\n#define glTexImage3DMultisample GLEW_GET_FUN(__glewTexImage3DMultisample)\n\n#define GLEW_ARB_texture_multisample GLEW_GET_VAR(__GLEW_ARB_texture_multisample)\n\n#endif /* GL_ARB_texture_multisample */\n\n/* -------------------- GL_ARB_texture_non_power_of_two -------------------- */\n\n#ifndef GL_ARB_texture_non_power_of_two\n#define GL_ARB_texture_non_power_of_two 1\n\n#define GLEW_ARB_texture_non_power_of_two GLEW_GET_VAR(__GLEW_ARB_texture_non_power_of_two)\n\n#endif /* GL_ARB_texture_non_power_of_two */\n\n/* ---------------------- GL_ARB_texture_query_levels ---------------------- */\n\n#ifndef GL_ARB_texture_query_levels\n#define GL_ARB_texture_query_levels 1\n\n#define GLEW_ARB_texture_query_levels GLEW_GET_VAR(__GLEW_ARB_texture_query_levels)\n\n#endif /* GL_ARB_texture_query_levels */\n\n/* ------------------------ GL_ARB_texture_query_lod ----------------------- */\n\n#ifndef GL_ARB_texture_query_lod\n#define GL_ARB_texture_query_lod 1\n\n#define GLEW_ARB_texture_query_lod GLEW_GET_VAR(__GLEW_ARB_texture_query_lod)\n\n#endif /* GL_ARB_texture_query_lod */\n\n/* ------------------------ GL_ARB_texture_rectangle ----------------------- */\n\n#ifndef GL_ARB_texture_rectangle\n#define GL_ARB_texture_rectangle 1\n\n#define GL_TEXTURE_RECTANGLE_ARB 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8\n#define GL_SAMPLER_2D_RECT_ARB 0x8B63\n#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64\n\n#define GLEW_ARB_texture_rectangle GLEW_GET_VAR(__GLEW_ARB_texture_rectangle)\n\n#endif /* GL_ARB_texture_rectangle */\n\n/* --------------------------- GL_ARB_texture_rg --------------------------- */\n\n#ifndef GL_ARB_texture_rg\n#define GL_ARB_texture_rg 1\n\n#define GL_COMPRESSED_RED 0x8225\n#define GL_COMPRESSED_RG 0x8226\n#define GL_RG 0x8227\n#define GL_RG_INTEGER 0x8228\n#define GL_R8 0x8229\n#define GL_R16 0x822A\n#define GL_RG8 0x822B\n#define GL_RG16 0x822C\n#define GL_R16F 0x822D\n#define GL_R32F 0x822E\n#define GL_RG16F 0x822F\n#define GL_RG32F 0x8230\n#define GL_R8I 0x8231\n#define GL_R8UI 0x8232\n#define GL_R16I 0x8233\n#define GL_R16UI 0x8234\n#define GL_R32I 0x8235\n#define GL_R32UI 0x8236\n#define GL_RG8I 0x8237\n#define GL_RG8UI 0x8238\n#define GL_RG16I 0x8239\n#define GL_RG16UI 0x823A\n#define GL_RG32I 0x823B\n#define GL_RG32UI 0x823C\n\n#define GLEW_ARB_texture_rg GLEW_GET_VAR(__GLEW_ARB_texture_rg)\n\n#endif /* GL_ARB_texture_rg */\n\n/* ----------------------- GL_ARB_texture_rgb10_a2ui ----------------------- */\n\n#ifndef GL_ARB_texture_rgb10_a2ui\n#define GL_ARB_texture_rgb10_a2ui 1\n\n#define GL_RGB10_A2UI 0x906F\n\n#define GLEW_ARB_texture_rgb10_a2ui GLEW_GET_VAR(__GLEW_ARB_texture_rgb10_a2ui)\n\n#endif /* GL_ARB_texture_rgb10_a2ui */\n\n/* ------------------------ GL_ARB_texture_stencil8 ------------------------ */\n\n#ifndef GL_ARB_texture_stencil8\n#define GL_ARB_texture_stencil8 1\n\n#define GL_STENCIL_INDEX 0x1901\n#define GL_STENCIL_INDEX8 0x8D48\n\n#define GLEW_ARB_texture_stencil8 GLEW_GET_VAR(__GLEW_ARB_texture_stencil8)\n\n#endif /* GL_ARB_texture_stencil8 */\n\n/* ------------------------- GL_ARB_texture_storage ------------------------ */\n\n#ifndef GL_ARB_texture_storage\n#define GL_ARB_texture_storage 1\n\n#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glTexStorage1D GLEW_GET_FUN(__glewTexStorage1D)\n#define glTexStorage2D GLEW_GET_FUN(__glewTexStorage2D)\n#define glTexStorage3D GLEW_GET_FUN(__glewTexStorage3D)\n\n#define GLEW_ARB_texture_storage GLEW_GET_VAR(__GLEW_ARB_texture_storage)\n\n#endif /* GL_ARB_texture_storage */\n\n/* ------------------- GL_ARB_texture_storage_multisample ------------------ */\n\n#ifndef GL_ARB_texture_storage_multisample\n#define GL_ARB_texture_storage_multisample 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);\n\n#define glTexStorage2DMultisample GLEW_GET_FUN(__glewTexStorage2DMultisample)\n#define glTexStorage3DMultisample GLEW_GET_FUN(__glewTexStorage3DMultisample)\n#define glTextureStorage2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage2DMultisampleEXT)\n#define glTextureStorage3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage3DMultisampleEXT)\n\n#define GLEW_ARB_texture_storage_multisample GLEW_GET_VAR(__GLEW_ARB_texture_storage_multisample)\n\n#endif /* GL_ARB_texture_storage_multisample */\n\n/* ------------------------- GL_ARB_texture_swizzle ------------------------ */\n\n#ifndef GL_ARB_texture_swizzle\n#define GL_ARB_texture_swizzle 1\n\n#define GL_TEXTURE_SWIZZLE_R 0x8E42\n#define GL_TEXTURE_SWIZZLE_G 0x8E43\n#define GL_TEXTURE_SWIZZLE_B 0x8E44\n#define GL_TEXTURE_SWIZZLE_A 0x8E45\n#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46\n\n#define GLEW_ARB_texture_swizzle GLEW_GET_VAR(__GLEW_ARB_texture_swizzle)\n\n#endif /* GL_ARB_texture_swizzle */\n\n/* -------------------------- GL_ARB_texture_view -------------------------- */\n\n#ifndef GL_ARB_texture_view\n#define GL_ARB_texture_view 1\n\n#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB\n#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC\n#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD\n#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE\n#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);\n\n#define glTextureView GLEW_GET_FUN(__glewTextureView)\n\n#define GLEW_ARB_texture_view GLEW_GET_VAR(__GLEW_ARB_texture_view)\n\n#endif /* GL_ARB_texture_view */\n\n/* --------------------------- GL_ARB_timer_query -------------------------- */\n\n#ifndef GL_ARB_timer_query\n#define GL_ARB_timer_query 1\n\n#define GL_TIME_ELAPSED 0x88BF\n#define GL_TIMESTAMP 0x8E28\n\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target);\n\n#define glGetQueryObjecti64v GLEW_GET_FUN(__glewGetQueryObjecti64v)\n#define glGetQueryObjectui64v GLEW_GET_FUN(__glewGetQueryObjectui64v)\n#define glQueryCounter GLEW_GET_FUN(__glewQueryCounter)\n\n#define GLEW_ARB_timer_query GLEW_GET_VAR(__GLEW_ARB_timer_query)\n\n#endif /* GL_ARB_timer_query */\n\n/* ----------------------- GL_ARB_transform_feedback2 ---------------------- */\n\n#ifndef GL_ARB_transform_feedback2\n#define GL_ARB_transform_feedback2 1\n\n#define GL_TRANSFORM_FEEDBACK 0x8E22\n#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23\n#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24\n#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25\n\ntypedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKPROC) (void);\n\n#define glBindTransformFeedback GLEW_GET_FUN(__glewBindTransformFeedback)\n#define glDeleteTransformFeedbacks GLEW_GET_FUN(__glewDeleteTransformFeedbacks)\n#define glDrawTransformFeedback GLEW_GET_FUN(__glewDrawTransformFeedback)\n#define glGenTransformFeedbacks GLEW_GET_FUN(__glewGenTransformFeedbacks)\n#define glIsTransformFeedback GLEW_GET_FUN(__glewIsTransformFeedback)\n#define glPauseTransformFeedback GLEW_GET_FUN(__glewPauseTransformFeedback)\n#define glResumeTransformFeedback GLEW_GET_FUN(__glewResumeTransformFeedback)\n\n#define GLEW_ARB_transform_feedback2 GLEW_GET_VAR(__GLEW_ARB_transform_feedback2)\n\n#endif /* GL_ARB_transform_feedback2 */\n\n/* ----------------------- GL_ARB_transform_feedback3 ---------------------- */\n\n#ifndef GL_ARB_transform_feedback3\n#define GL_ARB_transform_feedback3 1\n\n#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70\n#define GL_MAX_VERTEX_STREAMS 0x8E71\n\ntypedef void (GLAPIENTRY * PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream);\ntypedef void (GLAPIENTRY * PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);\n\n#define glBeginQueryIndexed GLEW_GET_FUN(__glewBeginQueryIndexed)\n#define glDrawTransformFeedbackStream GLEW_GET_FUN(__glewDrawTransformFeedbackStream)\n#define glEndQueryIndexed GLEW_GET_FUN(__glewEndQueryIndexed)\n#define glGetQueryIndexediv GLEW_GET_FUN(__glewGetQueryIndexediv)\n\n#define GLEW_ARB_transform_feedback3 GLEW_GET_VAR(__GLEW_ARB_transform_feedback3)\n\n#endif /* GL_ARB_transform_feedback3 */\n\n/* ------------------ GL_ARB_transform_feedback_instanced ------------------ */\n\n#ifndef GL_ARB_transform_feedback_instanced\n#define GL_ARB_transform_feedback_instanced 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei primcount);\n\n#define glDrawTransformFeedbackInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackInstanced)\n#define glDrawTransformFeedbackStreamInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackStreamInstanced)\n\n#define GLEW_ARB_transform_feedback_instanced GLEW_GET_VAR(__GLEW_ARB_transform_feedback_instanced)\n\n#endif /* GL_ARB_transform_feedback_instanced */\n\n/* ---------------- GL_ARB_transform_feedback_overflow_query --------------- */\n\n#ifndef GL_ARB_transform_feedback_overflow_query\n#define GL_ARB_transform_feedback_overflow_query 1\n\n#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC\n#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED\n\n#define GLEW_ARB_transform_feedback_overflow_query GLEW_GET_VAR(__GLEW_ARB_transform_feedback_overflow_query)\n\n#endif /* GL_ARB_transform_feedback_overflow_query */\n\n/* ------------------------ GL_ARB_transpose_matrix ------------------------ */\n\n#ifndef GL_ARB_transpose_matrix\n#define GL_ARB_transpose_matrix 1\n\n#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3\n#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4\n#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5\n#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6\n\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);\ntypedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);\n\n#define glLoadTransposeMatrixdARB GLEW_GET_FUN(__glewLoadTransposeMatrixdARB)\n#define glLoadTransposeMatrixfARB GLEW_GET_FUN(__glewLoadTransposeMatrixfARB)\n#define glMultTransposeMatrixdARB GLEW_GET_FUN(__glewMultTransposeMatrixdARB)\n#define glMultTransposeMatrixfARB GLEW_GET_FUN(__glewMultTransposeMatrixfARB)\n\n#define GLEW_ARB_transpose_matrix GLEW_GET_VAR(__GLEW_ARB_transpose_matrix)\n\n#endif /* GL_ARB_transpose_matrix */\n\n/* ---------------------- GL_ARB_uniform_buffer_object --------------------- */\n\n#ifndef GL_ARB_uniform_buffer_object\n#define GL_ARB_uniform_buffer_object 1\n\n#define GL_UNIFORM_BUFFER 0x8A11\n#define GL_UNIFORM_BUFFER_BINDING 0x8A28\n#define GL_UNIFORM_BUFFER_START 0x8A29\n#define GL_UNIFORM_BUFFER_SIZE 0x8A2A\n#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B\n#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C\n#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D\n#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E\n#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F\n#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30\n#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31\n#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32\n#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33\n#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34\n#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35\n#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36\n#define GL_UNIFORM_TYPE 0x8A37\n#define GL_UNIFORM_SIZE 0x8A38\n#define GL_UNIFORM_NAME_LENGTH 0x8A39\n#define GL_UNIFORM_BLOCK_INDEX 0x8A3A\n#define GL_UNIFORM_OFFSET 0x8A3B\n#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C\n#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D\n#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E\n#define GL_UNIFORM_BLOCK_BINDING 0x8A3F\n#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40\n#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41\n#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42\n#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45\n#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46\n#define GL_INVALID_INDEX 0xFFFFFFFFu\n\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint* data);\ntypedef GLuint (GLAPIENTRY * PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const * uniformNames, GLuint* uniformIndices);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\n\n#define glBindBufferBase GLEW_GET_FUN(__glewBindBufferBase)\n#define glBindBufferRange GLEW_GET_FUN(__glewBindBufferRange)\n#define glGetActiveUniformBlockName GLEW_GET_FUN(__glewGetActiveUniformBlockName)\n#define glGetActiveUniformBlockiv GLEW_GET_FUN(__glewGetActiveUniformBlockiv)\n#define glGetActiveUniformName GLEW_GET_FUN(__glewGetActiveUniformName)\n#define glGetActiveUniformsiv GLEW_GET_FUN(__glewGetActiveUniformsiv)\n#define glGetIntegeri_v GLEW_GET_FUN(__glewGetIntegeri_v)\n#define glGetUniformBlockIndex GLEW_GET_FUN(__glewGetUniformBlockIndex)\n#define glGetUniformIndices GLEW_GET_FUN(__glewGetUniformIndices)\n#define glUniformBlockBinding GLEW_GET_FUN(__glewUniformBlockBinding)\n\n#define GLEW_ARB_uniform_buffer_object GLEW_GET_VAR(__GLEW_ARB_uniform_buffer_object)\n\n#endif /* GL_ARB_uniform_buffer_object */\n\n/* ------------------------ GL_ARB_vertex_array_bgra ----------------------- */\n\n#ifndef GL_ARB_vertex_array_bgra\n#define GL_ARB_vertex_array_bgra 1\n\n#define GL_BGRA 0x80E1\n\n#define GLEW_ARB_vertex_array_bgra GLEW_GET_VAR(__GLEW_ARB_vertex_array_bgra)\n\n#endif /* GL_ARB_vertex_array_bgra */\n\n/* ----------------------- GL_ARB_vertex_array_object ---------------------- */\n\n#ifndef GL_ARB_vertex_array_object\n#define GL_ARB_vertex_array_object 1\n\n#define GL_VERTEX_ARRAY_BINDING 0x85B5\n\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYPROC) (GLuint array);\n\n#define glBindVertexArray GLEW_GET_FUN(__glewBindVertexArray)\n#define glDeleteVertexArrays GLEW_GET_FUN(__glewDeleteVertexArrays)\n#define glGenVertexArrays GLEW_GET_FUN(__glewGenVertexArrays)\n#define glIsVertexArray GLEW_GET_FUN(__glewIsVertexArray)\n\n#define GLEW_ARB_vertex_array_object GLEW_GET_VAR(__GLEW_ARB_vertex_array_object)\n\n#endif /* GL_ARB_vertex_array_object */\n\n/* ----------------------- GL_ARB_vertex_attrib_64bit ---------------------- */\n\n#ifndef GL_ARB_vertex_attrib_64bit\n#define GL_ARB_vertex_attrib_64bit 1\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer);\n\n#define glGetVertexAttribLdv GLEW_GET_FUN(__glewGetVertexAttribLdv)\n#define glVertexAttribL1d GLEW_GET_FUN(__glewVertexAttribL1d)\n#define glVertexAttribL1dv GLEW_GET_FUN(__glewVertexAttribL1dv)\n#define glVertexAttribL2d GLEW_GET_FUN(__glewVertexAttribL2d)\n#define glVertexAttribL2dv GLEW_GET_FUN(__glewVertexAttribL2dv)\n#define glVertexAttribL3d GLEW_GET_FUN(__glewVertexAttribL3d)\n#define glVertexAttribL3dv GLEW_GET_FUN(__glewVertexAttribL3dv)\n#define glVertexAttribL4d GLEW_GET_FUN(__glewVertexAttribL4d)\n#define glVertexAttribL4dv GLEW_GET_FUN(__glewVertexAttribL4dv)\n#define glVertexAttribLPointer GLEW_GET_FUN(__glewVertexAttribLPointer)\n\n#define GLEW_ARB_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_64bit)\n\n#endif /* GL_ARB_vertex_attrib_64bit */\n\n/* ---------------------- GL_ARB_vertex_attrib_binding --------------------- */\n\n#ifndef GL_ARB_vertex_attrib_binding\n#define GL_ARB_vertex_attrib_binding 1\n\n#define GL_VERTEX_ATTRIB_BINDING 0x82D4\n#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5\n#define GL_VERTEX_BINDING_DIVISOR 0x82D6\n#define GL_VERTEX_BINDING_OFFSET 0x82D7\n#define GL_VERTEX_BINDING_STRIDE 0x82D8\n#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9\n#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA\n#define GL_VERTEX_BINDING_BUFFER 0x8F4F\n\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor);\n\n#define glBindVertexBuffer GLEW_GET_FUN(__glewBindVertexBuffer)\n#define glVertexArrayBindVertexBufferEXT GLEW_GET_FUN(__glewVertexArrayBindVertexBufferEXT)\n#define glVertexArrayVertexAttribBindingEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribBindingEXT)\n#define glVertexArrayVertexAttribFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribFormatEXT)\n#define glVertexArrayVertexAttribIFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIFormatEXT)\n#define glVertexArrayVertexAttribLFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLFormatEXT)\n#define glVertexArrayVertexBindingDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexBindingDivisorEXT)\n#define glVertexAttribBinding GLEW_GET_FUN(__glewVertexAttribBinding)\n#define glVertexAttribFormat GLEW_GET_FUN(__glewVertexAttribFormat)\n#define glVertexAttribIFormat GLEW_GET_FUN(__glewVertexAttribIFormat)\n#define glVertexAttribLFormat GLEW_GET_FUN(__glewVertexAttribLFormat)\n#define glVertexBindingDivisor GLEW_GET_FUN(__glewVertexBindingDivisor)\n\n#define GLEW_ARB_vertex_attrib_binding GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_binding)\n\n#endif /* GL_ARB_vertex_attrib_binding */\n\n/* -------------------------- GL_ARB_vertex_blend -------------------------- */\n\n#ifndef GL_ARB_vertex_blend\n#define GL_ARB_vertex_blend 1\n\n#define GL_MODELVIEW0_ARB 0x1700\n#define GL_MODELVIEW1_ARB 0x850A\n#define GL_MAX_VERTEX_UNITS_ARB 0x86A4\n#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5\n#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6\n#define GL_VERTEX_BLEND_ARB 0x86A7\n#define GL_CURRENT_WEIGHT_ARB 0x86A8\n#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9\n#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA\n#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB\n#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC\n#define GL_WEIGHT_ARRAY_ARB 0x86AD\n#define GL_MODELVIEW2_ARB 0x8722\n#define GL_MODELVIEW3_ARB 0x8723\n#define GL_MODELVIEW4_ARB 0x8724\n#define GL_MODELVIEW5_ARB 0x8725\n#define GL_MODELVIEW6_ARB 0x8726\n#define GL_MODELVIEW7_ARB 0x8727\n#define GL_MODELVIEW8_ARB 0x8728\n#define GL_MODELVIEW9_ARB 0x8729\n#define GL_MODELVIEW10_ARB 0x872A\n#define GL_MODELVIEW11_ARB 0x872B\n#define GL_MODELVIEW12_ARB 0x872C\n#define GL_MODELVIEW13_ARB 0x872D\n#define GL_MODELVIEW14_ARB 0x872E\n#define GL_MODELVIEW15_ARB 0x872F\n#define GL_MODELVIEW16_ARB 0x8730\n#define GL_MODELVIEW17_ARB 0x8731\n#define GL_MODELVIEW18_ARB 0x8732\n#define GL_MODELVIEW19_ARB 0x8733\n#define GL_MODELVIEW20_ARB 0x8734\n#define GL_MODELVIEW21_ARB 0x8735\n#define GL_MODELVIEW22_ARB 0x8736\n#define GL_MODELVIEW23_ARB 0x8737\n#define GL_MODELVIEW24_ARB 0x8738\n#define GL_MODELVIEW25_ARB 0x8739\n#define GL_MODELVIEW26_ARB 0x873A\n#define GL_MODELVIEW27_ARB 0x873B\n#define GL_MODELVIEW28_ARB 0x873C\n#define GL_MODELVIEW29_ARB 0x873D\n#define GL_MODELVIEW30_ARB 0x873E\n#define GL_MODELVIEW31_ARB 0x873F\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXBLENDARBPROC) (GLint count);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTBVARBPROC) (GLint size, GLbyte *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTDVARBPROC) (GLint size, GLdouble *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTFVARBPROC) (GLint size, GLfloat *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTIVARBPROC) (GLint size, GLint *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTSVARBPROC) (GLint size, GLshort *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTUBVARBPROC) (GLint size, GLubyte *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTUIVARBPROC) (GLint size, GLuint *weights);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTUSVARBPROC) (GLint size, GLushort *weights);\n\n#define glVertexBlendARB GLEW_GET_FUN(__glewVertexBlendARB)\n#define glWeightPointerARB GLEW_GET_FUN(__glewWeightPointerARB)\n#define glWeightbvARB GLEW_GET_FUN(__glewWeightbvARB)\n#define glWeightdvARB GLEW_GET_FUN(__glewWeightdvARB)\n#define glWeightfvARB GLEW_GET_FUN(__glewWeightfvARB)\n#define glWeightivARB GLEW_GET_FUN(__glewWeightivARB)\n#define glWeightsvARB GLEW_GET_FUN(__glewWeightsvARB)\n#define glWeightubvARB GLEW_GET_FUN(__glewWeightubvARB)\n#define glWeightuivARB GLEW_GET_FUN(__glewWeightuivARB)\n#define glWeightusvARB GLEW_GET_FUN(__glewWeightusvARB)\n\n#define GLEW_ARB_vertex_blend GLEW_GET_VAR(__GLEW_ARB_vertex_blend)\n\n#endif /* GL_ARB_vertex_blend */\n\n/* ---------------------- GL_ARB_vertex_buffer_object ---------------------- */\n\n#ifndef GL_ARB_vertex_buffer_object\n#define GL_ARB_vertex_buffer_object 1\n\n#define GL_BUFFER_SIZE_ARB 0x8764\n#define GL_BUFFER_USAGE_ARB 0x8765\n#define GL_ARRAY_BUFFER_ARB 0x8892\n#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893\n#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894\n#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895\n#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896\n#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897\n#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898\n#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899\n#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A\n#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B\n#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C\n#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D\n#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E\n#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F\n#define GL_READ_ONLY_ARB 0x88B8\n#define GL_WRITE_ONLY_ARB 0x88B9\n#define GL_READ_WRITE_ARB 0x88BA\n#define GL_BUFFER_ACCESS_ARB 0x88BB\n#define GL_BUFFER_MAPPED_ARB 0x88BC\n#define GL_BUFFER_MAP_POINTER_ARB 0x88BD\n#define GL_STREAM_DRAW_ARB 0x88E0\n#define GL_STREAM_READ_ARB 0x88E1\n#define GL_STREAM_COPY_ARB 0x88E2\n#define GL_STATIC_DRAW_ARB 0x88E4\n#define GL_STATIC_READ_ARB 0x88E5\n#define GL_STATIC_COPY_ARB 0x88E6\n#define GL_DYNAMIC_DRAW_ARB 0x88E8\n#define GL_DYNAMIC_READ_ARB 0x88E9\n#define GL_DYNAMIC_COPY_ARB 0x88EA\n\ntypedef ptrdiff_t GLintptrARB;\ntypedef ptrdiff_t GLsizeiptrARB;\n\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint* buffers);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISBUFFERARBPROC) (GLuint buffer);\ntypedef void * (GLAPIENTRY * PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERARBPROC) (GLenum target);\n\n#define glBindBufferARB GLEW_GET_FUN(__glewBindBufferARB)\n#define glBufferDataARB GLEW_GET_FUN(__glewBufferDataARB)\n#define glBufferSubDataARB GLEW_GET_FUN(__glewBufferSubDataARB)\n#define glDeleteBuffersARB GLEW_GET_FUN(__glewDeleteBuffersARB)\n#define glGenBuffersARB GLEW_GET_FUN(__glewGenBuffersARB)\n#define glGetBufferParameterivARB GLEW_GET_FUN(__glewGetBufferParameterivARB)\n#define glGetBufferPointervARB GLEW_GET_FUN(__glewGetBufferPointervARB)\n#define glGetBufferSubDataARB GLEW_GET_FUN(__glewGetBufferSubDataARB)\n#define glIsBufferARB GLEW_GET_FUN(__glewIsBufferARB)\n#define glMapBufferARB GLEW_GET_FUN(__glewMapBufferARB)\n#define glUnmapBufferARB GLEW_GET_FUN(__glewUnmapBufferARB)\n\n#define GLEW_ARB_vertex_buffer_object GLEW_GET_VAR(__GLEW_ARB_vertex_buffer_object)\n\n#endif /* GL_ARB_vertex_buffer_object */\n\n/* ------------------------- GL_ARB_vertex_program ------------------------- */\n\n#ifndef GL_ARB_vertex_program\n#define GL_ARB_vertex_program 1\n\n#define GL_COLOR_SUM_ARB 0x8458\n#define GL_VERTEX_PROGRAM_ARB 0x8620\n#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622\n#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623\n#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624\n#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625\n#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626\n#define GL_PROGRAM_LENGTH_ARB 0x8627\n#define GL_PROGRAM_STRING_ARB 0x8628\n#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E\n#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F\n#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640\n#define GL_CURRENT_MATRIX_ARB 0x8641\n#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642\n#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643\n#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645\n#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B\n#define GL_PROGRAM_BINDING_ARB 0x8677\n#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869\n#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A\n#define GL_PROGRAM_ERROR_STRING_ARB 0x8874\n#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875\n#define GL_PROGRAM_FORMAT_ARB 0x8876\n#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0\n#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1\n#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2\n#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3\n#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4\n#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5\n#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6\n#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7\n#define GL_PROGRAM_PARAMETERS_ARB 0x88A8\n#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9\n#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA\n#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB\n#define GL_PROGRAM_ATTRIBS_ARB 0x88AC\n#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD\n#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE\n#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF\n#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0\n#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1\n#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2\n#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3\n#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4\n#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5\n#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6\n#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7\n#define GL_MATRIX0_ARB 0x88C0\n#define GL_MATRIX1_ARB 0x88C1\n#define GL_MATRIX2_ARB 0x88C2\n#define GL_MATRIX3_ARB 0x88C3\n#define GL_MATRIX4_ARB 0x88C4\n#define GL_MATRIX5_ARB 0x88C5\n#define GL_MATRIX6_ARB 0x88C6\n#define GL_MATRIX7_ARB 0x88C7\n#define GL_MATRIX8_ARB 0x88C8\n#define GL_MATRIX9_ARB 0x88C9\n#define GL_MATRIX10_ARB 0x88CA\n#define GL_MATRIX11_ARB 0x88CB\n#define GL_MATRIX12_ARB 0x88CC\n#define GL_MATRIX13_ARB 0x88CD\n#define GL_MATRIX14_ARB 0x88CE\n#define GL_MATRIX15_ARB 0x88CF\n#define GL_MATRIX16_ARB 0x88D0\n#define GL_MATRIX17_ARB 0x88D1\n#define GL_MATRIX18_ARB 0x88D2\n#define GL_MATRIX19_ARB 0x88D3\n#define GL_MATRIX20_ARB 0x88D4\n#define GL_MATRIX21_ARB 0x88D5\n#define GL_MATRIX22_ARB 0x88D6\n#define GL_MATRIX23_ARB 0x88D7\n#define GL_MATRIX24_ARB 0x88D8\n#define GL_MATRIX25_ARB 0x88D9\n#define GL_MATRIX26_ARB 0x88DA\n#define GL_MATRIX27_ARB 0x88DB\n#define GL_MATRIX28_ARB 0x88DC\n#define GL_MATRIX29_ARB 0x88DD\n#define GL_MATRIX30_ARB 0x88DE\n#define GL_MATRIX31_ARB 0x88DF\n\ntypedef void (GLAPIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint* programs);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void** pointer);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);\n\n#define glBindProgramARB GLEW_GET_FUN(__glewBindProgramARB)\n#define glDeleteProgramsARB GLEW_GET_FUN(__glewDeleteProgramsARB)\n#define glDisableVertexAttribArrayARB GLEW_GET_FUN(__glewDisableVertexAttribArrayARB)\n#define glEnableVertexAttribArrayARB GLEW_GET_FUN(__glewEnableVertexAttribArrayARB)\n#define glGenProgramsARB GLEW_GET_FUN(__glewGenProgramsARB)\n#define glGetProgramEnvParameterdvARB GLEW_GET_FUN(__glewGetProgramEnvParameterdvARB)\n#define glGetProgramEnvParameterfvARB GLEW_GET_FUN(__glewGetProgramEnvParameterfvARB)\n#define glGetProgramLocalParameterdvARB GLEW_GET_FUN(__glewGetProgramLocalParameterdvARB)\n#define glGetProgramLocalParameterfvARB GLEW_GET_FUN(__glewGetProgramLocalParameterfvARB)\n#define glGetProgramStringARB GLEW_GET_FUN(__glewGetProgramStringARB)\n#define glGetProgramivARB GLEW_GET_FUN(__glewGetProgramivARB)\n#define glGetVertexAttribPointervARB GLEW_GET_FUN(__glewGetVertexAttribPointervARB)\n#define glGetVertexAttribdvARB GLEW_GET_FUN(__glewGetVertexAttribdvARB)\n#define glGetVertexAttribfvARB GLEW_GET_FUN(__glewGetVertexAttribfvARB)\n#define glGetVertexAttribivARB GLEW_GET_FUN(__glewGetVertexAttribivARB)\n#define glIsProgramARB GLEW_GET_FUN(__glewIsProgramARB)\n#define glProgramEnvParameter4dARB GLEW_GET_FUN(__glewProgramEnvParameter4dARB)\n#define glProgramEnvParameter4dvARB GLEW_GET_FUN(__glewProgramEnvParameter4dvARB)\n#define glProgramEnvParameter4fARB GLEW_GET_FUN(__glewProgramEnvParameter4fARB)\n#define glProgramEnvParameter4fvARB GLEW_GET_FUN(__glewProgramEnvParameter4fvARB)\n#define glProgramLocalParameter4dARB GLEW_GET_FUN(__glewProgramLocalParameter4dARB)\n#define glProgramLocalParameter4dvARB GLEW_GET_FUN(__glewProgramLocalParameter4dvARB)\n#define glProgramLocalParameter4fARB GLEW_GET_FUN(__glewProgramLocalParameter4fARB)\n#define glProgramLocalParameter4fvARB GLEW_GET_FUN(__glewProgramLocalParameter4fvARB)\n#define glProgramStringARB GLEW_GET_FUN(__glewProgramStringARB)\n#define glVertexAttrib1dARB GLEW_GET_FUN(__glewVertexAttrib1dARB)\n#define glVertexAttrib1dvARB GLEW_GET_FUN(__glewVertexAttrib1dvARB)\n#define glVertexAttrib1fARB GLEW_GET_FUN(__glewVertexAttrib1fARB)\n#define glVertexAttrib1fvARB GLEW_GET_FUN(__glewVertexAttrib1fvARB)\n#define glVertexAttrib1sARB GLEW_GET_FUN(__glewVertexAttrib1sARB)\n#define glVertexAttrib1svARB GLEW_GET_FUN(__glewVertexAttrib1svARB)\n#define glVertexAttrib2dARB GLEW_GET_FUN(__glewVertexAttrib2dARB)\n#define glVertexAttrib2dvARB GLEW_GET_FUN(__glewVertexAttrib2dvARB)\n#define glVertexAttrib2fARB GLEW_GET_FUN(__glewVertexAttrib2fARB)\n#define glVertexAttrib2fvARB GLEW_GET_FUN(__glewVertexAttrib2fvARB)\n#define glVertexAttrib2sARB GLEW_GET_FUN(__glewVertexAttrib2sARB)\n#define glVertexAttrib2svARB GLEW_GET_FUN(__glewVertexAttrib2svARB)\n#define glVertexAttrib3dARB GLEW_GET_FUN(__glewVertexAttrib3dARB)\n#define glVertexAttrib3dvARB GLEW_GET_FUN(__glewVertexAttrib3dvARB)\n#define glVertexAttrib3fARB GLEW_GET_FUN(__glewVertexAttrib3fARB)\n#define glVertexAttrib3fvARB GLEW_GET_FUN(__glewVertexAttrib3fvARB)\n#define glVertexAttrib3sARB GLEW_GET_FUN(__glewVertexAttrib3sARB)\n#define glVertexAttrib3svARB GLEW_GET_FUN(__glewVertexAttrib3svARB)\n#define glVertexAttrib4NbvARB GLEW_GET_FUN(__glewVertexAttrib4NbvARB)\n#define glVertexAttrib4NivARB GLEW_GET_FUN(__glewVertexAttrib4NivARB)\n#define glVertexAttrib4NsvARB GLEW_GET_FUN(__glewVertexAttrib4NsvARB)\n#define glVertexAttrib4NubARB GLEW_GET_FUN(__glewVertexAttrib4NubARB)\n#define glVertexAttrib4NubvARB GLEW_GET_FUN(__glewVertexAttrib4NubvARB)\n#define glVertexAttrib4NuivARB GLEW_GET_FUN(__glewVertexAttrib4NuivARB)\n#define glVertexAttrib4NusvARB GLEW_GET_FUN(__glewVertexAttrib4NusvARB)\n#define glVertexAttrib4bvARB GLEW_GET_FUN(__glewVertexAttrib4bvARB)\n#define glVertexAttrib4dARB GLEW_GET_FUN(__glewVertexAttrib4dARB)\n#define glVertexAttrib4dvARB GLEW_GET_FUN(__glewVertexAttrib4dvARB)\n#define glVertexAttrib4fARB GLEW_GET_FUN(__glewVertexAttrib4fARB)\n#define glVertexAttrib4fvARB GLEW_GET_FUN(__glewVertexAttrib4fvARB)\n#define glVertexAttrib4ivARB GLEW_GET_FUN(__glewVertexAttrib4ivARB)\n#define glVertexAttrib4sARB GLEW_GET_FUN(__glewVertexAttrib4sARB)\n#define glVertexAttrib4svARB GLEW_GET_FUN(__glewVertexAttrib4svARB)\n#define glVertexAttrib4ubvARB GLEW_GET_FUN(__glewVertexAttrib4ubvARB)\n#define glVertexAttrib4uivARB GLEW_GET_FUN(__glewVertexAttrib4uivARB)\n#define glVertexAttrib4usvARB GLEW_GET_FUN(__glewVertexAttrib4usvARB)\n#define glVertexAttribPointerARB GLEW_GET_FUN(__glewVertexAttribPointerARB)\n\n#define GLEW_ARB_vertex_program GLEW_GET_VAR(__GLEW_ARB_vertex_program)\n\n#endif /* GL_ARB_vertex_program */\n\n/* -------------------------- GL_ARB_vertex_shader ------------------------- */\n\n#ifndef GL_ARB_vertex_shader\n#define GL_ARB_vertex_shader 1\n\n#define GL_VERTEX_SHADER_ARB 0x8B31\n#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A\n#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B\n#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C\n#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D\n#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89\n#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A\n\ntypedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB* name);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);\ntypedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);\n\n#define glBindAttribLocationARB GLEW_GET_FUN(__glewBindAttribLocationARB)\n#define glGetActiveAttribARB GLEW_GET_FUN(__glewGetActiveAttribARB)\n#define glGetAttribLocationARB GLEW_GET_FUN(__glewGetAttribLocationARB)\n\n#define GLEW_ARB_vertex_shader GLEW_GET_VAR(__GLEW_ARB_vertex_shader)\n\n#endif /* GL_ARB_vertex_shader */\n\n/* ------------------- GL_ARB_vertex_type_10f_11f_11f_rev ------------------ */\n\n#ifndef GL_ARB_vertex_type_10f_11f_11f_rev\n#define GL_ARB_vertex_type_10f_11f_11f_rev 1\n\n#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B\n\n#define GLEW_ARB_vertex_type_10f_11f_11f_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_10f_11f_11f_rev)\n\n#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */\n\n/* ------------------- GL_ARB_vertex_type_2_10_10_10_rev ------------------- */\n\n#ifndef GL_ARB_vertex_type_2_10_10_10_rev\n#define GL_ARB_vertex_type_2_10_10_10_rev 1\n\n#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368\n#define GL_INT_2_10_10_10_REV 0x8D9F\n\ntypedef void (GLAPIENTRY * PFNGLCOLORP3UIPROC) (GLenum type, GLuint color);\ntypedef void (GLAPIENTRY * PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint* color);\ntypedef void (GLAPIENTRY * PFNGLCOLORP4UIPROC) (GLenum type, GLuint color);\ntypedef void (GLAPIENTRY * PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint* color);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint* color);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint* coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint* value);\n\n#define glColorP3ui GLEW_GET_FUN(__glewColorP3ui)\n#define glColorP3uiv GLEW_GET_FUN(__glewColorP3uiv)\n#define glColorP4ui GLEW_GET_FUN(__glewColorP4ui)\n#define glColorP4uiv GLEW_GET_FUN(__glewColorP4uiv)\n#define glMultiTexCoordP1ui GLEW_GET_FUN(__glewMultiTexCoordP1ui)\n#define glMultiTexCoordP1uiv GLEW_GET_FUN(__glewMultiTexCoordP1uiv)\n#define glMultiTexCoordP2ui GLEW_GET_FUN(__glewMultiTexCoordP2ui)\n#define glMultiTexCoordP2uiv GLEW_GET_FUN(__glewMultiTexCoordP2uiv)\n#define glMultiTexCoordP3ui GLEW_GET_FUN(__glewMultiTexCoordP3ui)\n#define glMultiTexCoordP3uiv GLEW_GET_FUN(__glewMultiTexCoordP3uiv)\n#define glMultiTexCoordP4ui GLEW_GET_FUN(__glewMultiTexCoordP4ui)\n#define glMultiTexCoordP4uiv GLEW_GET_FUN(__glewMultiTexCoordP4uiv)\n#define glNormalP3ui GLEW_GET_FUN(__glewNormalP3ui)\n#define glNormalP3uiv GLEW_GET_FUN(__glewNormalP3uiv)\n#define glSecondaryColorP3ui GLEW_GET_FUN(__glewSecondaryColorP3ui)\n#define glSecondaryColorP3uiv GLEW_GET_FUN(__glewSecondaryColorP3uiv)\n#define glTexCoordP1ui GLEW_GET_FUN(__glewTexCoordP1ui)\n#define glTexCoordP1uiv GLEW_GET_FUN(__glewTexCoordP1uiv)\n#define glTexCoordP2ui GLEW_GET_FUN(__glewTexCoordP2ui)\n#define glTexCoordP2uiv GLEW_GET_FUN(__glewTexCoordP2uiv)\n#define glTexCoordP3ui GLEW_GET_FUN(__glewTexCoordP3ui)\n#define glTexCoordP3uiv GLEW_GET_FUN(__glewTexCoordP3uiv)\n#define glTexCoordP4ui GLEW_GET_FUN(__glewTexCoordP4ui)\n#define glTexCoordP4uiv GLEW_GET_FUN(__glewTexCoordP4uiv)\n#define glVertexAttribP1ui GLEW_GET_FUN(__glewVertexAttribP1ui)\n#define glVertexAttribP1uiv GLEW_GET_FUN(__glewVertexAttribP1uiv)\n#define glVertexAttribP2ui GLEW_GET_FUN(__glewVertexAttribP2ui)\n#define glVertexAttribP2uiv GLEW_GET_FUN(__glewVertexAttribP2uiv)\n#define glVertexAttribP3ui GLEW_GET_FUN(__glewVertexAttribP3ui)\n#define glVertexAttribP3uiv GLEW_GET_FUN(__glewVertexAttribP3uiv)\n#define glVertexAttribP4ui GLEW_GET_FUN(__glewVertexAttribP4ui)\n#define glVertexAttribP4uiv GLEW_GET_FUN(__glewVertexAttribP4uiv)\n#define glVertexP2ui GLEW_GET_FUN(__glewVertexP2ui)\n#define glVertexP2uiv GLEW_GET_FUN(__glewVertexP2uiv)\n#define glVertexP3ui GLEW_GET_FUN(__glewVertexP3ui)\n#define glVertexP3uiv GLEW_GET_FUN(__glewVertexP3uiv)\n#define glVertexP4ui GLEW_GET_FUN(__glewVertexP4ui)\n#define glVertexP4uiv GLEW_GET_FUN(__glewVertexP4uiv)\n\n#define GLEW_ARB_vertex_type_2_10_10_10_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_2_10_10_10_rev)\n\n#endif /* GL_ARB_vertex_type_2_10_10_10_rev */\n\n/* ------------------------- GL_ARB_viewport_array ------------------------- */\n\n#ifndef GL_ARB_viewport_array\n#define GL_ARB_viewport_array 1\n\n#define GL_DEPTH_RANGE 0x0B70\n#define GL_VIEWPORT 0x0BA2\n#define GL_SCISSOR_BOX 0x0C10\n#define GL_SCISSOR_TEST 0x0C11\n#define GL_MAX_VIEWPORTS 0x825B\n#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C\n#define GL_VIEWPORT_BOUNDS_RANGE 0x825D\n#define GL_LAYER_PROVOKING_VERTEX 0x825E\n#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F\n#define GL_UNDEFINED_VERTEX 0x8260\n#define GL_FIRST_VERTEX_CONVENTION 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION 0x8E4E\n#define GL_PROVOKING_VERTEX 0x8E4F\n\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLclampd * v);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLclampd n, GLclampd f);\ntypedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble* data);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat* data);\ntypedef void (GLAPIENTRY * PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat * v);\n\n#define glDepthRangeArrayv GLEW_GET_FUN(__glewDepthRangeArrayv)\n#define glDepthRangeIndexed GLEW_GET_FUN(__glewDepthRangeIndexed)\n#define glGetDoublei_v GLEW_GET_FUN(__glewGetDoublei_v)\n#define glGetFloati_v GLEW_GET_FUN(__glewGetFloati_v)\n#define glScissorArrayv GLEW_GET_FUN(__glewScissorArrayv)\n#define glScissorIndexed GLEW_GET_FUN(__glewScissorIndexed)\n#define glScissorIndexedv GLEW_GET_FUN(__glewScissorIndexedv)\n#define glViewportArrayv GLEW_GET_FUN(__glewViewportArrayv)\n#define glViewportIndexedf GLEW_GET_FUN(__glewViewportIndexedf)\n#define glViewportIndexedfv GLEW_GET_FUN(__glewViewportIndexedfv)\n\n#define GLEW_ARB_viewport_array GLEW_GET_VAR(__GLEW_ARB_viewport_array)\n\n#endif /* GL_ARB_viewport_array */\n\n/* --------------------------- GL_ARB_window_pos --------------------------- */\n\n#ifndef GL_ARB_window_pos\n#define GL_ARB_window_pos 1\n\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVARBPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVARBPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVARBPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVARBPROC) (const GLshort* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVARBPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVARBPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVARBPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVARBPROC) (const GLshort* p);\n\n#define glWindowPos2dARB GLEW_GET_FUN(__glewWindowPos2dARB)\n#define glWindowPos2dvARB GLEW_GET_FUN(__glewWindowPos2dvARB)\n#define glWindowPos2fARB GLEW_GET_FUN(__glewWindowPos2fARB)\n#define glWindowPos2fvARB GLEW_GET_FUN(__glewWindowPos2fvARB)\n#define glWindowPos2iARB GLEW_GET_FUN(__glewWindowPos2iARB)\n#define glWindowPos2ivARB GLEW_GET_FUN(__glewWindowPos2ivARB)\n#define glWindowPos2sARB GLEW_GET_FUN(__glewWindowPos2sARB)\n#define glWindowPos2svARB GLEW_GET_FUN(__glewWindowPos2svARB)\n#define glWindowPos3dARB GLEW_GET_FUN(__glewWindowPos3dARB)\n#define glWindowPos3dvARB GLEW_GET_FUN(__glewWindowPos3dvARB)\n#define glWindowPos3fARB GLEW_GET_FUN(__glewWindowPos3fARB)\n#define glWindowPos3fvARB GLEW_GET_FUN(__glewWindowPos3fvARB)\n#define glWindowPos3iARB GLEW_GET_FUN(__glewWindowPos3iARB)\n#define glWindowPos3ivARB GLEW_GET_FUN(__glewWindowPos3ivARB)\n#define glWindowPos3sARB GLEW_GET_FUN(__glewWindowPos3sARB)\n#define glWindowPos3svARB GLEW_GET_FUN(__glewWindowPos3svARB)\n\n#define GLEW_ARB_window_pos GLEW_GET_VAR(__GLEW_ARB_window_pos)\n\n#endif /* GL_ARB_window_pos */\n\n/* ----------------------- GL_ARM_mali_program_binary ---------------------- */\n\n#ifndef GL_ARM_mali_program_binary\n#define GL_ARM_mali_program_binary 1\n\n#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61\n\n#define GLEW_ARM_mali_program_binary GLEW_GET_VAR(__GLEW_ARM_mali_program_binary)\n\n#endif /* GL_ARM_mali_program_binary */\n\n/* ----------------------- GL_ARM_mali_shader_binary ----------------------- */\n\n#ifndef GL_ARM_mali_shader_binary\n#define GL_ARM_mali_shader_binary 1\n\n#define GL_MALI_SHADER_BINARY_ARM 0x8F60\n\n#define GLEW_ARM_mali_shader_binary GLEW_GET_VAR(__GLEW_ARM_mali_shader_binary)\n\n#endif /* GL_ARM_mali_shader_binary */\n\n/* ------------------------------ GL_ARM_rgba8 ----------------------------- */\n\n#ifndef GL_ARM_rgba8\n#define GL_ARM_rgba8 1\n\n#define GL_RGBA8_OES 0x8058\n\n#define GLEW_ARM_rgba8 GLEW_GET_VAR(__GLEW_ARM_rgba8)\n\n#endif /* GL_ARM_rgba8 */\n\n/* -------------------- GL_ARM_shader_framebuffer_fetch -------------------- */\n\n#ifndef GL_ARM_shader_framebuffer_fetch\n#define GL_ARM_shader_framebuffer_fetch 1\n\n#define GL_FETCH_PER_SAMPLE_ARM 0x8F65\n#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66\n\n#define GLEW_ARM_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch)\n\n#endif /* GL_ARM_shader_framebuffer_fetch */\n\n/* ------------- GL_ARM_shader_framebuffer_fetch_depth_stencil ------------- */\n\n#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil\n#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1\n\n#define GLEW_ARM_shader_framebuffer_fetch_depth_stencil GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch_depth_stencil)\n\n#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */\n\n/* ------------------------- GL_ATIX_point_sprites ------------------------- */\n\n#ifndef GL_ATIX_point_sprites\n#define GL_ATIX_point_sprites 1\n\n#define GL_TEXTURE_POINT_MODE_ATIX 0x60B0\n#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60B1\n#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60B2\n#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60B3\n#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60B4\n#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60B5\n\n#define GLEW_ATIX_point_sprites GLEW_GET_VAR(__GLEW_ATIX_point_sprites)\n\n#endif /* GL_ATIX_point_sprites */\n\n/* ---------------------- GL_ATIX_texture_env_combine3 --------------------- */\n\n#ifndef GL_ATIX_texture_env_combine3\n#define GL_ATIX_texture_env_combine3 1\n\n#define GL_MODULATE_ADD_ATIX 0x8744\n#define GL_MODULATE_SIGNED_ADD_ATIX 0x8745\n#define GL_MODULATE_SUBTRACT_ATIX 0x8746\n\n#define GLEW_ATIX_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATIX_texture_env_combine3)\n\n#endif /* GL_ATIX_texture_env_combine3 */\n\n/* ----------------------- GL_ATIX_texture_env_route ----------------------- */\n\n#ifndef GL_ATIX_texture_env_route\n#define GL_ATIX_texture_env_route 1\n\n#define GL_SECONDARY_COLOR_ATIX 0x8747\n#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748\n#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749\n\n#define GLEW_ATIX_texture_env_route GLEW_GET_VAR(__GLEW_ATIX_texture_env_route)\n\n#endif /* GL_ATIX_texture_env_route */\n\n/* ---------------- GL_ATIX_vertex_shader_output_point_size ---------------- */\n\n#ifndef GL_ATIX_vertex_shader_output_point_size\n#define GL_ATIX_vertex_shader_output_point_size 1\n\n#define GL_OUTPUT_POINT_SIZE_ATIX 0x610E\n\n#define GLEW_ATIX_vertex_shader_output_point_size GLEW_GET_VAR(__GLEW_ATIX_vertex_shader_output_point_size)\n\n#endif /* GL_ATIX_vertex_shader_output_point_size */\n\n/* -------------------------- GL_ATI_draw_buffers -------------------------- */\n\n#ifndef GL_ATI_draw_buffers\n#define GL_ATI_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_ATI 0x8824\n#define GL_DRAW_BUFFER0_ATI 0x8825\n#define GL_DRAW_BUFFER1_ATI 0x8826\n#define GL_DRAW_BUFFER2_ATI 0x8827\n#define GL_DRAW_BUFFER3_ATI 0x8828\n#define GL_DRAW_BUFFER4_ATI 0x8829\n#define GL_DRAW_BUFFER5_ATI 0x882A\n#define GL_DRAW_BUFFER6_ATI 0x882B\n#define GL_DRAW_BUFFER7_ATI 0x882C\n#define GL_DRAW_BUFFER8_ATI 0x882D\n#define GL_DRAW_BUFFER9_ATI 0x882E\n#define GL_DRAW_BUFFER10_ATI 0x882F\n#define GL_DRAW_BUFFER11_ATI 0x8830\n#define GL_DRAW_BUFFER12_ATI 0x8831\n#define GL_DRAW_BUFFER13_ATI 0x8832\n#define GL_DRAW_BUFFER14_ATI 0x8833\n#define GL_DRAW_BUFFER15_ATI 0x8834\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersATI GLEW_GET_FUN(__glewDrawBuffersATI)\n\n#define GLEW_ATI_draw_buffers GLEW_GET_VAR(__GLEW_ATI_draw_buffers)\n\n#endif /* GL_ATI_draw_buffers */\n\n/* -------------------------- GL_ATI_element_array ------------------------- */\n\n#ifndef GL_ATI_element_array\n#define GL_ATI_element_array 1\n\n#define GL_ELEMENT_ARRAY_ATI 0x8768\n#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769\n#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer);\n\n#define glDrawElementArrayATI GLEW_GET_FUN(__glewDrawElementArrayATI)\n#define glDrawRangeElementArrayATI GLEW_GET_FUN(__glewDrawRangeElementArrayATI)\n#define glElementPointerATI GLEW_GET_FUN(__glewElementPointerATI)\n\n#define GLEW_ATI_element_array GLEW_GET_VAR(__GLEW_ATI_element_array)\n\n#endif /* GL_ATI_element_array */\n\n/* ------------------------- GL_ATI_envmap_bumpmap ------------------------- */\n\n#ifndef GL_ATI_envmap_bumpmap\n#define GL_ATI_envmap_bumpmap 1\n\n#define GL_BUMP_ROT_MATRIX_ATI 0x8775\n#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776\n#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777\n#define GL_BUMP_TEX_UNITS_ATI 0x8778\n#define GL_DUDV_ATI 0x8779\n#define GL_DU8DV8_ATI 0x877A\n#define GL_BUMP_ENVMAP_ATI 0x877B\n#define GL_BUMP_TARGET_ATI 0x877C\n\ntypedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);\ntypedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);\ntypedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);\ntypedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);\n\n#define glGetTexBumpParameterfvATI GLEW_GET_FUN(__glewGetTexBumpParameterfvATI)\n#define glGetTexBumpParameterivATI GLEW_GET_FUN(__glewGetTexBumpParameterivATI)\n#define glTexBumpParameterfvATI GLEW_GET_FUN(__glewTexBumpParameterfvATI)\n#define glTexBumpParameterivATI GLEW_GET_FUN(__glewTexBumpParameterivATI)\n\n#define GLEW_ATI_envmap_bumpmap GLEW_GET_VAR(__GLEW_ATI_envmap_bumpmap)\n\n#endif /* GL_ATI_envmap_bumpmap */\n\n/* ------------------------- GL_ATI_fragment_shader ------------------------ */\n\n#ifndef GL_ATI_fragment_shader\n#define GL_ATI_fragment_shader 1\n\n#define GL_2X_BIT_ATI 0x00000001\n#define GL_RED_BIT_ATI 0x00000001\n#define GL_4X_BIT_ATI 0x00000002\n#define GL_COMP_BIT_ATI 0x00000002\n#define GL_GREEN_BIT_ATI 0x00000002\n#define GL_8X_BIT_ATI 0x00000004\n#define GL_BLUE_BIT_ATI 0x00000004\n#define GL_NEGATE_BIT_ATI 0x00000004\n#define GL_BIAS_BIT_ATI 0x00000008\n#define GL_HALF_BIT_ATI 0x00000008\n#define GL_QUARTER_BIT_ATI 0x00000010\n#define GL_EIGHTH_BIT_ATI 0x00000020\n#define GL_SATURATE_BIT_ATI 0x00000040\n#define GL_FRAGMENT_SHADER_ATI 0x8920\n#define GL_REG_0_ATI 0x8921\n#define GL_REG_1_ATI 0x8922\n#define GL_REG_2_ATI 0x8923\n#define GL_REG_3_ATI 0x8924\n#define GL_REG_4_ATI 0x8925\n#define GL_REG_5_ATI 0x8926\n#define GL_CON_0_ATI 0x8941\n#define GL_CON_1_ATI 0x8942\n#define GL_CON_2_ATI 0x8943\n#define GL_CON_3_ATI 0x8944\n#define GL_CON_4_ATI 0x8945\n#define GL_CON_5_ATI 0x8946\n#define GL_CON_6_ATI 0x8947\n#define GL_CON_7_ATI 0x8948\n#define GL_MOV_ATI 0x8961\n#define GL_ADD_ATI 0x8963\n#define GL_MUL_ATI 0x8964\n#define GL_SUB_ATI 0x8965\n#define GL_DOT3_ATI 0x8966\n#define GL_DOT4_ATI 0x8967\n#define GL_MAD_ATI 0x8968\n#define GL_LERP_ATI 0x8969\n#define GL_CND_ATI 0x896A\n#define GL_CND0_ATI 0x896B\n#define GL_DOT2_ADD_ATI 0x896C\n#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D\n#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E\n#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F\n#define GL_NUM_PASSES_ATI 0x8970\n#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971\n#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972\n#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973\n#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974\n#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975\n#define GL_SWIZZLE_STR_ATI 0x8976\n#define GL_SWIZZLE_STQ_ATI 0x8977\n#define GL_SWIZZLE_STR_DR_ATI 0x8978\n#define GL_SWIZZLE_STQ_DQ_ATI 0x8979\n#define GL_SWIZZLE_STRQ_ATI 0x897A\n#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B\n\ntypedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);\ntypedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);\ntypedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);\ntypedef void (GLAPIENTRY * PFNGLBEGINFRAGMENTSHADERATIPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);\ntypedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);\ntypedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);\ntypedef void (GLAPIENTRY * PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENDFRAGMENTSHADERATIPROC) (void);\ntypedef GLuint (GLAPIENTRY * PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range);\ntypedef void (GLAPIENTRY * PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle);\ntypedef void (GLAPIENTRY * PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat* value);\n\n#define glAlphaFragmentOp1ATI GLEW_GET_FUN(__glewAlphaFragmentOp1ATI)\n#define glAlphaFragmentOp2ATI GLEW_GET_FUN(__glewAlphaFragmentOp2ATI)\n#define glAlphaFragmentOp3ATI GLEW_GET_FUN(__glewAlphaFragmentOp3ATI)\n#define glBeginFragmentShaderATI GLEW_GET_FUN(__glewBeginFragmentShaderATI)\n#define glBindFragmentShaderATI GLEW_GET_FUN(__glewBindFragmentShaderATI)\n#define glColorFragmentOp1ATI GLEW_GET_FUN(__glewColorFragmentOp1ATI)\n#define glColorFragmentOp2ATI GLEW_GET_FUN(__glewColorFragmentOp2ATI)\n#define glColorFragmentOp3ATI GLEW_GET_FUN(__glewColorFragmentOp3ATI)\n#define glDeleteFragmentShaderATI GLEW_GET_FUN(__glewDeleteFragmentShaderATI)\n#define glEndFragmentShaderATI GLEW_GET_FUN(__glewEndFragmentShaderATI)\n#define glGenFragmentShadersATI GLEW_GET_FUN(__glewGenFragmentShadersATI)\n#define glPassTexCoordATI GLEW_GET_FUN(__glewPassTexCoordATI)\n#define glSampleMapATI GLEW_GET_FUN(__glewSampleMapATI)\n#define glSetFragmentShaderConstantATI GLEW_GET_FUN(__glewSetFragmentShaderConstantATI)\n\n#define GLEW_ATI_fragment_shader GLEW_GET_VAR(__GLEW_ATI_fragment_shader)\n\n#endif /* GL_ATI_fragment_shader */\n\n/* ------------------------ GL_ATI_map_object_buffer ----------------------- */\n\n#ifndef GL_ATI_map_object_buffer\n#define GL_ATI_map_object_buffer 1\n\ntypedef void * (GLAPIENTRY * PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer);\n\n#define glMapObjectBufferATI GLEW_GET_FUN(__glewMapObjectBufferATI)\n#define glUnmapObjectBufferATI GLEW_GET_FUN(__glewUnmapObjectBufferATI)\n\n#define GLEW_ATI_map_object_buffer GLEW_GET_VAR(__GLEW_ATI_map_object_buffer)\n\n#endif /* GL_ATI_map_object_buffer */\n\n/* ----------------------------- GL_ATI_meminfo ---------------------------- */\n\n#ifndef GL_ATI_meminfo\n#define GL_ATI_meminfo 1\n\n#define GL_VBO_FREE_MEMORY_ATI 0x87FB\n#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC\n#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD\n\n#define GLEW_ATI_meminfo GLEW_GET_VAR(__GLEW_ATI_meminfo)\n\n#endif /* GL_ATI_meminfo */\n\n/* -------------------------- GL_ATI_pn_triangles -------------------------- */\n\n#ifndef GL_ATI_pn_triangles\n#define GL_ATI_pn_triangles 1\n\n#define GL_PN_TRIANGLES_ATI 0x87F0\n#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1\n#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2\n#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3\n#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4\n#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5\n#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6\n#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7\n#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8\n\ntypedef void (GLAPIENTRY * PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param);\n\n#define glPNTrianglesfATI GLEW_GET_FUN(__glewPNTrianglesfATI)\n#define glPNTrianglesiATI GLEW_GET_FUN(__glewPNTrianglesiATI)\n\n#define GLEW_ATI_pn_triangles GLEW_GET_VAR(__GLEW_ATI_pn_triangles)\n\n#endif /* GL_ATI_pn_triangles */\n\n/* ------------------------ GL_ATI_separate_stencil ------------------------ */\n\n#ifndef GL_ATI_separate_stencil\n#define GL_ATI_separate_stencil 1\n\n#define GL_STENCIL_BACK_FUNC_ATI 0x8800\n#define GL_STENCIL_BACK_FAIL_ATI 0x8801\n#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802\n#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803\n\ntypedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\n\n#define glStencilFuncSeparateATI GLEW_GET_FUN(__glewStencilFuncSeparateATI)\n#define glStencilOpSeparateATI GLEW_GET_FUN(__glewStencilOpSeparateATI)\n\n#define GLEW_ATI_separate_stencil GLEW_GET_VAR(__GLEW_ATI_separate_stencil)\n\n#endif /* GL_ATI_separate_stencil */\n\n/* ----------------------- GL_ATI_shader_texture_lod ----------------------- */\n\n#ifndef GL_ATI_shader_texture_lod\n#define GL_ATI_shader_texture_lod 1\n\n#define GLEW_ATI_shader_texture_lod GLEW_GET_VAR(__GLEW_ATI_shader_texture_lod)\n\n#endif /* GL_ATI_shader_texture_lod */\n\n/* ---------------------- GL_ATI_text_fragment_shader ---------------------- */\n\n#ifndef GL_ATI_text_fragment_shader\n#define GL_ATI_text_fragment_shader 1\n\n#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200\n\n#define GLEW_ATI_text_fragment_shader GLEW_GET_VAR(__GLEW_ATI_text_fragment_shader)\n\n#endif /* GL_ATI_text_fragment_shader */\n\n/* --------------------- GL_ATI_texture_compression_3dc -------------------- */\n\n#ifndef GL_ATI_texture_compression_3dc\n#define GL_ATI_texture_compression_3dc 1\n\n#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837\n\n#define GLEW_ATI_texture_compression_3dc GLEW_GET_VAR(__GLEW_ATI_texture_compression_3dc)\n\n#endif /* GL_ATI_texture_compression_3dc */\n\n/* ---------------------- GL_ATI_texture_env_combine3 ---------------------- */\n\n#ifndef GL_ATI_texture_env_combine3\n#define GL_ATI_texture_env_combine3 1\n\n#define GL_MODULATE_ADD_ATI 0x8744\n#define GL_MODULATE_SIGNED_ADD_ATI 0x8745\n#define GL_MODULATE_SUBTRACT_ATI 0x8746\n\n#define GLEW_ATI_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATI_texture_env_combine3)\n\n#endif /* GL_ATI_texture_env_combine3 */\n\n/* -------------------------- GL_ATI_texture_float ------------------------- */\n\n#ifndef GL_ATI_texture_float\n#define GL_ATI_texture_float 1\n\n#define GL_RGBA_FLOAT32_ATI 0x8814\n#define GL_RGB_FLOAT32_ATI 0x8815\n#define GL_ALPHA_FLOAT32_ATI 0x8816\n#define GL_INTENSITY_FLOAT32_ATI 0x8817\n#define GL_LUMINANCE_FLOAT32_ATI 0x8818\n#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819\n#define GL_RGBA_FLOAT16_ATI 0x881A\n#define GL_RGB_FLOAT16_ATI 0x881B\n#define GL_ALPHA_FLOAT16_ATI 0x881C\n#define GL_INTENSITY_FLOAT16_ATI 0x881D\n#define GL_LUMINANCE_FLOAT16_ATI 0x881E\n#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F\n\n#define GLEW_ATI_texture_float GLEW_GET_VAR(__GLEW_ATI_texture_float)\n\n#endif /* GL_ATI_texture_float */\n\n/* ----------------------- GL_ATI_texture_mirror_once ---------------------- */\n\n#ifndef GL_ATI_texture_mirror_once\n#define GL_ATI_texture_mirror_once 1\n\n#define GL_MIRROR_CLAMP_ATI 0x8742\n#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743\n\n#define GLEW_ATI_texture_mirror_once GLEW_GET_VAR(__GLEW_ATI_texture_mirror_once)\n\n#endif /* GL_ATI_texture_mirror_once */\n\n/* ----------------------- GL_ATI_vertex_array_object ---------------------- */\n\n#ifndef GL_ATI_vertex_array_object\n#define GL_ATI_vertex_array_object 1\n\n#define GL_STATIC_ATI 0x8760\n#define GL_DYNAMIC_ATI 0x8761\n#define GL_PRESERVE_ATI 0x8762\n#define GL_DISCARD_ATI 0x8763\n#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764\n#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765\n#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766\n#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767\n\ntypedef void (GLAPIENTRY * PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);\ntypedef void (GLAPIENTRY * PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer);\ntypedef GLuint (GLAPIENTRY * PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve);\ntypedef void (GLAPIENTRY * PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);\n\n#define glArrayObjectATI GLEW_GET_FUN(__glewArrayObjectATI)\n#define glFreeObjectBufferATI GLEW_GET_FUN(__glewFreeObjectBufferATI)\n#define glGetArrayObjectfvATI GLEW_GET_FUN(__glewGetArrayObjectfvATI)\n#define glGetArrayObjectivATI GLEW_GET_FUN(__glewGetArrayObjectivATI)\n#define glGetObjectBufferfvATI GLEW_GET_FUN(__glewGetObjectBufferfvATI)\n#define glGetObjectBufferivATI GLEW_GET_FUN(__glewGetObjectBufferivATI)\n#define glGetVariantArrayObjectfvATI GLEW_GET_FUN(__glewGetVariantArrayObjectfvATI)\n#define glGetVariantArrayObjectivATI GLEW_GET_FUN(__glewGetVariantArrayObjectivATI)\n#define glIsObjectBufferATI GLEW_GET_FUN(__glewIsObjectBufferATI)\n#define glNewObjectBufferATI GLEW_GET_FUN(__glewNewObjectBufferATI)\n#define glUpdateObjectBufferATI GLEW_GET_FUN(__glewUpdateObjectBufferATI)\n#define glVariantArrayObjectATI GLEW_GET_FUN(__glewVariantArrayObjectATI)\n\n#define GLEW_ATI_vertex_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_array_object)\n\n#endif /* GL_ATI_vertex_array_object */\n\n/* ------------------- GL_ATI_vertex_attrib_array_object ------------------- */\n\n#ifndef GL_ATI_vertex_attrib_array_object\n#define GL_ATI_vertex_attrib_array_object 1\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset);\n\n#define glGetVertexAttribArrayObjectfvATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectfvATI)\n#define glGetVertexAttribArrayObjectivATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectivATI)\n#define glVertexAttribArrayObjectATI GLEW_GET_FUN(__glewVertexAttribArrayObjectATI)\n\n#define GLEW_ATI_vertex_attrib_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_attrib_array_object)\n\n#endif /* GL_ATI_vertex_attrib_array_object */\n\n/* ------------------------- GL_ATI_vertex_streams ------------------------- */\n\n#ifndef GL_ATI_vertex_streams\n#define GL_ATI_vertex_streams 1\n\n#define GL_MAX_VERTEX_STREAMS_ATI 0x876B\n#define GL_VERTEX_SOURCE_ATI 0x876C\n#define GL_VERTEX_STREAM0_ATI 0x876D\n#define GL_VERTEX_STREAM1_ATI 0x876E\n#define GL_VERTEX_STREAM2_ATI 0x876F\n#define GL_VERTEX_STREAM3_ATI 0x8770\n#define GL_VERTEX_STREAM4_ATI 0x8771\n#define GL_VERTEX_STREAM5_ATI 0x8772\n#define GL_VERTEX_STREAM6_ATI 0x8773\n#define GL_VERTEX_STREAM7_ATI 0x8774\n\ntypedef void (GLAPIENTRY * PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords);\n\n#define glClientActiveVertexStreamATI GLEW_GET_FUN(__glewClientActiveVertexStreamATI)\n#define glNormalStream3bATI GLEW_GET_FUN(__glewNormalStream3bATI)\n#define glNormalStream3bvATI GLEW_GET_FUN(__glewNormalStream3bvATI)\n#define glNormalStream3dATI GLEW_GET_FUN(__glewNormalStream3dATI)\n#define glNormalStream3dvATI GLEW_GET_FUN(__glewNormalStream3dvATI)\n#define glNormalStream3fATI GLEW_GET_FUN(__glewNormalStream3fATI)\n#define glNormalStream3fvATI GLEW_GET_FUN(__glewNormalStream3fvATI)\n#define glNormalStream3iATI GLEW_GET_FUN(__glewNormalStream3iATI)\n#define glNormalStream3ivATI GLEW_GET_FUN(__glewNormalStream3ivATI)\n#define glNormalStream3sATI GLEW_GET_FUN(__glewNormalStream3sATI)\n#define glNormalStream3svATI GLEW_GET_FUN(__glewNormalStream3svATI)\n#define glVertexBlendEnvfATI GLEW_GET_FUN(__glewVertexBlendEnvfATI)\n#define glVertexBlendEnviATI GLEW_GET_FUN(__glewVertexBlendEnviATI)\n#define glVertexStream1dATI GLEW_GET_FUN(__glewVertexStream1dATI)\n#define glVertexStream1dvATI GLEW_GET_FUN(__glewVertexStream1dvATI)\n#define glVertexStream1fATI GLEW_GET_FUN(__glewVertexStream1fATI)\n#define glVertexStream1fvATI GLEW_GET_FUN(__glewVertexStream1fvATI)\n#define glVertexStream1iATI GLEW_GET_FUN(__glewVertexStream1iATI)\n#define glVertexStream1ivATI GLEW_GET_FUN(__glewVertexStream1ivATI)\n#define glVertexStream1sATI GLEW_GET_FUN(__glewVertexStream1sATI)\n#define glVertexStream1svATI GLEW_GET_FUN(__glewVertexStream1svATI)\n#define glVertexStream2dATI GLEW_GET_FUN(__glewVertexStream2dATI)\n#define glVertexStream2dvATI GLEW_GET_FUN(__glewVertexStream2dvATI)\n#define glVertexStream2fATI GLEW_GET_FUN(__glewVertexStream2fATI)\n#define glVertexStream2fvATI GLEW_GET_FUN(__glewVertexStream2fvATI)\n#define glVertexStream2iATI GLEW_GET_FUN(__glewVertexStream2iATI)\n#define glVertexStream2ivATI GLEW_GET_FUN(__glewVertexStream2ivATI)\n#define glVertexStream2sATI GLEW_GET_FUN(__glewVertexStream2sATI)\n#define glVertexStream2svATI GLEW_GET_FUN(__glewVertexStream2svATI)\n#define glVertexStream3dATI GLEW_GET_FUN(__glewVertexStream3dATI)\n#define glVertexStream3dvATI GLEW_GET_FUN(__glewVertexStream3dvATI)\n#define glVertexStream3fATI GLEW_GET_FUN(__glewVertexStream3fATI)\n#define glVertexStream3fvATI GLEW_GET_FUN(__glewVertexStream3fvATI)\n#define glVertexStream3iATI GLEW_GET_FUN(__glewVertexStream3iATI)\n#define glVertexStream3ivATI GLEW_GET_FUN(__glewVertexStream3ivATI)\n#define glVertexStream3sATI GLEW_GET_FUN(__glewVertexStream3sATI)\n#define glVertexStream3svATI GLEW_GET_FUN(__glewVertexStream3svATI)\n#define glVertexStream4dATI GLEW_GET_FUN(__glewVertexStream4dATI)\n#define glVertexStream4dvATI GLEW_GET_FUN(__glewVertexStream4dvATI)\n#define glVertexStream4fATI GLEW_GET_FUN(__glewVertexStream4fATI)\n#define glVertexStream4fvATI GLEW_GET_FUN(__glewVertexStream4fvATI)\n#define glVertexStream4iATI GLEW_GET_FUN(__glewVertexStream4iATI)\n#define glVertexStream4ivATI GLEW_GET_FUN(__glewVertexStream4ivATI)\n#define glVertexStream4sATI GLEW_GET_FUN(__glewVertexStream4sATI)\n#define glVertexStream4svATI GLEW_GET_FUN(__glewVertexStream4svATI)\n\n#define GLEW_ATI_vertex_streams GLEW_GET_VAR(__GLEW_ATI_vertex_streams)\n\n#endif /* GL_ATI_vertex_streams */\n\n/* -------------------- GL_EGL_KHR_context_flush_control ------------------- */\n\n#ifndef GL_EGL_KHR_context_flush_control\n#define GL_EGL_KHR_context_flush_control 1\n\n#define GLEW_EGL_KHR_context_flush_control GLEW_GET_VAR(__GLEW_EGL_KHR_context_flush_control)\n\n#endif /* GL_EGL_KHR_context_flush_control */\n\n/* ---------------- GL_EGL_NV_robustness_video_memory_purge ---------------- */\n\n#ifndef GL_EGL_NV_robustness_video_memory_purge\n#define GL_EGL_NV_robustness_video_memory_purge 1\n\n#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C\n#define GL_PURGED_CONTEXT_RESET_NV 0x92BB\n\n#define GLEW_EGL_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_EGL_NV_robustness_video_memory_purge)\n\n#endif /* GL_EGL_NV_robustness_video_memory_purge */\n\n/* --------------------------- GL_EXT_422_pixels --------------------------- */\n\n#ifndef GL_EXT_422_pixels\n#define GL_EXT_422_pixels 1\n\n#define GL_422_EXT 0x80CC\n#define GL_422_REV_EXT 0x80CD\n#define GL_422_AVERAGE_EXT 0x80CE\n#define GL_422_REV_AVERAGE_EXT 0x80CF\n\n#define GLEW_EXT_422_pixels GLEW_GET_VAR(__GLEW_EXT_422_pixels)\n\n#endif /* GL_EXT_422_pixels */\n\n/* ---------------------------- GL_EXT_Cg_shader --------------------------- */\n\n#ifndef GL_EXT_Cg_shader\n#define GL_EXT_Cg_shader 1\n\n#define GL_CG_VERTEX_SHADER_EXT 0x890E\n#define GL_CG_FRAGMENT_SHADER_EXT 0x890F\n\n#define GLEW_EXT_Cg_shader GLEW_GET_VAR(__GLEW_EXT_Cg_shader)\n\n#endif /* GL_EXT_Cg_shader */\n\n/* ------------------------- GL_EXT_EGL_image_array ------------------------ */\n\n#ifndef GL_EXT_EGL_image_array\n#define GL_EXT_EGL_image_array 1\n\n#define GLEW_EXT_EGL_image_array GLEW_GET_VAR(__GLEW_EXT_EGL_image_array)\n\n#endif /* GL_EXT_EGL_image_array */\n\n/* --------------------------- GL_EXT_YUV_target --------------------------- */\n\n#ifndef GL_EXT_YUV_target\n#define GL_EXT_YUV_target 1\n\n#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7\n\n#define GLEW_EXT_YUV_target GLEW_GET_VAR(__GLEW_EXT_YUV_target)\n\n#endif /* GL_EXT_YUV_target */\n\n/* ------------------------------ GL_EXT_abgr ------------------------------ */\n\n#ifndef GL_EXT_abgr\n#define GL_EXT_abgr 1\n\n#define GL_ABGR_EXT 0x8000\n\n#define GLEW_EXT_abgr GLEW_GET_VAR(__GLEW_EXT_abgr)\n\n#endif /* GL_EXT_abgr */\n\n/* -------------------------- GL_EXT_base_instance ------------------------- */\n\n#ifndef GL_EXT_base_instance\n#define GL_EXT_base_instance 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);\n\n#define glDrawArraysInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstanceEXT)\n#define glDrawElementsInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstanceEXT)\n#define glDrawElementsInstancedBaseVertexBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstanceEXT)\n\n#define GLEW_EXT_base_instance GLEW_GET_VAR(__GLEW_EXT_base_instance)\n\n#endif /* GL_EXT_base_instance */\n\n/* ------------------------------ GL_EXT_bgra ------------------------------ */\n\n#ifndef GL_EXT_bgra\n#define GL_EXT_bgra 1\n\n#define GL_BGR_EXT 0x80E0\n#define GL_BGRA_EXT 0x80E1\n\n#define GLEW_EXT_bgra GLEW_GET_VAR(__GLEW_EXT_bgra)\n\n#endif /* GL_EXT_bgra */\n\n/* ------------------------ GL_EXT_bindable_uniform ------------------------ */\n\n#ifndef GL_EXT_bindable_uniform\n#define GL_EXT_bindable_uniform 1\n\n#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2\n#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3\n#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4\n#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED\n#define GL_UNIFORM_BUFFER_EXT 0x8DEE\n#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF\n\ntypedef GLint (GLAPIENTRY * PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location);\ntypedef GLintptr (GLAPIENTRY * PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer);\n\n#define glGetUniformBufferSizeEXT GLEW_GET_FUN(__glewGetUniformBufferSizeEXT)\n#define glGetUniformOffsetEXT GLEW_GET_FUN(__glewGetUniformOffsetEXT)\n#define glUniformBufferEXT GLEW_GET_FUN(__glewUniformBufferEXT)\n\n#define GLEW_EXT_bindable_uniform GLEW_GET_VAR(__GLEW_EXT_bindable_uniform)\n\n#endif /* GL_EXT_bindable_uniform */\n\n/* --------------------------- GL_EXT_blend_color -------------------------- */\n\n#ifndef GL_EXT_blend_color\n#define GL_EXT_blend_color 1\n\n#define GL_CONSTANT_COLOR_EXT 0x8001\n#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002\n#define GL_CONSTANT_ALPHA_EXT 0x8003\n#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004\n#define GL_BLEND_COLOR_EXT 0x8005\n\ntypedef void (GLAPIENTRY * PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\n\n#define glBlendColorEXT GLEW_GET_FUN(__glewBlendColorEXT)\n\n#define GLEW_EXT_blend_color GLEW_GET_VAR(__GLEW_EXT_blend_color)\n\n#endif /* GL_EXT_blend_color */\n\n/* --------------------- GL_EXT_blend_equation_separate -------------------- */\n\n#ifndef GL_EXT_blend_equation_separate\n#define GL_EXT_blend_equation_separate 1\n\n#define GL_BLEND_EQUATION_RGB_EXT 0x8009\n#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha);\n\n#define glBlendEquationSeparateEXT GLEW_GET_FUN(__glewBlendEquationSeparateEXT)\n\n#define GLEW_EXT_blend_equation_separate GLEW_GET_VAR(__GLEW_EXT_blend_equation_separate)\n\n#endif /* GL_EXT_blend_equation_separate */\n\n/* ----------------------- GL_EXT_blend_func_extended ---------------------- */\n\n#ifndef GL_EXT_blend_func_extended\n#define GL_EXT_blend_func_extended 1\n\n#define GL_SRC_ALPHA_SATURATE_EXT 0x0308\n#define GL_SRC1_ALPHA_EXT 0x8589\n#define GL_SRC1_COLOR_EXT 0x88F9\n#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA\n#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB\n#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC\n#define GL_LOCATION_INDEX_EXT 0x930F\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar * name);\ntypedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar* name);\n\n#define glBindFragDataLocationIndexedEXT GLEW_GET_FUN(__glewBindFragDataLocationIndexedEXT)\n#define glGetFragDataIndexEXT GLEW_GET_FUN(__glewGetFragDataIndexEXT)\n#define glGetProgramResourceLocationIndexEXT GLEW_GET_FUN(__glewGetProgramResourceLocationIndexEXT)\n\n#define GLEW_EXT_blend_func_extended GLEW_GET_VAR(__GLEW_EXT_blend_func_extended)\n\n#endif /* GL_EXT_blend_func_extended */\n\n/* ----------------------- GL_EXT_blend_func_separate ---------------------- */\n\n#ifndef GL_EXT_blend_func_separate\n#define GL_EXT_blend_func_separate 1\n\n#define GL_BLEND_DST_RGB_EXT 0x80C8\n#define GL_BLEND_SRC_RGB_EXT 0x80C9\n#define GL_BLEND_DST_ALPHA_EXT 0x80CA\n#define GL_BLEND_SRC_ALPHA_EXT 0x80CB\n\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\n\n#define glBlendFuncSeparateEXT GLEW_GET_FUN(__glewBlendFuncSeparateEXT)\n\n#define GLEW_EXT_blend_func_separate GLEW_GET_VAR(__GLEW_EXT_blend_func_separate)\n\n#endif /* GL_EXT_blend_func_separate */\n\n/* ------------------------- GL_EXT_blend_logic_op ------------------------- */\n\n#ifndef GL_EXT_blend_logic_op\n#define GL_EXT_blend_logic_op 1\n\n#define GLEW_EXT_blend_logic_op GLEW_GET_VAR(__GLEW_EXT_blend_logic_op)\n\n#endif /* GL_EXT_blend_logic_op */\n\n/* -------------------------- GL_EXT_blend_minmax -------------------------- */\n\n#ifndef GL_EXT_blend_minmax\n#define GL_EXT_blend_minmax 1\n\n#define GL_FUNC_ADD_EXT 0x8006\n#define GL_MIN_EXT 0x8007\n#define GL_MAX_EXT 0x8008\n#define GL_BLEND_EQUATION_EXT 0x8009\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONEXTPROC) (GLenum mode);\n\n#define glBlendEquationEXT GLEW_GET_FUN(__glewBlendEquationEXT)\n\n#define GLEW_EXT_blend_minmax GLEW_GET_VAR(__GLEW_EXT_blend_minmax)\n\n#endif /* GL_EXT_blend_minmax */\n\n/* ------------------------- GL_EXT_blend_subtract ------------------------- */\n\n#ifndef GL_EXT_blend_subtract\n#define GL_EXT_blend_subtract 1\n\n#define GL_FUNC_SUBTRACT_EXT 0x800A\n#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B\n\n#define GLEW_EXT_blend_subtract GLEW_GET_VAR(__GLEW_EXT_blend_subtract)\n\n#endif /* GL_EXT_blend_subtract */\n\n/* ------------------------- GL_EXT_buffer_storage ------------------------- */\n\n#ifndef GL_EXT_buffer_storage\n#define GL_EXT_buffer_storage 1\n\n#define GL_MAP_READ_BIT 0x0001\n#define GL_MAP_WRITE_BIT 0x0002\n#define GL_MAP_PERSISTENT_BIT_EXT 0x0040\n#define GL_MAP_COHERENT_BIT_EXT 0x0080\n#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100\n#define GL_CLIENT_STORAGE_BIT_EXT 0x0200\n#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000\n#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F\n#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);\n\n#define glBufferStorageEXT GLEW_GET_FUN(__glewBufferStorageEXT)\n#define glNamedBufferStorageEXT GLEW_GET_FUN(__glewNamedBufferStorageEXT)\n\n#define GLEW_EXT_buffer_storage GLEW_GET_VAR(__GLEW_EXT_buffer_storage)\n\n#endif /* GL_EXT_buffer_storage */\n\n/* -------------------------- GL_EXT_clear_texture ------------------------- */\n\n#ifndef GL_EXT_clear_texture\n#define GL_EXT_clear_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data);\n\n#define glClearTexImageEXT GLEW_GET_FUN(__glewClearTexImageEXT)\n#define glClearTexSubImageEXT GLEW_GET_FUN(__glewClearTexSubImageEXT)\n\n#define GLEW_EXT_clear_texture GLEW_GET_VAR(__GLEW_EXT_clear_texture)\n\n#endif /* GL_EXT_clear_texture */\n\n/* ----------------------- GL_EXT_clip_cull_distance ----------------------- */\n\n#ifndef GL_EXT_clip_cull_distance\n#define GL_EXT_clip_cull_distance 1\n\n#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32\n#define GL_CLIP_DISTANCE0_EXT 0x3000\n#define GL_CLIP_DISTANCE1_EXT 0x3001\n#define GL_CLIP_DISTANCE2_EXT 0x3002\n#define GL_CLIP_DISTANCE3_EXT 0x3003\n#define GL_CLIP_DISTANCE4_EXT 0x3004\n#define GL_CLIP_DISTANCE5_EXT 0x3005\n#define GL_CLIP_DISTANCE6_EXT 0x3006\n#define GL_CLIP_DISTANCE7_EXT 0x3007\n#define GL_MAX_CULL_DISTANCES_EXT 0x82F9\n#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA\n\n#define GLEW_EXT_clip_cull_distance GLEW_GET_VAR(__GLEW_EXT_clip_cull_distance)\n\n#endif /* GL_EXT_clip_cull_distance */\n\n/* ------------------------ GL_EXT_clip_volume_hint ------------------------ */\n\n#ifndef GL_EXT_clip_volume_hint\n#define GL_EXT_clip_volume_hint 1\n\n#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0\n\n#define GLEW_EXT_clip_volume_hint GLEW_GET_VAR(__GLEW_EXT_clip_volume_hint)\n\n#endif /* GL_EXT_clip_volume_hint */\n\n/* ------------------------------ GL_EXT_cmyka ----------------------------- */\n\n#ifndef GL_EXT_cmyka\n#define GL_EXT_cmyka 1\n\n#define GL_CMYK_EXT 0x800C\n#define GL_CMYKA_EXT 0x800D\n#define GL_PACK_CMYK_HINT_EXT 0x800E\n#define GL_UNPACK_CMYK_HINT_EXT 0x800F\n\n#define GLEW_EXT_cmyka GLEW_GET_VAR(__GLEW_EXT_cmyka)\n\n#endif /* GL_EXT_cmyka */\n\n/* ----------------------- GL_EXT_color_buffer_float ----------------------- */\n\n#ifndef GL_EXT_color_buffer_float\n#define GL_EXT_color_buffer_float 1\n\n#define GLEW_EXT_color_buffer_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_float)\n\n#endif /* GL_EXT_color_buffer_float */\n\n/* --------------------- GL_EXT_color_buffer_half_float -------------------- */\n\n#ifndef GL_EXT_color_buffer_half_float\n#define GL_EXT_color_buffer_half_float 1\n\n#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211\n#define GL_R16F_EXT 0x822D\n#define GL_RG16F_EXT 0x822F\n#define GL_RGBA16F_EXT 0x881A\n#define GL_RGB16F_EXT 0x881B\n#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17\n\n#define GLEW_EXT_color_buffer_half_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_half_float)\n\n#endif /* GL_EXT_color_buffer_half_float */\n\n/* ------------------------- GL_EXT_color_subtable ------------------------- */\n\n#ifndef GL_EXT_color_subtable\n#define GL_EXT_color_subtable 1\n\ntypedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);\n\n#define glColorSubTableEXT GLEW_GET_FUN(__glewColorSubTableEXT)\n#define glCopyColorSubTableEXT GLEW_GET_FUN(__glewCopyColorSubTableEXT)\n\n#define GLEW_EXT_color_subtable GLEW_GET_VAR(__GLEW_EXT_color_subtable)\n\n#endif /* GL_EXT_color_subtable */\n\n/* ---------------------- GL_EXT_compiled_vertex_array --------------------- */\n\n#ifndef GL_EXT_compiled_vertex_array\n#define GL_EXT_compiled_vertex_array 1\n\n#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8\n#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9\n\ntypedef void (GLAPIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void);\n\n#define glLockArraysEXT GLEW_GET_FUN(__glewLockArraysEXT)\n#define glUnlockArraysEXT GLEW_GET_FUN(__glewUnlockArraysEXT)\n\n#define GLEW_EXT_compiled_vertex_array GLEW_GET_VAR(__GLEW_EXT_compiled_vertex_array)\n\n#endif /* GL_EXT_compiled_vertex_array */\n\n/* ---------------- GL_EXT_compressed_ETC1_RGB8_sub_texture ---------------- */\n\n#ifndef GL_EXT_compressed_ETC1_RGB8_sub_texture\n#define GL_EXT_compressed_ETC1_RGB8_sub_texture 1\n\n#define GLEW_EXT_compressed_ETC1_RGB8_sub_texture GLEW_GET_VAR(__GLEW_EXT_compressed_ETC1_RGB8_sub_texture)\n\n#endif /* GL_EXT_compressed_ETC1_RGB8_sub_texture */\n\n/* ----------------------- GL_EXT_conservative_depth ----------------------- */\n\n#ifndef GL_EXT_conservative_depth\n#define GL_EXT_conservative_depth 1\n\n#define GLEW_EXT_conservative_depth GLEW_GET_VAR(__GLEW_EXT_conservative_depth)\n\n#endif /* GL_EXT_conservative_depth */\n\n/* --------------------------- GL_EXT_convolution -------------------------- */\n\n#ifndef GL_EXT_convolution\n#define GL_EXT_convolution 1\n\n#define GL_CONVOLUTION_1D_EXT 0x8010\n#define GL_CONVOLUTION_2D_EXT 0x8011\n#define GL_SEPARABLE_2D_EXT 0x8012\n#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013\n#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014\n#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015\n#define GL_REDUCE_EXT 0x8016\n#define GL_CONVOLUTION_FORMAT_EXT 0x8017\n#define GL_CONVOLUTION_WIDTH_EXT 0x8018\n#define GL_CONVOLUTION_HEIGHT_EXT 0x8019\n#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A\n#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B\n#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C\n#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D\n#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E\n#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F\n#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020\n#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021\n#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022\n#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023\n\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span);\ntypedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column);\n\n#define glConvolutionFilter1DEXT GLEW_GET_FUN(__glewConvolutionFilter1DEXT)\n#define glConvolutionFilter2DEXT GLEW_GET_FUN(__glewConvolutionFilter2DEXT)\n#define glConvolutionParameterfEXT GLEW_GET_FUN(__glewConvolutionParameterfEXT)\n#define glConvolutionParameterfvEXT GLEW_GET_FUN(__glewConvolutionParameterfvEXT)\n#define glConvolutionParameteriEXT GLEW_GET_FUN(__glewConvolutionParameteriEXT)\n#define glConvolutionParameterivEXT GLEW_GET_FUN(__glewConvolutionParameterivEXT)\n#define glCopyConvolutionFilter1DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter1DEXT)\n#define glCopyConvolutionFilter2DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter2DEXT)\n#define glGetConvolutionFilterEXT GLEW_GET_FUN(__glewGetConvolutionFilterEXT)\n#define glGetConvolutionParameterfvEXT GLEW_GET_FUN(__glewGetConvolutionParameterfvEXT)\n#define glGetConvolutionParameterivEXT GLEW_GET_FUN(__glewGetConvolutionParameterivEXT)\n#define glGetSeparableFilterEXT GLEW_GET_FUN(__glewGetSeparableFilterEXT)\n#define glSeparableFilter2DEXT GLEW_GET_FUN(__glewSeparableFilter2DEXT)\n\n#define GLEW_EXT_convolution GLEW_GET_VAR(__GLEW_EXT_convolution)\n\n#endif /* GL_EXT_convolution */\n\n/* ------------------------ GL_EXT_coordinate_frame ------------------------ */\n\n#ifndef GL_EXT_coordinate_frame\n#define GL_EXT_coordinate_frame 1\n\n#define GL_TANGENT_ARRAY_EXT 0x8439\n#define GL_BINORMAL_ARRAY_EXT 0x843A\n#define GL_CURRENT_TANGENT_EXT 0x843B\n#define GL_CURRENT_BINORMAL_EXT 0x843C\n#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E\n#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F\n#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440\n#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441\n#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442\n#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443\n#define GL_MAP1_TANGENT_EXT 0x8444\n#define GL_MAP2_TANGENT_EXT 0x8445\n#define GL_MAP1_BINORMAL_EXT 0x8446\n#define GL_MAP2_BINORMAL_EXT 0x8447\n\ntypedef void (GLAPIENTRY * PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer);\n\n#define glBinormalPointerEXT GLEW_GET_FUN(__glewBinormalPointerEXT)\n#define glTangentPointerEXT GLEW_GET_FUN(__glewTangentPointerEXT)\n\n#define GLEW_EXT_coordinate_frame GLEW_GET_VAR(__GLEW_EXT_coordinate_frame)\n\n#endif /* GL_EXT_coordinate_frame */\n\n/* --------------------------- GL_EXT_copy_image --------------------------- */\n\n#ifndef GL_EXT_copy_image\n#define GL_EXT_copy_image 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);\n\n#define glCopyImageSubDataEXT GLEW_GET_FUN(__glewCopyImageSubDataEXT)\n\n#define GLEW_EXT_copy_image GLEW_GET_VAR(__GLEW_EXT_copy_image)\n\n#endif /* GL_EXT_copy_image */\n\n/* -------------------------- GL_EXT_copy_texture -------------------------- */\n\n#ifndef GL_EXT_copy_texture\n#define GL_EXT_copy_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define glCopyTexImage1DEXT GLEW_GET_FUN(__glewCopyTexImage1DEXT)\n#define glCopyTexImage2DEXT GLEW_GET_FUN(__glewCopyTexImage2DEXT)\n#define glCopyTexSubImage1DEXT GLEW_GET_FUN(__glewCopyTexSubImage1DEXT)\n#define glCopyTexSubImage2DEXT GLEW_GET_FUN(__glewCopyTexSubImage2DEXT)\n#define glCopyTexSubImage3DEXT GLEW_GET_FUN(__glewCopyTexSubImage3DEXT)\n\n#define GLEW_EXT_copy_texture GLEW_GET_VAR(__GLEW_EXT_copy_texture)\n\n#endif /* GL_EXT_copy_texture */\n\n/* --------------------------- GL_EXT_cull_vertex -------------------------- */\n\n#ifndef GL_EXT_cull_vertex\n#define GL_EXT_cull_vertex 1\n\n#define GL_CULL_VERTEX_EXT 0x81AA\n#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB\n#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC\n\ntypedef void (GLAPIENTRY * PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat* params);\n\n#define glCullParameterdvEXT GLEW_GET_FUN(__glewCullParameterdvEXT)\n#define glCullParameterfvEXT GLEW_GET_FUN(__glewCullParameterfvEXT)\n\n#define GLEW_EXT_cull_vertex GLEW_GET_VAR(__GLEW_EXT_cull_vertex)\n\n#endif /* GL_EXT_cull_vertex */\n\n/* --------------------------- GL_EXT_debug_label -------------------------- */\n\n#ifndef GL_EXT_debug_label\n#define GL_EXT_debug_label 1\n\n#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F\n#define GL_PROGRAM_OBJECT_EXT 0x8B40\n#define GL_SHADER_OBJECT_EXT 0x8B48\n#define GL_BUFFER_OBJECT_EXT 0x9151\n#define GL_QUERY_OBJECT_EXT 0x9153\n#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154\n\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei* length, GLchar *label);\ntypedef void (GLAPIENTRY * PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar* label);\n\n#define glGetObjectLabelEXT GLEW_GET_FUN(__glewGetObjectLabelEXT)\n#define glLabelObjectEXT GLEW_GET_FUN(__glewLabelObjectEXT)\n\n#define GLEW_EXT_debug_label GLEW_GET_VAR(__GLEW_EXT_debug_label)\n\n#endif /* GL_EXT_debug_label */\n\n/* -------------------------- GL_EXT_debug_marker -------------------------- */\n\n#ifndef GL_EXT_debug_marker\n#define GL_EXT_debug_marker 1\n\ntypedef void (GLAPIENTRY * PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar* marker);\ntypedef void (GLAPIENTRY * PFNGLPOPGROUPMARKEREXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar* marker);\n\n#define glInsertEventMarkerEXT GLEW_GET_FUN(__glewInsertEventMarkerEXT)\n#define glPopGroupMarkerEXT GLEW_GET_FUN(__glewPopGroupMarkerEXT)\n#define glPushGroupMarkerEXT GLEW_GET_FUN(__glewPushGroupMarkerEXT)\n\n#define GLEW_EXT_debug_marker GLEW_GET_VAR(__GLEW_EXT_debug_marker)\n\n#endif /* GL_EXT_debug_marker */\n\n/* ------------------------ GL_EXT_depth_bounds_test ----------------------- */\n\n#ifndef GL_EXT_depth_bounds_test\n#define GL_EXT_depth_bounds_test 1\n\n#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890\n#define GL_DEPTH_BOUNDS_EXT 0x8891\n\ntypedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax);\n\n#define glDepthBoundsEXT GLEW_GET_FUN(__glewDepthBoundsEXT)\n\n#define GLEW_EXT_depth_bounds_test GLEW_GET_VAR(__GLEW_EXT_depth_bounds_test)\n\n#endif /* GL_EXT_depth_bounds_test */\n\n/* ----------------------- GL_EXT_direct_state_access ---------------------- */\n\n#ifndef GL_EXT_direct_state_access\n#define GL_EXT_direct_state_access 1\n\n#define GL_PROGRAM_MATRIX_EXT 0x8E2D\n#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E\n#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F\n\ntypedef void (GLAPIENTRY * PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);\ntypedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, void *img);\ntypedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, void *img);\ntypedef void (GLAPIENTRY * PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void** params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint* param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void** param);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void** param);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access);\ntypedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);\ntypedef void (GLAPIENTRY * PFNGLMATRIXFRUSTUMEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum matrixMode);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTDEXTPROC) (GLenum matrixMode, const GLdouble* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTFEXTPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXORTHOEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);\ntypedef void (GLAPIENTRY * PFNGLMATRIXPOPEXTPROC) (GLenum matrixMode);\ntypedef void (GLAPIENTRY * PFNGLMATRIXPUSHEXTPROC) (GLenum matrixMode);\ntypedef void (GLAPIENTRY * PFNGLMATRIXROTATEDEXTPROC) (GLenum matrixMode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXROTATEFEXTPROC) (GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXSCALEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXSCALEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* param);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* param);\ntypedef void (GLAPIENTRY * PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\ntypedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);\n\n#define glBindMultiTextureEXT GLEW_GET_FUN(__glewBindMultiTextureEXT)\n#define glCheckNamedFramebufferStatusEXT GLEW_GET_FUN(__glewCheckNamedFramebufferStatusEXT)\n#define glClientAttribDefaultEXT GLEW_GET_FUN(__glewClientAttribDefaultEXT)\n#define glCompressedMultiTexImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage1DEXT)\n#define glCompressedMultiTexImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage2DEXT)\n#define glCompressedMultiTexImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage3DEXT)\n#define glCompressedMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage1DEXT)\n#define glCompressedMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage2DEXT)\n#define glCompressedMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage3DEXT)\n#define glCompressedTextureImage1DEXT GLEW_GET_FUN(__glewCompressedTextureImage1DEXT)\n#define glCompressedTextureImage2DEXT GLEW_GET_FUN(__glewCompressedTextureImage2DEXT)\n#define glCompressedTextureImage3DEXT GLEW_GET_FUN(__glewCompressedTextureImage3DEXT)\n#define glCompressedTextureSubImage1DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage1DEXT)\n#define glCompressedTextureSubImage2DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage2DEXT)\n#define glCompressedTextureSubImage3DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage3DEXT)\n#define glCopyMultiTexImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexImage1DEXT)\n#define glCopyMultiTexImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexImage2DEXT)\n#define glCopyMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage1DEXT)\n#define glCopyMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage2DEXT)\n#define glCopyMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage3DEXT)\n#define glCopyTextureImage1DEXT GLEW_GET_FUN(__glewCopyTextureImage1DEXT)\n#define glCopyTextureImage2DEXT GLEW_GET_FUN(__glewCopyTextureImage2DEXT)\n#define glCopyTextureSubImage1DEXT GLEW_GET_FUN(__glewCopyTextureSubImage1DEXT)\n#define glCopyTextureSubImage2DEXT GLEW_GET_FUN(__glewCopyTextureSubImage2DEXT)\n#define glCopyTextureSubImage3DEXT GLEW_GET_FUN(__glewCopyTextureSubImage3DEXT)\n#define glDisableClientStateIndexedEXT GLEW_GET_FUN(__glewDisableClientStateIndexedEXT)\n#define glDisableClientStateiEXT GLEW_GET_FUN(__glewDisableClientStateiEXT)\n#define glDisableVertexArrayAttribEXT GLEW_GET_FUN(__glewDisableVertexArrayAttribEXT)\n#define glDisableVertexArrayEXT GLEW_GET_FUN(__glewDisableVertexArrayEXT)\n#define glEnableClientStateIndexedEXT GLEW_GET_FUN(__glewEnableClientStateIndexedEXT)\n#define glEnableClientStateiEXT GLEW_GET_FUN(__glewEnableClientStateiEXT)\n#define glEnableVertexArrayAttribEXT GLEW_GET_FUN(__glewEnableVertexArrayAttribEXT)\n#define glEnableVertexArrayEXT GLEW_GET_FUN(__glewEnableVertexArrayEXT)\n#define glFlushMappedNamedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedNamedBufferRangeEXT)\n#define glFramebufferDrawBufferEXT GLEW_GET_FUN(__glewFramebufferDrawBufferEXT)\n#define glFramebufferDrawBuffersEXT GLEW_GET_FUN(__glewFramebufferDrawBuffersEXT)\n#define glFramebufferReadBufferEXT GLEW_GET_FUN(__glewFramebufferReadBufferEXT)\n#define glGenerateMultiTexMipmapEXT GLEW_GET_FUN(__glewGenerateMultiTexMipmapEXT)\n#define glGenerateTextureMipmapEXT GLEW_GET_FUN(__glewGenerateTextureMipmapEXT)\n#define glGetCompressedMultiTexImageEXT GLEW_GET_FUN(__glewGetCompressedMultiTexImageEXT)\n#define glGetCompressedTextureImageEXT GLEW_GET_FUN(__glewGetCompressedTextureImageEXT)\n#define glGetDoubleIndexedvEXT GLEW_GET_FUN(__glewGetDoubleIndexedvEXT)\n#define glGetDoublei_vEXT GLEW_GET_FUN(__glewGetDoublei_vEXT)\n#define glGetFloatIndexedvEXT GLEW_GET_FUN(__glewGetFloatIndexedvEXT)\n#define glGetFloati_vEXT GLEW_GET_FUN(__glewGetFloati_vEXT)\n#define glGetFramebufferParameterivEXT GLEW_GET_FUN(__glewGetFramebufferParameterivEXT)\n#define glGetMultiTexEnvfvEXT GLEW_GET_FUN(__glewGetMultiTexEnvfvEXT)\n#define glGetMultiTexEnvivEXT GLEW_GET_FUN(__glewGetMultiTexEnvivEXT)\n#define glGetMultiTexGendvEXT GLEW_GET_FUN(__glewGetMultiTexGendvEXT)\n#define glGetMultiTexGenfvEXT GLEW_GET_FUN(__glewGetMultiTexGenfvEXT)\n#define glGetMultiTexGenivEXT GLEW_GET_FUN(__glewGetMultiTexGenivEXT)\n#define glGetMultiTexImageEXT GLEW_GET_FUN(__glewGetMultiTexImageEXT)\n#define glGetMultiTexLevelParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterfvEXT)\n#define glGetMultiTexLevelParameterivEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterivEXT)\n#define glGetMultiTexParameterIivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIivEXT)\n#define glGetMultiTexParameterIuivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIuivEXT)\n#define glGetMultiTexParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexParameterfvEXT)\n#define glGetMultiTexParameterivEXT GLEW_GET_FUN(__glewGetMultiTexParameterivEXT)\n#define glGetNamedBufferParameterivEXT GLEW_GET_FUN(__glewGetNamedBufferParameterivEXT)\n#define glGetNamedBufferPointervEXT GLEW_GET_FUN(__glewGetNamedBufferPointervEXT)\n#define glGetNamedBufferSubDataEXT GLEW_GET_FUN(__glewGetNamedBufferSubDataEXT)\n#define glGetNamedFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameterivEXT)\n#define glGetNamedProgramLocalParameterIivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIivEXT)\n#define glGetNamedProgramLocalParameterIuivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIuivEXT)\n#define glGetNamedProgramLocalParameterdvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterdvEXT)\n#define glGetNamedProgramLocalParameterfvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterfvEXT)\n#define glGetNamedProgramStringEXT GLEW_GET_FUN(__glewGetNamedProgramStringEXT)\n#define glGetNamedProgramivEXT GLEW_GET_FUN(__glewGetNamedProgramivEXT)\n#define glGetNamedRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetNamedRenderbufferParameterivEXT)\n#define glGetPointerIndexedvEXT GLEW_GET_FUN(__glewGetPointerIndexedvEXT)\n#define glGetPointeri_vEXT GLEW_GET_FUN(__glewGetPointeri_vEXT)\n#define glGetTextureImageEXT GLEW_GET_FUN(__glewGetTextureImageEXT)\n#define glGetTextureLevelParameterfvEXT GLEW_GET_FUN(__glewGetTextureLevelParameterfvEXT)\n#define glGetTextureLevelParameterivEXT GLEW_GET_FUN(__glewGetTextureLevelParameterivEXT)\n#define glGetTextureParameterIivEXT GLEW_GET_FUN(__glewGetTextureParameterIivEXT)\n#define glGetTextureParameterIuivEXT GLEW_GET_FUN(__glewGetTextureParameterIuivEXT)\n#define glGetTextureParameterfvEXT GLEW_GET_FUN(__glewGetTextureParameterfvEXT)\n#define glGetTextureParameterivEXT GLEW_GET_FUN(__glewGetTextureParameterivEXT)\n#define glGetVertexArrayIntegeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayIntegeri_vEXT)\n#define glGetVertexArrayIntegervEXT GLEW_GET_FUN(__glewGetVertexArrayIntegervEXT)\n#define glGetVertexArrayPointeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayPointeri_vEXT)\n#define glGetVertexArrayPointervEXT GLEW_GET_FUN(__glewGetVertexArrayPointervEXT)\n#define glMapNamedBufferEXT GLEW_GET_FUN(__glewMapNamedBufferEXT)\n#define glMapNamedBufferRangeEXT GLEW_GET_FUN(__glewMapNamedBufferRangeEXT)\n#define glMatrixFrustumEXT GLEW_GET_FUN(__glewMatrixFrustumEXT)\n#define glMatrixLoadIdentityEXT GLEW_GET_FUN(__glewMatrixLoadIdentityEXT)\n#define glMatrixLoadTransposedEXT GLEW_GET_FUN(__glewMatrixLoadTransposedEXT)\n#define glMatrixLoadTransposefEXT GLEW_GET_FUN(__glewMatrixLoadTransposefEXT)\n#define glMatrixLoaddEXT GLEW_GET_FUN(__glewMatrixLoaddEXT)\n#define glMatrixLoadfEXT GLEW_GET_FUN(__glewMatrixLoadfEXT)\n#define glMatrixMultTransposedEXT GLEW_GET_FUN(__glewMatrixMultTransposedEXT)\n#define glMatrixMultTransposefEXT GLEW_GET_FUN(__glewMatrixMultTransposefEXT)\n#define glMatrixMultdEXT GLEW_GET_FUN(__glewMatrixMultdEXT)\n#define glMatrixMultfEXT GLEW_GET_FUN(__glewMatrixMultfEXT)\n#define glMatrixOrthoEXT GLEW_GET_FUN(__glewMatrixOrthoEXT)\n#define glMatrixPopEXT GLEW_GET_FUN(__glewMatrixPopEXT)\n#define glMatrixPushEXT GLEW_GET_FUN(__glewMatrixPushEXT)\n#define glMatrixRotatedEXT GLEW_GET_FUN(__glewMatrixRotatedEXT)\n#define glMatrixRotatefEXT GLEW_GET_FUN(__glewMatrixRotatefEXT)\n#define glMatrixScaledEXT GLEW_GET_FUN(__glewMatrixScaledEXT)\n#define glMatrixScalefEXT GLEW_GET_FUN(__glewMatrixScalefEXT)\n#define glMatrixTranslatedEXT GLEW_GET_FUN(__glewMatrixTranslatedEXT)\n#define glMatrixTranslatefEXT GLEW_GET_FUN(__glewMatrixTranslatefEXT)\n#define glMultiTexBufferEXT GLEW_GET_FUN(__glewMultiTexBufferEXT)\n#define glMultiTexCoordPointerEXT GLEW_GET_FUN(__glewMultiTexCoordPointerEXT)\n#define glMultiTexEnvfEXT GLEW_GET_FUN(__glewMultiTexEnvfEXT)\n#define glMultiTexEnvfvEXT GLEW_GET_FUN(__glewMultiTexEnvfvEXT)\n#define glMultiTexEnviEXT GLEW_GET_FUN(__glewMultiTexEnviEXT)\n#define glMultiTexEnvivEXT GLEW_GET_FUN(__glewMultiTexEnvivEXT)\n#define glMultiTexGendEXT GLEW_GET_FUN(__glewMultiTexGendEXT)\n#define glMultiTexGendvEXT GLEW_GET_FUN(__glewMultiTexGendvEXT)\n#define glMultiTexGenfEXT GLEW_GET_FUN(__glewMultiTexGenfEXT)\n#define glMultiTexGenfvEXT GLEW_GET_FUN(__glewMultiTexGenfvEXT)\n#define glMultiTexGeniEXT GLEW_GET_FUN(__glewMultiTexGeniEXT)\n#define glMultiTexGenivEXT GLEW_GET_FUN(__glewMultiTexGenivEXT)\n#define glMultiTexImage1DEXT GLEW_GET_FUN(__glewMultiTexImage1DEXT)\n#define glMultiTexImage2DEXT GLEW_GET_FUN(__glewMultiTexImage2DEXT)\n#define glMultiTexImage3DEXT GLEW_GET_FUN(__glewMultiTexImage3DEXT)\n#define glMultiTexParameterIivEXT GLEW_GET_FUN(__glewMultiTexParameterIivEXT)\n#define glMultiTexParameterIuivEXT GLEW_GET_FUN(__glewMultiTexParameterIuivEXT)\n#define glMultiTexParameterfEXT GLEW_GET_FUN(__glewMultiTexParameterfEXT)\n#define glMultiTexParameterfvEXT GLEW_GET_FUN(__glewMultiTexParameterfvEXT)\n#define glMultiTexParameteriEXT GLEW_GET_FUN(__glewMultiTexParameteriEXT)\n#define glMultiTexParameterivEXT GLEW_GET_FUN(__glewMultiTexParameterivEXT)\n#define glMultiTexRenderbufferEXT GLEW_GET_FUN(__glewMultiTexRenderbufferEXT)\n#define glMultiTexSubImage1DEXT GLEW_GET_FUN(__glewMultiTexSubImage1DEXT)\n#define glMultiTexSubImage2DEXT GLEW_GET_FUN(__glewMultiTexSubImage2DEXT)\n#define glMultiTexSubImage3DEXT GLEW_GET_FUN(__glewMultiTexSubImage3DEXT)\n#define glNamedBufferDataEXT GLEW_GET_FUN(__glewNamedBufferDataEXT)\n#define glNamedBufferSubDataEXT GLEW_GET_FUN(__glewNamedBufferSubDataEXT)\n#define glNamedCopyBufferSubDataEXT GLEW_GET_FUN(__glewNamedCopyBufferSubDataEXT)\n#define glNamedFramebufferRenderbufferEXT GLEW_GET_FUN(__glewNamedFramebufferRenderbufferEXT)\n#define glNamedFramebufferTexture1DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture1DEXT)\n#define glNamedFramebufferTexture2DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture2DEXT)\n#define glNamedFramebufferTexture3DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture3DEXT)\n#define glNamedFramebufferTextureEXT GLEW_GET_FUN(__glewNamedFramebufferTextureEXT)\n#define glNamedFramebufferTextureFaceEXT GLEW_GET_FUN(__glewNamedFramebufferTextureFaceEXT)\n#define glNamedFramebufferTextureLayerEXT GLEW_GET_FUN(__glewNamedFramebufferTextureLayerEXT)\n#define glNamedProgramLocalParameter4dEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dEXT)\n#define glNamedProgramLocalParameter4dvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dvEXT)\n#define glNamedProgramLocalParameter4fEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fEXT)\n#define glNamedProgramLocalParameter4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fvEXT)\n#define glNamedProgramLocalParameterI4iEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4iEXT)\n#define glNamedProgramLocalParameterI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4ivEXT)\n#define glNamedProgramLocalParameterI4uiEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uiEXT)\n#define glNamedProgramLocalParameterI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uivEXT)\n#define glNamedProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameters4fvEXT)\n#define glNamedProgramLocalParametersI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4ivEXT)\n#define glNamedProgramLocalParametersI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4uivEXT)\n#define glNamedProgramStringEXT GLEW_GET_FUN(__glewNamedProgramStringEXT)\n#define glNamedRenderbufferStorageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageEXT)\n#define glNamedRenderbufferStorageMultisampleCoverageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleCoverageEXT)\n#define glNamedRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleEXT)\n#define glProgramUniform1fEXT GLEW_GET_FUN(__glewProgramUniform1fEXT)\n#define glProgramUniform1fvEXT GLEW_GET_FUN(__glewProgramUniform1fvEXT)\n#define glProgramUniform1iEXT GLEW_GET_FUN(__glewProgramUniform1iEXT)\n#define glProgramUniform1ivEXT GLEW_GET_FUN(__glewProgramUniform1ivEXT)\n#define glProgramUniform1uiEXT GLEW_GET_FUN(__glewProgramUniform1uiEXT)\n#define glProgramUniform1uivEXT GLEW_GET_FUN(__glewProgramUniform1uivEXT)\n#define glProgramUniform2fEXT GLEW_GET_FUN(__glewProgramUniform2fEXT)\n#define glProgramUniform2fvEXT GLEW_GET_FUN(__glewProgramUniform2fvEXT)\n#define glProgramUniform2iEXT GLEW_GET_FUN(__glewProgramUniform2iEXT)\n#define glProgramUniform2ivEXT GLEW_GET_FUN(__glewProgramUniform2ivEXT)\n#define glProgramUniform2uiEXT GLEW_GET_FUN(__glewProgramUniform2uiEXT)\n#define glProgramUniform2uivEXT GLEW_GET_FUN(__glewProgramUniform2uivEXT)\n#define glProgramUniform3fEXT GLEW_GET_FUN(__glewProgramUniform3fEXT)\n#define glProgramUniform3fvEXT GLEW_GET_FUN(__glewProgramUniform3fvEXT)\n#define glProgramUniform3iEXT GLEW_GET_FUN(__glewProgramUniform3iEXT)\n#define glProgramUniform3ivEXT GLEW_GET_FUN(__glewProgramUniform3ivEXT)\n#define glProgramUniform3uiEXT GLEW_GET_FUN(__glewProgramUniform3uiEXT)\n#define glProgramUniform3uivEXT GLEW_GET_FUN(__glewProgramUniform3uivEXT)\n#define glProgramUniform4fEXT GLEW_GET_FUN(__glewProgramUniform4fEXT)\n#define glProgramUniform4fvEXT GLEW_GET_FUN(__glewProgramUniform4fvEXT)\n#define glProgramUniform4iEXT GLEW_GET_FUN(__glewProgramUniform4iEXT)\n#define glProgramUniform4ivEXT GLEW_GET_FUN(__glewProgramUniform4ivEXT)\n#define glProgramUniform4uiEXT GLEW_GET_FUN(__glewProgramUniform4uiEXT)\n#define glProgramUniform4uivEXT GLEW_GET_FUN(__glewProgramUniform4uivEXT)\n#define glProgramUniformMatrix2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2fvEXT)\n#define glProgramUniformMatrix2x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3fvEXT)\n#define glProgramUniformMatrix2x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4fvEXT)\n#define glProgramUniformMatrix3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3fvEXT)\n#define glProgramUniformMatrix3x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2fvEXT)\n#define glProgramUniformMatrix3x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4fvEXT)\n#define glProgramUniformMatrix4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4fvEXT)\n#define glProgramUniformMatrix4x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2fvEXT)\n#define glProgramUniformMatrix4x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3fvEXT)\n#define glPushClientAttribDefaultEXT GLEW_GET_FUN(__glewPushClientAttribDefaultEXT)\n#define glTextureBufferEXT GLEW_GET_FUN(__glewTextureBufferEXT)\n#define glTextureImage1DEXT GLEW_GET_FUN(__glewTextureImage1DEXT)\n#define glTextureImage2DEXT GLEW_GET_FUN(__glewTextureImage2DEXT)\n#define glTextureImage3DEXT GLEW_GET_FUN(__glewTextureImage3DEXT)\n#define glTextureParameterIivEXT GLEW_GET_FUN(__glewTextureParameterIivEXT)\n#define glTextureParameterIuivEXT GLEW_GET_FUN(__glewTextureParameterIuivEXT)\n#define glTextureParameterfEXT GLEW_GET_FUN(__glewTextureParameterfEXT)\n#define glTextureParameterfvEXT GLEW_GET_FUN(__glewTextureParameterfvEXT)\n#define glTextureParameteriEXT GLEW_GET_FUN(__glewTextureParameteriEXT)\n#define glTextureParameterivEXT GLEW_GET_FUN(__glewTextureParameterivEXT)\n#define glTextureRenderbufferEXT GLEW_GET_FUN(__glewTextureRenderbufferEXT)\n#define glTextureSubImage1DEXT GLEW_GET_FUN(__glewTextureSubImage1DEXT)\n#define glTextureSubImage2DEXT GLEW_GET_FUN(__glewTextureSubImage2DEXT)\n#define glTextureSubImage3DEXT GLEW_GET_FUN(__glewTextureSubImage3DEXT)\n#define glUnmapNamedBufferEXT GLEW_GET_FUN(__glewUnmapNamedBufferEXT)\n#define glVertexArrayColorOffsetEXT GLEW_GET_FUN(__glewVertexArrayColorOffsetEXT)\n#define glVertexArrayEdgeFlagOffsetEXT GLEW_GET_FUN(__glewVertexArrayEdgeFlagOffsetEXT)\n#define glVertexArrayFogCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayFogCoordOffsetEXT)\n#define glVertexArrayIndexOffsetEXT GLEW_GET_FUN(__glewVertexArrayIndexOffsetEXT)\n#define glVertexArrayMultiTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayMultiTexCoordOffsetEXT)\n#define glVertexArrayNormalOffsetEXT GLEW_GET_FUN(__glewVertexArrayNormalOffsetEXT)\n#define glVertexArraySecondaryColorOffsetEXT GLEW_GET_FUN(__glewVertexArraySecondaryColorOffsetEXT)\n#define glVertexArrayTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayTexCoordOffsetEXT)\n#define glVertexArrayVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribDivisorEXT)\n#define glVertexArrayVertexAttribIOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIOffsetEXT)\n#define glVertexArrayVertexAttribOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribOffsetEXT)\n#define glVertexArrayVertexOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexOffsetEXT)\n\n#define GLEW_EXT_direct_state_access GLEW_GET_VAR(__GLEW_EXT_direct_state_access)\n\n#endif /* GL_EXT_direct_state_access */\n\n/* ----------------------- GL_EXT_discard_framebuffer ---------------------- */\n\n#ifndef GL_EXT_discard_framebuffer\n#define GL_EXT_discard_framebuffer 1\n\n#define GL_COLOR_EXT 0x1800\n#define GL_DEPTH_EXT 0x1801\n#define GL_STENCIL_EXT 0x1802\n\ntypedef void (GLAPIENTRY * PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments);\n\n#define glDiscardFramebufferEXT GLEW_GET_FUN(__glewDiscardFramebufferEXT)\n\n#define GLEW_EXT_discard_framebuffer GLEW_GET_VAR(__GLEW_EXT_discard_framebuffer)\n\n#endif /* GL_EXT_discard_framebuffer */\n\n/* -------------------------- GL_EXT_draw_buffers -------------------------- */\n\n#ifndef GL_EXT_draw_buffers\n#define GL_EXT_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_EXT 0x8824\n#define GL_DRAW_BUFFER0_EXT 0x8825\n#define GL_DRAW_BUFFER1_EXT 0x8826\n#define GL_DRAW_BUFFER2_EXT 0x8827\n#define GL_DRAW_BUFFER3_EXT 0x8828\n#define GL_DRAW_BUFFER4_EXT 0x8829\n#define GL_DRAW_BUFFER5_EXT 0x882A\n#define GL_DRAW_BUFFER6_EXT 0x882B\n#define GL_DRAW_BUFFER7_EXT 0x882C\n#define GL_DRAW_BUFFER8_EXT 0x882D\n#define GL_DRAW_BUFFER9_EXT 0x882E\n#define GL_DRAW_BUFFER10_EXT 0x882F\n#define GL_DRAW_BUFFER11_EXT 0x8830\n#define GL_DRAW_BUFFER12_EXT 0x8831\n#define GL_DRAW_BUFFER13_EXT 0x8832\n#define GL_DRAW_BUFFER14_EXT 0x8833\n#define GL_DRAW_BUFFER15_EXT 0x8834\n#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF\n#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0\n#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1\n#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2\n#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3\n#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4\n#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5\n#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6\n#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7\n#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8\n#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9\n#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA\n#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB\n#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC\n#define GL_COLOR_ATTACHMENT13_EXT 0x8CED\n#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE\n#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersEXT GLEW_GET_FUN(__glewDrawBuffersEXT)\n\n#define GLEW_EXT_draw_buffers GLEW_GET_VAR(__GLEW_EXT_draw_buffers)\n\n#endif /* GL_EXT_draw_buffers */\n\n/* -------------------------- GL_EXT_draw_buffers2 ------------------------- */\n\n#ifndef GL_EXT_draw_buffers2\n#define GL_EXT_draw_buffers2 1\n\ntypedef void (GLAPIENTRY * PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\ntypedef void (GLAPIENTRY * PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum value, GLuint index, GLboolean* data);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum value, GLuint index, GLint* data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index);\n\n#define glColorMaskIndexedEXT GLEW_GET_FUN(__glewColorMaskIndexedEXT)\n#define glDisableIndexedEXT GLEW_GET_FUN(__glewDisableIndexedEXT)\n#define glEnableIndexedEXT GLEW_GET_FUN(__glewEnableIndexedEXT)\n#define glGetBooleanIndexedvEXT GLEW_GET_FUN(__glewGetBooleanIndexedvEXT)\n#define glGetIntegerIndexedvEXT GLEW_GET_FUN(__glewGetIntegerIndexedvEXT)\n#define glIsEnabledIndexedEXT GLEW_GET_FUN(__glewIsEnabledIndexedEXT)\n\n#define GLEW_EXT_draw_buffers2 GLEW_GET_VAR(__GLEW_EXT_draw_buffers2)\n\n#endif /* GL_EXT_draw_buffers2 */\n\n/* ---------------------- GL_EXT_draw_buffers_indexed ---------------------- */\n\n#ifndef GL_EXT_draw_buffers_indexed\n#define GL_EXT_draw_buffers_indexed 1\n\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);\ntypedef void (GLAPIENTRY * PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst);\ntypedef void (GLAPIENTRY * PFNGLCOLORMASKIEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\ntypedef void (GLAPIENTRY * PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEIEXTPROC) (GLenum target, GLuint index);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index);\n\n#define glBlendEquationSeparateiEXT GLEW_GET_FUN(__glewBlendEquationSeparateiEXT)\n#define glBlendEquationiEXT GLEW_GET_FUN(__glewBlendEquationiEXT)\n#define glBlendFuncSeparateiEXT GLEW_GET_FUN(__glewBlendFuncSeparateiEXT)\n#define glBlendFunciEXT GLEW_GET_FUN(__glewBlendFunciEXT)\n#define glColorMaskiEXT GLEW_GET_FUN(__glewColorMaskiEXT)\n#define glDisableiEXT GLEW_GET_FUN(__glewDisableiEXT)\n#define glEnableiEXT GLEW_GET_FUN(__glewEnableiEXT)\n#define glIsEnablediEXT GLEW_GET_FUN(__glewIsEnablediEXT)\n\n#define GLEW_EXT_draw_buffers_indexed GLEW_GET_VAR(__GLEW_EXT_draw_buffers_indexed)\n\n#endif /* GL_EXT_draw_buffers_indexed */\n\n/* -------------------- GL_EXT_draw_elements_base_vertex ------------------- */\n\n#ifndef GL_EXT_draw_elements_base_vertex\n#define GL_EXT_draw_elements_base_vertex 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount, const GLint *basevertex);\n\n#define glDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsBaseVertexEXT)\n#define glDrawElementsInstancedBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexEXT)\n#define glDrawRangeElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawRangeElementsBaseVertexEXT)\n#define glMultiDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewMultiDrawElementsBaseVertexEXT)\n\n#define GLEW_EXT_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_EXT_draw_elements_base_vertex)\n\n#endif /* GL_EXT_draw_elements_base_vertex */\n\n/* ------------------------- GL_EXT_draw_instanced ------------------------- */\n\n#ifndef GL_EXT_draw_instanced\n#define GL_EXT_draw_instanced 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);\n\n#define glDrawArraysInstancedEXT GLEW_GET_FUN(__glewDrawArraysInstancedEXT)\n#define glDrawElementsInstancedEXT GLEW_GET_FUN(__glewDrawElementsInstancedEXT)\n\n#define GLEW_EXT_draw_instanced GLEW_GET_VAR(__GLEW_EXT_draw_instanced)\n\n#endif /* GL_EXT_draw_instanced */\n\n/* ----------------------- GL_EXT_draw_range_elements ---------------------- */\n\n#ifndef GL_EXT_draw_range_elements\n#define GL_EXT_draw_range_elements 1\n\n#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8\n#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9\n\ntypedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);\n\n#define glDrawRangeElementsEXT GLEW_GET_FUN(__glewDrawRangeElementsEXT)\n\n#define GLEW_EXT_draw_range_elements GLEW_GET_VAR(__GLEW_EXT_draw_range_elements)\n\n#endif /* GL_EXT_draw_range_elements */\n\n/* ------------------------- GL_EXT_external_buffer ------------------------ */\n\n#ifndef GL_EXT_external_buffer\n#define GL_EXT_external_buffer 1\n\ntypedef void* GLeglClientBufferEXT;\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags);\n\n#define glBufferStorageExternalEXT GLEW_GET_FUN(__glewBufferStorageExternalEXT)\n#define glNamedBufferStorageExternalEXT GLEW_GET_FUN(__glewNamedBufferStorageExternalEXT)\n\n#define GLEW_EXT_external_buffer GLEW_GET_VAR(__GLEW_EXT_external_buffer)\n\n#endif /* GL_EXT_external_buffer */\n\n/* --------------------------- GL_EXT_float_blend -------------------------- */\n\n#ifndef GL_EXT_float_blend\n#define GL_EXT_float_blend 1\n\n#define GLEW_EXT_float_blend GLEW_GET_VAR(__GLEW_EXT_float_blend)\n\n#endif /* GL_EXT_float_blend */\n\n/* ---------------------------- GL_EXT_fog_coord --------------------------- */\n\n#ifndef GL_EXT_fog_coord\n#define GL_EXT_fog_coord 1\n\n#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450\n#define GL_FOG_COORDINATE_EXT 0x8451\n#define GL_FRAGMENT_DEPTH_EXT 0x8452\n#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453\n#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454\n#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455\n#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456\n#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457\n\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDEXTPROC) (GLdouble coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord);\n\n#define glFogCoordPointerEXT GLEW_GET_FUN(__glewFogCoordPointerEXT)\n#define glFogCoorddEXT GLEW_GET_FUN(__glewFogCoorddEXT)\n#define glFogCoorddvEXT GLEW_GET_FUN(__glewFogCoorddvEXT)\n#define glFogCoordfEXT GLEW_GET_FUN(__glewFogCoordfEXT)\n#define glFogCoordfvEXT GLEW_GET_FUN(__glewFogCoordfvEXT)\n\n#define GLEW_EXT_fog_coord GLEW_GET_VAR(__GLEW_EXT_fog_coord)\n\n#endif /* GL_EXT_fog_coord */\n\n/* --------------------------- GL_EXT_frag_depth --------------------------- */\n\n#ifndef GL_EXT_frag_depth\n#define GL_EXT_frag_depth 1\n\n#define GLEW_EXT_frag_depth GLEW_GET_VAR(__GLEW_EXT_frag_depth)\n\n#endif /* GL_EXT_frag_depth */\n\n/* ------------------------ GL_EXT_fragment_lighting ----------------------- */\n\n#ifndef GL_EXT_fragment_lighting\n#define GL_EXT_fragment_lighting 1\n\n#define GL_FRAGMENT_LIGHTING_EXT 0x8400\n#define GL_FRAGMENT_COLOR_MATERIAL_EXT 0x8401\n#define GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT 0x8402\n#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT 0x8403\n#define GL_MAX_FRAGMENT_LIGHTS_EXT 0x8404\n#define GL_MAX_ACTIVE_LIGHTS_EXT 0x8405\n#define GL_CURRENT_RASTER_NORMAL_EXT 0x8406\n#define GL_LIGHT_ENV_MODE_EXT 0x8407\n#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT 0x8408\n#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT 0x8409\n#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT 0x840A\n#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT 0x840B\n#define GL_FRAGMENT_LIGHT0_EXT 0x840C\n#define GL_FRAGMENT_LIGHT7_EXT 0x8413\n\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALEXTPROC) (GLenum face, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFEXTPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVEXTPROC) (GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIEXTPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVEXTPROC) (GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFEXTPROC) (GLenum light, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIEXTPROC) (GLenum light, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFEXTPROC) (GLenum face, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIEXTPROC) (GLenum face, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLLIGHTENVIEXTPROC) (GLenum pname, GLint param);\n\n#define glFragmentColorMaterialEXT GLEW_GET_FUN(__glewFragmentColorMaterialEXT)\n#define glFragmentLightModelfEXT GLEW_GET_FUN(__glewFragmentLightModelfEXT)\n#define glFragmentLightModelfvEXT GLEW_GET_FUN(__glewFragmentLightModelfvEXT)\n#define glFragmentLightModeliEXT GLEW_GET_FUN(__glewFragmentLightModeliEXT)\n#define glFragmentLightModelivEXT GLEW_GET_FUN(__glewFragmentLightModelivEXT)\n#define glFragmentLightfEXT GLEW_GET_FUN(__glewFragmentLightfEXT)\n#define glFragmentLightfvEXT GLEW_GET_FUN(__glewFragmentLightfvEXT)\n#define glFragmentLightiEXT GLEW_GET_FUN(__glewFragmentLightiEXT)\n#define glFragmentLightivEXT GLEW_GET_FUN(__glewFragmentLightivEXT)\n#define glFragmentMaterialfEXT GLEW_GET_FUN(__glewFragmentMaterialfEXT)\n#define glFragmentMaterialfvEXT GLEW_GET_FUN(__glewFragmentMaterialfvEXT)\n#define glFragmentMaterialiEXT GLEW_GET_FUN(__glewFragmentMaterialiEXT)\n#define glFragmentMaterialivEXT GLEW_GET_FUN(__glewFragmentMaterialivEXT)\n#define glGetFragmentLightfvEXT GLEW_GET_FUN(__glewGetFragmentLightfvEXT)\n#define glGetFragmentLightivEXT GLEW_GET_FUN(__glewGetFragmentLightivEXT)\n#define glGetFragmentMaterialfvEXT GLEW_GET_FUN(__glewGetFragmentMaterialfvEXT)\n#define glGetFragmentMaterialivEXT GLEW_GET_FUN(__glewGetFragmentMaterialivEXT)\n#define glLightEnviEXT GLEW_GET_FUN(__glewLightEnviEXT)\n\n#define GLEW_EXT_fragment_lighting GLEW_GET_VAR(__GLEW_EXT_fragment_lighting)\n\n#endif /* GL_EXT_fragment_lighting */\n\n/* ------------------------ GL_EXT_framebuffer_blit ------------------------ */\n\n#ifndef GL_EXT_framebuffer_blit\n#define GL_EXT_framebuffer_blit 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6\n#define GL_READ_FRAMEBUFFER_EXT 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA\n\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\n\n#define glBlitFramebufferEXT GLEW_GET_FUN(__glewBlitFramebufferEXT)\n\n#define GLEW_EXT_framebuffer_blit GLEW_GET_VAR(__GLEW_EXT_framebuffer_blit)\n\n#endif /* GL_EXT_framebuffer_blit */\n\n/* --------------------- GL_EXT_framebuffer_multisample -------------------- */\n\n#ifndef GL_EXT_framebuffer_multisample\n#define GL_EXT_framebuffer_multisample 1\n\n#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56\n#define GL_MAX_SAMPLES_EXT 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewRenderbufferStorageMultisampleEXT)\n\n#define GLEW_EXT_framebuffer_multisample GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample)\n\n#endif /* GL_EXT_framebuffer_multisample */\n\n/* --------------- GL_EXT_framebuffer_multisample_blit_scaled -------------- */\n\n#ifndef GL_EXT_framebuffer_multisample_blit_scaled\n#define GL_EXT_framebuffer_multisample_blit_scaled 1\n\n#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA\n#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB\n\n#define GLEW_EXT_framebuffer_multisample_blit_scaled GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample_blit_scaled)\n\n#endif /* GL_EXT_framebuffer_multisample_blit_scaled */\n\n/* ----------------------- GL_EXT_framebuffer_object ----------------------- */\n\n#ifndef GL_EXT_framebuffer_object\n#define GL_EXT_framebuffer_object 1\n\n#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506\n#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8\n#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6\n#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0\n#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4\n#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5\n#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6\n#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7\n#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9\n#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA\n#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB\n#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC\n#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD\n#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF\n#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0\n#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1\n#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2\n#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3\n#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4\n#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5\n#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6\n#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7\n#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8\n#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9\n#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA\n#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB\n#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC\n#define GL_COLOR_ATTACHMENT13_EXT 0x8CED\n#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE\n#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF\n#define GL_DEPTH_ATTACHMENT_EXT 0x8D00\n#define GL_STENCIL_ATTACHMENT_EXT 0x8D20\n#define GL_FRAMEBUFFER_EXT 0x8D40\n#define GL_RENDERBUFFER_EXT 0x8D41\n#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42\n#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43\n#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44\n#define GL_STENCIL_INDEX1_EXT 0x8D46\n#define GL_STENCIL_INDEX4_EXT 0x8D47\n#define GL_STENCIL_INDEX8_EXT 0x8D48\n#define GL_STENCIL_INDEX16_EXT 0x8D49\n#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50\n#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51\n#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52\n#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53\n#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54\n#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer);\ntypedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer);\ntypedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\ntypedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint* framebuffers);\ntypedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint* renderbuffers);\ntypedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPEXTPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer);\ntypedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer);\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glBindFramebufferEXT GLEW_GET_FUN(__glewBindFramebufferEXT)\n#define glBindRenderbufferEXT GLEW_GET_FUN(__glewBindRenderbufferEXT)\n#define glCheckFramebufferStatusEXT GLEW_GET_FUN(__glewCheckFramebufferStatusEXT)\n#define glDeleteFramebuffersEXT GLEW_GET_FUN(__glewDeleteFramebuffersEXT)\n#define glDeleteRenderbuffersEXT GLEW_GET_FUN(__glewDeleteRenderbuffersEXT)\n#define glFramebufferRenderbufferEXT GLEW_GET_FUN(__glewFramebufferRenderbufferEXT)\n#define glFramebufferTexture1DEXT GLEW_GET_FUN(__glewFramebufferTexture1DEXT)\n#define glFramebufferTexture2DEXT GLEW_GET_FUN(__glewFramebufferTexture2DEXT)\n#define glFramebufferTexture3DEXT GLEW_GET_FUN(__glewFramebufferTexture3DEXT)\n#define glGenFramebuffersEXT GLEW_GET_FUN(__glewGenFramebuffersEXT)\n#define glGenRenderbuffersEXT GLEW_GET_FUN(__glewGenRenderbuffersEXT)\n#define glGenerateMipmapEXT GLEW_GET_FUN(__glewGenerateMipmapEXT)\n#define glGetFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetFramebufferAttachmentParameterivEXT)\n#define glGetRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetRenderbufferParameterivEXT)\n#define glIsFramebufferEXT GLEW_GET_FUN(__glewIsFramebufferEXT)\n#define glIsRenderbufferEXT GLEW_GET_FUN(__glewIsRenderbufferEXT)\n#define glRenderbufferStorageEXT GLEW_GET_FUN(__glewRenderbufferStorageEXT)\n\n#define GLEW_EXT_framebuffer_object GLEW_GET_VAR(__GLEW_EXT_framebuffer_object)\n\n#endif /* GL_EXT_framebuffer_object */\n\n/* ------------------------ GL_EXT_framebuffer_sRGB ------------------------ */\n\n#ifndef GL_EXT_framebuffer_sRGB\n#define GL_EXT_framebuffer_sRGB 1\n\n#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9\n#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA\n\n#define GLEW_EXT_framebuffer_sRGB GLEW_GET_VAR(__GLEW_EXT_framebuffer_sRGB)\n\n#endif /* GL_EXT_framebuffer_sRGB */\n\n/* ----------------------- GL_EXT_geometry_point_size ---------------------- */\n\n#ifndef GL_EXT_geometry_point_size\n#define GL_EXT_geometry_point_size 1\n\n#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004\n#define GL_LINES_ADJACENCY_EXT 0xA\n#define GL_LINE_STRIP_ADJACENCY_EXT 0xB\n#define GL_TRIANGLES_ADJACENCY_EXT 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD\n#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E\n#define GL_UNDEFINED_VERTEX_EXT 0x8260\n#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F\n#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916\n#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917\n#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918\n#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C\n#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29\n#define GL_PRIMITIVES_GENERATED_EXT 0x8C87\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8\n#define GL_GEOMETRY_SHADER_EXT 0x8DD9\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1\n#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E\n#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A\n#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD\n#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7\n#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123\n#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5\n#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309\n#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312\n#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317\n\n#define GLEW_EXT_geometry_point_size GLEW_GET_VAR(__GLEW_EXT_geometry_point_size)\n\n#endif /* GL_EXT_geometry_point_size */\n\n/* ------------------------- GL_EXT_geometry_shader ------------------------ */\n\n#ifndef GL_EXT_geometry_shader\n#define GL_EXT_geometry_shader 1\n\n#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004\n#define GL_LINES_ADJACENCY_EXT 0xA\n#define GL_LINE_STRIP_ADJACENCY_EXT 0xB\n#define GL_TRIANGLES_ADJACENCY_EXT 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD\n#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E\n#define GL_UNDEFINED_VERTEX_EXT 0x8260\n#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F\n#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916\n#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917\n#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918\n#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C\n#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29\n#define GL_PRIMITIVES_GENERATED_EXT 0x8C87\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8\n#define GL_GEOMETRY_SHADER_EXT 0x8DD9\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1\n#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E\n#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A\n#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD\n#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7\n#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123\n#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF\n#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5\n#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309\n#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312\n#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317\n\n#define GLEW_EXT_geometry_shader GLEW_GET_VAR(__GLEW_EXT_geometry_shader)\n\n#endif /* GL_EXT_geometry_shader */\n\n/* ------------------------ GL_EXT_geometry_shader4 ------------------------ */\n\n#ifndef GL_EXT_geometry_shader4\n#define GL_EXT_geometry_shader4 1\n\n#define GL_LINES_ADJACENCY_EXT 0xA\n#define GL_LINE_STRIP_ADJACENCY_EXT 0xB\n#define GL_TRIANGLES_ADJACENCY_EXT 0xC\n#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD\n#define GL_PROGRAM_POINT_SIZE_EXT 0x8642\n#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B\n#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4\n#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8\n#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9\n#define GL_GEOMETRY_SHADER_EXT 0x8DD9\n#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA\n#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB\n#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC\n#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD\n#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE\n#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF\n#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0\n#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value);\n\n#define glFramebufferTextureEXT GLEW_GET_FUN(__glewFramebufferTextureEXT)\n#define glFramebufferTextureFaceEXT GLEW_GET_FUN(__glewFramebufferTextureFaceEXT)\n#define glProgramParameteriEXT GLEW_GET_FUN(__glewProgramParameteriEXT)\n\n#define GLEW_EXT_geometry_shader4 GLEW_GET_VAR(__GLEW_EXT_geometry_shader4)\n\n#endif /* GL_EXT_geometry_shader4 */\n\n/* --------------------- GL_EXT_gpu_program_parameters --------------------- */\n\n#ifndef GL_EXT_gpu_program_parameters\n#define GL_EXT_gpu_program_parameters 1\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);\n\n#define glProgramEnvParameters4fvEXT GLEW_GET_FUN(__glewProgramEnvParameters4fvEXT)\n#define glProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewProgramLocalParameters4fvEXT)\n\n#define GLEW_EXT_gpu_program_parameters GLEW_GET_VAR(__GLEW_EXT_gpu_program_parameters)\n\n#endif /* GL_EXT_gpu_program_parameters */\n\n/* --------------------------- GL_EXT_gpu_shader4 -------------------------- */\n\n#ifndef GL_EXT_gpu_shader4\n#define GL_EXT_gpu_shader4 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD\n#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0\n#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1\n#define GL_SAMPLER_BUFFER_EXT 0x8DC2\n#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3\n#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4\n#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5\n#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6\n#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7\n#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8\n#define GL_INT_SAMPLER_1D_EXT 0x8DC9\n#define GL_INT_SAMPLER_2D_EXT 0x8DCA\n#define GL_INT_SAMPLER_3D_EXT 0x8DCB\n#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC\n#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD\n#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE\n#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF\n#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0\n#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1\n#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2\n#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4\n#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5\n#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6\n#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7\n#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8\n\ntypedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name);\ntypedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);\n\n#define glBindFragDataLocationEXT GLEW_GET_FUN(__glewBindFragDataLocationEXT)\n#define glGetFragDataLocationEXT GLEW_GET_FUN(__glewGetFragDataLocationEXT)\n#define glGetUniformuivEXT GLEW_GET_FUN(__glewGetUniformuivEXT)\n#define glGetVertexAttribIivEXT GLEW_GET_FUN(__glewGetVertexAttribIivEXT)\n#define glGetVertexAttribIuivEXT GLEW_GET_FUN(__glewGetVertexAttribIuivEXT)\n#define glUniform1uiEXT GLEW_GET_FUN(__glewUniform1uiEXT)\n#define glUniform1uivEXT GLEW_GET_FUN(__glewUniform1uivEXT)\n#define glUniform2uiEXT GLEW_GET_FUN(__glewUniform2uiEXT)\n#define glUniform2uivEXT GLEW_GET_FUN(__glewUniform2uivEXT)\n#define glUniform3uiEXT GLEW_GET_FUN(__glewUniform3uiEXT)\n#define glUniform3uivEXT GLEW_GET_FUN(__glewUniform3uivEXT)\n#define glUniform4uiEXT GLEW_GET_FUN(__glewUniform4uiEXT)\n#define glUniform4uivEXT GLEW_GET_FUN(__glewUniform4uivEXT)\n#define glVertexAttribI1iEXT GLEW_GET_FUN(__glewVertexAttribI1iEXT)\n#define glVertexAttribI1ivEXT GLEW_GET_FUN(__glewVertexAttribI1ivEXT)\n#define glVertexAttribI1uiEXT GLEW_GET_FUN(__glewVertexAttribI1uiEXT)\n#define glVertexAttribI1uivEXT GLEW_GET_FUN(__glewVertexAttribI1uivEXT)\n#define glVertexAttribI2iEXT GLEW_GET_FUN(__glewVertexAttribI2iEXT)\n#define glVertexAttribI2ivEXT GLEW_GET_FUN(__glewVertexAttribI2ivEXT)\n#define glVertexAttribI2uiEXT GLEW_GET_FUN(__glewVertexAttribI2uiEXT)\n#define glVertexAttribI2uivEXT GLEW_GET_FUN(__glewVertexAttribI2uivEXT)\n#define glVertexAttribI3iEXT GLEW_GET_FUN(__glewVertexAttribI3iEXT)\n#define glVertexAttribI3ivEXT GLEW_GET_FUN(__glewVertexAttribI3ivEXT)\n#define glVertexAttribI3uiEXT GLEW_GET_FUN(__glewVertexAttribI3uiEXT)\n#define glVertexAttribI3uivEXT GLEW_GET_FUN(__glewVertexAttribI3uivEXT)\n#define glVertexAttribI4bvEXT GLEW_GET_FUN(__glewVertexAttribI4bvEXT)\n#define glVertexAttribI4iEXT GLEW_GET_FUN(__glewVertexAttribI4iEXT)\n#define glVertexAttribI4ivEXT GLEW_GET_FUN(__glewVertexAttribI4ivEXT)\n#define glVertexAttribI4svEXT GLEW_GET_FUN(__glewVertexAttribI4svEXT)\n#define glVertexAttribI4ubvEXT GLEW_GET_FUN(__glewVertexAttribI4ubvEXT)\n#define glVertexAttribI4uiEXT GLEW_GET_FUN(__glewVertexAttribI4uiEXT)\n#define glVertexAttribI4uivEXT GLEW_GET_FUN(__glewVertexAttribI4uivEXT)\n#define glVertexAttribI4usvEXT GLEW_GET_FUN(__glewVertexAttribI4usvEXT)\n#define glVertexAttribIPointerEXT GLEW_GET_FUN(__glewVertexAttribIPointerEXT)\n\n#define GLEW_EXT_gpu_shader4 GLEW_GET_VAR(__GLEW_EXT_gpu_shader4)\n\n#endif /* GL_EXT_gpu_shader4 */\n\n/* --------------------------- GL_EXT_gpu_shader5 -------------------------- */\n\n#ifndef GL_EXT_gpu_shader5\n#define GL_EXT_gpu_shader5 1\n\n#define GLEW_EXT_gpu_shader5 GLEW_GET_VAR(__GLEW_EXT_gpu_shader5)\n\n#endif /* GL_EXT_gpu_shader5 */\n\n/* ---------------------------- GL_EXT_histogram --------------------------- */\n\n#ifndef GL_EXT_histogram\n#define GL_EXT_histogram 1\n\n#define GL_HISTOGRAM_EXT 0x8024\n#define GL_PROXY_HISTOGRAM_EXT 0x8025\n#define GL_HISTOGRAM_WIDTH_EXT 0x8026\n#define GL_HISTOGRAM_FORMAT_EXT 0x8027\n#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028\n#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029\n#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A\n#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B\n#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C\n#define GL_HISTOGRAM_SINK_EXT 0x802D\n#define GL_MINMAX_EXT 0x802E\n#define GL_MINMAX_FORMAT_EXT 0x802F\n#define GL_MINMAX_SINK_EXT 0x8030\n\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink);\ntypedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMEXTPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLRESETMINMAXEXTPROC) (GLenum target);\n\n#define glGetHistogramEXT GLEW_GET_FUN(__glewGetHistogramEXT)\n#define glGetHistogramParameterfvEXT GLEW_GET_FUN(__glewGetHistogramParameterfvEXT)\n#define glGetHistogramParameterivEXT GLEW_GET_FUN(__glewGetHistogramParameterivEXT)\n#define glGetMinmaxEXT GLEW_GET_FUN(__glewGetMinmaxEXT)\n#define glGetMinmaxParameterfvEXT GLEW_GET_FUN(__glewGetMinmaxParameterfvEXT)\n#define glGetMinmaxParameterivEXT GLEW_GET_FUN(__glewGetMinmaxParameterivEXT)\n#define glHistogramEXT GLEW_GET_FUN(__glewHistogramEXT)\n#define glMinmaxEXT GLEW_GET_FUN(__glewMinmaxEXT)\n#define glResetHistogramEXT GLEW_GET_FUN(__glewResetHistogramEXT)\n#define glResetMinmaxEXT GLEW_GET_FUN(__glewResetMinmaxEXT)\n\n#define GLEW_EXT_histogram GLEW_GET_VAR(__GLEW_EXT_histogram)\n\n#endif /* GL_EXT_histogram */\n\n/* ----------------------- GL_EXT_index_array_formats ---------------------- */\n\n#ifndef GL_EXT_index_array_formats\n#define GL_EXT_index_array_formats 1\n\n#define GLEW_EXT_index_array_formats GLEW_GET_VAR(__GLEW_EXT_index_array_formats)\n\n#endif /* GL_EXT_index_array_formats */\n\n/* --------------------------- GL_EXT_index_func --------------------------- */\n\n#ifndef GL_EXT_index_func\n#define GL_EXT_index_func 1\n\ntypedef void (GLAPIENTRY * PFNGLINDEXFUNCEXTPROC) (GLenum func, GLfloat ref);\n\n#define glIndexFuncEXT GLEW_GET_FUN(__glewIndexFuncEXT)\n\n#define GLEW_EXT_index_func GLEW_GET_VAR(__GLEW_EXT_index_func)\n\n#endif /* GL_EXT_index_func */\n\n/* ------------------------- GL_EXT_index_material ------------------------- */\n\n#ifndef GL_EXT_index_material\n#define GL_EXT_index_material 1\n\ntypedef void (GLAPIENTRY * PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode);\n\n#define glIndexMaterialEXT GLEW_GET_FUN(__glewIndexMaterialEXT)\n\n#define GLEW_EXT_index_material GLEW_GET_VAR(__GLEW_EXT_index_material)\n\n#endif /* GL_EXT_index_material */\n\n/* -------------------------- GL_EXT_index_texture ------------------------- */\n\n#ifndef GL_EXT_index_texture\n#define GL_EXT_index_texture 1\n\n#define GLEW_EXT_index_texture GLEW_GET_VAR(__GLEW_EXT_index_texture)\n\n#endif /* GL_EXT_index_texture */\n\n/* ------------------------ GL_EXT_instanced_arrays ------------------------ */\n\n#ifndef GL_EXT_instanced_arrays\n#define GL_EXT_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);\n\n#define glVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexAttribDivisorEXT)\n\n#define GLEW_EXT_instanced_arrays GLEW_GET_VAR(__GLEW_EXT_instanced_arrays)\n\n#endif /* GL_EXT_instanced_arrays */\n\n/* -------------------------- GL_EXT_light_texture ------------------------- */\n\n#ifndef GL_EXT_light_texture\n#define GL_EXT_light_texture 1\n\n#define GL_FRAGMENT_MATERIAL_EXT 0x8349\n#define GL_FRAGMENT_NORMAL_EXT 0x834A\n#define GL_FRAGMENT_COLOR_EXT 0x834C\n#define GL_ATTENUATION_EXT 0x834D\n#define GL_SHADOW_ATTENUATION_EXT 0x834E\n#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F\n#define GL_TEXTURE_LIGHT_EXT 0x8350\n#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351\n#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352\n\ntypedef void (GLAPIENTRY * PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLTEXTURELIGHTEXTPROC) (GLenum pname);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode);\n\n#define glApplyTextureEXT GLEW_GET_FUN(__glewApplyTextureEXT)\n#define glTextureLightEXT GLEW_GET_FUN(__glewTextureLightEXT)\n#define glTextureMaterialEXT GLEW_GET_FUN(__glewTextureMaterialEXT)\n\n#define GLEW_EXT_light_texture GLEW_GET_VAR(__GLEW_EXT_light_texture)\n\n#endif /* GL_EXT_light_texture */\n\n/* ------------------------ GL_EXT_map_buffer_range ------------------------ */\n\n#ifndef GL_EXT_map_buffer_range\n#define GL_EXT_map_buffer_range 1\n\n#define GL_MAP_READ_BIT_EXT 0x0001\n#define GL_MAP_WRITE_BIT_EXT 0x0002\n#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004\n#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008\n#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010\n#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length);\ntypedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\n\n#define glFlushMappedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedBufferRangeEXT)\n#define glMapBufferRangeEXT GLEW_GET_FUN(__glewMapBufferRangeEXT)\n\n#define GLEW_EXT_map_buffer_range GLEW_GET_VAR(__GLEW_EXT_map_buffer_range)\n\n#endif /* GL_EXT_map_buffer_range */\n\n/* -------------------------- GL_EXT_memory_object ------------------------- */\n\n#ifndef GL_EXT_memory_object\n#define GL_EXT_memory_object 1\n\n#define GL_UUID_SIZE_EXT 16\n#define GL_TEXTURE_TILING_EXT 0x9580\n#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581\n#define GL_NUM_TILING_TYPES_EXT 0x9582\n#define GL_TILING_TYPES_EXT 0x9583\n#define GL_OPTIMAL_TILING_EXT 0x9584\n#define GL_LINEAR_TILING_EXT 0x9585\n#define GL_LAYOUT_GENERAL_EXT 0x958D\n#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E\n#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F\n#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590\n#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591\n#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592\n#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593\n#define GL_NUM_DEVICE_UUIDS_EXT 0x9596\n#define GL_DEVICE_UUID_EXT 0x9597\n#define GL_DRIVER_UUID_EXT 0x9598\n#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint* memoryObjects);\ntypedef void (GLAPIENTRY * PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint* memoryObjects);\ntypedef void (GLAPIENTRY * PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte* data);\ntypedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte* data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject);\ntypedef void (GLAPIENTRY * PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset);\n\n#define glBufferStorageMemEXT GLEW_GET_FUN(__glewBufferStorageMemEXT)\n#define glCreateMemoryObjectsEXT GLEW_GET_FUN(__glewCreateMemoryObjectsEXT)\n#define glDeleteMemoryObjectsEXT GLEW_GET_FUN(__glewDeleteMemoryObjectsEXT)\n#define glGetMemoryObjectParameterivEXT GLEW_GET_FUN(__glewGetMemoryObjectParameterivEXT)\n#define glGetUnsignedBytei_vEXT GLEW_GET_FUN(__glewGetUnsignedBytei_vEXT)\n#define glGetUnsignedBytevEXT GLEW_GET_FUN(__glewGetUnsignedBytevEXT)\n#define glIsMemoryObjectEXT GLEW_GET_FUN(__glewIsMemoryObjectEXT)\n#define glMemoryObjectParameterivEXT GLEW_GET_FUN(__glewMemoryObjectParameterivEXT)\n#define glNamedBufferStorageMemEXT GLEW_GET_FUN(__glewNamedBufferStorageMemEXT)\n#define glTexStorageMem1DEXT GLEW_GET_FUN(__glewTexStorageMem1DEXT)\n#define glTexStorageMem2DEXT GLEW_GET_FUN(__glewTexStorageMem2DEXT)\n#define glTexStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem2DMultisampleEXT)\n#define glTexStorageMem3DEXT GLEW_GET_FUN(__glewTexStorageMem3DEXT)\n#define glTexStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem3DMultisampleEXT)\n#define glTextureStorageMem1DEXT GLEW_GET_FUN(__glewTextureStorageMem1DEXT)\n#define glTextureStorageMem2DEXT GLEW_GET_FUN(__glewTextureStorageMem2DEXT)\n#define glTextureStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem2DMultisampleEXT)\n#define glTextureStorageMem3DEXT GLEW_GET_FUN(__glewTextureStorageMem3DEXT)\n#define glTextureStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem3DMultisampleEXT)\n\n#define GLEW_EXT_memory_object GLEW_GET_VAR(__GLEW_EXT_memory_object)\n\n#endif /* GL_EXT_memory_object */\n\n/* ------------------------ GL_EXT_memory_object_fd ------------------------ */\n\n#ifndef GL_EXT_memory_object_fd\n#define GL_EXT_memory_object_fd 1\n\n#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd);\n\n#define glImportMemoryFdEXT GLEW_GET_FUN(__glewImportMemoryFdEXT)\n\n#define GLEW_EXT_memory_object_fd GLEW_GET_VAR(__GLEW_EXT_memory_object_fd)\n\n#endif /* GL_EXT_memory_object_fd */\n\n/* ----------------------- GL_EXT_memory_object_win32 ---------------------- */\n\n#ifndef GL_EXT_memory_object_win32\n#define GL_EXT_memory_object_win32 1\n\n#define GL_LUID_SIZE_EXT 8\n#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587\n#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588\n#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589\n#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A\n#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B\n#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C\n#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594\n#define GL_D3D12_FENCE_VALUE_EXT 0x9595\n#define GL_DEVICE_LUID_EXT 0x9599\n#define GL_DEVICE_NODE_MASK_EXT 0x959A\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle);\ntypedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name);\n\n#define glImportMemoryWin32HandleEXT GLEW_GET_FUN(__glewImportMemoryWin32HandleEXT)\n#define glImportMemoryWin32NameEXT GLEW_GET_FUN(__glewImportMemoryWin32NameEXT)\n\n#define GLEW_EXT_memory_object_win32 GLEW_GET_VAR(__GLEW_EXT_memory_object_win32)\n\n#endif /* GL_EXT_memory_object_win32 */\n\n/* ------------------------- GL_EXT_misc_attribute ------------------------- */\n\n#ifndef GL_EXT_misc_attribute\n#define GL_EXT_misc_attribute 1\n\n#define GLEW_EXT_misc_attribute GLEW_GET_VAR(__GLEW_EXT_misc_attribute)\n\n#endif /* GL_EXT_misc_attribute */\n\n/* ------------------------ GL_EXT_multi_draw_arrays ----------------------- */\n\n#ifndef GL_EXT_multi_draw_arrays\n#define GL_EXT_multi_draw_arrays 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount);\n\n#define glMultiDrawArraysEXT GLEW_GET_FUN(__glewMultiDrawArraysEXT)\n#define glMultiDrawElementsEXT GLEW_GET_FUN(__glewMultiDrawElementsEXT)\n\n#define GLEW_EXT_multi_draw_arrays GLEW_GET_VAR(__GLEW_EXT_multi_draw_arrays)\n\n#endif /* GL_EXT_multi_draw_arrays */\n\n/* ----------------------- GL_EXT_multi_draw_indirect ---------------------- */\n\n#ifndef GL_EXT_multi_draw_indirect\n#define GL_EXT_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);\n\n#define glMultiDrawArraysIndirectEXT GLEW_GET_FUN(__glewMultiDrawArraysIndirectEXT)\n#define glMultiDrawElementsIndirectEXT GLEW_GET_FUN(__glewMultiDrawElementsIndirectEXT)\n\n#define GLEW_EXT_multi_draw_indirect GLEW_GET_VAR(__GLEW_EXT_multi_draw_indirect)\n\n#endif /* GL_EXT_multi_draw_indirect */\n\n/* ------------------------ GL_EXT_multiple_textures ----------------------- */\n\n#ifndef GL_EXT_multiple_textures\n#define GL_EXT_multiple_textures 1\n\n#define GLEW_EXT_multiple_textures GLEW_GET_VAR(__GLEW_EXT_multiple_textures)\n\n#endif /* GL_EXT_multiple_textures */\n\n/* --------------------------- GL_EXT_multisample -------------------------- */\n\n#ifndef GL_EXT_multisample\n#define GL_EXT_multisample 1\n\n#define GL_MULTISAMPLE_EXT 0x809D\n#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F\n#define GL_SAMPLE_MASK_EXT 0x80A0\n#define GL_1PASS_EXT 0x80A1\n#define GL_2PASS_0_EXT 0x80A2\n#define GL_2PASS_1_EXT 0x80A3\n#define GL_4PASS_0_EXT 0x80A4\n#define GL_4PASS_1_EXT 0x80A5\n#define GL_4PASS_2_EXT 0x80A6\n#define GL_4PASS_3_EXT 0x80A7\n#define GL_SAMPLE_BUFFERS_EXT 0x80A8\n#define GL_SAMPLES_EXT 0x80A9\n#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA\n#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB\n#define GL_SAMPLE_PATTERN_EXT 0x80AC\n#define GL_MULTISAMPLE_BIT_EXT 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern);\n\n#define glSampleMaskEXT GLEW_GET_FUN(__glewSampleMaskEXT)\n#define glSamplePatternEXT GLEW_GET_FUN(__glewSamplePatternEXT)\n\n#define GLEW_EXT_multisample GLEW_GET_VAR(__GLEW_EXT_multisample)\n\n#endif /* GL_EXT_multisample */\n\n/* -------------------- GL_EXT_multisample_compatibility ------------------- */\n\n#ifndef GL_EXT_multisample_compatibility\n#define GL_EXT_multisample_compatibility 1\n\n#define GL_MULTISAMPLE_EXT 0x809D\n#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F\n\n#define GLEW_EXT_multisample_compatibility GLEW_GET_VAR(__GLEW_EXT_multisample_compatibility)\n\n#endif /* GL_EXT_multisample_compatibility */\n\n/* ----------------- GL_EXT_multisampled_render_to_texture ----------------- */\n\n#ifndef GL_EXT_multisampled_render_to_texture\n#define GL_EXT_multisampled_render_to_texture 1\n\n#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56\n#define GL_MAX_SAMPLES_EXT 0x8D57\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples);\n\n#define glFramebufferTexture2DMultisampleEXT GLEW_GET_FUN(__glewFramebufferTexture2DMultisampleEXT)\n\n#define GLEW_EXT_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture)\n\n#endif /* GL_EXT_multisampled_render_to_texture */\n\n/* ----------------- GL_EXT_multisampled_render_to_texture2 ---------------- */\n\n#ifndef GL_EXT_multisampled_render_to_texture2\n#define GL_EXT_multisampled_render_to_texture2 1\n\n#define GLEW_EXT_multisampled_render_to_texture2 GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture2)\n\n#endif /* GL_EXT_multisampled_render_to_texture2 */\n\n/* --------------------- GL_EXT_multiview_draw_buffers --------------------- */\n\n#ifndef GL_EXT_multiview_draw_buffers\n#define GL_EXT_multiview_draw_buffers 1\n\n#define GL_DRAW_BUFFER_EXT 0x0C01\n#define GL_READ_BUFFER_EXT 0x0C02\n#define GL_COLOR_ATTACHMENT_EXT 0x90F0\n#define GL_MULTIVIEW_EXT 0x90F1\n#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum* location, const GLint *indices);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint* data);\ntypedef void (GLAPIENTRY * PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index);\n\n#define glDrawBuffersIndexedEXT GLEW_GET_FUN(__glewDrawBuffersIndexedEXT)\n#define glGetIntegeri_vEXT GLEW_GET_FUN(__glewGetIntegeri_vEXT)\n#define glReadBufferIndexedEXT GLEW_GET_FUN(__glewReadBufferIndexedEXT)\n\n#define GLEW_EXT_multiview_draw_buffers GLEW_GET_VAR(__GLEW_EXT_multiview_draw_buffers)\n\n#endif /* GL_EXT_multiview_draw_buffers */\n\n/* ---------------------- GL_EXT_packed_depth_stencil ---------------------- */\n\n#ifndef GL_EXT_packed_depth_stencil\n#define GL_EXT_packed_depth_stencil 1\n\n#define GL_DEPTH_STENCIL_EXT 0x84F9\n#define GL_UNSIGNED_INT_24_8_EXT 0x84FA\n#define GL_DEPTH24_STENCIL8_EXT 0x88F0\n#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1\n\n#define GLEW_EXT_packed_depth_stencil GLEW_GET_VAR(__GLEW_EXT_packed_depth_stencil)\n\n#endif /* GL_EXT_packed_depth_stencil */\n\n/* -------------------------- GL_EXT_packed_float -------------------------- */\n\n#ifndef GL_EXT_packed_float\n#define GL_EXT_packed_float 1\n\n#define GL_R11F_G11F_B10F_EXT 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B\n#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C\n\n#define GLEW_EXT_packed_float GLEW_GET_VAR(__GLEW_EXT_packed_float)\n\n#endif /* GL_EXT_packed_float */\n\n/* -------------------------- GL_EXT_packed_pixels ------------------------- */\n\n#ifndef GL_EXT_packed_pixels\n#define GL_EXT_packed_pixels 1\n\n#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032\n#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033\n#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034\n#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035\n#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036\n\n#define GLEW_EXT_packed_pixels GLEW_GET_VAR(__GLEW_EXT_packed_pixels)\n\n#endif /* GL_EXT_packed_pixels */\n\n/* ------------------------ GL_EXT_paletted_texture ------------------------ */\n\n#ifndef GL_EXT_paletted_texture\n#define GL_EXT_paletted_texture 1\n\n#define GL_TEXTURE_1D 0x0DE0\n#define GL_TEXTURE_2D 0x0DE1\n#define GL_PROXY_TEXTURE_1D 0x8063\n#define GL_PROXY_TEXTURE_2D 0x8064\n#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8\n#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9\n#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA\n#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB\n#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC\n#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD\n#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE\n#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF\n#define GL_COLOR_INDEX1_EXT 0x80E2\n#define GL_COLOR_INDEX2_EXT 0x80E3\n#define GL_COLOR_INDEX4_EXT 0x80E4\n#define GL_COLOR_INDEX8_EXT 0x80E5\n#define GL_COLOR_INDEX12_EXT 0x80E6\n#define GL_COLOR_INDEX16_EXT 0x80E7\n#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED\n#define GL_TEXTURE_CUBE_MAP_ARB 0x8513\n#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B\n\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);\n\n#define glColorTableEXT GLEW_GET_FUN(__glewColorTableEXT)\n#define glGetColorTableEXT GLEW_GET_FUN(__glewGetColorTableEXT)\n#define glGetColorTableParameterfvEXT GLEW_GET_FUN(__glewGetColorTableParameterfvEXT)\n#define glGetColorTableParameterivEXT GLEW_GET_FUN(__glewGetColorTableParameterivEXT)\n\n#define GLEW_EXT_paletted_texture GLEW_GET_VAR(__GLEW_EXT_paletted_texture)\n\n#endif /* GL_EXT_paletted_texture */\n\n/* ----------------------- GL_EXT_pixel_buffer_object ---------------------- */\n\n#ifndef GL_EXT_pixel_buffer_object\n#define GL_EXT_pixel_buffer_object 1\n\n#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF\n\n#define GLEW_EXT_pixel_buffer_object GLEW_GET_VAR(__GLEW_EXT_pixel_buffer_object)\n\n#endif /* GL_EXT_pixel_buffer_object */\n\n/* ------------------------- GL_EXT_pixel_transform ------------------------ */\n\n#ifndef GL_EXT_pixel_transform\n#define GL_EXT_pixel_transform 1\n\n#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330\n#define GL_PIXEL_MAG_FILTER_EXT 0x8331\n#define GL_PIXEL_MIN_FILTER_EXT 0x8332\n#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333\n#define GL_CUBIC_EXT 0x8334\n#define GL_AVERAGE_EXT 0x8335\n#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336\n#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337\n#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338\n\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);\n\n#define glGetPixelTransformParameterfvEXT GLEW_GET_FUN(__glewGetPixelTransformParameterfvEXT)\n#define glGetPixelTransformParameterivEXT GLEW_GET_FUN(__glewGetPixelTransformParameterivEXT)\n#define glPixelTransformParameterfEXT GLEW_GET_FUN(__glewPixelTransformParameterfEXT)\n#define glPixelTransformParameterfvEXT GLEW_GET_FUN(__glewPixelTransformParameterfvEXT)\n#define glPixelTransformParameteriEXT GLEW_GET_FUN(__glewPixelTransformParameteriEXT)\n#define glPixelTransformParameterivEXT GLEW_GET_FUN(__glewPixelTransformParameterivEXT)\n\n#define GLEW_EXT_pixel_transform GLEW_GET_VAR(__GLEW_EXT_pixel_transform)\n\n#endif /* GL_EXT_pixel_transform */\n\n/* ------------------- GL_EXT_pixel_transform_color_table ------------------ */\n\n#ifndef GL_EXT_pixel_transform_color_table\n#define GL_EXT_pixel_transform_color_table 1\n\n#define GLEW_EXT_pixel_transform_color_table GLEW_GET_VAR(__GLEW_EXT_pixel_transform_color_table)\n\n#endif /* GL_EXT_pixel_transform_color_table */\n\n/* ------------------------ GL_EXT_point_parameters ------------------------ */\n\n#ifndef GL_EXT_point_parameters\n#define GL_EXT_point_parameters 1\n\n#define GL_POINT_SIZE_MIN_EXT 0x8126\n#define GL_POINT_SIZE_MAX_EXT 0x8127\n#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128\n#define GL_DISTANCE_ATTENUATION_EXT 0x8129\n\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat* params);\n\n#define glPointParameterfEXT GLEW_GET_FUN(__glewPointParameterfEXT)\n#define glPointParameterfvEXT GLEW_GET_FUN(__glewPointParameterfvEXT)\n\n#define GLEW_EXT_point_parameters GLEW_GET_VAR(__GLEW_EXT_point_parameters)\n\n#endif /* GL_EXT_point_parameters */\n\n/* ------------------------- GL_EXT_polygon_offset ------------------------- */\n\n#ifndef GL_EXT_polygon_offset\n#define GL_EXT_polygon_offset 1\n\n#define GL_POLYGON_OFFSET_EXT 0x8037\n#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038\n#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias);\n\n#define glPolygonOffsetEXT GLEW_GET_FUN(__glewPolygonOffsetEXT)\n\n#define GLEW_EXT_polygon_offset GLEW_GET_VAR(__GLEW_EXT_polygon_offset)\n\n#endif /* GL_EXT_polygon_offset */\n\n/* ---------------------- GL_EXT_polygon_offset_clamp ---------------------- */\n\n#ifndef GL_EXT_polygon_offset_clamp\n#define GL_EXT_polygon_offset_clamp 1\n\n#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp);\n\n#define glPolygonOffsetClampEXT GLEW_GET_FUN(__glewPolygonOffsetClampEXT)\n\n#define GLEW_EXT_polygon_offset_clamp GLEW_GET_VAR(__GLEW_EXT_polygon_offset_clamp)\n\n#endif /* GL_EXT_polygon_offset_clamp */\n\n/* ----------------------- GL_EXT_post_depth_coverage ---------------------- */\n\n#ifndef GL_EXT_post_depth_coverage\n#define GL_EXT_post_depth_coverage 1\n\n#define GLEW_EXT_post_depth_coverage GLEW_GET_VAR(__GLEW_EXT_post_depth_coverage)\n\n#endif /* GL_EXT_post_depth_coverage */\n\n/* ------------------------ GL_EXT_provoking_vertex ------------------------ */\n\n#ifndef GL_EXT_provoking_vertex\n#define GL_EXT_provoking_vertex 1\n\n#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C\n#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D\n#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E\n#define GL_PROVOKING_VERTEX_EXT 0x8E4F\n\ntypedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode);\n\n#define glProvokingVertexEXT GLEW_GET_FUN(__glewProvokingVertexEXT)\n\n#define GLEW_EXT_provoking_vertex GLEW_GET_VAR(__GLEW_EXT_provoking_vertex)\n\n#endif /* GL_EXT_provoking_vertex */\n\n/* --------------------------- GL_EXT_pvrtc_sRGB --------------------------- */\n\n#ifndef GL_EXT_pvrtc_sRGB\n#define GL_EXT_pvrtc_sRGB 1\n\n#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54\n#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55\n#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56\n#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57\n\n#define GLEW_EXT_pvrtc_sRGB GLEW_GET_VAR(__GLEW_EXT_pvrtc_sRGB)\n\n#endif /* GL_EXT_pvrtc_sRGB */\n\n/* ----------------------- GL_EXT_raster_multisample ----------------------- */\n\n#ifndef GL_EXT_raster_multisample\n#define GL_EXT_raster_multisample 1\n\n#define GL_COLOR_SAMPLES_NV 0x8E20\n#define GL_RASTER_MULTISAMPLE_EXT 0x9327\n#define GL_RASTER_SAMPLES_EXT 0x9328\n#define GL_MAX_RASTER_SAMPLES_EXT 0x9329\n#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A\n#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B\n#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C\n#define GL_DEPTH_SAMPLES_NV 0x932D\n#define GL_STENCIL_SAMPLES_NV 0x932E\n#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F\n#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330\n#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331\n#define GL_COVERAGE_MODULATION_NV 0x9332\n#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333\n\ntypedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components);\ntypedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufsize, GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations);\n\n#define glCoverageModulationNV GLEW_GET_FUN(__glewCoverageModulationNV)\n#define glCoverageModulationTableNV GLEW_GET_FUN(__glewCoverageModulationTableNV)\n#define glGetCoverageModulationTableNV GLEW_GET_FUN(__glewGetCoverageModulationTableNV)\n#define glRasterSamplesEXT GLEW_GET_FUN(__glewRasterSamplesEXT)\n\n#define GLEW_EXT_raster_multisample GLEW_GET_VAR(__GLEW_EXT_raster_multisample)\n\n#endif /* GL_EXT_raster_multisample */\n\n/* ------------------------ GL_EXT_read_format_bgra ------------------------ */\n\n#ifndef GL_EXT_read_format_bgra\n#define GL_EXT_read_format_bgra 1\n\n#define GL_BGRA_EXT 0x80E1\n#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365\n#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366\n\n#define GLEW_EXT_read_format_bgra GLEW_GET_VAR(__GLEW_EXT_read_format_bgra)\n\n#endif /* GL_EXT_read_format_bgra */\n\n/* -------------------------- GL_EXT_render_snorm -------------------------- */\n\n#ifndef GL_EXT_render_snorm\n#define GL_EXT_render_snorm 1\n\n#define GL_BYTE 0x1400\n#define GL_SHORT 0x1402\n#define GL_R8_SNORM 0x8F94\n#define GL_RG8_SNORM 0x8F95\n#define GL_RGBA8_SNORM 0x8F97\n#define GL_R16_SNORM_EXT 0x8F98\n#define GL_RG16_SNORM_EXT 0x8F99\n#define GL_RGBA16_SNORM_EXT 0x8F9B\n\n#define GLEW_EXT_render_snorm GLEW_GET_VAR(__GLEW_EXT_render_snorm)\n\n#endif /* GL_EXT_render_snorm */\n\n/* ------------------------- GL_EXT_rescale_normal ------------------------- */\n\n#ifndef GL_EXT_rescale_normal\n#define GL_EXT_rescale_normal 1\n\n#define GL_RESCALE_NORMAL_EXT 0x803A\n\n#define GLEW_EXT_rescale_normal GLEW_GET_VAR(__GLEW_EXT_rescale_normal)\n\n#endif /* GL_EXT_rescale_normal */\n\n/* ------------------------------ GL_EXT_sRGB ------------------------------ */\n\n#ifndef GL_EXT_sRGB\n#define GL_EXT_sRGB 1\n\n#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210\n#define GL_SRGB_EXT 0x8C40\n#define GL_SRGB_ALPHA_EXT 0x8C42\n#define GL_SRGB8_ALPHA8_EXT 0x8C43\n\n#define GLEW_EXT_sRGB GLEW_GET_VAR(__GLEW_EXT_sRGB)\n\n#endif /* GL_EXT_sRGB */\n\n/* ----------------------- GL_EXT_sRGB_write_control ----------------------- */\n\n#ifndef GL_EXT_sRGB_write_control\n#define GL_EXT_sRGB_write_control 1\n\n#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9\n\n#define GLEW_EXT_sRGB_write_control GLEW_GET_VAR(__GLEW_EXT_sRGB_write_control)\n\n#endif /* GL_EXT_sRGB_write_control */\n\n/* -------------------------- GL_EXT_scene_marker -------------------------- */\n\n#ifndef GL_EXT_scene_marker\n#define GL_EXT_scene_marker 1\n\ntypedef void (GLAPIENTRY * PFNGLBEGINSCENEEXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLENDSCENEEXTPROC) (void);\n\n#define glBeginSceneEXT GLEW_GET_FUN(__glewBeginSceneEXT)\n#define glEndSceneEXT GLEW_GET_FUN(__glewEndSceneEXT)\n\n#define GLEW_EXT_scene_marker GLEW_GET_VAR(__GLEW_EXT_scene_marker)\n\n#endif /* GL_EXT_scene_marker */\n\n/* ------------------------- GL_EXT_secondary_color ------------------------ */\n\n#ifndef GL_EXT_secondary_color\n#define GL_EXT_secondary_color 1\n\n#define GL_COLOR_SUM_EXT 0x8458\n#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459\n#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A\n#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B\n#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C\n#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D\n#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E\n\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer);\n\n#define glSecondaryColor3bEXT GLEW_GET_FUN(__glewSecondaryColor3bEXT)\n#define glSecondaryColor3bvEXT GLEW_GET_FUN(__glewSecondaryColor3bvEXT)\n#define glSecondaryColor3dEXT GLEW_GET_FUN(__glewSecondaryColor3dEXT)\n#define glSecondaryColor3dvEXT GLEW_GET_FUN(__glewSecondaryColor3dvEXT)\n#define glSecondaryColor3fEXT GLEW_GET_FUN(__glewSecondaryColor3fEXT)\n#define glSecondaryColor3fvEXT GLEW_GET_FUN(__glewSecondaryColor3fvEXT)\n#define glSecondaryColor3iEXT GLEW_GET_FUN(__glewSecondaryColor3iEXT)\n#define glSecondaryColor3ivEXT GLEW_GET_FUN(__glewSecondaryColor3ivEXT)\n#define glSecondaryColor3sEXT GLEW_GET_FUN(__glewSecondaryColor3sEXT)\n#define glSecondaryColor3svEXT GLEW_GET_FUN(__glewSecondaryColor3svEXT)\n#define glSecondaryColor3ubEXT GLEW_GET_FUN(__glewSecondaryColor3ubEXT)\n#define glSecondaryColor3ubvEXT GLEW_GET_FUN(__glewSecondaryColor3ubvEXT)\n#define glSecondaryColor3uiEXT GLEW_GET_FUN(__glewSecondaryColor3uiEXT)\n#define glSecondaryColor3uivEXT GLEW_GET_FUN(__glewSecondaryColor3uivEXT)\n#define glSecondaryColor3usEXT GLEW_GET_FUN(__glewSecondaryColor3usEXT)\n#define glSecondaryColor3usvEXT GLEW_GET_FUN(__glewSecondaryColor3usvEXT)\n#define glSecondaryColorPointerEXT GLEW_GET_FUN(__glewSecondaryColorPointerEXT)\n\n#define GLEW_EXT_secondary_color GLEW_GET_VAR(__GLEW_EXT_secondary_color)\n\n#endif /* GL_EXT_secondary_color */\n\n/* ---------------------------- GL_EXT_semaphore --------------------------- */\n\n#ifndef GL_EXT_semaphore\n#define GL_EXT_semaphore 1\n\ntypedef void (GLAPIENTRY * PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint* semaphores);\ntypedef void (GLAPIENTRY * PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint* semaphores);\ntypedef void (GLAPIENTRY * PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore);\ntypedef void (GLAPIENTRY * PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts);\ntypedef void (GLAPIENTRY * PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts);\n\n#define glDeleteSemaphoresEXT GLEW_GET_FUN(__glewDeleteSemaphoresEXT)\n#define glGenSemaphoresEXT GLEW_GET_FUN(__glewGenSemaphoresEXT)\n#define glGetSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewGetSemaphoreParameterui64vEXT)\n#define glIsSemaphoreEXT GLEW_GET_FUN(__glewIsSemaphoreEXT)\n#define glSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewSemaphoreParameterui64vEXT)\n#define glSignalSemaphoreEXT GLEW_GET_FUN(__glewSignalSemaphoreEXT)\n#define glWaitSemaphoreEXT GLEW_GET_FUN(__glewWaitSemaphoreEXT)\n\n#define GLEW_EXT_semaphore GLEW_GET_VAR(__GLEW_EXT_semaphore)\n\n#endif /* GL_EXT_semaphore */\n\n/* -------------------------- GL_EXT_semaphore_fd -------------------------- */\n\n#ifndef GL_EXT_semaphore_fd\n#define GL_EXT_semaphore_fd 1\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd);\n\n#define glImportSemaphoreFdEXT GLEW_GET_FUN(__glewImportSemaphoreFdEXT)\n\n#define GLEW_EXT_semaphore_fd GLEW_GET_VAR(__GLEW_EXT_semaphore_fd)\n\n#endif /* GL_EXT_semaphore_fd */\n\n/* ------------------------- GL_EXT_semaphore_win32 ------------------------ */\n\n#ifndef GL_EXT_semaphore_win32\n#define GL_EXT_semaphore_win32 1\n\ntypedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle);\ntypedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name);\n\n#define glImportSemaphoreWin32HandleEXT GLEW_GET_FUN(__glewImportSemaphoreWin32HandleEXT)\n#define glImportSemaphoreWin32NameEXT GLEW_GET_FUN(__glewImportSemaphoreWin32NameEXT)\n\n#define GLEW_EXT_semaphore_win32 GLEW_GET_VAR(__GLEW_EXT_semaphore_win32)\n\n#endif /* GL_EXT_semaphore_win32 */\n\n/* --------------------- GL_EXT_separate_shader_objects -------------------- */\n\n#ifndef GL_EXT_separate_shader_objects\n#define GL_EXT_separate_shader_objects 1\n\n#define GL_ACTIVE_PROGRAM_EXT 0x8B8D\n\ntypedef void (GLAPIENTRY * PFNGLACTIVEPROGRAMEXTPROC) (GLuint program);\ntypedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar* string);\ntypedef void (GLAPIENTRY * PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program);\n\n#define glActiveProgramEXT GLEW_GET_FUN(__glewActiveProgramEXT)\n#define glCreateShaderProgramEXT GLEW_GET_FUN(__glewCreateShaderProgramEXT)\n#define glUseShaderProgramEXT GLEW_GET_FUN(__glewUseShaderProgramEXT)\n\n#define GLEW_EXT_separate_shader_objects GLEW_GET_VAR(__GLEW_EXT_separate_shader_objects)\n\n#endif /* GL_EXT_separate_shader_objects */\n\n/* --------------------- GL_EXT_separate_specular_color -------------------- */\n\n#ifndef GL_EXT_separate_specular_color\n#define GL_EXT_separate_specular_color 1\n\n#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8\n#define GL_SINGLE_COLOR_EXT 0x81F9\n#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA\n\n#define GLEW_EXT_separate_specular_color GLEW_GET_VAR(__GLEW_EXT_separate_specular_color)\n\n#endif /* GL_EXT_separate_specular_color */\n\n/* -------------------- GL_EXT_shader_framebuffer_fetch -------------------- */\n\n#ifndef GL_EXT_shader_framebuffer_fetch\n#define GL_EXT_shader_framebuffer_fetch 1\n\n#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52\n\n#define GLEW_EXT_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_EXT_shader_framebuffer_fetch)\n\n#endif /* GL_EXT_shader_framebuffer_fetch */\n\n/* ------------------------ GL_EXT_shader_group_vote ----------------------- */\n\n#ifndef GL_EXT_shader_group_vote\n#define GL_EXT_shader_group_vote 1\n\n#define GLEW_EXT_shader_group_vote GLEW_GET_VAR(__GLEW_EXT_shader_group_vote)\n\n#endif /* GL_EXT_shader_group_vote */\n\n/* ------------------- GL_EXT_shader_image_load_formatted ------------------ */\n\n#ifndef GL_EXT_shader_image_load_formatted\n#define GL_EXT_shader_image_load_formatted 1\n\n#define GLEW_EXT_shader_image_load_formatted GLEW_GET_VAR(__GLEW_EXT_shader_image_load_formatted)\n\n#endif /* GL_EXT_shader_image_load_formatted */\n\n/* --------------------- GL_EXT_shader_image_load_store -------------------- */\n\n#ifndef GL_EXT_shader_image_load_store\n#define GL_EXT_shader_image_load_store 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001\n#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002\n#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004\n#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008\n#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020\n#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040\n#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080\n#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100\n#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200\n#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400\n#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800\n#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000\n#define GL_MAX_IMAGE_UNITS_EXT 0x8F38\n#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39\n#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A\n#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B\n#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C\n#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D\n#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E\n#define GL_IMAGE_1D_EXT 0x904C\n#define GL_IMAGE_2D_EXT 0x904D\n#define GL_IMAGE_3D_EXT 0x904E\n#define GL_IMAGE_2D_RECT_EXT 0x904F\n#define GL_IMAGE_CUBE_EXT 0x9050\n#define GL_IMAGE_BUFFER_EXT 0x9051\n#define GL_IMAGE_1D_ARRAY_EXT 0x9052\n#define GL_IMAGE_2D_ARRAY_EXT 0x9053\n#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054\n#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055\n#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056\n#define GL_INT_IMAGE_1D_EXT 0x9057\n#define GL_INT_IMAGE_2D_EXT 0x9058\n#define GL_INT_IMAGE_3D_EXT 0x9059\n#define GL_INT_IMAGE_2D_RECT_EXT 0x905A\n#define GL_INT_IMAGE_CUBE_EXT 0x905B\n#define GL_INT_IMAGE_BUFFER_EXT 0x905C\n#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D\n#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E\n#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F\n#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060\n#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061\n#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062\n#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063\n#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064\n#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065\n#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066\n#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067\n#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068\n#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069\n#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B\n#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C\n#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D\n#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E\n#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF\n\ntypedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format);\ntypedef void (GLAPIENTRY * PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers);\n\n#define glBindImageTextureEXT GLEW_GET_FUN(__glewBindImageTextureEXT)\n#define glMemoryBarrierEXT GLEW_GET_FUN(__glewMemoryBarrierEXT)\n\n#define GLEW_EXT_shader_image_load_store GLEW_GET_VAR(__GLEW_EXT_shader_image_load_store)\n\n#endif /* GL_EXT_shader_image_load_store */\n\n/* ------------------- GL_EXT_shader_implicit_conversions ------------------ */\n\n#ifndef GL_EXT_shader_implicit_conversions\n#define GL_EXT_shader_implicit_conversions 1\n\n#define GLEW_EXT_shader_implicit_conversions GLEW_GET_VAR(__GLEW_EXT_shader_implicit_conversions)\n\n#endif /* GL_EXT_shader_implicit_conversions */\n\n/* ----------------------- GL_EXT_shader_integer_mix ----------------------- */\n\n#ifndef GL_EXT_shader_integer_mix\n#define GL_EXT_shader_integer_mix 1\n\n#define GLEW_EXT_shader_integer_mix GLEW_GET_VAR(__GLEW_EXT_shader_integer_mix)\n\n#endif /* GL_EXT_shader_integer_mix */\n\n/* ------------------------ GL_EXT_shader_io_blocks ------------------------ */\n\n#ifndef GL_EXT_shader_io_blocks\n#define GL_EXT_shader_io_blocks 1\n\n#define GLEW_EXT_shader_io_blocks GLEW_GET_VAR(__GLEW_EXT_shader_io_blocks)\n\n#endif /* GL_EXT_shader_io_blocks */\n\n/* ------------- GL_EXT_shader_non_constant_global_initializers ------------ */\n\n#ifndef GL_EXT_shader_non_constant_global_initializers\n#define GL_EXT_shader_non_constant_global_initializers 1\n\n#define GLEW_EXT_shader_non_constant_global_initializers GLEW_GET_VAR(__GLEW_EXT_shader_non_constant_global_initializers)\n\n#endif /* GL_EXT_shader_non_constant_global_initializers */\n\n/* ------------------- GL_EXT_shader_pixel_local_storage ------------------- */\n\n#ifndef GL_EXT_shader_pixel_local_storage\n#define GL_EXT_shader_pixel_local_storage 1\n\n#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63\n#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64\n#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67\n\n#define GLEW_EXT_shader_pixel_local_storage GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage)\n\n#endif /* GL_EXT_shader_pixel_local_storage */\n\n/* ------------------- GL_EXT_shader_pixel_local_storage2 ------------------ */\n\n#ifndef GL_EXT_shader_pixel_local_storage2\n#define GL_EXT_shader_pixel_local_storage2 1\n\n#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650\n#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651\n#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652\n\ntypedef void (GLAPIENTRY * PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint* values);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size);\ntypedef GLsizei (GLAPIENTRY * PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target);\n\n#define glClearPixelLocalStorageuiEXT GLEW_GET_FUN(__glewClearPixelLocalStorageuiEXT)\n#define glFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewFramebufferPixelLocalStorageSizeEXT)\n#define glGetFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewGetFramebufferPixelLocalStorageSizeEXT)\n\n#define GLEW_EXT_shader_pixel_local_storage2 GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage2)\n\n#endif /* GL_EXT_shader_pixel_local_storage2 */\n\n/* ----------------------- GL_EXT_shader_texture_lod ----------------------- */\n\n#ifndef GL_EXT_shader_texture_lod\n#define GL_EXT_shader_texture_lod 1\n\n#define GLEW_EXT_shader_texture_lod GLEW_GET_VAR(__GLEW_EXT_shader_texture_lod)\n\n#endif /* GL_EXT_shader_texture_lod */\n\n/* -------------------------- GL_EXT_shadow_funcs -------------------------- */\n\n#ifndef GL_EXT_shadow_funcs\n#define GL_EXT_shadow_funcs 1\n\n#define GLEW_EXT_shadow_funcs GLEW_GET_VAR(__GLEW_EXT_shadow_funcs)\n\n#endif /* GL_EXT_shadow_funcs */\n\n/* ------------------------- GL_EXT_shadow_samplers ------------------------ */\n\n#ifndef GL_EXT_shadow_samplers\n#define GL_EXT_shadow_samplers 1\n\n#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C\n#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D\n#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E\n#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62\n\n#define GLEW_EXT_shadow_samplers GLEW_GET_VAR(__GLEW_EXT_shadow_samplers)\n\n#endif /* GL_EXT_shadow_samplers */\n\n/* --------------------- GL_EXT_shared_texture_palette --------------------- */\n\n#ifndef GL_EXT_shared_texture_palette\n#define GL_EXT_shared_texture_palette 1\n\n#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB\n\n#define GLEW_EXT_shared_texture_palette GLEW_GET_VAR(__GLEW_EXT_shared_texture_palette)\n\n#endif /* GL_EXT_shared_texture_palette */\n\n/* ------------------------- GL_EXT_sparse_texture ------------------------- */\n\n#ifndef GL_EXT_sparse_texture\n#define GL_EXT_sparse_texture 1\n\n#define GL_TEXTURE_2D 0x0DE1\n#define GL_TEXTURE_3D 0x806F\n#define GL_TEXTURE_CUBE_MAP 0x8513\n#define GL_TEXTURE_2D_ARRAY 0x8C1A\n#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009\n#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195\n#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196\n#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197\n#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198\n#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199\n#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A\n#define GL_TEXTURE_SPARSE_EXT 0x91A6\n#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7\n#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8\n#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9\n#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA\n\ntypedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);\n\n#define glTexPageCommitmentEXT GLEW_GET_FUN(__glewTexPageCommitmentEXT)\n#define glTexturePageCommitmentEXT GLEW_GET_FUN(__glewTexturePageCommitmentEXT)\n\n#define GLEW_EXT_sparse_texture GLEW_GET_VAR(__GLEW_EXT_sparse_texture)\n\n#endif /* GL_EXT_sparse_texture */\n\n/* ------------------------- GL_EXT_sparse_texture2 ------------------------ */\n\n#ifndef GL_EXT_sparse_texture2\n#define GL_EXT_sparse_texture2 1\n\n#define GLEW_EXT_sparse_texture2 GLEW_GET_VAR(__GLEW_EXT_sparse_texture2)\n\n#endif /* GL_EXT_sparse_texture2 */\n\n/* ------------------------ GL_EXT_stencil_clear_tag ----------------------- */\n\n#ifndef GL_EXT_stencil_clear_tag\n#define GL_EXT_stencil_clear_tag 1\n\n#define GL_STENCIL_TAG_BITS_EXT 0x88F2\n#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3\n\n#define GLEW_EXT_stencil_clear_tag GLEW_GET_VAR(__GLEW_EXT_stencil_clear_tag)\n\n#endif /* GL_EXT_stencil_clear_tag */\n\n/* ------------------------ GL_EXT_stencil_two_side ------------------------ */\n\n#ifndef GL_EXT_stencil_two_side\n#define GL_EXT_stencil_two_side 1\n\n#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910\n#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911\n\ntypedef void (GLAPIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);\n\n#define glActiveStencilFaceEXT GLEW_GET_FUN(__glewActiveStencilFaceEXT)\n\n#define GLEW_EXT_stencil_two_side GLEW_GET_VAR(__GLEW_EXT_stencil_two_side)\n\n#endif /* GL_EXT_stencil_two_side */\n\n/* -------------------------- GL_EXT_stencil_wrap -------------------------- */\n\n#ifndef GL_EXT_stencil_wrap\n#define GL_EXT_stencil_wrap 1\n\n#define GL_INCR_WRAP_EXT 0x8507\n#define GL_DECR_WRAP_EXT 0x8508\n\n#define GLEW_EXT_stencil_wrap GLEW_GET_VAR(__GLEW_EXT_stencil_wrap)\n\n#endif /* GL_EXT_stencil_wrap */\n\n/* --------------------------- GL_EXT_subtexture --------------------------- */\n\n#ifndef GL_EXT_subtexture\n#define GL_EXT_subtexture 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\n\n#define glTexSubImage1DEXT GLEW_GET_FUN(__glewTexSubImage1DEXT)\n#define glTexSubImage2DEXT GLEW_GET_FUN(__glewTexSubImage2DEXT)\n#define glTexSubImage3DEXT GLEW_GET_FUN(__glewTexSubImage3DEXT)\n\n#define GLEW_EXT_subtexture GLEW_GET_VAR(__GLEW_EXT_subtexture)\n\n#endif /* GL_EXT_subtexture */\n\n/* ----------------------------- GL_EXT_texture ---------------------------- */\n\n#ifndef GL_EXT_texture\n#define GL_EXT_texture 1\n\n#define GL_ALPHA4_EXT 0x803B\n#define GL_ALPHA8_EXT 0x803C\n#define GL_ALPHA12_EXT 0x803D\n#define GL_ALPHA16_EXT 0x803E\n#define GL_LUMINANCE4_EXT 0x803F\n#define GL_LUMINANCE8_EXT 0x8040\n#define GL_LUMINANCE12_EXT 0x8041\n#define GL_LUMINANCE16_EXT 0x8042\n#define GL_LUMINANCE4_ALPHA4_EXT 0x8043\n#define GL_LUMINANCE6_ALPHA2_EXT 0x8044\n#define GL_LUMINANCE8_ALPHA8_EXT 0x8045\n#define GL_LUMINANCE12_ALPHA4_EXT 0x8046\n#define GL_LUMINANCE12_ALPHA12_EXT 0x8047\n#define GL_LUMINANCE16_ALPHA16_EXT 0x8048\n#define GL_INTENSITY_EXT 0x8049\n#define GL_INTENSITY4_EXT 0x804A\n#define GL_INTENSITY8_EXT 0x804B\n#define GL_INTENSITY12_EXT 0x804C\n#define GL_INTENSITY16_EXT 0x804D\n#define GL_RGB2_EXT 0x804E\n#define GL_RGB4_EXT 0x804F\n#define GL_RGB5_EXT 0x8050\n#define GL_RGB8_EXT 0x8051\n#define GL_RGB10_EXT 0x8052\n#define GL_RGB12_EXT 0x8053\n#define GL_RGB16_EXT 0x8054\n#define GL_RGBA2_EXT 0x8055\n#define GL_RGBA4_EXT 0x8056\n#define GL_RGB5_A1_EXT 0x8057\n#define GL_RGBA8_EXT 0x8058\n#define GL_RGB10_A2_EXT 0x8059\n#define GL_RGBA12_EXT 0x805A\n#define GL_RGBA16_EXT 0x805B\n#define GL_TEXTURE_RED_SIZE_EXT 0x805C\n#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D\n#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E\n#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F\n#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060\n#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061\n#define GL_REPLACE_EXT 0x8062\n#define GL_PROXY_TEXTURE_1D_EXT 0x8063\n#define GL_PROXY_TEXTURE_2D_EXT 0x8064\n\n#define GLEW_EXT_texture GLEW_GET_VAR(__GLEW_EXT_texture)\n\n#endif /* GL_EXT_texture */\n\n/* ---------------------------- GL_EXT_texture3D --------------------------- */\n\n#ifndef GL_EXT_texture3D\n#define GL_EXT_texture3D 1\n\n#define GL_PACK_SKIP_IMAGES_EXT 0x806B\n#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C\n#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D\n#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E\n#define GL_TEXTURE_3D_EXT 0x806F\n#define GL_PROXY_TEXTURE_3D_EXT 0x8070\n#define GL_TEXTURE_DEPTH_EXT 0x8071\n#define GL_TEXTURE_WRAP_R_EXT 0x8072\n#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073\n\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\n\n#define glTexImage3DEXT GLEW_GET_FUN(__glewTexImage3DEXT)\n\n#define GLEW_EXT_texture3D GLEW_GET_VAR(__GLEW_EXT_texture3D)\n\n#endif /* GL_EXT_texture3D */\n\n/* -------------------------- GL_EXT_texture_array ------------------------- */\n\n#ifndef GL_EXT_texture_array\n#define GL_EXT_texture_array 1\n\n#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E\n#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF\n#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18\n#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19\n#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A\n#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B\n#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C\n#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\n\n#define glFramebufferTextureLayerEXT GLEW_GET_FUN(__glewFramebufferTextureLayerEXT)\n\n#define GLEW_EXT_texture_array GLEW_GET_VAR(__GLEW_EXT_texture_array)\n\n#endif /* GL_EXT_texture_array */\n\n/* ---------------------- GL_EXT_texture_buffer_object --------------------- */\n\n#ifndef GL_EXT_texture_buffer_object\n#define GL_EXT_texture_buffer_object 1\n\n#define GL_TEXTURE_BUFFER_EXT 0x8C2A\n#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B\n#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C\n#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D\n#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E\n\ntypedef void (GLAPIENTRY * PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer);\n\n#define glTexBufferEXT GLEW_GET_FUN(__glewTexBufferEXT)\n\n#define GLEW_EXT_texture_buffer_object GLEW_GET_VAR(__GLEW_EXT_texture_buffer_object)\n\n#endif /* GL_EXT_texture_buffer_object */\n\n/* -------------- GL_EXT_texture_compression_astc_decode_mode -------------- */\n\n#ifndef GL_EXT_texture_compression_astc_decode_mode\n#define GL_EXT_texture_compression_astc_decode_mode 1\n\n#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69\n\n#define GLEW_EXT_texture_compression_astc_decode_mode GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode)\n\n#endif /* GL_EXT_texture_compression_astc_decode_mode */\n\n/* ----------- GL_EXT_texture_compression_astc_decode_mode_rgb9e5 ---------- */\n\n#ifndef GL_EXT_texture_compression_astc_decode_mode_rgb9e5\n#define GL_EXT_texture_compression_astc_decode_mode_rgb9e5 1\n\n#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69\n\n#define GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5 GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5)\n\n#endif /* GL_EXT_texture_compression_astc_decode_mode_rgb9e5 */\n\n/* -------------------- GL_EXT_texture_compression_bptc -------------------- */\n\n#ifndef GL_EXT_texture_compression_bptc\n#define GL_EXT_texture_compression_bptc 1\n\n#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C\n#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D\n#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E\n#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F\n\n#define GLEW_EXT_texture_compression_bptc GLEW_GET_VAR(__GLEW_EXT_texture_compression_bptc)\n\n#endif /* GL_EXT_texture_compression_bptc */\n\n/* -------------------- GL_EXT_texture_compression_dxt1 -------------------- */\n\n#ifndef GL_EXT_texture_compression_dxt1\n#define GL_EXT_texture_compression_dxt1 1\n\n#define GLEW_EXT_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_EXT_texture_compression_dxt1)\n\n#endif /* GL_EXT_texture_compression_dxt1 */\n\n/* -------------------- GL_EXT_texture_compression_latc -------------------- */\n\n#ifndef GL_EXT_texture_compression_latc\n#define GL_EXT_texture_compression_latc 1\n\n#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70\n#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71\n#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72\n#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73\n\n#define GLEW_EXT_texture_compression_latc GLEW_GET_VAR(__GLEW_EXT_texture_compression_latc)\n\n#endif /* GL_EXT_texture_compression_latc */\n\n/* -------------------- GL_EXT_texture_compression_rgtc -------------------- */\n\n#ifndef GL_EXT_texture_compression_rgtc\n#define GL_EXT_texture_compression_rgtc 1\n\n#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB\n#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC\n#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD\n#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE\n\n#define GLEW_EXT_texture_compression_rgtc GLEW_GET_VAR(__GLEW_EXT_texture_compression_rgtc)\n\n#endif /* GL_EXT_texture_compression_rgtc */\n\n/* -------------------- GL_EXT_texture_compression_s3tc -------------------- */\n\n#ifndef GL_EXT_texture_compression_s3tc\n#define GL_EXT_texture_compression_s3tc 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3\n\n#define GLEW_EXT_texture_compression_s3tc GLEW_GET_VAR(__GLEW_EXT_texture_compression_s3tc)\n\n#endif /* GL_EXT_texture_compression_s3tc */\n\n/* ------------------------ GL_EXT_texture_cube_map ------------------------ */\n\n#ifndef GL_EXT_texture_cube_map\n#define GL_EXT_texture_cube_map 1\n\n#define GL_NORMAL_MAP_EXT 0x8511\n#define GL_REFLECTION_MAP_EXT 0x8512\n#define GL_TEXTURE_CUBE_MAP_EXT 0x8513\n#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518\n#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519\n#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A\n#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B\n#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C\n\n#define GLEW_EXT_texture_cube_map GLEW_GET_VAR(__GLEW_EXT_texture_cube_map)\n\n#endif /* GL_EXT_texture_cube_map */\n\n/* --------------------- GL_EXT_texture_cube_map_array --------------------- */\n\n#ifndef GL_EXT_texture_cube_map_array\n#define GL_EXT_texture_cube_map_array 1\n\n#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009\n#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A\n#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C\n#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D\n#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E\n#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F\n#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054\n#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F\n#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A\n\n#define GLEW_EXT_texture_cube_map_array GLEW_GET_VAR(__GLEW_EXT_texture_cube_map_array)\n\n#endif /* GL_EXT_texture_cube_map_array */\n\n/* ----------------------- GL_EXT_texture_edge_clamp ----------------------- */\n\n#ifndef GL_EXT_texture_edge_clamp\n#define GL_EXT_texture_edge_clamp 1\n\n#define GL_CLAMP_TO_EDGE_EXT 0x812F\n\n#define GLEW_EXT_texture_edge_clamp GLEW_GET_VAR(__GLEW_EXT_texture_edge_clamp)\n\n#endif /* GL_EXT_texture_edge_clamp */\n\n/* --------------------------- GL_EXT_texture_env -------------------------- */\n\n#ifndef GL_EXT_texture_env\n#define GL_EXT_texture_env 1\n\n#define GLEW_EXT_texture_env GLEW_GET_VAR(__GLEW_EXT_texture_env)\n\n#endif /* GL_EXT_texture_env */\n\n/* ------------------------- GL_EXT_texture_env_add ------------------------ */\n\n#ifndef GL_EXT_texture_env_add\n#define GL_EXT_texture_env_add 1\n\n#define GLEW_EXT_texture_env_add GLEW_GET_VAR(__GLEW_EXT_texture_env_add)\n\n#endif /* GL_EXT_texture_env_add */\n\n/* ----------------------- GL_EXT_texture_env_combine ---------------------- */\n\n#ifndef GL_EXT_texture_env_combine\n#define GL_EXT_texture_env_combine 1\n\n#define GL_COMBINE_EXT 0x8570\n#define GL_COMBINE_RGB_EXT 0x8571\n#define GL_COMBINE_ALPHA_EXT 0x8572\n#define GL_RGB_SCALE_EXT 0x8573\n#define GL_ADD_SIGNED_EXT 0x8574\n#define GL_INTERPOLATE_EXT 0x8575\n#define GL_CONSTANT_EXT 0x8576\n#define GL_PRIMARY_COLOR_EXT 0x8577\n#define GL_PREVIOUS_EXT 0x8578\n#define GL_SOURCE0_RGB_EXT 0x8580\n#define GL_SOURCE1_RGB_EXT 0x8581\n#define GL_SOURCE2_RGB_EXT 0x8582\n#define GL_SOURCE0_ALPHA_EXT 0x8588\n#define GL_SOURCE1_ALPHA_EXT 0x8589\n#define GL_SOURCE2_ALPHA_EXT 0x858A\n#define GL_OPERAND0_RGB_EXT 0x8590\n#define GL_OPERAND1_RGB_EXT 0x8591\n#define GL_OPERAND2_RGB_EXT 0x8592\n#define GL_OPERAND0_ALPHA_EXT 0x8598\n#define GL_OPERAND1_ALPHA_EXT 0x8599\n#define GL_OPERAND2_ALPHA_EXT 0x859A\n\n#define GLEW_EXT_texture_env_combine GLEW_GET_VAR(__GLEW_EXT_texture_env_combine)\n\n#endif /* GL_EXT_texture_env_combine */\n\n/* ------------------------ GL_EXT_texture_env_dot3 ------------------------ */\n\n#ifndef GL_EXT_texture_env_dot3\n#define GL_EXT_texture_env_dot3 1\n\n#define GL_DOT3_RGB_EXT 0x8740\n#define GL_DOT3_RGBA_EXT 0x8741\n\n#define GLEW_EXT_texture_env_dot3 GLEW_GET_VAR(__GLEW_EXT_texture_env_dot3)\n\n#endif /* GL_EXT_texture_env_dot3 */\n\n/* ------------------- GL_EXT_texture_filter_anisotropic ------------------- */\n\n#ifndef GL_EXT_texture_filter_anisotropic\n#define GL_EXT_texture_filter_anisotropic 1\n\n#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE\n#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF\n\n#define GLEW_EXT_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_EXT_texture_filter_anisotropic)\n\n#endif /* GL_EXT_texture_filter_anisotropic */\n\n/* ---------------------- GL_EXT_texture_filter_minmax --------------------- */\n\n#ifndef GL_EXT_texture_filter_minmax\n#define GL_EXT_texture_filter_minmax 1\n\n#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366\n#define GL_WEIGHTED_AVERAGE_EXT 0x9367\n\n#define GLEW_EXT_texture_filter_minmax GLEW_GET_VAR(__GLEW_EXT_texture_filter_minmax)\n\n#endif /* GL_EXT_texture_filter_minmax */\n\n/* --------------------- GL_EXT_texture_format_BGRA8888 -------------------- */\n\n#ifndef GL_EXT_texture_format_BGRA8888\n#define GL_EXT_texture_format_BGRA8888 1\n\n#define GL_BGRA_EXT 0x80E1\n\n#define GLEW_EXT_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_EXT_texture_format_BGRA8888)\n\n#endif /* GL_EXT_texture_format_BGRA8888 */\n\n/* ------------------------- GL_EXT_texture_integer ------------------------ */\n\n#ifndef GL_EXT_texture_integer\n#define GL_EXT_texture_integer 1\n\n#define GL_RGBA32UI_EXT 0x8D70\n#define GL_RGB32UI_EXT 0x8D71\n#define GL_ALPHA32UI_EXT 0x8D72\n#define GL_INTENSITY32UI_EXT 0x8D73\n#define GL_LUMINANCE32UI_EXT 0x8D74\n#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75\n#define GL_RGBA16UI_EXT 0x8D76\n#define GL_RGB16UI_EXT 0x8D77\n#define GL_ALPHA16UI_EXT 0x8D78\n#define GL_INTENSITY16UI_EXT 0x8D79\n#define GL_LUMINANCE16UI_EXT 0x8D7A\n#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B\n#define GL_RGBA8UI_EXT 0x8D7C\n#define GL_RGB8UI_EXT 0x8D7D\n#define GL_ALPHA8UI_EXT 0x8D7E\n#define GL_INTENSITY8UI_EXT 0x8D7F\n#define GL_LUMINANCE8UI_EXT 0x8D80\n#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81\n#define GL_RGBA32I_EXT 0x8D82\n#define GL_RGB32I_EXT 0x8D83\n#define GL_ALPHA32I_EXT 0x8D84\n#define GL_INTENSITY32I_EXT 0x8D85\n#define GL_LUMINANCE32I_EXT 0x8D86\n#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87\n#define GL_RGBA16I_EXT 0x8D88\n#define GL_RGB16I_EXT 0x8D89\n#define GL_ALPHA16I_EXT 0x8D8A\n#define GL_INTENSITY16I_EXT 0x8D8B\n#define GL_LUMINANCE16I_EXT 0x8D8C\n#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D\n#define GL_RGBA8I_EXT 0x8D8E\n#define GL_RGB8I_EXT 0x8D8F\n#define GL_ALPHA8I_EXT 0x8D90\n#define GL_INTENSITY8I_EXT 0x8D91\n#define GL_LUMINANCE8I_EXT 0x8D92\n#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93\n#define GL_RED_INTEGER_EXT 0x8D94\n#define GL_GREEN_INTEGER_EXT 0x8D95\n#define GL_BLUE_INTEGER_EXT 0x8D96\n#define GL_ALPHA_INTEGER_EXT 0x8D97\n#define GL_RGB_INTEGER_EXT 0x8D98\n#define GL_RGBA_INTEGER_EXT 0x8D99\n#define GL_BGR_INTEGER_EXT 0x8D9A\n#define GL_BGRA_INTEGER_EXT 0x8D9B\n#define GL_LUMINANCE_INTEGER_EXT 0x8D9C\n#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D\n#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E\n\ntypedef void (GLAPIENTRY * PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha);\ntypedef void (GLAPIENTRY * PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params);\n\n#define glClearColorIiEXT GLEW_GET_FUN(__glewClearColorIiEXT)\n#define glClearColorIuiEXT GLEW_GET_FUN(__glewClearColorIuiEXT)\n#define glGetTexParameterIivEXT GLEW_GET_FUN(__glewGetTexParameterIivEXT)\n#define glGetTexParameterIuivEXT GLEW_GET_FUN(__glewGetTexParameterIuivEXT)\n#define glTexParameterIivEXT GLEW_GET_FUN(__glewTexParameterIivEXT)\n#define glTexParameterIuivEXT GLEW_GET_FUN(__glewTexParameterIuivEXT)\n\n#define GLEW_EXT_texture_integer GLEW_GET_VAR(__GLEW_EXT_texture_integer)\n\n#endif /* GL_EXT_texture_integer */\n\n/* ------------------------ GL_EXT_texture_lod_bias ------------------------ */\n\n#ifndef GL_EXT_texture_lod_bias\n#define GL_EXT_texture_lod_bias 1\n\n#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD\n#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500\n#define GL_TEXTURE_LOD_BIAS_EXT 0x8501\n\n#define GLEW_EXT_texture_lod_bias GLEW_GET_VAR(__GLEW_EXT_texture_lod_bias)\n\n#endif /* GL_EXT_texture_lod_bias */\n\n/* ---------------------- GL_EXT_texture_mirror_clamp ---------------------- */\n\n#ifndef GL_EXT_texture_mirror_clamp\n#define GL_EXT_texture_mirror_clamp 1\n\n#define GL_MIRROR_CLAMP_EXT 0x8742\n#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743\n#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912\n\n#define GLEW_EXT_texture_mirror_clamp GLEW_GET_VAR(__GLEW_EXT_texture_mirror_clamp)\n\n#endif /* GL_EXT_texture_mirror_clamp */\n\n/* ------------------------- GL_EXT_texture_norm16 ------------------------- */\n\n#ifndef GL_EXT_texture_norm16\n#define GL_EXT_texture_norm16 1\n\n#define GL_RGB16_EXT 0x8054\n#define GL_RGBA16_EXT 0x805B\n#define GL_R16_EXT 0x822A\n#define GL_RG16_EXT 0x822C\n#define GL_R16_SNORM_EXT 0x8F98\n#define GL_RG16_SNORM_EXT 0x8F99\n#define GL_RGB16_SNORM_EXT 0x8F9A\n#define GL_RGBA16_SNORM_EXT 0x8F9B\n\n#define GLEW_EXT_texture_norm16 GLEW_GET_VAR(__GLEW_EXT_texture_norm16)\n\n#endif /* GL_EXT_texture_norm16 */\n\n/* ------------------------- GL_EXT_texture_object ------------------------- */\n\n#ifndef GL_EXT_texture_object\n#define GL_EXT_texture_object 1\n\n#define GL_TEXTURE_PRIORITY_EXT 0x8066\n#define GL_TEXTURE_RESIDENT_EXT 0x8067\n#define GL_TEXTURE_1D_BINDING_EXT 0x8068\n#define GL_TEXTURE_2D_BINDING_EXT 0x8069\n#define GL_TEXTURE_3D_BINDING_EXT 0x806A\n\ntypedef GLboolean (GLAPIENTRY * PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint* textures, GLboolean* residences);\ntypedef void (GLAPIENTRY * PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint* textures);\ntypedef void (GLAPIENTRY * PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint* textures);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREEXTPROC) (GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint* textures, const GLclampf* priorities);\n\n#define glAreTexturesResidentEXT GLEW_GET_FUN(__glewAreTexturesResidentEXT)\n#define glBindTextureEXT GLEW_GET_FUN(__glewBindTextureEXT)\n#define glDeleteTexturesEXT GLEW_GET_FUN(__glewDeleteTexturesEXT)\n#define glGenTexturesEXT GLEW_GET_FUN(__glewGenTexturesEXT)\n#define glIsTextureEXT GLEW_GET_FUN(__glewIsTextureEXT)\n#define glPrioritizeTexturesEXT GLEW_GET_FUN(__glewPrioritizeTexturesEXT)\n\n#define GLEW_EXT_texture_object GLEW_GET_VAR(__GLEW_EXT_texture_object)\n\n#endif /* GL_EXT_texture_object */\n\n/* --------------------- GL_EXT_texture_perturb_normal --------------------- */\n\n#ifndef GL_EXT_texture_perturb_normal\n#define GL_EXT_texture_perturb_normal 1\n\n#define GL_PERTURB_EXT 0x85AE\n#define GL_TEXTURE_NORMAL_EXT 0x85AF\n\ntypedef void (GLAPIENTRY * PFNGLTEXTURENORMALEXTPROC) (GLenum mode);\n\n#define glTextureNormalEXT GLEW_GET_FUN(__glewTextureNormalEXT)\n\n#define GLEW_EXT_texture_perturb_normal GLEW_GET_VAR(__GLEW_EXT_texture_perturb_normal)\n\n#endif /* GL_EXT_texture_perturb_normal */\n\n/* ------------------------ GL_EXT_texture_rectangle ----------------------- */\n\n#ifndef GL_EXT_texture_rectangle\n#define GL_EXT_texture_rectangle 1\n\n#define GL_TEXTURE_RECTANGLE_EXT 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE_EXT 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE_EXT 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT 0x84F8\n\n#define GLEW_EXT_texture_rectangle GLEW_GET_VAR(__GLEW_EXT_texture_rectangle)\n\n#endif /* GL_EXT_texture_rectangle */\n\n/* --------------------------- GL_EXT_texture_rg --------------------------- */\n\n#ifndef GL_EXT_texture_rg\n#define GL_EXT_texture_rg 1\n\n#define GL_RED_EXT 0x1903\n#define GL_RG_EXT 0x8227\n#define GL_R8_EXT 0x8229\n#define GL_RG8_EXT 0x822B\n\n#define GLEW_EXT_texture_rg GLEW_GET_VAR(__GLEW_EXT_texture_rg)\n\n#endif /* GL_EXT_texture_rg */\n\n/* -------------------------- GL_EXT_texture_sRGB -------------------------- */\n\n#ifndef GL_EXT_texture_sRGB\n#define GL_EXT_texture_sRGB 1\n\n#define GL_SRGB_EXT 0x8C40\n#define GL_SRGB8_EXT 0x8C41\n#define GL_SRGB_ALPHA_EXT 0x8C42\n#define GL_SRGB8_ALPHA8_EXT 0x8C43\n#define GL_SLUMINANCE_ALPHA_EXT 0x8C44\n#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45\n#define GL_SLUMINANCE_EXT 0x8C46\n#define GL_SLUMINANCE8_EXT 0x8C47\n#define GL_COMPRESSED_SRGB_EXT 0x8C48\n#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49\n#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A\n#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B\n#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F\n\n#define GLEW_EXT_texture_sRGB GLEW_GET_VAR(__GLEW_EXT_texture_sRGB)\n\n#endif /* GL_EXT_texture_sRGB */\n\n/* ------------------------- GL_EXT_texture_sRGB_R8 ------------------------ */\n\n#ifndef GL_EXT_texture_sRGB_R8\n#define GL_EXT_texture_sRGB_R8 1\n\n#define GL_SR8_EXT 0x8FBD\n\n#define GLEW_EXT_texture_sRGB_R8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_R8)\n\n#endif /* GL_EXT_texture_sRGB_R8 */\n\n/* ------------------------ GL_EXT_texture_sRGB_RG8 ------------------------ */\n\n#ifndef GL_EXT_texture_sRGB_RG8\n#define GL_EXT_texture_sRGB_RG8 1\n\n#define GL_SRG8_EXT 0x8FBE\n\n#define GLEW_EXT_texture_sRGB_RG8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_RG8)\n\n#endif /* GL_EXT_texture_sRGB_RG8 */\n\n/* ----------------------- GL_EXT_texture_sRGB_decode ---------------------- */\n\n#ifndef GL_EXT_texture_sRGB_decode\n#define GL_EXT_texture_sRGB_decode 1\n\n#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48\n#define GL_DECODE_EXT 0x8A49\n#define GL_SKIP_DECODE_EXT 0x8A4A\n\n#define GLEW_EXT_texture_sRGB_decode GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_decode)\n\n#endif /* GL_EXT_texture_sRGB_decode */\n\n/* --------------------- GL_EXT_texture_shared_exponent -------------------- */\n\n#ifndef GL_EXT_texture_shared_exponent\n#define GL_EXT_texture_shared_exponent 1\n\n#define GL_RGB9_E5_EXT 0x8C3D\n#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E\n#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F\n\n#define GLEW_EXT_texture_shared_exponent GLEW_GET_VAR(__GLEW_EXT_texture_shared_exponent)\n\n#endif /* GL_EXT_texture_shared_exponent */\n\n/* -------------------------- GL_EXT_texture_snorm ------------------------- */\n\n#ifndef GL_EXT_texture_snorm\n#define GL_EXT_texture_snorm 1\n\n#define GL_RED_SNORM 0x8F90\n#define GL_RG_SNORM 0x8F91\n#define GL_RGB_SNORM 0x8F92\n#define GL_RGBA_SNORM 0x8F93\n#define GL_R8_SNORM 0x8F94\n#define GL_RG8_SNORM 0x8F95\n#define GL_RGB8_SNORM 0x8F96\n#define GL_RGBA8_SNORM 0x8F97\n#define GL_R16_SNORM 0x8F98\n#define GL_RG16_SNORM 0x8F99\n#define GL_RGB16_SNORM 0x8F9A\n#define GL_RGBA16_SNORM 0x8F9B\n#define GL_SIGNED_NORMALIZED 0x8F9C\n#define GL_ALPHA_SNORM 0x9010\n#define GL_LUMINANCE_SNORM 0x9011\n#define GL_LUMINANCE_ALPHA_SNORM 0x9012\n#define GL_INTENSITY_SNORM 0x9013\n#define GL_ALPHA8_SNORM 0x9014\n#define GL_LUMINANCE8_SNORM 0x9015\n#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016\n#define GL_INTENSITY8_SNORM 0x9017\n#define GL_ALPHA16_SNORM 0x9018\n#define GL_LUMINANCE16_SNORM 0x9019\n#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A\n#define GL_INTENSITY16_SNORM 0x901B\n\n#define GLEW_EXT_texture_snorm GLEW_GET_VAR(__GLEW_EXT_texture_snorm)\n\n#endif /* GL_EXT_texture_snorm */\n\n/* ------------------------- GL_EXT_texture_storage ------------------------ */\n\n#ifndef GL_EXT_texture_storage\n#define GL_EXT_texture_storage 1\n\n#define GL_ALPHA8_EXT 0x803C\n#define GL_LUMINANCE8_EXT 0x8040\n#define GL_LUMINANCE8_ALPHA8_EXT 0x8045\n#define GL_RGB10_EXT 0x8052\n#define GL_RGB10_A2_EXT 0x8059\n#define GL_R8_EXT 0x8229\n#define GL_RG8_EXT 0x822B\n#define GL_R16F_EXT 0x822D\n#define GL_R32F_EXT 0x822E\n#define GL_RG16F_EXT 0x822F\n#define GL_RG32F_EXT 0x8230\n#define GL_RGBA32F_EXT 0x8814\n#define GL_RGB32F_EXT 0x8815\n#define GL_ALPHA32F_EXT 0x8816\n#define GL_LUMINANCE32F_EXT 0x8818\n#define GL_LUMINANCE_ALPHA32F_EXT 0x8819\n#define GL_RGBA16F_EXT 0x881A\n#define GL_RGB16F_EXT 0x881B\n#define GL_ALPHA16F_EXT 0x881C\n#define GL_LUMINANCE16F_EXT 0x881E\n#define GL_LUMINANCE_ALPHA16F_EXT 0x881F\n#define GL_RGB_RAW_422_APPLE 0x8A51\n#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F\n#define GL_BGRA8_EXT 0x93A1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glTexStorage1DEXT GLEW_GET_FUN(__glewTexStorage1DEXT)\n#define glTexStorage2DEXT GLEW_GET_FUN(__glewTexStorage2DEXT)\n#define glTexStorage3DEXT GLEW_GET_FUN(__glewTexStorage3DEXT)\n#define glTextureStorage1DEXT GLEW_GET_FUN(__glewTextureStorage1DEXT)\n#define glTextureStorage2DEXT GLEW_GET_FUN(__glewTextureStorage2DEXT)\n#define glTextureStorage3DEXT GLEW_GET_FUN(__glewTextureStorage3DEXT)\n\n#define GLEW_EXT_texture_storage GLEW_GET_VAR(__GLEW_EXT_texture_storage)\n\n#endif /* GL_EXT_texture_storage */\n\n/* ------------------------- GL_EXT_texture_swizzle ------------------------ */\n\n#ifndef GL_EXT_texture_swizzle\n#define GL_EXT_texture_swizzle 1\n\n#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42\n#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43\n#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44\n#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45\n#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46\n\n#define GLEW_EXT_texture_swizzle GLEW_GET_VAR(__GLEW_EXT_texture_swizzle)\n\n#endif /* GL_EXT_texture_swizzle */\n\n/* ------------------- GL_EXT_texture_type_2_10_10_10_REV ------------------ */\n\n#ifndef GL_EXT_texture_type_2_10_10_10_REV\n#define GL_EXT_texture_type_2_10_10_10_REV 1\n\n#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368\n\n#define GLEW_EXT_texture_type_2_10_10_10_REV GLEW_GET_VAR(__GLEW_EXT_texture_type_2_10_10_10_REV)\n\n#endif /* GL_EXT_texture_type_2_10_10_10_REV */\n\n/* -------------------------- GL_EXT_texture_view -------------------------- */\n\n#ifndef GL_EXT_texture_view\n#define GL_EXT_texture_view 1\n\n#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB\n#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC\n#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD\n#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE\n#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);\n\n#define glTextureViewEXT GLEW_GET_FUN(__glewTextureViewEXT)\n\n#define GLEW_EXT_texture_view GLEW_GET_VAR(__GLEW_EXT_texture_view)\n\n#endif /* GL_EXT_texture_view */\n\n/* --------------------------- GL_EXT_timer_query -------------------------- */\n\n#ifndef GL_EXT_timer_query\n#define GL_EXT_timer_query 1\n\n#define GL_TIME_ELAPSED_EXT 0x88BF\n\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params);\ntypedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params);\n\n#define glGetQueryObjecti64vEXT GLEW_GET_FUN(__glewGetQueryObjecti64vEXT)\n#define glGetQueryObjectui64vEXT GLEW_GET_FUN(__glewGetQueryObjectui64vEXT)\n\n#define GLEW_EXT_timer_query GLEW_GET_VAR(__GLEW_EXT_timer_query)\n\n#endif /* GL_EXT_timer_query */\n\n/* ----------------------- GL_EXT_transform_feedback ----------------------- */\n\n#ifndef GL_EXT_transform_feedback\n#define GL_EXT_transform_feedback 1\n\n#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76\n#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80\n#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83\n#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84\n#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85\n#define GL_PRIMITIVES_GENERATED_EXT 0x8C87\n#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88\n#define GL_RASTERIZER_DISCARD_EXT 0x8C89\n#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B\n#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C\n#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D\n#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F\n\ntypedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei *size, GLenum *type, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar * const* varyings, GLenum bufferMode);\n\n#define glBeginTransformFeedbackEXT GLEW_GET_FUN(__glewBeginTransformFeedbackEXT)\n#define glBindBufferBaseEXT GLEW_GET_FUN(__glewBindBufferBaseEXT)\n#define glBindBufferOffsetEXT GLEW_GET_FUN(__glewBindBufferOffsetEXT)\n#define glBindBufferRangeEXT GLEW_GET_FUN(__glewBindBufferRangeEXT)\n#define glEndTransformFeedbackEXT GLEW_GET_FUN(__glewEndTransformFeedbackEXT)\n#define glGetTransformFeedbackVaryingEXT GLEW_GET_FUN(__glewGetTransformFeedbackVaryingEXT)\n#define glTransformFeedbackVaryingsEXT GLEW_GET_FUN(__glewTransformFeedbackVaryingsEXT)\n\n#define GLEW_EXT_transform_feedback GLEW_GET_VAR(__GLEW_EXT_transform_feedback)\n\n#endif /* GL_EXT_transform_feedback */\n\n/* ------------------------- GL_EXT_unpack_subimage ------------------------ */\n\n#ifndef GL_EXT_unpack_subimage\n#define GL_EXT_unpack_subimage 1\n\n#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2\n#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3\n#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4\n\n#define GLEW_EXT_unpack_subimage GLEW_GET_VAR(__GLEW_EXT_unpack_subimage)\n\n#endif /* GL_EXT_unpack_subimage */\n\n/* -------------------------- GL_EXT_vertex_array -------------------------- */\n\n#ifndef GL_EXT_vertex_array\n#define GL_EXT_vertex_array 1\n\n#define GL_DOUBLE_EXT 0x140A\n#define GL_VERTEX_ARRAY_EXT 0x8074\n#define GL_NORMAL_ARRAY_EXT 0x8075\n#define GL_COLOR_ARRAY_EXT 0x8076\n#define GL_INDEX_ARRAY_EXT 0x8077\n#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078\n#define GL_EDGE_FLAG_ARRAY_EXT 0x8079\n#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A\n#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B\n#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C\n#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D\n#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E\n#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F\n#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080\n#define GL_COLOR_ARRAY_SIZE_EXT 0x8081\n#define GL_COLOR_ARRAY_TYPE_EXT 0x8082\n#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083\n#define GL_COLOR_ARRAY_COUNT_EXT 0x8084\n#define GL_INDEX_ARRAY_TYPE_EXT 0x8085\n#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086\n#define GL_INDEX_ARRAY_COUNT_EXT 0x8087\n#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088\n#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089\n#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A\n#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B\n#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C\n#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D\n#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E\n#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F\n#define GL_COLOR_ARRAY_POINTER_EXT 0x8090\n#define GL_INDEX_ARRAY_POINTER_EXT 0x8091\n#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092\n#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093\n\ntypedef void (GLAPIENTRY * PFNGLARRAYELEMENTEXTPROC) (GLint i);\ntypedef void (GLAPIENTRY * PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count);\ntypedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean* pointer);\ntypedef void (GLAPIENTRY * PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);\n\n#define glArrayElementEXT GLEW_GET_FUN(__glewArrayElementEXT)\n#define glColorPointerEXT GLEW_GET_FUN(__glewColorPointerEXT)\n#define glDrawArraysEXT GLEW_GET_FUN(__glewDrawArraysEXT)\n#define glEdgeFlagPointerEXT GLEW_GET_FUN(__glewEdgeFlagPointerEXT)\n#define glIndexPointerEXT GLEW_GET_FUN(__glewIndexPointerEXT)\n#define glNormalPointerEXT GLEW_GET_FUN(__glewNormalPointerEXT)\n#define glTexCoordPointerEXT GLEW_GET_FUN(__glewTexCoordPointerEXT)\n#define glVertexPointerEXT GLEW_GET_FUN(__glewVertexPointerEXT)\n\n#define GLEW_EXT_vertex_array GLEW_GET_VAR(__GLEW_EXT_vertex_array)\n\n#endif /* GL_EXT_vertex_array */\n\n/* ------------------------ GL_EXT_vertex_array_bgra ----------------------- */\n\n#ifndef GL_EXT_vertex_array_bgra\n#define GL_EXT_vertex_array_bgra 1\n\n#define GL_BGRA 0x80E1\n\n#define GLEW_EXT_vertex_array_bgra GLEW_GET_VAR(__GLEW_EXT_vertex_array_bgra)\n\n#endif /* GL_EXT_vertex_array_bgra */\n\n/* ----------------------- GL_EXT_vertex_array_setXXX ---------------------- */\n\n#ifndef GL_EXT_vertex_array_setXXX\n#define GL_EXT_vertex_array_setXXX 1\n\ntypedef void (GLAPIENTRY * PFNGLBINDARRAYSETEXTPROC) (const void *arrayset);\ntypedef const void * (GLAPIENTRY * PFNGLCREATEARRAYSETEXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLDELETEARRAYSETSEXTPROC) (GLsizei n, const void *arrayset[]);\n\n#define glBindArraySetEXT GLEW_GET_FUN(__glewBindArraySetEXT)\n#define glCreateArraySetExt GLEW_GET_FUN(__glewCreateArraySetExt)\n#define glDeleteArraySetsEXT GLEW_GET_FUN(__glewDeleteArraySetsEXT)\n\n#define GLEW_EXT_vertex_array_setXXX GLEW_GET_VAR(__GLEW_EXT_vertex_array_setXXX)\n\n#endif /* GL_EXT_vertex_array_setXXX */\n\n/* ----------------------- GL_EXT_vertex_attrib_64bit ---------------------- */\n\n#ifndef GL_EXT_vertex_attrib_64bit\n#define GL_EXT_vertex_attrib_64bit 1\n\n#define GL_DOUBLE_MAT2_EXT 0x8F46\n#define GL_DOUBLE_MAT3_EXT 0x8F47\n#define GL_DOUBLE_MAT4_EXT 0x8F48\n#define GL_DOUBLE_MAT2x3_EXT 0x8F49\n#define GL_DOUBLE_MAT2x4_EXT 0x8F4A\n#define GL_DOUBLE_MAT3x2_EXT 0x8F4B\n#define GL_DOUBLE_MAT3x4_EXT 0x8F4C\n#define GL_DOUBLE_MAT4x2_EXT 0x8F4D\n#define GL_DOUBLE_MAT4x3_EXT 0x8F4E\n#define GL_DOUBLE_VEC2_EXT 0x8FFC\n#define GL_DOUBLE_VEC3_EXT 0x8FFD\n#define GL_DOUBLE_VEC4_EXT 0x8FFE\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);\n\n#define glGetVertexAttribLdvEXT GLEW_GET_FUN(__glewGetVertexAttribLdvEXT)\n#define glVertexArrayVertexAttribLOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLOffsetEXT)\n#define glVertexAttribL1dEXT GLEW_GET_FUN(__glewVertexAttribL1dEXT)\n#define glVertexAttribL1dvEXT GLEW_GET_FUN(__glewVertexAttribL1dvEXT)\n#define glVertexAttribL2dEXT GLEW_GET_FUN(__glewVertexAttribL2dEXT)\n#define glVertexAttribL2dvEXT GLEW_GET_FUN(__glewVertexAttribL2dvEXT)\n#define glVertexAttribL3dEXT GLEW_GET_FUN(__glewVertexAttribL3dEXT)\n#define glVertexAttribL3dvEXT GLEW_GET_FUN(__glewVertexAttribL3dvEXT)\n#define glVertexAttribL4dEXT GLEW_GET_FUN(__glewVertexAttribL4dEXT)\n#define glVertexAttribL4dvEXT GLEW_GET_FUN(__glewVertexAttribL4dvEXT)\n#define glVertexAttribLPointerEXT GLEW_GET_FUN(__glewVertexAttribLPointerEXT)\n\n#define GLEW_EXT_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_EXT_vertex_attrib_64bit)\n\n#endif /* GL_EXT_vertex_attrib_64bit */\n\n/* -------------------------- GL_EXT_vertex_shader ------------------------- */\n\n#ifndef GL_EXT_vertex_shader\n#define GL_EXT_vertex_shader 1\n\n#define GL_VERTEX_SHADER_EXT 0x8780\n#define GL_VERTEX_SHADER_BINDING_EXT 0x8781\n#define GL_OP_INDEX_EXT 0x8782\n#define GL_OP_NEGATE_EXT 0x8783\n#define GL_OP_DOT3_EXT 0x8784\n#define GL_OP_DOT4_EXT 0x8785\n#define GL_OP_MUL_EXT 0x8786\n#define GL_OP_ADD_EXT 0x8787\n#define GL_OP_MADD_EXT 0x8788\n#define GL_OP_FRAC_EXT 0x8789\n#define GL_OP_MAX_EXT 0x878A\n#define GL_OP_MIN_EXT 0x878B\n#define GL_OP_SET_GE_EXT 0x878C\n#define GL_OP_SET_LT_EXT 0x878D\n#define GL_OP_CLAMP_EXT 0x878E\n#define GL_OP_FLOOR_EXT 0x878F\n#define GL_OP_ROUND_EXT 0x8790\n#define GL_OP_EXP_BASE_2_EXT 0x8791\n#define GL_OP_LOG_BASE_2_EXT 0x8792\n#define GL_OP_POWER_EXT 0x8793\n#define GL_OP_RECIP_EXT 0x8794\n#define GL_OP_RECIP_SQRT_EXT 0x8795\n#define GL_OP_SUB_EXT 0x8796\n#define GL_OP_CROSS_PRODUCT_EXT 0x8797\n#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798\n#define GL_OP_MOV_EXT 0x8799\n#define GL_OUTPUT_VERTEX_EXT 0x879A\n#define GL_OUTPUT_COLOR0_EXT 0x879B\n#define GL_OUTPUT_COLOR1_EXT 0x879C\n#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D\n#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E\n#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F\n#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0\n#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1\n#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2\n#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3\n#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4\n#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5\n#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6\n#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7\n#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8\n#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9\n#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA\n#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB\n#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC\n#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD\n#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE\n#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF\n#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0\n#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1\n#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2\n#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3\n#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4\n#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5\n#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6\n#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7\n#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8\n#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9\n#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA\n#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB\n#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC\n#define GL_OUTPUT_FOG_EXT 0x87BD\n#define GL_SCALAR_EXT 0x87BE\n#define GL_VECTOR_EXT 0x87BF\n#define GL_MATRIX_EXT 0x87C0\n#define GL_VARIANT_EXT 0x87C1\n#define GL_INVARIANT_EXT 0x87C2\n#define GL_LOCAL_CONSTANT_EXT 0x87C3\n#define GL_LOCAL_EXT 0x87C4\n#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5\n#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6\n#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7\n#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8\n#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD\n#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE\n#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF\n#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0\n#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1\n#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2\n#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3\n#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4\n#define GL_X_EXT 0x87D5\n#define GL_Y_EXT 0x87D6\n#define GL_Z_EXT 0x87D7\n#define GL_W_EXT 0x87D8\n#define GL_NEGATIVE_X_EXT 0x87D9\n#define GL_NEGATIVE_Y_EXT 0x87DA\n#define GL_NEGATIVE_Z_EXT 0x87DB\n#define GL_NEGATIVE_W_EXT 0x87DC\n#define GL_ZERO_EXT 0x87DD\n#define GL_ONE_EXT 0x87DE\n#define GL_NEGATIVE_ONE_EXT 0x87DF\n#define GL_NORMALIZED_RANGE_EXT 0x87E0\n#define GL_FULL_RANGE_EXT 0x87E1\n#define GL_CURRENT_VERTEX_EXT 0x87E2\n#define GL_MVP_MATRIX_EXT 0x87E3\n#define GL_VARIANT_VALUE_EXT 0x87E4\n#define GL_VARIANT_DATATYPE_EXT 0x87E5\n#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6\n#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7\n#define GL_VARIANT_ARRAY_EXT 0x87E8\n#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9\n#define GL_INVARIANT_VALUE_EXT 0x87EA\n#define GL_INVARIANT_DATATYPE_EXT 0x87EB\n#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC\n#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED\n\ntypedef void (GLAPIENTRY * PFNGLBEGINVERTEXSHADEREXTPROC) (void);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDPARAMETEREXTPROC) (GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value);\ntypedef GLuint (GLAPIENTRY * PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value);\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENDVERTEXSHADEREXTPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);\ntypedef GLuint (GLAPIENTRY * PFNGLGENSYMBOLSEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components);\ntypedef GLuint (GLAPIENTRY * PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range);\ntypedef void (GLAPIENTRY * PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);\ntypedef void (GLAPIENTRY * PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);\ntypedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);\ntypedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);\ntypedef void (GLAPIENTRY * PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data);\ntypedef void (GLAPIENTRY * PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap);\ntypedef void (GLAPIENTRY * PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, void *addr);\ntypedef void (GLAPIENTRY * PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, void *addr);\ntypedef void (GLAPIENTRY * PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1);\ntypedef void (GLAPIENTRY * PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2);\ntypedef void (GLAPIENTRY * PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3);\ntypedef void (GLAPIENTRY * PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);\ntypedef void (GLAPIENTRY * PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, void *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTBVEXTPROC) (GLuint id, GLbyte *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTDVEXTPROC) (GLuint id, GLdouble *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTFVEXTPROC) (GLuint id, GLfloat *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTIVEXTPROC) (GLuint id, GLint *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTSVEXTPROC) (GLuint id, GLshort *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTUBVEXTPROC) (GLuint id, GLubyte *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTUIVEXTPROC) (GLuint id, GLuint *addr);\ntypedef void (GLAPIENTRY * PFNGLVARIANTUSVEXTPROC) (GLuint id, GLushort *addr);\ntypedef void (GLAPIENTRY * PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);\n\n#define glBeginVertexShaderEXT GLEW_GET_FUN(__glewBeginVertexShaderEXT)\n#define glBindLightParameterEXT GLEW_GET_FUN(__glewBindLightParameterEXT)\n#define glBindMaterialParameterEXT GLEW_GET_FUN(__glewBindMaterialParameterEXT)\n#define glBindParameterEXT GLEW_GET_FUN(__glewBindParameterEXT)\n#define glBindTexGenParameterEXT GLEW_GET_FUN(__glewBindTexGenParameterEXT)\n#define glBindTextureUnitParameterEXT GLEW_GET_FUN(__glewBindTextureUnitParameterEXT)\n#define glBindVertexShaderEXT GLEW_GET_FUN(__glewBindVertexShaderEXT)\n#define glDeleteVertexShaderEXT GLEW_GET_FUN(__glewDeleteVertexShaderEXT)\n#define glDisableVariantClientStateEXT GLEW_GET_FUN(__glewDisableVariantClientStateEXT)\n#define glEnableVariantClientStateEXT GLEW_GET_FUN(__glewEnableVariantClientStateEXT)\n#define glEndVertexShaderEXT GLEW_GET_FUN(__glewEndVertexShaderEXT)\n#define glExtractComponentEXT GLEW_GET_FUN(__glewExtractComponentEXT)\n#define glGenSymbolsEXT GLEW_GET_FUN(__glewGenSymbolsEXT)\n#define glGenVertexShadersEXT GLEW_GET_FUN(__glewGenVertexShadersEXT)\n#define glGetInvariantBooleanvEXT GLEW_GET_FUN(__glewGetInvariantBooleanvEXT)\n#define glGetInvariantFloatvEXT GLEW_GET_FUN(__glewGetInvariantFloatvEXT)\n#define glGetInvariantIntegervEXT GLEW_GET_FUN(__glewGetInvariantIntegervEXT)\n#define glGetLocalConstantBooleanvEXT GLEW_GET_FUN(__glewGetLocalConstantBooleanvEXT)\n#define glGetLocalConstantFloatvEXT GLEW_GET_FUN(__glewGetLocalConstantFloatvEXT)\n#define glGetLocalConstantIntegervEXT GLEW_GET_FUN(__glewGetLocalConstantIntegervEXT)\n#define glGetVariantBooleanvEXT GLEW_GET_FUN(__glewGetVariantBooleanvEXT)\n#define glGetVariantFloatvEXT GLEW_GET_FUN(__glewGetVariantFloatvEXT)\n#define glGetVariantIntegervEXT GLEW_GET_FUN(__glewGetVariantIntegervEXT)\n#define glGetVariantPointervEXT GLEW_GET_FUN(__glewGetVariantPointervEXT)\n#define glInsertComponentEXT GLEW_GET_FUN(__glewInsertComponentEXT)\n#define glIsVariantEnabledEXT GLEW_GET_FUN(__glewIsVariantEnabledEXT)\n#define glSetInvariantEXT GLEW_GET_FUN(__glewSetInvariantEXT)\n#define glSetLocalConstantEXT GLEW_GET_FUN(__glewSetLocalConstantEXT)\n#define glShaderOp1EXT GLEW_GET_FUN(__glewShaderOp1EXT)\n#define glShaderOp2EXT GLEW_GET_FUN(__glewShaderOp2EXT)\n#define glShaderOp3EXT GLEW_GET_FUN(__glewShaderOp3EXT)\n#define glSwizzleEXT GLEW_GET_FUN(__glewSwizzleEXT)\n#define glVariantPointerEXT GLEW_GET_FUN(__glewVariantPointerEXT)\n#define glVariantbvEXT GLEW_GET_FUN(__glewVariantbvEXT)\n#define glVariantdvEXT GLEW_GET_FUN(__glewVariantdvEXT)\n#define glVariantfvEXT GLEW_GET_FUN(__glewVariantfvEXT)\n#define glVariantivEXT GLEW_GET_FUN(__glewVariantivEXT)\n#define glVariantsvEXT GLEW_GET_FUN(__glewVariantsvEXT)\n#define glVariantubvEXT GLEW_GET_FUN(__glewVariantubvEXT)\n#define glVariantuivEXT GLEW_GET_FUN(__glewVariantuivEXT)\n#define glVariantusvEXT GLEW_GET_FUN(__glewVariantusvEXT)\n#define glWriteMaskEXT GLEW_GET_FUN(__glewWriteMaskEXT)\n\n#define GLEW_EXT_vertex_shader GLEW_GET_VAR(__GLEW_EXT_vertex_shader)\n\n#endif /* GL_EXT_vertex_shader */\n\n/* ------------------------ GL_EXT_vertex_weighting ------------------------ */\n\n#ifndef GL_EXT_vertex_weighting\n#define GL_EXT_vertex_weighting 1\n\n#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3\n#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6\n#define GL_MODELVIEW0_EXT 0x1700\n#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502\n#define GL_MODELVIEW1_MATRIX_EXT 0x8506\n#define GL_VERTEX_WEIGHTING_EXT 0x8509\n#define GL_MODELVIEW1_EXT 0x850A\n#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B\n#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C\n#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D\n#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E\n#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F\n#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFVEXTPROC) (GLfloat* weight);\n\n#define glVertexWeightPointerEXT GLEW_GET_FUN(__glewVertexWeightPointerEXT)\n#define glVertexWeightfEXT GLEW_GET_FUN(__glewVertexWeightfEXT)\n#define glVertexWeightfvEXT GLEW_GET_FUN(__glewVertexWeightfvEXT)\n\n#define GLEW_EXT_vertex_weighting GLEW_GET_VAR(__GLEW_EXT_vertex_weighting)\n\n#endif /* GL_EXT_vertex_weighting */\n\n/* ------------------------ GL_EXT_win32_keyed_mutex ----------------------- */\n\n#ifndef GL_EXT_win32_keyed_mutex\n#define GL_EXT_win32_keyed_mutex 1\n\ntypedef GLboolean (GLAPIENTRY * PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout);\ntypedef GLboolean (GLAPIENTRY * PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key);\n\n#define glAcquireKeyedMutexWin32EXT GLEW_GET_FUN(__glewAcquireKeyedMutexWin32EXT)\n#define glReleaseKeyedMutexWin32EXT GLEW_GET_FUN(__glewReleaseKeyedMutexWin32EXT)\n\n#define GLEW_EXT_win32_keyed_mutex GLEW_GET_VAR(__GLEW_EXT_win32_keyed_mutex)\n\n#endif /* GL_EXT_win32_keyed_mutex */\n\n/* ------------------------ GL_EXT_window_rectangles ----------------------- */\n\n#ifndef GL_EXT_window_rectangles\n#define GL_EXT_window_rectangles 1\n\n#define GL_INCLUSIVE_EXT 0x8F10\n#define GL_EXCLUSIVE_EXT 0x8F11\n#define GL_WINDOW_RECTANGLE_EXT 0x8F12\n#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13\n#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14\n#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15\n\ntypedef void (GLAPIENTRY * PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint box[]);\n\n#define glWindowRectanglesEXT GLEW_GET_FUN(__glewWindowRectanglesEXT)\n\n#define GLEW_EXT_window_rectangles GLEW_GET_VAR(__GLEW_EXT_window_rectangles)\n\n#endif /* GL_EXT_window_rectangles */\n\n/* ------------------------- GL_EXT_x11_sync_object ------------------------ */\n\n#ifndef GL_EXT_x11_sync_object\n#define GL_EXT_x11_sync_object 1\n\n#define GL_SYNC_X11_FENCE_EXT 0x90E1\n\ntypedef GLsync (GLAPIENTRY * PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags);\n\n#define glImportSyncEXT GLEW_GET_FUN(__glewImportSyncEXT)\n\n#define GLEW_EXT_x11_sync_object GLEW_GET_VAR(__GLEW_EXT_x11_sync_object)\n\n#endif /* GL_EXT_x11_sync_object */\n\n/* ---------------------- GL_GREMEDY_frame_terminator ---------------------- */\n\n#ifndef GL_GREMEDY_frame_terminator\n#define GL_GREMEDY_frame_terminator 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMETERMINATORGREMEDYPROC) (void);\n\n#define glFrameTerminatorGREMEDY GLEW_GET_FUN(__glewFrameTerminatorGREMEDY)\n\n#define GLEW_GREMEDY_frame_terminator GLEW_GET_VAR(__GLEW_GREMEDY_frame_terminator)\n\n#endif /* GL_GREMEDY_frame_terminator */\n\n/* ------------------------ GL_GREMEDY_string_marker ----------------------- */\n\n#ifndef GL_GREMEDY_string_marker\n#define GL_GREMEDY_string_marker 1\n\ntypedef void (GLAPIENTRY * PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string);\n\n#define glStringMarkerGREMEDY GLEW_GET_FUN(__glewStringMarkerGREMEDY)\n\n#define GLEW_GREMEDY_string_marker GLEW_GET_VAR(__GLEW_GREMEDY_string_marker)\n\n#endif /* GL_GREMEDY_string_marker */\n\n/* --------------------- GL_HP_convolution_border_modes -------------------- */\n\n#ifndef GL_HP_convolution_border_modes\n#define GL_HP_convolution_border_modes 1\n\n#define GLEW_HP_convolution_border_modes GLEW_GET_VAR(__GLEW_HP_convolution_border_modes)\n\n#endif /* GL_HP_convolution_border_modes */\n\n/* ------------------------- GL_HP_image_transform ------------------------- */\n\n#ifndef GL_HP_image_transform\n#define GL_HP_image_transform 1\n\ntypedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);\n\n#define glGetImageTransformParameterfvHP GLEW_GET_FUN(__glewGetImageTransformParameterfvHP)\n#define glGetImageTransformParameterivHP GLEW_GET_FUN(__glewGetImageTransformParameterivHP)\n#define glImageTransformParameterfHP GLEW_GET_FUN(__glewImageTransformParameterfHP)\n#define glImageTransformParameterfvHP GLEW_GET_FUN(__glewImageTransformParameterfvHP)\n#define glImageTransformParameteriHP GLEW_GET_FUN(__glewImageTransformParameteriHP)\n#define glImageTransformParameterivHP GLEW_GET_FUN(__glewImageTransformParameterivHP)\n\n#define GLEW_HP_image_transform GLEW_GET_VAR(__GLEW_HP_image_transform)\n\n#endif /* GL_HP_image_transform */\n\n/* -------------------------- GL_HP_occlusion_test ------------------------- */\n\n#ifndef GL_HP_occlusion_test\n#define GL_HP_occlusion_test 1\n\n#define GLEW_HP_occlusion_test GLEW_GET_VAR(__GLEW_HP_occlusion_test)\n\n#endif /* GL_HP_occlusion_test */\n\n/* ------------------------- GL_HP_texture_lighting ------------------------ */\n\n#ifndef GL_HP_texture_lighting\n#define GL_HP_texture_lighting 1\n\n#define GLEW_HP_texture_lighting GLEW_GET_VAR(__GLEW_HP_texture_lighting)\n\n#endif /* GL_HP_texture_lighting */\n\n/* --------------------------- GL_IBM_cull_vertex -------------------------- */\n\n#ifndef GL_IBM_cull_vertex\n#define GL_IBM_cull_vertex 1\n\n#define GL_CULL_VERTEX_IBM 103050\n\n#define GLEW_IBM_cull_vertex GLEW_GET_VAR(__GLEW_IBM_cull_vertex)\n\n#endif /* GL_IBM_cull_vertex */\n\n/* ---------------------- GL_IBM_multimode_draw_arrays --------------------- */\n\n#ifndef GL_IBM_multimode_draw_arrays\n#define GL_IBM_multimode_draw_arrays 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum* mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride);\ntypedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum* mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei primcount, GLint modestride);\n\n#define glMultiModeDrawArraysIBM GLEW_GET_FUN(__glewMultiModeDrawArraysIBM)\n#define glMultiModeDrawElementsIBM GLEW_GET_FUN(__glewMultiModeDrawElementsIBM)\n\n#define GLEW_IBM_multimode_draw_arrays GLEW_GET_VAR(__GLEW_IBM_multimode_draw_arrays)\n\n#endif /* GL_IBM_multimode_draw_arrays */\n\n/* ------------------------- GL_IBM_rasterpos_clip ------------------------- */\n\n#ifndef GL_IBM_rasterpos_clip\n#define GL_IBM_rasterpos_clip 1\n\n#define GL_RASTER_POSITION_UNCLIPPED_IBM 103010\n\n#define GLEW_IBM_rasterpos_clip GLEW_GET_VAR(__GLEW_IBM_rasterpos_clip)\n\n#endif /* GL_IBM_rasterpos_clip */\n\n/* --------------------------- GL_IBM_static_data -------------------------- */\n\n#ifndef GL_IBM_static_data\n#define GL_IBM_static_data 1\n\n#define GL_ALL_STATIC_DATA_IBM 103060\n#define GL_STATIC_VERTEX_ARRAY_IBM 103061\n\n#define GLEW_IBM_static_data GLEW_GET_VAR(__GLEW_IBM_static_data)\n\n#endif /* GL_IBM_static_data */\n\n/* --------------------- GL_IBM_texture_mirrored_repeat -------------------- */\n\n#ifndef GL_IBM_texture_mirrored_repeat\n#define GL_IBM_texture_mirrored_repeat 1\n\n#define GL_MIRRORED_REPEAT_IBM 0x8370\n\n#define GLEW_IBM_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_IBM_texture_mirrored_repeat)\n\n#endif /* GL_IBM_texture_mirrored_repeat */\n\n/* ----------------------- GL_IBM_vertex_array_lists ----------------------- */\n\n#ifndef GL_IBM_vertex_array_lists\n#define GL_IBM_vertex_array_lists 1\n\n#define GL_VERTEX_ARRAY_LIST_IBM 103070\n#define GL_NORMAL_ARRAY_LIST_IBM 103071\n#define GL_COLOR_ARRAY_LIST_IBM 103072\n#define GL_INDEX_ARRAY_LIST_IBM 103073\n#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074\n#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075\n#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076\n#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077\n#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080\n#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081\n#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082\n#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083\n#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084\n#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085\n#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086\n#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087\n\ntypedef void (GLAPIENTRY * PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean ** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);\n\n#define glColorPointerListIBM GLEW_GET_FUN(__glewColorPointerListIBM)\n#define glEdgeFlagPointerListIBM GLEW_GET_FUN(__glewEdgeFlagPointerListIBM)\n#define glFogCoordPointerListIBM GLEW_GET_FUN(__glewFogCoordPointerListIBM)\n#define glIndexPointerListIBM GLEW_GET_FUN(__glewIndexPointerListIBM)\n#define glNormalPointerListIBM GLEW_GET_FUN(__glewNormalPointerListIBM)\n#define glSecondaryColorPointerListIBM GLEW_GET_FUN(__glewSecondaryColorPointerListIBM)\n#define glTexCoordPointerListIBM GLEW_GET_FUN(__glewTexCoordPointerListIBM)\n#define glVertexPointerListIBM GLEW_GET_FUN(__glewVertexPointerListIBM)\n\n#define GLEW_IBM_vertex_array_lists GLEW_GET_VAR(__GLEW_IBM_vertex_array_lists)\n\n#endif /* GL_IBM_vertex_array_lists */\n\n/* -------------------------- GL_INGR_color_clamp -------------------------- */\n\n#ifndef GL_INGR_color_clamp\n#define GL_INGR_color_clamp 1\n\n#define GL_RED_MIN_CLAMP_INGR 0x8560\n#define GL_GREEN_MIN_CLAMP_INGR 0x8561\n#define GL_BLUE_MIN_CLAMP_INGR 0x8562\n#define GL_ALPHA_MIN_CLAMP_INGR 0x8563\n#define GL_RED_MAX_CLAMP_INGR 0x8564\n#define GL_GREEN_MAX_CLAMP_INGR 0x8565\n#define GL_BLUE_MAX_CLAMP_INGR 0x8566\n#define GL_ALPHA_MAX_CLAMP_INGR 0x8567\n\n#define GLEW_INGR_color_clamp GLEW_GET_VAR(__GLEW_INGR_color_clamp)\n\n#endif /* GL_INGR_color_clamp */\n\n/* ------------------------- GL_INGR_interlace_read ------------------------ */\n\n#ifndef GL_INGR_interlace_read\n#define GL_INGR_interlace_read 1\n\n#define GL_INTERLACE_READ_INGR 0x8568\n\n#define GLEW_INGR_interlace_read GLEW_GET_VAR(__GLEW_INGR_interlace_read)\n\n#endif /* GL_INGR_interlace_read */\n\n/* ------------------ GL_INTEL_conservative_rasterization ------------------ */\n\n#ifndef GL_INTEL_conservative_rasterization\n#define GL_INTEL_conservative_rasterization 1\n\n#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE\n\n#define GLEW_INTEL_conservative_rasterization GLEW_GET_VAR(__GLEW_INTEL_conservative_rasterization)\n\n#endif /* GL_INTEL_conservative_rasterization */\n\n/* ------------------- GL_INTEL_fragment_shader_ordering ------------------- */\n\n#ifndef GL_INTEL_fragment_shader_ordering\n#define GL_INTEL_fragment_shader_ordering 1\n\n#define GLEW_INTEL_fragment_shader_ordering GLEW_GET_VAR(__GLEW_INTEL_fragment_shader_ordering)\n\n#endif /* GL_INTEL_fragment_shader_ordering */\n\n/* ----------------------- GL_INTEL_framebuffer_CMAA ----------------------- */\n\n#ifndef GL_INTEL_framebuffer_CMAA\n#define GL_INTEL_framebuffer_CMAA 1\n\n#define GLEW_INTEL_framebuffer_CMAA GLEW_GET_VAR(__GLEW_INTEL_framebuffer_CMAA)\n\n#endif /* GL_INTEL_framebuffer_CMAA */\n\n/* -------------------------- GL_INTEL_map_texture ------------------------- */\n\n#ifndef GL_INTEL_map_texture\n#define GL_INTEL_map_texture 1\n\n#define GL_LAYOUT_DEFAULT_INTEL 0\n#define GL_LAYOUT_LINEAR_INTEL 1\n#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2\n#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF\n\ntypedef void * (GLAPIENTRY * PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint* stride, GLenum *layout);\ntypedef void (GLAPIENTRY * PFNGLSYNCTEXTUREINTELPROC) (GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level);\n\n#define glMapTexture2DINTEL GLEW_GET_FUN(__glewMapTexture2DINTEL)\n#define glSyncTextureINTEL GLEW_GET_FUN(__glewSyncTextureINTEL)\n#define glUnmapTexture2DINTEL GLEW_GET_FUN(__glewUnmapTexture2DINTEL)\n\n#define GLEW_INTEL_map_texture GLEW_GET_VAR(__GLEW_INTEL_map_texture)\n\n#endif /* GL_INTEL_map_texture */\n\n/* ------------------------ GL_INTEL_parallel_arrays ----------------------- */\n\n#ifndef GL_INTEL_parallel_arrays\n#define GL_INTEL_parallel_arrays 1\n\n#define GL_PARALLEL_ARRAYS_INTEL 0x83F4\n#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5\n#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6\n#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7\n#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8\n\ntypedef void (GLAPIENTRY * PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);\ntypedef void (GLAPIENTRY * PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void** pointer);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);\n\n#define glColorPointervINTEL GLEW_GET_FUN(__glewColorPointervINTEL)\n#define glNormalPointervINTEL GLEW_GET_FUN(__glewNormalPointervINTEL)\n#define glTexCoordPointervINTEL GLEW_GET_FUN(__glewTexCoordPointervINTEL)\n#define glVertexPointervINTEL GLEW_GET_FUN(__glewVertexPointervINTEL)\n\n#define GLEW_INTEL_parallel_arrays GLEW_GET_VAR(__GLEW_INTEL_parallel_arrays)\n\n#endif /* GL_INTEL_parallel_arrays */\n\n/* ----------------------- GL_INTEL_performance_query ---------------------- */\n\n#ifndef GL_INTEL_performance_query\n#define GL_INTEL_performance_query 1\n\n#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x0000\n#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x0001\n#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9\n#define GL_PERFQUERY_FLUSH_INTEL 0x83FA\n#define GL_PERFQUERY_WAIT_INTEL 0x83FB\n#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0\n#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1\n#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2\n#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3\n#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4\n#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5\n#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8\n#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9\n#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA\n#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB\n#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC\n#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD\n#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE\n#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF\n#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500\n\ntypedef void (GLAPIENTRY * PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle);\ntypedef void (GLAPIENTRY * PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint* queryHandle);\ntypedef void (GLAPIENTRY * PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle);\ntypedef void (GLAPIENTRY * PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle);\ntypedef void (GLAPIENTRY * PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint* queryId);\ntypedef void (GLAPIENTRY * PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint* nextQueryId);\ntypedef void (GLAPIENTRY * PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar* counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue);\ntypedef void (GLAPIENTRY * PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten);\ntypedef void (GLAPIENTRY * PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar* queryName, GLuint *queryId);\ntypedef void (GLAPIENTRY * PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar* queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask);\n\n#define glBeginPerfQueryINTEL GLEW_GET_FUN(__glewBeginPerfQueryINTEL)\n#define glCreatePerfQueryINTEL GLEW_GET_FUN(__glewCreatePerfQueryINTEL)\n#define glDeletePerfQueryINTEL GLEW_GET_FUN(__glewDeletePerfQueryINTEL)\n#define glEndPerfQueryINTEL GLEW_GET_FUN(__glewEndPerfQueryINTEL)\n#define glGetFirstPerfQueryIdINTEL GLEW_GET_FUN(__glewGetFirstPerfQueryIdINTEL)\n#define glGetNextPerfQueryIdINTEL GLEW_GET_FUN(__glewGetNextPerfQueryIdINTEL)\n#define glGetPerfCounterInfoINTEL GLEW_GET_FUN(__glewGetPerfCounterInfoINTEL)\n#define glGetPerfQueryDataINTEL GLEW_GET_FUN(__glewGetPerfQueryDataINTEL)\n#define glGetPerfQueryIdByNameINTEL GLEW_GET_FUN(__glewGetPerfQueryIdByNameINTEL)\n#define glGetPerfQueryInfoINTEL GLEW_GET_FUN(__glewGetPerfQueryInfoINTEL)\n\n#define GLEW_INTEL_performance_query GLEW_GET_VAR(__GLEW_INTEL_performance_query)\n\n#endif /* GL_INTEL_performance_query */\n\n/* ------------------------ GL_INTEL_texture_scissor ----------------------- */\n\n#ifndef GL_INTEL_texture_scissor\n#define GL_INTEL_texture_scissor 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXSCISSORFUNCINTELPROC) (GLenum target, GLenum lfunc, GLenum hfunc);\ntypedef void (GLAPIENTRY * PFNGLTEXSCISSORINTELPROC) (GLenum target, GLclampf tlow, GLclampf thigh);\n\n#define glTexScissorFuncINTEL GLEW_GET_FUN(__glewTexScissorFuncINTEL)\n#define glTexScissorINTEL GLEW_GET_FUN(__glewTexScissorINTEL)\n\n#define GLEW_INTEL_texture_scissor GLEW_GET_VAR(__GLEW_INTEL_texture_scissor)\n\n#endif /* GL_INTEL_texture_scissor */\n\n/* --------------------- GL_KHR_blend_equation_advanced -------------------- */\n\n#ifndef GL_KHR_blend_equation_advanced\n#define GL_KHR_blend_equation_advanced 1\n\n#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285\n#define GL_MULTIPLY_KHR 0x9294\n#define GL_SCREEN_KHR 0x9295\n#define GL_OVERLAY_KHR 0x9296\n#define GL_DARKEN_KHR 0x9297\n#define GL_LIGHTEN_KHR 0x9298\n#define GL_COLORDODGE_KHR 0x9299\n#define GL_COLORBURN_KHR 0x929A\n#define GL_HARDLIGHT_KHR 0x929B\n#define GL_SOFTLIGHT_KHR 0x929C\n#define GL_DIFFERENCE_KHR 0x929E\n#define GL_EXCLUSION_KHR 0x92A0\n#define GL_HSL_HUE_KHR 0x92AD\n#define GL_HSL_SATURATION_KHR 0x92AE\n#define GL_HSL_COLOR_KHR 0x92AF\n#define GL_HSL_LUMINOSITY_KHR 0x92B0\n\ntypedef void (GLAPIENTRY * PFNGLBLENDBARRIERKHRPROC) (void);\n\n#define glBlendBarrierKHR GLEW_GET_FUN(__glewBlendBarrierKHR)\n\n#define GLEW_KHR_blend_equation_advanced GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced)\n\n#endif /* GL_KHR_blend_equation_advanced */\n\n/* ---------------- GL_KHR_blend_equation_advanced_coherent ---------------- */\n\n#ifndef GL_KHR_blend_equation_advanced_coherent\n#define GL_KHR_blend_equation_advanced_coherent 1\n\n#define GLEW_KHR_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced_coherent)\n\n#endif /* GL_KHR_blend_equation_advanced_coherent */\n\n/* ---------------------- GL_KHR_context_flush_control --------------------- */\n\n#ifndef GL_KHR_context_flush_control\n#define GL_KHR_context_flush_control 1\n\n#define GLEW_KHR_context_flush_control GLEW_GET_VAR(__GLEW_KHR_context_flush_control)\n\n#endif /* GL_KHR_context_flush_control */\n\n/* ------------------------------ GL_KHR_debug ----------------------------- */\n\n#ifndef GL_KHR_debug\n#define GL_KHR_debug 1\n\n#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002\n#define GL_STACK_OVERFLOW 0x0503\n#define GL_STACK_UNDERFLOW 0x0504\n#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242\n#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243\n#define GL_DEBUG_CALLBACK_FUNCTION 0x8244\n#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245\n#define GL_DEBUG_SOURCE_API 0x8246\n#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247\n#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248\n#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249\n#define GL_DEBUG_SOURCE_APPLICATION 0x824A\n#define GL_DEBUG_SOURCE_OTHER 0x824B\n#define GL_DEBUG_TYPE_ERROR 0x824C\n#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D\n#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E\n#define GL_DEBUG_TYPE_PORTABILITY 0x824F\n#define GL_DEBUG_TYPE_PERFORMANCE 0x8250\n#define GL_DEBUG_TYPE_OTHER 0x8251\n#define GL_DEBUG_TYPE_MARKER 0x8268\n#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269\n#define GL_DEBUG_TYPE_POP_GROUP 0x826A\n#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B\n#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C\n#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D\n#define GL_BUFFER 0x82E0\n#define GL_SHADER 0x82E1\n#define GL_PROGRAM 0x82E2\n#define GL_QUERY 0x82E3\n#define GL_PROGRAM_PIPELINE 0x82E4\n#define GL_SAMPLER 0x82E6\n#define GL_DISPLAY_LIST 0x82E7\n#define GL_MAX_LABEL_LENGTH 0x82E8\n#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143\n#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144\n#define GL_DEBUG_LOGGED_MESSAGES 0x9145\n#define GL_DEBUG_SEVERITY_HIGH 0x9146\n#define GL_DEBUG_SEVERITY_MEDIUM 0x9147\n#define GL_DEBUG_SEVERITY_LOW 0x9148\n#define GL_DEBUG_OUTPUT 0x92E0\n\ntypedef void (GLAPIENTRY *GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);\n\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);\ntypedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf);\ntypedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar *label);\ntypedef void (GLAPIENTRY * PFNGLGETOBJECTPTRLABELPROC) (void* ptr, GLsizei bufSize, GLsizei* length, GLchar *label);\ntypedef void (GLAPIENTRY * PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label);\ntypedef void (GLAPIENTRY * PFNGLOBJECTPTRLABELPROC) (void* ptr, GLsizei length, const GLchar* label);\ntypedef void (GLAPIENTRY * PFNGLPOPDEBUGGROUPPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar * message);\n\n#define glDebugMessageCallback GLEW_GET_FUN(__glewDebugMessageCallback)\n#define glDebugMessageControl GLEW_GET_FUN(__glewDebugMessageControl)\n#define glDebugMessageInsert GLEW_GET_FUN(__glewDebugMessageInsert)\n#define glGetDebugMessageLog GLEW_GET_FUN(__glewGetDebugMessageLog)\n#define glGetObjectLabel GLEW_GET_FUN(__glewGetObjectLabel)\n#define glGetObjectPtrLabel GLEW_GET_FUN(__glewGetObjectPtrLabel)\n#define glObjectLabel GLEW_GET_FUN(__glewObjectLabel)\n#define glObjectPtrLabel GLEW_GET_FUN(__glewObjectPtrLabel)\n#define glPopDebugGroup GLEW_GET_FUN(__glewPopDebugGroup)\n#define glPushDebugGroup GLEW_GET_FUN(__glewPushDebugGroup)\n\n#define GLEW_KHR_debug GLEW_GET_VAR(__GLEW_KHR_debug)\n\n#endif /* GL_KHR_debug */\n\n/* ---------------------------- GL_KHR_no_error ---------------------------- */\n\n#ifndef GL_KHR_no_error\n#define GL_KHR_no_error 1\n\n#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008\n\n#define GLEW_KHR_no_error GLEW_GET_VAR(__GLEW_KHR_no_error)\n\n#endif /* GL_KHR_no_error */\n\n/* --------------------- GL_KHR_parallel_shader_compile -------------------- */\n\n#ifndef GL_KHR_parallel_shader_compile\n#define GL_KHR_parallel_shader_compile 1\n\n#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0\n#define GL_COMPLETION_STATUS_KHR 0x91B1\n\ntypedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count);\n\n#define glMaxShaderCompilerThreadsKHR GLEW_GET_FUN(__glewMaxShaderCompilerThreadsKHR)\n\n#define GLEW_KHR_parallel_shader_compile GLEW_GET_VAR(__GLEW_KHR_parallel_shader_compile)\n\n#endif /* GL_KHR_parallel_shader_compile */\n\n/* ------------------ GL_KHR_robust_buffer_access_behavior ----------------- */\n\n#ifndef GL_KHR_robust_buffer_access_behavior\n#define GL_KHR_robust_buffer_access_behavior 1\n\n#define GLEW_KHR_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_KHR_robust_buffer_access_behavior)\n\n#endif /* GL_KHR_robust_buffer_access_behavior */\n\n/* --------------------------- GL_KHR_robustness --------------------------- */\n\n#ifndef GL_KHR_robustness\n#define GL_KHR_robustness 1\n\n#define GL_CONTEXT_LOST 0x0507\n#define GL_LOSE_CONTEXT_ON_RESET 0x8252\n#define GL_GUILTY_CONTEXT_RESET 0x8253\n#define GL_INNOCENT_CONTEXT_RESET 0x8254\n#define GL_UNKNOWN_CONTEXT_RESET 0x8255\n#define GL_RESET_NOTIFICATION_STRATEGY 0x8256\n#define GL_NO_RESET_NOTIFICATION 0x8261\n#define GL_CONTEXT_ROBUST_ACCESS 0x90F3\n\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);\n\n#define glGetnUniformfv GLEW_GET_FUN(__glewGetnUniformfv)\n#define glGetnUniformiv GLEW_GET_FUN(__glewGetnUniformiv)\n#define glGetnUniformuiv GLEW_GET_FUN(__glewGetnUniformuiv)\n#define glReadnPixels GLEW_GET_FUN(__glewReadnPixels)\n\n#define GLEW_KHR_robustness GLEW_GET_VAR(__GLEW_KHR_robustness)\n\n#endif /* GL_KHR_robustness */\n\n/* ------------------ GL_KHR_texture_compression_astc_hdr ------------------ */\n\n#ifndef GL_KHR_texture_compression_astc_hdr\n#define GL_KHR_texture_compression_astc_hdr 1\n\n#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0\n#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1\n#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2\n#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3\n#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4\n#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5\n#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6\n#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7\n#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8\n#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9\n#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA\n#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB\n#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC\n#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD\n\n#define GLEW_KHR_texture_compression_astc_hdr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_hdr)\n\n#endif /* GL_KHR_texture_compression_astc_hdr */\n\n/* ------------------ GL_KHR_texture_compression_astc_ldr ------------------ */\n\n#ifndef GL_KHR_texture_compression_astc_ldr\n#define GL_KHR_texture_compression_astc_ldr 1\n\n#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0\n#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1\n#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2\n#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3\n#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4\n#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5\n#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6\n#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7\n#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8\n#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9\n#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA\n#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB\n#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC\n#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC\n#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD\n\n#define GLEW_KHR_texture_compression_astc_ldr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_ldr)\n\n#endif /* GL_KHR_texture_compression_astc_ldr */\n\n/* --------------- GL_KHR_texture_compression_astc_sliced_3d --------------- */\n\n#ifndef GL_KHR_texture_compression_astc_sliced_3d\n#define GL_KHR_texture_compression_astc_sliced_3d 1\n\n#define GLEW_KHR_texture_compression_astc_sliced_3d GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_sliced_3d)\n\n#endif /* GL_KHR_texture_compression_astc_sliced_3d */\n\n/* -------------------------- GL_KTX_buffer_region ------------------------- */\n\n#ifndef GL_KTX_buffer_region\n#define GL_KTX_buffer_region 1\n\n#define GL_KTX_FRONT_REGION 0x0\n#define GL_KTX_BACK_REGION 0x1\n#define GL_KTX_Z_REGION 0x2\n#define GL_KTX_STENCIL_REGION 0x3\n\ntypedef GLuint (GLAPIENTRY * PFNGLBUFFERREGIONENABLEDPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLDELETEBUFFERREGIONPROC) (GLenum region);\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest);\ntypedef GLuint (GLAPIENTRY * PFNGLNEWBUFFERREGIONPROC) (GLenum region);\ntypedef void (GLAPIENTRY * PFNGLREADBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define glBufferRegionEnabled GLEW_GET_FUN(__glewBufferRegionEnabled)\n#define glDeleteBufferRegion GLEW_GET_FUN(__glewDeleteBufferRegion)\n#define glDrawBufferRegion GLEW_GET_FUN(__glewDrawBufferRegion)\n#define glNewBufferRegion GLEW_GET_FUN(__glewNewBufferRegion)\n#define glReadBufferRegion GLEW_GET_FUN(__glewReadBufferRegion)\n\n#define GLEW_KTX_buffer_region GLEW_GET_VAR(__GLEW_KTX_buffer_region)\n\n#endif /* GL_KTX_buffer_region */\n\n/* ------------------------- GL_MESAX_texture_stack ------------------------ */\n\n#ifndef GL_MESAX_texture_stack\n#define GL_MESAX_texture_stack 1\n\n#define GL_TEXTURE_1D_STACK_MESAX 0x8759\n#define GL_TEXTURE_2D_STACK_MESAX 0x875A\n#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B\n#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C\n#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D\n#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E\n\n#define GLEW_MESAX_texture_stack GLEW_GET_VAR(__GLEW_MESAX_texture_stack)\n\n#endif /* GL_MESAX_texture_stack */\n\n/* -------------------------- GL_MESA_pack_invert -------------------------- */\n\n#ifndef GL_MESA_pack_invert\n#define GL_MESA_pack_invert 1\n\n#define GL_PACK_INVERT_MESA 0x8758\n\n#define GLEW_MESA_pack_invert GLEW_GET_VAR(__GLEW_MESA_pack_invert)\n\n#endif /* GL_MESA_pack_invert */\n\n/* ------------------------- GL_MESA_resize_buffers ------------------------ */\n\n#ifndef GL_MESA_resize_buffers\n#define GL_MESA_resize_buffers 1\n\ntypedef void (GLAPIENTRY * PFNGLRESIZEBUFFERSMESAPROC) (void);\n\n#define glResizeBuffersMESA GLEW_GET_FUN(__glewResizeBuffersMESA)\n\n#define GLEW_MESA_resize_buffers GLEW_GET_VAR(__GLEW_MESA_resize_buffers)\n\n#endif /* GL_MESA_resize_buffers */\n\n/* -------------------- GL_MESA_shader_integer_functions ------------------- */\n\n#ifndef GL_MESA_shader_integer_functions\n#define GL_MESA_shader_integer_functions 1\n\n#define GLEW_MESA_shader_integer_functions GLEW_GET_VAR(__GLEW_MESA_shader_integer_functions)\n\n#endif /* GL_MESA_shader_integer_functions */\n\n/* --------------------------- GL_MESA_window_pos -------------------------- */\n\n#ifndef GL_MESA_window_pos\n#define GL_MESA_window_pos 1\n\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVMESAPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVMESAPROC) (const GLshort* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVMESAPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVMESAPROC) (const GLshort* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4IVMESAPROC) (const GLint* p);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLWINDOWPOS4SVMESAPROC) (const GLshort* p);\n\n#define glWindowPos2dMESA GLEW_GET_FUN(__glewWindowPos2dMESA)\n#define glWindowPos2dvMESA GLEW_GET_FUN(__glewWindowPos2dvMESA)\n#define glWindowPos2fMESA GLEW_GET_FUN(__glewWindowPos2fMESA)\n#define glWindowPos2fvMESA GLEW_GET_FUN(__glewWindowPos2fvMESA)\n#define glWindowPos2iMESA GLEW_GET_FUN(__glewWindowPos2iMESA)\n#define glWindowPos2ivMESA GLEW_GET_FUN(__glewWindowPos2ivMESA)\n#define glWindowPos2sMESA GLEW_GET_FUN(__glewWindowPos2sMESA)\n#define glWindowPos2svMESA GLEW_GET_FUN(__glewWindowPos2svMESA)\n#define glWindowPos3dMESA GLEW_GET_FUN(__glewWindowPos3dMESA)\n#define glWindowPos3dvMESA GLEW_GET_FUN(__glewWindowPos3dvMESA)\n#define glWindowPos3fMESA GLEW_GET_FUN(__glewWindowPos3fMESA)\n#define glWindowPos3fvMESA GLEW_GET_FUN(__glewWindowPos3fvMESA)\n#define glWindowPos3iMESA GLEW_GET_FUN(__glewWindowPos3iMESA)\n#define glWindowPos3ivMESA GLEW_GET_FUN(__glewWindowPos3ivMESA)\n#define glWindowPos3sMESA GLEW_GET_FUN(__glewWindowPos3sMESA)\n#define glWindowPos3svMESA GLEW_GET_FUN(__glewWindowPos3svMESA)\n#define glWindowPos4dMESA GLEW_GET_FUN(__glewWindowPos4dMESA)\n#define glWindowPos4dvMESA GLEW_GET_FUN(__glewWindowPos4dvMESA)\n#define glWindowPos4fMESA GLEW_GET_FUN(__glewWindowPos4fMESA)\n#define glWindowPos4fvMESA GLEW_GET_FUN(__glewWindowPos4fvMESA)\n#define glWindowPos4iMESA GLEW_GET_FUN(__glewWindowPos4iMESA)\n#define glWindowPos4ivMESA GLEW_GET_FUN(__glewWindowPos4ivMESA)\n#define glWindowPos4sMESA GLEW_GET_FUN(__glewWindowPos4sMESA)\n#define glWindowPos4svMESA GLEW_GET_FUN(__glewWindowPos4svMESA)\n\n#define GLEW_MESA_window_pos GLEW_GET_VAR(__GLEW_MESA_window_pos)\n\n#endif /* GL_MESA_window_pos */\n\n/* ------------------------- GL_MESA_ycbcr_texture ------------------------- */\n\n#ifndef GL_MESA_ycbcr_texture\n#define GL_MESA_ycbcr_texture 1\n\n#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA\n#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB\n#define GL_YCBCR_MESA 0x8757\n\n#define GLEW_MESA_ycbcr_texture GLEW_GET_VAR(__GLEW_MESA_ycbcr_texture)\n\n#endif /* GL_MESA_ycbcr_texture */\n\n/* ----------- GL_NVX_blend_equation_advanced_multi_draw_buffers ----------- */\n\n#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers\n#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1\n\n#define GLEW_NVX_blend_equation_advanced_multi_draw_buffers GLEW_GET_VAR(__GLEW_NVX_blend_equation_advanced_multi_draw_buffers)\n\n#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */\n\n/* ----------------------- GL_NVX_conditional_render ----------------------- */\n\n#ifndef GL_NVX_conditional_render\n#define GL_NVX_conditional_render 1\n\ntypedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVXPROC) (void);\n\n#define glBeginConditionalRenderNVX GLEW_GET_FUN(__glewBeginConditionalRenderNVX)\n#define glEndConditionalRenderNVX GLEW_GET_FUN(__glewEndConditionalRenderNVX)\n\n#define GLEW_NVX_conditional_render GLEW_GET_VAR(__GLEW_NVX_conditional_render)\n\n#endif /* GL_NVX_conditional_render */\n\n/* ------------------------- GL_NVX_gpu_memory_info ------------------------ */\n\n#ifndef GL_NVX_gpu_memory_info\n#define GL_NVX_gpu_memory_info 1\n\n#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047\n#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048\n#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049\n#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A\n#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B\n\n#define GLEW_NVX_gpu_memory_info GLEW_GET_VAR(__GLEW_NVX_gpu_memory_info)\n\n#endif /* GL_NVX_gpu_memory_info */\n\n/* ---------------------- GL_NVX_linked_gpu_multicast ---------------------- */\n\n#ifndef GL_NVX_linked_gpu_multicast\n#define GL_NVX_linked_gpu_multicast 1\n\n#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800\n#define GL_MAX_LGPU_GPUS_NVX 0x92BA\n\ntypedef void (GLAPIENTRY * PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\ntypedef void (GLAPIENTRY * PFNGLLGPUINTERLOCKNVXPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\n\n#define glLGPUCopyImageSubDataNVX GLEW_GET_FUN(__glewLGPUCopyImageSubDataNVX)\n#define glLGPUInterlockNVX GLEW_GET_FUN(__glewLGPUInterlockNVX)\n#define glLGPUNamedBufferSubDataNVX GLEW_GET_FUN(__glewLGPUNamedBufferSubDataNVX)\n\n#define GLEW_NVX_linked_gpu_multicast GLEW_GET_VAR(__GLEW_NVX_linked_gpu_multicast)\n\n#endif /* GL_NVX_linked_gpu_multicast */\n\n/* ------------------------ GL_NV_3dvision_settings ------------------------ */\n\n#ifndef GL_NV_3dvision_settings\n#define GL_NV_3dvision_settings 1\n\n#define GL_3DVISION_STEREO_NV 0x90F4\n#define GL_STEREO_SEPARATION_NV 0x90F5\n#define GL_STEREO_CONVERGENCE_NV 0x90F6\n#define GL_STEREO_CUTOFF_NV 0x90F7\n#define GL_STEREO_PROJECTION_NV 0x90F8\n#define GL_STEREO_PROJECTION_PERSPECTIVE_NV 0x90F9\n#define GL_STEREO_PROJECTION_ORTHO_NV 0x90FA\n\ntypedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERFNVPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERINVPROC) (GLenum pname, GLint param);\n\n#define glStereoParameterfNV GLEW_GET_FUN(__glewStereoParameterfNV)\n#define glStereoParameteriNV GLEW_GET_FUN(__glewStereoParameteriNV)\n\n#define GLEW_NV_3dvision_settings GLEW_GET_VAR(__GLEW_NV_3dvision_settings)\n\n#endif /* GL_NV_3dvision_settings */\n\n/* ------------------- GL_NV_EGL_stream_consumer_external ------------------ */\n\n#ifndef GL_NV_EGL_stream_consumer_external\n#define GL_NV_EGL_stream_consumer_external 1\n\n#define GL_TEXTURE_EXTERNAL_OES 0x8D65\n#define GL_SAMPLER_EXTERNAL_OES 0x8D66\n#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67\n#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68\n\n#define GLEW_NV_EGL_stream_consumer_external GLEW_GET_VAR(__GLEW_NV_EGL_stream_consumer_external)\n\n#endif /* GL_NV_EGL_stream_consumer_external */\n\n/* ----------------- GL_NV_alpha_to_coverage_dither_control ---------------- */\n\n#ifndef GL_NV_alpha_to_coverage_dither_control\n#define GL_NV_alpha_to_coverage_dither_control 1\n\n#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF\n#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D\n#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E\n#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F\n\n#define GLEW_NV_alpha_to_coverage_dither_control GLEW_GET_VAR(__GLEW_NV_alpha_to_coverage_dither_control)\n\n#endif /* GL_NV_alpha_to_coverage_dither_control */\n\n/* ------------------------------- GL_NV_bgr ------------------------------- */\n\n#ifndef GL_NV_bgr\n#define GL_NV_bgr 1\n\n#define GL_BGR_NV 0x80E0\n\n#define GLEW_NV_bgr GLEW_GET_VAR(__GLEW_NV_bgr)\n\n#endif /* GL_NV_bgr */\n\n/* ------------------- GL_NV_bindless_multi_draw_indirect ------------------ */\n\n#ifndef GL_NV_bindless_multi_draw_indirect\n#define GL_NV_bindless_multi_draw_indirect 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount);\n\n#define glMultiDrawArraysIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessNV)\n#define glMultiDrawElementsIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessNV)\n\n#define GLEW_NV_bindless_multi_draw_indirect GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect)\n\n#endif /* GL_NV_bindless_multi_draw_indirect */\n\n/* ---------------- GL_NV_bindless_multi_draw_indirect_count --------------- */\n\n#ifndef GL_NV_bindless_multi_draw_indirect_count\n#define GL_NV_bindless_multi_draw_indirect_count 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount);\ntypedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount);\n\n#define glMultiDrawArraysIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessCountNV)\n#define glMultiDrawElementsIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessCountNV)\n\n#define GLEW_NV_bindless_multi_draw_indirect_count GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect_count)\n\n#endif /* GL_NV_bindless_multi_draw_indirect_count */\n\n/* ------------------------- GL_NV_bindless_texture ------------------------ */\n\n#ifndef GL_NV_bindless_texture\n#define GL_NV_bindless_texture 1\n\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture);\ntypedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler);\ntypedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64* value);\n\n#define glGetImageHandleNV GLEW_GET_FUN(__glewGetImageHandleNV)\n#define glGetTextureHandleNV GLEW_GET_FUN(__glewGetTextureHandleNV)\n#define glGetTextureSamplerHandleNV GLEW_GET_FUN(__glewGetTextureSamplerHandleNV)\n#define glIsImageHandleResidentNV GLEW_GET_FUN(__glewIsImageHandleResidentNV)\n#define glIsTextureHandleResidentNV GLEW_GET_FUN(__glewIsTextureHandleResidentNV)\n#define glMakeImageHandleNonResidentNV GLEW_GET_FUN(__glewMakeImageHandleNonResidentNV)\n#define glMakeImageHandleResidentNV GLEW_GET_FUN(__glewMakeImageHandleResidentNV)\n#define glMakeTextureHandleNonResidentNV GLEW_GET_FUN(__glewMakeTextureHandleNonResidentNV)\n#define glMakeTextureHandleResidentNV GLEW_GET_FUN(__glewMakeTextureHandleResidentNV)\n#define glProgramUniformHandleui64NV GLEW_GET_FUN(__glewProgramUniformHandleui64NV)\n#define glProgramUniformHandleui64vNV GLEW_GET_FUN(__glewProgramUniformHandleui64vNV)\n#define glUniformHandleui64NV GLEW_GET_FUN(__glewUniformHandleui64NV)\n#define glUniformHandleui64vNV GLEW_GET_FUN(__glewUniformHandleui64vNV)\n\n#define GLEW_NV_bindless_texture GLEW_GET_VAR(__GLEW_NV_bindless_texture)\n\n#endif /* GL_NV_bindless_texture */\n\n/* --------------------- GL_NV_blend_equation_advanced --------------------- */\n\n#ifndef GL_NV_blend_equation_advanced\n#define GL_NV_blend_equation_advanced 1\n\n#define GL_XOR_NV 0x1506\n#define GL_RED_NV 0x1903\n#define GL_GREEN_NV 0x1904\n#define GL_BLUE_NV 0x1905\n#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280\n#define GL_BLEND_OVERLAP_NV 0x9281\n#define GL_UNCORRELATED_NV 0x9282\n#define GL_DISJOINT_NV 0x9283\n#define GL_CONJOINT_NV 0x9284\n#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285\n#define GL_SRC_NV 0x9286\n#define GL_DST_NV 0x9287\n#define GL_SRC_OVER_NV 0x9288\n#define GL_DST_OVER_NV 0x9289\n#define GL_SRC_IN_NV 0x928A\n#define GL_DST_IN_NV 0x928B\n#define GL_SRC_OUT_NV 0x928C\n#define GL_DST_OUT_NV 0x928D\n#define GL_SRC_ATOP_NV 0x928E\n#define GL_DST_ATOP_NV 0x928F\n#define GL_PLUS_NV 0x9291\n#define GL_PLUS_DARKER_NV 0x9292\n#define GL_MULTIPLY_NV 0x9294\n#define GL_SCREEN_NV 0x9295\n#define GL_OVERLAY_NV 0x9296\n#define GL_DARKEN_NV 0x9297\n#define GL_LIGHTEN_NV 0x9298\n#define GL_COLORDODGE_NV 0x9299\n#define GL_COLORBURN_NV 0x929A\n#define GL_HARDLIGHT_NV 0x929B\n#define GL_SOFTLIGHT_NV 0x929C\n#define GL_DIFFERENCE_NV 0x929E\n#define GL_MINUS_NV 0x929F\n#define GL_EXCLUSION_NV 0x92A0\n#define GL_CONTRAST_NV 0x92A1\n#define GL_INVERT_RGB_NV 0x92A3\n#define GL_LINEARDODGE_NV 0x92A4\n#define GL_LINEARBURN_NV 0x92A5\n#define GL_VIVIDLIGHT_NV 0x92A6\n#define GL_LINEARLIGHT_NV 0x92A7\n#define GL_PINLIGHT_NV 0x92A8\n#define GL_HARDMIX_NV 0x92A9\n#define GL_HSL_HUE_NV 0x92AD\n#define GL_HSL_SATURATION_NV 0x92AE\n#define GL_HSL_COLOR_NV 0x92AF\n#define GL_HSL_LUMINOSITY_NV 0x92B0\n#define GL_PLUS_CLAMPED_NV 0x92B1\n#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2\n#define GL_MINUS_CLAMPED_NV 0x92B3\n#define GL_INVERT_OVG_NV 0x92B4\n\ntypedef void (GLAPIENTRY * PFNGLBLENDBARRIERNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value);\n\n#define glBlendBarrierNV GLEW_GET_FUN(__glewBlendBarrierNV)\n#define glBlendParameteriNV GLEW_GET_FUN(__glewBlendParameteriNV)\n\n#define GLEW_NV_blend_equation_advanced GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced)\n\n#endif /* GL_NV_blend_equation_advanced */\n\n/* ----------------- GL_NV_blend_equation_advanced_coherent ---------------- */\n\n#ifndef GL_NV_blend_equation_advanced_coherent\n#define GL_NV_blend_equation_advanced_coherent 1\n\n#define GLEW_NV_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced_coherent)\n\n#endif /* GL_NV_blend_equation_advanced_coherent */\n\n/* ----------------------- GL_NV_blend_minmax_factor ----------------------- */\n\n#ifndef GL_NV_blend_minmax_factor\n#define GL_NV_blend_minmax_factor 1\n\n#define GL_FACTOR_MIN_AMD 0x901C\n#define GL_FACTOR_MAX_AMD 0x901D\n\n#define GLEW_NV_blend_minmax_factor GLEW_GET_VAR(__GLEW_NV_blend_minmax_factor)\n\n#endif /* GL_NV_blend_minmax_factor */\n\n/* --------------------------- GL_NV_blend_square -------------------------- */\n\n#ifndef GL_NV_blend_square\n#define GL_NV_blend_square 1\n\n#define GLEW_NV_blend_square GLEW_GET_VAR(__GLEW_NV_blend_square)\n\n#endif /* GL_NV_blend_square */\n\n/* ----------------------- GL_NV_clip_space_w_scaling ---------------------- */\n\n#ifndef GL_NV_clip_space_w_scaling\n#define GL_NV_clip_space_w_scaling 1\n\n#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C\n#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D\n#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E\n\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff);\n\n#define glViewportPositionWScaleNV GLEW_GET_FUN(__glewViewportPositionWScaleNV)\n\n#define GLEW_NV_clip_space_w_scaling GLEW_GET_VAR(__GLEW_NV_clip_space_w_scaling)\n\n#endif /* GL_NV_clip_space_w_scaling */\n\n/* --------------------------- GL_NV_command_list -------------------------- */\n\n#ifndef GL_NV_command_list\n#define GL_NV_command_list 1\n\n#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000\n#define GL_NOP_COMMAND_NV 0x0001\n#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002\n#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003\n#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004\n#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005\n#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006\n#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007\n#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008\n#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009\n#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000a\n#define GL_BLEND_COLOR_COMMAND_NV 0x000b\n#define GL_STENCIL_REF_COMMAND_NV 0x000c\n#define GL_LINE_WIDTH_COMMAND_NV 0x000d\n#define GL_POLYGON_OFFSET_COMMAND_NV 0x000e\n#define GL_ALPHA_REF_COMMAND_NV 0x000f\n#define GL_VIEWPORT_COMMAND_NV 0x0010\n#define GL_SCISSOR_COMMAND_NV 0x0011\n#define GL_FRONT_FACE_COMMAND_NV 0x0012\n\ntypedef void (GLAPIENTRY * PFNGLCALLCOMMANDLISTNVPROC) (GLuint list);\ntypedef void (GLAPIENTRY * PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments);\ntypedef void (GLAPIENTRY * PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list);\ntypedef void (GLAPIENTRY * PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint* lists);\ntypedef void (GLAPIENTRY * PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint* states);\ntypedef void (GLAPIENTRY * PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint* lists);\ntypedef void (GLAPIENTRY * PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint* states);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64* indirects, const GLsizei* sizes, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count);\ntypedef GLuint (GLAPIENTRY * PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size);\ntypedef GLushort (GLAPIENTRY * PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype);\ntypedef GLboolean (GLAPIENTRY * PFNGLISCOMMANDLISTNVPROC) (GLuint list);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSTATENVPROC) (GLuint state);\ntypedef void (GLAPIENTRY * PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void** indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count);\ntypedef void (GLAPIENTRY * PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode);\n\n#define glCallCommandListNV GLEW_GET_FUN(__glewCallCommandListNV)\n#define glCommandListSegmentsNV GLEW_GET_FUN(__glewCommandListSegmentsNV)\n#define glCompileCommandListNV GLEW_GET_FUN(__glewCompileCommandListNV)\n#define glCreateCommandListsNV GLEW_GET_FUN(__glewCreateCommandListsNV)\n#define glCreateStatesNV GLEW_GET_FUN(__glewCreateStatesNV)\n#define glDeleteCommandListsNV GLEW_GET_FUN(__glewDeleteCommandListsNV)\n#define glDeleteStatesNV GLEW_GET_FUN(__glewDeleteStatesNV)\n#define glDrawCommandsAddressNV GLEW_GET_FUN(__glewDrawCommandsAddressNV)\n#define glDrawCommandsNV GLEW_GET_FUN(__glewDrawCommandsNV)\n#define glDrawCommandsStatesAddressNV GLEW_GET_FUN(__glewDrawCommandsStatesAddressNV)\n#define glDrawCommandsStatesNV GLEW_GET_FUN(__glewDrawCommandsStatesNV)\n#define glGetCommandHeaderNV GLEW_GET_FUN(__glewGetCommandHeaderNV)\n#define glGetStageIndexNV GLEW_GET_FUN(__glewGetStageIndexNV)\n#define glIsCommandListNV GLEW_GET_FUN(__glewIsCommandListNV)\n#define glIsStateNV GLEW_GET_FUN(__glewIsStateNV)\n#define glListDrawCommandsStatesClientNV GLEW_GET_FUN(__glewListDrawCommandsStatesClientNV)\n#define glStateCaptureNV GLEW_GET_FUN(__glewStateCaptureNV)\n\n#define GLEW_NV_command_list GLEW_GET_VAR(__GLEW_NV_command_list)\n\n#endif /* GL_NV_command_list */\n\n/* ------------------------- GL_NV_compute_program5 ------------------------ */\n\n#ifndef GL_NV_compute_program5\n#define GL_NV_compute_program5 1\n\n#define GL_COMPUTE_PROGRAM_NV 0x90FB\n#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC\n\n#define GLEW_NV_compute_program5 GLEW_GET_VAR(__GLEW_NV_compute_program5)\n\n#endif /* GL_NV_compute_program5 */\n\n/* ------------------------ GL_NV_conditional_render ----------------------- */\n\n#ifndef GL_NV_conditional_render\n#define GL_NV_conditional_render 1\n\n#define GL_QUERY_WAIT_NV 0x8E13\n#define GL_QUERY_NO_WAIT_NV 0x8E14\n#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15\n#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16\n\ntypedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVPROC) (void);\n\n#define glBeginConditionalRenderNV GLEW_GET_FUN(__glewBeginConditionalRenderNV)\n#define glEndConditionalRenderNV GLEW_GET_FUN(__glewEndConditionalRenderNV)\n\n#define GLEW_NV_conditional_render GLEW_GET_VAR(__GLEW_NV_conditional_render)\n\n#endif /* GL_NV_conditional_render */\n\n/* ----------------------- GL_NV_conservative_raster ----------------------- */\n\n#ifndef GL_NV_conservative_raster\n#define GL_NV_conservative_raster 1\n\n#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346\n#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347\n#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348\n#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349\n\ntypedef void (GLAPIENTRY * PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits);\n\n#define glSubpixelPrecisionBiasNV GLEW_GET_FUN(__glewSubpixelPrecisionBiasNV)\n\n#define GLEW_NV_conservative_raster GLEW_GET_VAR(__GLEW_NV_conservative_raster)\n\n#endif /* GL_NV_conservative_raster */\n\n/* -------------------- GL_NV_conservative_raster_dilate ------------------- */\n\n#ifndef GL_NV_conservative_raster_dilate\n#define GL_NV_conservative_raster_dilate 1\n\n#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379\n#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A\n#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B\n\ntypedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value);\n\n#define glConservativeRasterParameterfNV GLEW_GET_FUN(__glewConservativeRasterParameterfNV)\n\n#define GLEW_NV_conservative_raster_dilate GLEW_GET_VAR(__GLEW_NV_conservative_raster_dilate)\n\n#endif /* GL_NV_conservative_raster_dilate */\n\n/* -------------- GL_NV_conservative_raster_pre_snap_triangles ------------- */\n\n#ifndef GL_NV_conservative_raster_pre_snap_triangles\n#define GL_NV_conservative_raster_pre_snap_triangles 1\n\n#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D\n#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E\n#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F\n\ntypedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param);\n\n#define glConservativeRasterParameteriNV GLEW_GET_FUN(__glewConservativeRasterParameteriNV)\n\n#define GLEW_NV_conservative_raster_pre_snap_triangles GLEW_GET_VAR(__GLEW_NV_conservative_raster_pre_snap_triangles)\n\n#endif /* GL_NV_conservative_raster_pre_snap_triangles */\n\n/* --------------------------- GL_NV_copy_buffer --------------------------- */\n\n#ifndef GL_NV_copy_buffer\n#define GL_NV_copy_buffer 1\n\n#define GL_COPY_READ_BUFFER_NV 0x8F36\n#define GL_COPY_WRITE_BUFFER_NV 0x8F37\n\ntypedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);\n\n#define glCopyBufferSubDataNV GLEW_GET_FUN(__glewCopyBufferSubDataNV)\n\n#define GLEW_NV_copy_buffer GLEW_GET_VAR(__GLEW_NV_copy_buffer)\n\n#endif /* GL_NV_copy_buffer */\n\n/* ----------------------- GL_NV_copy_depth_to_color ----------------------- */\n\n#ifndef GL_NV_copy_depth_to_color\n#define GL_NV_copy_depth_to_color 1\n\n#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E\n#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F\n\n#define GLEW_NV_copy_depth_to_color GLEW_GET_VAR(__GLEW_NV_copy_depth_to_color)\n\n#endif /* GL_NV_copy_depth_to_color */\n\n/* ---------------------------- GL_NV_copy_image --------------------------- */\n\n#ifndef GL_NV_copy_image\n#define GL_NV_copy_image 1\n\ntypedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glCopyImageSubDataNV GLEW_GET_FUN(__glewCopyImageSubDataNV)\n\n#define GLEW_NV_copy_image GLEW_GET_VAR(__GLEW_NV_copy_image)\n\n#endif /* GL_NV_copy_image */\n\n/* -------------------------- GL_NV_deep_texture3D ------------------------- */\n\n#ifndef GL_NV_deep_texture3D\n#define GL_NV_deep_texture3D 1\n\n#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0\n#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1\n\n#define GLEW_NV_deep_texture3D GLEW_GET_VAR(__GLEW_NV_deep_texture3D)\n\n#endif /* GL_NV_deep_texture3D */\n\n/* ------------------------ GL_NV_depth_buffer_float ----------------------- */\n\n#ifndef GL_NV_depth_buffer_float\n#define GL_NV_depth_buffer_float 1\n\n#define GL_DEPTH_COMPONENT32F_NV 0x8DAB\n#define GL_DEPTH32F_STENCIL8_NV 0x8DAC\n#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD\n#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF\n\ntypedef void (GLAPIENTRY * PFNGLCLEARDEPTHDNVPROC) (GLdouble depth);\ntypedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar);\n\n#define glClearDepthdNV GLEW_GET_FUN(__glewClearDepthdNV)\n#define glDepthBoundsdNV GLEW_GET_FUN(__glewDepthBoundsdNV)\n#define glDepthRangedNV GLEW_GET_FUN(__glewDepthRangedNV)\n\n#define GLEW_NV_depth_buffer_float GLEW_GET_VAR(__GLEW_NV_depth_buffer_float)\n\n#endif /* GL_NV_depth_buffer_float */\n\n/* --------------------------- GL_NV_depth_clamp --------------------------- */\n\n#ifndef GL_NV_depth_clamp\n#define GL_NV_depth_clamp 1\n\n#define GL_DEPTH_CLAMP_NV 0x864F\n\n#define GLEW_NV_depth_clamp GLEW_GET_VAR(__GLEW_NV_depth_clamp)\n\n#endif /* GL_NV_depth_clamp */\n\n/* ---------------------- GL_NV_depth_range_unclamped ---------------------- */\n\n#ifndef GL_NV_depth_range_unclamped\n#define GL_NV_depth_range_unclamped 1\n\n#define GL_SAMPLE_COUNT_BITS_NV 0x8864\n#define GL_CURRENT_SAMPLE_COUNT_QUERY_NV 0x8865\n#define GL_QUERY_RESULT_NV 0x8866\n#define GL_QUERY_RESULT_AVAILABLE_NV 0x8867\n#define GL_SAMPLE_COUNT_NV 0x8914\n\n#define GLEW_NV_depth_range_unclamped GLEW_GET_VAR(__GLEW_NV_depth_range_unclamped)\n\n#endif /* GL_NV_depth_range_unclamped */\n\n/* --------------------------- GL_NV_draw_buffers -------------------------- */\n\n#ifndef GL_NV_draw_buffers\n#define GL_NV_draw_buffers 1\n\n#define GL_MAX_DRAW_BUFFERS_NV 0x8824\n#define GL_DRAW_BUFFER0_NV 0x8825\n#define GL_DRAW_BUFFER1_NV 0x8826\n#define GL_DRAW_BUFFER2_NV 0x8827\n#define GL_DRAW_BUFFER3_NV 0x8828\n#define GL_DRAW_BUFFER4_NV 0x8829\n#define GL_DRAW_BUFFER5_NV 0x882A\n#define GL_DRAW_BUFFER6_NV 0x882B\n#define GL_DRAW_BUFFER7_NV 0x882C\n#define GL_DRAW_BUFFER8_NV 0x882D\n#define GL_DRAW_BUFFER9_NV 0x882E\n#define GL_DRAW_BUFFER10_NV 0x882F\n#define GL_DRAW_BUFFER11_NV 0x8830\n#define GL_DRAW_BUFFER12_NV 0x8831\n#define GL_DRAW_BUFFER13_NV 0x8832\n#define GL_DRAW_BUFFER14_NV 0x8833\n#define GL_DRAW_BUFFER15_NV 0x8834\n#define GL_COLOR_ATTACHMENT0_NV 0x8CE0\n#define GL_COLOR_ATTACHMENT1_NV 0x8CE1\n#define GL_COLOR_ATTACHMENT2_NV 0x8CE2\n#define GL_COLOR_ATTACHMENT3_NV 0x8CE3\n#define GL_COLOR_ATTACHMENT4_NV 0x8CE4\n#define GL_COLOR_ATTACHMENT5_NV 0x8CE5\n#define GL_COLOR_ATTACHMENT6_NV 0x8CE6\n#define GL_COLOR_ATTACHMENT7_NV 0x8CE7\n#define GL_COLOR_ATTACHMENT8_NV 0x8CE8\n#define GL_COLOR_ATTACHMENT9_NV 0x8CE9\n#define GL_COLOR_ATTACHMENT10_NV 0x8CEA\n#define GL_COLOR_ATTACHMENT11_NV 0x8CEB\n#define GL_COLOR_ATTACHMENT12_NV 0x8CEC\n#define GL_COLOR_ATTACHMENT13_NV 0x8CED\n#define GL_COLOR_ATTACHMENT14_NV 0x8CEE\n#define GL_COLOR_ATTACHMENT15_NV 0x8CEF\n\ntypedef void (GLAPIENTRY * PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum* bufs);\n\n#define glDrawBuffersNV GLEW_GET_FUN(__glewDrawBuffersNV)\n\n#define GLEW_NV_draw_buffers GLEW_GET_VAR(__GLEW_NV_draw_buffers)\n\n#endif /* GL_NV_draw_buffers */\n\n/* -------------------------- GL_NV_draw_instanced ------------------------- */\n\n#ifndef GL_NV_draw_instanced\n#define GL_NV_draw_instanced 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);\ntypedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);\n\n#define glDrawArraysInstancedNV GLEW_GET_FUN(__glewDrawArraysInstancedNV)\n#define glDrawElementsInstancedNV GLEW_GET_FUN(__glewDrawElementsInstancedNV)\n\n#define GLEW_NV_draw_instanced GLEW_GET_VAR(__GLEW_NV_draw_instanced)\n\n#endif /* GL_NV_draw_instanced */\n\n/* --------------------------- GL_NV_draw_texture -------------------------- */\n\n#ifndef GL_NV_draw_texture\n#define GL_NV_draw_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1);\n\n#define glDrawTextureNV GLEW_GET_FUN(__glewDrawTextureNV)\n\n#define GLEW_NV_draw_texture GLEW_GET_VAR(__GLEW_NV_draw_texture)\n\n#endif /* GL_NV_draw_texture */\n\n/* ------------------------ GL_NV_draw_vulkan_image ------------------------ */\n\n#ifndef GL_NV_draw_vulkan_image\n#define GL_NV_draw_vulkan_image 1\n\ntypedef void (APIENTRY *GLVULKANPROCNV)(void);\n\ntypedef void (GLAPIENTRY * PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1);\ntypedef GLVULKANPROCNV (GLAPIENTRY * PFNGLGETVKPROCADDRNVPROC) (const GLchar* name);\ntypedef void (GLAPIENTRY * PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence);\ntypedef void (GLAPIENTRY * PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore);\ntypedef void (GLAPIENTRY * PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore);\n\n#define glDrawVkImageNV GLEW_GET_FUN(__glewDrawVkImageNV)\n#define glGetVkProcAddrNV GLEW_GET_FUN(__glewGetVkProcAddrNV)\n#define glSignalVkFenceNV GLEW_GET_FUN(__glewSignalVkFenceNV)\n#define glSignalVkSemaphoreNV GLEW_GET_FUN(__glewSignalVkSemaphoreNV)\n#define glWaitVkSemaphoreNV GLEW_GET_FUN(__glewWaitVkSemaphoreNV)\n\n#define GLEW_NV_draw_vulkan_image GLEW_GET_VAR(__GLEW_NV_draw_vulkan_image)\n\n#endif /* GL_NV_draw_vulkan_image */\n\n/* ---------------------------- GL_NV_evaluators --------------------------- */\n\n#ifndef GL_NV_evaluators\n#define GL_NV_evaluators 1\n\n#define GL_EVAL_2D_NV 0x86C0\n#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1\n#define GL_MAP_TESSELLATION_NV 0x86C2\n#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3\n#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4\n#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5\n#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6\n#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7\n#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8\n#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9\n#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA\n#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB\n#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC\n#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD\n#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE\n#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF\n#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0\n#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1\n#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2\n#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3\n#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4\n#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5\n#define GL_MAX_MAP_TESSELLATION_NV 0x86D6\n#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7\n\ntypedef void (GLAPIENTRY * PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points);\ntypedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points);\ntypedef void (GLAPIENTRY * PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint* params);\n\n#define glEvalMapsNV GLEW_GET_FUN(__glewEvalMapsNV)\n#define glGetMapAttribParameterfvNV GLEW_GET_FUN(__glewGetMapAttribParameterfvNV)\n#define glGetMapAttribParameterivNV GLEW_GET_FUN(__glewGetMapAttribParameterivNV)\n#define glGetMapControlPointsNV GLEW_GET_FUN(__glewGetMapControlPointsNV)\n#define glGetMapParameterfvNV GLEW_GET_FUN(__glewGetMapParameterfvNV)\n#define glGetMapParameterivNV GLEW_GET_FUN(__glewGetMapParameterivNV)\n#define glMapControlPointsNV GLEW_GET_FUN(__glewMapControlPointsNV)\n#define glMapParameterfvNV GLEW_GET_FUN(__glewMapParameterfvNV)\n#define glMapParameterivNV GLEW_GET_FUN(__glewMapParameterivNV)\n\n#define GLEW_NV_evaluators GLEW_GET_VAR(__GLEW_NV_evaluators)\n\n#endif /* GL_NV_evaluators */\n\n/* --------------------- GL_NV_explicit_attrib_location -------------------- */\n\n#ifndef GL_NV_explicit_attrib_location\n#define GL_NV_explicit_attrib_location 1\n\n#define GLEW_NV_explicit_attrib_location GLEW_GET_VAR(__GLEW_NV_explicit_attrib_location)\n\n#endif /* GL_NV_explicit_attrib_location */\n\n/* ----------------------- GL_NV_explicit_multisample ---------------------- */\n\n#ifndef GL_NV_explicit_multisample\n#define GL_NV_explicit_multisample 1\n\n#define GL_SAMPLE_POSITION_NV 0x8E50\n#define GL_SAMPLE_MASK_NV 0x8E51\n#define GL_SAMPLE_MASK_VALUE_NV 0x8E52\n#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53\n#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54\n#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55\n#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56\n#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57\n#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58\n#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59\n\ntypedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat* val);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer);\n\n#define glGetMultisamplefvNV GLEW_GET_FUN(__glewGetMultisamplefvNV)\n#define glSampleMaskIndexedNV GLEW_GET_FUN(__glewSampleMaskIndexedNV)\n#define glTexRenderbufferNV GLEW_GET_FUN(__glewTexRenderbufferNV)\n\n#define GLEW_NV_explicit_multisample GLEW_GET_VAR(__GLEW_NV_explicit_multisample)\n\n#endif /* GL_NV_explicit_multisample */\n\n/* ---------------------- GL_NV_fbo_color_attachments ---------------------- */\n\n#ifndef GL_NV_fbo_color_attachments\n#define GL_NV_fbo_color_attachments 1\n\n#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF\n#define GL_COLOR_ATTACHMENT0_NV 0x8CE0\n#define GL_COLOR_ATTACHMENT1_NV 0x8CE1\n#define GL_COLOR_ATTACHMENT2_NV 0x8CE2\n#define GL_COLOR_ATTACHMENT3_NV 0x8CE3\n#define GL_COLOR_ATTACHMENT4_NV 0x8CE4\n#define GL_COLOR_ATTACHMENT5_NV 0x8CE5\n#define GL_COLOR_ATTACHMENT6_NV 0x8CE6\n#define GL_COLOR_ATTACHMENT7_NV 0x8CE7\n#define GL_COLOR_ATTACHMENT8_NV 0x8CE8\n#define GL_COLOR_ATTACHMENT9_NV 0x8CE9\n#define GL_COLOR_ATTACHMENT10_NV 0x8CEA\n#define GL_COLOR_ATTACHMENT11_NV 0x8CEB\n#define GL_COLOR_ATTACHMENT12_NV 0x8CEC\n#define GL_COLOR_ATTACHMENT13_NV 0x8CED\n#define GL_COLOR_ATTACHMENT14_NV 0x8CEE\n#define GL_COLOR_ATTACHMENT15_NV 0x8CEF\n\n#define GLEW_NV_fbo_color_attachments GLEW_GET_VAR(__GLEW_NV_fbo_color_attachments)\n\n#endif /* GL_NV_fbo_color_attachments */\n\n/* ------------------------------ GL_NV_fence ------------------------------ */\n\n#ifndef GL_NV_fence\n#define GL_NV_fence 1\n\n#define GL_ALL_COMPLETED_NV 0x84F2\n#define GL_FENCE_STATUS_NV 0x84F3\n#define GL_FENCE_CONDITION_NV 0x84F4\n\ntypedef void (GLAPIENTRY * PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint* fences);\ntypedef void (GLAPIENTRY * PFNGLFINISHFENCENVPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLGENFENCESNVPROC) (GLsizei n, GLuint* fences);\ntypedef void (GLAPIENTRY * PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISFENCENVPROC) (GLuint fence);\ntypedef void (GLAPIENTRY * PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition);\ntypedef GLboolean (GLAPIENTRY * PFNGLTESTFENCENVPROC) (GLuint fence);\n\n#define glDeleteFencesNV GLEW_GET_FUN(__glewDeleteFencesNV)\n#define glFinishFenceNV GLEW_GET_FUN(__glewFinishFenceNV)\n#define glGenFencesNV GLEW_GET_FUN(__glewGenFencesNV)\n#define glGetFenceivNV GLEW_GET_FUN(__glewGetFenceivNV)\n#define glIsFenceNV GLEW_GET_FUN(__glewIsFenceNV)\n#define glSetFenceNV GLEW_GET_FUN(__glewSetFenceNV)\n#define glTestFenceNV GLEW_GET_FUN(__glewTestFenceNV)\n\n#define GLEW_NV_fence GLEW_GET_VAR(__GLEW_NV_fence)\n\n#endif /* GL_NV_fence */\n\n/* -------------------------- GL_NV_fill_rectangle ------------------------- */\n\n#ifndef GL_NV_fill_rectangle\n#define GL_NV_fill_rectangle 1\n\n#define GL_FILL_RECTANGLE_NV 0x933C\n\n#define GLEW_NV_fill_rectangle GLEW_GET_VAR(__GLEW_NV_fill_rectangle)\n\n#endif /* GL_NV_fill_rectangle */\n\n/* --------------------------- GL_NV_float_buffer -------------------------- */\n\n#ifndef GL_NV_float_buffer\n#define GL_NV_float_buffer 1\n\n#define GL_FLOAT_R_NV 0x8880\n#define GL_FLOAT_RG_NV 0x8881\n#define GL_FLOAT_RGB_NV 0x8882\n#define GL_FLOAT_RGBA_NV 0x8883\n#define GL_FLOAT_R16_NV 0x8884\n#define GL_FLOAT_R32_NV 0x8885\n#define GL_FLOAT_RG16_NV 0x8886\n#define GL_FLOAT_RG32_NV 0x8887\n#define GL_FLOAT_RGB16_NV 0x8888\n#define GL_FLOAT_RGB32_NV 0x8889\n#define GL_FLOAT_RGBA16_NV 0x888A\n#define GL_FLOAT_RGBA32_NV 0x888B\n#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C\n#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D\n#define GL_FLOAT_RGBA_MODE_NV 0x888E\n\n#define GLEW_NV_float_buffer GLEW_GET_VAR(__GLEW_NV_float_buffer)\n\n#endif /* GL_NV_float_buffer */\n\n/* --------------------------- GL_NV_fog_distance -------------------------- */\n\n#ifndef GL_NV_fog_distance\n#define GL_NV_fog_distance 1\n\n#define GL_FOG_DISTANCE_MODE_NV 0x855A\n#define GL_EYE_RADIAL_NV 0x855B\n#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C\n\n#define GLEW_NV_fog_distance GLEW_GET_VAR(__GLEW_NV_fog_distance)\n\n#endif /* GL_NV_fog_distance */\n\n/* -------------------- GL_NV_fragment_coverage_to_color ------------------- */\n\n#ifndef GL_NV_fragment_coverage_to_color\n#define GL_NV_fragment_coverage_to_color 1\n\n#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD\n#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE\n\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color);\n\n#define glFragmentCoverageColorNV GLEW_GET_FUN(__glewFragmentCoverageColorNV)\n\n#define GLEW_NV_fragment_coverage_to_color GLEW_GET_VAR(__GLEW_NV_fragment_coverage_to_color)\n\n#endif /* GL_NV_fragment_coverage_to_color */\n\n/* ------------------------- GL_NV_fragment_program ------------------------ */\n\n#ifndef GL_NV_fragment_program\n#define GL_NV_fragment_program 1\n\n#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868\n#define GL_FRAGMENT_PROGRAM_NV 0x8870\n#define GL_MAX_TEXTURE_COORDS_NV 0x8871\n#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872\n#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873\n#define GL_PROGRAM_ERROR_STRING_NV 0x8874\n\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble *params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLdouble v[]);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLfloat v[]);\n\n#define glGetProgramNamedParameterdvNV GLEW_GET_FUN(__glewGetProgramNamedParameterdvNV)\n#define glGetProgramNamedParameterfvNV GLEW_GET_FUN(__glewGetProgramNamedParameterfvNV)\n#define glProgramNamedParameter4dNV GLEW_GET_FUN(__glewProgramNamedParameter4dNV)\n#define glProgramNamedParameter4dvNV GLEW_GET_FUN(__glewProgramNamedParameter4dvNV)\n#define glProgramNamedParameter4fNV GLEW_GET_FUN(__glewProgramNamedParameter4fNV)\n#define glProgramNamedParameter4fvNV GLEW_GET_FUN(__glewProgramNamedParameter4fvNV)\n\n#define GLEW_NV_fragment_program GLEW_GET_VAR(__GLEW_NV_fragment_program)\n\n#endif /* GL_NV_fragment_program */\n\n/* ------------------------ GL_NV_fragment_program2 ------------------------ */\n\n#ifndef GL_NV_fragment_program2\n#define GL_NV_fragment_program2 1\n\n#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4\n#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5\n#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6\n#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7\n#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8\n\n#define GLEW_NV_fragment_program2 GLEW_GET_VAR(__GLEW_NV_fragment_program2)\n\n#endif /* GL_NV_fragment_program2 */\n\n/* ------------------------ GL_NV_fragment_program4 ------------------------ */\n\n#ifndef GL_NV_fragment_program4\n#define GL_NV_fragment_program4 1\n\n#define GLEW_NV_fragment_program4 GLEW_GET_VAR(__GLEW_NV_fragment_program4)\n\n#endif /* GL_NV_fragment_program4 */\n\n/* --------------------- GL_NV_fragment_program_option --------------------- */\n\n#ifndef GL_NV_fragment_program_option\n#define GL_NV_fragment_program_option 1\n\n#define GLEW_NV_fragment_program_option GLEW_GET_VAR(__GLEW_NV_fragment_program_option)\n\n#endif /* GL_NV_fragment_program_option */\n\n/* -------------------- GL_NV_fragment_shader_interlock -------------------- */\n\n#ifndef GL_NV_fragment_shader_interlock\n#define GL_NV_fragment_shader_interlock 1\n\n#define GLEW_NV_fragment_shader_interlock GLEW_GET_VAR(__GLEW_NV_fragment_shader_interlock)\n\n#endif /* GL_NV_fragment_shader_interlock */\n\n/* ------------------------- GL_NV_framebuffer_blit ------------------------ */\n\n#ifndef GL_NV_framebuffer_blit\n#define GL_NV_framebuffer_blit 1\n\n#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6\n#define GL_READ_FRAMEBUFFER_NV 0x8CA8\n#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9\n#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA\n\ntypedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\n\n#define glBlitFramebufferNV GLEW_GET_FUN(__glewBlitFramebufferNV)\n\n#define GLEW_NV_framebuffer_blit GLEW_GET_VAR(__GLEW_NV_framebuffer_blit)\n\n#endif /* GL_NV_framebuffer_blit */\n\n/* -------------------- GL_NV_framebuffer_mixed_samples -------------------- */\n\n#ifndef GL_NV_framebuffer_mixed_samples\n#define GL_NV_framebuffer_mixed_samples 1\n\n#define GL_COLOR_SAMPLES_NV 0x8E20\n#define GL_RASTER_MULTISAMPLE_EXT 0x9327\n#define GL_RASTER_SAMPLES_EXT 0x9328\n#define GL_MAX_RASTER_SAMPLES_EXT 0x9329\n#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A\n#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B\n#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C\n#define GL_DEPTH_SAMPLES_NV 0x932D\n#define GL_STENCIL_SAMPLES_NV 0x932E\n#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F\n#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330\n#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331\n#define GL_COVERAGE_MODULATION_NV 0x9332\n#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333\n\n#define GLEW_NV_framebuffer_mixed_samples GLEW_GET_VAR(__GLEW_NV_framebuffer_mixed_samples)\n\n#endif /* GL_NV_framebuffer_mixed_samples */\n\n/* --------------------- GL_NV_framebuffer_multisample --------------------- */\n\n#ifndef GL_NV_framebuffer_multisample\n#define GL_NV_framebuffer_multisample 1\n\n#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB\n#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56\n#define GL_MAX_SAMPLES_NV 0x8D57\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleNV)\n\n#define GLEW_NV_framebuffer_multisample GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample)\n\n#endif /* GL_NV_framebuffer_multisample */\n\n/* ----------------- GL_NV_framebuffer_multisample_coverage ---------------- */\n\n#ifndef GL_NV_framebuffer_multisample_coverage\n#define GL_NV_framebuffer_multisample_coverage 1\n\n#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB\n#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10\n#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11\n#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12\n\ntypedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);\n\n#define glRenderbufferStorageMultisampleCoverageNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleCoverageNV)\n\n#define GLEW_NV_framebuffer_multisample_coverage GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample_coverage)\n\n#endif /* GL_NV_framebuffer_multisample_coverage */\n\n/* ----------------------- GL_NV_generate_mipmap_sRGB ---------------------- */\n\n#ifndef GL_NV_generate_mipmap_sRGB\n#define GL_NV_generate_mipmap_sRGB 1\n\n#define GLEW_NV_generate_mipmap_sRGB GLEW_GET_VAR(__GLEW_NV_generate_mipmap_sRGB)\n\n#endif /* GL_NV_generate_mipmap_sRGB */\n\n/* ------------------------ GL_NV_geometry_program4 ------------------------ */\n\n#ifndef GL_NV_geometry_program4\n#define GL_NV_geometry_program4 1\n\n#define GL_GEOMETRY_PROGRAM_NV 0x8C26\n#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27\n#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit);\n\n#define glProgramVertexLimitNV GLEW_GET_FUN(__glewProgramVertexLimitNV)\n\n#define GLEW_NV_geometry_program4 GLEW_GET_VAR(__GLEW_NV_geometry_program4)\n\n#endif /* GL_NV_geometry_program4 */\n\n/* ------------------------- GL_NV_geometry_shader4 ------------------------ */\n\n#ifndef GL_NV_geometry_shader4\n#define GL_NV_geometry_shader4 1\n\n#define GLEW_NV_geometry_shader4 GLEW_GET_VAR(__GLEW_NV_geometry_shader4)\n\n#endif /* GL_NV_geometry_shader4 */\n\n/* ------------------- GL_NV_geometry_shader_passthrough ------------------- */\n\n#ifndef GL_NV_geometry_shader_passthrough\n#define GL_NV_geometry_shader_passthrough 1\n\n#define GLEW_NV_geometry_shader_passthrough GLEW_GET_VAR(__GLEW_NV_geometry_shader_passthrough)\n\n#endif /* GL_NV_geometry_shader_passthrough */\n\n/* -------------------------- GL_NV_gpu_multicast -------------------------- */\n\n#ifndef GL_NV_gpu_multicast\n#define GL_NV_gpu_multicast 1\n\n#define GL_PER_GPU_STORAGE_BIT_NV 0x0800\n#define GL_MULTICAST_GPUS_NV 0x92BA\n#define GL_PER_GPU_STORAGE_NV 0x9548\n#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549\n#define GL_RENDER_GPU_MASK_NV 0x9558\n\ntypedef void (GLAPIENTRY * PFNGLMULTICASTBARRIERNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGpu, GLbitfield waitGpuMask);\ntypedef void (GLAPIENTRY * PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask);\n\n#define glMulticastBarrierNV GLEW_GET_FUN(__glewMulticastBarrierNV)\n#define glMulticastBlitFramebufferNV GLEW_GET_FUN(__glewMulticastBlitFramebufferNV)\n#define glMulticastBufferSubDataNV GLEW_GET_FUN(__glewMulticastBufferSubDataNV)\n#define glMulticastCopyBufferSubDataNV GLEW_GET_FUN(__glewMulticastCopyBufferSubDataNV)\n#define glMulticastCopyImageSubDataNV GLEW_GET_FUN(__glewMulticastCopyImageSubDataNV)\n#define glMulticastFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewMulticastFramebufferSampleLocationsfvNV)\n#define glMulticastGetQueryObjecti64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjecti64vNV)\n#define glMulticastGetQueryObjectivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectivNV)\n#define glMulticastGetQueryObjectui64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjectui64vNV)\n#define glMulticastGetQueryObjectuivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectuivNV)\n#define glMulticastWaitSyncNV GLEW_GET_FUN(__glewMulticastWaitSyncNV)\n#define glRenderGpuMaskNV GLEW_GET_FUN(__glewRenderGpuMaskNV)\n\n#define GLEW_NV_gpu_multicast GLEW_GET_VAR(__GLEW_NV_gpu_multicast)\n\n#endif /* GL_NV_gpu_multicast */\n\n/* --------------------------- GL_NV_gpu_program4 -------------------------- */\n\n#ifndef GL_NV_gpu_program4\n#define GL_NV_gpu_program4 1\n\n#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904\n#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905\n#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906\n#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907\n#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908\n#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909\n#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5\n#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);\n\n#define glProgramEnvParameterI4iNV GLEW_GET_FUN(__glewProgramEnvParameterI4iNV)\n#define glProgramEnvParameterI4ivNV GLEW_GET_FUN(__glewProgramEnvParameterI4ivNV)\n#define glProgramEnvParameterI4uiNV GLEW_GET_FUN(__glewProgramEnvParameterI4uiNV)\n#define glProgramEnvParameterI4uivNV GLEW_GET_FUN(__glewProgramEnvParameterI4uivNV)\n#define glProgramEnvParametersI4ivNV GLEW_GET_FUN(__glewProgramEnvParametersI4ivNV)\n#define glProgramEnvParametersI4uivNV GLEW_GET_FUN(__glewProgramEnvParametersI4uivNV)\n#define glProgramLocalParameterI4iNV GLEW_GET_FUN(__glewProgramLocalParameterI4iNV)\n#define glProgramLocalParameterI4ivNV GLEW_GET_FUN(__glewProgramLocalParameterI4ivNV)\n#define glProgramLocalParameterI4uiNV GLEW_GET_FUN(__glewProgramLocalParameterI4uiNV)\n#define glProgramLocalParameterI4uivNV GLEW_GET_FUN(__glewProgramLocalParameterI4uivNV)\n#define glProgramLocalParametersI4ivNV GLEW_GET_FUN(__glewProgramLocalParametersI4ivNV)\n#define glProgramLocalParametersI4uivNV GLEW_GET_FUN(__glewProgramLocalParametersI4uivNV)\n\n#define GLEW_NV_gpu_program4 GLEW_GET_VAR(__GLEW_NV_gpu_program4)\n\n#endif /* GL_NV_gpu_program4 */\n\n/* --------------------------- GL_NV_gpu_program5 -------------------------- */\n\n#ifndef GL_NV_gpu_program5\n#define GL_NV_gpu_program5 1\n\n#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A\n#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B\n#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C\n#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D\n#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E\n#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F\n\n#define GLEW_NV_gpu_program5 GLEW_GET_VAR(__GLEW_NV_gpu_program5)\n\n#endif /* GL_NV_gpu_program5 */\n\n/* -------------------- GL_NV_gpu_program5_mem_extended -------------------- */\n\n#ifndef GL_NV_gpu_program5_mem_extended\n#define GL_NV_gpu_program5_mem_extended 1\n\n#define GLEW_NV_gpu_program5_mem_extended GLEW_GET_VAR(__GLEW_NV_gpu_program5_mem_extended)\n\n#endif /* GL_NV_gpu_program5_mem_extended */\n\n/* ------------------------- GL_NV_gpu_program_fp64 ------------------------ */\n\n#ifndef GL_NV_gpu_program_fp64\n#define GL_NV_gpu_program_fp64 1\n\n#define GLEW_NV_gpu_program_fp64 GLEW_GET_VAR(__GLEW_NV_gpu_program_fp64)\n\n#endif /* GL_NV_gpu_program_fp64 */\n\n/* --------------------------- GL_NV_gpu_shader5 --------------------------- */\n\n#ifndef GL_NV_gpu_shader5\n#define GL_NV_gpu_shader5 1\n\n#define GL_INT64_NV 0x140E\n#define GL_UNSIGNED_INT64_NV 0x140F\n#define GL_INT8_NV 0x8FE0\n#define GL_INT8_VEC2_NV 0x8FE1\n#define GL_INT8_VEC3_NV 0x8FE2\n#define GL_INT8_VEC4_NV 0x8FE3\n#define GL_INT16_NV 0x8FE4\n#define GL_INT16_VEC2_NV 0x8FE5\n#define GL_INT16_VEC3_NV 0x8FE6\n#define GL_INT16_VEC4_NV 0x8FE7\n#define GL_INT64_VEC2_NV 0x8FE9\n#define GL_INT64_VEC3_NV 0x8FEA\n#define GL_INT64_VEC4_NV 0x8FEB\n#define GL_UNSIGNED_INT8_NV 0x8FEC\n#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED\n#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE\n#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF\n#define GL_UNSIGNED_INT16_NV 0x8FF0\n#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1\n#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2\n#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3\n#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5\n#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6\n#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7\n#define GL_FLOAT16_NV 0x8FF8\n#define GL_FLOAT16_VEC2_NV 0x8FF9\n#define GL_FLOAT16_VEC3_NV 0x8FFA\n#define GL_FLOAT16_VEC4_NV 0x8FFB\n\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\n\n#define glGetUniformi64vNV GLEW_GET_FUN(__glewGetUniformi64vNV)\n#define glGetUniformui64vNV GLEW_GET_FUN(__glewGetUniformui64vNV)\n#define glProgramUniform1i64NV GLEW_GET_FUN(__glewProgramUniform1i64NV)\n#define glProgramUniform1i64vNV GLEW_GET_FUN(__glewProgramUniform1i64vNV)\n#define glProgramUniform1ui64NV GLEW_GET_FUN(__glewProgramUniform1ui64NV)\n#define glProgramUniform1ui64vNV GLEW_GET_FUN(__glewProgramUniform1ui64vNV)\n#define glProgramUniform2i64NV GLEW_GET_FUN(__glewProgramUniform2i64NV)\n#define glProgramUniform2i64vNV GLEW_GET_FUN(__glewProgramUniform2i64vNV)\n#define glProgramUniform2ui64NV GLEW_GET_FUN(__glewProgramUniform2ui64NV)\n#define glProgramUniform2ui64vNV GLEW_GET_FUN(__glewProgramUniform2ui64vNV)\n#define glProgramUniform3i64NV GLEW_GET_FUN(__glewProgramUniform3i64NV)\n#define glProgramUniform3i64vNV GLEW_GET_FUN(__glewProgramUniform3i64vNV)\n#define glProgramUniform3ui64NV GLEW_GET_FUN(__glewProgramUniform3ui64NV)\n#define glProgramUniform3ui64vNV GLEW_GET_FUN(__glewProgramUniform3ui64vNV)\n#define glProgramUniform4i64NV GLEW_GET_FUN(__glewProgramUniform4i64NV)\n#define glProgramUniform4i64vNV GLEW_GET_FUN(__glewProgramUniform4i64vNV)\n#define glProgramUniform4ui64NV GLEW_GET_FUN(__glewProgramUniform4ui64NV)\n#define glProgramUniform4ui64vNV GLEW_GET_FUN(__glewProgramUniform4ui64vNV)\n#define glUniform1i64NV GLEW_GET_FUN(__glewUniform1i64NV)\n#define glUniform1i64vNV GLEW_GET_FUN(__glewUniform1i64vNV)\n#define glUniform1ui64NV GLEW_GET_FUN(__glewUniform1ui64NV)\n#define glUniform1ui64vNV GLEW_GET_FUN(__glewUniform1ui64vNV)\n#define glUniform2i64NV GLEW_GET_FUN(__glewUniform2i64NV)\n#define glUniform2i64vNV GLEW_GET_FUN(__glewUniform2i64vNV)\n#define glUniform2ui64NV GLEW_GET_FUN(__glewUniform2ui64NV)\n#define glUniform2ui64vNV GLEW_GET_FUN(__glewUniform2ui64vNV)\n#define glUniform3i64NV GLEW_GET_FUN(__glewUniform3i64NV)\n#define glUniform3i64vNV GLEW_GET_FUN(__glewUniform3i64vNV)\n#define glUniform3ui64NV GLEW_GET_FUN(__glewUniform3ui64NV)\n#define glUniform3ui64vNV GLEW_GET_FUN(__glewUniform3ui64vNV)\n#define glUniform4i64NV GLEW_GET_FUN(__glewUniform4i64NV)\n#define glUniform4i64vNV GLEW_GET_FUN(__glewUniform4i64vNV)\n#define glUniform4ui64NV GLEW_GET_FUN(__glewUniform4ui64NV)\n#define glUniform4ui64vNV GLEW_GET_FUN(__glewUniform4ui64vNV)\n\n#define GLEW_NV_gpu_shader5 GLEW_GET_VAR(__GLEW_NV_gpu_shader5)\n\n#endif /* GL_NV_gpu_shader5 */\n\n/* ---------------------------- GL_NV_half_float --------------------------- */\n\n#ifndef GL_NV_half_float\n#define GL_NV_half_float 1\n\n#define GL_HALF_FLOAT_NV 0x140B\n\ntypedef unsigned short GLhalf;\n\ntypedef void (GLAPIENTRY * PFNGLCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);\ntypedef void (GLAPIENTRY * PFNGLCOLOR3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4HNVPROC) (GLhalf red, GLhalf green, GLhalf blue, GLhalf alpha);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDHNVPROC) (GLhalf fog);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDHVNVPROC) (const GLhalf* fog);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalf s);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalf s, GLhalf t);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r, GLhalf q);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3HNVPROC) (GLhalf nx, GLhalf ny, GLhalf nz);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD1HNVPROC) (GLhalf s);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD1HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2HNVPROC) (GLhalf s, GLhalf t);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD3HNVPROC) (GLhalf s, GLhalf t, GLhalf r);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4HNVPROC) (GLhalf s, GLhalf t, GLhalf r, GLhalf q);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEX2HNVPROC) (GLhalf x, GLhalf y);\ntypedef void (GLAPIENTRY * PFNGLVERTEX2HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEX3HNVPROC) (GLhalf x, GLhalf y, GLhalf z);\ntypedef void (GLAPIENTRY * PFNGLVERTEX3HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEX4HNVPROC) (GLhalf x, GLhalf y, GLhalf z, GLhalf w);\ntypedef void (GLAPIENTRY * PFNGLVERTEX4HVNVPROC) (const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalf x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalf x, GLhalf y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z, GLhalf w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHNVPROC) (GLhalf weight);\ntypedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalf* weight);\n\n#define glColor3hNV GLEW_GET_FUN(__glewColor3hNV)\n#define glColor3hvNV GLEW_GET_FUN(__glewColor3hvNV)\n#define glColor4hNV GLEW_GET_FUN(__glewColor4hNV)\n#define glColor4hvNV GLEW_GET_FUN(__glewColor4hvNV)\n#define glFogCoordhNV GLEW_GET_FUN(__glewFogCoordhNV)\n#define glFogCoordhvNV GLEW_GET_FUN(__glewFogCoordhvNV)\n#define glMultiTexCoord1hNV GLEW_GET_FUN(__glewMultiTexCoord1hNV)\n#define glMultiTexCoord1hvNV GLEW_GET_FUN(__glewMultiTexCoord1hvNV)\n#define glMultiTexCoord2hNV GLEW_GET_FUN(__glewMultiTexCoord2hNV)\n#define glMultiTexCoord2hvNV GLEW_GET_FUN(__glewMultiTexCoord2hvNV)\n#define glMultiTexCoord3hNV GLEW_GET_FUN(__glewMultiTexCoord3hNV)\n#define glMultiTexCoord3hvNV GLEW_GET_FUN(__glewMultiTexCoord3hvNV)\n#define glMultiTexCoord4hNV GLEW_GET_FUN(__glewMultiTexCoord4hNV)\n#define glMultiTexCoord4hvNV GLEW_GET_FUN(__glewMultiTexCoord4hvNV)\n#define glNormal3hNV GLEW_GET_FUN(__glewNormal3hNV)\n#define glNormal3hvNV GLEW_GET_FUN(__glewNormal3hvNV)\n#define glSecondaryColor3hNV GLEW_GET_FUN(__glewSecondaryColor3hNV)\n#define glSecondaryColor3hvNV GLEW_GET_FUN(__glewSecondaryColor3hvNV)\n#define glTexCoord1hNV GLEW_GET_FUN(__glewTexCoord1hNV)\n#define glTexCoord1hvNV GLEW_GET_FUN(__glewTexCoord1hvNV)\n#define glTexCoord2hNV GLEW_GET_FUN(__glewTexCoord2hNV)\n#define glTexCoord2hvNV GLEW_GET_FUN(__glewTexCoord2hvNV)\n#define glTexCoord3hNV GLEW_GET_FUN(__glewTexCoord3hNV)\n#define glTexCoord3hvNV GLEW_GET_FUN(__glewTexCoord3hvNV)\n#define glTexCoord4hNV GLEW_GET_FUN(__glewTexCoord4hNV)\n#define glTexCoord4hvNV GLEW_GET_FUN(__glewTexCoord4hvNV)\n#define glVertex2hNV GLEW_GET_FUN(__glewVertex2hNV)\n#define glVertex2hvNV GLEW_GET_FUN(__glewVertex2hvNV)\n#define glVertex3hNV GLEW_GET_FUN(__glewVertex3hNV)\n#define glVertex3hvNV GLEW_GET_FUN(__glewVertex3hvNV)\n#define glVertex4hNV GLEW_GET_FUN(__glewVertex4hNV)\n#define glVertex4hvNV GLEW_GET_FUN(__glewVertex4hvNV)\n#define glVertexAttrib1hNV GLEW_GET_FUN(__glewVertexAttrib1hNV)\n#define glVertexAttrib1hvNV GLEW_GET_FUN(__glewVertexAttrib1hvNV)\n#define glVertexAttrib2hNV GLEW_GET_FUN(__glewVertexAttrib2hNV)\n#define glVertexAttrib2hvNV GLEW_GET_FUN(__glewVertexAttrib2hvNV)\n#define glVertexAttrib3hNV GLEW_GET_FUN(__glewVertexAttrib3hNV)\n#define glVertexAttrib3hvNV GLEW_GET_FUN(__glewVertexAttrib3hvNV)\n#define glVertexAttrib4hNV GLEW_GET_FUN(__glewVertexAttrib4hNV)\n#define glVertexAttrib4hvNV GLEW_GET_FUN(__glewVertexAttrib4hvNV)\n#define glVertexAttribs1hvNV GLEW_GET_FUN(__glewVertexAttribs1hvNV)\n#define glVertexAttribs2hvNV GLEW_GET_FUN(__glewVertexAttribs2hvNV)\n#define glVertexAttribs3hvNV GLEW_GET_FUN(__glewVertexAttribs3hvNV)\n#define glVertexAttribs4hvNV GLEW_GET_FUN(__glewVertexAttribs4hvNV)\n#define glVertexWeighthNV GLEW_GET_FUN(__glewVertexWeighthNV)\n#define glVertexWeighthvNV GLEW_GET_FUN(__glewVertexWeighthvNV)\n\n#define GLEW_NV_half_float GLEW_GET_VAR(__GLEW_NV_half_float)\n\n#endif /* GL_NV_half_float */\n\n/* -------------------------- GL_NV_image_formats -------------------------- */\n\n#ifndef GL_NV_image_formats\n#define GL_NV_image_formats 1\n\n#define GLEW_NV_image_formats GLEW_GET_VAR(__GLEW_NV_image_formats)\n\n#endif /* GL_NV_image_formats */\n\n/* ------------------------- GL_NV_instanced_arrays ------------------------ */\n\n#ifndef GL_NV_instanced_arrays\n#define GL_NV_instanced_arrays 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE\n\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor);\n\n#define glVertexAttribDivisorNV GLEW_GET_FUN(__glewVertexAttribDivisorNV)\n\n#define GLEW_NV_instanced_arrays GLEW_GET_VAR(__GLEW_NV_instanced_arrays)\n\n#endif /* GL_NV_instanced_arrays */\n\n/* ------------------- GL_NV_internalformat_sample_query ------------------- */\n\n#ifndef GL_NV_internalformat_sample_query\n#define GL_NV_internalformat_sample_query 1\n\n#define GL_MULTISAMPLES_NV 0x9371\n#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372\n#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373\n#define GL_CONFORMANT_NV 0x9374\n\ntypedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei bufSize, GLint* params);\n\n#define glGetInternalformatSampleivNV GLEW_GET_FUN(__glewGetInternalformatSampleivNV)\n\n#define GLEW_NV_internalformat_sample_query GLEW_GET_VAR(__GLEW_NV_internalformat_sample_query)\n\n#endif /* GL_NV_internalformat_sample_query */\n\n/* ------------------------ GL_NV_light_max_exponent ----------------------- */\n\n#ifndef GL_NV_light_max_exponent\n#define GL_NV_light_max_exponent 1\n\n#define GL_MAX_SHININESS_NV 0x8504\n#define GL_MAX_SPOT_EXPONENT_NV 0x8505\n\n#define GLEW_NV_light_max_exponent GLEW_GET_VAR(__GLEW_NV_light_max_exponent)\n\n#endif /* GL_NV_light_max_exponent */\n\n/* ----------------------- GL_NV_multisample_coverage ---------------------- */\n\n#ifndef GL_NV_multisample_coverage\n#define GL_NV_multisample_coverage 1\n\n#define GL_COLOR_SAMPLES_NV 0x8E20\n\n#define GLEW_NV_multisample_coverage GLEW_GET_VAR(__GLEW_NV_multisample_coverage)\n\n#endif /* GL_NV_multisample_coverage */\n\n/* --------------------- GL_NV_multisample_filter_hint --------------------- */\n\n#ifndef GL_NV_multisample_filter_hint\n#define GL_NV_multisample_filter_hint 1\n\n#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534\n\n#define GLEW_NV_multisample_filter_hint GLEW_GET_VAR(__GLEW_NV_multisample_filter_hint)\n\n#endif /* GL_NV_multisample_filter_hint */\n\n/* ----------------------- GL_NV_non_square_matrices ----------------------- */\n\n#ifndef GL_NV_non_square_matrices\n#define GL_NV_non_square_matrices 1\n\n#define GL_FLOAT_MAT2x3_NV 0x8B65\n#define GL_FLOAT_MAT2x4_NV 0x8B66\n#define GL_FLOAT_MAT3x2_NV 0x8B67\n#define GL_FLOAT_MAT3x4_NV 0x8B68\n#define GL_FLOAT_MAT4x2_NV 0x8B69\n#define GL_FLOAT_MAT4x3_NV 0x8B6A\n\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);\n\n#define glUniformMatrix2x3fvNV GLEW_GET_FUN(__glewUniformMatrix2x3fvNV)\n#define glUniformMatrix2x4fvNV GLEW_GET_FUN(__glewUniformMatrix2x4fvNV)\n#define glUniformMatrix3x2fvNV GLEW_GET_FUN(__glewUniformMatrix3x2fvNV)\n#define glUniformMatrix3x4fvNV GLEW_GET_FUN(__glewUniformMatrix3x4fvNV)\n#define glUniformMatrix4x2fvNV GLEW_GET_FUN(__glewUniformMatrix4x2fvNV)\n#define glUniformMatrix4x3fvNV GLEW_GET_FUN(__glewUniformMatrix4x3fvNV)\n\n#define GLEW_NV_non_square_matrices GLEW_GET_VAR(__GLEW_NV_non_square_matrices)\n\n#endif /* GL_NV_non_square_matrices */\n\n/* ------------------------- GL_NV_occlusion_query ------------------------- */\n\n#ifndef GL_NV_occlusion_query\n#define GL_NV_occlusion_query 1\n\n#define GL_PIXEL_COUNTER_BITS_NV 0x8864\n#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865\n#define GL_PIXEL_COUNT_NV 0x8866\n#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867\n\ntypedef void (GLAPIENTRY * PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLENDOCCLUSIONQUERYNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id);\n\n#define glBeginOcclusionQueryNV GLEW_GET_FUN(__glewBeginOcclusionQueryNV)\n#define glDeleteOcclusionQueriesNV GLEW_GET_FUN(__glewDeleteOcclusionQueriesNV)\n#define glEndOcclusionQueryNV GLEW_GET_FUN(__glewEndOcclusionQueryNV)\n#define glGenOcclusionQueriesNV GLEW_GET_FUN(__glewGenOcclusionQueriesNV)\n#define glGetOcclusionQueryivNV GLEW_GET_FUN(__glewGetOcclusionQueryivNV)\n#define glGetOcclusionQueryuivNV GLEW_GET_FUN(__glewGetOcclusionQueryuivNV)\n#define glIsOcclusionQueryNV GLEW_GET_FUN(__glewIsOcclusionQueryNV)\n\n#define GLEW_NV_occlusion_query GLEW_GET_VAR(__GLEW_NV_occlusion_query)\n\n#endif /* GL_NV_occlusion_query */\n\n/* -------------------------- GL_NV_pack_subimage -------------------------- */\n\n#ifndef GL_NV_pack_subimage\n#define GL_NV_pack_subimage 1\n\n#define GL_PACK_ROW_LENGTH_NV 0x0D02\n#define GL_PACK_SKIP_ROWS_NV 0x0D03\n#define GL_PACK_SKIP_PIXELS_NV 0x0D04\n\n#define GLEW_NV_pack_subimage GLEW_GET_VAR(__GLEW_NV_pack_subimage)\n\n#endif /* GL_NV_pack_subimage */\n\n/* ----------------------- GL_NV_packed_depth_stencil ---------------------- */\n\n#ifndef GL_NV_packed_depth_stencil\n#define GL_NV_packed_depth_stencil 1\n\n#define GL_DEPTH_STENCIL_NV 0x84F9\n#define GL_UNSIGNED_INT_24_8_NV 0x84FA\n\n#define GLEW_NV_packed_depth_stencil GLEW_GET_VAR(__GLEW_NV_packed_depth_stencil)\n\n#endif /* GL_NV_packed_depth_stencil */\n\n/* --------------------------- GL_NV_packed_float -------------------------- */\n\n#ifndef GL_NV_packed_float\n#define GL_NV_packed_float 1\n\n#define GL_R11F_G11F_B10F_NV 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B\n\n#define GLEW_NV_packed_float GLEW_GET_VAR(__GLEW_NV_packed_float)\n\n#endif /* GL_NV_packed_float */\n\n/* ----------------------- GL_NV_packed_float_linear ----------------------- */\n\n#ifndef GL_NV_packed_float_linear\n#define GL_NV_packed_float_linear 1\n\n#define GL_R11F_G11F_B10F_NV 0x8C3A\n#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B\n\n#define GLEW_NV_packed_float_linear GLEW_GET_VAR(__GLEW_NV_packed_float_linear)\n\n#endif /* GL_NV_packed_float_linear */\n\n/* --------------------- GL_NV_parameter_buffer_object --------------------- */\n\n#ifndef GL_NV_parameter_buffer_object\n#define GL_NV_parameter_buffer_object 1\n\n#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0\n#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1\n#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2\n#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3\n#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4\n\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params);\n\n#define glProgramBufferParametersIivNV GLEW_GET_FUN(__glewProgramBufferParametersIivNV)\n#define glProgramBufferParametersIuivNV GLEW_GET_FUN(__glewProgramBufferParametersIuivNV)\n#define glProgramBufferParametersfvNV GLEW_GET_FUN(__glewProgramBufferParametersfvNV)\n\n#define GLEW_NV_parameter_buffer_object GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object)\n\n#endif /* GL_NV_parameter_buffer_object */\n\n/* --------------------- GL_NV_parameter_buffer_object2 -------------------- */\n\n#ifndef GL_NV_parameter_buffer_object2\n#define GL_NV_parameter_buffer_object2 1\n\n#define GLEW_NV_parameter_buffer_object2 GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object2)\n\n#endif /* GL_NV_parameter_buffer_object2 */\n\n/* -------------------------- GL_NV_path_rendering ------------------------- */\n\n#ifndef GL_NV_path_rendering\n#define GL_NV_path_rendering 1\n\n#define GL_CLOSE_PATH_NV 0x00\n#define GL_BOLD_BIT_NV 0x01\n#define GL_GLYPH_WIDTH_BIT_NV 0x01\n#define GL_GLYPH_HEIGHT_BIT_NV 0x02\n#define GL_ITALIC_BIT_NV 0x02\n#define GL_MOVE_TO_NV 0x02\n#define GL_RELATIVE_MOVE_TO_NV 0x03\n#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04\n#define GL_LINE_TO_NV 0x04\n#define GL_RELATIVE_LINE_TO_NV 0x05\n#define GL_HORIZONTAL_LINE_TO_NV 0x06\n#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07\n#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08\n#define GL_VERTICAL_LINE_TO_NV 0x08\n#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09\n#define GL_QUADRATIC_CURVE_TO_NV 0x0A\n#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B\n#define GL_CUBIC_CURVE_TO_NV 0x0C\n#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D\n#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E\n#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F\n#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10\n#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10\n#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11\n#define GL_SMALL_CCW_ARC_TO_NV 0x12\n#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13\n#define GL_SMALL_CW_ARC_TO_NV 0x14\n#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15\n#define GL_LARGE_CCW_ARC_TO_NV 0x16\n#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17\n#define GL_LARGE_CW_ARC_TO_NV 0x18\n#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19\n#define GL_CONIC_CURVE_TO_NV 0x1A\n#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B\n#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20\n#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40\n#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80\n#define GL_ROUNDED_RECT_NV 0xE8\n#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9\n#define GL_ROUNDED_RECT2_NV 0xEA\n#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB\n#define GL_ROUNDED_RECT4_NV 0xEC\n#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED\n#define GL_ROUNDED_RECT8_NV 0xEE\n#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF\n#define GL_RESTART_PATH_NV 0xF0\n#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2\n#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4\n#define GL_RECT_NV 0xF6\n#define GL_RELATIVE_RECT_NV 0xF7\n#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8\n#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA\n#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC\n#define GL_ARC_TO_NV 0xFE\n#define GL_RELATIVE_ARC_TO_NV 0xFF\n#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100\n#define GL_PRIMARY_COLOR_NV 0x852C\n#define GL_SECONDARY_COLOR_NV 0x852D\n#define GL_PRIMARY_COLOR 0x8577\n#define GL_PATH_FORMAT_SVG_NV 0x9070\n#define GL_PATH_FORMAT_PS_NV 0x9071\n#define GL_STANDARD_FONT_NAME_NV 0x9072\n#define GL_SYSTEM_FONT_NAME_NV 0x9073\n#define GL_FILE_NAME_NV 0x9074\n#define GL_PATH_STROKE_WIDTH_NV 0x9075\n#define GL_PATH_END_CAPS_NV 0x9076\n#define GL_PATH_INITIAL_END_CAP_NV 0x9077\n#define GL_PATH_TERMINAL_END_CAP_NV 0x9078\n#define GL_PATH_JOIN_STYLE_NV 0x9079\n#define GL_PATH_MITER_LIMIT_NV 0x907A\n#define GL_PATH_DASH_CAPS_NV 0x907B\n#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C\n#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D\n#define GL_PATH_DASH_OFFSET_NV 0x907E\n#define GL_PATH_CLIENT_LENGTH_NV 0x907F\n#define GL_PATH_FILL_MODE_NV 0x9080\n#define GL_PATH_FILL_MASK_NV 0x9081\n#define GL_PATH_FILL_COVER_MODE_NV 0x9082\n#define GL_PATH_STROKE_COVER_MODE_NV 0x9083\n#define GL_PATH_STROKE_MASK_NV 0x9084\n#define GL_PATH_STROKE_BOUND_NV 0x9086\n#define GL_COUNT_UP_NV 0x9088\n#define GL_COUNT_DOWN_NV 0x9089\n#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A\n#define GL_CONVEX_HULL_NV 0x908B\n#define GL_BOUNDING_BOX_NV 0x908D\n#define GL_TRANSLATE_X_NV 0x908E\n#define GL_TRANSLATE_Y_NV 0x908F\n#define GL_TRANSLATE_2D_NV 0x9090\n#define GL_TRANSLATE_3D_NV 0x9091\n#define GL_AFFINE_2D_NV 0x9092\n#define GL_AFFINE_3D_NV 0x9094\n#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096\n#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098\n#define GL_UTF8_NV 0x909A\n#define GL_UTF16_NV 0x909B\n#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C\n#define GL_PATH_COMMAND_COUNT_NV 0x909D\n#define GL_PATH_COORD_COUNT_NV 0x909E\n#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F\n#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0\n#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1\n#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2\n#define GL_SQUARE_NV 0x90A3\n#define GL_ROUND_NV 0x90A4\n#define GL_TRIANGULAR_NV 0x90A5\n#define GL_BEVEL_NV 0x90A6\n#define GL_MITER_REVERT_NV 0x90A7\n#define GL_MITER_TRUNCATE_NV 0x90A8\n#define GL_SKIP_MISSING_GLYPH_NV 0x90A9\n#define GL_USE_MISSING_GLYPH_NV 0x90AA\n#define GL_PATH_ERROR_POSITION_NV 0x90AB\n#define GL_PATH_FOG_GEN_MODE_NV 0x90AC\n#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD\n#define GL_ADJACENT_PAIRS_NV 0x90AE\n#define GL_FIRST_TO_REST_NV 0x90AF\n#define GL_PATH_GEN_MODE_NV 0x90B0\n#define GL_PATH_GEN_COEFF_NV 0x90B1\n#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2\n#define GL_PATH_GEN_COMPONENTS_NV 0x90B3\n#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4\n#define GL_MOVE_TO_RESETS_NV 0x90B5\n#define GL_MOVE_TO_CONTINUES_NV 0x90B6\n#define GL_PATH_STENCIL_FUNC_NV 0x90B7\n#define GL_PATH_STENCIL_REF_NV 0x90B8\n#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9\n#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD\n#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE\n#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF\n#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368\n#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369\n#define GL_FONT_UNAVAILABLE_NV 0x936A\n#define GL_FONT_UNINTELLIGIBLE_NV 0x936B\n#define GL_STANDARD_FONT_FORMAT_NV 0x936C\n#define GL_FRAGMENT_INPUT_NV 0x936D\n#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000\n#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000\n#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000\n#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000\n#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000\n#define GL_FONT_ASCENDER_BIT_NV 0x00200000\n#define GL_FONT_DESCENDER_BIT_NV 0x00400000\n#define GL_FONT_HEIGHT_BIT_NV 0x00800000\n#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000\n#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000\n#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000\n#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000\n#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000\n#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000\n\ntypedef void (GLAPIENTRY * PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath);\ntypedef void (GLAPIENTRY * PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range);\ntypedef GLuint (GLAPIENTRY * PFNGLGENPATHSNVPROC) (GLsizei range);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte* commands);\ntypedef void (GLAPIENTRY * PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat* coords);\ntypedef void (GLAPIENTRY * PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat* dashArray);\ntypedef GLfloat (GLAPIENTRY * PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments);\ntypedef void (GLAPIENTRY * PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat* metrics);\ntypedef void (GLAPIENTRY * PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics);\ntypedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing);\ntypedef void (GLAPIENTRY * PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint* value);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLfloat *params);\ntypedef void (GLAPIENTRY * PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPATHNVPROC) (GLuint path);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);\ntypedef void (GLAPIENTRY * PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat* coeffs);\ntypedef void (GLAPIENTRY * PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords);\ntypedef void (GLAPIENTRY * PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords);\ntypedef void (GLAPIENTRY * PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum zfunc);\ntypedef void (GLAPIENTRY * PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat* dashArray);\ntypedef void (GLAPIENTRY * PFNGLPATHFOGGENNVPROC) (GLenum genMode);\ntypedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint baseAndCount[2]);\ntypedef void (GLAPIENTRY * PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef void (GLAPIENTRY * PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void*charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef GLenum (GLAPIENTRY * PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat* value);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value);\ntypedef void (GLAPIENTRY * PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint* value);\ntypedef void (GLAPIENTRY * PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units);\ntypedef void (GLAPIENTRY * PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString);\ntypedef void (GLAPIENTRY * PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords);\ntypedef void (GLAPIENTRY * PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords);\ntypedef void (GLAPIENTRY * PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat* coeffs);\ntypedef GLboolean (GLAPIENTRY * PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat* x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat* coeffs);\ntypedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);\ntypedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat* transformValues);\ntypedef void (GLAPIENTRY * PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint paths[], const GLfloat weights[]);\n\n#define glCopyPathNV GLEW_GET_FUN(__glewCopyPathNV)\n#define glCoverFillPathInstancedNV GLEW_GET_FUN(__glewCoverFillPathInstancedNV)\n#define glCoverFillPathNV GLEW_GET_FUN(__glewCoverFillPathNV)\n#define glCoverStrokePathInstancedNV GLEW_GET_FUN(__glewCoverStrokePathInstancedNV)\n#define glCoverStrokePathNV GLEW_GET_FUN(__glewCoverStrokePathNV)\n#define glDeletePathsNV GLEW_GET_FUN(__glewDeletePathsNV)\n#define glGenPathsNV GLEW_GET_FUN(__glewGenPathsNV)\n#define glGetPathColorGenfvNV GLEW_GET_FUN(__glewGetPathColorGenfvNV)\n#define glGetPathColorGenivNV GLEW_GET_FUN(__glewGetPathColorGenivNV)\n#define glGetPathCommandsNV GLEW_GET_FUN(__glewGetPathCommandsNV)\n#define glGetPathCoordsNV GLEW_GET_FUN(__glewGetPathCoordsNV)\n#define glGetPathDashArrayNV GLEW_GET_FUN(__glewGetPathDashArrayNV)\n#define glGetPathLengthNV GLEW_GET_FUN(__glewGetPathLengthNV)\n#define glGetPathMetricRangeNV GLEW_GET_FUN(__glewGetPathMetricRangeNV)\n#define glGetPathMetricsNV GLEW_GET_FUN(__glewGetPathMetricsNV)\n#define glGetPathParameterfvNV GLEW_GET_FUN(__glewGetPathParameterfvNV)\n#define glGetPathParameterivNV GLEW_GET_FUN(__glewGetPathParameterivNV)\n#define glGetPathSpacingNV GLEW_GET_FUN(__glewGetPathSpacingNV)\n#define glGetPathTexGenfvNV GLEW_GET_FUN(__glewGetPathTexGenfvNV)\n#define glGetPathTexGenivNV GLEW_GET_FUN(__glewGetPathTexGenivNV)\n#define glGetProgramResourcefvNV GLEW_GET_FUN(__glewGetProgramResourcefvNV)\n#define glInterpolatePathsNV GLEW_GET_FUN(__glewInterpolatePathsNV)\n#define glIsPathNV GLEW_GET_FUN(__glewIsPathNV)\n#define glIsPointInFillPathNV GLEW_GET_FUN(__glewIsPointInFillPathNV)\n#define glIsPointInStrokePathNV GLEW_GET_FUN(__glewIsPointInStrokePathNV)\n#define glMatrixLoad3x2fNV GLEW_GET_FUN(__glewMatrixLoad3x2fNV)\n#define glMatrixLoad3x3fNV GLEW_GET_FUN(__glewMatrixLoad3x3fNV)\n#define glMatrixLoadTranspose3x3fNV GLEW_GET_FUN(__glewMatrixLoadTranspose3x3fNV)\n#define glMatrixMult3x2fNV GLEW_GET_FUN(__glewMatrixMult3x2fNV)\n#define glMatrixMult3x3fNV GLEW_GET_FUN(__glewMatrixMult3x3fNV)\n#define glMatrixMultTranspose3x3fNV GLEW_GET_FUN(__glewMatrixMultTranspose3x3fNV)\n#define glPathColorGenNV GLEW_GET_FUN(__glewPathColorGenNV)\n#define glPathCommandsNV GLEW_GET_FUN(__glewPathCommandsNV)\n#define glPathCoordsNV GLEW_GET_FUN(__glewPathCoordsNV)\n#define glPathCoverDepthFuncNV GLEW_GET_FUN(__glewPathCoverDepthFuncNV)\n#define glPathDashArrayNV GLEW_GET_FUN(__glewPathDashArrayNV)\n#define glPathFogGenNV GLEW_GET_FUN(__glewPathFogGenNV)\n#define glPathGlyphIndexArrayNV GLEW_GET_FUN(__glewPathGlyphIndexArrayNV)\n#define glPathGlyphIndexRangeNV GLEW_GET_FUN(__glewPathGlyphIndexRangeNV)\n#define glPathGlyphRangeNV GLEW_GET_FUN(__glewPathGlyphRangeNV)\n#define glPathGlyphsNV GLEW_GET_FUN(__glewPathGlyphsNV)\n#define glPathMemoryGlyphIndexArrayNV GLEW_GET_FUN(__glewPathMemoryGlyphIndexArrayNV)\n#define glPathParameterfNV GLEW_GET_FUN(__glewPathParameterfNV)\n#define glPathParameterfvNV GLEW_GET_FUN(__glewPathParameterfvNV)\n#define glPathParameteriNV GLEW_GET_FUN(__glewPathParameteriNV)\n#define glPathParameterivNV GLEW_GET_FUN(__glewPathParameterivNV)\n#define glPathStencilDepthOffsetNV GLEW_GET_FUN(__glewPathStencilDepthOffsetNV)\n#define glPathStencilFuncNV GLEW_GET_FUN(__glewPathStencilFuncNV)\n#define glPathStringNV GLEW_GET_FUN(__glewPathStringNV)\n#define glPathSubCommandsNV GLEW_GET_FUN(__glewPathSubCommandsNV)\n#define glPathSubCoordsNV GLEW_GET_FUN(__glewPathSubCoordsNV)\n#define glPathTexGenNV GLEW_GET_FUN(__glewPathTexGenNV)\n#define glPointAlongPathNV GLEW_GET_FUN(__glewPointAlongPathNV)\n#define glProgramPathFragmentInputGenNV GLEW_GET_FUN(__glewProgramPathFragmentInputGenNV)\n#define glStencilFillPathInstancedNV GLEW_GET_FUN(__glewStencilFillPathInstancedNV)\n#define glStencilFillPathNV GLEW_GET_FUN(__glewStencilFillPathNV)\n#define glStencilStrokePathInstancedNV GLEW_GET_FUN(__glewStencilStrokePathInstancedNV)\n#define glStencilStrokePathNV GLEW_GET_FUN(__glewStencilStrokePathNV)\n#define glStencilThenCoverFillPathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverFillPathInstancedNV)\n#define glStencilThenCoverFillPathNV GLEW_GET_FUN(__glewStencilThenCoverFillPathNV)\n#define glStencilThenCoverStrokePathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathInstancedNV)\n#define glStencilThenCoverStrokePathNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathNV)\n#define glTransformPathNV GLEW_GET_FUN(__glewTransformPathNV)\n#define glWeightPathsNV GLEW_GET_FUN(__glewWeightPathsNV)\n\n#define GLEW_NV_path_rendering GLEW_GET_VAR(__GLEW_NV_path_rendering)\n\n#endif /* GL_NV_path_rendering */\n\n/* -------------------- GL_NV_path_rendering_shared_edge ------------------- */\n\n#ifndef GL_NV_path_rendering_shared_edge\n#define GL_NV_path_rendering_shared_edge 1\n\n#define GL_SHARED_EDGE_NV 0xC0\n\n#define GLEW_NV_path_rendering_shared_edge GLEW_GET_VAR(__GLEW_NV_path_rendering_shared_edge)\n\n#endif /* GL_NV_path_rendering_shared_edge */\n\n/* ----------------------- GL_NV_pixel_buffer_object ----------------------- */\n\n#ifndef GL_NV_pixel_buffer_object\n#define GL_NV_pixel_buffer_object 1\n\n#define GL_PIXEL_PACK_BUFFER_NV 0x88EB\n#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC\n#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED\n#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF\n\n#define GLEW_NV_pixel_buffer_object GLEW_GET_VAR(__GLEW_NV_pixel_buffer_object)\n\n#endif /* GL_NV_pixel_buffer_object */\n\n/* ------------------------- GL_NV_pixel_data_range ------------------------ */\n\n#ifndef GL_NV_pixel_data_range\n#define GL_NV_pixel_data_range 1\n\n#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878\n#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879\n#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A\n#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B\n#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C\n#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, void *pointer);\n\n#define glFlushPixelDataRangeNV GLEW_GET_FUN(__glewFlushPixelDataRangeNV)\n#define glPixelDataRangeNV GLEW_GET_FUN(__glewPixelDataRangeNV)\n\n#define GLEW_NV_pixel_data_range GLEW_GET_VAR(__GLEW_NV_pixel_data_range)\n\n#endif /* GL_NV_pixel_data_range */\n\n/* ------------------------- GL_NV_platform_binary ------------------------- */\n\n#ifndef GL_NV_platform_binary\n#define GL_NV_platform_binary 1\n\n#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B\n\n#define GLEW_NV_platform_binary GLEW_GET_VAR(__GLEW_NV_platform_binary)\n\n#endif /* GL_NV_platform_binary */\n\n/* --------------------------- GL_NV_point_sprite -------------------------- */\n\n#ifndef GL_NV_point_sprite\n#define GL_NV_point_sprite 1\n\n#define GL_POINT_SPRITE_NV 0x8861\n#define GL_COORD_REPLACE_NV 0x8862\n#define GL_POINT_SPRITE_R_MODE_NV 0x8863\n\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint* params);\n\n#define glPointParameteriNV GLEW_GET_FUN(__glewPointParameteriNV)\n#define glPointParameterivNV GLEW_GET_FUN(__glewPointParameterivNV)\n\n#define GLEW_NV_point_sprite GLEW_GET_VAR(__GLEW_NV_point_sprite)\n\n#endif /* GL_NV_point_sprite */\n\n/* --------------------------- GL_NV_polygon_mode -------------------------- */\n\n#ifndef GL_NV_polygon_mode\n#define GL_NV_polygon_mode 1\n\n#define GL_POLYGON_MODE_NV 0x0B40\n#define GL_POINT_NV 0x1B00\n#define GL_LINE_NV 0x1B01\n#define GL_FILL_NV 0x1B02\n#define GL_POLYGON_OFFSET_POINT_NV 0x2A01\n#define GL_POLYGON_OFFSET_LINE_NV 0x2A02\n\ntypedef void (GLAPIENTRY * PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode);\n\n#define glPolygonModeNV GLEW_GET_FUN(__glewPolygonModeNV)\n\n#define GLEW_NV_polygon_mode GLEW_GET_VAR(__GLEW_NV_polygon_mode)\n\n#endif /* GL_NV_polygon_mode */\n\n/* -------------------------- GL_NV_present_video -------------------------- */\n\n#ifndef GL_NV_present_video\n#define GL_NV_present_video 1\n\n#define GL_FRAME_NV 0x8E26\n#define GL_FIELDS_NV 0x8E27\n#define GL_CURRENT_TIME_NV 0x8E28\n#define GL_NUM_FILL_STREAMS_NV 0x8E29\n#define GL_PRESENT_TIME_NV 0x8E2A\n#define GL_PRESENT_DURATION_NV 0x8E2B\n\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint* params);\ntypedef void (GLAPIENTRY * PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3);\ntypedef void (GLAPIENTRY * PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1);\n\n#define glGetVideoi64vNV GLEW_GET_FUN(__glewGetVideoi64vNV)\n#define glGetVideoivNV GLEW_GET_FUN(__glewGetVideoivNV)\n#define glGetVideoui64vNV GLEW_GET_FUN(__glewGetVideoui64vNV)\n#define glGetVideouivNV GLEW_GET_FUN(__glewGetVideouivNV)\n#define glPresentFrameDualFillNV GLEW_GET_FUN(__glewPresentFrameDualFillNV)\n#define glPresentFrameKeyedNV GLEW_GET_FUN(__glewPresentFrameKeyedNV)\n\n#define GLEW_NV_present_video GLEW_GET_VAR(__GLEW_NV_present_video)\n\n#endif /* GL_NV_present_video */\n\n/* ------------------------ GL_NV_primitive_restart ------------------------ */\n\n#ifndef GL_NV_primitive_restart\n#define GL_NV_primitive_restart 1\n\n#define GL_PRIMITIVE_RESTART_NV 0x8558\n#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559\n\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index);\ntypedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTNVPROC) (void);\n\n#define glPrimitiveRestartIndexNV GLEW_GET_FUN(__glewPrimitiveRestartIndexNV)\n#define glPrimitiveRestartNV GLEW_GET_FUN(__glewPrimitiveRestartNV)\n\n#define GLEW_NV_primitive_restart GLEW_GET_VAR(__GLEW_NV_primitive_restart)\n\n#endif /* GL_NV_primitive_restart */\n\n/* ---------------------------- GL_NV_read_depth --------------------------- */\n\n#ifndef GL_NV_read_depth\n#define GL_NV_read_depth 1\n\n#define GLEW_NV_read_depth GLEW_GET_VAR(__GLEW_NV_read_depth)\n\n#endif /* GL_NV_read_depth */\n\n/* ------------------------ GL_NV_read_depth_stencil ----------------------- */\n\n#ifndef GL_NV_read_depth_stencil\n#define GL_NV_read_depth_stencil 1\n\n#define GLEW_NV_read_depth_stencil GLEW_GET_VAR(__GLEW_NV_read_depth_stencil)\n\n#endif /* GL_NV_read_depth_stencil */\n\n/* --------------------------- GL_NV_read_stencil -------------------------- */\n\n#ifndef GL_NV_read_stencil\n#define GL_NV_read_stencil 1\n\n#define GLEW_NV_read_stencil GLEW_GET_VAR(__GLEW_NV_read_stencil)\n\n#endif /* GL_NV_read_stencil */\n\n/* ------------------------ GL_NV_register_combiners ----------------------- */\n\n#ifndef GL_NV_register_combiners\n#define GL_NV_register_combiners 1\n\n#define GL_REGISTER_COMBINERS_NV 0x8522\n#define GL_VARIABLE_A_NV 0x8523\n#define GL_VARIABLE_B_NV 0x8524\n#define GL_VARIABLE_C_NV 0x8525\n#define GL_VARIABLE_D_NV 0x8526\n#define GL_VARIABLE_E_NV 0x8527\n#define GL_VARIABLE_F_NV 0x8528\n#define GL_VARIABLE_G_NV 0x8529\n#define GL_CONSTANT_COLOR0_NV 0x852A\n#define GL_CONSTANT_COLOR1_NV 0x852B\n#define GL_PRIMARY_COLOR_NV 0x852C\n#define GL_SECONDARY_COLOR_NV 0x852D\n#define GL_SPARE0_NV 0x852E\n#define GL_SPARE1_NV 0x852F\n#define GL_DISCARD_NV 0x8530\n#define GL_E_TIMES_F_NV 0x8531\n#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532\n#define GL_UNSIGNED_IDENTITY_NV 0x8536\n#define GL_UNSIGNED_INVERT_NV 0x8537\n#define GL_EXPAND_NORMAL_NV 0x8538\n#define GL_EXPAND_NEGATE_NV 0x8539\n#define GL_HALF_BIAS_NORMAL_NV 0x853A\n#define GL_HALF_BIAS_NEGATE_NV 0x853B\n#define GL_SIGNED_IDENTITY_NV 0x853C\n#define GL_SIGNED_NEGATE_NV 0x853D\n#define GL_SCALE_BY_TWO_NV 0x853E\n#define GL_SCALE_BY_FOUR_NV 0x853F\n#define GL_SCALE_BY_ONE_HALF_NV 0x8540\n#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541\n#define GL_COMBINER_INPUT_NV 0x8542\n#define GL_COMBINER_MAPPING_NV 0x8543\n#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544\n#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545\n#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546\n#define GL_COMBINER_MUX_SUM_NV 0x8547\n#define GL_COMBINER_SCALE_NV 0x8548\n#define GL_COMBINER_BIAS_NV 0x8549\n#define GL_COMBINER_AB_OUTPUT_NV 0x854A\n#define GL_COMBINER_CD_OUTPUT_NV 0x854B\n#define GL_COMBINER_SUM_OUTPUT_NV 0x854C\n#define GL_MAX_GENERAL_COMBINERS_NV 0x854D\n#define GL_NUM_GENERAL_COMBINERS_NV 0x854E\n#define GL_COLOR_SUM_CLAMP_NV 0x854F\n#define GL_COMBINER0_NV 0x8550\n#define GL_COMBINER1_NV 0x8551\n#define GL_COMBINER2_NV 0x8552\n#define GL_COMBINER3_NV 0x8553\n#define GL_COMBINER4_NV 0x8554\n#define GL_COMBINER5_NV 0x8555\n#define GL_COMBINER6_NV 0x8556\n#define GL_COMBINER7_NV 0x8557\n\ntypedef void (GLAPIENTRY * PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);\ntypedef void (GLAPIENTRY * PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint* params);\n\n#define glCombinerInputNV GLEW_GET_FUN(__glewCombinerInputNV)\n#define glCombinerOutputNV GLEW_GET_FUN(__glewCombinerOutputNV)\n#define glCombinerParameterfNV GLEW_GET_FUN(__glewCombinerParameterfNV)\n#define glCombinerParameterfvNV GLEW_GET_FUN(__glewCombinerParameterfvNV)\n#define glCombinerParameteriNV GLEW_GET_FUN(__glewCombinerParameteriNV)\n#define glCombinerParameterivNV GLEW_GET_FUN(__glewCombinerParameterivNV)\n#define glFinalCombinerInputNV GLEW_GET_FUN(__glewFinalCombinerInputNV)\n#define glGetCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetCombinerInputParameterfvNV)\n#define glGetCombinerInputParameterivNV GLEW_GET_FUN(__glewGetCombinerInputParameterivNV)\n#define glGetCombinerOutputParameterfvNV GLEW_GET_FUN(__glewGetCombinerOutputParameterfvNV)\n#define glGetCombinerOutputParameterivNV GLEW_GET_FUN(__glewGetCombinerOutputParameterivNV)\n#define glGetFinalCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterfvNV)\n#define glGetFinalCombinerInputParameterivNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterivNV)\n\n#define GLEW_NV_register_combiners GLEW_GET_VAR(__GLEW_NV_register_combiners)\n\n#endif /* GL_NV_register_combiners */\n\n/* ----------------------- GL_NV_register_combiners2 ----------------------- */\n\n#ifndef GL_NV_register_combiners2\n#define GL_NV_register_combiners2 1\n\n#define GL_PER_STAGE_CONSTANTS_NV 0x8535\n\ntypedef void (GLAPIENTRY * PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat* params);\n\n#define glCombinerStageParameterfvNV GLEW_GET_FUN(__glewCombinerStageParameterfvNV)\n#define glGetCombinerStageParameterfvNV GLEW_GET_FUN(__glewGetCombinerStageParameterfvNV)\n\n#define GLEW_NV_register_combiners2 GLEW_GET_VAR(__GLEW_NV_register_combiners2)\n\n#endif /* GL_NV_register_combiners2 */\n\n/* ------------------ GL_NV_robustness_video_memory_purge ------------------ */\n\n#ifndef GL_NV_robustness_video_memory_purge\n#define GL_NV_robustness_video_memory_purge 1\n\n#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C\n#define GL_PURGED_CONTEXT_RESET_NV 0x92BB\n\n#define GLEW_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_NV_robustness_video_memory_purge)\n\n#endif /* GL_NV_robustness_video_memory_purge */\n\n/* --------------------------- GL_NV_sRGB_formats -------------------------- */\n\n#ifndef GL_NV_sRGB_formats\n#define GL_NV_sRGB_formats 1\n\n#define GL_ETC1_SRGB8_NV 0x88EE\n#define GL_SRGB8_NV 0x8C41\n#define GL_SLUMINANCE_ALPHA_NV 0x8C44\n#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45\n#define GL_SLUMINANCE_NV 0x8C46\n#define GL_SLUMINANCE8_NV 0x8C47\n#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E\n#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F\n\n#define GLEW_NV_sRGB_formats GLEW_GET_VAR(__GLEW_NV_sRGB_formats)\n\n#endif /* GL_NV_sRGB_formats */\n\n/* ------------------------- GL_NV_sample_locations ------------------------ */\n\n#ifndef GL_NV_sample_locations\n#define GL_NV_sample_locations 1\n\n#define GL_SAMPLE_LOCATION_NV 0x8E50\n#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E\n#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340\n#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341\n#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342\n#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);\n\n#define glFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewFramebufferSampleLocationsfvNV)\n#define glNamedFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvNV)\n\n#define GLEW_NV_sample_locations GLEW_GET_VAR(__GLEW_NV_sample_locations)\n\n#endif /* GL_NV_sample_locations */\n\n/* ------------------ GL_NV_sample_mask_override_coverage ------------------ */\n\n#ifndef GL_NV_sample_mask_override_coverage\n#define GL_NV_sample_mask_override_coverage 1\n\n#define GLEW_NV_sample_mask_override_coverage GLEW_GET_VAR(__GLEW_NV_sample_mask_override_coverage)\n\n#endif /* GL_NV_sample_mask_override_coverage */\n\n/* ---------------------- GL_NV_shader_atomic_counters --------------------- */\n\n#ifndef GL_NV_shader_atomic_counters\n#define GL_NV_shader_atomic_counters 1\n\n#define GLEW_NV_shader_atomic_counters GLEW_GET_VAR(__GLEW_NV_shader_atomic_counters)\n\n#endif /* GL_NV_shader_atomic_counters */\n\n/* ----------------------- GL_NV_shader_atomic_float ----------------------- */\n\n#ifndef GL_NV_shader_atomic_float\n#define GL_NV_shader_atomic_float 1\n\n#define GLEW_NV_shader_atomic_float GLEW_GET_VAR(__GLEW_NV_shader_atomic_float)\n\n#endif /* GL_NV_shader_atomic_float */\n\n/* ---------------------- GL_NV_shader_atomic_float64 ---------------------- */\n\n#ifndef GL_NV_shader_atomic_float64\n#define GL_NV_shader_atomic_float64 1\n\n#define GLEW_NV_shader_atomic_float64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_float64)\n\n#endif /* GL_NV_shader_atomic_float64 */\n\n/* -------------------- GL_NV_shader_atomic_fp16_vector -------------------- */\n\n#ifndef GL_NV_shader_atomic_fp16_vector\n#define GL_NV_shader_atomic_fp16_vector 1\n\n#define GLEW_NV_shader_atomic_fp16_vector GLEW_GET_VAR(__GLEW_NV_shader_atomic_fp16_vector)\n\n#endif /* GL_NV_shader_atomic_fp16_vector */\n\n/* ----------------------- GL_NV_shader_atomic_int64 ----------------------- */\n\n#ifndef GL_NV_shader_atomic_int64\n#define GL_NV_shader_atomic_int64 1\n\n#define GLEW_NV_shader_atomic_int64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_int64)\n\n#endif /* GL_NV_shader_atomic_int64 */\n\n/* ------------------------ GL_NV_shader_buffer_load ----------------------- */\n\n#ifndef GL_NV_shader_buffer_load\n#define GL_NV_shader_buffer_load 1\n\n#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D\n#define GL_GPU_ADDRESS_NV 0x8F34\n#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35\n\ntypedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT* result);\ntypedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISBUFFERRESIDENTNVPROC) (GLenum target);\ntypedef GLboolean (GLAPIENTRY * PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value);\ntypedef void (GLAPIENTRY * PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);\n\n#define glGetBufferParameterui64vNV GLEW_GET_FUN(__glewGetBufferParameterui64vNV)\n#define glGetIntegerui64vNV GLEW_GET_FUN(__glewGetIntegerui64vNV)\n#define glGetNamedBufferParameterui64vNV GLEW_GET_FUN(__glewGetNamedBufferParameterui64vNV)\n#define glIsBufferResidentNV GLEW_GET_FUN(__glewIsBufferResidentNV)\n#define glIsNamedBufferResidentNV GLEW_GET_FUN(__glewIsNamedBufferResidentNV)\n#define glMakeBufferNonResidentNV GLEW_GET_FUN(__glewMakeBufferNonResidentNV)\n#define glMakeBufferResidentNV GLEW_GET_FUN(__glewMakeBufferResidentNV)\n#define glMakeNamedBufferNonResidentNV GLEW_GET_FUN(__glewMakeNamedBufferNonResidentNV)\n#define glMakeNamedBufferResidentNV GLEW_GET_FUN(__glewMakeNamedBufferResidentNV)\n#define glProgramUniformui64NV GLEW_GET_FUN(__glewProgramUniformui64NV)\n#define glProgramUniformui64vNV GLEW_GET_FUN(__glewProgramUniformui64vNV)\n#define glUniformui64NV GLEW_GET_FUN(__glewUniformui64NV)\n#define glUniformui64vNV GLEW_GET_FUN(__glewUniformui64vNV)\n\n#define GLEW_NV_shader_buffer_load GLEW_GET_VAR(__GLEW_NV_shader_buffer_load)\n\n#endif /* GL_NV_shader_buffer_load */\n\n/* ---------------- GL_NV_shader_noperspective_interpolation --------------- */\n\n#ifndef GL_NV_shader_noperspective_interpolation\n#define GL_NV_shader_noperspective_interpolation 1\n\n#define GLEW_NV_shader_noperspective_interpolation GLEW_GET_VAR(__GLEW_NV_shader_noperspective_interpolation)\n\n#endif /* GL_NV_shader_noperspective_interpolation */\n\n/* ------------------- GL_NV_shader_storage_buffer_object ------------------ */\n\n#ifndef GL_NV_shader_storage_buffer_object\n#define GL_NV_shader_storage_buffer_object 1\n\n#define GLEW_NV_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_NV_shader_storage_buffer_object)\n\n#endif /* GL_NV_shader_storage_buffer_object */\n\n/* ----------------------- GL_NV_shader_thread_group ----------------------- */\n\n#ifndef GL_NV_shader_thread_group\n#define GL_NV_shader_thread_group 1\n\n#define GL_WARP_SIZE_NV 0x9339\n#define GL_WARPS_PER_SM_NV 0x933A\n#define GL_SM_COUNT_NV 0x933B\n\n#define GLEW_NV_shader_thread_group GLEW_GET_VAR(__GLEW_NV_shader_thread_group)\n\n#endif /* GL_NV_shader_thread_group */\n\n/* ---------------------- GL_NV_shader_thread_shuffle ---------------------- */\n\n#ifndef GL_NV_shader_thread_shuffle\n#define GL_NV_shader_thread_shuffle 1\n\n#define GLEW_NV_shader_thread_shuffle GLEW_GET_VAR(__GLEW_NV_shader_thread_shuffle)\n\n#endif /* GL_NV_shader_thread_shuffle */\n\n/* ---------------------- GL_NV_shadow_samplers_array ---------------------- */\n\n#ifndef GL_NV_shadow_samplers_array\n#define GL_NV_shadow_samplers_array 1\n\n#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4\n\n#define GLEW_NV_shadow_samplers_array GLEW_GET_VAR(__GLEW_NV_shadow_samplers_array)\n\n#endif /* GL_NV_shadow_samplers_array */\n\n/* ----------------------- GL_NV_shadow_samplers_cube ---------------------- */\n\n#ifndef GL_NV_shadow_samplers_cube\n#define GL_NV_shadow_samplers_cube 1\n\n#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5\n\n#define GLEW_NV_shadow_samplers_cube GLEW_GET_VAR(__GLEW_NV_shadow_samplers_cube)\n\n#endif /* GL_NV_shadow_samplers_cube */\n\n/* ---------------------- GL_NV_stereo_view_rendering ---------------------- */\n\n#ifndef GL_NV_stereo_view_rendering\n#define GL_NV_stereo_view_rendering 1\n\n#define GLEW_NV_stereo_view_rendering GLEW_GET_VAR(__GLEW_NV_stereo_view_rendering)\n\n#endif /* GL_NV_stereo_view_rendering */\n\n/* ---------------------- GL_NV_tessellation_program5 ---------------------- */\n\n#ifndef GL_NV_tessellation_program5\n#define GL_NV_tessellation_program5 1\n\n#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8\n#define GL_TESS_CONTROL_PROGRAM_NV 0x891E\n#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F\n#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74\n#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75\n\n#define GLEW_NV_tessellation_program5 GLEW_GET_VAR(__GLEW_NV_tessellation_program5)\n\n#endif /* GL_NV_tessellation_program5 */\n\n/* -------------------------- GL_NV_texgen_emboss -------------------------- */\n\n#ifndef GL_NV_texgen_emboss\n#define GL_NV_texgen_emboss 1\n\n#define GL_EMBOSS_LIGHT_NV 0x855D\n#define GL_EMBOSS_CONSTANT_NV 0x855E\n#define GL_EMBOSS_MAP_NV 0x855F\n\n#define GLEW_NV_texgen_emboss GLEW_GET_VAR(__GLEW_NV_texgen_emboss)\n\n#endif /* GL_NV_texgen_emboss */\n\n/* ------------------------ GL_NV_texgen_reflection ------------------------ */\n\n#ifndef GL_NV_texgen_reflection\n#define GL_NV_texgen_reflection 1\n\n#define GL_NORMAL_MAP_NV 0x8511\n#define GL_REFLECTION_MAP_NV 0x8512\n\n#define GLEW_NV_texgen_reflection GLEW_GET_VAR(__GLEW_NV_texgen_reflection)\n\n#endif /* GL_NV_texgen_reflection */\n\n/* -------------------------- GL_NV_texture_array -------------------------- */\n\n#ifndef GL_NV_texture_array\n#define GL_NV_texture_array 1\n\n#define GL_UNPACK_SKIP_IMAGES_NV 0x806D\n#define GL_UNPACK_IMAGE_HEIGHT_NV 0x806E\n#define GL_MAX_ARRAY_TEXTURE_LAYERS_NV 0x88FF\n#define GL_TEXTURE_2D_ARRAY_NV 0x8C1A\n#define GL_TEXTURE_BINDING_2D_ARRAY_NV 0x8C1D\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV 0x8CD4\n#define GL_SAMPLER_2D_ARRAY_NV 0x8DC1\n\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);\ntypedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERNVPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);\n\n#define glCompressedTexImage3DNV GLEW_GET_FUN(__glewCompressedTexImage3DNV)\n#define glCompressedTexSubImage3DNV GLEW_GET_FUN(__glewCompressedTexSubImage3DNV)\n#define glCopyTexSubImage3DNV GLEW_GET_FUN(__glewCopyTexSubImage3DNV)\n#define glFramebufferTextureLayerNV GLEW_GET_FUN(__glewFramebufferTextureLayerNV)\n#define glTexImage3DNV GLEW_GET_FUN(__glewTexImage3DNV)\n#define glTexSubImage3DNV GLEW_GET_FUN(__glewTexSubImage3DNV)\n\n#define GLEW_NV_texture_array GLEW_GET_VAR(__GLEW_NV_texture_array)\n\n#endif /* GL_NV_texture_array */\n\n/* ------------------------- GL_NV_texture_barrier ------------------------- */\n\n#ifndef GL_NV_texture_barrier\n#define GL_NV_texture_barrier 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERNVPROC) (void);\n\n#define glTextureBarrierNV GLEW_GET_FUN(__glewTextureBarrierNV)\n\n#define GLEW_NV_texture_barrier GLEW_GET_VAR(__GLEW_NV_texture_barrier)\n\n#endif /* GL_NV_texture_barrier */\n\n/* ----------------------- GL_NV_texture_border_clamp ---------------------- */\n\n#ifndef GL_NV_texture_border_clamp\n#define GL_NV_texture_border_clamp 1\n\n#define GL_TEXTURE_BORDER_COLOR_NV 0x1004\n#define GL_CLAMP_TO_BORDER_NV 0x812D\n\n#define GLEW_NV_texture_border_clamp GLEW_GET_VAR(__GLEW_NV_texture_border_clamp)\n\n#endif /* GL_NV_texture_border_clamp */\n\n/* --------------------- GL_NV_texture_compression_latc -------------------- */\n\n#ifndef GL_NV_texture_compression_latc\n#define GL_NV_texture_compression_latc 1\n\n#define GL_COMPRESSED_LUMINANCE_LATC1_NV 0x8C70\n#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV 0x8C71\n#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV 0x8C72\n#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV 0x8C73\n\n#define GLEW_NV_texture_compression_latc GLEW_GET_VAR(__GLEW_NV_texture_compression_latc)\n\n#endif /* GL_NV_texture_compression_latc */\n\n/* --------------------- GL_NV_texture_compression_s3tc -------------------- */\n\n#ifndef GL_NV_texture_compression_s3tc\n#define GL_NV_texture_compression_s3tc 1\n\n#define GL_COMPRESSED_RGB_S3TC_DXT1_NV 0x83F0\n#define GL_COMPRESSED_RGBA_S3TC_DXT1_NV 0x83F1\n#define GL_COMPRESSED_RGBA_S3TC_DXT3_NV 0x83F2\n#define GL_COMPRESSED_RGBA_S3TC_DXT5_NV 0x83F3\n\n#define GLEW_NV_texture_compression_s3tc GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc)\n\n#endif /* GL_NV_texture_compression_s3tc */\n\n/* ----------------- GL_NV_texture_compression_s3tc_update ----------------- */\n\n#ifndef GL_NV_texture_compression_s3tc_update\n#define GL_NV_texture_compression_s3tc_update 1\n\n#define GLEW_NV_texture_compression_s3tc_update GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc_update)\n\n#endif /* GL_NV_texture_compression_s3tc_update */\n\n/* --------------------- GL_NV_texture_compression_vtc --------------------- */\n\n#ifndef GL_NV_texture_compression_vtc\n#define GL_NV_texture_compression_vtc 1\n\n#define GLEW_NV_texture_compression_vtc GLEW_GET_VAR(__GLEW_NV_texture_compression_vtc)\n\n#endif /* GL_NV_texture_compression_vtc */\n\n/* ----------------------- GL_NV_texture_env_combine4 ---------------------- */\n\n#ifndef GL_NV_texture_env_combine4\n#define GL_NV_texture_env_combine4 1\n\n#define GL_COMBINE4_NV 0x8503\n#define GL_SOURCE3_RGB_NV 0x8583\n#define GL_SOURCE3_ALPHA_NV 0x858B\n#define GL_OPERAND3_RGB_NV 0x8593\n#define GL_OPERAND3_ALPHA_NV 0x859B\n\n#define GLEW_NV_texture_env_combine4 GLEW_GET_VAR(__GLEW_NV_texture_env_combine4)\n\n#endif /* GL_NV_texture_env_combine4 */\n\n/* ---------------------- GL_NV_texture_expand_normal ---------------------- */\n\n#ifndef GL_NV_texture_expand_normal\n#define GL_NV_texture_expand_normal 1\n\n#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F\n\n#define GLEW_NV_texture_expand_normal GLEW_GET_VAR(__GLEW_NV_texture_expand_normal)\n\n#endif /* GL_NV_texture_expand_normal */\n\n/* ----------------------- GL_NV_texture_multisample ----------------------- */\n\n#ifndef GL_NV_texture_multisample\n#define GL_NV_texture_multisample 1\n\n#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045\n#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046\n\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);\ntypedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);\n\n#define glTexImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage2DMultisampleCoverageNV)\n#define glTexImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage3DMultisampleCoverageNV)\n#define glTextureImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage2DMultisampleCoverageNV)\n#define glTextureImage2DMultisampleNV GLEW_GET_FUN(__glewTextureImage2DMultisampleNV)\n#define glTextureImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage3DMultisampleCoverageNV)\n#define glTextureImage3DMultisampleNV GLEW_GET_FUN(__glewTextureImage3DMultisampleNV)\n\n#define GLEW_NV_texture_multisample GLEW_GET_VAR(__GLEW_NV_texture_multisample)\n\n#endif /* GL_NV_texture_multisample */\n\n/* ---------------------- GL_NV_texture_npot_2D_mipmap --------------------- */\n\n#ifndef GL_NV_texture_npot_2D_mipmap\n#define GL_NV_texture_npot_2D_mipmap 1\n\n#define GLEW_NV_texture_npot_2D_mipmap GLEW_GET_VAR(__GLEW_NV_texture_npot_2D_mipmap)\n\n#endif /* GL_NV_texture_npot_2D_mipmap */\n\n/* ------------------------ GL_NV_texture_rectangle ------------------------ */\n\n#ifndef GL_NV_texture_rectangle\n#define GL_NV_texture_rectangle 1\n\n#define GL_TEXTURE_RECTANGLE_NV 0x84F5\n#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6\n#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7\n#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8\n\n#define GLEW_NV_texture_rectangle GLEW_GET_VAR(__GLEW_NV_texture_rectangle)\n\n#endif /* GL_NV_texture_rectangle */\n\n/* ------------------- GL_NV_texture_rectangle_compressed ------------------ */\n\n#ifndef GL_NV_texture_rectangle_compressed\n#define GL_NV_texture_rectangle_compressed 1\n\n#define GLEW_NV_texture_rectangle_compressed GLEW_GET_VAR(__GLEW_NV_texture_rectangle_compressed)\n\n#endif /* GL_NV_texture_rectangle_compressed */\n\n/* -------------------------- GL_NV_texture_shader ------------------------- */\n\n#ifndef GL_NV_texture_shader\n#define GL_NV_texture_shader 1\n\n#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C\n#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D\n#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E\n#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9\n#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA\n#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB\n#define GL_DSDT_MAG_INTENSITY_NV 0x86DC\n#define GL_SHADER_CONSISTENT_NV 0x86DD\n#define GL_TEXTURE_SHADER_NV 0x86DE\n#define GL_SHADER_OPERATION_NV 0x86DF\n#define GL_CULL_MODES_NV 0x86E0\n#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1\n#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1\n#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2\n#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2\n#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3\n#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3\n#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4\n#define GL_CONST_EYE_NV 0x86E5\n#define GL_PASS_THROUGH_NV 0x86E6\n#define GL_CULL_FRAGMENT_NV 0x86E7\n#define GL_OFFSET_TEXTURE_2D_NV 0x86E8\n#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9\n#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA\n#define GL_DOT_PRODUCT_NV 0x86EC\n#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED\n#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE\n#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0\n#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1\n#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2\n#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3\n#define GL_HILO_NV 0x86F4\n#define GL_DSDT_NV 0x86F5\n#define GL_DSDT_MAG_NV 0x86F6\n#define GL_DSDT_MAG_VIB_NV 0x86F7\n#define GL_HILO16_NV 0x86F8\n#define GL_SIGNED_HILO_NV 0x86F9\n#define GL_SIGNED_HILO16_NV 0x86FA\n#define GL_SIGNED_RGBA_NV 0x86FB\n#define GL_SIGNED_RGBA8_NV 0x86FC\n#define GL_SIGNED_RGB_NV 0x86FE\n#define GL_SIGNED_RGB8_NV 0x86FF\n#define GL_SIGNED_LUMINANCE_NV 0x8701\n#define GL_SIGNED_LUMINANCE8_NV 0x8702\n#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703\n#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704\n#define GL_SIGNED_ALPHA_NV 0x8705\n#define GL_SIGNED_ALPHA8_NV 0x8706\n#define GL_SIGNED_INTENSITY_NV 0x8707\n#define GL_SIGNED_INTENSITY8_NV 0x8708\n#define GL_DSDT8_NV 0x8709\n#define GL_DSDT8_MAG8_NV 0x870A\n#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B\n#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C\n#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D\n#define GL_HI_SCALE_NV 0x870E\n#define GL_LO_SCALE_NV 0x870F\n#define GL_DS_SCALE_NV 0x8710\n#define GL_DT_SCALE_NV 0x8711\n#define GL_MAGNITUDE_SCALE_NV 0x8712\n#define GL_VIBRANCE_SCALE_NV 0x8713\n#define GL_HI_BIAS_NV 0x8714\n#define GL_LO_BIAS_NV 0x8715\n#define GL_DS_BIAS_NV 0x8716\n#define GL_DT_BIAS_NV 0x8717\n#define GL_MAGNITUDE_BIAS_NV 0x8718\n#define GL_VIBRANCE_BIAS_NV 0x8719\n#define GL_TEXTURE_BORDER_VALUES_NV 0x871A\n#define GL_TEXTURE_HI_SIZE_NV 0x871B\n#define GL_TEXTURE_LO_SIZE_NV 0x871C\n#define GL_TEXTURE_DS_SIZE_NV 0x871D\n#define GL_TEXTURE_DT_SIZE_NV 0x871E\n#define GL_TEXTURE_MAG_SIZE_NV 0x871F\n\n#define GLEW_NV_texture_shader GLEW_GET_VAR(__GLEW_NV_texture_shader)\n\n#endif /* GL_NV_texture_shader */\n\n/* ------------------------- GL_NV_texture_shader2 ------------------------- */\n\n#ifndef GL_NV_texture_shader2\n#define GL_NV_texture_shader2 1\n\n#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA\n#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB\n#define GL_DSDT_MAG_INTENSITY_NV 0x86DC\n#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF\n#define GL_HILO_NV 0x86F4\n#define GL_DSDT_NV 0x86F5\n#define GL_DSDT_MAG_NV 0x86F6\n#define GL_DSDT_MAG_VIB_NV 0x86F7\n#define GL_HILO16_NV 0x86F8\n#define GL_SIGNED_HILO_NV 0x86F9\n#define GL_SIGNED_HILO16_NV 0x86FA\n#define GL_SIGNED_RGBA_NV 0x86FB\n#define GL_SIGNED_RGBA8_NV 0x86FC\n#define GL_SIGNED_RGB_NV 0x86FE\n#define GL_SIGNED_RGB8_NV 0x86FF\n#define GL_SIGNED_LUMINANCE_NV 0x8701\n#define GL_SIGNED_LUMINANCE8_NV 0x8702\n#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703\n#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704\n#define GL_SIGNED_ALPHA_NV 0x8705\n#define GL_SIGNED_ALPHA8_NV 0x8706\n#define GL_SIGNED_INTENSITY_NV 0x8707\n#define GL_SIGNED_INTENSITY8_NV 0x8708\n#define GL_DSDT8_NV 0x8709\n#define GL_DSDT8_MAG8_NV 0x870A\n#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B\n#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C\n#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D\n\n#define GLEW_NV_texture_shader2 GLEW_GET_VAR(__GLEW_NV_texture_shader2)\n\n#endif /* GL_NV_texture_shader2 */\n\n/* ------------------------- GL_NV_texture_shader3 ------------------------- */\n\n#ifndef GL_NV_texture_shader3\n#define GL_NV_texture_shader3 1\n\n#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850\n#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851\n#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852\n#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853\n#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854\n#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855\n#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856\n#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857\n#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858\n#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859\n#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A\n#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B\n#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C\n#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D\n#define GL_HILO8_NV 0x885E\n#define GL_SIGNED_HILO8_NV 0x885F\n#define GL_FORCE_BLUE_TO_ONE_NV 0x8860\n\n#define GLEW_NV_texture_shader3 GLEW_GET_VAR(__GLEW_NV_texture_shader3)\n\n#endif /* GL_NV_texture_shader3 */\n\n/* ------------------------ GL_NV_transform_feedback ----------------------- */\n\n#ifndef GL_NV_transform_feedback\n#define GL_NV_transform_feedback 1\n\n#define GL_BACK_PRIMARY_COLOR_NV 0x8C77\n#define GL_BACK_SECONDARY_COLOR_NV 0x8C78\n#define GL_TEXTURE_COORD_NV 0x8C79\n#define GL_CLIP_DISTANCE_NV 0x8C7A\n#define GL_VERTEX_ID_NV 0x8C7B\n#define GL_PRIMITIVE_ID_NV 0x8C7C\n#define GL_GENERIC_ATTRIB_NV 0x8C7D\n#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80\n#define GL_ACTIVE_VARYINGS_NV 0x8C81\n#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82\n#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83\n#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84\n#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85\n#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86\n#define GL_PRIMITIVES_GENERATED_NV 0x8C87\n#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88\n#define GL_RASTERIZER_DISCARD_NV 0x8C89\n#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A\n#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B\n#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C\n#define GL_SEPARATE_ATTRIBS_NV 0x8C8D\n#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E\n#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F\n\ntypedef void (GLAPIENTRY * PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);\ntypedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\ntypedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location);\ntypedef GLint (GLAPIENTRY * PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode);\ntypedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode);\n\n#define glActiveVaryingNV GLEW_GET_FUN(__glewActiveVaryingNV)\n#define glBeginTransformFeedbackNV GLEW_GET_FUN(__glewBeginTransformFeedbackNV)\n#define glBindBufferBaseNV GLEW_GET_FUN(__glewBindBufferBaseNV)\n#define glBindBufferOffsetNV GLEW_GET_FUN(__glewBindBufferOffsetNV)\n#define glBindBufferRangeNV GLEW_GET_FUN(__glewBindBufferRangeNV)\n#define glEndTransformFeedbackNV GLEW_GET_FUN(__glewEndTransformFeedbackNV)\n#define glGetActiveVaryingNV GLEW_GET_FUN(__glewGetActiveVaryingNV)\n#define glGetTransformFeedbackVaryingNV GLEW_GET_FUN(__glewGetTransformFeedbackVaryingNV)\n#define glGetVaryingLocationNV GLEW_GET_FUN(__glewGetVaryingLocationNV)\n#define glTransformFeedbackAttribsNV GLEW_GET_FUN(__glewTransformFeedbackAttribsNV)\n#define glTransformFeedbackVaryingsNV GLEW_GET_FUN(__glewTransformFeedbackVaryingsNV)\n\n#define GLEW_NV_transform_feedback GLEW_GET_VAR(__GLEW_NV_transform_feedback)\n\n#endif /* GL_NV_transform_feedback */\n\n/* ----------------------- GL_NV_transform_feedback2 ----------------------- */\n\n#ifndef GL_NV_transform_feedback2\n#define GL_NV_transform_feedback2 1\n\n#define GL_TRANSFORM_FEEDBACK_NV 0x8E22\n#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23\n#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24\n#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25\n\ntypedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint* ids);\ntypedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void);\n\n#define glBindTransformFeedbackNV GLEW_GET_FUN(__glewBindTransformFeedbackNV)\n#define glDeleteTransformFeedbacksNV GLEW_GET_FUN(__glewDeleteTransformFeedbacksNV)\n#define glDrawTransformFeedbackNV GLEW_GET_FUN(__glewDrawTransformFeedbackNV)\n#define glGenTransformFeedbacksNV GLEW_GET_FUN(__glewGenTransformFeedbacksNV)\n#define glIsTransformFeedbackNV GLEW_GET_FUN(__glewIsTransformFeedbackNV)\n#define glPauseTransformFeedbackNV GLEW_GET_FUN(__glewPauseTransformFeedbackNV)\n#define glResumeTransformFeedbackNV GLEW_GET_FUN(__glewResumeTransformFeedbackNV)\n\n#define GLEW_NV_transform_feedback2 GLEW_GET_VAR(__GLEW_NV_transform_feedback2)\n\n#endif /* GL_NV_transform_feedback2 */\n\n/* ------------------ GL_NV_uniform_buffer_unified_memory ------------------ */\n\n#ifndef GL_NV_uniform_buffer_unified_memory\n#define GL_NV_uniform_buffer_unified_memory 1\n\n#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E\n#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F\n#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370\n\n#define GLEW_NV_uniform_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_uniform_buffer_unified_memory)\n\n#endif /* GL_NV_uniform_buffer_unified_memory */\n\n/* -------------------------- GL_NV_vdpau_interop -------------------------- */\n\n#ifndef GL_NV_vdpau_interop\n#define GL_NV_vdpau_interop 1\n\n#define GL_SURFACE_STATE_NV 0x86EB\n#define GL_SURFACE_REGISTERED_NV 0x86FD\n#define GL_SURFACE_MAPPED_NV 0x8700\n#define GL_WRITE_DISCARD_NV 0x88BE\n\ntypedef GLintptr GLvdpauSurfaceNV;\n\ntypedef void (GLAPIENTRY * PFNGLVDPAUFININVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values);\ntypedef void (GLAPIENTRY * PFNGLVDPAUINITNVPROC) (const void* vdpDevice, const void*getProcAddress);\ntypedef void (GLAPIENTRY * PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface);\ntypedef void (GLAPIENTRY * PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV* surfaces);\ntypedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);\ntypedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);\ntypedef void (GLAPIENTRY * PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access);\ntypedef void (GLAPIENTRY * PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV* surfaces);\ntypedef void (GLAPIENTRY * PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface);\n\n#define glVDPAUFiniNV GLEW_GET_FUN(__glewVDPAUFiniNV)\n#define glVDPAUGetSurfaceivNV GLEW_GET_FUN(__glewVDPAUGetSurfaceivNV)\n#define glVDPAUInitNV GLEW_GET_FUN(__glewVDPAUInitNV)\n#define glVDPAUIsSurfaceNV GLEW_GET_FUN(__glewVDPAUIsSurfaceNV)\n#define glVDPAUMapSurfacesNV GLEW_GET_FUN(__glewVDPAUMapSurfacesNV)\n#define glVDPAURegisterOutputSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterOutputSurfaceNV)\n#define glVDPAURegisterVideoSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterVideoSurfaceNV)\n#define glVDPAUSurfaceAccessNV GLEW_GET_FUN(__glewVDPAUSurfaceAccessNV)\n#define glVDPAUUnmapSurfacesNV GLEW_GET_FUN(__glewVDPAUUnmapSurfacesNV)\n#define glVDPAUUnregisterSurfaceNV GLEW_GET_FUN(__glewVDPAUUnregisterSurfaceNV)\n\n#define GLEW_NV_vdpau_interop GLEW_GET_VAR(__GLEW_NV_vdpau_interop)\n\n#endif /* GL_NV_vdpau_interop */\n\n/* ------------------------ GL_NV_vertex_array_range ----------------------- */\n\n#ifndef GL_NV_vertex_array_range\n#define GL_NV_vertex_array_range 1\n\n#define GL_VERTEX_ARRAY_RANGE_NV 0x851D\n#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E\n#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F\n#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520\n#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void);\ntypedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, void *pointer);\n\n#define glFlushVertexArrayRangeNV GLEW_GET_FUN(__glewFlushVertexArrayRangeNV)\n#define glVertexArrayRangeNV GLEW_GET_FUN(__glewVertexArrayRangeNV)\n\n#define GLEW_NV_vertex_array_range GLEW_GET_VAR(__GLEW_NV_vertex_array_range)\n\n#endif /* GL_NV_vertex_array_range */\n\n/* ----------------------- GL_NV_vertex_array_range2 ----------------------- */\n\n#ifndef GL_NV_vertex_array_range2\n#define GL_NV_vertex_array_range2 1\n\n#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533\n\n#define GLEW_NV_vertex_array_range2 GLEW_GET_VAR(__GLEW_NV_vertex_array_range2)\n\n#endif /* GL_NV_vertex_array_range2 */\n\n/* ------------------- GL_NV_vertex_attrib_integer_64bit ------------------- */\n\n#ifndef GL_NV_vertex_attrib_integer_64bit\n#define GL_NV_vertex_attrib_integer_64bit 1\n\n#define GL_INT64_NV 0x140E\n#define GL_UNSIGNED_INT64_NV 0x140F\n\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT* params);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);\n\n#define glGetVertexAttribLi64vNV GLEW_GET_FUN(__glewGetVertexAttribLi64vNV)\n#define glGetVertexAttribLui64vNV GLEW_GET_FUN(__glewGetVertexAttribLui64vNV)\n#define glVertexAttribL1i64NV GLEW_GET_FUN(__glewVertexAttribL1i64NV)\n#define glVertexAttribL1i64vNV GLEW_GET_FUN(__glewVertexAttribL1i64vNV)\n#define glVertexAttribL1ui64NV GLEW_GET_FUN(__glewVertexAttribL1ui64NV)\n#define glVertexAttribL1ui64vNV GLEW_GET_FUN(__glewVertexAttribL1ui64vNV)\n#define glVertexAttribL2i64NV GLEW_GET_FUN(__glewVertexAttribL2i64NV)\n#define glVertexAttribL2i64vNV GLEW_GET_FUN(__glewVertexAttribL2i64vNV)\n#define glVertexAttribL2ui64NV GLEW_GET_FUN(__glewVertexAttribL2ui64NV)\n#define glVertexAttribL2ui64vNV GLEW_GET_FUN(__glewVertexAttribL2ui64vNV)\n#define glVertexAttribL3i64NV GLEW_GET_FUN(__glewVertexAttribL3i64NV)\n#define glVertexAttribL3i64vNV GLEW_GET_FUN(__glewVertexAttribL3i64vNV)\n#define glVertexAttribL3ui64NV GLEW_GET_FUN(__glewVertexAttribL3ui64NV)\n#define glVertexAttribL3ui64vNV GLEW_GET_FUN(__glewVertexAttribL3ui64vNV)\n#define glVertexAttribL4i64NV GLEW_GET_FUN(__glewVertexAttribL4i64NV)\n#define glVertexAttribL4i64vNV GLEW_GET_FUN(__glewVertexAttribL4i64vNV)\n#define glVertexAttribL4ui64NV GLEW_GET_FUN(__glewVertexAttribL4ui64NV)\n#define glVertexAttribL4ui64vNV GLEW_GET_FUN(__glewVertexAttribL4ui64vNV)\n#define glVertexAttribLFormatNV GLEW_GET_FUN(__glewVertexAttribLFormatNV)\n\n#define GLEW_NV_vertex_attrib_integer_64bit GLEW_GET_VAR(__GLEW_NV_vertex_attrib_integer_64bit)\n\n#endif /* GL_NV_vertex_attrib_integer_64bit */\n\n/* ------------------- GL_NV_vertex_buffer_unified_memory ------------------ */\n\n#ifndef GL_NV_vertex_buffer_unified_memory\n#define GL_NV_vertex_buffer_unified_memory 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E\n#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F\n#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20\n#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21\n#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22\n#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23\n#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24\n#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25\n#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26\n#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27\n#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28\n#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29\n#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A\n#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B\n#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C\n#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D\n#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E\n#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F\n#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30\n#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31\n#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32\n#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33\n#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40\n#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41\n#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42\n\ntypedef void (GLAPIENTRY * PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length);\ntypedef void (GLAPIENTRY * PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT result[]);\ntypedef void (GLAPIENTRY * PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);\ntypedef void (GLAPIENTRY * PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);\n\n#define glBufferAddressRangeNV GLEW_GET_FUN(__glewBufferAddressRangeNV)\n#define glColorFormatNV GLEW_GET_FUN(__glewColorFormatNV)\n#define glEdgeFlagFormatNV GLEW_GET_FUN(__glewEdgeFlagFormatNV)\n#define glFogCoordFormatNV GLEW_GET_FUN(__glewFogCoordFormatNV)\n#define glGetIntegerui64i_vNV GLEW_GET_FUN(__glewGetIntegerui64i_vNV)\n#define glIndexFormatNV GLEW_GET_FUN(__glewIndexFormatNV)\n#define glNormalFormatNV GLEW_GET_FUN(__glewNormalFormatNV)\n#define glSecondaryColorFormatNV GLEW_GET_FUN(__glewSecondaryColorFormatNV)\n#define glTexCoordFormatNV GLEW_GET_FUN(__glewTexCoordFormatNV)\n#define glVertexAttribFormatNV GLEW_GET_FUN(__glewVertexAttribFormatNV)\n#define glVertexAttribIFormatNV GLEW_GET_FUN(__glewVertexAttribIFormatNV)\n#define glVertexFormatNV GLEW_GET_FUN(__glewVertexFormatNV)\n\n#define GLEW_NV_vertex_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_vertex_buffer_unified_memory)\n\n#endif /* GL_NV_vertex_buffer_unified_memory */\n\n/* -------------------------- GL_NV_vertex_program ------------------------- */\n\n#ifndef GL_NV_vertex_program\n#define GL_NV_vertex_program 1\n\n#define GL_VERTEX_PROGRAM_NV 0x8620\n#define GL_VERTEX_STATE_PROGRAM_NV 0x8621\n#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623\n#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624\n#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625\n#define GL_CURRENT_ATTRIB_NV 0x8626\n#define GL_PROGRAM_LENGTH_NV 0x8627\n#define GL_PROGRAM_STRING_NV 0x8628\n#define GL_MODELVIEW_PROJECTION_NV 0x8629\n#define GL_IDENTITY_NV 0x862A\n#define GL_INVERSE_NV 0x862B\n#define GL_TRANSPOSE_NV 0x862C\n#define GL_INVERSE_TRANSPOSE_NV 0x862D\n#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E\n#define GL_MAX_TRACK_MATRICES_NV 0x862F\n#define GL_MATRIX0_NV 0x8630\n#define GL_MATRIX1_NV 0x8631\n#define GL_MATRIX2_NV 0x8632\n#define GL_MATRIX3_NV 0x8633\n#define GL_MATRIX4_NV 0x8634\n#define GL_MATRIX5_NV 0x8635\n#define GL_MATRIX6_NV 0x8636\n#define GL_MATRIX7_NV 0x8637\n#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640\n#define GL_CURRENT_MATRIX_NV 0x8641\n#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642\n#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643\n#define GL_PROGRAM_PARAMETER_NV 0x8644\n#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645\n#define GL_PROGRAM_TARGET_NV 0x8646\n#define GL_PROGRAM_RESIDENT_NV 0x8647\n#define GL_TRACK_MATRIX_NV 0x8648\n#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649\n#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A\n#define GL_PROGRAM_ERROR_POSITION_NV 0x864B\n#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650\n#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651\n#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652\n#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653\n#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654\n#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655\n#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656\n#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657\n#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658\n#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659\n#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A\n#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B\n#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C\n#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D\n#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E\n#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F\n#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660\n#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661\n#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662\n#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663\n#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664\n#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665\n#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666\n#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667\n#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668\n#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669\n#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A\n#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B\n#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C\n#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D\n#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E\n#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F\n#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670\n#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671\n#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672\n#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673\n#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674\n#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675\n#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676\n#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677\n#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678\n#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679\n#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A\n#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B\n#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C\n#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D\n#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E\n#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F\n\ntypedef GLboolean (GLAPIENTRY * PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint* ids, GLboolean *residences);\ntypedef void (GLAPIENTRY * PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id);\ntypedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte* program);\ntypedef void (GLAPIENTRY * PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void** pointer);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint* params);\ntypedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMNVPROC) (GLuint id);\ntypedef void (GLAPIENTRY * PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte* program);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, GLuint* ids);\ntypedef void (GLAPIENTRY * PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);\ntypedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei n, const GLubyte* v);\n\n#define glAreProgramsResidentNV GLEW_GET_FUN(__glewAreProgramsResidentNV)\n#define glBindProgramNV GLEW_GET_FUN(__glewBindProgramNV)\n#define glDeleteProgramsNV GLEW_GET_FUN(__glewDeleteProgramsNV)\n#define glExecuteProgramNV GLEW_GET_FUN(__glewExecuteProgramNV)\n#define glGenProgramsNV GLEW_GET_FUN(__glewGenProgramsNV)\n#define glGetProgramParameterdvNV GLEW_GET_FUN(__glewGetProgramParameterdvNV)\n#define glGetProgramParameterfvNV GLEW_GET_FUN(__glewGetProgramParameterfvNV)\n#define glGetProgramStringNV GLEW_GET_FUN(__glewGetProgramStringNV)\n#define glGetProgramivNV GLEW_GET_FUN(__glewGetProgramivNV)\n#define glGetTrackMatrixivNV GLEW_GET_FUN(__glewGetTrackMatrixivNV)\n#define glGetVertexAttribPointervNV GLEW_GET_FUN(__glewGetVertexAttribPointervNV)\n#define glGetVertexAttribdvNV GLEW_GET_FUN(__glewGetVertexAttribdvNV)\n#define glGetVertexAttribfvNV GLEW_GET_FUN(__glewGetVertexAttribfvNV)\n#define glGetVertexAttribivNV GLEW_GET_FUN(__glewGetVertexAttribivNV)\n#define glIsProgramNV GLEW_GET_FUN(__glewIsProgramNV)\n#define glLoadProgramNV GLEW_GET_FUN(__glewLoadProgramNV)\n#define glProgramParameter4dNV GLEW_GET_FUN(__glewProgramParameter4dNV)\n#define glProgramParameter4dvNV GLEW_GET_FUN(__glewProgramParameter4dvNV)\n#define glProgramParameter4fNV GLEW_GET_FUN(__glewProgramParameter4fNV)\n#define glProgramParameter4fvNV GLEW_GET_FUN(__glewProgramParameter4fvNV)\n#define glProgramParameters4dvNV GLEW_GET_FUN(__glewProgramParameters4dvNV)\n#define glProgramParameters4fvNV GLEW_GET_FUN(__glewProgramParameters4fvNV)\n#define glRequestResidentProgramsNV GLEW_GET_FUN(__glewRequestResidentProgramsNV)\n#define glTrackMatrixNV GLEW_GET_FUN(__glewTrackMatrixNV)\n#define glVertexAttrib1dNV GLEW_GET_FUN(__glewVertexAttrib1dNV)\n#define glVertexAttrib1dvNV GLEW_GET_FUN(__glewVertexAttrib1dvNV)\n#define glVertexAttrib1fNV GLEW_GET_FUN(__glewVertexAttrib1fNV)\n#define glVertexAttrib1fvNV GLEW_GET_FUN(__glewVertexAttrib1fvNV)\n#define glVertexAttrib1sNV GLEW_GET_FUN(__glewVertexAttrib1sNV)\n#define glVertexAttrib1svNV GLEW_GET_FUN(__glewVertexAttrib1svNV)\n#define glVertexAttrib2dNV GLEW_GET_FUN(__glewVertexAttrib2dNV)\n#define glVertexAttrib2dvNV GLEW_GET_FUN(__glewVertexAttrib2dvNV)\n#define glVertexAttrib2fNV GLEW_GET_FUN(__glewVertexAttrib2fNV)\n#define glVertexAttrib2fvNV GLEW_GET_FUN(__glewVertexAttrib2fvNV)\n#define glVertexAttrib2sNV GLEW_GET_FUN(__glewVertexAttrib2sNV)\n#define glVertexAttrib2svNV GLEW_GET_FUN(__glewVertexAttrib2svNV)\n#define glVertexAttrib3dNV GLEW_GET_FUN(__glewVertexAttrib3dNV)\n#define glVertexAttrib3dvNV GLEW_GET_FUN(__glewVertexAttrib3dvNV)\n#define glVertexAttrib3fNV GLEW_GET_FUN(__glewVertexAttrib3fNV)\n#define glVertexAttrib3fvNV GLEW_GET_FUN(__glewVertexAttrib3fvNV)\n#define glVertexAttrib3sNV GLEW_GET_FUN(__glewVertexAttrib3sNV)\n#define glVertexAttrib3svNV GLEW_GET_FUN(__glewVertexAttrib3svNV)\n#define glVertexAttrib4dNV GLEW_GET_FUN(__glewVertexAttrib4dNV)\n#define glVertexAttrib4dvNV GLEW_GET_FUN(__glewVertexAttrib4dvNV)\n#define glVertexAttrib4fNV GLEW_GET_FUN(__glewVertexAttrib4fNV)\n#define glVertexAttrib4fvNV GLEW_GET_FUN(__glewVertexAttrib4fvNV)\n#define glVertexAttrib4sNV GLEW_GET_FUN(__glewVertexAttrib4sNV)\n#define glVertexAttrib4svNV GLEW_GET_FUN(__glewVertexAttrib4svNV)\n#define glVertexAttrib4ubNV GLEW_GET_FUN(__glewVertexAttrib4ubNV)\n#define glVertexAttrib4ubvNV GLEW_GET_FUN(__glewVertexAttrib4ubvNV)\n#define glVertexAttribPointerNV GLEW_GET_FUN(__glewVertexAttribPointerNV)\n#define glVertexAttribs1dvNV GLEW_GET_FUN(__glewVertexAttribs1dvNV)\n#define glVertexAttribs1fvNV GLEW_GET_FUN(__glewVertexAttribs1fvNV)\n#define glVertexAttribs1svNV GLEW_GET_FUN(__glewVertexAttribs1svNV)\n#define glVertexAttribs2dvNV GLEW_GET_FUN(__glewVertexAttribs2dvNV)\n#define glVertexAttribs2fvNV GLEW_GET_FUN(__glewVertexAttribs2fvNV)\n#define glVertexAttribs2svNV GLEW_GET_FUN(__glewVertexAttribs2svNV)\n#define glVertexAttribs3dvNV GLEW_GET_FUN(__glewVertexAttribs3dvNV)\n#define glVertexAttribs3fvNV GLEW_GET_FUN(__glewVertexAttribs3fvNV)\n#define glVertexAttribs3svNV GLEW_GET_FUN(__glewVertexAttribs3svNV)\n#define glVertexAttribs4dvNV GLEW_GET_FUN(__glewVertexAttribs4dvNV)\n#define glVertexAttribs4fvNV GLEW_GET_FUN(__glewVertexAttribs4fvNV)\n#define glVertexAttribs4svNV GLEW_GET_FUN(__glewVertexAttribs4svNV)\n#define glVertexAttribs4ubvNV GLEW_GET_FUN(__glewVertexAttribs4ubvNV)\n\n#define GLEW_NV_vertex_program GLEW_GET_VAR(__GLEW_NV_vertex_program)\n\n#endif /* GL_NV_vertex_program */\n\n/* ------------------------ GL_NV_vertex_program1_1 ------------------------ */\n\n#ifndef GL_NV_vertex_program1_1\n#define GL_NV_vertex_program1_1 1\n\n#define GLEW_NV_vertex_program1_1 GLEW_GET_VAR(__GLEW_NV_vertex_program1_1)\n\n#endif /* GL_NV_vertex_program1_1 */\n\n/* ------------------------- GL_NV_vertex_program2 ------------------------- */\n\n#ifndef GL_NV_vertex_program2\n#define GL_NV_vertex_program2 1\n\n#define GLEW_NV_vertex_program2 GLEW_GET_VAR(__GLEW_NV_vertex_program2)\n\n#endif /* GL_NV_vertex_program2 */\n\n/* ---------------------- GL_NV_vertex_program2_option --------------------- */\n\n#ifndef GL_NV_vertex_program2_option\n#define GL_NV_vertex_program2_option 1\n\n#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4\n#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5\n\n#define GLEW_NV_vertex_program2_option GLEW_GET_VAR(__GLEW_NV_vertex_program2_option)\n\n#endif /* GL_NV_vertex_program2_option */\n\n/* ------------------------- GL_NV_vertex_program3 ------------------------- */\n\n#ifndef GL_NV_vertex_program3\n#define GL_NV_vertex_program3 1\n\n#define MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C\n\n#define GLEW_NV_vertex_program3 GLEW_GET_VAR(__GLEW_NV_vertex_program3)\n\n#endif /* GL_NV_vertex_program3 */\n\n/* ------------------------- GL_NV_vertex_program4 ------------------------- */\n\n#ifndef GL_NV_vertex_program4\n#define GL_NV_vertex_program4 1\n\n#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD\n\n#define GLEW_NV_vertex_program4 GLEW_GET_VAR(__GLEW_NV_vertex_program4)\n\n#endif /* GL_NV_vertex_program4 */\n\n/* -------------------------- GL_NV_video_capture -------------------------- */\n\n#ifndef GL_NV_video_capture\n#define GL_NV_video_capture 1\n\n#define GL_VIDEO_BUFFER_NV 0x9020\n#define GL_VIDEO_BUFFER_BINDING_NV 0x9021\n#define GL_FIELD_UPPER_NV 0x9022\n#define GL_FIELD_LOWER_NV 0x9023\n#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024\n#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025\n#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026\n#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027\n#define GL_VIDEO_BUFFER_PITCH_NV 0x9028\n#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029\n#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A\n#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B\n#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C\n#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D\n#define GL_PARTIAL_SUCCESS_NV 0x902E\n#define GL_SUCCESS_NV 0x902F\n#define GL_FAILURE_NV 0x9030\n#define GL_YCBYCR8_422_NV 0x9031\n#define GL_YCBAYCR8A_4224_NV 0x9032\n#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033\n#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034\n#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035\n#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036\n#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037\n#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038\n#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039\n#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A\n#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B\n#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C\n\ntypedef void (GLAPIENTRY * PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot);\ntypedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset);\ntypedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture);\ntypedef void (GLAPIENTRY * PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint* params);\ntypedef GLenum (GLAPIENTRY * PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint* sequence_num, GLuint64EXT *capture_time);\ntypedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble* params);\ntypedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint* params);\n\n#define glBeginVideoCaptureNV GLEW_GET_FUN(__glewBeginVideoCaptureNV)\n#define glBindVideoCaptureStreamBufferNV GLEW_GET_FUN(__glewBindVideoCaptureStreamBufferNV)\n#define glBindVideoCaptureStreamTextureNV GLEW_GET_FUN(__glewBindVideoCaptureStreamTextureNV)\n#define glEndVideoCaptureNV GLEW_GET_FUN(__glewEndVideoCaptureNV)\n#define glGetVideoCaptureStreamdvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamdvNV)\n#define glGetVideoCaptureStreamfvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamfvNV)\n#define glGetVideoCaptureStreamivNV GLEW_GET_FUN(__glewGetVideoCaptureStreamivNV)\n#define glGetVideoCaptureivNV GLEW_GET_FUN(__glewGetVideoCaptureivNV)\n#define glVideoCaptureNV GLEW_GET_FUN(__glewVideoCaptureNV)\n#define glVideoCaptureStreamParameterdvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterdvNV)\n#define glVideoCaptureStreamParameterfvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterfvNV)\n#define glVideoCaptureStreamParameterivNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterivNV)\n\n#define GLEW_NV_video_capture GLEW_GET_VAR(__GLEW_NV_video_capture)\n\n#endif /* GL_NV_video_capture */\n\n/* -------------------------- GL_NV_viewport_array ------------------------- */\n\n#ifndef GL_NV_viewport_array\n#define GL_NV_viewport_array 1\n\n#define GL_DEPTH_RANGE 0x0B70\n#define GL_VIEWPORT 0x0BA2\n#define GL_SCISSOR_BOX 0x0C10\n#define GL_SCISSOR_TEST 0x0C11\n#define GL_MAX_VIEWPORTS_NV 0x825B\n#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C\n#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D\n#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F\n\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat * v);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f);\ntypedef void (GLAPIENTRY * PFNGLDISABLEINVPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLENABLEINVPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat* data);\ntypedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINVPROC) (GLenum target, GLuint index);\ntypedef void (GLAPIENTRY * PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);\ntypedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat * v);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat * v);\n\n#define glDepthRangeArrayfvNV GLEW_GET_FUN(__glewDepthRangeArrayfvNV)\n#define glDepthRangeIndexedfNV GLEW_GET_FUN(__glewDepthRangeIndexedfNV)\n#define glDisableiNV GLEW_GET_FUN(__glewDisableiNV)\n#define glEnableiNV GLEW_GET_FUN(__glewEnableiNV)\n#define glGetFloati_vNV GLEW_GET_FUN(__glewGetFloati_vNV)\n#define glIsEnablediNV GLEW_GET_FUN(__glewIsEnablediNV)\n#define glScissorArrayvNV GLEW_GET_FUN(__glewScissorArrayvNV)\n#define glScissorIndexedNV GLEW_GET_FUN(__glewScissorIndexedNV)\n#define glScissorIndexedvNV GLEW_GET_FUN(__glewScissorIndexedvNV)\n#define glViewportArrayvNV GLEW_GET_FUN(__glewViewportArrayvNV)\n#define glViewportIndexedfNV GLEW_GET_FUN(__glewViewportIndexedfNV)\n#define glViewportIndexedfvNV GLEW_GET_FUN(__glewViewportIndexedfvNV)\n\n#define GLEW_NV_viewport_array GLEW_GET_VAR(__GLEW_NV_viewport_array)\n\n#endif /* GL_NV_viewport_array */\n\n/* ------------------------- GL_NV_viewport_array2 ------------------------- */\n\n#ifndef GL_NV_viewport_array2\n#define GL_NV_viewport_array2 1\n\n#define GLEW_NV_viewport_array2 GLEW_GET_VAR(__GLEW_NV_viewport_array2)\n\n#endif /* GL_NV_viewport_array2 */\n\n/* ------------------------- GL_NV_viewport_swizzle ------------------------ */\n\n#ifndef GL_NV_viewport_swizzle\n#define GL_NV_viewport_swizzle 1\n\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355\n#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356\n#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357\n#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358\n#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359\n#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A\n#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B\n\ntypedef void (GLAPIENTRY * PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew);\n\n#define glViewportSwizzleNV GLEW_GET_FUN(__glewViewportSwizzleNV)\n\n#define GLEW_NV_viewport_swizzle GLEW_GET_VAR(__GLEW_NV_viewport_swizzle)\n\n#endif /* GL_NV_viewport_swizzle */\n\n/* ------------------------ GL_OES_byte_coordinates ------------------------ */\n\n#ifndef GL_OES_byte_coordinates\n#define GL_OES_byte_coordinates 1\n\n#define GLEW_OES_byte_coordinates GLEW_GET_VAR(__GLEW_OES_byte_coordinates)\n\n#endif /* GL_OES_byte_coordinates */\n\n/* ---------------------------- GL_OML_interlace --------------------------- */\n\n#ifndef GL_OML_interlace\n#define GL_OML_interlace 1\n\n#define GL_INTERLACE_OML 0x8980\n#define GL_INTERLACE_READ_OML 0x8981\n\n#define GLEW_OML_interlace GLEW_GET_VAR(__GLEW_OML_interlace)\n\n#endif /* GL_OML_interlace */\n\n/* ---------------------------- GL_OML_resample ---------------------------- */\n\n#ifndef GL_OML_resample\n#define GL_OML_resample 1\n\n#define GL_PACK_RESAMPLE_OML 0x8984\n#define GL_UNPACK_RESAMPLE_OML 0x8985\n#define GL_RESAMPLE_REPLICATE_OML 0x8986\n#define GL_RESAMPLE_ZERO_FILL_OML 0x8987\n#define GL_RESAMPLE_AVERAGE_OML 0x8988\n#define GL_RESAMPLE_DECIMATE_OML 0x8989\n\n#define GLEW_OML_resample GLEW_GET_VAR(__GLEW_OML_resample)\n\n#endif /* GL_OML_resample */\n\n/* ---------------------------- GL_OML_subsample --------------------------- */\n\n#ifndef GL_OML_subsample\n#define GL_OML_subsample 1\n\n#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982\n#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983\n\n#define GLEW_OML_subsample GLEW_GET_VAR(__GLEW_OML_subsample)\n\n#endif /* GL_OML_subsample */\n\n/* ---------------------------- GL_OVR_multiview --------------------------- */\n\n#ifndef GL_OVR_multiview\n#define GL_OVR_multiview 1\n\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630\n#define GL_MAX_VIEWS_OVR 0x9631\n#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632\n#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews);\n\n#define glFramebufferTextureMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultiviewOVR)\n\n#define GLEW_OVR_multiview GLEW_GET_VAR(__GLEW_OVR_multiview)\n\n#endif /* GL_OVR_multiview */\n\n/* --------------------------- GL_OVR_multiview2 --------------------------- */\n\n#ifndef GL_OVR_multiview2\n#define GL_OVR_multiview2 1\n\n#define GLEW_OVR_multiview2 GLEW_GET_VAR(__GLEW_OVR_multiview2)\n\n#endif /* GL_OVR_multiview2 */\n\n/* ------------ GL_OVR_multiview_multisampled_render_to_texture ------------ */\n\n#ifndef GL_OVR_multiview_multisampled_render_to_texture\n#define GL_OVR_multiview_multisampled_render_to_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews);\n\n#define glFramebufferTextureMultisampleMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultisampleMultiviewOVR)\n\n#define GLEW_OVR_multiview_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_OVR_multiview_multisampled_render_to_texture)\n\n#endif /* GL_OVR_multiview_multisampled_render_to_texture */\n\n/* --------------------------- GL_PGI_misc_hints --------------------------- */\n\n#ifndef GL_PGI_misc_hints\n#define GL_PGI_misc_hints 1\n\n#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 107000\n#define GL_CONSERVE_MEMORY_HINT_PGI 107005\n#define GL_RECLAIM_MEMORY_HINT_PGI 107006\n#define GL_NATIVE_GRAPHICS_HANDLE_PGI 107010\n#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 107011\n#define GL_NATIVE_GRAPHICS_END_HINT_PGI 107012\n#define GL_ALWAYS_FAST_HINT_PGI 107020\n#define GL_ALWAYS_SOFT_HINT_PGI 107021\n#define GL_ALLOW_DRAW_OBJ_HINT_PGI 107022\n#define GL_ALLOW_DRAW_WIN_HINT_PGI 107023\n#define GL_ALLOW_DRAW_FRG_HINT_PGI 107024\n#define GL_ALLOW_DRAW_MEM_HINT_PGI 107025\n#define GL_STRICT_DEPTHFUNC_HINT_PGI 107030\n#define GL_STRICT_LIGHTING_HINT_PGI 107031\n#define GL_STRICT_SCISSOR_HINT_PGI 107032\n#define GL_FULL_STIPPLE_HINT_PGI 107033\n#define GL_CLIP_NEAR_HINT_PGI 107040\n#define GL_CLIP_FAR_HINT_PGI 107041\n#define GL_WIDE_LINE_HINT_PGI 107042\n#define GL_BACK_NORMALS_HINT_PGI 107043\n\n#define GLEW_PGI_misc_hints GLEW_GET_VAR(__GLEW_PGI_misc_hints)\n\n#endif /* GL_PGI_misc_hints */\n\n/* -------------------------- GL_PGI_vertex_hints -------------------------- */\n\n#ifndef GL_PGI_vertex_hints\n#define GL_PGI_vertex_hints 1\n\n#define GL_VERTEX23_BIT_PGI 0x00000004\n#define GL_VERTEX4_BIT_PGI 0x00000008\n#define GL_COLOR3_BIT_PGI 0x00010000\n#define GL_COLOR4_BIT_PGI 0x00020000\n#define GL_EDGEFLAG_BIT_PGI 0x00040000\n#define GL_INDEX_BIT_PGI 0x00080000\n#define GL_MAT_AMBIENT_BIT_PGI 0x00100000\n#define GL_VERTEX_DATA_HINT_PGI 107050\n#define GL_VERTEX_CONSISTENT_HINT_PGI 107051\n#define GL_MATERIAL_SIDE_HINT_PGI 107052\n#define GL_MAX_VERTEX_HINT_PGI 107053\n#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000\n#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000\n#define GL_MAT_EMISSION_BIT_PGI 0x00800000\n#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000\n#define GL_MAT_SHININESS_BIT_PGI 0x02000000\n#define GL_MAT_SPECULAR_BIT_PGI 0x04000000\n#define GL_NORMAL_BIT_PGI 0x08000000\n#define GL_TEXCOORD1_BIT_PGI 0x10000000\n#define GL_TEXCOORD2_BIT_PGI 0x20000000\n#define GL_TEXCOORD3_BIT_PGI 0x40000000\n#define GL_TEXCOORD4_BIT_PGI 0x80000000\n\n#define GLEW_PGI_vertex_hints GLEW_GET_VAR(__GLEW_PGI_vertex_hints)\n\n#endif /* GL_PGI_vertex_hints */\n\n/* --------------------------- GL_QCOM_alpha_test -------------------------- */\n\n#ifndef GL_QCOM_alpha_test\n#define GL_QCOM_alpha_test 1\n\n#define GL_ALPHA_TEST_QCOM 0x0BC0\n#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1\n#define GL_ALPHA_TEST_REF_QCOM 0x0BC2\n\ntypedef void (GLAPIENTRY * PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref);\n\n#define glAlphaFuncQCOM GLEW_GET_FUN(__glewAlphaFuncQCOM)\n\n#define GLEW_QCOM_alpha_test GLEW_GET_VAR(__GLEW_QCOM_alpha_test)\n\n#endif /* GL_QCOM_alpha_test */\n\n/* ------------------------ GL_QCOM_binning_control ------------------------ */\n\n#ifndef GL_QCOM_binning_control\n#define GL_QCOM_binning_control 1\n\n#define GL_DONT_CARE 0x1100\n#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0\n#define GL_CPU_OPTIMIZED_QCOM 0x8FB1\n#define GL_GPU_OPTIMIZED_QCOM 0x8FB2\n#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3\n\n#define GLEW_QCOM_binning_control GLEW_GET_VAR(__GLEW_QCOM_binning_control)\n\n#endif /* GL_QCOM_binning_control */\n\n/* ------------------------- GL_QCOM_driver_control ------------------------ */\n\n#ifndef GL_QCOM_driver_control\n#define GL_QCOM_driver_control 1\n\ntypedef void (GLAPIENTRY * PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl);\ntypedef void (GLAPIENTRY * PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl);\ntypedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar *driverControlString);\ntypedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint* num, GLsizei size, GLuint *driverControls);\n\n#define glDisableDriverControlQCOM GLEW_GET_FUN(__glewDisableDriverControlQCOM)\n#define glEnableDriverControlQCOM GLEW_GET_FUN(__glewEnableDriverControlQCOM)\n#define glGetDriverControlStringQCOM GLEW_GET_FUN(__glewGetDriverControlStringQCOM)\n#define glGetDriverControlsQCOM GLEW_GET_FUN(__glewGetDriverControlsQCOM)\n\n#define GLEW_QCOM_driver_control GLEW_GET_VAR(__GLEW_QCOM_driver_control)\n\n#endif /* GL_QCOM_driver_control */\n\n/* -------------------------- GL_QCOM_extended_get ------------------------- */\n\n#ifndef GL_QCOM_extended_get\n#define GL_QCOM_extended_get 1\n\n#define GL_TEXTURE_WIDTH_QCOM 0x8BD2\n#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3\n#define GL_TEXTURE_DEPTH_QCOM 0x8BD4\n#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5\n#define GL_TEXTURE_FORMAT_QCOM 0x8BD6\n#define GL_TEXTURE_TYPE_QCOM 0x8BD7\n#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8\n#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9\n#define GL_TEXTURE_TARGET_QCOM 0x8BDA\n#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB\n#define GL_STATE_RESTORE 0x8BDC\n\ntypedef void (GLAPIENTRY * PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void** params);\ntypedef void (GLAPIENTRY * PFNGLEXTGETBUFFERSQCOMPROC) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers);\ntypedef void (GLAPIENTRY * PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);\ntypedef void (GLAPIENTRY * PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);\ntypedef void (GLAPIENTRY * PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels);\ntypedef void (GLAPIENTRY * PFNGLEXTGETTEXTURESQCOMPROC) (GLuint* textures, GLint maxTextures, GLint* numTextures);\ntypedef void (GLAPIENTRY * PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param);\n\n#define glExtGetBufferPointervQCOM GLEW_GET_FUN(__glewExtGetBufferPointervQCOM)\n#define glExtGetBuffersQCOM GLEW_GET_FUN(__glewExtGetBuffersQCOM)\n#define glExtGetFramebuffersQCOM GLEW_GET_FUN(__glewExtGetFramebuffersQCOM)\n#define glExtGetRenderbuffersQCOM GLEW_GET_FUN(__glewExtGetRenderbuffersQCOM)\n#define glExtGetTexLevelParameterivQCOM GLEW_GET_FUN(__glewExtGetTexLevelParameterivQCOM)\n#define glExtGetTexSubImageQCOM GLEW_GET_FUN(__glewExtGetTexSubImageQCOM)\n#define glExtGetTexturesQCOM GLEW_GET_FUN(__glewExtGetTexturesQCOM)\n#define glExtTexObjectStateOverrideiQCOM GLEW_GET_FUN(__glewExtTexObjectStateOverrideiQCOM)\n\n#define GLEW_QCOM_extended_get GLEW_GET_VAR(__GLEW_QCOM_extended_get)\n\n#endif /* GL_QCOM_extended_get */\n\n/* ------------------------- GL_QCOM_extended_get2 ------------------------- */\n\n#ifndef GL_QCOM_extended_get2\n#define GL_QCOM_extended_get2 1\n\ntypedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar* source, GLint* length);\ntypedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint* programs, GLint maxPrograms, GLint* numPrograms);\ntypedef void (GLAPIENTRY * PFNGLEXTGETSHADERSQCOMPROC) (GLuint* shaders, GLint maxShaders, GLint* numShaders);\ntypedef GLboolean (GLAPIENTRY * PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program);\n\n#define glExtGetProgramBinarySourceQCOM GLEW_GET_FUN(__glewExtGetProgramBinarySourceQCOM)\n#define glExtGetProgramsQCOM GLEW_GET_FUN(__glewExtGetProgramsQCOM)\n#define glExtGetShadersQCOM GLEW_GET_FUN(__glewExtGetShadersQCOM)\n#define glExtIsProgramBinaryQCOM GLEW_GET_FUN(__glewExtIsProgramBinaryQCOM)\n\n#define GLEW_QCOM_extended_get2 GLEW_GET_VAR(__GLEW_QCOM_extended_get2)\n\n#endif /* GL_QCOM_extended_get2 */\n\n/* ---------------------- GL_QCOM_framebuffer_foveated --------------------- */\n\n#ifndef GL_QCOM_framebuffer_foveated\n#define GL_QCOM_framebuffer_foveated 1\n\n#define GL_FOVEATION_ENABLE_BIT_QCOM 0x1\n#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x2\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint fbo, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint* providedFeatures);\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint fbo, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea);\n\n#define glFramebufferFoveationConfigQCOM GLEW_GET_FUN(__glewFramebufferFoveationConfigQCOM)\n#define glFramebufferFoveationParametersQCOM GLEW_GET_FUN(__glewFramebufferFoveationParametersQCOM)\n\n#define GLEW_QCOM_framebuffer_foveated GLEW_GET_VAR(__GLEW_QCOM_framebuffer_foveated)\n\n#endif /* GL_QCOM_framebuffer_foveated */\n\n/* ---------------------- GL_QCOM_perfmon_global_mode ---------------------- */\n\n#ifndef GL_QCOM_perfmon_global_mode\n#define GL_QCOM_perfmon_global_mode 1\n\n#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0\n\n#define GLEW_QCOM_perfmon_global_mode GLEW_GET_VAR(__GLEW_QCOM_perfmon_global_mode)\n\n#endif /* GL_QCOM_perfmon_global_mode */\n\n/* -------------- GL_QCOM_shader_framebuffer_fetch_noncoherent ------------- */\n\n#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent\n#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1\n\n#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void);\n\n#define glFramebufferFetchBarrierQCOM GLEW_GET_FUN(__glewFramebufferFetchBarrierQCOM)\n\n#define GLEW_QCOM_shader_framebuffer_fetch_noncoherent GLEW_GET_VAR(__GLEW_QCOM_shader_framebuffer_fetch_noncoherent)\n\n#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */\n\n/* ------------------------ GL_QCOM_tiled_rendering ------------------------ */\n\n#ifndef GL_QCOM_tiled_rendering\n#define GL_QCOM_tiled_rendering 1\n\n#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001\n#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002\n#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004\n#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008\n#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010\n#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020\n#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040\n#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080\n#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100\n#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200\n#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400\n#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800\n#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000\n#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000\n#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000\n#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000\n#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000\n#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000\n#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000\n#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000\n#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000\n#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000\n#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000\n#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000\n#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000\n#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000\n#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000\n#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000\n#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000\n#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000\n#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000\n#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000\n\ntypedef void (GLAPIENTRY * PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask);\ntypedef void (GLAPIENTRY * PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);\n\n#define glEndTilingQCOM GLEW_GET_FUN(__glewEndTilingQCOM)\n#define glStartTilingQCOM GLEW_GET_FUN(__glewStartTilingQCOM)\n\n#define GLEW_QCOM_tiled_rendering GLEW_GET_VAR(__GLEW_QCOM_tiled_rendering)\n\n#endif /* GL_QCOM_tiled_rendering */\n\n/* ---------------------- GL_QCOM_writeonly_rendering ---------------------- */\n\n#ifndef GL_QCOM_writeonly_rendering\n#define GL_QCOM_writeonly_rendering 1\n\n#define GL_WRITEONLY_RENDERING_QCOM 0x8823\n\n#define GLEW_QCOM_writeonly_rendering GLEW_GET_VAR(__GLEW_QCOM_writeonly_rendering)\n\n#endif /* GL_QCOM_writeonly_rendering */\n\n/* ---------------------- GL_REGAL_ES1_0_compatibility --------------------- */\n\n#ifndef GL_REGAL_ES1_0_compatibility\n#define GL_REGAL_ES1_0_compatibility 1\n\ntypedef int GLclampx;\n\ntypedef void (GLAPIENTRY * PFNGLALPHAFUNCXPROC) (GLenum func, GLclampx ref);\ntypedef void (GLAPIENTRY * PFNGLCLEARCOLORXPROC) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);\ntypedef void (GLAPIENTRY * PFNGLCLEARDEPTHXPROC) (GLclampx depth);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4XPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);\ntypedef void (GLAPIENTRY * PFNGLDEPTHRANGEXPROC) (GLclampx zNear, GLclampx zFar);\ntypedef void (GLAPIENTRY * PFNGLFOGXPROC) (GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLFOGXVPROC) (GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLFRUSTUMFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);\ntypedef void (GLAPIENTRY * PFNGLFRUSTUMXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);\ntypedef void (GLAPIENTRY * PFNGLLIGHTMODELXPROC) (GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLLIGHTMODELXVPROC) (GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLLIGHTXPROC) (GLenum light, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLLIGHTXVPROC) (GLenum light, GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLLINEWIDTHXPROC) (GLfixed width);\ntypedef void (GLAPIENTRY * PFNGLLOADMATRIXXPROC) (const GLfixed* m);\ntypedef void (GLAPIENTRY * PFNGLMATERIALXPROC) (GLenum face, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLMATERIALXVPROC) (GLenum face, GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLMULTMATRIXXPROC) (const GLfixed* m);\ntypedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4XPROC) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3XPROC) (GLfixed nx, GLfixed ny, GLfixed nz);\ntypedef void (GLAPIENTRY * PFNGLORTHOFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);\ntypedef void (GLAPIENTRY * PFNGLORTHOXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);\ntypedef void (GLAPIENTRY * PFNGLPOINTSIZEXPROC) (GLfixed size);\ntypedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETXPROC) (GLfixed factor, GLfixed units);\ntypedef void (GLAPIENTRY * PFNGLROTATEXPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);\ntypedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEXPROC) (GLclampx value, GLboolean invert);\ntypedef void (GLAPIENTRY * PFNGLSCALEXPROC) (GLfixed x, GLfixed y, GLfixed z);\ntypedef void (GLAPIENTRY * PFNGLTEXENVXPROC) (GLenum target, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLTEXENVXVPROC) (GLenum target, GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERXPROC) (GLenum target, GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLTRANSLATEXPROC) (GLfixed x, GLfixed y, GLfixed z);\n\n#define glAlphaFuncx GLEW_GET_FUN(__glewAlphaFuncx)\n#define glClearColorx GLEW_GET_FUN(__glewClearColorx)\n#define glClearDepthx GLEW_GET_FUN(__glewClearDepthx)\n#define glColor4x GLEW_GET_FUN(__glewColor4x)\n#define glDepthRangex GLEW_GET_FUN(__glewDepthRangex)\n#define glFogx GLEW_GET_FUN(__glewFogx)\n#define glFogxv GLEW_GET_FUN(__glewFogxv)\n#define glFrustumf GLEW_GET_FUN(__glewFrustumf)\n#define glFrustumx GLEW_GET_FUN(__glewFrustumx)\n#define glLightModelx GLEW_GET_FUN(__glewLightModelx)\n#define glLightModelxv GLEW_GET_FUN(__glewLightModelxv)\n#define glLightx GLEW_GET_FUN(__glewLightx)\n#define glLightxv GLEW_GET_FUN(__glewLightxv)\n#define glLineWidthx GLEW_GET_FUN(__glewLineWidthx)\n#define glLoadMatrixx GLEW_GET_FUN(__glewLoadMatrixx)\n#define glMaterialx GLEW_GET_FUN(__glewMaterialx)\n#define glMaterialxv GLEW_GET_FUN(__glewMaterialxv)\n#define glMultMatrixx GLEW_GET_FUN(__glewMultMatrixx)\n#define glMultiTexCoord4x GLEW_GET_FUN(__glewMultiTexCoord4x)\n#define glNormal3x GLEW_GET_FUN(__glewNormal3x)\n#define glOrthof GLEW_GET_FUN(__glewOrthof)\n#define glOrthox GLEW_GET_FUN(__glewOrthox)\n#define glPointSizex GLEW_GET_FUN(__glewPointSizex)\n#define glPolygonOffsetx GLEW_GET_FUN(__glewPolygonOffsetx)\n#define glRotatex GLEW_GET_FUN(__glewRotatex)\n#define glSampleCoveragex GLEW_GET_FUN(__glewSampleCoveragex)\n#define glScalex GLEW_GET_FUN(__glewScalex)\n#define glTexEnvx GLEW_GET_FUN(__glewTexEnvx)\n#define glTexEnvxv GLEW_GET_FUN(__glewTexEnvxv)\n#define glTexParameterx GLEW_GET_FUN(__glewTexParameterx)\n#define glTranslatex GLEW_GET_FUN(__glewTranslatex)\n\n#define GLEW_REGAL_ES1_0_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_0_compatibility)\n\n#endif /* GL_REGAL_ES1_0_compatibility */\n\n/* ---------------------- GL_REGAL_ES1_1_compatibility --------------------- */\n\n#ifndef GL_REGAL_ES1_1_compatibility\n#define GL_REGAL_ES1_1_compatibility 1\n\ntypedef void (GLAPIENTRY * PFNGLCLIPPLANEFPROC) (GLenum plane, const GLfloat* equation);\ntypedef void (GLAPIENTRY * PFNGLCLIPPLANEXPROC) (GLenum plane, const GLfixed* equation);\ntypedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFPROC) (GLenum pname, GLfloat eqn[4]);\ntypedef void (GLAPIENTRY * PFNGLGETCLIPPLANEXPROC) (GLenum pname, GLfixed eqn[4]);\ntypedef void (GLAPIENTRY * PFNGLGETFIXEDVPROC) (GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETLIGHTXVPROC) (GLenum light, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETMATERIALXVPROC) (GLenum face, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXENVXVPROC) (GLenum env, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERXVPROC) (GLenum target, GLenum pname, GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXPROC) (GLenum pname, GLfixed param);\ntypedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXVPROC) (GLenum pname, const GLfixed* params);\ntypedef void (GLAPIENTRY * PFNGLPOINTSIZEPOINTEROESPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLTEXPARAMETERXVPROC) (GLenum target, GLenum pname, const GLfixed* params);\n\n#define glClipPlanef GLEW_GET_FUN(__glewClipPlanef)\n#define glClipPlanex GLEW_GET_FUN(__glewClipPlanex)\n#define glGetClipPlanef GLEW_GET_FUN(__glewGetClipPlanef)\n#define glGetClipPlanex GLEW_GET_FUN(__glewGetClipPlanex)\n#define glGetFixedv GLEW_GET_FUN(__glewGetFixedv)\n#define glGetLightxv GLEW_GET_FUN(__glewGetLightxv)\n#define glGetMaterialxv GLEW_GET_FUN(__glewGetMaterialxv)\n#define glGetTexEnvxv GLEW_GET_FUN(__glewGetTexEnvxv)\n#define glGetTexParameterxv GLEW_GET_FUN(__glewGetTexParameterxv)\n#define glPointParameterx GLEW_GET_FUN(__glewPointParameterx)\n#define glPointParameterxv GLEW_GET_FUN(__glewPointParameterxv)\n#define glPointSizePointerOES GLEW_GET_FUN(__glewPointSizePointerOES)\n#define glTexParameterxv GLEW_GET_FUN(__glewTexParameterxv)\n\n#define GLEW_REGAL_ES1_1_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_1_compatibility)\n\n#endif /* GL_REGAL_ES1_1_compatibility */\n\n/* ---------------------------- GL_REGAL_enable ---------------------------- */\n\n#ifndef GL_REGAL_enable\n#define GL_REGAL_enable 1\n\n#define GL_ERROR_REGAL 0x9322\n#define GL_DEBUG_REGAL 0x9323\n#define GL_LOG_REGAL 0x9324\n#define GL_EMULATION_REGAL 0x9325\n#define GL_DRIVER_REGAL 0x9326\n#define GL_MISSING_REGAL 0x9360\n#define GL_TRACE_REGAL 0x9361\n#define GL_CACHE_REGAL 0x9362\n#define GL_CODE_REGAL 0x9363\n#define GL_STATISTICS_REGAL 0x9364\n\n#define GLEW_REGAL_enable GLEW_GET_VAR(__GLEW_REGAL_enable)\n\n#endif /* GL_REGAL_enable */\n\n/* ------------------------- GL_REGAL_error_string ------------------------- */\n\n#ifndef GL_REGAL_error_string\n#define GL_REGAL_error_string 1\n\ntypedef const GLchar* (GLAPIENTRY * PFNGLERRORSTRINGREGALPROC) (GLenum error);\n\n#define glErrorStringREGAL GLEW_GET_FUN(__glewErrorStringREGAL)\n\n#define GLEW_REGAL_error_string GLEW_GET_VAR(__GLEW_REGAL_error_string)\n\n#endif /* GL_REGAL_error_string */\n\n/* ------------------------ GL_REGAL_extension_query ----------------------- */\n\n#ifndef GL_REGAL_extension_query\n#define GL_REGAL_extension_query 1\n\ntypedef GLboolean (GLAPIENTRY * PFNGLGETEXTENSIONREGALPROC) (const GLchar* ext);\ntypedef GLboolean (GLAPIENTRY * PFNGLISSUPPORTEDREGALPROC) (const GLchar* ext);\n\n#define glGetExtensionREGAL GLEW_GET_FUN(__glewGetExtensionREGAL)\n#define glIsSupportedREGAL GLEW_GET_FUN(__glewIsSupportedREGAL)\n\n#define GLEW_REGAL_extension_query GLEW_GET_VAR(__GLEW_REGAL_extension_query)\n\n#endif /* GL_REGAL_extension_query */\n\n/* ------------------------------ GL_REGAL_log ----------------------------- */\n\n#ifndef GL_REGAL_log\n#define GL_REGAL_log 1\n\n#define GL_LOG_ERROR_REGAL 0x9319\n#define GL_LOG_WARNING_REGAL 0x931A\n#define GL_LOG_INFO_REGAL 0x931B\n#define GL_LOG_APP_REGAL 0x931C\n#define GL_LOG_DRIVER_REGAL 0x931D\n#define GL_LOG_INTERNAL_REGAL 0x931E\n#define GL_LOG_DEBUG_REGAL 0x931F\n#define GL_LOG_STATUS_REGAL 0x9320\n#define GL_LOG_HTTP_REGAL 0x9321\n\ntypedef void (APIENTRY *GLLOGPROCREGAL)(GLenum stream, GLsizei length, const GLchar *message, void *context);\n\ntypedef void (GLAPIENTRY * PFNGLLOGMESSAGECALLBACKREGALPROC) (GLLOGPROCREGAL callback);\n\n#define glLogMessageCallbackREGAL GLEW_GET_FUN(__glewLogMessageCallbackREGAL)\n\n#define GLEW_REGAL_log GLEW_GET_VAR(__GLEW_REGAL_log)\n\n#endif /* GL_REGAL_log */\n\n/* ------------------------- GL_REGAL_proc_address ------------------------- */\n\n#ifndef GL_REGAL_proc_address\n#define GL_REGAL_proc_address 1\n\ntypedef void * (GLAPIENTRY * PFNGLGETPROCADDRESSREGALPROC) (const GLchar *name);\n\n#define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL)\n\n#define GLEW_REGAL_proc_address GLEW_GET_VAR(__GLEW_REGAL_proc_address)\n\n#endif /* GL_REGAL_proc_address */\n\n/* ----------------------- GL_REND_screen_coordinates ---------------------- */\n\n#ifndef GL_REND_screen_coordinates\n#define GL_REND_screen_coordinates 1\n\n#define GL_SCREEN_COORDINATES_REND 0x8490\n#define GL_INVERTED_SCREEN_W_REND 0x8491\n\n#define GLEW_REND_screen_coordinates GLEW_GET_VAR(__GLEW_REND_screen_coordinates)\n\n#endif /* GL_REND_screen_coordinates */\n\n/* ------------------------------- GL_S3_s3tc ------------------------------ */\n\n#ifndef GL_S3_s3tc\n#define GL_S3_s3tc 1\n\n#define GL_RGB_S3TC 0x83A0\n#define GL_RGB4_S3TC 0x83A1\n#define GL_RGBA_S3TC 0x83A2\n#define GL_RGBA4_S3TC 0x83A3\n#define GL_RGBA_DXT5_S3TC 0x83A4\n#define GL_RGBA4_DXT5_S3TC 0x83A5\n\n#define GLEW_S3_s3tc GLEW_GET_VAR(__GLEW_S3_s3tc)\n\n#endif /* GL_S3_s3tc */\n\n/* ------------------------- GL_SGIS_clip_band_hint ------------------------ */\n\n#ifndef GL_SGIS_clip_band_hint\n#define GL_SGIS_clip_band_hint 1\n\n#define GLEW_SGIS_clip_band_hint GLEW_GET_VAR(__GLEW_SGIS_clip_band_hint)\n\n#endif /* GL_SGIS_clip_band_hint */\n\n/* -------------------------- GL_SGIS_color_range -------------------------- */\n\n#ifndef GL_SGIS_color_range\n#define GL_SGIS_color_range 1\n\n#define GL_EXTENDED_RANGE_SGIS 0x85A5\n#define GL_MIN_RED_SGIS 0x85A6\n#define GL_MAX_RED_SGIS 0x85A7\n#define GL_MIN_GREEN_SGIS 0x85A8\n#define GL_MAX_GREEN_SGIS 0x85A9\n#define GL_MIN_BLUE_SGIS 0x85AA\n#define GL_MAX_BLUE_SGIS 0x85AB\n#define GL_MIN_ALPHA_SGIS 0x85AC\n#define GL_MAX_ALPHA_SGIS 0x85AD\n\n#define GLEW_SGIS_color_range GLEW_GET_VAR(__GLEW_SGIS_color_range)\n\n#endif /* GL_SGIS_color_range */\n\n/* ------------------------- GL_SGIS_detail_texture ------------------------ */\n\n#ifndef GL_SGIS_detail_texture\n#define GL_SGIS_detail_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat* points);\n\n#define glDetailTexFuncSGIS GLEW_GET_FUN(__glewDetailTexFuncSGIS)\n#define glGetDetailTexFuncSGIS GLEW_GET_FUN(__glewGetDetailTexFuncSGIS)\n\n#define GLEW_SGIS_detail_texture GLEW_GET_VAR(__GLEW_SGIS_detail_texture)\n\n#endif /* GL_SGIS_detail_texture */\n\n/* -------------------------- GL_SGIS_fog_function ------------------------- */\n\n#ifndef GL_SGIS_fog_function\n#define GL_SGIS_fog_function 1\n\ntypedef void (GLAPIENTRY * PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLGETFOGFUNCSGISPROC) (GLfloat* points);\n\n#define glFogFuncSGIS GLEW_GET_FUN(__glewFogFuncSGIS)\n#define glGetFogFuncSGIS GLEW_GET_FUN(__glewGetFogFuncSGIS)\n\n#define GLEW_SGIS_fog_function GLEW_GET_VAR(__GLEW_SGIS_fog_function)\n\n#endif /* GL_SGIS_fog_function */\n\n/* ------------------------ GL_SGIS_generate_mipmap ------------------------ */\n\n#ifndef GL_SGIS_generate_mipmap\n#define GL_SGIS_generate_mipmap 1\n\n#define GL_GENERATE_MIPMAP_SGIS 0x8191\n#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192\n\n#define GLEW_SGIS_generate_mipmap GLEW_GET_VAR(__GLEW_SGIS_generate_mipmap)\n\n#endif /* GL_SGIS_generate_mipmap */\n\n/* -------------------------- GL_SGIS_line_texgen -------------------------- */\n\n#ifndef GL_SGIS_line_texgen\n#define GL_SGIS_line_texgen 1\n\n#define GLEW_SGIS_line_texgen GLEW_GET_VAR(__GLEW_SGIS_line_texgen)\n\n#endif /* GL_SGIS_line_texgen */\n\n/* -------------------------- GL_SGIS_multisample -------------------------- */\n\n#ifndef GL_SGIS_multisample\n#define GL_SGIS_multisample 1\n\n#define GL_MULTISAMPLE_SGIS 0x809D\n#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E\n#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F\n#define GL_SAMPLE_MASK_SGIS 0x80A0\n#define GL_1PASS_SGIS 0x80A1\n#define GL_2PASS_0_SGIS 0x80A2\n#define GL_2PASS_1_SGIS 0x80A3\n#define GL_4PASS_0_SGIS 0x80A4\n#define GL_4PASS_1_SGIS 0x80A5\n#define GL_4PASS_2_SGIS 0x80A6\n#define GL_4PASS_3_SGIS 0x80A7\n#define GL_SAMPLE_BUFFERS_SGIS 0x80A8\n#define GL_SAMPLES_SGIS 0x80A9\n#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA\n#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB\n#define GL_SAMPLE_PATTERN_SGIS 0x80AC\n\ntypedef void (GLAPIENTRY * PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert);\ntypedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern);\n\n#define glSampleMaskSGIS GLEW_GET_FUN(__glewSampleMaskSGIS)\n#define glSamplePatternSGIS GLEW_GET_FUN(__glewSamplePatternSGIS)\n\n#define GLEW_SGIS_multisample GLEW_GET_VAR(__GLEW_SGIS_multisample)\n\n#endif /* GL_SGIS_multisample */\n\n/* -------------------------- GL_SGIS_multitexture ------------------------- */\n\n#ifndef GL_SGIS_multitexture\n#define GL_SGIS_multitexture 1\n\n#define GL_SELECTED_TEXTURE_SGIS 0x83C0\n#define GL_SELECTED_TEXTURE_COORD_SET_SGIS 0x83C1\n#define GL_SELECTED_TEXTURE_TRANSFORM_SGIS 0x83C2\n#define GL_MAX_TEXTURES_SGIS 0x83C3\n#define GL_MAX_TEXTURE_COORD_SETS_SGIS 0x83C4\n#define GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS 0x83C5\n#define GL_TEXTURE_ENV_COORD_SET_SGIS 0x83C6\n#define GL_TEXTURE0_SGIS 0x83C7\n#define GL_TEXTURE1_SGIS 0x83C8\n#define GL_TEXTURE2_SGIS 0x83C9\n#define GL_TEXTURE3_SGIS 0x83CA\n\ntypedef void (GLAPIENTRY * PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC) (GLint factor);\ntypedef void (GLAPIENTRY * PFNGLSELECTTEXTURECOORDSETSGISPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLSELECTTEXTURESGISPROC) (GLenum target);\ntypedef void (GLAPIENTRY * PFNGLSELECTTEXTURETRANSFORMSGISPROC) (GLenum target);\n\n#define glInterleavedTextureCoordSetsSGIS GLEW_GET_FUN(__glewInterleavedTextureCoordSetsSGIS)\n#define glSelectTextureCoordSetSGIS GLEW_GET_FUN(__glewSelectTextureCoordSetSGIS)\n#define glSelectTextureSGIS GLEW_GET_FUN(__glewSelectTextureSGIS)\n#define glSelectTextureTransformSGIS GLEW_GET_FUN(__glewSelectTextureTransformSGIS)\n\n#define GLEW_SGIS_multitexture GLEW_GET_VAR(__GLEW_SGIS_multitexture)\n\n#endif /* GL_SGIS_multitexture */\n\n/* ------------------------- GL_SGIS_pixel_texture ------------------------- */\n\n#ifndef GL_SGIS_pixel_texture\n#define GL_SGIS_pixel_texture 1\n\n#define GLEW_SGIS_pixel_texture GLEW_GET_VAR(__GLEW_SGIS_pixel_texture)\n\n#endif /* GL_SGIS_pixel_texture */\n\n/* ----------------------- GL_SGIS_point_line_texgen ----------------------- */\n\n#ifndef GL_SGIS_point_line_texgen\n#define GL_SGIS_point_line_texgen 1\n\n#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0\n#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1\n#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2\n#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3\n#define GL_EYE_POINT_SGIS 0x81F4\n#define GL_OBJECT_POINT_SGIS 0x81F5\n#define GL_EYE_LINE_SGIS 0x81F6\n#define GL_OBJECT_LINE_SGIS 0x81F7\n\n#define GLEW_SGIS_point_line_texgen GLEW_GET_VAR(__GLEW_SGIS_point_line_texgen)\n\n#endif /* GL_SGIS_point_line_texgen */\n\n/* ----------------------- GL_SGIS_shared_multisample ---------------------- */\n\n#ifndef GL_SGIS_shared_multisample\n#define GL_SGIS_shared_multisample 1\n\ntypedef void (GLAPIENTRY * PFNGLMULTISAMPLESUBRECTPOSSGISPROC) (GLint x, GLint y);\n\n#define glMultisampleSubRectPosSGIS GLEW_GET_FUN(__glewMultisampleSubRectPosSGIS)\n\n#define GLEW_SGIS_shared_multisample GLEW_GET_VAR(__GLEW_SGIS_shared_multisample)\n\n#endif /* GL_SGIS_shared_multisample */\n\n/* ------------------------ GL_SGIS_sharpen_texture ------------------------ */\n\n#ifndef GL_SGIS_sharpen_texture\n#define GL_SGIS_sharpen_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);\n\n#define glGetSharpenTexFuncSGIS GLEW_GET_FUN(__glewGetSharpenTexFuncSGIS)\n#define glSharpenTexFuncSGIS GLEW_GET_FUN(__glewSharpenTexFuncSGIS)\n\n#define GLEW_SGIS_sharpen_texture GLEW_GET_VAR(__GLEW_SGIS_sharpen_texture)\n\n#endif /* GL_SGIS_sharpen_texture */\n\n/* --------------------------- GL_SGIS_texture4D --------------------------- */\n\n#ifndef GL_SGIS_texture4D\n#define GL_SGIS_texture4D 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLenum format, GLenum type, const void *pixels);\n\n#define glTexImage4DSGIS GLEW_GET_FUN(__glewTexImage4DSGIS)\n#define glTexSubImage4DSGIS GLEW_GET_FUN(__glewTexSubImage4DSGIS)\n\n#define GLEW_SGIS_texture4D GLEW_GET_VAR(__GLEW_SGIS_texture4D)\n\n#endif /* GL_SGIS_texture4D */\n\n/* ---------------------- GL_SGIS_texture_border_clamp --------------------- */\n\n#ifndef GL_SGIS_texture_border_clamp\n#define GL_SGIS_texture_border_clamp 1\n\n#define GL_CLAMP_TO_BORDER_SGIS 0x812D\n\n#define GLEW_SGIS_texture_border_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_border_clamp)\n\n#endif /* GL_SGIS_texture_border_clamp */\n\n/* ----------------------- GL_SGIS_texture_edge_clamp ---------------------- */\n\n#ifndef GL_SGIS_texture_edge_clamp\n#define GL_SGIS_texture_edge_clamp 1\n\n#define GL_CLAMP_TO_EDGE_SGIS 0x812F\n\n#define GLEW_SGIS_texture_edge_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_edge_clamp)\n\n#endif /* GL_SGIS_texture_edge_clamp */\n\n/* ------------------------ GL_SGIS_texture_filter4 ------------------------ */\n\n#ifndef GL_SGIS_texture_filter4\n#define GL_SGIS_texture_filter4 1\n\ntypedef void (GLAPIENTRY * PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat* weights);\ntypedef void (GLAPIENTRY * PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat* weights);\n\n#define glGetTexFilterFuncSGIS GLEW_GET_FUN(__glewGetTexFilterFuncSGIS)\n#define glTexFilterFuncSGIS GLEW_GET_FUN(__glewTexFilterFuncSGIS)\n\n#define GLEW_SGIS_texture_filter4 GLEW_GET_VAR(__GLEW_SGIS_texture_filter4)\n\n#endif /* GL_SGIS_texture_filter4 */\n\n/* -------------------------- GL_SGIS_texture_lod -------------------------- */\n\n#ifndef GL_SGIS_texture_lod\n#define GL_SGIS_texture_lod 1\n\n#define GL_TEXTURE_MIN_LOD_SGIS 0x813A\n#define GL_TEXTURE_MAX_LOD_SGIS 0x813B\n#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C\n#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D\n\n#define GLEW_SGIS_texture_lod GLEW_GET_VAR(__GLEW_SGIS_texture_lod)\n\n#endif /* GL_SGIS_texture_lod */\n\n/* ------------------------- GL_SGIS_texture_select ------------------------ */\n\n#ifndef GL_SGIS_texture_select\n#define GL_SGIS_texture_select 1\n\n#define GLEW_SGIS_texture_select GLEW_GET_VAR(__GLEW_SGIS_texture_select)\n\n#endif /* GL_SGIS_texture_select */\n\n/* ----------------------------- GL_SGIX_async ----------------------------- */\n\n#ifndef GL_SGIX_async\n#define GL_SGIX_async 1\n\n#define GL_ASYNC_MARKER_SGIX 0x8329\n\ntypedef void (GLAPIENTRY * PFNGLASYNCMARKERSGIXPROC) (GLuint marker);\ntypedef void (GLAPIENTRY * PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range);\ntypedef GLint (GLAPIENTRY * PFNGLFINISHASYNCSGIXPROC) (GLuint* markerp);\ntypedef GLuint (GLAPIENTRY * PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range);\ntypedef GLboolean (GLAPIENTRY * PFNGLISASYNCMARKERSGIXPROC) (GLuint marker);\ntypedef GLint (GLAPIENTRY * PFNGLPOLLASYNCSGIXPROC) (GLuint* markerp);\n\n#define glAsyncMarkerSGIX GLEW_GET_FUN(__glewAsyncMarkerSGIX)\n#define glDeleteAsyncMarkersSGIX GLEW_GET_FUN(__glewDeleteAsyncMarkersSGIX)\n#define glFinishAsyncSGIX GLEW_GET_FUN(__glewFinishAsyncSGIX)\n#define glGenAsyncMarkersSGIX GLEW_GET_FUN(__glewGenAsyncMarkersSGIX)\n#define glIsAsyncMarkerSGIX GLEW_GET_FUN(__glewIsAsyncMarkerSGIX)\n#define glPollAsyncSGIX GLEW_GET_FUN(__glewPollAsyncSGIX)\n\n#define GLEW_SGIX_async GLEW_GET_VAR(__GLEW_SGIX_async)\n\n#endif /* GL_SGIX_async */\n\n/* ------------------------ GL_SGIX_async_histogram ------------------------ */\n\n#ifndef GL_SGIX_async_histogram\n#define GL_SGIX_async_histogram 1\n\n#define GL_ASYNC_HISTOGRAM_SGIX 0x832C\n#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D\n\n#define GLEW_SGIX_async_histogram GLEW_GET_VAR(__GLEW_SGIX_async_histogram)\n\n#endif /* GL_SGIX_async_histogram */\n\n/* -------------------------- GL_SGIX_async_pixel -------------------------- */\n\n#ifndef GL_SGIX_async_pixel\n#define GL_SGIX_async_pixel 1\n\n#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C\n#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D\n#define GL_ASYNC_READ_PIXELS_SGIX 0x835E\n#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F\n#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360\n#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361\n\n#define GLEW_SGIX_async_pixel GLEW_GET_VAR(__GLEW_SGIX_async_pixel)\n\n#endif /* GL_SGIX_async_pixel */\n\n/* ----------------------- GL_SGIX_bali_g_instruments ---------------------- */\n\n#ifndef GL_SGIX_bali_g_instruments\n#define GL_SGIX_bali_g_instruments 1\n\n#define GL_BALI_NUM_TRIS_CULLED_INSTRUMENT 0x6080\n#define GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT 0x6081\n#define GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT 0x6082\n#define GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT 0x6083\n\n#define GLEW_SGIX_bali_g_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_g_instruments)\n\n#endif /* GL_SGIX_bali_g_instruments */\n\n/* ----------------------- GL_SGIX_bali_r_instruments ---------------------- */\n\n#ifndef GL_SGIX_bali_r_instruments\n#define GL_SGIX_bali_r_instruments 1\n\n#define GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT 0x6090\n#define GL_BALI_DEPTH_PASS_INSTRUMENT 0x6091\n#define GL_BALI_R_CHIP_COUNT 0x6092\n\n#define GLEW_SGIX_bali_r_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_r_instruments)\n\n#endif /* GL_SGIX_bali_r_instruments */\n\n/* --------------------- GL_SGIX_bali_timer_instruments -------------------- */\n\n#ifndef GL_SGIX_bali_timer_instruments\n#define GL_SGIX_bali_timer_instruments 1\n\n#define GLEW_SGIX_bali_timer_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_timer_instruments)\n\n#endif /* GL_SGIX_bali_timer_instruments */\n\n/* ----------------------- GL_SGIX_blend_alpha_minmax ---------------------- */\n\n#ifndef GL_SGIX_blend_alpha_minmax\n#define GL_SGIX_blend_alpha_minmax 1\n\n#define GL_ALPHA_MIN_SGIX 0x8320\n#define GL_ALPHA_MAX_SGIX 0x8321\n\n#define GLEW_SGIX_blend_alpha_minmax GLEW_GET_VAR(__GLEW_SGIX_blend_alpha_minmax)\n\n#endif /* GL_SGIX_blend_alpha_minmax */\n\n/* --------------------------- GL_SGIX_blend_cadd -------------------------- */\n\n#ifndef GL_SGIX_blend_cadd\n#define GL_SGIX_blend_cadd 1\n\n#define GL_FUNC_COMPLEX_ADD_EXT 0x601C\n\n#define GLEW_SGIX_blend_cadd GLEW_GET_VAR(__GLEW_SGIX_blend_cadd)\n\n#endif /* GL_SGIX_blend_cadd */\n\n/* ------------------------ GL_SGIX_blend_cmultiply ------------------------ */\n\n#ifndef GL_SGIX_blend_cmultiply\n#define GL_SGIX_blend_cmultiply 1\n\n#define GL_FUNC_COMPLEX_MULTIPLY_EXT 0x601B\n\n#define GLEW_SGIX_blend_cmultiply GLEW_GET_VAR(__GLEW_SGIX_blend_cmultiply)\n\n#endif /* GL_SGIX_blend_cmultiply */\n\n/* --------------------- GL_SGIX_calligraphic_fragment --------------------- */\n\n#ifndef GL_SGIX_calligraphic_fragment\n#define GL_SGIX_calligraphic_fragment 1\n\n#define GLEW_SGIX_calligraphic_fragment GLEW_GET_VAR(__GLEW_SGIX_calligraphic_fragment)\n\n#endif /* GL_SGIX_calligraphic_fragment */\n\n/* ---------------------------- GL_SGIX_clipmap ---------------------------- */\n\n#ifndef GL_SGIX_clipmap\n#define GL_SGIX_clipmap 1\n\n#define GLEW_SGIX_clipmap GLEW_GET_VAR(__GLEW_SGIX_clipmap)\n\n#endif /* GL_SGIX_clipmap */\n\n/* --------------------- GL_SGIX_color_matrix_accuracy --------------------- */\n\n#ifndef GL_SGIX_color_matrix_accuracy\n#define GL_SGIX_color_matrix_accuracy 1\n\n#define GL_COLOR_MATRIX_HINT 0x8317\n\n#define GLEW_SGIX_color_matrix_accuracy GLEW_GET_VAR(__GLEW_SGIX_color_matrix_accuracy)\n\n#endif /* GL_SGIX_color_matrix_accuracy */\n\n/* --------------------- GL_SGIX_color_table_index_mode -------------------- */\n\n#ifndef GL_SGIX_color_table_index_mode\n#define GL_SGIX_color_table_index_mode 1\n\n#define GLEW_SGIX_color_table_index_mode GLEW_GET_VAR(__GLEW_SGIX_color_table_index_mode)\n\n#endif /* GL_SGIX_color_table_index_mode */\n\n/* ------------------------- GL_SGIX_complex_polar ------------------------- */\n\n#ifndef GL_SGIX_complex_polar\n#define GL_SGIX_complex_polar 1\n\n#define GLEW_SGIX_complex_polar GLEW_GET_VAR(__GLEW_SGIX_complex_polar)\n\n#endif /* GL_SGIX_complex_polar */\n\n/* ---------------------- GL_SGIX_convolution_accuracy --------------------- */\n\n#ifndef GL_SGIX_convolution_accuracy\n#define GL_SGIX_convolution_accuracy 1\n\n#define GL_CONVOLUTION_HINT_SGIX 0x8316\n\n#define GLEW_SGIX_convolution_accuracy GLEW_GET_VAR(__GLEW_SGIX_convolution_accuracy)\n\n#endif /* GL_SGIX_convolution_accuracy */\n\n/* ---------------------------- GL_SGIX_cube_map --------------------------- */\n\n#ifndef GL_SGIX_cube_map\n#define GL_SGIX_cube_map 1\n\n#define GL_ENV_MAP_SGIX 0x8340\n#define GL_CUBE_MAP_SGIX 0x8341\n#define GL_CUBE_MAP_ZP_SGIX 0x8342\n#define GL_CUBE_MAP_ZN_SGIX 0x8343\n#define GL_CUBE_MAP_XN_SGIX 0x8344\n#define GL_CUBE_MAP_XP_SGIX 0x8345\n#define GL_CUBE_MAP_YN_SGIX 0x8346\n#define GL_CUBE_MAP_YP_SGIX 0x8347\n#define GL_CUBE_MAP_BINDING_SGIX 0x8348\n\n#define GLEW_SGIX_cube_map GLEW_GET_VAR(__GLEW_SGIX_cube_map)\n\n#endif /* GL_SGIX_cube_map */\n\n/* ------------------------ GL_SGIX_cylinder_texgen ------------------------ */\n\n#ifndef GL_SGIX_cylinder_texgen\n#define GL_SGIX_cylinder_texgen 1\n\n#define GLEW_SGIX_cylinder_texgen GLEW_GET_VAR(__GLEW_SGIX_cylinder_texgen)\n\n#endif /* GL_SGIX_cylinder_texgen */\n\n/* ---------------------------- GL_SGIX_datapipe --------------------------- */\n\n#ifndef GL_SGIX_datapipe\n#define GL_SGIX_datapipe 1\n\n#define GL_GEOMETRY_BIT 0x1\n#define GL_IMAGE_BIT 0x2\n\ntypedef void (GLAPIENTRY * PFNGLADDRESSSPACEPROC) (GLenum space, GLbitfield mask);\ntypedef GLint (GLAPIENTRY * PFNGLDATAPIPEPROC) (GLenum space);\n\n#define glAddressSpace GLEW_GET_FUN(__glewAddressSpace)\n#define glDataPipe GLEW_GET_FUN(__glewDataPipe)\n\n#define GLEW_SGIX_datapipe GLEW_GET_VAR(__GLEW_SGIX_datapipe)\n\n#endif /* GL_SGIX_datapipe */\n\n/* --------------------------- GL_SGIX_decimation -------------------------- */\n\n#ifndef GL_SGIX_decimation\n#define GL_SGIX_decimation 1\n\n#define GLEW_SGIX_decimation GLEW_GET_VAR(__GLEW_SGIX_decimation)\n\n#endif /* GL_SGIX_decimation */\n\n/* --------------------- GL_SGIX_depth_pass_instrument --------------------- */\n\n#ifndef GL_SGIX_depth_pass_instrument\n#define GL_SGIX_depth_pass_instrument 1\n\n#define GL_DEPTH_PASS_INSTRUMENT_SGIX 0x8310\n#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311\n#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312\n\n#define GLEW_SGIX_depth_pass_instrument GLEW_GET_VAR(__GLEW_SGIX_depth_pass_instrument)\n\n#endif /* GL_SGIX_depth_pass_instrument */\n\n/* ------------------------- GL_SGIX_depth_texture ------------------------- */\n\n#ifndef GL_SGIX_depth_texture\n#define GL_SGIX_depth_texture 1\n\n#define GL_DEPTH_COMPONENT16_SGIX 0x81A5\n#define GL_DEPTH_COMPONENT24_SGIX 0x81A6\n#define GL_DEPTH_COMPONENT32_SGIX 0x81A7\n\n#define GLEW_SGIX_depth_texture GLEW_GET_VAR(__GLEW_SGIX_depth_texture)\n\n#endif /* GL_SGIX_depth_texture */\n\n/* ------------------------------ GL_SGIX_dvc ------------------------------ */\n\n#ifndef GL_SGIX_dvc\n#define GL_SGIX_dvc 1\n\n#define GLEW_SGIX_dvc GLEW_GET_VAR(__GLEW_SGIX_dvc)\n\n#endif /* GL_SGIX_dvc */\n\n/* -------------------------- GL_SGIX_flush_raster ------------------------- */\n\n#ifndef GL_SGIX_flush_raster\n#define GL_SGIX_flush_raster 1\n\ntypedef void (GLAPIENTRY * PFNGLFLUSHRASTERSGIXPROC) (void);\n\n#define glFlushRasterSGIX GLEW_GET_FUN(__glewFlushRasterSGIX)\n\n#define GLEW_SGIX_flush_raster GLEW_GET_VAR(__GLEW_SGIX_flush_raster)\n\n#endif /* GL_SGIX_flush_raster */\n\n/* --------------------------- GL_SGIX_fog_blend --------------------------- */\n\n#ifndef GL_SGIX_fog_blend\n#define GL_SGIX_fog_blend 1\n\n#define GL_FOG_BLEND_ALPHA_SGIX 0x81FE\n#define GL_FOG_BLEND_COLOR_SGIX 0x81FF\n\n#define GLEW_SGIX_fog_blend GLEW_GET_VAR(__GLEW_SGIX_fog_blend)\n\n#endif /* GL_SGIX_fog_blend */\n\n/* ---------------------- GL_SGIX_fog_factor_to_alpha ---------------------- */\n\n#ifndef GL_SGIX_fog_factor_to_alpha\n#define GL_SGIX_fog_factor_to_alpha 1\n\n#define GLEW_SGIX_fog_factor_to_alpha GLEW_GET_VAR(__GLEW_SGIX_fog_factor_to_alpha)\n\n#endif /* GL_SGIX_fog_factor_to_alpha */\n\n/* --------------------------- GL_SGIX_fog_layers -------------------------- */\n\n#ifndef GL_SGIX_fog_layers\n#define GL_SGIX_fog_layers 1\n\n#define GL_FOG_TYPE_SGIX 0x8323\n#define GL_UNIFORM_SGIX 0x8324\n#define GL_LAYERED_SGIX 0x8325\n#define GL_FOG_GROUND_PLANE_SGIX 0x8326\n#define GL_FOG_LAYERS_POINTS_SGIX 0x8327\n#define GL_MAX_FOG_LAYERS_POINTS_SGIX 0x8328\n\ntypedef void (GLAPIENTRY * PFNGLFOGLAYERSSGIXPROC) (GLsizei n, const GLfloat* points);\ntypedef void (GLAPIENTRY * PFNGLGETFOGLAYERSSGIXPROC) (GLfloat* points);\n\n#define glFogLayersSGIX GLEW_GET_FUN(__glewFogLayersSGIX)\n#define glGetFogLayersSGIX GLEW_GET_FUN(__glewGetFogLayersSGIX)\n\n#define GLEW_SGIX_fog_layers GLEW_GET_VAR(__GLEW_SGIX_fog_layers)\n\n#endif /* GL_SGIX_fog_layers */\n\n/* --------------------------- GL_SGIX_fog_offset -------------------------- */\n\n#ifndef GL_SGIX_fog_offset\n#define GL_SGIX_fog_offset 1\n\n#define GL_FOG_OFFSET_SGIX 0x8198\n#define GL_FOG_OFFSET_VALUE_SGIX 0x8199\n\n#define GLEW_SGIX_fog_offset GLEW_GET_VAR(__GLEW_SGIX_fog_offset)\n\n#endif /* GL_SGIX_fog_offset */\n\n/* --------------------------- GL_SGIX_fog_patchy -------------------------- */\n\n#ifndef GL_SGIX_fog_patchy\n#define GL_SGIX_fog_patchy 1\n\n#define GLEW_SGIX_fog_patchy GLEW_GET_VAR(__GLEW_SGIX_fog_patchy)\n\n#endif /* GL_SGIX_fog_patchy */\n\n/* --------------------------- GL_SGIX_fog_scale --------------------------- */\n\n#ifndef GL_SGIX_fog_scale\n#define GL_SGIX_fog_scale 1\n\n#define GL_FOG_SCALE_SGIX 0x81FC\n#define GL_FOG_SCALE_VALUE_SGIX 0x81FD\n\n#define GLEW_SGIX_fog_scale GLEW_GET_VAR(__GLEW_SGIX_fog_scale)\n\n#endif /* GL_SGIX_fog_scale */\n\n/* -------------------------- GL_SGIX_fog_texture -------------------------- */\n\n#ifndef GL_SGIX_fog_texture\n#define GL_SGIX_fog_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLTEXTUREFOGSGIXPROC) (GLenum pname);\n\n#define glTextureFogSGIX GLEW_GET_FUN(__glewTextureFogSGIX)\n\n#define GLEW_SGIX_fog_texture GLEW_GET_VAR(__GLEW_SGIX_fog_texture)\n\n#endif /* GL_SGIX_fog_texture */\n\n/* -------------------- GL_SGIX_fragment_lighting_space -------------------- */\n\n#ifndef GL_SGIX_fragment_lighting_space\n#define GL_SGIX_fragment_lighting_space 1\n\n#define GL_EYE_SPACE_SGIX 0x8436\n#define GL_TANGENT_SPACE_SGIX 0x8437\n#define GL_OBJECT_SPACE_SGIX 0x8438\n#define GL_FRAGMENT_LIGHT_SPACE_SGIX 0x843D\n\n#define GLEW_SGIX_fragment_lighting_space GLEW_GET_VAR(__GLEW_SGIX_fragment_lighting_space)\n\n#endif /* GL_SGIX_fragment_lighting_space */\n\n/* ------------------- GL_SGIX_fragment_specular_lighting ------------------ */\n\n#ifndef GL_SGIX_fragment_specular_lighting\n#define GL_SGIX_fragment_specular_lighting 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, const GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, const GLint param);\ntypedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum value, GLfloat* data);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum value, GLint* data);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* data);\ntypedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* data);\n\n#define glFragmentColorMaterialSGIX GLEW_GET_FUN(__glewFragmentColorMaterialSGIX)\n#define glFragmentLightModelfSGIX GLEW_GET_FUN(__glewFragmentLightModelfSGIX)\n#define glFragmentLightModelfvSGIX GLEW_GET_FUN(__glewFragmentLightModelfvSGIX)\n#define glFragmentLightModeliSGIX GLEW_GET_FUN(__glewFragmentLightModeliSGIX)\n#define glFragmentLightModelivSGIX GLEW_GET_FUN(__glewFragmentLightModelivSGIX)\n#define glFragmentLightfSGIX GLEW_GET_FUN(__glewFragmentLightfSGIX)\n#define glFragmentLightfvSGIX GLEW_GET_FUN(__glewFragmentLightfvSGIX)\n#define glFragmentLightiSGIX GLEW_GET_FUN(__glewFragmentLightiSGIX)\n#define glFragmentLightivSGIX GLEW_GET_FUN(__glewFragmentLightivSGIX)\n#define glFragmentMaterialfSGIX GLEW_GET_FUN(__glewFragmentMaterialfSGIX)\n#define glFragmentMaterialfvSGIX GLEW_GET_FUN(__glewFragmentMaterialfvSGIX)\n#define glFragmentMaterialiSGIX GLEW_GET_FUN(__glewFragmentMaterialiSGIX)\n#define glFragmentMaterialivSGIX GLEW_GET_FUN(__glewFragmentMaterialivSGIX)\n#define glGetFragmentLightfvSGIX GLEW_GET_FUN(__glewGetFragmentLightfvSGIX)\n#define glGetFragmentLightivSGIX GLEW_GET_FUN(__glewGetFragmentLightivSGIX)\n#define glGetFragmentMaterialfvSGIX GLEW_GET_FUN(__glewGetFragmentMaterialfvSGIX)\n#define glGetFragmentMaterialivSGIX GLEW_GET_FUN(__glewGetFragmentMaterialivSGIX)\n\n#define GLEW_SGIX_fragment_specular_lighting GLEW_GET_VAR(__GLEW_SGIX_fragment_specular_lighting)\n\n#endif /* GL_SGIX_fragment_specular_lighting */\n\n/* ---------------------- GL_SGIX_fragments_instrument --------------------- */\n\n#ifndef GL_SGIX_fragments_instrument\n#define GL_SGIX_fragments_instrument 1\n\n#define GL_FRAGMENTS_INSTRUMENT_SGIX 0x8313\n#define GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX 0x8314\n#define GL_FRAGMENTS_INSTRUMENT_MAX_SGIX 0x8315\n\n#define GLEW_SGIX_fragments_instrument GLEW_GET_VAR(__GLEW_SGIX_fragments_instrument)\n\n#endif /* GL_SGIX_fragments_instrument */\n\n/* --------------------------- GL_SGIX_framezoom --------------------------- */\n\n#ifndef GL_SGIX_framezoom\n#define GL_SGIX_framezoom 1\n\ntypedef void (GLAPIENTRY * PFNGLFRAMEZOOMSGIXPROC) (GLint factor);\n\n#define glFrameZoomSGIX GLEW_GET_FUN(__glewFrameZoomSGIX)\n\n#define GLEW_SGIX_framezoom GLEW_GET_VAR(__GLEW_SGIX_framezoom)\n\n#endif /* GL_SGIX_framezoom */\n\n/* -------------------------- GL_SGIX_icc_texture -------------------------- */\n\n#ifndef GL_SGIX_icc_texture\n#define GL_SGIX_icc_texture 1\n\n#define GL_RGB_ICC_SGIX 0x8460\n#define GL_RGBA_ICC_SGIX 0x8461\n#define GL_ALPHA_ICC_SGIX 0x8462\n#define GL_LUMINANCE_ICC_SGIX 0x8463\n#define GL_INTENSITY_ICC_SGIX 0x8464\n#define GL_LUMINANCE_ALPHA_ICC_SGIX 0x8465\n#define GL_R5_G6_B5_ICC_SGIX 0x8466\n#define GL_R5_G6_B5_A8_ICC_SGIX 0x8467\n#define GL_ALPHA16_ICC_SGIX 0x8468\n#define GL_LUMINANCE16_ICC_SGIX 0x8469\n#define GL_INTENSITY16_ICC_SGIX 0x846A\n#define GL_LUMINANCE16_ALPHA8_ICC_SGIX 0x846B\n\n#define GLEW_SGIX_icc_texture GLEW_GET_VAR(__GLEW_SGIX_icc_texture)\n\n#endif /* GL_SGIX_icc_texture */\n\n/* ------------------------ GL_SGIX_igloo_interface ------------------------ */\n\n#ifndef GL_SGIX_igloo_interface\n#define GL_SGIX_igloo_interface 1\n\n#define GL_IGLOO_FULLSCREEN_SGIX 0x819E\n#define GL_IGLOO_VIEWPORT_OFFSET_SGIX 0x819F\n#define GL_IGLOO_SWAPTMESH_SGIX 0x81A0\n#define GL_IGLOO_COLORNORMAL_SGIX 0x81A1\n#define GL_IGLOO_IRISGL_MODE_SGIX 0x81A2\n#define GL_IGLOO_LMC_COLOR_SGIX 0x81A3\n#define GL_IGLOO_TMESHMODE_SGIX 0x81A4\n#define GL_LIGHT31 0xBEAD\n\ntypedef void (GLAPIENTRY * PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, void *param);\n\n#define glIglooInterfaceSGIX GLEW_GET_FUN(__glewIglooInterfaceSGIX)\n\n#define GLEW_SGIX_igloo_interface GLEW_GET_VAR(__GLEW_SGIX_igloo_interface)\n\n#endif /* GL_SGIX_igloo_interface */\n\n/* ----------------------- GL_SGIX_image_compression ----------------------- */\n\n#ifndef GL_SGIX_image_compression\n#define GL_SGIX_image_compression 1\n\n#define GLEW_SGIX_image_compression GLEW_GET_VAR(__GLEW_SGIX_image_compression)\n\n#endif /* GL_SGIX_image_compression */\n\n/* ---------------------- GL_SGIX_impact_pixel_texture --------------------- */\n\n#ifndef GL_SGIX_impact_pixel_texture\n#define GL_SGIX_impact_pixel_texture 1\n\n#define GLEW_SGIX_impact_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_impact_pixel_texture)\n\n#endif /* GL_SGIX_impact_pixel_texture */\n\n/* ------------------------ GL_SGIX_instrument_error ----------------------- */\n\n#ifndef GL_SGIX_instrument_error\n#define GL_SGIX_instrument_error 1\n\n#define GLEW_SGIX_instrument_error GLEW_GET_VAR(__GLEW_SGIX_instrument_error)\n\n#endif /* GL_SGIX_instrument_error */\n\n/* --------------------------- GL_SGIX_interlace --------------------------- */\n\n#ifndef GL_SGIX_interlace\n#define GL_SGIX_interlace 1\n\n#define GL_INTERLACE_SGIX 0x8094\n\n#define GLEW_SGIX_interlace GLEW_GET_VAR(__GLEW_SGIX_interlace)\n\n#endif /* GL_SGIX_interlace */\n\n/* ------------------------- GL_SGIX_ir_instrument1 ------------------------ */\n\n#ifndef GL_SGIX_ir_instrument1\n#define GL_SGIX_ir_instrument1 1\n\n#define GLEW_SGIX_ir_instrument1 GLEW_GET_VAR(__GLEW_SGIX_ir_instrument1)\n\n#endif /* GL_SGIX_ir_instrument1 */\n\n/* ----------------------- GL_SGIX_line_quality_hint ----------------------- */\n\n#ifndef GL_SGIX_line_quality_hint\n#define GL_SGIX_line_quality_hint 1\n\n#define GL_LINE_QUALITY_HINT_SGIX 0x835B\n\n#define GLEW_SGIX_line_quality_hint GLEW_GET_VAR(__GLEW_SGIX_line_quality_hint)\n\n#endif /* GL_SGIX_line_quality_hint */\n\n/* ------------------------- GL_SGIX_list_priority ------------------------- */\n\n#ifndef GL_SGIX_list_priority\n#define GL_SGIX_list_priority 1\n\n#define GLEW_SGIX_list_priority GLEW_GET_VAR(__GLEW_SGIX_list_priority)\n\n#endif /* GL_SGIX_list_priority */\n\n/* ----------------------------- GL_SGIX_mpeg1 ----------------------------- */\n\n#ifndef GL_SGIX_mpeg1\n#define GL_SGIX_mpeg1 1\n\ntypedef void (GLAPIENTRY * PFNGLALLOCMPEGPREDICTORSSGIXPROC) (GLsizei width, GLsizei height, GLsizei n, GLuint* predictors);\ntypedef void (GLAPIENTRY * PFNGLDELETEMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors);\ntypedef void (GLAPIENTRY * PFNGLGENMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERFVSGIXPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERIVSGIXPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLGETMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values);\ntypedef GLboolean (GLAPIENTRY * PFNGLISMPEGPREDICTORSGIXPROC) (GLuint predictor);\ntypedef void (GLAPIENTRY * PFNGLMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels);\ntypedef void (GLAPIENTRY * PFNGLMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values);\ntypedef void (GLAPIENTRY * PFNGLSWAPMPEGPREDICTORSSGIXPROC) (GLenum target0, GLenum target1);\n\n#define glAllocMPEGPredictorsSGIX GLEW_GET_FUN(__glewAllocMPEGPredictorsSGIX)\n#define glDeleteMPEGPredictorsSGIX GLEW_GET_FUN(__glewDeleteMPEGPredictorsSGIX)\n#define glGenMPEGPredictorsSGIX GLEW_GET_FUN(__glewGenMPEGPredictorsSGIX)\n#define glGetMPEGParameterfvSGIX GLEW_GET_FUN(__glewGetMPEGParameterfvSGIX)\n#define glGetMPEGParameterivSGIX GLEW_GET_FUN(__glewGetMPEGParameterivSGIX)\n#define glGetMPEGPredictorSGIX GLEW_GET_FUN(__glewGetMPEGPredictorSGIX)\n#define glGetMPEGQuantTableubv GLEW_GET_FUN(__glewGetMPEGQuantTableubv)\n#define glIsMPEGPredictorSGIX GLEW_GET_FUN(__glewIsMPEGPredictorSGIX)\n#define glMPEGPredictorSGIX GLEW_GET_FUN(__glewMPEGPredictorSGIX)\n#define glMPEGQuantTableubv GLEW_GET_FUN(__glewMPEGQuantTableubv)\n#define glSwapMPEGPredictorsSGIX GLEW_GET_FUN(__glewSwapMPEGPredictorsSGIX)\n\n#define GLEW_SGIX_mpeg1 GLEW_GET_VAR(__GLEW_SGIX_mpeg1)\n\n#endif /* GL_SGIX_mpeg1 */\n\n/* ----------------------------- GL_SGIX_mpeg2 ----------------------------- */\n\n#ifndef GL_SGIX_mpeg2\n#define GL_SGIX_mpeg2 1\n\n#define GLEW_SGIX_mpeg2 GLEW_GET_VAR(__GLEW_SGIX_mpeg2)\n\n#endif /* GL_SGIX_mpeg2 */\n\n/* ------------------ GL_SGIX_nonlinear_lighting_pervertex ----------------- */\n\n#ifndef GL_SGIX_nonlinear_lighting_pervertex\n#define GL_SGIX_nonlinear_lighting_pervertex 1\n\ntypedef void (GLAPIENTRY * PFNGLGETNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint* terms, GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLGETNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint* terms, const GLfloat *data);\ntypedef void (GLAPIENTRY * PFNGLNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint terms, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint terms, const GLfloat* params);\n\n#define glGetNonlinLightfvSGIX GLEW_GET_FUN(__glewGetNonlinLightfvSGIX)\n#define glGetNonlinMaterialfvSGIX GLEW_GET_FUN(__glewGetNonlinMaterialfvSGIX)\n#define glNonlinLightfvSGIX GLEW_GET_FUN(__glewNonlinLightfvSGIX)\n#define glNonlinMaterialfvSGIX GLEW_GET_FUN(__glewNonlinMaterialfvSGIX)\n\n#define GLEW_SGIX_nonlinear_lighting_pervertex GLEW_GET_VAR(__GLEW_SGIX_nonlinear_lighting_pervertex)\n\n#endif /* GL_SGIX_nonlinear_lighting_pervertex */\n\n/* --------------------------- GL_SGIX_nurbs_eval -------------------------- */\n\n#ifndef GL_SGIX_nurbs_eval\n#define GL_SGIX_nurbs_eval 1\n\n#define GL_MAP1_VERTEX_3_NURBS_SGIX 0x81CB\n#define GL_MAP1_VERTEX_4_NURBS_SGIX 0x81CC\n#define GL_MAP1_INDEX_NURBS_SGIX 0x81CD\n#define GL_MAP1_COLOR_4_NURBS_SGIX 0x81CE\n#define GL_MAP1_NORMAL_NURBS_SGIX 0x81CF\n#define GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX 0x81E0\n#define GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX 0x81E1\n#define GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX 0x81E2\n#define GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX 0x81E3\n#define GL_MAP2_VERTEX_3_NURBS_SGIX 0x81E4\n#define GL_MAP2_VERTEX_4_NURBS_SGIX 0x81E5\n#define GL_MAP2_INDEX_NURBS_SGIX 0x81E6\n#define GL_MAP2_COLOR_4_NURBS_SGIX 0x81E7\n#define GL_MAP2_NORMAL_NURBS_SGIX 0x81E8\n#define GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX 0x81E9\n#define GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX 0x81EA\n#define GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX 0x81EB\n#define GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX 0x81EC\n#define GL_NURBS_KNOT_COUNT_SGIX 0x81ED\n#define GL_NURBS_KNOT_VECTOR_SGIX 0x81EE\n\n#define GLEW_SGIX_nurbs_eval GLEW_GET_VAR(__GLEW_SGIX_nurbs_eval)\n\n#endif /* GL_SGIX_nurbs_eval */\n\n/* ---------------------- GL_SGIX_occlusion_instrument --------------------- */\n\n#ifndef GL_SGIX_occlusion_instrument\n#define GL_SGIX_occlusion_instrument 1\n\n#define GL_OCCLUSION_INSTRUMENT_SGIX 0x6060\n\n#define GLEW_SGIX_occlusion_instrument GLEW_GET_VAR(__GLEW_SGIX_occlusion_instrument)\n\n#endif /* GL_SGIX_occlusion_instrument */\n\n/* ------------------------- GL_SGIX_packed_6bytes ------------------------- */\n\n#ifndef GL_SGIX_packed_6bytes\n#define GL_SGIX_packed_6bytes 1\n\n#define GLEW_SGIX_packed_6bytes GLEW_GET_VAR(__GLEW_SGIX_packed_6bytes)\n\n#endif /* GL_SGIX_packed_6bytes */\n\n/* ------------------------- GL_SGIX_pixel_texture ------------------------- */\n\n#ifndef GL_SGIX_pixel_texture\n#define GL_SGIX_pixel_texture 1\n\ntypedef void (GLAPIENTRY * PFNGLPIXELTEXGENSGIXPROC) (GLenum mode);\n\n#define glPixelTexGenSGIX GLEW_GET_FUN(__glewPixelTexGenSGIX)\n\n#define GLEW_SGIX_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_pixel_texture)\n\n#endif /* GL_SGIX_pixel_texture */\n\n/* ----------------------- GL_SGIX_pixel_texture_bits ---------------------- */\n\n#ifndef GL_SGIX_pixel_texture_bits\n#define GL_SGIX_pixel_texture_bits 1\n\n#define GLEW_SGIX_pixel_texture_bits GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_bits)\n\n#endif /* GL_SGIX_pixel_texture_bits */\n\n/* ----------------------- GL_SGIX_pixel_texture_lod ----------------------- */\n\n#ifndef GL_SGIX_pixel_texture_lod\n#define GL_SGIX_pixel_texture_lod 1\n\n#define GLEW_SGIX_pixel_texture_lod GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_lod)\n\n#endif /* GL_SGIX_pixel_texture_lod */\n\n/* -------------------------- GL_SGIX_pixel_tiles -------------------------- */\n\n#ifndef GL_SGIX_pixel_tiles\n#define GL_SGIX_pixel_tiles 1\n\n#define GLEW_SGIX_pixel_tiles GLEW_GET_VAR(__GLEW_SGIX_pixel_tiles)\n\n#endif /* GL_SGIX_pixel_tiles */\n\n/* ------------------------- GL_SGIX_polynomial_ffd ------------------------ */\n\n#ifndef GL_SGIX_polynomial_ffd\n#define GL_SGIX_polynomial_ffd 1\n\n#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x1\n#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x2\n\ntypedef void (GLAPIENTRY * PFNGLDEFORMSGIXPROC) (GLbitfield mask);\ntypedef void (GLAPIENTRY * PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask);\n\n#define glDeformSGIX GLEW_GET_FUN(__glewDeformSGIX)\n#define glLoadIdentityDeformationMapSGIX GLEW_GET_FUN(__glewLoadIdentityDeformationMapSGIX)\n\n#define GLEW_SGIX_polynomial_ffd GLEW_GET_VAR(__GLEW_SGIX_polynomial_ffd)\n\n#endif /* GL_SGIX_polynomial_ffd */\n\n/* --------------------------- GL_SGIX_quad_mesh --------------------------- */\n\n#ifndef GL_SGIX_quad_mesh\n#define GL_SGIX_quad_mesh 1\n\ntypedef void (GLAPIENTRY * PFNGLMESHBREADTHSGIXPROC) (GLint breadth);\ntypedef void (GLAPIENTRY * PFNGLMESHSTRIDESGIXPROC) (GLint stride);\n\n#define glMeshBreadthSGIX GLEW_GET_FUN(__glewMeshBreadthSGIX)\n#define glMeshStrideSGIX GLEW_GET_FUN(__glewMeshStrideSGIX)\n\n#define GLEW_SGIX_quad_mesh GLEW_GET_VAR(__GLEW_SGIX_quad_mesh)\n\n#endif /* GL_SGIX_quad_mesh */\n\n/* ------------------------ GL_SGIX_reference_plane ------------------------ */\n\n#ifndef GL_SGIX_reference_plane\n#define GL_SGIX_reference_plane 1\n\ntypedef void (GLAPIENTRY * PFNGLREFERENCEPLANESGIXPROC) (const GLdouble* equation);\n\n#define glReferencePlaneSGIX GLEW_GET_FUN(__glewReferencePlaneSGIX)\n\n#define GLEW_SGIX_reference_plane GLEW_GET_VAR(__GLEW_SGIX_reference_plane)\n\n#endif /* GL_SGIX_reference_plane */\n\n/* ---------------------------- GL_SGIX_resample --------------------------- */\n\n#ifndef GL_SGIX_resample\n#define GL_SGIX_resample 1\n\n#define GL_PACK_RESAMPLE_SGIX 0x842E\n#define GL_UNPACK_RESAMPLE_SGIX 0x842F\n#define GL_RESAMPLE_DECIMATE_SGIX 0x8430\n#define GL_RESAMPLE_REPLICATE_SGIX 0x8433\n#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434\n\n#define GLEW_SGIX_resample GLEW_GET_VAR(__GLEW_SGIX_resample)\n\n#endif /* GL_SGIX_resample */\n\n/* ------------------------- GL_SGIX_scalebias_hint ------------------------ */\n\n#ifndef GL_SGIX_scalebias_hint\n#define GL_SGIX_scalebias_hint 1\n\n#define GL_SCALEBIAS_HINT_SGIX 0x8322\n\n#define GLEW_SGIX_scalebias_hint GLEW_GET_VAR(__GLEW_SGIX_scalebias_hint)\n\n#endif /* GL_SGIX_scalebias_hint */\n\n/* ----------------------------- GL_SGIX_shadow ---------------------------- */\n\n#ifndef GL_SGIX_shadow\n#define GL_SGIX_shadow 1\n\n#define GL_TEXTURE_COMPARE_SGIX 0x819A\n#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B\n#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C\n#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D\n\n#define GLEW_SGIX_shadow GLEW_GET_VAR(__GLEW_SGIX_shadow)\n\n#endif /* GL_SGIX_shadow */\n\n/* ------------------------- GL_SGIX_shadow_ambient ------------------------ */\n\n#ifndef GL_SGIX_shadow_ambient\n#define GL_SGIX_shadow_ambient 1\n\n#define GL_SHADOW_AMBIENT_SGIX 0x80BF\n\n#define GLEW_SGIX_shadow_ambient GLEW_GET_VAR(__GLEW_SGIX_shadow_ambient)\n\n#endif /* GL_SGIX_shadow_ambient */\n\n/* ------------------------------ GL_SGIX_slim ----------------------------- */\n\n#ifndef GL_SGIX_slim\n#define GL_SGIX_slim 1\n\n#define GL_PACK_MAX_COMPRESSED_SIZE_SGIX 0x831B\n#define GL_SLIM8U_SGIX 0x831D\n#define GL_SLIM10U_SGIX 0x831E\n#define GL_SLIM12S_SGIX 0x831F\n\n#define GLEW_SGIX_slim GLEW_GET_VAR(__GLEW_SGIX_slim)\n\n#endif /* GL_SGIX_slim */\n\n/* ------------------------ GL_SGIX_spotlight_cutoff ----------------------- */\n\n#ifndef GL_SGIX_spotlight_cutoff\n#define GL_SGIX_spotlight_cutoff 1\n\n#define GL_SPOT_CUTOFF_DELTA_SGIX 0x8193\n\n#define GLEW_SGIX_spotlight_cutoff GLEW_GET_VAR(__GLEW_SGIX_spotlight_cutoff)\n\n#endif /* GL_SGIX_spotlight_cutoff */\n\n/* ----------------------------- GL_SGIX_sprite ---------------------------- */\n\n#ifndef GL_SGIX_sprite\n#define GL_SGIX_sprite 1\n\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, GLint* params);\n\n#define glSpriteParameterfSGIX GLEW_GET_FUN(__glewSpriteParameterfSGIX)\n#define glSpriteParameterfvSGIX GLEW_GET_FUN(__glewSpriteParameterfvSGIX)\n#define glSpriteParameteriSGIX GLEW_GET_FUN(__glewSpriteParameteriSGIX)\n#define glSpriteParameterivSGIX GLEW_GET_FUN(__glewSpriteParameterivSGIX)\n\n#define GLEW_SGIX_sprite GLEW_GET_VAR(__GLEW_SGIX_sprite)\n\n#endif /* GL_SGIX_sprite */\n\n/* -------------------------- GL_SGIX_subdiv_patch ------------------------- */\n\n#ifndef GL_SGIX_subdiv_patch\n#define GL_SGIX_subdiv_patch 1\n\n#define GLEW_SGIX_subdiv_patch GLEW_GET_VAR(__GLEW_SGIX_subdiv_patch)\n\n#endif /* GL_SGIX_subdiv_patch */\n\n/* --------------------------- GL_SGIX_subsample --------------------------- */\n\n#ifndef GL_SGIX_subsample\n#define GL_SGIX_subsample 1\n\n#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0\n#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1\n#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2\n#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3\n#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4\n\n#define GLEW_SGIX_subsample GLEW_GET_VAR(__GLEW_SGIX_subsample)\n\n#endif /* GL_SGIX_subsample */\n\n/* ----------------------- GL_SGIX_tag_sample_buffer ----------------------- */\n\n#ifndef GL_SGIX_tag_sample_buffer\n#define GL_SGIX_tag_sample_buffer 1\n\ntypedef void (GLAPIENTRY * PFNGLTAGSAMPLEBUFFERSGIXPROC) (void);\n\n#define glTagSampleBufferSGIX GLEW_GET_FUN(__glewTagSampleBufferSGIX)\n\n#define GLEW_SGIX_tag_sample_buffer GLEW_GET_VAR(__GLEW_SGIX_tag_sample_buffer)\n\n#endif /* GL_SGIX_tag_sample_buffer */\n\n/* ------------------------ GL_SGIX_texture_add_env ------------------------ */\n\n#ifndef GL_SGIX_texture_add_env\n#define GL_SGIX_texture_add_env 1\n\n#define GLEW_SGIX_texture_add_env GLEW_GET_VAR(__GLEW_SGIX_texture_add_env)\n\n#endif /* GL_SGIX_texture_add_env */\n\n/* -------------------- GL_SGIX_texture_coordinate_clamp ------------------- */\n\n#ifndef GL_SGIX_texture_coordinate_clamp\n#define GL_SGIX_texture_coordinate_clamp 1\n\n#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369\n#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A\n#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B\n\n#define GLEW_SGIX_texture_coordinate_clamp GLEW_GET_VAR(__GLEW_SGIX_texture_coordinate_clamp)\n\n#endif /* GL_SGIX_texture_coordinate_clamp */\n\n/* ------------------------ GL_SGIX_texture_lod_bias ----------------------- */\n\n#ifndef GL_SGIX_texture_lod_bias\n#define GL_SGIX_texture_lod_bias 1\n\n#define GLEW_SGIX_texture_lod_bias GLEW_GET_VAR(__GLEW_SGIX_texture_lod_bias)\n\n#endif /* GL_SGIX_texture_lod_bias */\n\n/* ------------------- GL_SGIX_texture_mipmap_anisotropic ------------------ */\n\n#ifndef GL_SGIX_texture_mipmap_anisotropic\n#define GL_SGIX_texture_mipmap_anisotropic 1\n\n#define GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX 0x832E\n#define GL_MAX_MIPMAP_ANISOTROPY_SGIX 0x832F\n\n#define GLEW_SGIX_texture_mipmap_anisotropic GLEW_GET_VAR(__GLEW_SGIX_texture_mipmap_anisotropic)\n\n#endif /* GL_SGIX_texture_mipmap_anisotropic */\n\n/* ---------------------- GL_SGIX_texture_multi_buffer --------------------- */\n\n#ifndef GL_SGIX_texture_multi_buffer\n#define GL_SGIX_texture_multi_buffer 1\n\n#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E\n\n#define GLEW_SGIX_texture_multi_buffer GLEW_GET_VAR(__GLEW_SGIX_texture_multi_buffer)\n\n#endif /* GL_SGIX_texture_multi_buffer */\n\n/* ------------------------- GL_SGIX_texture_phase ------------------------- */\n\n#ifndef GL_SGIX_texture_phase\n#define GL_SGIX_texture_phase 1\n\n#define GL_PHASE_SGIX 0x832A\n\n#define GLEW_SGIX_texture_phase GLEW_GET_VAR(__GLEW_SGIX_texture_phase)\n\n#endif /* GL_SGIX_texture_phase */\n\n/* ------------------------- GL_SGIX_texture_range ------------------------- */\n\n#ifndef GL_SGIX_texture_range\n#define GL_SGIX_texture_range 1\n\n#define GL_RGB_SIGNED_SGIX 0x85E0\n#define GL_RGBA_SIGNED_SGIX 0x85E1\n#define GL_ALPHA_SIGNED_SGIX 0x85E2\n#define GL_LUMINANCE_SIGNED_SGIX 0x85E3\n#define GL_INTENSITY_SIGNED_SGIX 0x85E4\n#define GL_LUMINANCE_ALPHA_SIGNED_SGIX 0x85E5\n#define GL_RGB16_SIGNED_SGIX 0x85E6\n#define GL_RGBA16_SIGNED_SGIX 0x85E7\n#define GL_ALPHA16_SIGNED_SGIX 0x85E8\n#define GL_LUMINANCE16_SIGNED_SGIX 0x85E9\n#define GL_INTENSITY16_SIGNED_SGIX 0x85EA\n#define GL_LUMINANCE16_ALPHA16_SIGNED_SGIX 0x85EB\n#define GL_RGB_EXTENDED_RANGE_SGIX 0x85EC\n#define GL_RGBA_EXTENDED_RANGE_SGIX 0x85ED\n#define GL_ALPHA_EXTENDED_RANGE_SGIX 0x85EE\n#define GL_LUMINANCE_EXTENDED_RANGE_SGIX 0x85EF\n#define GL_INTENSITY_EXTENDED_RANGE_SGIX 0x85F0\n#define GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX 0x85F1\n#define GL_RGB16_EXTENDED_RANGE_SGIX 0x85F2\n#define GL_RGBA16_EXTENDED_RANGE_SGIX 0x85F3\n#define GL_ALPHA16_EXTENDED_RANGE_SGIX 0x85F4\n#define GL_LUMINANCE16_EXTENDED_RANGE_SGIX 0x85F5\n#define GL_INTENSITY16_EXTENDED_RANGE_SGIX 0x85F6\n#define GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX 0x85F7\n#define GL_MIN_LUMINANCE_SGIS 0x85F8\n#define GL_MAX_LUMINANCE_SGIS 0x85F9\n#define GL_MIN_INTENSITY_SGIS 0x85FA\n#define GL_MAX_INTENSITY_SGIS 0x85FB\n\n#define GLEW_SGIX_texture_range GLEW_GET_VAR(__GLEW_SGIX_texture_range)\n\n#endif /* GL_SGIX_texture_range */\n\n/* ----------------------- GL_SGIX_texture_scale_bias ---------------------- */\n\n#ifndef GL_SGIX_texture_scale_bias\n#define GL_SGIX_texture_scale_bias 1\n\n#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179\n#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A\n#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B\n#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C\n\n#define GLEW_SGIX_texture_scale_bias GLEW_GET_VAR(__GLEW_SGIX_texture_scale_bias)\n\n#endif /* GL_SGIX_texture_scale_bias */\n\n/* ---------------------- GL_SGIX_texture_supersample ---------------------- */\n\n#ifndef GL_SGIX_texture_supersample\n#define GL_SGIX_texture_supersample 1\n\n#define GLEW_SGIX_texture_supersample GLEW_GET_VAR(__GLEW_SGIX_texture_supersample)\n\n#endif /* GL_SGIX_texture_supersample */\n\n/* --------------------------- GL_SGIX_vector_ops -------------------------- */\n\n#ifndef GL_SGIX_vector_ops\n#define GL_SGIX_vector_ops 1\n\ntypedef void (GLAPIENTRY * PFNGLGETVECTOROPERATIONSGIXPROC) (GLenum operation);\ntypedef void (GLAPIENTRY * PFNGLVECTOROPERATIONSGIXPROC) (GLenum operation);\n\n#define glGetVectorOperationSGIX GLEW_GET_FUN(__glewGetVectorOperationSGIX)\n#define glVectorOperationSGIX GLEW_GET_FUN(__glewVectorOperationSGIX)\n\n#define GLEW_SGIX_vector_ops GLEW_GET_VAR(__GLEW_SGIX_vector_ops)\n\n#endif /* GL_SGIX_vector_ops */\n\n/* ---------------------- GL_SGIX_vertex_array_object ---------------------- */\n\n#ifndef GL_SGIX_vertex_array_object\n#define GL_SGIX_vertex_array_object 1\n\ntypedef GLboolean (GLAPIENTRY * PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC) (GLsizei n, const GLuint* arrays, GLboolean* residences);\ntypedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYSGIXPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays);\ntypedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSSGIXPROC) (GLsizei n, GLuint* arrays);\ntypedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYSGIXPROC) (GLuint array);\ntypedef void (GLAPIENTRY * PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays, const GLclampf* priorities);\n\n#define glAreVertexArraysResidentSGIX GLEW_GET_FUN(__glewAreVertexArraysResidentSGIX)\n#define glBindVertexArraySGIX GLEW_GET_FUN(__glewBindVertexArraySGIX)\n#define glDeleteVertexArraysSGIX GLEW_GET_FUN(__glewDeleteVertexArraysSGIX)\n#define glGenVertexArraysSGIX GLEW_GET_FUN(__glewGenVertexArraysSGIX)\n#define glIsVertexArraySGIX GLEW_GET_FUN(__glewIsVertexArraySGIX)\n#define glPrioritizeVertexArraysSGIX GLEW_GET_FUN(__glewPrioritizeVertexArraysSGIX)\n\n#define GLEW_SGIX_vertex_array_object GLEW_GET_VAR(__GLEW_SGIX_vertex_array_object)\n\n#endif /* GL_SGIX_vertex_array_object */\n\n/* ------------------------- GL_SGIX_vertex_preclip ------------------------ */\n\n#ifndef GL_SGIX_vertex_preclip\n#define GL_SGIX_vertex_preclip 1\n\n#define GL_VERTEX_PRECLIP_SGIX 0x83EE\n#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF\n\n#define GLEW_SGIX_vertex_preclip GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip)\n\n#endif /* GL_SGIX_vertex_preclip */\n\n/* ---------------------- GL_SGIX_vertex_preclip_hint ---------------------- */\n\n#ifndef GL_SGIX_vertex_preclip_hint\n#define GL_SGIX_vertex_preclip_hint 1\n\n#define GL_VERTEX_PRECLIP_SGIX 0x83EE\n#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF\n\n#define GLEW_SGIX_vertex_preclip_hint GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip_hint)\n\n#endif /* GL_SGIX_vertex_preclip_hint */\n\n/* ----------------------------- GL_SGIX_ycrcb ----------------------------- */\n\n#ifndef GL_SGIX_ycrcb\n#define GL_SGIX_ycrcb 1\n\n#define GLEW_SGIX_ycrcb GLEW_GET_VAR(__GLEW_SGIX_ycrcb)\n\n#endif /* GL_SGIX_ycrcb */\n\n/* ------------------------ GL_SGIX_ycrcb_subsample ------------------------ */\n\n#ifndef GL_SGIX_ycrcb_subsample\n#define GL_SGIX_ycrcb_subsample 1\n\n#define GLEW_SGIX_ycrcb_subsample GLEW_GET_VAR(__GLEW_SGIX_ycrcb_subsample)\n\n#endif /* GL_SGIX_ycrcb_subsample */\n\n/* ----------------------------- GL_SGIX_ycrcba ---------------------------- */\n\n#ifndef GL_SGIX_ycrcba\n#define GL_SGIX_ycrcba 1\n\n#define GL_YCRCB_SGIX 0x8318\n#define GL_YCRCBA_SGIX 0x8319\n\n#define GLEW_SGIX_ycrcba GLEW_GET_VAR(__GLEW_SGIX_ycrcba)\n\n#endif /* GL_SGIX_ycrcba */\n\n/* -------------------------- GL_SGI_color_matrix -------------------------- */\n\n#ifndef GL_SGI_color_matrix\n#define GL_SGI_color_matrix 1\n\n#define GL_COLOR_MATRIX_SGI 0x80B1\n#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2\n#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3\n#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4\n#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5\n#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6\n#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7\n#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8\n#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9\n#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA\n#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB\n\n#define GLEW_SGI_color_matrix GLEW_GET_VAR(__GLEW_SGI_color_matrix)\n\n#endif /* GL_SGI_color_matrix */\n\n/* --------------------------- GL_SGI_color_table -------------------------- */\n\n#ifndef GL_SGI_color_table\n#define GL_SGI_color_table 1\n\n#define GL_COLOR_TABLE_SGI 0x80D0\n#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1\n#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2\n#define GL_PROXY_COLOR_TABLE_SGI 0x80D3\n#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4\n#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5\n#define GL_COLOR_TABLE_SCALE_SGI 0x80D6\n#define GL_COLOR_TABLE_BIAS_SGI 0x80D7\n#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8\n#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9\n#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA\n#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB\n#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC\n#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD\n#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE\n#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF\n\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table);\ntypedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table);\n\n#define glColorTableParameterfvSGI GLEW_GET_FUN(__glewColorTableParameterfvSGI)\n#define glColorTableParameterivSGI GLEW_GET_FUN(__glewColorTableParameterivSGI)\n#define glColorTableSGI GLEW_GET_FUN(__glewColorTableSGI)\n#define glCopyColorTableSGI GLEW_GET_FUN(__glewCopyColorTableSGI)\n#define glGetColorTableParameterfvSGI GLEW_GET_FUN(__glewGetColorTableParameterfvSGI)\n#define glGetColorTableParameterivSGI GLEW_GET_FUN(__glewGetColorTableParameterivSGI)\n#define glGetColorTableSGI GLEW_GET_FUN(__glewGetColorTableSGI)\n\n#define GLEW_SGI_color_table GLEW_GET_VAR(__GLEW_SGI_color_table)\n\n#endif /* GL_SGI_color_table */\n\n/* ----------------------------- GL_SGI_complex ---------------------------- */\n\n#ifndef GL_SGI_complex\n#define GL_SGI_complex 1\n\n#define GLEW_SGI_complex GLEW_GET_VAR(__GLEW_SGI_complex)\n\n#endif /* GL_SGI_complex */\n\n/* -------------------------- GL_SGI_complex_type -------------------------- */\n\n#ifndef GL_SGI_complex_type\n#define GL_SGI_complex_type 1\n\n#define GL_COMPLEX_UNSIGNED_BYTE_SGI 0x81BD\n#define GL_COMPLEX_BYTE_SGI 0x81BE\n#define GL_COMPLEX_UNSIGNED_SHORT_SGI 0x81BF\n#define GL_COMPLEX_SHORT_SGI 0x81C0\n#define GL_COMPLEX_UNSIGNED_INT_SGI 0x81C1\n#define GL_COMPLEX_INT_SGI 0x81C2\n#define GL_COMPLEX_FLOAT_SGI 0x81C3\n\n#define GLEW_SGI_complex_type GLEW_GET_VAR(__GLEW_SGI_complex_type)\n\n#endif /* GL_SGI_complex_type */\n\n/* ------------------------------- GL_SGI_fft ------------------------------ */\n\n#ifndef GL_SGI_fft\n#define GL_SGI_fft 1\n\n#define GL_PIXEL_TRANSFORM_OPERATOR_SGI 0x81C4\n#define GL_CONVOLUTION_SGI 0x81C5\n#define GL_FFT_1D_SGI 0x81C6\n#define GL_PIXEL_TRANSFORM_SGI 0x81C7\n#define GL_MAX_FFT_WIDTH_SGI 0x81C8\n\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFSGIPROC) (GLenum target, GLenum pname, GLfloat param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERISGIPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params);\ntypedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMSGIPROC) (GLenum target);\n\n#define glGetPixelTransformParameterfvSGI GLEW_GET_FUN(__glewGetPixelTransformParameterfvSGI)\n#define glGetPixelTransformParameterivSGI GLEW_GET_FUN(__glewGetPixelTransformParameterivSGI)\n#define glPixelTransformParameterfSGI GLEW_GET_FUN(__glewPixelTransformParameterfSGI)\n#define glPixelTransformParameterfvSGI GLEW_GET_FUN(__glewPixelTransformParameterfvSGI)\n#define glPixelTransformParameteriSGI GLEW_GET_FUN(__glewPixelTransformParameteriSGI)\n#define glPixelTransformParameterivSGI GLEW_GET_FUN(__glewPixelTransformParameterivSGI)\n#define glPixelTransformSGI GLEW_GET_FUN(__glewPixelTransformSGI)\n\n#define GLEW_SGI_fft GLEW_GET_VAR(__GLEW_SGI_fft)\n\n#endif /* GL_SGI_fft */\n\n/* ----------------------- GL_SGI_texture_color_table ---------------------- */\n\n#ifndef GL_SGI_texture_color_table\n#define GL_SGI_texture_color_table 1\n\n#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC\n#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD\n\n#define GLEW_SGI_texture_color_table GLEW_GET_VAR(__GLEW_SGI_texture_color_table)\n\n#endif /* GL_SGI_texture_color_table */\n\n/* ------------------------- GL_SUNX_constant_data ------------------------- */\n\n#ifndef GL_SUNX_constant_data\n#define GL_SUNX_constant_data 1\n\n#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5\n#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6\n\ntypedef void (GLAPIENTRY * PFNGLFINISHTEXTURESUNXPROC) (void);\n\n#define glFinishTextureSUNX GLEW_GET_FUN(__glewFinishTextureSUNX)\n\n#define GLEW_SUNX_constant_data GLEW_GET_VAR(__GLEW_SUNX_constant_data)\n\n#endif /* GL_SUNX_constant_data */\n\n/* -------------------- GL_SUN_convolution_border_modes -------------------- */\n\n#ifndef GL_SUN_convolution_border_modes\n#define GL_SUN_convolution_border_modes 1\n\n#define GL_WRAP_BORDER_SUN 0x81D4\n\n#define GLEW_SUN_convolution_border_modes GLEW_GET_VAR(__GLEW_SUN_convolution_border_modes)\n\n#endif /* GL_SUN_convolution_border_modes */\n\n/* -------------------------- GL_SUN_global_alpha -------------------------- */\n\n#ifndef GL_SUN_global_alpha\n#define GL_SUN_global_alpha 1\n\n#define GL_GLOBAL_ALPHA_SUN 0x81D9\n#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA\n\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor);\ntypedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor);\n\n#define glGlobalAlphaFactorbSUN GLEW_GET_FUN(__glewGlobalAlphaFactorbSUN)\n#define glGlobalAlphaFactordSUN GLEW_GET_FUN(__glewGlobalAlphaFactordSUN)\n#define glGlobalAlphaFactorfSUN GLEW_GET_FUN(__glewGlobalAlphaFactorfSUN)\n#define glGlobalAlphaFactoriSUN GLEW_GET_FUN(__glewGlobalAlphaFactoriSUN)\n#define glGlobalAlphaFactorsSUN GLEW_GET_FUN(__glewGlobalAlphaFactorsSUN)\n#define glGlobalAlphaFactorubSUN GLEW_GET_FUN(__glewGlobalAlphaFactorubSUN)\n#define glGlobalAlphaFactoruiSUN GLEW_GET_FUN(__glewGlobalAlphaFactoruiSUN)\n#define glGlobalAlphaFactorusSUN GLEW_GET_FUN(__glewGlobalAlphaFactorusSUN)\n\n#define GLEW_SUN_global_alpha GLEW_GET_VAR(__GLEW_SUN_global_alpha)\n\n#endif /* GL_SUN_global_alpha */\n\n/* --------------------------- GL_SUN_mesh_array --------------------------- */\n\n#ifndef GL_SUN_mesh_array\n#define GL_SUN_mesh_array 1\n\n#define GL_QUAD_MESH_SUN 0x8614\n#define GL_TRIANGLE_MESH_SUN 0x8615\n\n#define GLEW_SUN_mesh_array GLEW_GET_VAR(__GLEW_SUN_mesh_array)\n\n#endif /* GL_SUN_mesh_array */\n\n/* ------------------------ GL_SUN_read_video_pixels ----------------------- */\n\n#ifndef GL_SUN_read_video_pixels\n#define GL_SUN_read_video_pixels 1\n\ntypedef void (GLAPIENTRY * PFNGLREADVIDEOPIXELSSUNPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);\n\n#define glReadVideoPixelsSUN GLEW_GET_FUN(__glewReadVideoPixelsSUN)\n\n#define GLEW_SUN_read_video_pixels GLEW_GET_VAR(__GLEW_SUN_read_video_pixels)\n\n#endif /* GL_SUN_read_video_pixels */\n\n/* --------------------------- GL_SUN_slice_accum -------------------------- */\n\n#ifndef GL_SUN_slice_accum\n#define GL_SUN_slice_accum 1\n\n#define GL_SLICE_ACCUM_SUN 0x85CC\n\n#define GLEW_SUN_slice_accum GLEW_GET_VAR(__GLEW_SUN_slice_accum)\n\n#endif /* GL_SUN_slice_accum */\n\n/* -------------------------- GL_SUN_triangle_list ------------------------- */\n\n#ifndef GL_SUN_triangle_list\n#define GL_SUN_triangle_list 1\n\n#define GL_RESTART_SUN 0x01\n#define GL_REPLACE_MIDDLE_SUN 0x02\n#define GL_REPLACE_OLDEST_SUN 0x03\n#define GL_TRIANGLE_LIST_SUN 0x81D7\n#define GL_REPLACEMENT_CODE_SUN 0x81D8\n#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0\n#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1\n#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2\n#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3\n#define GL_R1UI_V3F_SUN 0x85C4\n#define GL_R1UI_C4UB_V3F_SUN 0x85C5\n#define GL_R1UI_C3F_V3F_SUN 0x85C6\n#define GL_R1UI_N3F_V3F_SUN 0x85C7\n#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8\n#define GL_R1UI_T2F_V3F_SUN 0x85C9\n#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA\n#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB\n\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void *pointer);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte* code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint* code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort* code);\n\n#define glReplacementCodePointerSUN GLEW_GET_FUN(__glewReplacementCodePointerSUN)\n#define glReplacementCodeubSUN GLEW_GET_FUN(__glewReplacementCodeubSUN)\n#define glReplacementCodeubvSUN GLEW_GET_FUN(__glewReplacementCodeubvSUN)\n#define glReplacementCodeuiSUN GLEW_GET_FUN(__glewReplacementCodeuiSUN)\n#define glReplacementCodeuivSUN GLEW_GET_FUN(__glewReplacementCodeuivSUN)\n#define glReplacementCodeusSUN GLEW_GET_FUN(__glewReplacementCodeusSUN)\n#define glReplacementCodeusvSUN GLEW_GET_FUN(__glewReplacementCodeusvSUN)\n\n#define GLEW_SUN_triangle_list GLEW_GET_VAR(__GLEW_SUN_triangle_list)\n\n#endif /* GL_SUN_triangle_list */\n\n/* ----------------------------- GL_SUN_vertex ----------------------------- */\n\n#ifndef GL_SUN_vertex\n#define GL_SUN_vertex 1\n\ntypedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte* c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte* c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint* rc, const GLubyte *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat* tc, const GLubyte *c, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\ntypedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *v);\n\n#define glColor3fVertex3fSUN GLEW_GET_FUN(__glewColor3fVertex3fSUN)\n#define glColor3fVertex3fvSUN GLEW_GET_FUN(__glewColor3fVertex3fvSUN)\n#define glColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fSUN)\n#define glColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fvSUN)\n#define glColor4ubVertex2fSUN GLEW_GET_FUN(__glewColor4ubVertex2fSUN)\n#define glColor4ubVertex2fvSUN GLEW_GET_FUN(__glewColor4ubVertex2fvSUN)\n#define glColor4ubVertex3fSUN GLEW_GET_FUN(__glewColor4ubVertex3fSUN)\n#define glColor4ubVertex3fvSUN GLEW_GET_FUN(__glewColor4ubVertex3fvSUN)\n#define glNormal3fVertex3fSUN GLEW_GET_FUN(__glewNormal3fVertex3fSUN)\n#define glNormal3fVertex3fvSUN GLEW_GET_FUN(__glewNormal3fVertex3fvSUN)\n#define glReplacementCodeuiColor3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fSUN)\n#define glReplacementCodeuiColor3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fvSUN)\n#define glReplacementCodeuiColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fSUN)\n#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fvSUN)\n#define glReplacementCodeuiColor4ubVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fSUN)\n#define glReplacementCodeuiColor4ubVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fvSUN)\n#define glReplacementCodeuiNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fSUN)\n#define glReplacementCodeuiNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fvSUN)\n#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN)\n#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN)\n#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN)\n#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN)\n#define glReplacementCodeuiTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fSUN)\n#define glReplacementCodeuiTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fvSUN)\n#define glReplacementCodeuiVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fSUN)\n#define glReplacementCodeuiVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fvSUN)\n#define glTexCoord2fColor3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fSUN)\n#define glTexCoord2fColor3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fvSUN)\n#define glTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fSUN)\n#define glTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fvSUN)\n#define glTexCoord2fColor4ubVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fSUN)\n#define glTexCoord2fColor4ubVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fvSUN)\n#define glTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fSUN)\n#define glTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fvSUN)\n#define glTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fSUN)\n#define glTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fvSUN)\n#define glTexCoord4fColor4fNormal3fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fSUN)\n#define glTexCoord4fColor4fNormal3fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fvSUN)\n#define glTexCoord4fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fSUN)\n#define glTexCoord4fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fvSUN)\n\n#define GLEW_SUN_vertex GLEW_GET_VAR(__GLEW_SUN_vertex)\n\n#endif /* GL_SUN_vertex */\n\n/* -------------------------- GL_WIN_phong_shading ------------------------- */\n\n#ifndef GL_WIN_phong_shading\n#define GL_WIN_phong_shading 1\n\n#define GL_PHONG_WIN 0x80EA\n#define GL_PHONG_HINT_WIN 0x80EB\n\n#define GLEW_WIN_phong_shading GLEW_GET_VAR(__GLEW_WIN_phong_shading)\n\n#endif /* GL_WIN_phong_shading */\n\n/* ------------------------- GL_WIN_scene_markerXXX ------------------------ */\n\n#ifndef GL_WIN_scene_markerXXX\n#define GL_WIN_scene_markerXXX 1\n\n#define GLEW_WIN_scene_markerXXX GLEW_GET_VAR(__GLEW_WIN_scene_markerXXX)\n\n#endif /* GL_WIN_scene_markerXXX */\n\n/* -------------------------- GL_WIN_specular_fog -------------------------- */\n\n#ifndef GL_WIN_specular_fog\n#define GL_WIN_specular_fog 1\n\n#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC\n\n#define GLEW_WIN_specular_fog GLEW_GET_VAR(__GLEW_WIN_specular_fog)\n\n#endif /* GL_WIN_specular_fog */\n\n/* ---------------------------- GL_WIN_swap_hint --------------------------- */\n\n#ifndef GL_WIN_swap_hint\n#define GL_WIN_swap_hint 1\n\ntypedef void (GLAPIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x, GLint y, GLsizei width, GLsizei height);\n\n#define glAddSwapHintRectWIN GLEW_GET_FUN(__glewAddSwapHintRectWIN)\n\n#define GLEW_WIN_swap_hint GLEW_GET_VAR(__GLEW_WIN_swap_hint)\n\n#endif /* GL_WIN_swap_hint */\n\n/* ------------------------------------------------------------------------- */\n\n\n\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DPROC __glewTexImage3D;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D;\n\nGLEW_FUN_EXPORT PFNGLACTIVETEXTUREPROC __glewActiveTexture;\nGLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage;\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd;\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv;\nGLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage;\n\nGLEW_FUN_EXPORT PFNGLBLENDCOLORPROC __glewBlendColor;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONPROC __glewBlendEquation;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate;\nGLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDPROC __glewFogCoordd;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDVPROC __glewFogCoorddv;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFPROC __glewFogCoordf;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFVPROC __glewFogCoordfv;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFPROC __glewPointParameterf;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERIPROC __glewPointParameteri;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DPROC __glewWindowPos2d;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FPROC __glewWindowPos2f;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IPROC __glewWindowPos2i;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SPROC __glewWindowPos2s;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DPROC __glewWindowPos3d;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FPROC __glewWindowPos3f;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IPROC __glewWindowPos3i;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SPROC __glewWindowPos3s;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYPROC __glewBeginQuery;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer;\nGLEW_FUN_EXPORT PFNGLBUFFERDATAPROC __glewBufferData;\nGLEW_FUN_EXPORT PFNGLBUFFERSUBDATAPROC __glewBufferSubData;\nGLEW_FUN_EXPORT PFNGLDELETEBUFFERSPROC __glewDeleteBuffers;\nGLEW_FUN_EXPORT PFNGLDELETEQUERIESPROC __glewDeleteQueries;\nGLEW_FUN_EXPORT PFNGLENDQUERYPROC __glewEndQuery;\nGLEW_FUN_EXPORT PFNGLGENBUFFERSPROC __glewGenBuffers;\nGLEW_FUN_EXPORT PFNGLGENQUERIESPROC __glewGenQueries;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv;\nGLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv;\nGLEW_FUN_EXPORT PFNGLGETQUERYIVPROC __glewGetQueryiv;\nGLEW_FUN_EXPORT PFNGLISBUFFERPROC __glewIsBuffer;\nGLEW_FUN_EXPORT PFNGLISQUERYPROC __glewIsQuery;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERPROC __glewMapBuffer;\nGLEW_FUN_EXPORT PFNGLUNMAPBUFFERPROC __glewUnmapBuffer;\n\nGLEW_FUN_EXPORT PFNGLATTACHSHADERPROC __glewAttachShader;\nGLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate;\nGLEW_FUN_EXPORT PFNGLCOMPILESHADERPROC __glewCompileShader;\nGLEW_FUN_EXPORT PFNGLCREATEPROGRAMPROC __glewCreateProgram;\nGLEW_FUN_EXPORT PFNGLCREATESHADERPROC __glewCreateShader;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMPROC __glewDeleteProgram;\nGLEW_FUN_EXPORT PFNGLDELETESHADERPROC __glewDeleteShader;\nGLEW_FUN_EXPORT PFNGLDETACHSHADERPROC __glewDetachShader;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray;\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSPROC __glewDrawBuffers;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray;\nGLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform;\nGLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders;\nGLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMIVPROC __glewGetProgramiv;\nGLEW_FUN_EXPORT PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog;\nGLEW_FUN_EXPORT PFNGLGETSHADERSOURCEPROC __glewGetShaderSource;\nGLEW_FUN_EXPORT PFNGLGETSHADERIVPROC __glewGetShaderiv;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMFVPROC __glewGetUniformfv;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMIVPROC __glewGetUniformiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv;\nGLEW_FUN_EXPORT PFNGLISPROGRAMPROC __glewIsProgram;\nGLEW_FUN_EXPORT PFNGLISSHADERPROC __glewIsShader;\nGLEW_FUN_EXPORT PFNGLLINKPROGRAMPROC __glewLinkProgram;\nGLEW_FUN_EXPORT PFNGLSHADERSOURCEPROC __glewShaderSource;\nGLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate;\nGLEW_FUN_EXPORT PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate;\nGLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FPROC __glewUniform1f;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FVPROC __glewUniform1fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IPROC __glewUniform1i;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IVPROC __glewUniform1iv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FPROC __glewUniform2f;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FVPROC __glewUniform2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IPROC __glewUniform2i;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IVPROC __glewUniform2iv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FPROC __glewUniform3f;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FVPROC __glewUniform3fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IPROC __glewUniform3i;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IVPROC __glewUniform3iv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FPROC __glewUniform4f;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FVPROC __glewUniform4fv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IPROC __glewUniform4i;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IVPROC __glewUniform4iv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv;\nGLEW_FUN_EXPORT PFNGLUSEPROGRAMPROC __glewUseProgram;\nGLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPROC __glewValidateProgram;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer;\n\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv;\n\nGLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender;\nGLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback;\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation;\nGLEW_FUN_EXPORT PFNGLCLAMPCOLORPROC __glewClampColor;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERFIPROC __glewClearBufferfi;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERFVPROC __glewClearBufferfv;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERIVPROC __glewClearBufferiv;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv;\nGLEW_FUN_EXPORT PFNGLCOLORMASKIPROC __glewColorMaski;\nGLEW_FUN_EXPORT PFNGLDISABLEIPROC __glewDisablei;\nGLEW_FUN_EXPORT PFNGLENABLEIPROC __glewEnablei;\nGLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender;\nGLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback;\nGLEW_FUN_EXPORT PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation;\nGLEW_FUN_EXPORT PFNGLGETSTRINGIPROC __glewGetStringi;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv;\nGLEW_FUN_EXPORT PFNGLISENABLEDIPROC __glewIsEnabledi;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIPROC __glewUniform1ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIVPROC __glewUniform1uiv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIPROC __glewUniform2ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIVPROC __glewUniform2uiv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIPROC __glewUniform3ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIVPROC __glewUniform3uiv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIPROC __glewUniform4ui;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIVPROC __glewUniform4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced;\nGLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex;\nGLEW_FUN_EXPORT PFNGLTEXBUFFERPROC __glewTexBuffer;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v;\nGLEW_FUN_EXPORT PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONIPROC __glewBlendEquationi;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCIPROC __glewBlendFunci;\nGLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading;\n\nGLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus;\nGLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage;\nGLEW_FUN_EXPORT PFNGLGETNTEXIMAGEPROC __glewGetnTexImage;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC __glewMultiDrawArraysIndirectCount;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC __glewMultiDrawElementsIndirectCount;\nGLEW_FUN_EXPORT PFNGLSPECIALIZESHADERPROC __glewSpecializeShader;\n\nGLEW_FUN_EXPORT PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX;\n\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD;\nGLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewFramebufferSamplePositionsfvAMD;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC __glewGetFramebufferParameterfvAMD;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC __glewGetNamedFramebufferParameterfvAMD;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewNamedFramebufferSamplePositionsfvAMD;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD;\n\nGLEW_FUN_EXPORT PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD;\nGLEW_FUN_EXPORT PFNGLGENNAMESAMDPROC __glewGenNamesAMD;\nGLEW_FUN_EXPORT PFNGLISNAMEAMDPROC __glewIsNameAMD;\n\nGLEW_FUN_EXPORT PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD;\n\nGLEW_FUN_EXPORT PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD;\nGLEW_FUN_EXPORT PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD;\nGLEW_FUN_EXPORT PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD;\nGLEW_FUN_EXPORT PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD;\nGLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD;\nGLEW_FUN_EXPORT PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD;\n\nGLEW_FUN_EXPORT PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD;\n\nGLEW_FUN_EXPORT PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD;\n\nGLEW_FUN_EXPORT PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD;\nGLEW_FUN_EXPORT PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD;\n\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE;\nGLEW_FUN_EXPORT PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE;\nGLEW_FUN_EXPORT PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE;\nGLEW_FUN_EXPORT PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE;\nGLEW_FUN_EXPORT PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE;\nGLEW_FUN_EXPORT PFNGLISQUERYANGLEPROC __glewIsQueryANGLE;\nGLEW_FUN_EXPORT PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE;\n\nGLEW_FUN_EXPORT PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE;\n\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURELEVELSAPPLEPROC __glewCopyTextureLevelsAPPLE;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE;\n\nGLEW_FUN_EXPORT PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE;\nGLEW_FUN_EXPORT PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE;\nGLEW_FUN_EXPORT PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE;\nGLEW_FUN_EXPORT PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE;\nGLEW_FUN_EXPORT PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE;\n\nGLEW_FUN_EXPORT PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE;\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC __glewRenderbufferStorageMultisampleAPPLE;\nGLEW_FUN_EXPORT PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC __glewResolveMultisampleFramebufferAPPLE;\n\nGLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE;\nGLEW_FUN_EXPORT PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE;\nGLEW_FUN_EXPORT PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE;\n\nGLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCAPPLEPROC __glewClientWaitSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLDELETESYNCAPPLEPROC __glewDeleteSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLFENCESYNCAPPLEPROC __glewFenceSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLGETINTEGER64VAPPLEPROC __glewGetInteger64vAPPLE;\nGLEW_FUN_EXPORT PFNGLGETSYNCIVAPPLEPROC __glewGetSyncivAPPLE;\nGLEW_FUN_EXPORT PFNGLISSYNCAPPLEPROC __glewIsSyncAPPLE;\nGLEW_FUN_EXPORT PFNGLWAITSYNCAPPLEPROC __glewWaitSyncAPPLE;\n\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE;\nGLEW_FUN_EXPORT PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE;\n\nGLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE;\nGLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE;\nGLEW_FUN_EXPORT PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE;\n\nGLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE;\n\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE;\nGLEW_FUN_EXPORT PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE;\nGLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE;\n\nGLEW_FUN_EXPORT PFNGLCLEARDEPTHFPROC __glewClearDepthf;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEFPROC __glewDepthRangef;\nGLEW_FUN_EXPORT PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat;\nGLEW_FUN_EXPORT PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler;\nGLEW_FUN_EXPORT PFNGLSHADERBINARYPROC __glewShaderBinary;\n\nGLEW_FUN_EXPORT PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion;\n\nGLEW_FUN_EXPORT PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance;\n\nGLEW_FUN_EXPORT PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB;\nGLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB;\nGLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEPROC __glewBufferStorage;\n\nGLEW_FUN_EXPORT PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB;\n\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERDATAPROC __glewClearBufferData;\nGLEW_FUN_EXPORT PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEPROC __glewClearTexImage;\nGLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage;\n\nGLEW_FUN_EXPORT PFNGLCLIPCONTROLPROC __glewClipControl;\n\nGLEW_FUN_EXPORT PFNGLCLAMPCOLORARBPROC __glewClampColorARB;\n\nGLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute;\nGLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect;\n\nGLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB;\n\nGLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData;\n\nGLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData;\n\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB;\nGLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB;\n\nGLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit;\nGLEW_FUN_EXPORT PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer;\nGLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv;\nGLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D;\nGLEW_FUN_EXPORT PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D;\nGLEW_FUN_EXPORT PFNGLCREATEBUFFERSPROC __glewCreateBuffers;\nGLEW_FUN_EXPORT PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers;\nGLEW_FUN_EXPORT PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines;\nGLEW_FUN_EXPORT PFNGLCREATEQUERIESPROC __glewCreateQueries;\nGLEW_FUN_EXPORT PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers;\nGLEW_FUN_EXPORT PFNGLCREATESAMPLERSPROC __glewCreateSamplers;\nGLEW_FUN_EXPORT PFNGLCREATETEXTURESPROC __glewCreateTextures;\nGLEW_FUN_EXPORT PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks;\nGLEW_FUN_EXPORT PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib;\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange;\nGLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v;\nGLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv;\nGLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData;\nGLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFERPROC __glewTextureBuffer;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange;\nGLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer;\nGLEW_FUN_EXPORT PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer;\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer;\nGLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus;\nGLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers;\nGLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer;\nGLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers;\nGLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers;\nGLEW_FUN_EXPORT PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv;\nGLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv;\nGLEW_FUN_EXPORT PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer;\nGLEW_FUN_EXPORT PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer;\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage;\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB;\n\nGLEW_FUN_EXPORT PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary;\nGLEW_FUN_EXPORT PFNGLPROGRAMBINARYPROC __glewProgramBinary;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri;\n\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage;\nGLEW_FUN_EXPORT PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage;\n\nGLEW_FUN_EXPORT PFNGLSPECIALIZESHADERARBPROC __glewSpecializeShaderARB;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMDVPROC __glewGetUniformdv;\nGLEW_FUN_EXPORT PFNGLUNIFORM1DPROC __glewUniform1d;\nGLEW_FUN_EXPORT PFNGLUNIFORM1DVPROC __glewUniform1dv;\nGLEW_FUN_EXPORT PFNGLUNIFORM2DPROC __glewUniform2d;\nGLEW_FUN_EXPORT PFNGLUNIFORM2DVPROC __glewUniform2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORM3DPROC __glewUniform3d;\nGLEW_FUN_EXPORT PFNGLUNIFORM3DVPROC __glewUniform3dv;\nGLEW_FUN_EXPORT PFNGLUNIFORM4DPROC __glewUniform4d;\nGLEW_FUN_EXPORT PFNGLUNIFORM4DVPROC __glewUniform4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB;\n\nGLEW_FUN_EXPORT PFNGLCOLORSUBTABLEPROC __glewColorSubTable;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPROC __glewColorTable;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPROC __glewGetColorTable;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPROC __glewGetHistogram;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPROC __glewGetMinmax;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv;\nGLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter;\nGLEW_FUN_EXPORT PFNGLHISTOGRAMPROC __glewHistogram;\nGLEW_FUN_EXPORT PFNGLMINMAXPROC __glewMinmax;\nGLEW_FUN_EXPORT PFNGLRESETHISTOGRAMPROC __glewResetHistogram;\nGLEW_FUN_EXPORT PFNGLRESETMINMAXPROC __glewResetMinmax;\nGLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB;\n\nGLEW_FUN_EXPORT PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ;\n\nGLEW_FUN_EXPORT PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v;\n\nGLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData;\nGLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData;\nGLEW_FUN_EXPORT PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer;\nGLEW_FUN_EXPORT PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer;\nGLEW_FUN_EXPORT PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage;\nGLEW_FUN_EXPORT PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage;\n\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange;\n\nGLEW_FUN_EXPORT PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB;\nGLEW_FUN_EXPORT PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB;\n\nGLEW_FUN_EXPORT PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange;\nGLEW_FUN_EXPORT PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures;\nGLEW_FUN_EXPORT PFNGLBINDSAMPLERSPROC __glewBindSamplers;\nGLEW_FUN_EXPORT PFNGLBINDTEXTURESPROC __glewBindTextures;\nGLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect;\n\nGLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB;\n\nGLEW_FUN_EXPORT PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB;\nGLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYARBPROC __glewBeginQueryARB;\nGLEW_FUN_EXPORT PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB;\nGLEW_FUN_EXPORT PFNGLENDQUERYARBPROC __glewEndQueryARB;\nGLEW_FUN_EXPORT PFNGLGENQUERIESARBPROC __glewGenQueriesARB;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB;\nGLEW_FUN_EXPORT PFNGLGETQUERYIVARBPROC __glewGetQueryivARB;\nGLEW_FUN_EXPORT PFNGLISQUERYARBPROC __glewIsQueryARB;\n\nGLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB;\n\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPPROC __glewPolygonOffsetClamp;\n\nGLEW_FUN_EXPORT PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv;\n\nGLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex;\n\nGLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB;\nGLEW_FUN_EXPORT PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB;\nGLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB;\nGLEW_FUN_EXPORT PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB;\nGLEW_FUN_EXPORT PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB;\nGLEW_FUN_EXPORT PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB;\nGLEW_FUN_EXPORT PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB;\nGLEW_FUN_EXPORT PFNGLGETNMAPIVARBPROC __glewGetnMapivARB;\nGLEW_FUN_EXPORT PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB;\nGLEW_FUN_EXPORT PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB;\nGLEW_FUN_EXPORT PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB;\nGLEW_FUN_EXPORT PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB;\nGLEW_FUN_EXPORT PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB;\nGLEW_FUN_EXPORT PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB;\nGLEW_FUN_EXPORT PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB;\nGLEW_FUN_EXPORT PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB;\n\nGLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB;\n\nGLEW_FUN_EXPORT PFNGLBINDSAMPLERPROC __glewBindSampler;\nGLEW_FUN_EXPORT PFNGLDELETESAMPLERSPROC __glewDeleteSamplers;\nGLEW_FUN_EXPORT PFNGLGENSAMPLERSPROC __glewGenSamplers;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv;\nGLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv;\nGLEW_FUN_EXPORT PFNGLISSAMPLERPROC __glewIsSampler;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri;\nGLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv;\n\nGLEW_FUN_EXPORT PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram;\nGLEW_FUN_EXPORT PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline;\nGLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines;\nGLEW_FUN_EXPORT PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv;\nGLEW_FUN_EXPORT PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv;\nGLEW_FUN_EXPORT PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages;\nGLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline;\n\nGLEW_FUN_EXPORT PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv;\n\nGLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture;\nGLEW_FUN_EXPORT PFNGLMEMORYBARRIERPROC __glewMemoryBarrier;\n\nGLEW_FUN_EXPORT PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB;\nGLEW_FUN_EXPORT PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB;\nGLEW_FUN_EXPORT PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB;\nGLEW_FUN_EXPORT PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB;\nGLEW_FUN_EXPORT PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB;\nGLEW_FUN_EXPORT PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB;\nGLEW_FUN_EXPORT PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB;\nGLEW_FUN_EXPORT PFNGLGETHANDLEARBPROC __glewGetHandleARB;\nGLEW_FUN_EXPORT PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB;\nGLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB;\nGLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB;\nGLEW_FUN_EXPORT PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB;\nGLEW_FUN_EXPORT PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB;\nGLEW_FUN_EXPORT PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FARBPROC __glewUniform1fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IARBPROC __glewUniform1iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FARBPROC __glewUniform2fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IARBPROC __glewUniform2iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FARBPROC __glewUniform3fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IARBPROC __glewUniform3iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FARBPROC __glewUniform4fARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IARBPROC __glewUniform4iARB;\nGLEW_FUN_EXPORT PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB;\nGLEW_FUN_EXPORT PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB;\nGLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB;\n\nGLEW_FUN_EXPORT PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding;\n\nGLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName;\nGLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName;\nGLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv;\nGLEW_FUN_EXPORT PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex;\nGLEW_FUN_EXPORT PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv;\nGLEW_FUN_EXPORT PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv;\n\nGLEW_FUN_EXPORT PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB;\nGLEW_FUN_EXPORT PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB;\nGLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB;\nGLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB;\nGLEW_FUN_EXPORT PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB;\nGLEW_FUN_EXPORT PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB;\n\nGLEW_FUN_EXPORT PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB;\n\nGLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB;\n\nGLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync;\nGLEW_FUN_EXPORT PFNGLDELETESYNCPROC __glewDeleteSync;\nGLEW_FUN_EXPORT PFNGLFENCESYNCPROC __glewFenceSync;\nGLEW_FUN_EXPORT PFNGLGETINTEGER64VPROC __glewGetInteger64v;\nGLEW_FUN_EXPORT PFNGLGETSYNCIVPROC __glewGetSynciv;\nGLEW_FUN_EXPORT PFNGLISSYNCPROC __glewIsSync;\nGLEW_FUN_EXPORT PFNGLWAITSYNCPROC __glewWaitSync;\n\nGLEW_FUN_EXPORT PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv;\nGLEW_FUN_EXPORT PFNGLPATCHPARAMETERIPROC __glewPatchParameteri;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREBARRIERPROC __glewTextureBarrier;\n\nGLEW_FUN_EXPORT PFNGLTEXBUFFERARBPROC __glewTexBufferARB;\n\nGLEW_FUN_EXPORT PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT;\n\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB;\n\nGLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv;\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKIPROC __glewSampleMaski;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE1DPROC __glewTexStorage1D;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE2DPROC __glewTexStorage2D;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE3DPROC __glewTexStorage3D;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREVIEWPROC __glewTextureView;\n\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v;\nGLEW_FUN_EXPORT PFNGLQUERYCOUNTERPROC __glewQueryCounter;\n\nGLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback;\nGLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback;\nGLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks;\nGLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback;\nGLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback;\nGLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback;\n\nGLEW_FUN_EXPORT PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream;\nGLEW_FUN_EXPORT PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed;\nGLEW_FUN_EXPORT PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv;\n\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced;\n\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB;\nGLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB;\nGLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB;\n\nGLEW_FUN_EXPORT PFNGLBINDBUFFERBASEPROC __glewBindBufferBase;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName;\nGLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv;\nGLEW_FUN_EXPORT PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices;\nGLEW_FUN_EXPORT PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding;\n\nGLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays;\nGLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays;\nGLEW_FUN_EXPORT PFNGLISVERTEXARRAYPROC __glewIsVertexArray;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer;\n\nGLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat;\nGLEW_FUN_EXPORT PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor;\n\nGLEW_FUN_EXPORT PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTBVARBPROC __glewWeightbvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTDVARBPROC __glewWeightdvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTFVARBPROC __glewWeightfvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTIVARBPROC __glewWeightivARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTSVARBPROC __glewWeightsvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTUBVARBPROC __glewWeightubvARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTUIVARBPROC __glewWeightuivARB;\nGLEW_FUN_EXPORT PFNGLWEIGHTUSVARBPROC __glewWeightusvARB;\n\nGLEW_FUN_EXPORT PFNGLBINDBUFFERARBPROC __glewBindBufferARB;\nGLEW_FUN_EXPORT PFNGLBUFFERDATAARBPROC __glewBufferDataARB;\nGLEW_FUN_EXPORT PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB;\nGLEW_FUN_EXPORT PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB;\nGLEW_FUN_EXPORT PFNGLGENBUFFERSARBPROC __glewGenBuffersARB;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB;\nGLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB;\nGLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB;\nGLEW_FUN_EXPORT PFNGLISBUFFERARBPROC __glewIsBufferARB;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERARBPROC __glewMapBufferARB;\nGLEW_FUN_EXPORT PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB;\n\nGLEW_FUN_EXPORT PFNGLBINDPROGRAMARBPROC __glewBindProgramARB;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB;\nGLEW_FUN_EXPORT PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB;\nGLEW_FUN_EXPORT PFNGLISPROGRAMARBPROC __glewIsProgramARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB;\nGLEW_FUN_EXPORT PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB;\n\nGLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB;\nGLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB;\nGLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB;\n\nGLEW_FUN_EXPORT PFNGLCOLORP3UIPROC __glewColorP3ui;\nGLEW_FUN_EXPORT PFNGLCOLORP3UIVPROC __glewColorP3uiv;\nGLEW_FUN_EXPORT PFNGLCOLORP4UIPROC __glewColorP4ui;\nGLEW_FUN_EXPORT PFNGLCOLORP4UIVPROC __glewColorP4uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv;\nGLEW_FUN_EXPORT PFNGLNORMALP3UIPROC __glewNormalP3ui;\nGLEW_FUN_EXPORT PFNGLNORMALP3UIVPROC __glewNormalP3uiv;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui;\nGLEW_FUN_EXPORT PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXP2UIPROC __glewVertexP2ui;\nGLEW_FUN_EXPORT PFNGLVERTEXP2UIVPROC __glewVertexP2uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXP3UIPROC __glewVertexP3ui;\nGLEW_FUN_EXPORT PFNGLVERTEXP3UIVPROC __glewVertexP3uiv;\nGLEW_FUN_EXPORT PFNGLVERTEXP4UIPROC __glewVertexP4ui;\nGLEW_FUN_EXPORT PFNGLVERTEXP4UIVPROC __glewVertexP4uiv;\n\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed;\nGLEW_FUN_EXPORT PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v;\nGLEW_FUN_EXPORT PFNGLGETFLOATI_VPROC __glewGetFloati_v;\nGLEW_FUN_EXPORT PFNGLSCISSORARRAYVPROC __glewScissorArrayv;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDPROC __glewScissorIndexed;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv;\nGLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv;\n\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI;\nGLEW_FUN_EXPORT PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI;\n\nGLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI;\nGLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI;\nGLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI;\nGLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI;\n\nGLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI;\nGLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI;\nGLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI;\nGLEW_FUN_EXPORT PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI;\nGLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI;\nGLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI;\nGLEW_FUN_EXPORT PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI;\nGLEW_FUN_EXPORT PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI;\nGLEW_FUN_EXPORT PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI;\nGLEW_FUN_EXPORT PFNGLSAMPLEMAPATIPROC __glewSampleMapATI;\nGLEW_FUN_EXPORT PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI;\n\nGLEW_FUN_EXPORT PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI;\n\nGLEW_FUN_EXPORT PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI;\nGLEW_FUN_EXPORT PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI;\n\nGLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI;\nGLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI;\n\nGLEW_FUN_EXPORT PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI;\nGLEW_FUN_EXPORT PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI;\nGLEW_FUN_EXPORT PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI;\nGLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI;\nGLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI;\nGLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI;\nGLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI;\nGLEW_FUN_EXPORT PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI;\nGLEW_FUN_EXPORT PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI;\n\nGLEW_FUN_EXPORT PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI;\nGLEW_FUN_EXPORT PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI;\nGLEW_FUN_EXPORT PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI;\nGLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC __glewDrawArraysInstancedBaseInstanceEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseInstanceEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseVertexBaseInstanceEXT;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC __glewBindFragDataLocationIndexedEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXEXTPROC __glewGetFragDataIndexEXT;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC __glewGetProgramResourceLocationIndexEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTPROC __glewBufferStorageEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEEXTPROC __glewClearTexImageEXT;\nGLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEEXTPROC __glewClearTexSubImageEXT;\n\nGLEW_FUN_EXPORT PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT;\n\nGLEW_FUN_EXPORT PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT;\nGLEW_FUN_EXPORT PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT;\n\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT;\nGLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT;\nGLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT;\n\nGLEW_FUN_EXPORT PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT;\nGLEW_FUN_EXPORT PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAEXTPROC __glewCopyImageSubDataEXT;\n\nGLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT;\nGLEW_FUN_EXPORT PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT;\n\nGLEW_FUN_EXPORT PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT;\nGLEW_FUN_EXPORT PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT;\n\nGLEW_FUN_EXPORT PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT;\nGLEW_FUN_EXPORT PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT;\nGLEW_FUN_EXPORT PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT;\n\nGLEW_FUN_EXPORT PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT;\nGLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT;\nGLEW_FUN_EXPORT PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT;\nGLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT;\nGLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT;\nGLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT;\nGLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT;\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT;\nGLEW_FUN_EXPORT PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT;\nGLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT;\nGLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT;\nGLEW_FUN_EXPORT PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT;\nGLEW_FUN_EXPORT PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT;\nGLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT;\nGLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT;\nGLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT;\nGLEW_FUN_EXPORT PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT;\nGLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT;\n\nGLEW_FUN_EXPORT PFNGLDISCARDFRAMEBUFFEREXTPROC __glewDiscardFramebufferEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSEXTPROC __glewDrawBuffersEXT;\n\nGLEW_FUN_EXPORT PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT;\nGLEW_FUN_EXPORT PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT;\nGLEW_FUN_EXPORT PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT;\nGLEW_FUN_EXPORT PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT;\n\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIEXTPROC __glewBlendEquationSeparateiEXT;\nGLEW_FUN_EXPORT PFNGLBLENDEQUATIONIEXTPROC __glewBlendEquationiEXT;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIEXTPROC __glewBlendFuncSeparateiEXT;\nGLEW_FUN_EXPORT PFNGLBLENDFUNCIEXTPROC __glewBlendFunciEXT;\nGLEW_FUN_EXPORT PFNGLCOLORMASKIEXTPROC __glewColorMaskiEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEIEXTPROC __glewDisableiEXT;\nGLEW_FUN_EXPORT PFNGLENABLEIEXTPROC __glewEnableiEXT;\nGLEW_FUN_EXPORT PFNGLISENABLEDIEXTPROC __glewIsEnablediEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXEXTPROC __glewDrawElementsBaseVertexEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC __glewDrawElementsInstancedBaseVertexEXT;\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC __glewDrawRangeElementsBaseVertexEXT;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC __glewMultiDrawElementsBaseVertexEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTERNALEXTPROC __glewBufferStorageExternalEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC __glewNamedBufferStorageExternalEXT;\n\nGLEW_FUN_EXPORT PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT;\nGLEW_FUN_EXPORT PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT;\n\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT;\nGLEW_FUN_EXPORT PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT;\nGLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT;\nGLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT;\nGLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT;\nGLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT;\nGLEW_FUN_EXPORT PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT;\nGLEW_FUN_EXPORT PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT;\nGLEW_FUN_EXPORT PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT;\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT;\nGLEW_FUN_EXPORT PFNGLHISTOGRAMEXTPROC __glewHistogramEXT;\nGLEW_FUN_EXPORT PFNGLMINMAXEXTPROC __glewMinmaxEXT;\nGLEW_FUN_EXPORT PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT;\nGLEW_FUN_EXPORT PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT;\n\nGLEW_FUN_EXPORT PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT;\n\nGLEW_FUN_EXPORT PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISOREXTPROC __glewVertexAttribDivisorEXT;\n\nGLEW_FUN_EXPORT PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT;\n\nGLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC __glewFlushMappedBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEEXTPROC __glewMapBufferRangeEXT;\n\nGLEW_FUN_EXPORT PFNGLBUFFERSTORAGEMEMEXTPROC __glewBufferStorageMemEXT;\nGLEW_FUN_EXPORT PFNGLCREATEMEMORYOBJECTSEXTPROC __glewCreateMemoryObjectsEXT;\nGLEW_FUN_EXPORT PFNGLDELETEMEMORYOBJECTSEXTPROC __glewDeleteMemoryObjectsEXT;\nGLEW_FUN_EXPORT PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC __glewGetMemoryObjectParameterivEXT;\nGLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEI_VEXTPROC __glewGetUnsignedBytei_vEXT;\nGLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEVEXTPROC __glewGetUnsignedBytevEXT;\nGLEW_FUN_EXPORT PFNGLISMEMORYOBJECTEXTPROC __glewIsMemoryObjectEXT;\nGLEW_FUN_EXPORT PFNGLMEMORYOBJECTPARAMETERIVEXTPROC __glewMemoryObjectParameterivEXT;\nGLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC __glewNamedBufferStorageMemEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM1DEXTPROC __glewTexStorageMem1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DEXTPROC __glewTexStorageMem2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC __glewTexStorageMem2DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DEXTPROC __glewTexStorageMem3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC __glewTexStorageMem3DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM1DEXTPROC __glewTextureStorageMem1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DEXTPROC __glewTextureStorageMem2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC __glewTextureStorageMem2DMultisampleEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DEXTPROC __glewTextureStorageMem3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC __glewTextureStorageMem3DMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTMEMORYFDEXTPROC __glewImportMemoryFdEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC __glewImportMemoryWin32HandleEXT;\nGLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32NAMEEXTPROC __glewImportMemoryWin32NameEXT;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC __glewMultiDrawArraysIndirectEXT;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC __glewMultiDrawElementsIndirectEXT;\n\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT;\nGLEW_FUN_EXPORT PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC __glewFramebufferTexture2DMultisampleEXT;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSINDEXEDEXTPROC __glewDrawBuffersIndexedEXT;\nGLEW_FUN_EXPORT PFNGLGETINTEGERI_VEXTPROC __glewGetIntegeri_vEXT;\nGLEW_FUN_EXPORT PFNGLREADBUFFERINDEXEDEXTPROC __glewReadBufferIndexedEXT;\n\nGLEW_FUN_EXPORT PFNGLCOLORTABLEEXTPROC __glewColorTableEXT;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT;\n\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT;\n\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT;\n\nGLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT;\n\nGLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV;\nGLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV;\nGLEW_FUN_EXPORT PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV;\nGLEW_FUN_EXPORT PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT;\n\nGLEW_FUN_EXPORT PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT;\nGLEW_FUN_EXPORT PFNGLENDSCENEEXTPROC __glewEndSceneEXT;\n\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLDELETESEMAPHORESEXTPROC __glewDeleteSemaphoresEXT;\nGLEW_FUN_EXPORT PFNGLGENSEMAPHORESEXTPROC __glewGenSemaphoresEXT;\nGLEW_FUN_EXPORT PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC __glewGetSemaphoreParameterui64vEXT;\nGLEW_FUN_EXPORT PFNGLISSEMAPHOREEXTPROC __glewIsSemaphoreEXT;\nGLEW_FUN_EXPORT PFNGLSEMAPHOREPARAMETERUI64VEXTPROC __glewSemaphoreParameterui64vEXT;\nGLEW_FUN_EXPORT PFNGLSIGNALSEMAPHOREEXTPROC __glewSignalSemaphoreEXT;\nGLEW_FUN_EXPORT PFNGLWAITSEMAPHOREEXTPROC __glewWaitSemaphoreEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREFDEXTPROC __glewImportSemaphoreFdEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC __glewImportSemaphoreWin32HandleEXT;\nGLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC __glewImportSemaphoreWin32NameEXT;\n\nGLEW_FUN_EXPORT PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT;\nGLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT;\nGLEW_FUN_EXPORT PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT;\nGLEW_FUN_EXPORT PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC __glewClearPixelLocalStorageuiEXT;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewFramebufferPixelLocalStorageSizeEXT;\nGLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewGetFramebufferPixelLocalStorageSizeEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTEXTPROC __glewTexPageCommitmentEXT;\nGLEW_FUN_EXPORT PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT;\n\nGLEW_FUN_EXPORT PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT;\n\nGLEW_FUN_EXPORT PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT;\nGLEW_FUN_EXPORT PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT;\n\nGLEW_FUN_EXPORT PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT;\nGLEW_FUN_EXPORT PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT;\nGLEW_FUN_EXPORT PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT;\nGLEW_FUN_EXPORT PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT;\nGLEW_FUN_EXPORT PFNGLISTEXTUREEXTPROC __glewIsTextureEXT;\nGLEW_FUN_EXPORT PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE1DEXTPROC __glewTexStorage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE2DEXTPROC __glewTexStorage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXSTORAGE3DEXTPROC __glewTexStorage3DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT;\nGLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREVIEWEXTPROC __glewTextureViewEXT;\n\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT;\nGLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT;\n\nGLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT;\nGLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT;\nGLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT;\n\nGLEW_FUN_EXPORT PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT;\nGLEW_FUN_EXPORT PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT;\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT;\nGLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT;\nGLEW_FUN_EXPORT PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT;\nGLEW_FUN_EXPORT PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT;\nGLEW_FUN_EXPORT PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLBINDARRAYSETEXTPROC __glewBindArraySetEXT;\nGLEW_FUN_EXPORT PFNGLCREATEARRAYSETEXTPROC __glewCreateArraySetExt;\nGLEW_FUN_EXPORT PFNGLDELETEARRAYSETSEXTPROC __glewDeleteArraySetsEXT;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT;\n\nGLEW_FUN_EXPORT PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT;\nGLEW_FUN_EXPORT PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT;\nGLEW_FUN_EXPORT PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT;\nGLEW_FUN_EXPORT PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT;\nGLEW_FUN_EXPORT PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT;\nGLEW_FUN_EXPORT PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT;\nGLEW_FUN_EXPORT PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT;\nGLEW_FUN_EXPORT PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT;\nGLEW_FUN_EXPORT PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT;\nGLEW_FUN_EXPORT PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT;\nGLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT;\nGLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT;\nGLEW_FUN_EXPORT PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT;\nGLEW_FUN_EXPORT PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT;\nGLEW_FUN_EXPORT PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT;\nGLEW_FUN_EXPORT PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT;\nGLEW_FUN_EXPORT PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT;\nGLEW_FUN_EXPORT PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT;\nGLEW_FUN_EXPORT PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT;\nGLEW_FUN_EXPORT PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT;\nGLEW_FUN_EXPORT PFNGLSWIZZLEEXTPROC __glewSwizzleEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTBVEXTPROC __glewVariantbvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTDVEXTPROC __glewVariantdvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTFVEXTPROC __glewVariantfvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTIVEXTPROC __glewVariantivEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTSVEXTPROC __glewVariantsvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT;\nGLEW_FUN_EXPORT PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT;\nGLEW_FUN_EXPORT PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT;\n\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT;\n\nGLEW_FUN_EXPORT PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC __glewAcquireKeyedMutexWin32EXT;\nGLEW_FUN_EXPORT PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC __glewReleaseKeyedMutexWin32EXT;\n\nGLEW_FUN_EXPORT PFNGLWINDOWRECTANGLESEXTPROC __glewWindowRectanglesEXT;\n\nGLEW_FUN_EXPORT PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT;\n\nGLEW_FUN_EXPORT PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY;\n\nGLEW_FUN_EXPORT PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY;\n\nGLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP;\nGLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP;\nGLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP;\n\nGLEW_FUN_EXPORT PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM;\nGLEW_FUN_EXPORT PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM;\n\nGLEW_FUN_EXPORT PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM;\nGLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM;\nGLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM;\nGLEW_FUN_EXPORT PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM;\nGLEW_FUN_EXPORT PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM;\nGLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM;\nGLEW_FUN_EXPORT PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM;\n\nGLEW_FUN_EXPORT PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL;\nGLEW_FUN_EXPORT PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL;\nGLEW_FUN_EXPORT PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL;\n\nGLEW_FUN_EXPORT PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL;\nGLEW_FUN_EXPORT PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL;\nGLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL;\nGLEW_FUN_EXPORT PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL;\n\nGLEW_FUN_EXPORT PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL;\nGLEW_FUN_EXPORT PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL;\nGLEW_FUN_EXPORT PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL;\nGLEW_FUN_EXPORT PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL;\n\nGLEW_FUN_EXPORT PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL;\nGLEW_FUN_EXPORT PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL;\n\nGLEW_FUN_EXPORT PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR;\n\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl;\nGLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert;\nGLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog;\nGLEW_FUN_EXPORT PFNGLGETOBJECTLABELPROC __glewGetObjectLabel;\nGLEW_FUN_EXPORT PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel;\nGLEW_FUN_EXPORT PFNGLOBJECTLABELPROC __glewObjectLabel;\nGLEW_FUN_EXPORT PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel;\nGLEW_FUN_EXPORT PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup;\nGLEW_FUN_EXPORT PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup;\n\nGLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSKHRPROC __glewMaxShaderCompilerThreadsKHR;\n\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv;\nGLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv;\nGLEW_FUN_EXPORT PFNGLREADNPIXELSPROC __glewReadnPixels;\n\nGLEW_FUN_EXPORT PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled;\nGLEW_FUN_EXPORT PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion;\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion;\nGLEW_FUN_EXPORT PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion;\nGLEW_FUN_EXPORT PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion;\n\nGLEW_FUN_EXPORT PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA;\n\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA;\nGLEW_FUN_EXPORT PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA;\n\nGLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX;\nGLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX;\n\nGLEW_FUN_EXPORT PFNGLLGPUCOPYIMAGESUBDATANVXPROC __glewLGPUCopyImageSubDataNVX;\nGLEW_FUN_EXPORT PFNGLLGPUINTERLOCKNVXPROC __glewLGPUInterlockNVX;\nGLEW_FUN_EXPORT PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC __glewLGPUNamedBufferSubDataNVX;\n\nGLEW_FUN_EXPORT PFNGLSTEREOPARAMETERFNVPROC __glewStereoParameterfNV;\nGLEW_FUN_EXPORT PFNGLSTEREOPARAMETERINVPROC __glewStereoParameteriNV;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV;\n\nGLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV;\nGLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV;\n\nGLEW_FUN_EXPORT PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV;\nGLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV;\nGLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV;\nGLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV;\n\nGLEW_FUN_EXPORT PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV;\nGLEW_FUN_EXPORT PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV;\n\nGLEW_FUN_EXPORT PFNGLVIEWPORTPOSITIONWSCALENVPROC __glewViewportPositionWScaleNV;\n\nGLEW_FUN_EXPORT PFNGLCALLCOMMANDLISTNVPROC __glewCallCommandListNV;\nGLEW_FUN_EXPORT PFNGLCOMMANDLISTSEGMENTSNVPROC __glewCommandListSegmentsNV;\nGLEW_FUN_EXPORT PFNGLCOMPILECOMMANDLISTNVPROC __glewCompileCommandListNV;\nGLEW_FUN_EXPORT PFNGLCREATECOMMANDLISTSNVPROC __glewCreateCommandListsNV;\nGLEW_FUN_EXPORT PFNGLCREATESTATESNVPROC __glewCreateStatesNV;\nGLEW_FUN_EXPORT PFNGLDELETECOMMANDLISTSNVPROC __glewDeleteCommandListsNV;\nGLEW_FUN_EXPORT PFNGLDELETESTATESNVPROC __glewDeleteStatesNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSADDRESSNVPROC __glewDrawCommandsAddressNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSNVPROC __glewDrawCommandsNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC __glewDrawCommandsStatesAddressNV;\nGLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESNVPROC __glewDrawCommandsStatesNV;\nGLEW_FUN_EXPORT PFNGLGETCOMMANDHEADERNVPROC __glewGetCommandHeaderNV;\nGLEW_FUN_EXPORT PFNGLGETSTAGEINDEXNVPROC __glewGetStageIndexNV;\nGLEW_FUN_EXPORT PFNGLISCOMMANDLISTNVPROC __glewIsCommandListNV;\nGLEW_FUN_EXPORT PFNGLISSTATENVPROC __glewIsStateNV;\nGLEW_FUN_EXPORT PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC __glewListDrawCommandsStatesClientNV;\nGLEW_FUN_EXPORT PFNGLSTATECAPTURENVPROC __glewStateCaptureNV;\n\nGLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV;\nGLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV;\n\nGLEW_FUN_EXPORT PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV;\n\nGLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV;\n\nGLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERINVPROC __glewConservativeRasterParameteriNV;\n\nGLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATANVPROC __glewCopyBufferSubDataNV;\n\nGLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV;\n\nGLEW_FUN_EXPORT PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV;\nGLEW_FUN_EXPORT PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWBUFFERSNVPROC __glewDrawBuffersNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDNVPROC __glewDrawArraysInstancedNV;\nGLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDNVPROC __glewDrawElementsInstancedNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV;\n\nGLEW_FUN_EXPORT PFNGLDRAWVKIMAGENVPROC __glewDrawVkImageNV;\nGLEW_FUN_EXPORT PFNGLGETVKPROCADDRNVPROC __glewGetVkProcAddrNV;\nGLEW_FUN_EXPORT PFNGLSIGNALVKFENCENVPROC __glewSignalVkFenceNV;\nGLEW_FUN_EXPORT PFNGLSIGNALVKSEMAPHORENVPROC __glewSignalVkSemaphoreNV;\nGLEW_FUN_EXPORT PFNGLWAITVKSEMAPHORENVPROC __glewWaitVkSemaphoreNV;\n\nGLEW_FUN_EXPORT PFNGLEVALMAPSNVPROC __glewEvalMapsNV;\nGLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV;\nGLEW_FUN_EXPORT PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV;\nGLEW_FUN_EXPORT PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV;\nGLEW_FUN_EXPORT PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV;\nGLEW_FUN_EXPORT PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV;\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV;\nGLEW_FUN_EXPORT PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV;\n\nGLEW_FUN_EXPORT PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV;\nGLEW_FUN_EXPORT PFNGLFINISHFENCENVPROC __glewFinishFenceNV;\nGLEW_FUN_EXPORT PFNGLGENFENCESNVPROC __glewGenFencesNV;\nGLEW_FUN_EXPORT PFNGLGETFENCEIVNVPROC __glewGetFenceivNV;\nGLEW_FUN_EXPORT PFNGLISFENCENVPROC __glewIsFenceNV;\nGLEW_FUN_EXPORT PFNGLSETFENCENVPROC __glewSetFenceNV;\nGLEW_FUN_EXPORT PFNGLTESTFENCENVPROC __glewTestFenceNV;\n\nGLEW_FUN_EXPORT PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV;\n\nGLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV;\n\nGLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERNVPROC __glewBlitFramebufferNV;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC __glewRenderbufferStorageMultisampleNV;\n\nGLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV;\n\nGLEW_FUN_EXPORT PFNGLMULTICASTBARRIERNVPROC __glewMulticastBarrierNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTBLITFRAMEBUFFERNVPROC __glewMulticastBlitFramebufferNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTBUFFERSUBDATANVPROC __glewMulticastBufferSubDataNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC __glewMulticastCopyBufferSubDataNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTCOPYIMAGESUBDATANVPROC __glewMulticastCopyImageSubDataNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewMulticastFramebufferSampleLocationsfvNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC __glewMulticastGetQueryObjecti64vNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTIVNVPROC __glewMulticastGetQueryObjectivNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC __glewMulticastGetQueryObjectui64vNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC __glewMulticastGetQueryObjectuivNV;\nGLEW_FUN_EXPORT PFNGLMULTICASTWAITSYNCNVPROC __glewMulticastWaitSyncNV;\nGLEW_FUN_EXPORT PFNGLRENDERGPUMASKNVPROC __glewRenderGpuMaskNV;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV;\n\nGLEW_FUN_EXPORT PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV;\nGLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV;\n\nGLEW_FUN_EXPORT PFNGLCOLOR3HNVPROC __glewColor3hNV;\nGLEW_FUN_EXPORT PFNGLCOLOR3HVNVPROC __glewColor3hvNV;\nGLEW_FUN_EXPORT PFNGLCOLOR4HNVPROC __glewColor4hNV;\nGLEW_FUN_EXPORT PFNGLCOLOR4HVNVPROC __glewColor4hvNV;\nGLEW_FUN_EXPORT PFNGLFOGCOORDHNVPROC __glewFogCoordhNV;\nGLEW_FUN_EXPORT PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV;\nGLEW_FUN_EXPORT PFNGLNORMAL3HNVPROC __glewNormal3hNV;\nGLEW_FUN_EXPORT PFNGLNORMAL3HVNVPROC __glewNormal3hvNV;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEX2HNVPROC __glewVertex2hNV;\nGLEW_FUN_EXPORT PFNGLVERTEX2HVNVPROC __glewVertex2hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEX3HNVPROC __glewVertex3hNV;\nGLEW_FUN_EXPORT PFNGLVERTEX3HVNVPROC __glewVertex3hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEX4HNVPROC __glewVertex4hNV;\nGLEW_FUN_EXPORT PFNGLVERTEX4HVNVPROC __glewVertex4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV;\nGLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV;\n\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORNVPROC __glewVertexAttribDivisorNV;\n\nGLEW_FUN_EXPORT PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV;\n\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVNVPROC __glewUniformMatrix2x3fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVNVPROC __glewUniformMatrix2x4fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVNVPROC __glewUniformMatrix3x2fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVNVPROC __glewUniformMatrix3x4fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVNVPROC __glewUniformMatrix4x2fvNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVNVPROC __glewUniformMatrix4x3fvNV;\n\nGLEW_FUN_EXPORT PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV;\nGLEW_FUN_EXPORT PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV;\nGLEW_FUN_EXPORT PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV;\nGLEW_FUN_EXPORT PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV;\nGLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV;\nGLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV;\nGLEW_FUN_EXPORT PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV;\n\nGLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV;\n\nGLEW_FUN_EXPORT PFNGLCOPYPATHNVPROC __glewCopyPathNV;\nGLEW_FUN_EXPORT PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV;\nGLEW_FUN_EXPORT PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV;\nGLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV;\nGLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV;\nGLEW_FUN_EXPORT PFNGLDELETEPATHSNVPROC __glewDeletePathsNV;\nGLEW_FUN_EXPORT PFNGLGENPATHSNVPROC __glewGenPathsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV;\nGLEW_FUN_EXPORT PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV;\nGLEW_FUN_EXPORT PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV;\nGLEW_FUN_EXPORT PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV;\nGLEW_FUN_EXPORT PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV;\nGLEW_FUN_EXPORT PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV;\nGLEW_FUN_EXPORT PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV;\nGLEW_FUN_EXPORT PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV;\nGLEW_FUN_EXPORT PFNGLISPATHNVPROC __glewIsPathNV;\nGLEW_FUN_EXPORT PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV;\nGLEW_FUN_EXPORT PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV;\nGLEW_FUN_EXPORT PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV;\nGLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV;\nGLEW_FUN_EXPORT PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV;\nGLEW_FUN_EXPORT PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV;\nGLEW_FUN_EXPORT PFNGLPATHCOORDSNVPROC __glewPathCoordsNV;\nGLEW_FUN_EXPORT PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV;\nGLEW_FUN_EXPORT PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV;\nGLEW_FUN_EXPORT PFNGLPATHFOGGENNVPROC __glewPathFogGenNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV;\nGLEW_FUN_EXPORT PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV;\nGLEW_FUN_EXPORT PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV;\nGLEW_FUN_EXPORT PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV;\nGLEW_FUN_EXPORT PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV;\nGLEW_FUN_EXPORT PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV;\nGLEW_FUN_EXPORT PFNGLPATHSTRINGNVPROC __glewPathStringNV;\nGLEW_FUN_EXPORT PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV;\nGLEW_FUN_EXPORT PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV;\nGLEW_FUN_EXPORT PFNGLPATHTEXGENNVPROC __glewPathTexGenNV;\nGLEW_FUN_EXPORT PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV;\nGLEW_FUN_EXPORT PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV;\nGLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV;\nGLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV;\nGLEW_FUN_EXPORT PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV;\nGLEW_FUN_EXPORT PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV;\n\nGLEW_FUN_EXPORT PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV;\nGLEW_FUN_EXPORT PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV;\n\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLPOLYGONMODENVPROC __glewPolygonModeNV;\n\nGLEW_FUN_EXPORT PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV;\nGLEW_FUN_EXPORT PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV;\nGLEW_FUN_EXPORT PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV;\n\nGLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV;\nGLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV;\n\nGLEW_FUN_EXPORT PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV;\nGLEW_FUN_EXPORT PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV;\nGLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV;\nGLEW_FUN_EXPORT PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV;\nGLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV;\nGLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV;\n\nGLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV;\nGLEW_FUN_EXPORT PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV;\nGLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV;\nGLEW_FUN_EXPORT PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV;\nGLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV;\nGLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV;\nGLEW_FUN_EXPORT PFNGLUNIFORMUI64NVPROC __glewUniformui64NV;\nGLEW_FUN_EXPORT PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV;\n\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DNVPROC __glewCompressedTexImage3DNV;\nGLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC __glewCompressedTexSubImage3DNV;\nGLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DNVPROC __glewCopyTexSubImage3DNV;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERNVPROC __glewFramebufferTextureLayerNV;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DNVPROC __glewTexImage3DNV;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DNVPROC __glewTexSubImage3DNV;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV;\n\nGLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV;\nGLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV;\n\nGLEW_FUN_EXPORT PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV;\nGLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV;\nGLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV;\nGLEW_FUN_EXPORT PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV;\nGLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV;\nGLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV;\nGLEW_FUN_EXPORT PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV;\nGLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV;\n\nGLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV;\nGLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV;\nGLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV;\nGLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV;\n\nGLEW_FUN_EXPORT PFNGLVDPAUFININVPROC __glewVDPAUFiniNV;\nGLEW_FUN_EXPORT PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV;\nGLEW_FUN_EXPORT PFNGLVDPAUINITNVPROC __glewVDPAUInitNV;\nGLEW_FUN_EXPORT PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV;\nGLEW_FUN_EXPORT PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV;\nGLEW_FUN_EXPORT PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV;\nGLEW_FUN_EXPORT PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV;\nGLEW_FUN_EXPORT PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV;\nGLEW_FUN_EXPORT PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV;\nGLEW_FUN_EXPORT PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV;\n\nGLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV;\nGLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV;\n\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV;\n\nGLEW_FUN_EXPORT PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV;\nGLEW_FUN_EXPORT PFNGLCOLORFORMATNVPROC __glewColorFormatNV;\nGLEW_FUN_EXPORT PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV;\nGLEW_FUN_EXPORT PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV;\nGLEW_FUN_EXPORT PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV;\nGLEW_FUN_EXPORT PFNGLINDEXFORMATNVPROC __glewIndexFormatNV;\nGLEW_FUN_EXPORT PFNGLNORMALFORMATNVPROC __glewNormalFormatNV;\nGLEW_FUN_EXPORT PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV;\nGLEW_FUN_EXPORT PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV;\nGLEW_FUN_EXPORT PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV;\n\nGLEW_FUN_EXPORT PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV;\nGLEW_FUN_EXPORT PFNGLBINDPROGRAMNVPROC __glewBindProgramNV;\nGLEW_FUN_EXPORT PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV;\nGLEW_FUN_EXPORT PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV;\nGLEW_FUN_EXPORT PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV;\nGLEW_FUN_EXPORT PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV;\nGLEW_FUN_EXPORT PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV;\nGLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV;\nGLEW_FUN_EXPORT PFNGLISPROGRAMNVPROC __glewIsProgramNV;\nGLEW_FUN_EXPORT PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV;\nGLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV;\nGLEW_FUN_EXPORT PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV;\nGLEW_FUN_EXPORT PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV;\nGLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV;\n\nGLEW_FUN_EXPORT PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV;\nGLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV;\nGLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV;\nGLEW_FUN_EXPORT PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV;\nGLEW_FUN_EXPORT PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV;\nGLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV;\n\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYFVNVPROC __glewDepthRangeArrayfvNV;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDFNVPROC __glewDepthRangeIndexedfNV;\nGLEW_FUN_EXPORT PFNGLDISABLEINVPROC __glewDisableiNV;\nGLEW_FUN_EXPORT PFNGLENABLEINVPROC __glewEnableiNV;\nGLEW_FUN_EXPORT PFNGLGETFLOATI_VNVPROC __glewGetFloati_vNV;\nGLEW_FUN_EXPORT PFNGLISENABLEDINVPROC __glewIsEnablediNV;\nGLEW_FUN_EXPORT PFNGLSCISSORARRAYVNVPROC __glewScissorArrayvNV;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDNVPROC __glewScissorIndexedNV;\nGLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVNVPROC __glewScissorIndexedvNV;\nGLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVNVPROC __glewViewportArrayvNV;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFNVPROC __glewViewportIndexedfNV;\nGLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVNVPROC __glewViewportIndexedfvNV;\n\nGLEW_FUN_EXPORT PFNGLVIEWPORTSWIZZLENVPROC __glewViewportSwizzleNV;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC __glewFramebufferTextureMultisampleMultiviewOVR;\n\nGLEW_FUN_EXPORT PFNGLALPHAFUNCQCOMPROC __glewAlphaFuncQCOM;\n\nGLEW_FUN_EXPORT PFNGLDISABLEDRIVERCONTROLQCOMPROC __glewDisableDriverControlQCOM;\nGLEW_FUN_EXPORT PFNGLENABLEDRIVERCONTROLQCOMPROC __glewEnableDriverControlQCOM;\nGLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSTRINGQCOMPROC __glewGetDriverControlStringQCOM;\nGLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSQCOMPROC __glewGetDriverControlsQCOM;\n\nGLEW_FUN_EXPORT PFNGLEXTGETBUFFERPOINTERVQCOMPROC __glewExtGetBufferPointervQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETBUFFERSQCOMPROC __glewExtGetBuffersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETFRAMEBUFFERSQCOMPROC __glewExtGetFramebuffersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETRENDERBUFFERSQCOMPROC __glewExtGetRenderbuffersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC __glewExtGetTexLevelParameterivQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETTEXSUBIMAGEQCOMPROC __glewExtGetTexSubImageQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETTEXTURESQCOMPROC __glewExtGetTexturesQCOM;\nGLEW_FUN_EXPORT PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC __glewExtTexObjectStateOverrideiQCOM;\n\nGLEW_FUN_EXPORT PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC __glewExtGetProgramBinarySourceQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETPROGRAMSQCOMPROC __glewExtGetProgramsQCOM;\nGLEW_FUN_EXPORT PFNGLEXTGETSHADERSQCOMPROC __glewExtGetShadersQCOM;\nGLEW_FUN_EXPORT PFNGLEXTISPROGRAMBINARYQCOMPROC __glewExtIsProgramBinaryQCOM;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC __glewFramebufferFoveationConfigQCOM;\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC __glewFramebufferFoveationParametersQCOM;\n\nGLEW_FUN_EXPORT PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC __glewFramebufferFetchBarrierQCOM;\n\nGLEW_FUN_EXPORT PFNGLENDTILINGQCOMPROC __glewEndTilingQCOM;\nGLEW_FUN_EXPORT PFNGLSTARTTILINGQCOMPROC __glewStartTilingQCOM;\n\nGLEW_FUN_EXPORT PFNGLALPHAFUNCXPROC __glewAlphaFuncx;\nGLEW_FUN_EXPORT PFNGLCLEARCOLORXPROC __glewClearColorx;\nGLEW_FUN_EXPORT PFNGLCLEARDEPTHXPROC __glewClearDepthx;\nGLEW_FUN_EXPORT PFNGLCOLOR4XPROC __glewColor4x;\nGLEW_FUN_EXPORT PFNGLDEPTHRANGEXPROC __glewDepthRangex;\nGLEW_FUN_EXPORT PFNGLFOGXPROC __glewFogx;\nGLEW_FUN_EXPORT PFNGLFOGXVPROC __glewFogxv;\nGLEW_FUN_EXPORT PFNGLFRUSTUMFPROC __glewFrustumf;\nGLEW_FUN_EXPORT PFNGLFRUSTUMXPROC __glewFrustumx;\nGLEW_FUN_EXPORT PFNGLLIGHTMODELXPROC __glewLightModelx;\nGLEW_FUN_EXPORT PFNGLLIGHTMODELXVPROC __glewLightModelxv;\nGLEW_FUN_EXPORT PFNGLLIGHTXPROC __glewLightx;\nGLEW_FUN_EXPORT PFNGLLIGHTXVPROC __glewLightxv;\nGLEW_FUN_EXPORT PFNGLLINEWIDTHXPROC __glewLineWidthx;\nGLEW_FUN_EXPORT PFNGLLOADMATRIXXPROC __glewLoadMatrixx;\nGLEW_FUN_EXPORT PFNGLMATERIALXPROC __glewMaterialx;\nGLEW_FUN_EXPORT PFNGLMATERIALXVPROC __glewMaterialxv;\nGLEW_FUN_EXPORT PFNGLMULTMATRIXXPROC __glewMultMatrixx;\nGLEW_FUN_EXPORT PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x;\nGLEW_FUN_EXPORT PFNGLNORMAL3XPROC __glewNormal3x;\nGLEW_FUN_EXPORT PFNGLORTHOFPROC __glewOrthof;\nGLEW_FUN_EXPORT PFNGLORTHOXPROC __glewOrthox;\nGLEW_FUN_EXPORT PFNGLPOINTSIZEXPROC __glewPointSizex;\nGLEW_FUN_EXPORT PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx;\nGLEW_FUN_EXPORT PFNGLROTATEXPROC __glewRotatex;\nGLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex;\nGLEW_FUN_EXPORT PFNGLSCALEXPROC __glewScalex;\nGLEW_FUN_EXPORT PFNGLTEXENVXPROC __glewTexEnvx;\nGLEW_FUN_EXPORT PFNGLTEXENVXVPROC __glewTexEnvxv;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERXPROC __glewTexParameterx;\nGLEW_FUN_EXPORT PFNGLTRANSLATEXPROC __glewTranslatex;\n\nGLEW_FUN_EXPORT PFNGLCLIPPLANEFPROC __glewClipPlanef;\nGLEW_FUN_EXPORT PFNGLCLIPPLANEXPROC __glewClipPlanex;\nGLEW_FUN_EXPORT PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef;\nGLEW_FUN_EXPORT PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex;\nGLEW_FUN_EXPORT PFNGLGETFIXEDVPROC __glewGetFixedv;\nGLEW_FUN_EXPORT PFNGLGETLIGHTXVPROC __glewGetLightxv;\nGLEW_FUN_EXPORT PFNGLGETMATERIALXVPROC __glewGetMaterialxv;\nGLEW_FUN_EXPORT PFNGLGETTEXENVXVPROC __glewGetTexEnvxv;\nGLEW_FUN_EXPORT PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERXPROC __glewPointParameterx;\nGLEW_FUN_EXPORT PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv;\nGLEW_FUN_EXPORT PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES;\nGLEW_FUN_EXPORT PFNGLTEXPARAMETERXVPROC __glewTexParameterxv;\n\nGLEW_FUN_EXPORT PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL;\n\nGLEW_FUN_EXPORT PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL;\nGLEW_FUN_EXPORT PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL;\n\nGLEW_FUN_EXPORT PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL;\n\nGLEW_FUN_EXPORT PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL;\n\nGLEW_FUN_EXPORT PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS;\nGLEW_FUN_EXPORT PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS;\nGLEW_FUN_EXPORT PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS;\nGLEW_FUN_EXPORT PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS;\n\nGLEW_FUN_EXPORT PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC __glewInterleavedTextureCoordSetsSGIS;\nGLEW_FUN_EXPORT PFNGLSELECTTEXTURECOORDSETSGISPROC __glewSelectTextureCoordSetSGIS;\nGLEW_FUN_EXPORT PFNGLSELECTTEXTURESGISPROC __glewSelectTextureSGIS;\nGLEW_FUN_EXPORT PFNGLSELECTTEXTURETRANSFORMSGISPROC __glewSelectTextureTransformSGIS;\n\nGLEW_FUN_EXPORT PFNGLMULTISAMPLESUBRECTPOSSGISPROC __glewMultisampleSubRectPosSGIS;\n\nGLEW_FUN_EXPORT PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS;\nGLEW_FUN_EXPORT PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS;\nGLEW_FUN_EXPORT PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS;\n\nGLEW_FUN_EXPORT PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS;\nGLEW_FUN_EXPORT PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS;\n\nGLEW_FUN_EXPORT PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX;\nGLEW_FUN_EXPORT PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX;\nGLEW_FUN_EXPORT PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX;\nGLEW_FUN_EXPORT PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX;\nGLEW_FUN_EXPORT PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX;\nGLEW_FUN_EXPORT PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX;\n\nGLEW_FUN_EXPORT PFNGLADDRESSSPACEPROC __glewAddressSpace;\nGLEW_FUN_EXPORT PFNGLDATAPIPEPROC __glewDataPipe;\n\nGLEW_FUN_EXPORT PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX;\n\nGLEW_FUN_EXPORT PFNGLFOGLAYERSSGIXPROC __glewFogLayersSGIX;\nGLEW_FUN_EXPORT PFNGLGETFOGLAYERSSGIXPROC __glewGetFogLayersSGIX;\n\nGLEW_FUN_EXPORT PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX;\n\nGLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX;\nGLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX;\n\nGLEW_FUN_EXPORT PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX;\n\nGLEW_FUN_EXPORT PFNGLIGLOOINTERFACESGIXPROC __glewIglooInterfaceSGIX;\n\nGLEW_FUN_EXPORT PFNGLALLOCMPEGPREDICTORSSGIXPROC __glewAllocMPEGPredictorsSGIX;\nGLEW_FUN_EXPORT PFNGLDELETEMPEGPREDICTORSSGIXPROC __glewDeleteMPEGPredictorsSGIX;\nGLEW_FUN_EXPORT PFNGLGENMPEGPREDICTORSSGIXPROC __glewGenMPEGPredictorsSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERFVSGIXPROC __glewGetMPEGParameterfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERIVSGIXPROC __glewGetMPEGParameterivSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGPREDICTORSGIXPROC __glewGetMPEGPredictorSGIX;\nGLEW_FUN_EXPORT PFNGLGETMPEGQUANTTABLEUBVPROC __glewGetMPEGQuantTableubv;\nGLEW_FUN_EXPORT PFNGLISMPEGPREDICTORSGIXPROC __glewIsMPEGPredictorSGIX;\nGLEW_FUN_EXPORT PFNGLMPEGPREDICTORSGIXPROC __glewMPEGPredictorSGIX;\nGLEW_FUN_EXPORT PFNGLMPEGQUANTTABLEUBVPROC __glewMPEGQuantTableubv;\nGLEW_FUN_EXPORT PFNGLSWAPMPEGPREDICTORSSGIXPROC __glewSwapMPEGPredictorsSGIX;\n\nGLEW_FUN_EXPORT PFNGLGETNONLINLIGHTFVSGIXPROC __glewGetNonlinLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLGETNONLINMATERIALFVSGIXPROC __glewGetNonlinMaterialfvSGIX;\nGLEW_FUN_EXPORT PFNGLNONLINLIGHTFVSGIXPROC __glewNonlinLightfvSGIX;\nGLEW_FUN_EXPORT PFNGLNONLINMATERIALFVSGIXPROC __glewNonlinMaterialfvSGIX;\n\nGLEW_FUN_EXPORT PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX;\n\nGLEW_FUN_EXPORT PFNGLDEFORMSGIXPROC __glewDeformSGIX;\nGLEW_FUN_EXPORT PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC __glewLoadIdentityDeformationMapSGIX;\n\nGLEW_FUN_EXPORT PFNGLMESHBREADTHSGIXPROC __glewMeshBreadthSGIX;\nGLEW_FUN_EXPORT PFNGLMESHSTRIDESGIXPROC __glewMeshStrideSGIX;\n\nGLEW_FUN_EXPORT PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX;\n\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX;\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX;\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX;\nGLEW_FUN_EXPORT PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX;\n\nGLEW_FUN_EXPORT PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX;\n\nGLEW_FUN_EXPORT PFNGLGETVECTOROPERATIONSGIXPROC __glewGetVectorOperationSGIX;\nGLEW_FUN_EXPORT PFNGLVECTOROPERATIONSGIXPROC __glewVectorOperationSGIX;\n\nGLEW_FUN_EXPORT PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC __glewAreVertexArraysResidentSGIX;\nGLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYSGIXPROC __glewBindVertexArraySGIX;\nGLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSSGIXPROC __glewDeleteVertexArraysSGIX;\nGLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSSGIXPROC __glewGenVertexArraysSGIX;\nGLEW_FUN_EXPORT PFNGLISVERTEXARRAYSGIXPROC __glewIsVertexArraySGIX;\nGLEW_FUN_EXPORT PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC __glewPrioritizeVertexArraysSGIX;\n\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI;\nGLEW_FUN_EXPORT PFNGLCOLORTABLESGIPROC __glewColorTableSGI;\nGLEW_FUN_EXPORT PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI;\nGLEW_FUN_EXPORT PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI;\n\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC __glewGetPixelTransformParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC __glewGetPixelTransformParameterivSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFSGIPROC __glewPixelTransformParameterfSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC __glewPixelTransformParameterfvSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERISGIPROC __glewPixelTransformParameteriSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC __glewPixelTransformParameterivSGI;\nGLEW_FUN_EXPORT PFNGLPIXELTRANSFORMSGIPROC __glewPixelTransformSGI;\n\nGLEW_FUN_EXPORT PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX;\n\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN;\nGLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN;\n\nGLEW_FUN_EXPORT PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN;\n\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN;\n\nGLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN;\nGLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN;\n\nGLEW_FUN_EXPORT PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_3;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_4;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_5;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_0;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_0;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_2;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_3;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_0;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_2;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_3;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_4;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_5;\nGLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_6;\nGLEW_VAR_EXPORT GLboolean __GLEW_3DFX_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_3DFX_tbuffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_3DFX_texture_compression_FXT1;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_blend_minmax_factor;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_compressed_3DC_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_compressed_ATC_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_conservative_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_debug_output;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_depth_clamp_separate;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_draw_buffers_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_framebuffer_sample_positions;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gcn_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_half_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_int16;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_int64;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_interleaved_elements;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_name_gen_delete;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_occlusion_query_event;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_performance_monitor;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_pinned_memory;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_program_binary_Z400;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_query_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_sample_positions;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_seamless_cubemap_per_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_atomic_counter_ops;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_ballot;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_explicit_vertex_parameter;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_export;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_value_export;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_trinary_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_sparse_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_stencil_operation_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_gather_bias_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_texture4;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback3_lines_triangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback4;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_layer;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_tessellator;\nGLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_viewport_index;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANDROID_extension_pack_es31a;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_depth_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_blit;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_pack_reverse_row_order;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_program_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt1;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt5;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_usage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_timer_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_translated_shader_source;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_aux_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_client_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_clip_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_color_buffer_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_copy_texture_levels;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_element_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_fence;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_float_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_flush_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_object_purgeable;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_pixel_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_rgb_422;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_row_bytes;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_specular_vector;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_sync;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_2D_limited_npot;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_format_BGRA8888;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_max_level;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_transform_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_program_evaluators;\nGLEW_VAR_EXPORT GLboolean __GLEW_APPLE_ycbcr_422;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES2_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_1_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_2_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_arrays_of_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_base_instance;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_bindless_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_blend_func_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_buffer_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_cl_event;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_clip_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_color_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compressed_texture_pixel_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_variable_group_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_conditional_render_inverted;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_conservative_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_cull_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_debug_output;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_derivative_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_direct_state_access;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_elements_base_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_enhanced_layouts;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_attrib_location;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_uniform_location;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_coord_conventions;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_layer_viewport;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program_shadow;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader_interlock;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_no_attachments;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_geometry_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_program_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_texture_sub_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gl_spirv;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader5;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_fp64;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_int64;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_pixel;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_imaging;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_indirect_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_invalidate_subdata;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_alignment;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_matrix_palette;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_bind;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_multitexture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_parallel_shader_compile;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_pipeline_statistics_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_pixel_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_sprite;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_polygon_offset_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_post_depth_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_program_interface_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_provoking_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_query_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robust_buffer_access_behavior;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_application_isolation;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_share_group_isolation;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_locations;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_shading;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sampler_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cubemap_per_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_separate_shader_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counter_ops;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_ballot;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_bit_encoding;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_clock;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_draw_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_group_vote;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_load_store;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_precision;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_stencil_export;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_storage_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_subroutine;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_image_samples;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_viewport_layer_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_100;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_420pack;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_include;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_packing;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow_ambient;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_spirv_extensions;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_stencil_texturing;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_sync;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_tessellation_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_barrier;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_border_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object_rgb32;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_bptc;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_rgtc;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_add;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_combine;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_crossbar;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_dot3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_filter_anisotropic;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_filter_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_gather;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirror_clamp_to_edge;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirrored_repeat;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_non_power_of_two;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_levels;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rg;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rgb10_a2ui;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_stencil8;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_swizzle;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_view;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_timer_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback2;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_overflow_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_transpose_matrix;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_uniform_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_64bit;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_binding;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_10f_11f_11f_rev;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_viewport_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARB_window_pos;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_mali_program_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_mali_shader_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_rgba8;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_shader_framebuffer_fetch;\nGLEW_VAR_EXPORT GLboolean __GLEW_ARM_shader_framebuffer_fetch_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_point_sprites;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_combine3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_route;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATIX_vertex_shader_output_point_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_element_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_envmap_bumpmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_fragment_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_map_object_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_meminfo;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_pn_triangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_separate_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_shader_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_text_fragment_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_compression_3dc;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_env_combine3;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_mirror_once;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_attrib_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_streams;\nGLEW_VAR_EXPORT GLboolean __GLEW_EGL_KHR_context_flush_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_EGL_NV_robustness_video_memory_purge;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_422_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_Cg_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_EGL_image_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_YUV_target;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_abgr;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_base_instance;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_bindable_uniform;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_equation_separate;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_separate;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_logic_op;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_subtract;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_buffer_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_clear_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_cull_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_volume_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_cmyka;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_buffer_half_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_subtable;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_compiled_vertex_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_compressed_ETC1_RGB8_sub_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_conservative_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_convolution;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_coordinate_frame;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_cull_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_label;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_marker;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_depth_bounds_test;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_direct_state_access;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_discard_framebuffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers_indexed;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_elements_base_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_range_elements;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_external_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_float_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_fog_coord;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_frag_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_fragment_lighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_blit;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_point_size;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_program_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader5;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_histogram;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_array_formats;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_func;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_material;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_light_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_map_buffer_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object_fd;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object_win32;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_misc_attribute;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multiple_textures;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisampled_render_to_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisampled_render_to_texture2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_multiview_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_paletted_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform_color_table;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_point_parameters;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_post_depth_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_provoking_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_pvrtc_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_raster_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_read_format_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_render_snorm;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_rescale_normal;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sRGB_write_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_scene_marker;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_secondary_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore_fd;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore_win32;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_shader_objects;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_specular_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_framebuffer_fetch;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_group_vote;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_formatted;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_store;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_implicit_conversions;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_integer_mix;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_io_blocks;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_non_constant_global_initializers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_pixel_local_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_pixel_local_storage2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_funcs;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_samplers;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_shared_texture_palette;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sparse_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_sparse_texture2;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_clear_tag;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_two_side;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_wrap;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_subtexture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture3D;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_astc_decode_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_bptc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_dxt1;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_latc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_rgtc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_s3tc;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_edge_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_add;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_combine;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_dot3;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_anisotropic;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_format_BGRA8888;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_integer;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_lod_bias;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_mirror_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_norm16;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_perturb_normal;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rg;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_R8;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_RG8;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_decode;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_shared_exponent;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_snorm;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_storage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_swizzle;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_type_2_10_10_10_REV;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_view;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_timer_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_transform_feedback;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_unpack_subimage;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_bgra;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_setXXX;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_attrib_64bit;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_weighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_win32_keyed_mutex;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_window_rectangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_EXT_x11_sync_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_frame_terminator;\nGLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_string_marker;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_convolution_border_modes;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_image_transform;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_occlusion_test;\nGLEW_VAR_EXPORT GLboolean __GLEW_HP_texture_lighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_cull_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_multimode_draw_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_rasterpos_clip;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_static_data;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_texture_mirrored_repeat;\nGLEW_VAR_EXPORT GLboolean __GLEW_IBM_vertex_array_lists;\nGLEW_VAR_EXPORT GLboolean __GLEW_INGR_color_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_INGR_interlace_read;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_conservative_rasterization;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_fragment_shader_ordering;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_framebuffer_CMAA;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_map_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_parallel_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_performance_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_INTEL_texture_scissor;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced_coherent;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_context_flush_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_debug;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_no_error;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_parallel_shader_compile;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_robust_buffer_access_behavior;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_robustness;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_hdr;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_ldr;\nGLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_sliced_3d;\nGLEW_VAR_EXPORT GLboolean __GLEW_KTX_buffer_region;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESAX_texture_stack;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_pack_invert;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_resize_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_shader_integer_functions;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_window_pos;\nGLEW_VAR_EXPORT GLboolean __GLEW_MESA_ycbcr_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_blend_equation_advanced_multi_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_conditional_render;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_gpu_memory_info;\nGLEW_VAR_EXPORT GLboolean __GLEW_NVX_linked_gpu_multicast;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_3dvision_settings;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_EGL_stream_consumer_external;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_alpha_to_coverage_dither_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bgr;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect_count;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced_coherent;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_minmax_factor;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_square;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_clip_space_w_scaling;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_command_list;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_compute_program5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conditional_render;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster_dilate;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster_pre_snap_triangles;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_depth_to_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_deep_texture3D;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_buffer_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_range_unclamped;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_buffers;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_instanced;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_vulkan_image;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_evaluators;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_attrib_location;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fbo_color_attachments;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fence;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fill_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_float_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fog_distance;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_coverage_to_color;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program_option;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_shader_interlock;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_blit;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_mixed_samples;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_generate_mipmap_sRGB;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader_passthrough;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_multicast;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5_mem_extended;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program_fp64;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_shader5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_half_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_image_formats;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_instanced_arrays;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_internalformat_sample_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_light_max_exponent;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_filter_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_non_square_matrices;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_occlusion_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_pack_subimage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_float_linear;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering_shared_edge;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_data_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_platform_binary;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_point_sprite;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_polygon_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_present_video;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_primitive_restart;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_read_depth;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_read_depth_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_read_stencil;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_robustness_video_memory_purge;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_sRGB_formats;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_locations;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_mask_override_coverage;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_counters;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_float;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_float64;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_fp16_vector;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_int64;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_buffer_load;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_noperspective_interpolation;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_storage_buffer_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_group;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_shuffle;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_cube;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_stereo_view_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_tessellation_program5;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_emboss;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_reflection;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_barrier;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_border_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_latc;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc_update;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_vtc;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_env_combine4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_expand_normal;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_npot_2D_mipmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle_compressed;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader3;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_uniform_buffer_unified_memory;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vdpau_interop;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_attrib_integer_64bit;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_buffer_unified_memory;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program1_1;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2_option;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program3;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program4;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_video_capture;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_array2;\nGLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_swizzle;\nGLEW_VAR_EXPORT GLboolean __GLEW_OES_byte_coordinates;\nGLEW_VAR_EXPORT GLboolean __GLEW_OML_interlace;\nGLEW_VAR_EXPORT GLboolean __GLEW_OML_resample;\nGLEW_VAR_EXPORT GLboolean __GLEW_OML_subsample;\nGLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview;\nGLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview2;\nGLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview_multisampled_render_to_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_PGI_misc_hints;\nGLEW_VAR_EXPORT GLboolean __GLEW_PGI_vertex_hints;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_alpha_test;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_binning_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_driver_control;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_extended_get;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_extended_get2;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_framebuffer_foveated;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_perfmon_global_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_shader_framebuffer_fetch_noncoherent;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_tiled_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_QCOM_writeonly_rendering;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_0_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_1_compatibility;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_enable;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_error_string;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_extension_query;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_log;\nGLEW_VAR_EXPORT GLboolean __GLEW_REGAL_proc_address;\nGLEW_VAR_EXPORT GLboolean __GLEW_REND_screen_coordinates;\nGLEW_VAR_EXPORT GLboolean __GLEW_S3_s3tc;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_clip_band_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_color_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_detail_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_fog_function;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_generate_mipmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_line_texgen;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multitexture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_pixel_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_point_line_texgen;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_shared_multisample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_sharpen_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture4D;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_border_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_edge_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_filter4;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_select;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_histogram;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_pixel;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_g_instruments;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_r_instruments;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_timer_instruments;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_alpha_minmax;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cadd;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cmultiply;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_calligraphic_fragment;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_clipmap;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_color_matrix_accuracy;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_color_table_index_mode;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_complex_polar;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_convolution_accuracy;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_cube_map;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_cylinder_texgen;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_datapipe;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_decimation;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_pass_instrument;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_dvc;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_flush_raster;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_blend;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_factor_to_alpha;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_layers;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_offset;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_patchy;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_scale;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_lighting_space;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_specular_lighting;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragments_instrument;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_framezoom;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_icc_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_igloo_interface;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_image_compression;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_impact_pixel_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_instrument_error;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_interlace;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ir_instrument1;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_line_quality_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_list_priority;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg1;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg2;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nonlinear_lighting_pervertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nurbs_eval;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_occlusion_instrument;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_packed_6bytes;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_bits;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_lod;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_tiles;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_polynomial_ffd;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_quad_mesh;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_reference_plane;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_resample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_scalebias_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow_ambient;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_slim;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_spotlight_cutoff;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_sprite;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subdiv_patch;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subsample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_tag_sample_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_add_env;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_coordinate_clamp;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_lod_bias;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_mipmap_anisotropic;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_multi_buffer;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_phase;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_range;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_scale_bias;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_supersample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vector_ops;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_array_object;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip_hint;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb_subsample;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcba;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_matrix;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_table;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex_type;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_fft;\nGLEW_VAR_EXPORT GLboolean __GLEW_SGI_texture_color_table;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUNX_constant_data;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_convolution_border_modes;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_global_alpha;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_mesh_array;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_read_video_pixels;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_slice_accum;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_triangle_list;\nGLEW_VAR_EXPORT GLboolean __GLEW_SUN_vertex;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_phong_shading;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_scene_markerXXX;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_specular_fog;\nGLEW_VAR_EXPORT GLboolean __GLEW_WIN_swap_hint;\n/* ------------------------------------------------------------------------- */\n\n/* error codes */\n#define GLEW_OK 0\n#define GLEW_NO_ERROR 0\n#define GLEW_ERROR_NO_GL_VERSION 1  /* missing GL version */\n#define GLEW_ERROR_GL_VERSION_10_ONLY 2  /* Need at least OpenGL 1.1 */\n#define GLEW_ERROR_GLX_VERSION_11_ONLY 3  /* Need at least GLX 1.2 */\n#define GLEW_ERROR_NO_GLX_DISPLAY 4  /* Need GLX display for GLX support */\n\n/* string codes */\n#define GLEW_VERSION 1\n#define GLEW_VERSION_MAJOR 2\n#define GLEW_VERSION_MINOR 3\n#define GLEW_VERSION_MICRO 4\n\n/* ------------------------------------------------------------------------- */\n\n/* GLEW version info */\n\n/*\nVERSION 2.1.0\nVERSION_MAJOR 2\nVERSION_MINOR 1\nVERSION_MICRO 0\n*/\n\n/* API */\nGLEWAPI GLenum GLEWAPIENTRY glewInit (void);\nGLEWAPI GLboolean GLEWAPIENTRY glewIsSupported (const char *name);\n#define glewIsExtensionSupported(x) glewIsSupported(x)\n\n#ifndef GLEW_GET_VAR\n#define GLEW_GET_VAR(x) (*(const GLboolean*)&x)\n#endif\n\n#ifndef GLEW_GET_FUN\n#define GLEW_GET_FUN(x) x\n#endif\n\nGLEWAPI GLboolean glewExperimental;\nGLEWAPI GLboolean GLEWAPIENTRY glewGetExtension (const char *name);\nGLEWAPI const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error);\nGLEWAPI const GLubyte * GLEWAPIENTRY glewGetString (GLenum name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#ifdef GLEW_APIENTRY_DEFINED\n#undef GLEW_APIENTRY_DEFINED\n#undef APIENTRY\n#endif\n\n#ifdef GLEW_CALLBACK_DEFINED\n#undef GLEW_CALLBACK_DEFINED\n#undef CALLBACK\n#endif\n\n#ifdef GLEW_WINGDIAPI_DEFINED\n#undef GLEW_WINGDIAPI_DEFINED\n#undef WINGDIAPI\n#endif\n\n#undef GLAPI\n/* #undef GLEWAPI */\n\n#endif /* __glew_h__ */\n"
  },
  {
    "path": "Dependencies/include/GL/glxew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n * Mesa 3-D graphics library\n * Version:  7.0\n *\n * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included\n * in all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL\n * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\n * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\n * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __glxew_h__\n#define __glxew_h__\n#define __GLXEW_H__\n\n#ifdef __glxext_h_\n#error glxext.h included before glxew.h\n#endif\n\n#if defined(GLX_H) || defined(__GLX_glx_h__) || defined(__glx_h__)\n#error glx.h included before glxew.h\n#endif\n\n#define __glxext_h_\n\n#define GLX_H\n#define __GLX_glx_h__\n#define __glx_h__\n\n#include <X11/Xlib.h>\n#include <X11/Xutil.h>\n#include <X11/Xmd.h>\n#include <GL/glew.h>\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* ---------------------------- GLX_VERSION_1_0 --------------------------- */\n\n#ifndef GLX_VERSION_1_0\n#define GLX_VERSION_1_0 1\n\n#define GLX_USE_GL 1\n#define GLX_BUFFER_SIZE 2\n#define GLX_LEVEL 3\n#define GLX_RGBA 4\n#define GLX_DOUBLEBUFFER 5\n#define GLX_STEREO 6\n#define GLX_AUX_BUFFERS 7\n#define GLX_RED_SIZE 8\n#define GLX_GREEN_SIZE 9\n#define GLX_BLUE_SIZE 10\n#define GLX_ALPHA_SIZE 11\n#define GLX_DEPTH_SIZE 12\n#define GLX_STENCIL_SIZE 13\n#define GLX_ACCUM_RED_SIZE 14\n#define GLX_ACCUM_GREEN_SIZE 15\n#define GLX_ACCUM_BLUE_SIZE 16\n#define GLX_ACCUM_ALPHA_SIZE 17\n#define GLX_BAD_SCREEN 1\n#define GLX_BAD_ATTRIBUTE 2\n#define GLX_NO_EXTENSION 3\n#define GLX_BAD_VISUAL 4\n#define GLX_BAD_CONTEXT 5\n#define GLX_BAD_VALUE 6\n#define GLX_BAD_ENUM 7\n\ntypedef XID GLXDrawable;\ntypedef XID GLXPixmap;\n#ifdef __sun\ntypedef struct __glXContextRec *GLXContext;\n#else\ntypedef struct __GLXcontextRec *GLXContext;\n#endif\n\ntypedef unsigned int GLXVideoDeviceNV; \n\nextern Bool glXQueryExtension (Display *dpy, int *errorBase, int *eventBase);\nextern Bool glXQueryVersion (Display *dpy, int *major, int *minor);\nextern int glXGetConfig (Display *dpy, XVisualInfo *vis, int attrib, int *value);\nextern XVisualInfo* glXChooseVisual (Display *dpy, int screen, int *attribList);\nextern GLXPixmap glXCreateGLXPixmap (Display *dpy, XVisualInfo *vis, Pixmap pixmap);\nextern void glXDestroyGLXPixmap (Display *dpy, GLXPixmap pix);\nextern GLXContext glXCreateContext (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct);\nextern void glXDestroyContext (Display *dpy, GLXContext ctx);\nextern Bool glXIsDirect (Display *dpy, GLXContext ctx);\nextern void glXCopyContext (Display *dpy, GLXContext src, GLXContext dst, GLulong mask);\nextern Bool glXMakeCurrent (Display *dpy, GLXDrawable drawable, GLXContext ctx);\nextern GLXContext glXGetCurrentContext (void);\nextern GLXDrawable glXGetCurrentDrawable (void);\nextern void glXWaitGL (void);\nextern void glXWaitX (void);\nextern void glXSwapBuffers (Display *dpy, GLXDrawable drawable);\nextern void glXUseXFont (Font font, int first, int count, int listBase);\n\n#define GLXEW_VERSION_1_0 GLXEW_GET_VAR(__GLXEW_VERSION_1_0)\n\n#endif /* GLX_VERSION_1_0 */\n\n/* ---------------------------- GLX_VERSION_1_1 --------------------------- */\n\n#ifndef GLX_VERSION_1_1\n#define GLX_VERSION_1_1\n\n#define GLX_VENDOR 0x1\n#define GLX_VERSION 0x2\n#define GLX_EXTENSIONS 0x3\n\nextern const char* glXQueryExtensionsString (Display *dpy, int screen);\nextern const char* glXGetClientString (Display *dpy, int name);\nextern const char* glXQueryServerString (Display *dpy, int screen, int name);\n\n#define GLXEW_VERSION_1_1 GLXEW_GET_VAR(__GLXEW_VERSION_1_1)\n\n#endif /* GLX_VERSION_1_1 */\n\n/* ---------------------------- GLX_VERSION_1_2 ---------------------------- */\n\n#ifndef GLX_VERSION_1_2\n#define GLX_VERSION_1_2 1\n\ntypedef Display* ( * PFNGLXGETCURRENTDISPLAYPROC) (void);\n\n#define glXGetCurrentDisplay GLXEW_GET_FUN(__glewXGetCurrentDisplay)\n\n#define GLXEW_VERSION_1_2 GLXEW_GET_VAR(__GLXEW_VERSION_1_2)\n\n#endif /* GLX_VERSION_1_2 */\n\n/* ---------------------------- GLX_VERSION_1_3 ---------------------------- */\n\n#ifndef GLX_VERSION_1_3\n#define GLX_VERSION_1_3 1\n\n#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001\n#define GLX_RGBA_BIT 0x00000001\n#define GLX_WINDOW_BIT 0x00000001\n#define GLX_COLOR_INDEX_BIT 0x00000002\n#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002\n#define GLX_PIXMAP_BIT 0x00000002\n#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004\n#define GLX_PBUFFER_BIT 0x00000004\n#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008\n#define GLX_AUX_BUFFERS_BIT 0x00000010\n#define GLX_CONFIG_CAVEAT 0x20\n#define GLX_DEPTH_BUFFER_BIT 0x00000020\n#define GLX_X_VISUAL_TYPE 0x22\n#define GLX_TRANSPARENT_TYPE 0x23\n#define GLX_TRANSPARENT_INDEX_VALUE 0x24\n#define GLX_TRANSPARENT_RED_VALUE 0x25\n#define GLX_TRANSPARENT_GREEN_VALUE 0x26\n#define GLX_TRANSPARENT_BLUE_VALUE 0x27\n#define GLX_TRANSPARENT_ALPHA_VALUE 0x28\n#define GLX_STENCIL_BUFFER_BIT 0x00000040\n#define GLX_ACCUM_BUFFER_BIT 0x00000080\n#define GLX_NONE 0x8000\n#define GLX_SLOW_CONFIG 0x8001\n#define GLX_TRUE_COLOR 0x8002\n#define GLX_DIRECT_COLOR 0x8003\n#define GLX_PSEUDO_COLOR 0x8004\n#define GLX_STATIC_COLOR 0x8005\n#define GLX_GRAY_SCALE 0x8006\n#define GLX_STATIC_GRAY 0x8007\n#define GLX_TRANSPARENT_RGB 0x8008\n#define GLX_TRANSPARENT_INDEX 0x8009\n#define GLX_VISUAL_ID 0x800B\n#define GLX_SCREEN 0x800C\n#define GLX_NON_CONFORMANT_CONFIG 0x800D\n#define GLX_DRAWABLE_TYPE 0x8010\n#define GLX_RENDER_TYPE 0x8011\n#define GLX_X_RENDERABLE 0x8012\n#define GLX_FBCONFIG_ID 0x8013\n#define GLX_RGBA_TYPE 0x8014\n#define GLX_COLOR_INDEX_TYPE 0x8015\n#define GLX_MAX_PBUFFER_WIDTH 0x8016\n#define GLX_MAX_PBUFFER_HEIGHT 0x8017\n#define GLX_MAX_PBUFFER_PIXELS 0x8018\n#define GLX_PRESERVED_CONTENTS 0x801B\n#define GLX_LARGEST_PBUFFER 0x801C\n#define GLX_WIDTH 0x801D\n#define GLX_HEIGHT 0x801E\n#define GLX_EVENT_MASK 0x801F\n#define GLX_DAMAGED 0x8020\n#define GLX_SAVED 0x8021\n#define GLX_WINDOW 0x8022\n#define GLX_PBUFFER 0x8023\n#define GLX_PBUFFER_HEIGHT 0x8040\n#define GLX_PBUFFER_WIDTH 0x8041\n#define GLX_PBUFFER_CLOBBER_MASK 0x08000000\n#define GLX_DONT_CARE 0xFFFFFFFF\n\ntypedef XID GLXFBConfigID;\ntypedef XID GLXPbuffer;\ntypedef XID GLXWindow;\ntypedef struct __GLXFBConfigRec *GLXFBConfig;\n\ntypedef struct {\n  int event_type; \n  int draw_type; \n  unsigned long serial; \n  Bool send_event; \n  Display *display; \n  GLXDrawable drawable; \n  unsigned int buffer_mask; \n  unsigned int aux_buffer; \n  int x, y; \n  int width, height; \n  int count; \n} GLXPbufferClobberEvent;\ntypedef union __GLXEvent {\n  GLXPbufferClobberEvent glxpbufferclobber; \n  long pad[24]; \n} GLXEvent;\n\ntypedef GLXFBConfig* ( * PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);\ntypedef GLXContext ( * PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);\ntypedef GLXPbuffer ( * PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list);\ntypedef GLXPixmap ( * PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);\ntypedef GLXWindow ( * PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);\ntypedef void ( * PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf);\ntypedef void ( * PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap);\ntypedef void ( * PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win);\ntypedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLEPROC) (void);\ntypedef int ( * PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value);\ntypedef GLXFBConfig* ( * PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements);\ntypedef void ( * PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask);\ntypedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config);\ntypedef Bool ( * PFNGLXMAKECONTEXTCURRENTPROC) (Display *display, GLXDrawable draw, GLXDrawable read, GLXContext ctx);\ntypedef int ( * PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value);\ntypedef void ( * PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);\ntypedef void ( * PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask);\n\n#define glXChooseFBConfig GLXEW_GET_FUN(__glewXChooseFBConfig)\n#define glXCreateNewContext GLXEW_GET_FUN(__glewXCreateNewContext)\n#define glXCreatePbuffer GLXEW_GET_FUN(__glewXCreatePbuffer)\n#define glXCreatePixmap GLXEW_GET_FUN(__glewXCreatePixmap)\n#define glXCreateWindow GLXEW_GET_FUN(__glewXCreateWindow)\n#define glXDestroyPbuffer GLXEW_GET_FUN(__glewXDestroyPbuffer)\n#define glXDestroyPixmap GLXEW_GET_FUN(__glewXDestroyPixmap)\n#define glXDestroyWindow GLXEW_GET_FUN(__glewXDestroyWindow)\n#define glXGetCurrentReadDrawable GLXEW_GET_FUN(__glewXGetCurrentReadDrawable)\n#define glXGetFBConfigAttrib GLXEW_GET_FUN(__glewXGetFBConfigAttrib)\n#define glXGetFBConfigs GLXEW_GET_FUN(__glewXGetFBConfigs)\n#define glXGetSelectedEvent GLXEW_GET_FUN(__glewXGetSelectedEvent)\n#define glXGetVisualFromFBConfig GLXEW_GET_FUN(__glewXGetVisualFromFBConfig)\n#define glXMakeContextCurrent GLXEW_GET_FUN(__glewXMakeContextCurrent)\n#define glXQueryContext GLXEW_GET_FUN(__glewXQueryContext)\n#define glXQueryDrawable GLXEW_GET_FUN(__glewXQueryDrawable)\n#define glXSelectEvent GLXEW_GET_FUN(__glewXSelectEvent)\n\n#define GLXEW_VERSION_1_3 GLXEW_GET_VAR(__GLXEW_VERSION_1_3)\n\n#endif /* GLX_VERSION_1_3 */\n\n/* ---------------------------- GLX_VERSION_1_4 ---------------------------- */\n\n#ifndef GLX_VERSION_1_4\n#define GLX_VERSION_1_4 1\n\n#define GLX_SAMPLE_BUFFERS 100000\n#define GLX_SAMPLES 100001\n\nextern void ( * glXGetProcAddress (const GLubyte *procName)) (void);\n\n#define GLXEW_VERSION_1_4 GLXEW_GET_VAR(__GLXEW_VERSION_1_4)\n\n#endif /* GLX_VERSION_1_4 */\n\n/* -------------------------- GLX_3DFX_multisample ------------------------- */\n\n#ifndef GLX_3DFX_multisample\n#define GLX_3DFX_multisample 1\n\n#define GLX_SAMPLE_BUFFERS_3DFX 0x8050\n#define GLX_SAMPLES_3DFX 0x8051\n\n#define GLXEW_3DFX_multisample GLXEW_GET_VAR(__GLXEW_3DFX_multisample)\n\n#endif /* GLX_3DFX_multisample */\n\n/* ------------------------ GLX_AMD_gpu_association ------------------------ */\n\n#ifndef GLX_AMD_gpu_association\n#define GLX_AMD_gpu_association 1\n\n#define GLX_GPU_VENDOR_AMD 0x1F00\n#define GLX_GPU_RENDERER_STRING_AMD 0x1F01\n#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02\n#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2\n#define GLX_GPU_RAM_AMD 0x21A3\n#define GLX_GPU_CLOCK_AMD 0x21A4\n#define GLX_GPU_NUM_PIPES_AMD 0x21A5\n#define GLX_GPU_NUM_SIMD_AMD 0x21A6\n#define GLX_GPU_NUM_RB_AMD 0x21A7\n#define GLX_GPU_NUM_SPI_AMD 0x21A8\n\ntypedef void ( * PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC) (GLXContext dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC) (unsigned int id, GLXContext share_list);\ntypedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (unsigned int id, GLXContext share_context, const int* attribList);\ntypedef Bool ( * PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC) (GLXContext ctx);\ntypedef unsigned int ( * PFNGLXGETCONTEXTGPUIDAMDPROC) (GLXContext ctx);\ntypedef GLXContext ( * PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);\ntypedef unsigned int ( * PFNGLXGETGPUIDSAMDPROC) (unsigned int maxCount, unsigned int* ids);\ntypedef int ( * PFNGLXGETGPUINFOAMDPROC) (unsigned int id, int property, GLenum dataType, unsigned int size, void* data);\ntypedef Bool ( * PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (GLXContext ctx);\n\n#define glXBlitContextFramebufferAMD GLXEW_GET_FUN(__glewXBlitContextFramebufferAMD)\n#define glXCreateAssociatedContextAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAMD)\n#define glXCreateAssociatedContextAttribsAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAttribsAMD)\n#define glXDeleteAssociatedContextAMD GLXEW_GET_FUN(__glewXDeleteAssociatedContextAMD)\n#define glXGetContextGPUIDAMD GLXEW_GET_FUN(__glewXGetContextGPUIDAMD)\n#define glXGetCurrentAssociatedContextAMD GLXEW_GET_FUN(__glewXGetCurrentAssociatedContextAMD)\n#define glXGetGPUIDsAMD GLXEW_GET_FUN(__glewXGetGPUIDsAMD)\n#define glXGetGPUInfoAMD GLXEW_GET_FUN(__glewXGetGPUInfoAMD)\n#define glXMakeAssociatedContextCurrentAMD GLXEW_GET_FUN(__glewXMakeAssociatedContextCurrentAMD)\n\n#define GLXEW_AMD_gpu_association GLXEW_GET_VAR(__GLXEW_AMD_gpu_association)\n\n#endif /* GLX_AMD_gpu_association */\n\n/* --------------------- GLX_ARB_context_flush_control --------------------- */\n\n#ifndef GLX_ARB_context_flush_control\n#define GLX_ARB_context_flush_control 1\n\n#define GLXEW_ARB_context_flush_control GLXEW_GET_VAR(__GLXEW_ARB_context_flush_control)\n\n#endif /* GLX_ARB_context_flush_control */\n\n/* ------------------------- GLX_ARB_create_context ------------------------ */\n\n#ifndef GLX_ARB_create_context\n#define GLX_ARB_create_context 1\n\n#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001\n#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\n#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091\n#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092\n#define GLX_CONTEXT_FLAGS_ARB 0x2094\n\ntypedef GLXContext ( * PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display* dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);\n\n#define glXCreateContextAttribsARB GLXEW_GET_FUN(__glewXCreateContextAttribsARB)\n\n#define GLXEW_ARB_create_context GLXEW_GET_VAR(__GLXEW_ARB_create_context)\n\n#endif /* GLX_ARB_create_context */\n\n/* -------------------- GLX_ARB_create_context_no_error -------------------- */\n\n#ifndef GLX_ARB_create_context_no_error\n#define GLX_ARB_create_context_no_error 1\n\n#define GLXEW_ARB_create_context_no_error GLXEW_GET_VAR(__GLXEW_ARB_create_context_no_error)\n\n#endif /* GLX_ARB_create_context_no_error */\n\n/* --------------------- GLX_ARB_create_context_profile -------------------- */\n\n#ifndef GLX_ARB_create_context_profile\n#define GLX_ARB_create_context_profile 1\n\n#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\n#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\n#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126\n\n#define GLXEW_ARB_create_context_profile GLXEW_GET_VAR(__GLXEW_ARB_create_context_profile)\n\n#endif /* GLX_ARB_create_context_profile */\n\n/* ------------------- GLX_ARB_create_context_robustness ------------------- */\n\n#ifndef GLX_ARB_create_context_robustness\n#define GLX_ARB_create_context_robustness 1\n\n#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004\n#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252\n#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256\n#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261\n\n#define GLXEW_ARB_create_context_robustness GLXEW_GET_VAR(__GLXEW_ARB_create_context_robustness)\n\n#endif /* GLX_ARB_create_context_robustness */\n\n/* ------------------------- GLX_ARB_fbconfig_float ------------------------ */\n\n#ifndef GLX_ARB_fbconfig_float\n#define GLX_ARB_fbconfig_float 1\n\n#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004\n#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9\n\n#define GLXEW_ARB_fbconfig_float GLXEW_GET_VAR(__GLXEW_ARB_fbconfig_float)\n\n#endif /* GLX_ARB_fbconfig_float */\n\n/* ------------------------ GLX_ARB_framebuffer_sRGB ----------------------- */\n\n#ifndef GLX_ARB_framebuffer_sRGB\n#define GLX_ARB_framebuffer_sRGB 1\n\n#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2\n\n#define GLXEW_ARB_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_ARB_framebuffer_sRGB)\n\n#endif /* GLX_ARB_framebuffer_sRGB */\n\n/* ------------------------ GLX_ARB_get_proc_address ----------------------- */\n\n#ifndef GLX_ARB_get_proc_address\n#define GLX_ARB_get_proc_address 1\n\nextern void ( * glXGetProcAddressARB (const GLubyte *procName)) (void);\n\n#define GLXEW_ARB_get_proc_address GLXEW_GET_VAR(__GLXEW_ARB_get_proc_address)\n\n#endif /* GLX_ARB_get_proc_address */\n\n/* -------------------------- GLX_ARB_multisample -------------------------- */\n\n#ifndef GLX_ARB_multisample\n#define GLX_ARB_multisample 1\n\n#define GLX_SAMPLE_BUFFERS_ARB 100000\n#define GLX_SAMPLES_ARB 100001\n\n#define GLXEW_ARB_multisample GLXEW_GET_VAR(__GLXEW_ARB_multisample)\n\n#endif /* GLX_ARB_multisample */\n\n/* ---------------- GLX_ARB_robustness_application_isolation --------------- */\n\n#ifndef GLX_ARB_robustness_application_isolation\n#define GLX_ARB_robustness_application_isolation 1\n\n#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define GLXEW_ARB_robustness_application_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_application_isolation)\n\n#endif /* GLX_ARB_robustness_application_isolation */\n\n/* ---------------- GLX_ARB_robustness_share_group_isolation --------------- */\n\n#ifndef GLX_ARB_robustness_share_group_isolation\n#define GLX_ARB_robustness_share_group_isolation 1\n\n#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define GLXEW_ARB_robustness_share_group_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_share_group_isolation)\n\n#endif /* GLX_ARB_robustness_share_group_isolation */\n\n/* ---------------------- GLX_ARB_vertex_buffer_object --------------------- */\n\n#ifndef GLX_ARB_vertex_buffer_object\n#define GLX_ARB_vertex_buffer_object 1\n\n#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095\n\n#define GLXEW_ARB_vertex_buffer_object GLXEW_GET_VAR(__GLXEW_ARB_vertex_buffer_object)\n\n#endif /* GLX_ARB_vertex_buffer_object */\n\n/* ----------------------- GLX_ATI_pixel_format_float ---------------------- */\n\n#ifndef GLX_ATI_pixel_format_float\n#define GLX_ATI_pixel_format_float 1\n\n#define GLX_RGBA_FLOAT_ATI_BIT 0x00000100\n\n#define GLXEW_ATI_pixel_format_float GLXEW_GET_VAR(__GLXEW_ATI_pixel_format_float)\n\n#endif /* GLX_ATI_pixel_format_float */\n\n/* ------------------------- GLX_ATI_render_texture ------------------------ */\n\n#ifndef GLX_ATI_render_texture\n#define GLX_ATI_render_texture 1\n\n#define GLX_BIND_TO_TEXTURE_RGB_ATI 0x9800\n#define GLX_BIND_TO_TEXTURE_RGBA_ATI 0x9801\n#define GLX_TEXTURE_FORMAT_ATI 0x9802\n#define GLX_TEXTURE_TARGET_ATI 0x9803\n#define GLX_MIPMAP_TEXTURE_ATI 0x9804\n#define GLX_TEXTURE_RGB_ATI 0x9805\n#define GLX_TEXTURE_RGBA_ATI 0x9806\n#define GLX_NO_TEXTURE_ATI 0x9807\n#define GLX_TEXTURE_CUBE_MAP_ATI 0x9808\n#define GLX_TEXTURE_1D_ATI 0x9809\n#define GLX_TEXTURE_2D_ATI 0x980A\n#define GLX_MIPMAP_LEVEL_ATI 0x980B\n#define GLX_CUBE_MAP_FACE_ATI 0x980C\n#define GLX_TEXTURE_CUBE_MAP_POSITIVE_X_ATI 0x980D\n#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_X_ATI 0x980E\n#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Y_ATI 0x980F\n#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Y_ATI 0x9810\n#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Z_ATI 0x9811\n#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Z_ATI 0x9812\n#define GLX_FRONT_LEFT_ATI 0x9813\n#define GLX_FRONT_RIGHT_ATI 0x9814\n#define GLX_BACK_LEFT_ATI 0x9815\n#define GLX_BACK_RIGHT_ATI 0x9816\n#define GLX_AUX0_ATI 0x9817\n#define GLX_AUX1_ATI 0x9818\n#define GLX_AUX2_ATI 0x9819\n#define GLX_AUX3_ATI 0x981A\n#define GLX_AUX4_ATI 0x981B\n#define GLX_AUX5_ATI 0x981C\n#define GLX_AUX6_ATI 0x981D\n#define GLX_AUX7_ATI 0x981E\n#define GLX_AUX8_ATI 0x981F\n#define GLX_AUX9_ATI 0x9820\n#define GLX_BIND_TO_TEXTURE_LUMINANCE_ATI 0x9821\n#define GLX_BIND_TO_TEXTURE_INTENSITY_ATI 0x9822\n\ntypedef void ( * PFNGLXBINDTEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer);\ntypedef void ( * PFNGLXDRAWABLEATTRIBATIPROC) (Display *dpy, GLXDrawable draw, const int *attrib_list);\ntypedef void ( * PFNGLXRELEASETEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer);\n\n#define glXBindTexImageATI GLXEW_GET_FUN(__glewXBindTexImageATI)\n#define glXDrawableAttribATI GLXEW_GET_FUN(__glewXDrawableAttribATI)\n#define glXReleaseTexImageATI GLXEW_GET_FUN(__glewXReleaseTexImageATI)\n\n#define GLXEW_ATI_render_texture GLXEW_GET_VAR(__GLXEW_ATI_render_texture)\n\n#endif /* GLX_ATI_render_texture */\n\n/* --------------------------- GLX_EXT_buffer_age -------------------------- */\n\n#ifndef GLX_EXT_buffer_age\n#define GLX_EXT_buffer_age 1\n\n#define GLX_BACK_BUFFER_AGE_EXT 0x20F4\n\n#define GLXEW_EXT_buffer_age GLXEW_GET_VAR(__GLXEW_EXT_buffer_age)\n\n#endif /* GLX_EXT_buffer_age */\n\n/* ------------------- GLX_EXT_create_context_es2_profile ------------------ */\n\n#ifndef GLX_EXT_create_context_es2_profile\n#define GLX_EXT_create_context_es2_profile 1\n\n#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004\n\n#define GLXEW_EXT_create_context_es2_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es2_profile)\n\n#endif /* GLX_EXT_create_context_es2_profile */\n\n/* ------------------- GLX_EXT_create_context_es_profile ------------------- */\n\n#ifndef GLX_EXT_create_context_es_profile\n#define GLX_EXT_create_context_es_profile 1\n\n#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004\n\n#define GLXEW_EXT_create_context_es_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es_profile)\n\n#endif /* GLX_EXT_create_context_es_profile */\n\n/* --------------------- GLX_EXT_fbconfig_packed_float --------------------- */\n\n#ifndef GLX_EXT_fbconfig_packed_float\n#define GLX_EXT_fbconfig_packed_float 1\n\n#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008\n#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1\n\n#define GLXEW_EXT_fbconfig_packed_float GLXEW_GET_VAR(__GLXEW_EXT_fbconfig_packed_float)\n\n#endif /* GLX_EXT_fbconfig_packed_float */\n\n/* ------------------------ GLX_EXT_framebuffer_sRGB ----------------------- */\n\n#ifndef GLX_EXT_framebuffer_sRGB\n#define GLX_EXT_framebuffer_sRGB 1\n\n#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2\n\n#define GLXEW_EXT_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_EXT_framebuffer_sRGB)\n\n#endif /* GLX_EXT_framebuffer_sRGB */\n\n/* ------------------------- GLX_EXT_import_context ------------------------ */\n\n#ifndef GLX_EXT_import_context\n#define GLX_EXT_import_context 1\n\n#define GLX_SHARE_CONTEXT_EXT 0x800A\n#define GLX_VISUAL_ID_EXT 0x800B\n#define GLX_SCREEN_EXT 0x800C\n\ntypedef XID GLXContextID;\n\ntypedef void ( * PFNGLXFREECONTEXTEXTPROC) (Display* dpy, GLXContext context);\ntypedef GLXContextID ( * PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context);\ntypedef GLXContext ( * PFNGLXIMPORTCONTEXTEXTPROC) (Display* dpy, GLXContextID contextID);\ntypedef int ( * PFNGLXQUERYCONTEXTINFOEXTPROC) (Display* dpy, GLXContext context, int attribute,int *value);\n\n#define glXFreeContextEXT GLXEW_GET_FUN(__glewXFreeContextEXT)\n#define glXGetContextIDEXT GLXEW_GET_FUN(__glewXGetContextIDEXT)\n#define glXImportContextEXT GLXEW_GET_FUN(__glewXImportContextEXT)\n#define glXQueryContextInfoEXT GLXEW_GET_FUN(__glewXQueryContextInfoEXT)\n\n#define GLXEW_EXT_import_context GLXEW_GET_VAR(__GLXEW_EXT_import_context)\n\n#endif /* GLX_EXT_import_context */\n\n/* ---------------------------- GLX_EXT_libglvnd --------------------------- */\n\n#ifndef GLX_EXT_libglvnd\n#define GLX_EXT_libglvnd 1\n\n#define GLX_VENDOR_NAMES_EXT 0x20F6\n\n#define GLXEW_EXT_libglvnd GLXEW_GET_VAR(__GLXEW_EXT_libglvnd)\n\n#endif /* GLX_EXT_libglvnd */\n\n/* -------------------------- GLX_EXT_scene_marker ------------------------- */\n\n#ifndef GLX_EXT_scene_marker\n#define GLX_EXT_scene_marker 1\n\n#define GLXEW_EXT_scene_marker GLXEW_GET_VAR(__GLXEW_EXT_scene_marker)\n\n#endif /* GLX_EXT_scene_marker */\n\n/* -------------------------- GLX_EXT_stereo_tree -------------------------- */\n\n#ifndef GLX_EXT_stereo_tree\n#define GLX_EXT_stereo_tree 1\n\n#define GLX_STEREO_NOTIFY_EXT 0x00000000\n#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001\n#define GLX_STEREO_TREE_EXT 0x20F5\n\n#define GLXEW_EXT_stereo_tree GLXEW_GET_VAR(__GLXEW_EXT_stereo_tree)\n\n#endif /* GLX_EXT_stereo_tree */\n\n/* -------------------------- GLX_EXT_swap_control ------------------------- */\n\n#ifndef GLX_EXT_swap_control\n#define GLX_EXT_swap_control 1\n\n#define GLX_SWAP_INTERVAL_EXT 0x20F1\n#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2\n\ntypedef void ( * PFNGLXSWAPINTERVALEXTPROC) (Display* dpy, GLXDrawable drawable, int interval);\n\n#define glXSwapIntervalEXT GLXEW_GET_FUN(__glewXSwapIntervalEXT)\n\n#define GLXEW_EXT_swap_control GLXEW_GET_VAR(__GLXEW_EXT_swap_control)\n\n#endif /* GLX_EXT_swap_control */\n\n/* ----------------------- GLX_EXT_swap_control_tear ----------------------- */\n\n#ifndef GLX_EXT_swap_control_tear\n#define GLX_EXT_swap_control_tear 1\n\n#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3\n\n#define GLXEW_EXT_swap_control_tear GLXEW_GET_VAR(__GLXEW_EXT_swap_control_tear)\n\n#endif /* GLX_EXT_swap_control_tear */\n\n/* ---------------------- GLX_EXT_texture_from_pixmap ---------------------- */\n\n#ifndef GLX_EXT_texture_from_pixmap\n#define GLX_EXT_texture_from_pixmap 1\n\n#define GLX_TEXTURE_1D_BIT_EXT 0x00000001\n#define GLX_TEXTURE_2D_BIT_EXT 0x00000002\n#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004\n#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0\n#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1\n#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2\n#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3\n#define GLX_Y_INVERTED_EXT 0x20D4\n#define GLX_TEXTURE_FORMAT_EXT 0x20D5\n#define GLX_TEXTURE_TARGET_EXT 0x20D6\n#define GLX_MIPMAP_TEXTURE_EXT 0x20D7\n#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8\n#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9\n#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA\n#define GLX_TEXTURE_1D_EXT 0x20DB\n#define GLX_TEXTURE_2D_EXT 0x20DC\n#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD\n#define GLX_FRONT_LEFT_EXT 0x20DE\n#define GLX_FRONT_RIGHT_EXT 0x20DF\n#define GLX_BACK_LEFT_EXT 0x20E0\n#define GLX_BACK_RIGHT_EXT 0x20E1\n#define GLX_AUX0_EXT 0x20E2\n#define GLX_AUX1_EXT 0x20E3\n#define GLX_AUX2_EXT 0x20E4\n#define GLX_AUX3_EXT 0x20E5\n#define GLX_AUX4_EXT 0x20E6\n#define GLX_AUX5_EXT 0x20E7\n#define GLX_AUX6_EXT 0x20E8\n#define GLX_AUX7_EXT 0x20E9\n#define GLX_AUX8_EXT 0x20EA\n#define GLX_AUX9_EXT 0x20EB\n\ntypedef void ( * PFNGLXBINDTEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer, const int *attrib_list);\ntypedef void ( * PFNGLXRELEASETEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer);\n\n#define glXBindTexImageEXT GLXEW_GET_FUN(__glewXBindTexImageEXT)\n#define glXReleaseTexImageEXT GLXEW_GET_FUN(__glewXReleaseTexImageEXT)\n\n#define GLXEW_EXT_texture_from_pixmap GLXEW_GET_VAR(__GLXEW_EXT_texture_from_pixmap)\n\n#endif /* GLX_EXT_texture_from_pixmap */\n\n/* -------------------------- GLX_EXT_visual_info -------------------------- */\n\n#ifndef GLX_EXT_visual_info\n#define GLX_EXT_visual_info 1\n\n#define GLX_X_VISUAL_TYPE_EXT 0x22\n#define GLX_TRANSPARENT_TYPE_EXT 0x23\n#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24\n#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25\n#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26\n#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27\n#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28\n#define GLX_NONE_EXT 0x8000\n#define GLX_TRUE_COLOR_EXT 0x8002\n#define GLX_DIRECT_COLOR_EXT 0x8003\n#define GLX_PSEUDO_COLOR_EXT 0x8004\n#define GLX_STATIC_COLOR_EXT 0x8005\n#define GLX_GRAY_SCALE_EXT 0x8006\n#define GLX_STATIC_GRAY_EXT 0x8007\n#define GLX_TRANSPARENT_RGB_EXT 0x8008\n#define GLX_TRANSPARENT_INDEX_EXT 0x8009\n\n#define GLXEW_EXT_visual_info GLXEW_GET_VAR(__GLXEW_EXT_visual_info)\n\n#endif /* GLX_EXT_visual_info */\n\n/* ------------------------- GLX_EXT_visual_rating ------------------------- */\n\n#ifndef GLX_EXT_visual_rating\n#define GLX_EXT_visual_rating 1\n\n#define GLX_VISUAL_CAVEAT_EXT 0x20\n#define GLX_SLOW_VISUAL_EXT 0x8001\n#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D\n\n#define GLXEW_EXT_visual_rating GLXEW_GET_VAR(__GLXEW_EXT_visual_rating)\n\n#endif /* GLX_EXT_visual_rating */\n\n/* -------------------------- GLX_INTEL_swap_event ------------------------- */\n\n#ifndef GLX_INTEL_swap_event\n#define GLX_INTEL_swap_event 1\n\n#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180\n#define GLX_COPY_COMPLETE_INTEL 0x8181\n#define GLX_FLIP_COMPLETE_INTEL 0x8182\n#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000\n\n#define GLXEW_INTEL_swap_event GLXEW_GET_VAR(__GLXEW_INTEL_swap_event)\n\n#endif /* GLX_INTEL_swap_event */\n\n/* -------------------------- GLX_MESA_agp_offset -------------------------- */\n\n#ifndef GLX_MESA_agp_offset\n#define GLX_MESA_agp_offset 1\n\ntypedef unsigned int ( * PFNGLXGETAGPOFFSETMESAPROC) (const void* pointer);\n\n#define glXGetAGPOffsetMESA GLXEW_GET_FUN(__glewXGetAGPOffsetMESA)\n\n#define GLXEW_MESA_agp_offset GLXEW_GET_VAR(__GLXEW_MESA_agp_offset)\n\n#endif /* GLX_MESA_agp_offset */\n\n/* ------------------------ GLX_MESA_copy_sub_buffer ----------------------- */\n\n#ifndef GLX_MESA_copy_sub_buffer\n#define GLX_MESA_copy_sub_buffer 1\n\ntypedef void ( * PFNGLXCOPYSUBBUFFERMESAPROC) (Display* dpy, GLXDrawable drawable, int x, int y, int width, int height);\n\n#define glXCopySubBufferMESA GLXEW_GET_FUN(__glewXCopySubBufferMESA)\n\n#define GLXEW_MESA_copy_sub_buffer GLXEW_GET_VAR(__GLXEW_MESA_copy_sub_buffer)\n\n#endif /* GLX_MESA_copy_sub_buffer */\n\n/* ------------------------ GLX_MESA_pixmap_colormap ----------------------- */\n\n#ifndef GLX_MESA_pixmap_colormap\n#define GLX_MESA_pixmap_colormap 1\n\ntypedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPMESAPROC) (Display* dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap);\n\n#define glXCreateGLXPixmapMESA GLXEW_GET_FUN(__glewXCreateGLXPixmapMESA)\n\n#define GLXEW_MESA_pixmap_colormap GLXEW_GET_VAR(__GLXEW_MESA_pixmap_colormap)\n\n#endif /* GLX_MESA_pixmap_colormap */\n\n/* ------------------------ GLX_MESA_query_renderer ------------------------ */\n\n#ifndef GLX_MESA_query_renderer\n#define GLX_MESA_query_renderer 1\n\n#define GLX_RENDERER_VENDOR_ID_MESA 0x8183\n#define GLX_RENDERER_DEVICE_ID_MESA 0x8184\n#define GLX_RENDERER_VERSION_MESA 0x8185\n#define GLX_RENDERER_ACCELERATED_MESA 0x8186\n#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187\n#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188\n#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189\n#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A\n#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B\n#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C\n#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D\n#define GLX_RENDERER_ID_MESA 0x818E\n\ntypedef Bool ( * PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int* value);\ntypedef const char* ( * PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute);\ntypedef Bool ( * PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display* dpy, int screen, int renderer, int attribute, unsigned int *value);\ntypedef const char* ( * PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute);\n\n#define glXQueryCurrentRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererIntegerMESA)\n#define glXQueryCurrentRendererStringMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererStringMESA)\n#define glXQueryRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryRendererIntegerMESA)\n#define glXQueryRendererStringMESA GLXEW_GET_FUN(__glewXQueryRendererStringMESA)\n\n#define GLXEW_MESA_query_renderer GLXEW_GET_VAR(__GLXEW_MESA_query_renderer)\n\n#endif /* GLX_MESA_query_renderer */\n\n/* ------------------------ GLX_MESA_release_buffers ----------------------- */\n\n#ifndef GLX_MESA_release_buffers\n#define GLX_MESA_release_buffers 1\n\ntypedef Bool ( * PFNGLXRELEASEBUFFERSMESAPROC) (Display* dpy, GLXDrawable d);\n\n#define glXReleaseBuffersMESA GLXEW_GET_FUN(__glewXReleaseBuffersMESA)\n\n#define GLXEW_MESA_release_buffers GLXEW_GET_VAR(__GLXEW_MESA_release_buffers)\n\n#endif /* GLX_MESA_release_buffers */\n\n/* ------------------------- GLX_MESA_set_3dfx_mode ------------------------ */\n\n#ifndef GLX_MESA_set_3dfx_mode\n#define GLX_MESA_set_3dfx_mode 1\n\n#define GLX_3DFX_WINDOW_MODE_MESA 0x1\n#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2\n\ntypedef GLboolean ( * PFNGLXSET3DFXMODEMESAPROC) (GLint mode);\n\n#define glXSet3DfxModeMESA GLXEW_GET_FUN(__glewXSet3DfxModeMESA)\n\n#define GLXEW_MESA_set_3dfx_mode GLXEW_GET_VAR(__GLXEW_MESA_set_3dfx_mode)\n\n#endif /* GLX_MESA_set_3dfx_mode */\n\n/* ------------------------- GLX_MESA_swap_control ------------------------- */\n\n#ifndef GLX_MESA_swap_control\n#define GLX_MESA_swap_control 1\n\ntypedef int ( * PFNGLXGETSWAPINTERVALMESAPROC) (void);\ntypedef int ( * PFNGLXSWAPINTERVALMESAPROC) (unsigned int interval);\n\n#define glXGetSwapIntervalMESA GLXEW_GET_FUN(__glewXGetSwapIntervalMESA)\n#define glXSwapIntervalMESA GLXEW_GET_FUN(__glewXSwapIntervalMESA)\n\n#define GLXEW_MESA_swap_control GLXEW_GET_VAR(__GLXEW_MESA_swap_control)\n\n#endif /* GLX_MESA_swap_control */\n\n/* --------------------------- GLX_NV_copy_buffer -------------------------- */\n\n#ifndef GLX_NV_copy_buffer\n#define GLX_NV_copy_buffer 1\n\ntypedef void ( * PFNGLXCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\ntypedef void ( * PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\n\n#define glXCopyBufferSubDataNV GLXEW_GET_FUN(__glewXCopyBufferSubDataNV)\n#define glXNamedCopyBufferSubDataNV GLXEW_GET_FUN(__glewXNamedCopyBufferSubDataNV)\n\n#define GLXEW_NV_copy_buffer GLXEW_GET_VAR(__GLXEW_NV_copy_buffer)\n\n#endif /* GLX_NV_copy_buffer */\n\n/* --------------------------- GLX_NV_copy_image --------------------------- */\n\n#ifndef GLX_NV_copy_image\n#define GLX_NV_copy_image 1\n\ntypedef void ( * PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\n\n#define glXCopyImageSubDataNV GLXEW_GET_FUN(__glewXCopyImageSubDataNV)\n\n#define GLXEW_NV_copy_image GLXEW_GET_VAR(__GLXEW_NV_copy_image)\n\n#endif /* GLX_NV_copy_image */\n\n/* ------------------------ GLX_NV_delay_before_swap ----------------------- */\n\n#ifndef GLX_NV_delay_before_swap\n#define GLX_NV_delay_before_swap 1\n\ntypedef Bool ( * PFNGLXDELAYBEFORESWAPNVPROC) (Display* dpy, GLXDrawable drawable, GLfloat seconds);\n\n#define glXDelayBeforeSwapNV GLXEW_GET_FUN(__glewXDelayBeforeSwapNV)\n\n#define GLXEW_NV_delay_before_swap GLXEW_GET_VAR(__GLXEW_NV_delay_before_swap)\n\n#endif /* GLX_NV_delay_before_swap */\n\n/* -------------------------- GLX_NV_float_buffer -------------------------- */\n\n#ifndef GLX_NV_float_buffer\n#define GLX_NV_float_buffer 1\n\n#define GLX_FLOAT_COMPONENTS_NV 0x20B0\n\n#define GLXEW_NV_float_buffer GLXEW_GET_VAR(__GLXEW_NV_float_buffer)\n\n#endif /* GLX_NV_float_buffer */\n\n/* ---------------------- GLX_NV_multisample_coverage ---------------------- */\n\n#ifndef GLX_NV_multisample_coverage\n#define GLX_NV_multisample_coverage 1\n\n#define GLX_COLOR_SAMPLES_NV 0x20B3\n#define GLX_COVERAGE_SAMPLES_NV 100001\n\n#define GLXEW_NV_multisample_coverage GLXEW_GET_VAR(__GLXEW_NV_multisample_coverage)\n\n#endif /* GLX_NV_multisample_coverage */\n\n/* -------------------------- GLX_NV_present_video ------------------------- */\n\n#ifndef GLX_NV_present_video\n#define GLX_NV_present_video 1\n\n#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0\n\ntypedef int ( * PFNGLXBINDVIDEODEVICENVPROC) (Display* dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list);\ntypedef unsigned int* ( * PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements);\n\n#define glXBindVideoDeviceNV GLXEW_GET_FUN(__glewXBindVideoDeviceNV)\n#define glXEnumerateVideoDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoDevicesNV)\n\n#define GLXEW_NV_present_video GLXEW_GET_VAR(__GLXEW_NV_present_video)\n\n#endif /* GLX_NV_present_video */\n\n/* ------------------ GLX_NV_robustness_video_memory_purge ----------------- */\n\n#ifndef GLX_NV_robustness_video_memory_purge\n#define GLX_NV_robustness_video_memory_purge 1\n\n#define GLX_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x20F7\n\n#define GLXEW_NV_robustness_video_memory_purge GLXEW_GET_VAR(__GLXEW_NV_robustness_video_memory_purge)\n\n#endif /* GLX_NV_robustness_video_memory_purge */\n\n/* --------------------------- GLX_NV_swap_group --------------------------- */\n\n#ifndef GLX_NV_swap_group\n#define GLX_NV_swap_group 1\n\ntypedef Bool ( * PFNGLXBINDSWAPBARRIERNVPROC) (Display* dpy, GLuint group, GLuint barrier);\ntypedef Bool ( * PFNGLXJOINSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint group);\ntypedef Bool ( * PFNGLXQUERYFRAMECOUNTNVPROC) (Display* dpy, int screen, GLuint *count);\ntypedef Bool ( * PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display* dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers);\ntypedef Bool ( * PFNGLXQUERYSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier);\ntypedef Bool ( * PFNGLXRESETFRAMECOUNTNVPROC) (Display* dpy, int screen);\n\n#define glXBindSwapBarrierNV GLXEW_GET_FUN(__glewXBindSwapBarrierNV)\n#define glXJoinSwapGroupNV GLXEW_GET_FUN(__glewXJoinSwapGroupNV)\n#define glXQueryFrameCountNV GLXEW_GET_FUN(__glewXQueryFrameCountNV)\n#define glXQueryMaxSwapGroupsNV GLXEW_GET_FUN(__glewXQueryMaxSwapGroupsNV)\n#define glXQuerySwapGroupNV GLXEW_GET_FUN(__glewXQuerySwapGroupNV)\n#define glXResetFrameCountNV GLXEW_GET_FUN(__glewXResetFrameCountNV)\n\n#define GLXEW_NV_swap_group GLXEW_GET_VAR(__GLXEW_NV_swap_group)\n\n#endif /* GLX_NV_swap_group */\n\n/* ----------------------- GLX_NV_vertex_array_range ----------------------- */\n\n#ifndef GLX_NV_vertex_array_range\n#define GLX_NV_vertex_array_range 1\n\ntypedef void * ( * PFNGLXALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);\ntypedef void ( * PFNGLXFREEMEMORYNVPROC) (void *pointer);\n\n#define glXAllocateMemoryNV GLXEW_GET_FUN(__glewXAllocateMemoryNV)\n#define glXFreeMemoryNV GLXEW_GET_FUN(__glewXFreeMemoryNV)\n\n#define GLXEW_NV_vertex_array_range GLXEW_GET_VAR(__GLXEW_NV_vertex_array_range)\n\n#endif /* GLX_NV_vertex_array_range */\n\n/* -------------------------- GLX_NV_video_capture ------------------------- */\n\n#ifndef GLX_NV_video_capture\n#define GLX_NV_video_capture 1\n\n#define GLX_DEVICE_ID_NV 0x20CD\n#define GLX_UNIQUE_ID_NV 0x20CE\n#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF\n\ntypedef XID GLXVideoCaptureDeviceNV;\n\ntypedef int ( * PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display* dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device);\ntypedef GLXVideoCaptureDeviceNV * ( * PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display* dpy, int screen, int *nelements);\ntypedef void ( * PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device);\ntypedef int ( * PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value);\ntypedef void ( * PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device);\n\n#define glXBindVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXBindVideoCaptureDeviceNV)\n#define glXEnumerateVideoCaptureDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoCaptureDevicesNV)\n#define glXLockVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXLockVideoCaptureDeviceNV)\n#define glXQueryVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXQueryVideoCaptureDeviceNV)\n#define glXReleaseVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoCaptureDeviceNV)\n\n#define GLXEW_NV_video_capture GLXEW_GET_VAR(__GLXEW_NV_video_capture)\n\n#endif /* GLX_NV_video_capture */\n\n/* ---------------------------- GLX_NV_video_out --------------------------- */\n\n#ifndef GLX_NV_video_out\n#define GLX_NV_video_out 1\n\n#define GLX_VIDEO_OUT_COLOR_NV 0x20C3\n#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4\n#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5\n#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6\n#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7\n#define GLX_VIDEO_OUT_FRAME_NV 0x20C8\n#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9\n#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA\n#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB\n#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC\n\ntypedef int ( * PFNGLXBINDVIDEOIMAGENVPROC) (Display* dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer);\ntypedef int ( * PFNGLXGETVIDEODEVICENVPROC) (Display* dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice);\ntypedef int ( * PFNGLXGETVIDEOINFONVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);\ntypedef int ( * PFNGLXRELEASEVIDEODEVICENVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice);\ntypedef int ( * PFNGLXRELEASEVIDEOIMAGENVPROC) (Display* dpy, GLXPbuffer pbuf);\ntypedef int ( * PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display* dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);\n\n#define glXBindVideoImageNV GLXEW_GET_FUN(__glewXBindVideoImageNV)\n#define glXGetVideoDeviceNV GLXEW_GET_FUN(__glewXGetVideoDeviceNV)\n#define glXGetVideoInfoNV GLXEW_GET_FUN(__glewXGetVideoInfoNV)\n#define glXReleaseVideoDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoDeviceNV)\n#define glXReleaseVideoImageNV GLXEW_GET_FUN(__glewXReleaseVideoImageNV)\n#define glXSendPbufferToVideoNV GLXEW_GET_FUN(__glewXSendPbufferToVideoNV)\n\n#define GLXEW_NV_video_out GLXEW_GET_VAR(__GLXEW_NV_video_out)\n\n#endif /* GLX_NV_video_out */\n\n/* -------------------------- GLX_OML_swap_method -------------------------- */\n\n#ifndef GLX_OML_swap_method\n#define GLX_OML_swap_method 1\n\n#define GLX_SWAP_METHOD_OML 0x8060\n#define GLX_SWAP_EXCHANGE_OML 0x8061\n#define GLX_SWAP_COPY_OML 0x8062\n#define GLX_SWAP_UNDEFINED_OML 0x8063\n\n#define GLXEW_OML_swap_method GLXEW_GET_VAR(__GLXEW_OML_swap_method)\n\n#endif /* GLX_OML_swap_method */\n\n/* -------------------------- GLX_OML_sync_control ------------------------- */\n\n#ifndef GLX_OML_sync_control\n#define GLX_OML_sync_control 1\n\ntypedef Bool ( * PFNGLXGETMSCRATEOMLPROC) (Display* dpy, GLXDrawable drawable, int32_t* numerator, int32_t* denominator);\ntypedef Bool ( * PFNGLXGETSYNCVALUESOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t* ust, int64_t* msc, int64_t* sbc);\ntypedef int64_t ( * PFNGLXSWAPBUFFERSMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder);\ntypedef Bool ( * PFNGLXWAITFORMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t* ust, int64_t* msc, int64_t* sbc);\ntypedef Bool ( * PFNGLXWAITFORSBCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_sbc, int64_t* ust, int64_t* msc, int64_t* sbc);\n\n#define glXGetMscRateOML GLXEW_GET_FUN(__glewXGetMscRateOML)\n#define glXGetSyncValuesOML GLXEW_GET_FUN(__glewXGetSyncValuesOML)\n#define glXSwapBuffersMscOML GLXEW_GET_FUN(__glewXSwapBuffersMscOML)\n#define glXWaitForMscOML GLXEW_GET_FUN(__glewXWaitForMscOML)\n#define glXWaitForSbcOML GLXEW_GET_FUN(__glewXWaitForSbcOML)\n\n#define GLXEW_OML_sync_control GLXEW_GET_VAR(__GLXEW_OML_sync_control)\n\n#endif /* GLX_OML_sync_control */\n\n/* ------------------------ GLX_SGIS_blended_overlay ----------------------- */\n\n#ifndef GLX_SGIS_blended_overlay\n#define GLX_SGIS_blended_overlay 1\n\n#define GLX_BLENDED_RGBA_SGIS 0x8025\n\n#define GLXEW_SGIS_blended_overlay GLXEW_GET_VAR(__GLXEW_SGIS_blended_overlay)\n\n#endif /* GLX_SGIS_blended_overlay */\n\n/* -------------------------- GLX_SGIS_color_range ------------------------- */\n\n#ifndef GLX_SGIS_color_range\n#define GLX_SGIS_color_range 1\n\n#define GLXEW_SGIS_color_range GLXEW_GET_VAR(__GLXEW_SGIS_color_range)\n\n#endif /* GLX_SGIS_color_range */\n\n/* -------------------------- GLX_SGIS_multisample ------------------------- */\n\n#ifndef GLX_SGIS_multisample\n#define GLX_SGIS_multisample 1\n\n#define GLX_SAMPLE_BUFFERS_SGIS 100000\n#define GLX_SAMPLES_SGIS 100001\n\n#define GLXEW_SGIS_multisample GLXEW_GET_VAR(__GLXEW_SGIS_multisample)\n\n#endif /* GLX_SGIS_multisample */\n\n/* ---------------------- GLX_SGIS_shared_multisample ---------------------- */\n\n#ifndef GLX_SGIS_shared_multisample\n#define GLX_SGIS_shared_multisample 1\n\n#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026\n#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027\n\n#define GLXEW_SGIS_shared_multisample GLXEW_GET_VAR(__GLXEW_SGIS_shared_multisample)\n\n#endif /* GLX_SGIS_shared_multisample */\n\n/* --------------------------- GLX_SGIX_fbconfig --------------------------- */\n\n#ifndef GLX_SGIX_fbconfig\n#define GLX_SGIX_fbconfig 1\n\n#define GLX_RGBA_BIT_SGIX 0x00000001\n#define GLX_WINDOW_BIT_SGIX 0x00000001\n#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002\n#define GLX_PIXMAP_BIT_SGIX 0x00000002\n#define GLX_SCREEN_EXT 0x800C\n#define GLX_DRAWABLE_TYPE_SGIX 0x8010\n#define GLX_RENDER_TYPE_SGIX 0x8011\n#define GLX_X_RENDERABLE_SGIX 0x8012\n#define GLX_FBCONFIG_ID_SGIX 0x8013\n#define GLX_RGBA_TYPE_SGIX 0x8014\n#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015\n\ntypedef XID GLXFBConfigIDSGIX;\ntypedef struct __GLXFBConfigRec *GLXFBConfigSGIX;\n\ntypedef GLXFBConfigSGIX* ( * PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);\ntypedef GLXContext ( * PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);\ntypedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, Pixmap pixmap);\ntypedef int ( * PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display* dpy, GLXFBConfigSGIX config, int attribute, int *value);\ntypedef GLXFBConfigSGIX ( * PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display* dpy, XVisualInfo *vis);\ntypedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfig config);\n\n#define glXChooseFBConfigSGIX GLXEW_GET_FUN(__glewXChooseFBConfigSGIX)\n#define glXCreateContextWithConfigSGIX GLXEW_GET_FUN(__glewXCreateContextWithConfigSGIX)\n#define glXCreateGLXPixmapWithConfigSGIX GLXEW_GET_FUN(__glewXCreateGLXPixmapWithConfigSGIX)\n#define glXGetFBConfigAttribSGIX GLXEW_GET_FUN(__glewXGetFBConfigAttribSGIX)\n#define glXGetFBConfigFromVisualSGIX GLXEW_GET_FUN(__glewXGetFBConfigFromVisualSGIX)\n#define glXGetVisualFromFBConfigSGIX GLXEW_GET_FUN(__glewXGetVisualFromFBConfigSGIX)\n\n#define GLXEW_SGIX_fbconfig GLXEW_GET_VAR(__GLXEW_SGIX_fbconfig)\n\n#endif /* GLX_SGIX_fbconfig */\n\n/* --------------------------- GLX_SGIX_hyperpipe -------------------------- */\n\n#ifndef GLX_SGIX_hyperpipe\n#define GLX_SGIX_hyperpipe 1\n\n#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001\n#define GLX_PIPE_RECT_SGIX 0x00000001\n#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002\n#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002\n#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003\n#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004\n#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80\n#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91\n#define GLX_BAD_HYPERPIPE_SGIX 92\n#define GLX_HYPERPIPE_ID_SGIX 0x8030\n\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int  networkId; \n} GLXHyperpipeNetworkSGIX;\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int XOrigin; \n  int YOrigin; \n  int maxHeight; \n  int maxWidth; \n} GLXPipeRectLimits;\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int channel; \n  unsigned int participationType; \n  int timeSlice; \n} GLXHyperpipeConfigSGIX;\ntypedef struct {\n  char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; \n  int srcXOrigin; \n  int srcYOrigin; \n  int srcWidth; \n  int srcHeight; \n  int destXOrigin; \n  int destYOrigin; \n  int destWidth; \n  int destHeight; \n} GLXPipeRect;\n\ntypedef int ( * PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId);\ntypedef int ( * PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId);\ntypedef int ( * PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList);\ntypedef int ( * PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId);\ntypedef int ( * PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList);\ntypedef int ( * PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList);\ntypedef GLXHyperpipeConfigSGIX * ( * PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes);\ntypedef GLXHyperpipeNetworkSGIX * ( * PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes);\n\n#define glXBindHyperpipeSGIX GLXEW_GET_FUN(__glewXBindHyperpipeSGIX)\n#define glXDestroyHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXDestroyHyperpipeConfigSGIX)\n#define glXHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXHyperpipeAttribSGIX)\n#define glXHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXHyperpipeConfigSGIX)\n#define glXQueryHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeAttribSGIX)\n#define glXQueryHyperpipeBestAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeBestAttribSGIX)\n#define glXQueryHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeConfigSGIX)\n#define glXQueryHyperpipeNetworkSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeNetworkSGIX)\n\n#define GLXEW_SGIX_hyperpipe GLXEW_GET_VAR(__GLXEW_SGIX_hyperpipe)\n\n#endif /* GLX_SGIX_hyperpipe */\n\n/* ---------------------------- GLX_SGIX_pbuffer --------------------------- */\n\n#ifndef GLX_SGIX_pbuffer\n#define GLX_SGIX_pbuffer 1\n\n#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001\n#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002\n#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004\n#define GLX_PBUFFER_BIT_SGIX 0x00000004\n#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008\n#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010\n#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020\n#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040\n#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080\n#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100\n#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016\n#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017\n#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018\n#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019\n#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A\n#define GLX_PRESERVED_CONTENTS_SGIX 0x801B\n#define GLX_LARGEST_PBUFFER_SGIX 0x801C\n#define GLX_WIDTH_SGIX 0x801D\n#define GLX_HEIGHT_SGIX 0x801E\n#define GLX_EVENT_MASK_SGIX 0x801F\n#define GLX_DAMAGED_SGIX 0x8020\n#define GLX_SAVED_SGIX 0x8021\n#define GLX_WINDOW_SGIX 0x8022\n#define GLX_PBUFFER_SGIX 0x8023\n#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000\n\ntypedef XID GLXPbufferSGIX;\ntypedef struct { int type; unsigned long serial; Bool send_event; Display *display; GLXDrawable drawable; int event_type; int draw_type; unsigned int mask; int x, y; int width, height; int count; } GLXBufferClobberEventSGIX;\n\ntypedef GLXPbuffer ( * PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display* dpy, GLXFBConfig config, unsigned int width, unsigned int height, int *attrib_list);\ntypedef void ( * PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf);\ntypedef void ( * PFNGLXGETSELECTEDEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long *mask);\ntypedef void ( * PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf, int attribute, unsigned int *value);\ntypedef void ( * PFNGLXSELECTEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long mask);\n\n#define glXCreateGLXPbufferSGIX GLXEW_GET_FUN(__glewXCreateGLXPbufferSGIX)\n#define glXDestroyGLXPbufferSGIX GLXEW_GET_FUN(__glewXDestroyGLXPbufferSGIX)\n#define glXGetSelectedEventSGIX GLXEW_GET_FUN(__glewXGetSelectedEventSGIX)\n#define glXQueryGLXPbufferSGIX GLXEW_GET_FUN(__glewXQueryGLXPbufferSGIX)\n#define glXSelectEventSGIX GLXEW_GET_FUN(__glewXSelectEventSGIX)\n\n#define GLXEW_SGIX_pbuffer GLXEW_GET_VAR(__GLXEW_SGIX_pbuffer)\n\n#endif /* GLX_SGIX_pbuffer */\n\n/* ------------------------- GLX_SGIX_swap_barrier ------------------------- */\n\n#ifndef GLX_SGIX_swap_barrier\n#define GLX_SGIX_swap_barrier 1\n\ntypedef void ( * PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier);\ntypedef Bool ( * PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max);\n\n#define glXBindSwapBarrierSGIX GLXEW_GET_FUN(__glewXBindSwapBarrierSGIX)\n#define glXQueryMaxSwapBarriersSGIX GLXEW_GET_FUN(__glewXQueryMaxSwapBarriersSGIX)\n\n#define GLXEW_SGIX_swap_barrier GLXEW_GET_VAR(__GLXEW_SGIX_swap_barrier)\n\n#endif /* GLX_SGIX_swap_barrier */\n\n/* -------------------------- GLX_SGIX_swap_group -------------------------- */\n\n#ifndef GLX_SGIX_swap_group\n#define GLX_SGIX_swap_group 1\n\ntypedef void ( * PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member);\n\n#define glXJoinSwapGroupSGIX GLXEW_GET_FUN(__glewXJoinSwapGroupSGIX)\n\n#define GLXEW_SGIX_swap_group GLXEW_GET_VAR(__GLXEW_SGIX_swap_group)\n\n#endif /* GLX_SGIX_swap_group */\n\n/* ------------------------- GLX_SGIX_video_resize ------------------------- */\n\n#ifndef GLX_SGIX_video_resize\n#define GLX_SGIX_video_resize 1\n\n#define GLX_SYNC_FRAME_SGIX 0x00000000\n#define GLX_SYNC_SWAP_SGIX 0x00000001\n\ntypedef int ( * PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display* display, int screen, int channel, Window window);\ntypedef int ( * PFNGLXCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int x, int y, int w, int h);\ntypedef int ( * PFNGLXCHANNELRECTSYNCSGIXPROC) (Display* display, int screen, int channel, GLenum synctype);\ntypedef int ( * PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display* display, int screen, int channel, int *x, int *y, int *w, int *h);\ntypedef int ( * PFNGLXQUERYCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int *dx, int *dy, int *dw, int *dh);\n\n#define glXBindChannelToWindowSGIX GLXEW_GET_FUN(__glewXBindChannelToWindowSGIX)\n#define glXChannelRectSGIX GLXEW_GET_FUN(__glewXChannelRectSGIX)\n#define glXChannelRectSyncSGIX GLXEW_GET_FUN(__glewXChannelRectSyncSGIX)\n#define glXQueryChannelDeltasSGIX GLXEW_GET_FUN(__glewXQueryChannelDeltasSGIX)\n#define glXQueryChannelRectSGIX GLXEW_GET_FUN(__glewXQueryChannelRectSGIX)\n\n#define GLXEW_SGIX_video_resize GLXEW_GET_VAR(__GLXEW_SGIX_video_resize)\n\n#endif /* GLX_SGIX_video_resize */\n\n/* ---------------------- GLX_SGIX_visual_select_group --------------------- */\n\n#ifndef GLX_SGIX_visual_select_group\n#define GLX_SGIX_visual_select_group 1\n\n#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028\n\n#define GLXEW_SGIX_visual_select_group GLXEW_GET_VAR(__GLXEW_SGIX_visual_select_group)\n\n#endif /* GLX_SGIX_visual_select_group */\n\n/* ---------------------------- GLX_SGI_cushion ---------------------------- */\n\n#ifndef GLX_SGI_cushion\n#define GLX_SGI_cushion 1\n\ntypedef void ( * PFNGLXCUSHIONSGIPROC) (Display* dpy, Window window, float cushion);\n\n#define glXCushionSGI GLXEW_GET_FUN(__glewXCushionSGI)\n\n#define GLXEW_SGI_cushion GLXEW_GET_VAR(__GLXEW_SGI_cushion)\n\n#endif /* GLX_SGI_cushion */\n\n/* ----------------------- GLX_SGI_make_current_read ----------------------- */\n\n#ifndef GLX_SGI_make_current_read\n#define GLX_SGI_make_current_read 1\n\ntypedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void);\ntypedef Bool ( * PFNGLXMAKECURRENTREADSGIPROC) (Display* dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);\n\n#define glXGetCurrentReadDrawableSGI GLXEW_GET_FUN(__glewXGetCurrentReadDrawableSGI)\n#define glXMakeCurrentReadSGI GLXEW_GET_FUN(__glewXMakeCurrentReadSGI)\n\n#define GLXEW_SGI_make_current_read GLXEW_GET_VAR(__GLXEW_SGI_make_current_read)\n\n#endif /* GLX_SGI_make_current_read */\n\n/* -------------------------- GLX_SGI_swap_control ------------------------- */\n\n#ifndef GLX_SGI_swap_control\n#define GLX_SGI_swap_control 1\n\ntypedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval);\n\n#define glXSwapIntervalSGI GLXEW_GET_FUN(__glewXSwapIntervalSGI)\n\n#define GLXEW_SGI_swap_control GLXEW_GET_VAR(__GLXEW_SGI_swap_control)\n\n#endif /* GLX_SGI_swap_control */\n\n/* --------------------------- GLX_SGI_video_sync -------------------------- */\n\n#ifndef GLX_SGI_video_sync\n#define GLX_SGI_video_sync 1\n\ntypedef int ( * PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int* count);\ntypedef int ( * PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int* count);\n\n#define glXGetVideoSyncSGI GLXEW_GET_FUN(__glewXGetVideoSyncSGI)\n#define glXWaitVideoSyncSGI GLXEW_GET_FUN(__glewXWaitVideoSyncSGI)\n\n#define GLXEW_SGI_video_sync GLXEW_GET_VAR(__GLXEW_SGI_video_sync)\n\n#endif /* GLX_SGI_video_sync */\n\n/* --------------------- GLX_SUN_get_transparent_index --------------------- */\n\n#ifndef GLX_SUN_get_transparent_index\n#define GLX_SUN_get_transparent_index 1\n\ntypedef Status ( * PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display* dpy, Window overlay, Window underlay, unsigned long *pTransparentIndex);\n\n#define glXGetTransparentIndexSUN GLXEW_GET_FUN(__glewXGetTransparentIndexSUN)\n\n#define GLXEW_SUN_get_transparent_index GLXEW_GET_VAR(__GLXEW_SUN_get_transparent_index)\n\n#endif /* GLX_SUN_get_transparent_index */\n\n/* -------------------------- GLX_SUN_video_resize ------------------------- */\n\n#ifndef GLX_SUN_video_resize\n#define GLX_SUN_video_resize 1\n\n#define GLX_VIDEO_RESIZE_SUN 0x8171\n#define GL_VIDEO_RESIZE_COMPENSATION_SUN 0x85CD\n\ntypedef int ( * PFNGLXGETVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float* factor);\ntypedef int ( * PFNGLXVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float factor);\n\n#define glXGetVideoResizeSUN GLXEW_GET_FUN(__glewXGetVideoResizeSUN)\n#define glXVideoResizeSUN GLXEW_GET_FUN(__glewXVideoResizeSUN)\n\n#define GLXEW_SUN_video_resize GLXEW_GET_VAR(__GLXEW_SUN_video_resize)\n\n#endif /* GLX_SUN_video_resize */\n\n/* ------------------------------------------------------------------------- */\n\n#define GLXEW_FUN_EXPORT GLEW_FUN_EXPORT\n#define GLXEW_VAR_EXPORT GLEW_VAR_EXPORT\n\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay;\n\nGLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig;\nGLXEW_FUN_EXPORT PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext;\nGLXEW_FUN_EXPORT PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer;\nGLXEW_FUN_EXPORT PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap;\nGLXEW_FUN_EXPORT PFNGLXCREATEWINDOWPROC __glewXCreateWindow;\nGLXEW_FUN_EXPORT PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer;\nGLXEW_FUN_EXPORT PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap;\nGLXEW_FUN_EXPORT PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow;\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs;\nGLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent;\nGLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig;\nGLXEW_FUN_EXPORT PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent;\nGLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTPROC __glewXQueryContext;\nGLXEW_FUN_EXPORT PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable;\nGLXEW_FUN_EXPORT PFNGLXSELECTEVENTPROC __glewXSelectEvent;\n\nGLXEW_FUN_EXPORT PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD;\nGLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD;\nGLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD;\nGLXEW_FUN_EXPORT PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD;\nGLXEW_FUN_EXPORT PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD;\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD;\nGLXEW_FUN_EXPORT PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD;\nGLXEW_FUN_EXPORT PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD;\nGLXEW_FUN_EXPORT PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD;\n\nGLXEW_FUN_EXPORT PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB;\n\nGLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI;\nGLXEW_FUN_EXPORT PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI;\nGLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI;\n\nGLXEW_FUN_EXPORT PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT;\nGLXEW_FUN_EXPORT PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT;\nGLXEW_FUN_EXPORT PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT;\nGLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT;\n\nGLXEW_FUN_EXPORT PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT;\n\nGLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT;\nGLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT;\n\nGLXEW_FUN_EXPORT PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA;\n\nGLXEW_FUN_EXPORT PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA;\n\nGLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA;\n\nGLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA;\nGLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA;\nGLXEW_FUN_EXPORT PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA;\nGLXEW_FUN_EXPORT PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA;\n\nGLXEW_FUN_EXPORT PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA;\n\nGLXEW_FUN_EXPORT PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA;\n\nGLXEW_FUN_EXPORT PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA;\nGLXEW_FUN_EXPORT PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA;\n\nGLXEW_FUN_EXPORT PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV;\nGLXEW_FUN_EXPORT PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV;\n\nGLXEW_FUN_EXPORT PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV;\n\nGLXEW_FUN_EXPORT PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV;\nGLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV;\nGLXEW_FUN_EXPORT PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV;\n\nGLXEW_FUN_EXPORT PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV;\nGLXEW_FUN_EXPORT PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV;\nGLXEW_FUN_EXPORT PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV;\n\nGLXEW_FUN_EXPORT PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV;\nGLXEW_FUN_EXPORT PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV;\nGLXEW_FUN_EXPORT PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV;\nGLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV;\nGLXEW_FUN_EXPORT PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV;\n\nGLXEW_FUN_EXPORT PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML;\nGLXEW_FUN_EXPORT PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML;\nGLXEW_FUN_EXPORT PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML;\nGLXEW_FUN_EXPORT PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML;\nGLXEW_FUN_EXPORT PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML;\n\nGLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX;\nGLXEW_FUN_EXPORT PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX;\nGLXEW_FUN_EXPORT PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX;\nGLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX;\nGLXEW_FUN_EXPORT PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX;\nGLXEW_FUN_EXPORT PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX;\nGLXEW_FUN_EXPORT PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX;\nGLXEW_FUN_EXPORT PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX;\n\nGLXEW_FUN_EXPORT PFNGLXCUSHIONSGIPROC __glewXCushionSGI;\n\nGLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI;\nGLXEW_FUN_EXPORT PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI;\n\nGLXEW_FUN_EXPORT PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI;\n\nGLXEW_FUN_EXPORT PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI;\nGLXEW_FUN_EXPORT PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI;\n\nGLXEW_FUN_EXPORT PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN;\n\nGLXEW_FUN_EXPORT PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN;\nGLXEW_FUN_EXPORT PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_0;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_1;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_2;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_3;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_4;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_3DFX_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_AMD_gpu_association;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_context_flush_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_no_error;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_profile;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_robustness;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_fbconfig_float;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_framebuffer_sRGB;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_get_proc_address;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_application_isolation;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_share_group_isolation;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_vertex_buffer_object;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_pixel_format_float;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_render_texture;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_buffer_age;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es2_profile;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es_profile;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_fbconfig_packed_float;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_framebuffer_sRGB;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_import_context;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_libglvnd;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_scene_marker;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_stereo_tree;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control_tear;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_texture_from_pixmap;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_info;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_rating;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_INTEL_swap_event;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_agp_offset;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_copy_sub_buffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_pixmap_colormap;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_query_renderer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_release_buffers;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_set_3dfx_mode;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_swap_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_buffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_image;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_delay_before_swap;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_float_buffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_multisample_coverage;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_present_video;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_robustness_video_memory_purge;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_swap_group;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_vertex_array_range;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_capture;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_out;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_OML_swap_method;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_OML_sync_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_blended_overlay;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_color_range;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_shared_multisample;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_fbconfig;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_hyperpipe;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_pbuffer;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_barrier;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_group;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_video_resize;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_visual_select_group;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_cushion;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_make_current_read;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_swap_control;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_video_sync;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_get_transparent_index;\nGLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_video_resize;\n/* ------------------------------------------------------------------------ */\n\nGLEWAPI GLenum GLEWAPIENTRY glxewInit ();\nGLEWAPI GLboolean GLEWAPIENTRY glxewIsSupported (const char *name);\n\n#ifndef GLXEW_GET_VAR\n#define GLXEW_GET_VAR(x) (*(const GLboolean*)&x)\n#endif\n\n#ifndef GLXEW_GET_FUN\n#define GLXEW_GET_FUN(x) x\n#endif\n\nGLEWAPI GLboolean GLEWAPIENTRY glxewGetExtension (const char *name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* __glxew_h__ */\n"
  },
  {
    "path": "Dependencies/include/GL/wglew.h",
    "content": "/*\n** The OpenGL Extension Wrangler Library\n** Copyright (C) 2008-2017, Nigel Stewart <nigels[]users sourceforge net>\n** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>\n** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>\n** Copyright (C) 2002, Lev Povalahev\n** All rights reserved.\n** \n** Redistribution and use in source and binary forms, with or without \n** modification, are permitted provided that the following conditions are met:\n** \n** * Redistributions of source code must retain the above copyright notice, \n**   this list of conditions and the following disclaimer.\n** * Redistributions in binary form must reproduce the above copyright notice, \n**   this list of conditions and the following disclaimer in the documentation \n**   and/or other materials provided with the distribution.\n** * The name of the author may be used to endorse or promote products \n**   derived from this software without specific prior written permission.\n**\n** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" \n** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \n** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\n** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \n** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \n** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \n** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\n** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\n** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\n** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF\n** THE POSSIBILITY OF SUCH DAMAGE.\n*/\n\n/*\n** Copyright (c) 2007 The Khronos Group Inc.\n** \n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n** \n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n** \n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n#ifndef __wglew_h__\n#define __wglew_h__\n#define __WGLEW_H__\n\n#ifdef __wglext_h_\n#error wglext.h included before wglew.h\n#endif\n\n#define __wglext_h_\n\n#if !defined(WINAPI)\n#  ifndef WIN32_LEAN_AND_MEAN\n#    define WIN32_LEAN_AND_MEAN 1\n#  endif\n#include <windows.h>\n#  undef WIN32_LEAN_AND_MEAN\n#endif\n\n/*\n * GLEW_STATIC needs to be set when using the static version.\n * GLEW_BUILD is set when building the DLL version.\n */\n#ifdef GLEW_STATIC\n#  define GLEWAPI extern\n#else\n#  ifdef GLEW_BUILD\n#    define GLEWAPI extern __declspec(dllexport)\n#  else\n#    define GLEWAPI extern __declspec(dllimport)\n#  endif\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* -------------------------- WGL_3DFX_multisample ------------------------- */\n\n#ifndef WGL_3DFX_multisample\n#define WGL_3DFX_multisample 1\n\n#define WGL_SAMPLE_BUFFERS_3DFX 0x2060\n#define WGL_SAMPLES_3DFX 0x2061\n\n#define WGLEW_3DFX_multisample WGLEW_GET_VAR(__WGLEW_3DFX_multisample)\n\n#endif /* WGL_3DFX_multisample */\n\n/* ------------------------- WGL_3DL_stereo_control ------------------------ */\n\n#ifndef WGL_3DL_stereo_control\n#define WGL_3DL_stereo_control 1\n\n#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055\n#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056\n#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057\n#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058\n\ntypedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState);\n\n#define wglSetStereoEmitterState3DL WGLEW_GET_FUN(__wglewSetStereoEmitterState3DL)\n\n#define WGLEW_3DL_stereo_control WGLEW_GET_VAR(__WGLEW_3DL_stereo_control)\n\n#endif /* WGL_3DL_stereo_control */\n\n/* ------------------------ WGL_AMD_gpu_association ------------------------ */\n\n#ifndef WGL_AMD_gpu_association\n#define WGL_AMD_gpu_association 1\n\n#define WGL_GPU_VENDOR_AMD 0x1F00\n#define WGL_GPU_RENDERER_STRING_AMD 0x1F01\n#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02\n#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2\n#define WGL_GPU_RAM_AMD 0x21A3\n#define WGL_GPU_CLOCK_AMD 0x21A4\n#define WGL_GPU_NUM_PIPES_AMD 0x21A5\n#define WGL_GPU_NUM_SIMD_AMD 0x21A6\n#define WGL_GPU_NUM_RB_AMD 0x21A7\n#define WGL_GPU_NUM_SPI_AMD 0x21A8\n\ntypedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\ntypedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id);\ntypedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int* attribList);\ntypedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc);\ntypedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc);\ntypedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);\ntypedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT* ids);\ntypedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void* data);\ntypedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc);\n\n#define wglBlitContextFramebufferAMD WGLEW_GET_FUN(__wglewBlitContextFramebufferAMD)\n#define wglCreateAssociatedContextAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAMD)\n#define wglCreateAssociatedContextAttribsAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAttribsAMD)\n#define wglDeleteAssociatedContextAMD WGLEW_GET_FUN(__wglewDeleteAssociatedContextAMD)\n#define wglGetContextGPUIDAMD WGLEW_GET_FUN(__wglewGetContextGPUIDAMD)\n#define wglGetCurrentAssociatedContextAMD WGLEW_GET_FUN(__wglewGetCurrentAssociatedContextAMD)\n#define wglGetGPUIDsAMD WGLEW_GET_FUN(__wglewGetGPUIDsAMD)\n#define wglGetGPUInfoAMD WGLEW_GET_FUN(__wglewGetGPUInfoAMD)\n#define wglMakeAssociatedContextCurrentAMD WGLEW_GET_FUN(__wglewMakeAssociatedContextCurrentAMD)\n\n#define WGLEW_AMD_gpu_association WGLEW_GET_VAR(__WGLEW_AMD_gpu_association)\n\n#endif /* WGL_AMD_gpu_association */\n\n/* ------------------------- WGL_ARB_buffer_region ------------------------- */\n\n#ifndef WGL_ARB_buffer_region\n#define WGL_ARB_buffer_region 1\n\n#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001\n#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002\n#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004\n#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008\n\ntypedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType);\ntypedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion);\ntypedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);\ntypedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height);\n\n#define wglCreateBufferRegionARB WGLEW_GET_FUN(__wglewCreateBufferRegionARB)\n#define wglDeleteBufferRegionARB WGLEW_GET_FUN(__wglewDeleteBufferRegionARB)\n#define wglRestoreBufferRegionARB WGLEW_GET_FUN(__wglewRestoreBufferRegionARB)\n#define wglSaveBufferRegionARB WGLEW_GET_FUN(__wglewSaveBufferRegionARB)\n\n#define WGLEW_ARB_buffer_region WGLEW_GET_VAR(__WGLEW_ARB_buffer_region)\n\n#endif /* WGL_ARB_buffer_region */\n\n/* --------------------- WGL_ARB_context_flush_control --------------------- */\n\n#ifndef WGL_ARB_context_flush_control\n#define WGL_ARB_context_flush_control 1\n\n#define WGLEW_ARB_context_flush_control WGLEW_GET_VAR(__WGLEW_ARB_context_flush_control)\n\n#endif /* WGL_ARB_context_flush_control */\n\n/* ------------------------- WGL_ARB_create_context ------------------------ */\n\n#ifndef WGL_ARB_create_context\n#define WGL_ARB_create_context 1\n\n#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001\n#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\n#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091\n#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092\n#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093\n#define WGL_CONTEXT_FLAGS_ARB 0x2094\n#define ERROR_INVALID_VERSION_ARB 0x2095\n#define ERROR_INVALID_PROFILE_ARB 0x2096\n\ntypedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int* attribList);\n\n#define wglCreateContextAttribsARB WGLEW_GET_FUN(__wglewCreateContextAttribsARB)\n\n#define WGLEW_ARB_create_context WGLEW_GET_VAR(__WGLEW_ARB_create_context)\n\n#endif /* WGL_ARB_create_context */\n\n/* -------------------- WGL_ARB_create_context_no_error -------------------- */\n\n#ifndef WGL_ARB_create_context_no_error\n#define WGL_ARB_create_context_no_error 1\n\n#define WGLEW_ARB_create_context_no_error WGLEW_GET_VAR(__WGLEW_ARB_create_context_no_error)\n\n#endif /* WGL_ARB_create_context_no_error */\n\n/* --------------------- WGL_ARB_create_context_profile -------------------- */\n\n#ifndef WGL_ARB_create_context_profile\n#define WGL_ARB_create_context_profile 1\n\n#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\n#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\n#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126\n\n#define WGLEW_ARB_create_context_profile WGLEW_GET_VAR(__WGLEW_ARB_create_context_profile)\n\n#endif /* WGL_ARB_create_context_profile */\n\n/* ------------------- WGL_ARB_create_context_robustness ------------------- */\n\n#ifndef WGL_ARB_create_context_robustness\n#define WGL_ARB_create_context_robustness 1\n\n#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004\n#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252\n#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256\n#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261\n\n#define WGLEW_ARB_create_context_robustness WGLEW_GET_VAR(__WGLEW_ARB_create_context_robustness)\n\n#endif /* WGL_ARB_create_context_robustness */\n\n/* ----------------------- WGL_ARB_extensions_string ----------------------- */\n\n#ifndef WGL_ARB_extensions_string\n#define WGL_ARB_extensions_string 1\n\ntypedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);\n\n#define wglGetExtensionsStringARB WGLEW_GET_FUN(__wglewGetExtensionsStringARB)\n\n#define WGLEW_ARB_extensions_string WGLEW_GET_VAR(__WGLEW_ARB_extensions_string)\n\n#endif /* WGL_ARB_extensions_string */\n\n/* ------------------------ WGL_ARB_framebuffer_sRGB ----------------------- */\n\n#ifndef WGL_ARB_framebuffer_sRGB\n#define WGL_ARB_framebuffer_sRGB 1\n\n#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9\n\n#define WGLEW_ARB_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_ARB_framebuffer_sRGB)\n\n#endif /* WGL_ARB_framebuffer_sRGB */\n\n/* ----------------------- WGL_ARB_make_current_read ----------------------- */\n\n#ifndef WGL_ARB_make_current_read\n#define WGL_ARB_make_current_read 1\n\n#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043\n#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054\n\ntypedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);\n\n#define wglGetCurrentReadDCARB WGLEW_GET_FUN(__wglewGetCurrentReadDCARB)\n#define wglMakeContextCurrentARB WGLEW_GET_FUN(__wglewMakeContextCurrentARB)\n\n#define WGLEW_ARB_make_current_read WGLEW_GET_VAR(__WGLEW_ARB_make_current_read)\n\n#endif /* WGL_ARB_make_current_read */\n\n/* -------------------------- WGL_ARB_multisample -------------------------- */\n\n#ifndef WGL_ARB_multisample\n#define WGL_ARB_multisample 1\n\n#define WGL_SAMPLE_BUFFERS_ARB 0x2041\n#define WGL_SAMPLES_ARB 0x2042\n\n#define WGLEW_ARB_multisample WGLEW_GET_VAR(__WGLEW_ARB_multisample)\n\n#endif /* WGL_ARB_multisample */\n\n/* ---------------------------- WGL_ARB_pbuffer ---------------------------- */\n\n#ifndef WGL_ARB_pbuffer\n#define WGL_ARB_pbuffer 1\n\n#define WGL_DRAW_TO_PBUFFER_ARB 0x202D\n#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E\n#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F\n#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030\n#define WGL_PBUFFER_LARGEST_ARB 0x2033\n#define WGL_PBUFFER_WIDTH_ARB 0x2034\n#define WGL_PBUFFER_HEIGHT_ARB 0x2035\n#define WGL_PBUFFER_LOST_ARB 0x2036\n\nDECLARE_HANDLE(HPBUFFERARB);\n\ntypedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);\ntypedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);\ntypedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);\ntypedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int* piValue);\ntypedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);\n\n#define wglCreatePbufferARB WGLEW_GET_FUN(__wglewCreatePbufferARB)\n#define wglDestroyPbufferARB WGLEW_GET_FUN(__wglewDestroyPbufferARB)\n#define wglGetPbufferDCARB WGLEW_GET_FUN(__wglewGetPbufferDCARB)\n#define wglQueryPbufferARB WGLEW_GET_FUN(__wglewQueryPbufferARB)\n#define wglReleasePbufferDCARB WGLEW_GET_FUN(__wglewReleasePbufferDCARB)\n\n#define WGLEW_ARB_pbuffer WGLEW_GET_VAR(__WGLEW_ARB_pbuffer)\n\n#endif /* WGL_ARB_pbuffer */\n\n/* -------------------------- WGL_ARB_pixel_format ------------------------- */\n\n#ifndef WGL_ARB_pixel_format\n#define WGL_ARB_pixel_format 1\n\n#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000\n#define WGL_DRAW_TO_WINDOW_ARB 0x2001\n#define WGL_DRAW_TO_BITMAP_ARB 0x2002\n#define WGL_ACCELERATION_ARB 0x2003\n#define WGL_NEED_PALETTE_ARB 0x2004\n#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005\n#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006\n#define WGL_SWAP_METHOD_ARB 0x2007\n#define WGL_NUMBER_OVERLAYS_ARB 0x2008\n#define WGL_NUMBER_UNDERLAYS_ARB 0x2009\n#define WGL_TRANSPARENT_ARB 0x200A\n#define WGL_SHARE_DEPTH_ARB 0x200C\n#define WGL_SHARE_STENCIL_ARB 0x200D\n#define WGL_SHARE_ACCUM_ARB 0x200E\n#define WGL_SUPPORT_GDI_ARB 0x200F\n#define WGL_SUPPORT_OPENGL_ARB 0x2010\n#define WGL_DOUBLE_BUFFER_ARB 0x2011\n#define WGL_STEREO_ARB 0x2012\n#define WGL_PIXEL_TYPE_ARB 0x2013\n#define WGL_COLOR_BITS_ARB 0x2014\n#define WGL_RED_BITS_ARB 0x2015\n#define WGL_RED_SHIFT_ARB 0x2016\n#define WGL_GREEN_BITS_ARB 0x2017\n#define WGL_GREEN_SHIFT_ARB 0x2018\n#define WGL_BLUE_BITS_ARB 0x2019\n#define WGL_BLUE_SHIFT_ARB 0x201A\n#define WGL_ALPHA_BITS_ARB 0x201B\n#define WGL_ALPHA_SHIFT_ARB 0x201C\n#define WGL_ACCUM_BITS_ARB 0x201D\n#define WGL_ACCUM_RED_BITS_ARB 0x201E\n#define WGL_ACCUM_GREEN_BITS_ARB 0x201F\n#define WGL_ACCUM_BLUE_BITS_ARB 0x2020\n#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021\n#define WGL_DEPTH_BITS_ARB 0x2022\n#define WGL_STENCIL_BITS_ARB 0x2023\n#define WGL_AUX_BUFFERS_ARB 0x2024\n#define WGL_NO_ACCELERATION_ARB 0x2025\n#define WGL_GENERIC_ACCELERATION_ARB 0x2026\n#define WGL_FULL_ACCELERATION_ARB 0x2027\n#define WGL_SWAP_EXCHANGE_ARB 0x2028\n#define WGL_SWAP_COPY_ARB 0x2029\n#define WGL_SWAP_UNDEFINED_ARB 0x202A\n#define WGL_TYPE_RGBA_ARB 0x202B\n#define WGL_TYPE_COLORINDEX_ARB 0x202C\n#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037\n#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038\n#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039\n#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A\n#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B\n\ntypedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, FLOAT *pfValues);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, int *piValues);\n\n#define wglChoosePixelFormatARB WGLEW_GET_FUN(__wglewChoosePixelFormatARB)\n#define wglGetPixelFormatAttribfvARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvARB)\n#define wglGetPixelFormatAttribivARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribivARB)\n\n#define WGLEW_ARB_pixel_format WGLEW_GET_VAR(__WGLEW_ARB_pixel_format)\n\n#endif /* WGL_ARB_pixel_format */\n\n/* ----------------------- WGL_ARB_pixel_format_float ---------------------- */\n\n#ifndef WGL_ARB_pixel_format_float\n#define WGL_ARB_pixel_format_float 1\n\n#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0\n\n#define WGLEW_ARB_pixel_format_float WGLEW_GET_VAR(__WGLEW_ARB_pixel_format_float)\n\n#endif /* WGL_ARB_pixel_format_float */\n\n/* ------------------------- WGL_ARB_render_texture ------------------------ */\n\n#ifndef WGL_ARB_render_texture\n#define WGL_ARB_render_texture 1\n\n#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070\n#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071\n#define WGL_TEXTURE_FORMAT_ARB 0x2072\n#define WGL_TEXTURE_TARGET_ARB 0x2073\n#define WGL_MIPMAP_TEXTURE_ARB 0x2074\n#define WGL_TEXTURE_RGB_ARB 0x2075\n#define WGL_TEXTURE_RGBA_ARB 0x2076\n#define WGL_NO_TEXTURE_ARB 0x2077\n#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078\n#define WGL_TEXTURE_1D_ARB 0x2079\n#define WGL_TEXTURE_2D_ARB 0x207A\n#define WGL_MIPMAP_LEVEL_ARB 0x207B\n#define WGL_CUBE_MAP_FACE_ARB 0x207C\n#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D\n#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E\n#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F\n#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080\n#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081\n#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082\n#define WGL_FRONT_LEFT_ARB 0x2083\n#define WGL_FRONT_RIGHT_ARB 0x2084\n#define WGL_BACK_LEFT_ARB 0x2085\n#define WGL_BACK_RIGHT_ARB 0x2086\n#define WGL_AUX0_ARB 0x2087\n#define WGL_AUX1_ARB 0x2088\n#define WGL_AUX2_ARB 0x2089\n#define WGL_AUX3_ARB 0x208A\n#define WGL_AUX4_ARB 0x208B\n#define WGL_AUX5_ARB 0x208C\n#define WGL_AUX6_ARB 0x208D\n#define WGL_AUX7_ARB 0x208E\n#define WGL_AUX8_ARB 0x208F\n#define WGL_AUX9_ARB 0x2090\n\ntypedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);\ntypedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);\ntypedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int* piAttribList);\n\n#define wglBindTexImageARB WGLEW_GET_FUN(__wglewBindTexImageARB)\n#define wglReleaseTexImageARB WGLEW_GET_FUN(__wglewReleaseTexImageARB)\n#define wglSetPbufferAttribARB WGLEW_GET_FUN(__wglewSetPbufferAttribARB)\n\n#define WGLEW_ARB_render_texture WGLEW_GET_VAR(__WGLEW_ARB_render_texture)\n\n#endif /* WGL_ARB_render_texture */\n\n/* ---------------- WGL_ARB_robustness_application_isolation --------------- */\n\n#ifndef WGL_ARB_robustness_application_isolation\n#define WGL_ARB_robustness_application_isolation 1\n\n#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define WGLEW_ARB_robustness_application_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_application_isolation)\n\n#endif /* WGL_ARB_robustness_application_isolation */\n\n/* ---------------- WGL_ARB_robustness_share_group_isolation --------------- */\n\n#ifndef WGL_ARB_robustness_share_group_isolation\n#define WGL_ARB_robustness_share_group_isolation 1\n\n#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008\n\n#define WGLEW_ARB_robustness_share_group_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_share_group_isolation)\n\n#endif /* WGL_ARB_robustness_share_group_isolation */\n\n/* ----------------------- WGL_ATI_pixel_format_float ---------------------- */\n\n#ifndef WGL_ATI_pixel_format_float\n#define WGL_ATI_pixel_format_float 1\n\n#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0\n#define GL_RGBA_FLOAT_MODE_ATI 0x8820\n#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835\n\n#define WGLEW_ATI_pixel_format_float WGLEW_GET_VAR(__WGLEW_ATI_pixel_format_float)\n\n#endif /* WGL_ATI_pixel_format_float */\n\n/* -------------------- WGL_ATI_render_texture_rectangle ------------------- */\n\n#ifndef WGL_ATI_render_texture_rectangle\n#define WGL_ATI_render_texture_rectangle 1\n\n#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5\n\n#define WGLEW_ATI_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_ATI_render_texture_rectangle)\n\n#endif /* WGL_ATI_render_texture_rectangle */\n\n/* --------------------------- WGL_EXT_colorspace -------------------------- */\n\n#ifndef WGL_EXT_colorspace\n#define WGL_EXT_colorspace 1\n\n#define WGL_COLORSPACE_SRGB_EXT 0x3089\n#define WGL_COLORSPACE_LINEAR_EXT 0x308A\n#define WGL_COLORSPACE_EXT 0x309D\n\n#define WGLEW_EXT_colorspace WGLEW_GET_VAR(__WGLEW_EXT_colorspace)\n\n#endif /* WGL_EXT_colorspace */\n\n/* ------------------- WGL_EXT_create_context_es2_profile ------------------ */\n\n#ifndef WGL_EXT_create_context_es2_profile\n#define WGL_EXT_create_context_es2_profile 1\n\n#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004\n\n#define WGLEW_EXT_create_context_es2_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es2_profile)\n\n#endif /* WGL_EXT_create_context_es2_profile */\n\n/* ------------------- WGL_EXT_create_context_es_profile ------------------- */\n\n#ifndef WGL_EXT_create_context_es_profile\n#define WGL_EXT_create_context_es_profile 1\n\n#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004\n\n#define WGLEW_EXT_create_context_es_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es_profile)\n\n#endif /* WGL_EXT_create_context_es_profile */\n\n/* -------------------------- WGL_EXT_depth_float -------------------------- */\n\n#ifndef WGL_EXT_depth_float\n#define WGL_EXT_depth_float 1\n\n#define WGL_DEPTH_FLOAT_EXT 0x2040\n\n#define WGLEW_EXT_depth_float WGLEW_GET_VAR(__WGLEW_EXT_depth_float)\n\n#endif /* WGL_EXT_depth_float */\n\n/* ---------------------- WGL_EXT_display_color_table ---------------------- */\n\n#ifndef WGL_EXT_display_color_table\n#define WGL_EXT_display_color_table 1\n\ntypedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id);\ntypedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id);\ntypedef void (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id);\ntypedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (GLushort* table, GLuint length);\n\n#define wglBindDisplayColorTableEXT WGLEW_GET_FUN(__wglewBindDisplayColorTableEXT)\n#define wglCreateDisplayColorTableEXT WGLEW_GET_FUN(__wglewCreateDisplayColorTableEXT)\n#define wglDestroyDisplayColorTableEXT WGLEW_GET_FUN(__wglewDestroyDisplayColorTableEXT)\n#define wglLoadDisplayColorTableEXT WGLEW_GET_FUN(__wglewLoadDisplayColorTableEXT)\n\n#define WGLEW_EXT_display_color_table WGLEW_GET_VAR(__WGLEW_EXT_display_color_table)\n\n#endif /* WGL_EXT_display_color_table */\n\n/* ----------------------- WGL_EXT_extensions_string ----------------------- */\n\n#ifndef WGL_EXT_extensions_string\n#define WGL_EXT_extensions_string 1\n\ntypedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void);\n\n#define wglGetExtensionsStringEXT WGLEW_GET_FUN(__wglewGetExtensionsStringEXT)\n\n#define WGLEW_EXT_extensions_string WGLEW_GET_VAR(__WGLEW_EXT_extensions_string)\n\n#endif /* WGL_EXT_extensions_string */\n\n/* ------------------------ WGL_EXT_framebuffer_sRGB ----------------------- */\n\n#ifndef WGL_EXT_framebuffer_sRGB\n#define WGL_EXT_framebuffer_sRGB 1\n\n#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9\n\n#define WGLEW_EXT_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_EXT_framebuffer_sRGB)\n\n#endif /* WGL_EXT_framebuffer_sRGB */\n\n/* ----------------------- WGL_EXT_make_current_read ----------------------- */\n\n#ifndef WGL_EXT_make_current_read\n#define WGL_EXT_make_current_read 1\n\n#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043\n\ntypedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);\n\n#define wglGetCurrentReadDCEXT WGLEW_GET_FUN(__wglewGetCurrentReadDCEXT)\n#define wglMakeContextCurrentEXT WGLEW_GET_FUN(__wglewMakeContextCurrentEXT)\n\n#define WGLEW_EXT_make_current_read WGLEW_GET_VAR(__WGLEW_EXT_make_current_read)\n\n#endif /* WGL_EXT_make_current_read */\n\n/* -------------------------- WGL_EXT_multisample -------------------------- */\n\n#ifndef WGL_EXT_multisample\n#define WGL_EXT_multisample 1\n\n#define WGL_SAMPLE_BUFFERS_EXT 0x2041\n#define WGL_SAMPLES_EXT 0x2042\n\n#define WGLEW_EXT_multisample WGLEW_GET_VAR(__WGLEW_EXT_multisample)\n\n#endif /* WGL_EXT_multisample */\n\n/* ---------------------------- WGL_EXT_pbuffer ---------------------------- */\n\n#ifndef WGL_EXT_pbuffer\n#define WGL_EXT_pbuffer 1\n\n#define WGL_DRAW_TO_PBUFFER_EXT 0x202D\n#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E\n#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F\n#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030\n#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031\n#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032\n#define WGL_PBUFFER_LARGEST_EXT 0x2033\n#define WGL_PBUFFER_WIDTH_EXT 0x2034\n#define WGL_PBUFFER_HEIGHT_EXT 0x2035\n\nDECLARE_HANDLE(HPBUFFEREXT);\n\ntypedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);\ntypedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer);\ntypedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer);\ntypedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int* piValue);\ntypedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC);\n\n#define wglCreatePbufferEXT WGLEW_GET_FUN(__wglewCreatePbufferEXT)\n#define wglDestroyPbufferEXT WGLEW_GET_FUN(__wglewDestroyPbufferEXT)\n#define wglGetPbufferDCEXT WGLEW_GET_FUN(__wglewGetPbufferDCEXT)\n#define wglQueryPbufferEXT WGLEW_GET_FUN(__wglewQueryPbufferEXT)\n#define wglReleasePbufferDCEXT WGLEW_GET_FUN(__wglewReleasePbufferDCEXT)\n\n#define WGLEW_EXT_pbuffer WGLEW_GET_VAR(__WGLEW_EXT_pbuffer)\n\n#endif /* WGL_EXT_pbuffer */\n\n/* -------------------------- WGL_EXT_pixel_format ------------------------- */\n\n#ifndef WGL_EXT_pixel_format\n#define WGL_EXT_pixel_format 1\n\n#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000\n#define WGL_DRAW_TO_WINDOW_EXT 0x2001\n#define WGL_DRAW_TO_BITMAP_EXT 0x2002\n#define WGL_ACCELERATION_EXT 0x2003\n#define WGL_NEED_PALETTE_EXT 0x2004\n#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005\n#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006\n#define WGL_SWAP_METHOD_EXT 0x2007\n#define WGL_NUMBER_OVERLAYS_EXT 0x2008\n#define WGL_NUMBER_UNDERLAYS_EXT 0x2009\n#define WGL_TRANSPARENT_EXT 0x200A\n#define WGL_TRANSPARENT_VALUE_EXT 0x200B\n#define WGL_SHARE_DEPTH_EXT 0x200C\n#define WGL_SHARE_STENCIL_EXT 0x200D\n#define WGL_SHARE_ACCUM_EXT 0x200E\n#define WGL_SUPPORT_GDI_EXT 0x200F\n#define WGL_SUPPORT_OPENGL_EXT 0x2010\n#define WGL_DOUBLE_BUFFER_EXT 0x2011\n#define WGL_STEREO_EXT 0x2012\n#define WGL_PIXEL_TYPE_EXT 0x2013\n#define WGL_COLOR_BITS_EXT 0x2014\n#define WGL_RED_BITS_EXT 0x2015\n#define WGL_RED_SHIFT_EXT 0x2016\n#define WGL_GREEN_BITS_EXT 0x2017\n#define WGL_GREEN_SHIFT_EXT 0x2018\n#define WGL_BLUE_BITS_EXT 0x2019\n#define WGL_BLUE_SHIFT_EXT 0x201A\n#define WGL_ALPHA_BITS_EXT 0x201B\n#define WGL_ALPHA_SHIFT_EXT 0x201C\n#define WGL_ACCUM_BITS_EXT 0x201D\n#define WGL_ACCUM_RED_BITS_EXT 0x201E\n#define WGL_ACCUM_GREEN_BITS_EXT 0x201F\n#define WGL_ACCUM_BLUE_BITS_EXT 0x2020\n#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021\n#define WGL_DEPTH_BITS_EXT 0x2022\n#define WGL_STENCIL_BITS_EXT 0x2023\n#define WGL_AUX_BUFFERS_EXT 0x2024\n#define WGL_NO_ACCELERATION_EXT 0x2025\n#define WGL_GENERIC_ACCELERATION_EXT 0x2026\n#define WGL_FULL_ACCELERATION_EXT 0x2027\n#define WGL_SWAP_EXCHANGE_EXT 0x2028\n#define WGL_SWAP_COPY_EXT 0x2029\n#define WGL_SWAP_UNDEFINED_EXT 0x202A\n#define WGL_TYPE_RGBA_EXT 0x202B\n#define WGL_TYPE_COLORINDEX_EXT 0x202C\n\ntypedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, FLOAT *pfValues);\ntypedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, int *piValues);\n\n#define wglChoosePixelFormatEXT WGLEW_GET_FUN(__wglewChoosePixelFormatEXT)\n#define wglGetPixelFormatAttribfvEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvEXT)\n#define wglGetPixelFormatAttribivEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribivEXT)\n\n#define WGLEW_EXT_pixel_format WGLEW_GET_VAR(__WGLEW_EXT_pixel_format)\n\n#endif /* WGL_EXT_pixel_format */\n\n/* ------------------- WGL_EXT_pixel_format_packed_float ------------------- */\n\n#ifndef WGL_EXT_pixel_format_packed_float\n#define WGL_EXT_pixel_format_packed_float 1\n\n#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8\n\n#define WGLEW_EXT_pixel_format_packed_float WGLEW_GET_VAR(__WGLEW_EXT_pixel_format_packed_float)\n\n#endif /* WGL_EXT_pixel_format_packed_float */\n\n/* -------------------------- WGL_EXT_swap_control ------------------------- */\n\n#ifndef WGL_EXT_swap_control\n#define WGL_EXT_swap_control 1\n\ntypedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);\ntypedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);\n\n#define wglGetSwapIntervalEXT WGLEW_GET_FUN(__wglewGetSwapIntervalEXT)\n#define wglSwapIntervalEXT WGLEW_GET_FUN(__wglewSwapIntervalEXT)\n\n#define WGLEW_EXT_swap_control WGLEW_GET_VAR(__WGLEW_EXT_swap_control)\n\n#endif /* WGL_EXT_swap_control */\n\n/* ----------------------- WGL_EXT_swap_control_tear ----------------------- */\n\n#ifndef WGL_EXT_swap_control_tear\n#define WGL_EXT_swap_control_tear 1\n\n#define WGLEW_EXT_swap_control_tear WGLEW_GET_VAR(__WGLEW_EXT_swap_control_tear)\n\n#endif /* WGL_EXT_swap_control_tear */\n\n/* --------------------- WGL_I3D_digital_video_control --------------------- */\n\n#ifndef WGL_I3D_digital_video_control\n#define WGL_I3D_digital_video_control 1\n\n#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050\n#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051\n#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052\n#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053\n\ntypedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);\ntypedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);\n\n#define wglGetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewGetDigitalVideoParametersI3D)\n#define wglSetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewSetDigitalVideoParametersI3D)\n\n#define WGLEW_I3D_digital_video_control WGLEW_GET_VAR(__WGLEW_I3D_digital_video_control)\n\n#endif /* WGL_I3D_digital_video_control */\n\n/* ----------------------------- WGL_I3D_gamma ----------------------------- */\n\n#ifndef WGL_I3D_gamma\n#define WGL_I3D_gamma 1\n\n#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E\n#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F\n\ntypedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT* puRed, USHORT *puGreen, USHORT *puBlue);\ntypedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);\ntypedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT* puRed, const USHORT *puGreen, const USHORT *puBlue);\ntypedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);\n\n#define wglGetGammaTableI3D WGLEW_GET_FUN(__wglewGetGammaTableI3D)\n#define wglGetGammaTableParametersI3D WGLEW_GET_FUN(__wglewGetGammaTableParametersI3D)\n#define wglSetGammaTableI3D WGLEW_GET_FUN(__wglewSetGammaTableI3D)\n#define wglSetGammaTableParametersI3D WGLEW_GET_FUN(__wglewSetGammaTableParametersI3D)\n\n#define WGLEW_I3D_gamma WGLEW_GET_VAR(__WGLEW_I3D_gamma)\n\n#endif /* WGL_I3D_gamma */\n\n/* ---------------------------- WGL_I3D_genlock ---------------------------- */\n\n#ifndef WGL_I3D_genlock\n#define WGL_I3D_genlock 1\n\n#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044\n#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045\n#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046\n#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047\n#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048\n#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049\n#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A\n#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B\n#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C\n\ntypedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC);\ntypedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge);\ntypedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT* uRate);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT* uDelay);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT* uEdge);\ntypedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT* uSource);\ntypedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL* pFlag);\ntypedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT* uMaxLineDelay, UINT *uMaxPixelDelay);\n\n#define wglDisableGenlockI3D WGLEW_GET_FUN(__wglewDisableGenlockI3D)\n#define wglEnableGenlockI3D WGLEW_GET_FUN(__wglewEnableGenlockI3D)\n#define wglGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGenlockSampleRateI3D)\n#define wglGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGenlockSourceDelayI3D)\n#define wglGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGenlockSourceEdgeI3D)\n#define wglGenlockSourceI3D WGLEW_GET_FUN(__wglewGenlockSourceI3D)\n#define wglGetGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGetGenlockSampleRateI3D)\n#define wglGetGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGetGenlockSourceDelayI3D)\n#define wglGetGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGetGenlockSourceEdgeI3D)\n#define wglGetGenlockSourceI3D WGLEW_GET_FUN(__wglewGetGenlockSourceI3D)\n#define wglIsEnabledGenlockI3D WGLEW_GET_FUN(__wglewIsEnabledGenlockI3D)\n#define wglQueryGenlockMaxSourceDelayI3D WGLEW_GET_FUN(__wglewQueryGenlockMaxSourceDelayI3D)\n\n#define WGLEW_I3D_genlock WGLEW_GET_VAR(__WGLEW_I3D_genlock)\n\n#endif /* WGL_I3D_genlock */\n\n/* -------------------------- WGL_I3D_image_buffer ------------------------- */\n\n#ifndef WGL_I3D_image_buffer\n#define WGL_I3D_image_buffer 1\n\n#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001\n#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002\n\ntypedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, HANDLE* pEvent, LPVOID *pAddress, DWORD *pSize, UINT count);\ntypedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags);\ntypedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress);\ntypedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, LPVOID* pAddress, UINT count);\n\n#define wglAssociateImageBufferEventsI3D WGLEW_GET_FUN(__wglewAssociateImageBufferEventsI3D)\n#define wglCreateImageBufferI3D WGLEW_GET_FUN(__wglewCreateImageBufferI3D)\n#define wglDestroyImageBufferI3D WGLEW_GET_FUN(__wglewDestroyImageBufferI3D)\n#define wglReleaseImageBufferEventsI3D WGLEW_GET_FUN(__wglewReleaseImageBufferEventsI3D)\n\n#define WGLEW_I3D_image_buffer WGLEW_GET_VAR(__WGLEW_I3D_image_buffer)\n\n#endif /* WGL_I3D_image_buffer */\n\n/* ------------------------ WGL_I3D_swap_frame_lock ------------------------ */\n\n#ifndef WGL_I3D_swap_frame_lock\n#define WGL_I3D_swap_frame_lock 1\n\ntypedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (VOID);\ntypedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL* pFlag);\ntypedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL* pFlag);\n\n#define wglDisableFrameLockI3D WGLEW_GET_FUN(__wglewDisableFrameLockI3D)\n#define wglEnableFrameLockI3D WGLEW_GET_FUN(__wglewEnableFrameLockI3D)\n#define wglIsEnabledFrameLockI3D WGLEW_GET_FUN(__wglewIsEnabledFrameLockI3D)\n#define wglQueryFrameLockMasterI3D WGLEW_GET_FUN(__wglewQueryFrameLockMasterI3D)\n\n#define WGLEW_I3D_swap_frame_lock WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_lock)\n\n#endif /* WGL_I3D_swap_frame_lock */\n\n/* ------------------------ WGL_I3D_swap_frame_usage ----------------------- */\n\n#ifndef WGL_I3D_swap_frame_usage\n#define WGL_I3D_swap_frame_usage 1\n\ntypedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void);\ntypedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void);\ntypedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float* pUsage);\ntypedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD* pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);\n\n#define wglBeginFrameTrackingI3D WGLEW_GET_FUN(__wglewBeginFrameTrackingI3D)\n#define wglEndFrameTrackingI3D WGLEW_GET_FUN(__wglewEndFrameTrackingI3D)\n#define wglGetFrameUsageI3D WGLEW_GET_FUN(__wglewGetFrameUsageI3D)\n#define wglQueryFrameTrackingI3D WGLEW_GET_FUN(__wglewQueryFrameTrackingI3D)\n\n#define WGLEW_I3D_swap_frame_usage WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_usage)\n\n#endif /* WGL_I3D_swap_frame_usage */\n\n/* --------------------------- WGL_NV_DX_interop --------------------------- */\n\n#ifndef WGL_NV_DX_interop\n#define WGL_NV_DX_interop 1\n\n#define WGL_ACCESS_READ_ONLY_NV 0x0000\n#define WGL_ACCESS_READ_WRITE_NV 0x0001\n#define WGL_ACCESS_WRITE_DISCARD_NV 0x0002\n\ntypedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice);\ntypedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);\ntypedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access);\ntypedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void* dxDevice);\ntypedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void* dxObject, GLuint name, GLenum type, GLenum access);\ntypedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void* dxObject, HANDLE shareHandle);\ntypedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);\ntypedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject);\n\n#define wglDXCloseDeviceNV WGLEW_GET_FUN(__wglewDXCloseDeviceNV)\n#define wglDXLockObjectsNV WGLEW_GET_FUN(__wglewDXLockObjectsNV)\n#define wglDXObjectAccessNV WGLEW_GET_FUN(__wglewDXObjectAccessNV)\n#define wglDXOpenDeviceNV WGLEW_GET_FUN(__wglewDXOpenDeviceNV)\n#define wglDXRegisterObjectNV WGLEW_GET_FUN(__wglewDXRegisterObjectNV)\n#define wglDXSetResourceShareHandleNV WGLEW_GET_FUN(__wglewDXSetResourceShareHandleNV)\n#define wglDXUnlockObjectsNV WGLEW_GET_FUN(__wglewDXUnlockObjectsNV)\n#define wglDXUnregisterObjectNV WGLEW_GET_FUN(__wglewDXUnregisterObjectNV)\n\n#define WGLEW_NV_DX_interop WGLEW_GET_VAR(__WGLEW_NV_DX_interop)\n\n#endif /* WGL_NV_DX_interop */\n\n/* --------------------------- WGL_NV_DX_interop2 -------------------------- */\n\n#ifndef WGL_NV_DX_interop2\n#define WGL_NV_DX_interop2 1\n\n#define WGLEW_NV_DX_interop2 WGLEW_GET_VAR(__WGLEW_NV_DX_interop2)\n\n#endif /* WGL_NV_DX_interop2 */\n\n/* --------------------------- WGL_NV_copy_image --------------------------- */\n\n#ifndef WGL_NV_copy_image\n#define WGL_NV_copy_image 1\n\ntypedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);\n\n#define wglCopyImageSubDataNV WGLEW_GET_FUN(__wglewCopyImageSubDataNV)\n\n#define WGLEW_NV_copy_image WGLEW_GET_VAR(__WGLEW_NV_copy_image)\n\n#endif /* WGL_NV_copy_image */\n\n/* ------------------------ WGL_NV_delay_before_swap ----------------------- */\n\n#ifndef WGL_NV_delay_before_swap\n#define WGL_NV_delay_before_swap 1\n\ntypedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);\n\n#define wglDelayBeforeSwapNV WGLEW_GET_FUN(__wglewDelayBeforeSwapNV)\n\n#define WGLEW_NV_delay_before_swap WGLEW_GET_VAR(__WGLEW_NV_delay_before_swap)\n\n#endif /* WGL_NV_delay_before_swap */\n\n/* -------------------------- WGL_NV_float_buffer -------------------------- */\n\n#ifndef WGL_NV_float_buffer\n#define WGL_NV_float_buffer 1\n\n#define WGL_FLOAT_COMPONENTS_NV 0x20B0\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4\n#define WGL_TEXTURE_FLOAT_R_NV 0x20B5\n#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6\n#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7\n#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8\n\n#define WGLEW_NV_float_buffer WGLEW_GET_VAR(__WGLEW_NV_float_buffer)\n\n#endif /* WGL_NV_float_buffer */\n\n/* -------------------------- WGL_NV_gpu_affinity -------------------------- */\n\n#ifndef WGL_NV_gpu_affinity\n#define WGL_NV_gpu_affinity 1\n\n#define WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0\n#define WGL_ERROR_MISSING_AFFINITY_MASK_NV 0x20D1\n\nDECLARE_HANDLE(HGPUNV);\ntypedef struct _GPU_DEVICE {\n  DWORD cb; \n  CHAR DeviceName[32]; \n  CHAR DeviceString[128]; \n  DWORD Flags; \n  RECT rcVirtualScreen; \n} GPU_DEVICE, *PGPU_DEVICE;\n\ntypedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList);\ntypedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc);\ntypedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);\ntypedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);\ntypedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu);\n\n#define wglCreateAffinityDCNV WGLEW_GET_FUN(__wglewCreateAffinityDCNV)\n#define wglDeleteDCNV WGLEW_GET_FUN(__wglewDeleteDCNV)\n#define wglEnumGpuDevicesNV WGLEW_GET_FUN(__wglewEnumGpuDevicesNV)\n#define wglEnumGpusFromAffinityDCNV WGLEW_GET_FUN(__wglewEnumGpusFromAffinityDCNV)\n#define wglEnumGpusNV WGLEW_GET_FUN(__wglewEnumGpusNV)\n\n#define WGLEW_NV_gpu_affinity WGLEW_GET_VAR(__WGLEW_NV_gpu_affinity)\n\n#endif /* WGL_NV_gpu_affinity */\n\n/* ---------------------- WGL_NV_multisample_coverage ---------------------- */\n\n#ifndef WGL_NV_multisample_coverage\n#define WGL_NV_multisample_coverage 1\n\n#define WGL_COVERAGE_SAMPLES_NV 0x2042\n#define WGL_COLOR_SAMPLES_NV 0x20B9\n\n#define WGLEW_NV_multisample_coverage WGLEW_GET_VAR(__WGLEW_NV_multisample_coverage)\n\n#endif /* WGL_NV_multisample_coverage */\n\n/* -------------------------- WGL_NV_present_video ------------------------- */\n\n#ifndef WGL_NV_present_video\n#define WGL_NV_present_video 1\n\n#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0\n\nDECLARE_HANDLE(HVIDEOOUTPUTDEVICENV);\n\ntypedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int* piAttribList);\ntypedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV* phDeviceList);\ntypedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int* piValue);\n\n#define wglBindVideoDeviceNV WGLEW_GET_FUN(__wglewBindVideoDeviceNV)\n#define wglEnumerateVideoDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoDevicesNV)\n#define wglQueryCurrentContextNV WGLEW_GET_FUN(__wglewQueryCurrentContextNV)\n\n#define WGLEW_NV_present_video WGLEW_GET_VAR(__WGLEW_NV_present_video)\n\n#endif /* WGL_NV_present_video */\n\n/* ---------------------- WGL_NV_render_depth_texture ---------------------- */\n\n#ifndef WGL_NV_render_depth_texture\n#define WGL_NV_render_depth_texture 1\n\n#define WGL_NO_TEXTURE_ARB 0x2077\n#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4\n#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5\n#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6\n#define WGL_DEPTH_COMPONENT_NV 0x20A7\n\n#define WGLEW_NV_render_depth_texture WGLEW_GET_VAR(__WGLEW_NV_render_depth_texture)\n\n#endif /* WGL_NV_render_depth_texture */\n\n/* -------------------- WGL_NV_render_texture_rectangle -------------------- */\n\n#ifndef WGL_NV_render_texture_rectangle\n#define WGL_NV_render_texture_rectangle 1\n\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0\n#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1\n#define WGL_TEXTURE_RECTANGLE_NV 0x20A2\n\n#define WGLEW_NV_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_NV_render_texture_rectangle)\n\n#endif /* WGL_NV_render_texture_rectangle */\n\n/* --------------------------- WGL_NV_swap_group --------------------------- */\n\n#ifndef WGL_NV_swap_group\n#define WGL_NV_swap_group 1\n\ntypedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier);\ntypedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group);\ntypedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint* count);\ntypedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint* maxGroups, GLuint *maxBarriers);\ntypedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint* group, GLuint *barrier);\ntypedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC);\n\n#define wglBindSwapBarrierNV WGLEW_GET_FUN(__wglewBindSwapBarrierNV)\n#define wglJoinSwapGroupNV WGLEW_GET_FUN(__wglewJoinSwapGroupNV)\n#define wglQueryFrameCountNV WGLEW_GET_FUN(__wglewQueryFrameCountNV)\n#define wglQueryMaxSwapGroupsNV WGLEW_GET_FUN(__wglewQueryMaxSwapGroupsNV)\n#define wglQuerySwapGroupNV WGLEW_GET_FUN(__wglewQuerySwapGroupNV)\n#define wglResetFrameCountNV WGLEW_GET_FUN(__wglewResetFrameCountNV)\n\n#define WGLEW_NV_swap_group WGLEW_GET_VAR(__WGLEW_NV_swap_group)\n\n#endif /* WGL_NV_swap_group */\n\n/* ----------------------- WGL_NV_vertex_array_range ----------------------- */\n\n#ifndef WGL_NV_vertex_array_range\n#define WGL_NV_vertex_array_range 1\n\ntypedef void * (WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);\ntypedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer);\n\n#define wglAllocateMemoryNV WGLEW_GET_FUN(__wglewAllocateMemoryNV)\n#define wglFreeMemoryNV WGLEW_GET_FUN(__wglewFreeMemoryNV)\n\n#define WGLEW_NV_vertex_array_range WGLEW_GET_VAR(__WGLEW_NV_vertex_array_range)\n\n#endif /* WGL_NV_vertex_array_range */\n\n/* -------------------------- WGL_NV_video_capture ------------------------- */\n\n#ifndef WGL_NV_video_capture\n#define WGL_NV_video_capture 1\n\n#define WGL_UNIQUE_ID_NV 0x20CE\n#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF\n\nDECLARE_HANDLE(HVIDEOINPUTDEVICENV);\n\ntypedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);\ntypedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV* phDeviceList);\ntypedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);\ntypedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int* piValue);\ntypedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);\n\n#define wglBindVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewBindVideoCaptureDeviceNV)\n#define wglEnumerateVideoCaptureDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoCaptureDevicesNV)\n#define wglLockVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewLockVideoCaptureDeviceNV)\n#define wglQueryVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewQueryVideoCaptureDeviceNV)\n#define wglReleaseVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoCaptureDeviceNV)\n\n#define WGLEW_NV_video_capture WGLEW_GET_VAR(__WGLEW_NV_video_capture)\n\n#endif /* WGL_NV_video_capture */\n\n/* -------------------------- WGL_NV_video_output -------------------------- */\n\n#ifndef WGL_NV_video_output\n#define WGL_NV_video_output 1\n\n#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0\n#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1\n#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2\n#define WGL_VIDEO_OUT_COLOR_NV 0x20C3\n#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4\n#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5\n#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6\n#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7\n#define WGL_VIDEO_OUT_FRAME 0x20C8\n#define WGL_VIDEO_OUT_FIELD_1 0x20C9\n#define WGL_VIDEO_OUT_FIELD_2 0x20CA\n#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB\n#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC\n\nDECLARE_HANDLE(HPVIDEODEV);\n\ntypedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);\ntypedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV* hVideoDevice);\ntypedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long* pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);\ntypedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice);\ntypedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer);\ntypedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long* pulCounterPbuffer, BOOL bBlock);\n\n#define wglBindVideoImageNV WGLEW_GET_FUN(__wglewBindVideoImageNV)\n#define wglGetVideoDeviceNV WGLEW_GET_FUN(__wglewGetVideoDeviceNV)\n#define wglGetVideoInfoNV WGLEW_GET_FUN(__wglewGetVideoInfoNV)\n#define wglReleaseVideoDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoDeviceNV)\n#define wglReleaseVideoImageNV WGLEW_GET_FUN(__wglewReleaseVideoImageNV)\n#define wglSendPbufferToVideoNV WGLEW_GET_FUN(__wglewSendPbufferToVideoNV)\n\n#define WGLEW_NV_video_output WGLEW_GET_VAR(__WGLEW_NV_video_output)\n\n#endif /* WGL_NV_video_output */\n\n/* -------------------------- WGL_OML_sync_control ------------------------- */\n\n#ifndef WGL_OML_sync_control\n#define WGL_OML_sync_control 1\n\ntypedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32* numerator, INT32 *denominator);\ntypedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64* ust, INT64 *msc, INT64 *sbc);\ntypedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);\ntypedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);\ntypedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64* ust, INT64 *msc, INT64 *sbc);\ntypedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64* ust, INT64 *msc, INT64 *sbc);\n\n#define wglGetMscRateOML WGLEW_GET_FUN(__wglewGetMscRateOML)\n#define wglGetSyncValuesOML WGLEW_GET_FUN(__wglewGetSyncValuesOML)\n#define wglSwapBuffersMscOML WGLEW_GET_FUN(__wglewSwapBuffersMscOML)\n#define wglSwapLayerBuffersMscOML WGLEW_GET_FUN(__wglewSwapLayerBuffersMscOML)\n#define wglWaitForMscOML WGLEW_GET_FUN(__wglewWaitForMscOML)\n#define wglWaitForSbcOML WGLEW_GET_FUN(__wglewWaitForSbcOML)\n\n#define WGLEW_OML_sync_control WGLEW_GET_VAR(__WGLEW_OML_sync_control)\n\n#endif /* WGL_OML_sync_control */\n\n/* ------------------------------------------------------------------------- */\n\n#define WGLEW_FUN_EXPORT GLEW_FUN_EXPORT\n#define WGLEW_VAR_EXPORT GLEW_VAR_EXPORT\n\nWGLEW_FUN_EXPORT PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL;\n\nWGLEW_FUN_EXPORT PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD;\nWGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD;\nWGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD;\nWGLEW_FUN_EXPORT PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD;\nWGLEW_FUN_EXPORT PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD;\nWGLEW_FUN_EXPORT PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD;\nWGLEW_FUN_EXPORT PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD;\nWGLEW_FUN_EXPORT PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD;\nWGLEW_FUN_EXPORT PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB;\nWGLEW_FUN_EXPORT PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB;\nWGLEW_FUN_EXPORT PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB;\nWGLEW_FUN_EXPORT PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB;\n\nWGLEW_FUN_EXPORT PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB;\n\nWGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB;\n\nWGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB;\nWGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB;\nWGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB;\nWGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB;\nWGLEW_FUN_EXPORT PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB;\nWGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB;\n\nWGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB;\n\nWGLEW_FUN_EXPORT PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB;\nWGLEW_FUN_EXPORT PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB;\nWGLEW_FUN_EXPORT PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB;\n\nWGLEW_FUN_EXPORT PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT;\nWGLEW_FUN_EXPORT PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT;\nWGLEW_FUN_EXPORT PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT;\nWGLEW_FUN_EXPORT PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT;\nWGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT;\nWGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT;\nWGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT;\nWGLEW_FUN_EXPORT PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT;\nWGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT;\n\nWGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT;\nWGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT;\nWGLEW_FUN_EXPORT PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT;\n\nWGLEW_FUN_EXPORT PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D;\nWGLEW_FUN_EXPORT PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D;\n\nWGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D;\nWGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D;\nWGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D;\n\nWGLEW_FUN_EXPORT PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D;\nWGLEW_FUN_EXPORT PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D;\nWGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D;\nWGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D;\nWGLEW_FUN_EXPORT PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D;\nWGLEW_FUN_EXPORT PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D;\n\nWGLEW_FUN_EXPORT PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D;\nWGLEW_FUN_EXPORT PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D;\nWGLEW_FUN_EXPORT PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D;\nWGLEW_FUN_EXPORT PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D;\n\nWGLEW_FUN_EXPORT PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D;\nWGLEW_FUN_EXPORT PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D;\nWGLEW_FUN_EXPORT PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D;\nWGLEW_FUN_EXPORT PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D;\n\nWGLEW_FUN_EXPORT PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D;\nWGLEW_FUN_EXPORT PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D;\nWGLEW_FUN_EXPORT PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D;\nWGLEW_FUN_EXPORT PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D;\n\nWGLEW_FUN_EXPORT PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV;\nWGLEW_FUN_EXPORT PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV;\nWGLEW_FUN_EXPORT PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV;\nWGLEW_FUN_EXPORT PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV;\nWGLEW_FUN_EXPORT PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV;\nWGLEW_FUN_EXPORT PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV;\n\nWGLEW_FUN_EXPORT PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV;\n\nWGLEW_FUN_EXPORT PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV;\n\nWGLEW_FUN_EXPORT PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV;\nWGLEW_FUN_EXPORT PFNWGLDELETEDCNVPROC __wglewDeleteDCNV;\nWGLEW_FUN_EXPORT PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV;\nWGLEW_FUN_EXPORT PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV;\nWGLEW_FUN_EXPORT PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV;\nWGLEW_FUN_EXPORT PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV;\nWGLEW_FUN_EXPORT PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV;\n\nWGLEW_FUN_EXPORT PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV;\nWGLEW_FUN_EXPORT PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV;\nWGLEW_FUN_EXPORT PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV;\n\nWGLEW_FUN_EXPORT PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV;\nWGLEW_FUN_EXPORT PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV;\nWGLEW_FUN_EXPORT PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV;\nWGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV;\nWGLEW_FUN_EXPORT PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV;\n\nWGLEW_FUN_EXPORT PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML;\nWGLEW_FUN_EXPORT PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML;\nWGLEW_FUN_EXPORT PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML;\nWGLEW_FUN_EXPORT PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML;\nWGLEW_FUN_EXPORT PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML;\nWGLEW_FUN_EXPORT PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_3DFX_multisample;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_3DL_stereo_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_AMD_gpu_association;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_buffer_region;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_context_flush_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_no_error;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_profile;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_robustness;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_extensions_string;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_framebuffer_sRGB;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_make_current_read;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_multisample;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pbuffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_render_texture;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_application_isolation;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_share_group_isolation;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_pixel_format_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_render_texture_rectangle;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_colorspace;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es2_profile;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es_profile;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_depth_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_display_color_table;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_extensions_string;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_framebuffer_sRGB;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_make_current_read;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_multisample;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pbuffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format_packed_float;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control_tear;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_digital_video_control;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_gamma;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_genlock;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_image_buffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_lock;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_usage;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop2;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_copy_image;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_delay_before_swap;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_float_buffer;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_gpu_affinity;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_multisample_coverage;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_present_video;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_depth_texture;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_texture_rectangle;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_swap_group;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_vertex_array_range;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_capture;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_output;\nWGLEW_VAR_EXPORT GLboolean __WGLEW_OML_sync_control;\n/* ------------------------------------------------------------------------- */\n\nGLEWAPI GLenum GLEWAPIENTRY wglewInit ();\nGLEWAPI GLboolean GLEWAPIENTRY wglewIsSupported (const char *name);\n\n#ifndef WGLEW_GET_VAR\n#define WGLEW_GET_VAR(x) (*(const GLboolean*)&x)\n#endif\n\n#ifndef WGLEW_GET_FUN\n#define WGLEW_GET_FUN(x) x\n#endif\n\nGLEWAPI GLboolean GLEWAPIENTRY wglewGetExtension (const char *name);\n\n#ifdef __cplusplus\n}\n#endif\n\n#undef GLEWAPI\n\n#endif /* __wglew_h__ */\n"
  },
  {
    "path": "Dependencies/include/GLFW/glfw3.h",
    "content": "/*************************************************************************\n * GLFW 3.3 - www.glfw.org\n * A library for OpenGL, window and input\n *------------------------------------------------------------------------\n * Copyright (c) 2002-2006 Marcus Geelnard\n * Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>\n *\n * This software is provided 'as-is', without any express or implied\n * warranty. In no event will the authors be held liable for any damages\n * arising from the use of this software.\n *\n * Permission is granted to anyone to use this software for any purpose,\n * including commercial applications, and to alter it and redistribute it\n * freely, subject to the following restrictions:\n *\n * 1. The origin of this software must not be misrepresented; you must not\n *    claim that you wrote the original software. If you use this software\n *    in a product, an acknowledgment in the product documentation would\n *    be appreciated but is not required.\n *\n * 2. Altered source versions must be plainly marked as such, and must not\n *    be misrepresented as being the original software.\n *\n * 3. This notice may not be removed or altered from any source\n *    distribution.\n *\n *************************************************************************/\n\n#ifndef _glfw3_h_\n#define _glfw3_h_\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/*************************************************************************\n * Doxygen documentation\n *************************************************************************/\n\n/*! @file glfw3.h\n *  @brief The header of the GLFW 3 API.\n *\n *  This is the header file of the GLFW 3 API.  It defines all its types and\n *  declares all its functions.\n *\n *  For more information about how to use this file, see @ref build_include.\n */\n/*! @defgroup context Context reference\n *  @brief Functions and types related to OpenGL and OpenGL ES contexts.\n *\n *  This is the reference documentation for OpenGL and OpenGL ES context related\n *  functions.  For more task-oriented information, see the @ref context_guide.\n */\n/*! @defgroup vulkan Vulkan reference\n *  @brief Functions and types related to Vulkan.\n *\n *  This is the reference documentation for Vulkan related functions and types.\n *  For more task-oriented information, see the @ref vulkan_guide.\n */\n/*! @defgroup init Initialization, version and error reference\n *  @brief Functions and types related to initialization and error handling.\n *\n *  This is the reference documentation for initialization and termination of\n *  the library, version management and error handling.  For more task-oriented\n *  information, see the @ref intro_guide.\n */\n/*! @defgroup input Input reference\n *  @brief Functions and types related to input handling.\n *\n *  This is the reference documentation for input related functions and types.\n *  For more task-oriented information, see the @ref input_guide.\n */\n/*! @defgroup monitor Monitor reference\n *  @brief Functions and types related to monitors.\n *\n *  This is the reference documentation for monitor related functions and types.\n *  For more task-oriented information, see the @ref monitor_guide.\n */\n/*! @defgroup window Window reference\n *  @brief Functions and types related to windows.\n *\n *  This is the reference documentation for window related functions and types,\n *  including creation, deletion and event polling.  For more task-oriented\n *  information, see the @ref window_guide.\n */\n\n\n/*************************************************************************\n * Compiler- and platform-specific preprocessor work\n *************************************************************************/\n\n/* If we are we on Windows, we want a single define for it.\n */\n#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))\n #define _WIN32\n#endif /* _WIN32 */\n\n/* Include because most Windows GLU headers need wchar_t and\n * the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h.\n * Include it unconditionally to avoid surprising side-effects.\n */\n#include <stddef.h>\n\n/* Include because it is needed by Vulkan and related functions.\n * Include it unconditionally to avoid surprising side-effects.\n */\n#include <stdint.h>\n\n#if defined(GLFW_INCLUDE_VULKAN)\n  #include <vulkan/vulkan.h>\n#endif /* Vulkan header */\n\n/* The Vulkan header may have indirectly included windows.h (because of\n * VK_USE_PLATFORM_WIN32_KHR) so we offer our replacement symbols after it.\n */\n\n/* It is customary to use APIENTRY for OpenGL function pointer declarations on\n * all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.\n */\n#if !defined(APIENTRY)\n #if defined(_WIN32)\n  #define APIENTRY __stdcall\n #else\n  #define APIENTRY\n #endif\n #define GLFW_APIENTRY_DEFINED\n#endif /* APIENTRY */\n\n/* Some Windows OpenGL headers need this.\n */\n#if !defined(WINGDIAPI) && defined(_WIN32)\n #define WINGDIAPI __declspec(dllimport)\n #define GLFW_WINGDIAPI_DEFINED\n#endif /* WINGDIAPI */\n\n/* Some Windows GLU headers need this.\n */\n#if !defined(CALLBACK) && defined(_WIN32)\n #define CALLBACK __stdcall\n #define GLFW_CALLBACK_DEFINED\n#endif /* CALLBACK */\n\n/* Include the chosen OpenGL or OpenGL ES headers.\n */\n#if defined(GLFW_INCLUDE_ES1)\n\n #include <GLES/gl.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES/glext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES2)\n\n #include <GLES2/gl2.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES3)\n\n #include <GLES3/gl3.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES31)\n\n #include <GLES3/gl31.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_ES32)\n\n #include <GLES3/gl32.h>\n #if defined(GLFW_INCLUDE_GLEXT)\n  #include <GLES2/gl2ext.h>\n #endif\n\n#elif defined(GLFW_INCLUDE_GLCOREARB)\n\n #if defined(__APPLE__)\n\n  #include <OpenGL/gl3.h>\n  #if defined(GLFW_INCLUDE_GLEXT)\n   #include <OpenGL/gl3ext.h>\n  #endif /*GLFW_INCLUDE_GLEXT*/\n\n #else /*__APPLE__*/\n\n  #include <GL/glcorearb.h>\n\n #endif /*__APPLE__*/\n\n#elif !defined(GLFW_INCLUDE_NONE)\n\n #if defined(__APPLE__)\n\n  #if !defined(GLFW_INCLUDE_GLEXT)\n   #define GL_GLEXT_LEGACY\n  #endif\n  #include <OpenGL/gl.h>\n  #if defined(GLFW_INCLUDE_GLU)\n   #include <OpenGL/glu.h>\n  #endif\n\n #else /*__APPLE__*/\n\n  #include <GL/gl.h>\n  #if defined(GLFW_INCLUDE_GLEXT)\n   #include <GL/glext.h>\n  #endif\n  #if defined(GLFW_INCLUDE_GLU)\n   #include <GL/glu.h>\n  #endif\n\n #endif /*__APPLE__*/\n\n#endif /* OpenGL and OpenGL ES headers */\n\n#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)\n /* GLFW_DLL must be defined by applications that are linking against the DLL\n  * version of the GLFW library.  _GLFW_BUILD_DLL is defined by the GLFW\n  * configuration header when compiling the DLL version of the library.\n  */\n #error \"You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined\"\n#endif\n\n/* GLFWAPI is used to declare public API functions for export\n * from the DLL / shared library / dynamic library.\n */\n#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)\n /* We are building GLFW as a Win32 DLL */\n #define GLFWAPI __declspec(dllexport)\n#elif defined(_WIN32) && defined(GLFW_DLL)\n /* We are calling GLFW as a Win32 DLL */\n #define GLFWAPI __declspec(dllimport)\n#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)\n /* We are building GLFW as a shared / dynamic library */\n #define GLFWAPI __attribute__((visibility(\"default\")))\n#else\n /* We are building or calling GLFW as a static library */\n #define GLFWAPI\n#endif\n\n\n/*************************************************************************\n * GLFW API tokens\n *************************************************************************/\n\n/*! @name GLFW version macros\n *  @{ */\n/*! @brief The major version number of the GLFW library.\n *\n *  This is incremented when the API is changed in non-compatible ways.\n *  @ingroup init\n */\n#define GLFW_VERSION_MAJOR          3\n/*! @brief The minor version number of the GLFW library.\n *\n *  This is incremented when features are added to the API but it remains\n *  backward-compatible.\n *  @ingroup init\n */\n#define GLFW_VERSION_MINOR          3\n/*! @brief The revision number of the GLFW library.\n *\n *  This is incremented when a bug fix release is made that does not contain any\n *  API changes.\n *  @ingroup init\n */\n#define GLFW_VERSION_REVISION       2\n/*! @} */\n\n/*! @brief One.\n *\n *  This is only semantic sugar for the number 1.  You can instead use `1` or\n *  `true` or `_True` or `GL_TRUE` or `VK_TRUE` or anything else that is equal\n *  to one.\n *\n *  @ingroup init\n */\n#define GLFW_TRUE                   1\n/*! @brief Zero.\n *\n *  This is only semantic sugar for the number 0.  You can instead use `0` or\n *  `false` or `_False` or `GL_FALSE` or `VK_FALSE` or anything else that is\n *  equal to zero.\n *\n *  @ingroup init\n */\n#define GLFW_FALSE                  0\n\n/*! @name Key and button actions\n *  @{ */\n/*! @brief The key or mouse button was released.\n *\n *  The key or mouse button was released.\n *\n *  @ingroup input\n */\n#define GLFW_RELEASE                0\n/*! @brief The key or mouse button was pressed.\n *\n *  The key or mouse button was pressed.\n *\n *  @ingroup input\n */\n#define GLFW_PRESS                  1\n/*! @brief The key was held down until it repeated.\n *\n *  The key was held down until it repeated.\n *\n *  @ingroup input\n */\n#define GLFW_REPEAT                 2\n/*! @} */\n\n/*! @defgroup hat_state Joystick hat states\n *  @brief Joystick hat states.\n *\n *  See [joystick hat input](@ref joystick_hat) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_HAT_CENTERED           0\n#define GLFW_HAT_UP                 1\n#define GLFW_HAT_RIGHT              2\n#define GLFW_HAT_DOWN               4\n#define GLFW_HAT_LEFT               8\n#define GLFW_HAT_RIGHT_UP           (GLFW_HAT_RIGHT | GLFW_HAT_UP)\n#define GLFW_HAT_RIGHT_DOWN         (GLFW_HAT_RIGHT | GLFW_HAT_DOWN)\n#define GLFW_HAT_LEFT_UP            (GLFW_HAT_LEFT  | GLFW_HAT_UP)\n#define GLFW_HAT_LEFT_DOWN          (GLFW_HAT_LEFT  | GLFW_HAT_DOWN)\n/*! @} */\n\n/*! @defgroup keys Keyboard keys\n *  @brief Keyboard key IDs.\n *\n *  See [key input](@ref input_key) for how these are used.\n *\n *  These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),\n *  but re-arranged to map to 7-bit ASCII for printable keys (function keys are\n *  put in the 256+ range).\n *\n *  The naming of the key codes follow these rules:\n *   - The US keyboard layout is used\n *   - Names of printable alpha-numeric characters are used (e.g. \"A\", \"R\",\n *     \"3\", etc.)\n *   - For non-alphanumeric characters, Unicode:ish names are used (e.g.\n *     \"COMMA\", \"LEFT_SQUARE_BRACKET\", etc.). Note that some names do not\n *     correspond to the Unicode standard (usually for brevity)\n *   - Keys that lack a clear US mapping are named \"WORLD_x\"\n *   - For non-printable keys, custom names are used (e.g. \"F4\",\n *     \"BACKSPACE\", etc.)\n *\n *  @ingroup input\n *  @{\n */\n\n/* The unknown key */\n#define GLFW_KEY_UNKNOWN            -1\n\n/* Printable keys */\n#define GLFW_KEY_SPACE              32\n#define GLFW_KEY_APOSTROPHE         39  /* ' */\n#define GLFW_KEY_COMMA              44  /* , */\n#define GLFW_KEY_MINUS              45  /* - */\n#define GLFW_KEY_PERIOD             46  /* . */\n#define GLFW_KEY_SLASH              47  /* / */\n#define GLFW_KEY_0                  48\n#define GLFW_KEY_1                  49\n#define GLFW_KEY_2                  50\n#define GLFW_KEY_3                  51\n#define GLFW_KEY_4                  52\n#define GLFW_KEY_5                  53\n#define GLFW_KEY_6                  54\n#define GLFW_KEY_7                  55\n#define GLFW_KEY_8                  56\n#define GLFW_KEY_9                  57\n#define GLFW_KEY_SEMICOLON          59  /* ; */\n#define GLFW_KEY_EQUAL              61  /* = */\n#define GLFW_KEY_A                  65\n#define GLFW_KEY_B                  66\n#define GLFW_KEY_C                  67\n#define GLFW_KEY_D                  68\n#define GLFW_KEY_E                  69\n#define GLFW_KEY_F                  70\n#define GLFW_KEY_G                  71\n#define GLFW_KEY_H                  72\n#define GLFW_KEY_I                  73\n#define GLFW_KEY_J                  74\n#define GLFW_KEY_K                  75\n#define GLFW_KEY_L                  76\n#define GLFW_KEY_M                  77\n#define GLFW_KEY_N                  78\n#define GLFW_KEY_O                  79\n#define GLFW_KEY_P                  80\n#define GLFW_KEY_Q                  81\n#define GLFW_KEY_R                  82\n#define GLFW_KEY_S                  83\n#define GLFW_KEY_T                  84\n#define GLFW_KEY_U                  85\n#define GLFW_KEY_V                  86\n#define GLFW_KEY_W                  87\n#define GLFW_KEY_X                  88\n#define GLFW_KEY_Y                  89\n#define GLFW_KEY_Z                  90\n#define GLFW_KEY_LEFT_BRACKET       91  /* [ */\n#define GLFW_KEY_BACKSLASH          92  /* \\ */\n#define GLFW_KEY_RIGHT_BRACKET      93  /* ] */\n#define GLFW_KEY_GRAVE_ACCENT       96  /* ` */\n#define GLFW_KEY_WORLD_1            161 /* non-US #1 */\n#define GLFW_KEY_WORLD_2            162 /* non-US #2 */\n\n/* Function keys */\n#define GLFW_KEY_ESCAPE             256\n#define GLFW_KEY_ENTER              257\n#define GLFW_KEY_TAB                258\n#define GLFW_KEY_BACKSPACE          259\n#define GLFW_KEY_INSERT             260\n#define GLFW_KEY_DELETE             261\n#define GLFW_KEY_RIGHT              262\n#define GLFW_KEY_LEFT               263\n#define GLFW_KEY_DOWN               264\n#define GLFW_KEY_UP                 265\n#define GLFW_KEY_PAGE_UP            266\n#define GLFW_KEY_PAGE_DOWN          267\n#define GLFW_KEY_HOME               268\n#define GLFW_KEY_END                269\n#define GLFW_KEY_CAPS_LOCK          280\n#define GLFW_KEY_SCROLL_LOCK        281\n#define GLFW_KEY_NUM_LOCK           282\n#define GLFW_KEY_PRINT_SCREEN       283\n#define GLFW_KEY_PAUSE              284\n#define GLFW_KEY_F1                 290\n#define GLFW_KEY_F2                 291\n#define GLFW_KEY_F3                 292\n#define GLFW_KEY_F4                 293\n#define GLFW_KEY_F5                 294\n#define GLFW_KEY_F6                 295\n#define GLFW_KEY_F7                 296\n#define GLFW_KEY_F8                 297\n#define GLFW_KEY_F9                 298\n#define GLFW_KEY_F10                299\n#define GLFW_KEY_F11                300\n#define GLFW_KEY_F12                301\n#define GLFW_KEY_F13                302\n#define GLFW_KEY_F14                303\n#define GLFW_KEY_F15                304\n#define GLFW_KEY_F16                305\n#define GLFW_KEY_F17                306\n#define GLFW_KEY_F18                307\n#define GLFW_KEY_F19                308\n#define GLFW_KEY_F20                309\n#define GLFW_KEY_F21                310\n#define GLFW_KEY_F22                311\n#define GLFW_KEY_F23                312\n#define GLFW_KEY_F24                313\n#define GLFW_KEY_F25                314\n#define GLFW_KEY_KP_0               320\n#define GLFW_KEY_KP_1               321\n#define GLFW_KEY_KP_2               322\n#define GLFW_KEY_KP_3               323\n#define GLFW_KEY_KP_4               324\n#define GLFW_KEY_KP_5               325\n#define GLFW_KEY_KP_6               326\n#define GLFW_KEY_KP_7               327\n#define GLFW_KEY_KP_8               328\n#define GLFW_KEY_KP_9               329\n#define GLFW_KEY_KP_DECIMAL         330\n#define GLFW_KEY_KP_DIVIDE          331\n#define GLFW_KEY_KP_MULTIPLY        332\n#define GLFW_KEY_KP_SUBTRACT        333\n#define GLFW_KEY_KP_ADD             334\n#define GLFW_KEY_KP_ENTER           335\n#define GLFW_KEY_KP_EQUAL           336\n#define GLFW_KEY_LEFT_SHIFT         340\n#define GLFW_KEY_LEFT_CONTROL       341\n#define GLFW_KEY_LEFT_ALT           342\n#define GLFW_KEY_LEFT_SUPER         343\n#define GLFW_KEY_RIGHT_SHIFT        344\n#define GLFW_KEY_RIGHT_CONTROL      345\n#define GLFW_KEY_RIGHT_ALT          346\n#define GLFW_KEY_RIGHT_SUPER        347\n#define GLFW_KEY_MENU               348\n\n#define GLFW_KEY_LAST               GLFW_KEY_MENU\n\n/*! @} */\n\n/*! @defgroup mods Modifier key flags\n *  @brief Modifier key flags.\n *\n *  See [key input](@ref input_key) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n\n/*! @brief If this bit is set one or more Shift keys were held down.\n *\n *  If this bit is set one or more Shift keys were held down.\n */\n#define GLFW_MOD_SHIFT           0x0001\n/*! @brief If this bit is set one or more Control keys were held down.\n *\n *  If this bit is set one or more Control keys were held down.\n */\n#define GLFW_MOD_CONTROL         0x0002\n/*! @brief If this bit is set one or more Alt keys were held down.\n *\n *  If this bit is set one or more Alt keys were held down.\n */\n#define GLFW_MOD_ALT             0x0004\n/*! @brief If this bit is set one or more Super keys were held down.\n *\n *  If this bit is set one or more Super keys were held down.\n */\n#define GLFW_MOD_SUPER           0x0008\n/*! @brief If this bit is set the Caps Lock key is enabled.\n *\n *  If this bit is set the Caps Lock key is enabled and the @ref\n *  GLFW_LOCK_KEY_MODS input mode is set.\n */\n#define GLFW_MOD_CAPS_LOCK       0x0010\n/*! @brief If this bit is set the Num Lock key is enabled.\n *\n *  If this bit is set the Num Lock key is enabled and the @ref\n *  GLFW_LOCK_KEY_MODS input mode is set.\n */\n#define GLFW_MOD_NUM_LOCK        0x0020\n\n/*! @} */\n\n/*! @defgroup buttons Mouse buttons\n *  @brief Mouse button IDs.\n *\n *  See [mouse button input](@ref input_mouse_button) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_MOUSE_BUTTON_1         0\n#define GLFW_MOUSE_BUTTON_2         1\n#define GLFW_MOUSE_BUTTON_3         2\n#define GLFW_MOUSE_BUTTON_4         3\n#define GLFW_MOUSE_BUTTON_5         4\n#define GLFW_MOUSE_BUTTON_6         5\n#define GLFW_MOUSE_BUTTON_7         6\n#define GLFW_MOUSE_BUTTON_8         7\n#define GLFW_MOUSE_BUTTON_LAST      GLFW_MOUSE_BUTTON_8\n#define GLFW_MOUSE_BUTTON_LEFT      GLFW_MOUSE_BUTTON_1\n#define GLFW_MOUSE_BUTTON_RIGHT     GLFW_MOUSE_BUTTON_2\n#define GLFW_MOUSE_BUTTON_MIDDLE    GLFW_MOUSE_BUTTON_3\n/*! @} */\n\n/*! @defgroup joysticks Joysticks\n *  @brief Joystick IDs.\n *\n *  See [joystick input](@ref joystick) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_JOYSTICK_1             0\n#define GLFW_JOYSTICK_2             1\n#define GLFW_JOYSTICK_3             2\n#define GLFW_JOYSTICK_4             3\n#define GLFW_JOYSTICK_5             4\n#define GLFW_JOYSTICK_6             5\n#define GLFW_JOYSTICK_7             6\n#define GLFW_JOYSTICK_8             7\n#define GLFW_JOYSTICK_9             8\n#define GLFW_JOYSTICK_10            9\n#define GLFW_JOYSTICK_11            10\n#define GLFW_JOYSTICK_12            11\n#define GLFW_JOYSTICK_13            12\n#define GLFW_JOYSTICK_14            13\n#define GLFW_JOYSTICK_15            14\n#define GLFW_JOYSTICK_16            15\n#define GLFW_JOYSTICK_LAST          GLFW_JOYSTICK_16\n/*! @} */\n\n/*! @defgroup gamepad_buttons Gamepad buttons\n *  @brief Gamepad buttons.\n *\n *  See @ref gamepad for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_GAMEPAD_BUTTON_A               0\n#define GLFW_GAMEPAD_BUTTON_B               1\n#define GLFW_GAMEPAD_BUTTON_X               2\n#define GLFW_GAMEPAD_BUTTON_Y               3\n#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER     4\n#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER    5\n#define GLFW_GAMEPAD_BUTTON_BACK            6\n#define GLFW_GAMEPAD_BUTTON_START           7\n#define GLFW_GAMEPAD_BUTTON_GUIDE           8\n#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB      9\n#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB     10\n#define GLFW_GAMEPAD_BUTTON_DPAD_UP         11\n#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT      12\n#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN       13\n#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT       14\n#define GLFW_GAMEPAD_BUTTON_LAST            GLFW_GAMEPAD_BUTTON_DPAD_LEFT\n\n#define GLFW_GAMEPAD_BUTTON_CROSS       GLFW_GAMEPAD_BUTTON_A\n#define GLFW_GAMEPAD_BUTTON_CIRCLE      GLFW_GAMEPAD_BUTTON_B\n#define GLFW_GAMEPAD_BUTTON_SQUARE      GLFW_GAMEPAD_BUTTON_X\n#define GLFW_GAMEPAD_BUTTON_TRIANGLE    GLFW_GAMEPAD_BUTTON_Y\n/*! @} */\n\n/*! @defgroup gamepad_axes Gamepad axes\n *  @brief Gamepad axes.\n *\n *  See @ref gamepad for how these are used.\n *\n *  @ingroup input\n *  @{ */\n#define GLFW_GAMEPAD_AXIS_LEFT_X        0\n#define GLFW_GAMEPAD_AXIS_LEFT_Y        1\n#define GLFW_GAMEPAD_AXIS_RIGHT_X       2\n#define GLFW_GAMEPAD_AXIS_RIGHT_Y       3\n#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER  4\n#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER 5\n#define GLFW_GAMEPAD_AXIS_LAST          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER\n/*! @} */\n\n/*! @defgroup errors Error codes\n *  @brief Error codes.\n *\n *  See [error handling](@ref error_handling) for how these are used.\n *\n *  @ingroup init\n *  @{ */\n/*! @brief No error has occurred.\n *\n *  No error has occurred.\n *\n *  @analysis Yay.\n */\n#define GLFW_NO_ERROR               0\n/*! @brief GLFW has not been initialized.\n *\n *  This occurs if a GLFW function was called that must not be called unless the\n *  library is [initialized](@ref intro_init).\n *\n *  @analysis Application programmer error.  Initialize GLFW before calling any\n *  function that requires initialization.\n */\n#define GLFW_NOT_INITIALIZED        0x00010001\n/*! @brief No context is current for this thread.\n *\n *  This occurs if a GLFW function was called that needs and operates on the\n *  current OpenGL or OpenGL ES context but no context is current on the calling\n *  thread.  One such function is @ref glfwSwapInterval.\n *\n *  @analysis Application programmer error.  Ensure a context is current before\n *  calling functions that require a current context.\n */\n#define GLFW_NO_CURRENT_CONTEXT     0x00010002\n/*! @brief One of the arguments to the function was an invalid enum value.\n *\n *  One of the arguments to the function was an invalid enum value, for example\n *  requesting @ref GLFW_RED_BITS with @ref glfwGetWindowAttrib.\n *\n *  @analysis Application programmer error.  Fix the offending call.\n */\n#define GLFW_INVALID_ENUM           0x00010003\n/*! @brief One of the arguments to the function was an invalid value.\n *\n *  One of the arguments to the function was an invalid value, for example\n *  requesting a non-existent OpenGL or OpenGL ES version like 2.7.\n *\n *  Requesting a valid but unavailable OpenGL or OpenGL ES version will instead\n *  result in a @ref GLFW_VERSION_UNAVAILABLE error.\n *\n *  @analysis Application programmer error.  Fix the offending call.\n */\n#define GLFW_INVALID_VALUE          0x00010004\n/*! @brief A memory allocation failed.\n *\n *  A memory allocation failed.\n *\n *  @analysis A bug in GLFW or the underlying operating system.  Report the bug\n *  to our [issue tracker](https://github.com/glfw/glfw/issues).\n */\n#define GLFW_OUT_OF_MEMORY          0x00010005\n/*! @brief GLFW could not find support for the requested API on the system.\n *\n *  GLFW could not find support for the requested API on the system.\n *\n *  @analysis The installed graphics driver does not support the requested\n *  API, or does not support it via the chosen context creation backend.\n *  Below are a few examples.\n *\n *  @par\n *  Some pre-installed Windows graphics drivers do not support OpenGL.  AMD only\n *  supports OpenGL ES via EGL, while Nvidia and Intel only support it via\n *  a WGL or GLX extension.  macOS does not provide OpenGL ES at all.  The Mesa\n *  EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary\n *  driver.  Older graphics drivers do not support Vulkan.\n */\n#define GLFW_API_UNAVAILABLE        0x00010006\n/*! @brief The requested OpenGL or OpenGL ES version is not available.\n *\n *  The requested OpenGL or OpenGL ES version (including any requested context\n *  or framebuffer hints) is not available on this machine.\n *\n *  @analysis The machine does not support your requirements.  If your\n *  application is sufficiently flexible, downgrade your requirements and try\n *  again.  Otherwise, inform the user that their machine does not match your\n *  requirements.\n *\n *  @par\n *  Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0\n *  comes out before the 4.x series gets that far, also fail with this error and\n *  not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions\n *  will exist.\n */\n#define GLFW_VERSION_UNAVAILABLE    0x00010007\n/*! @brief A platform-specific error occurred that does not match any of the\n *  more specific categories.\n *\n *  A platform-specific error occurred that does not match any of the more\n *  specific categories.\n *\n *  @analysis A bug or configuration error in GLFW, the underlying operating\n *  system or its drivers, or a lack of required resources.  Report the issue to\n *  our [issue tracker](https://github.com/glfw/glfw/issues).\n */\n#define GLFW_PLATFORM_ERROR         0x00010008\n/*! @brief The requested format is not supported or available.\n *\n *  If emitted during window creation, the requested pixel format is not\n *  supported.\n *\n *  If emitted when querying the clipboard, the contents of the clipboard could\n *  not be converted to the requested format.\n *\n *  @analysis If emitted during window creation, one or more\n *  [hard constraints](@ref window_hints_hard) did not match any of the\n *  available pixel formats.  If your application is sufficiently flexible,\n *  downgrade your requirements and try again.  Otherwise, inform the user that\n *  their machine does not match your requirements.\n *\n *  @par\n *  If emitted when querying the clipboard, ignore the error or report it to\n *  the user, as appropriate.\n */\n#define GLFW_FORMAT_UNAVAILABLE     0x00010009\n/*! @brief The specified window does not have an OpenGL or OpenGL ES context.\n *\n *  A window that does not have an OpenGL or OpenGL ES context was passed to\n *  a function that requires it to have one.\n *\n *  @analysis Application programmer error.  Fix the offending call.\n */\n#define GLFW_NO_WINDOW_CONTEXT      0x0001000A\n/*! @} */\n\n/*! @addtogroup window\n *  @{ */\n/*! @brief Input focus window hint and attribute\n *\n *  Input focus [window hint](@ref GLFW_FOCUSED_hint) or\n *  [window attribute](@ref GLFW_FOCUSED_attrib).\n */\n#define GLFW_FOCUSED                0x00020001\n/*! @brief Window iconification window attribute\n *\n *  Window iconification [window attribute](@ref GLFW_ICONIFIED_attrib).\n */\n#define GLFW_ICONIFIED              0x00020002\n/*! @brief Window resize-ability window hint and attribute\n *\n *  Window resize-ability [window hint](@ref GLFW_RESIZABLE_hint) and\n *  [window attribute](@ref GLFW_RESIZABLE_attrib).\n */\n#define GLFW_RESIZABLE              0x00020003\n/*! @brief Window visibility window hint and attribute\n *\n *  Window visibility [window hint](@ref GLFW_VISIBLE_hint) and\n *  [window attribute](@ref GLFW_VISIBLE_attrib).\n */\n#define GLFW_VISIBLE                0x00020004\n/*! @brief Window decoration window hint and attribute\n *\n *  Window decoration [window hint](@ref GLFW_DECORATED_hint) and\n *  [window attribute](@ref GLFW_DECORATED_attrib).\n */\n#define GLFW_DECORATED              0x00020005\n/*! @brief Window auto-iconification window hint and attribute\n *\n *  Window auto-iconification [window hint](@ref GLFW_AUTO_ICONIFY_hint) and\n *  [window attribute](@ref GLFW_AUTO_ICONIFY_attrib).\n */\n#define GLFW_AUTO_ICONIFY           0x00020006\n/*! @brief Window decoration window hint and attribute\n *\n *  Window decoration [window hint](@ref GLFW_FLOATING_hint) and\n *  [window attribute](@ref GLFW_FLOATING_attrib).\n */\n#define GLFW_FLOATING               0x00020007\n/*! @brief Window maximization window hint and attribute\n *\n *  Window maximization [window hint](@ref GLFW_MAXIMIZED_hint) and\n *  [window attribute](@ref GLFW_MAXIMIZED_attrib).\n */\n#define GLFW_MAXIMIZED              0x00020008\n/*! @brief Cursor centering window hint\n *\n *  Cursor centering [window hint](@ref GLFW_CENTER_CURSOR_hint).\n */\n#define GLFW_CENTER_CURSOR          0x00020009\n/*! @brief Window framebuffer transparency hint and attribute\n *\n *  Window framebuffer transparency\n *  [window hint](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) and\n *  [window attribute](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib).\n */\n#define GLFW_TRANSPARENT_FRAMEBUFFER 0x0002000A\n/*! @brief Mouse cursor hover window attribute.\n *\n *  Mouse cursor hover [window attribute](@ref GLFW_HOVERED_attrib).\n */\n#define GLFW_HOVERED                0x0002000B\n/*! @brief Input focus on calling show window hint and attribute\n *\n *  Input focus [window hint](@ref GLFW_FOCUS_ON_SHOW_hint) or\n *  [window attribute](@ref GLFW_FOCUS_ON_SHOW_attrib).\n */\n#define GLFW_FOCUS_ON_SHOW          0x0002000C\n\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_RED_BITS).\n */\n#define GLFW_RED_BITS               0x00021001\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_GREEN_BITS).\n */\n#define GLFW_GREEN_BITS             0x00021002\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_BLUE_BITS).\n */\n#define GLFW_BLUE_BITS              0x00021003\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ALPHA_BITS).\n */\n#define GLFW_ALPHA_BITS             0x00021004\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_DEPTH_BITS).\n */\n#define GLFW_DEPTH_BITS             0x00021005\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_STENCIL_BITS).\n */\n#define GLFW_STENCIL_BITS           0x00021006\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_RED_BITS).\n */\n#define GLFW_ACCUM_RED_BITS         0x00021007\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_GREEN_BITS).\n */\n#define GLFW_ACCUM_GREEN_BITS       0x00021008\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_BLUE_BITS).\n */\n#define GLFW_ACCUM_BLUE_BITS        0x00021009\n/*! @brief Framebuffer bit depth hint.\n *\n *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_ALPHA_BITS).\n */\n#define GLFW_ACCUM_ALPHA_BITS       0x0002100A\n/*! @brief Framebuffer auxiliary buffer hint.\n *\n *  Framebuffer auxiliary buffer [hint](@ref GLFW_AUX_BUFFERS).\n */\n#define GLFW_AUX_BUFFERS            0x0002100B\n/*! @brief OpenGL stereoscopic rendering hint.\n *\n *  OpenGL stereoscopic rendering [hint](@ref GLFW_STEREO).\n */\n#define GLFW_STEREO                 0x0002100C\n/*! @brief Framebuffer MSAA samples hint.\n *\n *  Framebuffer MSAA samples [hint](@ref GLFW_SAMPLES).\n */\n#define GLFW_SAMPLES                0x0002100D\n/*! @brief Framebuffer sRGB hint.\n *\n *  Framebuffer sRGB [hint](@ref GLFW_SRGB_CAPABLE).\n */\n#define GLFW_SRGB_CAPABLE           0x0002100E\n/*! @brief Monitor refresh rate hint.\n *\n *  Monitor refresh rate [hint](@ref GLFW_REFRESH_RATE).\n */\n#define GLFW_REFRESH_RATE           0x0002100F\n/*! @brief Framebuffer double buffering hint.\n *\n *  Framebuffer double buffering [hint](@ref GLFW_DOUBLEBUFFER).\n */\n#define GLFW_DOUBLEBUFFER           0x00021010\n\n/*! @brief Context client API hint and attribute.\n *\n *  Context client API [hint](@ref GLFW_CLIENT_API_hint) and\n *  [attribute](@ref GLFW_CLIENT_API_attrib).\n */\n#define GLFW_CLIENT_API             0x00022001\n/*! @brief Context client API major version hint and attribute.\n *\n *  Context client API major version [hint](@ref GLFW_CONTEXT_VERSION_MAJOR_hint)\n *  and [attribute](@ref GLFW_CONTEXT_VERSION_MAJOR_attrib).\n */\n#define GLFW_CONTEXT_VERSION_MAJOR  0x00022002\n/*! @brief Context client API minor version hint and attribute.\n *\n *  Context client API minor version [hint](@ref GLFW_CONTEXT_VERSION_MINOR_hint)\n *  and [attribute](@ref GLFW_CONTEXT_VERSION_MINOR_attrib).\n */\n#define GLFW_CONTEXT_VERSION_MINOR  0x00022003\n/*! @brief Context client API revision number hint and attribute.\n *\n *  Context client API revision number\n *  [attribute](@ref GLFW_CONTEXT_REVISION_attrib).\n */\n#define GLFW_CONTEXT_REVISION       0x00022004\n/*! @brief Context robustness hint and attribute.\n *\n *  Context client API revision number [hint](@ref GLFW_CONTEXT_ROBUSTNESS_hint)\n *  and [attribute](@ref GLFW_CONTEXT_ROBUSTNESS_attrib).\n */\n#define GLFW_CONTEXT_ROBUSTNESS     0x00022005\n/*! @brief OpenGL forward-compatibility hint and attribute.\n *\n *  OpenGL forward-compatibility [hint](@ref GLFW_OPENGL_FORWARD_COMPAT_hint)\n *  and [attribute](@ref GLFW_OPENGL_FORWARD_COMPAT_attrib).\n */\n#define GLFW_OPENGL_FORWARD_COMPAT  0x00022006\n/*! @brief OpenGL debug context hint and attribute.\n *\n *  OpenGL debug context [hint](@ref GLFW_OPENGL_DEBUG_CONTEXT_hint) and\n *  [attribute](@ref GLFW_OPENGL_DEBUG_CONTEXT_attrib).\n */\n#define GLFW_OPENGL_DEBUG_CONTEXT   0x00022007\n/*! @brief OpenGL profile hint and attribute.\n *\n *  OpenGL profile [hint](@ref GLFW_OPENGL_PROFILE_hint) and\n *  [attribute](@ref GLFW_OPENGL_PROFILE_attrib).\n */\n#define GLFW_OPENGL_PROFILE         0x00022008\n/*! @brief Context flush-on-release hint and attribute.\n *\n *  Context flush-on-release [hint](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint) and\n *  [attribute](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib).\n */\n#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009\n/*! @brief Context error suppression hint and attribute.\n *\n *  Context error suppression [hint](@ref GLFW_CONTEXT_NO_ERROR_hint) and\n *  [attribute](@ref GLFW_CONTEXT_NO_ERROR_attrib).\n */\n#define GLFW_CONTEXT_NO_ERROR       0x0002200A\n/*! @brief Context creation API hint and attribute.\n *\n *  Context creation API [hint](@ref GLFW_CONTEXT_CREATION_API_hint) and\n *  [attribute](@ref GLFW_CONTEXT_CREATION_API_attrib).\n */\n#define GLFW_CONTEXT_CREATION_API   0x0002200B\n/*! @brief Window content area scaling window\n *  [window hint](@ref GLFW_SCALE_TO_MONITOR).\n */\n#define GLFW_SCALE_TO_MONITOR       0x0002200C\n/*! @brief macOS specific\n *  [window hint](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint).\n */\n#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001\n/*! @brief macOS specific\n *  [window hint](@ref GLFW_COCOA_FRAME_NAME_hint).\n */\n#define GLFW_COCOA_FRAME_NAME         0x00023002\n/*! @brief macOS specific\n *  [window hint](@ref GLFW_COCOA_GRAPHICS_SWITCHING_hint).\n */\n#define GLFW_COCOA_GRAPHICS_SWITCHING 0x00023003\n/*! @brief X11 specific\n *  [window hint](@ref GLFW_X11_CLASS_NAME_hint).\n */\n#define GLFW_X11_CLASS_NAME         0x00024001\n/*! @brief X11 specific\n *  [window hint](@ref GLFW_X11_CLASS_NAME_hint).\n */\n#define GLFW_X11_INSTANCE_NAME      0x00024002\n/*! @} */\n\n#define GLFW_NO_API                          0\n#define GLFW_OPENGL_API             0x00030001\n#define GLFW_OPENGL_ES_API          0x00030002\n\n#define GLFW_NO_ROBUSTNESS                   0\n#define GLFW_NO_RESET_NOTIFICATION  0x00031001\n#define GLFW_LOSE_CONTEXT_ON_RESET  0x00031002\n\n#define GLFW_OPENGL_ANY_PROFILE              0\n#define GLFW_OPENGL_CORE_PROFILE    0x00032001\n#define GLFW_OPENGL_COMPAT_PROFILE  0x00032002\n\n#define GLFW_CURSOR                 0x00033001\n#define GLFW_STICKY_KEYS            0x00033002\n#define GLFW_STICKY_MOUSE_BUTTONS   0x00033003\n#define GLFW_LOCK_KEY_MODS          0x00033004\n#define GLFW_RAW_MOUSE_MOTION       0x00033005\n\n#define GLFW_CURSOR_NORMAL          0x00034001\n#define GLFW_CURSOR_HIDDEN          0x00034002\n#define GLFW_CURSOR_DISABLED        0x00034003\n\n#define GLFW_ANY_RELEASE_BEHAVIOR            0\n#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001\n#define GLFW_RELEASE_BEHAVIOR_NONE  0x00035002\n\n#define GLFW_NATIVE_CONTEXT_API     0x00036001\n#define GLFW_EGL_CONTEXT_API        0x00036002\n#define GLFW_OSMESA_CONTEXT_API     0x00036003\n\n/*! @defgroup shapes Standard cursor shapes\n *  @brief Standard system cursor shapes.\n *\n *  See [standard cursor creation](@ref cursor_standard) for how these are used.\n *\n *  @ingroup input\n *  @{ */\n\n/*! @brief The regular arrow cursor shape.\n *\n *  The regular arrow cursor.\n */\n#define GLFW_ARROW_CURSOR           0x00036001\n/*! @brief The text input I-beam cursor shape.\n *\n *  The text input I-beam cursor shape.\n */\n#define GLFW_IBEAM_CURSOR           0x00036002\n/*! @brief The crosshair shape.\n *\n *  The crosshair shape.\n */\n#define GLFW_CROSSHAIR_CURSOR       0x00036003\n/*! @brief The hand shape.\n *\n *  The hand shape.\n */\n#define GLFW_HAND_CURSOR            0x00036004\n/*! @brief The horizontal resize arrow shape.\n *\n *  The horizontal resize arrow shape.\n */\n#define GLFW_HRESIZE_CURSOR         0x00036005\n/*! @brief The vertical resize arrow shape.\n *\n *  The vertical resize arrow shape.\n */\n#define GLFW_VRESIZE_CURSOR         0x00036006\n/*! @} */\n\n#define GLFW_CONNECTED              0x00040001\n#define GLFW_DISCONNECTED           0x00040002\n\n/*! @addtogroup init\n *  @{ */\n/*! @brief Joystick hat buttons init hint.\n *\n *  Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS).\n */\n#define GLFW_JOYSTICK_HAT_BUTTONS   0x00050001\n/*! @brief macOS specific init hint.\n *\n *  macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES_hint).\n */\n#define GLFW_COCOA_CHDIR_RESOURCES  0x00051001\n/*! @brief macOS specific init hint.\n *\n *  macOS specific [init hint](@ref GLFW_COCOA_MENUBAR_hint).\n */\n#define GLFW_COCOA_MENUBAR          0x00051002\n/*! @} */\n\n#define GLFW_DONT_CARE              -1\n\n\n/*************************************************************************\n * GLFW API types\n *************************************************************************/\n\n/*! @brief Client API function pointer type.\n *\n *  Generic function pointer used for returning client API function pointers\n *  without forcing a cast from a regular pointer.\n *\n *  @sa @ref context_glext\n *  @sa @ref glfwGetProcAddress\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup context\n */\ntypedef void (*GLFWglproc)(void);\n\n/*! @brief Vulkan API function pointer type.\n *\n *  Generic function pointer used for returning Vulkan API function pointers\n *  without forcing a cast from a regular pointer.\n *\n *  @sa @ref vulkan_proc\n *  @sa @ref glfwGetInstanceProcAddress\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\ntypedef void (*GLFWvkproc)(void);\n\n/*! @brief Opaque monitor object.\n *\n *  Opaque monitor object.\n *\n *  @see @ref monitor_object\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\ntypedef struct GLFWmonitor GLFWmonitor;\n\n/*! @brief Opaque window object.\n *\n *  Opaque window object.\n *\n *  @see @ref window_object\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef struct GLFWwindow GLFWwindow;\n\n/*! @brief Opaque cursor object.\n *\n *  Opaque cursor object.\n *\n *  @see @ref cursor_object\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\ntypedef struct GLFWcursor GLFWcursor;\n\n/*! @brief The function pointer type for error callbacks.\n *\n *  This is the function pointer type for error callbacks.  An error callback\n *  function has the following signature:\n *  @code\n *  void callback_name(int error_code, const char* description)\n *  @endcode\n *\n *  @param[in] error_code An [error code](@ref errors).  Future releases may add\n *  more error codes.\n *  @param[in] description A UTF-8 encoded string describing the error.\n *\n *  @pointer_lifetime The error description string is valid until the callback\n *  function returns.\n *\n *  @sa @ref error_handling\n *  @sa @ref glfwSetErrorCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup init\n */\ntypedef void (* GLFWerrorfun)(int,const char*);\n\n/*! @brief The function pointer type for window position callbacks.\n *\n *  This is the function pointer type for window position callbacks.  A window\n *  position callback function has the following signature:\n *  @code\n *  void callback_name(GLFWwindow* window, int xpos, int ypos)\n *  @endcode\n *\n *  @param[in] window The window that was moved.\n *  @param[in] xpos The new x-coordinate, in screen coordinates, of the\n *  upper-left corner of the content area of the window.\n *  @param[in] ypos The new y-coordinate, in screen coordinates, of the\n *  upper-left corner of the content area of the window.\n *\n *  @sa @ref window_pos\n *  @sa @ref glfwSetWindowPosCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);\n\n/*! @brief The function pointer type for window size callbacks.\n *\n *  This is the function pointer type for window size callbacks.  A window size\n *  callback function has the following signature:\n *  @code\n *  void callback_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *\n *  @param[in] window The window that was resized.\n *  @param[in] width The new width, in screen coordinates, of the window.\n *  @param[in] height The new height, in screen coordinates, of the window.\n *\n *  @sa @ref window_size\n *  @sa @ref glfwSetWindowSizeCallback\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);\n\n/*! @brief The function pointer type for window close callbacks.\n *\n *  This is the function pointer type for window close callbacks.  A window\n *  close callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window)\n *  @endcode\n *\n *  @param[in] window The window that the user attempted to close.\n *\n *  @sa @ref window_close\n *  @sa @ref glfwSetWindowCloseCallback\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowclosefun)(GLFWwindow*);\n\n/*! @brief The function pointer type for window content refresh callbacks.\n *\n *  This is the function pointer type for window content refresh callbacks.\n *  A window content refresh callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window);\n *  @endcode\n *\n *  @param[in] window The window whose content needs to be refreshed.\n *\n *  @sa @ref window_refresh\n *  @sa @ref glfwSetWindowRefreshCallback\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowrefreshfun)(GLFWwindow*);\n\n/*! @brief The function pointer type for window focus callbacks.\n *\n *  This is the function pointer type for window focus callbacks.  A window\n *  focus callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int focused)\n *  @endcode\n *\n *  @param[in] window The window that gained or lost input focus.\n *  @param[in] focused `GLFW_TRUE` if the window was given input focus, or\n *  `GLFW_FALSE` if it lost it.\n *\n *  @sa @ref window_focus\n *  @sa @ref glfwSetWindowFocusCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);\n\n/*! @brief The function pointer type for window iconify callbacks.\n *\n *  This is the function pointer type for window iconify callbacks.  A window\n *  iconify callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int iconified)\n *  @endcode\n *\n *  @param[in] window The window that was iconified or restored.\n *  @param[in] iconified `GLFW_TRUE` if the window was iconified, or\n *  `GLFW_FALSE` if it was restored.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwSetWindowIconifyCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);\n\n/*! @brief The function pointer type for window maximize callbacks.\n *\n *  This is the function pointer type for window maximize callbacks.  A window\n *  maximize callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int maximized)\n *  @endcode\n *\n *  @param[in] window The window that was maximized or restored.\n *  @param[in] iconified `GLFW_TRUE` if the window was maximized, or\n *  `GLFW_FALSE` if it was restored.\n *\n *  @sa @ref window_maximize\n *  @sa glfwSetWindowMaximizeCallback\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowmaximizefun)(GLFWwindow*,int);\n\n/*! @brief The function pointer type for framebuffer size callbacks.\n *\n *  This is the function pointer type for framebuffer size callbacks.\n *  A framebuffer size callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *\n *  @param[in] window The window whose framebuffer was resized.\n *  @param[in] width The new width, in pixels, of the framebuffer.\n *  @param[in] height The new height, in pixels, of the framebuffer.\n *\n *  @sa @ref window_fbsize\n *  @sa @ref glfwSetFramebufferSizeCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);\n\n/*! @brief The function pointer type for window content scale callbacks.\n *\n *  This is the function pointer type for window content scale callbacks.\n *  A window content scale callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, float xscale, float yscale)\n *  @endcode\n *\n *  @param[in] window The window whose content scale changed.\n *  @param[in] xscale The new x-axis content scale of the window.\n *  @param[in] yscale The new y-axis content scale of the window.\n *\n *  @sa @ref window_scale\n *  @sa @ref glfwSetWindowContentScaleCallback\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\ntypedef void (* GLFWwindowcontentscalefun)(GLFWwindow*,float,float);\n\n/*! @brief The function pointer type for mouse button callbacks.\n *\n *  This is the function pointer type for mouse button callback functions.\n *  A mouse button callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int button, int action, int mods)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] button The [mouse button](@ref buttons) that was pressed or\n *  released.\n *  @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.  Future releases\n *  may add more actions.\n *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were\n *  held down.\n *\n *  @sa @ref input_mouse_button\n *  @sa @ref glfwSetMouseButtonCallback\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle and modifier mask parameters.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);\n\n/*! @brief The function pointer type for cursor position callbacks.\n *\n *  This is the function pointer type for cursor position callbacks.  A cursor\n *  position callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, double xpos, double ypos);\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] xpos The new cursor x-coordinate, relative to the left edge of\n *  the content area.\n *  @param[in] ypos The new cursor y-coordinate, relative to the top edge of the\n *  content area.\n *\n *  @sa @ref cursor_pos\n *  @sa @ref glfwSetCursorPosCallback\n *\n *  @since Added in version 3.0.  Replaces `GLFWmouseposfun`.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);\n\n/*! @brief The function pointer type for cursor enter/leave callbacks.\n *\n *  This is the function pointer type for cursor enter/leave callbacks.\n *  A cursor enter/leave callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int entered)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] entered `GLFW_TRUE` if the cursor entered the window's content\n *  area, or `GLFW_FALSE` if it left it.\n *\n *  @sa @ref cursor_enter\n *  @sa @ref glfwSetCursorEnterCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcursorenterfun)(GLFWwindow*,int);\n\n/*! @brief The function pointer type for scroll callbacks.\n *\n *  This is the function pointer type for scroll callbacks.  A scroll callback\n *  function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, double xoffset, double yoffset)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] xoffset The scroll offset along the x-axis.\n *  @param[in] yoffset The scroll offset along the y-axis.\n *\n *  @sa @ref scrolling\n *  @sa @ref glfwSetScrollCallback\n *\n *  @since Added in version 3.0.  Replaces `GLFWmousewheelfun`.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWscrollfun)(GLFWwindow*,double,double);\n\n/*! @brief The function pointer type for keyboard key callbacks.\n *\n *  This is the function pointer type for keyboard key callbacks.  A keyboard\n *  key callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] key The [keyboard key](@ref keys) that was pressed or released.\n *  @param[in] scancode The system-specific scancode of the key.\n *  @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.  Future\n *  releases may add more actions.\n *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were\n *  held down.\n *\n *  @sa @ref input_key\n *  @sa @ref glfwSetKeyCallback\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle, scancode and modifier mask parameters.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);\n\n/*! @brief The function pointer type for Unicode character callbacks.\n *\n *  This is the function pointer type for Unicode character callbacks.\n *  A Unicode character callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] codepoint The Unicode code point of the character.\n *\n *  @sa @ref input_char\n *  @sa @ref glfwSetCharCallback\n *\n *  @since Added in version 2.4.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);\n\n/*! @brief The function pointer type for Unicode character with modifiers\n *  callbacks.\n *\n *  This is the function pointer type for Unicode character with modifiers\n *  callbacks.  It is called for each input character, regardless of what\n *  modifier keys are held down.  A Unicode character with modifiers callback\n *  function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint, int mods)\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] codepoint The Unicode code point of the character.\n *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were\n *  held down.\n *\n *  @sa @ref input_char\n *  @sa @ref glfwSetCharModsCallback\n *\n *  @deprecated Scheduled for removal in version 4.0.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int);\n\n/*! @brief The function pointer type for path drop callbacks.\n *\n *  This is the function pointer type for path drop callbacks.  A path drop\n *  callback function has the following signature:\n *  @code\n *  void function_name(GLFWwindow* window, int path_count, const char* paths[])\n *  @endcode\n *\n *  @param[in] window The window that received the event.\n *  @param[in] path_count The number of dropped paths.\n *  @param[in] paths The UTF-8 encoded file and/or directory path names.\n *\n *  @pointer_lifetime The path array and its strings are valid until the\n *  callback function returns.\n *\n *  @sa @ref path_drop\n *  @sa @ref glfwSetDropCallback\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWdropfun)(GLFWwindow*,int,const char*[]);\n\n/*! @brief The function pointer type for monitor configuration callbacks.\n *\n *  This is the function pointer type for monitor configuration callbacks.\n *  A monitor callback function has the following signature:\n *  @code\n *  void function_name(GLFWmonitor* monitor, int event)\n *  @endcode\n *\n *  @param[in] monitor The monitor that was connected or disconnected.\n *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.  Future\n *  releases may add more events.\n *\n *  @sa @ref monitor_event\n *  @sa @ref glfwSetMonitorCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\ntypedef void (* GLFWmonitorfun)(GLFWmonitor*,int);\n\n/*! @brief The function pointer type for joystick configuration callbacks.\n *\n *  This is the function pointer type for joystick configuration callbacks.\n *  A joystick configuration callback function has the following signature:\n *  @code\n *  void function_name(int jid, int event)\n *  @endcode\n *\n *  @param[in] jid The joystick that was connected or disconnected.\n *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.  Future\n *  releases may add more events.\n *\n *  @sa @ref joystick_event\n *  @sa @ref glfwSetJoystickCallback\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\ntypedef void (* GLFWjoystickfun)(int,int);\n\n/*! @brief Video mode type.\n *\n *  This describes a single video mode.\n *\n *  @sa @ref monitor_modes\n *  @sa @ref glfwGetVideoMode\n *  @sa @ref glfwGetVideoModes\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added refresh rate member.\n *\n *  @ingroup monitor\n */\ntypedef struct GLFWvidmode\n{\n    /*! The width, in screen coordinates, of the video mode.\n     */\n    int width;\n    /*! The height, in screen coordinates, of the video mode.\n     */\n    int height;\n    /*! The bit depth of the red channel of the video mode.\n     */\n    int redBits;\n    /*! The bit depth of the green channel of the video mode.\n     */\n    int greenBits;\n    /*! The bit depth of the blue channel of the video mode.\n     */\n    int blueBits;\n    /*! The refresh rate, in Hz, of the video mode.\n     */\n    int refreshRate;\n} GLFWvidmode;\n\n/*! @brief Gamma ramp.\n *\n *  This describes the gamma ramp for a monitor.\n *\n *  @sa @ref monitor_gamma\n *  @sa @ref glfwGetGammaRamp\n *  @sa @ref glfwSetGammaRamp\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\ntypedef struct GLFWgammaramp\n{\n    /*! An array of value describing the response of the red channel.\n     */\n    unsigned short* red;\n    /*! An array of value describing the response of the green channel.\n     */\n    unsigned short* green;\n    /*! An array of value describing the response of the blue channel.\n     */\n    unsigned short* blue;\n    /*! The number of elements in each array.\n     */\n    unsigned int size;\n} GLFWgammaramp;\n\n/*! @brief Image data.\n *\n *  This describes a single 2D image.  See the documentation for each related\n *  function what the expected pixel format is.\n *\n *  @sa @ref cursor_custom\n *  @sa @ref window_icon\n *\n *  @since Added in version 2.1.\n *  @glfw3 Removed format and bytes-per-pixel members.\n *\n *  @ingroup window\n */\ntypedef struct GLFWimage\n{\n    /*! The width, in pixels, of this image.\n     */\n    int width;\n    /*! The height, in pixels, of this image.\n     */\n    int height;\n    /*! The pixel data of this image, arranged left-to-right, top-to-bottom.\n     */\n    unsigned char* pixels;\n} GLFWimage;\n\n/*! @brief Gamepad input state\n *\n *  This describes the input state of a gamepad.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwGetGamepadState\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\ntypedef struct GLFWgamepadstate\n{\n    /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`\n     *  or `GLFW_RELEASE`.\n     */\n    unsigned char buttons[15];\n    /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0\n     *  to 1.0 inclusive.\n     */\n    float axes[6];\n} GLFWgamepadstate;\n\n\n/*************************************************************************\n * GLFW API functions\n *************************************************************************/\n\n/*! @brief Initializes the GLFW library.\n *\n *  This function initializes the GLFW library.  Before most GLFW functions can\n *  be used, GLFW must be initialized, and before an application terminates GLFW\n *  should be terminated in order to free any resources allocated during or\n *  after initialization.\n *\n *  If this function fails, it calls @ref glfwTerminate before returning.  If it\n *  succeeds, you should call @ref glfwTerminate before the application exits.\n *\n *  Additional calls to this function after successful initialization but before\n *  termination will return `GLFW_TRUE` immediately.\n *\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos This function will change the current directory of the\n *  application to the `Contents/Resources` subdirectory of the application's\n *  bundle, if present.  This can be disabled with the @ref\n *  GLFW_COCOA_CHDIR_RESOURCES init hint.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref intro_init\n *  @sa @ref glfwTerminate\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup init\n */\nGLFWAPI int glfwInit(void);\n\n/*! @brief Terminates the GLFW library.\n *\n *  This function destroys all remaining windows and cursors, restores any\n *  modified gamma ramps and frees any other allocated resources.  Once this\n *  function is called, you must again call @ref glfwInit successfully before\n *  you will be able to use most GLFW functions.\n *\n *  If GLFW has been successfully initialized, this function should be called\n *  before the application exits.  If initialization fails, there is no need to\n *  call this function, as it is called by @ref glfwInit before it returns\n *  failure.\n *\n *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @warning The contexts of any remaining windows must not be current on any\n *  other thread when this function is called.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref intro_init\n *  @sa @ref glfwInit\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup init\n */\nGLFWAPI void glfwTerminate(void);\n\n/*! @brief Sets the specified init hint to the desired value.\n *\n *  This function sets hints for the next initialization of GLFW.\n *\n *  The values you set hints to are never reset by GLFW, but they only take\n *  effect during initialization.  Once GLFW has been initialized, any values\n *  you set will be ignored until the library is terminated and initialized\n *  again.\n *\n *  Some hints are platform specific.  These may be set on any platform but they\n *  will only affect their specific platform.  Other platforms will ignore them.\n *  Setting these hints requires no platform specific headers or functions.\n *\n *  @param[in] hint The [init hint](@ref init_hints) to set.\n *  @param[in] value The new value of the init hint.\n *\n *  @errors Possible errors include @ref GLFW_INVALID_ENUM and @ref\n *  GLFW_INVALID_VALUE.\n *\n *  @remarks This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa init_hints\n *  @sa glfwInit\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup init\n */\nGLFWAPI void glfwInitHint(int hint, int value);\n\n/*! @brief Retrieves the version of the GLFW library.\n *\n *  This function retrieves the major, minor and revision numbers of the GLFW\n *  library.  It is intended for when you are using GLFW as a shared library and\n *  want to ensure that you are using the minimum required version.\n *\n *  Any or all of the version arguments may be `NULL`.\n *\n *  @param[out] major Where to store the major version number, or `NULL`.\n *  @param[out] minor Where to store the minor version number, or `NULL`.\n *  @param[out] rev Where to store the revision number, or `NULL`.\n *\n *  @errors None.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref intro_version\n *  @sa @ref glfwGetVersionString\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup init\n */\nGLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);\n\n/*! @brief Returns a string describing the compile-time configuration.\n *\n *  This function returns the compile-time generated\n *  [version string](@ref intro_version_string) of the GLFW library binary.  It\n *  describes the version, platform, compiler and any platform-specific\n *  compile-time options.  It should not be confused with the OpenGL or OpenGL\n *  ES version string, queried with `glGetString`.\n *\n *  __Do not use the version string__ to parse the GLFW library version.  The\n *  @ref glfwGetVersion function provides the version of the running library\n *  binary in numerical format.\n *\n *  @return The ASCII encoded GLFW version string.\n *\n *  @errors None.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @pointer_lifetime The returned string is static and compile-time generated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref intro_version\n *  @sa @ref glfwGetVersion\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup init\n */\nGLFWAPI const char* glfwGetVersionString(void);\n\n/*! @brief Returns and clears the last error for the calling thread.\n *\n *  This function returns and clears the [error code](@ref errors) of the last\n *  error that occurred on the calling thread, and optionally a UTF-8 encoded\n *  human-readable description of it.  If no error has occurred since the last\n *  call, it returns @ref GLFW_NO_ERROR (zero) and the description pointer is\n *  set to `NULL`.\n *\n *  @param[in] description Where to store the error description pointer, or `NULL`.\n *  @return The last error code for the calling thread, or @ref GLFW_NO_ERROR\n *  (zero).\n *\n *  @errors None.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is guaranteed to be valid only until the\n *  next error occurs or the library is terminated.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref error_handling\n *  @sa @ref glfwSetErrorCallback\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup init\n */\nGLFWAPI int glfwGetError(const char** description);\n\n/*! @brief Sets the error callback.\n *\n *  This function sets the error callback, which is called with an error code\n *  and a human-readable description each time a GLFW error occurs.\n *\n *  The error code is set before the callback is called.  Calling @ref\n *  glfwGetError from the error callback will return the same value as the error\n *  code argument.\n *\n *  The error callback is called on the thread where the error occurred.  If you\n *  are using GLFW from multiple threads, your error callback needs to be\n *  written accordingly.\n *\n *  Because the description string may have been generated specifically for that\n *  error, it is not guaranteed to be valid after the callback has returned.  If\n *  you wish to use it after the callback returns, you need to make a copy.\n *\n *  Once set, the error callback remains set even after the library has been\n *  terminated.\n *\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set.\n *\n *  @callback_signature\n *  @code\n *  void callback_name(int error_code, const char* description)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [callback pointer type](@ref GLFWerrorfun).\n *\n *  @errors None.\n *\n *  @remark This function may be called before @ref glfwInit.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref error_handling\n *  @sa @ref glfwGetError\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup init\n */\nGLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback);\n\n/*! @brief Returns the currently connected monitors.\n *\n *  This function returns an array of handles for all currently connected\n *  monitors.  The primary monitor is always first in the returned array.  If no\n *  monitors were found, this function returns `NULL`.\n *\n *  @param[out] count Where to store the number of monitors in the returned\n *  array.  This is set to zero if an error occurred.\n *  @return An array of monitor handles, or `NULL` if no monitors were found or\n *  if an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is guaranteed to be valid only until the\n *  monitor configuration changes or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_monitors\n *  @sa @ref monitor_event\n *  @sa @ref glfwGetPrimaryMonitor\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI GLFWmonitor** glfwGetMonitors(int* count);\n\n/*! @brief Returns the primary monitor.\n *\n *  This function returns the primary monitor.  This is usually the monitor\n *  where elements like the task bar or global menu bar are located.\n *\n *  @return The primary monitor, or `NULL` if no monitors were found or if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @remark The primary monitor is always first in the array returned by @ref\n *  glfwGetMonitors.\n *\n *  @sa @ref monitor_monitors\n *  @sa @ref glfwGetMonitors\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);\n\n/*! @brief Returns the position of the monitor's viewport on the virtual screen.\n *\n *  This function returns the position, in screen coordinates, of the upper-left\n *  corner of the specified monitor.\n *\n *  Any or all of the position arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` position arguments will be set to zero.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.\n *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_properties\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);\n\n/*! @brief Retrieves the work area of the monitor.\n *\n *  This function returns the position, in screen coordinates, of the upper-left\n *  corner of the work area of the specified monitor along with the work area\n *  size in screen coordinates. The work area is defined as the area of the\n *  monitor not occluded by the operating system task bar where present. If no\n *  task bar exists then the work area is the monitor resolution in screen\n *  coordinates.\n *\n *  Any or all of the position and size arguments may be `NULL`.  If an error\n *  occurs, all non-`NULL` position and size arguments will be set to zero.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.\n *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.\n *  @param[out] width Where to store the monitor width, or `NULL`.\n *  @param[out] height Where to store the monitor height, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_workarea\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorWorkarea(GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height);\n\n/*! @brief Returns the physical size of the monitor.\n *\n *  This function returns the size, in millimetres, of the display area of the\n *  specified monitor.\n *\n *  Some systems do not provide accurate monitor size information, either\n *  because the monitor\n *  [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)\n *  data is incorrect or because the driver does not report it accurately.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] widthMM Where to store the width, in millimetres, of the\n *  monitor's display area, or `NULL`.\n *  @param[out] heightMM Where to store the height, in millimetres, of the\n *  monitor's display area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @win32 calculates the returned physical size from the\n *  current resolution and system DPI instead of querying the monitor EDID data.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_properties\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);\n\n/*! @brief Retrieves the content scale for the specified monitor.\n *\n *  This function retrieves the content scale for the specified monitor.  The\n *  content scale is the ratio between the current DPI and the platform's\n *  default DPI.  This is especially important for text and any UI elements.  If\n *  the pixel dimensions of your UI scaled by this look appropriate on your\n *  machine then it should appear at a reasonable size on other machines\n *  regardless of their DPI and scaling settings.  This relies on the system DPI\n *  and scaling settings being somewhat correct.\n *\n *  The content scale may depend on both the monitor resolution and pixel\n *  density and on user settings.  It may be very different from the raw DPI\n *  calculated from the physical size and current resolution.\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] xscale Where to store the x-axis content scale, or `NULL`.\n *  @param[out] yscale Where to store the y-axis content scale, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_scale\n *  @sa @ref glfwGetWindowContentScale\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwGetMonitorContentScale(GLFWmonitor* monitor, float* xscale, float* yscale);\n\n/*! @brief Returns the name of the specified monitor.\n *\n *  This function returns a human-readable name, encoded as UTF-8, of the\n *  specified monitor.  The name typically reflects the make and model of the\n *  monitor and is not guaranteed to be unique among the connected monitors.\n *\n *  @param[in] monitor The monitor to query.\n *  @return The UTF-8 encoded name of the monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified monitor is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_properties\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);\n\n/*! @brief Sets the user pointer of the specified monitor.\n *\n *  This function sets the user-defined pointer of the specified monitor.  The\n *  current value is retained until the monitor is disconnected.  The initial\n *  value is `NULL`.\n *\n *  This function may be called from the monitor callback, even for a monitor\n *  that is being disconnected.\n *\n *  @param[in] monitor The monitor whose pointer to set.\n *  @param[in] pointer The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref monitor_userptr\n *  @sa @ref glfwGetMonitorUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwSetMonitorUserPointer(GLFWmonitor* monitor, void* pointer);\n\n/*! @brief Returns the user pointer of the specified monitor.\n *\n *  This function returns the current value of the user-defined pointer of the\n *  specified monitor.  The initial value is `NULL`.\n *\n *  This function may be called from the monitor callback, even for a monitor\n *  that is being disconnected.\n *\n *  @param[in] monitor The monitor whose pointer to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref monitor_userptr\n *  @sa @ref glfwSetMonitorUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup monitor\n */\nGLFWAPI void* glfwGetMonitorUserPointer(GLFWmonitor* monitor);\n\n/*! @brief Sets the monitor configuration callback.\n *\n *  This function sets the monitor configuration callback, or removes the\n *  currently set callback.  This is called when a monitor is connected to or\n *  disconnected from the system.\n *\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWmonitor* monitor, int event)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWmonitorfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_event\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback);\n\n/*! @brief Returns the available video modes for the specified monitor.\n *\n *  This function returns an array of all video modes supported by the specified\n *  monitor.  The returned array is sorted in ascending order, first by color\n *  bit depth (the sum of all channel depths) and then by resolution area (the\n *  product of width and height).\n *\n *  @param[in] monitor The monitor to query.\n *  @param[out] count Where to store the number of video modes in the returned\n *  array.  This is set to zero if an error occurred.\n *  @return An array of video modes, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified monitor is\n *  disconnected, this function is called again for that monitor or the library\n *  is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_modes\n *  @sa @ref glfwGetVideoMode\n *\n *  @since Added in version 1.0.\n *  @glfw3 Changed to return an array of modes for a specific monitor.\n *\n *  @ingroup monitor\n */\nGLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);\n\n/*! @brief Returns the current mode of the specified monitor.\n *\n *  This function returns the current video mode of the specified monitor.  If\n *  you have created a full screen window for that monitor, the return value\n *  will depend on whether that window is iconified.\n *\n *  @param[in] monitor The monitor to query.\n *  @return The current mode of the monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified monitor is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_modes\n *  @sa @ref glfwGetVideoModes\n *\n *  @since Added in version 3.0.  Replaces `glfwGetDesktopMode`.\n *\n *  @ingroup monitor\n */\nGLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);\n\n/*! @brief Generates a gamma ramp and sets it for the specified monitor.\n *\n *  This function generates an appropriately sized gamma ramp from the specified\n *  exponent and then calls @ref glfwSetGammaRamp with it.  The value must be\n *  a finite number greater than zero.\n *\n *  The software controlled gamma ramp is applied _in addition_ to the hardware\n *  gamma correction, which today is usually an approximation of sRGB gamma.\n *  This means that setting a perfectly linear ramp, or gamma 1.0, will produce\n *  the default (usually sRGB-like) behavior.\n *\n *  For gamma correct rendering with OpenGL or OpenGL ES, see the @ref\n *  GLFW_SRGB_CAPABLE hint.\n *\n *  @param[in] monitor The monitor whose gamma ramp to set.\n *  @param[in] gamma The desired exponent.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland Gamma handling is a privileged protocol, this function\n *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_gamma\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);\n\n/*! @brief Returns the current gamma ramp for the specified monitor.\n *\n *  This function returns the current gamma ramp of the specified monitor.\n *\n *  @param[in] monitor The monitor to query.\n *  @return The current gamma ramp, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland Gamma handling is a privileged protocol, this function\n *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR while\n *  returning `NULL`.\n *\n *  @pointer_lifetime The returned structure and its arrays are allocated and\n *  freed by GLFW.  You should not free them yourself.  They are valid until the\n *  specified monitor is disconnected, this function is called again for that\n *  monitor or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_gamma\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);\n\n/*! @brief Sets the current gamma ramp for the specified monitor.\n *\n *  This function sets the current gamma ramp for the specified monitor.  The\n *  original gamma ramp for that monitor is saved by GLFW the first time this\n *  function is called and is restored by @ref glfwTerminate.\n *\n *  The software controlled gamma ramp is applied _in addition_ to the hardware\n *  gamma correction, which today is usually an approximation of sRGB gamma.\n *  This means that setting a perfectly linear ramp, or gamma 1.0, will produce\n *  the default (usually sRGB-like) behavior.\n *\n *  For gamma correct rendering with OpenGL or OpenGL ES, see the @ref\n *  GLFW_SRGB_CAPABLE hint.\n *\n *  @param[in] monitor The monitor whose gamma ramp to set.\n *  @param[in] ramp The gamma ramp to use.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark The size of the specified gamma ramp should match the size of the\n *  current ramp for that monitor.\n *\n *  @remark @win32 The gamma ramp size must be 256.\n *\n *  @remark @wayland Gamma handling is a privileged protocol, this function\n *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified gamma ramp is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref monitor_gamma\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup monitor\n */\nGLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);\n\n/*! @brief Resets all window hints to their default values.\n *\n *  This function resets all window hints to their\n *  [default values](@ref window_hints_values).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hints\n *  @sa @ref glfwWindowHint\n *  @sa @ref glfwWindowHintString\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwDefaultWindowHints(void);\n\n/*! @brief Sets the specified window hint to the desired value.\n *\n *  This function sets hints for the next call to @ref glfwCreateWindow.  The\n *  hints, once set, retain their values until changed by a call to this\n *  function or @ref glfwDefaultWindowHints, or until the library is terminated.\n *\n *  Only integer value hints can be set with this function.  String value hints\n *  are set with @ref glfwWindowHintString.\n *\n *  This function does not check whether the specified hint values are valid.\n *  If you set hints to invalid values this will instead be reported by the next\n *  call to @ref glfwCreateWindow.\n *\n *  Some hints are platform specific.  These may be set on any platform but they\n *  will only affect their specific platform.  Other platforms will ignore them.\n *  Setting these hints requires no platform specific headers or functions.\n *\n *  @param[in] hint The [window hint](@ref window_hints) to set.\n *  @param[in] value The new value of the window hint.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hints\n *  @sa @ref glfwWindowHintString\n *  @sa @ref glfwDefaultWindowHints\n *\n *  @since Added in version 3.0.  Replaces `glfwOpenWindowHint`.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWindowHint(int hint, int value);\n\n/*! @brief Sets the specified window hint to the desired value.\n *\n *  This function sets hints for the next call to @ref glfwCreateWindow.  The\n *  hints, once set, retain their values until changed by a call to this\n *  function or @ref glfwDefaultWindowHints, or until the library is terminated.\n *\n *  Only string type hints can be set with this function.  Integer value hints\n *  are set with @ref glfwWindowHint.\n *\n *  This function does not check whether the specified hint values are valid.\n *  If you set hints to invalid values this will instead be reported by the next\n *  call to @ref glfwCreateWindow.\n *\n *  Some hints are platform specific.  These may be set on any platform but they\n *  will only affect their specific platform.  Other platforms will ignore them.\n *  Setting these hints requires no platform specific headers or functions.\n *\n *  @param[in] hint The [window hint](@ref window_hints) to set.\n *  @param[in] value The new value of the window hint.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @pointer_lifetime The specified string is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hints\n *  @sa @ref glfwWindowHint\n *  @sa @ref glfwDefaultWindowHints\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWindowHintString(int hint, const char* value);\n\n/*! @brief Creates a window and its associated context.\n *\n *  This function creates a window and its associated OpenGL or OpenGL ES\n *  context.  Most of the options controlling how the window and its context\n *  should be created are specified with [window hints](@ref window_hints).\n *\n *  Successful creation does not change which context is current.  Before you\n *  can use the newly created context, you need to\n *  [make it current](@ref context_current).  For information about the `share`\n *  parameter, see @ref context_sharing.\n *\n *  The created window, framebuffer and context may differ from what you\n *  requested, as not all parameters and hints are\n *  [hard constraints](@ref window_hints_hard).  This includes the size of the\n *  window, especially for full screen windows.  To query the actual attributes\n *  of the created window, framebuffer and context, see @ref\n *  glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.\n *\n *  To create a full screen window, you need to specify the monitor the window\n *  will cover.  If no monitor is specified, the window will be windowed mode.\n *  Unless you have a way for the user to choose a specific monitor, it is\n *  recommended that you pick the primary monitor.  For more information on how\n *  to query connected monitors, see @ref monitor_monitors.\n *\n *  For full screen windows, the specified size becomes the resolution of the\n *  window's _desired video mode_.  As long as a full screen window is not\n *  iconified, the supported video mode most closely matching the desired video\n *  mode is set for the specified monitor.  For more information about full\n *  screen windows, including the creation of so called _windowed full screen_\n *  or _borderless full screen_ windows, see @ref window_windowed_full_screen.\n *\n *  Once you have created the window, you can switch it between windowed and\n *  full screen mode with @ref glfwSetWindowMonitor.  This will not affect its\n *  OpenGL or OpenGL ES context.\n *\n *  By default, newly created windows use the placement recommended by the\n *  window system.  To create the window at a specific position, make it\n *  initially invisible using the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window\n *  hint, set its [position](@ref window_pos) and then [show](@ref window_hide)\n *  it.\n *\n *  As long as at least one full screen window is not iconified, the screensaver\n *  is prohibited from starting.\n *\n *  Window systems put limits on window sizes.  Very large or very small window\n *  dimensions may be overridden by the window system on creation.  Check the\n *  actual [size](@ref window_size) after creation.\n *\n *  The [swap interval](@ref buffer_swap) is not set during window creation and\n *  the initial value may vary depending on driver settings and defaults.\n *\n *  @param[in] width The desired width, in screen coordinates, of the window.\n *  This must be greater than zero.\n *  @param[in] height The desired height, in screen coordinates, of the window.\n *  This must be greater than zero.\n *  @param[in] title The initial, UTF-8 encoded window title.\n *  @param[in] monitor The monitor to use for full screen mode, or `NULL` for\n *  windowed mode.\n *  @param[in] share The window whose context to share resources with, or `NULL`\n *  to not share resources.\n *  @return The handle of the created window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref\n *  GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @win32 Window creation will fail if the Microsoft GDI software\n *  OpenGL implementation is the only one available.\n *\n *  @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it\n *  will be set as the initial icon for the window.  If no such icon is present,\n *  the `IDI_APPLICATION` icon will be used instead.  To set a different icon,\n *  see @ref glfwSetWindowIcon.\n *\n *  @remark @win32 The context to share resources with must not be current on\n *  any other thread.\n *\n *  @remark @macos The OS only supports forward-compatible core profile contexts\n *  for OpenGL versions 3.2 and later.  Before creating an OpenGL context of\n *  version 3.2 or later you must set the\n *  [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) and\n *  [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hints accordingly.\n *  OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.\n *\n *  @remark @macos The GLFW window has no icon, as it is not a document\n *  window, but the dock icon will be the same as the application bundle's icon.\n *  For more information on bundles, see the\n *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)\n *  in the Mac Developer Library.\n *\n *  @remark @macos The first time a window is created the menu bar is created.\n *  If GLFW finds a `MainMenu.nib` it is loaded and assumed to contain a menu\n *  bar.  Otherwise a minimal menu bar is created manually with common commands\n *  like Hide, Quit and About.  The About entry opens a minimal about dialog\n *  with information from the application's bundle.  Menu bar creation can be\n *  disabled entirely with the @ref GLFW_COCOA_MENUBAR init hint.\n *\n *  @remark @macos On OS X 10.10 and later the window frame will not be rendered\n *  at full resolution on Retina displays unless the\n *  [GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint)\n *  hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the\n *  application bundle's `Info.plist`.  For more information, see\n *  [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)\n *  in the Mac Developer Library.  The GLFW test and example programs use\n *  a custom `Info.plist` template for this, which can be found as\n *  `CMake/MacOSXBundleInfo.plist.in` in the source tree.\n *\n *  @remark @macos When activating frame autosaving with\n *  [GLFW_COCOA_FRAME_NAME](@ref GLFW_COCOA_FRAME_NAME_hint), the specified\n *  window size and position may be overridden by previously saved values.\n *\n *  @remark @x11 Some window managers will not respect the placement of\n *  initially hidden windows.\n *\n *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for\n *  a window to reach its requested state.  This means you may not be able to\n *  query the final size, position or other attributes directly after window\n *  creation.\n *\n *  @remark @x11 The class part of the `WM_CLASS` window property will by\n *  default be set to the window title passed to this function.  The instance\n *  part will use the contents of the `RESOURCE_NAME` environment variable, if\n *  present and not empty, or fall back to the window title.  Set the\n *  [GLFW_X11_CLASS_NAME](@ref GLFW_X11_CLASS_NAME_hint) and\n *  [GLFW_X11_INSTANCE_NAME](@ref GLFW_X11_INSTANCE_NAME_hint) window hints to\n *  override this.\n *\n *  @remark @wayland Compositors should implement the xdg-decoration protocol\n *  for GLFW to decorate the window properly.  If this protocol isn't\n *  supported, or if the compositor prefers client-side decorations, a very\n *  simple fallback frame will be drawn using the wp_viewporter protocol.  A\n *  compositor can still emit close, maximize or fullscreen events, using for\n *  instance a keybind mechanism.  If neither of these protocols is supported,\n *  the window won't be decorated.\n *\n *  @remark @wayland A full screen window will not attempt to change the mode,\n *  no matter what the requested size or refresh rate.\n *\n *  @remark @wayland Screensaver inhibition requires the idle-inhibit protocol\n *  to be implemented in the user's compositor.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_creation\n *  @sa @ref glfwDestroyWindow\n *\n *  @since Added in version 3.0.  Replaces `glfwOpenWindow`.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);\n\n/*! @brief Destroys the specified window and its context.\n *\n *  This function destroys the specified window and its context.  On calling\n *  this function, no further callbacks will be called for that window.\n *\n *  If the context of the specified window is current on the main thread, it is\n *  detached before being destroyed.\n *\n *  @param[in] window The window to destroy.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @note The context of the specified window must not be current on any other\n *  thread when this function is called.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_creation\n *  @sa @ref glfwCreateWindow\n *\n *  @since Added in version 3.0.  Replaces `glfwCloseWindow`.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwDestroyWindow(GLFWwindow* window);\n\n/*! @brief Checks the close flag of the specified window.\n *\n *  This function returns the value of the close flag of the specified window.\n *\n *  @param[in] window The window to query.\n *  @return The value of the close flag.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_close\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI int glfwWindowShouldClose(GLFWwindow* window);\n\n/*! @brief Sets the close flag of the specified window.\n *\n *  This function sets the value of the close flag of the specified window.\n *  This can be used to override the user's attempt to close the window, or\n *  to signal that it should be closed.\n *\n *  @param[in] window The window whose flag to change.\n *  @param[in] value The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_close\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);\n\n/*! @brief Sets the title of the specified window.\n *\n *  This function sets the window title, encoded as UTF-8, of the specified\n *  window.\n *\n *  @param[in] window The window whose title to change.\n *  @param[in] title The UTF-8 encoded window title.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos The window title will not be updated until the next time you\n *  process events.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_title\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);\n\n/*! @brief Sets the icon for the specified window.\n *\n *  This function sets the icon of the specified window.  If passed an array of\n *  candidate images, those of or closest to the sizes desired by the system are\n *  selected.  If no images are specified, the window reverts to its default\n *  icon.\n *\n *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight\n *  bits per channel with the red channel first.  They are arranged canonically\n *  as packed sequential rows, starting from the top-left corner.\n *\n *  The desired image sizes varies depending on platform and system settings.\n *  The selected images will be rescaled as needed.  Good sizes include 16x16,\n *  32x32 and 48x48.\n *\n *  @param[in] window The window whose icon to set.\n *  @param[in] count The number of images in the specified array, or zero to\n *  revert to the default window icon.\n *  @param[in] images The images to create the icon from.  This is ignored if\n *  count is zero.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified image data is copied before this function\n *  returns.\n *\n *  @remark @macos The GLFW window has no icon, as it is not a document\n *  window, so this function does nothing.  The dock icon will be the same as\n *  the application bundle's icon.  For more information on bundles, see the\n *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)\n *  in the Mac Developer Library.\n *\n *  @remark @wayland There is no existing protocol to change an icon, the\n *  window will thus inherit the one defined in the application's desktop file.\n *  This function always emits @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_icon\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);\n\n/*! @brief Retrieves the position of the content area of the specified window.\n *\n *  This function retrieves the position, in screen coordinates, of the\n *  upper-left corner of the content area of the specified window.\n *\n *  Any or all of the position arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` position arguments will be set to zero.\n *\n *  @param[in] window The window to query.\n *  @param[out] xpos Where to store the x-coordinate of the upper-left corner of\n *  the content area, or `NULL`.\n *  @param[out] ypos Where to store the y-coordinate of the upper-left corner of\n *  the content area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland There is no way for an application to retrieve the global\n *  position of its windows, this function will always emit @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_pos\n *  @sa @ref glfwSetWindowPos\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);\n\n/*! @brief Sets the position of the content area of the specified window.\n *\n *  This function sets the position, in screen coordinates, of the upper-left\n *  corner of the content area of the specified windowed mode window.  If the\n *  window is a full screen window, this function does nothing.\n *\n *  __Do not use this function__ to move an already visible window unless you\n *  have very good reasons for doing so, as it will confuse and annoy the user.\n *\n *  The window manager may put limits on what positions are allowed.  GLFW\n *  cannot and should not override these limits.\n *\n *  @param[in] window The window to query.\n *  @param[in] xpos The x-coordinate of the upper-left corner of the content area.\n *  @param[in] ypos The y-coordinate of the upper-left corner of the content area.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland There is no way for an application to set the global\n *  position of its windows, this function will always emit @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_pos\n *  @sa @ref glfwGetWindowPos\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);\n\n/*! @brief Retrieves the size of the content area of the specified window.\n *\n *  This function retrieves the size, in screen coordinates, of the content area\n *  of the specified window.  If you wish to retrieve the size of the\n *  framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] window The window whose size to retrieve.\n *  @param[out] width Where to store the width, in screen coordinates, of the\n *  content area, or `NULL`.\n *  @param[out] height Where to store the height, in screen coordinates, of the\n *  content area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *  @sa @ref glfwSetWindowSize\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);\n\n/*! @brief Sets the size limits of the specified window.\n *\n *  This function sets the size limits of the content area of the specified\n *  window.  If the window is full screen, the size limits only take effect\n *  once it is made windowed.  If the window is not resizable, this function\n *  does nothing.\n *\n *  The size limits are applied immediately to a windowed mode window and may\n *  cause it to be resized.\n *\n *  The maximum dimensions must be greater than or equal to the minimum\n *  dimensions and all must be greater than or equal to zero.\n *\n *  @param[in] window The window to set limits for.\n *  @param[in] minwidth The minimum width, in screen coordinates, of the content\n *  area, or `GLFW_DONT_CARE`.\n *  @param[in] minheight The minimum height, in screen coordinates, of the\n *  content area, or `GLFW_DONT_CARE`.\n *  @param[in] maxwidth The maximum width, in screen coordinates, of the content\n *  area, or `GLFW_DONT_CARE`.\n *  @param[in] maxheight The maximum height, in screen coordinates, of the\n *  content area, or `GLFW_DONT_CARE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark If you set size limits and an aspect ratio that conflict, the\n *  results are undefined.\n *\n *  @remark @wayland The size limits will not be applied until the window is\n *  actually resized, either by the user or by the compositor.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_sizelimits\n *  @sa @ref glfwSetWindowAspectRatio\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);\n\n/*! @brief Sets the aspect ratio of the specified window.\n *\n *  This function sets the required aspect ratio of the content area of the\n *  specified window.  If the window is full screen, the aspect ratio only takes\n *  effect once it is made windowed.  If the window is not resizable, this\n *  function does nothing.\n *\n *  The aspect ratio is specified as a numerator and a denominator and both\n *  values must be greater than zero.  For example, the common 16:9 aspect ratio\n *  is specified as 16 and 9, respectively.\n *\n *  If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect\n *  ratio limit is disabled.\n *\n *  The aspect ratio is applied immediately to a windowed mode window and may\n *  cause it to be resized.\n *\n *  @param[in] window The window to set limits for.\n *  @param[in] numer The numerator of the desired aspect ratio, or\n *  `GLFW_DONT_CARE`.\n *  @param[in] denom The denominator of the desired aspect ratio, or\n *  `GLFW_DONT_CARE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark If you set size limits and an aspect ratio that conflict, the\n *  results are undefined.\n *\n *  @remark @wayland The aspect ratio will not be applied until the window is\n *  actually resized, either by the user or by the compositor.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_sizelimits\n *  @sa @ref glfwSetWindowSizeLimits\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);\n\n/*! @brief Sets the size of the content area of the specified window.\n *\n *  This function sets the size, in screen coordinates, of the content area of\n *  the specified window.\n *\n *  For full screen windows, this function updates the resolution of its desired\n *  video mode and switches to the video mode closest to it, without affecting\n *  the window's context.  As the context is unaffected, the bit depths of the\n *  framebuffer remain unchanged.\n *\n *  If you wish to update the refresh rate of the desired video mode in addition\n *  to its resolution, see @ref glfwSetWindowMonitor.\n *\n *  The window manager may put limits on what sizes are allowed.  GLFW cannot\n *  and should not override these limits.\n *\n *  @param[in] window The window to resize.\n *  @param[in] width The desired width, in screen coordinates, of the window\n *  content area.\n *  @param[in] height The desired height, in screen coordinates, of the window\n *  content area.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland A full screen window will not attempt to change the mode,\n *  no matter what the requested size.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *  @sa @ref glfwGetWindowSize\n *  @sa @ref glfwSetWindowMonitor\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);\n\n/*! @brief Retrieves the size of the framebuffer of the specified window.\n *\n *  This function retrieves the size, in pixels, of the framebuffer of the\n *  specified window.  If you wish to retrieve the size of the window in screen\n *  coordinates, see @ref glfwGetWindowSize.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] window The window whose framebuffer to query.\n *  @param[out] width Where to store the width, in pixels, of the framebuffer,\n *  or `NULL`.\n *  @param[out] height Where to store the height, in pixels, of the framebuffer,\n *  or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_fbsize\n *  @sa @ref glfwSetFramebufferSizeCallback\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);\n\n/*! @brief Retrieves the size of the frame of the window.\n *\n *  This function retrieves the size, in screen coordinates, of each edge of the\n *  frame of the specified window.  This size includes the title bar, if the\n *  window has one.  The size of the frame may vary depending on the\n *  [window-related hints](@ref window_hints_wnd) used to create it.\n *\n *  Because this function retrieves the size of each window frame edge and not\n *  the offset along a particular coordinate axis, the retrieved values will\n *  always be zero or positive.\n *\n *  Any or all of the size arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` size arguments will be set to zero.\n *\n *  @param[in] window The window whose frame size to query.\n *  @param[out] left Where to store the size, in screen coordinates, of the left\n *  edge of the window frame, or `NULL`.\n *  @param[out] top Where to store the size, in screen coordinates, of the top\n *  edge of the window frame, or `NULL`.\n *  @param[out] right Where to store the size, in screen coordinates, of the\n *  right edge of the window frame, or `NULL`.\n *  @param[out] bottom Where to store the size, in screen coordinates, of the\n *  bottom edge of the window frame, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);\n\n/*! @brief Retrieves the content scale for the specified window.\n *\n *  This function retrieves the content scale for the specified window.  The\n *  content scale is the ratio between the current DPI and the platform's\n *  default DPI.  This is especially important for text and any UI elements.  If\n *  the pixel dimensions of your UI scaled by this look appropriate on your\n *  machine then it should appear at a reasonable size on other machines\n *  regardless of their DPI and scaling settings.  This relies on the system DPI\n *  and scaling settings being somewhat correct.\n *\n *  On systems where each monitors can have its own content scale, the window\n *  content scale will depend on which monitor the system considers the window\n *  to be on.\n *\n *  @param[in] window The window to query.\n *  @param[out] xscale Where to store the x-axis content scale, or `NULL`.\n *  @param[out] yscale Where to store the y-axis content scale, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_scale\n *  @sa @ref glfwSetWindowContentScaleCallback\n *  @sa @ref glfwGetMonitorContentScale\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwGetWindowContentScale(GLFWwindow* window, float* xscale, float* yscale);\n\n/*! @brief Returns the opacity of the whole window.\n *\n *  This function returns the opacity of the window, including any decorations.\n *\n *  The opacity (or alpha) value is a positive finite number between zero and\n *  one, where zero is fully transparent and one is fully opaque.  If the system\n *  does not support whole window transparency, this function always returns one.\n *\n *  The initial opacity value for newly created windows is one.\n *\n *  @param[in] window The window to query.\n *  @return The opacity value of the specified window.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_transparency\n *  @sa @ref glfwSetWindowOpacity\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI float glfwGetWindowOpacity(GLFWwindow* window);\n\n/*! @brief Sets the opacity of the whole window.\n *\n *  This function sets the opacity of the window, including any decorations.\n *\n *  The opacity (or alpha) value is a positive finite number between zero and\n *  one, where zero is fully transparent and one is fully opaque.\n *\n *  The initial opacity value for newly created windows is one.\n *\n *  A window created with framebuffer transparency may not use whole window\n *  transparency.  The results of doing this are undefined.\n *\n *  @param[in] window The window to set the opacity for.\n *  @param[in] opacity The desired opacity of the specified window.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_transparency\n *  @sa @ref glfwGetWindowOpacity\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowOpacity(GLFWwindow* window, float opacity);\n\n/*! @brief Iconifies the specified window.\n *\n *  This function iconifies (minimizes) the specified window if it was\n *  previously restored.  If the window is already iconified, this function does\n *  nothing.\n *\n *  If the specified window is a full screen window, the original monitor\n *  resolution is restored until the window is restored.\n *\n *  @param[in] window The window to iconify.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland There is no concept of iconification in wl_shell, this\n *  function will emit @ref GLFW_PLATFORM_ERROR when using this deprecated\n *  protocol.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwRestoreWindow\n *  @sa @ref glfwMaximizeWindow\n *\n *  @since Added in version 2.1.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwIconifyWindow(GLFWwindow* window);\n\n/*! @brief Restores the specified window.\n *\n *  This function restores the specified window if it was previously iconified\n *  (minimized) or maximized.  If the window is already restored, this function\n *  does nothing.\n *\n *  If the specified window is a full screen window, the resolution chosen for\n *  the window is restored on the selected monitor.\n *\n *  @param[in] window The window to restore.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwIconifyWindow\n *  @sa @ref glfwMaximizeWindow\n *\n *  @since Added in version 2.1.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwRestoreWindow(GLFWwindow* window);\n\n/*! @brief Maximizes the specified window.\n *\n *  This function maximizes the specified window if it was previously not\n *  maximized.  If the window is already maximized, this function does nothing.\n *\n *  If the specified window is a full screen window, this function does nothing.\n *\n *  @param[in] window The window to maximize.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @par Thread Safety\n *  This function may only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *  @sa @ref glfwIconifyWindow\n *  @sa @ref glfwRestoreWindow\n *\n *  @since Added in GLFW 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwMaximizeWindow(GLFWwindow* window);\n\n/*! @brief Makes the specified window visible.\n *\n *  This function makes the specified window visible if it was previously\n *  hidden.  If the window is already visible or is in full screen mode, this\n *  function does nothing.\n *\n *  By default, windowed mode windows are focused when shown\n *  Set the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint\n *  to change this behavior for all newly created windows, or change the\n *  behavior for an existing window with @ref glfwSetWindowAttrib.\n *\n *  @param[in] window The window to make visible.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hide\n *  @sa @ref glfwHideWindow\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwShowWindow(GLFWwindow* window);\n\n/*! @brief Hides the specified window.\n *\n *  This function hides the specified window if it was previously visible.  If\n *  the window is already hidden or is in full screen mode, this function does\n *  nothing.\n *\n *  @param[in] window The window to hide.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_hide\n *  @sa @ref glfwShowWindow\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwHideWindow(GLFWwindow* window);\n\n/*! @brief Brings the specified window to front and sets input focus.\n *\n *  This function brings the specified window to front and sets input focus.\n *  The window should already be visible and not iconified.\n *\n *  By default, both windowed and full screen mode windows are focused when\n *  initially created.  Set the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) to\n *  disable this behavior.\n *\n *  Also by default, windowed mode windows are focused when shown\n *  with @ref glfwShowWindow. Set the\n *  [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) to disable this behavior.\n *\n *  __Do not use this function__ to steal focus from other applications unless\n *  you are certain that is what the user wants.  Focus stealing can be\n *  extremely disruptive.\n *\n *  For a less disruptive way of getting the user's attention, see\n *  [attention requests](@ref window_attention).\n *\n *  @param[in] window The window to give input focus.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland It is not possible for an application to bring its windows\n *  to front, this function will always emit @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_focus\n *  @sa @ref window_attention\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwFocusWindow(GLFWwindow* window);\n\n/*! @brief Requests user attention to the specified window.\n *\n *  This function requests user attention to the specified window.  On\n *  platforms where this is not supported, attention is requested to the\n *  application as a whole.\n *\n *  Once the user has given attention, usually by focusing the window or\n *  application, the system will end the request automatically.\n *\n *  @param[in] window The window to request attention to.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos Attention is requested to the application as a whole, not the\n *  specific window.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_attention\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwRequestWindowAttention(GLFWwindow* window);\n\n/*! @brief Returns the monitor that the window uses for full screen mode.\n *\n *  This function returns the handle of the monitor that the specified window is\n *  in full screen on.\n *\n *  @param[in] window The window to query.\n *  @return The monitor, or `NULL` if the window is in windowed mode or an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_monitor\n *  @sa @ref glfwSetWindowMonitor\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);\n\n/*! @brief Sets the mode, monitor, video mode and placement of a window.\n *\n *  This function sets the monitor that the window uses for full screen mode or,\n *  if the monitor is `NULL`, makes it windowed mode.\n *\n *  When setting a monitor, this function updates the width, height and refresh\n *  rate of the desired video mode and switches to the video mode closest to it.\n *  The window position is ignored when setting a monitor.\n *\n *  When the monitor is `NULL`, the position, width and height are used to\n *  place the window content area.  The refresh rate is ignored when no monitor\n *  is specified.\n *\n *  If you only wish to update the resolution of a full screen window or the\n *  size of a windowed mode window, see @ref glfwSetWindowSize.\n *\n *  When a window transitions from full screen to windowed mode, this function\n *  restores any previous window settings such as whether it is decorated,\n *  floating, resizable, has size or aspect ratio limits, etc.\n *\n *  @param[in] window The window whose monitor, size or video mode to set.\n *  @param[in] monitor The desired monitor, or `NULL` to set windowed mode.\n *  @param[in] xpos The desired x-coordinate of the upper-left corner of the\n *  content area.\n *  @param[in] ypos The desired y-coordinate of the upper-left corner of the\n *  content area.\n *  @param[in] width The desired with, in screen coordinates, of the content\n *  area or video mode.\n *  @param[in] height The desired height, in screen coordinates, of the content\n *  area or video mode.\n *  @param[in] refreshRate The desired refresh rate, in Hz, of the video mode,\n *  or `GLFW_DONT_CARE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark The OpenGL or OpenGL ES context will not be destroyed or otherwise\n *  affected by any resizing or mode switching, although you may need to update\n *  your viewport if the framebuffer size has changed.\n *\n *  @remark @wayland The desired window position is ignored, as there is no way\n *  for an application to set this property.\n *\n *  @remark @wayland Setting the window to full screen will not attempt to\n *  change the mode, no matter what the requested size or refresh rate.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_monitor\n *  @sa @ref window_full_screen\n *  @sa @ref glfwGetWindowMonitor\n *  @sa @ref glfwSetWindowSize\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);\n\n/*! @brief Returns an attribute of the specified window.\n *\n *  This function returns the value of an attribute of the specified window or\n *  its OpenGL or OpenGL ES context.\n *\n *  @param[in] window The window to query.\n *  @param[in] attrib The [window attribute](@ref window_attribs) whose value to\n *  return.\n *  @return The value of the attribute, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark Framebuffer related hints are not window attributes.  See @ref\n *  window_attribs_fb for more information.\n *\n *  @remark Zero is a valid value for many window and context related\n *  attributes so you cannot use a return value of zero as an indication of\n *  errors.  However, this function should not fail as long as it is passed\n *  valid arguments and the library has been [initialized](@ref intro_init).\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_attribs\n *  @sa @ref glfwSetWindowAttrib\n *\n *  @since Added in version 3.0.  Replaces `glfwGetWindowParam` and\n *  `glfwGetGLVersion`.\n *\n *  @ingroup window\n */\nGLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);\n\n/*! @brief Sets an attribute of the specified window.\n *\n *  This function sets the value of an attribute of the specified window.\n *\n *  The supported attributes are [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),\n *  [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),\n *  [GLFW_FLOATING](@ref GLFW_FLOATING_attrib),\n *  [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and\n *  [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib).\n *\n *  Some of these attributes are ignored for full screen windows.  The new\n *  value will take effect if the window is later made windowed.\n *\n *  Some of these attributes are ignored for windowed mode windows.  The new\n *  value will take effect if the window is later made full screen.\n *\n *  @param[in] window The window to set the attribute for.\n *  @param[in] attrib A supported window attribute.\n *  @param[in] value `GLFW_TRUE` or `GLFW_FALSE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark Calling @ref glfwGetWindowAttrib will always return the latest\n *  value, even if that value is ignored by the current mode of the window.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_attribs\n *  @sa @ref glfwGetWindowAttrib\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowAttrib(GLFWwindow* window, int attrib, int value);\n\n/*! @brief Sets the user pointer of the specified window.\n *\n *  This function sets the user-defined pointer of the specified window.  The\n *  current value is retained until the window is destroyed.  The initial value\n *  is `NULL`.\n *\n *  @param[in] window The window whose pointer to set.\n *  @param[in] pointer The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_userptr\n *  @sa @ref glfwGetWindowUserPointer\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);\n\n/*! @brief Returns the user pointer of the specified window.\n *\n *  This function returns the current value of the user-defined pointer of the\n *  specified window.  The initial value is `NULL`.\n *\n *  @param[in] window The window whose pointer to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref window_userptr\n *  @sa @ref glfwSetWindowUserPointer\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);\n\n/*! @brief Sets the position callback for the specified window.\n *\n *  This function sets the position callback of the specified window, which is\n *  called when the window is moved.  The callback is provided with the\n *  position, in screen coordinates, of the upper-left corner of the content\n *  area of the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int xpos, int ypos)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowposfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @wayland This callback will never be called, as there is no way for\n *  an application to know its global position.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_pos\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun callback);\n\n/*! @brief Sets the size callback for the specified window.\n *\n *  This function sets the size callback of the specified window, which is\n *  called when the window is resized.  The callback is provided with the size,\n *  in screen coordinates, of the content area of the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowsizefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_size\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback);\n\n/*! @brief Sets the close callback for the specified window.\n *\n *  This function sets the close callback of the specified window, which is\n *  called when the user attempts to close the window, for example by clicking\n *  the close widget in the title bar.\n *\n *  The close flag is set before this callback is called, but you can modify it\n *  at any time with @ref glfwSetWindowShouldClose.\n *\n *  The close callback is not triggered by @ref glfwDestroyWindow.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowclosefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @macos Selecting Quit from the application menu will trigger the\n *  close callback for all windows.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_close\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun callback);\n\n/*! @brief Sets the refresh callback for the specified window.\n *\n *  This function sets the refresh callback of the specified window, which is\n *  called when the content area of the window needs to be redrawn, for example\n *  if the window has been exposed after having been covered by another window.\n *\n *  On compositing window systems such as Aero, Compiz, Aqua or Wayland, where\n *  the window contents are saved off-screen, this callback may be called only\n *  very infrequently or never at all.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window);\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowrefreshfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_refresh\n *\n *  @since Added in version 2.5.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback);\n\n/*! @brief Sets the focus callback for the specified window.\n *\n *  This function sets the focus callback of the specified window, which is\n *  called when the window gains or loses input focus.\n *\n *  After the focus callback is called for a window that lost input focus,\n *  synthetic key and mouse button release events will be generated for all such\n *  that had been pressed.  For more information, see @ref glfwSetKeyCallback\n *  and @ref glfwSetMouseButtonCallback.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int focused)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowfocusfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_focus\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun callback);\n\n/*! @brief Sets the iconify callback for the specified window.\n *\n *  This function sets the iconification callback of the specified window, which\n *  is called when the window is iconified or restored.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int iconified)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowiconifyfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @wayland The wl_shell protocol has no concept of iconification,\n *  this callback will never be called when using this deprecated protocol.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_iconify\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun callback);\n\n/*! @brief Sets the maximize callback for the specified window.\n *\n *  This function sets the maximization callback of the specified window, which\n *  is called when the window is maximized or restored.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int maximized)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowmaximizefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_maximize\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback);\n\n/*! @brief Sets the framebuffer resize callback for the specified window.\n *\n *  This function sets the framebuffer resize callback of the specified window,\n *  which is called when the framebuffer of the specified window is resized.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int width, int height)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWframebuffersizefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_fbsize\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun callback);\n\n/*! @brief Sets the window content scale callback for the specified window.\n *\n *  This function sets the window content scale callback of the specified window,\n *  which is called when the content scale of the specified window changes.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, float xscale, float yscale)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWwindowcontentscalefun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref window_scale\n *  @sa @ref glfwGetWindowContentScale\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup window\n */\nGLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun callback);\n\n/*! @brief Processes all pending events.\n *\n *  This function processes only those events that are already in the event\n *  queue and then returns immediately.  Processing events will cause the window\n *  and input callbacks associated with those events to be called.\n *\n *  On some platforms, a window move, resize or menu operation will cause event\n *  processing to block.  This is due to how event processing is designed on\n *  those platforms.  You can use the\n *  [window refresh callback](@ref window_refresh) to redraw the contents of\n *  your window when necessary during such operations.\n *\n *  Do not assume that callbacks you set will _only_ be called in response to\n *  event processing functions like this one.  While it is necessary to poll for\n *  events, window systems that require GLFW to register callbacks of its own\n *  can pass events to GLFW in response to many window system function calls.\n *  GLFW will pass those events on to the application callbacks before\n *  returning.\n *\n *  Event processing is not required for joystick input to work.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwWaitEvents\n *  @sa @ref glfwWaitEventsTimeout\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwPollEvents(void);\n\n/*! @brief Waits until events are queued and processes them.\n *\n *  This function puts the calling thread to sleep until at least one event is\n *  available in the event queue.  Once one or more events are available,\n *  it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue\n *  are processed and the function then returns immediately.  Processing events\n *  will cause the window and input callbacks associated with those events to be\n *  called.\n *\n *  Since not all events are associated with callbacks, this function may return\n *  without a callback having been called even if you are monitoring all\n *  callbacks.\n *\n *  On some platforms, a window move, resize or menu operation will cause event\n *  processing to block.  This is due to how event processing is designed on\n *  those platforms.  You can use the\n *  [window refresh callback](@ref window_refresh) to redraw the contents of\n *  your window when necessary during such operations.\n *\n *  Do not assume that callbacks you set will _only_ be called in response to\n *  event processing functions like this one.  While it is necessary to poll for\n *  events, window systems that require GLFW to register callbacks of its own\n *  can pass events to GLFW in response to many window system function calls.\n *  GLFW will pass those events on to the application callbacks before\n *  returning.\n *\n *  Event processing is not required for joystick input to work.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwPollEvents\n *  @sa @ref glfwWaitEventsTimeout\n *\n *  @since Added in version 2.5.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWaitEvents(void);\n\n/*! @brief Waits with timeout until events are queued and processes them.\n *\n *  This function puts the calling thread to sleep until at least one event is\n *  available in the event queue, or until the specified timeout is reached.  If\n *  one or more events are available, it behaves exactly like @ref\n *  glfwPollEvents, i.e. the events in the queue are processed and the function\n *  then returns immediately.  Processing events will cause the window and input\n *  callbacks associated with those events to be called.\n *\n *  The timeout value must be a positive finite number.\n *\n *  Since not all events are associated with callbacks, this function may return\n *  without a callback having been called even if you are monitoring all\n *  callbacks.\n *\n *  On some platforms, a window move, resize or menu operation will cause event\n *  processing to block.  This is due to how event processing is designed on\n *  those platforms.  You can use the\n *  [window refresh callback](@ref window_refresh) to redraw the contents of\n *  your window when necessary during such operations.\n *\n *  Do not assume that callbacks you set will _only_ be called in response to\n *  event processing functions like this one.  While it is necessary to poll for\n *  events, window systems that require GLFW to register callbacks of its own\n *  can pass events to GLFW in response to many window system function calls.\n *  GLFW will pass those events on to the application callbacks before\n *  returning.\n *\n *  Event processing is not required for joystick input to work.\n *\n *  @param[in] timeout The maximum amount of time, in seconds, to wait.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwPollEvents\n *  @sa @ref glfwWaitEvents\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwWaitEventsTimeout(double timeout);\n\n/*! @brief Posts an empty event to the event queue.\n *\n *  This function posts an empty event from the current thread to the event\n *  queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref events\n *  @sa @ref glfwWaitEvents\n *  @sa @ref glfwWaitEventsTimeout\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwPostEmptyEvent(void);\n\n/*! @brief Returns the value of an input option for the specified window.\n *\n *  This function returns the value of an input option for the specified window.\n *  The mode must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,\n *  @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or\n *  @ref GLFW_RAW_MOUSE_MOTION.\n *\n *  @param[in] window The window to query.\n *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,\n *  `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or\n *  `GLFW_RAW_MOUSE_MOTION`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref glfwSetInputMode\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);\n\n/*! @brief Sets an input option for the specified window.\n *\n *  This function sets an input mode option for the specified window.  The mode\n *  must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,\n *  @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or\n *  @ref GLFW_RAW_MOUSE_MOTION.\n *\n *  If the mode is `GLFW_CURSOR`, the value must be one of the following cursor\n *  modes:\n *  - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.\n *  - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the\n *    content area of the window but does not restrict the cursor from leaving.\n *  - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual\n *    and unlimited cursor movement.  This is useful for implementing for\n *    example 3D camera controls.\n *\n *  If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to\n *  enable sticky keys, or `GLFW_FALSE` to disable it.  If sticky keys are\n *  enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`\n *  the next time it is called even if the key had been released before the\n *  call.  This is useful when you are only interested in whether keys have been\n *  pressed but not when or in which order.\n *\n *  If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either\n *  `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.\n *  If sticky mouse buttons are enabled, a mouse button press will ensure that\n *  @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even\n *  if the mouse button had been released before the call.  This is useful when\n *  you are only interested in whether mouse buttons have been pressed but not\n *  when or in which order.\n *\n *  If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to\n *  enable lock key modifier bits, or `GLFW_FALSE` to disable them.  If enabled,\n *  callbacks that receive modifier bits will also have the @ref\n *  GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on,\n *  and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on.\n *\n *  If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE`\n *  to enable raw (unscaled and unaccelerated) mouse motion when the cursor is\n *  disabled, or `GLFW_FALSE` to disable it.  If raw motion is not supported,\n *  attempting to set this will emit @ref GLFW_PLATFORM_ERROR.  Call @ref\n *  glfwRawMouseMotionSupported to check for support.\n *\n *  @param[in] window The window whose input mode to set.\n *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,\n *  `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or\n *  `GLFW_RAW_MOUSE_MOTION`.\n *  @param[in] value The new value of the specified input mode.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref glfwGetInputMode\n *\n *  @since Added in version 3.0.  Replaces `glfwEnable` and `glfwDisable`.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);\n\n/*! @brief Returns whether raw mouse motion is supported.\n *\n *  This function returns whether raw mouse motion is supported on the current\n *  system.  This status does not change after GLFW has been initialized so you\n *  only need to check this once.  If you attempt to enable raw motion on\n *  a system that does not support it, @ref GLFW_PLATFORM_ERROR will be emitted.\n *\n *  Raw mouse motion is closer to the actual motion of the mouse across\n *  a surface.  It is not affected by the scaling and acceleration applied to\n *  the motion of the desktop cursor.  That processing is suitable for a cursor\n *  while raw motion is better for controlling for example a 3D camera.  Because\n *  of this, raw mouse motion is only provided when the cursor is disabled.\n *\n *  @return `GLFW_TRUE` if raw mouse motion is supported on the current machine,\n *  or `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref raw_mouse_motion\n *  @sa @ref glfwSetInputMode\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwRawMouseMotionSupported(void);\n\n/*! @brief Returns the layout-specific name of the specified printable key.\n *\n *  This function returns the name of the specified printable key, encoded as\n *  UTF-8.  This is typically the character that key would produce without any\n *  modifier keys, intended for displaying key bindings to the user.  For dead\n *  keys, it is typically the diacritic it would add to a character.\n *\n *  __Do not use this function__ for [text input](@ref input_char).  You will\n *  break text input for many languages even if it happens to work for yours.\n *\n *  If the key is `GLFW_KEY_UNKNOWN`, the scancode is used to identify the key,\n *  otherwise the scancode is ignored.  If you specify a non-printable key, or\n *  `GLFW_KEY_UNKNOWN` and a scancode that maps to a non-printable key, this\n *  function returns `NULL` but does not emit an error.\n *\n *  This behavior allows you to always pass in the arguments in the\n *  [key callback](@ref input_key) without modification.\n *\n *  The printable keys are:\n *  - `GLFW_KEY_APOSTROPHE`\n *  - `GLFW_KEY_COMMA`\n *  - `GLFW_KEY_MINUS`\n *  - `GLFW_KEY_PERIOD`\n *  - `GLFW_KEY_SLASH`\n *  - `GLFW_KEY_SEMICOLON`\n *  - `GLFW_KEY_EQUAL`\n *  - `GLFW_KEY_LEFT_BRACKET`\n *  - `GLFW_KEY_RIGHT_BRACKET`\n *  - `GLFW_KEY_BACKSLASH`\n *  - `GLFW_KEY_WORLD_1`\n *  - `GLFW_KEY_WORLD_2`\n *  - `GLFW_KEY_0` to `GLFW_KEY_9`\n *  - `GLFW_KEY_A` to `GLFW_KEY_Z`\n *  - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`\n *  - `GLFW_KEY_KP_DECIMAL`\n *  - `GLFW_KEY_KP_DIVIDE`\n *  - `GLFW_KEY_KP_MULTIPLY`\n *  - `GLFW_KEY_KP_SUBTRACT`\n *  - `GLFW_KEY_KP_ADD`\n *  - `GLFW_KEY_KP_EQUAL`\n *\n *  Names for printable keys depend on keyboard layout, while names for\n *  non-printable keys are the same across layouts but depend on the application\n *  language and should be localized along with other user interface text.\n *\n *  @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.\n *  @param[in] scancode The scancode of the key to query.\n *  @return The UTF-8 encoded, layout-specific name of the key, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark The contents of the returned string may change when a keyboard\n *  layout change event is received.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_key_name\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetKeyName(int key, int scancode);\n\n/*! @brief Returns the platform-specific scancode of the specified key.\n *\n *  This function returns the platform-specific scancode of the specified key.\n *\n *  If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this\n *  method will return `-1`.\n *\n *  @param[in] key Any [named key](@ref keys).\n *  @return The platform-specific scancode for the key, or `-1` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref input_key\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetKeyScancode(int key);\n\n/*! @brief Returns the last reported state of a keyboard key for the specified\n *  window.\n *\n *  This function returns the last state reported for the specified key to the\n *  specified window.  The returned state is one of `GLFW_PRESS` or\n *  `GLFW_RELEASE`.  The higher-level action `GLFW_REPEAT` is only reported to\n *  the key callback.\n *\n *  If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns\n *  `GLFW_PRESS` the first time you call it for a key that was pressed, even if\n *  that key has already been released.\n *\n *  The key functions deal with physical keys, with [key tokens](@ref keys)\n *  named after their use on the standard US keyboard layout.  If you want to\n *  input text, use the Unicode character callback instead.\n *\n *  The [modifier key bit masks](@ref mods) are not key tokens and cannot be\n *  used with this function.\n *\n *  __Do not use this function__ to implement [text input](@ref input_char).\n *\n *  @param[in] window The desired window.\n *  @param[in] key The desired [keyboard key](@ref keys).  `GLFW_KEY_UNKNOWN` is\n *  not a valid key for this function.\n *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_key\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetKey(GLFWwindow* window, int key);\n\n/*! @brief Returns the last reported state of a mouse button for the specified\n *  window.\n *\n *  This function returns the last state reported for the specified mouse button\n *  to the specified window.  The returned state is one of `GLFW_PRESS` or\n *  `GLFW_RELEASE`.\n *\n *  If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function\n *  returns `GLFW_PRESS` the first time you call it for a mouse button that was\n *  pressed, even if that mouse button has already been released.\n *\n *  @param[in] window The desired window.\n *  @param[in] button The desired [mouse button](@ref buttons).\n *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_mouse_button\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);\n\n/*! @brief Retrieves the position of the cursor relative to the content area of\n *  the window.\n *\n *  This function returns the position of the cursor, in screen coordinates,\n *  relative to the upper-left corner of the content area of the specified\n *  window.\n *\n *  If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor\n *  position is unbounded and limited only by the minimum and maximum values of\n *  a `double`.\n *\n *  The coordinate can be converted to their integer equivalents with the\n *  `floor` function.  Casting directly to an integer type works for positive\n *  coordinates, but fails for negative ones.\n *\n *  Any or all of the position arguments may be `NULL`.  If an error occurs, all\n *  non-`NULL` position arguments will be set to zero.\n *\n *  @param[in] window The desired window.\n *  @param[out] xpos Where to store the cursor x-coordinate, relative to the\n *  left edge of the content area, or `NULL`.\n *  @param[out] ypos Where to store the cursor y-coordinate, relative to the to\n *  top edge of the content area, or `NULL`.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_pos\n *  @sa @ref glfwSetCursorPos\n *\n *  @since Added in version 3.0.  Replaces `glfwGetMousePos`.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);\n\n/*! @brief Sets the position of the cursor, relative to the content area of the\n *  window.\n *\n *  This function sets the position, in screen coordinates, of the cursor\n *  relative to the upper-left corner of the content area of the specified\n *  window.  The window must have input focus.  If the window does not have\n *  input focus when this function is called, it fails silently.\n *\n *  __Do not use this function__ to implement things like camera controls.  GLFW\n *  already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the\n *  cursor, transparently re-centers it and provides unconstrained cursor\n *  motion.  See @ref glfwSetInputMode for more information.\n *\n *  If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is\n *  unconstrained and limited only by the minimum and maximum values of\n *  a `double`.\n *\n *  @param[in] window The desired window.\n *  @param[in] xpos The desired x-coordinate, relative to the left edge of the\n *  content area.\n *  @param[in] ypos The desired y-coordinate, relative to the top edge of the\n *  content area.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @remark @wayland This function will only work when the cursor mode is\n *  `GLFW_CURSOR_DISABLED`, otherwise it will do nothing.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_pos\n *  @sa @ref glfwGetCursorPos\n *\n *  @since Added in version 3.0.  Replaces `glfwSetMousePos`.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);\n\n/*! @brief Creates a custom cursor.\n *\n *  Creates a new custom cursor image that can be set for a window with @ref\n *  glfwSetCursor.  The cursor can be destroyed with @ref glfwDestroyCursor.\n *  Any remaining cursors are destroyed by @ref glfwTerminate.\n *\n *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight\n *  bits per channel with the red channel first.  They are arranged canonically\n *  as packed sequential rows, starting from the top-left corner.\n *\n *  The cursor hotspot is specified in pixels, relative to the upper-left corner\n *  of the cursor image.  Like all other coordinate systems in GLFW, the X-axis\n *  points to the right and the Y-axis points down.\n *\n *  @param[in] image The desired cursor image.\n *  @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.\n *  @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.\n *  @return The handle of the created cursor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified image data is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *  @sa @ref glfwDestroyCursor\n *  @sa @ref glfwCreateStandardCursor\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);\n\n/*! @brief Creates a cursor with a standard shape.\n *\n *  Returns a cursor with a [standard shape](@ref shapes), that can be set for\n *  a window with @ref glfwSetCursor.\n *\n *  @param[in] shape One of the [standard shapes](@ref shapes).\n *  @return A new cursor ready to use or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *  @sa @ref glfwCreateCursor\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);\n\n/*! @brief Destroys a cursor.\n *\n *  This function destroys a cursor previously created with @ref\n *  glfwCreateCursor.  Any remaining cursors will be destroyed by @ref\n *  glfwTerminate.\n *\n *  If the specified cursor is current for any window, that window will be\n *  reverted to the default cursor.  This does not affect the cursor mode.\n *\n *  @param[in] cursor The cursor object to destroy.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @reentrancy This function must not be called from a callback.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *  @sa @ref glfwCreateCursor\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);\n\n/*! @brief Sets the cursor for the window.\n *\n *  This function sets the cursor image to be used when the cursor is over the\n *  content area of the specified window.  The set cursor will only be visible\n *  when the [cursor mode](@ref cursor_mode) of the window is\n *  `GLFW_CURSOR_NORMAL`.\n *\n *  On some platforms, the set cursor may not be visible unless the window also\n *  has input focus.\n *\n *  @param[in] window The window to set the cursor for.\n *  @param[in] cursor The cursor to set, or `NULL` to switch back to the default\n *  arrow cursor.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_object\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);\n\n/*! @brief Sets the key callback.\n *\n *  This function sets the key callback of the specified window, which is called\n *  when a key is pressed, repeated or released.\n *\n *  The key functions deal with physical keys, with layout independent\n *  [key tokens](@ref keys) named after their values in the standard US keyboard\n *  layout.  If you want to input text, use the\n *  [character callback](@ref glfwSetCharCallback) instead.\n *\n *  When a window loses input focus, it will generate synthetic key release\n *  events for all pressed keys.  You can tell these events from user-generated\n *  events by the fact that the synthetic ones are generated after the focus\n *  loss event has been processed, i.e. after the\n *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.\n *\n *  The scancode of a key is specific to that platform or sometimes even to that\n *  machine.  Scancodes are intended to allow users to bind keys that don't have\n *  a GLFW key token.  Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their\n *  state is not saved and so it cannot be queried with @ref glfwGetKey.\n *\n *  Sometimes GLFW needs to generate synthetic key events, in which case the\n *  scancode may be zero.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new key callback, or `NULL` to remove the currently\n *  set callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWkeyfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_key\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback);\n\n/*! @brief Sets the Unicode character callback.\n *\n *  This function sets the character callback of the specified window, which is\n *  called when a Unicode character is input.\n *\n *  The character callback is intended for Unicode text input.  As it deals with\n *  characters, it is keyboard layout dependent, whereas the\n *  [key callback](@ref glfwSetKeyCallback) is not.  Characters do not map 1:1\n *  to physical keys, as a key may produce zero, one or more characters.  If you\n *  want to know whether a specific physical key was pressed or released, see\n *  the key callback instead.\n *\n *  The character callback behaves as system text input normally does and will\n *  not be called if modifier keys are held down that would prevent normal text\n *  input on that platform, for example a Super (Command) key on macOS or Alt key\n *  on Windows.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcharfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_char\n *\n *  @since Added in version 2.4.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback);\n\n/*! @brief Sets the Unicode character with modifiers callback.\n *\n *  This function sets the character with modifiers callback of the specified\n *  window, which is called when a Unicode character is input regardless of what\n *  modifier keys are used.\n *\n *  The character with modifiers callback is intended for implementing custom\n *  Unicode character input.  For regular Unicode text input, see the\n *  [character callback](@ref glfwSetCharCallback).  Like the character\n *  callback, the character with modifiers callback deals with characters and is\n *  keyboard layout dependent.  Characters do not map 1:1 to physical keys, as\n *  a key may produce zero, one or more characters.  If you want to know whether\n *  a specific physical key was pressed or released, see the\n *  [key callback](@ref glfwSetKeyCallback) instead.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or an\n *  [error](@ref error_handling) occurred.\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, unsigned int codepoint, int mods)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcharmodsfun).\n *\n *  @deprecated Scheduled for removal in version 4.0.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_char\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun callback);\n\n/*! @brief Sets the mouse button callback.\n *\n *  This function sets the mouse button callback of the specified window, which\n *  is called when a mouse button is pressed or released.\n *\n *  When a window loses input focus, it will generate synthetic mouse button\n *  release events for all pressed mouse buttons.  You can tell these events\n *  from user-generated events by the fact that the synthetic ones are generated\n *  after the focus loss event has been processed, i.e. after the\n *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int button, int action, int mods)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWmousebuttonfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref input_mouse_button\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter and return value.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback);\n\n/*! @brief Sets the cursor position callback.\n *\n *  This function sets the cursor position callback of the specified window,\n *  which is called when the cursor is moved.  The callback is provided with the\n *  position, in screen coordinates, relative to the upper-left corner of the\n *  content area of the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, double xpos, double ypos);\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcursorposfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_pos\n *\n *  @since Added in version 3.0.  Replaces `glfwSetMousePosCallback`.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun callback);\n\n/*! @brief Sets the cursor enter/leave callback.\n *\n *  This function sets the cursor boundary crossing callback of the specified\n *  window, which is called when the cursor enters or leaves the content area of\n *  the window.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int entered)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWcursorenterfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref cursor_enter\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun callback);\n\n/*! @brief Sets the scroll callback.\n *\n *  This function sets the scroll callback of the specified window, which is\n *  called when a scrolling device is used, such as a mouse wheel or scrolling\n *  area of a touchpad.\n *\n *  The scroll callback receives all scrolling input, like that from a mouse\n *  wheel or a touchpad scrolling area.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new scroll callback, or `NULL` to remove the\n *  currently set callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, double xoffset, double yoffset)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWscrollfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref scrolling\n *\n *  @since Added in version 3.0.  Replaces `glfwSetMouseWheelCallback`.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun callback);\n\n/*! @brief Sets the path drop callback.\n *\n *  This function sets the path drop callback of the specified window, which is\n *  called when one or more dragged paths are dropped on the window.\n *\n *  Because the path array and its strings may have been generated specifically\n *  for that event, they are not guaranteed to be valid after the callback has\n *  returned.  If you wish to use them after the callback returns, you need to\n *  make a deep copy.\n *\n *  @param[in] window The window whose callback to set.\n *  @param[in] callback The new file drop callback, or `NULL` to remove the\n *  currently set callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(GLFWwindow* window, int path_count, const char* paths[])\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWdropfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @remark @wayland File drop is currently unimplemented.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref path_drop\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback);\n\n/*! @brief Returns whether the specified joystick is present.\n *\n *  This function returns whether the specified joystick is present.\n *\n *  There is no need to call this function before other functions that accept\n *  a joystick ID, as they all check for presence before performing any other\n *  work.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick\n *\n *  @since Added in version 3.0.  Replaces `glfwGetJoystickParam`.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwJoystickPresent(int jid);\n\n/*! @brief Returns the values of all axes of the specified joystick.\n *\n *  This function returns the values of all axes of the specified joystick.\n *  Each element in the array is a value between -1.0 and 1.0.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] count Where to store the number of axis values in the returned\n *  array.  This is set to zero if the joystick is not present or an error\n *  occurred.\n *  @return An array of axis values, or `NULL` if the joystick is not present or\n *  an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_axis\n *\n *  @since Added in version 3.0.  Replaces `glfwGetJoystickPos`.\n *\n *  @ingroup input\n */\nGLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);\n\n/*! @brief Returns the state of all buttons of the specified joystick.\n *\n *  This function returns the state of all buttons of the specified joystick.\n *  Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.\n *\n *  For backward compatibility with earlier versions that did not have @ref\n *  glfwGetJoystickHats, the button array also includes all hats, each\n *  represented as four buttons.  The hats are in the same order as returned by\n *  __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and\n *  _left_.  To disable these extra buttons, set the @ref\n *  GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] count Where to store the number of button states in the returned\n *  array.  This is set to zero if the joystick is not present or an error\n *  occurred.\n *  @return An array of button states, or `NULL` if the joystick is not present\n *  or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_button\n *\n *  @since Added in version 2.2.\n *  @glfw3 Changed to return a dynamic array.\n *\n *  @ingroup input\n */\nGLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);\n\n/*! @brief Returns the state of all hats of the specified joystick.\n *\n *  This function returns the state of all hats of the specified joystick.\n *  Each element in the array is one of the following values:\n *\n *  Name                  | Value\n *  ----                  | -----\n *  `GLFW_HAT_CENTERED`   | 0\n *  `GLFW_HAT_UP`         | 1\n *  `GLFW_HAT_RIGHT`      | 2\n *  `GLFW_HAT_DOWN`       | 4\n *  `GLFW_HAT_LEFT`       | 8\n *  `GLFW_HAT_RIGHT_UP`   | `GLFW_HAT_RIGHT` \\| `GLFW_HAT_UP`\n *  `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \\| `GLFW_HAT_DOWN`\n *  `GLFW_HAT_LEFT_UP`    | `GLFW_HAT_LEFT` \\| `GLFW_HAT_UP`\n *  `GLFW_HAT_LEFT_DOWN`  | `GLFW_HAT_LEFT` \\| `GLFW_HAT_DOWN`\n *\n *  The diagonal directions are bitwise combinations of the primary (up, right,\n *  down and left) directions and you can test for these individually by ANDing\n *  it with the corresponding direction.\n *\n *  @code\n *  if (hats[2] & GLFW_HAT_RIGHT)\n *  {\n *      // State of hat 2 could be right-up, right or right-down\n *  }\n *  @endcode\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] count Where to store the number of hat states in the returned\n *  array.  This is set to zero if the joystick is not present or an error\n *  occurred.\n *  @return An array of hat states, or `NULL` if the joystick is not present\n *  or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected, this function is called again for that joystick or the library\n *  is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_hat\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);\n\n/*! @brief Returns the name of the specified joystick.\n *\n *  This function returns the name, encoded as UTF-8, of the specified joystick.\n *  The returned string is allocated and freed by GLFW.  You should not free it\n *  yourself.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick\n *  is not present or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_name\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetJoystickName(int jid);\n\n/*! @brief Returns the SDL compatible GUID of the specified joystick.\n *\n *  This function returns the SDL compatible GUID, as a UTF-8 encoded\n *  hexadecimal string, of the specified joystick.  The returned string is\n *  allocated and freed by GLFW.  You should not free it yourself.\n *\n *  The GUID is what connects a joystick to a gamepad mapping.  A connected\n *  joystick will always have a GUID even if there is no gamepad mapping\n *  assigned to it.\n *\n *  If the specified joystick is not present this function will return `NULL`\n *  but will not generate an error.  This can be used instead of first calling\n *  @ref glfwJoystickPresent.\n *\n *  The GUID uses the format introduced in SDL 2.0.5.  This GUID tries to\n *  uniquely identify the make and model of a joystick but does not identify\n *  a specific unit, e.g. all wired Xbox 360 controllers will have the same\n *  GUID on that platform.  The GUID for a unit may vary between platforms\n *  depending on what hardware information the platform specific APIs provide.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return The UTF-8 encoded GUID of the joystick, or `NULL` if the joystick\n *  is not present or an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetJoystickGUID(int jid);\n\n/*! @brief Sets the user pointer of the specified joystick.\n *\n *  This function sets the user-defined pointer of the specified joystick.  The\n *  current value is retained until the joystick is disconnected.  The initial\n *  value is `NULL`.\n *\n *  This function may be called from the joystick callback, even for a joystick\n *  that is being disconnected.\n *\n *  @param[in] jid The joystick whose pointer to set.\n *  @param[in] pointer The new value.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref joystick_userptr\n *  @sa @ref glfwGetJoystickUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);\n\n/*! @brief Returns the user pointer of the specified joystick.\n *\n *  This function returns the current value of the user-defined pointer of the\n *  specified joystick.  The initial value is `NULL`.\n *\n *  This function may be called from the joystick callback, even for a joystick\n *  that is being disconnected.\n *\n *  @param[in] jid The joystick whose pointer to return.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @sa @ref joystick_userptr\n *  @sa @ref glfwSetJoystickUserPointer\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI void* glfwGetJoystickUserPointer(int jid);\n\n/*! @brief Returns whether the specified joystick has a gamepad mapping.\n *\n *  This function returns whether the specified joystick is both present and has\n *  a gamepad mapping.\n *\n *  If the specified joystick is present but does not have a gamepad mapping\n *  this function will return `GLFW_FALSE` but will not generate an error.  Call\n *  @ref glfwJoystickPresent to check if a joystick is present regardless of\n *  whether it has a mapping.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping,\n *  or `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwGetGamepadState\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwJoystickIsGamepad(int jid);\n\n/*! @brief Sets the joystick configuration callback.\n *\n *  This function sets the joystick configuration callback, or removes the\n *  currently set callback.  This is called when a joystick is connected to or\n *  disconnected from the system.\n *\n *  For joystick connection and disconnection events to be delivered on all\n *  platforms, you need to call one of the [event processing](@ref events)\n *  functions.  Joystick disconnection may also be detected and the callback\n *  called by joystick functions.  The function will then return whatever it\n *  returns if the joystick is not present.\n *\n *  @param[in] callback The new callback, or `NULL` to remove the currently set\n *  callback.\n *  @return The previously set callback, or `NULL` if no callback was set or the\n *  library had not been [initialized](@ref intro_init).\n *\n *  @callback_signature\n *  @code\n *  void function_name(int jid, int event)\n *  @endcode\n *  For more information about the callback parameters, see the\n *  [function pointer type](@ref GLFWjoystickfun).\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref joystick_event\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);\n\n/*! @brief Adds the specified SDL_GameControllerDB gamepad mappings.\n *\n *  This function parses the specified ASCII encoded string and updates the\n *  internal list with any gamepad mappings it finds.  This string may\n *  contain either a single gamepad mapping or many mappings separated by\n *  newlines.  The parser supports the full format of the `gamecontrollerdb.txt`\n *  source file including empty lines and comments.\n *\n *  See @ref gamepad_mapping for a description of the format.\n *\n *  If there is already a gamepad mapping for a given GUID in the internal list,\n *  it will be replaced by the one passed to this function.  If the library is\n *  terminated and re-initialized the internal list will revert to the built-in\n *  default.\n *\n *  @param[in] string The string containing the gamepad mappings.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_VALUE.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwJoystickIsGamepad\n *  @sa @ref glfwGetGamepadName\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwUpdateGamepadMappings(const char* string);\n\n/*! @brief Returns the human-readable gamepad name for the specified joystick.\n *\n *  This function returns the human-readable name of the gamepad from the\n *  gamepad mapping assigned to the specified joystick.\n *\n *  If the specified joystick is not present or does not have a gamepad mapping\n *  this function will return `NULL` but will not generate an error.  Call\n *  @ref glfwJoystickPresent to check whether it is present regardless of\n *  whether it has a mapping.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @return The UTF-8 encoded name of the gamepad, or `NULL` if the\n *  joystick is not present, does not have a mapping or an\n *  [error](@ref error_handling) occurred.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the specified joystick is\n *  disconnected, the gamepad mappings are updated or the library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwJoystickIsGamepad\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetGamepadName(int jid);\n\n/*! @brief Retrieves the state of the specified joystick remapped as a gamepad.\n *\n *  This function retrieves the state of the specified joystick remapped to\n *  an Xbox-like gamepad.\n *\n *  If the specified joystick is not present or does not have a gamepad mapping\n *  this function will return `GLFW_FALSE` but will not generate an error.  Call\n *  @ref glfwJoystickPresent to check whether it is present regardless of\n *  whether it has a mapping.\n *\n *  The Guide button may not be available for input as it is often hooked by the\n *  system or the Steam client.\n *\n *  Not all devices have all the buttons or axes provided by @ref\n *  GLFWgamepadstate.  Unavailable buttons and axes will always report\n *  `GLFW_RELEASE` and 0.0 respectively.\n *\n *  @param[in] jid The [joystick](@ref joysticks) to query.\n *  @param[out] state The gamepad input state of the joystick.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is\n *  connected, it has no gamepad mapping or an [error](@ref error_handling)\n *  occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_ENUM.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref gamepad\n *  @sa @ref glfwUpdateGamepadMappings\n *  @sa @ref glfwJoystickIsGamepad\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup input\n */\nGLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);\n\n/*! @brief Sets the clipboard to the specified string.\n *\n *  This function sets the system clipboard to the specified, UTF-8 encoded\n *  string.\n *\n *  @param[in] window Deprecated.  Any valid window or `NULL`.\n *  @param[in] string A UTF-8 encoded string.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified string is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa @ref glfwGetClipboardString\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);\n\n/*! @brief Returns the contents of the clipboard as a string.\n *\n *  This function returns the contents of the system clipboard, if it contains\n *  or is convertible to a UTF-8 encoded string.  If the clipboard is empty or\n *  if its contents cannot be converted, `NULL` is returned and a @ref\n *  GLFW_FORMAT_UNAVAILABLE error is generated.\n *\n *  @param[in] window Deprecated.  Any valid window or `NULL`.\n *  @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`\n *  if an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is valid until the next call to @ref\n *  glfwGetClipboardString or @ref glfwSetClipboardString, or until the library\n *  is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa @ref glfwSetClipboardString\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup input\n */\nGLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);\n\n/*! @brief Returns the GLFW time.\n *\n *  This function returns the current GLFW time, in seconds.  Unless the time\n *  has been set using @ref glfwSetTime it measures time elapsed since GLFW was\n *  initialized.\n *\n *  This function and @ref glfwSetTime are helper functions on top of @ref\n *  glfwGetTimerFrequency and @ref glfwGetTimerValue.\n *\n *  The resolution of the timer is system dependent, but is usually on the order\n *  of a few micro- or nanoseconds.  It uses the highest-resolution monotonic\n *  time source on each supported platform.\n *\n *  @return The current time, in seconds, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.  Reading and\n *  writing of the internal base time is not atomic, so it needs to be\n *  externally synchronized with calls to @ref glfwSetTime.\n *\n *  @sa @ref time\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup input\n */\nGLFWAPI double glfwGetTime(void);\n\n/*! @brief Sets the GLFW time.\n *\n *  This function sets the current GLFW time, in seconds.  The value must be\n *  a positive finite number less than or equal to 18446744073.0, which is\n *  approximately 584.5 years.\n *\n *  This function and @ref glfwGetTime are helper functions on top of @ref\n *  glfwGetTimerFrequency and @ref glfwGetTimerValue.\n *\n *  @param[in] time The new value, in seconds.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_INVALID_VALUE.\n *\n *  @remark The upper limit of GLFW time is calculated as\n *  floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations\n *  storing nanoseconds in 64 bits.  The limit may be increased in the future.\n *\n *  @thread_safety This function may be called from any thread.  Reading and\n *  writing of the internal base time is not atomic, so it needs to be\n *  externally synchronized with calls to @ref glfwGetTime.\n *\n *  @sa @ref time\n *\n *  @since Added in version 2.2.\n *\n *  @ingroup input\n */\nGLFWAPI void glfwSetTime(double time);\n\n/*! @brief Returns the current value of the raw timer.\n *\n *  This function returns the current value of the raw timer, measured in\n *  1&nbsp;/&nbsp;frequency seconds.  To get the frequency, call @ref\n *  glfwGetTimerFrequency.\n *\n *  @return The value of the timer, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref time\n *  @sa @ref glfwGetTimerFrequency\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI uint64_t glfwGetTimerValue(void);\n\n/*! @brief Returns the frequency, in Hz, of the raw timer.\n *\n *  This function returns the frequency, in Hz, of the raw timer.\n *\n *  @return The frequency of the timer, in Hz, or zero if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref time\n *  @sa @ref glfwGetTimerValue\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup input\n */\nGLFWAPI uint64_t glfwGetTimerFrequency(void);\n\n/*! @brief Makes the context of the specified window current for the calling\n *  thread.\n *\n *  This function makes the OpenGL or OpenGL ES context of the specified window\n *  current on the calling thread.  A context must only be made current on\n *  a single thread at a time and each thread can have only a single current\n *  context at a time.\n *\n *  When moving a context between threads, you must make it non-current on the\n *  old thread before making it current on the new one.\n *\n *  By default, making a context non-current implicitly forces a pipeline flush.\n *  On machines that support `GL_KHR_context_flush_control`, you can control\n *  whether a context performs this flush by setting the\n *  [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint)\n *  hint.\n *\n *  The specified window must have an OpenGL or OpenGL ES context.  Specifying\n *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT\n *  error.\n *\n *  @param[in] window The window whose context to make current, or `NULL` to\n *  detach the current context.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_current\n *  @sa @ref glfwGetCurrentContext\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup context\n */\nGLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);\n\n/*! @brief Returns the window whose context is current on the calling thread.\n *\n *  This function returns the window whose OpenGL or OpenGL ES context is\n *  current on the calling thread.\n *\n *  @return The window whose context is current, or `NULL` if no window's\n *  context is current.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_current\n *  @sa @ref glfwMakeContextCurrent\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup context\n */\nGLFWAPI GLFWwindow* glfwGetCurrentContext(void);\n\n/*! @brief Swaps the front and back buffers of the specified window.\n *\n *  This function swaps the front and back buffers of the specified window when\n *  rendering with OpenGL or OpenGL ES.  If the swap interval is greater than\n *  zero, the GPU driver waits the specified number of screen updates before\n *  swapping the buffers.\n *\n *  The specified window must have an OpenGL or OpenGL ES context.  Specifying\n *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT\n *  error.\n *\n *  This function does not apply to Vulkan.  If you are rendering with Vulkan,\n *  see `vkQueuePresentKHR` instead.\n *\n *  @param[in] window The window whose buffers to swap.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark __EGL:__ The context of the specified window must be current on the\n *  calling thread.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref buffer_swap\n *  @sa @ref glfwSwapInterval\n *\n *  @since Added in version 1.0.\n *  @glfw3 Added window handle parameter.\n *\n *  @ingroup window\n */\nGLFWAPI void glfwSwapBuffers(GLFWwindow* window);\n\n/*! @brief Sets the swap interval for the current context.\n *\n *  This function sets the swap interval for the current OpenGL or OpenGL ES\n *  context, i.e. the number of screen updates to wait from the time @ref\n *  glfwSwapBuffers was called before swapping the buffers and returning.  This\n *  is sometimes called _vertical synchronization_, _vertical retrace\n *  synchronization_ or just _vsync_.\n *\n *  A context that supports either of the `WGL_EXT_swap_control_tear` and\n *  `GLX_EXT_swap_control_tear` extensions also accepts _negative_ swap\n *  intervals, which allows the driver to swap immediately even if a frame\n *  arrives a little bit late.  You can check for these extensions with @ref\n *  glfwExtensionSupported.\n *\n *  A context must be current on the calling thread.  Calling this function\n *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.\n *\n *  This function does not apply to Vulkan.  If you are rendering with Vulkan,\n *  see the present mode of your swapchain instead.\n *\n *  @param[in] interval The minimum number of screen updates to wait for\n *  until the buffers are swapped by @ref glfwSwapBuffers.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark This function is not called during context creation, leaving the\n *  swap interval set to whatever is the default on that platform.  This is done\n *  because some swap interval extensions used by GLFW do not allow the swap\n *  interval to be reset to zero once it has been set to a non-zero value.\n *\n *  @remark Some GPU drivers do not honor the requested swap interval, either\n *  because of a user setting that overrides the application's request or due to\n *  bugs in the driver.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref buffer_swap\n *  @sa @ref glfwSwapBuffers\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup context\n */\nGLFWAPI void glfwSwapInterval(int interval);\n\n/*! @brief Returns whether the specified extension is available.\n *\n *  This function returns whether the specified\n *  [API extension](@ref context_glext) is supported by the current OpenGL or\n *  OpenGL ES context.  It searches both for client API extension and context\n *  creation API extensions.\n *\n *  A context must be current on the calling thread.  Calling this function\n *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.\n *\n *  As this functions retrieves and searches one or more extension strings each\n *  call, it is recommended that you cache its results if it is going to be used\n *  frequently.  The extension strings will not change during the lifetime of\n *  a context, so there is no danger in doing this.\n *\n *  This function does not apply to Vulkan.  If you are using Vulkan, see @ref\n *  glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`\n *  and `vkEnumerateDeviceExtensionProperties` instead.\n *\n *  @param[in] extension The ASCII encoded name of the extension.\n *  @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`\n *  otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_glext\n *  @sa @ref glfwGetProcAddress\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup context\n */\nGLFWAPI int glfwExtensionSupported(const char* extension);\n\n/*! @brief Returns the address of the specified function for the current\n *  context.\n *\n *  This function returns the address of the specified OpenGL or OpenGL ES\n *  [core or extension function](@ref context_glext), if it is supported\n *  by the current context.\n *\n *  A context must be current on the calling thread.  Calling this function\n *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.\n *\n *  This function does not apply to Vulkan.  If you are rendering with Vulkan,\n *  see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and\n *  `vkGetDeviceProcAddr` instead.\n *\n *  @param[in] procname The ASCII encoded name of the function.\n *  @return The address of the function, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark The address of a given function is not guaranteed to be the same\n *  between contexts.\n *\n *  @remark This function may return a non-`NULL` address despite the\n *  associated version or extension not being available.  Always check the\n *  context version or extension string first.\n *\n *  @pointer_lifetime The returned function pointer is valid until the context\n *  is destroyed or the library is terminated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref context_glext\n *  @sa @ref glfwExtensionSupported\n *\n *  @since Added in version 1.0.\n *\n *  @ingroup context\n */\nGLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);\n\n/*! @brief Returns whether the Vulkan loader and an ICD have been found.\n *\n *  This function returns whether the Vulkan loader and any minimally functional\n *  ICD have been found.\n *\n *  The availability of a Vulkan loader and even an ICD does not by itself\n *  guarantee that surface creation or even instance creation is possible.\n *  For example, on Fermi systems Nvidia will install an ICD that provides no\n *  actual Vulkan support.  Call @ref glfwGetRequiredInstanceExtensions to check\n *  whether the extensions necessary for Vulkan surface creation are available\n *  and @ref glfwGetPhysicalDevicePresentationSupport to check whether a queue\n *  family of a physical device supports image presentation.\n *\n *  @return `GLFW_TRUE` if Vulkan is minimally available, or `GLFW_FALSE`\n *  otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref vulkan_support\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI int glfwVulkanSupported(void);\n\n/*! @brief Returns the Vulkan instance extensions required by GLFW.\n *\n *  This function returns an array of names of Vulkan instance extensions required\n *  by GLFW for creating Vulkan surfaces for GLFW windows.  If successful, the\n *  list will always contain `VK_KHR_surface`, so if you don't require any\n *  additional extensions you can pass this list directly to the\n *  `VkInstanceCreateInfo` struct.\n *\n *  If Vulkan is not available on the machine, this function returns `NULL` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported\n *  to check whether Vulkan is at least minimally available.\n *\n *  If Vulkan is available but no set of extensions allowing window surface\n *  creation was found, this function returns `NULL`.  You may still use Vulkan\n *  for off-screen rendering and compute work.\n *\n *  @param[out] count Where to store the number of extensions in the returned\n *  array.  This is set to zero if an error occurred.\n *  @return An array of ASCII encoded extension names, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_API_UNAVAILABLE.\n *\n *  @remark Additional extensions may be required by future versions of GLFW.\n *  You should check if any extensions you wish to enable are already in the\n *  returned array, as it is an error to specify an extension more than once in\n *  the `VkInstanceCreateInfo` struct.\n *\n *  @remark @macos This function currently supports either the\n *  `VK_MVK_macos_surface` extension from MoltenVK or `VK_EXT_metal_surface`\n *  extension.\n *\n *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You\n *  should not free it yourself.  It is guaranteed to be valid only until the\n *  library is terminated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref vulkan_ext\n *  @sa @ref glfwCreateWindowSurface\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);\n\n#if defined(VK_VERSION_1_0)\n\n/*! @brief Returns the address of the specified Vulkan instance function.\n *\n *  This function returns the address of the specified Vulkan core or extension\n *  function for the specified instance.  If instance is set to `NULL` it can\n *  return any function exported from the Vulkan loader, including at least the\n *  following functions:\n *\n *  - `vkEnumerateInstanceExtensionProperties`\n *  - `vkEnumerateInstanceLayerProperties`\n *  - `vkCreateInstance`\n *  - `vkGetInstanceProcAddr`\n *\n *  If Vulkan is not available on the machine, this function returns `NULL` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported\n *  to check whether Vulkan is at least minimally available.\n *\n *  This function is equivalent to calling `vkGetInstanceProcAddr` with\n *  a platform-specific query of the Vulkan loader as a fallback.\n *\n *  @param[in] instance The Vulkan instance to query, or `NULL` to retrieve\n *  functions related to instance creation.\n *  @param[in] procname The ASCII encoded name of the function.\n *  @return The address of the function, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_API_UNAVAILABLE.\n *\n *  @pointer_lifetime The returned function pointer is valid until the library\n *  is terminated.\n *\n *  @thread_safety This function may be called from any thread.\n *\n *  @sa @ref vulkan_proc\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);\n\n/*! @brief Returns whether the specified queue family can present images.\n *\n *  This function returns whether the specified queue family of the specified\n *  physical device supports presentation to the platform GLFW was built for.\n *\n *  If Vulkan or the required window surface creation instance extensions are\n *  not available on the machine, or if the specified instance was not created\n *  with the required extensions, this function returns `GLFW_FALSE` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported\n *  to check whether Vulkan is at least minimally available and @ref\n *  glfwGetRequiredInstanceExtensions to check what instance extensions are\n *  required.\n *\n *  @param[in] instance The instance that the physical device belongs to.\n *  @param[in] device The physical device that the queue family belongs to.\n *  @param[in] queuefamily The index of the queue family to query.\n *  @return `GLFW_TRUE` if the queue family supports presentation, or\n *  `GLFW_FALSE` otherwise.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.\n *\n *  @remark @macos This function currently always returns `GLFW_TRUE`, as the\n *  `VK_MVK_macos_surface` extension does not provide\n *  a `vkGetPhysicalDevice*PresentationSupport` type function.\n *\n *  @thread_safety This function may be called from any thread.  For\n *  synchronization details of Vulkan objects, see the Vulkan specification.\n *\n *  @sa @ref vulkan_present\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);\n\n/*! @brief Creates a Vulkan surface for the specified window.\n *\n *  This function creates a Vulkan surface for the specified window.\n *\n *  If the Vulkan loader or at least one minimally functional ICD were not found,\n *  this function returns `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref\n *  GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported to check whether\n *  Vulkan is at least minimally available.\n *\n *  If the required window surface creation instance extensions are not\n *  available or if the specified instance was not created with these extensions\n *  enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and\n *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref\n *  glfwGetRequiredInstanceExtensions to check what instance extensions are\n *  required.\n *\n *  The window surface cannot be shared with another API so the window must\n *  have been created with the [client api hint](@ref GLFW_CLIENT_API_attrib)\n *  set to `GLFW_NO_API` otherwise it generates a @ref GLFW_INVALID_VALUE error\n *  and returns `VK_ERROR_NATIVE_WINDOW_IN_USE_KHR`.\n *\n *  The window surface must be destroyed before the specified Vulkan instance.\n *  It is the responsibility of the caller to destroy the window surface.  GLFW\n *  does not destroy it for you.  Call `vkDestroySurfaceKHR` to destroy the\n *  surface.\n *\n *  @param[in] instance The Vulkan instance to create the surface in.\n *  @param[in] window The window to create the surface for.\n *  @param[in] allocator The allocator to use, or `NULL` to use the default\n *  allocator.\n *  @param[out] surface Where to store the handle of the surface.  This is set\n *  to `VK_NULL_HANDLE` if an error occurred.\n *  @return `VK_SUCCESS` if successful, or a Vulkan error code if an\n *  [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref\n *  GLFW_API_UNAVAILABLE, @ref GLFW_PLATFORM_ERROR and @ref GLFW_INVALID_VALUE\n *\n *  @remark If an error occurs before the creation call is made, GLFW returns\n *  the Vulkan error code most appropriate for the error.  Appropriate use of\n *  @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should\n *  eliminate almost all occurrences of these errors.\n *\n *  @remark @macos This function currently only supports the\n *  `VK_MVK_macos_surface` extension from MoltenVK.\n *\n *  @remark @macos This function creates and sets a `CAMetalLayer` instance for\n *  the window content view, which is required for MoltenVK to function.\n *\n *  @thread_safety This function may be called from any thread.  For\n *  synchronization details of Vulkan objects, see the Vulkan specification.\n *\n *  @sa @ref vulkan_surface\n *  @sa @ref glfwGetRequiredInstanceExtensions\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup vulkan\n */\nGLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);\n\n#endif /*VK_VERSION_1_0*/\n\n\n/*************************************************************************\n * Global definition cleanup\n *************************************************************************/\n\n/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */\n\n#ifdef GLFW_WINGDIAPI_DEFINED\n #undef WINGDIAPI\n #undef GLFW_WINGDIAPI_DEFINED\n#endif\n\n#ifdef GLFW_CALLBACK_DEFINED\n #undef CALLBACK\n #undef GLFW_CALLBACK_DEFINED\n#endif\n\n/* Some OpenGL related headers need GLAPIENTRY, but it is unconditionally\n * defined by some gl.h variants (OpenBSD) so define it after if needed.\n */\n#ifndef GLAPIENTRY\n #define GLAPIENTRY APIENTRY\n#endif\n\n/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */\n\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* _glfw3_h_ */\n\n"
  },
  {
    "path": "Dependencies/include/GLFW/glfw3native.h",
    "content": "/*************************************************************************\n * GLFW 3.3 - www.glfw.org\n * A library for OpenGL, window and input\n *------------------------------------------------------------------------\n * Copyright (c) 2002-2006 Marcus Geelnard\n * Copyright (c) 2006-2018 Camilla Löwy <elmindreda@glfw.org>\n *\n * This software is provided 'as-is', without any express or implied\n * warranty. In no event will the authors be held liable for any damages\n * arising from the use of this software.\n *\n * Permission is granted to anyone to use this software for any purpose,\n * including commercial applications, and to alter it and redistribute it\n * freely, subject to the following restrictions:\n *\n * 1. The origin of this software must not be misrepresented; you must not\n *    claim that you wrote the original software. If you use this software\n *    in a product, an acknowledgment in the product documentation would\n *    be appreciated but is not required.\n *\n * 2. Altered source versions must be plainly marked as such, and must not\n *    be misrepresented as being the original software.\n *\n * 3. This notice may not be removed or altered from any source\n *    distribution.\n *\n *************************************************************************/\n\n#ifndef _glfw3_native_h_\n#define _glfw3_native_h_\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/*************************************************************************\n * Doxygen documentation\n *************************************************************************/\n\n/*! @file glfw3native.h\n *  @brief The header of the native access functions.\n *\n *  This is the header file of the native access functions.  See @ref native for\n *  more information.\n */\n/*! @defgroup native Native access\n *  @brief Functions related to accessing native handles.\n *\n *  **By using the native access functions you assert that you know what you're\n *  doing and how to fix problems caused by using them.  If you don't, you\n *  shouldn't be using them.**\n *\n *  Before the inclusion of @ref glfw3native.h, you may define zero or more\n *  window system API macro and zero or more context creation API macros.\n *\n *  The chosen backends must match those the library was compiled for.  Failure\n *  to do this will cause a link-time error.\n *\n *  The available window API macros are:\n *  * `GLFW_EXPOSE_NATIVE_WIN32`\n *  * `GLFW_EXPOSE_NATIVE_COCOA`\n *  * `GLFW_EXPOSE_NATIVE_X11`\n *  * `GLFW_EXPOSE_NATIVE_WAYLAND`\n *\n *  The available context API macros are:\n *  * `GLFW_EXPOSE_NATIVE_WGL`\n *  * `GLFW_EXPOSE_NATIVE_NSGL`\n *  * `GLFW_EXPOSE_NATIVE_GLX`\n *  * `GLFW_EXPOSE_NATIVE_EGL`\n *  * `GLFW_EXPOSE_NATIVE_OSMESA`\n *\n *  These macros select which of the native access functions that are declared\n *  and which platform-specific headers to include.  It is then up your (by\n *  definition platform-specific) code to handle which of these should be\n *  defined.\n */\n\n\n/*************************************************************************\n * System headers and types\n *************************************************************************/\n\n#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)\n // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for\n // example to allow applications to correctly declare a GL_ARB_debug_output\n // callback) but windows.h assumes no one will define APIENTRY before it does\n #if defined(GLFW_APIENTRY_DEFINED)\n  #undef APIENTRY\n  #undef GLFW_APIENTRY_DEFINED\n #endif\n #include <windows.h>\n#elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)\n #if defined(__OBJC__)\n  #import <Cocoa/Cocoa.h>\n #else\n  #include <ApplicationServices/ApplicationServices.h>\n  typedef void* id;\n #endif\n#elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)\n #include <X11/Xlib.h>\n #include <X11/extensions/Xrandr.h>\n#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)\n #include <wayland-client.h>\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_WGL)\n /* WGL is declared by windows.h */\n#endif\n#if defined(GLFW_EXPOSE_NATIVE_NSGL)\n /* NSGL is declared by Cocoa.h */\n#endif\n#if defined(GLFW_EXPOSE_NATIVE_GLX)\n #include <GL/glx.h>\n#endif\n#if defined(GLFW_EXPOSE_NATIVE_EGL)\n #include <EGL/egl.h>\n#endif\n#if defined(GLFW_EXPOSE_NATIVE_OSMESA)\n #include <GL/osmesa.h>\n#endif\n\n\n/*************************************************************************\n * Functions\n *************************************************************************/\n\n#if defined(GLFW_EXPOSE_NATIVE_WIN32)\n/*! @brief Returns the adapter device name of the specified monitor.\n *\n *  @return The UTF-8 encoded adapter device name (for example `\\\\.\\DISPLAY1`)\n *  of the specified monitor, or `NULL` if an [error](@ref error_handling)\n *  occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);\n\n/*! @brief Returns the display device name of the specified monitor.\n *\n *  @return The UTF-8 encoded display device name (for example\n *  `\\\\.\\DISPLAY1\\Monitor0`) of the specified monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the `HWND` of the specified window.\n *\n *  @return The `HWND` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_WGL)\n/*! @brief Returns the `HGLRC` of the specified window.\n *\n *  @return The `HGLRC` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_COCOA)\n/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.\n *\n *  @return The `CGDirectDisplayID` of the specified monitor, or\n *  `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the `NSWindow` of the specified window.\n *\n *  @return The `NSWindow` of the specified window, or `nil` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_NSGL)\n/*! @brief Returns the `NSOpenGLContext` of the specified window.\n *\n *  @return The `NSOpenGLContext` of the specified window, or `nil` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI id glfwGetNSGLContext(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_X11)\n/*! @brief Returns the `Display` used by GLFW.\n *\n *  @return The `Display` used by GLFW, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI Display* glfwGetX11Display(void);\n\n/*! @brief Returns the `RRCrtc` of the specified monitor.\n *\n *  @return The `RRCrtc` of the specified monitor, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);\n\n/*! @brief Returns the `RROutput` of the specified monitor.\n *\n *  @return The `RROutput` of the specified monitor, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.1.\n *\n *  @ingroup native\n */\nGLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the `Window` of the specified window.\n *\n *  @return The `Window` of the specified window, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI Window glfwGetX11Window(GLFWwindow* window);\n\n/*! @brief Sets the current primary selection to the specified string.\n *\n *  @param[in] string A UTF-8 encoded string.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The specified string is copied before this function\n *  returns.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa glfwGetX11SelectionString\n *  @sa glfwSetClipboardString\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI void glfwSetX11SelectionString(const char* string);\n\n/*! @brief Returns the contents of the current primary selection as a string.\n *\n *  If the selection is empty or if its contents cannot be converted, `NULL`\n *  is returned and a @ref GLFW_FORMAT_UNAVAILABLE error is generated.\n *\n *  @return The contents of the selection as a UTF-8 encoded string, or `NULL`\n *  if an [error](@ref error_handling) occurred.\n *\n *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref\n *  GLFW_PLATFORM_ERROR.\n *\n *  @pointer_lifetime The returned string is allocated and freed by GLFW. You\n *  should not free it yourself. It is valid until the next call to @ref\n *  glfwGetX11SelectionString or @ref glfwSetX11SelectionString, or until the\n *  library is terminated.\n *\n *  @thread_safety This function must only be called from the main thread.\n *\n *  @sa @ref clipboard\n *  @sa glfwSetX11SelectionString\n *  @sa glfwGetClipboardString\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI const char* glfwGetX11SelectionString(void);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_GLX)\n/*! @brief Returns the `GLXContext` of the specified window.\n *\n *  @return The `GLXContext` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);\n\n/*! @brief Returns the `GLXWindow` of the specified window.\n *\n *  @return The `GLXWindow` of the specified window, or `None` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)\n/*! @brief Returns the `struct wl_display*` used by GLFW.\n *\n *  @return The `struct wl_display*` used by GLFW, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI struct wl_display* glfwGetWaylandDisplay(void);\n\n/*! @brief Returns the `struct wl_output*` of the specified monitor.\n *\n *  @return The `struct wl_output*` of the specified monitor, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);\n\n/*! @brief Returns the main `struct wl_surface*` of the specified window.\n *\n *  @return The main `struct wl_surface*` of the specified window, or `NULL` if\n *  an [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.2.\n *\n *  @ingroup native\n */\nGLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_EGL)\n/*! @brief Returns the `EGLDisplay` used by GLFW.\n *\n *  @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI EGLDisplay glfwGetEGLDisplay(void);\n\n/*! @brief Returns the `EGLContext` of the specified window.\n *\n *  @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);\n\n/*! @brief Returns the `EGLSurface` of the specified window.\n *\n *  @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.0.\n *\n *  @ingroup native\n */\nGLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);\n#endif\n\n#if defined(GLFW_EXPOSE_NATIVE_OSMESA)\n/*! @brief Retrieves the color buffer associated with the specified window.\n *\n *  @param[in] window The window whose color buffer to retrieve.\n *  @param[out] width Where to store the width of the color buffer, or `NULL`.\n *  @param[out] height Where to store the height of the color buffer, or `NULL`.\n *  @param[out] format Where to store the OSMesa pixel format of the color\n *  buffer, or `NULL`.\n *  @param[out] buffer Where to store the address of the color buffer, or\n *  `NULL`.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer);\n\n/*! @brief Retrieves the depth buffer associated with the specified window.\n *\n *  @param[in] window The window whose depth buffer to retrieve.\n *  @param[out] width Where to store the width of the depth buffer, or `NULL`.\n *  @param[out] height Where to store the height of the depth buffer, or `NULL`.\n *  @param[out] bytesPerValue Where to store the number of bytes per depth\n *  buffer element, or `NULL`.\n *  @param[out] buffer Where to store the address of the depth buffer, or\n *  `NULL`.\n *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer);\n\n/*! @brief Returns the `OSMesaContext` of the specified window.\n *\n *  @return The `OSMesaContext` of the specified window, or `NULL` if an\n *  [error](@ref error_handling) occurred.\n *\n *  @thread_safety This function may be called from any thread.  Access is not\n *  synchronized.\n *\n *  @since Added in version 3.3.\n *\n *  @ingroup native\n */\nGLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* _glfw3_native_h_ */\n\n"
  },
  {
    "path": "Dependencies/include/glm/CMakeLists.txt",
    "content": "file(GLOB ROOT_SOURCE *.cpp)\nfile(GLOB ROOT_INLINE *.inl)\nfile(GLOB ROOT_HEADER *.hpp)\nfile(GLOB ROOT_TEXT ../*.txt)\nfile(GLOB ROOT_MD ../*.md)\nfile(GLOB ROOT_NAT ../util/glm.natvis)\n\nfile(GLOB_RECURSE CORE_SOURCE ./detail/*.cpp)\nfile(GLOB_RECURSE CORE_INLINE ./detail/*.inl)\nfile(GLOB_RECURSE CORE_HEADER ./detail/*.hpp)\n\nfile(GLOB_RECURSE EXT_SOURCE ./ext/*.cpp)\nfile(GLOB_RECURSE EXT_INLINE ./ext/*.inl)\nfile(GLOB_RECURSE EXT_HEADER ./ext/*.hpp)\n\nfile(GLOB_RECURSE GTC_SOURCE ./gtc/*.cpp)\nfile(GLOB_RECURSE GTC_INLINE ./gtc/*.inl)\nfile(GLOB_RECURSE GTC_HEADER ./gtc/*.hpp)\n\nfile(GLOB_RECURSE GTX_SOURCE ./gtx/*.cpp)\nfile(GLOB_RECURSE GTX_INLINE ./gtx/*.inl)\nfile(GLOB_RECURSE GTX_HEADER ./gtx/*.hpp)\n\nfile(GLOB_RECURSE SIMD_SOURCE ./simd/*.cpp)\nfile(GLOB_RECURSE SIMD_INLINE ./simd/*.inl)\nfile(GLOB_RECURSE SIMD_HEADER ./simd/*.h)\n\nsource_group(\"Text Files\" FILES ${ROOT_TEXT} ${ROOT_MD})\nsource_group(\"Core Files\" FILES ${CORE_SOURCE})\nsource_group(\"Core Files\" FILES ${CORE_INLINE})\nsource_group(\"Core Files\" FILES ${CORE_HEADER})\nsource_group(\"EXT Files\" FILES ${EXT_SOURCE})\nsource_group(\"EXT Files\" FILES ${EXT_INLINE})\nsource_group(\"EXT Files\" FILES ${EXT_HEADER})\nsource_group(\"GTC Files\" FILES ${GTC_SOURCE})\nsource_group(\"GTC Files\" FILES ${GTC_INLINE})\nsource_group(\"GTC Files\" FILES ${GTC_HEADER})\nsource_group(\"GTX Files\" FILES ${GTX_SOURCE})\nsource_group(\"GTX Files\" FILES ${GTX_INLINE})\nsource_group(\"GTX Files\" FILES ${GTX_HEADER})\nsource_group(\"SIMD Files\" FILES ${SIMD_SOURCE})\nsource_group(\"SIMD Files\" FILES ${SIMD_INLINE})\nsource_group(\"SIMD Files\" FILES ${SIMD_HEADER})\n\nadd_library(glm INTERFACE)\ntarget_include_directories(glm INTERFACE ../)\n\nif(BUILD_STATIC_LIBS)\nadd_library(glm_static STATIC ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}\n\t${ROOT_SOURCE}    ${ROOT_INLINE}    ${ROOT_HEADER}\n\t${CORE_SOURCE}    ${CORE_INLINE}    ${CORE_HEADER}\n\t${EXT_SOURCE}     ${EXT_INLINE}     ${EXT_HEADER}\n\t${GTC_SOURCE}     ${GTC_INLINE}     ${GTC_HEADER}\n\t${GTX_SOURCE}     ${GTX_INLINE}     ${GTX_HEADER}\n\t${SIMD_SOURCE}    ${SIMD_INLINE}    ${SIMD_HEADER})\n\ttarget_link_libraries(glm_static PUBLIC glm)\n\tadd_library(glm::glm_static ALIAS glm_static)\nendif()\n\nif(BUILD_SHARED_LIBS)\nadd_library(glm_shared SHARED ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}\n\t${ROOT_SOURCE}    ${ROOT_INLINE}    ${ROOT_HEADER}\n\t${CORE_SOURCE}    ${CORE_INLINE}    ${CORE_HEADER}\n\t${EXT_SOURCE}     ${EXT_INLINE}     ${EXT_HEADER}\n\t${GTC_SOURCE}     ${GTC_INLINE}     ${GTC_HEADER}\n\t${GTX_SOURCE}     ${GTX_INLINE}     ${GTX_HEADER}\n\t${SIMD_SOURCE}    ${SIMD_INLINE}    ${SIMD_HEADER})\n\ttarget_link_libraries(glm_shared PUBLIC glm)\n\tadd_library(glm::glm_shared ALIAS glm_shared)\nendif()\n"
  },
  {
    "path": "Dependencies/include/glm/common.hpp",
    "content": "/// @ref core\n/// @file glm/common.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n///\n/// @defgroup core_func_common Common functions\n/// @ingroup core\n///\n/// Provides GLSL common functions\n///\n/// These all operate component-wise. The description is per component.\n///\n/// Include <glm/common.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/qualifier.hpp\"\n#include \"detail/_fixes.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_common\n\t/// @{\n\n\t/// Returns x if x >= 0; otherwise, it returns -x.\n\t///\n\t/// @tparam genType floating-point or signed integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml\">GLSL abs man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType abs(genType x);\n\n\t/// Returns x if x >= 0; otherwise, it returns -x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml\">GLSL abs man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> abs(vec<L, T, Q> const& x);\n\n\t/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml\">GLSL sign man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sign(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer that is less then or equal to x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml\">GLSL floor man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> floor(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x\n\t/// whose absolute value is not larger than the absolute value of x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml\">GLSL trunc man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> trunc(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// The fraction 0.5 will round in a direction chosen by the\n\t/// implementation, presumably the direction that is fastest.\n\t/// This includes the possibility that round(x) returns the\n\t/// same value as roundEven(x) for all values of x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml\">GLSL round man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> round(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// A fractional part of 0.5 will round toward the nearest even\n\t/// integer. (Both 3.5 and 4.5 for x will return 4.0.)\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml\">GLSL roundEven man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\t/// @see <a href=\"http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx\">New round to even technique</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> roundEven(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer\n\t/// that is greater than or equal to x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml\">GLSL ceil man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ceil(vec<L, T, Q> const& x);\n\n\t/// Return x - floor(x).\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml\">GLSL fract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fract(genType x);\n\n\t/// Return x - floor(x).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml\">GLSL fract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fract(vec<L, T, Q> const& x);\n\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType mod(genType x, genType y);\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, T y);\n\n\t/// Modulus. Returns x - y * floor(x / y)\n\t/// for each component in x using the floating point value y.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types, include glm/gtc/integer for integer scalar types support\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml\">GLSL mod man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the fractional part of x and sets i to the integer\n\t/// part (as a whole number floating point value). Both the\n\t/// return value and the output parameter will have the same\n\t/// sign as x.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml\">GLSL modf man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType modf(genType x, genType& i);\n\n\t/// Returns y if y < x; otherwise, it returns x.\n\t///\n\t/// @tparam genType Floating-point or integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml\">GLSL min man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType min(genType x, genType y);\n\n\t/// Returns y if y < x; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml\">GLSL min man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, T y);\n\n\t/// Returns y if y < x; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml\">GLSL min man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns y if x < y; otherwise, it returns x.\n\t///\n\t/// @tparam genType Floating-point or integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml\">GLSL max man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType max(genType x, genType y);\n\n\t/// Returns y if x < y; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml\">GLSL max man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, T y);\n\n\t/// Returns y if x < y; otherwise, it returns x.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml\">GLSL max man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x\n\t/// using the floating-point values minVal and maxVal.\n\t///\n\t/// @tparam genType Floating-point or integer; scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml\">GLSL clamp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x\n\t/// using the floating-point values minVal and maxVal.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml\">GLSL clamp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, T minVal, T maxVal);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x\n\t/// using the floating-point values minVal and maxVal.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml\">GLSL clamp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);\n\n\t/// If genTypeU is a floating scalar or vector:\n\t/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of\n\t/// x and y using the floating-point value a.\n\t/// The value for a is not restricted to the range [0, 1].\n\t///\n\t/// If genTypeU is a boolean scalar or vector:\n\t/// Selects which vector each returned component comes\n\t/// from. For a component of 'a' that is false, the\n\t/// corresponding component of 'x' is returned. For a\n\t/// component of 'a' that is true, the corresponding\n\t/// component of 'y' is returned. Components of 'x' and 'y' that\n\t/// are not selected are allowed to be invalid floating point\n\t/// values and will have no effect on the results. Thus, this\n\t/// provides different functionality than\n\t/// genType mix(genType x, genType y, genType(a))\n\t/// where a is a Boolean vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml\">GLSL mix man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\t///\n\t/// @param[in]  x Value to interpolate.\n\t/// @param[in]  y Value to interpolate.\n\t/// @param[in]  a Interpolant.\n\t///\n\t/// @tparam\tgenTypeT Floating point scalar or vector.\n\t/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.\n\t///\n\t/// @code\n\t/// #include <glm/glm.hpp>\n\t/// ...\n\t/// float a;\n\t/// bool b;\n\t/// glm::dvec3 e;\n\t/// glm::dvec3 f;\n\t/// glm::vec4 g;\n\t/// glm::vec4 h;\n\t/// ...\n\t/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.\n\t/// glm::vec4 s = glm::mix(g, h, b); // Returns g or h;\n\t/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.\n\t/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.\n\t/// @endcode\n\ttemplate<typename genTypeT, typename genTypeU>\n\tGLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a);\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U a);\n\n\t/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml\">GLSL step man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType step(genType edge, genType x);\n\n\t/// Returns 0.0 if x < edge, otherwise it returns 1.0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml\">GLSL step man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> step(T edge, vec<L, T, Q> const& x);\n\n\t/// Returns 0.0 if x < edge, otherwise it returns 1.0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml\">GLSL step man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> step(vec<L, T, Q> const& edge, vec<L, T, Q> const& x);\n\n\t/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and\n\t/// performs smooth Hermite interpolation between 0 and 1\n\t/// when edge0 < x < edge1. This is useful in cases where\n\t/// you would want a threshold function with a smooth\n\t/// transition. This is equivalent to:\n\t/// genType t;\n\t/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);\n\t/// return t * t * (3 - 2 * t);\n\t/// Results are undefined if edge0 >= edge1.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml\">GLSL smoothstep man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> smoothstep(T edge0, T edge1, vec<L, T, Q> const& x);\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> smoothstep(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x);\n\n\t/// Returns true if x holds a NaN (not a number)\n\t/// representation in the underlying implementation's set of\n\t/// floating point representations. Returns false otherwise,\n\t/// including for implementations with no NaN\n\t/// representations.\n\t///\n\t/// /!\\ When using compiler fast math, this function may fail.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml\">GLSL isnan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isnan(vec<L, T, Q> const& x);\n\n\t/// Returns true if x holds a positive infinity or negative\n\t/// infinity representation in the underlying implementation's\n\t/// set of floating point representations. Returns false\n\t/// otherwise, including for implementations with no infinity\n\t/// representations.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml\">GLSL isinf man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isinf(vec<L, T, Q> const& x);\n\n\t/// Returns a signed integer value representing\n\t/// the encoding of a floating-point value. The floating-point\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml\">GLSL floatBitsToInt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL int floatBitsToInt(float const& v);\n\n\t/// Returns a signed integer value representing\n\t/// the encoding of a floating-point value. The floatingpoint\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml\">GLSL floatBitsToInt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> floatBitsToInt(vec<L, float, Q> const& v);\n\n\t/// Returns a unsigned integer value representing\n\t/// the encoding of a floating-point value. The floatingpoint\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml\">GLSL floatBitsToUint man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL uint floatBitsToUint(float const& v);\n\n\t/// Returns a unsigned integer value representing\n\t/// the encoding of a floating-point value. The floatingpoint\n\t/// value's bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml\">GLSL floatBitsToUint man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> floatBitsToUint(vec<L, float, Q> const& v);\n\n\t/// Returns a floating-point value corresponding to a signed\n\t/// integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml\">GLSL intBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL float intBitsToFloat(int const& v);\n\n\t/// Returns a floating-point value corresponding to a signed\n\t/// integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml\">GLSL intBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, float, Q> intBitsToFloat(vec<L, int, Q> const& v);\n\n\t/// Returns a floating-point value corresponding to a\n\t/// unsigned integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml\">GLSL uintBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\tGLM_FUNC_DECL float uintBitsToFloat(uint const& v);\n\n\t/// Returns a floating-point value corresponding to a\n\t/// unsigned integer encoding of a floating-point value.\n\t/// If an inf or NaN is passed in, it will not signal, and the\n\t/// resulting floating point value is unspecified. Otherwise,\n\t/// the bit-level representation is preserved.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml\">GLSL uintBitsToFloat man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, float, Q> uintBitsToFloat(vec<L, uint, Q> const& v);\n\n\t/// Computes and returns a * b + c.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml\">GLSL fma man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fma(genType const& a, genType const& b, genType const& c);\n\n\t/// Splits x into a floating-point significand in the range\n\t/// [0.5, 1.0) and an integral exponent of two, such that:\n\t/// x = significand * exp(2, exponent)\n\t///\n\t/// The significand is returned by the function and the\n\t/// exponent is returned in the parameter exp. For a\n\t/// floating-point value of zero, the significant and exponent\n\t/// are both zero. For a floating-point value that is an\n\t/// infinity or is not a number, the results are undefined.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml\">GLSL frexp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType frexp(genType x, int& exp);\n\t\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> frexp(vec<L, T, Q> const& v, vec<L, int, Q>& exp);\n\n\t/// Builds a floating-point number from x and the\n\t/// corresponding integral exponent of two in exp, returning:\n\t/// significand * exp(2, exponent)\n\t///\n\t/// If this product is too large to be represented in the\n\t/// floating-point type, the result is undefined.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml\">GLSL ldexp man page</a>;\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType ldexp(genType const& x, int const& exp);\n\t\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ldexp(vec<L, T, Q> const& v, vec<L, int, Q> const& exp);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_common.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/_features.hpp",
    "content": "#pragma once\n\n// #define GLM_CXX98_EXCEPTIONS\n// #define GLM_CXX98_RTTI\n\n// #define GLM_CXX11_RVALUE_REFERENCES\n// Rvalue references - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n2118.html\n\n// GLM_CXX11_TRAILING_RETURN\n// Rvalue references for *this - GCC not supported\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2439.htm\n\n// GLM_CXX11_NONSTATIC_MEMBER_INIT\n// Initialization of class objects by rvalues - GCC any\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1610.html\n\n// GLM_CXX11_NONSTATIC_MEMBER_INIT\n// Non-static data member initializers - GCC 4.7\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2008/n2756.htm\n\n// #define GLM_CXX11_VARIADIC_TEMPLATE\n// Variadic templates - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2242.pdf\n\n//\n// Extending variadic template template parameters - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2555.pdf\n\n// #define GLM_CXX11_GENERALIZED_INITIALIZERS\n// Initializer lists - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm\n\n// #define GLM_CXX11_STATIC_ASSERT\n// Static assertions - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1720.html\n\n// #define GLM_CXX11_AUTO_TYPE\n// auto-typed variables - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1984.pdf\n\n// #define GLM_CXX11_AUTO_TYPE\n// Multi-declarator auto - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1737.pdf\n\n// #define GLM_CXX11_AUTO_TYPE\n// Removal of auto as a storage-class specifier - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2546.htm\n\n// #define GLM_CXX11_AUTO_TYPE\n// New function declarator syntax - GCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2541.htm\n\n// #define GLM_CXX11_LAMBDAS\n// New wording for C++0x lambdas - GCC 4.5\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2927.pdf\n\n// #define GLM_CXX11_DECLTYPE\n// Declared type of an expression - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2343.pdf\n\n//\n// Right angle brackets - GCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1757.html\n\n//\n// Default template arguments for function templates\tDR226\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#226\n\n//\n// Solving the SFINAE problem for expressions\tDR339\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2634.html\n\n// #define GLM_CXX11_ALIAS_TEMPLATE\n// Template aliases\tN2258\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf\n\n//\n// Extern templates\tN1987\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1987.htm\n\n// #define GLM_CXX11_NULLPTR\n// Null pointer constant\tN2431\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2431.pdf\n\n// #define GLM_CXX11_STRONG_ENUMS\n// Strongly-typed enums\tN2347\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2347.pdf\n\n//\n// Forward declarations for enums\tN2764\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2764.pdf\n\n//\n// Generalized attributes\tN2761\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2761.pdf\n\n//\n// Generalized constant expressions\tN2235\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf\n\n//\n// Alignment support\tN2341\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf\n\n// #define GLM_CXX11_DELEGATING_CONSTRUCTORS\n// Delegating constructors\tN1986\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1986.pdf\n\n//\n// Inheriting constructors\tN2540\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2540.htm\n\n// #define GLM_CXX11_EXPLICIT_CONVERSIONS\n// Explicit conversion operators\tN2437\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf\n\n//\n// New character types\tN2249\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2249.html\n\n//\n// Unicode string literals\tN2442\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm\n\n//\n// Raw string literals\tN2442\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm\n\n//\n// Universal character name literals\tN2170\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2170.html\n\n// #define GLM_CXX11_USER_LITERALS\n// User-defined literals\t\tN2765\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2765.pdf\n\n//\n// Standard Layout Types\tN2342\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2342.htm\n\n// #define GLM_CXX11_DEFAULTED_FUNCTIONS\n// #define GLM_CXX11_DELETED_FUNCTIONS\n// Defaulted and deleted functions\tN2346\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2346.htm\n\n//\n// Extended friend declarations\tN1791\tGCC 4.7\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1791.pdf\n\n//\n// Extending sizeof\tN2253\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2253.html\n\n// #define GLM_CXX11_INLINE_NAMESPACES\n// Inline namespaces\tN2535\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2535.htm\n\n// #define GLM_CXX11_UNRESTRICTED_UNIONS\n// Unrestricted unions\tN2544\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf\n\n// #define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS\n// Local and unnamed types as template arguments\tN2657\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2657.htm\n\n// #define GLM_CXX11_RANGE_FOR\n// Range-based for\tN2930\tGCC 4.6\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2930.html\n\n// #define GLM_CXX11_OVERRIDE_CONTROL\n// Explicit virtual overrides\tN2928 N3206 N3272\tGCC 4.7\n// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2928.htm\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3206.htm\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2011/n3272.htm\n\n//\n// Minimal support for garbage collection and reachability-based leak detection\tN2670\tNo\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2670.htm\n\n// #define GLM_CXX11_NOEXCEPT\n// Allowing move constructors to throw [noexcept]\tN3050\tGCC 4.6 (core language only)\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3050.html\n\n//\n// Defining move special member functions\tN3053\tGCC 4.6\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3053.html\n\n//\n// Sequence points\tN2239\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html\n\n//\n// Atomic operations\tN2427\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html\n\n//\n// Strong Compare and Exchange\tN2748\tGCC 4.5\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2427.html\n\n//\n// Bidirectional Fences\tN2752\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2752.htm\n\n//\n// Memory model\tN2429\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2429.htm\n\n//\n// Data-dependency ordering: atomics and memory model\tN2664\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2664.htm\n\n//\n// Propagating exceptions\tN2179\tGCC 4.4\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2179.html\n\n//\n// Abandoning a process and at_quick_exit\tN2440\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2440.htm\n\n//\n// Allow atomics use in signal handlers\tN2547\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2547.htm\n\n//\n// Thread-local storage\tN2659\tGCC 4.8\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2659.htm\n\n//\n// Dynamic initialization and destruction with concurrency\tN2660\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2660.htm\n\n//\n// __func__ predefined identifier\tN2340\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2340.htm\n\n//\n// C99 preprocessor\tN1653\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1653.htm\n\n//\n// long long\tN1811\tGCC 4.3\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1811.pdf\n\n//\n// Extended integral types\tN1988\tYes\n// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1988.pdf\n\n#if(GLM_COMPILER & GLM_COMPILER_GCC)\n\n#\tdefine GLM_CXX11_STATIC_ASSERT\n\n#elif(GLM_COMPILER & GLM_COMPILER_CLANG)\n#\tif(__has_feature(cxx_exceptions))\n#\t\tdefine GLM_CXX98_EXCEPTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_rtti))\n#\t\tdefine GLM_CXX98_RTTI\n#\tendif\n\n#\tif(__has_feature(cxx_access_control_sfinae))\n#\t\tdefine GLM_CXX11_ACCESS_CONTROL_SFINAE\n#\tendif\n\n#\tif(__has_feature(cxx_alias_templates))\n#\t\tdefine GLM_CXX11_ALIAS_TEMPLATE\n#\tendif\n\n#\tif(__has_feature(cxx_alignas))\n#\t\tdefine GLM_CXX11_ALIGNAS\n#\tendif\n\n#\tif(__has_feature(cxx_attributes))\n#\t\tdefine GLM_CXX11_ATTRIBUTES\n#\tendif\n\n#\tif(__has_feature(cxx_constexpr))\n#\t\tdefine GLM_CXX11_CONSTEXPR\n#\tendif\n\n#\tif(__has_feature(cxx_decltype))\n#\t\tdefine GLM_CXX11_DECLTYPE\n#\tendif\n\n#\tif(__has_feature(cxx_default_function_template_args))\n#\t\tdefine GLM_CXX11_DEFAULT_FUNCTION_TEMPLATE_ARGS\n#\tendif\n\n#\tif(__has_feature(cxx_defaulted_functions))\n#\t\tdefine GLM_CXX11_DEFAULTED_FUNCTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_delegating_constructors))\n#\t\tdefine GLM_CXX11_DELEGATING_CONSTRUCTORS\n#\tendif\n\n#\tif(__has_feature(cxx_deleted_functions))\n#\t\tdefine GLM_CXX11_DELETED_FUNCTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_explicit_conversions))\n#\t\tdefine GLM_CXX11_EXPLICIT_CONVERSIONS\n#\tendif\n\n#\tif(__has_feature(cxx_generalized_initializers))\n#\t\tdefine GLM_CXX11_GENERALIZED_INITIALIZERS\n#\tendif\n\n#\tif(__has_feature(cxx_implicit_moves))\n#\t\tdefine GLM_CXX11_IMPLICIT_MOVES\n#\tendif\n\n#\tif(__has_feature(cxx_inheriting_constructors))\n#\t\tdefine GLM_CXX11_INHERITING_CONSTRUCTORS\n#\tendif\n\n#\tif(__has_feature(cxx_inline_namespaces))\n#\t\tdefine GLM_CXX11_INLINE_NAMESPACES\n#\tendif\n\n#\tif(__has_feature(cxx_lambdas))\n#\t\tdefine GLM_CXX11_LAMBDAS\n#\tendif\n\n#\tif(__has_feature(cxx_local_type_template_args))\n#\t\tdefine GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS\n#\tendif\n\n#\tif(__has_feature(cxx_noexcept))\n#\t\tdefine GLM_CXX11_NOEXCEPT\n#\tendif\n\n#\tif(__has_feature(cxx_nonstatic_member_init))\n#\t\tdefine GLM_CXX11_NONSTATIC_MEMBER_INIT\n#\tendif\n\n#\tif(__has_feature(cxx_nullptr))\n#\t\tdefine GLM_CXX11_NULLPTR\n#\tendif\n\n#\tif(__has_feature(cxx_override_control))\n#\t\tdefine GLM_CXX11_OVERRIDE_CONTROL\n#\tendif\n\n#\tif(__has_feature(cxx_reference_qualified_functions))\n#\t\tdefine GLM_CXX11_REFERENCE_QUALIFIED_FUNCTIONS\n#\tendif\n\n#\tif(__has_feature(cxx_range_for))\n#\t\tdefine GLM_CXX11_RANGE_FOR\n#\tendif\n\n#\tif(__has_feature(cxx_raw_string_literals))\n#\t\tdefine GLM_CXX11_RAW_STRING_LITERALS\n#\tendif\n\n#\tif(__has_feature(cxx_rvalue_references))\n#\t\tdefine GLM_CXX11_RVALUE_REFERENCES\n#\tendif\n\n#\tif(__has_feature(cxx_static_assert))\n#\t\tdefine GLM_CXX11_STATIC_ASSERT\n#\tendif\n\n#\tif(__has_feature(cxx_auto_type))\n#\t\tdefine GLM_CXX11_AUTO_TYPE\n#\tendif\n\n#\tif(__has_feature(cxx_strong_enums))\n#\t\tdefine GLM_CXX11_STRONG_ENUMS\n#\tendif\n\n#\tif(__has_feature(cxx_trailing_return))\n#\t\tdefine GLM_CXX11_TRAILING_RETURN\n#\tendif\n\n#\tif(__has_feature(cxx_unicode_literals))\n#\t\tdefine GLM_CXX11_UNICODE_LITERALS\n#\tendif\n\n#\tif(__has_feature(cxx_unrestricted_unions))\n#\t\tdefine GLM_CXX11_UNRESTRICTED_UNIONS\n#\tendif\n\n#\tif(__has_feature(cxx_user_literals))\n#\t\tdefine GLM_CXX11_USER_LITERALS\n#\tendif\n\n#\tif(__has_feature(cxx_variadic_templates))\n#\t\tdefine GLM_CXX11_VARIADIC_TEMPLATES\n#\tendif\n\n#endif//(GLM_COMPILER & GLM_COMPILER_CLANG)\n"
  },
  {
    "path": "Dependencies/include/glm/detail/_fixes.hpp",
    "content": "#include <cmath>\n\n//! Workaround for compatibility with other libraries\n#ifdef max\n#undef max\n#endif\n\n//! Workaround for compatibility with other libraries\n#ifdef min\n#undef min\n#endif\n\n//! Workaround for Android\n#ifdef isnan\n#undef isnan\n#endif\n\n//! Workaround for Android\n#ifdef isinf\n#undef isinf\n#endif\n\n//! Workaround for Chrone Native Client\n#ifdef log2\n#undef log2\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/_noise.hpp",
    "content": "#pragma once\n\n#include \"../common.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T mod289(T const& x)\n\t{\n\t\treturn x - floor(x * (static_cast<T>(1.0) / static_cast<T>(289.0))) * static_cast<T>(289.0);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T permute(T const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> permute(vec<2, T, Q> const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> permute(vec<3, T, Q> const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> permute(vec<4, T, Q> const& x)\n\t{\n\t\treturn mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T taylorInvSqrt(T const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> taylorInvSqrt(vec<2, T, Q> const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> taylorInvSqrt(vec<3, T, Q> const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> taylorInvSqrt(vec<4, T, Q> const& r)\n\t{\n\t\treturn static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> fade(vec<2, T, Q> const& t)\n\t{\n\t\treturn (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> fade(vec<3, T, Q> const& t)\n\t{\n\t\treturn (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> fade(vec<4, T, Q> const& t)\n\t{\n\t\treturn (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));\n\t}\n}//namespace detail\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/_swizzle.hpp",
    "content": "#pragma once\n\nnamespace glm{\nnamespace detail\n{\n\t// Internal class for implementing swizzle operators\n\ttemplate<typename T, int N>\n\tstruct _swizzle_base0\n\t{\n\tprotected:\n\t\tGLM_FUNC_QUALIFIER T& elem(size_t i){ return (reinterpret_cast<T*>(_buffer))[i]; }\n\t\tGLM_FUNC_QUALIFIER T const& elem(size_t i) const{ return (reinterpret_cast<const T*>(_buffer))[i]; }\n\n\t\t// Use an opaque buffer to *ensure* the compiler doesn't call a constructor.\n\t\t// The size 1 buffer is assumed to aligned to the actual members so that the\n\t\t// elem()\n\t\tchar    _buffer[1];\n\t};\n\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, bool Aligned>\n\tstruct _swizzle_base1 : public _swizzle_base0<T, N>\n\t{\n\t};\n\n\ttemplate<typename T, qualifier Q, int E0, int E1, bool Aligned>\n\tstruct _swizzle_base1<2, T, Q, E0,E1,-1,-2, Aligned> : public _swizzle_base0<T, 2>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<2, T, Q> operator ()()  const { return vec<2, T, Q>(this->elem(E0), this->elem(E1)); }\n\t};\n\n\ttemplate<typename T, qualifier Q, int E0, int E1, int E2, bool Aligned>\n\tstruct _swizzle_base1<3, T, Q, E0,E1,E2,-1, Aligned> : public _swizzle_base0<T, 3>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<3, T, Q> operator ()()  const { return vec<3, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2)); }\n\t};\n\n\ttemplate<typename T, qualifier Q, int E0, int E1, int E2, int E3, bool Aligned>\n\tstruct _swizzle_base1<4, T, Q, E0,E1,E2,E3, Aligned> : public _swizzle_base0<T, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, T, Q> operator ()()  const { return vec<4, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2), this->elem(E3)); }\n\t};\n\n\t// Internal class for implementing swizzle operators\n\t/*\n\t\tTemplate parameters:\n\n\t\tT\t\t\t= type of scalar values (e.g. float, double)\n\t\tN\t\t\t= number of components in the vector (e.g. 3)\n\t\tE0...3\t\t= what index the n-th element of this swizzle refers to in the unswizzled vec\n\n\t\tDUPLICATE_ELEMENTS = 1 if there is a repeated element, 0 otherwise (used to specialize swizzles\n\t\t\tcontaining duplicate elements so that they cannot be used as r-values).\n\t*/\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, int DUPLICATE_ELEMENTS>\n\tstruct _swizzle_base2 : public _swizzle_base1<N, T, Q, E0,E1,E2,E3, detail::is_aligned<Q>::value>\n\t{\n\t\tstruct op_equal\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e = t; }\n\t\t};\n\n\t\tstruct op_minus\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e -= t; }\n\t\t};\n\n\t\tstruct op_plus\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e += t; }\n\t\t};\n\n\t\tstruct op_mul\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e *= t; }\n\t\t};\n\n\t\tstruct op_div\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e /= t; }\n\t\t};\n\n\tpublic:\n\t\tGLM_FUNC_QUALIFIER _swizzle_base2& operator= (const T& t)\n\t\t{\n\t\t\tfor (int i = 0; i < N; ++i)\n\t\t\t\t(*this)[i] = t;\n\t\t\treturn *this;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER _swizzle_base2& operator= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_equal());\n\t\t\treturn *this;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator -= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_minus());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator += (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_plus());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator *= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_mul());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER void operator /= (vec<N, T, Q> const& that)\n\t\t{\n\t\t\t_apply_op(that, op_div());\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER T& operator[](size_t i)\n\t\t{\n\t\t\tconst int offset_dst[4] = { E0, E1, E2, E3 };\n\t\t\treturn this->elem(offset_dst[i]);\n\t\t}\n\t\tGLM_FUNC_QUALIFIER T operator[](size_t i) const\n\t\t{\n\t\t\tconst int offset_dst[4] = { E0, E1, E2, E3 };\n\t\t\treturn this->elem(offset_dst[i]);\n\t\t}\n\n\tprotected:\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_QUALIFIER void _apply_op(vec<N, T, Q> const& that, const U& op)\n\t\t{\n\t\t\t// Make a copy of the data in this == &that.\n\t\t\t// The copier should optimize out the copy in cases where the function is\n\t\t\t// properly inlined and the copy is not necessary.\n\t\t\tT t[N];\n\t\t\tfor (int i = 0; i < N; ++i)\n\t\t\t\tt[i] = that[i];\n\t\t\tfor (int i = 0; i < N; ++i)\n\t\t\t\top( (*this)[i], t[i] );\n\t\t}\n\t};\n\n\t// Specialization for swizzles containing duplicate elements.  These cannot be modified.\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base2<N, T, Q, E0,E1,E2,E3, 1> : public _swizzle_base1<N, T, Q, E0,E1,E2,E3, detail::is_aligned<Q>::value>\n\t{\n\t\tstruct Stub {};\n\n\t\tGLM_FUNC_QUALIFIER _swizzle_base2& operator= (Stub const&) { return *this; }\n\n\t\tGLM_FUNC_QUALIFIER T operator[]  (size_t i) const\n\t\t{\n\t\t\tconst int offset_dst[4] = { E0, E1, E2, E3 };\n\t\t\treturn this->elem(offset_dst[i]);\n\t\t}\n\t};\n\n\ttemplate<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle : public _swizzle_base2<N, T, Q, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)>\n\t{\n\t\ttypedef _swizzle_base2<N, T, Q, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)> base_type;\n\n\t\tusing base_type::operator=;\n\n\t\tGLM_FUNC_QUALIFIER operator vec<N, T, Q> () const { return (*this)(); }\n\t};\n\n//\n// To prevent the C++ syntax from getting entirely overwhelming, define some alias macros\n//\n#define GLM_SWIZZLE_TEMPLATE1   template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>\n#define GLM_SWIZZLE_TEMPLATE2   template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, int F0, int F1, int F2, int F3>\n#define GLM_SWIZZLE_TYPE1       _swizzle<N, T, Q, E0, E1, E2, E3>\n#define GLM_SWIZZLE_TYPE2       _swizzle<N, T, Q, F0, F1, F2, F3>\n\n//\n// Wrapper for a binary operator (e.g. u.yy + v.zy)\n//\n#define GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)                 \\\n\tGLM_SWIZZLE_TEMPLATE2                                                          \\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b)  \\\n\t{                                                                               \\\n\t\treturn a() OPERAND b();                                                     \\\n\t}                                                                               \\\n\tGLM_SWIZZLE_TEMPLATE1                                                          \\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const vec<N, T, Q>& b)                   \\\n\t{                                                                               \\\n\t\treturn a() OPERAND b;                                                       \\\n\t}                                                                               \\\n\tGLM_SWIZZLE_TEMPLATE1                                                          \\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const vec<N, T, Q>& a, const GLM_SWIZZLE_TYPE1& b)                   \\\n\t{                                                                               \\\n\t\treturn a OPERAND b();                                                       \\\n\t}\n\n//\n// Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz)\n//\n#define GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)\t\t\t\t\t\t\t\t\\\n\tGLM_SWIZZLE_TEMPLATE1\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const T& b)\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn a() OPERAND b;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_SWIZZLE_TEMPLATE1\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const T& a, const GLM_SWIZZLE_TYPE1& b)\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn a OPERAND b();\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t}\n\n//\n// Macro for wrapping a function taking one argument (e.g. abs())\n//\n#define GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION)\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_SWIZZLE_TEMPLATE1\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a)\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn FUNCTION(a());\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t}\n\n//\n// Macro for wrapping a function taking two vector arguments (e.g. dot()).\n//\n#define GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION)                                                       \\\n\tGLM_SWIZZLE_TEMPLATE2                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b) \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a(), b());                                                                              \\\n\t}                                                                                                           \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b) \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a(), b());                                                                              \\\n\t}                                                                                                           \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename V& b)         \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a(), b);                                                                                \\\n\t}                                                                                                           \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                       \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const GLM_SWIZZLE_TYPE1& b)                  \\\n\t{                                                                                                           \\\n\t\treturn FUNCTION(a, b());                                                                                \\\n\t}\n\n//\n// Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()).\n//\n#define GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION)                                                             \\\n\tGLM_SWIZZLE_TEMPLATE2                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b, const T& c)   \\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a(), b(), c);                                                                                         \\\n\t}                                                                                                                         \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b, const T& c)   \\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a(), b(), c);                                                                                         \\\n\t}                                                                                                                         \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a(), b, c);                                                                                           \\\n\t}                                                                                                                         \\\n\tGLM_SWIZZLE_TEMPLATE1                                                                                                    \\\n\tGLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const GLM_SWIZZLE_TYPE1& b, const T& c)           \\\n\t{                                                                                                                         \\\n\t\treturn FUNCTION(a, b(), c);                                                                                           \\\n\t}\n\n}//namespace detail\n}//namespace glm\n\nnamespace glm\n{\n\tnamespace detail\n\t{\n\t\tGLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-)\n\t\tGLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*)\n\t\tGLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/)\n\t}\n\n\t//\n\t// Swizzles are distinct types from the unswizzled type.  The below macros will\n\t// provide template specializations for the swizzle types for the given functions\n\t// so that the compiler does not have any ambiguity to choosing how to handle\n\t// the function.\n\t//\n\t// The alternative is to use the operator()() when calling the function in order\n\t// to explicitly convert the swizzled type to the unswizzled type.\n\t//\n\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    abs);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    acos);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    acosh);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    all);\n\t//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    any);\n\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS(value_type,  dot);\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type,    cross);\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type,    step);\n\t//GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix);\n}\n\n#define GLM_SWIZZLE2_2_MEMBERS(T, Q, E0,E1) \\\n\tstruct { detail::_swizzle<2, T, Q, 0,0,-1,-2> E0 ## E0; }; \\\n\tstruct { detail::_swizzle<2, T, Q, 0,1,-1,-2> E0 ## E1; }; \\\n\tstruct { detail::_swizzle<2, T, Q, 1,0,-1,-2> E1 ## E0; }; \\\n\tstruct { detail::_swizzle<2, T, Q, 1,1,-1,-2> E1 ## E1; };\n\n#define GLM_SWIZZLE2_3_MEMBERS(T, Q, E0,E1) \\\n\tstruct { detail::_swizzle<3,T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3,T, Q, 1,1,1,-1> E1 ## E1 ## E1; };\n\n#define GLM_SWIZZLE2_4_MEMBERS(T, Q, E0,E1) \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; };\n\n#define GLM_SWIZZLE3_2_MEMBERS(T, Q, E0,E1,E2) \\\n\tstruct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; };\n\n#define GLM_SWIZZLE3_3_MEMBERS(T, Q ,E0,E1,E2) \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; };\n\n#define GLM_SWIZZLE3_4_MEMBERS(T, Q, E0,E1,E2) \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4,T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; };\n\n#define GLM_SWIZZLE4_2_MEMBERS(T, Q, E0,E1,E2,E3) \\\n\tstruct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 0,3,-1,-2> E0 ## E3; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 1,3,-1,-2> E1 ## E3; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 2,3,-1,-2> E2 ## E3; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,0,-1,-2> E3 ## E0; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,1,-1,-2> E3 ## E1; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,2,-1,-2> E3 ## E2; }; \\\n\tstruct { detail::_swizzle<2,T, Q, 3,3,-1,-2> E3 ## E3; };\n\n#define GLM_SWIZZLE4_3_MEMBERS(T, Q, E0,E1,E2,E3) \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,0,3,-1> E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,1,3,-1> E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,2,3,-1> E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,0,-1> E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,1,-1> E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,2,-1> E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 0,3,3,-1> E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,0,3,-1> E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,1,3,-1> E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,2,3,-1> E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,0,-1> E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,1,-1> E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,2,-1> E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 1,3,3,-1> E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,0,3,-1> E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,1,3,-1> E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,2,3,-1> E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,0,-1> E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,1,-1> E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,2,-1> E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 2,3,3,-1> E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,0,-1> E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,1,-1> E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,2,-1> E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,0,3,-1> E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,0,-1> E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,1,-1> E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,2,-1> E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,1,3,-1> E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,0,-1> E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,1,-1> E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,2,-1> E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,2,3,-1> E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,0,-1> E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,1,-1> E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,2,-1> E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<3, T, Q, 3,3,3,-1> E3 ## E3 ## E3; };\n\n#define GLM_SWIZZLE4_4_MEMBERS(T, Q, E0,E1,E2,E3) \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,0,3> E0 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,1,3> E0 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,2,3> E0 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,0> E0 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,1> E0 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,2> E0 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,0,3,3> E0 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,0,3> E0 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,1,3> E0 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,2,3> E0 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,0> E0 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,1> E0 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,2> E0 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,1,3,3> E0 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,0,3> E0 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,1,3> E0 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,2,3> E0 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,0> E0 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,1> E0 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,2> E0 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,2,3,3> E0 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,0> E0 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,1> E0 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,2> E0 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,0,3> E0 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,0> E0 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,1> E0 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,2> E0 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,1,3> E0 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,0> E0 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,1> E0 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,2> E0 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,2,3> E0 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,0> E0 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,1> E0 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,2> E0 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 0,3,3,3> E0 ## E3 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,0,3> E1 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,1,3> E1 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,2,3> E1 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,0> E1 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,1> E1 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,2> E1 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,0,3,3> E1 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,0,3> E1 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,1,3> E1 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,2,3> E1 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,0> E1 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,1> E1 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,2> E1 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,1,3,3> E1 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,0,3> E1 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,1,3> E1 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,2,3> E1 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,0> E1 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,1> E1 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,2> E1 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,2,3,3> E1 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,0> E1 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,1> E1 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,2> E1 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,0,3> E1 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,0> E1 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,1> E1 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,2> E1 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,1,3> E1 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,0> E1 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,1> E1 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,2> E1 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,2,3> E1 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,0> E1 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,1> E1 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,2> E1 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 1,3,3,3> E1 ## E3 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,0,3> E2 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,1,3> E2 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,2,3> E2 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,0> E2 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,1> E2 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,2> E2 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,0,3,3> E2 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,0,3> E2 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,1,3> E2 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,2,3> E2 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,0> E2 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,1> E2 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,2> E2 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,1,3,3> E2 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,0,3> E2 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,1,3> E2 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,2,3> E2 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,0> E2 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,1> E2 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,2> E2 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,2,3,3> E2 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,0> E2 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,1> E2 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,2> E2 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,0,3> E2 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,0> E2 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,1> E2 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,2> E2 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,1,3> E2 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,0> E2 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,1> E2 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,2> E2 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,2,3> E2 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,0> E2 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,1> E2 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,2> E2 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 2,3,3,3> E2 ## E3 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,0> E3 ## E0 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,1> E3 ## E0 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,2> E3 ## E0 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,0,3> E3 ## E0 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,0> E3 ## E0 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,1> E3 ## E0 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,2> E3 ## E0 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,1,3> E3 ## E0 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,0> E3 ## E0 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,1> E3 ## E0 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,2> E3 ## E0 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,2,3> E3 ## E0 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,0> E3 ## E0 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,1> E3 ## E0 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,2> E3 ## E0 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,0,3,3> E3 ## E0 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,0> E3 ## E1 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,1> E3 ## E1 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,2> E3 ## E1 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,0,3> E3 ## E1 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,0> E3 ## E1 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,1> E3 ## E1 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,2> E3 ## E1 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,1,3> E3 ## E1 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,0> E3 ## E1 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,1> E3 ## E1 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,2> E3 ## E1 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,2,3> E3 ## E1 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,0> E3 ## E1 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,1> E3 ## E1 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,2> E3 ## E1 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,1,3,3> E3 ## E1 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,0> E3 ## E2 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,1> E3 ## E2 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,2> E3 ## E2 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,0,3> E3 ## E2 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,0> E3 ## E2 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,1> E3 ## E2 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,2> E3 ## E2 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,1,3> E3 ## E2 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,0> E3 ## E2 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,1> E3 ## E2 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,2> E3 ## E2 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,2,3> E3 ## E2 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,0> E3 ## E2 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,1> E3 ## E2 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,2> E3 ## E2 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,2,3,3> E3 ## E2 ## E3 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,0> E3 ## E3 ## E0 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,1> E3 ## E3 ## E0 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,2> E3 ## E3 ## E0 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,0,3> E3 ## E3 ## E0 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,0> E3 ## E3 ## E1 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,1> E3 ## E3 ## E1 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,2> E3 ## E3 ## E1 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,1,3> E3 ## E3 ## E1 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,0> E3 ## E3 ## E2 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,1> E3 ## E3 ## E2 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,2> E3 ## E3 ## E2 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,2,3> E3 ## E3 ## E2 ## E3; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,0> E3 ## E3 ## E3 ## E0; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,1> E3 ## E3 ## E3 ## E1; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,2> E3 ## E3 ## E3 ## E2; }; \\\n\tstruct { detail::_swizzle<4, T, Q, 3,3,3,3> E3 ## E3 ## E3 ## E3; };\n"
  },
  {
    "path": "Dependencies/include/glm/detail/_swizzle_func.hpp",
    "content": "#pragma once\n\n#define GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, CONST, A, B)\t\\\n\tvec<2, T, Q> A ## B() CONST\t\t\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<2, T, Q>(this->A, this->B);\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, CONST, A, B, C)\t\t\\\n\tvec<3, T, Q> A ## B ## C() CONST\t\t\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<3, T, Q>(this->A, this->B, this->C);\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, CONST, A, B, C, D)\t\t\t\t\t\\\n\tvec<4, T, Q> A ## B ## C ## D() CONST\t\t\t\t\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<4, T, Q>(this->A, this->B, this->C, this->D);\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC2_ENTRY_DEF(T, P, L, CONST, A, B)\t\\\n\ttemplate<typename T>\t\t\t\t\t\t\t\t\t\t\\\n\tvec<L, T, Q> vec<L, T, Q>::A ## B() CONST\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<2, T, Q>(this->A, this->B);\t\t\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC3_ENTRY_DEF(T, P, L, CONST, A, B, C)\t\t\\\n\ttemplate<typename T>\t\t\t\t\t\t\t\t\t\t\t\\\n\tvec<3, T, Q> vec<L, T, Q>::A ## B ## C() CONST\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<3, T, Q>(this->A, this->B, this->C);\t\t\t\t\\\n\t}\n\n#define GLM_SWIZZLE_GEN_VEC4_ENTRY_DEF(T, P, L, CONST, A, B, C, D)\t\t\\\n\ttemplate<typename T>\t\t\t\t\t\t\t\t\t\t\t\t\\\n\tvec<4, T, Q> vec<L, T, Q>::A ## B ## C ## D() CONST\t\t\t\t\t\\\n\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n\t\treturn vec<4, T, Q>(this->A, this->B, this->C, this->D);\t\t\\\n\t}\n\n#define GLM_MUTABLE\n\n#define GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, B, A)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC2(T, P) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, x, y) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, r, g) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, s, t)\n\n#define GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B)\n\n#define GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, B, A)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC3(T, P) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, x, y, z) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, r, g, b) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, s, t, p)\n\n#define GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, C)\n\n#define GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, B)\n\n#define GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, C, A)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D)\n\n#define GLM_SWIZZLE_GEN_REF_FROM_VEC4(T, P) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, x, y, z, w) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, r, g, b, a) \\\n\tGLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, s, t, p, q)\n\n#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B)\n\n#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B)\n\n#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, P)\t\t\t\\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, x, y)\t\\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, r, g)\t\\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, s, t)\n\n#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C)\n\n#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C)\n\n#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, P) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, x, y, z) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, r, g, b) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, s, t, p)\n\n#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, D)\n\n#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, D)\n\n#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, A) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, B) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, C) \\\n\tGLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, D)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \\\n\tGLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D)\n\n#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, P) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, x, y, z, w) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, r, g, b, a) \\\n\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, s, t, p, q)\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/_vectorize.hpp",
    "content": "#pragma once\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename R, typename T, qualifier Q>\n\tstruct functor1{};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 1, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, R, Q> call(R (*Func) (T x), vec<1, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<1, R, Q>(Func(v.x));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 2, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, R, Q> call(R (*Func) (T x), vec<2, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<2, R, Q>(Func(v.x), Func(v.y));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 3, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, R, Q> call(R (*Func) (T x), vec<3, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<3, R, Q>(Func(v.x), Func(v.y), Func(v.z));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>\n\tstruct functor1<vec, 4, R, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, R, Q> call(R (*Func) (T x), vec<4, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<4, R, Q>(Func(v.x), Func(v.y), Func(v.z), Func(v.w));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q>\n\tstruct functor2{};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 1, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, vec<1, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<1, T, Q>(Func(a.x, b.x));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, vec<2, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<2, T, Q>(Func(a.x, b.x), Func(a.y, b.y));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<3, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2<vec, 4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q>\n\tstruct functor2_vec_sca{};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 1, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<1, T, Q>(Func(a.x, b));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<2, T, Q>(Func(a.x, b), Func(a.y, b));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<3, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b));\n\t\t}\n\t};\n\n\ttemplate<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>\n\tstruct functor2_vec_sca<vec, 4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, T b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct functor2_vec_int {};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<1, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, int, Q> call(int (*Func) (T x, int y), vec<1, T, Q> const& a, vec<1, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<1, int, Q>(Func(a.x, b.x));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, int, Q> call(int (*Func) (T x, int y), vec<2, T, Q> const& a, vec<2, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<2, int, Q>(Func(a.x, b.x), Func(a.y, b.y));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, int, Q> call(int (*Func) (T x, int y), vec<3, T, Q> const& a, vec<3, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<3, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct functor2_vec_int<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(int (*Func) (T x, int y), vec<4, T, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/compute_common.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename genFIType, bool /*signed*/>\n\tstruct compute_abs\n\t{};\n\n\ttemplate<typename genFIType>\n\tstruct compute_abs<genFIType, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(\n\t\t\t\tstd::numeric_limits<genFIType>::is_iec559 || std::numeric_limits<genFIType>::is_signed,\n\t\t\t\t\"'abs' only accept floating-point and integer scalar or vector inputs\");\n\n\t\t\treturn x >= genFIType(0) ? x : -x;\n\t\t\t// TODO, perf comp with: *(((int *) &x) + 1) &= 0x7fffffff;\n\t\t}\n\t};\n\n#if GLM_COMPILER & GLM_COMPILER_CUDA\n\ttemplate<>\n\tstruct compute_abs<float, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static float call(float x)\n\t\t{\n\t\t\treturn fabsf(x);\n\t\t}\n\t};\n#endif\n\n\ttemplate<typename genFIType>\n\tstruct compute_abs<genFIType, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(\n\t\t\t\t(!std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),\n\t\t\t\t\"'abs' only accept floating-point and integer scalar or vector inputs\");\n\t\t\treturn x;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/compute_vector_relational.hpp",
    "content": "#pragma once\n\n//#include \"compute_common.hpp\"\n#include \"setup.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T, bool isFloat>\n\tstruct compute_equal\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)\n\t\t{\n\t\t\treturn a == b;\n\t\t}\n\t};\n/*\n\ttemplate <typename T>\n\tstruct compute_equal<T, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)\n\t\t{\n\t\t\treturn detail::compute_abs<T, std::numeric_limits<T>::is_signed>::call(b - a) <= static_cast<T>(0);\n\t\t\t//return std::memcmp(&a, &b, sizeof(T)) == 0;\n\t\t}\n\t};\n*/\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_common.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_common.inl\n\n#include \"../vector_relational.hpp\"\n#include \"compute_common.hpp\"\n#include \"type_vec1.hpp\"\n#include \"type_vec2.hpp\"\n#include \"type_vec3.hpp\"\n#include \"type_vec4.hpp\"\n#include \"_vectorize.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\t// min\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType min(genType x, genType y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer, \"'min' only accept floating-point or integer inputs\");\n\t\treturn (y < x) ? y : x;\n\t}\n\n\t// max\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType max(genType x, genType y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer, \"'max' only accept floating-point or integer inputs\");\n\n\t\treturn (x < y) ? y : x;\n\t}\n\n\t// abs\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR int abs(int x)\n\t{\n\t\tint const y = x >> (sizeof(int) * 8 - 1);\n\t\treturn (x ^ y) - y;\n\t}\n\n\t// round\n#\tif GLM_HAS_CXX11_STL\n\t\tusing ::std::round;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType round(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'round' only accept floating-point inputs\");\n\n\t\t\treturn x < static_cast<genType>(0) ? static_cast<genType>(int(x - static_cast<genType>(0.5))) : static_cast<genType>(int(x + static_cast<genType>(0.5)));\n\t\t}\n#\tendif\n\n\t// trunc\n#\tif GLM_HAS_CXX11_STL\n\t\tusing ::std::trunc;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType trunc(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'trunc' only accept floating-point inputs\");\n\n\t\t\treturn x < static_cast<genType>(0) ? -std::floor(-x) : std::floor(x);\n\t\t}\n#\tendif\n\n}//namespace glm\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_abs_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(abs, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q, bool Aligned>\n\tstruct compute_mix_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'mix' only accept floating-point inputs for the interpolator a\");\n\n\t\t\treturn vec<L, T, Q>(vec<L, U, Q>(x) * (static_cast<U>(1) - a) + vec<L, U, Q>(y) * a);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_mix_vector<L, T, bool, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, bool, Q> const& a)\n\t\t{\n\t\t\tvec<L, T, Q> Result;\n\t\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\t\tResult[i] = a[i] ? y[i] : x[i];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q, bool Aligned>\n\tstruct compute_mix_scalar\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U const& a)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'mix' only accept floating-point inputs for the interpolator a\");\n\n\t\t\treturn vec<L, T, Q>(vec<L, U, Q>(x) * (static_cast<U>(1) - a) + vec<L, U, Q>(y) * a);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_mix_scalar<L, T, bool, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, bool const& a)\n\t\t{\n\t\t\treturn a ? y : x;\n\t\t}\n\t};\n\n\ttemplate<typename T, typename U>\n\tstruct compute_mix\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(T const& x, T const& y, U const& a)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'mix' only accept floating-point inputs for the interpolator a\");\n\n\t\t\treturn static_cast<T>(static_cast<U>(x) * (static_cast<U>(1) - a) + static_cast<U>(y) * a);\n\t\t}\n\t};\n\n\ttemplate<typename T>\n\tstruct compute_mix<T, bool>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(T const& x, T const& y, bool const& a)\n\t\t{\n\t\t\treturn a ? y : x;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool isFloat, bool Aligned>\n\tstruct compute_sign\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn vec<L, T, Q>(glm::lessThan(vec<L, T, Q>(0), x)) - vec<L, T, Q>(glm::lessThan(x, vec<L, T, Q>(0)));\n\t\t}\n\t};\n\n#\tif GLM_ARCH == GLM_ARCH_X86\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_sign<L, T, Q, false, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\tT const Shift(static_cast<T>(sizeof(T) * 8 - 1));\n\t\t\tvec<L, T, Q> const y(vec<L, typename detail::make_unsigned<T>::type, Q>(-x) >> typename detail::make_unsigned<T>::type(Shift));\n\n\t\t\treturn (x >> Shift) | y;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_floor\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(std::floor, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_ceil\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(std::ceil, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_fract\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn x - floor(x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_trunc\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(trunc, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_round\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(round, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_mod\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'mod' only accept floating-point inputs. Include <glm/gtc/integer.hpp> for integer inputs.\");\n\t\t\treturn a - b * floor(a / b);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_min_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t\t{\n\t\t\treturn detail::functor2<vec, L, T, Q>::call(min, x, y);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_max_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t\t{\n\t\t\treturn detail::functor2<vec, L, T, Q>::call(max, x, y);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_clamp_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)\n\t\t{\n\t\t\treturn min(max(x, minVal), maxVal);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_step_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& edge, vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn mix(vec<L, T, Q>(1), vec<L, T, Q>(0), glm::lessThan(x, edge));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_smoothstep_vector\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'smoothstep' only accept floating-point inputs\");\n\t\t\tvec<L, T, Q> const tmp(clamp((x - edge0) / (edge1 - edge0), static_cast<T>(0), static_cast<T>(1)));\n\t\t\treturn tmp * tmp * (static_cast<T>(3) - static_cast<T>(2) * tmp);\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genFIType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genFIType abs(genFIType x)\n\t{\n\t\treturn detail::compute_abs<genFIType, std::numeric_limits<genFIType>::is_signed>::call(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> abs(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_abs_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// sign\n\t// fast and works for any type\n\ttemplate<typename genFIType>\n\tGLM_FUNC_QUALIFIER genFIType sign(genFIType x)\n\t{\n\t\tGLM_STATIC_ASSERT(\n\t\t\tstd::numeric_limits<genFIType>::is_iec559 || (std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),\n\t\t\t\"'sign' only accept signed inputs\");\n\n\t\treturn detail::compute_sign<1, genFIType, defaultp,\n                                    std::numeric_limits<genFIType>::is_iec559, detail::is_aligned<highp>::value>::call(vec<1, genFIType>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sign(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(\n\t\t\tstd::numeric_limits<T>::is_iec559 || (std::numeric_limits<T>::is_signed && std::numeric_limits<T>::is_integer),\n\t\t\t\"'sign' only accept signed inputs\");\n\n\t\treturn detail::compute_sign<L, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// floor\n\tusing ::std::floor;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> floor(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'floor' only accept floating-point inputs.\");\n\t\treturn detail::compute_floor<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> trunc(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'trunc' only accept floating-point inputs\");\n\t\treturn detail::compute_trunc<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> round(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'round' only accept floating-point inputs\");\n\t\treturn detail::compute_round<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n/*\n\t// roundEven\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType roundEven(genType const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'roundEven' only accept floating-point inputs\");\n\n\t\treturn genType(int(x + genType(int(x) % 2)));\n\t}\n*/\n\n\t// roundEven\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType roundEven(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'roundEven' only accept floating-point inputs\");\n\n\t\tint Integer = static_cast<int>(x);\n\t\tgenType IntegerPart = static_cast<genType>(Integer);\n\t\tgenType FractionalPart = fract(x);\n\n\t\tif(FractionalPart > static_cast<genType>(0.5) || FractionalPart < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn round(x);\n\t\t}\n\t\telse if((Integer % 2) == 0)\n\t\t{\n\t\t\treturn IntegerPart;\n\t\t}\n\t\telse if(x <= static_cast<genType>(0)) // Work around...\n\t\t{\n\t\t\treturn IntegerPart - static_cast<genType>(1);\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn IntegerPart + static_cast<genType>(1);\n\t\t}\n\t\t//else // Bug on MinGW 4.5.2\n\t\t//{\n\t\t//\treturn mix(IntegerPart + genType(-1), IntegerPart + genType(1), x <= genType(0));\n\t\t//}\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> roundEven(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'roundEven' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(roundEven, x);\n\t}\n\n\t// ceil\n\tusing ::std::ceil;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ceil(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'ceil' only accept floating-point inputs\");\n\t\treturn detail::compute_ceil<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// fract\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fract(genType x)\n\t{\n\t\treturn fract(vec<1, genType>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fract(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fract' only accept floating-point inputs\");\n\t\treturn detail::compute_fract<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// mod\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType mod(genType x, genType y)\n\t{\n#\t\tif GLM_COMPILER & GLM_COMPILER_CUDA\n\t\t\t// Another Cuda compiler bug https://github.com/g-truc/glm/issues/530\n\t\t\tvec<1, genType, defaultp> Result(mod(vec<1, genType, defaultp>(x), y));\n\t\t\treturn Result.x;\n#\t\telse\n\t\t\treturn mod(vec<1, genType, defaultp>(x), y).x;\n#\t\tendif\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mod(vec<L, T, Q> const& x, T y)\n\t{\n\t\treturn detail::compute_mod<L, T, Q, detail::is_aligned<Q>::value>::call(x, vec<L, T, Q>(y));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mod(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn detail::compute_mod<L, T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\t// modf\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType modf(genType x, genType & i)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'modf' only accept floating-point inputs\");\n\t\treturn std::modf(x, &i);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<1, T, Q> modf(vec<1, T, Q> const& x, vec<1, T, Q> & i)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tmodf(x.x, i.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> modf(vec<2, T, Q> const& x, vec<2, T, Q> & i)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tmodf(x.x, i.x),\n\t\t\tmodf(x.y, i.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> modf(vec<3, T, Q> const& x, vec<3, T, Q> & i)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tmodf(x.x, i.x),\n\t\t\tmodf(x.y, i.y),\n\t\t\tmodf(x.z, i.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> modf(vec<4, T, Q> const& x, vec<4, T, Q> & i)\n\t{\n\t\treturn vec<4, T, Q>(\n\t\t\tmodf(x.x, i.x),\n\t\t\tmodf(x.y, i.y),\n\t\t\tmodf(x.z, i.z),\n\t\t\tmodf(x.w, i.w));\n\t}\n\n\t//// Only valid if (INT_MIN <= x-y <= INT_MAX)\n\t//// min(x,y)\n\t//r = y + ((x - y) & ((x - y) >> (sizeof(int) *\n\t//CHAR_BIT - 1)));\n\t//// max(x,y)\n\t//r = x - ((x - y) & ((x - y) >> (sizeof(int) *\n\t//CHAR_BIT - 1)));\n\n\t// min\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'min' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_min_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\treturn detail::compute_min_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, b);\n\t}\n\n\t// max\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'max' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_max_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\treturn detail::compute_max_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, b);\n\t}\n\n\t// clamp\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer, \"'clamp' only accept floating-point or integer inputs\");\n\t\treturn min(max(x, minVal), maxVal);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, T minVal, T maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'clamp' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_clamp_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x, vec<L, T, Q>(minVal), vec<L, T, Q>(maxVal));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, \"'clamp' only accept floating-point or integer inputs\");\n\t\treturn detail::compute_clamp_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x, minVal, maxVal);\n\t}\n\n\ttemplate<typename genTypeT, typename genTypeU>\n\tGLM_FUNC_QUALIFIER genTypeT mix(genTypeT x, genTypeT y, genTypeU a)\n\t{\n\t\treturn detail::compute_mix<genTypeT, genTypeU>::call(x, y, a);\n\t}\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U a)\n\t{\n\t\treturn detail::compute_mix_scalar<L, T, U, Q, detail::is_aligned<Q>::value>::call(x, y, a);\n\t}\n\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a)\n\t{\n\t\treturn detail::compute_mix_vector<L, T, U, Q, detail::is_aligned<Q>::value>::call(x, y, a);\n\t}\n\n\t// step\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType step(genType edge, genType x)\n\t{\n\t\treturn mix(static_cast<genType>(1), static_cast<genType>(0), x < edge);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> step(T edge, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_step_vector<L, T, Q, detail::is_aligned<Q>::value>::call(vec<L, T, Q>(edge), x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> step(vec<L, T, Q> const& edge, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_step_vector<L, T, Q, detail::is_aligned<Q>::value>::call(edge, x);\n\t}\n\n\t// smoothstep\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType smoothstep(genType edge0, genType edge1, genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'smoothstep' only accept floating-point inputs\");\n\n\t\tgenType const tmp(clamp((x - edge0) / (edge1 - edge0), genType(0), genType(1)));\n\t\treturn tmp * tmp * (genType(3) - genType(2) * tmp);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> smoothstep(T edge0, T edge1, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_smoothstep_vector<L, T, Q, detail::is_aligned<Q>::value>::call(vec<L, T, Q>(edge0), vec<L, T, Q>(edge1), x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> smoothstep(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_smoothstep_vector<L, T, Q, detail::is_aligned<Q>::value>::call(edge0, edge1, x);\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::isnan;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER bool isnan(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'isnan' only accept floating-point inputs\");\n\n#\t\t\tif GLM_HAS_CXX11_STL\n\t\t\t\treturn std::isnan(x);\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n\t\t\t\treturn _isnan(x) != 0;\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_INTEL\n#\t\t\t\tif GLM_PLATFORM & GLM_PLATFORM_WINDOWS\n\t\t\t\t\treturn _isnan(x) != 0;\n#\t\t\t\telse\n\t\t\t\t\treturn ::isnan(x) != 0;\n#\t\t\t\tendif\n#\t\t\telif (GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)) && (GLM_PLATFORM & GLM_PLATFORM_ANDROID) && __cplusplus < 201103L\n\t\t\t\treturn _isnan(x) != 0;\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CUDA\n\t\t\t\treturn ::isnan(x) != 0;\n#\t\t\telse\n\t\t\t\treturn std::isnan(x);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isnan(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isnan' only accept floating-point inputs\");\n\n\t\tvec<L, bool, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = glm::isnan(v[l]);\n\t\treturn Result;\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::isinf;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER bool isinf(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'isinf' only accept floating-point inputs\");\n\n#\t\t\tif GLM_HAS_CXX11_STL\n\t\t\t\treturn std::isinf(x);\n#\t\t\telif GLM_COMPILER & (GLM_COMPILER_INTEL | GLM_COMPILER_VC)\n#\t\t\t\tif(GLM_PLATFORM & GLM_PLATFORM_WINDOWS)\n\t\t\t\t\treturn _fpclass(x) == _FPCLASS_NINF || _fpclass(x) == _FPCLASS_PINF;\n#\t\t\t\telse\n\t\t\t\t\treturn ::isinf(x);\n#\t\t\t\tendif\n#\t\t\telif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)\n#\t\t\t\tif(GLM_PLATFORM & GLM_PLATFORM_ANDROID && __cplusplus < 201103L)\n\t\t\t\t\treturn _isinf(x) != 0;\n#\t\t\t\telse\n\t\t\t\t\treturn std::isinf(x);\n#\t\t\t\tendif\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CUDA\n\t\t\t\t// http://developer.download.nvidia.com/compute/cuda/4_2/rel/toolkit/docs/online/group__CUDA__MATH__DOUBLE_g13431dd2b40b51f9139cbb7f50c18fab.html#g13431dd2b40b51f9139cbb7f50c18fab\n\t\t\t\treturn ::isinf(double(x)) != 0;\n#\t\t\telse\n\t\t\t\treturn std::isinf(x);\n#\t\t\tendif\n\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isinf(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isinf' only accept floating-point inputs\");\n\n\t\tvec<L, bool, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = glm::isinf(v[l]);\n\t\treturn Result;\n\t}\n\n\tGLM_FUNC_QUALIFIER int floatBitsToInt(float const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tfloat in;\n\t\t\tint out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> floatBitsToInt(vec<L, float, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, int, Q>&>(const_cast<vec<L, float, Q>&>(v));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint floatBitsToUint(float const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tfloat in;\n\t\t\tuint out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> floatBitsToUint(vec<L, float, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, uint, Q>&>(const_cast<vec<L, float, Q>&>(v));\n\t}\n\n\tGLM_FUNC_QUALIFIER float intBitsToFloat(int const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tint in;\n\t\t\tfloat out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> intBitsToFloat(vec<L, int, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, float, Q>&>(const_cast<vec<L, int, Q>&>(v));\n\t}\n\n\tGLM_FUNC_QUALIFIER float uintBitsToFloat(uint const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tfloat out;\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn u.out;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> uintBitsToFloat(vec<L, uint, Q> const& v)\n\t{\n\t\treturn reinterpret_cast<vec<L, float, Q>&>(const_cast<vec<L, uint, Q>&>(v));\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::fma;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType fma(genType const& a, genType const& b, genType const& c)\n\t\t{\n\t\t\treturn a * b + c;\n\t\t}\n#\tendif\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType frexp(genType x, int& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'frexp' only accept floating-point inputs\");\n\n\t\treturn std::frexp(x, &exp);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> frexp(vec<L, T, Q> const& v, vec<L, int, Q>& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'frexp' only accept floating-point inputs\");\n\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = std::frexp(v[l], &exp[l]);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType ldexp(genType const& x, int const& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'ldexp' only accept floating-point inputs\");\n\n\t\treturn std::ldexp(x, exp);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ldexp(vec<L, T, Q> const& v, vec<L, int, Q> const& exp)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'ldexp' only accept floating-point inputs\");\n\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t l = 0; l < v.length(); ++l)\n\t\t\tResult[l] = std::ldexp(v[l], exp[l]);\n\t\treturn Result;\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_common_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_common_simd.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_common_simd.inl\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#include \"../simd/common.h\"\n\n#include <immintrin.h>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_abs_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_abs(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_abs_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = glm_ivec4_abs(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_floor<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_floor(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_ceil<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_ceil(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_fract<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_fract(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_round<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_round(v.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_mod<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = glm_vec4_mod(x.data, y.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_min_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = _mm_min_ps(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_min_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = _mm_min_epi32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_min_vector<4, uint, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\tvec<4, uint, Q> result;\n\t\t\tresult.data = _mm_min_epu32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_max_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = _mm_max_ps(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_max_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = _mm_max_epi32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_max_vector<4, uint, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\tvec<4, uint, Q> result;\n\t\t\tresult.data = _mm_max_epu32(v1.data, v2.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_clamp_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& minVal, vec<4, float, Q> const& maxVal)\n\t\t{\n\t\t\tvec<4, float, Q> result;\n\t\t\tresult.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_clamp_vector<4, int, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& x, vec<4, int, Q> const& minVal, vec<4, int, Q> const& maxVal)\n\t\t{\n\t\t\tvec<4, int, Q> result;\n\t\t\tresult.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_clamp_vector<4, uint, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& x, vec<4, uint, Q> const& minVal, vec<4, uint, Q> const& maxVal)\n\t\t{\n\t\t\tvec<4, uint, Q> result;\n\t\t\tresult.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data);\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_mix_vector<4, float, bool, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y, vec<4, bool, Q> const& a)\n\t\t{\n\t\t\t__m128i const Load = _mm_set_epi32(-static_cast<int>(a.w), -static_cast<int>(a.z), -static_cast<int>(a.y), -static_cast<int>(a.x));\n\t\t\t__m128 const Mask = _mm_castsi128_ps(Load);\n\n\t\t\tvec<4, float, Q> Result;\n#\t\t\tif 0 && GLM_ARCH & GLM_ARCH_AVX\n\t\t\t\tResult.data = _mm_blendv_ps(x.data, y.data, Mask);\n#\t\t\telse\n\t\t\t\tResult.data = _mm_or_ps(_mm_and_ps(Mask, y.data), _mm_andnot_ps(Mask, x.data));\n#\t\t\tendif\n\t\t\treturn Result;\n\t\t}\n\t};\n/* FIXME\n\ttemplate<qualifier Q>\n\tstruct compute_step_vector<float, Q, tvec4>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge, vec<4, float, Q> const& x)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tresult.data = glm_vec4_step(edge.data, x.data);\n\t\t\treturn result;\n\t\t}\n\t};\n*/\n\ttemplate<qualifier Q>\n\tstruct compute_smoothstep_vector<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge0, vec<4, float, Q> const& edge1, vec<4, float, Q> const& x)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_exponential.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_exponential.inl\n\n#include \"../vector_relational.hpp\"\n#include \"_vectorize.hpp\"\n#include <limits>\n#include <cmath>\n#include <cassert>\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::log2;\n#\telse\n\t\ttemplate<typename genType>\n\t\tgenType log2(genType Value)\n\t\t{\n\t\t\treturn std::log(Value) * static_cast<genType>(1.4426950408889634073599246810019);\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q, bool isFloat, bool Aligned>\n\tstruct compute_log2\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'log2' only accept floating-point inputs. Include <glm/gtc/integer.hpp> for integer inputs.\");\n\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(log2, v);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_sqrt\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn detail::functor1<vec, L, T, T, Q>::call(std::sqrt, x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_inversesqrt\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\treturn static_cast<T>(1) / sqrt(x);\n\t\t}\n\t};\n\n\ttemplate<length_t L, bool Aligned>\n\tstruct compute_inversesqrt<L, float, lowp, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, float, lowp> call(vec<L, float, lowp> const& x)\n\t\t{\n\t\t\tvec<L, float, lowp> tmp(x);\n\t\t\tvec<L, float, lowp> xhalf(tmp * 0.5f);\n\t\t\tvec<L, uint, lowp>* p = reinterpret_cast<vec<L, uint, lowp>*>(const_cast<vec<L, float, lowp>*>(&x));\n\t\t\tvec<L, uint, lowp> i = vec<L, uint, lowp>(0x5f375a86) - (*p >> vec<L, uint, lowp>(1));\n\t\t\tvec<L, float, lowp>* ptmp = reinterpret_cast<vec<L, float, lowp>*>(&i);\n\t\t\ttmp = *ptmp;\n\t\t\ttmp = tmp * (1.5f - xhalf * tmp * tmp);\n\t\t\treturn tmp;\n\t\t}\n\t};\n}//namespace detail\n\n\t// pow\n\tusing std::pow;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> pow(vec<L, T, Q> const& base, vec<L, T, Q> const& exponent)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(pow, base, exponent);\n\t}\n\n\t// exp\n\tusing std::exp;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> exp(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(exp, x);\n\t}\n\n\t// log\n\tusing std::log;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> log(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(log, x);\n\t}\n\n#   if GLM_HAS_CXX11_STL\n    using std::exp2;\n#   else\n\t//exp2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType exp2(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'exp2' only accept floating-point inputs\");\n\n\t\treturn std::exp(static_cast<genType>(0.69314718055994530941723212145818) * x);\n\t}\n#   endif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> exp2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(exp2, x);\n\t}\n\n\t// log2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType log2(genType x)\n\t{\n\t\treturn log2(vec<1, genType>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> log2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_log2<L, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// sqrt\n\tusing std::sqrt;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sqrt(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'sqrt' only accept floating-point inputs\");\n\t\treturn detail::compute_sqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// inversesqrt\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType inversesqrt(genType x)\n\t{\n\t\treturn static_cast<genType>(1) / sqrt(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> inversesqrt(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'inversesqrt' only accept floating-point inputs\");\n\t\treturn detail::compute_inversesqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_exponential_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_exponential_simd.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_exponential_simd.inl\n\n#include \"../simd/exponential.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_sqrt<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_sqrt_ps(v.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\ttemplate<>\n\tstruct compute_sqrt<4, float, aligned_lowp, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& v)\n\t\t{\n\t\t\tvec<4, float, aligned_lowp> Result;\n\t\t\tResult.data = glm_vec4_sqrt_lowp(v.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_geometric.inl",
    "content": "#include \"../exponential.hpp\"\n#include \"../common.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_length\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn sqrt(dot(v, v));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_distance\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)\n\t\t{\n\t\t\treturn length(p1 - p0);\n\t\t}\n\t};\n\n\ttemplate<typename V, typename T, bool Aligned>\n\tstruct compute_dot{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<1, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<1, T, Q> const& a, vec<1, T, Q> const& b)\n\t\t{\n\t\t\treturn a.x * b.x;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<2, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& a, vec<2, T, Q> const& b)\n\t\t{\n\t\t\tvec<2, T, Q> tmp(a * b);\n\t\t\treturn tmp.x + tmp.y;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<3, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t\t{\n\t\t\tvec<3, T, Q> tmp(a * b);\n\t\t\treturn tmp.x + tmp.y + tmp.z;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<vec<4, T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> tmp(a * b);\n\t\t\treturn (tmp.x + tmp.y) + (tmp.z + tmp.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_cross\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, T, Q> call(vec<3, T, Q> const& x, vec<3, T, Q> const& y)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'cross' accepts only floating-point inputs\");\n\n\t\t\treturn vec<3, T, Q>(\n\t\t\t\tx.y * y.z - y.y * x.z,\n\t\t\t\tx.z * y.x - y.z * x.x,\n\t\t\t\tx.x * y.y - y.x * x.y);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_normalize\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\t\treturn v * inversesqrt(dot(v, v));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_faceforward\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& N, vec<L, T, Q> const& I, vec<L, T, Q> const& Nref)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\t\treturn dot(Nref, I) < static_cast<T>(0) ? N : -N;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_reflect\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& I, vec<L, T, Q> const& N)\n\t\t{\n\t\t\treturn I - N * dot(N, I) * static_cast<T>(2);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_refract\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& I, vec<L, T, Q> const& N, T eta)\n\t\t{\n\t\t\tT const dotValue(dot(N, I));\n\t\t\tT const k(static_cast<T>(1) - eta * eta * (static_cast<T>(1) - dotValue * dotValue));\n\t\t\tvec<L, T, Q> const Result =\n                (k >= static_cast<T>(0)) ? (eta * I - (eta * dotValue + std::sqrt(k)) * N) : vec<L, T, Q>(0);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n\n\t// length\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType length(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'length' accepts only floating-point inputs\");\n\n\t\treturn abs(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T length(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'length' accepts only floating-point inputs\");\n\n\t\treturn detail::compute_length<L, T, Q, detail::is_aligned<Q>::value>::call(v);\n\t}\n\n\t// distance\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType distance(genType const& p0, genType const& p1)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'distance' accepts only floating-point inputs\");\n\n\t\treturn length(p1 - p0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)\n\t{\n\t\treturn detail::compute_distance<L, T, Q, detail::is_aligned<Q>::value>::call(p0, p1);\n\t}\n\n\t// dot\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T dot(T x, T y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'dot' accepts only floating-point inputs\");\n\t\treturn x * y;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'dot' accepts only floating-point inputs\");\n\t\treturn detail::compute_dot<vec<L, T, Q>, T, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\t// cross\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y)\n\t{\n\t\treturn detail::compute_cross<T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n/*\n\t// normalize\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType normalize(genType const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\treturn x < genType(0) ? genType(-1) : genType(1);\n\t}\n*/\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> normalize(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'normalize' accepts only floating-point inputs\");\n\n\t\treturn detail::compute_normalize<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// faceforward\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType faceforward(genType const& N, genType const& I, genType const& Nref)\n\t{\n\t\treturn dot(Nref, I) < static_cast<genType>(0) ? N : -N;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> faceforward(vec<L, T, Q> const& N, vec<L, T, Q> const& I, vec<L, T, Q> const& Nref)\n\t{\n\t\treturn detail::compute_faceforward<L, T, Q, detail::is_aligned<Q>::value>::call(N, I, Nref);\n\t}\n\n\t// reflect\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType reflect(genType const& I, genType const& N)\n\t{\n\t\treturn I - N * dot(N, I) * genType(2);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> reflect(vec<L, T, Q> const& I, vec<L, T, Q> const& N)\n\t{\n\t\treturn detail::compute_reflect<L, T, Q, detail::is_aligned<Q>::value>::call(I, N);\n\t}\n\n\t// refract\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType refract(genType const& I, genType const& N, genType eta)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'refract' accepts only floating-point inputs\");\n\t\tgenType const dotValue(dot(N, I));\n\t\tgenType const k(static_cast<genType>(1) - eta * eta * (static_cast<genType>(1) - dotValue * dotValue));\n\t\treturn (eta * I - (eta * dotValue + sqrt(k)) * N) * static_cast<genType>(k >= static_cast<genType>(0));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> refract(vec<L, T, Q> const& I, vec<L, T, Q> const& N, T eta)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'refract' accepts only floating-point inputs\");\n\t\treturn detail::compute_refract<L, T, Q, detail::is_aligned<Q>::value>::call(I, N, eta);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_geometric_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_geometric_simd.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_geometric_simd.inl\n\n#include \"../simd/geometric.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_length<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec4_length(v.data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_distance<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec4_distance(p0.data, p1.data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_dot<vec<4, float, Q>, float, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_cross<float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b)\n\t\t{\n\t\t\t__m128 const set0 = _mm_set_ps(0.0f, a.z, a.y, a.x);\n\t\t\t__m128 const set1 = _mm_set_ps(0.0f, b.z, b.y, b.x);\n\t\t\t__m128 const xpd0 = glm_vec4_cross(set0, set1);\n\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = xpd0;\n\t\t\treturn vec<3, float, Q>(Result);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_normalize<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_normalize(v.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_faceforward<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& N, vec<4, float, Q> const& I, vec<4, float, Q> const& Nref)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_faceforward(N.data, I.data, Nref.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_reflect<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_reflect(I.data, N.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_refract<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N, float eta)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = glm_vec4_refract(I.data, N.data, _mm_set1_ps(eta));\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#elif GLM_ARCH & GLM_ARCH_NEON_BIT\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_length<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\treturn sqrt(compute_dot<vec<4, float, Q>, float, true>::call(v, v));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_distance<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)\n\t\t{\n\t\t\treturn compute_length<4, float, Q, true>::call(p1 - p0);\n\t\t}\n\t};\n\n\n\ttemplate<qualifier Q>\n\tstruct compute_dot<vec<4, float, Q>, float, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)\n\t\t{\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tfloat32x4_t v = vmulq_f32(x.data, y.data);\n\t\t\treturn vaddvq_f32(v);\n#else  // Armv7a with Neon\n\t\t\tfloat32x4_t p = vmulq_f32(x.data, y.data);\n\t\t\tfloat32x2_t v = vpadd_f32(vget_low_f32(p), vget_high_f32(p));\n\t\t\tv = vpadd_f32(v, v);\n\t\t\treturn vget_lane_f32(v, 0);\n#endif\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_normalize<4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tfloat32x4_t p = vmulq_f32(v.data, v.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tp = vpaddq_f32(p, p);\n\t\t\tp = vpaddq_f32(p, p);\n#else\n\t\t\tfloat32x2_t t = vpadd_f32(vget_low_f32(p), vget_high_f32(p));\n\t\t\tt = vpadd_f32(t, t);\n\t\t\tp = vcombine_f32(t, t);\n#endif\n\n\t\t\tfloat32x4_t vd = vrsqrteq_f32(p);\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vmulq_f32(v.data, vd);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_integer.inl",
    "content": "/// @ref core\n\n#include \"_vectorize.hpp\"\n#if(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)\n#\tinclude <intrin.h>\n#\tpragma intrinsic(_BitScanReverse)\n#endif//(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)\n#include <limits>\n\n#if !GLM_HAS_EXTENDED_INTEGER_TYPE\n#\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tpragma GCC diagnostic ignored \"-Wlong-long\"\n#\tendif\n#\tif (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\t\tpragma clang diagnostic ignored \"-Wc++11-long-long\"\n#\tendif\n#endif\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T mask(T Bits)\n\t{\n\t\treturn Bits >= static_cast<T>(sizeof(T) * 8) ? ~static_cast<T>(0) : (static_cast<T>(1) << Bits) - static_cast<T>(1);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned, bool EXEC>\n\tstruct compute_bitfieldReverseStep\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T, T)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_bitfieldReverseStep<L, T, Q, Aligned, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Mask, T Shift)\n\t\t{\n\t\t\treturn (v & Mask) << Shift | (v & (~Mask)) >> Shift;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned, bool EXEC>\n\tstruct compute_bitfieldBitCountStep\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T, T)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_bitfieldBitCountStep<L, T, Q, Aligned, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Mask, T Shift)\n\t\t{\n\t\t\treturn (v & Mask) + ((v >> Shift) & Mask);\n\t\t}\n\t};\n\n\ttemplate<typename genIUType, size_t Bits>\n\tstruct compute_findLSB\n\t{\n\t\tGLM_FUNC_QUALIFIER static int call(genIUType Value)\n\t\t{\n\t\t\tif(Value == 0)\n\t\t\t\treturn -1;\n\n\t\t\treturn glm::bitCount(~Value & (Value - static_cast<genIUType>(1)));\n\t\t}\n\t};\n\n#\tif GLM_HAS_BITSCAN_WINDOWS\n\t\ttemplate<typename genIUType>\n\t\tstruct compute_findLSB<genIUType, 32>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static int call(genIUType Value)\n\t\t\t{\n\t\t\t\tunsigned long Result(0);\n\t\t\t\tunsigned char IsNotNull = _BitScanForward(&Result, *reinterpret_cast<unsigned long*>(&Value));\n\t\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t\t}\n\t\t};\n\n#\t\tif !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))\n\t\ttemplate<typename genIUType>\n\t\tstruct compute_findLSB<genIUType, 64>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static int call(genIUType Value)\n\t\t\t{\n\t\t\t\tunsigned long Result(0);\n\t\t\t\tunsigned char IsNotNull = _BitScanForward64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));\n\t\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t\t}\n\t\t};\n#\t\tendif\n#\tendif//GLM_HAS_BITSCAN_WINDOWS\n\n\ttemplate<length_t L, typename T, qualifier Q, bool EXEC = true>\n\tstruct compute_findMSB_step_vec\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, T Shift)\n\t\t{\n\t\t\treturn x | (x >> Shift);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_findMSB_step_vec<L, T, Q, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, T)\n\t\t{\n\t\t\treturn x;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, int>\n\tstruct compute_findMSB_vec\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tvec<L, T, Q> x(v);\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 1));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 2));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 4));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 16>::call(x, static_cast<T>( 8));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 32>::call(x, static_cast<T>(16));\n\t\t\tx = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 64>::call(x, static_cast<T>(32));\n\t\t\treturn vec<L, int, Q>(sizeof(T) * 8 - 1) - glm::bitCount(~x);\n\t\t}\n\t};\n\n#\tif GLM_HAS_BITSCAN_WINDOWS\n\t\ttemplate<typename genIUType>\n\t\tGLM_FUNC_QUALIFIER int compute_findMSB_32(genIUType Value)\n\t\t{\n\t\t\tunsigned long Result(0);\n\t\t\tunsigned char IsNotNull = _BitScanReverse(&Result, *reinterpret_cast<unsigned long*>(&Value));\n\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t}\n\n\t\ttemplate<length_t L, typename T, qualifier Q>\n\t\tstruct compute_findMSB_vec<L, T, Q, 32>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& x)\n\t\t\t{\n\t\t\t\treturn detail::functor1<vec, L, int, T, Q>::call(compute_findMSB_32, x);\n\t\t\t}\n\t\t};\n\n#\t\tif !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))\n\t\ttemplate<typename genIUType>\n\t\tGLM_FUNC_QUALIFIER int compute_findMSB_64(genIUType Value)\n\t\t{\n\t\t\tunsigned long Result(0);\n\t\t\tunsigned char IsNotNull = _BitScanReverse64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));\n\t\t\treturn IsNotNull ? int(Result) : -1;\n\t\t}\n\n\t\ttemplate<length_t L, typename T, qualifier Q>\n\t\tstruct compute_findMSB_vec<L, T, Q, 64>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& x)\n\t\t\t{\n\t\t\t\treturn detail::functor1<vec, L, int, T, Q>::call(compute_findMSB_64, x);\n\t\t\t}\n\t\t};\n#\t\tendif\n#\tendif//GLM_HAS_BITSCAN_WINDOWS\n}//namespace detail\n\n\t// uaddCarry\n\tGLM_FUNC_QUALIFIER uint uaddCarry(uint const& x, uint const& y, uint & Carry)\n\t{\n\t\tdetail::uint64 const Value64(static_cast<detail::uint64>(x) + static_cast<detail::uint64>(y));\n\t\tdetail::uint64 const Max32((static_cast<detail::uint64>(1) << static_cast<detail::uint64>(32)) - static_cast<detail::uint64>(1));\n\t\tCarry = Value64 > Max32 ? 1u : 0u;\n\t\treturn static_cast<uint>(Value64 % (Max32 + static_cast<detail::uint64>(1)));\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> uaddCarry(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& Carry)\n\t{\n\t\tvec<L, detail::uint64, Q> Value64(vec<L, detail::uint64, Q>(x) + vec<L, detail::uint64, Q>(y));\n\t\tvec<L, detail::uint64, Q> Max32((static_cast<detail::uint64>(1) << static_cast<detail::uint64>(32)) - static_cast<detail::uint64>(1));\n\t\tCarry = mix(vec<L, uint, Q>(0), vec<L, uint, Q>(1), greaterThan(Value64, Max32));\n\t\treturn vec<L, uint, Q>(Value64 % (Max32 + static_cast<detail::uint64>(1)));\n\t}\n\n\t// usubBorrow\n\tGLM_FUNC_QUALIFIER uint usubBorrow(uint const& x, uint const& y, uint & Borrow)\n\t{\n\t\tBorrow = x >= y ? static_cast<uint>(0) : static_cast<uint>(1);\n\t\tif(y >= x)\n\t\t\treturn y - x;\n\t\telse\n\t\t\treturn static_cast<uint>((static_cast<detail::int64>(1) << static_cast<detail::int64>(32)) + (static_cast<detail::int64>(y) - static_cast<detail::int64>(x)));\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> usubBorrow(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& Borrow)\n\t{\n\t\tBorrow = mix(vec<L, uint, Q>(1), vec<L, uint, Q>(0), greaterThanEqual(x, y));\n\t\tvec<L, uint, Q> const YgeX(y - x);\n\t\tvec<L, uint, Q> const XgeY(vec<L, uint, Q>((static_cast<detail::int64>(1) << static_cast<detail::int64>(32)) + (vec<L, detail::int64, Q>(y) - vec<L, detail::int64, Q>(x))));\n\t\treturn mix(XgeY, YgeX, greaterThanEqual(y, x));\n\t}\n\n\t// umulExtended\n\tGLM_FUNC_QUALIFIER void umulExtended(uint const& x, uint const& y, uint & msb, uint & lsb)\n\t{\n\t\tdetail::uint64 Value64 = static_cast<detail::uint64>(x) * static_cast<detail::uint64>(y);\n\t\tmsb = static_cast<uint>(Value64 >> static_cast<detail::uint64>(32));\n\t\tlsb = static_cast<uint>(Value64);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER void umulExtended(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& msb, vec<L, uint, Q>& lsb)\n\t{\n\t\tvec<L, detail::uint64, Q> Value64(vec<L, detail::uint64, Q>(x) * vec<L, detail::uint64, Q>(y));\n\t\tmsb = vec<L, uint, Q>(Value64 >> static_cast<detail::uint64>(32));\n\t\tlsb = vec<L, uint, Q>(Value64);\n\t}\n\n\t// imulExtended\n\tGLM_FUNC_QUALIFIER void imulExtended(int x, int y, int& msb, int& lsb)\n\t{\n\t\tdetail::int64 Value64 = static_cast<detail::int64>(x) * static_cast<detail::int64>(y);\n\t\tmsb = static_cast<int>(Value64 >> static_cast<detail::int64>(32));\n\t\tlsb = static_cast<int>(Value64);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER void imulExtended(vec<L, int, Q> const& x, vec<L, int, Q> const& y, vec<L, int, Q>& msb, vec<L, int, Q>& lsb)\n\t{\n\t\tvec<L, detail::int64, Q> Value64(vec<L, detail::int64, Q>(x) * vec<L, detail::int64, Q>(y));\n\t\tlsb = vec<L, int, Q>(Value64 & static_cast<detail::int64>(0xFFFFFFFF));\n\t\tmsb = vec<L, int, Q>((Value64 >> static_cast<detail::int64>(32)) & static_cast<detail::int64>(0xFFFFFFFF));\n\t}\n\n\t// bitfieldExtract\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldExtract(genIUType Value, int Offset, int Bits)\n\t{\n\t\treturn bitfieldExtract(vec<1, genIUType>(Value), Offset, Bits).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldExtract(vec<L, T, Q> const& Value, int Offset, int Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldExtract' only accept integer inputs\");\n\n\t\treturn (Value >> static_cast<T>(Offset)) & static_cast<T>(detail::mask(Bits));\n\t}\n\n\t// bitfieldInsert\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldInsert(genIUType const& Base, genIUType const& Insert, int Offset, int Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'bitfieldInsert' only accept integer values\");\n\n\t\treturn bitfieldInsert(vec<1, genIUType>(Base), vec<1, genIUType>(Insert), Offset, Bits).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldInsert(vec<L, T, Q> const& Base, vec<L, T, Q> const& Insert, int Offset, int Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldInsert' only accept integer values\");\n\n\t\tT const Mask = static_cast<T>(detail::mask(Bits) << Offset);\n\t\treturn (Base & ~Mask) | ((Insert << static_cast<T>(Offset)) & Mask);\n\t}\n\n\t// bitfieldReverse\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldReverse(genIUType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'bitfieldReverse' only accept integer values\");\n\n\t\treturn bitfieldReverse(glm::vec<1, genIUType, glm::defaultp>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldReverse(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldReverse' only accept integer values\");\n\n\t\tvec<L, T, Q> x(v);\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  2>::call(x, static_cast<T>(0x5555555555555555ull), static_cast<T>( 1));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  4>::call(x, static_cast<T>(0x3333333333333333ull), static_cast<T>( 2));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  8>::call(x, static_cast<T>(0x0F0F0F0F0F0F0F0Full), static_cast<T>( 4));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 16>::call(x, static_cast<T>(0x00FF00FF00FF00FFull), static_cast<T>( 8));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 32>::call(x, static_cast<T>(0x0000FFFF0000FFFFull), static_cast<T>(16));\n\t\tx = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 64>::call(x, static_cast<T>(0x00000000FFFFFFFFull), static_cast<T>(32));\n\t\treturn x;\n\t}\n\n\t// bitCount\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int bitCount(genIUType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'bitCount' only accept integer values\");\n\n\t\treturn bitCount(glm::vec<1, genIUType, glm::defaultp>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> bitCount(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitCount' only accept integer values\");\n\n#\t\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\tpragma warning(push)\n#\t\t\tpragma warning(disable : 4310) //cast truncates constant value\n#\t\tendif\n\n\t\tvec<L, typename detail::make_unsigned<T>::type, Q> x(*reinterpret_cast<vec<L, typename detail::make_unsigned<T>::type, Q> const *>(&v));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  2>::call(x, typename detail::make_unsigned<T>::type(0x5555555555555555ull), typename detail::make_unsigned<T>::type( 1));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  4>::call(x, typename detail::make_unsigned<T>::type(0x3333333333333333ull), typename detail::make_unsigned<T>::type( 2));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  8>::call(x, typename detail::make_unsigned<T>::type(0x0F0F0F0F0F0F0F0Full), typename detail::make_unsigned<T>::type( 4));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 16>::call(x, typename detail::make_unsigned<T>::type(0x00FF00FF00FF00FFull), typename detail::make_unsigned<T>::type( 8));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 32>::call(x, typename detail::make_unsigned<T>::type(0x0000FFFF0000FFFFull), typename detail::make_unsigned<T>::type(16));\n\t\tx = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 64>::call(x, typename detail::make_unsigned<T>::type(0x00000000FFFFFFFFull), typename detail::make_unsigned<T>::type(32));\n\t\treturn vec<L, int, Q>(x);\n\n#\t\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\tpragma warning(pop)\n#\t\tendif\n\t}\n\n\t// findLSB\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int findLSB(genIUType Value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'findLSB' only accept integer values\");\n\n\t\treturn detail::compute_findLSB<genIUType, sizeof(genIUType) * 8>::call(Value);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> findLSB(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'findLSB' only accept integer values\");\n\n\t\treturn detail::functor1<vec, L, int, T, Q>::call(findLSB, x);\n\t}\n\n\t// findMSB\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int findMSB(genIUType v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'findMSB' only accept integer values\");\n\n\t\treturn findMSB(vec<1, genIUType>(v)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> findMSB(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'findMSB' only accept integer values\");\n\n\t\treturn detail::compute_findMSB_vec<L, T, Q, sizeof(T) * 8>::call(v);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_integer_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_integer_simd.inl",
    "content": "#include \"../simd/integer.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_bitfieldReverseStep<4, uint, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift)\n\t\t{\n\t\t\t__m128i const set0 = v.data;\n\n\t\t\t__m128i const set1 = _mm_set1_epi32(static_cast<int>(Mask));\n\t\t\t__m128i const and1 = _mm_and_si128(set0, set1);\n\t\t\t__m128i const sft1 = _mm_slli_epi32(and1, Shift);\n\n\t\t\t__m128i const set2 = _mm_andnot_si128(set0, _mm_set1_epi32(-1));\n\t\t\t__m128i const and2 = _mm_and_si128(set0, set2);\n\t\t\t__m128i const sft2 = _mm_srai_epi32(and2, Shift);\n\n\t\t\t__m128i const or0 = _mm_or_si128(sft1, sft2);\n\n\t\t\treturn or0;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_bitfieldBitCountStep<4, uint, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift)\n\t\t{\n\t\t\t__m128i const set0 = v.data;\n\n\t\t\t__m128i const set1 = _mm_set1_epi32(static_cast<int>(Mask));\n\t\t\t__m128i const and0 = _mm_and_si128(set0, set1);\n\t\t\t__m128i const sft0 = _mm_slli_epi32(set0, Shift);\n\t\t\t__m128i const and1 = _mm_and_si128(sft0, set1);\n\t\t\t__m128i const add0 = _mm_add_epi32(and0, and1);\n\n\t\t\treturn add0;\n\t\t}\n\t};\n}//namespace detail\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER int bitCount(uint x)\n\t{\n\t\treturn _mm_popcnt_u32(x);\n\t}\n\n#\tif(GLM_MODEL == GLM_MODEL_64)\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER int bitCount(detail::uint64 x)\n\t{\n\t\treturn static_cast<int>(_mm_popcnt_u64(x));\n\t}\n#\tendif//GLM_MODEL\n#\tendif//GLM_ARCH\n\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_matrix.inl",
    "content": "#include \"../geometric.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_matrixCompMult\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<C, R, T, Q> call(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)\n\t\t{\n\t\t\tmat<C, R, T, Q> Result;\n\t\t\tfor(length_t i = 0; i < Result.length(); ++i)\n\t\t\t\tResult[i] = x[i] * y[i];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<2, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m)\n\t\t{\n\t\t\tmat<2, 2, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<2, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 2, T, Q> call(mat<2, 3, T, Q> const& m)\n\t\t{\n\t\t\tmat<3,2, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<2, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 2, T, Q> call(mat<2, 4, T, Q> const& m)\n\t\t{\n\t\t\tmat<4, 2, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[3][0] = m[0][3];\n\t\t\tResult[3][1] = m[1][3];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<3, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 3, T, Q> call(mat<3, 2, T, Q> const& m)\n\t\t{\n\t\t\tmat<2, 3, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<3, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)\n\t\t{\n\t\t\tmat<3, 3, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<3, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 3, T, Q> call(mat<3, 4, T, Q> const& m)\n\t\t{\n\t\t\tmat<4, 3, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\tResult[3][0] = m[0][3];\n\t\t\tResult[3][1] = m[1][3];\n\t\t\tResult[3][2] = m[2][3];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<4, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 4, T, Q> call(mat<4, 2, T, Q> const& m)\n\t\t{\n\t\t\tmat<2, 4, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[0][3] = m[3][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[1][3] = m[3][1];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<4, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 4, T, Q> call(mat<4, 3, T, Q> const& m)\n\t\t{\n\t\t\tmat<3, 4, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[0][3] = m[3][0];\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[1][3] = m[3][1];\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\tResult[2][3] = m[3][2];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_transpose<4, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m)\n\t\t{\n\t\t\tmat<4, 4, T, Q> Result;\n\t\t\tResult[0][0] = m[0][0];\n\t\t\tResult[0][1] = m[1][0];\n\t\t\tResult[0][2] = m[2][0];\n\t\t\tResult[0][3] = m[3][0];\n\n\t\t\tResult[1][0] = m[0][1];\n\t\t\tResult[1][1] = m[1][1];\n\t\t\tResult[1][2] = m[2][1];\n\t\t\tResult[1][3] = m[3][1];\n\n\t\t\tResult[2][0] = m[0][2];\n\t\t\tResult[2][1] = m[1][2];\n\t\t\tResult[2][2] = m[2][2];\n\t\t\tResult[2][3] = m[3][2];\n\n\t\t\tResult[3][0] = m[0][3];\n\t\t\tResult[3][1] = m[1][3];\n\t\t\tResult[3][2] = m[2][3];\n\t\t\tResult[3][3] = m[3][3];\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant<2, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(mat<2, 2, T, Q> const& m)\n\t\t{\n\t\t\treturn m[0][0] * m[1][1] - m[1][0] * m[0][1];\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant<3, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(mat<3, 3, T, Q> const& m)\n\t\t{\n\t\t\treturn\n\t\t\t\t+ m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])\n\t\t\t\t- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])\n\t\t\t\t+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_determinant<4, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(mat<4, 4, T, Q> const& m)\n\t\t{\n\t\t\tT SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\tT SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\tT SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\tT SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\tT SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\tT SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\n\t\t\tvec<4, T, Q> DetCof(\n\t\t\t\t+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),\n\t\t\t\t- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),\n\t\t\t\t+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),\n\t\t\t\t- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));\n\n\t\t\treturn\n\t\t\t\tm[0][0] * DetCof[0] + m[0][1] * DetCof[1] +\n\t\t\t\tm[0][2] * DetCof[2] + m[0][3] * DetCof[3];\n\t\t}\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse{};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse<2, 2, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m)\n\t\t{\n\t\t\tT OneOverDeterminant = static_cast<T>(1) / (\n\t\t\t\t+ m[0][0] * m[1][1]\n\t\t\t\t- m[1][0] * m[0][1]);\n\n\t\t\tmat<2, 2, T, Q> Inverse(\n\t\t\t\t+ m[1][1] * OneOverDeterminant,\n\t\t\t\t- m[0][1] * OneOverDeterminant,\n\t\t\t\t- m[1][0] * OneOverDeterminant,\n\t\t\t\t+ m[0][0] * OneOverDeterminant);\n\n\t\t\treturn Inverse;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse<3, 3, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)\n\t\t{\n\t\t\tT OneOverDeterminant = static_cast<T>(1) / (\n\t\t\t\t+ m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])\n\t\t\t\t- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])\n\t\t\t\t+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]));\n\n\t\t\tmat<3, 3, T, Q> Inverse;\n\t\t\tInverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDeterminant;\n\t\t\tInverse[1][0] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDeterminant;\n\t\t\tInverse[2][0] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDeterminant;\n\t\t\tInverse[0][1] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[2][1] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDeterminant;\n\t\t\tInverse[0][2] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[1][2] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDeterminant;\n\t\t\tInverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDeterminant;\n\n\t\t\treturn Inverse;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_inverse<4, 4, T, Q, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m)\n\t\t{\n\t\t\tT Coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\tT Coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t\tT Coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t\tT Coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\tT Coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t\tT Coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t\tT Coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\tT Coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t\tT Coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t\tT Coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\tT Coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t\tT Coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t\tT Coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\tT Coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t\tT Coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t\tT Coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t\tT Coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t\tT Coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t\tvec<4, T, Q> Fac0(Coef00, Coef00, Coef02, Coef03);\n\t\t\tvec<4, T, Q> Fac1(Coef04, Coef04, Coef06, Coef07);\n\t\t\tvec<4, T, Q> Fac2(Coef08, Coef08, Coef10, Coef11);\n\t\t\tvec<4, T, Q> Fac3(Coef12, Coef12, Coef14, Coef15);\n\t\t\tvec<4, T, Q> Fac4(Coef16, Coef16, Coef18, Coef19);\n\t\t\tvec<4, T, Q> Fac5(Coef20, Coef20, Coef22, Coef23);\n\n\t\t\tvec<4, T, Q> Vec0(m[1][0], m[0][0], m[0][0], m[0][0]);\n\t\t\tvec<4, T, Q> Vec1(m[1][1], m[0][1], m[0][1], m[0][1]);\n\t\t\tvec<4, T, Q> Vec2(m[1][2], m[0][2], m[0][2], m[0][2]);\n\t\t\tvec<4, T, Q> Vec3(m[1][3], m[0][3], m[0][3], m[0][3]);\n\n\t\t\tvec<4, T, Q> Inv0(Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2);\n\t\t\tvec<4, T, Q> Inv1(Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4);\n\t\t\tvec<4, T, Q> Inv2(Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5);\n\t\t\tvec<4, T, Q> Inv3(Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5);\n\n\t\t\tvec<4, T, Q> SignA(+1, -1, +1, -1);\n\t\t\tvec<4, T, Q> SignB(-1, +1, -1, +1);\n\t\t\tmat<4, 4, T, Q> Inverse(Inv0 * SignA, Inv1 * SignB, Inv2 * SignA, Inv3 * SignB);\n\n\t\t\tvec<4, T, Q> Row0(Inverse[0][0], Inverse[1][0], Inverse[2][0], Inverse[3][0]);\n\n\t\t\tvec<4, T, Q> Dot0(m[0] * Row0);\n\t\t\tT Dot1 = (Dot0.x + Dot0.y) + (Dot0.z + Dot0.w);\n\n\t\t\tT OneOverDeterminant = static_cast<T>(1) / Dot1;\n\n\t\t\treturn Inverse * OneOverDeterminant;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> matrixCompMult(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'matrixCompMult' only accept floating-point inputs\");\n\t\treturn detail::compute_matrixCompMult<C, R, T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\ttemplate<length_t DA, length_t DB, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename detail::outerProduct_trait<DA, DB, T, Q>::type outerProduct(vec<DA, T, Q> const& c, vec<DB, T, Q> const& r)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'outerProduct' only accept floating-point inputs\");\n\n\t\ttypename detail::outerProduct_trait<DA, DB, T, Q>::type m;\n\t\tfor(length_t i = 0; i < m.length(); ++i)\n\t\t\tm[i] = c * r[i];\n\t\treturn m;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<C, R, T, Q>::transpose_type transpose(mat<C, R, T, Q> const& m)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'transpose' only accept floating-point inputs\");\n\t\treturn detail::compute_transpose<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T determinant(mat<C, R, T, Q> const& m)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'determinant' only accept floating-point inputs\");\n\t\treturn detail::compute_determinant<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> inverse(mat<C, R, T, Q> const& m)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"'inverse' only accept floating-point inputs\");\n\t\treturn detail::compute_inverse<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_matrix_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_matrix_simd.inl",
    "content": "#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#include \"type_mat4x4.hpp\"\n#include \"../geometric.hpp\"\n#include \"../simd/matrix.h\"\n#include <cstring>\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\ttemplate<qualifier Q>\n\tstruct compute_matrixCompMult<4, 4, float, Q, true>\n\t{\n\t\tGLM_STATIC_ASSERT(detail::is_aligned<Q>::value, \"Specialization requires aligned\");\n\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& x, mat<4, 4, float, Q> const& y)\n\t\t{\n\t\t\tmat<4, 4, float, Q> Result;\n\t\t\tglm_mat4_matrixCompMult(\n\t\t\t\t*static_cast<glm_vec4 const (*)[4]>(&x[0].data),\n\t\t\t\t*static_cast<glm_vec4 const (*)[4]>(&y[0].data),\n\t\t\t\t*static_cast<glm_vec4(*)[4]>(&Result[0].data));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_transpose<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\tmat<4, 4, float, Q> Result;\n\t\t\tglm_mat4_transpose(&m[0].data, &Result[0].data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_determinant<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static float call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_mat4_determinant(&m[0].data));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_inverse<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\tmat<4, 4, float, Q> Result;\n\t\t\tglm_mat4_inverse(&m[0].data, &Result[0].data);\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER mat<4, 4, float, aligned_lowp> outerProduct<4, 4, float, aligned_lowp>(vec<4, float, aligned_lowp> const& c, vec<4, float, aligned_lowp> const& r)\n\t{\n\t\t__m128 NativeResult[4];\n\t\tglm_mat4_outerProduct(c.data, r.data, NativeResult);\n\t\tmat<4, 4, float, aligned_lowp> Result;\n\t\tstd::memcpy(&Result[0], &NativeResult[0], sizeof(Result));\n\t\treturn Result;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER mat<4, 4, float, aligned_mediump> outerProduct<4, 4, float, aligned_mediump>(vec<4, float, aligned_mediump> const& c, vec<4, float, aligned_mediump> const& r)\n\t{\n\t\t__m128 NativeResult[4];\n\t\tglm_mat4_outerProduct(c.data, r.data, NativeResult);\n\t\tmat<4, 4, float, aligned_mediump> Result;\n\t\tstd::memcpy(&Result[0], &NativeResult[0], sizeof(Result));\n\t\treturn Result;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER mat<4, 4, float, aligned_highp> outerProduct<4, 4, float, aligned_highp>(vec<4, float, aligned_highp> const& c, vec<4, float, aligned_highp> const& r)\n\t{\n\t\t__m128 NativeResult[4];\n\t\tglm_mat4_outerProduct(c.data, r.data, NativeResult);\n\t\tmat<4, 4, float, aligned_highp> Result;\n\t\tstd::memcpy(&Result[0], &NativeResult[0], sizeof(Result));\n\t\treturn Result;\n\t}\n#\tendif\n}//namespace glm\n\n#elif GLM_ARCH & GLM_ARCH_NEON_BIT\n\nnamespace glm {\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n\ttemplate <qualifier Q>\n\tGLM_FUNC_QUALIFIER\n\ttypename std::enable_if<detail::is_aligned<Q>::value, mat<4, 4, float, Q>>::type\n\toperator*(mat<4, 4, float, Q> const & m1, mat<4, 4, float, Q> const & m2)\n\t{\n\t\tauto MulRow = [&](int l) {\n\t\t\tfloat32x4_t const SrcA = m2[l].data;\n\n\t\t\tfloat32x4_t r = neon::mul_lane(m1[0].data, SrcA, 0);\n\t\t\tr = neon::madd_lane(r, m1[1].data, SrcA, 1);\n\t\t\tr = neon::madd_lane(r, m1[2].data, SrcA, 2);\n\t\t\tr = neon::madd_lane(r, m1[3].data, SrcA, 3);\n\n\t\t\treturn r;\n\t\t};\n\n\t\tmat<4, 4, float, aligned_highp> Result;\n\t\tResult[0].data = MulRow(0);\n\t\tResult[1].data = MulRow(1);\n\t\tResult[2].data = MulRow(2);\n\t\tResult[3].data = MulRow(3);\n\n\t\treturn Result;\n\t}\n#endif // CXX11\n\n\ttemplate<qualifier Q>\n\tstruct detail::compute_inverse<4, 4, float, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)\n\t\t{\n\t\t\tfloat32x4_t const& m0 = m[0].data;\n\t\t\tfloat32x4_t const& m1 = m[1].data;\n\t\t\tfloat32x4_t const& m2 = m[2].data;\n\t\t\tfloat32x4_t const& m3 = m[3].data;\n\n\t\t\t// m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\t// m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t\t// m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t\t// m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t\tfloat32x4_t Fac0;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));\n\t\t\t\tFac0 = w0 * w1 -  w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\t// m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t\t// m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t\t// m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t\tfloat32x4_t Fac1;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));\n\t\t\t\tFac1 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\t// m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t\t// m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t\t// m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t\tfloat32x4_t Fac2;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));\n\t\t\t\tFac2 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\t// m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t\t// m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t\t// m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t\tfloat32x4_t Fac3;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));\n\t\t\t\tFac3 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\t// m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t\t// m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t\t// m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t\tfloat32x4_t Fac4;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));\n\t\t\t\tFac4 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\t// m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t\t// m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t\t// m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t\t// m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t\tfloat32x4_t Fac5;\n\t\t\t{\n\t\t\t\tfloat32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));\n\t\t\t\tfloat32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);\n\t\t\t\tfloat32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);\n\t\t\t\tfloat32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));\n\t\t\t\tFac5 = w0 * w1 - w2 * w3;\n\t\t\t}\n\n\t\t\tfloat32x4_t Vec0 = neon::copy_lane(neon::dupq_lane(m0, 0), 0, m1, 0); // (m[1][0], m[0][0], m[0][0], m[0][0]);\n\t\t\tfloat32x4_t Vec1 = neon::copy_lane(neon::dupq_lane(m0, 1), 0, m1, 1); // (m[1][1], m[0][1], m[0][1], m[0][1]);\n\t\t\tfloat32x4_t Vec2 = neon::copy_lane(neon::dupq_lane(m0, 2), 0, m1, 2); // (m[1][2], m[0][2], m[0][2], m[0][2]);\n\t\t\tfloat32x4_t Vec3 = neon::copy_lane(neon::dupq_lane(m0, 3), 0, m1, 3); // (m[1][3], m[0][3], m[0][3], m[0][3]);\n\n\t\t\tfloat32x4_t Inv0 = Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2;\n\t\t\tfloat32x4_t Inv1 = Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4;\n\t\t\tfloat32x4_t Inv2 = Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5;\n\t\t\tfloat32x4_t Inv3 = Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5;\n\n\t\t\tfloat32x4_t r0 = float32x4_t{-1, +1, -1, +1} * Inv0;\n\t\t\tfloat32x4_t r1 = float32x4_t{+1, -1, +1, -1} * Inv1;\n\t\t\tfloat32x4_t r2 = float32x4_t{-1, +1, -1, +1} * Inv2;\n\t\t\tfloat32x4_t r3 = float32x4_t{+1, -1, +1, -1} * Inv3;\n\n\t\t\tfloat32x4_t det = neon::mul_lane(r0, m0, 0);\n\t\t\tdet = neon::madd_lane(det, r1, m0, 1);\n\t\t\tdet = neon::madd_lane(det, r2, m0, 2);\n\t\t\tdet = neon::madd_lane(det, r3, m0, 3);\n\n\t\t\tfloat32x4_t rdet = vdupq_n_f32(1 / vgetq_lane_f32(det, 0));\n\n\t\t\tmat<4, 4, float, Q> r;\n\t\t\tr[0].data = vmulq_f32(r0, rdet);\n\t\t\tr[1].data = vmulq_f32(r1, rdet);\n\t\t\tr[2].data = vmulq_f32(r2, rdet);\n\t\t\tr[3].data = vmulq_f32(r3, rdet);\n\t\t\treturn r;\n\t\t}\n\t};\n}//namespace glm\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_packing.inl",
    "content": "/// @ref core\n/// @file glm/detail/func_packing.inl\n\n#include \"../common.hpp\"\n#include \"type_half.hpp\"\n\nnamespace glm\n{\n\tGLM_FUNC_QUALIFIER uint packUnorm2x16(vec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tunsigned short in[2];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tvec<2, unsigned short, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 65535.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackUnorm2x16(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tunsigned short out[2];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn vec2(u.out[0], u.out[1]) * 1.5259021896696421759365224689097e-5f;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packSnorm2x16(vec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tsigned short in[2];\n\t\t\tuint out;\n\t\t} u;\n \n\t\tvec<2, short, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 32767.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackSnorm2x16(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tsigned short out[2];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn clamp(vec2(u.out[0], u.out[1]) * 3.0518509475997192297128208258309e-5f, -1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packUnorm4x8(vec4 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tunsigned char in[4];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tvec<4, unsigned char, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 255.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\t\tu.in[2] = result[2];\n\t\tu.in[3] = result[3];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm4x8(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tunsigned char out[4];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0039215686274509803921568627451f;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packSnorm4x8(vec4 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tsigned char in[4];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tvec<4, signed char, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 127.0f));\n\n\t\tu.in[0] = result[0];\n\t\tu.in[1] = result[1];\n\t\tu.in[2] = result[2];\n\t\tu.in[3] = result[3];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::vec4 unpackSnorm4x8(uint p)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tsigned char out[4];\n\t\t} u;\n\n\t\tu.in = p;\n\n\t\treturn clamp(vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0078740157480315f, -1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER double packDouble2x32(uvec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint   in[2];\n\t\t\tdouble out;\n\t\t} u;\n\n\t\tu.in[0] = v[0];\n\t\tu.in[1] = v[1];\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER uvec2 unpackDouble2x32(double v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tdouble in;\n\t\t\tuint   out[2];\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn uvec2(u.out[0], u.out[1]);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const& v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tsigned short in[2];\n\t\t\tuint out;\n\t\t} u;\n\n\t\tu.in[0] = detail::toFloat16(v.x);\n\t\tu.in[1] = detail::toFloat16(v.y);\n\n\t\treturn u.out;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint v)\n\t{\n\t\tunion\n\t\t{\n\t\t\tuint in;\n\t\t\tsigned short out[2];\n\t\t} u;\n\n\t\tu.in = v;\n\n\t\treturn vec2(\n\t\t\tdetail::toFloat32(u.out[0]),\n\t\t\tdetail::toFloat32(u.out[1]));\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_packing_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_packing_simd.inl",
    "content": "namespace glm{\nnamespace detail\n{\n\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_trigonometric.inl",
    "content": "#include \"_vectorize.hpp\"\n#include <cmath>\n#include <limits>\n\nnamespace glm\n{\n\t// radians\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType radians(genType degrees)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'radians' only accept floating-point input\");\n\n\t\treturn degrees * static_cast<genType>(0.01745329251994329576923690768489);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> radians(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(radians, v);\n\t}\n\n\t// degrees\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType degrees(genType radians)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'degrees' only accept floating-point input\");\n\n\t\treturn radians * static_cast<genType>(57.295779513082320876798154814105);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> degrees(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(degrees, v);\n\t}\n\n\t// sin\n\tusing ::std::sin;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sin(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sin, v);\n\t}\n\n\t// cos\n\tusing std::cos;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cos(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cos, v);\n\t}\n\n\t// tan\n\tusing std::tan;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> tan(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(tan, v);\n\t}\n\n\t// asin\n\tusing std::asin;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asin(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asin, v);\n\t}\n\n\t// acos\n\tusing std::acos;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acos(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acos, v);\n\t}\n\n\t// atan\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType atan(genType y, genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'atan' only accept floating-point input\");\n\n\t\treturn ::std::atan2(y, x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> atan(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(::std::atan2, a, b);\n\t}\n\n\tusing std::atan;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> atan(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(atan, v);\n\t}\n\n\t// sinh\n\tusing std::sinh;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sinh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sinh, v);\n\t}\n\n\t// cosh\n\tusing std::cosh;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cosh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cosh, v);\n\t}\n\n\t// tanh\n\tusing std::tanh;\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> tanh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(tanh, v);\n\t}\n\n\t// asinh\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::asinh;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType asinh(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'asinh' only accept floating-point input\");\n\n\t\t\treturn (x < static_cast<genType>(0) ? static_cast<genType>(-1) : (x > static_cast<genType>(0) ? static_cast<genType>(1) : static_cast<genType>(0))) * log(std::abs(x) + sqrt(static_cast<genType>(1) + x * x));\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asinh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asinh, v);\n\t}\n\n\t// acosh\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::acosh;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType acosh(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acosh' only accept floating-point input\");\n\n\t\t\tif(x < static_cast<genType>(1))\n\t\t\t\treturn static_cast<genType>(0);\n\t\t\treturn log(x + sqrt(x * x - static_cast<genType>(1)));\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acosh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acosh, v);\n\t}\n\n\t// atanh\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::atanh;\n#\telse\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER genType atanh(genType x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'atanh' only accept floating-point input\");\n\n\t\t\tif(std::abs(x) >= static_cast<genType>(1))\n\t\t\t\treturn 0;\n\t\t\treturn static_cast<genType>(0.5) * log((static_cast<genType>(1) + x) / (static_cast<genType>(1) - x));\n\t\t}\n#\tendif\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> atanh(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(atanh, v);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_trigonometric_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_trigonometric_simd.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/glm/detail/func_vector_relational.inl",
    "content": "namespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> lessThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] < y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> lessThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] <= y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> greaterThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] > y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> greaterThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] >= y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] == y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = x[i] != y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool any(vec<L, bool, Q> const& v)\n\t{\n\t\tbool Result = false;\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult = Result || v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool all(vec<L, bool, Q> const& v)\n\t{\n\t\tbool Result = true;\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult = Result && v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> not_(vec<L, bool, Q> const& v)\n\t{\n\t\tvec<L, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t\tResult[i] = !v[i];\n\t\treturn Result;\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"func_vector_relational_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/func_vector_relational_simd.inl",
    "content": "namespace glm{\nnamespace detail\n{\n\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/glm.cpp",
    "content": "/// @ref core\n/// @file glm/glm.cpp\n\n#ifndef GLM_ENABLE_EXPERIMENTAL\n#define GLM_ENABLE_EXPERIMENTAL\n#endif\n#include <glm/gtx/dual_quaternion.hpp>\n#include <glm/gtc/vec1.hpp>\n#include <glm/gtc/quaternion.hpp>\n#include <glm/ext/scalar_int_sized.hpp>\n#include <glm/ext/scalar_uint_sized.hpp>\n#include <glm/glm.hpp>\n\nnamespace glm\n{\n// tvec1 type explicit instantiation\ntemplate struct vec<1, uint8, lowp>;\ntemplate struct vec<1, uint16, lowp>;\ntemplate struct vec<1, uint32, lowp>;\ntemplate struct vec<1, uint64, lowp>;\ntemplate struct vec<1, int8, lowp>;\ntemplate struct vec<1, int16, lowp>;\ntemplate struct vec<1, int32, lowp>;\ntemplate struct vec<1, int64, lowp>;\ntemplate struct vec<1, float32, lowp>;\ntemplate struct vec<1, float64, lowp>;\n\ntemplate struct vec<1, uint8, mediump>;\ntemplate struct vec<1, uint16, mediump>;\ntemplate struct vec<1, uint32, mediump>;\ntemplate struct vec<1, uint64, mediump>;\ntemplate struct vec<1, int8, mediump>;\ntemplate struct vec<1, int16, mediump>;\ntemplate struct vec<1, int32, mediump>;\ntemplate struct vec<1, int64, mediump>;\ntemplate struct vec<1, float32, mediump>;\ntemplate struct vec<1, float64, mediump>;\n\ntemplate struct vec<1, uint8, highp>;\ntemplate struct vec<1, uint16, highp>;\ntemplate struct vec<1, uint32, highp>;\ntemplate struct vec<1, uint64, highp>;\ntemplate struct vec<1, int8, highp>;\ntemplate struct vec<1, int16, highp>;\ntemplate struct vec<1, int32, highp>;\ntemplate struct vec<1, int64, highp>;\ntemplate struct vec<1, float32, highp>;\ntemplate struct vec<1, float64, highp>;\n\n// tvec2 type explicit instantiation\ntemplate struct vec<2, uint8, lowp>;\ntemplate struct vec<2, uint16, lowp>;\ntemplate struct vec<2, uint32, lowp>;\ntemplate struct vec<2, uint64, lowp>;\ntemplate struct vec<2, int8, lowp>;\ntemplate struct vec<2, int16, lowp>;\ntemplate struct vec<2, int32, lowp>;\ntemplate struct vec<2, int64, lowp>;\ntemplate struct vec<2, float32, lowp>;\ntemplate struct vec<2, float64, lowp>;\n\ntemplate struct vec<2, uint8, mediump>;\ntemplate struct vec<2, uint16, mediump>;\ntemplate struct vec<2, uint32, mediump>;\ntemplate struct vec<2, uint64, mediump>;\ntemplate struct vec<2, int8, mediump>;\ntemplate struct vec<2, int16, mediump>;\ntemplate struct vec<2, int32, mediump>;\ntemplate struct vec<2, int64, mediump>;\ntemplate struct vec<2, float32, mediump>;\ntemplate struct vec<2, float64, mediump>;\n\ntemplate struct vec<2, uint8, highp>;\ntemplate struct vec<2, uint16, highp>;\ntemplate struct vec<2, uint32, highp>;\ntemplate struct vec<2, uint64, highp>;\ntemplate struct vec<2, int8, highp>;\ntemplate struct vec<2, int16, highp>;\ntemplate struct vec<2, int32, highp>;\ntemplate struct vec<2, int64, highp>;\ntemplate struct vec<2, float32, highp>;\ntemplate struct vec<2, float64, highp>;\n\n// tvec3 type explicit instantiation\ntemplate struct vec<3, uint8, lowp>;\ntemplate struct vec<3, uint16, lowp>;\ntemplate struct vec<3, uint32, lowp>;\ntemplate struct vec<3, uint64, lowp>;\ntemplate struct vec<3, int8, lowp>;\ntemplate struct vec<3, int16, lowp>;\ntemplate struct vec<3, int32, lowp>;\ntemplate struct vec<3, int64, lowp>;\ntemplate struct vec<3, float32, lowp>;\ntemplate struct vec<3, float64, lowp>;\n\ntemplate struct vec<3, uint8, mediump>;\ntemplate struct vec<3, uint16, mediump>;\ntemplate struct vec<3, uint32, mediump>;\ntemplate struct vec<3, uint64, mediump>;\ntemplate struct vec<3, int8, mediump>;\ntemplate struct vec<3, int16, mediump>;\ntemplate struct vec<3, int32, mediump>;\ntemplate struct vec<3, int64, mediump>;\ntemplate struct vec<3, float32, mediump>;\ntemplate struct vec<3, float64, mediump>;\n\ntemplate struct vec<3, uint8, highp>;\ntemplate struct vec<3, uint16, highp>;\ntemplate struct vec<3, uint32, highp>;\ntemplate struct vec<3, uint64, highp>;\ntemplate struct vec<3, int8, highp>;\ntemplate struct vec<3, int16, highp>;\ntemplate struct vec<3, int32, highp>;\ntemplate struct vec<3, int64, highp>;\ntemplate struct vec<3, float32, highp>;\ntemplate struct vec<3, float64, highp>;\n\n// tvec4 type explicit instantiation\ntemplate struct vec<4, uint8, lowp>;\ntemplate struct vec<4, uint16, lowp>;\ntemplate struct vec<4, uint32, lowp>;\ntemplate struct vec<4, uint64, lowp>;\ntemplate struct vec<4, int8, lowp>;\ntemplate struct vec<4, int16, lowp>;\ntemplate struct vec<4, int32, lowp>;\ntemplate struct vec<4, int64, lowp>;\ntemplate struct vec<4, float32, lowp>;\ntemplate struct vec<4, float64, lowp>;\n\ntemplate struct vec<4, uint8, mediump>;\ntemplate struct vec<4, uint16, mediump>;\ntemplate struct vec<4, uint32, mediump>;\ntemplate struct vec<4, uint64, mediump>;\ntemplate struct vec<4, int8, mediump>;\ntemplate struct vec<4, int16, mediump>;\ntemplate struct vec<4, int32, mediump>;\ntemplate struct vec<4, int64, mediump>;\ntemplate struct vec<4, float32, mediump>;\ntemplate struct vec<4, float64, mediump>;\n\ntemplate struct vec<4, uint8, highp>;\ntemplate struct vec<4, uint16, highp>;\ntemplate struct vec<4, uint32, highp>;\ntemplate struct vec<4, uint64, highp>;\ntemplate struct vec<4, int8, highp>;\ntemplate struct vec<4, int16, highp>;\ntemplate struct vec<4, int32, highp>;\ntemplate struct vec<4, int64, highp>;\ntemplate struct vec<4, float32, highp>;\ntemplate struct vec<4, float64, highp>;\n\n// tmat2x2 type explicit instantiation\ntemplate struct mat<2, 2, float32, lowp>;\ntemplate struct mat<2, 2, float64, lowp>;\n\ntemplate struct mat<2, 2, float32, mediump>;\ntemplate struct mat<2, 2, float64, mediump>;\n\ntemplate struct mat<2, 2, float32, highp>;\ntemplate struct mat<2, 2, float64, highp>;\n\n// tmat2x3 type explicit instantiation\ntemplate struct mat<2, 3, float32, lowp>;\ntemplate struct mat<2, 3, float64, lowp>;\n\ntemplate struct mat<2, 3, float32, mediump>;\ntemplate struct mat<2, 3, float64, mediump>;\n\ntemplate struct mat<2, 3, float32, highp>;\ntemplate struct mat<2, 3, float64, highp>;\n\n// tmat2x4 type explicit instantiation\ntemplate struct mat<2, 4, float32, lowp>;\ntemplate struct mat<2, 4, float64, lowp>;\n\ntemplate struct mat<2, 4, float32, mediump>;\ntemplate struct mat<2, 4, float64, mediump>;\n\ntemplate struct mat<2, 4, float32, highp>;\ntemplate struct mat<2, 4, float64, highp>;\n\n// tmat3x2 type explicit instantiation\ntemplate struct mat<3, 2, float32, lowp>;\ntemplate struct mat<3, 2, float64, lowp>;\n\ntemplate struct mat<3, 2, float32, mediump>;\ntemplate struct mat<3, 2, float64, mediump>;\n\ntemplate struct mat<3, 2, float32, highp>;\ntemplate struct mat<3, 2, float64, highp>;\n\n// tmat3x3 type explicit instantiation\ntemplate struct mat<3, 3, float32, lowp>;\ntemplate struct mat<3, 3, float64, lowp>;\n\ntemplate struct mat<3, 3, float32, mediump>;\ntemplate struct mat<3, 3, float64, mediump>;\n\ntemplate struct mat<3, 3, float32, highp>;\ntemplate struct mat<3, 3, float64, highp>;\n\n// tmat3x4 type explicit instantiation\ntemplate struct mat<3, 4, float32, lowp>;\ntemplate struct mat<3, 4, float64, lowp>;\n\ntemplate struct mat<3, 4, float32, mediump>;\ntemplate struct mat<3, 4, float64, mediump>;\n\ntemplate struct mat<3, 4, float32, highp>;\ntemplate struct mat<3, 4, float64, highp>;\n\n// tmat4x2 type explicit instantiation\ntemplate struct mat<4, 2, float32, lowp>;\ntemplate struct mat<4, 2, float64, lowp>;\n\ntemplate struct mat<4, 2, float32, mediump>;\ntemplate struct mat<4, 2, float64, mediump>;\n\ntemplate struct mat<4, 2, float32, highp>;\ntemplate struct mat<4, 2, float64, highp>;\n\n// tmat4x3 type explicit instantiation\ntemplate struct mat<4, 3, float32, lowp>;\ntemplate struct mat<4, 3, float64, lowp>;\n\ntemplate struct mat<4, 3, float32, mediump>;\ntemplate struct mat<4, 3, float64, mediump>;\n\ntemplate struct mat<4, 3, float32, highp>;\ntemplate struct mat<4, 3, float64, highp>;\n\n// tmat4x4 type explicit instantiation\ntemplate struct mat<4, 4, float32, lowp>;\ntemplate struct mat<4, 4, float64, lowp>;\n\ntemplate struct mat<4, 4, float32, mediump>;\ntemplate struct mat<4, 4, float64, mediump>;\n\ntemplate struct mat<4, 4, float32, highp>;\ntemplate struct mat<4, 4, float64, highp>;\n\n// tquat type explicit instantiation\ntemplate struct qua<float32, lowp>;\ntemplate struct qua<float64, lowp>;\n\ntemplate struct qua<float32, mediump>;\ntemplate struct qua<float64, mediump>;\n\ntemplate struct qua<float32, highp>;\ntemplate struct qua<float64, highp>;\n\n//tdualquat type explicit instantiation\ntemplate struct tdualquat<float32, lowp>;\ntemplate struct tdualquat<float64, lowp>;\n\ntemplate struct tdualquat<float32, mediump>;\ntemplate struct tdualquat<float64, mediump>;\n\ntemplate struct tdualquat<float32, highp>;\ntemplate struct tdualquat<float64, highp>;\n\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/qualifier.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n\nnamespace glm\n{\n\t/// Qualify GLM types in term of alignment (packed, aligned) and precision in term of ULPs (lowp, mediump, highp)\n\tenum qualifier\n\t{\n\t\tpacked_highp, ///< Typed data is tightly packed in memory and operations are executed with high precision in term of ULPs\n\t\tpacked_mediump, ///< Typed data is tightly packed in memory  and operations are executed with medium precision in term of ULPs for higher performance\n\t\tpacked_lowp, ///< Typed data is tightly packed in memory  and operations are executed with low precision in term of ULPs to maximize performance\n\n#\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\t\t\taligned_highp, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs\n\t\t\taligned_mediump, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs for higher performance\n\t\t\taligned_lowp, // ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs to maximize performance\n\t\t\taligned = aligned_highp, ///< By default aligned qualifier is also high precision\n#\t\tendif\n\n\t\thighp = packed_highp, ///< By default highp qualifier is also packed\n\t\tmediump = packed_mediump, ///< By default mediump qualifier is also packed\n\t\tlowp = packed_lowp, ///< By default lowp qualifier is also packed\n\t\tpacked = packed_highp, ///< By default packed qualifier is also high precision\n\n#\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE && defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES)\n\t\t\tdefaultp = aligned_highp\n#\t\telse\n\t\t\tdefaultp = highp\n#\t\tendif\n\t};\n\n\ttypedef qualifier precision;\n\n\ttemplate<length_t L, typename T, qualifier Q = defaultp> struct vec;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q = defaultp> struct mat;\n\ttemplate<typename T, qualifier Q = defaultp> struct qua;\n\n#\tif GLM_HAS_TEMPLATE_ALIASES\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec1 = vec<1, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec2 = vec<2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec3 = vec<3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tvec4 = vec<4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat2x2 = mat<2, 2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat2x3 = mat<2, 3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat2x4 = mat<2, 4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat3x2 = mat<3, 2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat3x3 = mat<3, 3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat3x4 = mat<3, 4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat4x2 = mat<4, 2, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat4x3 = mat<4, 3, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tmat4x4 = mat<4, 4, T, Q>;\n\t\ttemplate <typename T, qualifier Q = defaultp> using tquat = qua<T, Q>;\n#\tendif\n\nnamespace detail\n{\n\ttemplate<glm::qualifier P>\n\tstruct is_aligned\n\t{\n\t\tstatic const bool value = false;\n\t};\n\n#\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n\t\ttemplate<>\n\t\tstruct is_aligned<glm::aligned_lowp>\n\t\t{\n\t\t\tstatic const bool value = true;\n\t\t};\n\n\t\ttemplate<>\n\t\tstruct is_aligned<glm::aligned_mediump>\n\t\t{\n\t\t\tstatic const bool value = true;\n\t\t};\n\n\t\ttemplate<>\n\t\tstruct is_aligned<glm::aligned_highp>\n\t\t{\n\t\t\tstatic const bool value = true;\n\t\t};\n#\tendif\n\n\ttemplate<length_t L, typename T, bool is_aligned>\n\tstruct storage\n\t{\n\t\ttypedef struct type {\n\t\t\tT data[L];\n\t\t} type;\n\t};\n\n#\tif GLM_HAS_ALIGNOF\n\t\ttemplate<length_t L, typename T>\n\t\tstruct storage<L, T, true>\n\t\t{\n\t\t\ttypedef struct alignas(L * sizeof(T)) type {\n\t\t\t\tT data[L];\n\t\t\t} type;\n\t\t};\n\n\t\ttemplate<typename T>\n\t\tstruct storage<3, T, true>\n\t\t{\n\t\t\ttypedef struct alignas(4 * sizeof(T)) type {\n\t\t\t\tT data[4];\n\t\t\t} type;\n\t\t};\n#\tendif\n\n#\tif GLM_ARCH & GLM_ARCH_SSE2_BIT\n\ttemplate<>\n\tstruct storage<4, float, true>\n\t{\n\t\ttypedef glm_f32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, int, true>\n\t{\n\t\ttypedef glm_i32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, unsigned int, true>\n\t{\n\t\ttypedef glm_u32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<2, double, true>\n\t{\n\t\ttypedef glm_f64vec2 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<2, detail::int64, true>\n\t{\n\t\ttypedef glm_i64vec2 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<2, detail::uint64, true>\n\t{\n\t\ttypedef glm_u64vec2 type;\n\t};\n#\tendif\n\n#\tif (GLM_ARCH & GLM_ARCH_AVX_BIT)\n\ttemplate<>\n\tstruct storage<4, double, true>\n\t{\n\t\ttypedef glm_f64vec4 type;\n\t};\n#\tendif\n\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT)\n\ttemplate<>\n\tstruct storage<4, detail::int64, true>\n\t{\n\t\ttypedef glm_i64vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, detail::uint64, true>\n\t{\n\t\ttypedef glm_u64vec4 type;\n\t};\n#\tendif\n\n#\tif GLM_ARCH & GLM_ARCH_NEON_BIT\n\ttemplate<>\n\tstruct storage<4, float, true>\n\t{\n\t\ttypedef glm_f32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, int, true>\n\t{\n\t\ttypedef glm_i32vec4 type;\n\t};\n\n\ttemplate<>\n\tstruct storage<4, unsigned int, true>\n\t{\n\t\ttypedef glm_u32vec4 type;\n\t};\n#\tendif\n\n\tenum genTypeEnum\n\t{\n\t\tGENTYPE_VEC,\n\t\tGENTYPE_MAT,\n\t\tGENTYPE_QUAT\n\t};\n\n\ttemplate <typename genType>\n\tstruct genTypeTrait\n\t{};\n\n\ttemplate <length_t C, length_t R, typename T>\n\tstruct genTypeTrait<mat<C, R, T> >\n\t{\n\t\tstatic const genTypeEnum GENTYPE = GENTYPE_MAT;\n\t};\n\n\ttemplate<typename genType, genTypeEnum type>\n\tstruct init_gentype\n\t{\n\t};\n\n\ttemplate<typename genType>\n\tstruct init_gentype<genType, GENTYPE_QUAT>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity()\n\t\t{\n\t\t\treturn genType(1, 0, 0, 0);\n\t\t}\n\t};\n\n\ttemplate<typename genType>\n\tstruct init_gentype<genType, GENTYPE_MAT>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity()\n\t\t{\n\t\t\treturn genType(1);\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/setup.hpp",
    "content": "#ifndef GLM_SETUP_INCLUDED\n\n#include <cassert>\n#include <cstddef>\n\n#define GLM_VERSION_MAJOR\t\t\t0\n#define GLM_VERSION_MINOR\t\t\t9\n#define GLM_VERSION_PATCH\t\t\t9\n#define GLM_VERSION_REVISION\t\t8\n#define GLM_VERSION\t\t\t\t\t998\n#define GLM_VERSION_MESSAGE\t\t\t\"GLM: version 0.9.9.8\"\n\n#define GLM_SETUP_INCLUDED\t\t\tGLM_VERSION\n\n///////////////////////////////////////////////////////////////////////////////////\n// Active states\n\n#define GLM_DISABLE\t\t0\n#define GLM_ENABLE\t\t1\n\n///////////////////////////////////////////////////////////////////////////////////\n// Messages\n\n#if defined(GLM_FORCE_MESSAGES)\n#\tdefine GLM_MESSAGES GLM_ENABLE\n#else\n#\tdefine GLM_MESSAGES GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Detect the platform\n\n#include \"../simd/platform.h\"\n\n///////////////////////////////////////////////////////////////////////////////////\n// Build model\n\n#if defined(_M_ARM64) || defined(__LP64__) || defined(_M_X64) || defined(__ppc64__) || defined(__x86_64__)\n#\tdefine GLM_MODEL\tGLM_MODEL_64\n#elif defined(__i386__) || defined(__ppc__) || defined(__ILP32__) || defined(_M_ARM)\n#\tdefine GLM_MODEL\tGLM_MODEL_32\n#else\n#\tdefine GLM_MODEL\tGLM_MODEL_32\n#endif//\n\n#if !defined(GLM_MODEL) && GLM_COMPILER != 0\n#\terror \"GLM_MODEL undefined, your compiler may not be supported by GLM. Add #define GLM_MODEL 0 to ignore this message.\"\n#endif//GLM_MODEL\n\n///////////////////////////////////////////////////////////////////////////////////\n// C++ Version\n\n// User defines: GLM_FORCE_CXX98, GLM_FORCE_CXX03, GLM_FORCE_CXX11, GLM_FORCE_CXX14, GLM_FORCE_CXX17, GLM_FORCE_CXX2A\n\n#define GLM_LANG_CXX98_FLAG\t\t\t(1 << 1)\n#define GLM_LANG_CXX03_FLAG\t\t\t(1 << 2)\n#define GLM_LANG_CXX0X_FLAG\t\t\t(1 << 3)\n#define GLM_LANG_CXX11_FLAG\t\t\t(1 << 4)\n#define GLM_LANG_CXX14_FLAG\t\t\t(1 << 5)\n#define GLM_LANG_CXX17_FLAG\t\t\t(1 << 6)\n#define GLM_LANG_CXX2A_FLAG\t\t\t(1 << 7)\n#define GLM_LANG_CXXMS_FLAG\t\t\t(1 << 8)\n#define GLM_LANG_CXXGNU_FLAG\t\t(1 << 9)\n\n#define GLM_LANG_CXX98\t\t\tGLM_LANG_CXX98_FLAG\n#define GLM_LANG_CXX03\t\t\t(GLM_LANG_CXX98 | GLM_LANG_CXX03_FLAG)\n#define GLM_LANG_CXX0X\t\t\t(GLM_LANG_CXX03 | GLM_LANG_CXX0X_FLAG)\n#define GLM_LANG_CXX11\t\t\t(GLM_LANG_CXX0X | GLM_LANG_CXX11_FLAG)\n#define GLM_LANG_CXX14\t\t\t(GLM_LANG_CXX11 | GLM_LANG_CXX14_FLAG)\n#define GLM_LANG_CXX17\t\t\t(GLM_LANG_CXX14 | GLM_LANG_CXX17_FLAG)\n#define GLM_LANG_CXX2A\t\t\t(GLM_LANG_CXX17 | GLM_LANG_CXX2A_FLAG)\n#define GLM_LANG_CXXMS\t\t\tGLM_LANG_CXXMS_FLAG\n#define GLM_LANG_CXXGNU\t\t\tGLM_LANG_CXXGNU_FLAG\n\n#if (defined(_MSC_EXTENSIONS))\n#\tdefine GLM_LANG_EXT GLM_LANG_CXXMS_FLAG\n#elif ((GLM_COMPILER & (GLM_COMPILER_CLANG | GLM_COMPILER_GCC)) && (GLM_ARCH & GLM_ARCH_SIMD_BIT))\n#\tdefine GLM_LANG_EXT GLM_LANG_CXXMS_FLAG\n#else\n#\tdefine GLM_LANG_EXT 0\n#endif\n\n#if (defined(GLM_FORCE_CXX_UNKNOWN))\n#\tdefine GLM_LANG 0\n#elif defined(GLM_FORCE_CXX2A)\n#\tdefine GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX17)\n#\tdefine GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX14)\n#\tdefine GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX11)\n#\tdefine GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT)\n#\tdefine GLM_LANG_STL11_FORCED\n#elif defined(GLM_FORCE_CXX03)\n#\tdefine GLM_LANG (GLM_LANG_CXX03 | GLM_LANG_EXT)\n#elif defined(GLM_FORCE_CXX98)\n#\tdefine GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT)\n#else\n#\tif GLM_COMPILER & GLM_COMPILER_VC && defined(_MSVC_LANG)\n#\t\tif GLM_COMPILER >= GLM_COMPILER_VC15_7\n#\t\t\tdefine GLM_LANG_PLATFORM _MSVC_LANG\n#\t\telif GLM_COMPILER >= GLM_COMPILER_VC15\n#\t\t\tif _MSVC_LANG > 201402L\n#\t\t\t\tdefine GLM_LANG_PLATFORM 201402L\n#\t\t\telse\n#\t\t\t\tdefine GLM_LANG_PLATFORM _MSVC_LANG\n#\t\t\tendif\n#\t\telse\n#\t\t\tdefine GLM_LANG_PLATFORM 0\n#\t\tendif\n#\telse\n#\t\tdefine GLM_LANG_PLATFORM 0\n#\tendif\n\n#\tif __cplusplus > 201703L || GLM_LANG_PLATFORM > 201703L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT)\n#\telif __cplusplus == 201703L || GLM_LANG_PLATFORM == 201703L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT)\n#\telif __cplusplus == 201402L || __cplusplus == 201500L || GLM_LANG_PLATFORM == 201402L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT)\n#\telif __cplusplus == 201103L || GLM_LANG_PLATFORM == 201103L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT)\n#\telif defined(__INTEL_CXX11_MODE__) || defined(_MSC_VER) || defined(__GXX_EXPERIMENTAL_CXX0X__)\n#\t\tdefine GLM_LANG (GLM_LANG_CXX0X | GLM_LANG_EXT)\n#\telif __cplusplus == 199711L\n#\t\tdefine GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT)\n#\telse\n#\t\tdefine GLM_LANG (0 | GLM_LANG_EXT)\n#\tendif\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Has of C++ features\n\n// http://clang.llvm.org/cxx_status.html\n// http://gcc.gnu.org/projects/cxx0x.html\n// http://msdn.microsoft.com/en-us/library/vstudio/hh567368(v=vs.120).aspx\n\n// Android has multiple STLs but C++11 STL detection doesn't always work #284 #564\n#if GLM_PLATFORM == GLM_PLATFORM_ANDROID && !defined(GLM_LANG_STL11_FORCED)\n#\tdefine GLM_HAS_CXX11_STL 0\n#elif GLM_COMPILER & GLM_COMPILER_CLANG\n#\tif (defined(_LIBCPP_VERSION) || (GLM_LANG & GLM_LANG_CXX11_FLAG) || defined(GLM_LANG_STL11_FORCED))\n#\t\tdefine GLM_HAS_CXX11_STL 1\n#\telse\n#\t\tdefine GLM_HAS_CXX11_STL 0\n#\tendif\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_CXX11_STL 1\n#else\n#\tdefine GLM_HAS_CXX11_STL ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_PLATFORM != GLM_PLATFORM_WINDOWS) && (GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15))))\n#endif\n\n// N1720\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_STATIC_ASSERT __has_feature(cxx_static_assert)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_STATIC_ASSERT 1\n#else\n#\tdefine GLM_HAS_STATIC_ASSERT ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC))))\n#endif\n\n// N1988\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_EXTENDED_INTEGER_TYPE 1\n#else\n#\tdefine GLM_HAS_EXTENDED_INTEGER_TYPE (\\\n\t\t((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_VC)) || \\\n\t\t((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CUDA)) || \\\n\t\t((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CLANG)))\n#endif\n\n// N2672 Initializer lists http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_INITIALIZER_LISTS __has_feature(cxx_generalized_initializers)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_INITIALIZER_LISTS 1\n#else\n#\tdefine GLM_HAS_INITIALIZER_LISTS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2544 Unrestricted unions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_UNRESTRICTED_UNIONS __has_feature(cxx_unrestricted_unions)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_UNRESTRICTED_UNIONS 1\n#else\n#\tdefine GLM_HAS_UNRESTRICTED_UNIONS (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t(GLM_COMPILER & GLM_COMPILER_VC) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA)))\n#endif\n\n// N2346\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_DEFAULTED_FUNCTIONS __has_feature(cxx_defaulted_functions)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_DEFAULTED_FUNCTIONS 1\n#else\n#\tdefine GLM_HAS_DEFAULTED_FUNCTIONS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t(GLM_COMPILER & GLM_COMPILER_CUDA)))\n#endif\n\n// N2118\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_RVALUE_REFERENCES __has_feature(cxx_rvalue_references)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_RVALUE_REFERENCES 1\n#else\n#\tdefine GLM_HAS_RVALUE_REFERENCES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2437 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_EXPLICIT_CONVERSION_OPERATORS __has_feature(cxx_explicit_conversions)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_EXPLICIT_CONVERSION_OPERATORS 1\n#else\n#\tdefine GLM_HAS_EXPLICIT_CONVERSION_OPERATORS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2258 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_TEMPLATE_ALIASES __has_feature(cxx_alias_templates)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_TEMPLATE_ALIASES 1\n#else\n#\tdefine GLM_HAS_TEMPLATE_ALIASES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2930 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2009/n2930.html\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_RANGE_FOR __has_feature(cxx_range_for)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_RANGE_FOR 1\n#else\n#\tdefine GLM_HAS_RANGE_FOR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2341 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf\n#if GLM_COMPILER & GLM_COMPILER_CLANG\n#\tdefine GLM_HAS_ALIGNOF __has_feature(cxx_alignas)\n#elif GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_ALIGNOF 1\n#else\n#\tdefine GLM_HAS_ALIGNOF ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n// N2235 Generalized Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf\n// N3652 Extended Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2013/n3652.html\n#if (GLM_ARCH & GLM_ARCH_SIMD_BIT) // Compiler SIMD intrinsics don't support constexpr...\n#\tdefine GLM_HAS_CONSTEXPR 0\n#elif (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\tdefine GLM_HAS_CONSTEXPR __has_feature(cxx_relaxed_constexpr)\n#elif (GLM_LANG & GLM_LANG_CXX14_FLAG)\n#\tdefine GLM_HAS_CONSTEXPR 1\n#else\n#\tdefine GLM_HAS_CONSTEXPR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && GLM_HAS_INITIALIZER_LISTS && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL17)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15))))\n#endif\n\n#if GLM_HAS_CONSTEXPR\n#\tdefine GLM_CONSTEXPR constexpr\n#else\n#\tdefine GLM_CONSTEXPR\n#endif\n\n//\n#if GLM_HAS_CONSTEXPR\n# if (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\tif __has_feature(cxx_if_constexpr)\n#\t\tdefine GLM_HAS_IF_CONSTEXPR 1\n#\telse\n# \t\tdefine GLM_HAS_IF_CONSTEXPR 0\n#\tendif\n# elif (GLM_LANG & GLM_LANG_CXX17_FLAG)\n# \tdefine GLM_HAS_IF_CONSTEXPR 1\n# else\n# \tdefine GLM_HAS_IF_CONSTEXPR 0\n# endif\n#else\n#\tdefine GLM_HAS_IF_CONSTEXPR 0\n#endif\n\n#if GLM_HAS_IF_CONSTEXPR\n# \tdefine GLM_IF_CONSTEXPR if constexpr\n#else\n#\tdefine GLM_IF_CONSTEXPR if\n#endif\n\n//\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_ASSIGNABLE 1\n#else\n#\tdefine GLM_HAS_ASSIGNABLE ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC49))))\n#endif\n\n//\n#define GLM_HAS_TRIVIAL_QUERIES 0\n\n//\n#if GLM_LANG & GLM_LANG_CXX11_FLAG\n#\tdefine GLM_HAS_MAKE_SIGNED 1\n#else\n#\tdefine GLM_HAS_MAKE_SIGNED ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_CUDA))))\n#endif\n\n//\n#if defined(GLM_FORCE_INTRINSICS)\n#\tdefine GLM_HAS_BITSCAN_WINDOWS ((GLM_PLATFORM & GLM_PLATFORM_WINDOWS) && (\\\n\t\t((GLM_COMPILER & GLM_COMPILER_INTEL)) || \\\n\t\t((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14) && (GLM_ARCH & GLM_ARCH_X86_BIT))))\n#else\n#\tdefine GLM_HAS_BITSCAN_WINDOWS 0\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// OpenMP\n#ifdef _OPENMP\n#\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tif GLM_COMPILER >= GLM_COMPILER_GCC61\n#\t\t\tdefine GLM_HAS_OPENMP 45\n#\t\telif GLM_COMPILER >= GLM_COMPILER_GCC49\n#\t\t\tdefine GLM_HAS_OPENMP 40\n#\t\telif GLM_COMPILER >= GLM_COMPILER_GCC47\n#\t\t\tdefine GLM_HAS_OPENMP 31\n#\t\telse\n#\t\t\tdefine GLM_HAS_OPENMP 0\n#\t\tendif\n#\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\tif GLM_COMPILER >= GLM_COMPILER_CLANG38\n#\t\t\tdefine GLM_HAS_OPENMP 31\n#\t\telse\n#\t\t\tdefine GLM_HAS_OPENMP 0\n#\t\tendif\n#\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tdefine GLM_HAS_OPENMP 20\n#\telif GLM_COMPILER & GLM_COMPILER_INTEL\n#\t\tif GLM_COMPILER >= GLM_COMPILER_INTEL16\n#\t\t\tdefine GLM_HAS_OPENMP 40\n#\t\telse\n#\t\t\tdefine GLM_HAS_OPENMP 0\n#\t\tendif\n#\telse\n#\t\tdefine GLM_HAS_OPENMP 0\n#\tendif\n#else\n#\tdefine GLM_HAS_OPENMP 0\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// nullptr\n\n#if GLM_LANG & GLM_LANG_CXX0X_FLAG\n#\tdefine GLM_CONFIG_NULLPTR GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_NULLPTR GLM_DISABLE\n#endif\n\n#if GLM_CONFIG_NULLPTR == GLM_ENABLE\n#\tdefine GLM_NULLPTR nullptr\n#else\n#\tdefine GLM_NULLPTR 0\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Static assert\n\n#if GLM_HAS_STATIC_ASSERT\n#\tdefine GLM_STATIC_ASSERT(x, message) static_assert(x, message)\n#elif GLM_COMPILER & GLM_COMPILER_VC\n#\tdefine GLM_STATIC_ASSERT(x, message) typedef char __CASSERT__##__LINE__[(x) ? 1 : -1]\n#else\n#\tdefine GLM_STATIC_ASSERT(x, message) assert(x)\n#endif//GLM_LANG\n\n///////////////////////////////////////////////////////////////////////////////////\n// Qualifiers\n\n#if GLM_COMPILER & GLM_COMPILER_CUDA\n#\tdefine GLM_CUDA_FUNC_DEF __device__ __host__\n#\tdefine GLM_CUDA_FUNC_DECL __device__ __host__\n#else\n#\tdefine GLM_CUDA_FUNC_DEF\n#\tdefine GLM_CUDA_FUNC_DECL\n#endif\n\n#if defined(GLM_FORCE_INLINE)\n#\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tdefine GLM_INLINE __forceinline\n#\t\tdefine GLM_NEVER_INLINE __declspec((noinline))\n#\telif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)\n#\t\tdefine GLM_INLINE inline __attribute__((__always_inline__))\n#\t\tdefine GLM_NEVER_INLINE __attribute__((__noinline__))\n#\telif GLM_COMPILER & GLM_COMPILER_CUDA\n#\t\tdefine GLM_INLINE __forceinline__\n#\t\tdefine GLM_NEVER_INLINE __noinline__\n#\telse\n#\t\tdefine GLM_INLINE inline\n#\t\tdefine GLM_NEVER_INLINE\n#\tendif//GLM_COMPILER\n#else\n#\tdefine GLM_INLINE inline\n#\tdefine GLM_NEVER_INLINE\n#endif//defined(GLM_FORCE_INLINE)\n\n#define GLM_FUNC_DECL GLM_CUDA_FUNC_DECL\n#define GLM_FUNC_QUALIFIER GLM_CUDA_FUNC_DEF GLM_INLINE\n\n///////////////////////////////////////////////////////////////////////////////////\n// Swizzle operators\n\n// User defines: GLM_FORCE_SWIZZLE\n\n#define GLM_SWIZZLE_DISABLED\t\t0\n#define GLM_SWIZZLE_OPERATOR\t\t1\n#define GLM_SWIZZLE_FUNCTION\t\t2\n\n#if defined(GLM_FORCE_XYZW_ONLY)\n#\tundef GLM_FORCE_SWIZZLE\n#endif\n\n#if defined(GLM_SWIZZLE)\n#\tpragma message(\"GLM: GLM_SWIZZLE is deprecated, use GLM_FORCE_SWIZZLE instead.\")\n#\tdefine GLM_FORCE_SWIZZLE\n#endif\n\n#if defined(GLM_FORCE_SWIZZLE) && (GLM_LANG & GLM_LANG_CXXMS_FLAG)\n#\tdefine GLM_CONFIG_SWIZZLE GLM_SWIZZLE_OPERATOR\n#elif defined(GLM_FORCE_SWIZZLE)\n#\tdefine GLM_CONFIG_SWIZZLE GLM_SWIZZLE_FUNCTION\n#else\n#\tdefine GLM_CONFIG_SWIZZLE GLM_SWIZZLE_DISABLED\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Allows using not basic types as genType\n\n// #define GLM_FORCE_UNRESTRICTED_GENTYPE\n\n#ifdef GLM_FORCE_UNRESTRICTED_GENTYPE\n#\tdefine GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Clip control, define GLM_FORCE_DEPTH_ZERO_TO_ONE before including GLM\n// to use a clip space between 0 to 1.\n// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM\n// to use left handed coordinate system by default.\n\n#define GLM_CLIP_CONTROL_ZO_BIT\t\t(1 << 0) // ZERO_TO_ONE\n#define GLM_CLIP_CONTROL_NO_BIT\t\t(1 << 1) // NEGATIVE_ONE_TO_ONE\n#define GLM_CLIP_CONTROL_LH_BIT\t\t(1 << 2) // LEFT_HANDED, For DirectX, Metal, Vulkan\n#define GLM_CLIP_CONTROL_RH_BIT\t\t(1 << 3) // RIGHT_HANDED, For OpenGL, default in GLM\n\n#define GLM_CLIP_CONTROL_LH_ZO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_ZO_BIT)\n#define GLM_CLIP_CONTROL_LH_NO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_NO_BIT)\n#define GLM_CLIP_CONTROL_RH_ZO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_ZO_BIT)\n#define GLM_CLIP_CONTROL_RH_NO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_NO_BIT)\n\n#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE\n#\tifdef GLM_FORCE_LEFT_HANDED\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_ZO\n#\telse\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_ZO\n#\tendif\n#else\n#\tifdef GLM_FORCE_LEFT_HANDED\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_NO\n#\telse\n#\t\tdefine GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_NO\n#\tendif\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Qualifiers\n\n#if (GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))\n#\tdefine GLM_DEPRECATED __declspec(deprecated)\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef __declspec(align(alignment)) type name\n#elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG | GLM_COMPILER_INTEL)\n#\tdefine GLM_DEPRECATED __attribute__((__deprecated__))\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __attribute__((aligned(alignment)))\n#elif GLM_COMPILER & GLM_COMPILER_CUDA\n#\tdefine GLM_DEPRECATED\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __align__(x)\n#else\n#\tdefine GLM_DEPRECATED\n#\tdefine GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n\n#ifdef GLM_FORCE_EXPLICIT_CTOR\n#\tdefine GLM_EXPLICIT explicit\n#else\n#\tdefine GLM_EXPLICIT\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// SYCL\n\n#if GLM_COMPILER==GLM_COMPILER_SYCL\n\n#include <CL/sycl.hpp>\n#include <limits>\n\nnamespace glm {\nnamespace std {\n\t// Import SYCL's functions into the namespace glm::std to force their usages.\n\t// It's important to use the math built-in function (sin, exp, ...)\n\t// of SYCL instead the std ones.\n\tusing namespace cl::sycl;\n\n\t///////////////////////////////////////////////////////////////////////////////\n\t// Import some \"harmless\" std's stuffs used by glm into\n\t// the new glm::std namespace.\n\ttemplate<typename T>\n\tusing numeric_limits = ::std::numeric_limits<T>;\n\n\tusing ::std::size_t;\n\n\tusing ::std::uint8_t;\n\tusing ::std::uint16_t;\n\tusing ::std::uint32_t;\n\tusing ::std::uint64_t;\n\n\tusing ::std::int8_t;\n\tusing ::std::int16_t;\n\tusing ::std::int32_t;\n\tusing ::std::int64_t;\n\n\tusing ::std::make_unsigned;\n\t///////////////////////////////////////////////////////////////////////////////\n} //namespace std\n} //namespace glm\n\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n\n///////////////////////////////////////////////////////////////////////////////////\n// Length type: all length functions returns a length_t type.\n// When GLM_FORCE_SIZE_T_LENGTH is defined, length_t is a typedef of size_t otherwise\n// length_t is a typedef of int like GLSL defines it.\n\n#define GLM_LENGTH_INT\t\t1\n#define GLM_LENGTH_SIZE_T\t2\n\n#ifdef GLM_FORCE_SIZE_T_LENGTH\n#\tdefine GLM_CONFIG_LENGTH_TYPE\t\tGLM_LENGTH_SIZE_T\n#else\n#\tdefine GLM_CONFIG_LENGTH_TYPE\t\tGLM_LENGTH_INT\n#endif\n\nnamespace glm\n{\n\tusing std::size_t;\n#\tif GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T\n\t\ttypedef size_t length_t;\n#\telse\n\t\ttypedef int length_t;\n#\tendif\n}//namespace glm\n\n///////////////////////////////////////////////////////////////////////////////////\n// constexpr\n\n#if GLM_HAS_CONSTEXPR\n#\tdefine GLM_CONFIG_CONSTEXP GLM_ENABLE\n\n\tnamespace glm\n\t{\n\t\ttemplate<typename T, std::size_t N>\n\t\tconstexpr std::size_t countof(T const (&)[N])\n\t\t{\n\t\t\treturn N;\n\t\t}\n\t}//namespace glm\n#\tdefine GLM_COUNTOF(arr) glm::countof(arr)\n#elif defined(_MSC_VER)\n#\tdefine GLM_CONFIG_CONSTEXP GLM_DISABLE\n\n#\tdefine GLM_COUNTOF(arr) _countof(arr)\n#else\n#\tdefine GLM_CONFIG_CONSTEXP GLM_DISABLE\n\n#\tdefine GLM_COUNTOF(arr) sizeof(arr) / sizeof(arr[0])\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// uint\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T>\n\tstruct is_int\n\t{\n\t\tenum test {value = 0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<unsigned int>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<signed int>\n\t{\n\t\tenum test {value = ~0};\n\t};\n}//namespace detail\n\n\ttypedef unsigned int\tuint;\n}//namespace glm\n\n///////////////////////////////////////////////////////////////////////////////////\n// 64-bit int\n\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n#\tinclude <cstdint>\n#endif\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_EXTENDED_INTEGER_TYPE\n\t\ttypedef std::uint64_t\t\t\t\t\t\tuint64;\n\t\ttypedef std::int64_t\t\t\t\t\t\tint64;\n#\telif (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) // C99 detected, 64 bit types available\n\t\ttypedef uint64_t\t\t\t\t\t\t\tuint64;\n\t\ttypedef int64_t\t\t\t\t\t\t\t\tint64;\n#\telif GLM_COMPILER & GLM_COMPILER_VC\n\t\ttypedef unsigned __int64\t\t\t\t\tuint64;\n\t\ttypedef signed __int64\t\t\t\t\t\tint64;\n#\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tpragma GCC diagnostic ignored \"-Wlong-long\"\n\t\t__extension__ typedef unsigned long long\tuint64;\n\t\t__extension__ typedef signed long long\t\tint64;\n#\telif (GLM_COMPILER & GLM_COMPILER_CLANG)\n#\t\tpragma clang diagnostic ignored \"-Wc++11-long-long\"\n\t\ttypedef unsigned long long\t\t\t\t\tuint64;\n\t\ttypedef signed long long\t\t\t\t\tint64;\n#\telse//unknown compiler\n\t\ttypedef unsigned long long\t\t\t\t\tuint64;\n\t\ttypedef signed long long\t\t\t\t\tint64;\n#\tendif\n}//namespace detail\n}//namespace glm\n\n///////////////////////////////////////////////////////////////////////////////////\n// make_unsigned\n\n#if GLM_HAS_MAKE_SIGNED\n#\tinclude <type_traits>\n\nnamespace glm{\nnamespace detail\n{\n\tusing std::make_unsigned;\n}//namespace detail\n}//namespace glm\n\n#else\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename genType>\n\tstruct make_unsigned\n\t{};\n\n\ttemplate<>\n\tstruct make_unsigned<char>\n\t{\n\t\ttypedef unsigned char type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<signed char>\n\t{\n\t\ttypedef unsigned char type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<short>\n\t{\n\t\ttypedef unsigned short type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<int>\n\t{\n\t\ttypedef unsigned int type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<long>\n\t{\n\t\ttypedef unsigned long type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<int64>\n\t{\n\t\ttypedef uint64 type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned char>\n\t{\n\t\ttypedef unsigned char type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned short>\n\t{\n\t\ttypedef unsigned short type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned int>\n\t{\n\t\ttypedef unsigned int type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<unsigned long>\n\t{\n\t\ttypedef unsigned long type;\n\t};\n\n\ttemplate<>\n\tstruct make_unsigned<uint64>\n\t{\n\t\ttypedef uint64 type;\n\t};\n}//namespace detail\n}//namespace glm\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Only use x, y, z, w as vector type components\n\n#ifdef GLM_FORCE_XYZW_ONLY\n#\tdefine GLM_CONFIG_XYZW_ONLY GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_XYZW_ONLY GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of defaulted initialized types\n\n#define GLM_CTOR_INIT_DISABLE\t\t0\n#define GLM_CTOR_INITIALIZER_LIST\t1\n#define GLM_CTOR_INITIALISATION\t\t2\n\n#if defined(GLM_FORCE_CTOR_INIT) && GLM_HAS_INITIALIZER_LISTS\n#\tdefine GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALIZER_LIST\n#elif defined(GLM_FORCE_CTOR_INIT) && !GLM_HAS_INITIALIZER_LISTS\n#\tdefine GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALISATION\n#else\n#\tdefine GLM_CONFIG_CTOR_INIT GLM_CTOR_INIT_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Use SIMD instruction sets\n\n#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (GLM_ARCH & GLM_ARCH_SIMD_BIT)\n#\tdefine GLM_CONFIG_SIMD GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_SIMD GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of defaulted function\n\n#if GLM_HAS_DEFAULTED_FUNCTIONS && GLM_CONFIG_CTOR_INIT == GLM_CTOR_INIT_DISABLE\n#\tdefine GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_ENABLE\n#\tdefine GLM_DEFAULT = default\n#else\n#\tdefine GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_DISABLE\n#\tdefine GLM_DEFAULT\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of aligned gentypes\n\n#ifdef GLM_FORCE_ALIGNED // Legacy define\n#\tdefine GLM_FORCE_DEFAULT_ALIGNED_GENTYPES\n#endif\n\n#ifdef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES\n#\tdefine GLM_FORCE_ALIGNED_GENTYPES\n#endif\n\n#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (defined(GLM_FORCE_ALIGNED_GENTYPES) || (GLM_CONFIG_SIMD == GLM_ENABLE))\n#\tdefine GLM_CONFIG_ALIGNED_GENTYPES GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_ALIGNED_GENTYPES GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Configure the use of anonymous structure as implementation detail\n\n#if ((GLM_CONFIG_SIMD == GLM_ENABLE) || (GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR) || (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE))\n#\tdefine GLM_CONFIG_ANONYMOUS_STRUCT GLM_ENABLE\n#else\n#\tdefine GLM_CONFIG_ANONYMOUS_STRUCT GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Silent warnings\n\n#ifdef GLM_FORCE_SILENT_WARNINGS\n#\tdefine GLM_SILENT_WARNINGS GLM_ENABLE\n#else\n#\tdefine GLM_SILENT_WARNINGS GLM_DISABLE\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Precision\n\n#define GLM_HIGHP\t\t1\n#define GLM_MEDIUMP\t\t2\n#define GLM_LOWP\t\t3\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_BOOL) || defined(GLM_PRECISION_HIGHP_BOOL)\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_BOOL) || defined(GLM_PRECISION_MEDIUMP_BOOL)\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_BOOL) || defined(GLM_PRECISION_LOWP_BOOL)\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_BOOL\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_INT) || defined(GLM_PRECISION_HIGHP_INT)\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_INT) || defined(GLM_PRECISION_MEDIUMP_INT)\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_INT) || defined(GLM_PRECISION_LOWP_INT)\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_INT\t\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_UINT) || defined(GLM_PRECISION_HIGHP_UINT)\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_UINT) || defined(GLM_PRECISION_MEDIUMP_UINT)\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_UINT) || defined(GLM_PRECISION_LOWP_UINT)\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_UINT\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_FLOAT) || defined(GLM_PRECISION_HIGHP_FLOAT)\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_FLOAT) || defined(GLM_PRECISION_MEDIUMP_FLOAT)\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_FLOAT) || defined(GLM_PRECISION_LOWP_FLOAT)\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_FLOAT\t\tGLM_HIGHP\n#endif\n\n#if defined(GLM_FORCE_PRECISION_HIGHP_DOUBLE) || defined(GLM_PRECISION_HIGHP_DOUBLE)\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_HIGHP\n#elif defined(GLM_FORCE_PRECISION_MEDIUMP_DOUBLE) || defined(GLM_PRECISION_MEDIUMP_DOUBLE)\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_MEDIUMP\n#elif defined(GLM_FORCE_PRECISION_LOWP_DOUBLE) || defined(GLM_PRECISION_LOWP_DOUBLE)\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_LOWP\n#else\n#\tdefine GLM_CONFIG_PRECISION_DOUBLE\t\tGLM_HIGHP\n#endif\n\n///////////////////////////////////////////////////////////////////////////////////\n// Check inclusions of different versions of GLM\n\n#elif ((GLM_SETUP_INCLUDED != GLM_VERSION) && !defined(GLM_FORCE_IGNORE_VERSION))\n#\terror \"GLM error: A different version of GLM is already included. Define GLM_FORCE_IGNORE_VERSION before including GLM headers to ignore this error.\"\n#elif GLM_SETUP_INCLUDED == GLM_VERSION\n\n///////////////////////////////////////////////////////////////////////////////////\n// Messages\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_DISPLAYED)\n#\tdefine GLM_MESSAGE_DISPLAYED\n#\t\tdefine GLM_STR_HELPER(x) #x\n#\t\tdefine GLM_STR(x) GLM_STR_HELPER(x)\n\n\t// Report GLM version\n#\t\tpragma message (GLM_STR(GLM_VERSION_MESSAGE))\n\n\t// Report C++ language\n#\tif (GLM_LANG & GLM_LANG_CXX2A_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 2A with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX2A_FLAG)\n#\t\tpragma message(\"GLM: C++ 2A\")\n#\telif (GLM_LANG & GLM_LANG_CXX17_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 17 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX17_FLAG)\n#\t\tpragma message(\"GLM: C++ 17\")\n#\telif (GLM_LANG & GLM_LANG_CXX14_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 14 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX14_FLAG)\n#\t\tpragma message(\"GLM: C++ 14\")\n#\telif (GLM_LANG & GLM_LANG_CXX11_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 11 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX11_FLAG)\n#\t\tpragma message(\"GLM: C++ 11\")\n#\telif (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 0x with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX0X_FLAG)\n#\t\tpragma message(\"GLM: C++ 0x\")\n#\telif (GLM_LANG & GLM_LANG_CXX03_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 03 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX03_FLAG)\n#\t\tpragma message(\"GLM: C++ 03\")\n#\telif (GLM_LANG & GLM_LANG_CXX98_FLAG) && (GLM_LANG & GLM_LANG_EXT)\n#\t\tpragma message(\"GLM: C++ 98 with extensions\")\n#\telif (GLM_LANG & GLM_LANG_CXX98_FLAG)\n#\t\tpragma message(\"GLM: C++ 98\")\n#\telse\n#\t\tpragma message(\"GLM: C++ language undetected\")\n#\tendif//GLM_LANG\n\n\t// Report compiler detection\n#\tif GLM_COMPILER & GLM_COMPILER_CUDA\n#\t\tpragma message(\"GLM: CUDA compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tpragma message(\"GLM: Visual C++ compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\tpragma message(\"GLM: Clang compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_INTEL\n#\t\tpragma message(\"GLM: Intel Compiler detected\")\n#\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\tpragma message(\"GLM: GCC compiler detected\")\n#\telse\n#\t\tpragma message(\"GLM: Compiler not detected\")\n#\tendif\n\n\t// Report build target\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with AVX2 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with AVX2 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with AVX instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with AVX instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE4.2 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE4.2 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE4.1 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE4.1 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSSE3 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSSE3 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE3 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE3 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits with SSE2 instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits with SSE2 instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: x86 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: x86 32 bits build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: ARM 64 bits with Neon instruction set build target\")\n#\telif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: ARM 32 bits with Neon instruction set build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: ARM 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: ARM 32 bits build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: MIPS 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: MIPS 32 bits build target\")\n\n#\telif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_64)\n#\t\tpragma message(\"GLM: PowerPC 64 bits build target\")\n#\telif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_32)\n#\t\tpragma message(\"GLM: PowerPC 32 bits build target\")\n#\telse\n#\t\tpragma message(\"GLM: Unknown build target\")\n#\tendif//GLM_ARCH\n\n\t// Report platform name\n#\tif(GLM_PLATFORM & GLM_PLATFORM_QNXNTO)\n#\t\tpragma message(\"GLM: QNX platform detected\")\n//#\telif(GLM_PLATFORM & GLM_PLATFORM_IOS)\n//#\t\tpragma message(\"GLM: iOS platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_APPLE)\n#\t\tpragma message(\"GLM: Apple platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_WINCE)\n#\t\tpragma message(\"GLM: WinCE platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_WINDOWS)\n#\t\tpragma message(\"GLM: Windows platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_CHROME_NACL)\n#\t\tpragma message(\"GLM: Native Client detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n#\t\tpragma message(\"GLM: Android platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_LINUX)\n#\t\tpragma message(\"GLM: Linux platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_UNIX)\n#\t\tpragma message(\"GLM: UNIX platform detected\")\n#\telif(GLM_PLATFORM & GLM_PLATFORM_UNKNOWN)\n#\t\tpragma message(\"GLM: platform unknown\")\n#\telse\n#\t\tpragma message(\"GLM: platform not detected\")\n#\tendif\n\n\t// Report whether only xyzw component are used\n#\tif defined GLM_FORCE_XYZW_ONLY\n#\t\tpragma message(\"GLM: GLM_FORCE_XYZW_ONLY is defined. Only x, y, z and w component are available in vector type. This define disables swizzle operators and SIMD instruction sets.\")\n#\tendif\n\n\t// Report swizzle operator support\n#\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\t\tpragma message(\"GLM: GLM_FORCE_SWIZZLE is defined, swizzling operators enabled.\")\n#\telif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\t\tpragma message(\"GLM: GLM_FORCE_SWIZZLE is defined, swizzling functions enabled. Enable compiler C++ language extensions to enable swizzle operators.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_SWIZZLE is undefined. swizzling functions or operators are disabled.\")\n#\tendif\n\n\t// Report .length() type\n#\tif GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T\n#\t\tpragma message(\"GLM: GLM_FORCE_SIZE_T_LENGTH is defined. .length() returns a glm::length_t, a typedef of std::size_t.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_SIZE_T_LENGTH is undefined. .length() returns a glm::length_t, a typedef of int following GLSL.\")\n#\tendif\n\n#\tif GLM_CONFIG_UNRESTRICTED_GENTYPE == GLM_ENABLE\n#\t\tpragma message(\"GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is defined. Removes GLSL restrictions on valid function genTypes.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is undefined. Follows strictly GLSL on valid function genTypes.\")\n#\tendif\n\n#\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\tpragma message(\"GLM: GLM_FORCE_SILENT_WARNINGS is defined. Ignores C++ warnings from using C++ language extensions.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_SILENT_WARNINGS is undefined. Shows C++ warnings from using C++ language extensions.\")\n#\tendif\n\n#\tifdef GLM_FORCE_SINGLE_ONLY\n#\t\tpragma message(\"GLM: GLM_FORCE_SINGLE_ONLY is defined. Using only single precision floating-point types.\")\n#\tendif\n\n#\tif defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE)\n#\t\tundef GLM_FORCE_ALIGNED_GENTYPES\n#\t\tpragma message(\"GLM: GLM_FORCE_ALIGNED_GENTYPES is defined, allowing aligned types. This prevents the use of C++ constexpr.\")\n#\telif defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE)\n#\t\tundef GLM_FORCE_ALIGNED_GENTYPES\n#\t\tpragma message(\"GLM: GLM_FORCE_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.\")\n#\tendif\n\n#\tif defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES)\n#\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE\n#\t\t\tundef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES\n#\t\t\tpragma message(\"GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.\")\n#\t\telif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n#\t\t\tpragma message(\"GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined. All gentypes (e.g. vec3) will be aligned and padded by default.\")\n#\t\tendif\n#\tendif\n\n#\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n#\t\tpragma message(\"GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is defined. Using zero to one depth clip space.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is undefined. Using negative one to one depth clip space.\")\n#\tendif\n\n#\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n#\t\tpragma message(\"GLM: GLM_FORCE_LEFT_HANDED is defined. Using left handed coordinate system.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_FORCE_LEFT_HANDED is undefined. Using right handed coordinate system.\")\n#\tendif\n#endif//GLM_MESSAGES\n\n#endif//GLM_SETUP_INCLUDED\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_float.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n\n#if GLM_COMPILER == GLM_COMPILER_VC12\n#\tpragma warning(push)\n#\tpragma warning(disable: 4512) // assignment operator could not be generated\n#endif\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T>\n\tunion float_t\n\t{};\n\n\t// https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/\n\ttemplate <>\n\tunion float_t<float>\n\t{\n\t\ttypedef int int_type;\n\t\ttypedef float float_type;\n\n\t\tGLM_CONSTEXPR float_t(float_type Num = 0.0f) : f(Num) {}\n\n\t\tGLM_CONSTEXPR float_t& operator=(float_t const& x)\n\t\t{\n\t\t\tf = x.f;\n\t\t\treturn *this;\n\t\t}\n\n\t\t// Portable extraction of components.\n\t\tGLM_CONSTEXPR bool negative() const { return i < 0; }\n\t\tGLM_CONSTEXPR int_type mantissa() const { return i & ((1 << 23) - 1); }\n\t\tGLM_CONSTEXPR int_type exponent() const { return (i >> 23) & ((1 << 8) - 1); }\n\n\t\tint_type i;\n\t\tfloat_type f;\n\t};\n\n\ttemplate <>\n\tunion float_t<double>\n\t{\n\t\ttypedef detail::int64 int_type;\n\t\ttypedef double float_type;\n\n\t\tGLM_CONSTEXPR float_t(float_type Num = static_cast<float_type>(0)) : f(Num) {}\n\n\t\tGLM_CONSTEXPR float_t& operator=(float_t const& x)\n\t\t{\n\t\t\tf = x.f;\n\t\t\treturn *this;\n\t\t}\n\n\t\t// Portable extraction of components.\n\t\tGLM_CONSTEXPR bool negative() const { return i < 0; }\n\t\tGLM_CONSTEXPR int_type mantissa() const { return i & ((int_type(1) << 52) - 1); }\n\t\tGLM_CONSTEXPR int_type exponent() const { return (i >> 52) & ((int_type(1) << 11) - 1); }\n\n\t\tint_type i;\n\t\tfloat_type f;\n\t};\n}//namespace detail\n}//namespace glm\n\n#if GLM_COMPILER == GLM_COMPILER_VC12\n#\tpragma warning(pop)\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_half.hpp",
    "content": "#pragma once\n\n#include \"setup.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttypedef short hdata;\n\n\tGLM_FUNC_DECL float toFloat32(hdata value);\n\tGLM_FUNC_DECL hdata toFloat16(float const& value);\n\n}//namespace detail\n}//namespace glm\n\n#include \"type_half.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_half.inl",
    "content": "namespace glm{\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER float overflow()\n\t{\n\t\tvolatile float f = 1e10;\n\n\t\tfor(int i = 0; i < 10; ++i)\n\t\t\tf *= f; // this will overflow before the for loop terminates\n\t\treturn f;\n\t}\n\n\tunion uif32\n\t{\n\t\tGLM_FUNC_QUALIFIER uif32() :\n\t\t\ti(0)\n\t\t{}\n\n\t\tGLM_FUNC_QUALIFIER uif32(float f_) :\n\t\t\tf(f_)\n\t\t{}\n\n\t\tGLM_FUNC_QUALIFIER uif32(unsigned int i_) :\n\t\t\ti(i_)\n\t\t{}\n\n\t\tfloat f;\n\t\tunsigned int i;\n\t};\n\n\tGLM_FUNC_QUALIFIER float toFloat32(hdata value)\n\t{\n\t\tint s = (value >> 15) & 0x00000001;\n\t\tint e = (value >> 10) & 0x0000001f;\n\t\tint m =  value        & 0x000003ff;\n\n\t\tif(e == 0)\n\t\t{\n\t\t\tif(m == 0)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Plus or minus zero\n\t\t\t\t//\n\n\t\t\t\tdetail::uif32 result;\n\t\t\t\tresult.i = static_cast<unsigned int>(s << 31);\n\t\t\t\treturn result.f;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Denormalized number -- renormalize it\n\t\t\t\t//\n\n\t\t\t\twhile(!(m & 0x00000400))\n\t\t\t\t{\n\t\t\t\t\tm <<= 1;\n\t\t\t\t\te -=  1;\n\t\t\t\t}\n\n\t\t\t\te += 1;\n\t\t\t\tm &= ~0x00000400;\n\t\t\t}\n\t\t}\n\t\telse if(e == 31)\n\t\t{\n\t\t\tif(m == 0)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Positive or negative infinity\n\t\t\t\t//\n\n\t\t\t\tuif32 result;\n\t\t\t\tresult.i = static_cast<unsigned int>((s << 31) | 0x7f800000);\n\t\t\t\treturn result.f;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// Nan -- preserve sign and significand bits\n\t\t\t\t//\n\n\t\t\t\tuif32 result;\n\t\t\t\tresult.i = static_cast<unsigned int>((s << 31) | 0x7f800000 | (m << 13));\n\t\t\t\treturn result.f;\n\t\t\t}\n\t\t}\n\n\t\t//\n\t\t// Normalized number\n\t\t//\n\n\t\te = e + (127 - 15);\n\t\tm = m << 13;\n\n\t\t//\n\t\t// Assemble s, e and m.\n\t\t//\n\n\t\tuif32 Result;\n\t\tResult.i = static_cast<unsigned int>((s << 31) | (e << 23) | m);\n\t\treturn Result.f;\n\t}\n\n\tGLM_FUNC_QUALIFIER hdata toFloat16(float const& f)\n\t{\n\t\tuif32 Entry;\n\t\tEntry.f = f;\n\t\tint i = static_cast<int>(Entry.i);\n\n\t\t//\n\t\t// Our floating point number, f, is represented by the bit\n\t\t// pattern in integer i.  Disassemble that bit pattern into\n\t\t// the sign, s, the exponent, e, and the significand, m.\n\t\t// Shift s into the position where it will go in the\n\t\t// resulting half number.\n\t\t// Adjust e, accounting for the different exponent bias\n\t\t// of float and half (127 versus 15).\n\t\t//\n\n\t\tint s =  (i >> 16) & 0x00008000;\n\t\tint e = ((i >> 23) & 0x000000ff) - (127 - 15);\n\t\tint m =   i        & 0x007fffff;\n\n\t\t//\n\t\t// Now reassemble s, e and m into a half:\n\t\t//\n\n\t\tif(e <= 0)\n\t\t{\n\t\t\tif(e < -10)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// E is less than -10.  The absolute value of f is\n\t\t\t\t// less than half_MIN (f may be a small normalized\n\t\t\t\t// float, a denormalized float or a zero).\n\t\t\t\t//\n\t\t\t\t// We convert f to a half zero.\n\t\t\t\t//\n\n\t\t\t\treturn hdata(s);\n\t\t\t}\n\n\t\t\t//\n\t\t\t// E is between -10 and 0.  F is a normalized float,\n\t\t\t// whose magnitude is less than __half_NRM_MIN.\n\t\t\t//\n\t\t\t// We convert f to a denormalized half.\n\t\t\t//\n\n\t\t\tm = (m | 0x00800000) >> (1 - e);\n\n\t\t\t//\n\t\t\t// Round to nearest, round \"0.5\" up.\n\t\t\t//\n\t\t\t// Rounding may cause the significand to overflow and make\n\t\t\t// our number normalized.  Because of the way a half's bits\n\t\t\t// are laid out, we don't have to treat this case separately;\n\t\t\t// the code below will handle it correctly.\n\t\t\t//\n\n\t\t\tif(m & 0x00001000)\n\t\t\t\tm += 0x00002000;\n\n\t\t\t//\n\t\t\t// Assemble the half from s, e (zero) and m.\n\t\t\t//\n\n\t\t\treturn hdata(s | (m >> 13));\n\t\t}\n\t\telse if(e == 0xff - (127 - 15))\n\t\t{\n\t\t\tif(m == 0)\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// F is an infinity; convert f to a half\n\t\t\t\t// infinity with the same sign as f.\n\t\t\t\t//\n\n\t\t\t\treturn hdata(s | 0x7c00);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t//\n\t\t\t\t// F is a NAN; we produce a half NAN that preserves\n\t\t\t\t// the sign bit and the 10 leftmost bits of the\n\t\t\t\t// significand of f, with one exception: If the 10\n\t\t\t\t// leftmost bits are all zero, the NAN would turn\n\t\t\t\t// into an infinity, so we have to set at least one\n\t\t\t\t// bit in the significand.\n\t\t\t\t//\n\n\t\t\t\tm >>= 13;\n\n\t\t\t\treturn hdata(s | 0x7c00 | m | (m == 0));\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\t//\n\t\t\t// E is greater than zero.  F is a normalized float.\n\t\t\t// We try to convert f to a normalized half.\n\t\t\t//\n\n\t\t\t//\n\t\t\t// Round to nearest, round \"0.5\" up\n\t\t\t//\n\n\t\t\tif(m &  0x00001000)\n\t\t\t{\n\t\t\t\tm += 0x00002000;\n\n\t\t\t\tif(m & 0x00800000)\n\t\t\t\t{\n\t\t\t\t\tm =  0;     // overflow in significand,\n\t\t\t\t\te += 1;     // adjust exponent\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t//\n\t\t\t// Handle exponent overflow\n\t\t\t//\n\n\t\t\tif (e > 30)\n\t\t\t{\n\t\t\t\toverflow();        // Cause a hardware floating point overflow;\n\n\t\t\t\treturn hdata(s | 0x7c00);\n\t\t\t\t// if this returns, the half becomes an\n\t\t\t}   // infinity with the same sign as f.\n\n\t\t\t//\n\t\t\t// Assemble the half from s, e and m.\n\t\t\t//\n\n\t\t\treturn hdata(s | (e << 10) | (m >> 13));\n\t\t}\n\t}\n\n}//namespace detail\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat2x2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat2x2.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<2, 2, T, Q>\n\t{\n\t\ttypedef vec<2, T, Q> col_type;\n\t\ttypedef vec<2, T, Q> row_type;\n\t\ttypedef mat<2, 2, T, Q> type;\n\t\ttypedef mat<2, 2, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[2];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 2, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT const& x1, T const& y1,\n\t\t\tT const& x2, T const& y2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<typename U, typename V, typename M, typename N>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tU const& x1, V const& y1,\n\t\t\tM const& x2, N const& y2);\n\n\t\ttemplate<typename U, typename V>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<2, U, Q> const& v1,\n\t\t\tvec<2, V, Q> const& v2);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(mat<2, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(mat<2, 2, U, Q> const& m);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<2, 2, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator*(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator*(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n} //namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat2x2.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat2x2.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0), col_type(0, 1)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{m[0], m[1]}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(T scalar)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(scalar, 0), col_type(0, scalar)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(scalar, 0);\n\t\t\tthis->value[1] = col_type(0, scalar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat\n\t(\n\t\tT const& x0, T const& y0,\n\t\tT const& x1, T const& y1\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(col_type const& v0, col_type const& v1)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{v0, v1}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X1, typename Y1, typename X2, typename Y2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat\n\t(\n\t\tX1 const& x1, Y1 const& y1,\n\t\tX2 const& x2, Y2 const& y2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(static_cast<T>(x1), value_type(y1)), col_type(static_cast<T>(x2), value_type(y2)) }\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(static_cast<T>(x1), value_type(y1));\n\t\t\tthis->value[1] = col_type(static_cast<T>(x2), value_type(y2));\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- mat2x2 matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type const& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator=(mat<2, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->value[0] += scalar;\n\t\tthis->value[1] += scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(mat<2, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->value[0] -= scalar;\n\t\tthis->value[1] -= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(mat<2, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->value[0] *= scalar;\n\t\tthis->value[1] *= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(mat<2, 2, U, Q> const& m)\n\t{\n\t\treturn (*this = *this * m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(U scalar)\n\t{\n\t\tthis->value[0] /= scalar;\n\t\tthis->value[1] /= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(mat<2, 2, U, Q> const& m)\n\t{\n\t\treturn *this *= inverse(m);\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator++(int)\n\t{\n\t\tmat<2, 2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator--(int)\n\t{\n\t\tmat<2, 2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tscalar - m[0],\n\t\t\tscalar - m[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator*\n\t(\n\t\tmat<2, 2, T, Q> const& m,\n\t\ttypename mat<2, 2, T, Q>::row_type const& v\n\t)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<2, 2, T, Q>::col_type const& v,\n\t\tmat<2, 2, T, Q> const& m\n\t)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x * m[0][0] + v.y * m[0][1],\n\t\t\tv.x * m[1][0] + v.y * m[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v)\n\t{\n\t\treturn inverse(m) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn v *  inverse(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\tmat<2, 2, T, Q> m1_copy(m1);\n\t\treturn m1_copy /= m2;\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat2x3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat2x3.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec3.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<2, 3, T, Q>\n\t{\n\t\ttypedef vec<3, T, Q> col_type;\n\t\ttypedef vec<2, T, Q> row_type;\n\t\ttypedef mat<2, 3, T, Q> type;\n\t\ttypedef mat<3, 2, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[2];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 3, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0,\n\t\t\tT x1, T y1, T z1);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1,\n\t\t\tX2 x2, Y2 y2, Z2 z2);\n\n\t\ttemplate<typename U, typename V>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<3, U, Q> const& v1,\n\t\t\tvec<3, V, Q> const& v2);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator=(mat<2, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(mat<2, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(mat<2, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<2, 3, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 3, T, Q>::col_type operator*(mat<2, 3, T, Q> const& m, typename mat<2, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 3, T, Q>::row_type operator*(typename mat<2, 3, T, Q>::col_type const& v, mat<2, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat2x3.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat2x3.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0), col_type(0, 1, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{m.value[0], m.value[1]}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m.value[0];\n\t\t\tthis->value[1] = m.value[1];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(T scalar)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(scalar, 0, 0), col_type(0, scalar, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(scalar, 0, 0);\n\t\t\tthis->value[1] = col_type(0, scalar, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0,\n\t\tT x1, T y1, T z1\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(col_type const& v0, col_type const& v1)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1,\n\t\ttypename X2, typename Y2, typename Z2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat\n\t(\n\t\tX1 x1, Y1 y1, Z1 z1,\n\t\tX2 x2, Y2 y2, Z2 z2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x1, y1, z1), col_type(x2, y2, z2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR  mat<2, 3, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type & mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type const& mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator=(mat<2, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator+=(mat<2, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(mat<2, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator++(int)\n\t{\n\t\tmat<2, 3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator--(int)\n\t{\n\t\tmat<2, 3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type operator*\n\t(\n\t\tmat<2, 3, T, Q> const& m,\n\t\ttypename mat<2, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<2, 3, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<2, 3, T, Q>::col_type const& v,\n\t\tmat<2, 3, T, Q> const& m)\n\t{\n\t\treturn typename mat<2, 3, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\tT SrcA00 = m1[0][0];\n\t\tT SrcA01 = m1[0][1];\n\t\tT SrcA02 = m1[0][2];\n\t\tT SrcA10 = m1[1][0];\n\t\tT SrcA11 = m1[1][1];\n\t\tT SrcA12 = m1[1][2];\n\n\t\tT SrcB00 = m2[0][0];\n\t\tT SrcB01 = m2[0][1];\n\t\tT SrcB10 = m2[1][0];\n\t\tT SrcB11 = m2[1][1];\n\t\tT SrcB20 = m2[2][0];\n\t\tT SrcB21 = m2[2][1];\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1],\n\t\t\tm1[0][2] * m2[3][0] + m1[1][2] * m2[3][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat2x4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat2x4.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<2, 4, T, Q>\n\t{\n\t\ttypedef vec<4, T, Q> col_type;\n\t\ttypedef vec<2, T, Q> row_type;\n\t\ttypedef mat<2, 4, T, Q> type;\n\t\ttypedef mat<4, 2, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[2];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 4, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0, T w0,\n\t\t\tT x1, T y1, T z1, T w1);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\t\ttypename X2, typename Y2, typename Z2, typename W2>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\t\tX2 x2, Y2 y2, Z2 z2, W2 w2);\n\n\t\ttemplate<typename U, typename V>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<4, U, Q> const& v1,\n\t\t\tvec<4, V, Q> const& v2);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator=(mat<2, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(mat<2, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(mat<2, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<2, 4, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat2x4.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat2x4.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{m[0], m[1]}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0, T w0,\n\t\tT x1, T y1, T z1, T w1\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(col_type const& v0, col_type const& v1)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\ttypename X2, typename Y2, typename Z2, typename W2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat\n\t(\n\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\tX2 x2, Y2 y2, Z2 z2, W2 w2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2, w2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type & mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type const& mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator=(mat<2, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(mat<2, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(mat<2, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> & mat<2, 4, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator++(int)\n\t{\n\t\tmat<2, 4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator--(int)\n\t{\n\t\tmat<2, 4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<2, 4, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y,\n\t\t\tm[0][3] * v.x + m[1][3] * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn typename mat<2, 4, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\tT SrcA00 = m1[0][0];\n\t\tT SrcA01 = m1[0][1];\n\t\tT SrcA02 = m1[0][2];\n\t\tT SrcA03 = m1[0][3];\n\t\tT SrcA10 = m1[1][0];\n\t\tT SrcA11 = m1[1][1];\n\t\tT SrcA12 = m1[1][2];\n\t\tT SrcA13 = m1[1][3];\n\n\t\tT SrcB00 = m2[0][0];\n\t\tT SrcB01 = m2[0][1];\n\t\tT SrcB10 = m2[1][0];\n\t\tT SrcB11 = m2[1][1];\n\t\tT SrcB20 = m2[2][0];\n\t\tT SrcB21 = m2[2][1];\n\t\tT SrcB30 = m2[3][0];\n\t\tT SrcB31 = m2[3][1];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01;\n\t\tResult[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11;\n\t\tResult[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21;\n\t\tResult[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21;\n\t\tResult[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31;\n\t\tResult[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31;\n\t\tResult[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31;\n\t\tResult[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1],\n\t\t\tm1[0][3] * m2[2][0] + m1[1][3] * m2[2][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat3x2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat3x2.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec3.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<3, 2, T, Q>\n\t{\n\t\ttypedef vec<2, T, Q> col_type;\n\t\ttypedef vec<3, T, Q> row_type;\n\t\ttypedef mat<3, 2, T, Q> type;\n\t\ttypedef mat<2, 3, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[3];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 2, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0,\n\t\t\tT x1, T y1,\n\t\t\tT x2, T y2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1,\n\t\t\ttypename X2, typename Y2,\n\t\t\ttypename X3, typename Y3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1,\n\t\t\tX2 x2, Y2 y2,\n\t\t\tX3 x3, Y3 y3);\n\n\t\ttemplate<typename V1, typename V2, typename V3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<2, V1, Q> const& v1,\n\t\t\tvec<2, V2, Q> const& v2,\n\t\t\tvec<2, V3, Q> const& v3);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator=(mat<3, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(mat<3, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(mat<3, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<3, 2, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);\n\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat3x2.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat3x2.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0), col_type(0, 1), col_type(0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1);\n\t\t\t\tthis->value[2] = col_type(0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0), col_type(0, s), col_type(0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0);\n\t\t\tthis->value[1] = col_type(0, s);\n\t\t\tthis->value[2] = col_type(0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat\n\t(\n\t\tT x0, T y0,\n\t\tT x1, T y1,\n\t\tT x2, T y2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0,\n\t\ttypename X1, typename Y1,\n\t\ttypename X2, typename Y2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat\n\t(\n\t\tX0 x0, Y0 y0,\n\t\tX1 x1, Y1 y1,\n\t\tX2 x2, Y2 y2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V0, typename V1, typename V2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type & mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type const& mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator=(mat<3, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(mat<3, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(mat<3, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> & mat<3, 2, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator++(int)\n\t{\n\t\tmat<3, 2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator--(int)\n\t{\n\t\tmat<3, 2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<3, 2, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn typename mat<3, 2, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1],\n\t\t\tv.x * m[1][0] + v.y * m[1][1],\n\t\t\tv.x * m[2][0] + v.y * m[2][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\tconst T SrcA00 = m1[0][0];\n\t\tconst T SrcA01 = m1[0][1];\n\t\tconst T SrcA10 = m1[1][0];\n\t\tconst T SrcA11 = m1[1][1];\n\t\tconst T SrcA20 = m1[2][0];\n\t\tconst T SrcA21 = m1[2][1];\n\n\t\tconst T SrcB00 = m2[0][0];\n\t\tconst T SrcB01 = m2[0][1];\n\t\tconst T SrcB02 = m2[0][2];\n\t\tconst T SrcB10 = m2[1][0];\n\t\tconst T SrcB11 = m2[1][1];\n\t\tconst T SrcB12 = m2[1][2];\n\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat3x3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat3x3.hpp\n\n#pragma once\n\n#include \"type_vec3.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<3, 3, T, Q>\n\t{\n\t\ttypedef vec<3, T, Q> col_type;\n\t\ttypedef vec<3, T, Q> row_type;\n\t\ttypedef mat<3, 3, T, Q> type;\n\t\ttypedef mat<3, 3, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[3];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 3, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0,\n\t\t\tT x1, T y1, T z1,\n\t\t\tT x2, T y2, T z2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1,\n\t\t\ttypename X2, typename Y2, typename Z2,\n\t\t\ttypename X3, typename Y3, typename Z3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1,\n\t\t\tX2 x2, Y2 y2, Z2 z2,\n\t\t\tX3 x3, Y3 y3, Z3 z3);\n\n\t\ttemplate<typename V1, typename V2, typename V3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<3, V1, Q> const& v1,\n\t\t\tvec<3, V2, Q> const& v2,\n\t\t\tvec<3, V3, Q> const& v3);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(mat<3, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(mat<3, 3, U, Q> const& m);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator++();\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> & operator--();\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<3, 3, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat3x3.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat3x3.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\tthis->value[0] = col_type(1, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0,\n\t\tT x1, T y1, T z1,\n\t\tT x2, T y2, T z2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1,\n\t\ttypename X2, typename Y2, typename Z2,\n\t\ttypename X3, typename Y3, typename Z3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat\n\t(\n\t\tX1 x1, Y1 y1, Z1 z1,\n\t\tX2 x2, Y2 y2, Z2 z2,\n\t\tX3 x3, Y3 y3, Z3 z3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2);\n\t\t\tthis->value[2] = col_type(x3, y3, z3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n\t\t\tthis->value[2] = col_type(v3);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type & mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type const& mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator=(mat<3, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(mat<3, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(mat<3, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(mat<3, 3, U, Q> const& m)\n\t{\n\t\treturn (*this = *this * m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(mat<3, 3, U, Q> const& m)\n\t{\n\t\treturn *this *= inverse(m);\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator++(int)\n\t{\n\t\tmat<3, 3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator--(int)\n\t{\n\t\tmat<3, 3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tscalar - m[0],\n\t\t\tscalar - m[1],\n\t\t\tscalar - m[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<3, 3, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn typename mat<3, 3, T, Q>::row_type(\n\t\t\tm[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z,\n\t\t\tm[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z,\n\t\t\tm[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\tT const SrcA00 = m1[0][0];\n\t\tT const SrcA01 = m1[0][1];\n\t\tT const SrcA02 = m1[0][2];\n\t\tT const SrcA10 = m1[1][0];\n\t\tT const SrcA11 = m1[1][1];\n\t\tT const SrcA12 = m1[1][2];\n\t\tT const SrcA20 = m1[2][0];\n\t\tT const SrcA21 = m1[2][1];\n\t\tT const SrcA22 = m1[2][2];\n\n\t\tT const SrcB00 = m2[0][0];\n\t\tT const SrcB01 = m2[0][1];\n\t\tT const SrcB02 = m2[0][2];\n\t\tT const SrcB10 = m2[1][0];\n\t\tT const SrcB11 = m2[1][1];\n\t\tT const SrcB12 = m2[1][2];\n\t\tT const SrcB20 = m2[2][0];\n\t\tT const SrcB21 = m2[2][1];\n\t\tT const SrcB22 = m2[2][2];\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2],\n\t\t\tm1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m,\tT scalar)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn  inverse(m) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn v * inverse(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\tmat<3, 3, T, Q> m1_copy(m1);\n\t\treturn m1_copy /= m2;\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat3x4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat3x4.hpp\n\n#pragma once\n\n#include \"type_vec3.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<3, 4, T, Q>\n\t{\n\t\ttypedef vec<4, T, Q> col_type;\n\t\ttypedef vec<3, T, Q> row_type;\n\t\ttypedef mat<3, 4, T, Q> type;\n\t\ttypedef mat<4, 3, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[3];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 4, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0, T z0, T w0,\n\t\t\tT x1, T y1, T z1, T w1,\n\t\t\tT x2, T y2, T z2, T w2);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\t\ttypename X2, typename Y2, typename Z2, typename W2,\n\t\t\ttypename X3, typename Y3, typename Z3, typename W3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\t\tX2 x2, Y2 y2, Z2 z2, W2 w2,\n\t\t\tX3 x3, Y3 y3, Z3 z3, W3 w3);\n\n\t\ttemplate<typename V1, typename V2, typename V3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<4, V1, Q> const& v1,\n\t\t\tvec<4, V2, Q> const& v2,\n\t\t\tvec<4, V3, Q> const& v3);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator=(mat<3, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(mat<3, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(mat<3, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator++();\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> & operator--();\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<3, 4, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 4, T, Q>::col_type operator*(mat<3, 4, T, Q> const& m, typename mat<3, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<3, 4, T, Q>::row_type operator*(typename mat<3, 4, T, Q>::col_type const& v, mat<3, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1,\tmat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1,\tmat<3, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat3x4.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat3x4.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat\n\t(\n\t\tT x0, T y0, T z0, T w0,\n\t\tT x1, T y1, T z1, T w1,\n\t\tT x2, T y2, T z2, T w2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x0, y0, z0, w0),\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2, w2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0, typename Z0, typename W0,\n\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\ttypename X2, typename Y2, typename Z2, typename W2>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat\n\t(\n\t\tX0 x0, Y0 y0, Z0 z0, W0 w0,\n\t\tX1 x1, Y1 y1, Z1 z1, W1 w1,\n\t\tX2 x2, Y2 y2, Z2 z2, W2 w2\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x0, y0, z0, w0),\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2, w2);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(vec<4, V1, Q> const& v0, vec<4, V2, Q> const& v1, vec<4, V3, Q> const& v2)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(m[2], 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(m[2], 1, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type & mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type const& mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator=(mat<3, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(mat<3, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(mat<3, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> & mat<3, 4, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator++(int)\n\t{\n\t\tmat<3, 4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator--(int)\n\t{\n\t\tmat<3, 4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m,\tT scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type operator*\n\t(\n\t\tmat<3, 4, T, Q> const& m,\n\t\ttypename mat<3, 4, T, Q>::row_type const& v\n\t)\n\t{\n\t\treturn typename mat<3, 4, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z,\n\t\t\tm[0][3] * v.x + m[1][3] * v.y + m[2][3] * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<3, 4, T, Q>::col_type const& v,\n\t\tmat<3, 4, T, Q> const& m\n\t)\n\t{\n\t\treturn typename mat<3, 4, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3],\n\t\t\tv.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2] + v.w * m[2][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\tconst T SrcA00 = m1[0][0];\n\t\tconst T SrcA01 = m1[0][1];\n\t\tconst T SrcA02 = m1[0][2];\n\t\tconst T SrcA03 = m1[0][3];\n\t\tconst T SrcA10 = m1[1][0];\n\t\tconst T SrcA11 = m1[1][1];\n\t\tconst T SrcA12 = m1[1][2];\n\t\tconst T SrcA13 = m1[1][3];\n\t\tconst T SrcA20 = m1[2][0];\n\t\tconst T SrcA21 = m1[2][1];\n\t\tconst T SrcA22 = m1[2][2];\n\t\tconst T SrcA23 = m1[2][3];\n\n\t\tconst T SrcB00 = m2[0][0];\n\t\tconst T SrcB01 = m2[0][1];\n\t\tconst T SrcB02 = m2[0][2];\n\t\tconst T SrcB10 = m2[1][0];\n\t\tconst T SrcB11 = m2[1][1];\n\t\tconst T SrcB12 = m2[1][2];\n\t\tconst T SrcB20 = m2[2][0];\n\t\tconst T SrcB21 = m2[2][1];\n\t\tconst T SrcB22 = m2[2][2];\n\t\tconst T SrcB30 = m2[3][0];\n\t\tconst T SrcB31 = m2[3][1];\n\t\tconst T SrcB32 = m2[3][2];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02;\n\t\tResult[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01 + SrcA23 * SrcB02;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12;\n\t\tResult[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11 + SrcA23 * SrcB12;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22;\n\t\tResult[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21 + SrcA23 * SrcB22;\n\t\tResult[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31 + SrcA20 * SrcB32;\n\t\tResult[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31 + SrcA21 * SrcB32;\n\t\tResult[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31 + SrcA22 * SrcB32;\n\t\tResult[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31 + SrcA23 * SrcB32;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<3, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2],\n\t\t\tm1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m,\tT scalar)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat4x2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat4x2.hpp\n\n#pragma once\n\n#include \"type_vec2.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<4, 2, T, Q>\n\t{\n\t\ttypedef vec<2, T, Q> col_type;\n\t\ttypedef vec<4, T, Q> row_type;\n\t\ttypedef mat<4, 2, T, Q> type;\n\t\ttypedef mat<2, 4, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[4];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 2, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT x0, T y0,\n\t\t\tT x1, T y1,\n\t\t\tT x2, T y2,\n\t\t\tT x3, T y3);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2,\n\t\t\tcol_type const& v3);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X0, typename Y0,\n\t\t\ttypename X1, typename Y1,\n\t\t\ttypename X2, typename Y2,\n\t\t\ttypename X3, typename Y3>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX0 x0, Y0 y0,\n\t\t\tX1 x1, Y1 y1,\n\t\t\tX2 x2, Y2 y2,\n\t\t\tX3 x3, Y3 y3);\n\n\t\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<2, V1, Q> const& v1,\n\t\t\tvec<2, V2, Q> const& v2,\n\t\t\tvec<2, V3, Q> const& v3,\n\t\t\tvec<2, V4, Q> const& v4);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator=(mat<4, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(mat<4, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(mat<4, 2, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator++ ();\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> & operator-- ();\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<4, 2, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1,\tmat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat4x2.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat4x2.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0), col_type(0, 1), col_type(0, 0), col_type(0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1);\n\t\t\t\tthis->value[2] = col_type(0, 0);\n\t\t\t\tthis->value[3] = col_type(0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = m[3];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(T s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0), col_type(0, s), col_type(0, 0), col_type(0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0);\n\t\t\tthis->value[1] = col_type(0, s);\n\t\t\tthis->value[2] = col_type(0, 0);\n\t\t\tthis->value[3] = col_type(0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat\n\t(\n\t\tT x0, T y0,\n\t\tT x1, T y1,\n\t\tT x2, T y2,\n\t\tT x3, T y3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n\t\t\tthis->value[3] = col_type(x3, y3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n\t\t\tthis->value[3] = v3;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0,\n\t\ttypename X1, typename Y1,\n\t\ttypename X2, typename Y2,\n\t\ttypename X3, typename Y3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat\n\t(\n\t\tX0 x0, Y0 y0,\n\t\tX1 x1, Y1 y1,\n\t\tX2 x2, Y2 y2,\n\t\tX3 x3, Y3 y3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0);\n\t\t\tthis->value[1] = col_type(x1, y1);\n\t\t\tthis->value[2] = col_type(x2, y2);\n\t\t\tthis->value[3] = col_type(x3, y3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V0, typename V1, typename V2, typename V3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2, vec<2, V3, Q> const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v0);\n\t\t\tthis->value[1] = col_type(v1);\n\t\t\tthis->value[2] = col_type(v2);\n\t\t\tthis->value[3] = col_type(v3);\n#\t\tendif\n\t}\n\n\t// -- Conversion --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type & mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type const& mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q>& mat<4, 2, T, Q>::operator=(mat<4, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\tthis->value[3] = m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\tthis->value[3] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(mat<4, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\tthis->value[3] += m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\tthis->value[3] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(mat<4, 2, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\tthis->value[3] -= m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\tthis->value[3] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\tthis->value[3] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\t++this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\t--this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator++(int)\n\t{\n\t\tmat<4, 2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator--(int)\n\t{\n\t\tmat<4, 2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2],\n\t\t\t-m[3]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] + scalar,\n\t\t\tm[1] + scalar,\n\t\t\tm[2] + scalar,\n\t\t\tm[3] + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2],\n\t\t\tm1[3] + m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] - scalar,\n\t\t\tm[1] - scalar,\n\t\t\tm[2] - scalar,\n\t\t\tm[3] - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2],\n\t\t\tm1[3] - m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar,\n\t\t\tm[3] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] * scalar,\n\t\t\tm[1] * scalar,\n\t\t\tm[2] * scalar,\n\t\t\tm[3] * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<4, 2, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn typename mat<4, 2, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1],\n\t\t\tv.x * m[1][0] + v.y * m[1][1],\n\t\t\tv.x * m[2][0] + v.y * m[2][1],\n\t\t\tv.x * m[3][0] + v.y * m[3][1]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\tT const SrcA00 = m1[0][0];\n\t\tT const SrcA01 = m1[0][1];\n\t\tT const SrcA10 = m1[1][0];\n\t\tT const SrcA11 = m1[1][1];\n\t\tT const SrcA20 = m1[2][0];\n\t\tT const SrcA21 = m1[2][1];\n\t\tT const SrcA30 = m1[3][0];\n\t\tT const SrcA31 = m1[3][1];\n\n\t\tT const SrcB00 = m2[0][0];\n\t\tT const SrcB01 = m2[0][1];\n\t\tT const SrcB02 = m2[0][2];\n\t\tT const SrcB03 = m2[0][3];\n\t\tT const SrcB10 = m2[1][0];\n\t\tT const SrcB11 = m2[1][1];\n\t\tT const SrcB12 = m2[1][2];\n\t\tT const SrcB13 = m2[1][3];\n\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tm[0] / scalar,\n\t\t\tm[1] / scalar,\n\t\t\tm[2] / scalar,\n\t\t\tm[3] / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn mat<4, 2, T, Q>(\n\t\t\tscalar / m[0],\n\t\t\tscalar / m[1],\n\t\t\tscalar / m[2],\n\t\t\tscalar / m[3]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat4x3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat4x3.hpp\n\n#pragma once\n\n#include \"type_vec3.hpp\"\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<4, 3, T, Q>\n\t{\n\t\ttypedef vec<3, T, Q> col_type;\n\t\ttypedef vec<4, T, Q> row_type;\n\t\ttypedef mat<4, 3, T, Q> type;\n\t\ttypedef mat<3, 4, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[4];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; }\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 3, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT const& x0, T const& y0, T const& z0,\n\t\t\tT const& x1, T const& y1, T const& z1,\n\t\t\tT const& x2, T const& y2, T const& z2,\n\t\t\tT const& x3, T const& y3, T const& z3);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2,\n\t\t\tcol_type const& v3);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1,\n\t\t\ttypename X2, typename Y2, typename Z2,\n\t\t\ttypename X3, typename Y3, typename Z3,\n\t\t\ttypename X4, typename Y4, typename Z4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 const& x1, Y1 const& y1, Z1 const& z1,\n\t\t\tX2 const& x2, Y2 const& y2, Z2 const& z2,\n\t\t\tX3 const& x3, Y3 const& y3, Z3 const& z3,\n\t\t\tX4 const& x4, Y4 const& y4, Z4 const& z4);\n\n\t\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<3, V1, Q> const& v1,\n\t\t\tvec<3, V2, Q> const& v2,\n\t\t\tvec<3, V3, Q> const& v3,\n\t\t\tvec<3, V4, Q> const& v4);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator=(mat<4, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(mat<4, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(mat<4, 3, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> & operator/=(U s);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q>& operator++();\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q>& operator--();\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<4, 3, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 3, T, Q>::col_type operator*(mat<4, 3, T, Q> const& m, typename mat<4, 3, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 3, T, Q>::row_type operator*(typename mat<4, 3, T, Q>::col_type const& v, mat<4, 3, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1,\tmat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat4x3.inl\"\n#endif //GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat4x3.inl",
    "content": "namespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1), col_type(0, 0, 0)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\t\tthis->value[3] = col_type(0, 0, 0);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = m[3];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(T const& s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s), col_type(0, 0, 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s);\n\t\t\tthis->value[3] = col_type(0, 0, 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat\n\t(\n\t\tT const& x0, T const& y0, T const& z0,\n\t\tT const& x1, T const& y1, T const& z1,\n\t\tT const& x2, T const& y2, T const& z2,\n\t\tT const& x3, T const& y3, T const& z3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2);\n\t\t\tthis->value[3] = col_type(x3, y3, z3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n\t\t\tthis->value[3] = v3;\n#\t\tendif\n\t}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X0, typename Y0, typename Z0,\n\t\ttypename X1, typename Y1, typename Z1,\n\t\ttypename X2, typename Y2, typename Z2,\n\t\ttypename X3, typename Y3, typename Z3>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat\n\t(\n\t\tX0 const& x0, Y0 const& y0, Z0 const& z0,\n\t\tX1 const& x1, Y1 const& y1, Z1 const& z1,\n\t\tX2 const& x2, Y2 const& y2, Z2 const& z2,\n\t\tX3 const& x3, Y3 const& y3, Z3 const& z3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2);\n\t\t\tthis->value[3] = col_type(x3, y3, z3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3, vec<3, V4, Q> const& v4)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n\t\t\tthis->value[2] = col_type(v3);\n\t\t\tthis->value[3] = col_type(v4);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(0, 0, 1);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(m[3], 0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 1);\n\t\t\tthis->value[3] = col_type(m[3], 0);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(0);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type & mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type const& mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary updatable operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q>& mat<4, 3, T, Q>::operator=(mat<4, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\tthis->value[3] = m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\tthis->value[3] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(mat<4, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\tthis->value[3] += m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\tthis->value[3] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(mat<4, 3, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\tthis->value[3] -= m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\tthis->value[3] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\tthis->value[3] /= s;\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\t++this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\t--this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator++(int)\n\t{\n\t\tmat<4, 3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator--(int)\n\t{\n\t\tmat<4, 3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2],\n\t\t\t-m[3]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] + s,\n\t\t\tm[1] + s,\n\t\t\tm[2] + s,\n\t\t\tm[3] + s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2],\n\t\t\tm1[3] + m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] - s,\n\t\t\tm[1] - s,\n\t\t\tm[2] - s,\n\t\t\tm[3] - s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2],\n\t\t\tm1[3] - m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type operator*\n\t(\n\t\tmat<4, 3, T, Q> const& m,\n\t\ttypename mat<4, 3, T, Q>::row_type const& v)\n\t{\n\t\treturn typename mat<4, 3, T, Q>::col_type(\n\t\t\tm[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w,\n\t\t\tm[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w,\n\t\t\tm[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * v.w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<4, 3, T, Q>::col_type const& v,\n\t\tmat<4, 3, T, Q> const& m)\n\t{\n\t\treturn typename mat<4, 3, T, Q>::row_type(\n\t\t\tv.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2],\n\t\t\tv.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2],\n\t\t\tv.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2],\n\t\t\tv.x * m[3][0] + v.y * m[3][1] + v.z * m[3][2]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\tT const SrcA00 = m1[0][0];\n\t\tT const SrcA01 = m1[0][1];\n\t\tT const SrcA02 = m1[0][2];\n\t\tT const SrcA10 = m1[1][0];\n\t\tT const SrcA11 = m1[1][1];\n\t\tT const SrcA12 = m1[1][2];\n\t\tT const SrcA20 = m1[2][0];\n\t\tT const SrcA21 = m1[2][1];\n\t\tT const SrcA22 = m1[2][2];\n\t\tT const SrcA30 = m1[3][0];\n\t\tT const SrcA31 = m1[3][1];\n\t\tT const SrcA32 = m1[3][2];\n\n\t\tT const SrcB00 = m2[0][0];\n\t\tT const SrcB01 = m2[0][1];\n\t\tT const SrcB02 = m2[0][2];\n\t\tT const SrcB03 = m2[0][3];\n\t\tT const SrcB10 = m2[1][0];\n\t\tT const SrcB11 = m2[1][1];\n\t\tT const SrcB12 = m2[1][2];\n\t\tT const SrcB13 = m2[1][3];\n\t\tT const SrcB20 = m2[2][0];\n\t\tT const SrcB21 = m2[2][1];\n\t\tT const SrcB22 = m2[2][2];\n\t\tT const SrcB23 = m2[2][3];\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03;\n\t\tResult[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03;\n\t\tResult[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02 + SrcA32 * SrcB03;\n\t\tResult[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13;\n\t\tResult[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13;\n\t\tResult[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12 + SrcA32 * SrcB13;\n\t\tResult[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22 + SrcA30 * SrcB23;\n\t\tResult[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22 + SrcA31 * SrcB23;\n\t\tResult[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22 + SrcA32 * SrcB23;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3],\n\t\t\tm1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3],\n\t\t\tm1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3],\n\t\t\tm1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2] + m1[3][2] * m2[3][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\tm[0] / s,\n\t\t\tm[1] / s,\n\t\t\tm[2] / s,\n\t\t\tm[3] / s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn mat<4, 3, T, Q>(\n\t\t\ts / m[0],\n\t\t\ts / m[1],\n\t\t\ts / m[2],\n\t\t\ts / m[3]);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat4x4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_mat4x4.hpp\n\n#pragma once\n\n#include \"type_vec4.hpp\"\n#include <limits>\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct mat<4, 4, T, Q>\n\t{\n\t\ttypedef vec<4, T, Q> col_type;\n\t\ttypedef vec<4, T, Q> row_type;\n\t\ttypedef mat<4, 4, T, Q> type;\n\t\ttypedef mat<4, 4, T, Q> transpose_type;\n\t\ttypedef T value_type;\n\n\tprivate:\n\t\tcol_type value[4];\n\n\tpublic:\n\t\t// -- Accesses --\n\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}\n\n\t\tGLM_FUNC_DECL col_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const;\n\n\t\t// -- Constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 4, T, P> const& m);\n\n\t\tGLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tT const& x0, T const& y0, T const& z0, T const& w0,\n\t\t\tT const& x1, T const& y1, T const& z1, T const& w1,\n\t\t\tT const& x2, T const& y2, T const& z2, T const& w2,\n\t\t\tT const& x3, T const& y3, T const& z3, T const& w3);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tcol_type const& v0,\n\t\t\tcol_type const& v1,\n\t\t\tcol_type const& v2,\n\t\t\tcol_type const& v3);\n\n\t\t// -- Conversions --\n\n\t\ttemplate<\n\t\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\t\ttypename X2, typename Y2, typename Z2, typename W2,\n\t\t\ttypename X3, typename Y3, typename Z3, typename W3,\n\t\t\ttypename X4, typename Y4, typename Z4, typename W4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tX1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1,\n\t\t\tX2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2,\n\t\t\tX3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3,\n\t\t\tX4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4);\n\n\t\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR mat(\n\t\t\tvec<4, V1, Q> const& v1,\n\t\t\tvec<4, V2, Q> const& v2,\n\t\t\tvec<4, V3, Q> const& v3,\n\t\t\tvec<4, V4, Q> const& v4);\n\n\t\t// -- Matrix conversions --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, U, P> const& m);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(mat<4, 4, U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(mat<4, 4, U, Q> const& m);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator++();\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> & operator--();\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL mat<4, 4, T, Q> operator--(int);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1,\tmat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator*(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator*(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator/(T const& s, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1,\tmat<4, 4, T, Q> const& m2);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_mat4x4.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat4x4.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\t// -- Constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat()\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST\n\t\t\t\t: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\t\tendif\n\t\t{\n#\t\t\tif GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION\n\t\t\t\tthis->value[0] = col_type(1, 0, 0, 0);\n\t\t\t\tthis->value[1] = col_type(0, 1, 0, 0);\n\t\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\t\tendif\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, T, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = m[3];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(T const& s)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0), col_type(0, 0, 0, s)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(s, 0, 0, 0);\n\t\t\tthis->value[1] = col_type(0, s, 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, s, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, s);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat\n\t(\n\t\tT const& x0, T const& y0, T const& z0, T const& w0,\n\t\tT const& x1, T const& y1, T const& z1, T const& w1,\n\t\tT const& x2, T const& y2, T const& z2, T const& w2,\n\t\tT const& x3, T const& y3, T const& z3, T const& w3\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{\n\t\t\t\tcol_type(x0, y0, z0, w0),\n\t\t\t\tcol_type(x1, y1, z1, w1),\n\t\t\t\tcol_type(x2, y2, z2, w2),\n\t\t\t\tcol_type(x3, y3, z3, w3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x0, y0, z0, w0);\n\t\t\tthis->value[1] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[2] = col_type(x2, y2, z2, w2);\n\t\t\tthis->value[3] = col_type(x3, y3, z3, w3);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = v0;\n\t\t\tthis->value[1] = v1;\n\t\t\tthis->value[2] = v2;\n\t\t\tthis->value[3] = v3;\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, U, P> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0]);\n\t\t\tthis->value[1] = col_type(m[1]);\n\t\t\tthis->value[2] = col_type(m[2]);\n\t\t\tthis->value[3] = col_type(m[3]);\n#\t\tendif\n\t}\n\n\t// -- Conversions --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<\n\t\ttypename X1, typename Y1, typename Z1, typename W1,\n\t\ttypename X2, typename Y2, typename Z2, typename W2,\n\t\ttypename X3, typename Y3, typename Z3, typename W3,\n\t\ttypename X4, typename Y4, typename Z4, typename W4>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat\n\t(\n\t\tX1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1,\n\t\tX2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2,\n\t\tX3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3,\n\t\tX4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4\n\t)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2), col_type(x3, y3, z3, w3), col_type(x4, y4, z4, w4)}\n#\t\tendif\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X1>::is_iec559 || std::numeric_limits<X1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 1st parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y1>::is_iec559 || std::numeric_limits<Y1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z1>::is_iec559 || std::numeric_limits<Z1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W1>::is_iec559 || std::numeric_limits<W1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 4th parameter type invalid.\");\n\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X2>::is_iec559 || std::numeric_limits<X2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 5th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y2>::is_iec559 || std::numeric_limits<Y2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 6th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z2>::is_iec559 || std::numeric_limits<Z2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 7th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W2>::is_iec559 || std::numeric_limits<W2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 8th parameter type invalid.\");\n\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X3>::is_iec559 || std::numeric_limits<X3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 9th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y3>::is_iec559 || std::numeric_limits<Y3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 10th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z3>::is_iec559 || std::numeric_limits<Z3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 11th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W3>::is_iec559 || std::numeric_limits<W3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 12th parameter type invalid.\");\n\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<X4>::is_iec559 || std::numeric_limits<X4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 13th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Y4>::is_iec559 || std::numeric_limits<Y4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 14th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<Z4>::is_iec559 || std::numeric_limits<Z4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 15th parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<W4>::is_iec559 || std::numeric_limits<W4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 16th parameter type invalid.\");\n\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(x1, y1, z1, w1);\n\t\t\tthis->value[1] = col_type(x2, y2, z2, w2);\n\t\t\tthis->value[2] = col_type(x3, y3, z3, w3);\n\t\t\tthis->value[3] = col_type(x4, y4, z4, w4);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename V1, typename V2, typename V3, typename V4>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2, vec<4, V3, Q> const& v3, vec<4, V4, Q> const& v4)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)}\n#\t\tendif\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V1>::is_iec559 || std::numeric_limits<V1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 1st parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V2>::is_iec559 || std::numeric_limits<V2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V3>::is_iec559 || std::numeric_limits<V3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid.\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<V4>::is_iec559 || std::numeric_limits<V4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, \"*mat4x4 constructor only takes float and integer types, 4th parameter type invalid.\");\n\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(v1);\n\t\t\tthis->value[1] = col_type(v2);\n\t\t\tthis->value[2] = col_type(v3);\n\t\t\tthis->value[3] = col_type(v4);\n#\t\tendif\n\t}\n\n\t// -- Matrix conversions --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(m[2], 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0, 0);\n\t\t\tthis->value[1] = col_type(m[1], 0, 0);\n\t\t\tthis->value[2] = col_type(0, 0, 1, 0);\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 4, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0, 0, 0, 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = m[0];\n\t\t\tthis->value[1] = m[1];\n\t\t\tthis->value[2] = m[2];\n\t\t\tthis->value[3] = col_type(0, 0, 0, 1);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)\n#\t\tif GLM_HAS_INITIALIZER_LISTS\n\t\t\t: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(m[3], 1)}\n#\t\tendif\n\t{\n#\t\tif !GLM_HAS_INITIALIZER_LISTS\n\t\t\tthis->value[0] = col_type(m[0], 0);\n\t\t\tthis->value[1] = col_type(m[1], 0);\n\t\t\tthis->value[2] = col_type(m[2], 0);\n\t\t\tthis->value[3] = col_type(m[3], 1);\n#\t\tendif\n\t}\n\n\t// -- Accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type & mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i)\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type const& mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) const\n\t{\n\t\tassert(i < this->length());\n\t\treturn this->value[i];\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator=(mat<4, 4, U, Q> const& m)\n\t{\n\t\t//memcpy could be faster\n\t\t//memcpy(&this->value, &m.value, 16 * sizeof(valType));\n\t\tthis->value[0] = m[0];\n\t\tthis->value[1] = m[1];\n\t\tthis->value[2] = m[2];\n\t\tthis->value[3] = m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(U s)\n\t{\n\t\tthis->value[0] += s;\n\t\tthis->value[1] += s;\n\t\tthis->value[2] += s;\n\t\tthis->value[3] += s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(mat<4, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] += m[0];\n\t\tthis->value[1] += m[1];\n\t\tthis->value[2] += m[2];\n\t\tthis->value[3] += m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(U s)\n\t{\n\t\tthis->value[0] -= s;\n\t\tthis->value[1] -= s;\n\t\tthis->value[2] -= s;\n\t\tthis->value[3] -= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(mat<4, 4, U, Q> const& m)\n\t{\n\t\tthis->value[0] -= m[0];\n\t\tthis->value[1] -= m[1];\n\t\tthis->value[2] -= m[2];\n\t\tthis->value[3] -= m[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(U s)\n\t{\n\t\tthis->value[0] *= s;\n\t\tthis->value[1] *= s;\n\t\tthis->value[2] *= s;\n\t\tthis->value[3] *= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(mat<4, 4, U, Q> const& m)\n\t{\n\t\treturn (*this = *this * m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(U s)\n\t{\n\t\tthis->value[0] /= s;\n\t\tthis->value[1] /= s;\n\t\tthis->value[2] /= s;\n\t\tthis->value[3] /= s;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(mat<4, 4, U, Q> const& m)\n\t{\n\t\treturn *this *= inverse(m);\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator++()\n\t{\n\t\t++this->value[0];\n\t\t++this->value[1];\n\t\t++this->value[2];\n\t\t++this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator--()\n\t{\n\t\t--this->value[0];\n\t\t--this->value[1];\n\t\t--this->value[2];\n\t\t--this->value[3];\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator++(int)\n\t{\n\t\tmat<4, 4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator--(int)\n\t{\n\t\tmat<4, 4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary constant operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn m;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\t-m[0],\n\t\t\t-m[1],\n\t\t\t-m[2],\n\t\t\t-m[3]);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] + s,\n\t\t\tm[1] + s,\n\t\t\tm[2] + s,\n\t\t\tm[3] + s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] + s,\n\t\t\tm[1] + s,\n\t\t\tm[2] + s,\n\t\t\tm[3] + s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm1[0] + m2[0],\n\t\t\tm1[1] + m2[1],\n\t\t\tm1[2] + m2[2],\n\t\t\tm1[3] + m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] - s,\n\t\t\tm[1] - s,\n\t\t\tm[2] - s,\n\t\t\tm[3] - s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\ts - m[0],\n\t\t\ts - m[1],\n\t\t\ts - m[2],\n\t\t\ts - m[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm1[0] - m2[0],\n\t\t\tm1[1] - m2[1],\n\t\t\tm1[2] - m2[2],\n\t\t\tm1[3] - m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const  & s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] * s,\n\t\t\tm[1] * s,\n\t\t\tm[2] * s,\n\t\t\tm[3] * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator*\n\t(\n\t\tmat<4, 4, T, Q> const& m,\n\t\ttypename mat<4, 4, T, Q>::row_type const& v\n\t)\n\t{\n/*\n\t\t__m128 v0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 v1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 v2 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 v3 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(m[0].data, v0);\n\t\t__m128 m1 = _mm_mul_ps(m[1].data, v1);\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\n\t\t__m128 m2 = _mm_mul_ps(m[2].data, v2);\n\t\t__m128 m3 = _mm_mul_ps(m[3].data, v3);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\treturn typename mat<4, 4, T, Q>::col_type(a2);\n*/\n\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov0(v[0]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov1(v[1]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul0 = m[0] * Mov0;\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul1 = m[1] * Mov1;\n\t\ttypename mat<4, 4, T, Q>::col_type const Add0 = Mul0 + Mul1;\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov2(v[2]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mov3(v[3]);\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul2 = m[2] * Mov2;\n\t\ttypename mat<4, 4, T, Q>::col_type const Mul3 = m[3] * Mov3;\n\t\ttypename mat<4, 4, T, Q>::col_type const Add1 = Mul2 + Mul3;\n\t\ttypename mat<4, 4, T, Q>::col_type const Add2 = Add0 + Add1;\n\t\treturn Add2;\n\n/*\n\t\treturn typename mat<4, 4, T, Q>::col_type(\n\t\t\tm[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0] * v[3],\n\t\t\tm[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1] * v[3],\n\t\t\tm[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2] * v[3],\n\t\t\tm[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3] * v[3]);\n*/\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator*\n\t(\n\t\ttypename mat<4, 4, T, Q>::col_type const& v,\n\t\tmat<4, 4, T, Q> const& m\n\t)\n\t{\n\t\treturn typename mat<4, 4, T, Q>::row_type(\n\t\t\tm[0][0] * v[0] + m[0][1] * v[1] + m[0][2] * v[2] + m[0][3] * v[3],\n\t\t\tm[1][0] * v[0] + m[1][1] * v[1] + m[1][2] * v[2] + m[1][3] * v[3],\n\t\t\tm[2][0] * v[0] + m[2][1] * v[1] + m[2][2] * v[2] + m[2][3] * v[3],\n\t\t\tm[3][0] * v[0] + m[3][1] * v[1] + m[3][2] * v[2] + m[3][3] * v[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<2, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)\n\t{\n\t\treturn mat<3, 4, T, Q>(\n\t\t\tm1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],\n\t\t\tm1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],\n\t\t\tm1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],\n\t\t\tm1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3],\n\t\t\tm1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],\n\t\t\tm1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],\n\t\t\tm1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],\n\t\t\tm1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3],\n\t\t\tm1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],\n\t\t\tm1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],\n\t\t\tm1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3],\n\t\t\tm1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2] + m1[3][3] * m2[2][3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA0 = m1[0];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA1 = m1[1];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA2 = m1[2];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcA3 = m1[3];\n\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB0 = m2[0];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB1 = m2[1];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB2 = m2[2];\n\t\ttypename mat<4, 4, T, Q>::col_type const SrcB3 = m2[3];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = SrcA0 * SrcB0[0] + SrcA1 * SrcB0[1] + SrcA2 * SrcB0[2] + SrcA3 * SrcB0[3];\n\t\tResult[1] = SrcA0 * SrcB1[0] + SrcA1 * SrcB1[1] + SrcA2 * SrcB1[2] + SrcA3 * SrcB1[3];\n\t\tResult[2] = SrcA0 * SrcB2[0] + SrcA1 * SrcB2[1] + SrcA2 * SrcB2[2] + SrcA3 * SrcB2[3];\n\t\tResult[3] = SrcA0 * SrcB3[0] + SrcA1 * SrcB3[1] + SrcA2 * SrcB3[2] + SrcA3 * SrcB3[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0] / s,\n\t\t\tm[1] / s,\n\t\t\tm[2] / s,\n\t\t\tm[3] / s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(T const& s,\tmat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\ts / m[0],\n\t\t\ts / m[1],\n\t\t\ts / m[2],\n\t\t\ts / m[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v)\n\t{\n\t\treturn inverse(m) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn v * inverse(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\tmat<4, 4, T, Q> m1_copy(m1);\n\t\treturn m1_copy /= m2;\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)\n\t{\n\t\treturn (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"type_mat4x4_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_mat4x4_simd.inl",
    "content": "/// @ref core\n\nnamespace glm\n{\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_quat.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_quat.hpp\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_mat3x3.hpp\"\n#include \"../detail/type_mat4x4.hpp\"\n#include \"../detail/type_vec3.hpp\"\n#include \"../detail/type_vec4.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../ext/quaternion_relational.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct qua\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef qua<T, Q> type;\n\t\ttypedef T value_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_LANG & GLM_LANG_CXXMS_FLAG\n\t\t\tunion\n\t\t\t{\n#\t\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\t\tstruct { T w, x, y, z; };\n#\t\t\t\telse\n\t\t\t\t\tstruct { T x, y, z, w; };\n#\t\t\t\tendif\n\n\t\t\t\ttypename detail::storage<4, T, detail::is_aligned<Q>::value>::type data;\n\t\t\t};\n#\t\telse\n#\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\tT w, x, y, z;\n#\t\t\telse\n\t\t\t\tT x, y, z, w;\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\ttypedef length_t length_type;\n\n\t\t/// Return the count of components of a quaternion\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(qua<T, Q> const& q) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(qua<T, P> const& q);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(T s, vec<3, T, Q> const& v);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua(T w, T x, T y, T z);\n\n\t\t// -- Conversion constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(qua<U, P> const& q);\n\n\t\t/// Explicit conversion operators\n#\t\tif GLM_HAS_EXPLICIT_CONVERSION_OPERATORS\n\t\t\tGLM_FUNC_DECL explicit operator mat<3, 3, T, Q>() const;\n\t\t\tGLM_FUNC_DECL explicit operator mat<4, 4, T, Q>() const;\n#\t\tendif\n\n\t\t/// Create a quaternion from two normalized axis\n\t\t///\n\t\t/// @param u A first normalized axis\n\t\t/// @param v A second normalized axis\n\t\t/// @see gtc_quaternion\n\t\t/// @see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors\n\t\tGLM_FUNC_DECL qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v);\n\n\t\t/// Build a quaternion from euler angles (pitch, yaw, roll), in radians.\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(vec<3, T, Q> const& eulerAngles);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT qua(mat<3, 3, T, Q> const& q);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT qua(mat<4, 4, T, Q> const& q);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator=(qua<T, Q> const& q) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator+=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator-=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator*=(qua<U, Q> const& q);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator/=(U s);\n\t};\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q, qua<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q, qua<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, qua<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(qua<T, Q> const& q, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(qua<T, Q> const& q, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(T const& s, qua<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator/(qua<T, Q> const& q, T const& s);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(qua<T, Q> const& q1, qua<T, Q> const& q2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(qua<T, Q> const& q1, qua<T, Q> const& q2);\n} //namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_quat.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_quat.inl",
    "content": "#include \"../trigonometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"../ext/quaternion_geometric.hpp\"\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T>\n\tstruct genTypeTrait<qua<T> >\n\t{\n\t\tstatic const genTypeEnum GENTYPE = GENTYPE_QUAT;\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_dot<qua<T, Q>, T, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(qua<T, Q> const& a, qua<T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> tmp(a.w * b.w, a.x * b.x, a.y * b.y, a.z * b.z);\n\t\t\treturn (tmp.x + tmp.y) + (tmp.z + tmp.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_add\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, qua<T, Q> const& p)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w + p.w, q.x + p.x, q.y + p.y, q.z + p.z);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_sub\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, qua<T, Q> const& p)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w - p.w, q.x - p.x, q.y - p.y, q.z - p.z);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_mul_scalar\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, T s)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w * s, q.x * s, q.y * s, q.z * s);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_div_scalar\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, T s)\n\t\t{\n\t\t\treturn qua<T, Q>(q.w / s, q.x / s, q.y / s, q.z / s);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_quat_mul_vec4\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(qua<T, Q> const& q, vec<4, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<4, T, Q>(q * vec<3, T, Q>(v), v.w);\n\t\t}\n\t};\n}//namespace detail\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & qua<T, Q>::operator[](typename qua<T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\treturn (&w)[i];\n#\t\telse\n\t\t\treturn (&x)[i];\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& qua<T, Q>::operator[](typename qua<T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\treturn (&w)[i];\n#\t\telse\n\t\t\treturn (&x)[i];\n#\t\tendif\n\t}\n\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n#\t\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\t\t: w(1), x(0), y(0), z(0)\n#\t\t\t\telse\n\t\t\t\t\t: x(0), y(0), z(0), w(1)\n#\t\t\t\tendif\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<T, Q> const& q)\n#\t\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t\t: w(q.w), x(q.x), y(q.y), z(q.z)\n#\t\t\telse\n\t\t\t\t: x(q.x), y(q.y), z(q.z), w(q.w)\n#\t\t\tendif\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<T, P> const& q)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(q.w), x(q.x), y(q.y), z(q.z)\n#\t\telse\n\t\t\t: x(q.x), y(q.y), z(q.z), w(q.w)\n#\t\tendif\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(T s, vec<3, T, Q> const& v)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(s), x(v.x), y(v.y), z(v.z)\n#\t\telse\n\t\t\t: x(v.x), y(v.y), z(v.z), w(s)\n#\t\tendif\n\t{}\n\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(T _w, T _x, T _y, T _z)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(_w), x(_x), y(_y), z(_z)\n#\t\telse\n\t\t\t: x(_x), y(_y), z(_z), w(_w)\n#\t\tendif\n\t{}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<U, P> const& q)\n#\t\tifdef GLM_FORCE_QUAT_DATA_WXYZ\n\t\t\t: w(static_cast<T>(q.w)), x(static_cast<T>(q.x)), y(static_cast<T>(q.y)), z(static_cast<T>(q.z))\n#\t\telse\n\t\t\t: x(static_cast<T>(q.x)), y(static_cast<T>(q.y)), z(static_cast<T>(q.z)), w(static_cast<T>(q.w))\n#\t\tendif\n\t{}\n\n\t//template<typename valType>\n\t//GLM_FUNC_QUALIFIER qua<valType>::qua\n\t//(\n\t//\tvalType const& pitch,\n\t//\tvalType const& yaw,\n\t//\tvalType const& roll\n\t//)\n\t//{\n\t//\tvec<3, valType> eulerAngle(pitch * valType(0.5), yaw * valType(0.5), roll * valType(0.5));\n\t//\tvec<3, valType> c = glm::cos(eulerAngle * valType(0.5));\n\t//\tvec<3, valType> s = glm::sin(eulerAngle * valType(0.5));\n\t//\n\t//\tthis->w = c.x * c.y * c.z + s.x * s.y * s.z;\n\t//\tthis->x = s.x * c.y * c.z - c.x * s.y * s.z;\n\t//\tthis->y = c.x * s.y * c.z + s.x * c.y * s.z;\n\t//\tthis->z = c.x * c.y * s.z - s.x * s.y * c.z;\n\t//}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v)\n\t{\n\t\tT norm_u_norm_v = sqrt(dot(u, u) * dot(v, v));\n\t\tT real_part = norm_u_norm_v + dot(u, v);\n\t\tvec<3, T, Q> t;\n\n\t\tif(real_part < static_cast<T>(1.e-6f) * norm_u_norm_v)\n\t\t{\n\t\t\t// If u and v are exactly opposite, rotate 180 degrees\n\t\t\t// around an arbitrary orthogonal axis. Axis normalisation\n\t\t\t// can happen later, when we normalise the quaternion.\n\t\t\treal_part = static_cast<T>(0);\n\t\t\tt = abs(u.x) > abs(u.z) ? vec<3, T, Q>(-u.y, u.x, static_cast<T>(0)) : vec<3, T, Q>(static_cast<T>(0), -u.z, u.y);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Otherwise, build quaternion the standard way.\n\t\t\tt = cross(u, v);\n\t\t}\n\n\t\t*this = normalize(qua<T, Q>(real_part, t.x, t.y, t.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(vec<3, T, Q> const& eulerAngle)\n\t{\n\t\tvec<3, T, Q> c = glm::cos(eulerAngle * T(0.5));\n\t\tvec<3, T, Q> s = glm::sin(eulerAngle * T(0.5));\n\n\t\tthis->w = c.x * c.y * c.z + s.x * s.y * s.z;\n\t\tthis->x = s.x * c.y * c.z - c.x * s.y * s.z;\n\t\tthis->y = c.x * s.y * c.z + s.x * c.y * s.z;\n\t\tthis->z = c.x * c.y * s.z - s.x * s.y * c.z;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::qua(mat<3, 3, T, Q> const& m)\n\t{\n\t\t*this = quat_cast(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::qua(mat<4, 4, T, Q> const& m)\n\t{\n\t\t*this = quat_cast(m);\n\t}\n\n#\tif GLM_HAS_EXPLICIT_CONVERSION_OPERATORS\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::operator mat<3, 3, T, Q>() const\n\t{\n\t\treturn mat3_cast(*this);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q>::operator mat<4, 4, T, Q>() const\n\t{\n\t\treturn mat4_cast(*this);\n\t}\n#\tendif//GLM_HAS_EXPLICIT_CONVERSION_OPERATORS\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator=(qua<T, Q> const& q)\n\t\t{\n\t\t\tthis->w = q.w;\n\t\t\tthis->x = q.x;\n\t\t\tthis->y = q.y;\n\t\t\tthis->z = q.z;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator=(qua<U, Q> const& q)\n\t{\n\t\tthis->w = static_cast<T>(q.w);\n\t\tthis->x = static_cast<T>(q.x);\n\t\tthis->y = static_cast<T>(q.y);\n\t\tthis->z = static_cast<T>(q.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator+=(qua<U, Q> const& q)\n\t{\n\t\treturn (*this = detail::compute_quat_add<T, Q, detail::is_aligned<Q>::value>::call(*this, qua<T, Q>(q)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator-=(qua<U, Q> const& q)\n\t{\n\t\treturn (*this = detail::compute_quat_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, qua<T, Q>(q)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator*=(qua<U, Q> const& r)\n\t{\n\t\tqua<T, Q> const p(*this);\n\t\tqua<T, Q> const q(r);\n\n\t\tthis->w = p.w * q.w - p.x * q.x - p.y * q.y - p.z * q.z;\n\t\tthis->x = p.w * q.x + p.x * q.w + p.y * q.z - p.z * q.y;\n\t\tthis->y = p.w * q.y + p.y * q.w + p.z * q.x - p.x * q.z;\n\t\tthis->z = p.w * q.z + p.z * q.w + p.x * q.y - p.y * q.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator*=(U s)\n\t{\n\t\treturn (*this = detail::compute_quat_mul_scalar<T, Q, detail::is_aligned<Q>::value>::call(*this, static_cast<U>(s)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator/=(U s)\n\t{\n\t\treturn (*this = detail::compute_quat_div_scalar<T, Q, detail::is_aligned<Q>::value>::call(*this, static_cast<U>(s)));\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q)\n\t{\n\t\treturn q;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q)\n\t{\n\t\treturn qua<T, Q>(-q.w, -q.x, -q.y, -q.z);\n\t}\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q, qua<T, Q> const& p)\n\t{\n\t\treturn qua<T, Q>(q) += p;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q, qua<T, Q> const& p)\n\t{\n\t\treturn qua<T, Q>(q) -= p;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, qua<T, Q> const& p)\n\t{\n\t\treturn qua<T, Q>(q) *= p;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(qua<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\tvec<3, T, Q> const QuatVector(q.x, q.y, q.z);\n\t\tvec<3, T, Q> const uv(glm::cross(QuatVector, v));\n\t\tvec<3, T, Q> const uuv(glm::cross(QuatVector, uv));\n\n\t\treturn v + ((uv * q.w) + uuv) * static_cast<T>(2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(qua<T, Q> const& q, vec<4, T, Q> const& v)\n\t{\n\t\treturn detail::compute_quat_mul_vec4<T, Q, detail::is_aligned<Q>::value>::call(q, v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, T const& s)\n\t{\n\t\treturn qua<T, Q>(\n\t\t\tq.w * s, q.x * s, q.y * s, q.z * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(T const& s, qua<T, Q> const& q)\n\t{\n\t\treturn q * s;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator/(qua<T, Q> const& q, T const& s)\n\t{\n\t\treturn qua<T, Q>(\n\t\t\tq.w / s, q.x / s, q.y / s, q.z / s);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(qua<T, Q> const& q1, qua<T, Q> const& q2)\n\t{\n\t\treturn q1.x == q2.x && q1.y == q2.y && q1.z == q2.z && q1.w == q2.w;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(qua<T, Q> const& q1, qua<T, Q> const& q2)\n\t{\n\t\treturn q1.x != q2.x || q1.y != q2.y || q1.z != q2.z || q1.w != q2.w;\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"type_quat_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_quat_simd.inl",
    "content": "/// @ref core\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n/*\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q1, qua<float, Q> const& q2)\n\t\t{\n\t\t\t// SSE2 STATS: 11 shuffle, 8 mul, 8 add\n\t\t\t// SSE4 STATS: 3 shuffle, 4 mul, 4 dpps\n\n\t\t\t__m128 const mul0 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(0, 1, 2, 3)));\n\t\t\t__m128 const mul1 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(1, 0, 3, 2)));\n\t\t\t__m128 const mul2 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(2, 3, 0, 1)));\n\t\t\t__m128 const mul3 = _mm_mul_ps(q1.Data, q2.Data);\n\n#\t\t\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\t\t\t__m128 const add0 = _mm_dp_ps(mul0, _mm_set_ps(1.0f, -1.0f,  1.0f,  1.0f), 0xff);\n\t\t\t\t__m128 const add1 = _mm_dp_ps(mul1, _mm_set_ps(1.0f,  1.0f,  1.0f, -1.0f), 0xff);\n\t\t\t\t__m128 const add2 = _mm_dp_ps(mul2, _mm_set_ps(1.0f,  1.0f, -1.0f,  1.0f), 0xff);\n\t\t\t\t__m128 const add3 = _mm_dp_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f), 0xff);\n#\t\t\telse\n\t\t\t\t__m128 const mul4 = _mm_mul_ps(mul0, _mm_set_ps(1.0f, -1.0f,  1.0f,  1.0f));\n\t\t\t\t__m128 const add0 = _mm_add_ps(mul0, _mm_movehl_ps(mul4, mul4));\n\t\t\t\t__m128 const add4 = _mm_add_ss(add0, _mm_shuffle_ps(add0, add0, 1));\n\n\t\t\t\t__m128 const mul5 = _mm_mul_ps(mul1, _mm_set_ps(1.0f,  1.0f,  1.0f, -1.0f));\n\t\t\t\t__m128 const add1 = _mm_add_ps(mul1, _mm_movehl_ps(mul5, mul5));\n\t\t\t\t__m128 const add5 = _mm_add_ss(add1, _mm_shuffle_ps(add1, add1, 1));\n\n\t\t\t\t__m128 const mul6 = _mm_mul_ps(mul2, _mm_set_ps(1.0f,  1.0f, -1.0f,  1.0f));\n\t\t\t\t__m128 const add2 = _mm_add_ps(mul6, _mm_movehl_ps(mul6, mul6));\n\t\t\t\t__m128 const add6 = _mm_add_ss(add2, _mm_shuffle_ps(add2, add2, 1));\n\n\t\t\t\t__m128 const mul7 = _mm_mul_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f));\n\t\t\t\t__m128 const add3 = _mm_add_ps(mul3, _mm_movehl_ps(mul7, mul7));\n\t\t\t\t__m128 const add7 = _mm_add_ss(add3, _mm_shuffle_ps(add3, add3, 1));\n\t\t#endif\n\n\t\t\t// This SIMD code is a politically correct way of doing this, but in every test I've tried it has been slower than\n\t\t\t// the final code below. I'll keep this here for reference - maybe somebody else can do something better...\n\t\t\t//\n\t\t\t//__m128 xxyy = _mm_shuffle_ps(add4, add5, _MM_SHUFFLE(0, 0, 0, 0));\n\t\t\t//__m128 zzww = _mm_shuffle_ps(add6, add7, _MM_SHUFFLE(0, 0, 0, 0));\n\t\t\t//\n\t\t\t//return _mm_shuffle_ps(xxyy, zzww, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t\t\tqua<float, Q> Result;\n\t\t\t_mm_store_ss(&Result.x, add4);\n\t\t\t_mm_store_ss(&Result.y, add5);\n\t\t\t_mm_store_ss(&Result.z, add6);\n\t\t\t_mm_store_ss(&Result.w, add7);\n\t\t\treturn Result;\n\t\t}\n\t};\n*/\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_add<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)\n\t\t{\n\t\t\tqua<float, Q> Result;\n\t\t\tResult.data = _mm_add_ps(q.data, p.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_add<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_add_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_sub<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_sub_ps(q.data, p.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_sub<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_sub_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul_scalar<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, float s)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_mul_ps(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul_scalar<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& q, double s)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_mul_pd(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_div_scalar<float, Q, true>\n\t{\n\t\tstatic qua<float, Q> call(qua<float, Q> const& q, float s)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_div_ps(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_quat_div_scalar<double, Q, true>\n\t{\n\t\tstatic qua<double, Q> call(qua<double, Q> const& q, double s)\n\t\t{\n\t\t\tqua<double, Q> Result;\n\t\t\tResult.data = _mm256_div_pd(q.data, _mm_set_ps1(s));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_quat_mul_vec4<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(qua<float, Q> const& q, vec<4, float, Q> const& v)\n\t\t{\n\t\t\t__m128 const q_wwww = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 3, 3, 3));\n\t\t\t__m128 const q_swp0 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 0, 2, 1));\n\t\t\t__m128 const q_swp1 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 1, 0, 2));\n\t\t\t__m128 const v_swp0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 0, 2, 1));\n\t\t\t__m128 const v_swp1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 1, 0, 2));\n\n\t\t\t__m128 uv      = _mm_sub_ps(_mm_mul_ps(q_swp0, v_swp1), _mm_mul_ps(q_swp1, v_swp0));\n\t\t\t__m128 uv_swp0 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 0, 2, 1));\n\t\t\t__m128 uv_swp1 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 1, 0, 2));\n\t\t\t__m128 uuv     = _mm_sub_ps(_mm_mul_ps(q_swp0, uv_swp1), _mm_mul_ps(q_swp1, uv_swp0));\n\n\t\t\t__m128 const two = _mm_set1_ps(2.0f);\n\t\t\tuv  = _mm_mul_ps(uv, _mm_mul_ps(q_wwww, two));\n\t\t\tuuv = _mm_mul_ps(uuv, two);\n\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_add_ps(v.Data, _mm_add_ps(uv, uuv));\n\t\t\treturn Result;\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec1.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec1.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<1, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<1, T, Q> type;\n\t\ttypedef vec<1, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tT x;\n\t\t\t\tT r;\n\t\t\t\tT s;\n\n\t\t\t\ttypename detail::storage<1, T, detail::is_aligned<Q>::value>::type data;\n/*\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\t_GLM_SWIZZLE1_2_MEMBERS(T, Q, x)\n\t\t\t\t\t_GLM_SWIZZLE1_2_MEMBERS(T, Q, r)\n\t\t\t\t\t_GLM_SWIZZLE1_2_MEMBERS(T, Q, s)\n\t\t\t\t\t_GLM_SWIZZLE1_3_MEMBERS(T, Q, x)\n\t\t\t\t\t_GLM_SWIZZLE1_3_MEMBERS(T, Q, r)\n\t\t\t\t\t_GLM_SWIZZLE1_3_MEMBERS(T, Q, s)\n\t\t\t\t\t_GLM_SWIZZLE1_4_MEMBERS(T, Q, x)\n\t\t\t\t\t_GLM_SWIZZLE1_4_MEMBERS(T, Q, r)\n\t\t\t\t\t_GLM_SWIZZLE1_4_MEMBERS(T, Q, s)\n#\t\t\t\tendif\n*/\n\t\t\t};\n#\t\telse\n\t\t\tunion {T x, r, s;};\n/*\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC1(T, Q)\n#\t\t\tendif\n*/\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\t/// Return the count of components of the vector\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 1;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<1, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n/*\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<1, T, Q, E0, -1,-2,-3> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n*/\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(vec<1, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec1.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec1.inl",
    "content": "/// @ref core\n\n#include \"./compute_vector_relational.hpp\"\n\nnamespace glm\n{\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, Q> const& v)\n\t\t\t: x(v.x)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, P> const& v)\n\t\t: x(v.x)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(T scalar)\n\t\t: x(scalar)\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<2, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<3, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type)\n\t{\n\t\treturn x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type) const\n\t{\n\t\treturn x;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->x += static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->x -= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->x *= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(U scalar)\n\t{\n\t\tthis->x /= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator++(int)\n\t{\n\t\tvec<1, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator--(int)\n\t{\n\t\tvec<1, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(U scalar)\n\t{\n\t\tthis->x %= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x %= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(U scalar)\n\t{\n\t\tthis->x &= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x &= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(U scalar)\n\t{\n\t\tthis->x |= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x |= U(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(U scalar)\n\t{\n\t\tthis->x ^= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x ^= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(U scalar)\n\t{\n\t\tthis->x <<= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(U scalar)\n\t{\n\t\tthis->x >>= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\t// -- Unary constant operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\t-v.x);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar + v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x + v2.x);\n\t}\n\n\t//operator-\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar - v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x - v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar * v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x * v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar / v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x / v2.x);\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x % scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar % v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x % v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x & scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar & v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x & v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x | scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar | v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x | v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv.x ^ scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tscalar ^ v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tv1.x ^ v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v.x << scalar));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(scalar << v.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v1.x << v2.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v.x >> scalar));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(scalar >> v.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\tstatic_cast<T>(v1.x >> v2.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(\n\t\t\t~v.x);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn !(v1 == v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2)\n\t{\n\t\treturn vec<1, bool, Q>(v1.x && v2.x);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2)\n\t{\n\t\treturn vec<1, bool, Q>(v1.x || v2.x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec2.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec2.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<2, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<2, T, Q> type;\n\t\ttypedef vec<2, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x, y;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tstruct{ T x, y; };\n\t\t\t\tstruct{ T r, g; };\n\t\t\t\tstruct{ T s, t; };\n\n\t\t\t\ttypename detail::storage<2, T, detail::is_aligned<Q>::value>::type data;\n\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\tGLM_SWIZZLE2_2_MEMBERS(T, Q, x, y)\n\t\t\t\t\tGLM_SWIZZLE2_2_MEMBERS(T, Q, r, g)\n\t\t\t\t\tGLM_SWIZZLE2_2_MEMBERS(T, Q, s, t)\n\t\t\t\t\tGLM_SWIZZLE2_3_MEMBERS(T, Q, x, y)\n\t\t\t\t\tGLM_SWIZZLE2_3_MEMBERS(T, Q, r, g)\n\t\t\t\t\tGLM_SWIZZLE2_3_MEMBERS(T, Q, s, t)\n\t\t\t\t\tGLM_SWIZZLE2_4_MEMBERS(T, Q, x, y)\n\t\t\t\t\tGLM_SWIZZLE2_4_MEMBERS(T, Q, r, g)\n\t\t\t\t\tGLM_SWIZZLE2_4_MEMBERS(T, Q, s, t)\n#\t\t\t\tendif\n\t\t\t};\n#\t\telse\n\t\t\tunion {T x, r, s;};\n\t\t\tunion {T y, g, t;};\n\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, Q)\n#\t\t\tendif//GLM_CONFIG_SWIZZLE\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\t/// Return the count of components of the vector\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T& operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y);\n\n\t\t// -- Conversion constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A x, B y);\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, B y);\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A x, vec<1, B, Q> const& y);\n\t\ttemplate<typename A, typename B>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, vec<1, B, Q> const& y);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1,-1,-2> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<2, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<2, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<2, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec2.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec2.inl",
    "content": "/// @ref core\n\n#include \"./compute_vector_relational.hpp\"\n\nnamespace glm\n{\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0), y(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, Q> const& v)\n\t\t\t: x(v.x), y(v.y)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, P> const& v)\n\t\t: x(v.x), y(v.y)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T scalar)\n\t\t: x(scalar), y(scalar)\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T _x, T _y)\n\t\t: x(_x), y(_y)\n\t{}\n\n\t// -- Conversion scalar constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, B _y)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, B _y)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, vec<1, B, Q> const& _y)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, vec<1, B, Q> const& _y)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<3, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\t}\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\tthis->y = v.y;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\tthis->y = static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->x += static_cast<T>(scalar);\n\t\tthis->y += static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->x -= static_cast<T>(scalar);\n\t\tthis->y -= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->x *= static_cast<T>(scalar);\n\t\tthis->y *= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(U scalar)\n\t{\n\t\tthis->x /= static_cast<T>(scalar);\n\t\tthis->y /= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\t++this->y;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\t--this->y;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator++(int)\n\t{\n\t\tvec<2, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator--(int)\n\t{\n\t\tvec<2, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(U scalar)\n\t{\n\t\tthis->x %= static_cast<T>(scalar);\n\t\tthis->y %= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x %= static_cast<T>(v.x);\n\t\tthis->y %= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x %= static_cast<T>(v.x);\n\t\tthis->y %= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(U scalar)\n\t{\n\t\tthis->x &= static_cast<T>(scalar);\n\t\tthis->y &= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x &= static_cast<T>(v.x);\n\t\tthis->y &= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x &= static_cast<T>(v.x);\n\t\tthis->y &= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(U scalar)\n\t{\n\t\tthis->x |= static_cast<T>(scalar);\n\t\tthis->y |= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x |= static_cast<T>(v.x);\n\t\tthis->y |= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x |= static_cast<T>(v.x);\n\t\tthis->y |= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(U scalar)\n\t{\n\t\tthis->x ^= static_cast<T>(scalar);\n\t\tthis->y ^= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x ^= static_cast<T>(v.x);\n\t\tthis->y ^= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x ^= static_cast<T>(v.x);\n\t\tthis->y ^= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(U scalar)\n\t{\n\t\tthis->x <<= static_cast<T>(scalar);\n\t\tthis->y <<= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(U scalar)\n\t{\n\t\tthis->x >>= static_cast<T>(scalar);\n\t\tthis->y >>= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<2, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.y);\n\t\treturn *this;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\t-v.x,\n\t\t\t-v.y);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x + scalar,\n\t\t\tv.y + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.y + v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar + v.x,\n\t\t\tscalar + v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.x + v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.y + v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x - scalar,\n\t\t\tv.y - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.y - v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar - v.x,\n\t\t\tscalar - v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.x - v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.y - v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x * scalar,\n\t\t\tv.y * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.y * v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar * v.x,\n\t\t\tscalar * v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.x * v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.y * v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x / scalar,\n\t\t\tv.y / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.y / v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar / v.x,\n\t\t\tscalar / v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.x / v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.y / v2.y);\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x % scalar,\n\t\t\tv.y % scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.y % v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar % v.x,\n\t\t\tscalar % v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.x % v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.y % v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x & scalar,\n\t\t\tv.y & scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.y & v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar & v.x,\n\t\t\tscalar & v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.x & v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.y & v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x | scalar,\n\t\t\tv.y | scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.y | v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar | v.x,\n\t\t\tscalar | v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.x | v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.y | v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x ^ scalar,\n\t\t\tv.y ^ scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.y ^ v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar ^ v.x,\n\t\t\tscalar ^ v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.x ^ v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.y ^ v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x << scalar,\n\t\t\tv.y << scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.y << v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar << v.x,\n\t\t\tscalar << v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.x << v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.y << v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv.x >> scalar,\n\t\t\tv.y >> scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.y >> v2.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tscalar >> v.x,\n\t\t\tscalar >> v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.x >> v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.y >> v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\t~v.x,\n\t\t\t~v.y);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)\n\t{\n\t\treturn !(v1 == v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2)\n\t{\n\t\treturn vec<2, bool, Q>(v1.x && v2.x, v1.y && v2.y);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2)\n\t{\n\t\treturn vec<2, bool, Q>(v1.x || v2.x, v1.y || v2.y);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec3.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec3.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<3, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<3, T, Q> type;\n\t\ttypedef vec<3, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\t\tif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n#\t\t\t\t\tpragma warning(disable: 4324)  // structure was padded due to alignment specifier\n#\t\t\t\tendif\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x, y, z;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tstruct{ T x, y, z; };\n\t\t\t\tstruct{ T r, g, b; };\n\t\t\t\tstruct{ T s, t, p; };\n\n\t\t\t\ttypename detail::storage<3, T, detail::is_aligned<Q>::value>::type data;\n\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\tGLM_SWIZZLE3_2_MEMBERS(T, Q, x, y, z)\n\t\t\t\t\tGLM_SWIZZLE3_2_MEMBERS(T, Q, r, g, b)\n\t\t\t\t\tGLM_SWIZZLE3_2_MEMBERS(T, Q, s, t, p)\n\t\t\t\t\tGLM_SWIZZLE3_3_MEMBERS(T, Q, x, y, z)\n\t\t\t\t\tGLM_SWIZZLE3_3_MEMBERS(T, Q, r, g, b)\n\t\t\t\t\tGLM_SWIZZLE3_3_MEMBERS(T, Q, s, t, p)\n\t\t\t\t\tGLM_SWIZZLE3_4_MEMBERS(T, Q, x, y, z)\n\t\t\t\t\tGLM_SWIZZLE3_4_MEMBERS(T, Q, r, g, b)\n\t\t\t\t\tGLM_SWIZZLE3_4_MEMBERS(T, Q, s, t, p)\n#\t\t\t\tendif\n\t\t\t};\n#\t\telse\n\t\t\tunion { T x, r, s; };\n\t\t\tunion { T y, g, t; };\n\t\t\tunion { T z, b, p; };\n\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, Q)\n#\t\t\tendif//GLM_CONFIG_SWIZZLE\n#\t\tendif//GLM_LANG\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\t/// Return the count of components of the vector\n\t\ttypedef length_t length_type;\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 3;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T a, T b, T c);\n\n\t\t// -- Conversion scalar constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X x, Y y, Z z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z);\n\t\ttemplate<typename X, typename Y, typename Z>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0, int E1, int E2>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& scalar)\n\t\t\t{\n\t\t\t\t*this = vec(v(), scalar);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& scalar, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v)\n\t\t\t{\n\t\t\t\t*this = vec(scalar, v());\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q>& operator=(vec<3, T, Q> const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<3, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<3, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<3, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec3.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec3.inl",
    "content": "/// @ref core\n\n#include \"compute_vector_relational.hpp\"\n\nnamespace glm\n{\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0), y(0), z(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, Q> const& v)\n\t\t\t: x(v.x), y(v.y), z(v.z)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, P> const& v)\n\t\t: x(v.x), y(v.y), z(v.z)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T scalar)\n\t\t: x(scalar), y(scalar), z(scalar)\n\t{}\n\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T _x, T _y, T _z)\n\t\t: x(_x), y(_y), z(_z)\n\t{}\n\n\t// -- Conversion scalar constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.x))\n\t\t, z(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, Z _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, B _z)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(A _x, vec<2, B, P> const& _yz)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t\t, z(static_cast<T>(v.z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t\t, z(static_cast<T>(v.z))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\t\tcase 0:\n\t\treturn x;\n\t\t\tcase 1:\n\t\treturn y;\n\t\t\tcase 2:\n\t\treturn z;\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\tcase 2:\n\t\t\treturn z;\n\t\t}\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\tthis->y = v.y;\n\t\t\tthis->z = v.z;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\tthis->y = static_cast<T>(v.y);\n\t\tthis->z = static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(U scalar)\n\t{\n\t\tthis->x += static_cast<T>(scalar);\n\t\tthis->y += static_cast<T>(scalar);\n\t\tthis->z += static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.x);\n\t\tthis->z += static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x += static_cast<T>(v.x);\n\t\tthis->y += static_cast<T>(v.y);\n\t\tthis->z += static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(U scalar)\n\t{\n\t\tthis->x -= static_cast<T>(scalar);\n\t\tthis->y -= static_cast<T>(scalar);\n\t\tthis->z -= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.x);\n\t\tthis->z -= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x -= static_cast<T>(v.x);\n\t\tthis->y -= static_cast<T>(v.y);\n\t\tthis->z -= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(U scalar)\n\t{\n\t\tthis->x *= static_cast<T>(scalar);\n\t\tthis->y *= static_cast<T>(scalar);\n\t\tthis->z *= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.x);\n\t\tthis->z *= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x *= static_cast<T>(v.x);\n\t\tthis->y *= static_cast<T>(v.y);\n\t\tthis->z *= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(U v)\n\t{\n\t\tthis->x /= static_cast<T>(v);\n\t\tthis->y /= static_cast<T>(v);\n\t\tthis->z /= static_cast<T>(v);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.x);\n\t\tthis->z /= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x /= static_cast<T>(v.x);\n\t\tthis->y /= static_cast<T>(v.y);\n\t\tthis->z /= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\t++this->y;\n\t\t++this->z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\t--this->y;\n\t\t--this->z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator++(int)\n\t{\n\t\tvec<3, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator--(int)\n\t{\n\t\tvec<3, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(U scalar)\n\t{\n\t\tthis->x %= scalar;\n\t\tthis->y %= scalar;\n\t\tthis->z %= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x %= v.x;\n\t\tthis->y %= v.x;\n\t\tthis->z %= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x %= v.x;\n\t\tthis->y %= v.y;\n\t\tthis->z %= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(U scalar)\n\t{\n\t\tthis->x &= scalar;\n\t\tthis->y &= scalar;\n\t\tthis->z &= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x &= v.x;\n\t\tthis->y &= v.x;\n\t\tthis->z &= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x &= v.x;\n\t\tthis->y &= v.y;\n\t\tthis->z &= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(U scalar)\n\t{\n\t\tthis->x |= scalar;\n\t\tthis->y |= scalar;\n\t\tthis->z |= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x |= v.x;\n\t\tthis->y |= v.x;\n\t\tthis->z |= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x |= v.x;\n\t\tthis->y |= v.y;\n\t\tthis->z |= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(U scalar)\n\t{\n\t\tthis->x ^= scalar;\n\t\tthis->y ^= scalar;\n\t\tthis->z ^= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x ^= v.x;\n\t\tthis->y ^= v.x;\n\t\tthis->z ^= v.x;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x ^= v.x;\n\t\tthis->y ^= v.y;\n\t\tthis->z ^= v.z;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(U scalar)\n\t{\n\t\tthis->x <<= scalar;\n\t\tthis->y <<= scalar;\n\t\tthis->z <<= scalar;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.x);\n\t\tthis->z <<= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x <<= static_cast<T>(v.x);\n\t\tthis->y <<= static_cast<T>(v.y);\n\t\tthis->z <<= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(U scalar)\n\t{\n\t\tthis->x >>= static_cast<T>(scalar);\n\t\tthis->y >>= static_cast<T>(scalar);\n\t\tthis->z >>= static_cast<T>(scalar);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.x);\n\t\tthis->z >>= static_cast<T>(v.x);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<3, U, Q> const& v)\n\t{\n\t\tthis->x >>= static_cast<T>(v.x);\n\t\tthis->y >>= static_cast<T>(v.y);\n\t\tthis->z >>= static_cast<T>(v.z);\n\t\treturn *this;\n\t}\n\n\t// -- Unary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\t-v.x,\n\t\t\t-v.y,\n\t\t\t-v.z);\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x + scalar,\n\t\t\tv.y + scalar,\n\t\t\tv.z + scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x + scalar.x,\n\t\t\tv.y + scalar.x,\n\t\t\tv.z + scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar + v.x,\n\t\t\tscalar + v.y,\n\t\t\tscalar + v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x + v.x,\n\t\t\tscalar.x + v.y,\n\t\t\tscalar.x + v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x + v2.x,\n\t\t\tv1.y + v2.y,\n\t\t\tv1.z + v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x - scalar,\n\t\t\tv.y - scalar,\n\t\t\tv.z - scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x - scalar.x,\n\t\t\tv.y - scalar.x,\n\t\t\tv.z - scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar - v.x,\n\t\t\tscalar - v.y,\n\t\t\tscalar - v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x - v.x,\n\t\t\tscalar.x - v.y,\n\t\t\tscalar.x - v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x - v2.x,\n\t\t\tv1.y - v2.y,\n\t\t\tv1.z - v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x * scalar,\n\t\t\tv.y * scalar,\n\t\t\tv.z * scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x * scalar.x,\n\t\t\tv.y * scalar.x,\n\t\t\tv.z * scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar * v.x,\n\t\t\tscalar * v.y,\n\t\t\tscalar * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x * v.x,\n\t\t\tscalar.x * v.y,\n\t\t\tscalar.x * v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x * v2.x,\n\t\t\tv1.y * v2.y,\n\t\t\tv1.z * v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x / scalar,\n\t\t\tv.y / scalar,\n\t\t\tv.z / scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x / scalar.x,\n\t\t\tv.y / scalar.x,\n\t\t\tv.z / scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar / v.x,\n\t\t\tscalar / v.y,\n\t\t\tscalar / v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x / v.x,\n\t\t\tscalar.x / v.y,\n\t\t\tscalar.x / v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x / v2.x,\n\t\t\tv1.y / v2.y,\n\t\t\tv1.z / v2.z);\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x % scalar,\n\t\t\tv.y % scalar,\n\t\t\tv.z % scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x % scalar.x,\n\t\t\tv.y % scalar.x,\n\t\t\tv.z % scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar % v.x,\n\t\t\tscalar % v.y,\n\t\t\tscalar % v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x % v.x,\n\t\t\tscalar.x % v.y,\n\t\t\tscalar.x % v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x % v2.x,\n\t\t\tv1.y % v2.y,\n\t\t\tv1.z % v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x & scalar,\n\t\t\tv.y & scalar,\n\t\t\tv.z & scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x & scalar.x,\n\t\t\tv.y & scalar.x,\n\t\t\tv.z & scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar & v.x,\n\t\t\tscalar & v.y,\n\t\t\tscalar & v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x & v.x,\n\t\t\tscalar.x & v.y,\n\t\t\tscalar.x & v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x & v2.x,\n\t\t\tv1.y & v2.y,\n\t\t\tv1.z & v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x | scalar,\n\t\t\tv.y | scalar,\n\t\t\tv.z | scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x | scalar.x,\n\t\t\tv.y | scalar.x,\n\t\t\tv.z | scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar | v.x,\n\t\t\tscalar | v.y,\n\t\t\tscalar | v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x | v.x,\n\t\t\tscalar.x | v.y,\n\t\t\tscalar.x | v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x | v2.x,\n\t\t\tv1.y | v2.y,\n\t\t\tv1.z | v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x ^ scalar,\n\t\t\tv.y ^ scalar,\n\t\t\tv.z ^ scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x ^ scalar.x,\n\t\t\tv.y ^ scalar.x,\n\t\t\tv.z ^ scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar ^ v.x,\n\t\t\tscalar ^ v.y,\n\t\t\tscalar ^ v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x ^ v.x,\n\t\t\tscalar.x ^ v.y,\n\t\t\tscalar.x ^ v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x ^ v2.x,\n\t\t\tv1.y ^ v2.y,\n\t\t\tv1.z ^ v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x << scalar,\n\t\t\tv.y << scalar,\n\t\t\tv.z << scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x << scalar.x,\n\t\t\tv.y << scalar.x,\n\t\t\tv.z << scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar << v.x,\n\t\t\tscalar << v.y,\n\t\t\tscalar << v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x << v.x,\n\t\t\tscalar.x << v.y,\n\t\t\tscalar.x << v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x << v2.x,\n\t\t\tv1.y << v2.y,\n\t\t\tv1.z << v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x >> scalar,\n\t\t\tv.y >> scalar,\n\t\t\tv.z >> scalar);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv.x >> scalar.x,\n\t\t\tv.y >> scalar.x,\n\t\t\tv.z >> scalar.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar >> v.x,\n\t\t\tscalar >> v.y,\n\t\t\tscalar >> v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tscalar.x >> v.x,\n\t\t\tscalar.x >> v.y,\n\t\t\tscalar.x >> v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tv1.x >> v2.x,\n\t\t\tv1.y >> v2.y,\n\t\t\tv1.z >> v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\t~v.x,\n\t\t\t~v.y,\n\t\t\t~v.z);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y) &&\n\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.z, v2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)\n\t{\n\t\treturn !(v1 == v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2)\n\t{\n\t\treturn vec<3, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2)\n\t{\n\t\treturn vec<3, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec4.hpp",
    "content": "/// @ref core\n/// @file glm/detail/type_vec4.hpp\n\n#pragma once\n\n#include \"qualifier.hpp\"\n#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n#\tinclude \"_swizzle.hpp\"\n#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n#\tinclude \"_swizzle_func.hpp\"\n#endif\n#include <cstddef>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tstruct vec<4, T, Q>\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef vec<4, T, Q> type;\n\t\ttypedef vec<4, bool, Q> bool_type;\n\n\t\t// -- Data --\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic push\n#\t\t\t\tpragma GCC diagnostic ignored \"-Wpedantic\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic push\n#\t\t\t\tpragma clang diagnostic ignored \"-Wgnu-anonymous-struct\"\n#\t\t\t\tpragma clang diagnostic ignored \"-Wnested-anon-types\"\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(push)\n#\t\t\t\tpragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_CONFIG_XYZW_ONLY\n\t\t\tT x, y, z, w;\n#\t\telif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE\n\t\t\tunion\n\t\t\t{\n\t\t\t\tstruct { T x, y, z, w; };\n\t\t\t\tstruct { T r, g, b, a; };\n\t\t\t\tstruct { T s, t, p, q; };\n\n\t\t\t\ttypename detail::storage<4, T, detail::is_aligned<Q>::value>::type data;\n\n#\t\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\t\t\tGLM_SWIZZLE4_2_MEMBERS(T, Q, x, y, z, w)\n\t\t\t\t\tGLM_SWIZZLE4_2_MEMBERS(T, Q, r, g, b, a)\n\t\t\t\t\tGLM_SWIZZLE4_2_MEMBERS(T, Q, s, t, p, q)\n\t\t\t\t\tGLM_SWIZZLE4_3_MEMBERS(T, Q, x, y, z, w)\n\t\t\t\t\tGLM_SWIZZLE4_3_MEMBERS(T, Q, r, g, b, a)\n\t\t\t\t\tGLM_SWIZZLE4_3_MEMBERS(T, Q, s, t, p, q)\n\t\t\t\t\tGLM_SWIZZLE4_4_MEMBERS(T, Q, x, y, z, w)\n\t\t\t\t\tGLM_SWIZZLE4_4_MEMBERS(T, Q, r, g, b, a)\n\t\t\t\t\tGLM_SWIZZLE4_4_MEMBERS(T, Q, s, t, p, q)\n#\t\t\t\tendif\n\t\t\t};\n#\t\telse\n\t\t\tunion { T x, r, s; };\n\t\t\tunion { T y, g, t; };\n\t\t\tunion { T z, b, p; };\n\t\t\tunion { T w, a, q; };\n\n#\t\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION\n\t\t\t\tGLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, Q)\n#\t\t\tendif\n#\t\tendif\n\n#\t\tif GLM_SILENT_WARNINGS == GLM_ENABLE\n#\t\t\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\t\t\tpragma clang diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_GCC\n#\t\t\t\tpragma GCC diagnostic pop\n#\t\t\telif GLM_COMPILER & GLM_COMPILER_VC\n#\t\t\t\tpragma warning(pop)\n#\t\t\tendif\n#\t\tendif\n\n\t\t// -- Component accesses --\n\n\t\ttypedef length_t length_type;\n\n\t\t/// Return the count of components of the vector\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, Q> const& v) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, P> const& v);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y, T z, T w);\n\n\t\t// -- Conversion scalar constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\t\ttemplate<typename X, typename Y, typename Z, typename W>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _Y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);\n\n\t\t// -- Conversion vector constructors --\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, B _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, typename C, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, B _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<3, B, P> const& _yzw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw);\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename A, typename B, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw);\n\n\t\t/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v);\n\n\t\t// -- Swizzle constructors --\n#\t\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\t\t\ttemplate<int E0, int E1, int E2, int E3>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<4, T, Q, E0, E1, E2, E3> const& that)\n\t\t\t{\n\t\t\t\t*this = that();\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1, int F0, int F1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, detail::_swizzle<2, T, Q, F0, F1, -1, -2> const& u)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(v(), u());\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, T const& y, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(x, y, v());\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& w)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(x, v(), w);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& z, T const& w)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(v(), z, w);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1, int E2>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v, T const& w)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(v(), w);\n\t\t\t}\n\n\t\t\ttemplate<int E0, int E1, int E2>\n\t\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v)\n\t\t\t{\n\t\t\t\t*this = vec<4, T, Q>(x, v());\n\t\t\t}\n#\t\tendif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, T, Q> const& v) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<4, U, Q> const& v);\n\n\t\t// -- Increment and decrement operators --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator++();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator--();\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator++(int);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator--(int);\n\n\t\t// -- Unary bit operators --\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<4, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(U scalar);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<1, U, Q> const& v);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<4, U, Q> const& v);\n\t};\n\n\t// -- Unary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2);\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2);\n}//namespace glm\n\n#ifndef GLM_EXTERNAL_TEMPLATE\n#include \"type_vec4.inl\"\n#endif//GLM_EXTERNAL_TEMPLATE\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec4.inl",
    "content": "/// @ref core\n\n#include \"compute_vector_relational.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_add\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_sub\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_mul\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_div\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_vec4_mod\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x % b.x, a.y % b.y, a.z % b.z, a.w % b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_and\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x & b.x, a.y & b.y, a.z & b.z, a.w & b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_or\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x | b.x, a.y | b.y, a.z | b.z, a.w | b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_xor\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x ^ b.x, a.y ^ b.y, a.z ^ b.z, a.w ^ b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_shift_left\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x << b.x, a.y << b.y, a.z << b.z, a.w << b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_shift_right\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\treturn vec<4, T, Q>(a.x >> b.x, a.y >> b.y, a.z >> b.z, a.w >> b.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_equal\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t\t{\n\t\t\treturn\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y) &&\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.z, v2.z) &&\n\t\t\t\tdetail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.w, v2.w);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_nequal\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q, int IsInt, std::size_t Size, bool Aligned>\n\tstruct compute_vec4_bitwise_not\n\t{\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<4, T, Q>(~v.x, ~v.y, ~v.z, ~v.w);\n\t\t}\n\t};\n}//namespace detail\n\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec()\n#\t\t\tif GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE\n\t\t\t\t: x(0), y(0), z(0), w(0)\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, Q> const& v)\n\t\t\t: x(v.x), y(v.y), z(v.z), w(v.w)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, P> const& v)\n\t\t: x(v.x), y(v.y), z(v.z), w(v.w)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T scalar)\n\t\t: x(scalar), y(scalar), z(scalar), w(scalar)\n\t{}\n\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T _x, T _y, T _z, T _w)\n\t\t: x(_x), y(_y), z(_z), w(_w)\n\t{}\n\n\t// -- Conversion scalar constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.x))\n\t\t, z(static_cast<T>(v.x))\n\t\t, w(static_cast<T>(v.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename X, typename Y, typename Z, typename W>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\t// -- Conversion vector constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, C _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_z.x))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, C _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yz.x))\n\t\t, z(static_cast<T>(_yz.y))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, B _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, typename C, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_y.x))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, B _w)\n\t\t: x(static_cast<T>(_xyz.x))\n\t\t, y(static_cast<T>(_xyz.y))\n\t\t, z(static_cast<T>(_xyz.z))\n\t\t, w(static_cast<T>(_w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w)\n\t\t: x(static_cast<T>(_xyz.x))\n\t\t, y(static_cast<T>(_xyz.y))\n\t\t, z(static_cast<T>(_xyz.z))\n\t\t, w(static_cast<T>(_w.x))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<3, B, P> const& _yzw)\n\t\t: x(static_cast<T>(_x))\n\t\t, y(static_cast<T>(_yzw.x))\n\t\t, z(static_cast<T>(_yzw.y))\n\t\t, w(static_cast<T>(_yzw.z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw)\n\t\t: x(static_cast<T>(_x.x))\n\t\t, y(static_cast<T>(_yzw.x))\n\t\t, z(static_cast<T>(_yzw.y))\n\t\t, w(static_cast<T>(_yzw.z))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename A, typename B, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw)\n\t\t: x(static_cast<T>(_xy.x))\n\t\t, y(static_cast<T>(_xy.y))\n\t\t, z(static_cast<T>(_zw.x))\n\t\t, w(static_cast<T>(_zw.y))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, U, P> const& v)\n\t\t: x(static_cast<T>(v.x))\n\t\t, y(static_cast<T>(v.y))\n\t\t, z(static_cast<T>(v.z))\n\t\t, w(static_cast<T>(v.w))\n\t{}\n\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\tcase 2:\n\t\t\treturn z;\n\t\tcase 3:\n\t\t\treturn w;\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\tswitch(i)\n\t\t{\n\t\tdefault:\n\t\tcase 0:\n\t\t\treturn x;\n\t\tcase 1:\n\t\t\treturn y;\n\t\tcase 2:\n\t\t\treturn z;\n\t\tcase 3:\n\t\t\treturn w;\n\t\t}\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, T, Q> const& v)\n\t\t{\n\t\t\tthis->x = v.x;\n\t\t\tthis->y = v.y;\n\t\t\tthis->z = v.z;\n\t\t\tthis->w = v.w;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, U, Q> const& v)\n\t{\n\t\tthis->x = static_cast<T>(v.x);\n\t\tthis->y = static_cast<T>(v.y);\n\t\tthis->z = static_cast<T>(v.z);\n\t\tthis->w = static_cast<T>(v.w);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_add<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_add<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_add<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_mul<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mul<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mul<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_div<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_div<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_div<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\t// -- Increment and decrement operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator++()\n\t{\n\t\t++this->x;\n\t\t++this->y;\n\t\t++this->z;\n\t\t++this->w;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator--()\n\t{\n\t\t--this->x;\n\t\t--this->y;\n\t\t--this->z;\n\t\t--this->w;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator++(int)\n\t{\n\t\tvec<4, T, Q> Result(*this);\n\t\t++*this;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator--(int)\n\t{\n\t\tvec<4, T, Q> Result(*this);\n\t\t--*this;\n\t\treturn Result;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_mod<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mod<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_mod<T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_and<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_and<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_and<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_or<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_or<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_or<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_xor<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_xor<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_xor<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_left<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_left<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_left<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(U scalar)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_right<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<1, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_right<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<4, U, Q> const& v)\n\t{\n\t\treturn (*this = detail::compute_vec4_shift_right<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));\n\t}\n\n\t// -- Unary constant operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(0) -= v;\n\t}\n\n\t// -- Binary arithmetic operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) += scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) += v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v) += scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v2) += v1;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) += v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) -= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) -= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) -= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) -= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) -= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) *= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) *= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v) *= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v2) *= v1;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) *= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) /= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) /= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) /= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) /= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) /= v2;\n\t}\n\n\t// -- Binary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) %= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) %= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) %= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar.x) %= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) %= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) &= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) &= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) &= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) &= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) &= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) |= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) |= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) |= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) |= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) |= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) ^= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) ^= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) ^= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) ^= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) ^= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) <<= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) <<= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) <<= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) <<= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) <<= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar)\n\t{\n\t\treturn vec<4, T, Q>(v) >>= scalar;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) >>= v2.x;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(scalar) >>= v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1.x) >>= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn vec<4, T, Q>(v1) >>= v2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v)\n\t{\n\t\treturn detail::compute_vec4_bitwise_not<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn detail::compute_vec4_equal<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)\n\t{\n\t\treturn detail::compute_vec4_nequal<T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2)\n\t{\n\t\treturn vec<4, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z, v1.w && v2.w);\n\t}\n\n\ttemplate<qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2)\n\t{\n\t\treturn vec<4, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z, v1.w || v2.w);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"type_vec4_simd.inl\"\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/detail/type_vec4_simd.inl",
    "content": "#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\ttemplate<qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base1<4, float, Q, E0,E1,E2,E3, true> : public _swizzle_base0<float, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, float, Q> operator ()()  const\n\t\t{\n\t\t\t__m128 data = *reinterpret_cast<__m128 const*>(&this->_buffer);\n\n\t\t\tvec<4, float, Q> Result;\n#\t\t\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\t\t\t\tResult.data = _mm_permute_ps(data, _MM_SHUFFLE(E3, E2, E1, E0));\n#\t\t\telse\n\t\t\t\tResult.data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(E3, E2, E1, E0));\n#\t\t\tendif\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base1<4, int, Q, E0,E1,E2,E3, true> : public _swizzle_base0<int, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, int, Q> operator ()()  const\n\t\t{\n\t\t\t__m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer);\n\n\t\t\tvec<4, int, Q> Result;\n\t\t\tResult.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q, int E0, int E1, int E2, int E3>\n\tstruct _swizzle_base1<4, uint, Q, E0,E1,E2,E3, true> : public _swizzle_base0<uint, 4>\n\t{\n\t\tGLM_FUNC_QUALIFIER vec<4, uint, Q> operator ()()  const\n\t\t{\n\t\t\t__m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer);\n\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif// GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_add_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_add_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_sub_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_sub_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_mul_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_mul_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_div<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = _mm_div_ps(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\t#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_div<double, Q, true>\n\t{\n\t\tstatic vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b)\n\t\t{\n\t\t\tvec<4, double, Q> Result;\n\t\t\tResult.data = _mm256_div_pd(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<>\n\tstruct compute_vec4_div<float, aligned_lowp, true>\n\t{\n\t\tstatic vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& a, vec<4, float, aligned_lowp> const& b)\n\t\t{\n\t\t\tvec<4, float, aligned_lowp> Result;\n\t\t\tResult.data = _mm_mul_ps(a.data, _mm_rcp_ps(b.data));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_and<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_and_si128(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_and<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_and_si256(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_or<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_or_si128(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_or<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_or_si256(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_xor<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_xor_si128(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_xor<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_xor_si256(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_left<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_sll_epi32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_left<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_sll_epi64(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_right<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_srl_epi32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_shift_right<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_srl_epi64(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_bitwise_not<T, Q, true, 32, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& v)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm_xor_si128(v.data, _mm_set1_epi32(-1));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_vec4_bitwise_not<T, Q, true, 64, true>\n\t{\n\t\tstatic vec<4, T, Q> call(vec<4, T, Q> const& v)\n\t\t{\n\t\t\tvec<4, T, Q> Result;\n\t\t\tResult.data = _mm256_xor_si256(v.data, _mm_set1_epi32(-1));\n\t\t\treturn Result;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\treturn _mm_movemask_ps(_mm_cmpeq_ps(v1.data, v2.data)) != 0;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<int, Q, true, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\t//return _mm_movemask_epi8(_mm_cmpeq_epi32(v1.data, v2.data)) != 0;\n\t\t\t__m128i neq = _mm_xor_si128(v1.data, v2.data);\n\t\t\treturn _mm_test_all_zeros(neq, neq) == 0;\n\t\t}\n\t};\n#\tendif\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\treturn _mm_movemask_ps(_mm_cmpneq_ps(v1.data, v2.data)) != 0;\n\t\t}\n\t};\n\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<int, Q, true, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\t//return _mm_movemask_epi8(_mm_cmpneq_epi32(v1.data, v2.data)) != 0;\n\t\t\t__m128i neq = _mm_xor_si128(v1.data, v2.data);\n\t\t\treturn _mm_test_all_zeros(neq, neq) != 0;\n\t\t}\n\t};\n#\tendif\n}//namespace detail\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) :\n\t\tdata(_mm_set1_ps(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) :\n\t\tdata(_mm_set1_ps(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) :\n\t\tdata(_mm_set1_ps(_s))\n\t{}\n\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_lowp>::vec(double _s) :\n\t\tdata(_mm256_set1_pd(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_mediump>::vec(double _s) :\n\t\tdata(_mm256_set1_pd(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_highp>::vec(double _s) :\n\t\tdata(_mm256_set1_pd(_s))\n\t{}\n#\tendif\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) :\n\t\tdata(_mm_set1_epi32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) :\n\t\tdata(_mm_set1_epi32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) :\n\t\tdata(_mm_set1_epi32(_s))\n\t{}\n\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_lowp>::vec(detail::int64 _s) :\n\t\tdata(_mm256_set1_epi64x(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_mediump>::vec(detail::int64 _s) :\n\t\tdata(_mm256_set1_epi64x(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_highp>::vec(detail::int64 _s) :\n\t\tdata(_mm256_set1_epi64x(_s))\n\t{}\n#\tendif\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _x, float _y, float _z, float _w) :\n\t\tdata(_mm_set_ps(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _x, float _y, float _z, float _w) :\n\t\tdata(_mm_set_ps(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _x, float _y, float _z, float _w) :\n\t\tdata(_mm_set_ps(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_set_epi32(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_set_epi32(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_set_epi32(_w, _z, _y, _x))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x)))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x)))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x)))\n\t{}\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#if GLM_ARCH & GLM_ARCH_NEON_BIT\nnamespace glm {\nnamespace detail {\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<float, Q, true>\n\t{\n\t\tstatic\n\t\tvec<4, float, Q>\n\t\tcall(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vaddq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<uint, Q, true>\n\t{\n\t\tstatic\n\t\tvec<4, uint, Q>\n\t\tcall(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vaddq_u32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_add<int, Q, true>\n\t{\n\t\tstatic\n\t\tvec<4, int, Q>\n\t\tcall(vec<4, int, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vaddq_s32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vsubq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<uint, Q, true>\n\t{\n\t\tstatic vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vsubq_u32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_sub<int, Q, true>\n\t{\n\t\tstatic vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\tvec<4, int, Q> Result;\n\t\t\tResult.data = vsubq_s32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vmulq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<uint, Q, true>\n\t{\n\t\tstatic vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b)\n\t\t{\n\t\t\tvec<4, uint, Q> Result;\n\t\t\tResult.data = vmulq_u32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_mul<int, Q, true>\n\t{\n\t\tstatic vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b)\n\t\t{\n\t\t\tvec<4, int, Q> Result;\n\t\t\tResult.data = vmulq_s32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_div<float, Q, true>\n\t{\n\t\tstatic vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)\n\t\t{\n\t\t\tvec<4, float, Q> Result;\n\t\t\tResult.data = vdivq_f32(a.data, b.data);\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\tuint32x4_t cmp = vceqq_f32(v1.data, v2.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tuint32_t r = cmp[0];\n#else\n\t\t\tuint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp));\n\t\t\tcmpx2 = vpmin_u32(cmpx2, cmpx2);\n\t\t\tuint32_t r = cmpx2[0];\n#endif\n\t\t\treturn r == ~0u;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<uint, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\tuint32x4_t cmp = vceqq_u32(v1.data, v2.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tuint32_t r = cmp[0];\n#else\n\t\t\tuint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp));\n\t\t\tcmpx2 = vpmin_u32(cmpx2, cmpx2);\n\t\t\tuint32_t r = cmpx2[0];\n#endif\n\t\t\treturn r == ~0u;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_equal<int, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\tuint32x4_t cmp = vceqq_s32(v1.data, v2.data);\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tcmp = vpminq_u32(cmp, cmp);\n\t\t\tuint32_t r = cmp[0];\n#else\n\t\t\tuint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp));\n\t\t\tcmpx2 = vpmin_u32(cmpx2, cmpx2);\n\t\t\tuint32_t r = cmpx2[0];\n#endif\n\t\t\treturn r == ~0u;\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<float, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<float, Q, false, 32, true>::call(v1, v2);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<uint, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<uint, Q, false, 32, true>::call(v1, v2);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_vec4_nequal<int, Q, false, 32, true>\n\t{\n\t\tstatic bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)\n\t\t{\n\t\t\treturn !compute_vec4_equal<int, Q, false, 32, true>::call(v1, v2);\n\t\t}\n\t};\n\n}//namespace detail\n\n#if !GLM_CONFIG_XYZW_ONLY\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) :\n\t\tdata(vdupq_n_f32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) :\n\t\tdata(vdupq_n_f32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) :\n\t\tdata(vdupq_n_f32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) :\n\t\tdata(vdupq_n_s32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) :\n\t\tdata(vdupq_n_s32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) :\n\t\tdata(vdupq_n_s32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_lowp>::vec(uint _s) :\n\t\tdata(vdupq_n_u32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_mediump>::vec(uint _s) :\n\t\tdata(vdupq_n_u32(_s))\n\t{}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_highp>::vec(uint _s) :\n\t\tdata(vdupq_n_u32(_s))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, float, aligned_highp>& rhs) :\n\t\tdata(rhs.data)\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, int, aligned_highp>& rhs) :\n\t\tdata(vcvtq_f32_s32(rhs.data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, uint, aligned_highp>& rhs) :\n\t\tdata(vcvtq_f32_u32(rhs.data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(vcvtq_f32_s32(vec<4, int, aligned_lowp>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(vcvtq_f32_s32(vec<4, int, aligned_mediump>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) :\n\t\tdata(vcvtq_f32_s32(vec<4, int, aligned_highp>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(uint _x, uint _y, uint _z, uint _w) :\n\t\tdata(vcvtq_f32_u32(vec<4, uint, aligned_lowp>(_x, _y, _z, _w).data))\n\t{}\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(uint _x, uint _y, uint _z, uint _w) :\n\t\tdata(vcvtq_f32_u32(vec<4, uint, aligned_mediump>(_x, _y, _z, _w).data))\n\t{}\n\n\n\ttemplate<>\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(uint _x, uint _y, uint _z, uint _w) :\n\t\tdata(vcvtq_f32_u32(vec<4, uint, aligned_highp>(_x, _y, _z, _w).data))\n\t{}\n\n#endif\n}//namespace glm\n\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/exponential.hpp",
    "content": "/// @ref core\n/// @file glm/exponential.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n///\n/// @defgroup core_func_exponential Exponential functions\n/// @ingroup core\n///\n/// Provides GLSL exponential functions\n///\n/// These all operate component-wise. The description is per component.\n///\n/// Include <glm/exponential.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/type_vec1.hpp\"\n#include \"detail/type_vec2.hpp\"\n#include \"detail/type_vec3.hpp\"\n#include \"detail/type_vec4.hpp\"\n#include <cmath>\n\nnamespace glm\n{\n\t/// @addtogroup core_func_exponential\n\t/// @{\n\n\t/// Returns 'base' raised to the power 'exponent'.\n\t///\n\t/// @param base Floating point value. pow function is defined for input values of 'base' defined in the range (inf-, inf+) in the limit of the type qualifier.\n\t/// @param exponent Floating point value representing the 'exponent'.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/pow.xml\">GLSL pow man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> pow(vec<L, T, Q> const& base, vec<L, T, Q> const& exponent);\n\n\t/// Returns the natural exponentiation of x, i.e., e^x.\n\t///\n\t/// @param v exp function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/exp.xml\">GLSL exp man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> exp(vec<L, T, Q> const& v);\n\n\t/// Returns the natural logarithm of v, i.e.,\n\t/// returns the value y which satisfies the equation x = e^y.\n\t/// Results are undefined if v <= 0.\n\t///\n\t/// @param v log function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/log.xml\">GLSL log man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> log(vec<L, T, Q> const& v);\n\n\t/// Returns 2 raised to the v power.\n\t///\n\t/// @param v exp2 function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/exp2.xml\">GLSL exp2 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> exp2(vec<L, T, Q> const& v);\n\n\t/// Returns the base 2 log of x, i.e., returns the value y,\n\t/// which satisfies the equation x = 2 ^ y.\n\t///\n\t/// @param v log2 function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/log2.xml\">GLSL log2 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> log2(vec<L, T, Q> const& v);\n\n\t/// Returns the positive square root of v.\n\t///\n\t/// @param v sqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sqrt.xml\">GLSL sqrt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sqrt(vec<L, T, Q> const& v);\n\n\t/// Returns the reciprocal of the positive square root of v.\n\t///\n\t/// @param v inversesqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier.\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/inversesqrt.xml\">GLSL inversesqrt man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> inversesqrt(vec<L, T, Q> const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_exponential.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_clip_space.hpp",
    "content": "/// @ref ext_matrix_clip_space\n/// @file glm/ext/matrix_clip_space.hpp\n///\n/// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space\n/// @ingroup ext\n///\n/// Defines functions that generate clip space transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n///\n/// Include <glm/ext/matrix_clip_space.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_transform\n/// @see ext_matrix_projection\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_constants.hpp\"\n#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_clip_space extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_clip_space\n\t/// @{\n\n\t/// Creates a matrix for projecting two-dimensional coordinates onto the screen.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml\">gluOrtho2D man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(\n\t\tT left, T right, T bottom, T top);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t///\n\t/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml\">glOrtho man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(\n\t\tT left, T right, T bottom, T top, T zNear, T zFar);\n\n\t/// Creates a left handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a left handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a right handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a right handed frustum matrix.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a left handed frustum matrix.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a right handed frustum matrix.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\t/// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml\">glFrustum man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(\n\t\tT left, T right, T bottom, T top, T near, T far);\n\n\n\t/// Creates a matrix for a right handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a right handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a left handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a left handed, symetric perspective-view frustum.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a right handed, symetric perspective-view frustum.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a left handed, symetric perspective-view frustum.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml\">gluPerspective man page</a>\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(\n\t\tT fovy, T aspect, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a right handed perspective projection matrix based on a field of view.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a left handed perspective projection matrix based on a field of view.\n\t/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition.\n\t/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param fov Expressed in radians.\n\t/// @param width Width of the viewport\n\t/// @param height Height of the viewport\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(\n\t\tT fov, T width, T height, T near, T far);\n\n\t/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(\n\t\tT fovy, T aspect, T near);\n\n\t/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.\n\t///\n\t/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.\n\t/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).\n\t/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).\n\t/// @param ep Epsilon\n\t///\n\t/// @tparam T A floating-point scalar type\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(\n\t\tT fovy, T aspect, T near, T ep);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_clip_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_clip_space.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(1));\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(1);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = static_cast<T>(1) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - zNear / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = static_cast<T>(2) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - (zFar + zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(1) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - zNear / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(1);\n\t\tResult[0][0] = static_cast<T>(2) / (right - left);\n\t\tResult[1][1] = static_cast<T>(2) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(2) / (zFar - zNear);\n\t\tResult[3][0] = - (right + left) / (right - left);\n\t\tResult[3][1] = - (top + bottom) / (top - bottom);\n\t\tResult[3][2] = - (zFar + zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoZO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn orthoLH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoRH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoNO(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn orthoLH_NO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoRH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn orthoLH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoLH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn orthoRH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telse\n\t\t\treturn orthoRH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn orthoLH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn orthoLH_NO(left, right, bottom, top, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn orthoRH_ZO(left, right, bottom, top, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn orthoRH_NO(left, right, bottom, top, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = farVal / (farVal - nearVal);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = -(farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = (farVal + nearVal) / (farVal - nearVal);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = farVal / (nearVal - farVal);\n\t\tResult[2][3] = static_cast<T>(-1);\n\t\tResult[3][2] = -(farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n\t\tmat<4, 4, T, defaultp> Result(0);\n\t\tResult[0][0] = (static_cast<T>(2) * nearVal) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);\n\t\tResult[2][0] = (right + left) / (right - left);\n\t\tResult[2][1] = (top + bottom) / (top - bottom);\n\t\tResult[2][2] = - (farVal + nearVal) / (farVal - nearVal);\n\t\tResult[2][3] = static_cast<T>(-1);\n\t\tResult[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumZO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn frustumLH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumRH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumNO(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn frustumLH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumRH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn frustumLH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumLH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn frustumRH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telse\n\t\t\treturn frustumRH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum(T left, T right, T bottom, T top, T nearVal, T farVal)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn frustumLH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn frustumLH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn frustumRH_ZO(left, right, bottom, top, nearVal, farVal);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn frustumRH_NO(left, right, bottom, top, nearVal, farVal);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = zFar / (zNear - zFar);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = - (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = zFar / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar)\n\t{\n\t\tassert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));\n\n\t\tT const tanHalfFovy = tan(fovy / static_cast<T>(2));\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);\n\t\tResult[1][1] = static_cast<T>(1) / (tanHalfFovy);\n\t\tResult[2][2] = (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveZO(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveLH_ZO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveRH_ZO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveNO(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveLH_NO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveRH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveLH_ZO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveLH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveRH_ZO(fovy, aspect, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveRH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn perspectiveLH_ZO(fovy, aspect, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn perspectiveLH_NO(fovy, aspect, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn perspectiveRH_ZO(fovy, aspect, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn perspectiveRH_NO(fovy, aspect, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = zFar / (zNear - zFar);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = - (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = zFar / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = -(zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar)\n\t{\n\t\tassert(width > static_cast<T>(0));\n\t\tassert(height > static_cast<T>(0));\n\t\tassert(fov > static_cast<T>(0));\n\n\t\tT const rad = fov;\n\t\tT const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);\n\t\tT const w = h * height / width; ///todo max(width , Height) / min(width , Height)?\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = w;\n\t\tResult[1][1] = h;\n\t\tResult[2][2] = (zFar + zNear) / (zFar - zNear);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovZO(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveFovLH_ZO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovRH_ZO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovNO(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn perspectiveFovLH_NO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovRH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveFovLH_ZO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovLH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn perspectiveFovRH_ZO(fov, width, height, zNear, zFar);\n#\t\telse\n\t\t\treturn perspectiveFovRH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO\n\t\t\treturn perspectiveFovLH_ZO(fov, width, height, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO\n\t\t\treturn perspectiveFovLH_NO(fov, width, height, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO\n\t\t\treturn perspectiveFovRH_ZO(fov, width, height, zNear, zFar);\n#\t\telif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO\n\t\t\treturn perspectiveFovRH_NO(fov, width, height, zNear, zFar);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear)\n\t{\n\t\tT const range = tan(fovy / static_cast<T>(2)) * zNear;\n\t\tT const left = -range * aspect;\n\t\tT const right = range * aspect;\n\t\tT const bottom = -range;\n\t\tT const top = range;\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = (static_cast<T>(2) * zNear) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);\n\t\tResult[2][2] = - static_cast<T>(1);\n\t\tResult[2][3] = - static_cast<T>(1);\n\t\tResult[3][2] = - static_cast<T>(2) * zNear;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)\n\t{\n\t\tT const range = tan(fovy / static_cast<T>(2)) * zNear;\n\t\tT const left = -range * aspect;\n\t\tT const right = range * aspect;\n\t\tT const bottom = -range;\n\t\tT const top = range;\n\n\t\tmat<4, 4, T, defaultp> Result(T(0));\n\t\tResult[0][0] = (static_cast<T>(2) * zNear) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);\n\t\tResult[2][2] = static_cast<T>(1);\n\t\tResult[2][3] = static_cast<T>(1);\n\t\tResult[3][2] = - static_cast<T>(2) * zNear;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn infinitePerspectiveLH(fovy, aspect, zNear);\n#\t\telse\n\t\t\treturn infinitePerspectiveRH(fovy, aspect, zNear);\n#\t\tendif\n\t}\n\n\t// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)\n\t{\n\t\tT const range = tan(fovy / static_cast<T>(2)) * zNear;\n\t\tT const left = -range * aspect;\n\t\tT const right = range * aspect;\n\t\tT const bottom = -range;\n\t\tT const top = range;\n\n\t\tmat<4, 4, T, defaultp> Result(static_cast<T>(0));\n\t\tResult[0][0] = (static_cast<T>(2) * zNear) / (right - left);\n\t\tResult[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);\n\t\tResult[2][2] = ep - static_cast<T>(1);\n\t\tResult[2][3] = static_cast<T>(-1);\n\t\tResult[3][2] = (ep - static_cast<T>(2)) * zNear;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear)\n\t{\n\t\treturn tweakedInfinitePerspective(fovy, aspect, zNear, epsilon<T>());\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_common.hpp",
    "content": "/// @ref ext_matrix_common\n/// @file glm/ext/matrix_common.hpp\n///\n/// @defgroup ext_matrix_common GLM_EXT_matrix_common\n/// @ingroup ext\n///\n/// Defines functions for common matrix operations.\n///\n/// Include <glm/ext/matrix_common.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_common\n\n#pragma once\n\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_fixes.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_transform extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_common\n\t/// @{\n\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, mat<C, R, U, Q> const& a);\n\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, U a);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_common.inl",
    "content": "#include \"../matrix.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, U a)\n\t{\n\t\treturn mat<C, R, U, Q>(x) * (static_cast<U>(1) - a) + mat<C, R, U, Q>(y) * a;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, mat<C, R, U, Q> const& a)\n\t{\n\t\treturn matrixCompMult(mat<C, R, U, Q>(x), static_cast<U>(1) - a) + matrixCompMult(mat<C, R, U, Q>(y), a);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double2x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x2.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, double, defaultp>\t\tdmat2x2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, double, defaultp>\t\tdmat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double2x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, lowp>\t\tlowp_dmat2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, mediump>\tmediump_dmat2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, highp>\thighp_dmat2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, lowp>\t\tlowp_dmat2x2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, mediump>\tmediump_dmat2x2;\n\n\t/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, double, highp>\thighp_dmat2x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double2x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x3.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 3, double, defaultp>\t\tdmat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double2x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, double, lowp>\t\tlowp_dmat2x3;\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, double, mediump>\tmediump_dmat2x3;\n\n\t/// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, double, highp>\thighp_dmat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double2x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x4.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 4, double, defaultp>\t\tdmat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double2x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double2x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, double, lowp>\t\tlowp_dmat2x4;\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, double, mediump>\tmediump_dmat2x4;\n\n\t/// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, double, highp>\thighp_dmat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double3x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x2.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 2, double, defaultp>\t\tdmat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double3x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, double, lowp>\t\tlowp_dmat3x2;\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, double, mediump>\tmediump_dmat3x2;\n\n\t/// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, double, highp>\thighp_dmat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double3x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x3.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, double, defaultp>\t\tdmat3x3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, double, defaultp>\t\tdmat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double3x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, lowp>\t\tlowp_dmat3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, mediump>\tmediump_dmat3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, highp>\thighp_dmat3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, lowp>\t\tlowp_dmat3x3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, mediump>\tmediump_dmat3x3;\n\n\t/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, double, highp>\thighp_dmat3x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double3x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x4.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 4, double, defaultp>\t\tdmat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double3x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double3x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, double, lowp>\t\tlowp_dmat3x4;\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, double, mediump>\tmediump_dmat3x4;\n\n\t/// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, double, highp>\thighp_dmat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double4x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x2.hpp\n\n#pragma once\n#include \"../detail/type_mat4x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 2, double, defaultp>\t\tdmat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double4x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, double, lowp>\t\tlowp_dmat4x2;\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, double, mediump>\tmediump_dmat4x2;\n\n\t/// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, double, highp>\thighp_dmat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double4x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x3.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 3, double, defaultp>\t\tdmat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double4x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, double, lowp>\t\tlowp_dmat4x3;\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, double, mediump>\tmediump_dmat4x3;\n\n\t/// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, double, highp>\thighp_dmat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double4x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x4.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, double, defaultp>\t\tdmat4x4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, double, defaultp>\t\tdmat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_double4x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_double4x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, lowp>\t\tlowp_dmat4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, mediump>\tmediump_dmat4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, highp>\thighp_dmat4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, lowp>\t\tlowp_dmat4x4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, mediump>\tmediump_dmat4x4;\n\n\t/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, double, highp>\thighp_dmat4x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float2x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x2.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, float, defaultp>\t\tmat2x2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 2, float, defaultp>\t\tmat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float2x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, lowp>\t\tlowp_mat2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, mediump>\tmediump_mat2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, highp>\t\thighp_mat2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, lowp>\t\tlowp_mat2x2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, mediump>\tmediump_mat2x2;\n\n\t/// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 2, float, highp>\t\thighp_mat2x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float2x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x3.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 3, float, defaultp>\t\tmat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float2x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, float, lowp>\t\tlowp_mat2x3;\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, float, mediump>\tmediump_mat2x3;\n\n\t/// 2 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 3, float, highp>\t\thighp_mat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float2x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x4.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<2, 4, float, defaultp>\t\tmat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float2x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, float, lowp>\t\tlowp_mat2x4;\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, float, mediump>\tmediump_mat2x4;\n\n\t/// 2 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<2, 4, float, highp>\t\thighp_mat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float3x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x2.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 2, float, defaultp>\t\t\tmat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float3x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, float, lowp>\t\tlowp_mat3x2;\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, float, mediump>\tmediump_mat3x2;\n\n\t/// 3 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 2, float, highp>\t\thighp_mat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float3x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x3.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, float, defaultp>\t\t\tmat3x3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 3, float, defaultp>\t\t\tmat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float3x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, lowp>\t\tlowp_mat3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, mediump>\tmediump_mat3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, highp>\t\thighp_mat3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, lowp>\t\tlowp_mat3x3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, mediump>\tmediump_mat3x3;\n\n\t/// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 3, float, highp>\t\thighp_mat3x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float3x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x4.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<3, 4, float, defaultp>\t\t\tmat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float3x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float3x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat3x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, float, lowp>\t\tlowp_mat3x4;\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, float, mediump>\tmediump_mat3x4;\n\n\t/// 3 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<3, 4, float, highp>\t\thighp_mat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float4x2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x2.hpp\n\n#pragma once\n#include \"../detail/type_mat4x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 2, float, defaultp>\t\t\tmat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float4x2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float2x2_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat2x2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, float, lowp>\t\tlowp_mat4x2;\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, float, mediump>\tmediump_mat4x2;\n\n\t/// 4 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 2, float, highp>\t\thighp_mat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float4x3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x3.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 3, float, defaultp>\t\t\tmat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float4x3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x3_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, float, lowp>\t\tlowp_mat4x3;\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, float, mediump>\tmediump_mat4x3;\n\n\t/// 4 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 3, float, highp>\t\thighp_mat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float4x4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x4.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @ingroup core_matrix\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, float, defaultp>\t\t\tmat4x4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\ttypedef mat<4, 4, float, defaultp>\t\t\tmat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_float4x4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/matrix_float4x4_precision.hpp\n\n#pragma once\n#include \"../detail/type_mat4x4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_matrix_precision\n\t/// @{\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, lowp>\t\tlowp_mat4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, mediump>\tmediump_mat4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, highp>\t\thighp_mat4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, lowp>\t\tlowp_mat4x4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, mediump>\tmediump_mat4x4;\n\n\t/// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef mat<4, 4, float, highp>\t\thighp_mat4x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int2x2.hpp",
    "content": "/// @ref ext_matrix_int2x2\n/// @file glm/ext/matrix_int2x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x2 GLM_EXT_matrix_int2x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x2\n\t/// @{\n\n\t/// Signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2\n\ttypedef mat<2, 2, int, defaultp>\timat2x2;\n\n\t/// Signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2\n\ttypedef mat<2, 2, int, defaultp>\timat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int2x2_sized.hpp",
    "content": "/// @ref ext_matrix_int2x2_sized\n/// @file glm/ext/matrix_int2x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x2_sized GLM_EXT_matrix_int2x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int8, defaultp>\t\t\t\ti8mat2x2;\n\n\t/// 16 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int16, defaultp>\t\t\t\ti16mat2x2;\n\n\t/// 32 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int32, defaultp>\t\t\t\ti32mat2x2;\n\n\t/// 64 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int64, defaultp>\t\t\t\ti64mat2x2;\n\n\n\t/// 8 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int8, defaultp>\t\t\t\ti8mat2;\n\n\t/// 16 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int16, defaultp>\t\t\t\ti16mat2;\n\n\t/// 32 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int32, defaultp>\t\t\t\ti32mat2;\n\n\t/// 64 bit signed integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_int2x2_sized\n\ttypedef mat<2, 2, int64, defaultp>\t\t\t\ti64mat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int2x3.hpp",
    "content": "/// @ref ext_matrix_int2x3\n/// @file glm/ext/matrix_int2x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_int2x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x3\n\t/// @{\n\n\t/// Signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3\n\ttypedef mat<2, 3, int, defaultp>\timat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int2x3_sized.hpp",
    "content": "/// @ref ext_matrix_int2x3_sized\n/// @file glm/ext/matrix_int2x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x3_sized GLM_EXT_matrix_int2x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x3_sized\n\t/// @{\n\n\t/// 8 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int8, defaultp>\t\t\t\ti8mat2x3;\n\n\t/// 16 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int16, defaultp>\t\t\t\ti16mat2x3;\n\n\t/// 32 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int32, defaultp>\t\t\t\ti32mat2x3;\n\n\t/// 64 bit signed integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_int2x3_sized\n\ttypedef mat<2, 3, int64, defaultp>\t\t\t\ti64mat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int2x4.hpp",
    "content": "/// @ref ext_matrix_int2x4\n/// @file glm/ext/matrix_int2x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x4 GLM_EXT_matrix_int2x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x4\n\t/// @{\n\n\t/// Signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4\n\ttypedef mat<2, 4, int, defaultp>\timat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int2x4_sized.hpp",
    "content": "/// @ref ext_matrix_int2x4_sized\n/// @file glm/ext/matrix_int2x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x4_sized GLM_EXT_matrix_int2x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int2x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int2x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int2x4_sized\n\t/// @{\n\n\t/// 8 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int8, defaultp>\t\t\t\ti8mat2x4;\n\n\t/// 16 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int16, defaultp>\t\t\t\ti16mat2x4;\n\n\t/// 32 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int32, defaultp>\t\t\t\ti32mat2x4;\n\n\t/// 64 bit signed integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_int2x4_sized\n\ttypedef mat<2, 4, int64, defaultp>\t\t\t\ti64mat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int3x2.hpp",
    "content": "/// @ref ext_matrix_int3x2\n/// @file glm/ext/matrix_int3x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_int3x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x2\n\t/// @{\n\n\t/// Signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2\n\ttypedef mat<3, 2, int, defaultp>\timat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int3x2_sized.hpp",
    "content": "/// @ref ext_matrix_int3x2_sized\n/// @file glm/ext/matrix_int3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x2_sized GLM_EXT_matrix_int3x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int8, defaultp>\t\t\t\ti8mat3x2;\n\n\t/// 16 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int16, defaultp>\t\t\t\ti16mat3x2;\n\n\t/// 32 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int32, defaultp>\t\t\t\ti32mat3x2;\n\n\t/// 64 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_int3x2_sized\n\ttypedef mat<3, 2, int64, defaultp>\t\t\t\ti64mat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int3x3.hpp",
    "content": "/// @ref ext_matrix_int3x3\n/// @file glm/ext/matrix_int3x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x3 GLM_EXT_matrix_int3x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x3\n\t/// @{\n\n\t/// Signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3\n\ttypedef mat<3, 3, int, defaultp>\timat3x3;\n\n\t/// Signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3\n\ttypedef mat<3, 3, int, defaultp>\timat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int3x3_sized.hpp",
    "content": "/// @ref ext_matrix_int3x3_sized\n/// @file glm/ext/matrix_int3x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x3_sized GLM_EXT_matrix_int3x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x3_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int8, defaultp>\t\t\t\ti8mat3x3;\n\n\t/// 16 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int16, defaultp>\t\t\t\ti16mat3x3;\n\n\t/// 32 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int32, defaultp>\t\t\t\ti32mat3x3;\n\n\t/// 64 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int64, defaultp>\t\t\t\ti64mat3x3;\n\n\n\t/// 8 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int8, defaultp>\t\t\t\ti8mat3;\n\n\t/// 16 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int16, defaultp>\t\t\t\ti16mat3;\n\n\t/// 32 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int32, defaultp>\t\t\t\ti32mat3;\n\n\t/// 64 bit signed integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_int3x3_sized\n\ttypedef mat<3, 3, int64, defaultp>\t\t\t\ti64mat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int3x4.hpp",
    "content": "/// @ref ext_matrix_int3x4\n/// @file glm/ext/matrix_int3x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x4 GLM_EXT_matrix_int3x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x4\n\t/// @{\n\n\t/// Signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4\n\ttypedef mat<3, 4, int, defaultp>\timat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int3x4_sized.hpp",
    "content": "/// @ref ext_matrix_int3x4_sized\n/// @file glm/ext/matrix_int3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x4_sized GLM_EXT_matrix_int3x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int3x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int3x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int3x4_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int8, defaultp>\t\t\t\ti8mat3x4;\n\n\t/// 16 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int16, defaultp>\t\t\t\ti16mat3x4;\n\n\t/// 32 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int32, defaultp>\t\t\t\ti32mat3x4;\n\n\t/// 64 bit signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_int3x4_sized\n\ttypedef mat<3, 4, int64, defaultp>\t\t\t\ti64mat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int4x2.hpp",
    "content": "/// @ref ext_matrix_int4x2\n/// @file glm/ext/matrix_int4x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x2 GLM_EXT_matrix_int4x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x2\n\t/// @{\n\n\t/// Signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2\n\ttypedef mat<4, 2, int, defaultp>\timat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int4x2_sized.hpp",
    "content": "/// @ref ext_matrix_int4x2_sized\n/// @file glm/ext/matrix_int4x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x2_sized GLM_EXT_matrix_int4x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int8, defaultp>\t\t\t\ti8mat4x2;\n\n\t/// 16 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int16, defaultp>\t\t\t\ti16mat4x2;\n\n\t/// 32 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int32, defaultp>\t\t\t\ti32mat4x2;\n\n\t/// 64 bit signed integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_int4x2_sized\n\ttypedef mat<4, 2, int64, defaultp>\t\t\t\ti64mat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int4x3.hpp",
    "content": "/// @ref ext_matrix_int4x3\n/// @file glm/ext/matrix_int4x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x3 GLM_EXT_matrix_int4x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x3\n\t/// @{\n\n\t/// Signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3\n\ttypedef mat<4, 3, int, defaultp>\timat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int4x3_sized.hpp",
    "content": "/// @ref ext_matrix_int4x3_sized\n/// @file glm/ext/matrix_int4x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x3_sized GLM_EXT_matrix_int4x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x3_sized\n\t/// @{\n\n\t/// 8 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int8, defaultp>\t\t\t\ti8mat4x3;\n\n\t/// 16 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int16, defaultp>\t\t\t\ti16mat4x3;\n\n\t/// 32 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int32, defaultp>\t\t\t\ti32mat4x3;\n\n\t/// 64 bit signed integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_int4x3_sized\n\ttypedef mat<4, 3, int64, defaultp>\t\t\t\ti64mat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int4x4.hpp",
    "content": "/// @ref ext_matrix_int4x4\n/// @file glm/ext/matrix_int4x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x4 GLM_EXT_matrix_int4x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x4\n\t/// @{\n\n\t/// Signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4\n\ttypedef mat<4, 4, int, defaultp>\timat4x4;\n\n\t/// Signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4\n\ttypedef mat<4, 4, int, defaultp>\timat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_int4x4_sized.hpp",
    "content": "/// @ref ext_matrix_int4x4_sized\n/// @file glm/ext/matrix_int4x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int4x4_sized GLM_EXT_matrix_int4x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_int4x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_int4x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_int4x4_sized\n\t/// @{\n\n\t/// 8 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int8, defaultp>\t\t\t\ti8mat4x4;\n\n\t/// 16 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int16, defaultp>\t\t\t\ti16mat4x4;\n\n\t/// 32 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int32, defaultp>\t\t\t\ti32mat4x4;\n\n\t/// 64 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int64, defaultp>\t\t\t\ti64mat4x4;\n\n\n\t/// 8 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int8, defaultp>\t\t\t\ti8mat4;\n\n\t/// 16 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int16, defaultp>\t\t\t\ti16mat4;\n\n\t/// 32 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int32, defaultp>\t\t\t\ti32mat4;\n\n\t/// 64 bit signed integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_int4x4_sized\n\ttypedef mat<4, 4, int64, defaultp>\t\t\t\ti64mat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_projection.hpp",
    "content": "/// @ref ext_matrix_projection\n/// @file glm/ext/matrix_projection.hpp\n///\n/// @defgroup ext_matrix_projection GLM_EXT_matrix_projection\n/// @ingroup ext\n///\n/// Functions that generate common projection transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n///\n/// Include <glm/ext/matrix_projection.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_transform\n/// @see ext_matrix_clip_space\n\n#pragma once\n\n// Dependencies\n#include \"../gtc/constants.hpp\"\n#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../matrix.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_projection extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_projection\n\t/// @{\n\n\t/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param obj Specify the object coordinates.\n\t/// @param model Specifies the current modelview matrix\n\t/// @param proj Specifies the current projection matrix\n\t/// @param viewport Specifies the current viewport\n\t/// @return Return the computed window coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml\">gluProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> projectZO(\n\t\tvec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param obj Specify the object coordinates.\n\t/// @param model Specifies the current modelview matrix\n\t/// @param proj Specifies the current projection matrix\n\t/// @param viewport Specifies the current viewport\n\t/// @return Return the computed window coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml\">gluProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> projectNO(\n\t\tvec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition.\n\t/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param obj Specify the object coordinates.\n\t/// @param model Specifies the current modelview matrix\n\t/// @param proj Specifies the current projection matrix\n\t/// @param viewport Specifies the current viewport\n\t/// @return Return the computed window coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml\">gluProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> project(\n\t\tvec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)\n\t///\n\t/// @param win Specify the window coordinates to be mapped.\n\t/// @param model Specifies the modelview matrix\n\t/// @param proj Specifies the projection matrix\n\t/// @param viewport Specifies the viewport\n\t/// @return Returns the computed object coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml\">gluUnProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unProjectZO(\n\t\tvec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.\n\t/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)\n\t///\n\t/// @param win Specify the window coordinates to be mapped.\n\t/// @param model Specifies the modelview matrix\n\t/// @param proj Specifies the projection matrix\n\t/// @param viewport Specifies the viewport\n\t/// @return Returns the computed object coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml\">gluUnProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unProjectNO(\n\t\tvec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition.\n\t/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.\n\t///\n\t/// @param win Specify the window coordinates to be mapped.\n\t/// @param model Specifies the modelview matrix\n\t/// @param proj Specifies the projection matrix\n\t/// @param viewport Specifies the viewport\n\t/// @return Returns the computed object coordinates.\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml\">gluUnProject man page</a>\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unProject(\n\t\tvec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);\n\n\t/// Define a picking region\n\t///\n\t/// @param center Specify the center of a picking region in window coordinates.\n\t/// @param delta Specify the width and height, respectively, of the picking region in window coordinates.\n\t/// @param viewport Rendering viewport\n\t/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.\n\t/// @tparam U Currently supported: Floating-point types and integer types.\n\t///\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml\">gluPickMatrix man page</a>\n\ttemplate<typename T, qualifier Q, typename U>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(\n\t\tvec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_projection.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_projection.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));\n\t\ttmp = model * tmp;\n\t\ttmp = proj * tmp;\n\n\t\ttmp /= tmp.w;\n\t\ttmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);\n\t\ttmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);\n\n\t\ttmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);\n\t\ttmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);\n\n\t\treturn vec<3, T, Q>(tmp);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));\n\t\ttmp = model * tmp;\n\t\ttmp = proj * tmp;\n\n\t\ttmp /= tmp.w;\n\t\ttmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);\n\t\ttmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);\n\t\ttmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);\n\n\t\treturn vec<3, T, Q>(tmp);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn projectZO(obj, model, proj, viewport);\n#\t\telse\n\t\t\treturn projectNO(obj, model, proj, viewport);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tmat<4, 4, T, Q> Inverse = inverse(proj * model);\n\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));\n\t\ttmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);\n\t\ttmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);\n\t\ttmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);\n\t\ttmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);\n\n\t\tvec<4, T, Q> obj = Inverse * tmp;\n\t\tobj /= obj.w;\n\n\t\treturn vec<3, T, Q>(obj);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n\t\tmat<4, 4, T, Q> Inverse = inverse(proj * model);\n\n\t\tvec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));\n\t\ttmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);\n\t\ttmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);\n\t\ttmp = tmp * static_cast<T>(2) - static_cast<T>(1);\n\n\t\tvec<4, T, Q> obj = Inverse * tmp;\n\t\tobj /= obj.w;\n\n\t\treturn vec<3, T, Q>(obj);\n\t}\n\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT\n\t\t\treturn unProjectZO(win, model, proj, viewport);\n#\t\telse\n\t\t\treturn unProjectNO(win, model, proj, viewport);\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q, typename U>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport)\n\t{\n\t\tassert(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0));\n\t\tmat<4, 4, T, Q> Result(static_cast<T>(1));\n\n\t\tif(!(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0)))\n\t\t\treturn Result; // Error\n\n\t\tvec<3, T, Q> Temp(\n\t\t\t(static_cast<T>(viewport[2]) - static_cast<T>(2) * (center.x - static_cast<T>(viewport[0]))) / delta.x,\n\t\t\t(static_cast<T>(viewport[3]) - static_cast<T>(2) * (center.y - static_cast<T>(viewport[1]))) / delta.y,\n\t\t\tstatic_cast<T>(0));\n\n\t\t// Translate and scale the picked region to the entire window\n\t\tResult = translate(Result, Temp);\n\t\treturn scale(Result, vec<3, T, Q>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_relational.hpp",
    "content": "/// @ref ext_matrix_relational\n/// @file glm/ext/matrix_relational.hpp\n///\n/// @defgroup ext_matrix_relational GLM_EXT_matrix_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for matrix types that take a user defined epsilon values.\n///\n/// Include <glm/ext/matrix_relational.hpp> to use the features of this extension.\n///\n/// @see ext_vector_relational\n/// @see ext_scalar_relational\n/// @see ext_quaternion_relational\n\n#pragma once\n\n// Dependencies\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_relational\n\t/// @{\n\n\t/// Perform a component-wise equal-to comparison of two matrices.\n\t/// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);\n\n\t/// Perform a component-wise not-equal-to comparison of two matrices.\n\t/// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix\n\t/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_relational.inl",
    "content": "/// @ref ext_vector_relational\n/// @file glm/ext/vector_relational.inl\n\n// Dependency:\n#include \"../ext/vector_relational.hpp\"\n#include \"../common.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b)\n\t{\n\t\treturn equal(a, b, static_cast<T>(0));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, T Epsilon)\n\t{\n\t\treturn equal(a, b, vec<C, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, T, Q> const& Epsilon)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = all(equal(a[i], b[i], Epsilon[i]));\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)\n\t{\n\t\treturn notEqual(x, y, static_cast<T>(0));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T Epsilon)\n\t{\n\t\treturn notEqual(x, y, vec<C, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, T, Q> const& Epsilon)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = any(notEqual(a[i], b[i], Epsilon[i]));\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, int MaxULPs)\n\t{\n\t\treturn equal(a, b, vec<C, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, int, Q> const& MaxULPs)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = all(equal(a[i], b[i], MaxULPs[i]));\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int MaxULPs)\n\t{\n\t\treturn notEqual(x, y, vec<C, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, int, Q> const& MaxULPs)\n\t{\n\t\tvec<C, bool, Q> Result(true);\n\t\tfor(length_t i = 0; i < C; ++i)\n\t\t\tResult[i] = any(notEqual(a[i], b[i], MaxULPs[i]));\n\t\treturn Result;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_transform.hpp",
    "content": "/// @ref ext_matrix_transform\n/// @file glm/ext/matrix_transform.hpp\n///\n/// @defgroup ext_matrix_transform GLM_EXT_matrix_transform\n/// @ingroup ext\n///\n/// Defines functions that generate common transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n///\n/// Include <glm/ext/matrix_transform.hpp> to use the features of this extension.\n///\n/// @see ext_matrix_projection\n/// @see ext_matrix_clip_space\n\n#pragma once\n\n// Dependencies\n#include \"../gtc/constants.hpp\"\n#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../matrix.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_transform extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_transform\n\t/// @{\n\n\t/// Builds an identity matrix.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType identity();\n\n\t/// Builds a translation 4 * 4 matrix created from a vector of 3 components.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param v Coordinates of a translation vector.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @code\n\t/// #include <glm/glm.hpp>\n\t/// #include <glm/gtc/matrix_transform.hpp>\n\t/// ...\n\t/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));\n\t/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f\n\t/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f\n\t/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f\n\t/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f\n\t/// @endcode\n\t///\n\t/// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z)\n\t/// @see - translate(vec<3, T, Q> const& v)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml\">glTranslate man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> translate(\n\t\tmat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);\n\n\t/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.\n\t///\n\t/// @param m Input matrix multiplied by this rotation matrix.\n\t/// @param angle Rotation angle expressed in radians.\n\t/// @param axis Rotation axis, recommended to be normalized.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)\n\t/// @see - rotate(T angle, vec<3, T, Q> const& v)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml\">glRotate man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rotate(\n\t\tmat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);\n\n\t/// Builds a scale 4 * 4 matrix created from 3 scalars.\n\t///\n\t/// @param m Input matrix multiplied by this scale matrix.\n\t/// @param v Ratio of scaling for each axis.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z)\n\t/// @see - scale(vec<3, T, Q> const& v)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml\">glScale man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scale(\n\t\tmat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);\n\n\t/// Build a right handed look at view matrix.\n\t///\n\t/// @param eye Position of the camera\n\t/// @param center Position where the camera is looking at\n\t/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(\n\t\tvec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);\n\n\t/// Build a left handed look at view matrix.\n\t///\n\t/// @param eye Position of the camera\n\t/// @param center Position where the camera is looking at\n\t/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(\n\t\tvec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);\n\n\t/// Build a look at view matrix based on the default handedness.\n\t///\n\t/// @param eye Position of the camera\n\t/// @param center Position where the camera is looking at\n\t/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)\n\t/// @see <a href=\"https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml\">gluLookAt man page</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> lookAt(\n\t\tvec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_transform.inl",
    "content": "namespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType identity()\n\t{\n\t\treturn detail::init_gentype<genType, detail::genTypeTrait<genType>::GENTYPE>::identity();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)\n\t{\n\t\tmat<4, 4, T, Q> Result(m);\n\t\tResult[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\n\t\tvec<3, T, Q> axis(normalize(v));\n\t\tvec<3, T, Q> temp((T(1) - c) * axis);\n\n\t\tmat<4, 4, T, Q> Rotate;\n\t\tRotate[0][0] = c + temp[0] * axis[0];\n\t\tRotate[0][1] = temp[0] * axis[1] + s * axis[2];\n\t\tRotate[0][2] = temp[0] * axis[2] - s * axis[1];\n\n\t\tRotate[1][0] = temp[1] * axis[0] - s * axis[2];\n\t\tRotate[1][1] = c + temp[1] * axis[1];\n\t\tRotate[1][2] = temp[1] * axis[2] + s * axis[0];\n\n\t\tRotate[2][0] = temp[2] * axis[0] + s * axis[1];\n\t\tRotate[2][1] = temp[2] * axis[1] - s * axis[0];\n\t\tRotate[2][2] = c + temp[2] * axis[2];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];\n\t\tResult[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];\n\t\tResult[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];\n\t\tResult[3] = m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\t\tmat<4, 4, T, Q> Result;\n\n\t\tvec<3, T, Q> axis = normalize(v);\n\n\t\tResult[0][0] = c + (static_cast<T>(1) - c)      * axis.x     * axis.x;\n\t\tResult[0][1] = (static_cast<T>(1) - c) * axis.x * axis.y + s * axis.z;\n\t\tResult[0][2] = (static_cast<T>(1) - c) * axis.x * axis.z - s * axis.y;\n\t\tResult[0][3] = static_cast<T>(0);\n\n\t\tResult[1][0] = (static_cast<T>(1) - c) * axis.y * axis.x - s * axis.z;\n\t\tResult[1][1] = c + (static_cast<T>(1) - c) * axis.y * axis.y;\n\t\tResult[1][2] = (static_cast<T>(1) - c) * axis.y * axis.z + s * axis.x;\n\t\tResult[1][3] = static_cast<T>(0);\n\n\t\tResult[2][0] = (static_cast<T>(1) - c) * axis.z * axis.x + s * axis.y;\n\t\tResult[2][1] = (static_cast<T>(1) - c) * axis.z * axis.y - s * axis.x;\n\t\tResult[2][2] = c + (static_cast<T>(1) - c) * axis.z * axis.z;\n\t\tResult[2][3] = static_cast<T>(0);\n\n\t\tResult[3] = vec<4, T, Q>(0, 0, 0, 1);\n\t\treturn m * Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)\n\t{\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = m[0] * v[0];\n\t\tResult[1] = m[1] * v[1];\n\t\tResult[2] = m[2] * v[2];\n\t\tResult[3] = m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)\n\t{\n\t\tmat<4, 4, T, Q> Result(T(1));\n\t\tResult[0][0] = v.x;\n\t\tResult[1][1] = v.y;\n\t\tResult[2][2] = v.z;\n\t\treturn m * Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)\n\t{\n\t\tvec<3, T, Q> const f(normalize(center - eye));\n\t\tvec<3, T, Q> const s(normalize(cross(f, up)));\n\t\tvec<3, T, Q> const u(cross(s, f));\n\n\t\tmat<4, 4, T, Q> Result(1);\n\t\tResult[0][0] = s.x;\n\t\tResult[1][0] = s.y;\n\t\tResult[2][0] = s.z;\n\t\tResult[0][1] = u.x;\n\t\tResult[1][1] = u.y;\n\t\tResult[2][1] = u.z;\n\t\tResult[0][2] =-f.x;\n\t\tResult[1][2] =-f.y;\n\t\tResult[2][2] =-f.z;\n\t\tResult[3][0] =-dot(s, eye);\n\t\tResult[3][1] =-dot(u, eye);\n\t\tResult[3][2] = dot(f, eye);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)\n\t{\n\t\tvec<3, T, Q> const f(normalize(center - eye));\n\t\tvec<3, T, Q> const s(normalize(cross(up, f)));\n\t\tvec<3, T, Q> const u(cross(f, s));\n\n\t\tmat<4, 4, T, Q> Result(1);\n\t\tResult[0][0] = s.x;\n\t\tResult[1][0] = s.y;\n\t\tResult[2][0] = s.z;\n\t\tResult[0][1] = u.x;\n\t\tResult[1][1] = u.y;\n\t\tResult[2][1] = u.z;\n\t\tResult[0][2] = f.x;\n\t\tResult[1][2] = f.y;\n\t\tResult[2][2] = f.z;\n\t\tResult[3][0] = -dot(s, eye);\n\t\tResult[3][1] = -dot(u, eye);\n\t\tResult[3][2] = -dot(f, eye);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)\n\t{\n\t\tGLM_IF_CONSTEXPR(GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT)\n\t\t\treturn lookAtLH(eye, center, up);\n\t\telse\n\t\t\treturn lookAtRH(eye, center, up);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint2x2.hpp",
    "content": "/// @ref ext_matrix_uint2x2\n/// @file glm/ext/matrix_uint2x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x2 GLM_EXT_matrix_uint2x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x2\n\t/// @{\n\n\t/// Unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2\n\ttypedef mat<2, 2, uint, defaultp>\tumat2x2;\n\n\t/// Unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2\n\ttypedef mat<2, 2, uint, defaultp>\tumat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint2x2_sized.hpp",
    "content": "/// @ref ext_matrix_uint2x2_sized\n/// @file glm/ext/matrix_uint2x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x2_sized GLM_EXT_matrix_uint2x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x2_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint8, defaultp>\t\t\t\tu8mat2x2;\n\n\t/// 16 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint16, defaultp>\t\t\t\tu16mat2x2;\n\n\t/// 32 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint32, defaultp>\t\t\t\tu32mat2x2;\n\n\t/// 64 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint64, defaultp>\t\t\t\tu64mat2x2;\n\n\n\t/// 8 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint8, defaultp>\t\t\t\tu8mat2;\n\n\t/// 16 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint16, defaultp>\t\t\t\tu16mat2;\n\n\t/// 32 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint32, defaultp>\t\t\t\tu32mat2;\n\n\t/// 64 bit unsigned integer 2x2 matrix.\n\t///\n\t/// @see ext_matrix_uint2x2_sized\n\ttypedef mat<2, 2, uint64, defaultp>\t\t\t\tu64mat2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint2x3.hpp",
    "content": "/// @ref ext_matrix_uint2x3\n/// @file glm/ext/matrix_uint2x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_uint2x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x3\n\t/// @{\n\n\t/// Unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3\n\ttypedef mat<2, 3, uint, defaultp>\tumat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint2x3_sized.hpp",
    "content": "/// @ref ext_matrix_uint2x3_sized\n/// @file glm/ext/matrix_uint2x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x3_sized GLM_EXT_matrix_uint2x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint8, defaultp>\t\t\t\tu8mat2x3;\n\n\t/// 16 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint16, defaultp>\t\t\t\tu16mat2x3;\n\n\t/// 32 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint32, defaultp>\t\t\t\tu32mat2x3;\n\n\t/// 64 bit unsigned integer 2x3 matrix.\n\t///\n\t/// @see ext_matrix_uint2x3_sized\n\ttypedef mat<2, 3, uint64, defaultp>\t\t\t\tu64mat2x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint2x4.hpp",
    "content": "/// @ref ext_matrix_uint2x4\n/// @file glm/ext/matrix_uint2x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x4 GLM_EXT_matrix_int2x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x4\n\t/// @{\n\n\t/// Unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4\n\ttypedef mat<2, 4, uint, defaultp>\tumat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint2x4_sized.hpp",
    "content": "/// @ref ext_matrix_uint2x4_sized\n/// @file glm/ext/matrixu_uint2x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint2x4_sized GLM_EXT_matrix_uint2x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint2x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint2x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint2x4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint8, defaultp>\t\t\t\tu8mat2x4;\n\n\t/// 16 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint16, defaultp>\t\t\t\tu16mat2x4;\n\n\t/// 32 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint32, defaultp>\t\t\t\tu32mat2x4;\n\n\t/// 64 bit unsigned integer 2x4 matrix.\n\t///\n\t/// @see ext_matrix_uint2x4_sized\n\ttypedef mat<2, 4, uint64, defaultp>\t\t\t\tu64mat2x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint3x2.hpp",
    "content": "/// @ref ext_matrix_uint3x2\n/// @file glm/ext/matrix_uint3x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_uint3x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x2\n\t/// @{\n\n\t/// Unsigned integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2\n\ttypedef mat<3, 2, uint, defaultp>\tumat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint3x2_sized.hpp",
    "content": "/// @ref ext_matrix_uint3x2_sized\n/// @file glm/ext/matrix_uint3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x2_sized GLM_EXT_matrix_uint3x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x2_sized\n\t/// @{\n\n\t/// 8 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint8, defaultp>\t\t\t\tu8mat3x2;\n\n\t/// 16 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint16, defaultp>\t\t\t\tu16mat3x2;\n\n\t/// 32 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint32, defaultp>\t\t\t\tu32mat3x2;\n\n\t/// 64 bit signed integer 3x2 matrix.\n\t///\n\t/// @see ext_matrix_uint3x2_sized\n\ttypedef mat<3, 2, uint64, defaultp>\t\t\t\tu64mat3x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint3x3.hpp",
    "content": "/// @ref ext_matrix_uint3x3\n/// @file glm/ext/matrix_uint3x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x3 GLM_EXT_matrix_uint3x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x3\n\t/// @{\n\n\t/// Unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3\n\ttypedef mat<3, 3, uint, defaultp>\tumat3x3;\n\n\t/// Unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3\n\ttypedef mat<3, 3, uint, defaultp>\tumat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint3x3_sized.hpp",
    "content": "/// @ref ext_matrix_uint3x3_sized\n/// @file glm/ext/matrix_uint3x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x3_sized GLM_EXT_matrix_uint3x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint8, defaultp>\t\t\t\tu8mat3x3;\n\n\t/// 16 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint16, defaultp>\t\t\t\tu16mat3x3;\n\n\t/// 32 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint32, defaultp>\t\t\t\tu32mat3x3;\n\n\t/// 64 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint64, defaultp>\t\t\t\tu64mat3x3;\n\n\n\t/// 8 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint8, defaultp>\t\t\t\tu8mat3;\n\n\t/// 16 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint16, defaultp>\t\t\t\tu16mat3;\n\n\t/// 32 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint32, defaultp>\t\t\t\tu32mat3;\n\n\t/// 64 bit unsigned integer 3x3 matrix.\n\t///\n\t/// @see ext_matrix_uint3x3_sized\n\ttypedef mat<3, 3, uint64, defaultp>\t\t\t\tu64mat3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint3x4.hpp",
    "content": "/// @ref ext_matrix_uint3x4\n/// @file glm/ext/matrix_uint3x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x4 GLM_EXT_matrix_uint3x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x4\n\t/// @{\n\n\t/// Signed integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4\n\ttypedef mat<3, 4, uint, defaultp>\tumat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint3x4_sized.hpp",
    "content": "/// @ref ext_matrix_uint3x4_sized\n/// @file glm/ext/matrix_uint3x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint3x4_sized GLM_EXT_matrix_uint3x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint3x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint3x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint3x4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint8, defaultp>\t\t\t\tu8mat3x4;\n\n\t/// 16 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint16, defaultp>\t\t\t\tu16mat3x4;\n\n\t/// 32 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint32, defaultp>\t\t\t\tu32mat3x4;\n\n\t/// 64 bit unsigned integer 3x4 matrix.\n\t///\n\t/// @see ext_matrix_uint3x4_sized\n\ttypedef mat<3, 4, uint64, defaultp>\t\t\t\tu64mat3x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint4x2.hpp",
    "content": "/// @ref ext_matrix_uint4x2\n/// @file glm/ext/matrix_uint4x2.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x2 GLM_EXT_matrix_uint4x2\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x2.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x2 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x2\n\t/// @{\n\n\t/// Unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2\n\ttypedef mat<4, 2, uint, defaultp>\tumat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint4x2_sized.hpp",
    "content": "/// @ref ext_matrix_uint4x2_sized\n/// @file glm/ext/matrix_uint4x2_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x2_sized GLM_EXT_matrix_uint4x2_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x2_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x2_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint8, defaultp>\t\t\t\tu8mat4x2;\n\n\t/// 16 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint16, defaultp>\t\t\t\tu16mat4x2;\n\n\t/// 32 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint32, defaultp>\t\t\t\tu32mat4x2;\n\n\t/// 64 bit unsigned integer 4x2 matrix.\n\t///\n\t/// @see ext_matrix_uint4x2_sized\n\ttypedef mat<4, 2, uint64, defaultp>\t\t\t\tu64mat4x2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint4x3.hpp",
    "content": "/// @ref ext_matrix_uint4x3\n/// @file glm/ext/matrix_uint4x3.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x3 GLM_EXT_matrix_uint4x3\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x3.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x3 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x3\n\t/// @{\n\n\t/// Unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3\n\ttypedef mat<4, 3, uint, defaultp>\tumat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint4x3_sized.hpp",
    "content": "/// @ref ext_matrix_uint4x3_sized\n/// @file glm/ext/matrix_uint4x3_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x3_sized GLM_EXT_matrix_uint4x3_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x3_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint8, defaultp>\t\t\t\tu8mat4x3;\n\n\t/// 16 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint16, defaultp>\t\t\t\tu16mat4x3;\n\n\t/// 32 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint32, defaultp>\t\t\t\tu32mat4x3;\n\n\t/// 64 bit unsigned integer 4x3 matrix.\n\t///\n\t/// @see ext_matrix_uint4x3_sized\n\ttypedef mat<4, 3, uint64, defaultp>\t\t\t\tu64mat4x3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint4x4.hpp",
    "content": "/// @ref ext_matrix_uint4x4\n/// @file glm/ext/matrix_uint4x4.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x4 GLM_EXT_matrix_uint4x4\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x4.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x4 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x4\n\t/// @{\n\n\t/// Unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4\n\ttypedef mat<4, 4, uint, defaultp>\tumat4x4;\n\n\t/// Unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4\n\ttypedef mat<4, 4, uint, defaultp>\tumat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/matrix_uint4x4_sized.hpp",
    "content": "/// @ref ext_matrix_uint4x4_sized\n/// @file glm/ext/matrix_uint4x4_sized.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_matrix_uint4x4_sized GLM_EXT_matrix_uint4x4_sized\n/// @ingroup ext\n///\n/// Include <glm/ext/matrix_uint4x4_sized.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat4x4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_matrix_uint4x4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_matrix_uint4x4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint8, defaultp>\t\t\t\tu8mat4x4;\n\n\t/// 16 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint16, defaultp>\t\t\t\tu16mat4x4;\n\n\t/// 32 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint32, defaultp>\t\t\t\tu32mat4x4;\n\n\t/// 64 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint64, defaultp>\t\t\t\tu64mat4x4;\n\n\n\t/// 8 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint8, defaultp>\t\t\t\tu8mat4;\n\n\t/// 16 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint16, defaultp>\t\t\t\tu16mat4;\n\n\t/// 32 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint32, defaultp>\t\t\t\tu32mat4;\n\n\t/// 64 bit unsigned integer 4x4 matrix.\n\t///\n\t/// @see ext_matrix_uint4x4_sized\n\ttypedef mat<4, 4, uint64, defaultp>\t\t\t\tu64mat4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_common.hpp",
    "content": "/// @ref ext_quaternion_common\n/// @file glm/ext/quaternion_common.hpp\n///\n/// @defgroup ext_quaternion_common GLM_EXT_quaternion_common\n/// @ingroup ext\n///\n/// Provides common functions for quaternion types\n///\n/// Include <glm/ext/quaternion_common.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_common\n/// @see ext_vector_common\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_trigonometric\n/// @see ext_quaternion_transform\n\n#pragma once\n\n// Dependency:\n#include \"../ext/scalar_constants.hpp\"\n#include \"../ext/quaternion_geometric.hpp\"\n#include \"../common.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../exponential.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_common extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_common\n\t/// @{\n\n\t/// Spherical linear interpolation of two quaternions.\n\t/// The interpolation is oriented and the rotation is performed at constant speed.\n\t/// For short path spherical linear interpolation, use the slerp function.\n\t///\n\t/// @param x A quaternion\n\t/// @param y A quaternion\n\t/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\t///\n\t/// @see - slerp(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> mix(qua<T, Q> const& x, qua<T, Q> const& y, T a);\n\n\t/// Linear interpolation of two quaternions.\n\t/// The interpolation is oriented.\n\t///\n\t/// @param x A quaternion\n\t/// @param y A quaternion\n\t/// @param a Interpolation factor. The interpolation is defined in the range [0, 1].\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> lerp(qua<T, Q> const& x, qua<T, Q> const& y, T a);\n\n\t/// Spherical linear interpolation of two quaternions.\n\t/// The interpolation always take the short path and the rotation is performed at constant speed.\n\t///\n\t/// @param x A quaternion\n\t/// @param y A quaternion\n\t/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a);\n\n    /// Spherical linear interpolation of two quaternions with multiple spins over rotation axis.\n    /// The interpolation always take the short path when the spin count is positive and long path\n    /// when count is negative. Rotation is performed at constant speed.\n    ///\n    /// @param x A quaternion\n    /// @param y A quaternion\n    /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n    /// @param k Additional spin count. If Value is negative interpolation will be on \"long\" path.\n    ///\n    /// @tparam T A floating-point scalar type\n    /// @tparam S An integer scalar type\n    /// @tparam Q A value from qualifier enum\n    template<typename T, typename S, qualifier Q>\n    GLM_FUNC_DECL qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a, S k);\n\n\t/// Returns the q conjugate.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> conjugate(qua<T, Q> const& q);\n\n\t/// Returns the q inverse.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> inverse(qua<T, Q> const& q);\n\n\t/// Returns true if x holds a NaN (not a number)\n\t/// representation in the underlying implementation's set of\n\t/// floating point representations. Returns false otherwise,\n\t/// including for implementations with no NaN\n\t/// representations.\n\t///\n\t/// /!\\ When using compiler fast math, this function may fail.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> isnan(qua<T, Q> const& x);\n\n\t/// Returns true if x holds a positive infinity or negative\n\t/// infinity representation in the underlying implementation's\n\t/// set of floating point representations. Returns false\n\t/// otherwise, including for implementations with no infinity\n\t/// representations.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> isinf(qua<T, Q> const& x);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_common.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> mix(qua<T, Q> const& x, qua<T, Q> const& y, T a)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'mix' only accept floating-point inputs\");\n\n\t\tT const cosTheta = dot(x, y);\n\n\t\t// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator\n\t\tif(cosTheta > static_cast<T>(1) - epsilon<T>())\n\t\t{\n\t\t\t// Linear interpolation\n\t\t\treturn qua<T, Q>(\n\t\t\t\tmix(x.w, y.w, a),\n\t\t\t\tmix(x.x, y.x, a),\n\t\t\t\tmix(x.y, y.y, a),\n\t\t\t\tmix(x.z, y.z, a));\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Essential Mathematics, page 467\n\t\t\tT angle = acos(cosTheta);\n\t\t\treturn (sin((static_cast<T>(1) - a) * angle) * x + sin(a * angle) * y) / sin(angle);\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> lerp(qua<T, Q> const& x, qua<T, Q> const& y, T a)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'lerp' only accept floating-point inputs\");\n\n\t\t// Lerp is only defined in [0, 1]\n\t\tassert(a >= static_cast<T>(0));\n\t\tassert(a <= static_cast<T>(1));\n\n\t\treturn x * (static_cast<T>(1) - a) + (y * a);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'slerp' only accept floating-point inputs\");\n\n\t\tqua<T, Q> z = y;\n\n\t\tT cosTheta = dot(x, y);\n\n\t\t// If cosTheta < 0, the interpolation will take the long way around the sphere.\n\t\t// To fix this, one quat must be negated.\n\t\tif(cosTheta < static_cast<T>(0))\n\t\t{\n\t\t\tz = -y;\n\t\t\tcosTheta = -cosTheta;\n\t\t}\n\n\t\t// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator\n\t\tif(cosTheta > static_cast<T>(1) - epsilon<T>())\n\t\t{\n\t\t\t// Linear interpolation\n\t\t\treturn qua<T, Q>(\n\t\t\t\tmix(x.w, z.w, a),\n\t\t\t\tmix(x.x, z.x, a),\n\t\t\t\tmix(x.y, z.y, a),\n\t\t\t\tmix(x.z, z.z, a));\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Essential Mathematics, page 467\n\t\t\tT angle = acos(cosTheta);\n\t\t\treturn (sin((static_cast<T>(1) - a) * angle) * x + sin(a * angle) * z) / sin(angle);\n\t\t}\n\t}\n\n    template<typename T, typename S, qualifier Q>\n    GLM_FUNC_QUALIFIER qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a, S k)\n    {\n        GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'slerp' only accept floating-point inputs\");\n        GLM_STATIC_ASSERT(std::numeric_limits<S>::is_integer, \"'slerp' only accept integer for spin count\");\n\n        qua<T, Q> z = y;\n\n        T cosTheta = dot(x, y);\n\n        // If cosTheta < 0, the interpolation will take the long way around the sphere.\n        // To fix this, one quat must be negated.\n        if (cosTheta < static_cast<T>(0))\n        {\n            z = -y;\n            cosTheta = -cosTheta;\n        }\n\n        // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator\n        if (cosTheta > static_cast<T>(1) - epsilon<T>())\n        {\n            // Linear interpolation\n            return qua<T, Q>(\n                mix(x.w, z.w, a),\n                mix(x.x, z.x, a),\n                mix(x.y, z.y, a),\n                mix(x.z, z.z, a));\n        }\n        else\n        {\n            // Graphics Gems III, page 96\n            T angle = acos(cosTheta);\n            T phi = angle + k * glm::pi<T>();\n            return (sin(angle - a * phi)* x + sin(a * phi) * z) / sin(angle);\n        }\n    }\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> conjugate(qua<T, Q> const& q)\n\t{\n\t\treturn qua<T, Q>(q.w, -q.x, -q.y, -q.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> inverse(qua<T, Q> const& q)\n\t{\n\t\treturn conjugate(q) / dot(q, q);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isnan(qua<T, Q> const& q)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isnan' only accept floating-point inputs\");\n\n\t\treturn vec<4, bool, Q>(isnan(q.x), isnan(q.y), isnan(q.z), isnan(q.w));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isinf(qua<T, Q> const& q)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isinf' only accept floating-point inputs\");\n\n\t\treturn vec<4, bool, Q>(isinf(q.x), isinf(q.y), isinf(q.z), isinf(q.w));\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"quaternion_common_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_common_simd.inl",
    "content": "#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<qualifier Q>\n\tstruct compute_dot<qua<float, Q>, float, true>\n\t{\n\t\tstatic GLM_FUNC_QUALIFIER float call(qua<float, Q> const& x, qua<float, Q> const& y)\n\t\t{\n\t\t\treturn _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));\n\t\t}\n\t};\n}//namespace detail\n}//namespace glm\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_double.hpp",
    "content": "/// @ref ext_quaternion_double\n/// @file glm/ext/quaternion_double.hpp\n///\n/// @defgroup ext_quaternion_double GLM_EXT_quaternion_double\n/// @ingroup ext\n///\n/// Exposes double-precision floating point quaternion type.\n///\n/// Include <glm/ext/quaternion_double.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double_precision\n/// @see ext_quaternion_common\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_transform\n/// @see ext_quaternion_trigonometric\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_double extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_double\n\t/// @{\n\n\t/// Quaternion of double-precision floating-point numbers.\n\ttypedef qua<double, defaultp>\t\tdquat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_double_precision.hpp",
    "content": "/// @ref ext_quaternion_double_precision\n/// @file glm/ext/quaternion_double_precision.hpp\n///\n/// @defgroup ext_quaternion_double_precision GLM_EXT_quaternion_double_precision\n/// @ingroup ext\n///\n/// Exposes double-precision floating point quaternion type with various precision in term of ULPs.\n///\n/// Include <glm/ext/quaternion_double_precision.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_double_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_double_precision\n\t/// @{\n\n\t/// Quaternion of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see ext_quaternion_double_precision\n\ttypedef qua<double, lowp>\t\tlowp_dquat;\n\n\t/// Quaternion of medium double-qualifier floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see ext_quaternion_double_precision\n\ttypedef qua<double, mediump>\tmediump_dquat;\n\n\t/// Quaternion of high double-qualifier floating-point numbers using high precision arithmetic in term of ULPs.\n\t///\n\t/// @see ext_quaternion_double_precision\n\ttypedef qua<double, highp>\t\thighp_dquat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_exponential.hpp",
    "content": "/// @ref ext_quaternion_exponential\n/// @file glm/ext/quaternion_exponential.hpp\n///\n/// @defgroup ext_quaternion_exponential GLM_EXT_quaternion_exponential\n/// @ingroup ext\n///\n/// Provides exponential functions for quaternion types\n///\n/// Include <glm/ext/quaternion_exponential.hpp> to use the features of this extension.\n///\n/// @see core_exponential\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../geometric.hpp\"\n#include \"../ext/scalar_constants.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_exponential extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_transform\n\t/// @{\n\n\t/// Returns a exponential of a quaternion.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> exp(qua<T, Q> const& q);\n\n\t/// Returns a logarithm of a quaternion\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> log(qua<T, Q> const& q);\n\n\t/// Returns a quaternion raised to a power.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> pow(qua<T, Q> const& q, T y);\n\n\t/// Returns the square root of a quaternion\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> sqrt(qua<T, Q> const& q);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_exponential.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_exponential.inl",
    "content": "#include \"scalar_constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> exp(qua<T, Q> const& q)\n\t{\n\t\tvec<3, T, Q> u(q.x, q.y, q.z);\n\t\tT const Angle = glm::length(u);\n\t\tif (Angle < epsilon<T>())\n\t\t\treturn qua<T, Q>();\n\n\t\tvec<3, T, Q> const v(u / Angle);\n\t\treturn qua<T, Q>(cos(Angle), sin(Angle) * v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> log(qua<T, Q> const& q)\n\t{\n\t\tvec<3, T, Q> u(q.x, q.y, q.z);\n\t\tT Vec3Len = length(u);\n\n\t\tif (Vec3Len < epsilon<T>())\n\t\t{\n\t\t\tif(q.w > static_cast<T>(0))\n\t\t\t\treturn qua<T, Q>(log(q.w), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));\n\t\t\telse if(q.w < static_cast<T>(0))\n\t\t\t\treturn qua<T, Q>(log(-q.w), pi<T>(), static_cast<T>(0), static_cast<T>(0));\n\t\t\telse\n\t\t\t\treturn qua<T, Q>(std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity());\n\t\t}\n\t\telse\n\t\t{\n\t\t\tT t = atan(Vec3Len, T(q.w)) / Vec3Len;\n\t\t\tT QuatLen2 = Vec3Len * Vec3Len + q.w * q.w;\n\t\t\treturn qua<T, Q>(static_cast<T>(0.5) * log(QuatLen2), t * q.x, t * q.y, t * q.z);\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> pow(qua<T, Q> const& x, T y)\n\t{\n\t\t//Raising to the power of 0 should yield 1\n\t\t//Needed to prevent a division by 0 error later on\n\t\tif(y > -epsilon<T>() && y < epsilon<T>())\n\t\t\treturn qua<T, Q>(1,0,0,0);\n\n\t\t//To deal with non-unit quaternions\n\t\tT magnitude = sqrt(x.x * x.x + x.y * x.y + x.z * x.z + x.w *x.w);\n\n\t\tT Angle;\n\t\tif(abs(x.w / magnitude) > cos_one_over_two<T>())\n\t\t{\n\t\t\t//Scalar component is close to 1; using it to recover angle would lose precision\n\t\t\t//Instead, we use the non-scalar components since sin() is accurate around 0\n\n\t\t\t//Prevent a division by 0 error later on\n\t\t\tT VectorMagnitude = x.x * x.x + x.y * x.y + x.z * x.z;\n\t\t\tif (glm::abs(VectorMagnitude - static_cast<T>(0)) < glm::epsilon<T>()) {\n\t\t\t\t//Equivalent to raising a real number to a power\n\t\t\t\treturn qua<T, Q>(pow(x.w, y), 0, 0, 0);\n\t\t\t}\n\n\t\t\tAngle = asin(sqrt(VectorMagnitude) / magnitude);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t//Scalar component is small, shouldn't cause loss of precision\n\t\t\tAngle = acos(x.w / magnitude);\n\t\t}\n\n\t\tT NewAngle = Angle * y;\n\t\tT Div = sin(NewAngle) / sin(Angle);\n\t\tT Mag = pow(magnitude, y - static_cast<T>(1));\n\t\treturn qua<T, Q>(cos(NewAngle) * magnitude * Mag, x.x * Div * Mag, x.y * Div * Mag, x.z * Div * Mag);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> sqrt(qua<T, Q> const& x)\n\t{\n\t\treturn pow(x, static_cast<T>(0.5));\n\t}\n}//namespace glm\n\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_float.hpp",
    "content": "/// @ref ext_quaternion_float\n/// @file glm/ext/quaternion_float.hpp\n///\n/// @defgroup ext_quaternion_float GLM_EXT_quaternion_float\n/// @ingroup ext\n///\n/// Exposes single-precision floating point quaternion type.\n///\n/// Include <glm/ext/quaternion_float.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_double\n/// @see ext_quaternion_float_precision\n/// @see ext_quaternion_common\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_transform\n/// @see ext_quaternion_trigonometric\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_float extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_float\n\t/// @{\n\n\t/// Quaternion of single-precision floating-point numbers.\n\ttypedef qua<float, defaultp>\t\tquat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_float_precision.hpp",
    "content": "/// @ref ext_quaternion_float_precision\n/// @file glm/ext/quaternion_float_precision.hpp\n///\n/// @defgroup ext_quaternion_float_precision GLM_EXT_quaternion_float_precision\n/// @ingroup ext\n///\n/// Exposes single-precision floating point quaternion type with various precision in term of ULPs.\n///\n/// Include <glm/ext/quaternion_float_precision.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/type_quat.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_float_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_float_precision\n\t/// @{\n\n\t/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef qua<float, lowp>\t\tlowp_quat;\n\n\t/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef qua<float, mediump>\t\tmediump_quat;\n\n\t/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef qua<float, highp>\t\thighp_quat;\n\n\t/// @}\n} //namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_geometric.hpp",
    "content": "/// @ref ext_quaternion_geometric\n/// @file glm/ext/quaternion_geometric.hpp\n///\n/// @defgroup ext_quaternion_geometric GLM_EXT_quaternion_geometric\n/// @ingroup ext\n///\n/// Provides geometric functions for quaternion types\n///\n/// Include <glm/ext/quaternion_geometric.hpp> to use the features of this extension.\n///\n/// @see core_geometric\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n\n#pragma once\n\n// Dependency:\n#include \"../geometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"../ext/vector_relational.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_geometric extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_geometric\n\t/// @{\n\n\t/// Returns the norm of a quaternions\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T length(qua<T, Q> const& q);\n\n\t/// Returns the normalized quaternion.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> normalize(qua<T, Q> const& q);\n\n\t/// Returns dot product of q1 and q2, i.e., q1[0] * q2[0] + q1[1] * q2[1] + ...\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T dot(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Compute a cross product.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_geometric\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> cross(qua<T, Q> const& q1, qua<T, Q> const& q2);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_geometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_geometric.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T dot(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'dot' accepts only floating-point inputs\");\n\t\treturn detail::compute_dot<qua<T, Q>, T, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T length(qua<T, Q> const& q)\n\t{\n\t\treturn glm::sqrt(dot(q, q));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> normalize(qua<T, Q> const& q)\n\t{\n\t\tT len = length(q);\n\t\tif(len <= static_cast<T>(0)) // Problem\n\t\t\treturn qua<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));\n\t\tT oneOverLen = static_cast<T>(1) / len;\n\t\treturn qua<T, Q>(q.w * oneOverLen, q.x * oneOverLen, q.y * oneOverLen, q.z * oneOverLen);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> cross(qua<T, Q> const& q1, qua<T, Q> const& q2)\n\t{\n\t\treturn qua<T, Q>(\n\t\t\tq1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,\n\t\t\tq1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,\n\t\t\tq1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z,\n\t\t\tq1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_relational.hpp",
    "content": "/// @ref ext_quaternion_relational\n/// @file glm/ext/quaternion_relational.hpp\n///\n/// @defgroup ext_quaternion_relational GLM_EXT_quaternion_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for quaternion types that take a user defined epsilon values.\n///\n/// Include <glm/ext/quaternion_relational.hpp> to use the features of this extension.\n///\n/// @see core_vector_relational\n/// @see ext_vector_relational\n/// @see ext_matrix_relational\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n\n#pragma once\n\n// Dependency:\n#include \"../vector_relational.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_relational\n\t/// @{\n\n\t/// Returns the component-wise comparison of result x == y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of result x != y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_relational.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] == y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn lessThan(abs(v), vec<4, T, Q>(epsilon));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] != y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn greaterThanEqual(abs(v), vec<4, T, Q>(epsilon));\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_transform.hpp",
    "content": "/// @ref ext_quaternion_transform\n/// @file glm/ext/quaternion_transform.hpp\n///\n/// @defgroup ext_quaternion_transform GLM_EXT_quaternion_transform\n/// @ingroup ext\n///\n/// Provides transformation functions for quaternion types\n///\n/// Include <glm/ext/quaternion_transform.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_trigonometric\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_transform extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_transform\n\t/// @{\n\n\t/// Rotates a quaternion from a vector of 3 components axis and an angle.\n\t///\n\t/// @param q Source orientation\n\t/// @param angle Angle expressed in radians.\n\t/// @param axis Axis of the rotation\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& axis);\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_transform.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& v)\n\t{\n\t\tvec<3, T, Q> Tmp = v;\n\n\t\t// Axis of rotation must be normalised\n\t\tT len = glm::length(Tmp);\n\t\tif(abs(len - static_cast<T>(1)) > static_cast<T>(0.001))\n\t\t{\n\t\t\tT oneOverLen = static_cast<T>(1) / len;\n\t\t\tTmp.x *= oneOverLen;\n\t\t\tTmp.y *= oneOverLen;\n\t\t\tTmp.z *= oneOverLen;\n\t\t}\n\n\t\tT const AngleRad(angle);\n\t\tT const Sin = sin(AngleRad * static_cast<T>(0.5));\n\n\t\treturn q * qua<T, Q>(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_trigonometric.hpp",
    "content": "/// @ref ext_quaternion_trigonometric\n/// @file glm/ext/quaternion_trigonometric.hpp\n///\n/// @defgroup ext_quaternion_trigonometric GLM_EXT_quaternion_trigonometric\n/// @ingroup ext\n///\n/// Provides trigonometric functions for quaternion types\n///\n/// Include <glm/ext/quaternion_trigonometric.hpp> to use the features of this extension.\n///\n/// @see ext_quaternion_float\n/// @see ext_quaternion_double\n/// @see ext_quaternion_exponential\n/// @see ext_quaternion_geometric\n/// @see ext_quaternion_relational\n/// @see ext_quaternion_transform\n\n#pragma once\n\n// Dependency:\n#include \"../trigonometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"scalar_constants.hpp\"\n#include \"vector_relational.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_quaternion_trigonometric extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_quaternion_trigonometric\n\t/// @{\n\n\t/// Returns the quaternion rotation angle.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T angle(qua<T, Q> const& x);\n\n\t/// Returns the q rotation axis.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> axis(qua<T, Q> const& x);\n\n\t/// Build a quaternion from an angle and a normalized axis.\n\t///\n\t/// @param angle Angle expressed in radians.\n\t/// @param axis Axis of the quaternion, must be normalized.\n\t///\n\t/// @tparam T A floating-point scalar type\n\t/// @tparam Q A value from qualifier enum\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> angleAxis(T const& angle, vec<3, T, Q> const& axis);\n\n\t/// @}\n} //namespace glm\n\n#include \"quaternion_trigonometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/quaternion_trigonometric.inl",
    "content": "#include \"scalar_constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T angle(qua<T, Q> const& x)\n\t{\n\t\tif (abs(x.w) > cos_one_over_two<T>())\n\t\t{\n\t\t\treturn asin(sqrt(x.x * x.x + x.y * x.y + x.z * x.z)) * static_cast<T>(2);\n\t\t}\n\n\t\treturn acos(x.w) * static_cast<T>(2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> axis(qua<T, Q> const& x)\n\t{\n\t\tT const tmp1 = static_cast<T>(1) - x.w * x.w;\n\t\tif(tmp1 <= static_cast<T>(0))\n\t\t\treturn vec<3, T, Q>(0, 0, 1);\n\t\tT const tmp2 = static_cast<T>(1) / sqrt(tmp1);\n\t\treturn vec<3, T, Q>(x.x * tmp2, x.y * tmp2, x.z * tmp2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> angleAxis(T const& angle, vec<3, T, Q> const& v)\n\t{\n\t\tT const a(angle);\n\t\tT const s = glm::sin(a * static_cast<T>(0.5));\n\n\t\treturn qua<T, Q>(glm::cos(a * static_cast<T>(0.5)), v * s);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_common.hpp",
    "content": "/// @ref ext_scalar_common\n/// @file glm/ext/scalar_common.hpp\n///\n/// @defgroup ext_scalar_common GLM_EXT_scalar_common\n/// @ingroup ext\n///\n/// Exposes min and max functions for 3 to 4 scalar parameters.\n///\n/// Include <glm/ext/scalar_common.hpp> to use the features of this extension.\n///\n/// @see core_func_common\n/// @see ext_vector_common\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_common extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_common\n\t/// @{\n\n\t/// Returns the minimum component-wise values of 3 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(T a, T b, T c);\n\n\t/// Returns the minimum component-wise values of 4 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(T a, T b, T c, T d);\n\n\t/// Returns the maximum component-wise values of 3 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(T a, T b, T c);\n\n\t/// Returns the maximum component-wise values of 4 inputs\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(T a, T b, T c, T d);\n\n\t/// Returns the minimum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmin(T a, T b);\n\n\t/// Returns the minimum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmin(T a, T b, T c);\n\n\t/// Returns the minimum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmin(T a, T b, T c, T d);\n\n\t/// Returns the maximum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmax(T a, T b);\n\n\t/// Returns the maximum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmax(T a, T b, T C);\n\n\t/// Returns the maximum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam T A floating-point scalar type.\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\t/// @see ext_scalar_common\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fmax(T a, T b, T C, T D);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fclamp(genType x, genType minVal, genType maxVal);\n\n\t/// Simulate GL_CLAMP OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType clamp(genType const& Texcoord);\n\n\t/// Simulate GL_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType repeat(genType const& Texcoord);\n\n\t/// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType mirrorClamp(genType const& Texcoord);\n\n\t/// Simulate GL_MIRROR_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam genType Floating-point scalar types.\n\t///\n\t/// @see ext_scalar_common extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType mirrorRepeat(genType const& Texcoord);\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_common.inl",
    "content": "namespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min(T a, T b, T c)\n\t{\n\t\treturn glm::min(glm::min(a, b), c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min(T a, T b, T c, T d)\n\t{\n\t\treturn glm::min(glm::min(a, b), glm::min(c, d));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max(T a, T b, T c)\n\t{\n\t\treturn glm::max(glm::max(a, b), c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max(T a, T b, T c, T d)\n\t{\n\t\treturn glm::max(glm::max(a, b), glm::max(c, d));\n\t}\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::fmin;\n#\telse\n\t\ttemplate<typename T>\n\t\tGLM_FUNC_QUALIFIER T fmin(T a, T b)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point input\");\n\n\t\t\tif (isnan(a))\n\t\t\t\treturn b;\n\t\t\treturn min(a, b);\n\t\t}\n#\tendif\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmin(T a, T b, T c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmin(b, c);\n\t\tif (isnan(b))\n\t\t\treturn fmin(a, c);\n\t\tif (isnan(c))\n\t\t\treturn min(a, b);\n\t\treturn min(a, b, c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmin(T a, T b, T c, T d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmin(b, c, d);\n\t\tif (isnan(b))\n\t\t\treturn min(a, fmin(c, d));\n\t\tif (isnan(c))\n\t\t\treturn fmin(min(a, b), d);\n\t\tif (isnan(d))\n\t\t\treturn min(a, b, c);\n\t\treturn min(a, b, c, d);\n\t}\n\n\n#\tif GLM_HAS_CXX11_STL\n\t\tusing std::fmax;\n#\telse\n\t\ttemplate<typename T>\n\t\tGLM_FUNC_QUALIFIER T fmax(T a, T b)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point input\");\n\n\t\t\tif (isnan(a))\n\t\t\t\treturn b;\n\t\t\treturn max(a, b);\n\t\t}\n#\tendif\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmax(T a, T b, T c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmax(b, c);\n\t\tif (isnan(b))\n\t\t\treturn fmax(a, c);\n\t\tif (isnan(c))\n\t\t\treturn max(a, b);\n\t\treturn max(a, b, c);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fmax(T a, T b, T c, T d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point input\");\n\n\t\tif (isnan(a))\n\t\t\treturn fmax(b, c, d);\n\t\tif (isnan(b))\n\t\t\treturn max(a, fmax(c, d));\n\t\tif (isnan(c))\n\t\t\treturn fmax(max(a, b), d);\n\t\tif (isnan(d))\n\t\t\treturn max(a, b, c);\n\t\treturn max(a, b, c, d);\n\t}\n\n\t// fclamp\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fclamp(genType x, genType minVal, genType maxVal)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'fclamp' only accept floating-point or integer inputs\");\n\t\treturn fmin(fmax(x, minVal), maxVal);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType clamp(genType const& Texcoord)\n\t{\n\t\treturn glm::clamp(Texcoord, static_cast<genType>(0), static_cast<genType>(1));\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType repeat(genType const& Texcoord)\n\t{\n\t\treturn glm::fract(Texcoord);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType mirrorClamp(genType const& Texcoord)\n\t{\n\t\treturn glm::fract(glm::abs(Texcoord));\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType mirrorRepeat(genType const& Texcoord)\n\t{\n\t\tgenType const Abs = glm::abs(Texcoord);\n\t\tgenType const Clamp = glm::mod(glm::floor(Abs), static_cast<genType>(2));\n\t\tgenType const Floor = glm::floor(Abs);\n\t\tgenType const Rest = Abs - Floor;\n\t\tgenType const Mirror = Clamp + Rest;\n\t\treturn mix(Rest, static_cast<genType>(1) - Rest, Mirror >= static_cast<genType>(1));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_constants.hpp",
    "content": "/// @ref ext_scalar_constants\n/// @file glm/ext/scalar_constants.hpp\n///\n/// @defgroup ext_scalar_constants GLM_EXT_scalar_constants\n/// @ingroup ext\n///\n/// Provides a list of constants and precomputed useful values.\n///\n/// Include <glm/ext/scalar_constants.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_constants extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_constants\n\t/// @{\n\n\t/// Return the epsilon constant for floating point types.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType epsilon();\n\n\t/// Return the pi constant for floating point types.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType pi();\n\n\t/// Return the value of cos(1 / 2) for floating point types.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType cos_one_over_two();\n\n\t/// @}\n} //namespace glm\n\n#include \"scalar_constants.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_constants.inl",
    "content": "#include <limits>\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType epsilon()\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'epsilon' only accepts floating-point inputs\");\n\t\treturn std::numeric_limits<genType>::epsilon();\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType pi()\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'pi' only accepts floating-point inputs\");\n\t\treturn static_cast<genType>(3.14159265358979323846264338327950288);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType cos_one_over_two()\n\t{\n\t\treturn genType(0.877582561890372716130286068203503191);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_int_sized.hpp",
    "content": "/// @ref ext_scalar_int_sized\n/// @file glm/ext/scalar_int_sized.hpp\n///\n/// @defgroup ext_scalar_int_sized GLM_EXT_scalar_int_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer scalar types.\n///\n/// Include <glm/ext/scalar_int_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n\n#pragma once\n\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_int_sized extension included\")\n#endif\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_EXTENDED_INTEGER_TYPE\n\t\ttypedef std::int8_t\t\t\tint8;\n\t\ttypedef std::int16_t\t\tint16;\n\t\ttypedef std::int32_t\t\tint32;\n#\telse\n\t\ttypedef signed char\t\t\tint8;\n\t\ttypedef signed short\t\tint16;\n\t\ttypedef signed int\t\t\tint32;\n#endif//\n\n\ttemplate<>\n\tstruct is_int<int8>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<int16>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<int64>\n\t{\n\t\tenum test {value = ~0};\n\t};\n}//namespace detail\n\n\n\t/// @addtogroup ext_scalar_int_sized\n\t/// @{\n\n\t/// 8 bit signed integer type.\n\ttypedef detail::int8\t\tint8;\n\n\t/// 16 bit signed integer type.\n\ttypedef detail::int16\t\tint16;\n\n\t/// 32 bit signed integer type.\n\ttypedef detail::int32\t\tint32;\n\n\t/// 64 bit signed integer type.\n\ttypedef detail::int64\t\tint64;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_integer.hpp",
    "content": "/// @ref ext_scalar_integer\n/// @file glm/ext/scalar_integer.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_scalar_integer GLM_EXT_scalar_integer\n/// @ingroup ext\n///\n/// Include <glm/ext/scalar_integer.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../detail/type_float.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_integer\n\t/// @{\n\n\t/// Return true if the value is a power of two number.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL bool isPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType nextPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType prevPowerOfTwo(genIUType v);\n\n\t/// Return true if the 'Value' is a multiple of 'Multiple'.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL bool isMultiple(genIUType v, genIUType Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam genIUType Integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType nextMultiple(genIUType v, genIUType Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam genIUType Integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType prevMultiple(genIUType v, genIUType Multiple);\n\n\t/// Returns the bit number of the Nth significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value bitcount is less than the Nth significant bit, -1 will be returned.\n\t///\n\t/// @tparam genIUType Signed or unsigned integer scalar types.\n\t///\n\t/// @see ext_scalar_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL int findNSB(genIUType x, int significantBitCount);\n\n\t/// @}\n} //namespace glm\n\n#include \"scalar_integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_integer.inl",
    "content": "#include \"../integer.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool compute = false>\n\tstruct compute_ceilShift\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_ceilShift<L, T, Q, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Shift)\n\t\t{\n\t\t\treturn v | (v >> Shift);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q, bool isSigned = true>\n\tstruct compute_ceilPowerOfTwo\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(!std::numeric_limits<T>::is_iec559, \"'ceilPowerOfTwo' only accept integer scalar or vector inputs\");\n\n\t\t\tvec<L, T, Q> const Sign(sign(x));\n\n\t\t\tvec<L, T, Q> v(abs(x));\n\n\t\t\tv = v - static_cast<T>(1);\n\t\t\tv = v | (v >> static_cast<T>(1));\n\t\t\tv = v | (v >> static_cast<T>(2));\n\t\t\tv = v | (v >> static_cast<T>(4));\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 2>::call(v, 8);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 4>::call(v, 16);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 8>::call(v, 32);\n\t\t\treturn (v + static_cast<T>(1)) * Sign;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_ceilPowerOfTwo<L, T, Q, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(!std::numeric_limits<T>::is_iec559, \"'ceilPowerOfTwo' only accept integer scalar or vector inputs\");\n\n\t\t\tvec<L, T, Q> v(x);\n\n\t\t\tv = v - static_cast<T>(1);\n\t\t\tv = v | (v >> static_cast<T>(1));\n\t\t\tv = v | (v >> static_cast<T>(2));\n\t\t\tv = v | (v >> static_cast<T>(4));\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 2>::call(v, 8);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 4>::call(v, 16);\n\t\t\tv = compute_ceilShift<L, T, Q, sizeof(T) >= 8>::call(v, 32);\n\t\t\treturn v + static_cast<T>(1);\n\t\t}\n\t};\n\n\ttemplate<bool is_float, bool is_signed>\n\tstruct compute_ceilMultiple{};\n\n\ttemplate<>\n\tstruct compute_ceilMultiple<true, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source > genType(0))\n\t\t\t\treturn Source + (Multiple - std::fmod(Source, Multiple));\n\t\t\telse\n\t\t\t\treturn Source + std::fmod(-Source, Multiple);\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_ceilMultiple<false, false>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tgenType Tmp = Source - genType(1);\n\t\t\treturn Tmp + (Multiple - (Tmp % Multiple));\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_ceilMultiple<false, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tassert(Multiple > genType(0));\n\t\t\tif(Source > genType(0))\n\t\t\t{\n\t\t\t\tgenType Tmp = Source - genType(1);\n\t\t\t\treturn Tmp + (Multiple - (Tmp % Multiple));\n\t\t\t}\n\t\t\telse\n\t\t\t\treturn Source + (-Source % Multiple);\n\t\t}\n\t};\n\n\ttemplate<bool is_float, bool is_signed>\n\tstruct compute_floorMultiple{};\n\n\ttemplate<>\n\tstruct compute_floorMultiple<true, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source >= genType(0))\n\t\t\t\treturn Source - std::fmod(Source, Multiple);\n\t\t\telse\n\t\t\t\treturn Source - std::fmod(Source, Multiple) - Multiple;\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_floorMultiple<false, false>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_floorMultiple<false, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif(Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER bool isPowerOfTwo(genIUType Value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'isPowerOfTwo' only accept integer inputs\");\n\n\t\tgenIUType const Result = glm::abs(Value);\n\t\treturn !(Result & (Result - 1));\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType nextPowerOfTwo(genIUType value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'nextPowerOfTwo' only accept integer inputs\");\n\n\t\treturn detail::compute_ceilPowerOfTwo<1, genIUType, defaultp, std::numeric_limits<genIUType>::is_signed>::call(vec<1, genIUType, defaultp>(value)).x;\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType prevPowerOfTwo(genIUType value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'prevPowerOfTwo' only accept integer inputs\");\n\n\t\treturn isPowerOfTwo(value) ? value : static_cast<genIUType>(static_cast<genIUType>(1) << static_cast<genIUType>(findMSB(value)));\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER bool isMultiple(genIUType Value, genIUType Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'isMultiple' only accept integer inputs\");\n\n\t\treturn isMultiple(vec<1, genIUType>(Value), vec<1, genIUType>(Multiple)).x;\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType nextMultiple(genIUType Source, genIUType Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'nextMultiple' only accept integer inputs\");\n\n\t\treturn detail::compute_ceilMultiple<std::numeric_limits<genIUType>::is_iec559, std::numeric_limits<genIUType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType prevMultiple(genIUType Source, genIUType Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'prevMultiple' only accept integer inputs\");\n\n\t\treturn detail::compute_floorMultiple<std::numeric_limits<genIUType>::is_iec559, std::numeric_limits<genIUType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER int findNSB(genIUType x, int significantBitCount)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'findNSB' only accept integer inputs\");\n\n\t\tif(bitCount(x) < significantBitCount)\n\t\t\treturn -1;\n\n\t\tgenIUType const One = static_cast<genIUType>(1);\n\t\tint bitPos = 0;\n\n\t\tgenIUType key = x;\n\t\tint nBitCount = significantBitCount;\n\t\tint Step = sizeof(x) * 8 / 2;\n\t\twhile (key > One)\n\t\t{\n\t\t\tgenIUType Mask = static_cast<genIUType>((One << Step) - One);\n\t\t\tgenIUType currentKey = key & Mask;\n\t\t\tint currentBitCount = bitCount(currentKey);\n\t\t\tif (nBitCount > currentBitCount)\n\t\t\t{\n\t\t\t\tnBitCount -= currentBitCount;\n\t\t\t\tbitPos += Step;\n\t\t\t\tkey >>= static_cast<genIUType>(Step);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tkey = key & Mask;\n\t\t\t}\n\n\t\t\tStep >>= 1;\n\t\t}\n\n\t\treturn static_cast<int>(bitPos);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_packing.hpp",
    "content": "/// @ref ext_scalar_packing\n/// @file glm/ext/scalar_packing.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_scalar_packing GLM_EXT_scalar_packing\n/// @ingroup ext\n///\n/// Include <glm/ext/scalar_packing.hpp> to use the features of this extension.\n///\n/// This extension provides a set of function to convert scalar values to packed\n/// formats.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_packing extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_scalar_packing\n\t/// @{\n\n\n\t/// @}\n}// namespace glm\n\n#include \"scalar_packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_packing.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_relational.hpp",
    "content": "/// @ref ext_scalar_relational\n/// @file glm/ext/scalar_relational.hpp\n///\n/// @defgroup ext_scalar_relational GLM_EXT_scalar_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for scalar types that take a user defined epsilon values.\n///\n/// Include <glm/ext/scalar_relational.hpp> to use the features of this extension.\n///\n/// @see core_vector_relational\n/// @see ext_vector_relational\n/// @see ext_matrix_relational\n\n#pragma once\n\n// Dependencies\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// Returns the component-wise comparison between two scalars in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @param x First operand.\n\t/// @param y Second operand.\n\t/// @param ULPs Maximum difference in ULPs between the two operators to consider them equal.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two scalars in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @param x First operand.\n\t/// @param y Second operand.\n\t/// @param ULPs Maximum difference in ULPs between the two operators to consider them not equal.\n\t///\n\t/// @tparam genType Floating-point or integer scalar types\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs);\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_relational.inl",
    "content": "#include \"../common.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/type_float.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon)\n\t{\n\t\treturn abs(x - y) <= epsilon;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon)\n\t{\n\t\treturn abs(x - y) > epsilon;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int MaxULPs)\n\t{\n\t\tdetail::float_t<genType> const a(x);\n\t\tdetail::float_t<genType> const b(y);\n\n\t\t// Different signs means they do not match.\n\t\tif(a.negative() != b.negative())\n\t\t\treturn false;\n\n\t\t// Find the difference in ULPs.\n\t\ttypename detail::float_t<genType>::int_type const DiffULPs = abs(a.i - b.i);\n\t\treturn DiffULPs <= MaxULPs;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs)\n\t{\n\t\treturn !equal(x, y, ULPs);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_uint_sized.hpp",
    "content": "/// @ref ext_scalar_uint_sized\n/// @file glm/ext/scalar_uint_sized.hpp\n///\n/// @defgroup ext_scalar_uint_sized GLM_EXT_scalar_uint_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer scalar types.\n///\n/// Include <glm/ext/scalar_uint_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n\n#pragma once\n\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_uint_sized extension included\")\n#endif\n\nnamespace glm{\nnamespace detail\n{\n#\tif GLM_HAS_EXTENDED_INTEGER_TYPE\n\t\ttypedef std::uint8_t\t\tuint8;\n\t\ttypedef std::uint16_t\t\tuint16;\n\t\ttypedef std::uint32_t\t\tuint32;\n#\telse\n\t\ttypedef unsigned char\t\tuint8;\n\t\ttypedef unsigned short\t\tuint16;\n\t\ttypedef unsigned int\t\tuint32;\n#endif\n\n\ttemplate<>\n\tstruct is_int<uint8>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<uint16>\n\t{\n\t\tenum test {value = ~0};\n\t};\n\n\ttemplate<>\n\tstruct is_int<uint64>\n\t{\n\t\tenum test {value = ~0};\n\t};\n}//namespace detail\n\n\n\t/// @addtogroup ext_scalar_uint_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer type.\n\ttypedef detail::uint8\t\tuint8;\n\n\t/// 16 bit unsigned integer type.\n\ttypedef detail::uint16\t\tuint16;\n\n\t/// 32 bit unsigned integer type.\n\ttypedef detail::uint32\t\tuint32;\n\n\t/// 64 bit unsigned integer type.\n\ttypedef detail::uint64\t\tuint64;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_ulp.hpp",
    "content": "/// @ref ext_scalar_ulp\n/// @file glm/ext/scalar_ulp.hpp\n///\n/// @defgroup ext_scalar_ulp GLM_EXT_scalar_ulp\n/// @ingroup ext\n///\n/// Allow the measurement of the accuracy of a function against a reference\n/// implementation. This extension works on floating-point data and provide results\n/// in ULP.\n///\n/// Include <glm/ext/scalar_ulp.hpp> to use the features of this extension.\n///\n/// @see ext_vector_ulp\n/// @see ext_scalar_relational\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../common.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_scalar_ulp extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType nextFloat(genType x);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prevFloat(genType x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType nextFloat(genType x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prevFloat(genType x, int ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @see ext_scalar_ulp\n\tGLM_FUNC_DECL int floatDistance(float x, float y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @see ext_scalar_ulp\n\tGLM_FUNC_DECL int64 floatDistance(double x, double y);\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_ulp.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/scalar_ulp.inl",
    "content": "/// Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.\n///\n/// Developed at SunPro, a Sun Microsystems, Inc. business.\n/// Permission to use, copy, modify, and distribute this\n/// software is freely granted, provided that this notice\n/// is preserved.\n\n#include \"../detail/type_float.hpp\"\n#include \"../ext/scalar_constants.hpp\"\n#include <cmath>\n#include <cfloat>\n\n#if(GLM_COMPILER & GLM_COMPILER_VC)\n#\tpragma warning(push)\n#\tpragma warning(disable : 4127)\n#endif\n\ntypedef union\n{\n\tfloat value;\n\t/* FIXME: Assumes 32 bit int.  */\n\tunsigned int word;\n} ieee_float_shape_type;\n\ntypedef union\n{\n\tdouble value;\n\tstruct\n\t{\n\t\tint lsw;\n\t\tint msw;\n\t} parts;\n} ieee_double_shape_type;\n\n#define GLM_EXTRACT_WORDS(ix0,ix1,d)\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_double_shape_type ew_u;\t\t\\\n\t\tew_u.value = (d);\t\t\t\t\t\\\n\t\t(ix0) = ew_u.parts.msw;\t\t\t\t\\\n\t\t(ix1) = ew_u.parts.lsw;\t\t\t\t\\\n\t} while (0)\n\n#define GLM_GET_FLOAT_WORD(i,d)\t\t\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_float_shape_type gf_u;\t\t\t\\\n\t\tgf_u.value = (d);\t\t\t\t\t\\\n\t\t(i) = gf_u.word;\t\t\t\t\t\\\n\t} while (0)\n\n#define GLM_SET_FLOAT_WORD(d,i)\t\t\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_float_shape_type sf_u;\t\t\t\\\n\t\tsf_u.word = (i);\t\t\t\t\t\\\n\t\t(d) = sf_u.value;\t\t\t\t\t\\\n\t} while (0)\n\n#define GLM_INSERT_WORDS(d,ix0,ix1)\t\t\t\\\n\tdo {\t\t\t\t\t\t\t\t\t\\\n\t\tieee_double_shape_type iw_u;\t\t\\\n\t\tiw_u.parts.msw = (ix0);\t\t\t\t\\\n\t\tiw_u.parts.lsw = (ix1);\t\t\t\t\\\n\t\t(d) = iw_u.value;\t\t\t\t\t\\\n\t} while (0)\n\nnamespace glm{\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER float nextafterf(float x, float y)\n\t{\n\t\tvolatile float t;\n\t\tint hx, hy, ix, iy;\n\n\t\tGLM_GET_FLOAT_WORD(hx, x);\n\t\tGLM_GET_FLOAT_WORD(hy, y);\n\t\tix = hx & 0x7fffffff;\t\t// |x|\n\t\tiy = hy & 0x7fffffff;\t\t// |y|\n\n\t\tif((ix > 0x7f800000) ||\t// x is nan\n\t\t\t(iy > 0x7f800000))\t// y is nan\n\t\t\treturn x + y;\n\t\tif(abs(y - x) <= epsilon<float>())\n\t\t\treturn y;\t\t// x=y, return y\n\t\tif(ix == 0)\n\t\t{\t\t\t\t// x == 0\n\t\t\tGLM_SET_FLOAT_WORD(x, (hy & 0x80000000) | 1);// return +-minsubnormal\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) <= epsilon<float>())\n\t\t\t\treturn t;\n\t\t\telse\n\t\t\t\treturn x;\t// raise underflow flag\n\t\t}\n\t\tif(hx >= 0)\n\t\t{\t\t\t\t\t\t// x > 0\n\t\t\tif(hx > hy)\t\t\t// x > y, x -= ulp\n\t\t\t\thx -= 1;\n\t\t\telse\t\t\t\t// x < y, x += ulp\n\t\t\t\thx += 1;\n\t\t}\n\t\telse\n\t\t{\t\t\t\t\t\t// x < 0\n\t\t\tif(hy >= 0 || hx > hy)\t// x < y, x -= ulp\n\t\t\t\thx -= 1;\n\t\t\telse\t\t\t\t// x > y, x += ulp\n\t\t\t\thx += 1;\n\t\t}\n\t\thy = hx & 0x7f800000;\n\t\tif(hy >= 0x7f800000)\n\t\t\treturn x + x;  \t\t// overflow\n\t\tif(hy < 0x00800000)\t\t// underflow\n\t\t{\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) > epsilon<float>())\n\t\t\t{\t\t\t\t\t// raise underflow flag\n\t\t\t\tGLM_SET_FLOAT_WORD(y, hx);\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\t\tGLM_SET_FLOAT_WORD(x, hx);\n\t\treturn x;\n\t}\n\n\tGLM_FUNC_QUALIFIER double nextafter(double x, double y)\n\t{\n\t\tvolatile double t;\n\t\tint hx, hy, ix, iy;\n\t\tunsigned int lx, ly;\n\n\t\tGLM_EXTRACT_WORDS(hx, lx, x);\n\t\tGLM_EXTRACT_WORDS(hy, ly, y);\n\t\tix = hx & 0x7fffffff;\t\t\t\t\t\t\t\t// |x|\n\t\tiy = hy & 0x7fffffff;\t\t\t\t\t\t\t\t// |y|\n\n\t\tif(((ix >= 0x7ff00000) && ((ix - 0x7ff00000) | lx) != 0) ||\t// x is nan\n\t\t\t((iy >= 0x7ff00000) && ((iy - 0x7ff00000) | ly) != 0))\t// y is nan\n\t\t\treturn x + y;\n\t\tif(abs(y - x) <= epsilon<double>())\n\t\t\treturn y;\t\t\t\t\t\t\t\t\t// x=y, return y\n\t\tif((ix | lx) == 0)\n\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t// x == 0\n\t\t\tGLM_INSERT_WORDS(x, hy & 0x80000000, 1);\t\t// return +-minsubnormal\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) <= epsilon<double>())\n\t\t\t\treturn t;\n\t\t\telse\n\t\t\t\treturn x;   // raise underflow flag\n\t\t}\n\t\tif(hx >= 0) {                             // x > 0\n\t\t\tif(hx > hy || ((hx == hy) && (lx > ly))) {    // x > y, x -= ulp\n\t\t\t\tif(lx == 0) hx -= 1;\n\t\t\t\tlx -= 1;\n\t\t\t}\n\t\t\telse {                            // x < y, x += ulp\n\t\t\t\tlx += 1;\n\t\t\t\tif(lx == 0) hx += 1;\n\t\t\t}\n\t\t}\n\t\telse {                                // x < 0\n\t\t\tif(hy >= 0 || hx > hy || ((hx == hy) && (lx > ly))){// x < y, x -= ulp\n\t\t\t\tif(lx == 0) hx -= 1;\n\t\t\t\tlx -= 1;\n\t\t\t}\n\t\t\telse {                            // x > y, x += ulp\n\t\t\t\tlx += 1;\n\t\t\t\tif(lx == 0) hx += 1;\n\t\t\t}\n\t\t}\n\t\thy = hx & 0x7ff00000;\n\t\tif(hy >= 0x7ff00000)\n\t\t\treturn x + x;\t\t\t// overflow\n\t\tif(hy < 0x00100000)\n\t\t{\t\t\t\t\t\t// underflow\n\t\t\tt = x * x;\n\t\t\tif(abs(t - x) > epsilon<double>())\n\t\t\t{\t\t\t\t\t// raise underflow flag\n\t\t\t\tGLM_INSERT_WORDS(y, hx, lx);\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\t\tGLM_INSERT_WORDS(x, hx, lx);\n\t\treturn x;\n\t}\n}//namespace detail\n}//namespace glm\n\n#if(GLM_COMPILER & GLM_COMPILER_VC)\n#\tpragma warning(pop)\n#endif\n\nnamespace glm\n{\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER float nextFloat(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<float>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn detail::nextafterf(x, FLT_MAX);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafterf(x, FLT_MAX);\n#\t\telse\n\t\t\treturn nextafterf(x, FLT_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER double nextFloat(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn detail::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafter(x, DBL_MAX);\n#\t\telse\n\t\t\treturn nextafter(x, DBL_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T nextFloat(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'next_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor(int i = 0; i < ULPs; ++i)\n\t\t\ttemp = nextFloat(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER float prevFloat(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<float>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn detail::nextafterf(x, FLT_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafterf(x, FLT_MIN);\n#\t\telse\n\t\t\treturn nextafterf(x, FLT_MIN);\n#\t\tendif\n\t}\n\n\tGLM_FUNC_QUALIFIER double prevFloat(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::nextafter(x, std::numeric_limits<double>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\t\treturn _nextafter(x, DBL_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\t\treturn __builtin_nextafter(x, DBL_MIN);\n#\t\telse\n\t\t\treturn nextafter(x, DBL_MIN);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T prevFloat(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'prev_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor(int i = 0; i < ULPs; ++i)\n\t\t\ttemp = prevFloat(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER int floatDistance(float x, float y)\n\t{\n\t\tdetail::float_t<float> const a(x);\n\t\tdetail::float_t<float> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 floatDistance(double x, double y)\n\t{\n\t\tdetail::float_t<double> const a(x);\n\t\tdetail::float_t<double> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool1.hpp",
    "content": "/// @ref ext_vector_bool1\n/// @file glm/ext/vector_bool1.hpp\n///\n/// @defgroup ext_vector_bool1 GLM_EXT_vector_bool1\n/// @ingroup ext\n///\n/// Exposes bvec1 vector type.\n///\n/// Include <glm/ext/vector_bool1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_bool1_precision extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_bool1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_bool1\n\t/// @{\n\n\t/// 1 components vector of boolean.\n\ttypedef vec<1, bool, defaultp>\t\tbvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool1_precision.hpp",
    "content": "/// @ref ext_vector_bool1_precision\n/// @file glm/ext/vector_bool1_precision.hpp\n///\n/// @defgroup ext_vector_bool1_precision GLM_EXT_vector_bool1_precision\n/// @ingroup ext\n///\n/// Exposes highp_bvec1, mediump_bvec1 and lowp_bvec1 types.\n///\n/// Include <glm/ext/vector_bool1_precision.hpp> to use the features of this extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_bool1_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_bool1_precision\n\t/// @{\n\n\t/// 1 component vector of bool values.\n\ttypedef vec<1, bool, highp>\t\t\thighp_bvec1;\n\n\t/// 1 component vector of bool values.\n\ttypedef vec<1, bool, mediump>\t\tmediump_bvec1;\n\n\t/// 1 component vector of bool values.\n\ttypedef vec<1, bool, lowp>\t\t\tlowp_bvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of boolean.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, bool, defaultp>\t\tbvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool2_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 2 components vector of high qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, bool, highp>\t\thighp_bvec2;\n\n\t/// 2 components vector of medium qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, bool, mediump>\tmediump_bvec2;\n\n\t/// 2 components vector of low qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, bool, lowp>\t\tlowp_bvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of boolean.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, bool, defaultp>\t\tbvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool3_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 3 components vector of high qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, bool, highp>\t\thighp_bvec3;\n\n\t/// 3 components vector of medium qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, bool, mediump>\tmediump_bvec3;\n\n\t/// 3 components vector of low qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, bool, lowp>\t\tlowp_bvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of boolean.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, bool, defaultp>\t\tbvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_bool4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_bool4_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 4 components vector of high qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, bool, highp>\t\thighp_bvec4;\n\n\t/// 4 components vector of medium qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, bool, mediump>\tmediump_bvec4;\n\n\t/// 4 components vector of low qualifier bool numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, bool, lowp>\t\tlowp_bvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_common.hpp",
    "content": "/// @ref ext_vector_common\n/// @file glm/ext/vector_common.hpp\n///\n/// @defgroup ext_vector_common GLM_EXT_vector_common\n/// @ingroup ext\n///\n/// Exposes min and max functions for 3 to 4 vector parameters.\n///\n/// Include <glm/ext/vector_common.hpp> to use the features of this extension.\n///\n/// @see core_common\n/// @see ext_scalar_common\n\n#pragma once\n\n// Dependency:\n#include \"../ext/scalar_common.hpp\"\n#include \"../common.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_common extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_common\n\t/// @{\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max( vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, T y);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);\n\n\t/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmin\">std::fmin documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, T b);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);\n\n\t/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://en.cppreference.com/w/cpp/numeric/math/fmax\">std::fmax documentation</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal);\n\n\t/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);\n\n\t/// Simulate GL_CLAMP OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> clamp(vec<L, T, Q> const& Texcoord);\n\n\t/// Simulate GL_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> repeat(vec<L, T, Q> const& Texcoord);\n\n\t/// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mirrorClamp(vec<L, T, Q> const& Texcoord);\n\n\t/// Simulate GL_MIRROR_REPEAT OpenGL wrap mode\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_common extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mirrorRepeat(vec<L, T, Q> const& Texcoord);\n\n\t/// @}\n}//namespace glm\n\n#include \"vector_common.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_common.inl",
    "content": "#include \"../detail/_vectorize.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'min' only accept floating-point or integer inputs\");\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'min' only accept floating-point or integer inputs\");\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'max' only accept floating-point or integer inputs\");\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'max' only accept floating-point or integer inputs\");\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmin, a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmin, a, b);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn fmin(fmin(a, b), c);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmin' only accept floating-point inputs\");\n\t\treturn fmin(fmin(a, b), fmin(c, d));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, T b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmax, a, vec<L, T, Q>(b));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn detail::functor2<vec, L, T, Q>::call(fmax, a, b);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn fmax(fmax(a, b), c);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fmax' only accept floating-point inputs\");\n\t\treturn fmax(fmax(a, b), fmax(c, d));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal)\n\t{\n\t\treturn fmin(fmax(x, vec<L, T, Q>(minVal)), vec<L, T, Q>(maxVal));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)\n\t{\n\t\treturn fmin(fmax(x, minVal), maxVal);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> clamp(vec<L, T, Q> const& Texcoord)\n\t{\n\t\treturn glm::clamp(Texcoord, vec<L, T, Q>(0), vec<L, T, Q>(1));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> repeat(vec<L, T, Q> const& Texcoord)\n\t{\n\t\treturn glm::fract(Texcoord);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mirrorClamp(vec<L, T, Q> const& Texcoord)\n\t{\n\t\treturn glm::fract(glm::abs(Texcoord));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mirrorRepeat(vec<L, T, Q> const& Texcoord)\n\t{\n\t\tvec<L, T, Q> const Abs = glm::abs(Texcoord);\n\t\tvec<L, T, Q> const Clamp = glm::mod(glm::floor(Abs), vec<L, T, Q>(2));\n\t\tvec<L, T, Q> const Floor = glm::floor(Abs);\n\t\tvec<L, T, Q> const Rest = Abs - Floor;\n\t\tvec<L, T, Q> const Mirror = Clamp + Rest;\n\t\treturn mix(Rest, vec<L, T, Q>(1) - Rest, glm::greaterThanEqual(Mirror, vec<L, T, Q>(1)));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double1.hpp",
    "content": "/// @ref ext_vector_double1\n/// @file glm/ext/vector_double1.hpp\n///\n/// @defgroup ext_vector_double1 GLM_EXT_vector_double1\n/// @ingroup ext\n///\n/// Exposes double-precision floating point vector type with one component.\n///\n/// Include <glm/ext/vector_double1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_double1_precision extension.\n/// @see ext_vector_float1 extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_double1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_double1\n\t/// @{\n\n\t/// 1 components vector of double-precision floating-point numbers.\n\ttypedef vec<1, double, defaultp>\t\tdvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double1_precision.hpp",
    "content": "/// @ref ext_vector_double1_precision\n/// @file glm/ext/vector_double1_precision.hpp\n///\n/// @defgroup ext_vector_double1_precision GLM_EXT_vector_double1_precision\n/// @ingroup ext\n///\n/// Exposes highp_dvec1, mediump_dvec1 and lowp_dvec1 types.\n///\n/// Include <glm/ext/vector_double1_precision.hpp> to use the features of this extension.\n///\n/// @see ext_vector_double1\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_double1_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_double1_precision\n\t/// @{\n\n\t/// 1 component vector of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, highp>\t\thighp_dvec1;\n\n\t/// 1 component vector of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, mediump>\t\tmediump_dvec1;\n\n\t/// 1 component vector of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, lowp>\t\tlowp_dvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, double, defaultp>\t\tdvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double2_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 2 components vector of high double-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, double, highp>\t\thighp_dvec2;\n\n\t/// 2 components vector of medium double-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, double, mediump>\t\tmediump_dvec2;\n\n\t/// 2 components vector of low double-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, double, lowp>\t\tlowp_dvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, double, defaultp>\t\tdvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double3_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 3 components vector of high double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, double, highp>\t\thighp_dvec3;\n\n\t/// 3 components vector of medium double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, double, mediump>\t\tmediump_dvec3;\n\n\t/// 3 components vector of low double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, double, lowp>\t\tlowp_dvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of double-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, double, defaultp>\t\tdvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_double4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_double4_precision.hpp\n\n#pragma once\n#include \"../detail/setup.hpp\"\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 4 components vector of high double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, double, highp>\t\thighp_dvec4;\n\n\t/// 4 components vector of medium double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, double, mediump>\t\tmediump_dvec4;\n\n\t/// 4 components vector of low double-qualifier floating-point numbers.\n\t/// There is no guarantee on the actual qualifier.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, double, lowp>\t\tlowp_dvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float1.hpp",
    "content": "/// @ref ext_vector_float1\n/// @file glm/ext/vector_float1.hpp\n///\n/// @defgroup ext_vector_float1 GLM_EXT_vector_float1\n/// @ingroup ext\n///\n/// Exposes single-precision floating point vector type with one component.\n///\n/// Include <glm/ext/vector_float1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_float1_precision extension.\n/// @see ext_vector_double1 extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_float1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_float1\n\t/// @{\n\n\t/// 1 components vector of single-precision floating-point numbers.\n\ttypedef vec<1, float, defaultp>\t\tvec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float1_precision.hpp",
    "content": "/// @ref ext_vector_float1_precision\n/// @file glm/ext/vector_float1_precision.hpp\n///\n/// @defgroup ext_vector_float1_precision GLM_EXT_vector_float1_precision\n/// @ingroup ext\n///\n/// Exposes highp_vec1, mediump_vec1 and lowp_vec1 types.\n///\n/// Include <glm/ext/vector_float1_precision.hpp> to use the features of this extension.\n///\n/// @see ext_vector_float1 extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_float1_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_float1_precision\n\t/// @{\n\n\t/// 1 component vector of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, highp>\t\thighp_vec1;\n\n\t/// 1 component vector of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, mediump>\t\tmediump_vec1;\n\n\t/// 1 component vector of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, lowp>\t\t\tlowp_vec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, float, defaultp>\tvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float2_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float2_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 2 components vector of high single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, float, highp>\t\thighp_vec2;\n\n\t/// 2 components vector of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, float, mediump>\t\tmediump_vec2;\n\n\t/// 2 components vector of low single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<2, float, lowp>\t\t\tlowp_vec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, float, defaultp>\t\tvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float3_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float3_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 3 components vector of high single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, float, highp>\t\thighp_vec3;\n\n\t/// 3 components vector of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, float, mediump>\t\tmediump_vec3;\n\n\t/// 3 components vector of low single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<3, float, lowp>\t\t\tlowp_vec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of single-precision floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, float, defaultp>\t\tvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_float4_precision.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_float4_precision.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector_precision\n\t/// @{\n\n\t/// 4 components vector of high single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, float, highp>\t\thighp_vec4;\n\n\t/// 4 components vector of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, float, mediump>\t\tmediump_vec4;\n\n\t/// 4 components vector of low single-qualifier floating-point numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>\n\ttypedef vec<4, float, lowp>\t\t\tlowp_vec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int1.hpp",
    "content": "/// @ref ext_vector_int1\n/// @file glm/ext/vector_int1.hpp\n///\n/// @defgroup ext_vector_int1 GLM_EXT_vector_int1\n/// @ingroup ext\n///\n/// Exposes ivec1 vector type.\n///\n/// Include <glm/ext/vector_int1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_uint1 extension.\n/// @see ext_vector_int1_precision extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int1\n\t/// @{\n\n\t/// 1 component vector of signed integer numbers.\n\ttypedef vec<1, int, defaultp>\t\t\tivec1;\n\n\t/// @}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int1_sized.hpp",
    "content": "/// @ref ext_vector_int1_sized\n/// @file glm/ext/vector_int1_sized.hpp\n///\n/// @defgroup ext_vector_int1_sized GLM_EXT_vector_int1_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector types.\n///\n/// Include <glm/ext/vector_int1_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint1_sized\n\n#pragma once\n\n#include \"../ext/vector_int1.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int1_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int1_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int8, defaultp>\ti8vec1;\n\n\t/// 16 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int16, defaultp>\ti16vec1;\n\n\t/// 32 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int32, defaultp>\ti32vec1;\n\n\t/// 64 bit signed integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_int1_sized\n\ttypedef vec<1, int64, defaultp>\ti64vec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_int2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of signed integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, int, defaultp>\t\tivec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int2_sized.hpp",
    "content": "/// @ref ext_vector_int2_sized\n/// @file glm/ext/vector_int2_sized.hpp\n///\n/// @defgroup ext_vector_int2_sized GLM_EXT_vector_int2_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector of 2 components type.\n///\n/// Include <glm/ext/vector_int2_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint2_sized\n\n#pragma once\n\n#include \"../ext/vector_int2.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int2_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int8, defaultp>\t\ti8vec2;\n\n\t/// 16 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int16, defaultp>\t\ti16vec2;\n\n\t/// 32 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int32, defaultp>\t\ti32vec2;\n\n\t/// 64 bit signed integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_int2_sized\n\ttypedef vec<2, int64, defaultp>\t\ti64vec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_int3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of signed integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, int, defaultp>\t\tivec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int3_sized.hpp",
    "content": "/// @ref ext_vector_int3_sized\n/// @file glm/ext/vector_int3_sized.hpp\n///\n/// @defgroup ext_vector_int3_sized GLM_EXT_vector_int3_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector of 3 components type.\n///\n/// Include <glm/ext/vector_int3_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint3_sized\n\n#pragma once\n\n#include \"../ext/vector_int3.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int3_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int8, defaultp>\t\ti8vec3;\n\n\t/// 16 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int16, defaultp>\t\ti16vec3;\n\n\t/// 32 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int32, defaultp>\t\ti32vec3;\n\n\t/// 64 bit signed integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_int3_sized\n\ttypedef vec<3, int64, defaultp>\t\ti64vec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_int4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of signed integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, int, defaultp>\t\tivec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_int4_sized.hpp",
    "content": "/// @ref ext_vector_int4_sized\n/// @file glm/ext/vector_int4_sized.hpp\n///\n/// @defgroup ext_vector_int4_sized GLM_EXT_vector_int4_sized\n/// @ingroup ext\n///\n/// Exposes sized signed integer vector of 4 components type.\n///\n/// Include <glm/ext/vector_int4_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_int_sized\n/// @see ext_vector_uint4_sized\n\n#pragma once\n\n#include \"../ext/vector_int4.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_int4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_int4_sized\n\t/// @{\n\n\t/// 8 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int8, defaultp>\t\ti8vec4;\n\n\t/// 16 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int16, defaultp>\t\ti16vec4;\n\n\t/// 32 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int32, defaultp>\t\ti32vec4;\n\n\t/// 64 bit signed integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_int4_sized\n\ttypedef vec<4, int64, defaultp>\t\ti64vec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_integer.hpp",
    "content": "/// @ref ext_vector_integer\n/// @file glm/ext/vector_integer.hpp\n///\n/// @see core (dependence)\n/// @see ext_vector_integer (dependence)\n///\n/// @defgroup ext_vector_integer GLM_EXT_vector_integer\n/// @ingroup ext\n///\n/// Include <glm/ext/vector_integer.hpp> to use the features of this extension.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_integer\n\t/// @{\n\n\t/// Return true if the value is a power of two number.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return true if the 'Value' is a multiple of 'Multiple'.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isMultiple(vec<L, T, Q> const& v, T Multiple);\n\n\t/// Return true if the 'Value' is a multiple of 'Multiple'.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextMultiple(vec<L, T, Q> const& v, T Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevMultiple(vec<L, T, Q> const& v, T Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Returns the bit number of the Nth significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value bitcount is less than the Nth significant bit, -1 will be returned.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see ext_vector_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> findNSB(vec<L, T, Q> const& Source, vec<L, int, Q> SignificantBitCount);\n\n\t/// @}\n} //namespace glm\n\n#include \"vector_integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_integer.inl",
    "content": "#include \"scalar_integer.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isPowerOfTwo(vec<L, T, Q> const& Value)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'isPowerOfTwo' only accept integer inputs\");\n\n\t\tvec<L, T, Q> const Result(abs(Value));\n\t\treturn equal(Result & (Result - vec<L, T, Q>(1)), vec<L, T, Q>(0));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'nextPowerOfTwo' only accept integer inputs\");\n\n\t\treturn detail::compute_ceilPowerOfTwo<L, T, Q, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'prevPowerOfTwo' only accept integer inputs\");\n\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(prevPowerOfTwo, v);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isMultiple(vec<L, T, Q> const& Value, T Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'isMultiple' only accept integer inputs\");\n\n\t\treturn (Value % Multiple) == vec<L, T, Q>(0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isMultiple(vec<L, T, Q> const& Value, vec<L, T, Q> const& Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'isMultiple' only accept integer inputs\");\n\n\t\treturn (Value % Multiple) == vec<L, T, Q>(0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextMultiple(vec<L, T, Q> const& Source, T Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'nextMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(nextMultiple, Source, vec<L, T, Q>(Multiple));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'nextMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(nextMultiple, Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevMultiple(vec<L, T, Q> const& Source, T Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'prevMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(prevMultiple, Source, vec<L, T, Q>(Multiple));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'prevMultiple' only accept integer inputs\");\n\n\t\treturn detail::functor2<vec, L, T, Q>::call(prevMultiple, Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> findNSB(vec<L, T, Q> const& Source, vec<L, int, Q> SignificantBitCount)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'findNSB' only accept integer inputs\");\n\n\t\treturn detail::functor2_vec_int<L, T, Q>::call(findNSB, Source, SignificantBitCount);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_packing.hpp",
    "content": "/// @ref ext_vector_packing\n/// @file glm/ext/vector_packing.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup ext_vector_packing GLM_EXT_vector_packing\n/// @ingroup ext\n///\n/// Include <glm/ext/vector_packing.hpp> to use the features of this extension.\n///\n/// This extension provides a set of function to convert vectors to packed\n/// formats.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_packing extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_packing\n\t/// @{\n\n\n\t/// @}\n}// namespace glm\n\n#include \"vector_packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_packing.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/glm/ext/vector_relational.hpp",
    "content": "/// @ref ext_vector_relational\n/// @file glm/ext/vector_relational.hpp\n///\n/// @see core (dependence)\n/// @see ext_scalar_integer (dependence)\n///\n/// @defgroup ext_vector_relational GLM_EXT_vector_relational\n/// @ingroup ext\n///\n/// Exposes comparison functions for vector types that take a user defined epsilon values.\n///\n/// Include <glm/ext/vector_relational.hpp> to use the features of this extension.\n///\n/// @see core_vector_relational\n/// @see ext_scalar_relational\n/// @see ext_matrix_relational\n\n#pragma once\n\n// Dependencies\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_relational extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_relational\n\t/// @{\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int ULPs);\n\n\t/// Returns the component-wise comparison between two vectors in term of ULPs.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& ULPs);\n\n\t/// @}\n}//namespace glm\n\n#include \"vector_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_relational.inl",
    "content": "#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/type_float.hpp\"\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T Epsilon)\n\t{\n\t\treturn equal(x, y, vec<L, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& Epsilon)\n\t{\n\t\treturn lessThanEqual(abs(x - y), Epsilon);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T Epsilon)\n\t{\n\t\treturn notEqual(x, y, vec<L, T, Q>(Epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& Epsilon)\n\t{\n\t\treturn greaterThan(abs(x - y), Epsilon);\n\t}\n\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int MaxULPs)\n\t{\n\t\treturn equal(x, y, vec<L, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& MaxULPs)\n\t{\n\t\tvec<L, bool, Q> Result(false);\n\t\tfor(length_t i = 0; i < L; ++i)\n\t\t{\n\t\t\tdetail::float_t<T> const a(x[i]);\n\t\t\tdetail::float_t<T> const b(y[i]);\n\n\t\t\t// Different signs means they do not match.\n\t\t\tif(a.negative() != b.negative())\n\t\t\t{\n\t\t\t\t// Check for equality to make sure +0==-0\n\t\t\t\tResult[i] = a.mantissa() == b.mantissa() && a.exponent() == b.exponent();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Find the difference in ULPs.\n\t\t\t\ttypename detail::float_t<T>::int_type const DiffULPs = abs(a.i - b.i);\n\t\t\t\tResult[i] = DiffULPs <= MaxULPs[i];\n\t\t\t}\n\t\t}\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int MaxULPs)\n\t{\n\t\treturn notEqual(x, y, vec<L, int, Q>(MaxULPs));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& MaxULPs)\n\t{\n\t\treturn not_(equal(x, y, MaxULPs));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint1.hpp",
    "content": "/// @ref ext_vector_uint1\n/// @file glm/ext/vector_uint1.hpp\n///\n/// @defgroup ext_vector_uint1 GLM_EXT_vector_uint1\n/// @ingroup ext\n///\n/// Exposes uvec1 vector type.\n///\n/// Include <glm/ext/vector_uvec1.hpp> to use the features of this extension.\n///\n/// @see ext_vector_int1 extension.\n/// @see ext_vector_uint1_precision extension.\n\n#pragma once\n\n#include \"../detail/type_vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint1 extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint1\n\t/// @{\n\n\t/// 1 component vector of unsigned integer numbers.\n\ttypedef vec<1, unsigned int, defaultp>\t\t\tuvec1;\n\n\t/// @}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint1_sized.hpp",
    "content": "/// @ref ext_vector_uint1_sized\n/// @file glm/ext/vector_uint1_sized.hpp\n///\n/// @defgroup ext_vector_uint1_sized GLM_EXT_vector_uint1_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector types.\n///\n/// Include <glm/ext/vector_uint1_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int1_sized\n\n#pragma once\n\n#include \"../ext/vector_uint1.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint1_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint1_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint8, defaultp>\t\tu8vec1;\n\n\t/// 16 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint16, defaultp>\tu16vec1;\n\n\t/// 32 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint32, defaultp>\tu32vec1;\n\n\t/// 64 bit unsigned integer vector of 1 component type.\n\t///\n\t/// @see ext_vector_uint1_sized\n\ttypedef vec<1, uint64, defaultp>\tu64vec1;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint2.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_uint2.hpp\n\n#pragma once\n#include \"../detail/type_vec2.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 2 components vector of unsigned integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<2, unsigned int, defaultp>\t\tuvec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint2_sized.hpp",
    "content": "/// @ref ext_vector_uint2_sized\n/// @file glm/ext/vector_uint2_sized.hpp\n///\n/// @defgroup ext_vector_uint2_sized GLM_EXT_vector_uint2_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector of 2 components type.\n///\n/// Include <glm/ext/vector_uint2_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int2_sized\n\n#pragma once\n\n#include \"../ext/vector_uint2.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint2_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint2_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint8, defaultp>\t\tu8vec2;\n\n\t/// 16 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint16, defaultp>\tu16vec2;\n\n\t/// 32 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint32, defaultp>\tu32vec2;\n\n\t/// 64 bit unsigned integer vector of 2 components type.\n\t///\n\t/// @see ext_vector_uint2_sized\n\ttypedef vec<2, uint64, defaultp>\tu64vec2;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint3.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_uint3.hpp\n\n#pragma once\n#include \"../detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 3 components vector of unsigned integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<3, unsigned int, defaultp>\t\tuvec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint3_sized.hpp",
    "content": "/// @ref ext_vector_uint3_sized\n/// @file glm/ext/vector_uint3_sized.hpp\n///\n/// @defgroup ext_vector_uint3_sized GLM_EXT_vector_uint3_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector of 3 components type.\n///\n/// Include <glm/ext/vector_uint3_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int3_sized\n\n#pragma once\n\n#include \"../ext/vector_uint3.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint3_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint3_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint8, defaultp>\t\tu8vec3;\n\n\t/// 16 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint16, defaultp>\tu16vec3;\n\n\t/// 32 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint32, defaultp>\tu32vec3;\n\n\t/// 64 bit unsigned integer vector of 3 components type.\n\t///\n\t/// @see ext_vector_uint3_sized\n\ttypedef vec<3, uint64, defaultp>\tu64vec3;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint4.hpp",
    "content": "/// @ref core\n/// @file glm/ext/vector_uint4.hpp\n\n#pragma once\n#include \"../detail/type_vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_vector\n\t/// @{\n\n\t/// 4 components vector of unsigned integer numbers.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>\n\ttypedef vec<4, unsigned int, defaultp>\t\tuvec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_uint4_sized.hpp",
    "content": "/// @ref ext_vector_uint4_sized\n/// @file glm/ext/vector_uint4_sized.hpp\n///\n/// @defgroup ext_vector_uint4_sized GLM_EXT_vector_uint4_sized\n/// @ingroup ext\n///\n/// Exposes sized unsigned integer vector of 4 components type.\n///\n/// Include <glm/ext/vector_uint4_sized.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_uint_sized\n/// @see ext_vector_int4_sized\n\n#pragma once\n\n#include \"../ext/vector_uint4.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_uint4_sized extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup ext_vector_uint4_sized\n\t/// @{\n\n\t/// 8 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint8, defaultp>\t\tu8vec4;\n\n\t/// 16 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint16, defaultp>\tu16vec4;\n\n\t/// 32 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint32, defaultp>\tu32vec4;\n\n\t/// 64 bit unsigned integer vector of 4 components type.\n\t///\n\t/// @see ext_vector_uint4_sized\n\ttypedef vec<4, uint64, defaultp>\tu64vec4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_ulp.hpp",
    "content": "/// @ref ext_vector_ulp\n/// @file glm/ext/vector_ulp.hpp\n///\n/// @defgroup ext_vector_ulp GLM_EXT_vector_ulp\n/// @ingroup ext\n///\n/// Allow the measurement of the accuracy of a function against a reference\n/// implementation. This extension works on floating-point data and provide results\n/// in ULP.\n///\n/// Include <glm/ext/vector_ulp.hpp> to use the features of this extension.\n///\n/// @see ext_scalar_ulp\n/// @see ext_scalar_relational\n/// @see ext_vector_relational\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_ulp.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_EXT_vector_ulp extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> floatDistance(vec<L, float, Q> const& x, vec<L, float, Q> const& y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_scalar_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int64, Q> floatDistance(vec<L, double, Q> const& x, vec<L, double, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"vector_ulp.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/ext/vector_ulp.inl",
    "content": "namespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = nextFloat(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = nextFloat(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = nextFloat(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prevFloat(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prevFloat(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prevFloat(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> floatDistance(vec<L, float, Q> const& x, vec<L, float, Q> const& y)\n\t{\n\t\tvec<L, int, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = floatDistance(x[i], y[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int64, Q> floatDistance(vec<L, double, Q> const& x, vec<L, double, Q> const& y)\n\t{\n\t\tvec<L, int64, Q> Result;\n\t\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = floatDistance(x[i], y[i]);\n\t\treturn Result;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/ext.hpp",
    "content": "/// @file glm/ext.hpp\n///\n/// @ref core (Dependence)\n\n#include \"detail/setup.hpp\"\n\n#pragma once\n\n#include \"glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_EXT_INCLUDED_DISPLAYED)\n#\tdefine GLM_MESSAGE_EXT_INCLUDED_DISPLAYED\n#\tpragma message(\"GLM: All extensions included (not recommended)\")\n#endif//GLM_MESSAGES\n\n#include \"./ext/matrix_clip_space.hpp\"\n#include \"./ext/matrix_common.hpp\"\n\n#include \"./ext/matrix_double2x2.hpp\"\n#include \"./ext/matrix_double2x2_precision.hpp\"\n#include \"./ext/matrix_double2x3.hpp\"\n#include \"./ext/matrix_double2x3_precision.hpp\"\n#include \"./ext/matrix_double2x4.hpp\"\n#include \"./ext/matrix_double2x4_precision.hpp\"\n#include \"./ext/matrix_double3x2.hpp\"\n#include \"./ext/matrix_double3x2_precision.hpp\"\n#include \"./ext/matrix_double3x3.hpp\"\n#include \"./ext/matrix_double3x3_precision.hpp\"\n#include \"./ext/matrix_double3x4.hpp\"\n#include \"./ext/matrix_double3x4_precision.hpp\"\n#include \"./ext/matrix_double4x2.hpp\"\n#include \"./ext/matrix_double4x2_precision.hpp\"\n#include \"./ext/matrix_double4x3.hpp\"\n#include \"./ext/matrix_double4x3_precision.hpp\"\n#include \"./ext/matrix_double4x4.hpp\"\n#include \"./ext/matrix_double4x4_precision.hpp\"\n\n#include \"./ext/matrix_float2x2.hpp\"\n#include \"./ext/matrix_float2x2_precision.hpp\"\n#include \"./ext/matrix_float2x3.hpp\"\n#include \"./ext/matrix_float2x3_precision.hpp\"\n#include \"./ext/matrix_float2x4.hpp\"\n#include \"./ext/matrix_float2x4_precision.hpp\"\n#include \"./ext/matrix_float3x2.hpp\"\n#include \"./ext/matrix_float3x2_precision.hpp\"\n#include \"./ext/matrix_float3x3.hpp\"\n#include \"./ext/matrix_float3x3_precision.hpp\"\n#include \"./ext/matrix_float3x4.hpp\"\n#include \"./ext/matrix_float3x4_precision.hpp\"\n#include \"./ext/matrix_float4x2.hpp\"\n#include \"./ext/matrix_float4x2_precision.hpp\"\n#include \"./ext/matrix_float4x3.hpp\"\n#include \"./ext/matrix_float4x3_precision.hpp\"\n#include \"./ext/matrix_float4x4.hpp\"\n#include \"./ext/matrix_float4x4_precision.hpp\"\n\n#include \"./ext/matrix_int2x2.hpp\"\n#include \"./ext/matrix_int2x2_sized.hpp\"\n#include \"./ext/matrix_int2x3.hpp\"\n#include \"./ext/matrix_int2x3_sized.hpp\"\n#include \"./ext/matrix_int2x4.hpp\"\n#include \"./ext/matrix_int2x4_sized.hpp\"\n#include \"./ext/matrix_int3x2.hpp\"\n#include \"./ext/matrix_int3x2_sized.hpp\"\n#include \"./ext/matrix_int3x3.hpp\"\n#include \"./ext/matrix_int3x3_sized.hpp\"\n#include \"./ext/matrix_int3x4.hpp\"\n#include \"./ext/matrix_int3x4_sized.hpp\"\n#include \"./ext/matrix_int4x2.hpp\"\n#include \"./ext/matrix_int4x2_sized.hpp\"\n#include \"./ext/matrix_int4x3.hpp\"\n#include \"./ext/matrix_int4x3_sized.hpp\"\n#include \"./ext/matrix_int4x4.hpp\"\n#include \"./ext/matrix_int4x4_sized.hpp\"\n\n#include \"./ext/matrix_uint2x2.hpp\"\n#include \"./ext/matrix_uint2x2_sized.hpp\"\n#include \"./ext/matrix_uint2x3.hpp\"\n#include \"./ext/matrix_uint2x3_sized.hpp\"\n#include \"./ext/matrix_uint2x4.hpp\"\n#include \"./ext/matrix_uint2x4_sized.hpp\"\n#include \"./ext/matrix_uint3x2.hpp\"\n#include \"./ext/matrix_uint3x2_sized.hpp\"\n#include \"./ext/matrix_uint3x3.hpp\"\n#include \"./ext/matrix_uint3x3_sized.hpp\"\n#include \"./ext/matrix_uint3x4.hpp\"\n#include \"./ext/matrix_uint3x4_sized.hpp\"\n#include \"./ext/matrix_uint4x2.hpp\"\n#include \"./ext/matrix_uint4x2_sized.hpp\"\n#include \"./ext/matrix_uint4x3.hpp\"\n#include \"./ext/matrix_uint4x3_sized.hpp\"\n#include \"./ext/matrix_uint4x4.hpp\"\n#include \"./ext/matrix_uint4x4_sized.hpp\"\n\n#include \"./ext/matrix_projection.hpp\"\n#include \"./ext/matrix_relational.hpp\"\n#include \"./ext/matrix_transform.hpp\"\n\n#include \"./ext/quaternion_common.hpp\"\n#include \"./ext/quaternion_double.hpp\"\n#include \"./ext/quaternion_double_precision.hpp\"\n#include \"./ext/quaternion_float.hpp\"\n#include \"./ext/quaternion_float_precision.hpp\"\n#include \"./ext/quaternion_exponential.hpp\"\n#include \"./ext/quaternion_geometric.hpp\"\n#include \"./ext/quaternion_relational.hpp\"\n#include \"./ext/quaternion_transform.hpp\"\n#include \"./ext/quaternion_trigonometric.hpp\"\n\n#include \"./ext/scalar_common.hpp\"\n#include \"./ext/scalar_constants.hpp\"\n#include \"./ext/scalar_integer.hpp\"\n#include \"./ext/scalar_packing.hpp\"\n#include \"./ext/scalar_relational.hpp\"\n#include \"./ext/scalar_ulp.hpp\"\n\n#include \"./ext/scalar_int_sized.hpp\"\n#include \"./ext/scalar_uint_sized.hpp\"\n\n#include \"./ext/vector_common.hpp\"\n#include \"./ext/vector_integer.hpp\"\n#include \"./ext/vector_packing.hpp\"\n#include \"./ext/vector_relational.hpp\"\n#include \"./ext/vector_ulp.hpp\"\n\n#include \"./ext/vector_bool1.hpp\"\n#include \"./ext/vector_bool1_precision.hpp\"\n#include \"./ext/vector_bool2.hpp\"\n#include \"./ext/vector_bool2_precision.hpp\"\n#include \"./ext/vector_bool3.hpp\"\n#include \"./ext/vector_bool3_precision.hpp\"\n#include \"./ext/vector_bool4.hpp\"\n#include \"./ext/vector_bool4_precision.hpp\"\n\n#include \"./ext/vector_double1.hpp\"\n#include \"./ext/vector_double1_precision.hpp\"\n#include \"./ext/vector_double2.hpp\"\n#include \"./ext/vector_double2_precision.hpp\"\n#include \"./ext/vector_double3.hpp\"\n#include \"./ext/vector_double3_precision.hpp\"\n#include \"./ext/vector_double4.hpp\"\n#include \"./ext/vector_double4_precision.hpp\"\n\n#include \"./ext/vector_float1.hpp\"\n#include \"./ext/vector_float1_precision.hpp\"\n#include \"./ext/vector_float2.hpp\"\n#include \"./ext/vector_float2_precision.hpp\"\n#include \"./ext/vector_float3.hpp\"\n#include \"./ext/vector_float3_precision.hpp\"\n#include \"./ext/vector_float4.hpp\"\n#include \"./ext/vector_float4_precision.hpp\"\n\n#include \"./ext/vector_int1.hpp\"\n#include \"./ext/vector_int1_sized.hpp\"\n#include \"./ext/vector_int2.hpp\"\n#include \"./ext/vector_int2_sized.hpp\"\n#include \"./ext/vector_int3.hpp\"\n#include \"./ext/vector_int3_sized.hpp\"\n#include \"./ext/vector_int4.hpp\"\n#include \"./ext/vector_int4_sized.hpp\"\n\n#include \"./ext/vector_uint1.hpp\"\n#include \"./ext/vector_uint1_sized.hpp\"\n#include \"./ext/vector_uint2.hpp\"\n#include \"./ext/vector_uint2_sized.hpp\"\n#include \"./ext/vector_uint3.hpp\"\n#include \"./ext/vector_uint3_sized.hpp\"\n#include \"./ext/vector_uint4.hpp\"\n#include \"./ext/vector_uint4_sized.hpp\"\n\n#include \"./gtc/bitfield.hpp\"\n#include \"./gtc/color_space.hpp\"\n#include \"./gtc/constants.hpp\"\n#include \"./gtc/epsilon.hpp\"\n#include \"./gtc/integer.hpp\"\n#include \"./gtc/matrix_access.hpp\"\n#include \"./gtc/matrix_integer.hpp\"\n#include \"./gtc/matrix_inverse.hpp\"\n#include \"./gtc/matrix_transform.hpp\"\n#include \"./gtc/noise.hpp\"\n#include \"./gtc/packing.hpp\"\n#include \"./gtc/quaternion.hpp\"\n#include \"./gtc/random.hpp\"\n#include \"./gtc/reciprocal.hpp\"\n#include \"./gtc/round.hpp\"\n#include \"./gtc/type_precision.hpp\"\n#include \"./gtc/type_ptr.hpp\"\n#include \"./gtc/ulp.hpp\"\n#include \"./gtc/vec1.hpp\"\n#if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE\n#\tinclude \"./gtc/type_aligned.hpp\"\n#endif\n\n#ifdef GLM_ENABLE_EXPERIMENTAL\n#include \"./gtx/associated_min_max.hpp\"\n#include \"./gtx/bit.hpp\"\n#include \"./gtx/closest_point.hpp\"\n#include \"./gtx/color_encoding.hpp\"\n#include \"./gtx/color_space.hpp\"\n#include \"./gtx/color_space_YCoCg.hpp\"\n#include \"./gtx/compatibility.hpp\"\n#include \"./gtx/component_wise.hpp\"\n#include \"./gtx/dual_quaternion.hpp\"\n#include \"./gtx/euler_angles.hpp\"\n#include \"./gtx/extend.hpp\"\n#include \"./gtx/extended_min_max.hpp\"\n#include \"./gtx/fast_exponential.hpp\"\n#include \"./gtx/fast_square_root.hpp\"\n#include \"./gtx/fast_trigonometry.hpp\"\n#include \"./gtx/functions.hpp\"\n#include \"./gtx/gradient_paint.hpp\"\n#include \"./gtx/handed_coordinate_space.hpp\"\n#include \"./gtx/integer.hpp\"\n#include \"./gtx/intersect.hpp\"\n#include \"./gtx/log_base.hpp\"\n#include \"./gtx/matrix_cross_product.hpp\"\n#include \"./gtx/matrix_interpolation.hpp\"\n#include \"./gtx/matrix_major_storage.hpp\"\n#include \"./gtx/matrix_operation.hpp\"\n#include \"./gtx/matrix_query.hpp\"\n#include \"./gtx/mixed_product.hpp\"\n#include \"./gtx/norm.hpp\"\n#include \"./gtx/normal.hpp\"\n#include \"./gtx/normalize_dot.hpp\"\n#include \"./gtx/number_precision.hpp\"\n#include \"./gtx/optimum_pow.hpp\"\n#include \"./gtx/orthonormalize.hpp\"\n#include \"./gtx/perpendicular.hpp\"\n#include \"./gtx/polar_coordinates.hpp\"\n#include \"./gtx/projection.hpp\"\n#include \"./gtx/quaternion.hpp\"\n#include \"./gtx/raw_data.hpp\"\n#include \"./gtx/rotate_vector.hpp\"\n#include \"./gtx/spline.hpp\"\n#include \"./gtx/std_based_type.hpp\"\n#if !(GLM_COMPILER & GLM_COMPILER_CUDA)\n#\tinclude \"./gtx/string_cast.hpp\"\n#endif\n#include \"./gtx/transform.hpp\"\n#include \"./gtx/transform2.hpp\"\n#include \"./gtx/vec_swizzle.hpp\"\n#include \"./gtx/vector_angle.hpp\"\n#include \"./gtx/vector_query.hpp\"\n#include \"./gtx/wrap.hpp\"\n\n#if GLM_HAS_TEMPLATE_ALIASES\n#\tinclude \"./gtx/scalar_multiplication.hpp\"\n#endif\n\n#if GLM_HAS_RANGE_FOR\n#\tinclude \"./gtx/range.hpp\"\n#endif\n#endif//GLM_ENABLE_EXPERIMENTAL\n"
  },
  {
    "path": "Dependencies/include/glm/fwd.hpp",
    "content": "#pragma once\n\n#include \"detail/qualifier.hpp\"\n\nnamespace glm\n{\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n\ttypedef std::int8_t\t\t\t\tint8;\n\ttypedef std::int16_t\t\t\tint16;\n\ttypedef std::int32_t\t\t\tint32;\n\ttypedef std::int64_t\t\t\tint64;\n\n\ttypedef std::uint8_t\t\t\tuint8;\n\ttypedef std::uint16_t\t\t\tuint16;\n\ttypedef std::uint32_t\t\t\tuint32;\n\ttypedef std::uint64_t\t\t\tuint64;\n#else\n\ttypedef signed char\t\t\t\tint8;\n\ttypedef signed short\t\t\tint16;\n\ttypedef signed int\t\t\t\tint32;\n\ttypedef detail::int64\t\t\tint64;\n\n\ttypedef unsigned char\t\t\tuint8;\n\ttypedef unsigned short\t\t\tuint16;\n\ttypedef unsigned int\t\t\tuint32;\n\ttypedef detail::uint64\t\t\tuint64;\n#endif\n\n\t// Scalar int\n\n\ttypedef int8\t\t\t\t\tlowp_i8;\n\ttypedef int8\t\t\t\t\tmediump_i8;\n\ttypedef int8\t\t\t\t\thighp_i8;\n\ttypedef int8\t\t\t\t\ti8;\n\n\ttypedef int8\t\t\t\t\tlowp_int8;\n\ttypedef int8\t\t\t\t\tmediump_int8;\n\ttypedef int8\t\t\t\t\thighp_int8;\n\n\ttypedef int8\t\t\t\t\tlowp_int8_t;\n\ttypedef int8\t\t\t\t\tmediump_int8_t;\n\ttypedef int8\t\t\t\t\thighp_int8_t;\n\ttypedef int8\t\t\t\t\tint8_t;\n\n\ttypedef int16\t\t\t\t\tlowp_i16;\n\ttypedef int16\t\t\t\t\tmediump_i16;\n\ttypedef int16\t\t\t\t\thighp_i16;\n\ttypedef int16\t\t\t\t\ti16;\n\n\ttypedef int16\t\t\t\t\tlowp_int16;\n\ttypedef int16\t\t\t\t\tmediump_int16;\n\ttypedef int16\t\t\t\t\thighp_int16;\n\n\ttypedef int16\t\t\t\t\tlowp_int16_t;\n\ttypedef int16\t\t\t\t\tmediump_int16_t;\n\ttypedef int16\t\t\t\t\thighp_int16_t;\n\ttypedef int16\t\t\t\t\tint16_t;\n\n\ttypedef int32\t\t\t\t\tlowp_i32;\n\ttypedef int32\t\t\t\t\tmediump_i32;\n\ttypedef int32\t\t\t\t\thighp_i32;\n\ttypedef int32\t\t\t\t\ti32;\n\n\ttypedef int32\t\t\t\t\tlowp_int32;\n\ttypedef int32\t\t\t\t\tmediump_int32;\n\ttypedef int32\t\t\t\t\thighp_int32;\n\n\ttypedef int32\t\t\t\t\tlowp_int32_t;\n\ttypedef int32\t\t\t\t\tmediump_int32_t;\n\ttypedef int32\t\t\t\t\thighp_int32_t;\n\ttypedef int32\t\t\t\t\tint32_t;\n\n\ttypedef int64\t\t\t\t\tlowp_i64;\n\ttypedef int64\t\t\t\t\tmediump_i64;\n\ttypedef int64\t\t\t\t\thighp_i64;\n\ttypedef int64\t\t\t\t\ti64;\n\n\ttypedef int64\t\t\t\t\tlowp_int64;\n\ttypedef int64\t\t\t\t\tmediump_int64;\n\ttypedef int64\t\t\t\t\thighp_int64;\n\n\ttypedef int64\t\t\t\t\tlowp_int64_t;\n\ttypedef int64\t\t\t\t\tmediump_int64_t;\n\ttypedef int64\t\t\t\t\thighp_int64_t;\n\ttypedef int64\t\t\t\t\tint64_t;\n\n\t// Scalar uint\n\n\ttypedef unsigned int\t\t\tuint;\n\n\ttypedef uint8\t\t\t\t\tlowp_u8;\n\ttypedef uint8\t\t\t\t\tmediump_u8;\n\ttypedef uint8\t\t\t\t\thighp_u8;\n\ttypedef uint8\t\t\t\t\tu8;\n\n\ttypedef uint8\t\t\t\t\tlowp_uint8;\n\ttypedef uint8\t\t\t\t\tmediump_uint8;\n\ttypedef uint8\t\t\t\t\thighp_uint8;\n\n\ttypedef uint8\t\t\t\t\tlowp_uint8_t;\n\ttypedef uint8\t\t\t\t\tmediump_uint8_t;\n\ttypedef uint8\t\t\t\t\thighp_uint8_t;\n\ttypedef uint8\t\t\t\t\tuint8_t;\n\n\ttypedef uint16\t\t\t\t\tlowp_u16;\n\ttypedef uint16\t\t\t\t\tmediump_u16;\n\ttypedef uint16\t\t\t\t\thighp_u16;\n\ttypedef uint16\t\t\t\t\tu16;\n\n\ttypedef uint16\t\t\t\t\tlowp_uint16;\n\ttypedef uint16\t\t\t\t\tmediump_uint16;\n\ttypedef uint16\t\t\t\t\thighp_uint16;\n\n\ttypedef uint16\t\t\t\t\tlowp_uint16_t;\n\ttypedef uint16\t\t\t\t\tmediump_uint16_t;\n\ttypedef uint16\t\t\t\t\thighp_uint16_t;\n\ttypedef uint16\t\t\t\t\tuint16_t;\n\n\ttypedef uint32\t\t\t\t\tlowp_u32;\n\ttypedef uint32\t\t\t\t\tmediump_u32;\n\ttypedef uint32\t\t\t\t\thighp_u32;\n\ttypedef uint32\t\t\t\t\tu32;\n\n\ttypedef uint32\t\t\t\t\tlowp_uint32;\n\ttypedef uint32\t\t\t\t\tmediump_uint32;\n\ttypedef uint32\t\t\t\t\thighp_uint32;\n\n\ttypedef uint32\t\t\t\t\tlowp_uint32_t;\n\ttypedef uint32\t\t\t\t\tmediump_uint32_t;\n\ttypedef uint32\t\t\t\t\thighp_uint32_t;\n\ttypedef uint32\t\t\t\t\tuint32_t;\n\n\ttypedef uint64\t\t\t\t\tlowp_u64;\n\ttypedef uint64\t\t\t\t\tmediump_u64;\n\ttypedef uint64\t\t\t\t\thighp_u64;\n\ttypedef uint64\t\t\t\t\tu64;\n\n\ttypedef uint64\t\t\t\t\tlowp_uint64;\n\ttypedef uint64\t\t\t\t\tmediump_uint64;\n\ttypedef uint64\t\t\t\t\thighp_uint64;\n\n\ttypedef uint64\t\t\t\t\tlowp_uint64_t;\n\ttypedef uint64\t\t\t\t\tmediump_uint64_t;\n\ttypedef uint64\t\t\t\t\thighp_uint64_t;\n\ttypedef uint64\t\t\t\t\tuint64_t;\n\n\t// Scalar float\n\n\ttypedef float\t\t\t\t\tlowp_f32;\n\ttypedef float\t\t\t\t\tmediump_f32;\n\ttypedef float\t\t\t\t\thighp_f32;\n\ttypedef float\t\t\t\t\tf32;\n\n\ttypedef float\t\t\t\t\tlowp_float32;\n\ttypedef float\t\t\t\t\tmediump_float32;\n\ttypedef float\t\t\t\t\thighp_float32;\n\ttypedef float\t\t\t\t\tfloat32;\n\n\ttypedef float\t\t\t\t\tlowp_float32_t;\n\ttypedef float\t\t\t\t\tmediump_float32_t;\n\ttypedef float\t\t\t\t\thighp_float32_t;\n\ttypedef float\t\t\t\t\tfloat32_t;\n\n\n\ttypedef double\t\t\t\t\tlowp_f64;\n\ttypedef double\t\t\t\t\tmediump_f64;\n\ttypedef double\t\t\t\t\thighp_f64;\n\ttypedef double\t\t\t\t\tf64;\n\n\ttypedef double\t\t\t\t\tlowp_float64;\n\ttypedef double\t\t\t\t\tmediump_float64;\n\ttypedef double\t\t\t\t\thighp_float64;\n\ttypedef double\t\t\t\t\tfloat64;\n\n\ttypedef double\t\t\t\t\tlowp_float64_t;\n\ttypedef double\t\t\t\t\tmediump_float64_t;\n\ttypedef double\t\t\t\t\thighp_float64_t;\n\ttypedef double\t\t\t\t\tfloat64_t;\n\n\t// Vector bool\n\n\ttypedef vec<1, bool, lowp>\t\tlowp_bvec1;\n\ttypedef vec<2, bool, lowp>\t\tlowp_bvec2;\n\ttypedef vec<3, bool, lowp>\t\tlowp_bvec3;\n\ttypedef vec<4, bool, lowp>\t\tlowp_bvec4;\n\n\ttypedef vec<1, bool, mediump>\tmediump_bvec1;\n\ttypedef vec<2, bool, mediump>\tmediump_bvec2;\n\ttypedef vec<3, bool, mediump>\tmediump_bvec3;\n\ttypedef vec<4, bool, mediump>\tmediump_bvec4;\n\n\ttypedef vec<1, bool, highp>\t\thighp_bvec1;\n\ttypedef vec<2, bool, highp>\t\thighp_bvec2;\n\ttypedef vec<3, bool, highp>\t\thighp_bvec3;\n\ttypedef vec<4, bool, highp>\t\thighp_bvec4;\n\n\ttypedef vec<1, bool, defaultp>\tbvec1;\n\ttypedef vec<2, bool, defaultp>\tbvec2;\n\ttypedef vec<3, bool, defaultp>\tbvec3;\n\ttypedef vec<4, bool, defaultp>\tbvec4;\n\n\t// Vector int\n\n\ttypedef vec<1, int, lowp>\t\tlowp_ivec1;\n\ttypedef vec<2, int, lowp>\t\tlowp_ivec2;\n\ttypedef vec<3, int, lowp>\t\tlowp_ivec3;\n\ttypedef vec<4, int, lowp>\t\tlowp_ivec4;\n\n\ttypedef vec<1, int, mediump>\tmediump_ivec1;\n\ttypedef vec<2, int, mediump>\tmediump_ivec2;\n\ttypedef vec<3, int, mediump>\tmediump_ivec3;\n\ttypedef vec<4, int, mediump>\tmediump_ivec4;\n\n\ttypedef vec<1, int, highp>\t\thighp_ivec1;\n\ttypedef vec<2, int, highp>\t\thighp_ivec2;\n\ttypedef vec<3, int, highp>\t\thighp_ivec3;\n\ttypedef vec<4, int, highp>\t\thighp_ivec4;\n\n\ttypedef vec<1, int, defaultp>\tivec1;\n\ttypedef vec<2, int, defaultp>\tivec2;\n\ttypedef vec<3, int, defaultp>\tivec3;\n\ttypedef vec<4, int, defaultp>\tivec4;\n\n\ttypedef vec<1, i8, lowp>\t\tlowp_i8vec1;\n\ttypedef vec<2, i8, lowp>\t\tlowp_i8vec2;\n\ttypedef vec<3, i8, lowp>\t\tlowp_i8vec3;\n\ttypedef vec<4, i8, lowp>\t\tlowp_i8vec4;\n\n\ttypedef vec<1, i8, mediump>\t\tmediump_i8vec1;\n\ttypedef vec<2, i8, mediump>\t\tmediump_i8vec2;\n\ttypedef vec<3, i8, mediump>\t\tmediump_i8vec3;\n\ttypedef vec<4, i8, mediump>\t\tmediump_i8vec4;\n\n\ttypedef vec<1, i8, highp>\t\thighp_i8vec1;\n\ttypedef vec<2, i8, highp>\t\thighp_i8vec2;\n\ttypedef vec<3, i8, highp>\t\thighp_i8vec3;\n\ttypedef vec<4, i8, highp>\t\thighp_i8vec4;\n\n\ttypedef vec<1, i8, defaultp>\ti8vec1;\n\ttypedef vec<2, i8, defaultp>\ti8vec2;\n\ttypedef vec<3, i8, defaultp>\ti8vec3;\n\ttypedef vec<4, i8, defaultp>\ti8vec4;\n\n\ttypedef vec<1, i16, lowp>\t\tlowp_i16vec1;\n\ttypedef vec<2, i16, lowp>\t\tlowp_i16vec2;\n\ttypedef vec<3, i16, lowp>\t\tlowp_i16vec3;\n\ttypedef vec<4, i16, lowp>\t\tlowp_i16vec4;\n\n\ttypedef vec<1, i16, mediump>\tmediump_i16vec1;\n\ttypedef vec<2, i16, mediump>\tmediump_i16vec2;\n\ttypedef vec<3, i16, mediump>\tmediump_i16vec3;\n\ttypedef vec<4, i16, mediump>\tmediump_i16vec4;\n\n\ttypedef vec<1, i16, highp>\t\thighp_i16vec1;\n\ttypedef vec<2, i16, highp>\t\thighp_i16vec2;\n\ttypedef vec<3, i16, highp>\t\thighp_i16vec3;\n\ttypedef vec<4, i16, highp>\t\thighp_i16vec4;\n\n\ttypedef vec<1, i16, defaultp>\ti16vec1;\n\ttypedef vec<2, i16, defaultp>\ti16vec2;\n\ttypedef vec<3, i16, defaultp>\ti16vec3;\n\ttypedef vec<4, i16, defaultp>\ti16vec4;\n\n\ttypedef vec<1, i32, lowp>\t\tlowp_i32vec1;\n\ttypedef vec<2, i32, lowp>\t\tlowp_i32vec2;\n\ttypedef vec<3, i32, lowp>\t\tlowp_i32vec3;\n\ttypedef vec<4, i32, lowp>\t\tlowp_i32vec4;\n\n\ttypedef vec<1, i32, mediump>\tmediump_i32vec1;\n\ttypedef vec<2, i32, mediump>\tmediump_i32vec2;\n\ttypedef vec<3, i32, mediump>\tmediump_i32vec3;\n\ttypedef vec<4, i32, mediump>\tmediump_i32vec4;\n\n\ttypedef vec<1, i32, highp>\t\thighp_i32vec1;\n\ttypedef vec<2, i32, highp>\t\thighp_i32vec2;\n\ttypedef vec<3, i32, highp>\t\thighp_i32vec3;\n\ttypedef vec<4, i32, highp>\t\thighp_i32vec4;\n\n\ttypedef vec<1, i32, defaultp>\ti32vec1;\n\ttypedef vec<2, i32, defaultp>\ti32vec2;\n\ttypedef vec<3, i32, defaultp>\ti32vec3;\n\ttypedef vec<4, i32, defaultp>\ti32vec4;\n\n\ttypedef vec<1, i64, lowp>\t\tlowp_i64vec1;\n\ttypedef vec<2, i64, lowp>\t\tlowp_i64vec2;\n\ttypedef vec<3, i64, lowp>\t\tlowp_i64vec3;\n\ttypedef vec<4, i64, lowp>\t\tlowp_i64vec4;\n\n\ttypedef vec<1, i64, mediump>\tmediump_i64vec1;\n\ttypedef vec<2, i64, mediump>\tmediump_i64vec2;\n\ttypedef vec<3, i64, mediump>\tmediump_i64vec3;\n\ttypedef vec<4, i64, mediump>\tmediump_i64vec4;\n\n\ttypedef vec<1, i64, highp>\t\thighp_i64vec1;\n\ttypedef vec<2, i64, highp>\t\thighp_i64vec2;\n\ttypedef vec<3, i64, highp>\t\thighp_i64vec3;\n\ttypedef vec<4, i64, highp>\t\thighp_i64vec4;\n\n\ttypedef vec<1, i64, defaultp>\ti64vec1;\n\ttypedef vec<2, i64, defaultp>\ti64vec2;\n\ttypedef vec<3, i64, defaultp>\ti64vec3;\n\ttypedef vec<4, i64, defaultp>\ti64vec4;\n\n\t// Vector uint\n\n\ttypedef vec<1, uint, lowp>\t\tlowp_uvec1;\n\ttypedef vec<2, uint, lowp>\t\tlowp_uvec2;\n\ttypedef vec<3, uint, lowp>\t\tlowp_uvec3;\n\ttypedef vec<4, uint, lowp>\t\tlowp_uvec4;\n\n\ttypedef vec<1, uint, mediump>\tmediump_uvec1;\n\ttypedef vec<2, uint, mediump>\tmediump_uvec2;\n\ttypedef vec<3, uint, mediump>\tmediump_uvec3;\n\ttypedef vec<4, uint, mediump>\tmediump_uvec4;\n\n\ttypedef vec<1, uint, highp>\t\thighp_uvec1;\n\ttypedef vec<2, uint, highp>\t\thighp_uvec2;\n\ttypedef vec<3, uint, highp>\t\thighp_uvec3;\n\ttypedef vec<4, uint, highp>\t\thighp_uvec4;\n\n\ttypedef vec<1, uint, defaultp>\tuvec1;\n\ttypedef vec<2, uint, defaultp>\tuvec2;\n\ttypedef vec<3, uint, defaultp>\tuvec3;\n\ttypedef vec<4, uint, defaultp>\tuvec4;\n\n\ttypedef vec<1, u8, lowp>\t\tlowp_u8vec1;\n\ttypedef vec<2, u8, lowp>\t\tlowp_u8vec2;\n\ttypedef vec<3, u8, lowp>\t\tlowp_u8vec3;\n\ttypedef vec<4, u8, lowp>\t\tlowp_u8vec4;\n\n\ttypedef vec<1, u8, mediump>\t\tmediump_u8vec1;\n\ttypedef vec<2, u8, mediump>\t\tmediump_u8vec2;\n\ttypedef vec<3, u8, mediump>\t\tmediump_u8vec3;\n\ttypedef vec<4, u8, mediump>\t\tmediump_u8vec4;\n\n\ttypedef vec<1, u8, highp>\t\thighp_u8vec1;\n\ttypedef vec<2, u8, highp>\t\thighp_u8vec2;\n\ttypedef vec<3, u8, highp>\t\thighp_u8vec3;\n\ttypedef vec<4, u8, highp>\t\thighp_u8vec4;\n\n\ttypedef vec<1, u8, defaultp>\tu8vec1;\n\ttypedef vec<2, u8, defaultp>\tu8vec2;\n\ttypedef vec<3, u8, defaultp>\tu8vec3;\n\ttypedef vec<4, u8, defaultp>\tu8vec4;\n\n\ttypedef vec<1, u16, lowp>\t\tlowp_u16vec1;\n\ttypedef vec<2, u16, lowp>\t\tlowp_u16vec2;\n\ttypedef vec<3, u16, lowp>\t\tlowp_u16vec3;\n\ttypedef vec<4, u16, lowp>\t\tlowp_u16vec4;\n\n\ttypedef vec<1, u16, mediump>\tmediump_u16vec1;\n\ttypedef vec<2, u16, mediump>\tmediump_u16vec2;\n\ttypedef vec<3, u16, mediump>\tmediump_u16vec3;\n\ttypedef vec<4, u16, mediump>\tmediump_u16vec4;\n\n\ttypedef vec<1, u16, highp>\t\thighp_u16vec1;\n\ttypedef vec<2, u16, highp>\t\thighp_u16vec2;\n\ttypedef vec<3, u16, highp>\t\thighp_u16vec3;\n\ttypedef vec<4, u16, highp>\t\thighp_u16vec4;\n\n\ttypedef vec<1, u16, defaultp>\tu16vec1;\n\ttypedef vec<2, u16, defaultp>\tu16vec2;\n\ttypedef vec<3, u16, defaultp>\tu16vec3;\n\ttypedef vec<4, u16, defaultp>\tu16vec4;\n\n\ttypedef vec<1, u32, lowp>\t\tlowp_u32vec1;\n\ttypedef vec<2, u32, lowp>\t\tlowp_u32vec2;\n\ttypedef vec<3, u32, lowp>\t\tlowp_u32vec3;\n\ttypedef vec<4, u32, lowp>\t\tlowp_u32vec4;\n\n\ttypedef vec<1, u32, mediump>\tmediump_u32vec1;\n\ttypedef vec<2, u32, mediump>\tmediump_u32vec2;\n\ttypedef vec<3, u32, mediump>\tmediump_u32vec3;\n\ttypedef vec<4, u32, mediump>\tmediump_u32vec4;\n\n\ttypedef vec<1, u32, highp>\t\thighp_u32vec1;\n\ttypedef vec<2, u32, highp>\t\thighp_u32vec2;\n\ttypedef vec<3, u32, highp>\t\thighp_u32vec3;\n\ttypedef vec<4, u32, highp>\t\thighp_u32vec4;\n\n\ttypedef vec<1, u32, defaultp>\tu32vec1;\n\ttypedef vec<2, u32, defaultp>\tu32vec2;\n\ttypedef vec<3, u32, defaultp>\tu32vec3;\n\ttypedef vec<4, u32, defaultp>\tu32vec4;\n\n\ttypedef vec<1, u64, lowp>\t\tlowp_u64vec1;\n\ttypedef vec<2, u64, lowp>\t\tlowp_u64vec2;\n\ttypedef vec<3, u64, lowp>\t\tlowp_u64vec3;\n\ttypedef vec<4, u64, lowp>\t\tlowp_u64vec4;\n\n\ttypedef vec<1, u64, mediump>\tmediump_u64vec1;\n\ttypedef vec<2, u64, mediump>\tmediump_u64vec2;\n\ttypedef vec<3, u64, mediump>\tmediump_u64vec3;\n\ttypedef vec<4, u64, mediump>\tmediump_u64vec4;\n\n\ttypedef vec<1, u64, highp>\t\thighp_u64vec1;\n\ttypedef vec<2, u64, highp>\t\thighp_u64vec2;\n\ttypedef vec<3, u64, highp>\t\thighp_u64vec3;\n\ttypedef vec<4, u64, highp>\t\thighp_u64vec4;\n\n\ttypedef vec<1, u64, defaultp>\tu64vec1;\n\ttypedef vec<2, u64, defaultp>\tu64vec2;\n\ttypedef vec<3, u64, defaultp>\tu64vec3;\n\ttypedef vec<4, u64, defaultp>\tu64vec4;\n\n\t// Vector float\n\n\ttypedef vec<1, float, lowp>\t\t\tlowp_vec1;\n\ttypedef vec<2, float, lowp>\t\t\tlowp_vec2;\n\ttypedef vec<3, float, lowp>\t\t\tlowp_vec3;\n\ttypedef vec<4, float, lowp>\t\t\tlowp_vec4;\n\n\ttypedef vec<1, float, mediump>\t\tmediump_vec1;\n\ttypedef vec<2, float, mediump>\t\tmediump_vec2;\n\ttypedef vec<3, float, mediump>\t\tmediump_vec3;\n\ttypedef vec<4, float, mediump>\t\tmediump_vec4;\n\n\ttypedef vec<1, float, highp>\t\thighp_vec1;\n\ttypedef vec<2, float, highp>\t\thighp_vec2;\n\ttypedef vec<3, float, highp>\t\thighp_vec3;\n\ttypedef vec<4, float, highp>\t\thighp_vec4;\n\n\ttypedef vec<1, float, defaultp>\t\tvec1;\n\ttypedef vec<2, float, defaultp>\t\tvec2;\n\ttypedef vec<3, float, defaultp>\t\tvec3;\n\ttypedef vec<4, float, defaultp>\t\tvec4;\n\n\ttypedef vec<1, float, lowp>\t\t\tlowp_fvec1;\n\ttypedef vec<2, float, lowp>\t\t\tlowp_fvec2;\n\ttypedef vec<3, float, lowp>\t\t\tlowp_fvec3;\n\ttypedef vec<4, float, lowp>\t\t\tlowp_fvec4;\n\n\ttypedef vec<1, float, mediump>\t\tmediump_fvec1;\n\ttypedef vec<2, float, mediump>\t\tmediump_fvec2;\n\ttypedef vec<3, float, mediump>\t\tmediump_fvec3;\n\ttypedef vec<4, float, mediump>\t\tmediump_fvec4;\n\n\ttypedef vec<1, float, highp>\t\thighp_fvec1;\n\ttypedef vec<2, float, highp>\t\thighp_fvec2;\n\ttypedef vec<3, float, highp>\t\thighp_fvec3;\n\ttypedef vec<4, float, highp>\t\thighp_fvec4;\n\n\ttypedef vec<1, f32, defaultp>\t\tfvec1;\n\ttypedef vec<2, f32, defaultp>\t\tfvec2;\n\ttypedef vec<3, f32, defaultp>\t\tfvec3;\n\ttypedef vec<4, f32, defaultp>\t\tfvec4;\n\n\ttypedef vec<1, f32, lowp>\t\t\tlowp_f32vec1;\n\ttypedef vec<2, f32, lowp>\t\t\tlowp_f32vec2;\n\ttypedef vec<3, f32, lowp>\t\t\tlowp_f32vec3;\n\ttypedef vec<4, f32, lowp>\t\t\tlowp_f32vec4;\n\n\ttypedef vec<1, f32, mediump>\t\tmediump_f32vec1;\n\ttypedef vec<2, f32, mediump>\t\tmediump_f32vec2;\n\ttypedef vec<3, f32, mediump>\t\tmediump_f32vec3;\n\ttypedef vec<4, f32, mediump>\t\tmediump_f32vec4;\n\n\ttypedef vec<1, f32, highp>\t\t\thighp_f32vec1;\n\ttypedef vec<2, f32, highp>\t\t\thighp_f32vec2;\n\ttypedef vec<3, f32, highp>\t\t\thighp_f32vec3;\n\ttypedef vec<4, f32, highp>\t\t\thighp_f32vec4;\n\n\ttypedef vec<1, f32, defaultp>\t\tf32vec1;\n\ttypedef vec<2, f32, defaultp>\t\tf32vec2;\n\ttypedef vec<3, f32, defaultp>\t\tf32vec3;\n\ttypedef vec<4, f32, defaultp>\t\tf32vec4;\n\n\ttypedef vec<1, f64, lowp>\t\t\tlowp_dvec1;\n\ttypedef vec<2, f64, lowp>\t\t\tlowp_dvec2;\n\ttypedef vec<3, f64, lowp>\t\t\tlowp_dvec3;\n\ttypedef vec<4, f64, lowp>\t\t\tlowp_dvec4;\n\n\ttypedef vec<1, f64, mediump>\t\tmediump_dvec1;\n\ttypedef vec<2, f64, mediump>\t\tmediump_dvec2;\n\ttypedef vec<3, f64, mediump>\t\tmediump_dvec3;\n\ttypedef vec<4, f64, mediump>\t\tmediump_dvec4;\n\n\ttypedef vec<1, f64, highp>\t\t\thighp_dvec1;\n\ttypedef vec<2, f64, highp>\t\t\thighp_dvec2;\n\ttypedef vec<3, f64, highp>\t\t\thighp_dvec3;\n\ttypedef vec<4, f64, highp>\t\t\thighp_dvec4;\n\n\ttypedef vec<1, f64, defaultp>\t\tdvec1;\n\ttypedef vec<2, f64, defaultp>\t\tdvec2;\n\ttypedef vec<3, f64, defaultp>\t\tdvec3;\n\ttypedef vec<4, f64, defaultp>\t\tdvec4;\n\n\ttypedef vec<1, f64, lowp>\t\t\tlowp_f64vec1;\n\ttypedef vec<2, f64, lowp>\t\t\tlowp_f64vec2;\n\ttypedef vec<3, f64, lowp>\t\t\tlowp_f64vec3;\n\ttypedef vec<4, f64, lowp>\t\t\tlowp_f64vec4;\n\n\ttypedef vec<1, f64, mediump>\t\tmediump_f64vec1;\n\ttypedef vec<2, f64, mediump>\t\tmediump_f64vec2;\n\ttypedef vec<3, f64, mediump>\t\tmediump_f64vec3;\n\ttypedef vec<4, f64, mediump>\t\tmediump_f64vec4;\n\n\ttypedef vec<1, f64, highp>\t\t\thighp_f64vec1;\n\ttypedef vec<2, f64, highp>\t\t\thighp_f64vec2;\n\ttypedef vec<3, f64, highp>\t\t\thighp_f64vec3;\n\ttypedef vec<4, f64, highp>\t\t\thighp_f64vec4;\n\n\ttypedef vec<1, f64, defaultp>\t\tf64vec1;\n\ttypedef vec<2, f64, defaultp>\t\tf64vec2;\n\ttypedef vec<3, f64, defaultp>\t\tf64vec3;\n\ttypedef vec<4, f64, defaultp>\t\tf64vec4;\n\n\t// Matrix NxN\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_mat2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_mat3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_mat4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_mat2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_mat3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_mat4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_mat2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_mat3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_mat4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tmat2;\n\ttypedef mat<3, 3, f32, defaultp>\tmat3;\n\ttypedef mat<4, 4, f32, defaultp>\tmat4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_fmat2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_fmat3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_fmat4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_fmat2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_fmat3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_fmat4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_fmat2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_fmat3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_fmat4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tfmat2;\n\ttypedef mat<3, 3, f32, defaultp>\tfmat3;\n\ttypedef mat<4, 4, f32, defaultp>\tfmat4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_f32mat2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_f32mat3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_f32mat4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_f32mat2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_f32mat3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_f32mat4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_f32mat2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_f32mat3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_f32mat4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tf32mat2;\n\ttypedef mat<3, 3, f32, defaultp>\tf32mat3;\n\ttypedef mat<4, 4, f32, defaultp>\tf32mat4;\n\n\ttypedef mat<2, 2, f64, lowp>\t\tlowp_dmat2;\n\ttypedef mat<3, 3, f64, lowp>\t\tlowp_dmat3;\n\ttypedef mat<4, 4, f64, lowp>\t\tlowp_dmat4;\n\n\ttypedef mat<2, 2, f64, mediump>\t\tmediump_dmat2;\n\ttypedef mat<3, 3, f64, mediump>\t\tmediump_dmat3;\n\ttypedef mat<4, 4, f64, mediump>\t\tmediump_dmat4;\n\n\ttypedef mat<2, 2, f64, highp>\t\thighp_dmat2;\n\ttypedef mat<3, 3, f64, highp>\t\thighp_dmat3;\n\ttypedef mat<4, 4, f64, highp>\t\thighp_dmat4;\n\n\ttypedef mat<2, 2, f64, defaultp>\tdmat2;\n\ttypedef mat<3, 3, f64, defaultp>\tdmat3;\n\ttypedef mat<4, 4, f64, defaultp>\tdmat4;\n\n\ttypedef mat<2, 2, f64, lowp>\t\tlowp_f64mat2;\n\ttypedef mat<3, 3, f64, lowp>\t\tlowp_f64mat3;\n\ttypedef mat<4, 4, f64, lowp>\t\tlowp_f64mat4;\n\n\ttypedef mat<2, 2, f64, mediump>\t\tmediump_f64mat2;\n\ttypedef mat<3, 3, f64, mediump>\t\tmediump_f64mat3;\n\ttypedef mat<4, 4, f64, mediump>\t\tmediump_f64mat4;\n\n\ttypedef mat<2, 2, f64, highp>\t\thighp_f64mat2;\n\ttypedef mat<3, 3, f64, highp>\t\thighp_f64mat3;\n\ttypedef mat<4, 4, f64, highp>\t\thighp_f64mat4;\n\n\ttypedef mat<2, 2, f64, defaultp>\tf64mat2;\n\ttypedef mat<3, 3, f64, defaultp>\tf64mat3;\n\ttypedef mat<4, 4, f64, defaultp>\tf64mat4;\n\n\t// Matrix MxN\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_mat2x2;\n\ttypedef mat<2, 3, f32, lowp>\t\tlowp_mat2x3;\n\ttypedef mat<2, 4, f32, lowp>\t\tlowp_mat2x4;\n\ttypedef mat<3, 2, f32, lowp>\t\tlowp_mat3x2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_mat3x3;\n\ttypedef mat<3, 4, f32, lowp>\t\tlowp_mat3x4;\n\ttypedef mat<4, 2, f32, lowp>\t\tlowp_mat4x2;\n\ttypedef mat<4, 3, f32, lowp>\t\tlowp_mat4x3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_mat4x4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_mat2x2;\n\ttypedef mat<2, 3, f32, mediump>\t\tmediump_mat2x3;\n\ttypedef mat<2, 4, f32, mediump>\t\tmediump_mat2x4;\n\ttypedef mat<3, 2, f32, mediump>\t\tmediump_mat3x2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_mat3x3;\n\ttypedef mat<3, 4, f32, mediump>\t\tmediump_mat3x4;\n\ttypedef mat<4, 2, f32, mediump>\t\tmediump_mat4x2;\n\ttypedef mat<4, 3, f32, mediump>\t\tmediump_mat4x3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_mat4x4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_mat2x2;\n\ttypedef mat<2, 3, f32, highp>\t\thighp_mat2x3;\n\ttypedef mat<2, 4, f32, highp>\t\thighp_mat2x4;\n\ttypedef mat<3, 2, f32, highp>\t\thighp_mat3x2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_mat3x3;\n\ttypedef mat<3, 4, f32, highp>\t\thighp_mat3x4;\n\ttypedef mat<4, 2, f32, highp>\t\thighp_mat4x2;\n\ttypedef mat<4, 3, f32, highp>\t\thighp_mat4x3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_mat4x4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tmat2x2;\n\ttypedef mat<3, 2, f32, defaultp>\tmat3x2;\n\ttypedef mat<4, 2, f32, defaultp>\tmat4x2;\n\ttypedef mat<2, 3, f32, defaultp>\tmat2x3;\n\ttypedef mat<3, 3, f32, defaultp>\tmat3x3;\n\ttypedef mat<4, 3, f32, defaultp>\tmat4x3;\n\ttypedef mat<2, 4, f32, defaultp>\tmat2x4;\n\ttypedef mat<3, 4, f32, defaultp>\tmat3x4;\n\ttypedef mat<4, 4, f32, defaultp>\tmat4x4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_fmat2x2;\n\ttypedef mat<2, 3, f32, lowp>\t\tlowp_fmat2x3;\n\ttypedef mat<2, 4, f32, lowp>\t\tlowp_fmat2x4;\n\ttypedef mat<3, 2, f32, lowp>\t\tlowp_fmat3x2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_fmat3x3;\n\ttypedef mat<3, 4, f32, lowp>\t\tlowp_fmat3x4;\n\ttypedef mat<4, 2, f32, lowp>\t\tlowp_fmat4x2;\n\ttypedef mat<4, 3, f32, lowp>\t\tlowp_fmat4x3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_fmat4x4;\n\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_fmat2x2;\n\ttypedef mat<2, 3, f32, mediump>\t\tmediump_fmat2x3;\n\ttypedef mat<2, 4, f32, mediump>\t\tmediump_fmat2x4;\n\ttypedef mat<3, 2, f32, mediump>\t\tmediump_fmat3x2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_fmat3x3;\n\ttypedef mat<3, 4, f32, mediump>\t\tmediump_fmat3x4;\n\ttypedef mat<4, 2, f32, mediump>\t\tmediump_fmat4x2;\n\ttypedef mat<4, 3, f32, mediump>\t\tmediump_fmat4x3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_fmat4x4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_fmat2x2;\n\ttypedef mat<2, 3, f32, highp>\t\thighp_fmat2x3;\n\ttypedef mat<2, 4, f32, highp>\t\thighp_fmat2x4;\n\ttypedef mat<3, 2, f32, highp>\t\thighp_fmat3x2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_fmat3x3;\n\ttypedef mat<3, 4, f32, highp>\t\thighp_fmat3x4;\n\ttypedef mat<4, 2, f32, highp>\t\thighp_fmat4x2;\n\ttypedef mat<4, 3, f32, highp>\t\thighp_fmat4x3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_fmat4x4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tfmat2x2;\n\ttypedef mat<3, 2, f32, defaultp>\tfmat3x2;\n\ttypedef mat<4, 2, f32, defaultp>\tfmat4x2;\n\ttypedef mat<2, 3, f32, defaultp>\tfmat2x3;\n\ttypedef mat<3, 3, f32, defaultp>\tfmat3x3;\n\ttypedef mat<4, 3, f32, defaultp>\tfmat4x3;\n\ttypedef mat<2, 4, f32, defaultp>\tfmat2x4;\n\ttypedef mat<3, 4, f32, defaultp>\tfmat3x4;\n\ttypedef mat<4, 4, f32, defaultp>\tfmat4x4;\n\n\ttypedef mat<2, 2, f32, lowp>\t\tlowp_f32mat2x2;\n\ttypedef mat<2, 3, f32, lowp>\t\tlowp_f32mat2x3;\n\ttypedef mat<2, 4, f32, lowp>\t\tlowp_f32mat2x4;\n\ttypedef mat<3, 2, f32, lowp>\t\tlowp_f32mat3x2;\n\ttypedef mat<3, 3, f32, lowp>\t\tlowp_f32mat3x3;\n\ttypedef mat<3, 4, f32, lowp>\t\tlowp_f32mat3x4;\n\ttypedef mat<4, 2, f32, lowp>\t\tlowp_f32mat4x2;\n\ttypedef mat<4, 3, f32, lowp>\t\tlowp_f32mat4x3;\n\ttypedef mat<4, 4, f32, lowp>\t\tlowp_f32mat4x4;\n\t\n\ttypedef mat<2, 2, f32, mediump>\t\tmediump_f32mat2x2;\n\ttypedef mat<2, 3, f32, mediump>\t\tmediump_f32mat2x3;\n\ttypedef mat<2, 4, f32, mediump>\t\tmediump_f32mat2x4;\n\ttypedef mat<3, 2, f32, mediump>\t\tmediump_f32mat3x2;\n\ttypedef mat<3, 3, f32, mediump>\t\tmediump_f32mat3x3;\n\ttypedef mat<3, 4, f32, mediump>\t\tmediump_f32mat3x4;\n\ttypedef mat<4, 2, f32, mediump>\t\tmediump_f32mat4x2;\n\ttypedef mat<4, 3, f32, mediump>\t\tmediump_f32mat4x3;\n\ttypedef mat<4, 4, f32, mediump>\t\tmediump_f32mat4x4;\n\n\ttypedef mat<2, 2, f32, highp>\t\thighp_f32mat2x2;\n\ttypedef mat<2, 3, f32, highp>\t\thighp_f32mat2x3;\n\ttypedef mat<2, 4, f32, highp>\t\thighp_f32mat2x4;\n\ttypedef mat<3, 2, f32, highp>\t\thighp_f32mat3x2;\n\ttypedef mat<3, 3, f32, highp>\t\thighp_f32mat3x3;\n\ttypedef mat<3, 4, f32, highp>\t\thighp_f32mat3x4;\n\ttypedef mat<4, 2, f32, highp>\t\thighp_f32mat4x2;\n\ttypedef mat<4, 3, f32, highp>\t\thighp_f32mat4x3;\n\ttypedef mat<4, 4, f32, highp>\t\thighp_f32mat4x4;\n\n\ttypedef mat<2, 2, f32, defaultp>\tf32mat2x2;\n\ttypedef mat<3, 2, f32, defaultp>\tf32mat3x2;\n\ttypedef mat<4, 2, f32, defaultp>\tf32mat4x2;\n\ttypedef mat<2, 3, f32, defaultp>\tf32mat2x3;\n\ttypedef mat<3, 3, f32, defaultp>\tf32mat3x3;\n\ttypedef mat<4, 3, f32, defaultp>\tf32mat4x3;\n\ttypedef mat<2, 4, f32, defaultp>\tf32mat2x4;\n\ttypedef mat<3, 4, f32, defaultp>\tf32mat3x4;\n\ttypedef mat<4, 4, f32, defaultp>\tf32mat4x4;\n\n\ttypedef mat<2, 2, double, lowp>\t\tlowp_dmat2x2;\n\ttypedef mat<2, 3, double, lowp>\t\tlowp_dmat2x3;\n\ttypedef mat<2, 4, double, lowp>\t\tlowp_dmat2x4;\n\ttypedef mat<3, 2, double, lowp>\t\tlowp_dmat3x2;\n\ttypedef mat<3, 3, double, lowp>\t\tlowp_dmat3x3;\n\ttypedef mat<3, 4, double, lowp>\t\tlowp_dmat3x4;\n\ttypedef mat<4, 2, double, lowp>\t\tlowp_dmat4x2;\n\ttypedef mat<4, 3, double, lowp>\t\tlowp_dmat4x3;\n\ttypedef mat<4, 4, double, lowp>\t\tlowp_dmat4x4;\n\n\ttypedef mat<2, 2, double, mediump>\tmediump_dmat2x2;\n\ttypedef mat<2, 3, double, mediump>\tmediump_dmat2x3;\n\ttypedef mat<2, 4, double, mediump>\tmediump_dmat2x4;\n\ttypedef mat<3, 2, double, mediump>\tmediump_dmat3x2;\n\ttypedef mat<3, 3, double, mediump>\tmediump_dmat3x3;\n\ttypedef mat<3, 4, double, mediump>\tmediump_dmat3x4;\n\ttypedef mat<4, 2, double, mediump>\tmediump_dmat4x2;\n\ttypedef mat<4, 3, double, mediump>\tmediump_dmat4x3;\n\ttypedef mat<4, 4, double, mediump>\tmediump_dmat4x4;\n\n\ttypedef mat<2, 2, double, highp>\thighp_dmat2x2;\n\ttypedef mat<2, 3, double, highp>\thighp_dmat2x3;\n\ttypedef mat<2, 4, double, highp>\thighp_dmat2x4;\n\ttypedef mat<3, 2, double, highp>\thighp_dmat3x2;\n\ttypedef mat<3, 3, double, highp>\thighp_dmat3x3;\n\ttypedef mat<3, 4, double, highp>\thighp_dmat3x4;\n\ttypedef mat<4, 2, double, highp>\thighp_dmat4x2;\n\ttypedef mat<4, 3, double, highp>\thighp_dmat4x3;\n\ttypedef mat<4, 4, double, highp>\thighp_dmat4x4;\n\n\ttypedef mat<2, 2, double, defaultp>\tdmat2x2;\n\ttypedef mat<3, 2, double, defaultp>\tdmat3x2;\n\ttypedef mat<4, 2, double, defaultp>\tdmat4x2;\n\ttypedef mat<2, 3, double, defaultp>\tdmat2x3;\n\ttypedef mat<3, 3, double, defaultp>\tdmat3x3;\n\ttypedef mat<4, 3, double, defaultp>\tdmat4x3;\n\ttypedef mat<2, 4, double, defaultp>\tdmat2x4;\n\ttypedef mat<3, 4, double, defaultp>\tdmat3x4;\n\ttypedef mat<4, 4, double, defaultp>\tdmat4x4;\n\n\ttypedef mat<2, 2, f64, lowp>\t\tlowp_f64mat2x2;\n\ttypedef mat<2, 3, f64, lowp>\t\tlowp_f64mat2x3;\n\ttypedef mat<2, 4, f64, lowp>\t\tlowp_f64mat2x4;\n\ttypedef mat<3, 2, f64, lowp>\t\tlowp_f64mat3x2;\n\ttypedef mat<3, 3, f64, lowp>\t\tlowp_f64mat3x3;\n\ttypedef mat<3, 4, f64, lowp>\t\tlowp_f64mat3x4;\n\ttypedef mat<4, 2, f64, lowp>\t\tlowp_f64mat4x2;\n\ttypedef mat<4, 3, f64, lowp>\t\tlowp_f64mat4x3;\n\ttypedef mat<4, 4, f64, lowp>\t\tlowp_f64mat4x4;\n\n\ttypedef mat<2, 2, f64, mediump>\t\tmediump_f64mat2x2;\n\ttypedef mat<2, 3, f64, mediump>\t\tmediump_f64mat2x3;\n\ttypedef mat<2, 4, f64, mediump>\t\tmediump_f64mat2x4;\n\ttypedef mat<3, 2, f64, mediump>\t\tmediump_f64mat3x2;\n\ttypedef mat<3, 3, f64, mediump>\t\tmediump_f64mat3x3;\n\ttypedef mat<3, 4, f64, mediump>\t\tmediump_f64mat3x4;\n\ttypedef mat<4, 2, f64, mediump>\t\tmediump_f64mat4x2;\n\ttypedef mat<4, 3, f64, mediump>\t\tmediump_f64mat4x3;\n\ttypedef mat<4, 4, f64, mediump>\t\tmediump_f64mat4x4;\n\n\ttypedef mat<2, 2, f64, highp>\t\thighp_f64mat2x2;\n\ttypedef mat<2, 3, f64, highp>\t\thighp_f64mat2x3;\n\ttypedef mat<2, 4, f64, highp>\t\thighp_f64mat2x4;\n\ttypedef mat<3, 2, f64, highp>\t\thighp_f64mat3x2;\n\ttypedef mat<3, 3, f64, highp>\t\thighp_f64mat3x3;\n\ttypedef mat<3, 4, f64, highp>\t\thighp_f64mat3x4;\n\ttypedef mat<4, 2, f64, highp>\t\thighp_f64mat4x2;\n\ttypedef mat<4, 3, f64, highp>\t\thighp_f64mat4x3;\n\ttypedef mat<4, 4, f64, highp>\t\thighp_f64mat4x4;\n\n\ttypedef mat<2, 2, f64, defaultp>\tf64mat2x2;\n\ttypedef mat<3, 2, f64, defaultp>\tf64mat3x2;\n\ttypedef mat<4, 2, f64, defaultp>\tf64mat4x2;\n\ttypedef mat<2, 3, f64, defaultp>\tf64mat2x3;\n\ttypedef mat<3, 3, f64, defaultp>\tf64mat3x3;\n\ttypedef mat<4, 3, f64, defaultp>\tf64mat4x3;\n\ttypedef mat<2, 4, f64, defaultp>\tf64mat2x4;\n\ttypedef mat<3, 4, f64, defaultp>\tf64mat3x4;\n\ttypedef mat<4, 4, f64, defaultp>\tf64mat4x4;\n\n\t// Signed integer matrix MxN\n\n\ttypedef mat<2, 2, int, lowp>\t\tlowp_imat2x2;\n\ttypedef mat<2, 3, int, lowp>\t\tlowp_imat2x3;\n\ttypedef mat<2, 4, int, lowp>\t\tlowp_imat2x4;\n\ttypedef mat<3, 2, int, lowp>\t\tlowp_imat3x2;\n\ttypedef mat<3, 3, int, lowp>\t\tlowp_imat3x3;\n\ttypedef mat<3, 4, int, lowp>\t\tlowp_imat3x4;\n\ttypedef mat<4, 2, int, lowp>\t\tlowp_imat4x2;\n\ttypedef mat<4, 3, int, lowp>\t\tlowp_imat4x3;\n\ttypedef mat<4, 4, int, lowp>\t\tlowp_imat4x4;\n\n\ttypedef mat<2, 2, int, mediump>\t\tmediump_imat2x2;\n\ttypedef mat<2, 3, int, mediump>\t\tmediump_imat2x3;\n\ttypedef mat<2, 4, int, mediump>\t\tmediump_imat2x4;\n\ttypedef mat<3, 2, int, mediump>\t\tmediump_imat3x2;\n\ttypedef mat<3, 3, int, mediump>\t\tmediump_imat3x3;\n\ttypedef mat<3, 4, int, mediump>\t\tmediump_imat3x4;\n\ttypedef mat<4, 2, int, mediump>\t\tmediump_imat4x2;\n\ttypedef mat<4, 3, int, mediump>\t\tmediump_imat4x3;\n\ttypedef mat<4, 4, int, mediump>\t\tmediump_imat4x4;\n\n\ttypedef mat<2, 2, int, highp>\t\thighp_imat2x2;\n\ttypedef mat<2, 3, int, highp>\t\thighp_imat2x3;\n\ttypedef mat<2, 4, int, highp>\t\thighp_imat2x4;\n\ttypedef mat<3, 2, int, highp>\t\thighp_imat3x2;\n\ttypedef mat<3, 3, int, highp>\t\thighp_imat3x3;\n\ttypedef mat<3, 4, int, highp>\t\thighp_imat3x4;\n\ttypedef mat<4, 2, int, highp>\t\thighp_imat4x2;\n\ttypedef mat<4, 3, int, highp>\t\thighp_imat4x3;\n\ttypedef mat<4, 4, int, highp>\t\thighp_imat4x4;\n\n\ttypedef mat<2, 2, int, defaultp>\timat2x2;\n\ttypedef mat<3, 2, int, defaultp>\timat3x2;\n\ttypedef mat<4, 2, int, defaultp>\timat4x2;\n\ttypedef mat<2, 3, int, defaultp>\timat2x3;\n\ttypedef mat<3, 3, int, defaultp>\timat3x3;\n\ttypedef mat<4, 3, int, defaultp>\timat4x3;\n\ttypedef mat<2, 4, int, defaultp>\timat2x4;\n\ttypedef mat<3, 4, int, defaultp>\timat3x4;\n\ttypedef mat<4, 4, int, defaultp>\timat4x4;\n\n\n\ttypedef mat<2, 2, int8, lowp>\t\tlowp_i8mat2x2;\n\ttypedef mat<2, 3, int8, lowp>\t\tlowp_i8mat2x3;\n\ttypedef mat<2, 4, int8, lowp>\t\tlowp_i8mat2x4;\n\ttypedef mat<3, 2, int8, lowp>\t\tlowp_i8mat3x2;\n\ttypedef mat<3, 3, int8, lowp>\t\tlowp_i8mat3x3;\n\ttypedef mat<3, 4, int8, lowp>\t\tlowp_i8mat3x4;\n\ttypedef mat<4, 2, int8, lowp>\t\tlowp_i8mat4x2;\n\ttypedef mat<4, 3, int8, lowp>\t\tlowp_i8mat4x3;\n\ttypedef mat<4, 4, int8, lowp>\t\tlowp_i8mat4x4;\n\n\ttypedef mat<2, 2, int8, mediump>\tmediump_i8mat2x2;\n\ttypedef mat<2, 3, int8, mediump>\tmediump_i8mat2x3;\n\ttypedef mat<2, 4, int8, mediump>\tmediump_i8mat2x4;\n\ttypedef mat<3, 2, int8, mediump>\tmediump_i8mat3x2;\n\ttypedef mat<3, 3, int8, mediump>\tmediump_i8mat3x3;\n\ttypedef mat<3, 4, int8, mediump>\tmediump_i8mat3x4;\n\ttypedef mat<4, 2, int8, mediump>\tmediump_i8mat4x2;\n\ttypedef mat<4, 3, int8, mediump>\tmediump_i8mat4x3;\n\ttypedef mat<4, 4, int8, mediump>\tmediump_i8mat4x4;\n\n\ttypedef mat<2, 2, int8, highp>\t\thighp_i8mat2x2;\n\ttypedef mat<2, 3, int8, highp>\t\thighp_i8mat2x3;\n\ttypedef mat<2, 4, int8, highp>\t\thighp_i8mat2x4;\n\ttypedef mat<3, 2, int8, highp>\t\thighp_i8mat3x2;\n\ttypedef mat<3, 3, int8, highp>\t\thighp_i8mat3x3;\n\ttypedef mat<3, 4, int8, highp>\t\thighp_i8mat3x4;\n\ttypedef mat<4, 2, int8, highp>\t\thighp_i8mat4x2;\n\ttypedef mat<4, 3, int8, highp>\t\thighp_i8mat4x3;\n\ttypedef mat<4, 4, int8, highp>\t\thighp_i8mat4x4;\n\n\ttypedef mat<2, 2, int8, defaultp>\ti8mat2x2;\n\ttypedef mat<3, 2, int8, defaultp>\ti8mat3x2;\n\ttypedef mat<4, 2, int8, defaultp>\ti8mat4x2;\n\ttypedef mat<2, 3, int8, defaultp>\ti8mat2x3;\n\ttypedef mat<3, 3, int8, defaultp>\ti8mat3x3;\n\ttypedef mat<4, 3, int8, defaultp>\ti8mat4x3;\n\ttypedef mat<2, 4, int8, defaultp>\ti8mat2x4;\n\ttypedef mat<3, 4, int8, defaultp>\ti8mat3x4;\n\ttypedef mat<4, 4, int8, defaultp>\ti8mat4x4;\n\n\n\ttypedef mat<2, 2, int16, lowp>\t\tlowp_i16mat2x2;\n\ttypedef mat<2, 3, int16, lowp>\t\tlowp_i16mat2x3;\n\ttypedef mat<2, 4, int16, lowp>\t\tlowp_i16mat2x4;\n\ttypedef mat<3, 2, int16, lowp>\t\tlowp_i16mat3x2;\n\ttypedef mat<3, 3, int16, lowp>\t\tlowp_i16mat3x3;\n\ttypedef mat<3, 4, int16, lowp>\t\tlowp_i16mat3x4;\n\ttypedef mat<4, 2, int16, lowp>\t\tlowp_i16mat4x2;\n\ttypedef mat<4, 3, int16, lowp>\t\tlowp_i16mat4x3;\n\ttypedef mat<4, 4, int16, lowp>\t\tlowp_i16mat4x4;\n\n\ttypedef mat<2, 2, int16, mediump>\tmediump_i16mat2x2;\n\ttypedef mat<2, 3, int16, mediump>\tmediump_i16mat2x3;\n\ttypedef mat<2, 4, int16, mediump>\tmediump_i16mat2x4;\n\ttypedef mat<3, 2, int16, mediump>\tmediump_i16mat3x2;\n\ttypedef mat<3, 3, int16, mediump>\tmediump_i16mat3x3;\n\ttypedef mat<3, 4, int16, mediump>\tmediump_i16mat3x4;\n\ttypedef mat<4, 2, int16, mediump>\tmediump_i16mat4x2;\n\ttypedef mat<4, 3, int16, mediump>\tmediump_i16mat4x3;\n\ttypedef mat<4, 4, int16, mediump>\tmediump_i16mat4x4;\n\n\ttypedef mat<2, 2, int16, highp>\t\thighp_i16mat2x2;\n\ttypedef mat<2, 3, int16, highp>\t\thighp_i16mat2x3;\n\ttypedef mat<2, 4, int16, highp>\t\thighp_i16mat2x4;\n\ttypedef mat<3, 2, int16, highp>\t\thighp_i16mat3x2;\n\ttypedef mat<3, 3, int16, highp>\t\thighp_i16mat3x3;\n\ttypedef mat<3, 4, int16, highp>\t\thighp_i16mat3x4;\n\ttypedef mat<4, 2, int16, highp>\t\thighp_i16mat4x2;\n\ttypedef mat<4, 3, int16, highp>\t\thighp_i16mat4x3;\n\ttypedef mat<4, 4, int16, highp>\t\thighp_i16mat4x4;\n\n\ttypedef mat<2, 2, int16, defaultp>\ti16mat2x2;\n\ttypedef mat<3, 2, int16, defaultp>\ti16mat3x2;\n\ttypedef mat<4, 2, int16, defaultp>\ti16mat4x2;\n\ttypedef mat<2, 3, int16, defaultp>\ti16mat2x3;\n\ttypedef mat<3, 3, int16, defaultp>\ti16mat3x3;\n\ttypedef mat<4, 3, int16, defaultp>\ti16mat4x3;\n\ttypedef mat<2, 4, int16, defaultp>\ti16mat2x4;\n\ttypedef mat<3, 4, int16, defaultp>\ti16mat3x4;\n\ttypedef mat<4, 4, int16, defaultp>\ti16mat4x4;\n\n\n\ttypedef mat<2, 2, int32, lowp>\t\tlowp_i32mat2x2;\n\ttypedef mat<2, 3, int32, lowp>\t\tlowp_i32mat2x3;\n\ttypedef mat<2, 4, int32, lowp>\t\tlowp_i32mat2x4;\n\ttypedef mat<3, 2, int32, lowp>\t\tlowp_i32mat3x2;\n\ttypedef mat<3, 3, int32, lowp>\t\tlowp_i32mat3x3;\n\ttypedef mat<3, 4, int32, lowp>\t\tlowp_i32mat3x4;\n\ttypedef mat<4, 2, int32, lowp>\t\tlowp_i32mat4x2;\n\ttypedef mat<4, 3, int32, lowp>\t\tlowp_i32mat4x3;\n\ttypedef mat<4, 4, int32, lowp>\t\tlowp_i32mat4x4;\n\n\ttypedef mat<2, 2, int32, mediump>\tmediump_i32mat2x2;\n\ttypedef mat<2, 3, int32, mediump>\tmediump_i32mat2x3;\n\ttypedef mat<2, 4, int32, mediump>\tmediump_i32mat2x4;\n\ttypedef mat<3, 2, int32, mediump>\tmediump_i32mat3x2;\n\ttypedef mat<3, 3, int32, mediump>\tmediump_i32mat3x3;\n\ttypedef mat<3, 4, int32, mediump>\tmediump_i32mat3x4;\n\ttypedef mat<4, 2, int32, mediump>\tmediump_i32mat4x2;\n\ttypedef mat<4, 3, int32, mediump>\tmediump_i32mat4x3;\n\ttypedef mat<4, 4, int32, mediump>\tmediump_i32mat4x4;\n\n\ttypedef mat<2, 2, int32, highp>\t\thighp_i32mat2x2;\n\ttypedef mat<2, 3, int32, highp>\t\thighp_i32mat2x3;\n\ttypedef mat<2, 4, int32, highp>\t\thighp_i32mat2x4;\n\ttypedef mat<3, 2, int32, highp>\t\thighp_i32mat3x2;\n\ttypedef mat<3, 3, int32, highp>\t\thighp_i32mat3x3;\n\ttypedef mat<3, 4, int32, highp>\t\thighp_i32mat3x4;\n\ttypedef mat<4, 2, int32, highp>\t\thighp_i32mat4x2;\n\ttypedef mat<4, 3, int32, highp>\t\thighp_i32mat4x3;\n\ttypedef mat<4, 4, int32, highp>\t\thighp_i32mat4x4;\n\n\ttypedef mat<2, 2, int32, defaultp>\ti32mat2x2;\n\ttypedef mat<3, 2, int32, defaultp>\ti32mat3x2;\n\ttypedef mat<4, 2, int32, defaultp>\ti32mat4x2;\n\ttypedef mat<2, 3, int32, defaultp>\ti32mat2x3;\n\ttypedef mat<3, 3, int32, defaultp>\ti32mat3x3;\n\ttypedef mat<4, 3, int32, defaultp>\ti32mat4x3;\n\ttypedef mat<2, 4, int32, defaultp>\ti32mat2x4;\n\ttypedef mat<3, 4, int32, defaultp>\ti32mat3x4;\n\ttypedef mat<4, 4, int32, defaultp>\ti32mat4x4;\n\n\n\ttypedef mat<2, 2, int64, lowp>\t\tlowp_i64mat2x2;\n\ttypedef mat<2, 3, int64, lowp>\t\tlowp_i64mat2x3;\n\ttypedef mat<2, 4, int64, lowp>\t\tlowp_i64mat2x4;\n\ttypedef mat<3, 2, int64, lowp>\t\tlowp_i64mat3x2;\n\ttypedef mat<3, 3, int64, lowp>\t\tlowp_i64mat3x3;\n\ttypedef mat<3, 4, int64, lowp>\t\tlowp_i64mat3x4;\n\ttypedef mat<4, 2, int64, lowp>\t\tlowp_i64mat4x2;\n\ttypedef mat<4, 3, int64, lowp>\t\tlowp_i64mat4x3;\n\ttypedef mat<4, 4, int64, lowp>\t\tlowp_i64mat4x4;\n\n\ttypedef mat<2, 2, int64, mediump>\tmediump_i64mat2x2;\n\ttypedef mat<2, 3, int64, mediump>\tmediump_i64mat2x3;\n\ttypedef mat<2, 4, int64, mediump>\tmediump_i64mat2x4;\n\ttypedef mat<3, 2, int64, mediump>\tmediump_i64mat3x2;\n\ttypedef mat<3, 3, int64, mediump>\tmediump_i64mat3x3;\n\ttypedef mat<3, 4, int64, mediump>\tmediump_i64mat3x4;\n\ttypedef mat<4, 2, int64, mediump>\tmediump_i64mat4x2;\n\ttypedef mat<4, 3, int64, mediump>\tmediump_i64mat4x3;\n\ttypedef mat<4, 4, int64, mediump>\tmediump_i64mat4x4;\n\n\ttypedef mat<2, 2, int64, highp>\t\thighp_i64mat2x2;\n\ttypedef mat<2, 3, int64, highp>\t\thighp_i64mat2x3;\n\ttypedef mat<2, 4, int64, highp>\t\thighp_i64mat2x4;\n\ttypedef mat<3, 2, int64, highp>\t\thighp_i64mat3x2;\n\ttypedef mat<3, 3, int64, highp>\t\thighp_i64mat3x3;\n\ttypedef mat<3, 4, int64, highp>\t\thighp_i64mat3x4;\n\ttypedef mat<4, 2, int64, highp>\t\thighp_i64mat4x2;\n\ttypedef mat<4, 3, int64, highp>\t\thighp_i64mat4x3;\n\ttypedef mat<4, 4, int64, highp>\t\thighp_i64mat4x4;\n\n\ttypedef mat<2, 2, int64, defaultp>\ti64mat2x2;\n\ttypedef mat<3, 2, int64, defaultp>\ti64mat3x2;\n\ttypedef mat<4, 2, int64, defaultp>\ti64mat4x2;\n\ttypedef mat<2, 3, int64, defaultp>\ti64mat2x3;\n\ttypedef mat<3, 3, int64, defaultp>\ti64mat3x3;\n\ttypedef mat<4, 3, int64, defaultp>\ti64mat4x3;\n\ttypedef mat<2, 4, int64, defaultp>\ti64mat2x4;\n\ttypedef mat<3, 4, int64, defaultp>\ti64mat3x4;\n\ttypedef mat<4, 4, int64, defaultp>\ti64mat4x4;\n\n\n\t// Unsigned integer matrix MxN\n\n\ttypedef mat<2, 2, uint, lowp>\t\tlowp_umat2x2;\n\ttypedef mat<2, 3, uint, lowp>\t\tlowp_umat2x3;\n\ttypedef mat<2, 4, uint, lowp>\t\tlowp_umat2x4;\n\ttypedef mat<3, 2, uint, lowp>\t\tlowp_umat3x2;\n\ttypedef mat<3, 3, uint, lowp>\t\tlowp_umat3x3;\n\ttypedef mat<3, 4, uint, lowp>\t\tlowp_umat3x4;\n\ttypedef mat<4, 2, uint, lowp>\t\tlowp_umat4x2;\n\ttypedef mat<4, 3, uint, lowp>\t\tlowp_umat4x3;\n\ttypedef mat<4, 4, uint, lowp>\t\tlowp_umat4x4;\n\n\ttypedef mat<2, 2, uint, mediump>\tmediump_umat2x2;\n\ttypedef mat<2, 3, uint, mediump>\tmediump_umat2x3;\n\ttypedef mat<2, 4, uint, mediump>\tmediump_umat2x4;\n\ttypedef mat<3, 2, uint, mediump>\tmediump_umat3x2;\n\ttypedef mat<3, 3, uint, mediump>\tmediump_umat3x3;\n\ttypedef mat<3, 4, uint, mediump>\tmediump_umat3x4;\n\ttypedef mat<4, 2, uint, mediump>\tmediump_umat4x2;\n\ttypedef mat<4, 3, uint, mediump>\tmediump_umat4x3;\n\ttypedef mat<4, 4, uint, mediump>\tmediump_umat4x4;\n\n\ttypedef mat<2, 2, uint, highp>\t\thighp_umat2x2;\n\ttypedef mat<2, 3, uint, highp>\t\thighp_umat2x3;\n\ttypedef mat<2, 4, uint, highp>\t\thighp_umat2x4;\n\ttypedef mat<3, 2, uint, highp>\t\thighp_umat3x2;\n\ttypedef mat<3, 3, uint, highp>\t\thighp_umat3x3;\n\ttypedef mat<3, 4, uint, highp>\t\thighp_umat3x4;\n\ttypedef mat<4, 2, uint, highp>\t\thighp_umat4x2;\n\ttypedef mat<4, 3, uint, highp>\t\thighp_umat4x3;\n\ttypedef mat<4, 4, uint, highp>\t\thighp_umat4x4;\n\n\ttypedef mat<2, 2, uint, defaultp>\tumat2x2;\n\ttypedef mat<3, 2, uint, defaultp>\tumat3x2;\n\ttypedef mat<4, 2, uint, defaultp>\tumat4x2;\n\ttypedef mat<2, 3, uint, defaultp>\tumat2x3;\n\ttypedef mat<3, 3, uint, defaultp>\tumat3x3;\n\ttypedef mat<4, 3, uint, defaultp>\tumat4x3;\n\ttypedef mat<2, 4, uint, defaultp>\tumat2x4;\n\ttypedef mat<3, 4, uint, defaultp>\tumat3x4;\n\ttypedef mat<4, 4, uint, defaultp>\tumat4x4;\n\n\n\ttypedef mat<2, 2, uint8, lowp>\t\tlowp_u8mat2x2;\n\ttypedef mat<2, 3, uint8, lowp>\t\tlowp_u8mat2x3;\n\ttypedef mat<2, 4, uint8, lowp>\t\tlowp_u8mat2x4;\n\ttypedef mat<3, 2, uint8, lowp>\t\tlowp_u8mat3x2;\n\ttypedef mat<3, 3, uint8, lowp>\t\tlowp_u8mat3x3;\n\ttypedef mat<3, 4, uint8, lowp>\t\tlowp_u8mat3x4;\n\ttypedef mat<4, 2, uint8, lowp>\t\tlowp_u8mat4x2;\n\ttypedef mat<4, 3, uint8, lowp>\t\tlowp_u8mat4x3;\n\ttypedef mat<4, 4, uint8, lowp>\t\tlowp_u8mat4x4;\n\n\ttypedef mat<2, 2, uint8, mediump>\tmediump_u8mat2x2;\n\ttypedef mat<2, 3, uint8, mediump>\tmediump_u8mat2x3;\n\ttypedef mat<2, 4, uint8, mediump>\tmediump_u8mat2x4;\n\ttypedef mat<3, 2, uint8, mediump>\tmediump_u8mat3x2;\n\ttypedef mat<3, 3, uint8, mediump>\tmediump_u8mat3x3;\n\ttypedef mat<3, 4, uint8, mediump>\tmediump_u8mat3x4;\n\ttypedef mat<4, 2, uint8, mediump>\tmediump_u8mat4x2;\n\ttypedef mat<4, 3, uint8, mediump>\tmediump_u8mat4x3;\n\ttypedef mat<4, 4, uint8, mediump>\tmediump_u8mat4x4;\n\n\ttypedef mat<2, 2, uint8, highp>\t\thighp_u8mat2x2;\n\ttypedef mat<2, 3, uint8, highp>\t\thighp_u8mat2x3;\n\ttypedef mat<2, 4, uint8, highp>\t\thighp_u8mat2x4;\n\ttypedef mat<3, 2, uint8, highp>\t\thighp_u8mat3x2;\n\ttypedef mat<3, 3, uint8, highp>\t\thighp_u8mat3x3;\n\ttypedef mat<3, 4, uint8, highp>\t\thighp_u8mat3x4;\n\ttypedef mat<4, 2, uint8, highp>\t\thighp_u8mat4x2;\n\ttypedef mat<4, 3, uint8, highp>\t\thighp_u8mat4x3;\n\ttypedef mat<4, 4, uint8, highp>\t\thighp_u8mat4x4;\n\n\ttypedef mat<2, 2, uint8, defaultp>\tu8mat2x2;\n\ttypedef mat<3, 2, uint8, defaultp>\tu8mat3x2;\n\ttypedef mat<4, 2, uint8, defaultp>\tu8mat4x2;\n\ttypedef mat<2, 3, uint8, defaultp>\tu8mat2x3;\n\ttypedef mat<3, 3, uint8, defaultp>\tu8mat3x3;\n\ttypedef mat<4, 3, uint8, defaultp>\tu8mat4x3;\n\ttypedef mat<2, 4, uint8, defaultp>\tu8mat2x4;\n\ttypedef mat<3, 4, uint8, defaultp>\tu8mat3x4;\n\ttypedef mat<4, 4, uint8, defaultp>\tu8mat4x4;\n\n\n\ttypedef mat<2, 2, uint16, lowp>\t\tlowp_u16mat2x2;\n\ttypedef mat<2, 3, uint16, lowp>\t\tlowp_u16mat2x3;\n\ttypedef mat<2, 4, uint16, lowp>\t\tlowp_u16mat2x4;\n\ttypedef mat<3, 2, uint16, lowp>\t\tlowp_u16mat3x2;\n\ttypedef mat<3, 3, uint16, lowp>\t\tlowp_u16mat3x3;\n\ttypedef mat<3, 4, uint16, lowp>\t\tlowp_u16mat3x4;\n\ttypedef mat<4, 2, uint16, lowp>\t\tlowp_u16mat4x2;\n\ttypedef mat<4, 3, uint16, lowp>\t\tlowp_u16mat4x3;\n\ttypedef mat<4, 4, uint16, lowp>\t\tlowp_u16mat4x4;\n\n\ttypedef mat<2, 2, uint16, mediump>\tmediump_u16mat2x2;\n\ttypedef mat<2, 3, uint16, mediump>\tmediump_u16mat2x3;\n\ttypedef mat<2, 4, uint16, mediump>\tmediump_u16mat2x4;\n\ttypedef mat<3, 2, uint16, mediump>\tmediump_u16mat3x2;\n\ttypedef mat<3, 3, uint16, mediump>\tmediump_u16mat3x3;\n\ttypedef mat<3, 4, uint16, mediump>\tmediump_u16mat3x4;\n\ttypedef mat<4, 2, uint16, mediump>\tmediump_u16mat4x2;\n\ttypedef mat<4, 3, uint16, mediump>\tmediump_u16mat4x3;\n\ttypedef mat<4, 4, uint16, mediump>\tmediump_u16mat4x4;\n\n\ttypedef mat<2, 2, uint16, highp>\thighp_u16mat2x2;\n\ttypedef mat<2, 3, uint16, highp>\thighp_u16mat2x3;\n\ttypedef mat<2, 4, uint16, highp>\thighp_u16mat2x4;\n\ttypedef mat<3, 2, uint16, highp>\thighp_u16mat3x2;\n\ttypedef mat<3, 3, uint16, highp>\thighp_u16mat3x3;\n\ttypedef mat<3, 4, uint16, highp>\thighp_u16mat3x4;\n\ttypedef mat<4, 2, uint16, highp>\thighp_u16mat4x2;\n\ttypedef mat<4, 3, uint16, highp>\thighp_u16mat4x3;\n\ttypedef mat<4, 4, uint16, highp>\thighp_u16mat4x4;\n\n\ttypedef mat<2, 2, uint16, defaultp>\tu16mat2x2;\n\ttypedef mat<3, 2, uint16, defaultp>\tu16mat3x2;\n\ttypedef mat<4, 2, uint16, defaultp>\tu16mat4x2;\n\ttypedef mat<2, 3, uint16, defaultp>\tu16mat2x3;\n\ttypedef mat<3, 3, uint16, defaultp>\tu16mat3x3;\n\ttypedef mat<4, 3, uint16, defaultp>\tu16mat4x3;\n\ttypedef mat<2, 4, uint16, defaultp>\tu16mat2x4;\n\ttypedef mat<3, 4, uint16, defaultp>\tu16mat3x4;\n\ttypedef mat<4, 4, uint16, defaultp>\tu16mat4x4;\n\n\n\ttypedef mat<2, 2, uint32, lowp>\t\tlowp_u32mat2x2;\n\ttypedef mat<2, 3, uint32, lowp>\t\tlowp_u32mat2x3;\n\ttypedef mat<2, 4, uint32, lowp>\t\tlowp_u32mat2x4;\n\ttypedef mat<3, 2, uint32, lowp>\t\tlowp_u32mat3x2;\n\ttypedef mat<3, 3, uint32, lowp>\t\tlowp_u32mat3x3;\n\ttypedef mat<3, 4, uint32, lowp>\t\tlowp_u32mat3x4;\n\ttypedef mat<4, 2, uint32, lowp>\t\tlowp_u32mat4x2;\n\ttypedef mat<4, 3, uint32, lowp>\t\tlowp_u32mat4x3;\n\ttypedef mat<4, 4, uint32, lowp>\t\tlowp_u32mat4x4;\n\n\ttypedef mat<2, 2, uint32, mediump>\tmediump_u32mat2x2;\n\ttypedef mat<2, 3, uint32, mediump>\tmediump_u32mat2x3;\n\ttypedef mat<2, 4, uint32, mediump>\tmediump_u32mat2x4;\n\ttypedef mat<3, 2, uint32, mediump>\tmediump_u32mat3x2;\n\ttypedef mat<3, 3, uint32, mediump>\tmediump_u32mat3x3;\n\ttypedef mat<3, 4, uint32, mediump>\tmediump_u32mat3x4;\n\ttypedef mat<4, 2, uint32, mediump>\tmediump_u32mat4x2;\n\ttypedef mat<4, 3, uint32, mediump>\tmediump_u32mat4x3;\n\ttypedef mat<4, 4, uint32, mediump>\tmediump_u32mat4x4;\n\n\ttypedef mat<2, 2, uint32, highp>\thighp_u32mat2x2;\n\ttypedef mat<2, 3, uint32, highp>\thighp_u32mat2x3;\n\ttypedef mat<2, 4, uint32, highp>\thighp_u32mat2x4;\n\ttypedef mat<3, 2, uint32, highp>\thighp_u32mat3x2;\n\ttypedef mat<3, 3, uint32, highp>\thighp_u32mat3x3;\n\ttypedef mat<3, 4, uint32, highp>\thighp_u32mat3x4;\n\ttypedef mat<4, 2, uint32, highp>\thighp_u32mat4x2;\n\ttypedef mat<4, 3, uint32, highp>\thighp_u32mat4x3;\n\ttypedef mat<4, 4, uint32, highp>\thighp_u32mat4x4;\n\n\ttypedef mat<2, 2, uint32, defaultp>\tu32mat2x2;\n\ttypedef mat<3, 2, uint32, defaultp>\tu32mat3x2;\n\ttypedef mat<4, 2, uint32, defaultp>\tu32mat4x2;\n\ttypedef mat<2, 3, uint32, defaultp>\tu32mat2x3;\n\ttypedef mat<3, 3, uint32, defaultp>\tu32mat3x3;\n\ttypedef mat<4, 3, uint32, defaultp>\tu32mat4x3;\n\ttypedef mat<2, 4, uint32, defaultp>\tu32mat2x4;\n\ttypedef mat<3, 4, uint32, defaultp>\tu32mat3x4;\n\ttypedef mat<4, 4, uint32, defaultp>\tu32mat4x4;\n\n\n\ttypedef mat<2, 2, uint64, lowp>\t\tlowp_u64mat2x2;\n\ttypedef mat<2, 3, uint64, lowp>\t\tlowp_u64mat2x3;\n\ttypedef mat<2, 4, uint64, lowp>\t\tlowp_u64mat2x4;\n\ttypedef mat<3, 2, uint64, lowp>\t\tlowp_u64mat3x2;\n\ttypedef mat<3, 3, uint64, lowp>\t\tlowp_u64mat3x3;\n\ttypedef mat<3, 4, uint64, lowp>\t\tlowp_u64mat3x4;\n\ttypedef mat<4, 2, uint64, lowp>\t\tlowp_u64mat4x2;\n\ttypedef mat<4, 3, uint64, lowp>\t\tlowp_u64mat4x3;\n\ttypedef mat<4, 4, uint64, lowp>\t\tlowp_u64mat4x4;\n\n\ttypedef mat<2, 2, uint64, mediump>\tmediump_u64mat2x2;\n\ttypedef mat<2, 3, uint64, mediump>\tmediump_u64mat2x3;\n\ttypedef mat<2, 4, uint64, mediump>\tmediump_u64mat2x4;\n\ttypedef mat<3, 2, uint64, mediump>\tmediump_u64mat3x2;\n\ttypedef mat<3, 3, uint64, mediump>\tmediump_u64mat3x3;\n\ttypedef mat<3, 4, uint64, mediump>\tmediump_u64mat3x4;\n\ttypedef mat<4, 2, uint64, mediump>\tmediump_u64mat4x2;\n\ttypedef mat<4, 3, uint64, mediump>\tmediump_u64mat4x3;\n\ttypedef mat<4, 4, uint64, mediump>\tmediump_u64mat4x4;\n\n\ttypedef mat<2, 2, uint64, highp>\thighp_u64mat2x2;\n\ttypedef mat<2, 3, uint64, highp>\thighp_u64mat2x3;\n\ttypedef mat<2, 4, uint64, highp>\thighp_u64mat2x4;\n\ttypedef mat<3, 2, uint64, highp>\thighp_u64mat3x2;\n\ttypedef mat<3, 3, uint64, highp>\thighp_u64mat3x3;\n\ttypedef mat<3, 4, uint64, highp>\thighp_u64mat3x4;\n\ttypedef mat<4, 2, uint64, highp>\thighp_u64mat4x2;\n\ttypedef mat<4, 3, uint64, highp>\thighp_u64mat4x3;\n\ttypedef mat<4, 4, uint64, highp>\thighp_u64mat4x4;\n\n\ttypedef mat<2, 2, uint64, defaultp>\tu64mat2x2;\n\ttypedef mat<3, 2, uint64, defaultp>\tu64mat3x2;\n\ttypedef mat<4, 2, uint64, defaultp>\tu64mat4x2;\n\ttypedef mat<2, 3, uint64, defaultp>\tu64mat2x3;\n\ttypedef mat<3, 3, uint64, defaultp>\tu64mat3x3;\n\ttypedef mat<4, 3, uint64, defaultp>\tu64mat4x3;\n\ttypedef mat<2, 4, uint64, defaultp>\tu64mat2x4;\n\ttypedef mat<3, 4, uint64, defaultp>\tu64mat3x4;\n\ttypedef mat<4, 4, uint64, defaultp>\tu64mat4x4;\n\n\t// Quaternion\n\n\ttypedef qua<float, lowp>\t\t\tlowp_quat;\n\ttypedef qua<float, mediump>\t\t\tmediump_quat;\n\ttypedef qua<float, highp>\t\t\thighp_quat;\n\ttypedef qua<float, defaultp>\t\tquat;\n\n\ttypedef qua<float, lowp>\t\t\tlowp_fquat;\n\ttypedef qua<float, mediump>\t\t\tmediump_fquat;\n\ttypedef qua<float, highp>\t\t\thighp_fquat;\n\ttypedef qua<float, defaultp>\t\tfquat;\n\n\ttypedef qua<f32, lowp>\t\t\t\tlowp_f32quat;\n\ttypedef qua<f32, mediump>\t\t\tmediump_f32quat;\n\ttypedef qua<f32, highp>\t\t\t\thighp_f32quat;\n\ttypedef qua<f32, defaultp>\t\t\tf32quat;\n\n\ttypedef qua<double, lowp>\t\t\tlowp_dquat;\n\ttypedef qua<double, mediump>\t\tmediump_dquat;\n\ttypedef qua<double, highp>\t\t\thighp_dquat;\n\ttypedef qua<double, defaultp>\t\tdquat;\n\n\ttypedef qua<f64, lowp>\t\t\t\tlowp_f64quat;\n\ttypedef qua<f64, mediump>\t\t\tmediump_f64quat;\n\ttypedef qua<f64, highp>\t\t\t\thighp_f64quat;\n\ttypedef qua<f64, defaultp>\t\t\tf64quat;\n}//namespace glm\n\n\n"
  },
  {
    "path": "Dependencies/include/glm/geometric.hpp",
    "content": "/// @ref core\n/// @file glm/geometric.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n///\n/// @defgroup core_func_geometric Geometric functions\n/// @ingroup core\n///\n/// These operate on vectors as vectors, not component-wise.\n///\n/// Include <glm/geometric.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/type_vec3.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_geometric\n\t/// @{\n\n\t/// Returns the length of x, i.e., sqrt(x * x).\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/length.xml\">GLSL length man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T length(vec<L, T, Q> const& x);\n\n\t/// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/distance.xml\">GLSL distance man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);\n\n\t/// Returns the dot product of x and y, i.e., result = x * y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/dot.xml\">GLSL dot man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the cross product of x and y.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/cross.xml\">GLSL cross man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t/// Returns a vector in the same direction as x but with length of 1.\n\t/// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/normalize.xml\">GLSL normalize man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> normalize(vec<L, T, Q> const& x);\n\n\t/// If dot(Nref, I) < 0.0, return N, otherwise, return -N.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/faceforward.xml\">GLSL faceforward man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> faceforward(\n\t\tvec<L, T, Q> const& N,\n\t\tvec<L, T, Q> const& I,\n\t\tvec<L, T, Q> const& Nref);\n\n\t/// For the incident vector I and surface orientation N,\n\t/// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/reflect.xml\">GLSL reflect man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> reflect(\n\t\tvec<L, T, Q> const& I,\n\t\tvec<L, T, Q> const& N);\n\n\t/// For the incident vector I and surface normal N,\n\t/// and the ratio of indices of refraction eta,\n\t/// return the refraction vector.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/refract.xml\">GLSL refract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> refract(\n\t\tvec<L, T, Q> const& I,\n\t\tvec<L, T, Q> const& N,\n\t\tT eta);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_geometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/glm.hpp",
    "content": "/// @ref core\n/// @file glm/glm.hpp\n///\n/// @defgroup core Core features\n///\n/// @brief Features that implement in C++ the GLSL specification as closely as possible.\n///\n/// The GLM core consists of C++ types that mirror GLSL types and\n/// C++ functions that mirror the GLSL functions.\n///\n/// The best documentation for GLM Core is the current GLSL specification,\n/// <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf\">version 4.2\n/// (pdf file)</a>.\n///\n/// GLM core functionalities require <glm/glm.hpp> to be included to be used.\n///\n///\n/// @defgroup core_vector Vector types\n///\n/// Vector types of two to four components with an exhaustive set of operators.\n///\n/// @ingroup core\n///\n///\n/// @defgroup core_vector_precision Vector types with precision qualifiers\n///\n/// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs\n///\n/// GLSL allows defining qualifiers for particular variables.\n/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,\n/// with OpenGL ES's GLSL, these qualifiers do have an effect.\n///\n/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:\n/// a number of typedefs that use a particular qualifier.\n///\n/// None of these types make any guarantees about the actual qualifier used.\n///\n/// @ingroup core\n///\n///\n/// @defgroup core_matrix Matrix types\n///\n/// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included.\n/// These types have exhaustive sets of operators.\n///\n/// @ingroup core\n///\n///\n/// @defgroup core_matrix_precision Matrix types with precision qualifiers\n///\n/// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs\n///\n/// GLSL allows defining qualifiers for particular variables.\n/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,\n/// with OpenGL ES's GLSL, these qualifiers do have an effect.\n///\n/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:\n/// a number of typedefs that use a particular qualifier.\n///\n/// None of these types make any guarantees about the actual qualifier used.\n///\n/// @ingroup core\n///\n///\n/// @defgroup ext Stable extensions\n///\n/// @brief Additional features not specified by GLSL specification.\n///\n/// EXT extensions are fully tested and documented.\n///\n/// Even if it's highly unrecommended, it's possible to include all the extensions at once by\n/// including <glm/ext.hpp>. Otherwise, each extension needs to be included  a specific file.\n///\n///\n/// @defgroup gtc Recommended extensions\n///\n/// @brief Additional features not specified by GLSL specification.\n///\n/// GTC extensions aim to be stable with tests and documentation.\n///\n/// Even if it's highly unrecommended, it's possible to include all the extensions at once by\n/// including <glm/ext.hpp>. Otherwise, each extension needs to be included  a specific file.\n///\n///\n/// @defgroup gtx Experimental extensions\n///\n/// @brief Experimental features not specified by GLSL specification.\n///\n/// Experimental extensions are useful functions and types, but the development of\n/// their API and functionality is not necessarily stable. They can change\n/// substantially between versions. Backwards compatibility is not much of an issue\n/// for them.\n///\n/// Even if it's highly unrecommended, it's possible to include all the extensions\n/// at once by including <glm/ext.hpp>. Otherwise, each extension needs to be\n/// included  a specific file.\n///\n/// @mainpage OpenGL Mathematics (GLM)\n/// - Website: <a href=\"https://glm.g-truc.net\">glm.g-truc.net</a>\n/// - <a href=\"modules.html\">GLM API documentation</a>\n/// - <a href=\"https://github.com/g-truc/glm/blob/master/manual.md\">GLM Manual</a>\n\n#include \"detail/_fixes.hpp\"\n\n#include \"detail/setup.hpp\"\n\n#pragma once\n\n#include <cmath>\n#include <climits>\n#include <cfloat>\n#include <limits>\n#include <cassert>\n#include \"fwd.hpp\"\n\n#include \"vec2.hpp\"\n#include \"vec3.hpp\"\n#include \"vec4.hpp\"\n#include \"mat2x2.hpp\"\n#include \"mat2x3.hpp\"\n#include \"mat2x4.hpp\"\n#include \"mat3x2.hpp\"\n#include \"mat3x3.hpp\"\n#include \"mat3x4.hpp\"\n#include \"mat4x2.hpp\"\n#include \"mat4x3.hpp\"\n#include \"mat4x4.hpp\"\n\n#include \"trigonometric.hpp\"\n#include \"exponential.hpp\"\n#include \"common.hpp\"\n#include \"packing.hpp\"\n#include \"geometric.hpp\"\n#include \"matrix.hpp\"\n#include \"vector_relational.hpp\"\n#include \"integer.hpp\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/bitfield.hpp",
    "content": "/// @ref gtc_bitfield\n/// @file glm/gtc/bitfield.hpp\n///\n/// @see core (dependence)\n/// @see gtc_bitfield (dependence)\n///\n/// @defgroup gtc_bitfield GLM_GTC_bitfield\n/// @ingroup gtc\n///\n/// Include <glm/gtc/bitfield.hpp> to use the features of this extension.\n///\n/// Allow to perform bit operations on integer values\n\n#include \"../detail/setup.hpp\"\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"type_precision.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_bitfield extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_bitfield\n\t/// @{\n\n\t/// Build a mask of 'count' bits\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType mask(genIUType Bits);\n\n\t/// Build a mask of 'count' bits\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> mask(vec<L, T, Q> const& v);\n\n\t/// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldRotateRight(genIUType In, int Shift);\n\n\t/// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldRotateRight(vec<L, T, Q> const& In, int Shift);\n\n\t/// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldRotateLeft(genIUType In, int Shift);\n\n\t/// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldRotateLeft(vec<L, T, Q> const& In, int Shift);\n\n\t/// Set to 1 a range of bits.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount);\n\n\t/// Set to 1 a range of bits.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldFillOne(vec<L, T, Q> const& Value, int FirstBit, int BitCount);\n\n\t/// Set to 0 a range of bits.\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount);\n\n\t/// Set to 0 a range of bits.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Signed and unsigned integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_bitfield\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldFillZero(vec<L, T, Q> const& Value, int FirstBit, int BitCount);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int16 bitfieldInterleave(int8 x, int8 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint16 bitfieldInterleave(uint8 x, uint8 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of v.x followed by the first bit of v.y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint16 bitfieldInterleave(u8vec2 const& v);\n\n\t/// Deinterleaves the bits of x.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL glm::u8vec2 bitfieldDeinterleave(glm::uint16 x);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int32 bitfieldInterleave(int16 x, int16 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(uint16 x, uint16 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of v.x followed by the first bit of v.y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(u16vec2 const& v);\n\n\t/// Deinterleaves the bits of x.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL glm::u16vec2 bitfieldDeinterleave(glm::uint32 x);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of x followed by the first bit of y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y);\n\n\t/// Interleaves the bits of x and y.\n\t/// The first bit is the first bit of v.x followed by the first bit of v.y.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(u32vec2 const& v);\n\n\t/// Deinterleaves the bits of x.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL glm::u32vec2 bitfieldDeinterleave(glm::uint64 x);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y, int32 z);\n\n\t/// Interleaves the bits of x, y and z.\n\t/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w);\n\n\t/// Interleaves the bits of x, y, z and w.\n\t/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.\n\t/// The other bits are interleaved following the previous sequence.\n\t///\n\t/// @see gtc_bitfield\n\tGLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w);\n\n\t/// @}\n} //namespace glm\n\n#include \"bitfield.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/bitfield.inl",
    "content": "/// @ref gtc_bitfield\n\n#include \"../simd/integer.h\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<typename PARAM, typename RET>\n\tGLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y);\n\n\ttemplate<typename PARAM, typename RET>\n\tGLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z);\n\n\ttemplate<typename PARAM, typename RET>\n\tGLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z, PARAM w);\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint16 bitfieldInterleave(glm::uint8 x, glm::uint8 y)\n\t{\n\t\tglm::uint16 REG1(x);\n\t\tglm::uint16 REG2(y);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint16>(0x0F0F);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint16>(0x0F0F);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint16>(0x3333);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint16>(0x3333);\n\n\t\tREG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint16>(0x5555);\n\t\tREG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint16>(0x5555);\n\n\t\treturn REG1 | static_cast<glm::uint16>(REG2 << 1);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint16 x, glm::uint16 y)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(y);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint32>(0x00FF00FF);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint32>(0x00FF00FF);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint32>(0x0F0F0F0F);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint32>(0x0F0F0F0F);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint32>(0x33333333);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint32>(0x33333333);\n\n\t\tREG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint32>(0x55555555);\n\t\tREG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint32>(0x55555555);\n\n\t\treturn REG1 | (REG2 << 1);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x3333333333333333ull);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x3333333333333333ull);\n\n\t\tREG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint64>(0x5555555555555555ull);\n\t\tREG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint64>(0x5555555555555555ull);\n\n\t\treturn REG1 | (REG2 << 1);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(y);\n\t\tglm::uint32 REG3(z);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint32>(0xFF0000FFu);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint32>(0xFF0000FFu);\n\t\tREG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint32>(0xFF0000FFu);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint32>(0x0F00F00Fu);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint32>(0x0F00F00Fu);\n\t\tREG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint32>(0x0F00F00Fu);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint32>(0xC30C30C3u);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint32>(0xC30C30C3u);\n\t\tREG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint32>(0xC30C30C3u);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint32>(0x49249249u);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint32>(0x49249249u);\n\t\tREG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint32>(0x49249249u);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\t\tglm::uint64 REG3(z);\n\n\t\tREG1 = ((REG1 << 32) | REG1) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG2 = ((REG2 << 32) | REG2) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG3 = ((REG3 << 32) | REG3) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint64>(0x9249249249249249ull);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y, glm::uint32 z)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\t\tglm::uint64 REG3(z);\n\n\t\tREG1 = ((REG1 << 32) | REG1) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG2 = ((REG2 << 32) | REG2) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\t\tREG3 = ((REG3 << 32) | REG3) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);\n\n\t\tREG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\t\tREG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);\n\n\t\tREG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\t\tREG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);\n\n\t\tREG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\t\tREG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);\n\n\t\tREG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x9249249249249249ull);\n\t\tREG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint64>(0x9249249249249249ull);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z, glm::uint8 w)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(y);\n\t\tglm::uint32 REG3(z);\n\t\tglm::uint32 REG4(w);\n\n\t\tREG1 = ((REG1 << 12) | REG1) & static_cast<glm::uint32>(0x000F000Fu);\n\t\tREG2 = ((REG2 << 12) | REG2) & static_cast<glm::uint32>(0x000F000Fu);\n\t\tREG3 = ((REG3 << 12) | REG3) & static_cast<glm::uint32>(0x000F000Fu);\n\t\tREG4 = ((REG4 << 12) | REG4) & static_cast<glm::uint32>(0x000F000Fu);\n\n\t\tREG1 = ((REG1 <<  6) | REG1) & static_cast<glm::uint32>(0x03030303u);\n\t\tREG2 = ((REG2 <<  6) | REG2) & static_cast<glm::uint32>(0x03030303u);\n\t\tREG3 = ((REG3 <<  6) | REG3) & static_cast<glm::uint32>(0x03030303u);\n\t\tREG4 = ((REG4 <<  6) | REG4) & static_cast<glm::uint32>(0x03030303u);\n\n\t\tREG1 = ((REG1 <<  3) | REG1) & static_cast<glm::uint32>(0x11111111u);\n\t\tREG2 = ((REG2 <<  3) | REG2) & static_cast<glm::uint32>(0x11111111u);\n\t\tREG3 = ((REG3 <<  3) | REG3) & static_cast<glm::uint32>(0x11111111u);\n\t\tREG4 = ((REG4 <<  3) | REG4) & static_cast<glm::uint32>(0x11111111u);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3);\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z, glm::uint16 w)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(y);\n\t\tglm::uint64 REG3(z);\n\t\tglm::uint64 REG4(w);\n\n\t\tREG1 = ((REG1 << 24) | REG1) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\t\tREG2 = ((REG2 << 24) | REG2) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\t\tREG3 = ((REG3 << 24) | REG3) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\t\tREG4 = ((REG4 << 24) | REG4) & static_cast<glm::uint64>(0x000000FF000000FFull);\n\n\t\tREG1 = ((REG1 << 12) | REG1) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\t\tREG2 = ((REG2 << 12) | REG2) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\t\tREG3 = ((REG3 << 12) | REG3) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\t\tREG4 = ((REG4 << 12) | REG4) & static_cast<glm::uint64>(0x000F000F000F000Full);\n\n\t\tREG1 = ((REG1 <<  6) | REG1) & static_cast<glm::uint64>(0x0303030303030303ull);\n\t\tREG2 = ((REG2 <<  6) | REG2) & static_cast<glm::uint64>(0x0303030303030303ull);\n\t\tREG3 = ((REG3 <<  6) | REG3) & static_cast<glm::uint64>(0x0303030303030303ull);\n\t\tREG4 = ((REG4 <<  6) | REG4) & static_cast<glm::uint64>(0x0303030303030303ull);\n\n\t\tREG1 = ((REG1 <<  3) | REG1) & static_cast<glm::uint64>(0x1111111111111111ull);\n\t\tREG2 = ((REG2 <<  3) | REG2) & static_cast<glm::uint64>(0x1111111111111111ull);\n\t\tREG3 = ((REG3 <<  3) | REG3) & static_cast<glm::uint64>(0x1111111111111111ull);\n\t\tREG4 = ((REG4 <<  3) | REG4) & static_cast<glm::uint64>(0x1111111111111111ull);\n\n\t\treturn REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3);\n\t}\n}//namespace detail\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType mask(genIUType Bits)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, \"'mask' accepts only integer values\");\n\n\t\treturn Bits >= sizeof(genIUType) * 8 ? ~static_cast<genIUType>(0) : (static_cast<genIUType>(1) << Bits) - static_cast<genIUType>(1);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> mask(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'mask' accepts only integer values\");\n\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(mask, v);\n\t}\n\n\ttemplate<typename genIType>\n\tGLM_FUNC_QUALIFIER genIType bitfieldRotateRight(genIType In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIType>::is_integer, \"'bitfieldRotateRight' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<genIType>(sizeof(genIType) * 8);\n\t\treturn (In << static_cast<genIType>(Shift)) | (In >> static_cast<genIType>(BitSize - Shift));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldRotateRight(vec<L, T, Q> const& In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldRotateRight' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<int>(sizeof(T) * 8);\n\t\treturn (In << static_cast<T>(Shift)) | (In >> static_cast<T>(BitSize - Shift));\n\t}\n\n\ttemplate<typename genIType>\n\tGLM_FUNC_QUALIFIER genIType bitfieldRotateLeft(genIType In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genIType>::is_integer, \"'bitfieldRotateLeft' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<genIType>(sizeof(genIType) * 8);\n\t\treturn (In >> static_cast<genIType>(Shift)) | (In << static_cast<genIType>(BitSize - Shift));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldRotateLeft(vec<L, T, Q> const& In, int Shift)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, \"'bitfieldRotateLeft' accepts only integer values\");\n\n\t\tint const BitSize = static_cast<int>(sizeof(T) * 8);\n\t\treturn (In >> static_cast<T>(Shift)) | (In << static_cast<T>(BitSize - Shift));\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value | static_cast<genIUType>(mask(BitCount) << FirstBit);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldFillOne(vec<L, T, Q> const& Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value | static_cast<T>(mask(BitCount) << FirstBit);\n\t}\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value & static_cast<genIUType>(~(mask(BitCount) << FirstBit));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldFillZero(vec<L, T, Q> const& Value, int FirstBit, int BitCount)\n\t{\n\t\treturn Value & static_cast<T>(~(mask(BitCount) << FirstBit));\n\t}\n\n\tGLM_FUNC_QUALIFIER int16 bitfieldInterleave(int8 x, int8 y)\n\t{\n\t\tunion sign8\n\t\t{\n\t\t\tint8 i;\n\t\t\tuint8 u;\n\t\t} sign_x, sign_y;\n\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 bitfieldInterleave(uint8 x, uint8 y)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint16>(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 bitfieldInterleave(u8vec2 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint16>(v.x, v.y);\n\t}\n\n\tGLM_FUNC_QUALIFIER u8vec2 bitfieldDeinterleave(glm::uint16 x)\n\t{\n\t\tuint16 REG1(x);\n\t\tuint16 REG2(x >>= 1);\n\n\t\tREG1 = REG1 & static_cast<uint16>(0x5555);\n\t\tREG2 = REG2 & static_cast<uint16>(0x5555);\n\n\t\tREG1 = ((REG1 >> 1) | REG1) & static_cast<uint16>(0x3333);\n\t\tREG2 = ((REG2 >> 1) | REG2) & static_cast<uint16>(0x3333);\n\n\t\tREG1 = ((REG1 >> 2) | REG1) & static_cast<uint16>(0x0F0F);\n\t\tREG2 = ((REG2 >> 2) | REG2) & static_cast<uint16>(0x0F0F);\n\n\t\tREG1 = ((REG1 >> 4) | REG1) & static_cast<uint16>(0x00FF);\n\t\tREG2 = ((REG2 >> 4) | REG2) & static_cast<uint16>(0x00FF);\n\n\t\tREG1 = ((REG1 >> 8) | REG1) & static_cast<uint16>(0xFFFF);\n\t\tREG2 = ((REG2 >> 8) | REG2) & static_cast<uint16>(0xFFFF);\n\n\t\treturn glm::u8vec2(REG1, REG2);\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 bitfieldInterleave(int16 x, int16 y)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} sign_x, sign_y;\n\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint16 x, uint16 y)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint32>(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(u16vec2 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint32>(v.x, v.y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::u16vec2 bitfieldDeinterleave(glm::uint32 x)\n\t{\n\t\tglm::uint32 REG1(x);\n\t\tglm::uint32 REG2(x >>= 1);\n\n\t\tREG1 = REG1 & static_cast<glm::uint32>(0x55555555);\n\t\tREG2 = REG2 & static_cast<glm::uint32>(0x55555555);\n\n\t\tREG1 = ((REG1 >> 1) | REG1) & static_cast<glm::uint32>(0x33333333);\n\t\tREG2 = ((REG2 >> 1) | REG2) & static_cast<glm::uint32>(0x33333333);\n\n\t\tREG1 = ((REG1 >> 2) | REG1) & static_cast<glm::uint32>(0x0F0F0F0F);\n\t\tREG2 = ((REG2 >> 2) | REG2) & static_cast<glm::uint32>(0x0F0F0F0F);\n\n\t\tREG1 = ((REG1 >> 4) | REG1) & static_cast<glm::uint32>(0x00FF00FF);\n\t\tREG2 = ((REG2 >> 4) | REG2) & static_cast<glm::uint32>(0x00FF00FF);\n\n\t\tREG1 = ((REG1 >> 8) | REG1) & static_cast<glm::uint32>(0x0000FFFF);\n\t\tREG2 = ((REG2 >> 8) | REG2) & static_cast<glm::uint32>(0x0000FFFF);\n\n\t\treturn glm::u16vec2(REG1, REG2);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y)\n\t{\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} sign_x, sign_y;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(u32vec2 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(v.x, v.y);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::u32vec2 bitfieldDeinterleave(glm::uint64 x)\n\t{\n\t\tglm::uint64 REG1(x);\n\t\tglm::uint64 REG2(x >>= 1);\n\n\t\tREG1 = REG1 & static_cast<glm::uint64>(0x5555555555555555ull);\n\t\tREG2 = REG2 & static_cast<glm::uint64>(0x5555555555555555ull);\n\n\t\tREG1 = ((REG1 >> 1) | REG1) & static_cast<glm::uint64>(0x3333333333333333ull);\n\t\tREG2 = ((REG2 >> 1) | REG2) & static_cast<glm::uint64>(0x3333333333333333ull);\n\n\t\tREG1 = ((REG1 >> 2) | REG1) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\t\tREG2 = ((REG2 >> 2) | REG2) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);\n\n\t\tREG1 = ((REG1 >> 4) | REG1) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\t\tREG2 = ((REG2 >> 4) | REG2) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);\n\n\t\tREG1 = ((REG1 >> 8) | REG1) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\t\tREG2 = ((REG2 >> 8) | REG2) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);\n\n\t\tREG1 = ((REG1 >> 16) | REG1) & static_cast<glm::uint64>(0x00000000FFFFFFFFull);\n\t\tREG2 = ((REG2 >> 16) | REG2) & static_cast<glm::uint64>(0x00000000FFFFFFFFull);\n\n\t\treturn glm::u32vec2(REG1, REG2);\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z)\n\t{\n\t\tunion sign8\n\t\t{\n\t\t\tint8 i;\n\t\t\tuint8 u;\n\t\t} sign_x, sign_y, sign_z;\n\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(x, y, z);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec3 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(v.x, v.y, v.z);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} sign_x, sign_y, sign_z;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(x, y, z);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec3 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(v.x, v.y, v.z);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y, int32 z)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} sign_x, sign_y, sign_z;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(x, y, z);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u32vec3 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint32, uint64>(v.x, v.y, v.z);\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w)\n\t{\n\t\tunion sign8\n\t\t{\n\t\t\tint8 i;\n\t\t\tuint8 u;\n\t\t} sign_x, sign_y, sign_z, sign_w;\n\n\t\tunion sign32\n\t\t{\n\t\t\tint32 i;\n\t\t\tuint32 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tsign_w.i = w;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(x, y, z, w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec4 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint8, uint32>(v.x, v.y, v.z, v.w);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w)\n\t{\n\t\tunion sign16\n\t\t{\n\t\t\tint16 i;\n\t\t\tuint16 u;\n\t\t} sign_x, sign_y, sign_z, sign_w;\n\n\t\tunion sign64\n\t\t{\n\t\t\tint64 i;\n\t\t\tuint64 u;\n\t\t} result;\n\n\t\tsign_x.i = x;\n\t\tsign_y.i = y;\n\t\tsign_z.i = z;\n\t\tsign_w.i = w;\n\t\tresult.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u);\n\n\t\treturn result.i;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint64>(x, y, z, w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec4 const& v)\n\t{\n\t\treturn detail::bitfieldInterleave<uint16, uint64>(v.x, v.y, v.z, v.w);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/color_space.hpp",
    "content": "/// @ref gtc_color_space\n/// @file glm/gtc/color_space.hpp\n///\n/// @see core (dependence)\n/// @see gtc_color_space (dependence)\n///\n/// @defgroup gtc_color_space GLM_GTC_color_space\n/// @ingroup gtc\n///\n/// Include <glm/gtc/color_space.hpp> to use the features of this extension.\n///\n/// Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../exponential.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_color_space extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_color_space\n\t/// @{\n\n\t/// Convert a linear color to sRGB color using a standard gamma correction.\n\t/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear);\n\n\t/// Convert a linear color to sRGB color using a custom gamma correction.\n\t/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma);\n\n\t/// Convert a sRGB color to linear color using a standard gamma correction.\n\t/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB);\n\n\t/// Convert a sRGB color to linear color using a custom gamma correction.\n\t// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma);\n\n\t/// @}\n} //namespace glm\n\n#include \"color_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/color_space.inl",
    "content": "/// @ref gtc_color_space\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_rgbToSrgb\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorRGB, T GammaCorrection)\n\t\t{\n\t\t\tvec<L, T, Q> const ClampedColor(clamp(ColorRGB, static_cast<T>(0), static_cast<T>(1)));\n\n\t\t\treturn mix(\n\t\t\t\tpow(ClampedColor, vec<L, T, Q>(GammaCorrection)) * static_cast<T>(1.055) - static_cast<T>(0.055),\n\t\t\t\tClampedColor * static_cast<T>(12.92),\n\t\t\t\tlessThan(ClampedColor, vec<L, T, Q>(static_cast<T>(0.0031308))));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_rgbToSrgb<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorRGB, T GammaCorrection)\n\t\t{\n\t\t\treturn vec<4, T, Q>(compute_rgbToSrgb<3, T, Q>::call(vec<3, T, Q>(ColorRGB), GammaCorrection), ColorRGB.w);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_srgbToRgb\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorSRGB, T Gamma)\n\t\t{\n\t\t\treturn mix(\n\t\t\t\tpow((ColorSRGB + static_cast<T>(0.055)) * static_cast<T>(0.94786729857819905213270142180095), vec<L, T, Q>(Gamma)),\n\t\t\t\tColorSRGB * static_cast<T>(0.07739938080495356037151702786378),\n\t\t\t\tlessThanEqual(ColorSRGB, vec<L, T, Q>(static_cast<T>(0.04045))));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_srgbToRgb<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorSRGB, T Gamma)\n\t\t{\n\t\t\treturn vec<4, T, Q>(compute_srgbToRgb<3, T, Q>::call(vec<3, T, Q>(ColorSRGB), Gamma), ColorSRGB.w);\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear)\n\t{\n\t\treturn detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(0.41666));\n\t}\n\n\t// Based on Ian Taylor http://chilliant.blogspot.fr/2012/08/srgb-approximations-for-hlsl.html\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER vec<3, float, lowp> convertLinearToSRGB(vec<3, float, lowp> const& ColorLinear)\n\t{\n\t\tvec<3, float, lowp> S1 = sqrt(ColorLinear);\n\t\tvec<3, float, lowp> S2 = sqrt(S1);\n\t\tvec<3, float, lowp> S3 = sqrt(S2);\n\t\treturn 0.662002687f * S1 + 0.684122060f * S2 - 0.323583601f * S3 - 0.0225411470f * ColorLinear;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma)\n\t{\n\t\treturn detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(1) / Gamma);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB)\n\t{\n\t\treturn detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, static_cast<T>(2.4));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma)\n\t{\n\t\treturn detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, Gamma);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/constants.hpp",
    "content": "/// @ref gtc_constants\n/// @file glm/gtc/constants.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_constants GLM_GTC_constants\n/// @ingroup gtc\n///\n/// Include <glm/gtc/constants.hpp> to use the features of this extension.\n///\n/// Provide a list of constants and precomputed useful values.\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_constants.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_constants extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_constants\n\t/// @{\n\n\t/// Return 0.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType zero();\n\n\t/// Return 1.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one();\n\n\t/// Return pi * 2.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_pi();\n\n\t/// Return square root of pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_pi();\n\n\t/// Return pi / 2.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType half_pi();\n\n\t/// Return pi / 2 * 3.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType three_over_two_pi();\n\n\t/// Return pi / 4.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType quarter_pi();\n\n\t/// Return 1 / pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one_over_pi();\n\n\t/// Return 1 / (pi * 2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one_over_two_pi();\n\n\t/// Return 2 / pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_over_pi();\n\n\t/// Return 4 / pi.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType four_over_pi();\n\n\t/// Return 2 / sqrt(pi).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_over_root_pi();\n\n\t/// Return 1 / sqrt(2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType one_over_root_two();\n\n\t/// Return sqrt(pi / 2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_half_pi();\n\n\t/// Return sqrt(2 * pi).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_two_pi();\n\n\t/// Return sqrt(ln(4)).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_ln_four();\n\n\t/// Return e constant.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType e();\n\n\t/// Return Euler's constant.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType euler();\n\n\t/// Return sqrt(2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_two();\n\n\t/// Return sqrt(3).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_three();\n\n\t/// Return sqrt(5).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType root_five();\n\n\t/// Return ln(2).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType ln_two();\n\n\t/// Return ln(10).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType ln_ten();\n\n\t/// Return ln(ln(2)).\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType ln_ln_two();\n\n\t/// Return 1 / 3.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType third();\n\n\t/// Return 2 / 3.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType two_thirds();\n\n\t/// Return the golden ratio constant.\n\t/// @see gtc_constants\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL GLM_CONSTEXPR genType golden_ratio();\n\n\t/// @}\n} //namespace glm\n\n#include \"constants.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/constants.inl",
    "content": "/// @ref gtc_constants\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType zero()\n\t{\n\t\treturn genType(0);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one()\n\t{\n\t\treturn genType(1);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_pi()\n\t{\n\t\treturn genType(6.28318530717958647692528676655900576);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_pi()\n\t{\n\t\treturn genType(1.772453850905516027);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType half_pi()\n\t{\n\t\treturn genType(1.57079632679489661923132169163975144);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType three_over_two_pi()\n\t{\n\t\treturn genType(4.71238898038468985769396507491925432);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType quarter_pi()\n\t{\n\t\treturn genType(0.785398163397448309615660845819875721);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_pi()\n\t{\n\t\treturn genType(0.318309886183790671537767526745028724);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_two_pi()\n\t{\n\t\treturn genType(0.159154943091895335768883763372514362);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_pi()\n\t{\n\t\treturn genType(0.636619772367581343075535053490057448);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType four_over_pi()\n\t{\n\t\treturn genType(1.273239544735162686151070106980114898);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_root_pi()\n\t{\n\t\treturn genType(1.12837916709551257389615890312154517);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_root_two()\n\t{\n\t\treturn genType(0.707106781186547524400844362104849039);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_half_pi()\n\t{\n\t\treturn genType(1.253314137315500251);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two_pi()\n\t{\n\t\treturn genType(2.506628274631000502);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_ln_four()\n\t{\n\t\treturn genType(1.17741002251547469);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType e()\n\t{\n\t\treturn genType(2.71828182845904523536);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType euler()\n\t{\n\t\treturn genType(0.577215664901532860606);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two()\n\t{\n\t\treturn genType(1.41421356237309504880168872420969808);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_three()\n\t{\n\t\treturn genType(1.73205080756887729352744634150587236);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_five()\n\t{\n\t\treturn genType(2.23606797749978969640917366873127623);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_two()\n\t{\n\t\treturn genType(0.693147180559945309417232121458176568);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ten()\n\t{\n\t\treturn genType(2.30258509299404568401799145468436421);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ln_two()\n\t{\n\t\treturn genType(-0.3665129205816643);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType third()\n\t{\n\t\treturn genType(0.3333333333333333333333333333333333333333);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_thirds()\n\t{\n\t\treturn genType(0.666666666666666666666666666666666666667);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR genType golden_ratio()\n\t{\n\t\treturn genType(1.61803398874989484820458683436563811);\n\t}\n\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/epsilon.hpp",
    "content": "/// @ref gtc_epsilon\n/// @file glm/gtc/epsilon.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtc_epsilon GLM_GTC_epsilon\n/// @ingroup gtc\n///\n/// Include <glm/gtc/epsilon.hpp> to use the features of this extension.\n///\n/// Comparison functions for a user defined epsilon values.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_epsilon extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_epsilon\n\t/// @{\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool epsilonEqual(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| < epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon);\n\n\t/// Returns the component-wise comparison of |x - y| >= epsilon.\n\t/// True if this expression is not satisfied.\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool epsilonNotEqual(genType const& x, genType const& y, genType const& epsilon);\n\n\t/// @}\n}//namespace glm\n\n#include \"epsilon.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/epsilon.inl",
    "content": "/// @ref gtc_epsilon\n\n// Dependency:\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n\nnamespace glm\n{\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonEqual\n\t(\n\t\tfloat const& x,\n\t\tfloat const& y,\n\t\tfloat const& epsilon\n\t)\n\t{\n\t\treturn abs(x - y) < epsilon;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonEqual\n\t(\n\t\tdouble const& x,\n\t\tdouble const& y,\n\t\tdouble const& epsilon\n\t)\n\t{\n\t\treturn abs(x - y) < epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon)\n\t{\n\t\treturn lessThan(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon)\n\t{\n\t\treturn lessThan(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonNotEqual(float const& x, float const& y, float const& epsilon)\n\t{\n\t\treturn abs(x - y) >= epsilon;\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER bool epsilonNotEqual(double const& x, double const& y, double const& epsilon)\n\t{\n\t\treturn abs(x - y) >= epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon)\n\t{\n\t\treturn greaterThanEqual(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon)\n\t{\n\t\treturn greaterThanEqual(abs(x - y), vec<L, T, Q>(epsilon));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonEqual(qua<T, Q> const& x, qua<T, Q> const& y, T const& epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn lessThan(abs(v), vec<4, T, Q>(epsilon));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonNotEqual(qua<T, Q> const& x, qua<T, Q> const& y, T const& epsilon)\n\t{\n\t\tvec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);\n\t\treturn greaterThanEqual(abs(v), vec<4, T, Q>(epsilon));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/integer.hpp",
    "content": "/// @ref gtc_integer\n/// @file glm/gtc/integer.hpp\n///\n/// @see core (dependence)\n/// @see gtc_integer (dependence)\n///\n/// @defgroup gtc_integer GLM_GTC_integer\n/// @ingroup gtc\n///\n/// Include <glm/gtc/integer.hpp> to use the features of this extension.\n///\n/// @brief Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../common.hpp\"\n#include \"../integer.hpp\"\n#include \"../exponential.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_integer\n\t/// @{\n\n\t/// Returns the log2 of x for integer values. Usefull to compute mipmap count from the texture size.\n\t/// @see gtc_integer\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType log2(genIUType x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// The fraction 0.5 will round in a direction chosen by the\n\t/// implementation, presumably the direction that is fastest.\n\t///\n\t/// @param x The values of the argument must be greater or equal to zero.\n\t/// @tparam T floating point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml\">GLSL round man page</a>\n\t/// @see gtc_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> iround(vec<L, T, Q> const& x);\n\n\t/// Returns a value equal to the nearest integer to x.\n\t/// The fraction 0.5 will round in a direction chosen by the\n\t/// implementation, presumably the direction that is fastest.\n\t///\n\t/// @param x The values of the argument must be greater or equal to zero.\n\t/// @tparam T floating point scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml\">GLSL round man page</a>\n\t/// @see gtc_integer\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> uround(vec<L, T, Q> const& x);\n\n\t/// @}\n} //namespace glm\n\n#include \"integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/integer.inl",
    "content": "/// @ref gtc_integer\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_log2<L, T, Q, false, Aligned>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\t//Equivalent to return findMSB(vec); but save one function call in ASM with VC\n\t\t\t//return findMSB(vec);\n\t\t\treturn vec<L, T, Q>(detail::compute_findMSB_vec<L, T, Q, sizeof(T) * 8>::call(v));\n\t\t}\n\t};\n\n#\tif GLM_HAS_BITSCAN_WINDOWS\n\t\ttemplate<qualifier Q, bool Aligned>\n\t\tstruct compute_log2<4, int, Q, false, Aligned>\n\t\t{\n\t\t\tGLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v)\n\t\t\t{\n\t\t\t\tvec<4, int, Q> Result;\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.x), v.x);\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.y), v.y);\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.z), v.z);\n\t\t\t\t_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.w), v.w);\n\t\t\t\treturn Result;\n\t\t\t}\n\t\t};\n#\tendif//GLM_HAS_BITSCAN_WINDOWS\n}//namespace detail\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER int iround(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'iround' only accept floating-point inputs\");\n\t\tassert(static_cast<genType>(0.0) <= x);\n\n\t\treturn static_cast<int>(x + static_cast<genType>(0.5));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> iround(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'iround' only accept floating-point inputs\");\n\t\tassert(all(lessThanEqual(vec<L, T, Q>(0), x)));\n\n\t\treturn vec<L, int, Q>(x + static_cast<T>(0.5));\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER uint uround(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'uround' only accept floating-point inputs\");\n\t\tassert(static_cast<genType>(0.0) <= x);\n\n\t\treturn static_cast<uint>(x + static_cast<genType>(0.5));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint, Q> uround(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'uround' only accept floating-point inputs\");\n\t\tassert(all(lessThanEqual(vec<L, T, Q>(0), x)));\n\n\t\treturn vec<L, uint, Q>(x + static_cast<T>(0.5));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/matrix_access.hpp",
    "content": "/// @ref gtc_matrix_access\n/// @file glm/gtc/matrix_access.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_matrix_access GLM_GTC_matrix_access\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_access.hpp> to use the features of this extension.\n///\n/// Defines functions to access rows or columns of a matrix easily.\n\n#pragma once\n\n// Dependency:\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_access extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_matrix_access\n\t/// @{\n\n\t/// Get a specific row of a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::row_type row(\n\t\tgenType const& m,\n\t\tlength_t index);\n\n\t/// Set a specific row to a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType row(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::row_type const& x);\n\n\t/// Get a specific column of a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::col_type column(\n\t\tgenType const& m,\n\t\tlength_t index);\n\n\t/// Set a specific column to a matrix.\n\t/// @see gtc_matrix_access\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType column(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::col_type const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_access.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/matrix_access.inl",
    "content": "/// @ref gtc_matrix_access\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType row\n\t(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::row_type const& x\n\t)\n\t{\n\t\tassert(index >= 0 && index < m[0].length());\n\n\t\tgenType Result = m;\n\t\tfor(length_t i = 0; i < m.length(); ++i)\n\t\t\tResult[i][index] = x[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER typename genType::row_type row\n\t(\n\t\tgenType const& m,\n\t\tlength_t index\n\t)\n\t{\n\t\tassert(index >= 0 && index < m[0].length());\n\n\t\ttypename genType::row_type Result(0);\n\t\tfor(length_t i = 0; i < m.length(); ++i)\n\t\t\tResult[i] = m[i][index];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType column\n\t(\n\t\tgenType const& m,\n\t\tlength_t index,\n\t\ttypename genType::col_type const& x\n\t)\n\t{\n\t\tassert(index >= 0 && index < m.length());\n\n\t\tgenType Result = m;\n\t\tResult[index] = x;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER typename genType::col_type column\n\t(\n\t\tgenType const& m,\n\t\tlength_t index\n\t)\n\t{\n\t\tassert(index >= 0 && index < m.length());\n\n\t\treturn m[index];\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/matrix_integer.hpp",
    "content": "/// @ref gtc_matrix_integer\n/// @file glm/gtc/matrix_integer.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_matrix_integer GLM_GTC_matrix_integer\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_integer.hpp> to use the features of this extension.\n///\n/// Defines a number of matrices with integer types.\n\n#pragma once\n\n// Dependency:\n#include \"../mat2x2.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x4.hpp\"\n#include \"../mat3x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x4.hpp\"\n#include \"../mat4x2.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_integer extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_matrix_integer\n\t/// @{\n\n\t/// High-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, highp>\t\t\t\thighp_imat2;\n\n\t/// High-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, highp>\t\t\t\thighp_imat3;\n\n\t/// High-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, highp>\t\t\t\thighp_imat4;\n\n\t/// High-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, highp>\t\t\t\thighp_imat2x2;\n\n\t/// High-qualifier signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, highp>\t\t\t\thighp_imat2x3;\n\n\t/// High-qualifier signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, highp>\t\t\t\thighp_imat2x4;\n\n\t/// High-qualifier signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, highp>\t\t\t\thighp_imat3x2;\n\n\t/// High-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, highp>\t\t\t\thighp_imat3x3;\n\n\t/// High-qualifier signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, highp>\t\t\t\thighp_imat3x4;\n\n\t/// High-qualifier signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, highp>\t\t\t\thighp_imat4x2;\n\n\t/// High-qualifier signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, highp>\t\t\t\thighp_imat4x3;\n\n\t/// High-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, highp>\t\t\t\thighp_imat4x4;\n\n\n\t/// Medium-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, mediump>\t\t\tmediump_imat2;\n\n\t/// Medium-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, mediump>\t\t\tmediump_imat3;\n\n\t/// Medium-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, mediump>\t\t\tmediump_imat4;\n\n\n\t/// Medium-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, mediump>\t\t\tmediump_imat2x2;\n\n\t/// Medium-qualifier signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, mediump>\t\t\tmediump_imat2x3;\n\n\t/// Medium-qualifier signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, mediump>\t\t\tmediump_imat2x4;\n\n\t/// Medium-qualifier signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, mediump>\t\t\tmediump_imat3x2;\n\n\t/// Medium-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, mediump>\t\t\tmediump_imat3x3;\n\n\t/// Medium-qualifier signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, mediump>\t\t\tmediump_imat3x4;\n\n\t/// Medium-qualifier signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, mediump>\t\t\tmediump_imat4x2;\n\n\t/// Medium-qualifier signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, mediump>\t\t\tmediump_imat4x3;\n\n\t/// Medium-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, mediump>\t\t\tmediump_imat4x4;\n\n\n\t/// Low-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, lowp>\t\t\t\tlowp_imat2;\n\n\t/// Low-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, lowp>\t\t\t\tlowp_imat3;\n\n\t/// Low-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, lowp>\t\t\t\tlowp_imat4;\n\n\n\t/// Low-qualifier signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, lowp>\t\t\t\tlowp_imat2x2;\n\n\t/// Low-qualifier signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, lowp>\t\t\t\tlowp_imat2x3;\n\n\t/// Low-qualifier signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, lowp>\t\t\t\tlowp_imat2x4;\n\n\t/// Low-qualifier signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, lowp>\t\t\t\tlowp_imat3x2;\n\n\t/// Low-qualifier signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, lowp>\t\t\t\tlowp_imat3x3;\n\n\t/// Low-qualifier signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, lowp>\t\t\t\tlowp_imat3x4;\n\n\t/// Low-qualifier signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, lowp>\t\t\t\tlowp_imat4x2;\n\n\t/// Low-qualifier signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, lowp>\t\t\t\tlowp_imat4x3;\n\n\t/// Low-qualifier signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, lowp>\t\t\t\tlowp_imat4x4;\n\n\n\t/// High-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, highp>\t\t\t\thighp_umat2;\n\n\t/// High-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, highp>\t\t\t\thighp_umat3;\n\n\t/// High-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, highp>\t\t\t\thighp_umat4;\n\n\t/// High-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, highp>\t\t\t\thighp_umat2x2;\n\n\t/// High-qualifier unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, highp>\t\t\t\thighp_umat2x3;\n\n\t/// High-qualifier unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, highp>\t\t\t\thighp_umat2x4;\n\n\t/// High-qualifier unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, highp>\t\t\t\thighp_umat3x2;\n\n\t/// High-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, highp>\t\t\t\thighp_umat3x3;\n\n\t/// High-qualifier unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, highp>\t\t\t\thighp_umat3x4;\n\n\t/// High-qualifier unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, highp>\t\t\t\thighp_umat4x2;\n\n\t/// High-qualifier unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, highp>\t\t\t\thighp_umat4x3;\n\n\t/// High-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, highp>\t\t\t\thighp_umat4x4;\n\n\n\t/// Medium-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, mediump>\t\t\tmediump_umat2;\n\n\t/// Medium-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, mediump>\t\t\tmediump_umat3;\n\n\t/// Medium-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, mediump>\t\t\tmediump_umat4;\n\n\n\t/// Medium-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, mediump>\t\t\tmediump_umat2x2;\n\n\t/// Medium-qualifier unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, mediump>\t\t\tmediump_umat2x3;\n\n\t/// Medium-qualifier unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, mediump>\t\t\tmediump_umat2x4;\n\n\t/// Medium-qualifier unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, mediump>\t\t\tmediump_umat3x2;\n\n\t/// Medium-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, mediump>\t\t\tmediump_umat3x3;\n\n\t/// Medium-qualifier unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, mediump>\t\t\tmediump_umat3x4;\n\n\t/// Medium-qualifier unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, mediump>\t\t\tmediump_umat4x2;\n\n\t/// Medium-qualifier unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, mediump>\t\t\tmediump_umat4x3;\n\n\t/// Medium-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, mediump>\t\t\tmediump_umat4x4;\n\n\n\t/// Low-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, lowp>\t\t\t\tlowp_umat2;\n\n\t/// Low-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, lowp>\t\t\t\tlowp_umat3;\n\n\t/// Low-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, lowp>\t\t\t\tlowp_umat4;\n\n\n\t/// Low-qualifier unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, lowp>\t\t\t\tlowp_umat2x2;\n\n\t/// Low-qualifier unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, lowp>\t\t\t\tlowp_umat2x3;\n\n\t/// Low-qualifier unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, lowp>\t\t\t\tlowp_umat2x4;\n\n\t/// Low-qualifier unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, lowp>\t\t\t\tlowp_umat3x2;\n\n\t/// Low-qualifier unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, lowp>\t\t\t\tlowp_umat3x3;\n\n\t/// Low-qualifier unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, lowp>\t\t\t\tlowp_umat3x4;\n\n\t/// Low-qualifier unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, lowp>\t\t\t\tlowp_umat4x2;\n\n\t/// Low-qualifier unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, lowp>\t\t\t\tlowp_umat4x3;\n\n\t/// Low-qualifier unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, lowp>\t\t\t\tlowp_umat4x4;\n\n\n\n\t/// Signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, defaultp>\t\t\t\timat2;\n\n\t/// Signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, defaultp>\t\t\t\timat3;\n\n\t/// Signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, defaultp>\t\t\t\timat4;\n\n\t/// Signed integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, int, defaultp>\t\t\t\timat2x2;\n\n\t/// Signed integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, int, defaultp>\t\t\t\timat2x3;\n\n\t/// Signed integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, int, defaultp>\t\t\t\timat2x4;\n\n\t/// Signed integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, int, defaultp>\t\t\t\timat3x2;\n\n\t/// Signed integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, int, defaultp>\t\t\t\timat3x3;\n\n\t/// Signed integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, int, defaultp>\t\t\t\timat3x4;\n\n\t/// Signed integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, int, defaultp>\t\t\t\timat4x2;\n\n\t/// Signed integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, int, defaultp>\t\t\t\timat4x3;\n\n\t/// Signed integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, int, defaultp>\t\t\t\timat4x4;\n\n\n\n\t/// Unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, defaultp>\t\t\t\tumat2;\n\n\t/// Unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, defaultp>\t\t\t\tumat3;\n\n\t/// Unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, defaultp>\t\t\t\tumat4;\n\n\t/// Unsigned integer 2x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 2, uint, defaultp>\t\t\t\tumat2x2;\n\n\t/// Unsigned integer 2x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 3, uint, defaultp>\t\t\t\tumat2x3;\n\n\t/// Unsigned integer 2x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<2, 4, uint, defaultp>\t\t\t\tumat2x4;\n\n\t/// Unsigned integer 3x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 2, uint, defaultp>\t\t\t\tumat3x2;\n\n\t/// Unsigned integer 3x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 3, uint, defaultp>\t\t\t\tumat3x3;\n\n\t/// Unsigned integer 3x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<3, 4, uint, defaultp>\t\t\t\tumat3x4;\n\n\t/// Unsigned integer 4x2 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 2, uint, defaultp>\t\t\t\tumat4x2;\n\n\t/// Unsigned integer 4x3 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 3, uint, defaultp>\t\t\t\tumat4x3;\n\n\t/// Unsigned integer 4x4 matrix.\n\t/// @see gtc_matrix_integer\n\ttypedef mat<4, 4, uint, defaultp>\t\t\t\tumat4x4;\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/matrix_inverse.hpp",
    "content": "/// @ref gtc_matrix_inverse\n/// @file glm/gtc/matrix_inverse.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_matrix_inverse GLM_GTC_matrix_inverse\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_integer.hpp> to use the features of this extension.\n///\n/// Defines additional matrix inverting functions.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../matrix.hpp\"\n#include \"../mat2x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_inverse extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_matrix_inverse\n\t/// @{\n\n\t/// Fast matrix inverse for affine matrix.\n\t///\n\t/// @param m Input matrix to invert.\n\t/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.\n\t/// @see gtc_matrix_inverse\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType affineInverse(genType const& m);\n\n\t/// Compute the inverse transpose of a matrix.\n\t///\n\t/// @param m Input matrix to invert transpose.\n\t/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.\n\t/// @see gtc_matrix_inverse\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType inverseTranspose(genType const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_inverse.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/matrix_inverse.inl",
    "content": "/// @ref gtc_matrix_inverse\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> affineInverse(mat<3, 3, T, Q> const& m)\n\t{\n\t\tmat<2, 2, T, Q> const Inv(inverse(mat<2, 2, T, Q>(m)));\n\n\t\treturn mat<3, 3, T, Q>(\n\t\t\tvec<3, T, Q>(Inv[0], static_cast<T>(0)),\n\t\t\tvec<3, T, Q>(Inv[1], static_cast<T>(0)),\n\t\t\tvec<3, T, Q>(-Inv * vec<2, T, Q>(m[2]), static_cast<T>(1)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> affineInverse(mat<4, 4, T, Q> const& m)\n\t{\n\t\tmat<3, 3, T, Q> const Inv(inverse(mat<3, 3, T, Q>(m)));\n\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tvec<4, T, Q>(Inv[0], static_cast<T>(0)),\n\t\t\tvec<4, T, Q>(Inv[1], static_cast<T>(0)),\n\t\t\tvec<4, T, Q>(Inv[2], static_cast<T>(0)),\n\t\t\tvec<4, T, Q>(-Inv * vec<3, T, Q>(m[3]), static_cast<T>(1)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> inverseTranspose(mat<2, 2, T, Q> const& m)\n\t{\n\t\tT Determinant = m[0][0] * m[1][1] - m[1][0] * m[0][1];\n\n\t\tmat<2, 2, T, Q> Inverse(\n\t\t\t+ m[1][1] / Determinant,\n\t\t\t- m[0][1] / Determinant,\n\t\t\t- m[1][0] / Determinant,\n\t\t\t+ m[0][0] / Determinant);\n\n\t\treturn Inverse;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> inverseTranspose(mat<3, 3, T, Q> const& m)\n\t{\n\t\tT Determinant =\n\t\t\t+ m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])\n\t\t\t- m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])\n\t\t\t+ m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);\n\n\t\tmat<3, 3, T, Q> Inverse;\n\t\tInverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]);\n\t\tInverse[0][1] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]);\n\t\tInverse[0][2] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]);\n\t\tInverse[1][0] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]);\n\t\tInverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]);\n\t\tInverse[1][2] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]);\n\t\tInverse[2][0] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]);\n\t\tInverse[2][1] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]);\n\t\tInverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]);\n\t\tInverse /= Determinant;\n\n\t\treturn Inverse;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> inverseTranspose(mat<4, 4, T, Q> const& m)\n\t{\n\t\tT SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\tT SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\tT SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\tT SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\tT SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\tT SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\tT SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\tT SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\tT SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\tT SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\tT SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\tT SubFactor11 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\tT SubFactor12 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\t\tT SubFactor13 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\t\tT SubFactor14 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\t\tT SubFactor15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\t\tT SubFactor16 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\t\tT SubFactor17 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\tmat<4, 4, T, Q> Inverse;\n\t\tInverse[0][0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02);\n\t\tInverse[0][1] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04);\n\t\tInverse[0][2] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05);\n\t\tInverse[0][3] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05);\n\n\t\tInverse[1][0] = - (m[0][1] * SubFactor00 - m[0][2] * SubFactor01 + m[0][3] * SubFactor02);\n\t\tInverse[1][1] = + (m[0][0] * SubFactor00 - m[0][2] * SubFactor03 + m[0][3] * SubFactor04);\n\t\tInverse[1][2] = - (m[0][0] * SubFactor01 - m[0][1] * SubFactor03 + m[0][3] * SubFactor05);\n\t\tInverse[1][3] = + (m[0][0] * SubFactor02 - m[0][1] * SubFactor04 + m[0][2] * SubFactor05);\n\n\t\tInverse[2][0] = + (m[0][1] * SubFactor06 - m[0][2] * SubFactor07 + m[0][3] * SubFactor08);\n\t\tInverse[2][1] = - (m[0][0] * SubFactor06 - m[0][2] * SubFactor09 + m[0][3] * SubFactor10);\n\t\tInverse[2][2] = + (m[0][0] * SubFactor07 - m[0][1] * SubFactor09 + m[0][3] * SubFactor11);\n\t\tInverse[2][3] = - (m[0][0] * SubFactor08 - m[0][1] * SubFactor10 + m[0][2] * SubFactor11);\n\n\t\tInverse[3][0] = - (m[0][1] * SubFactor12 - m[0][2] * SubFactor13 + m[0][3] * SubFactor14);\n\t\tInverse[3][1] = + (m[0][0] * SubFactor12 - m[0][2] * SubFactor15 + m[0][3] * SubFactor16);\n\t\tInverse[3][2] = - (m[0][0] * SubFactor13 - m[0][1] * SubFactor15 + m[0][3] * SubFactor17);\n\t\tInverse[3][3] = + (m[0][0] * SubFactor14 - m[0][1] * SubFactor16 + m[0][2] * SubFactor17);\n\n\t\tT Determinant =\n\t\t\t+ m[0][0] * Inverse[0][0]\n\t\t\t+ m[0][1] * Inverse[0][1]\n\t\t\t+ m[0][2] * Inverse[0][2]\n\t\t\t+ m[0][3] * Inverse[0][3];\n\n\t\tInverse /= Determinant;\n\n\t\treturn Inverse;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/matrix_transform.hpp",
    "content": "/// @ref gtc_matrix_transform\n/// @file glm/gtc/matrix_transform.hpp\n///\n/// @see core (dependence)\n/// @see gtx_transform\n/// @see gtx_transform2\n///\n/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform\n/// @ingroup gtc\n///\n/// Include <glm/gtc/matrix_transform.hpp> to use the features of this extension.\n///\n/// Defines functions that generate common transformation matrices.\n///\n/// The matrices generated by this extension use standard OpenGL fixed-function\n/// conventions. For example, the lookAt function generates a transform from world\n/// space into the specific eye space that the projective matrix functions\n/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility\n/// specifications defines the particular layout of this eye space.\n\n#pragma once\n\n// Dependencies\n#include \"../mat4x4.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../ext/matrix_projection.hpp\"\n#include \"../ext/matrix_clip_space.hpp\"\n#include \"../ext/matrix_transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_matrix_transform extension included\")\n#endif\n\n#include \"matrix_transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/matrix_transform.inl",
    "content": "#include \"../geometric.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../matrix.hpp\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/noise.hpp",
    "content": "/// @ref gtc_noise\n/// @file glm/gtc/noise.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_noise GLM_GTC_noise\n/// @ingroup gtc\n///\n/// Include <glm/gtc/noise.hpp> to use the features of this extension.\n///\n/// Defines 2D, 3D and 4D procedural noise functions\n/// Based on the work of Stefan Gustavson and Ashima Arts on \"webgl-noise\":\n/// https://github.com/ashima/webgl-noise\n/// Following Stefan Gustavson's paper \"Simplex noise demystified\":\n/// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_noise.hpp\"\n#include \"../geometric.hpp\"\n#include \"../common.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_noise extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_noise\n\t/// @{\n\n\t/// Classic perlin noise.\n\t/// @see gtc_noise\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T perlin(\n\t\tvec<L, T, Q> const& p);\n\n\t/// Periodic perlin noise.\n\t/// @see gtc_noise\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T perlin(\n\t\tvec<L, T, Q> const& p,\n\t\tvec<L, T, Q> const& rep);\n\n\t/// Simplex noise.\n\t/// @see gtc_noise\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T simplex(\n\t\tvec<L, T, Q> const& p);\n\n\t/// @}\n}//namespace glm\n\n#include \"noise.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/noise.inl",
    "content": "/// @ref gtc_noise\n///\n// Based on the work of Stefan Gustavson and Ashima Arts on \"webgl-noise\":\n// https://github.com/ashima/webgl-noise\n// Following Stefan Gustavson's paper \"Simplex noise demystified\":\n// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf\n\nnamespace glm{\nnamespace gtc\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> grad4(T const& j, vec<4, T, Q> const& ip)\n\t{\n\t\tvec<3, T, Q> pXYZ = floor(fract(vec<3, T, Q>(j) * vec<3, T, Q>(ip)) * T(7)) * ip[2] - T(1);\n\t\tT pW = static_cast<T>(1.5) - dot(abs(pXYZ), vec<3, T, Q>(1));\n\t\tvec<4, T, Q> s = vec<4, T, Q>(lessThan(vec<4, T, Q>(pXYZ, pW), vec<4, T, Q>(0.0)));\n\t\tpXYZ = pXYZ + (vec<3, T, Q>(s) * T(2) - T(1)) * s.w;\n\t\treturn vec<4, T, Q>(pXYZ, pW);\n\t}\n}//namespace gtc\n\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position)\n\t{\n\t\tvec<4, T, Q> Pi = glm::floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tvec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tPi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation\n\t\tvec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z);\n\t\tvec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w);\n\t\tvec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z);\n\t\tvec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w);\n\n\t\tvec<4, T, Q> i = detail::permute(detail::permute(ix) + iy);\n\n\t\tvec<4, T, Q> gx = static_cast<T>(2) * glm::fract(i / T(41)) - T(1);\n\t\tvec<4, T, Q> gy = glm::abs(gx) - T(0.5);\n\t\tvec<4, T, Q> tx = glm::floor(gx + T(0.5));\n\t\tgx = gx - tx;\n\n\t\tvec<2, T, Q> g00(gx.x, gy.x);\n\t\tvec<2, T, Q> g10(gx.y, gy.y);\n\t\tvec<2, T, Q> g01(gx.z, gy.z);\n\t\tvec<2, T, Q> g11(gx.w, gy.w);\n\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n\t\tg00 *= norm.x;\n\t\tg01 *= norm.y;\n\t\tg10 *= norm.z;\n\t\tg11 *= norm.w;\n\n\t\tT n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x));\n\t\tT n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y));\n\t\tT n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z));\n\t\tT n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w));\n\n\t\tvec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y));\n\t\tvec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x);\n\t\tT n_xy = mix(n_x.x, n_x.y, fade_xy.y);\n\t\treturn T(2.3) * n_xy;\n\t}\n\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position)\n\t{\n\t\tvec<3, T, Q> Pi0 = floor(Position); // Integer part for indexing\n\t\tvec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1\n\t\tPi0 = detail::mod289(Pi0);\n\t\tPi1 = detail::mod289(Pi1);\n\t\tvec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation\n\t\tvec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy = vec<4, T, Q>(vec<2, T, Q>(Pi0.y), vec<2, T, Q>(Pi1.y));\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\n\t\tvec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0);\n\t\tvec<4, T, Q> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5);\n\t\tgx0 = fract(gx0);\n\t\tvec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);\n\t\tvec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0));\n\t\tgx0 -= sz0 * (step(T(0), gx0) - T(0.5));\n\t\tgy0 -= sz0 * (step(T(0), gy0) - T(0.5));\n\n\t\tvec<4, T, Q> gx1 = ixy1 * T(1.0 / 7.0);\n\t\tvec<4, T, Q> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5);\n\t\tgx1 = fract(gx1);\n\t\tvec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);\n\t\tvec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0));\n\t\tgx1 -= sz1 * (step(T(0), gx1) - T(0.5));\n\t\tgy1 -= sz1 * (step(T(0), gy1) - T(0.5));\n\n\t\tvec<3, T, Q> g000(gx0.x, gy0.x, gz0.x);\n\t\tvec<3, T, Q> g100(gx0.y, gy0.y, gz0.y);\n\t\tvec<3, T, Q> g010(gx0.z, gy0.z, gz0.z);\n\t\tvec<3, T, Q> g110(gx0.w, gy0.w, gz0.w);\n\t\tvec<3, T, Q> g001(gx1.x, gy1.x, gz1.x);\n\t\tvec<3, T, Q> g101(gx1.y, gy1.y, gz1.y);\n\t\tvec<3, T, Q> g011(gx1.z, gy1.z, gz1.z);\n\t\tvec<3, T, Q> g111(gx1.w, gy1.w, gz1.w);\n\n\t\tvec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n\t\tg000 *= norm0.x;\n\t\tg010 *= norm0.y;\n\t\tg100 *= norm0.z;\n\t\tg110 *= norm0.w;\n\t\tvec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n\t\tg001 *= norm1.x;\n\t\tg011 *= norm1.y;\n\t\tg101 *= norm1.z;\n\t\tg111 *= norm1.w;\n\n\t\tT n000 = dot(g000, Pf0);\n\t\tT n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));\n\t\tT n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));\n\t\tT n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));\n\t\tT n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));\n\t\tT n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));\n\t\tT n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));\n\t\tT n111 = dot(g111, Pf1);\n\n\t\tvec<3, T, Q> fade_xyz = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);\n\t\tvec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);\n\t\tT n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n\t\treturn T(2.2) * n_xyz;\n\t}\n\t/*\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& P)\n\t{\n\t\tvec<3, T, Q> Pi0 = floor(P); // Integer part for indexing\n\t\tvec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1\n\t\tPi0 = mod(Pi0, T(289));\n\t\tPi1 = mod(Pi1, T(289));\n\t\tvec<3, T, Q> Pf0 = fract(P); // Fractional part for interpolation\n\t\tvec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\n\t\tvec<4, T, Q> ixy = permute(permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = permute(ixy + iz1);\n\n\t\tvec<4, T, Q> gx0 = ixy0 / T(7);\n\t\tvec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5);\n\t\tgx0 = fract(gx0);\n\t\tvec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);\n\t\tvec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0));\n\t\tgx0 -= sz0 * (step(0.0, gx0) - T(0.5));\n\t\tgy0 -= sz0 * (step(0.0, gy0) - T(0.5));\n\n\t\tvec<4, T, Q> gx1 = ixy1 / T(7);\n\t\tvec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5);\n\t\tgx1 = fract(gx1);\n\t\tvec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);\n\t\tvec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0));\n\t\tgx1 -= sz1 * (step(T(0), gx1) - T(0.5));\n\t\tgy1 -= sz1 * (step(T(0), gy1) - T(0.5));\n\n\t\tvec<3, T, Q> g000(gx0.x, gy0.x, gz0.x);\n\t\tvec<3, T, Q> g100(gx0.y, gy0.y, gz0.y);\n\t\tvec<3, T, Q> g010(gx0.z, gy0.z, gz0.z);\n\t\tvec<3, T, Q> g110(gx0.w, gy0.w, gz0.w);\n\t\tvec<3, T, Q> g001(gx1.x, gy1.x, gz1.x);\n\t\tvec<3, T, Q> g101(gx1.y, gy1.y, gz1.y);\n\t\tvec<3, T, Q> g011(gx1.z, gy1.z, gz1.z);\n\t\tvec<3, T, Q> g111(gx1.w, gy1.w, gz1.w);\n\n\t\tvec<4, T, Q> norm0 = taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n\t\tg000 *= norm0.x;\n\t\tg010 *= norm0.y;\n\t\tg100 *= norm0.z;\n\t\tg110 *= norm0.w;\n\t\tvec<4, T, Q> norm1 = taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n\t\tg001 *= norm1.x;\n\t\tg011 *= norm1.y;\n\t\tg101 *= norm1.z;\n\t\tg111 *= norm1.w;\n\n\t\tT n000 = dot(g000, Pf0);\n\t\tT n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));\n\t\tT n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));\n\t\tT n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));\n\t\tT n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));\n\t\tT n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));\n\t\tT n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));\n\t\tT n111 = dot(g111, Pf1);\n\n\t\tvec<3, T, Q> fade_xyz = fade(Pf0);\n\t\tvec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);\n\t\tvec<2, T, Q> n_yz = mix(\n\t\t\tvec<2, T, Q>(n_z.x, n_z.y),\n\t\t\tvec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);\n\t\tT n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n\t\treturn T(2.2) * n_xyz;\n\t}\n\t*/\n\t// Classic Perlin noise\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position)\n\t{\n\t\tvec<4, T, Q> Pi0 = floor(Position);\t// Integer part for indexing\n\t\tvec<4, T, Q> Pi1 = Pi0 + T(1);\t\t// Integer part + 1\n\t\tPi0 = mod(Pi0, vec<4, T, Q>(289));\n\t\tPi1 = mod(Pi1, vec<4, T, Q>(289));\n\t\tvec<4, T, Q> Pf0 = fract(Position);\t// Fractional part for interpolation\n\t\tvec<4, T, Q> Pf1 = Pf0 - T(1);\t\t// Fractional part - 1.0\n\t\tvec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\t\tvec<4, T, Q> iw0(Pi0.w);\n\t\tvec<4, T, Q> iw1(Pi1.w);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\t\tvec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0);\n\t\tvec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1);\n\t\tvec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0);\n\t\tvec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1);\n\n\t\tvec<4, T, Q> gx00 = ixy00 / T(7);\n\t\tvec<4, T, Q> gy00 = floor(gx00) / T(7);\n\t\tvec<4, T, Q> gz00 = floor(gy00) / T(6);\n\t\tgx00 = fract(gx00) - T(0.5);\n\t\tgy00 = fract(gy00) - T(0.5);\n\t\tgz00 = fract(gz00) - T(0.5);\n\t\tvec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);\n\t\tvec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0.0));\n\t\tgx00 -= sw00 * (step(T(0), gx00) - T(0.5));\n\t\tgy00 -= sw00 * (step(T(0), gy00) - T(0.5));\n\n\t\tvec<4, T, Q> gx01 = ixy01 / T(7);\n\t\tvec<4, T, Q> gy01 = floor(gx01) / T(7);\n\t\tvec<4, T, Q> gz01 = floor(gy01) / T(6);\n\t\tgx01 = fract(gx01) - T(0.5);\n\t\tgy01 = fract(gy01) - T(0.5);\n\t\tgz01 = fract(gz01) - T(0.5);\n\t\tvec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);\n\t\tvec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0));\n\t\tgx01 -= sw01 * (step(T(0), gx01) - T(0.5));\n\t\tgy01 -= sw01 * (step(T(0), gy01) - T(0.5));\n\n\t\tvec<4, T, Q> gx10 = ixy10 / T(7);\n\t\tvec<4, T, Q> gy10 = floor(gx10) / T(7);\n\t\tvec<4, T, Q> gz10 = floor(gy10) / T(6);\n\t\tgx10 = fract(gx10) - T(0.5);\n\t\tgy10 = fract(gy10) - T(0.5);\n\t\tgz10 = fract(gz10) - T(0.5);\n\t\tvec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);\n\t\tvec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0));\n\t\tgx10 -= sw10 * (step(T(0), gx10) - T(0.5));\n\t\tgy10 -= sw10 * (step(T(0), gy10) - T(0.5));\n\n\t\tvec<4, T, Q> gx11 = ixy11 / T(7);\n\t\tvec<4, T, Q> gy11 = floor(gx11) / T(7);\n\t\tvec<4, T, Q> gz11 = floor(gy11) / T(6);\n\t\tgx11 = fract(gx11) - T(0.5);\n\t\tgy11 = fract(gy11) - T(0.5);\n\t\tgz11 = fract(gz11) - T(0.5);\n\t\tvec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);\n\t\tvec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(0.0));\n\t\tgx11 -= sw11 * (step(T(0), gx11) - T(0.5));\n\t\tgy11 -= sw11 * (step(T(0), gy11) - T(0.5));\n\n\t\tvec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x);\n\t\tvec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y);\n\t\tvec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z);\n\t\tvec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w);\n\t\tvec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x);\n\t\tvec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y);\n\t\tvec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z);\n\t\tvec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w);\n\t\tvec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x);\n\t\tvec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y);\n\t\tvec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z);\n\t\tvec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w);\n\t\tvec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x);\n\t\tvec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y);\n\t\tvec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z);\n\t\tvec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w);\n\n\t\tvec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));\n\t\tg0000 *= norm00.x;\n\t\tg0100 *= norm00.y;\n\t\tg1000 *= norm00.z;\n\t\tg1100 *= norm00.w;\n\n\t\tvec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));\n\t\tg0001 *= norm01.x;\n\t\tg0101 *= norm01.y;\n\t\tg1001 *= norm01.z;\n\t\tg1101 *= norm01.w;\n\n\t\tvec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));\n\t\tg0010 *= norm10.x;\n\t\tg0110 *= norm10.y;\n\t\tg1010 *= norm10.z;\n\t\tg1110 *= norm10.w;\n\n\t\tvec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));\n\t\tg0011 *= norm11.x;\n\t\tg0111 *= norm11.y;\n\t\tg1011 *= norm11.z;\n\t\tg1111 *= norm11.w;\n\n\t\tT n0000 = dot(g0000, Pf0);\n\t\tT n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));\n\t\tT n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));\n\t\tT n1111 = dot(g1111, Pf1);\n\n\t\tvec<4, T, Q> fade_xyzw = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w);\n\t\tvec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w);\n\t\tvec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z);\n\t\tvec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y);\n\t\tT n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);\n\t\treturn T(2.2) * n_xyzw;\n\t}\n\n\t// Classic Perlin noise, periodic variant\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position, vec<2, T, Q> const& rep)\n\t{\n\t\tvec<4, T, Q> Pi = floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tvec<4, T, Q> Pf = fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);\n\t\tPi = mod(Pi, vec<4, T, Q>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period\n\t\tPi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation\n\t\tvec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z);\n\t\tvec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w);\n\t\tvec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z);\n\t\tvec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w);\n\n\t\tvec<4, T, Q> i = detail::permute(detail::permute(ix) + iy);\n\n\t\tvec<4, T, Q> gx = static_cast<T>(2) * fract(i / T(41)) - T(1);\n\t\tvec<4, T, Q> gy = abs(gx) - T(0.5);\n\t\tvec<4, T, Q> tx = floor(gx + T(0.5));\n\t\tgx = gx - tx;\n\n\t\tvec<2, T, Q> g00(gx.x, gy.x);\n\t\tvec<2, T, Q> g10(gx.y, gy.y);\n\t\tvec<2, T, Q> g01(gx.z, gy.z);\n\t\tvec<2, T, Q> g11(gx.w, gy.w);\n\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n\t\tg00 *= norm.x;\n\t\tg01 *= norm.y;\n\t\tg10 *= norm.z;\n\t\tg11 *= norm.w;\n\n\t\tT n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x));\n\t\tT n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y));\n\t\tT n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z));\n\t\tT n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w));\n\n\t\tvec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y));\n\t\tvec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x);\n\t\tT n_xy = mix(n_x.x, n_x.y, fade_xy.y);\n\t\treturn T(2.3) * n_xy;\n\t}\n\n\t// Classic Perlin noise, periodic variant\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position, vec<3, T, Q> const& rep)\n\t{\n\t\tvec<3, T, Q> Pi0 = mod(floor(Position), rep); // Integer part, modulo period\n\t\tvec<3, T, Q> Pi1 = mod(Pi0 + vec<3, T, Q>(T(1)), rep); // Integer part + 1, mod period\n\t\tPi0 = mod(Pi0, vec<3, T, Q>(289));\n\t\tPi1 = mod(Pi1, vec<3, T, Q>(289));\n\t\tvec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation\n\t\tvec<3, T, Q> Pf1 = Pf0 - vec<3, T, Q>(T(1)); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\n\t\tvec<4, T, Q> gx0 = ixy0 / T(7);\n\t\tvec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5);\n\t\tgx0 = fract(gx0);\n\t\tvec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);\n\t\tvec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0));\n\t\tgx0 -= sz0 * (step(T(0), gx0) - T(0.5));\n\t\tgy0 -= sz0 * (step(T(0), gy0) - T(0.5));\n\n\t\tvec<4, T, Q> gx1 = ixy1 / T(7);\n\t\tvec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5);\n\t\tgx1 = fract(gx1);\n\t\tvec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);\n\t\tvec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(T(0)));\n\t\tgx1 -= sz1 * (step(T(0), gx1) - T(0.5));\n\t\tgy1 -= sz1 * (step(T(0), gy1) - T(0.5));\n\n\t\tvec<3, T, Q> g000 = vec<3, T, Q>(gx0.x, gy0.x, gz0.x);\n\t\tvec<3, T, Q> g100 = vec<3, T, Q>(gx0.y, gy0.y, gz0.y);\n\t\tvec<3, T, Q> g010 = vec<3, T, Q>(gx0.z, gy0.z, gz0.z);\n\t\tvec<3, T, Q> g110 = vec<3, T, Q>(gx0.w, gy0.w, gz0.w);\n\t\tvec<3, T, Q> g001 = vec<3, T, Q>(gx1.x, gy1.x, gz1.x);\n\t\tvec<3, T, Q> g101 = vec<3, T, Q>(gx1.y, gy1.y, gz1.y);\n\t\tvec<3, T, Q> g011 = vec<3, T, Q>(gx1.z, gy1.z, gz1.z);\n\t\tvec<3, T, Q> g111 = vec<3, T, Q>(gx1.w, gy1.w, gz1.w);\n\n\t\tvec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n\t\tg000 *= norm0.x;\n\t\tg010 *= norm0.y;\n\t\tg100 *= norm0.z;\n\t\tg110 *= norm0.w;\n\t\tvec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n\t\tg001 *= norm1.x;\n\t\tg011 *= norm1.y;\n\t\tg101 *= norm1.z;\n\t\tg111 *= norm1.w;\n\n\t\tT n000 = dot(g000, Pf0);\n\t\tT n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));\n\t\tT n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));\n\t\tT n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));\n\t\tT n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));\n\t\tT n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));\n\t\tT n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));\n\t\tT n111 = dot(g111, Pf1);\n\n\t\tvec<3, T, Q> fade_xyz = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);\n\t\tvec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);\n\t\tT n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n\t\treturn T(2.2) * n_xyz;\n\t}\n\n\t// Classic Perlin noise, periodic version\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position, vec<4, T, Q> const& rep)\n\t{\n\t\tvec<4, T, Q> Pi0 = mod(floor(Position), rep); // Integer part modulo rep\n\t\tvec<4, T, Q> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep\n\t\tvec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation\n\t\tvec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0\n\t\tvec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n\t\tvec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n\t\tvec<4, T, Q> iz0(Pi0.z);\n\t\tvec<4, T, Q> iz1(Pi1.z);\n\t\tvec<4, T, Q> iw0(Pi0.w);\n\t\tvec<4, T, Q> iw1(Pi1.w);\n\n\t\tvec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);\n\t\tvec<4, T, Q> ixy0 = detail::permute(ixy + iz0);\n\t\tvec<4, T, Q> ixy1 = detail::permute(ixy + iz1);\n\t\tvec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0);\n\t\tvec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1);\n\t\tvec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0);\n\t\tvec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1);\n\n\t\tvec<4, T, Q> gx00 = ixy00 / T(7);\n\t\tvec<4, T, Q> gy00 = floor(gx00) / T(7);\n\t\tvec<4, T, Q> gz00 = floor(gy00) / T(6);\n\t\tgx00 = fract(gx00) - T(0.5);\n\t\tgy00 = fract(gy00) - T(0.5);\n\t\tgz00 = fract(gz00) - T(0.5);\n\t\tvec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);\n\t\tvec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0));\n\t\tgx00 -= sw00 * (step(T(0), gx00) - T(0.5));\n\t\tgy00 -= sw00 * (step(T(0), gy00) - T(0.5));\n\n\t\tvec<4, T, Q> gx01 = ixy01 / T(7);\n\t\tvec<4, T, Q> gy01 = floor(gx01) / T(7);\n\t\tvec<4, T, Q> gz01 = floor(gy01) / T(6);\n\t\tgx01 = fract(gx01) - T(0.5);\n\t\tgy01 = fract(gy01) - T(0.5);\n\t\tgz01 = fract(gz01) - T(0.5);\n\t\tvec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);\n\t\tvec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0));\n\t\tgx01 -= sw01 * (step(T(0), gx01) - T(0.5));\n\t\tgy01 -= sw01 * (step(T(0), gy01) - T(0.5));\n\n\t\tvec<4, T, Q> gx10 = ixy10 / T(7);\n\t\tvec<4, T, Q> gy10 = floor(gx10) / T(7);\n\t\tvec<4, T, Q> gz10 = floor(gy10) / T(6);\n\t\tgx10 = fract(gx10) - T(0.5);\n\t\tgy10 = fract(gy10) - T(0.5);\n\t\tgz10 = fract(gz10) - T(0.5);\n\t\tvec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);\n\t\tvec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0.0));\n\t\tgx10 -= sw10 * (step(T(0), gx10) - T(0.5));\n\t\tgy10 -= sw10 * (step(T(0), gy10) - T(0.5));\n\n\t\tvec<4, T, Q> gx11 = ixy11 / T(7);\n\t\tvec<4, T, Q> gy11 = floor(gx11) / T(7);\n\t\tvec<4, T, Q> gz11 = floor(gy11) / T(6);\n\t\tgx11 = fract(gx11) - T(0.5);\n\t\tgy11 = fract(gy11) - T(0.5);\n\t\tgz11 = fract(gz11) - T(0.5);\n\t\tvec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);\n\t\tvec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(T(0)));\n\t\tgx11 -= sw11 * (step(T(0), gx11) - T(0.5));\n\t\tgy11 -= sw11 * (step(T(0), gy11) - T(0.5));\n\n\t\tvec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x);\n\t\tvec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y);\n\t\tvec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z);\n\t\tvec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w);\n\t\tvec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x);\n\t\tvec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y);\n\t\tvec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z);\n\t\tvec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w);\n\t\tvec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x);\n\t\tvec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y);\n\t\tvec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z);\n\t\tvec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w);\n\t\tvec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x);\n\t\tvec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y);\n\t\tvec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z);\n\t\tvec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w);\n\n\t\tvec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));\n\t\tg0000 *= norm00.x;\n\t\tg0100 *= norm00.y;\n\t\tg1000 *= norm00.z;\n\t\tg1100 *= norm00.w;\n\n\t\tvec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));\n\t\tg0001 *= norm01.x;\n\t\tg0101 *= norm01.y;\n\t\tg1001 *= norm01.z;\n\t\tg1101 *= norm01.w;\n\n\t\tvec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));\n\t\tg0010 *= norm10.x;\n\t\tg0110 *= norm10.y;\n\t\tg1010 *= norm10.z;\n\t\tg1110 *= norm10.w;\n\n\t\tvec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));\n\t\tg0011 *= norm11.x;\n\t\tg0111 *= norm11.y;\n\t\tg1011 *= norm11.z;\n\t\tg1111 *= norm11.w;\n\n\t\tT n0000 = dot(g0000, Pf0);\n\t\tT n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));\n\t\tT n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));\n\t\tT n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));\n\t\tT n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));\n\t\tT n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));\n\t\tT n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));\n\t\tT n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));\n\t\tT n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));\n\t\tT n1111 = dot(g1111, Pf1);\n\n\t\tvec<4, T, Q> fade_xyzw = detail::fade(Pf0);\n\t\tvec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w);\n\t\tvec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w);\n\t\tvec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z);\n\t\tvec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y);\n\t\tT n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);\n\t\treturn T(2.2) * n_xyzw;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T simplex(glm::vec<2, T, Q> const& v)\n\t{\n\t\tvec<4, T, Q> const C = vec<4, T, Q>(\n\t\t\tT( 0.211324865405187),  // (3.0 -  sqrt(3.0)) / 6.0\n\t\t\tT( 0.366025403784439),  //  0.5 * (sqrt(3.0)  - 1.0)\n\t\t\tT(-0.577350269189626),\t// -1.0 + 2.0 * C.x\n\t\t\tT( 0.024390243902439)); //  1.0 / 41.0\n\n\t\t// First corner\n\t\tvec<2, T, Q> i  = floor(v + dot(v, vec<2, T, Q>(C[1])));\n\t\tvec<2, T, Q> x0 = v -   i + dot(i, vec<2, T, Q>(C[0]));\n\n\t\t// Other corners\n\t\t//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n\t\t//i1.y = 1.0 - i1.x;\n\t\tvec<2, T, Q> i1 = (x0.x > x0.y) ? vec<2, T, Q>(1, 0) : vec<2, T, Q>(0, 1);\n\t\t// x0 = x0 - 0.0 + 0.0 * C.xx ;\n\t\t// x1 = x0 - i1 + 1.0 * C.xx ;\n\t\t// x2 = x0 - 1.0 + 2.0 * C.xx ;\n\t\tvec<4, T, Q> x12 = vec<4, T, Q>(x0.x, x0.y, x0.x, x0.y) + vec<4, T, Q>(C.x, C.x, C.z, C.z);\n\t\tx12 = vec<4, T, Q>(vec<2, T, Q>(x12) - i1, x12.z, x12.w);\n\n\t\t// Permutations\n\t\ti = mod(i, vec<2, T, Q>(289)); // Avoid truncation effects in permutation\n\t\tvec<3, T, Q> p = detail::permute(\n\t\t\tdetail::permute(i.y + vec<3, T, Q>(T(0), i1.y, T(1)))\n\t\t\t+ i.x + vec<3, T, Q>(T(0), i1.x, T(1)));\n\n\t\tvec<3, T, Q> m = max(vec<3, T, Q>(0.5) - vec<3, T, Q>(\n\t\t\tdot(x0, x0),\n\t\t\tdot(vec<2, T, Q>(x12.x, x12.y), vec<2, T, Q>(x12.x, x12.y)),\n\t\t\tdot(vec<2, T, Q>(x12.z, x12.w), vec<2, T, Q>(x12.z, x12.w))), vec<3, T, Q>(0));\n\t\tm = m * m ;\n\t\tm = m * m ;\n\n\t\t// Gradients: 41 points uniformly over a line, mapped onto a diamond.\n\t\t// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n\t\tvec<3, T, Q> x = static_cast<T>(2) * fract(p * C.w) - T(1);\n\t\tvec<3, T, Q> h = abs(x) - T(0.5);\n\t\tvec<3, T, Q> ox = floor(x + T(0.5));\n\t\tvec<3, T, Q> a0 = x - ox;\n\n\t\t// Normalise gradients implicitly by scaling m\n\t\t// Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );\n\t\tm *= static_cast<T>(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h);\n\n\t\t// Compute final noise value at P\n\t\tvec<3, T, Q> g;\n\t\tg.x  = a0.x  * x0.x  + h.x  * x0.y;\n\t\t//g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n\t\tg.y = a0.y * x12.x + h.y * x12.y;\n\t\tg.z = a0.z * x12.z + h.z * x12.w;\n\t\treturn T(130) * dot(m, g);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T simplex(vec<3, T, Q> const& v)\n\t{\n\t\tvec<2, T, Q> const C(1.0 / 6.0, 1.0 / 3.0);\n\t\tvec<4, T, Q> const D(0.0, 0.5, 1.0, 2.0);\n\n\t\t// First corner\n\t\tvec<3, T, Q> i(floor(v + dot(v, vec<3, T, Q>(C.y))));\n\t\tvec<3, T, Q> x0(v - i + dot(i, vec<3, T, Q>(C.x)));\n\n\t\t// Other corners\n\t\tvec<3, T, Q> g(step(vec<3, T, Q>(x0.y, x0.z, x0.x), x0));\n\t\tvec<3, T, Q> l(T(1) - g);\n\t\tvec<3, T, Q> i1(min(g, vec<3, T, Q>(l.z, l.x, l.y)));\n\t\tvec<3, T, Q> i2(max(g, vec<3, T, Q>(l.z, l.x, l.y)));\n\n\t\t//   x0 = x0 - 0.0 + 0.0 * C.xxx;\n\t\t//   x1 = x0 - i1  + 1.0 * C.xxx;\n\t\t//   x2 = x0 - i2  + 2.0 * C.xxx;\n\t\t//   x3 = x0 - 1.0 + 3.0 * C.xxx;\n\t\tvec<3, T, Q> x1(x0 - i1 + C.x);\n\t\tvec<3, T, Q> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y\n\t\tvec<3, T, Q> x3(x0 - D.y);      // -1.0+3.0*C.x = -0.5 = -D.y\n\n\t\t// Permutations\n\t\ti = detail::mod289(i);\n\t\tvec<4, T, Q> p(detail::permute(detail::permute(detail::permute(\n\t\t\ti.z + vec<4, T, Q>(T(0), i1.z, i2.z, T(1))) +\n\t\t\ti.y + vec<4, T, Q>(T(0), i1.y, i2.y, T(1))) +\n\t\t\ti.x + vec<4, T, Q>(T(0), i1.x, i2.x, T(1))));\n\n\t\t// Gradients: 7x7 points over a square, mapped onto an octahedron.\n\t\t// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n\t\tT n_ = static_cast<T>(0.142857142857); // 1.0/7.0\n\t\tvec<3, T, Q> ns(n_ * vec<3, T, Q>(D.w, D.y, D.z) - vec<3, T, Q>(D.x, D.z, D.x));\n\n\t\tvec<4, T, Q> j(p - T(49) * floor(p * ns.z * ns.z));  //  mod(p,7*7)\n\n\t\tvec<4, T, Q> x_(floor(j * ns.z));\n\t\tvec<4, T, Q> y_(floor(j - T(7) * x_));    // mod(j,N)\n\n\t\tvec<4, T, Q> x(x_ * ns.x + ns.y);\n\t\tvec<4, T, Q> y(y_ * ns.x + ns.y);\n\t\tvec<4, T, Q> h(T(1) - abs(x) - abs(y));\n\n\t\tvec<4, T, Q> b0(x.x, x.y, y.x, y.y);\n\t\tvec<4, T, Q> b1(x.z, x.w, y.z, y.w);\n\n\t\t// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n\t\t// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n\t\tvec<4, T, Q> s0(floor(b0) * T(2) + T(1));\n\t\tvec<4, T, Q> s1(floor(b1) * T(2) + T(1));\n\t\tvec<4, T, Q> sh(-step(h, vec<4, T, Q>(0.0)));\n\n\t\tvec<4, T, Q> a0 = vec<4, T, Q>(b0.x, b0.z, b0.y, b0.w) + vec<4, T, Q>(s0.x, s0.z, s0.y, s0.w) * vec<4, T, Q>(sh.x, sh.x, sh.y, sh.y);\n\t\tvec<4, T, Q> a1 = vec<4, T, Q>(b1.x, b1.z, b1.y, b1.w) + vec<4, T, Q>(s1.x, s1.z, s1.y, s1.w) * vec<4, T, Q>(sh.z, sh.z, sh.w, sh.w);\n\n\t\tvec<3, T, Q> p0(a0.x, a0.y, h.x);\n\t\tvec<3, T, Q> p1(a0.z, a0.w, h.y);\n\t\tvec<3, T, Q> p2(a1.x, a1.y, h.z);\n\t\tvec<3, T, Q> p3(a1.z, a1.w, h.w);\n\n\t\t// Normalise gradients\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));\n\t\tp0 *= norm.x;\n\t\tp1 *= norm.y;\n\t\tp2 *= norm.z;\n\t\tp3 *= norm.w;\n\n\t\t// Mix final noise value\n\t\tvec<4, T, Q> m = max(T(0.6) - vec<4, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec<4, T, Q>(0));\n\t\tm = m * m;\n\t\treturn T(42) * dot(m * m, vec<4, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T simplex(vec<4, T, Q> const& v)\n\t{\n\t\tvec<4, T, Q> const C(\n\t\t\t0.138196601125011,  // (5 - sqrt(5))/20  G4\n\t\t\t0.276393202250021,  // 2 * G4\n\t\t\t0.414589803375032,  // 3 * G4\n\t\t\t-0.447213595499958); // -1 + 4 * G4\n\n\t\t// (sqrt(5) - 1)/4 = F4, used once below\n\t\tT const F4 = static_cast<T>(0.309016994374947451);\n\n\t\t// First corner\n\t\tvec<4, T, Q> i  = floor(v + dot(v, vec<4, T, Q>(F4)));\n\t\tvec<4, T, Q> x0 = v -   i + dot(i, vec<4, T, Q>(C.x));\n\n\t\t// Other corners\n\n\t\t// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n\t\tvec<4, T, Q> i0;\n\t\tvec<3, T, Q> isX = step(vec<3, T, Q>(x0.y, x0.z, x0.w), vec<3, T, Q>(x0.x));\n\t\tvec<3, T, Q> isYZ = step(vec<3, T, Q>(x0.z, x0.w, x0.w), vec<3, T, Q>(x0.y, x0.y, x0.z));\n\t\t//  i0.x = dot(isX, vec3(1.0));\n\t\t//i0.x = isX.x + isX.y + isX.z;\n\t\t//i0.yzw = static_cast<T>(1) - isX;\n\t\ti0 = vec<4, T, Q>(isX.x + isX.y + isX.z, T(1) - isX);\n\t\t//  i0.y += dot(isYZ.xy, vec2(1.0));\n\t\ti0.y += isYZ.x + isYZ.y;\n\t\t//i0.zw += 1.0 - vec<2, T, Q>(isYZ.x, isYZ.y);\n\t\ti0.z += static_cast<T>(1) - isYZ.x;\n\t\ti0.w += static_cast<T>(1) - isYZ.y;\n\t\ti0.z += isYZ.z;\n\t\ti0.w += static_cast<T>(1) - isYZ.z;\n\n\t\t// i0 now contains the unique values 0,1,2,3 in each channel\n\t\tvec<4, T, Q> i3 = clamp(i0, T(0), T(1));\n\t\tvec<4, T, Q> i2 = clamp(i0 - T(1), T(0), T(1));\n\t\tvec<4, T, Q> i1 = clamp(i0 - T(2), T(0), T(1));\n\n\t\t//  x0 = x0 - 0.0 + 0.0 * C.xxxx\n\t\t//  x1 = x0 - i1  + 0.0 * C.xxxx\n\t\t//  x2 = x0 - i2  + 0.0 * C.xxxx\n\t\t//  x3 = x0 - i3  + 0.0 * C.xxxx\n\t\t//  x4 = x0 - 1.0 + 4.0 * C.xxxx\n\t\tvec<4, T, Q> x1 = x0 - i1 + C.x;\n\t\tvec<4, T, Q> x2 = x0 - i2 + C.y;\n\t\tvec<4, T, Q> x3 = x0 - i3 + C.z;\n\t\tvec<4, T, Q> x4 = x0 + C.w;\n\n\t\t// Permutations\n\t\ti = mod(i, vec<4, T, Q>(289));\n\t\tT j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x);\n\t\tvec<4, T, Q> j1 = detail::permute(detail::permute(detail::permute(detail::permute(\n\t\t\ti.w + vec<4, T, Q>(i1.w, i2.w, i3.w, T(1))) +\n\t\t\ti.z + vec<4, T, Q>(i1.z, i2.z, i3.z, T(1))) +\n\t\t\ti.y + vec<4, T, Q>(i1.y, i2.y, i3.y, T(1))) +\n\t\t\ti.x + vec<4, T, Q>(i1.x, i2.x, i3.x, T(1)));\n\n\t\t// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n\t\t// 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\t\tvec<4, T, Q> ip = vec<4, T, Q>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0));\n\n\t\tvec<4, T, Q> p0 = gtc::grad4(j0,   ip);\n\t\tvec<4, T, Q> p1 = gtc::grad4(j1.x, ip);\n\t\tvec<4, T, Q> p2 = gtc::grad4(j1.y, ip);\n\t\tvec<4, T, Q> p3 = gtc::grad4(j1.z, ip);\n\t\tvec<4, T, Q> p4 = gtc::grad4(j1.w, ip);\n\n\t\t// Normalise gradients\n\t\tvec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));\n\t\tp0 *= norm.x;\n\t\tp1 *= norm.y;\n\t\tp2 *= norm.z;\n\t\tp3 *= norm.w;\n\t\tp4 *= detail::taylorInvSqrt(dot(p4, p4));\n\n\t\t// Mix contributions from the five corners\n\t\tvec<3, T, Q> m0 = max(T(0.6) - vec<3, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), vec<3, T, Q>(0));\n\t\tvec<2, T, Q> m1 = max(T(0.6) - vec<2, T, Q>(dot(x3, x3), dot(x4, x4)             ), vec<2, T, Q>(0));\n\t\tm0 = m0 * m0;\n\t\tm1 = m1 * m1;\n\t\treturn T(49) *\n\t\t\t(dot(m0 * m0, vec<3, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) +\n\t\t\tdot(m1 * m1, vec<2, T, Q>(dot(p3, x3), dot(p4, x4))));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/packing.hpp",
    "content": "/// @ref gtc_packing\n/// @file glm/gtc/packing.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_packing GLM_GTC_packing\n/// @ingroup gtc\n///\n/// Include <glm/gtc/packing.hpp> to use the features of this extension.\n///\n/// This extension provides a set of function to convert vertors to packed\n/// formats.\n\n#pragma once\n\n// Dependency:\n#include \"type_precision.hpp\"\n#include \"../ext/vector_packing.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_packing extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_packing\n\t/// @{\n\n\t/// First, converts the normalized floating-point value v into a 8-bit integer value.\n\t/// Then, the results are packed into the returned 8-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm1x8:\tround(clamp(c, 0, +1) * 255.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm2x8(vec2 const& v)\n\t/// @see uint32 packUnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint8 packUnorm1x8(float v);\n\n\t/// Convert a single 8-bit integer to a normalized floating-point value.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm4x8: f / 255.0\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackUnorm2x8(uint16 p)\n\t/// @see vec4 unpackUnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml\">GLSL unpackUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackUnorm1x8(uint8 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 8-bit integer values.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm2x8:\tround(clamp(c, 0, +1) * 255.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packUnorm1x8(float const& v)\n\t/// @see uint32 packUnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packUnorm2x8(vec2 const& v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm4x8: f / 255.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackUnorm1x8(uint8 v)\n\t/// @see vec4 unpackUnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml\">GLSL unpackUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 p);\n\n\t/// First, converts the normalized floating-point value v into 8-bit integer value.\n\t/// Then, the results are packed into the returned 8-bit unsigned integer.\n\t///\n\t/// The conversion to fixed point is done as follows:\n\t/// packSnorm1x8:\tround(clamp(s, -1, +1) * 127.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packSnorm2x8(vec2 const& v)\n\t/// @see uint32 packSnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint8 packSnorm1x8(float s);\n\n\t/// First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers.\n\t/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm1x8: clamp(f / 127.0, -1, +1)\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackSnorm2x8(uint16 p)\n\t/// @see vec4 unpackSnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackSnorm1x8(uint8 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 8-bit integer values.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm2x8:\tround(clamp(c, -1, +1) * 127.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packSnorm1x8(float const& v)\n\t/// @see uint32 packSnorm4x8(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packSnorm2x8(vec2 const& v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm2x8: clamp(f / 127.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackSnorm1x8(uint8 p)\n\t/// @see vec4 unpackSnorm4x8(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 p);\n\n\t/// First, converts the normalized floating-point value v into a 16-bit integer value.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm1x16:\tround(clamp(c, 0, +1) * 65535.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packSnorm1x16(float const& v)\n\t/// @see uint64 packSnorm4x16(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packUnorm1x16(float v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers.\n\t/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm1x16: f / 65535.0\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackUnorm2x16(uint32 p)\n\t/// @see vec4 unpackUnorm4x16(uint64 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml\">GLSL unpackUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackUnorm1x16(uint16 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 16-bit integer values.\n\t/// Then, the results are packed into the returned 64-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm4x16:\tround(clamp(c, 0, +1) * 65535.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm1x16(float const& v)\n\t/// @see uint32 packUnorm2x16(vec2 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint64 packUnorm4x16(vec4 const& v);\n\n\t/// First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnormx4x16: f / 65535.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackUnorm1x16(uint16 p)\n\t/// @see vec2 unpackUnorm2x16(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml\">GLSL unpackUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 p);\n\n\t/// First, converts the normalized floating-point value v into 16-bit integer value.\n\t/// Then, the results are packed into the returned 16-bit unsigned integer.\n\t///\n\t/// The conversion to fixed point is done as follows:\n\t/// packSnorm1x8:\tround(clamp(s, -1, +1) * 32767.0)\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packSnorm2x16(vec2 const& v)\n\t/// @see uint64 packSnorm4x16(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packSnorm1x16(float v);\n\n\t/// First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned scalar.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm1x16: clamp(f / 32767.0, -1, +1)\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackSnorm2x16(uint32 p)\n\t/// @see vec4 unpackSnorm4x16(uint64 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm1x16.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackSnorm1x16(uint16 p);\n\n\t/// First, converts each component of the normalized floating-point value v into 16-bit integer values.\n\t/// Then, the results are packed into the returned 64-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm2x8:\tround(clamp(c, -1, +1) * 32767.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packSnorm1x16(float const& v)\n\t/// @see uint32 packSnorm2x16(vec2 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint64 packSnorm4x16(vec4 const& v);\n\n\t/// First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm4x16: clamp(f / 32767.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackSnorm1x16(uint16 p)\n\t/// @see vec2 unpackSnorm2x16(uint32 p)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 p);\n\n\t/// Returns an unsigned integer obtained by converting the components of a floating-point scalar\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification,\n\t/// and then packing this 16-bit value into a 16-bit unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packHalf2x16(vec2 const& v)\n\t/// @see uint64 packHalf4x16(vec4 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml\">GLSL packHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint16 packHalf1x16(float v);\n\n\t/// Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value,\n\t/// interpreted as a 16-bit floating-point number according to the OpenGL Specification,\n\t/// and converting it to 32-bit floating-point values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackHalf2x16(uint32 const& v)\n\t/// @see vec4 unpackHalf4x16(uint64 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml\">GLSL unpackHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL float unpackHalf1x16(uint16 v);\n\n\t/// Returns an unsigned integer obtained by converting the components of a four-component floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification,\n\t/// and then packing these four 16-bit values into a 64-bit unsigned integer.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the forth component specifies the 16 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packHalf1x16(float const& v)\n\t/// @see uint32 packHalf2x16(vec2 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml\">GLSL packHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint64 packHalf4x16(vec4 const& v);\n\n\t/// Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 16-bit values,\n\t/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,\n\t/// and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the forth component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see gtc_packing\n\t/// @see float unpackHalf1x16(uint16 const& v)\n\t/// @see vec2 unpackHalf2x16(uint32 const& v)\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml\">GLSL unpackHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackHalf4x16(uint64 p);\n\n\t/// Returns an unsigned integer obtained by converting the components of a four-component signed integer vector\n\t/// to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification,\n\t/// and then packing these four values into a 32-bit unsigned integer.\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packI3x10_1x2(uvec4 const& v)\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see ivec4 unpackI3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packI3x10_1x2(ivec4 const& v);\n\n\t/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p);\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p);\n\tGLM_FUNC_DECL ivec4 unpackI3x10_1x2(uint32 p);\n\n\t/// Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector\n\t/// to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification,\n\t/// and then packing these four values into a 32-bit unsigned integer.\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packI3x10_1x2(ivec4 const& v)\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see ivec4 unpackU3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packU3x10_1x2(uvec4 const& v);\n\n\t/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p);\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p);\n\tGLM_FUNC_DECL uvec4 unpackU3x10_1x2(uint32 p);\n\n\t/// First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values.\n\t/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm3x10_1x2(xyz):\tround(clamp(c, -1, +1) * 511.0)\n\t/// packSnorm3x10_1x2(w):\tround(clamp(c, -1, +1) * 1.0)\n\t///\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see uint32 packI3x10_1x2(ivec4 const& v)\n\tGLM_FUNC_DECL uint32 packSnorm3x10_1x2(vec4 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1)\n\t/// unpackSnorm3x10_1x2(w): clamp(f / 511.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see vec4 unpackUnorm3x10_1x2(uint32 const& p))\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p)\n\t/// @see uvec4 unpackU3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 p);\n\n\t/// First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values.\n\t/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm3x10_1x2(xyz):\tround(clamp(c, 0, +1) * 1023.0)\n\t/// packUnorm3x10_1x2(w):\tround(clamp(c, 0, +1) * 3.0)\n\t///\n\t/// The first vector component specifies the 10 least-significant bits of the result;\n\t/// the forth component specifies the 2 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackUnorm3x10_1x2(uint32 const& p)\n\t/// @see uint32 packUnorm3x10_1x2(vec4 const& v)\n\t/// @see uint32 packU3x10_1x2(uvec4 const& v)\n\t/// @see uint32 packI3x10_1x2(ivec4 const& v)\n\tGLM_FUNC_DECL uint32 packUnorm3x10_1x2(vec4 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1)\n\t/// unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packSnorm3x10_1x2(vec4 const& v)\n\t/// @see vec4 unpackInorm3x10_1x2(uint32 const& p))\n\t/// @see uvec4 unpackI3x10_1x2(uint32 const& p)\n\t/// @see uvec4 unpackU3x10_1x2(uint32 const& p)\n\tGLM_FUNC_DECL vec4 unpackUnorm3x10_1x2(uint32 p);\n\n\t/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.\n\t/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The first vector component specifies the 11 least-significant bits of the result;\n\t/// the last component specifies the 10 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackF2x11_1x10(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packF2x11_1x10(vec3 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packF2x11_1x10(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackF2x11_1x10(uint32 p);\n\n\n\t/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.\n\t/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The first vector component specifies the 11 least-significant bits of the result;\n\t/// the last component specifies the 10 most-significant bits.\n\t///\n\t/// packF3x9_E1x5 allows encoding into RGBE / RGB9E5 format\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackF3x9_E1x5(uint32 const& p)\n\tGLM_FUNC_DECL uint32 packF3x9_E1x5(vec3 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// unpackF3x9_E1x5 allows decoding RGBE / RGB9E5 data\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packF3x9_E1x5(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackF3x9_E1x5(uint32 p);\n\n\t/// Returns an unsigned integer vector obtained by converting the components of a floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the forth component specifies the 16 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& p)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb);\n\n\t/// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the forth component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<4, T, Q> packRGBM(vec<3, float, Q> const& v)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm);\n\n\t/// Returns an unsigned integer vector obtained by converting the components of a floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the forth component specifies the 16 most-significant bits.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& p)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v);\n\n\t/// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the forth component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v)\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, floatType, Q> unpackUnorm(vec<L, intType, Q> const& p);\n\ttemplate<typename uintType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uintType, Q> packUnorm(vec<L, floatType, Q> const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, intType, Q> packUnorm(vec<L, floatType, Q> const& v)\n\ttemplate<typename floatType, length_t L, typename uintType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, floatType, Q> unpackUnorm(vec<L, uintType, Q> const& v);\n\n\t/// Convert each component of the normalized floating-point vector into signed integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& p);\n\ttemplate<typename intType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v)\n\ttemplate<typename floatType, length_t L, typename intType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& v);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec2 unpackUnorm2x4(uint8 p)\n\tGLM_FUNC_DECL uint8 packUnorm2x4(vec2 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packUnorm2x4(vec2 const& v)\n\tGLM_FUNC_DECL vec2 unpackUnorm2x4(uint8 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackUnorm4x4(uint16 p)\n\tGLM_FUNC_DECL uint16 packUnorm4x4(vec4 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm4x4(vec4 const& v)\n\tGLM_FUNC_DECL vec4 unpackUnorm4x4(uint16 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackUnorm1x5_1x6_1x5(uint16 p)\n\tGLM_FUNC_DECL uint16 packUnorm1x5_1x6_1x5(vec3 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm1x5_1x6_1x5(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackUnorm1x5_1x6_1x5(uint16 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec4 unpackUnorm3x5_1x1(uint16 p)\n\tGLM_FUNC_DECL uint16 packUnorm3x5_1x1(vec4 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packUnorm3x5_1x1(vec4 const& v)\n\tGLM_FUNC_DECL vec4 unpackUnorm3x5_1x1(uint16 p);\n\n\t/// Convert each component of the normalized floating-point vector into unsigned integer values.\n\t///\n\t/// @see gtc_packing\n\t/// @see vec3 unpackUnorm2x3_1x2(uint8 p)\n\tGLM_FUNC_DECL uint8 packUnorm2x3_1x2(vec3 const& v);\n\n\t/// Convert a packed integer to a normalized floating-point vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint8 packUnorm2x3_1x2(vec3 const& v)\n\tGLM_FUNC_DECL vec3 unpackUnorm2x3_1x2(uint8 p);\n\n\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i8vec2 unpackInt2x8(int16 p)\n\tGLM_FUNC_DECL int16 packInt2x8(i8vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int16 packInt2x8(i8vec2 const& v)\n\tGLM_FUNC_DECL i8vec2 unpackInt2x8(int16 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u8vec2 unpackInt2x8(uint16 p)\n\tGLM_FUNC_DECL uint16 packUint2x8(u8vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint16 packInt2x8(u8vec2 const& v)\n\tGLM_FUNC_DECL u8vec2 unpackUint2x8(uint16 p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i8vec4 unpackInt4x8(int32 p)\n\tGLM_FUNC_DECL int32 packInt4x8(i8vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int32 packInt2x8(i8vec4 const& v)\n\tGLM_FUNC_DECL i8vec4 unpackInt4x8(int32 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u8vec4 unpackUint4x8(uint32 p)\n\tGLM_FUNC_DECL uint32 packUint4x8(u8vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint32 packUint4x8(u8vec2 const& v)\n\tGLM_FUNC_DECL u8vec4 unpackUint4x8(uint32 p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i16vec2 unpackInt2x16(int p)\n\tGLM_FUNC_DECL int packInt2x16(i16vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int packInt2x16(i16vec2 const& v)\n\tGLM_FUNC_DECL i16vec2 unpackInt2x16(int p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i16vec4 unpackInt4x16(int64 p)\n\tGLM_FUNC_DECL int64 packInt4x16(i16vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int64 packInt4x16(i16vec4 const& v)\n\tGLM_FUNC_DECL i16vec4 unpackInt4x16(int64 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u16vec2 unpackUint2x16(uint p)\n\tGLM_FUNC_DECL uint packUint2x16(u16vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint packUint2x16(u16vec2 const& v)\n\tGLM_FUNC_DECL u16vec2 unpackUint2x16(uint p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u16vec4 unpackUint4x16(uint64 p)\n\tGLM_FUNC_DECL uint64 packUint4x16(u16vec4 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see uint64 packUint4x16(u16vec4 const& v)\n\tGLM_FUNC_DECL u16vec4 unpackUint4x16(uint64 p);\n\n\t/// Convert each component from an integer vector into a packed integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see i32vec2 unpackInt2x32(int p)\n\tGLM_FUNC_DECL int64 packInt2x32(i32vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int packInt2x16(i32vec2 const& v)\n\tGLM_FUNC_DECL i32vec2 unpackInt2x32(int64 p);\n\n\t/// Convert each component from an integer vector into a packed unsigned integer.\n\t///\n\t/// @see gtc_packing\n\t/// @see u32vec2 unpackUint2x32(int p)\n\tGLM_FUNC_DECL uint64 packUint2x32(u32vec2 const& v);\n\n\t/// Convert a packed integer into an integer vector.\n\t///\n\t/// @see gtc_packing\n\t/// @see int packUint2x16(u32vec2 const& v)\n\tGLM_FUNC_DECL u32vec2 unpackUint2x32(uint64 p);\n\n\t/// @}\n}// namespace glm\n\n#include \"packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/packing.inl",
    "content": "/// @ref gtc_packing\n\n#include \"../ext/scalar_relational.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../common.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../detail/type_half.hpp\"\n#include <cstring>\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER glm::uint16 float2half(glm::uint32 f)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x00007c00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003ff => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((f >> 16) & 0x8000) | // sign\n\t\t\t((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00) | // exponential\n\t\t\t((f >> 13) & 0x03ff); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 float2packed11(glm::uint32 f)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x000007c0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007c00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003ff => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((f & 0x7f800000) - 0x38000000) >> 17) & 0x07c0) | // exponential\n\t\t\t((f >> 17) & 0x003f); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 packed11ToFloat(glm::uint32 p)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x000007c0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007c00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003ff => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((p & 0x07c0) << 17) + 0x38000000) & 0x7f800000) | // exponential\n\t\t\t((p & 0x003f) << 17); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 float2packed10(glm::uint32 f)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x0000001F => 00000000 00000000 00000000 00011111\n\t\t// 0x0000003F => 00000000 00000000 00000000 00111111\n\t\t// 0x000003E0 => 00000000 00000000 00000011 11100000\n\t\t// 0x000007C0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007C00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003FF => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((f & 0x7f800000) - 0x38000000) >> 18) & 0x03E0) | // exponential\n\t\t\t((f >> 18) & 0x001f); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint32 packed10ToFloat(glm::uint32 p)\n\t{\n\t\t// 10 bits    =>                         EE EEEFFFFF\n\t\t// 11 bits    =>                        EEE EEFFFFFF\n\t\t// Half bits  =>                   SEEEEEFF FFFFFFFF\n\t\t// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF\n\n\t\t// 0x0000001F => 00000000 00000000 00000000 00011111\n\t\t// 0x0000003F => 00000000 00000000 00000000 00111111\n\t\t// 0x000003E0 => 00000000 00000000 00000011 11100000\n\t\t// 0x000007C0 => 00000000 00000000 00000111 11000000\n\t\t// 0x00007C00 => 00000000 00000000 01111100 00000000\n\t\t// 0x000003FF => 00000000 00000000 00000011 11111111\n\t\t// 0x38000000 => 00111000 00000000 00000000 00000000\n\t\t// 0x7f800000 => 01111111 10000000 00000000 00000000\n\t\t// 0x00008000 => 00000000 00000000 10000000 00000000\n\t\treturn\n\t\t\t((((p & 0x03E0) << 18) + 0x38000000) & 0x7f800000) | // exponential\n\t\t\t((p & 0x001f) << 18); // Mantissa\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint half2float(glm::uint h)\n\t{\n\t\treturn ((h & 0x8000) << 16) | ((( h & 0x7c00) + 0x1C000) << 13) | ((h & 0x03FF) << 13);\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint floatTo11bit(float x)\n\t{\n\t\tif(x == 0.0f)\n\t\t\treturn 0u;\n\t\telse if(glm::isnan(x))\n\t\t\treturn ~0u;\n\t\telse if(glm::isinf(x))\n\t\t\treturn 0x1Fu << 6u;\n\n\t\tuint Pack = 0u;\n\t\tmemcpy(&Pack, &x, sizeof(Pack));\n\t\treturn float2packed11(Pack);\n\t}\n\n\tGLM_FUNC_QUALIFIER float packed11bitToFloat(glm::uint x)\n\t{\n\t\tif(x == 0)\n\t\t\treturn 0.0f;\n\t\telse if(x == ((1 << 11) - 1))\n\t\t\treturn ~0;//NaN\n\t\telse if(x == (0x1f << 6))\n\t\t\treturn ~0;//Inf\n\n\t\tuint Result = packed11ToFloat(x);\n\n\t\tfloat Temp = 0;\n\t\tmemcpy(&Temp, &Result, sizeof(Temp));\n\t\treturn Temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::uint floatTo10bit(float x)\n\t{\n\t\tif(x == 0.0f)\n\t\t\treturn 0u;\n\t\telse if(glm::isnan(x))\n\t\t\treturn ~0u;\n\t\telse if(glm::isinf(x))\n\t\t\treturn 0x1Fu << 5u;\n\n\t\tuint Pack = 0;\n\t\tmemcpy(&Pack, &x, sizeof(Pack));\n\t\treturn float2packed10(Pack);\n\t}\n\n\tGLM_FUNC_QUALIFIER float packed10bitToFloat(glm::uint x)\n\t{\n\t\tif(x == 0)\n\t\t\treturn 0.0f;\n\t\telse if(x == ((1 << 10) - 1))\n\t\t\treturn ~0;//NaN\n\t\telse if(x == (0x1f << 5))\n\t\t\treturn ~0;//Inf\n\n\t\tuint Result = packed10ToFloat(x);\n\n\t\tfloat Temp = 0;\n\t\tmemcpy(&Temp, &Result, sizeof(Temp));\n\t\treturn Temp;\n\t}\n\n//\tGLM_FUNC_QUALIFIER glm::uint f11_f11_f10(float x, float y, float z)\n//\t{\n//\t\treturn ((floatTo11bit(x) & ((1 << 11) - 1)) << 0) |  ((floatTo11bit(y) & ((1 << 11) - 1)) << 11) | ((floatTo10bit(z) & ((1 << 10) - 1)) << 22);\n//\t}\n\n\tunion u3u3u2\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 3;\n\t\t\tuint y : 3;\n\t\t\tuint z : 2;\n\t\t} data;\n\t\tuint8 pack;\n\t};\n\n\tunion u4u4\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 4;\n\t\t\tuint y : 4;\n\t\t} data;\n\t\tuint8 pack;\n\t};\n\n\tunion u4u4u4u4\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 4;\n\t\t\tuint y : 4;\n\t\t\tuint z : 4;\n\t\t\tuint w : 4;\n\t\t} data;\n\t\tuint16 pack;\n\t};\n\n\tunion u5u6u5\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 5;\n\t\t\tuint y : 6;\n\t\t\tuint z : 5;\n\t\t} data;\n\t\tuint16 pack;\n\t};\n\n\tunion u5u5u5u1\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 5;\n\t\t\tuint y : 5;\n\t\t\tuint z : 5;\n\t\t\tuint w : 1;\n\t\t} data;\n\t\tuint16 pack;\n\t};\n\n\tunion u10u10u10u2\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 10;\n\t\t\tuint y : 10;\n\t\t\tuint z : 10;\n\t\t\tuint w : 2;\n\t\t} data;\n\t\tuint32 pack;\n\t};\n\n\tunion i10i10i10i2\n\t{\n\t\tstruct\n\t\t{\n\t\t\tint x : 10;\n\t\t\tint y : 10;\n\t\t\tint z : 10;\n\t\t\tint w : 2;\n\t\t} data;\n\t\tuint32 pack;\n\t};\n\n\tunion u9u9u9e5\n\t{\n\t\tstruct\n\t\t{\n\t\t\tuint x : 9;\n\t\t\tuint y : 9;\n\t\t\tuint z : 9;\n\t\t\tuint w : 5;\n\t\t} data;\n\t\tuint32 pack;\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_half\n\t{};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<1, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, uint16, Q> pack(vec<1, float, Q> const& v)\n\t\t{\n\t\t\tint16 const Unpack(detail::toFloat16(v.x));\n\t\t\tu16vec1 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<1, float, Q> unpack(vec<1, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec1 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<1, float, Q>(detail::toFloat32(v.x));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<2, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, uint16, Q> pack(vec<2, float, Q> const& v)\n\t\t{\n\t\t\tvec<2, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y));\n\t\t\tu16vec2 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<2, float, Q> unpack(vec<2, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec2 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<2, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<3, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, uint16, Q> pack(vec<3, float, Q> const& v)\n\t\t{\n\t\t\tvec<3, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z));\n\t\t\tu16vec3 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<3, float, Q> unpack(vec<3, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec3 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<3, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z));\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_half<4, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint16, Q> pack(vec<4, float, Q> const& v)\n\t\t{\n\t\t\tvec<4, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z), detail::toFloat16(v.w));\n\t\t\tu16vec4 Packed;\n\t\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\t\treturn Packed;\n\t\t}\n\n\t\tGLM_FUNC_QUALIFIER static vec<4, float, Q> unpack(vec<4, uint16, Q> const& v)\n\t\t{\n\t\t\ti16vec4 Unpack;\n\t\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\t\treturn vec<4, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z), detail::toFloat32(v.w));\n\t\t}\n\t};\n}//namespace detail\n\n\tGLM_FUNC_QUALIFIER uint8 packUnorm1x8(float v)\n\t{\n\t\treturn static_cast<uint8>(round(clamp(v, 0.0f, 1.0f) * 255.0f));\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackUnorm1x8(uint8 p)\n\t{\n\t\tfloat const Unpack(p);\n\t\treturn Unpack * static_cast<float>(0.0039215686274509803921568627451); // 1 / 255\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm2x8(vec2 const& v)\n\t{\n\t\tu8vec2 const Topack(round(clamp(v, 0.0f, 1.0f) * 255.0f));\n\n\t\tuint16 Unpack = 0;\n\t\tmemcpy(&Unpack, &Topack, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackUnorm2x8(uint16 p)\n\t{\n\t\tu8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn vec2(Unpack) * float(0.0039215686274509803921568627451); // 1 / 255\n\t}\n\n\tGLM_FUNC_QUALIFIER uint8 packSnorm1x8(float v)\n\t{\n\t\tint8 const Topack(static_cast<int8>(round(clamp(v ,-1.0f, 1.0f) * 127.0f)));\n\t\tuint8 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackSnorm1x8(uint8 p)\n\t{\n\t\tint8 Unpack = 0;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tstatic_cast<float>(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packSnorm2x8(vec2 const& v)\n\t{\n\t\ti8vec2 const Topack(round(clamp(v, -1.0f, 1.0f) * 127.0f));\n\t\tuint16 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p)\n\t{\n\t\ti8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tvec2(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm1x16(float s)\n\t{\n\t\treturn static_cast<uint16>(round(clamp(s, 0.0f, 1.0f) * 65535.0f));\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackUnorm1x16(uint16 p)\n\t{\n\t\tfloat const Unpack(p);\n\t\treturn Unpack * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packUnorm4x16(vec4 const& v)\n\t{\n\t\tu16vec4 const Topack(round(clamp(v , 0.0f, 1.0f) * 65535.0f));\n\t\tuint64 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm4x16(uint64 p)\n\t{\n\t\tu16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn vec4(Unpack) * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packSnorm1x16(float v)\n\t{\n\t\tint16 const Topack = static_cast<int16>(round(clamp(v ,-1.0f, 1.0f) * 32767.0f));\n\t\tuint16 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackSnorm1x16(uint16 p)\n\t{\n\t\tint16 Unpack = 0;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tstatic_cast<float>(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f,\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packSnorm4x16(vec4 const& v)\n\t{\n\t\ti16vec4 const Topack(round(clamp(v ,-1.0f, 1.0f) * 32767.0f));\n\t\tuint64 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackSnorm4x16(uint64 p)\n\t{\n\t\ti16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn clamp(\n\t\t\tvec4(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f,\n\t\t\t-1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packHalf1x16(float v)\n\t{\n\t\tint16 const Topack(detail::toFloat16(v));\n\t\tuint16 Packed = 0;\n\t\tmemcpy(&Packed, &Topack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER float unpackHalf1x16(uint16 v)\n\t{\n\t\tint16 Unpack = 0;\n\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\treturn detail::toFloat32(Unpack);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packHalf4x16(glm::vec4 const& v)\n\t{\n\t\ti16vec4 const Unpack(\n\t\t\tdetail::toFloat16(v.x),\n\t\t\tdetail::toFloat16(v.y),\n\t\t\tdetail::toFloat16(v.z),\n\t\t\tdetail::toFloat16(v.w));\n\t\tuint64 Packed = 0;\n\t\tmemcpy(&Packed, &Unpack, sizeof(Packed));\n\t\treturn Packed;\n\t}\n\n\tGLM_FUNC_QUALIFIER glm::vec4 unpackHalf4x16(uint64 v)\n\t{\n\t\ti16vec4 Unpack;\n\t\tmemcpy(&Unpack, &v, sizeof(Unpack));\n\t\treturn vec4(\n\t\t\tdetail::toFloat32(Unpack.x),\n\t\t\tdetail::toFloat32(Unpack.y),\n\t\t\tdetail::toFloat32(Unpack.z),\n\t\t\tdetail::toFloat32(Unpack.w));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packI3x10_1x2(ivec4 const& v)\n\t{\n\t\tdetail::i10i10i10i2 Result;\n\t\tResult.data.x = v.x;\n\t\tResult.data.y = v.y;\n\t\tResult.data.z = v.z;\n\t\tResult.data.w = v.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER ivec4 unpackI3x10_1x2(uint32 v)\n\t{\n\t\tdetail::i10i10i10i2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn ivec4(\n\t\t\tUnpack.data.x,\n\t\t\tUnpack.data.y,\n\t\t\tUnpack.data.z,\n\t\t\tUnpack.data.w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packU3x10_1x2(uvec4 const& v)\n\t{\n\t\tdetail::u10u10u10u2 Result;\n\t\tResult.data.x = v.x;\n\t\tResult.data.y = v.y;\n\t\tResult.data.z = v.z;\n\t\tResult.data.w = v.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uvec4 unpackU3x10_1x2(uint32 v)\n\t{\n\t\tdetail::u10u10u10u2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn uvec4(\n\t\t\tUnpack.data.x,\n\t\t\tUnpack.data.y,\n\t\t\tUnpack.data.z,\n\t\t\tUnpack.data.w);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packSnorm3x10_1x2(vec4 const& v)\n\t{\n\t\tivec4 const Pack(round(clamp(v,-1.0f, 1.0f) * vec4(511.f, 511.f, 511.f, 1.f)));\n\n\t\tdetail::i10i10i10i2 Result;\n\t\tResult.data.x = Pack.x;\n\t\tResult.data.y = Pack.y;\n\t\tResult.data.z = Pack.z;\n\t\tResult.data.w = Pack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackSnorm3x10_1x2(uint32 v)\n\t{\n\t\tdetail::i10i10i10i2 Unpack;\n\t\tUnpack.pack = v;\n\n\t\tvec4 const Result(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w);\n\n\t\treturn clamp(Result * vec4(1.f / 511.f, 1.f / 511.f, 1.f / 511.f, 1.f), -1.0f, 1.0f);\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packUnorm3x10_1x2(vec4 const& v)\n\t{\n\t\tuvec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(1023.f, 1023.f, 1023.f, 3.f)));\n\n\t\tdetail::u10u10u10u2 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\tResult.data.w = Unpack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm3x10_1x2(uint32 v)\n\t{\n\t\tvec4 const ScaleFactors(1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 3.f);\n\n\t\tdetail::u10u10u10u2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactors;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packF2x11_1x10(vec3 const& v)\n\t{\n\t\treturn\n\t\t\t((detail::floatTo11bit(v.x) & ((1 << 11) - 1)) <<  0) |\n\t\t\t((detail::floatTo11bit(v.y) & ((1 << 11) - 1)) << 11) |\n\t\t\t((detail::floatTo10bit(v.z) & ((1 << 10) - 1)) << 22);\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackF2x11_1x10(uint32 v)\n\t{\n\t\treturn vec3(\n\t\t\tdetail::packed11bitToFloat(v >> 0),\n\t\t\tdetail::packed11bitToFloat(v >> 11),\n\t\t\tdetail::packed10bitToFloat(v >> 22));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packF3x9_E1x5(vec3 const& v)\n\t{\n\t\tfloat const SharedExpMax = (pow(2.0f, 9.0f - 1.0f) / pow(2.0f, 9.0f)) * pow(2.0f, 31.f - 15.f);\n\t\tvec3 const Color = clamp(v, 0.0f, SharedExpMax);\n\t\tfloat const MaxColor = max(Color.x, max(Color.y, Color.z));\n\n\t\tfloat const ExpSharedP = max(-15.f - 1.f, floor(log2(MaxColor))) + 1.0f + 15.f;\n\t\tfloat const MaxShared = floor(MaxColor / pow(2.0f, (ExpSharedP - 15.f - 9.f)) + 0.5f);\n\t\tfloat const ExpShared = equal(MaxShared, pow(2.0f, 9.0f), epsilon<float>()) ? ExpSharedP + 1.0f : ExpSharedP;\n\n\t\tuvec3 const ColorComp(floor(Color / pow(2.f, (ExpShared - 15.f - 9.f)) + 0.5f));\n\n\t\tdetail::u9u9u9e5 Unpack;\n\t\tUnpack.data.x = ColorComp.x;\n\t\tUnpack.data.y = ColorComp.y;\n\t\tUnpack.data.z = ColorComp.z;\n\t\tUnpack.data.w = uint(ExpShared);\n\t\treturn Unpack.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackF3x9_E1x5(uint32 v)\n\t{\n\t\tdetail::u9u9u9e5 Unpack;\n\t\tUnpack.pack = v;\n\n\t\treturn vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * pow(2.0f, Unpack.data.w - 15.f - 9.f);\n\t}\n\n\t// Based on Brian Karis http://graphicrants.blogspot.fr/2009/04/rgbm-color-encoding.html\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb)\n\t{\n\t\tvec<3, T, Q> const Color(rgb * static_cast<T>(1.0 / 6.0));\n\t\tT Alpha = clamp(max(max(Color.x, Color.y), max(Color.z, static_cast<T>(1e-6))), static_cast<T>(0), static_cast<T>(1));\n\t\tAlpha = ceil(Alpha * static_cast<T>(255.0)) / static_cast<T>(255.0);\n\t\treturn vec<4, T, Q>(Color / Alpha, Alpha);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm)\n\t{\n\t\treturn vec<3, T, Q>(rgbm.x, rgbm.y, rgbm.z) * rgbm.w * static_cast<T>(6);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v)\n\t{\n\t\treturn detail::compute_half<L, Q>::pack(v);\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& v)\n\t{\n\t\treturn detail::compute_half<L, Q>::unpack(v);\n\t}\n\n\ttemplate<typename uintType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, uintType, Q> packUnorm(vec<L, floatType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<uintType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn vec<L, uintType, Q>(round(clamp(v, static_cast<floatType>(0), static_cast<floatType>(1)) * static_cast<floatType>(std::numeric_limits<uintType>::max())));\n\t}\n\n\ttemplate<typename floatType, length_t L, typename uintType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, floatType, Q> unpackUnorm(vec<L, uintType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<uintType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn vec<L, float, Q>(v) * (static_cast<floatType>(1) / static_cast<floatType>(std::numeric_limits<uintType>::max()));\n\t}\n\n\ttemplate<typename intType, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<intType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn vec<L, intType, Q>(round(clamp(v , static_cast<floatType>(-1), static_cast<floatType>(1)) * static_cast<floatType>(std::numeric_limits<intType>::max())));\n\t}\n\n\ttemplate<typename floatType, length_t L, typename intType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<intType>::is_integer, \"uintType must be an integer type\");\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"floatType must be a floating point type\");\n\n\t\treturn clamp(vec<L, floatType, Q>(v) * (static_cast<floatType>(1) / static_cast<floatType>(std::numeric_limits<intType>::max())), static_cast<floatType>(-1), static_cast<floatType>(1));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint8 packUnorm2x4(vec2 const& v)\n\t{\n\t\tu32vec2 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f));\n\t\tdetail::u4u4 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec2 unpackUnorm2x4(uint8 v)\n\t{\n\t\tfloat const ScaleFactor(1.f / 15.f);\n\t\tdetail::u4u4 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec2(Unpack.data.x, Unpack.data.y) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm4x4(vec4 const& v)\n\t{\n\t\tu32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f));\n\t\tdetail::u4u4u4u4 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\tResult.data.w = Unpack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm4x4(uint16 v)\n\t{\n\t\tfloat const ScaleFactor(1.f / 15.f);\n\t\tdetail::u4u4u4u4 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm1x5_1x6_1x5(vec3 const& v)\n\t{\n\t\tu32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(31.f, 63.f, 31.f)));\n\t\tdetail::u5u6u5 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackUnorm1x5_1x6_1x5(uint16 v)\n\t{\n\t\tvec3 const ScaleFactor(1.f / 31.f, 1.f / 63.f, 1.f / 31.f);\n\t\tdetail::u5u6u5 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUnorm3x5_1x1(vec4 const& v)\n\t{\n\t\tu32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(31.f, 31.f, 31.f, 1.f)));\n\t\tdetail::u5u5u5u1 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\tResult.data.w = Unpack.w;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec4 unpackUnorm3x5_1x1(uint16 v)\n\t{\n\t\tvec4 const ScaleFactor(1.f / 31.f, 1.f / 31.f, 1.f / 31.f, 1.f);\n\t\tdetail::u5u5u5u1 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint8 packUnorm2x3_1x2(vec3 const& v)\n\t{\n\t\tu32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(7.f, 7.f, 3.f)));\n\t\tdetail::u3u3u2 Result;\n\t\tResult.data.x = Unpack.x;\n\t\tResult.data.y = Unpack.y;\n\t\tResult.data.z = Unpack.z;\n\t\treturn Result.pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER vec3 unpackUnorm2x3_1x2(uint8 v)\n\t{\n\t\tvec3 const ScaleFactor(1.f / 7.f, 1.f / 7.f, 1.f / 3.f);\n\t\tdetail::u3u3u2 Unpack;\n\t\tUnpack.pack = v;\n\t\treturn vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor;\n\t}\n\n\tGLM_FUNC_QUALIFIER int16 packInt2x8(i8vec2 const& v)\n\t{\n\t\tint16 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i8vec2 unpackInt2x8(int16 p)\n\t{\n\t\ti8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint16 packUint2x8(u8vec2 const& v)\n\t{\n\t\tuint16 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u8vec2 unpackUint2x8(uint16 p)\n\t{\n\t\tu8vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int32 packInt4x8(i8vec4 const& v)\n\t{\n\t\tint32 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i8vec4 unpackInt4x8(int32 p)\n\t{\n\t\ti8vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint32 packUint4x8(u8vec4 const& v)\n\t{\n\t\tuint32 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u8vec4 unpackUint4x8(uint32 p)\n\t{\n\t\tu8vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int packInt2x16(i16vec2 const& v)\n\t{\n\t\tint Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i16vec2 unpackInt2x16(int p)\n\t{\n\t\ti16vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 packInt4x16(i16vec4 const& v)\n\t{\n\t\tint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i16vec4 unpackInt4x16(int64 p)\n\t{\n\t\ti16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint packUint2x16(u16vec2 const& v)\n\t{\n\t\tuint Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u16vec2 unpackUint2x16(uint p)\n\t{\n\t\tu16vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packUint4x16(u16vec4 const& v)\n\t{\n\t\tuint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u16vec4 unpackUint4x16(uint64 p)\n\t{\n\t\tu16vec4 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 packInt2x32(i32vec2 const& v)\n\t{\n\t\tint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER i32vec2 unpackInt2x32(int64 p)\n\t{\n\t\ti32vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint64 packUint2x32(u32vec2 const& v)\n\t{\n\t\tuint64 Pack = 0;\n\t\tmemcpy(&Pack, &v, sizeof(Pack));\n\t\treturn Pack;\n\t}\n\n\tGLM_FUNC_QUALIFIER u32vec2 unpackUint2x32(uint64 p)\n\t{\n\t\tu32vec2 Unpack;\n\t\tmemcpy(&Unpack, &p, sizeof(Unpack));\n\t\treturn Unpack;\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/quaternion.hpp",
    "content": "/// @ref gtc_quaternion\n/// @file glm/gtc/quaternion.hpp\n///\n/// @see core (dependence)\n/// @see gtc_constants (dependence)\n///\n/// @defgroup gtc_quaternion GLM_GTC_quaternion\n/// @ingroup gtc\n///\n/// Include <glm/gtc/quaternion.hpp> to use the features of this extension.\n///\n/// Defines a templated quaternion type and several quaternion operations.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../ext/quaternion_common.hpp\"\n#include \"../ext/quaternion_float.hpp\"\n#include \"../ext/quaternion_float_precision.hpp\"\n#include \"../ext/quaternion_double.hpp\"\n#include \"../ext/quaternion_double_precision.hpp\"\n#include \"../ext/quaternion_relational.hpp\"\n#include \"../ext/quaternion_geometric.hpp\"\n#include \"../ext/quaternion_trigonometric.hpp\"\n#include \"../ext/quaternion_transform.hpp\"\n#include \"../detail/type_mat3x3.hpp\"\n#include \"../detail/type_mat4x4.hpp\"\n#include \"../detail/type_vec3.hpp\"\n#include \"../detail/type_vec4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_quaternion extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_quaternion\n\t/// @{\n\n\t/// Returns euler angles, pitch as x, yaw as y, roll as z.\n\t/// The result is expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua<T, Q> const& x);\n\n\t/// Returns roll value of euler angles expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T roll(qua<T, Q> const& x);\n\n\t/// Returns pitch value of euler angles expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T pitch(qua<T, Q> const& x);\n\n\t/// Returns yaw value of euler angles expressed in radians.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T yaw(qua<T, Q> const& x);\n\n\t/// Converts a quaternion to a 3 * 3 matrix.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& x);\n\n\t/// Converts a quaternion to a 4 * 4 matrix.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& x);\n\n\t/// Converts a pure rotation 3 * 3 matrix to a quaternion.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quat_cast(mat<3, 3, T, Q> const& x);\n\n\t/// Converts a pure rotation 4 * 4 matrix to a quaternion.\n\t///\n\t/// @tparam T Floating-point scalar types.\n\t///\n\t/// @see gtc_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quat_cast(mat<4, 4, T, Q> const& x);\n\n\t/// Returns the component-wise comparison result of x < y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x <= y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x > y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x >= y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_quaternion_relational\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);\n\n\t/// Build a look at quaternion based on the default handedness.\n\t///\n\t/// @param direction Desired forward direction. Needs to be normalized.\n\t/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quatLookAt(\n\t\tvec<3, T, Q> const& direction,\n\t\tvec<3, T, Q> const& up);\n\n\t/// Build a right-handed look at quaternion.\n\t///\n\t/// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized.\n\t/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quatLookAtRH(\n\t\tvec<3, T, Q> const& direction,\n\t\tvec<3, T, Q> const& up);\n\n\t/// Build a left-handed look at quaternion.\n\t///\n\t/// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized.\n\t/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> quatLookAtLH(\n\t\tvec<3, T, Q> const& direction,\n\t\tvec<3, T, Q> const& up);\n\t/// @}\n} //namespace glm\n\n#include \"quaternion.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/quaternion.inl",
    "content": "#include \"../trigonometric.hpp\"\n#include \"../geometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"epsilon.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> eulerAngles(qua<T, Q> const& x)\n\t{\n\t\treturn vec<3, T, Q>(pitch(x), yaw(x), roll(x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T roll(qua<T, Q> const& q)\n\t{\n\t\treturn static_cast<T>(atan(static_cast<T>(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T pitch(qua<T, Q> const& q)\n\t{\n\t\t//return T(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z));\n\t\tT const y = static_cast<T>(2) * (q.y * q.z + q.w * q.x);\n\t\tT const x = q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z;\n\n\t\tif(all(equal(vec<2, T, Q>(x, y), vec<2, T, Q>(0), epsilon<T>()))) //avoid atan2(0,0) - handle singularity - Matiis\n\t\t\treturn static_cast<T>(static_cast<T>(2) * atan(q.x, q.w));\n\n\t\treturn static_cast<T>(atan(y, x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T yaw(qua<T, Q> const& q)\n\t{\n\t\treturn asin(clamp(static_cast<T>(-2) * (q.x * q.z - q.w * q.y), static_cast<T>(-1), static_cast<T>(1)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& q)\n\t{\n\t\tmat<3, 3, T, Q> Result(T(1));\n\t\tT qxx(q.x * q.x);\n\t\tT qyy(q.y * q.y);\n\t\tT qzz(q.z * q.z);\n\t\tT qxz(q.x * q.z);\n\t\tT qxy(q.x * q.y);\n\t\tT qyz(q.y * q.z);\n\t\tT qwx(q.w * q.x);\n\t\tT qwy(q.w * q.y);\n\t\tT qwz(q.w * q.z);\n\n\t\tResult[0][0] = T(1) - T(2) * (qyy +  qzz);\n\t\tResult[0][1] = T(2) * (qxy + qwz);\n\t\tResult[0][2] = T(2) * (qxz - qwy);\n\n\t\tResult[1][0] = T(2) * (qxy - qwz);\n\t\tResult[1][1] = T(1) - T(2) * (qxx +  qzz);\n\t\tResult[1][2] = T(2) * (qyz + qwx);\n\n\t\tResult[2][0] = T(2) * (qxz + qwy);\n\t\tResult[2][1] = T(2) * (qyz - qwx);\n\t\tResult[2][2] = T(1) - T(2) * (qxx +  qyy);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& q)\n\t{\n\t\treturn mat<4, 4, T, Q>(mat3_cast(q));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quat_cast(mat<3, 3, T, Q> const& m)\n\t{\n\t\tT fourXSquaredMinus1 = m[0][0] - m[1][1] - m[2][2];\n\t\tT fourYSquaredMinus1 = m[1][1] - m[0][0] - m[2][2];\n\t\tT fourZSquaredMinus1 = m[2][2] - m[0][0] - m[1][1];\n\t\tT fourWSquaredMinus1 = m[0][0] + m[1][1] + m[2][2];\n\n\t\tint biggestIndex = 0;\n\t\tT fourBiggestSquaredMinus1 = fourWSquaredMinus1;\n\t\tif(fourXSquaredMinus1 > fourBiggestSquaredMinus1)\n\t\t{\n\t\t\tfourBiggestSquaredMinus1 = fourXSquaredMinus1;\n\t\t\tbiggestIndex = 1;\n\t\t}\n\t\tif(fourYSquaredMinus1 > fourBiggestSquaredMinus1)\n\t\t{\n\t\t\tfourBiggestSquaredMinus1 = fourYSquaredMinus1;\n\t\t\tbiggestIndex = 2;\n\t\t}\n\t\tif(fourZSquaredMinus1 > fourBiggestSquaredMinus1)\n\t\t{\n\t\t\tfourBiggestSquaredMinus1 = fourZSquaredMinus1;\n\t\t\tbiggestIndex = 3;\n\t\t}\n\n\t\tT biggestVal = sqrt(fourBiggestSquaredMinus1 + static_cast<T>(1)) * static_cast<T>(0.5);\n\t\tT mult = static_cast<T>(0.25) / biggestVal;\n\n\t\tswitch(biggestIndex)\n\t\t{\n\t\tcase 0:\n\t\t\treturn qua<T, Q>(biggestVal, (m[1][2] - m[2][1]) * mult, (m[2][0] - m[0][2]) * mult, (m[0][1] - m[1][0]) * mult);\n\t\tcase 1:\n\t\t\treturn qua<T, Q>((m[1][2] - m[2][1]) * mult, biggestVal, (m[0][1] + m[1][0]) * mult, (m[2][0] + m[0][2]) * mult);\n\t\tcase 2:\n\t\t\treturn qua<T, Q>((m[2][0] - m[0][2]) * mult, (m[0][1] + m[1][0]) * mult, biggestVal, (m[1][2] + m[2][1]) * mult);\n\t\tcase 3:\n\t\t\treturn qua<T, Q>((m[0][1] - m[1][0]) * mult, (m[2][0] + m[0][2]) * mult, (m[1][2] + m[2][1]) * mult, biggestVal);\n\t\tdefault: // Silence a -Wswitch-default warning in GCC. Should never actually get here. Assert is just for sanity.\n\t\t\tassert(false);\n\t\t\treturn qua<T, Q>(1, 0, 0, 0);\n\t\t}\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quat_cast(mat<4, 4, T, Q> const& m4)\n\t{\n\t\treturn quat_cast(mat<3, 3, T, Q>(m4));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] < y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] <= y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] > y[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y)\n\t{\n\t\tvec<4, bool, Q> Result;\n\t\tfor(length_t i = 0; i < x.length(); ++i)\n\t\t\tResult[i] = x[i] >= y[i];\n\t\treturn Result;\n\t}\n\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quatLookAt(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)\n\t{\n#\t\tif GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT\n\t\t\treturn quatLookAtLH(direction, up);\n#\t\telse\n\t\t\treturn quatLookAtRH(direction, up);\n# \t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quatLookAtRH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\n\t\tResult[2] = -direction;\n\t\tvec<3, T, Q> const& Right = cross(up, Result[2]);\n\t\tResult[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right)));\n\t\tResult[1] = cross(Result[2], Result[0]);\n\n\t\treturn quat_cast(Result);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> quatLookAtLH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\n\t\tResult[2] = direction;\n\t\tvec<3, T, Q> const& Right = cross(up, Result[2]);\n\t\tResult[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right)));\n\t\tResult[1] = cross(Result[2], Result[0]);\n\n\t\treturn quat_cast(Result);\n\t}\n}//namespace glm\n\n#if GLM_CONFIG_SIMD == GLM_ENABLE\n#\tinclude \"quaternion_simd.inl\"\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/quaternion_simd.inl",
    "content": ""
  },
  {
    "path": "Dependencies/include/glm/gtc/random.hpp",
    "content": "/// @ref gtc_random\n/// @file glm/gtc/random.hpp\n///\n/// @see core (dependence)\n/// @see gtx_random (extended)\n///\n/// @defgroup gtc_random GLM_GTC_random\n/// @ingroup gtc\n///\n/// Include <glm/gtc/random.hpp> to use the features of this extension.\n///\n/// Generate random number from various distribution methods.\n\n#pragma once\n\n// Dependency:\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_random extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_random\n\t/// @{\n\n\t/// Generate random numbers in the interval [Min, Max], according a linear distribution\n\t///\n\t/// @param Min Minimum value included in the sampling\n\t/// @param Max Maximum value included in the sampling\n\t/// @tparam genType Value type. Currently supported: float or double scalars.\n\t/// @see gtc_random\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType linearRand(genType Min, genType Max);\n\n\t/// Generate random numbers in the interval [Min, Max], according a linear distribution\n\t///\n\t/// @param Min Minimum value included in the sampling\n\t/// @param Max Maximum value included in the sampling\n\t/// @tparam T Value type. Currently supported: float or double.\n\t///\n\t/// @see gtc_random\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\n\t/// Generate random numbers in the interval [Min, Max], according a gaussian distribution\n\t///\n\t/// @see gtc_random\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation);\n\n\t/// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius);\n\n\t/// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius);\n\n\t/// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius);\n\n\t/// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius\n\t///\n\t/// @see gtc_random\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<3, T, defaultp> ballRand(T Radius);\n\n\t/// @}\n}//namespace glm\n\n#include \"random.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/random.inl",
    "content": "#include \"../geometric.hpp\"\n#include \"../exponential.hpp\"\n#include \"../trigonometric.hpp\"\n#include \"../detail/type_vec1.hpp\"\n#include <cstdlib>\n#include <ctime>\n#include <cassert>\n#include <cmath>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <length_t L, typename T, qualifier Q>\n\tstruct compute_rand\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call();\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<1, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<1, uint8, P> call()\n\t\t{\n\t\t\treturn vec<1, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<2, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, uint8, P> call()\n\t\t{\n\t\t\treturn vec<2, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<3, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, uint8, P> call()\n\t\t{\n\t\t\treturn vec<3, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <qualifier P>\n\tstruct compute_rand<4, uint8, P>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, uint8, P> call()\n\t\t{\n\t\t\treturn vec<4, uint8, P>(\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max(),\n\t\t\t\tstd::rand() % std::numeric_limits<uint8>::max());\n\t\t}\n\t};\n\n\ttemplate <length_t L, qualifier Q>\n\tstruct compute_rand<L, uint16, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint16, Q> call()\n\t\t{\n\t\t\treturn\n\t\t\t\t(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()) << static_cast<uint16>(8)) |\n\t\t\t\t(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()) << static_cast<uint16>(0));\n\t\t}\n\t};\n\n\ttemplate <length_t L, qualifier Q>\n\tstruct compute_rand<L, uint32, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint32, Q> call()\n\t\t{\n\t\t\treturn\n\t\t\t\t(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()) << static_cast<uint32>(16)) |\n\t\t\t\t(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()) << static_cast<uint32>(0));\n\t\t}\n\t};\n\n\ttemplate <length_t L, qualifier Q>\n\tstruct compute_rand<L, uint64, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint64, Q> call()\n\t\t{\n\t\t\treturn\n\t\t\t\t(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()) << static_cast<uint64>(32)) |\n\t\t\t\t(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()) << static_cast<uint64>(0));\n\t\t}\n\t};\n\n\ttemplate <length_t L, typename T, qualifier Q>\n\tstruct compute_linearRand\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int8, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int8, Q> call(vec<L, int8, Q> const& Min, vec<L, int8, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int8, Q>(compute_rand<L, uint8, Q>::call() % vec<L, uint8, Q>(Max + static_cast<int8>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint8, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint8, Q> call(vec<L, uint8, Q> const& Min, vec<L, uint8, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint8, Q>::call() % (Max + static_cast<uint8>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int16, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int16, Q> call(vec<L, int16, Q> const& Min, vec<L, int16, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int16, Q>(compute_rand<L, uint16, Q>::call() % vec<L, uint16, Q>(Max + static_cast<int16>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint16, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint16, Q> call(vec<L, uint16, Q> const& Min, vec<L, uint16, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint16, Q>::call() % (Max + static_cast<uint16>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int32, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int32, Q> call(vec<L, int32, Q> const& Min, vec<L, int32, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int32, Q>(compute_rand<L, uint32, Q>::call() % vec<L, uint32, Q>(Max + static_cast<int32>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint32, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint32, Q> call(vec<L, uint32, Q> const& Min, vec<L, uint32, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint32, Q>::call() % (Max + static_cast<uint32>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, int64, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, int64, Q> call(vec<L, int64, Q> const& Min, vec<L, int64, Q> const& Max)\n\t\t{\n\t\t\treturn (vec<L, int64, Q>(compute_rand<L, uint64, Q>::call() % vec<L, uint64, Q>(Max + static_cast<int64>(1) - Min))) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, uint64, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, uint64, Q> call(vec<L, uint64, Q> const& Min, vec<L, uint64, Q> const& Max)\n\t\t{\n\t\t\treturn (compute_rand<L, uint64, Q>::call() % (Max + static_cast<uint64>(1) - Min)) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, float, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& Min, vec<L, float, Q> const& Max)\n\t\t{\n\t\t\treturn vec<L, float, Q>(compute_rand<L, uint32, Q>::call()) / static_cast<float>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, double, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& Min, vec<L, double, Q> const& Max)\n\t\t{\n\t\t\treturn vec<L, double, Q>(compute_rand<L, uint64, Q>::call()) / static_cast<double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;\n\t\t}\n\t};\n\n\ttemplate<length_t L, qualifier Q>\n\tstruct compute_linearRand<L, long double, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, long double, Q> call(vec<L, long double, Q> const& Min, vec<L, long double, Q> const& Max)\n\t\t{\n\t\t\treturn vec<L, long double, Q>(compute_rand<L, uint64, Q>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType linearRand(genType Min, genType Max)\n\t{\n\t\treturn detail::compute_linearRand<1, genType, highp>::call(\n\t\t\tvec<1, genType, highp>(Min),\n\t\t\tvec<1, genType, highp>(Max)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)\n\t{\n\t\treturn detail::compute_linearRand<L, T, Q>::call(Min, Max);\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType gaussRand(genType Mean, genType Deviation)\n\t{\n\t\tgenType w, x1, x2;\n\n\t\tdo\n\t\t{\n\t\t\tx1 = linearRand(genType(-1), genType(1));\n\t\t\tx2 = linearRand(genType(-1), genType(1));\n\n\t\t\tw = x1 * x1 + x2 * x2;\n\t\t} while(w > genType(1));\n\n\t\treturn static_cast<genType>(x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> gaussRand(vec<L, T, Q> const& Mean, vec<L, T, Q> const& Deviation)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(gaussRand, Mean, Deviation);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<2, T, defaultp> diskRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tvec<2, T, defaultp> Result(T(0));\n\t\tT LenRadius(T(0));\n\n\t\tdo\n\t\t{\n\t\t\tResult = linearRand(\n\t\t\t\tvec<2, T, defaultp>(-Radius),\n\t\t\t\tvec<2, T, defaultp>(Radius));\n\t\t\tLenRadius = length(Result);\n\t\t}\n\t\twhile(LenRadius > Radius);\n\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<3, T, defaultp> ballRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tvec<3, T, defaultp> Result(T(0));\n\t\tT LenRadius(T(0));\n\n\t\tdo\n\t\t{\n\t\t\tResult = linearRand(\n\t\t\t\tvec<3, T, defaultp>(-Radius),\n\t\t\t\tvec<3, T, defaultp>(Radius));\n\t\t\tLenRadius = length(Result);\n\t\t}\n\t\twhile(LenRadius > Radius);\n\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<2, T, defaultp> circularRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tT a = linearRand(T(0), static_cast<T>(6.283185307179586476925286766559));\n\t\treturn vec<2, T, defaultp>(glm::cos(a), glm::sin(a)) * Radius;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<3, T, defaultp> sphericalRand(T Radius)\n\t{\n\t\tassert(Radius > static_cast<T>(0));\n\n\t\tT theta = linearRand(T(0), T(6.283185307179586476925286766559f));\n\t\tT phi = std::acos(linearRand(T(-1.0f), T(1.0f)));\n\n\t\tT x = std::sin(phi) * std::cos(theta);\n\t\tT y = std::sin(phi) * std::sin(theta);\n\t\tT z = std::cos(phi);\n\n\t\treturn vec<3, T, defaultp>(x, y, z) * Radius;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/reciprocal.hpp",
    "content": "/// @ref gtc_reciprocal\n/// @file glm/gtc/reciprocal.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_reciprocal GLM_GTC_reciprocal\n/// @ingroup gtc\n///\n/// Include <glm/gtc/reciprocal.hpp> to use the features of this extension.\n///\n/// Define secant, cosecant and cotangent functions.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_reciprocal extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_reciprocal\n\t/// @{\n\n\t/// Secant function.\n\t/// hypotenuse / adjacent or 1 / cos(x)\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType sec(genType angle);\n\n\t/// Cosecant function.\n\t/// hypotenuse / opposite or 1 / sin(x)\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType csc(genType angle);\n\n\t/// Cotangent function.\n\t/// adjacent / opposite or 1 / tan(x)\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType cot(genType angle);\n\n\t/// Inverse secant function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType asec(genType x);\n\n\t/// Inverse cosecant function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acsc(genType x);\n\n\t/// Inverse cotangent function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acot(genType x);\n\n\t/// Secant hyperbolic function.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType sech(genType angle);\n\n\t/// Cosecant hyperbolic function.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType csch(genType angle);\n\n\t/// Cotangent hyperbolic function.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType coth(genType angle);\n\n\t/// Inverse secant hyperbolic function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType asech(genType x);\n\n\t/// Inverse cosecant hyperbolic function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acsch(genType x);\n\n\t/// Inverse cotangent hyperbolic function.\n\t///\n\t/// @return Return an angle expressed in radians.\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see gtc_reciprocal\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType acoth(genType x);\n\n\t/// @}\n}//namespace glm\n\n#include \"reciprocal.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/reciprocal.inl",
    "content": "/// @ref gtc_reciprocal\n\n#include \"../trigonometric.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\t// sec\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType sec(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'sec' only accept floating-point values\");\n\t\treturn genType(1) / glm::cos(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sec(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'sec' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sec, x);\n\t}\n\n\t// csc\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType csc(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'csc' only accept floating-point values\");\n\t\treturn genType(1) / glm::sin(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> csc(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'csc' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(csc, x);\n\t}\n\n\t// cot\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType cot(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'cot' only accept floating-point values\");\n\n\t\tgenType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0);\n\t\treturn glm::tan(pi_over_2 - angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cot(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'cot' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cot, x);\n\t}\n\n\t// asec\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType asec(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'asec' only accept floating-point values\");\n\t\treturn acos(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asec(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'asec' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asec, x);\n\t}\n\n\t// acsc\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acsc(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acsc' only accept floating-point values\");\n\t\treturn asin(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acsc(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acsc' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acsc, x);\n\t}\n\n\t// acot\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acot(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acot' only accept floating-point values\");\n\n\t\tgenType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0);\n\t\treturn pi_over_2 - atan(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acot(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acot' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acot, x);\n\t}\n\n\t// sech\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType sech(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'sech' only accept floating-point values\");\n\t\treturn genType(1) / glm::cosh(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> sech(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'sech' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(sech, x);\n\t}\n\n\t// csch\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType csch(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'csch' only accept floating-point values\");\n\t\treturn genType(1) / glm::sinh(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> csch(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'csch' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(csch, x);\n\t}\n\n\t// coth\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType coth(genType angle)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'coth' only accept floating-point values\");\n\t\treturn glm::cosh(angle) / glm::sinh(angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> coth(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'coth' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(coth, x);\n\t}\n\n\t// asech\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType asech(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'asech' only accept floating-point values\");\n\t\treturn acosh(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> asech(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'asech' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(asech, x);\n\t}\n\n\t// acsch\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acsch(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acsch' only accept floating-point values\");\n\t\treturn asinh(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acsch(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acsch' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acsch, x);\n\t}\n\n\t// acoth\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType acoth(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'acoth' only accept floating-point values\");\n\t\treturn atanh(genType(1) / x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> acoth(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'acoth' only accept floating-point inputs\");\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(acoth, x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/round.hpp",
    "content": "/// @ref gtc_round\n/// @file glm/gtc/round.hpp\n///\n/// @see core (dependence)\n/// @see gtc_round (dependence)\n///\n/// @defgroup gtc_round GLM_GTC_round\n/// @ingroup gtc\n///\n/// Include <glm/gtc/round.hpp> to use the features of this extension.\n///\n/// Rounding value to specific boundings\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../vector_relational.hpp\"\n#include \"../common.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_round extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_round\n\t/// @{\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType ceilPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just higher the input value,\n\t/// round up to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ceilPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType floorPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is just lower the input value,\n\t/// round down to a power of two.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> floorPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType roundPowerOfTwo(genIUType v);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> roundPowerOfTwo(vec<L, T, Q> const& v);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam genType Floating-point or integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType ceilMultiple(genType v, genType Multiple);\n\n\t/// Higher multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> ceilMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam genType Floating-point or integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType floorMultiple(genType v, genType Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> floorMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam genType Floating-point or integer scalar or vector types.\n\t///\n\t/// @param v Source value to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType roundMultiple(genType v, genType Multiple);\n\n\t/// Lower multiple number of Source.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @param v Source values to which is applied the function\n\t/// @param Multiple Must be a null or positive value\n\t///\n\t/// @see gtc_round\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> roundMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);\n\n\t/// @}\n} //namespace glm\n\n#include \"round.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/round.inl",
    "content": "/// @ref gtc_round\n\n#include \"../integer.hpp\"\n#include \"../ext/vector_integer.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<bool is_float, bool is_signed>\n\tstruct compute_roundMultiple {};\n\n\ttemplate<>\n\tstruct compute_roundMultiple<true, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif (Source >= genType(0))\n\t\t\t\treturn Source - std::fmod(Source, Multiple);\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - std::fmod(Tmp, Multiple) - Multiple;\n\t\t\t}\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_roundMultiple<false, false>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif (Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n\n\ttemplate<>\n\tstruct compute_roundMultiple<false, true>\n\t{\n\t\ttemplate<typename genType>\n\t\tGLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)\n\t\t{\n\t\t\tif (Source >= genType(0))\n\t\t\t\treturn Source - Source % Multiple;\n\t\t\telse\n\t\t\t{\n\t\t\t\tgenType Tmp = Source + genType(1);\n\t\t\t\treturn Tmp - Tmp % Multiple - Multiple;\n\t\t\t}\n\t\t}\n\t};\n}//namespace detail\n\n\t//////////////////\n\t// ceilPowerOfTwo\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType ceilPowerOfTwo(genType value)\n\t{\n\t\treturn detail::compute_ceilPowerOfTwo<1, genType, defaultp, std::numeric_limits<genType>::is_signed>::call(vec<1, genType, defaultp>(value)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ceilPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::compute_ceilPowerOfTwo<L, T, Q, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\t///////////////////\n\t// floorPowerOfTwo\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType floorPowerOfTwo(genType value)\n\t{\n\t\treturn isPowerOfTwo(value) ? value : static_cast<genType>(1) << findMSB(value);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> floorPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(floorPowerOfTwo, v);\n\t}\n\n\t///////////////////\n\t// roundPowerOfTwo\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType roundPowerOfTwo(genIUType value)\n\t{\n\t\tif(isPowerOfTwo(value))\n\t\t\treturn value;\n\n\t\tgenIUType const prev = static_cast<genIUType>(1) << findMSB(value);\n\t\tgenIUType const next = prev << static_cast<genIUType>(1);\n\t\treturn (next - value) < (value - prev) ? next : prev;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> roundPowerOfTwo(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(roundPowerOfTwo, v);\n\t}\n\n\t//////////////////////\n\t// ceilMultiple\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType ceilMultiple(genType Source, genType Multiple)\n\t{\n\t\treturn detail::compute_ceilMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> ceilMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(ceilMultiple, Source, Multiple);\n\t}\n\n\t//////////////////////\n\t// floorMultiple\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType floorMultiple(genType Source, genType Multiple)\n\t{\n\t\treturn detail::compute_floorMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> floorMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(floorMultiple, Source, Multiple);\n\t}\n\n\t//////////////////////\n\t// roundMultiple\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType roundMultiple(genType Source, genType Multiple)\n\t{\n\t\treturn detail::compute_roundMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> roundMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(roundMultiple, Source, Multiple);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/type_aligned.hpp",
    "content": "/// @ref gtc_type_aligned\n/// @file glm/gtc/type_aligned.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_type_aligned GLM_GTC_type_aligned\n/// @ingroup gtc\n///\n/// Include <glm/gtc/type_aligned.hpp> to use the features of this extension.\n///\n/// Aligned types allowing SIMD optimizations of vectors and matrices types\n\n#pragma once\n\n#if (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE)\n#\terror \"GLM: Aligned gentypes require to enable C++ language extensions. Define GLM_FORCE_ALIGNED_GENTYPES before including GLM headers to use aligned types.\"\n#endif\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n# pragma message(\"GLM: GLM_GTC_type_aligned extension included\")\n#endif\n\n#include \"../mat4x4.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x2.hpp\"\n#include \"../mat3x4.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x2.hpp\"\n#include \"../mat2x4.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x2.hpp\"\n#include \"../gtc/vec1.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup gtc_type_aligned\n\t/// @{\n\n\t// -- *vec1 --\n\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, aligned_highp>\taligned_highp_vec1;\n\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, aligned_mediump>\taligned_mediump_vec1;\n\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, aligned_lowp>\t\taligned_lowp_vec1;\n\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, aligned_highp>\taligned_highp_dvec1;\n\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, aligned_mediump>\taligned_mediump_dvec1;\n\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, aligned_lowp>\taligned_lowp_dvec1;\n\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef vec<1, int, aligned_highp>\t\taligned_highp_ivec1;\n\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef vec<1, int, aligned_mediump>\taligned_mediump_ivec1;\n\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef vec<1, int, aligned_lowp>\t\taligned_lowp_ivec1;\n\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, aligned_highp>\t\taligned_highp_uvec1;\n\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, aligned_mediump>\taligned_mediump_uvec1;\n\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, aligned_lowp>\t\taligned_lowp_uvec1;\n\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef vec<1, bool, aligned_highp>\t\taligned_highp_bvec1;\n\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef vec<1, bool, aligned_mediump>\taligned_mediump_bvec1;\n\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef vec<1, bool, aligned_lowp>\t\taligned_lowp_bvec1;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, packed_highp>\t\tpacked_highp_vec1;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, packed_mediump>\tpacked_mediump_vec1;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, float, packed_lowp>\t\tpacked_lowp_vec1;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, packed_highp>\tpacked_highp_dvec1;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, packed_mediump>\tpacked_mediump_dvec1;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<1, double, packed_lowp>\t\tpacked_lowp_dvec1;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<1, int, packed_highp>\t\tpacked_highp_ivec1;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<1, int, packed_mediump>\t\tpacked_mediump_ivec1;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<1, int, packed_lowp>\t\tpacked_lowp_ivec1;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, packed_highp>\t\tpacked_highp_uvec1;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, packed_mediump>\tpacked_mediump_uvec1;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<1, uint, packed_lowp>\t\tpacked_lowp_uvec1;\n\n\t/// 1 component vector tightly packed in memory of bool values.\n\ttypedef vec<1, bool, packed_highp>\t\tpacked_highp_bvec1;\n\n\t/// 1 component vector tightly packed in memory of bool values.\n\ttypedef vec<1, bool, packed_mediump>\tpacked_mediump_bvec1;\n\n\t/// 1 component vector tightly packed in memory of bool values.\n\ttypedef vec<1, bool, packed_lowp>\t\tpacked_lowp_bvec1;\n\n\t// -- *vec2 --\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, aligned_highp>\taligned_highp_vec2;\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, aligned_mediump>\taligned_mediump_vec2;\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, aligned_lowp>\t\taligned_lowp_vec2;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, aligned_highp>\taligned_highp_dvec2;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, aligned_mediump>\taligned_mediump_dvec2;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, aligned_lowp>\taligned_lowp_dvec2;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<2, int, aligned_highp>\t\taligned_highp_ivec2;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<2, int, aligned_mediump>\taligned_mediump_ivec2;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<2, int, aligned_lowp>\t\taligned_lowp_ivec2;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, aligned_highp>\t\taligned_highp_uvec2;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, aligned_mediump>\taligned_mediump_uvec2;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, aligned_lowp>\t\taligned_lowp_uvec2;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef vec<2, bool, aligned_highp>\t\taligned_highp_bvec2;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef vec<2, bool, aligned_mediump>\taligned_mediump_bvec2;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef vec<2, bool, aligned_lowp>\t\taligned_lowp_bvec2;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, packed_highp>\t\tpacked_highp_vec2;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, packed_mediump>\tpacked_mediump_vec2;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, float, packed_lowp>\t\tpacked_lowp_vec2;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, packed_highp>\tpacked_highp_dvec2;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, packed_mediump>\tpacked_mediump_dvec2;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<2, double, packed_lowp>\t\tpacked_lowp_dvec2;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<2, int, packed_highp>\t\tpacked_highp_ivec2;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<2, int, packed_mediump>\t\tpacked_mediump_ivec2;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<2, int, packed_lowp>\t\tpacked_lowp_ivec2;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, packed_highp>\t\tpacked_highp_uvec2;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, packed_mediump>\tpacked_mediump_uvec2;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<2, uint, packed_lowp>\t\tpacked_lowp_uvec2;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef vec<2, bool, packed_highp>\t\tpacked_highp_bvec2;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef vec<2, bool, packed_mediump>\tpacked_mediump_bvec2;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef vec<2, bool, packed_lowp>\t\tpacked_lowp_bvec2;\n\n\t// -- *vec3 --\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, aligned_highp>\taligned_highp_vec3;\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, aligned_mediump>\taligned_mediump_vec3;\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, aligned_lowp>\t\taligned_lowp_vec3;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, aligned_highp>\taligned_highp_dvec3;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, aligned_mediump>\taligned_mediump_dvec3;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, aligned_lowp>\taligned_lowp_dvec3;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<3, int, aligned_highp>\t\taligned_highp_ivec3;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<3, int, aligned_mediump>\taligned_mediump_ivec3;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<3, int, aligned_lowp>\t\taligned_lowp_ivec3;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, aligned_highp>\t\taligned_highp_uvec3;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, aligned_mediump>\taligned_mediump_uvec3;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, aligned_lowp>\t\taligned_lowp_uvec3;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef vec<3, bool, aligned_highp>\t\taligned_highp_bvec3;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef vec<3, bool, aligned_mediump>\taligned_mediump_bvec3;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef vec<3, bool, aligned_lowp>\t\taligned_lowp_bvec3;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, packed_highp>\t\tpacked_highp_vec3;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, packed_mediump>\tpacked_mediump_vec3;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, float, packed_lowp>\t\tpacked_lowp_vec3;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, packed_highp>\tpacked_highp_dvec3;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, packed_mediump>\tpacked_mediump_dvec3;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<3, double, packed_lowp>\t\tpacked_lowp_dvec3;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<3, int, packed_highp>\t\tpacked_highp_ivec3;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<3, int, packed_mediump>\t\tpacked_mediump_ivec3;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<3, int, packed_lowp>\t\tpacked_lowp_ivec3;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, packed_highp>\t\tpacked_highp_uvec3;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, packed_mediump>\tpacked_mediump_uvec3;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<3, uint, packed_lowp>\t\tpacked_lowp_uvec3;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef vec<3, bool, packed_highp>\t\tpacked_highp_bvec3;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef vec<3, bool, packed_mediump>\tpacked_mediump_bvec3;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef vec<3, bool, packed_lowp>\t\tpacked_lowp_bvec3;\n\n\t// -- *vec4 --\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, aligned_highp>\taligned_highp_vec4;\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, aligned_mediump>\taligned_mediump_vec4;\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, aligned_lowp>\t\taligned_lowp_vec4;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, aligned_highp>\taligned_highp_dvec4;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, aligned_mediump>\taligned_mediump_dvec4;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, aligned_lowp>\taligned_lowp_dvec4;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<4, int, aligned_highp>\t\taligned_highp_ivec4;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<4, int, aligned_mediump>\taligned_mediump_ivec4;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef vec<4, int, aligned_lowp>\t\taligned_lowp_ivec4;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, aligned_highp>\t\taligned_highp_uvec4;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, aligned_mediump>\taligned_mediump_uvec4;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, aligned_lowp>\t\taligned_lowp_uvec4;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef vec<4, bool, aligned_highp>\t\taligned_highp_bvec4;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef vec<4, bool, aligned_mediump>\taligned_mediump_bvec4;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef vec<4, bool, aligned_lowp>\t\taligned_lowp_bvec4;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, packed_highp>\t\tpacked_highp_vec4;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, packed_mediump>\tpacked_mediump_vec4;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, float, packed_lowp>\t\tpacked_lowp_vec4;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, packed_highp>\tpacked_highp_dvec4;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, packed_mediump>\tpacked_mediump_dvec4;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef vec<4, double, packed_lowp>\t\tpacked_lowp_dvec4;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<4, int, packed_highp>\t\tpacked_highp_ivec4;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<4, int, packed_mediump>\t\tpacked_mediump_ivec4;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef vec<4, int, packed_lowp>\t\tpacked_lowp_ivec4;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, packed_highp>\t\tpacked_highp_uvec4;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, packed_mediump>\tpacked_mediump_uvec4;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef vec<4, uint, packed_lowp>\t\tpacked_lowp_uvec4;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef vec<4, bool, packed_highp>\t\tpacked_highp_bvec4;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef vec<4, bool, packed_mediump>\tpacked_mediump_bvec4;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef vec<4, bool, packed_lowp>\t\tpacked_lowp_bvec4;\n\n\t// -- *mat2 --\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_highp>\t\taligned_highp_mat2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_mediump>\taligned_mediump_mat2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_lowp>\t\taligned_lowp_mat2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_highp>\taligned_highp_dmat2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_mediump>\taligned_mediump_dmat2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_lowp>\t\taligned_lowp_dmat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_highp>\t\tpacked_highp_mat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_mediump>\tpacked_mediump_mat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_lowp>\t\tpacked_lowp_mat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_highp>\t\tpacked_highp_dmat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_mediump>\tpacked_mediump_dmat2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_lowp>\t\tpacked_lowp_dmat2;\n\n\t// -- *mat3 --\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_highp>\t\taligned_highp_mat3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_mediump>\taligned_mediump_mat3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_lowp>\t\taligned_lowp_mat3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_highp>\taligned_highp_dmat3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_mediump>\taligned_mediump_dmat3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_lowp>\t\taligned_lowp_dmat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_highp>\t\tpacked_highp_mat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_mediump>\tpacked_mediump_mat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_lowp>\t\tpacked_lowp_mat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_highp>\t\tpacked_highp_dmat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_mediump>\tpacked_mediump_dmat3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_lowp>\t\tpacked_lowp_dmat3;\n\n\t// -- *mat4 --\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_highp>\t\taligned_highp_mat4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_mediump>\taligned_mediump_mat4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_lowp>\t\taligned_lowp_mat4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_highp>\taligned_highp_dmat4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_mediump>\taligned_mediump_dmat4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_lowp>\t\taligned_lowp_dmat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_highp>\t\tpacked_highp_mat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_mediump>\tpacked_mediump_mat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_lowp>\t\tpacked_lowp_mat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_highp>\t\tpacked_highp_dmat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_mediump>\tpacked_mediump_dmat4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_lowp>\t\tpacked_lowp_dmat4;\n\n\t// -- *mat2x2 --\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_highp>\t\taligned_highp_mat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_mediump>\taligned_mediump_mat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, aligned_lowp>\t\taligned_lowp_mat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_highp>\taligned_highp_dmat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_mediump>\taligned_mediump_dmat2x2;\n\n\t/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, aligned_lowp>\t\taligned_lowp_dmat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_highp>\t\tpacked_highp_mat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_mediump>\tpacked_mediump_mat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, float, packed_lowp>\t\tpacked_lowp_mat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_highp>\t\tpacked_highp_dmat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_mediump>\tpacked_mediump_dmat2x2;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 2, double, packed_lowp>\t\tpacked_lowp_dmat2x2;\n\n\t// -- *mat2x3 --\n\n\t/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, aligned_highp>\t\taligned_highp_mat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, aligned_mediump>\taligned_mediump_mat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, aligned_lowp>\t\taligned_lowp_mat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, aligned_highp>\taligned_highp_dmat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, aligned_mediump>\taligned_mediump_dmat2x3;\n\n\t/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, aligned_lowp>\t\taligned_lowp_dmat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, packed_highp>\t\tpacked_highp_mat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, packed_mediump>\tpacked_mediump_mat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, float, packed_lowp>\t\tpacked_lowp_mat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, packed_highp>\t\tpacked_highp_dmat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, packed_mediump>\tpacked_mediump_dmat2x3;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 3, double, packed_lowp>\t\tpacked_lowp_dmat2x3;\n\n\t// -- *mat2x4 --\n\n\t/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, aligned_highp>\t\taligned_highp_mat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, aligned_mediump>\taligned_mediump_mat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, aligned_lowp>\t\taligned_lowp_mat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, aligned_highp>\taligned_highp_dmat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, aligned_mediump>\taligned_mediump_dmat2x4;\n\n\t/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, aligned_lowp>\t\taligned_lowp_dmat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, packed_highp>\t\tpacked_highp_mat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, packed_mediump>\tpacked_mediump_mat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, float, packed_lowp>\t\tpacked_lowp_mat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, packed_highp>\t\tpacked_highp_dmat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, packed_mediump>\tpacked_mediump_dmat2x4;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<2, 4, double, packed_lowp>\t\tpacked_lowp_dmat2x4;\n\n\t// -- *mat3x2 --\n\n\t/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, aligned_highp>\t\taligned_highp_mat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, aligned_mediump>\taligned_mediump_mat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, aligned_lowp>\t\taligned_lowp_mat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, aligned_highp>\taligned_highp_dmat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, aligned_mediump>\taligned_mediump_dmat3x2;\n\n\t/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, aligned_lowp>\t\taligned_lowp_dmat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, packed_highp>\t\tpacked_highp_mat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, packed_mediump>\tpacked_mediump_mat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, float, packed_lowp>\t\tpacked_lowp_mat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, packed_highp>\t\tpacked_highp_dmat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, packed_mediump>\tpacked_mediump_dmat3x2;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 2, double, packed_lowp>\t\tpacked_lowp_dmat3x2;\n\n\t// -- *mat3x3 --\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_highp>\t\taligned_highp_mat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_mediump>\taligned_mediump_mat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, aligned_lowp>\t\taligned_lowp_mat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_highp>\taligned_highp_dmat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_mediump>\taligned_mediump_dmat3x3;\n\n\t/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, aligned_lowp>\t\taligned_lowp_dmat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_highp>\t\tpacked_highp_mat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_mediump>\tpacked_mediump_mat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, float, packed_lowp>\t\tpacked_lowp_mat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_highp>\t\tpacked_highp_dmat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_mediump>\tpacked_mediump_dmat3x3;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 3, double, packed_lowp>\t\tpacked_lowp_dmat3x3;\n\n\t// -- *mat3x4 --\n\n\t/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, aligned_highp>\t\taligned_highp_mat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, aligned_mediump>\taligned_mediump_mat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, aligned_lowp>\t\taligned_lowp_mat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, aligned_highp>\taligned_highp_dmat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, aligned_mediump>\taligned_mediump_dmat3x4;\n\n\t/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, aligned_lowp>\t\taligned_lowp_dmat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, packed_highp>\t\tpacked_highp_mat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, packed_mediump>\tpacked_mediump_mat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, float, packed_lowp>\t\tpacked_lowp_mat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, packed_highp>\t\tpacked_highp_dmat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, packed_mediump>\tpacked_mediump_dmat3x4;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<3, 4, double, packed_lowp>\t\tpacked_lowp_dmat3x4;\n\n\t// -- *mat4x2 --\n\n\t/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, aligned_highp>\t\taligned_highp_mat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, aligned_mediump>\taligned_mediump_mat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, aligned_lowp>\t\taligned_lowp_mat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, aligned_highp>\taligned_highp_dmat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, aligned_mediump>\taligned_mediump_dmat4x2;\n\n\t/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, aligned_lowp>\t\taligned_lowp_dmat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, packed_highp>\t\tpacked_highp_mat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, packed_mediump>\tpacked_mediump_mat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, float, packed_lowp>\t\tpacked_lowp_mat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, packed_highp>\t\tpacked_highp_dmat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, packed_mediump>\tpacked_mediump_dmat4x2;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 2, double, packed_lowp>\t\tpacked_lowp_dmat4x2;\n\n\t// -- *mat4x3 --\n\n\t/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, aligned_highp>\t\taligned_highp_mat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, aligned_mediump>\taligned_mediump_mat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, aligned_lowp>\t\taligned_lowp_mat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, aligned_highp>\taligned_highp_dmat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, aligned_mediump>\taligned_mediump_dmat4x3;\n\n\t/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, aligned_lowp>\t\taligned_lowp_dmat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, packed_highp>\t\tpacked_highp_mat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, packed_mediump>\tpacked_mediump_mat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, float, packed_lowp>\t\tpacked_lowp_mat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, packed_highp>\t\tpacked_highp_dmat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, packed_mediump>\tpacked_mediump_dmat4x3;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 3, double, packed_lowp>\t\tpacked_lowp_dmat4x3;\n\n\t// -- *mat4x4 --\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_highp>\t\taligned_highp_mat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_mediump>\taligned_mediump_mat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, aligned_lowp>\t\taligned_lowp_mat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_highp>\taligned_highp_dmat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_mediump>\taligned_mediump_dmat4x4;\n\n\t/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, aligned_lowp>\t\taligned_lowp_dmat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_highp>\t\tpacked_highp_mat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_mediump>\tpacked_mediump_mat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, float, packed_lowp>\t\tpacked_lowp_mat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_highp>\t\tpacked_highp_dmat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_mediump>\tpacked_mediump_dmat4x4;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.\n\ttypedef mat<4, 4, double, packed_lowp>\t\tpacked_lowp_dmat4x4;\n\n\t// -- default --\n\n#if(defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef aligned_lowp_vec1\t\t\taligned_vec1;\n\ttypedef aligned_lowp_vec2\t\t\taligned_vec2;\n\ttypedef aligned_lowp_vec3\t\t\taligned_vec3;\n\ttypedef aligned_lowp_vec4\t\t\taligned_vec4;\n\ttypedef packed_lowp_vec1\t\t\tpacked_vec1;\n\ttypedef packed_lowp_vec2\t\t\tpacked_vec2;\n\ttypedef packed_lowp_vec3\t\t\tpacked_vec3;\n\ttypedef packed_lowp_vec4\t\t\tpacked_vec4;\n\n\ttypedef aligned_lowp_mat2\t\t\taligned_mat2;\n\ttypedef aligned_lowp_mat3\t\t\taligned_mat3;\n\ttypedef aligned_lowp_mat4\t\t\taligned_mat4;\n\ttypedef packed_lowp_mat2\t\t\tpacked_mat2;\n\ttypedef packed_lowp_mat3\t\t\tpacked_mat3;\n\ttypedef packed_lowp_mat4\t\t\tpacked_mat4;\n\n\ttypedef aligned_lowp_mat2x2\t\t\taligned_mat2x2;\n\ttypedef aligned_lowp_mat2x3\t\t\taligned_mat2x3;\n\ttypedef aligned_lowp_mat2x4\t\t\taligned_mat2x4;\n\ttypedef aligned_lowp_mat3x2\t\t\taligned_mat3x2;\n\ttypedef aligned_lowp_mat3x3\t\t\taligned_mat3x3;\n\ttypedef aligned_lowp_mat3x4\t\t\taligned_mat3x4;\n\ttypedef aligned_lowp_mat4x2\t\t\taligned_mat4x2;\n\ttypedef aligned_lowp_mat4x3\t\t\taligned_mat4x3;\n\ttypedef aligned_lowp_mat4x4\t\t\taligned_mat4x4;\n\ttypedef packed_lowp_mat2x2\t\t\tpacked_mat2x2;\n\ttypedef packed_lowp_mat2x3\t\t\tpacked_mat2x3;\n\ttypedef packed_lowp_mat2x4\t\t\tpacked_mat2x4;\n\ttypedef packed_lowp_mat3x2\t\t\tpacked_mat3x2;\n\ttypedef packed_lowp_mat3x3\t\t\tpacked_mat3x3;\n\ttypedef packed_lowp_mat3x4\t\t\tpacked_mat3x4;\n\ttypedef packed_lowp_mat4x2\t\t\tpacked_mat4x2;\n\ttypedef packed_lowp_mat4x3\t\t\tpacked_mat4x3;\n\ttypedef packed_lowp_mat4x4\t\t\tpacked_mat4x4;\n#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))\n\ttypedef aligned_mediump_vec1\t\taligned_vec1;\n\ttypedef aligned_mediump_vec2\t\taligned_vec2;\n\ttypedef aligned_mediump_vec3\t\taligned_vec3;\n\ttypedef aligned_mediump_vec4\t\taligned_vec4;\n\ttypedef packed_mediump_vec1\t\t\tpacked_vec1;\n\ttypedef packed_mediump_vec2\t\t\tpacked_vec2;\n\ttypedef packed_mediump_vec3\t\t\tpacked_vec3;\n\ttypedef packed_mediump_vec4\t\t\tpacked_vec4;\n\n\ttypedef aligned_mediump_mat2\t\taligned_mat2;\n\ttypedef aligned_mediump_mat3\t\taligned_mat3;\n\ttypedef aligned_mediump_mat4\t\taligned_mat4;\n\ttypedef packed_mediump_mat2\t\t\tpacked_mat2;\n\ttypedef packed_mediump_mat3\t\t\tpacked_mat3;\n\ttypedef packed_mediump_mat4\t\t\tpacked_mat4;\n\n\ttypedef aligned_mediump_mat2x2\t\taligned_mat2x2;\n\ttypedef aligned_mediump_mat2x3\t\taligned_mat2x3;\n\ttypedef aligned_mediump_mat2x4\t\taligned_mat2x4;\n\ttypedef aligned_mediump_mat3x2\t\taligned_mat3x2;\n\ttypedef aligned_mediump_mat3x3\t\taligned_mat3x3;\n\ttypedef aligned_mediump_mat3x4\t\taligned_mat3x4;\n\ttypedef aligned_mediump_mat4x2\t\taligned_mat4x2;\n\ttypedef aligned_mediump_mat4x3\t\taligned_mat4x3;\n\ttypedef aligned_mediump_mat4x4\t\taligned_mat4x4;\n\ttypedef packed_mediump_mat2x2\t\tpacked_mat2x2;\n\ttypedef packed_mediump_mat2x3\t\tpacked_mat2x3;\n\ttypedef packed_mediump_mat2x4\t\tpacked_mat2x4;\n\ttypedef packed_mediump_mat3x2\t\tpacked_mat3x2;\n\ttypedef packed_mediump_mat3x3\t\tpacked_mat3x3;\n\ttypedef packed_mediump_mat3x4\t\tpacked_mat3x4;\n\ttypedef packed_mediump_mat4x2\t\tpacked_mat4x2;\n\ttypedef packed_mediump_mat4x3\t\tpacked_mat4x3;\n\ttypedef packed_mediump_mat4x4\t\tpacked_mat4x4;\n#else //defined(GLM_PRECISION_HIGHP_FLOAT)\n\t/// 1 component vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec1\t\t\taligned_vec1;\n\n\t/// 2 components vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec2\t\t\taligned_vec2;\n\n\t/// 3 components vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec3\t\t\taligned_vec3;\n\n\t/// 4 components vector aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_vec4 \t\t\taligned_vec4;\n\n\t/// 1 component vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec1\t\t\tpacked_vec1;\n\n\t/// 2 components vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec2\t\t\tpacked_vec2;\n\n\t/// 3 components vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec3\t\t\tpacked_vec3;\n\n\t/// 4 components vector tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_vec4\t\t\tpacked_vec4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2\t\t\taligned_mat2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3\t\t\taligned_mat3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4\t\t\taligned_mat4;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2\t\t\tpacked_mat2;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3\t\t\tpacked_mat3;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4\t\t\tpacked_mat4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2x2\t\taligned_mat2x2;\n\n\t/// 2 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2x3\t\taligned_mat2x3;\n\n\t/// 2 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat2x4\t\taligned_mat2x4;\n\n\t/// 3 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3x2\t\taligned_mat3x2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3x3\t\taligned_mat3x3;\n\n\t/// 3 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat3x4\t\taligned_mat3x4;\n\n\t/// 4 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4x2\t\taligned_mat4x2;\n\n\t/// 4 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4x3\t\taligned_mat4x3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.\n\ttypedef aligned_highp_mat4x4\t\taligned_mat4x4;\n\n\t/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2x2\t\t\tpacked_mat2x2;\n\n\t/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2x3\t\t\tpacked_mat2x3;\n\n\t/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat2x4\t\t\tpacked_mat2x4;\n\n\t/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3x2\t\t\tpacked_mat3x2;\n\n\t/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3x3\t\t\tpacked_mat3x3;\n\n\t/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat3x4\t\t\tpacked_mat3x4;\n\n\t/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4x2\t\t\tpacked_mat4x2;\n\n\t/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4x3\t\t\tpacked_mat4x3;\n\n\t/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers.\n\ttypedef packed_highp_mat4x4\t\t\tpacked_mat4x4;\n#endif//GLM_PRECISION\n\n#if(defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef aligned_lowp_dvec1\t\t\taligned_dvec1;\n\ttypedef aligned_lowp_dvec2\t\t\taligned_dvec2;\n\ttypedef aligned_lowp_dvec3\t\t\taligned_dvec3;\n\ttypedef aligned_lowp_dvec4\t\t\taligned_dvec4;\n\ttypedef packed_lowp_dvec1\t\t\tpacked_dvec1;\n\ttypedef packed_lowp_dvec2\t\t\tpacked_dvec2;\n\ttypedef packed_lowp_dvec3\t\t\tpacked_dvec3;\n\ttypedef packed_lowp_dvec4\t\t\tpacked_dvec4;\n\n\ttypedef aligned_lowp_dmat2\t\t\taligned_dmat2;\n\ttypedef aligned_lowp_dmat3\t\t\taligned_dmat3;\n\ttypedef aligned_lowp_dmat4\t\t\taligned_dmat4;\n\ttypedef packed_lowp_dmat2\t\t\tpacked_dmat2;\n\ttypedef packed_lowp_dmat3\t\t\tpacked_dmat3;\n\ttypedef packed_lowp_dmat4\t\t\tpacked_dmat4;\n\n\ttypedef aligned_lowp_dmat2x2\t\taligned_dmat2x2;\n\ttypedef aligned_lowp_dmat2x3\t\taligned_dmat2x3;\n\ttypedef aligned_lowp_dmat2x4\t\taligned_dmat2x4;\n\ttypedef aligned_lowp_dmat3x2\t\taligned_dmat3x2;\n\ttypedef aligned_lowp_dmat3x3\t\taligned_dmat3x3;\n\ttypedef aligned_lowp_dmat3x4\t\taligned_dmat3x4;\n\ttypedef aligned_lowp_dmat4x2\t\taligned_dmat4x2;\n\ttypedef aligned_lowp_dmat4x3\t\taligned_dmat4x3;\n\ttypedef aligned_lowp_dmat4x4\t\taligned_dmat4x4;\n\ttypedef packed_lowp_dmat2x2\t\t\tpacked_dmat2x2;\n\ttypedef packed_lowp_dmat2x3\t\t\tpacked_dmat2x3;\n\ttypedef packed_lowp_dmat2x4\t\t\tpacked_dmat2x4;\n\ttypedef packed_lowp_dmat3x2\t\t\tpacked_dmat3x2;\n\ttypedef packed_lowp_dmat3x3\t\t\tpacked_dmat3x3;\n\ttypedef packed_lowp_dmat3x4\t\t\tpacked_dmat3x4;\n\ttypedef packed_lowp_dmat4x2\t\t\tpacked_dmat4x2;\n\ttypedef packed_lowp_dmat4x3\t\t\tpacked_dmat4x3;\n\ttypedef packed_lowp_dmat4x4\t\t\tpacked_dmat4x4;\n#elif(defined(GLM_PRECISION_MEDIUMP_DOUBLE))\n\ttypedef aligned_mediump_dvec1\t\taligned_dvec1;\n\ttypedef aligned_mediump_dvec2\t\taligned_dvec2;\n\ttypedef aligned_mediump_dvec3\t\taligned_dvec3;\n\ttypedef aligned_mediump_dvec4\t\taligned_dvec4;\n\ttypedef packed_mediump_dvec1\t\tpacked_dvec1;\n\ttypedef packed_mediump_dvec2\t\tpacked_dvec2;\n\ttypedef packed_mediump_dvec3\t\tpacked_dvec3;\n\ttypedef packed_mediump_dvec4\t\tpacked_dvec4;\n\n\ttypedef aligned_mediump_dmat2\t\taligned_dmat2;\n\ttypedef aligned_mediump_dmat3\t\taligned_dmat3;\n\ttypedef aligned_mediump_dmat4\t\taligned_dmat4;\n\ttypedef packed_mediump_dmat2\t\tpacked_dmat2;\n\ttypedef packed_mediump_dmat3\t\tpacked_dmat3;\n\ttypedef packed_mediump_dmat4\t\tpacked_dmat4;\n\n\ttypedef aligned_mediump_dmat2x2\t\taligned_dmat2x2;\n\ttypedef aligned_mediump_dmat2x3\t\taligned_dmat2x3;\n\ttypedef aligned_mediump_dmat2x4\t\taligned_dmat2x4;\n\ttypedef aligned_mediump_dmat3x2\t\taligned_dmat3x2;\n\ttypedef aligned_mediump_dmat3x3\t\taligned_dmat3x3;\n\ttypedef aligned_mediump_dmat3x4\t\taligned_dmat3x4;\n\ttypedef aligned_mediump_dmat4x2\t\taligned_dmat4x2;\n\ttypedef aligned_mediump_dmat4x3\t\taligned_dmat4x3;\n\ttypedef aligned_mediump_dmat4x4\t\taligned_dmat4x4;\n\ttypedef packed_mediump_dmat2x2\t\tpacked_dmat2x2;\n\ttypedef packed_mediump_dmat2x3\t\tpacked_dmat2x3;\n\ttypedef packed_mediump_dmat2x4\t\tpacked_dmat2x4;\n\ttypedef packed_mediump_dmat3x2\t\tpacked_dmat3x2;\n\ttypedef packed_mediump_dmat3x3\t\tpacked_dmat3x3;\n\ttypedef packed_mediump_dmat3x4\t\tpacked_dmat3x4;\n\ttypedef packed_mediump_dmat4x2\t\tpacked_dmat4x2;\n\ttypedef packed_mediump_dmat4x3\t\tpacked_dmat4x3;\n\ttypedef packed_mediump_dmat4x4\t\tpacked_dmat4x4;\n#else //defined(GLM_PRECISION_HIGHP_DOUBLE)\n\t/// 1 component vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec1\t\t\taligned_dvec1;\n\n\t/// 2 components vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec2\t\t\taligned_dvec2;\n\n\t/// 3 components vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec3\t\t\taligned_dvec3;\n\n\t/// 4 components vector aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dvec4\t\t\taligned_dvec4;\n\n\t/// 1 component vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec1\t\t\tpacked_dvec1;\n\n\t/// 2 components vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec2\t\t\tpacked_dvec2;\n\n\t/// 3 components vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec3\t\t\tpacked_dvec3;\n\n\t/// 4 components vector tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dvec4\t\t\tpacked_dvec4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2\t\t\taligned_dmat2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3\t\t\taligned_dmat3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4\t\t\taligned_dmat4;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2\t\t\tpacked_dmat2;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3\t\t\tpacked_dmat3;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4\t\t\tpacked_dmat4;\n\n\t/// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2x2\t\taligned_dmat2x2;\n\n\t/// 2 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2x3\t\taligned_dmat2x3;\n\n\t/// 2 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat2x4\t\taligned_dmat2x4;\n\n\t/// 3 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3x2\t\taligned_dmat3x2;\n\n\t/// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3x3\t\taligned_dmat3x3;\n\n\t/// 3 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat3x4\t\taligned_dmat3x4;\n\n\t/// 4 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4x2\t\taligned_dmat4x2;\n\n\t/// 4 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4x3\t\taligned_dmat4x3;\n\n\t/// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.\n\ttypedef aligned_highp_dmat4x4\t\taligned_dmat4x4;\n\n\t/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2x2\t\tpacked_dmat2x2;\n\n\t/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2x3\t\tpacked_dmat2x3;\n\n\t/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat2x4\t\tpacked_dmat2x4;\n\n\t/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3x2\t\tpacked_dmat3x2;\n\n\t/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3x3\t\tpacked_dmat3x3;\n\n\t/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat3x4\t\tpacked_dmat3x4;\n\n\t/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4x2\t\tpacked_dmat4x2;\n\n\t/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4x3\t\tpacked_dmat4x3;\n\n\t/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers.\n\ttypedef packed_highp_dmat4x4\t\tpacked_dmat4x4;\n#endif//GLM_PRECISION\n\n#if(defined(GLM_PRECISION_LOWP_INT))\n\ttypedef aligned_lowp_ivec1\t\t\taligned_ivec1;\n\ttypedef aligned_lowp_ivec2\t\t\taligned_ivec2;\n\ttypedef aligned_lowp_ivec3\t\t\taligned_ivec3;\n\ttypedef aligned_lowp_ivec4\t\t\taligned_ivec4;\n#elif(defined(GLM_PRECISION_MEDIUMP_INT))\n\ttypedef aligned_mediump_ivec1\t\taligned_ivec1;\n\ttypedef aligned_mediump_ivec2\t\taligned_ivec2;\n\ttypedef aligned_mediump_ivec3\t\taligned_ivec3;\n\ttypedef aligned_mediump_ivec4\t\taligned_ivec4;\n#else //defined(GLM_PRECISION_HIGHP_INT)\n\t/// 1 component vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec1\t\t\taligned_ivec1;\n\n\t/// 2 components vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec2\t\t\taligned_ivec2;\n\n\t/// 3 components vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec3\t\t\taligned_ivec3;\n\n\t/// 4 components vector aligned in memory of signed integer numbers.\n\ttypedef aligned_highp_ivec4\t\t\taligned_ivec4;\n\n\t/// 1 component vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec1\t\t\tpacked_ivec1;\n\n\t/// 2 components vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec2\t\t\tpacked_ivec2;\n\n\t/// 3 components vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec3\t\t\tpacked_ivec3;\n\n\t/// 4 components vector tightly packed in memory of signed integer numbers.\n\ttypedef packed_highp_ivec4\t\t\tpacked_ivec4;\n#endif//GLM_PRECISION\n\n\t// -- Unsigned integer definition --\n\n#if(defined(GLM_PRECISION_LOWP_UINT))\n\ttypedef aligned_lowp_uvec1\t\t\taligned_uvec1;\n\ttypedef aligned_lowp_uvec2\t\t\taligned_uvec2;\n\ttypedef aligned_lowp_uvec3\t\t\taligned_uvec3;\n\ttypedef aligned_lowp_uvec4\t\t\taligned_uvec4;\n#elif(defined(GLM_PRECISION_MEDIUMP_UINT))\n\ttypedef aligned_mediump_uvec1\t\taligned_uvec1;\n\ttypedef aligned_mediump_uvec2\t\taligned_uvec2;\n\ttypedef aligned_mediump_uvec3\t\taligned_uvec3;\n\ttypedef aligned_mediump_uvec4\t\taligned_uvec4;\n#else //defined(GLM_PRECISION_HIGHP_UINT)\n\t/// 1 component vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec1\t\t\taligned_uvec1;\n\n\t/// 2 components vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec2\t\t\taligned_uvec2;\n\n\t/// 3 components vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec3\t\t\taligned_uvec3;\n\n\t/// 4 components vector aligned in memory of unsigned integer numbers.\n\ttypedef aligned_highp_uvec4\t\t\taligned_uvec4;\n\n\t/// 1 component vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec1\t\t\tpacked_uvec1;\n\n\t/// 2 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec2\t\t\tpacked_uvec2;\n\n\t/// 3 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec3\t\t\tpacked_uvec3;\n\n\t/// 4 components vector tightly packed in memory of unsigned integer numbers.\n\ttypedef packed_highp_uvec4\t\t\tpacked_uvec4;\n#endif//GLM_PRECISION\n\n#if(defined(GLM_PRECISION_LOWP_BOOL))\n\ttypedef aligned_lowp_bvec1\t\t\taligned_bvec1;\n\ttypedef aligned_lowp_bvec2\t\t\taligned_bvec2;\n\ttypedef aligned_lowp_bvec3\t\t\taligned_bvec3;\n\ttypedef aligned_lowp_bvec4\t\t\taligned_bvec4;\n#elif(defined(GLM_PRECISION_MEDIUMP_BOOL))\n\ttypedef aligned_mediump_bvec1\t\taligned_bvec1;\n\ttypedef aligned_mediump_bvec2\t\taligned_bvec2;\n\ttypedef aligned_mediump_bvec3\t\taligned_bvec3;\n\ttypedef aligned_mediump_bvec4\t\taligned_bvec4;\n#else //defined(GLM_PRECISION_HIGHP_BOOL)\n\t/// 1 component vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec1\t\t\taligned_bvec1;\n\n\t/// 2 components vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec2\t\t\taligned_bvec2;\n\n\t/// 3 components vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec3\t\t\taligned_bvec3;\n\n\t/// 4 components vector aligned in memory of bool values.\n\ttypedef aligned_highp_bvec4\t\t\taligned_bvec4;\n\n\t/// 1 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec1\t\t\tpacked_bvec1;\n\n\t/// 2 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec2\t\t\tpacked_bvec2;\n\n\t/// 3 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec3\t\t\tpacked_bvec3;\n\n\t/// 4 components vector tightly packed in memory of bool values.\n\ttypedef packed_highp_bvec4\t\t\tpacked_bvec4;\n#endif//GLM_PRECISION\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/type_precision.hpp",
    "content": "/// @ref gtc_type_precision\n/// @file glm/gtc/type_precision.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtc_type_precision GLM_GTC_type_precision\n/// @ingroup gtc\n///\n/// Include <glm/gtc/type_precision.hpp> to use the features of this extension.\n///\n/// Defines specific C++-based qualifier types.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtc/vec1.hpp\"\n#include \"../ext/vector_int1_sized.hpp\"\n#include \"../ext/vector_int2_sized.hpp\"\n#include \"../ext/vector_int3_sized.hpp\"\n#include \"../ext/vector_int4_sized.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n#include \"../ext/vector_uint1_sized.hpp\"\n#include \"../ext/vector_uint2_sized.hpp\"\n#include \"../ext/vector_uint3_sized.hpp\"\n#include \"../ext/vector_uint4_sized.hpp\"\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/type_vec2.hpp\"\n#include \"../detail/type_vec3.hpp\"\n#include \"../detail/type_vec4.hpp\"\n#include \"../detail/type_mat2x2.hpp\"\n#include \"../detail/type_mat2x3.hpp\"\n#include \"../detail/type_mat2x4.hpp\"\n#include \"../detail/type_mat3x2.hpp\"\n#include \"../detail/type_mat3x3.hpp\"\n#include \"../detail/type_mat3x4.hpp\"\n#include \"../detail/type_mat4x2.hpp\"\n#include \"../detail/type_mat4x3.hpp\"\n#include \"../detail/type_mat4x4.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_type_precision extension included\")\n#endif\n\nnamespace glm\n{\n\t///////////////////////////\n\t// Signed int vector types\n\n\t/// @addtogroup gtc_type_precision\n\t/// @{\n\n\t/// Low qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 lowp_int8;\n\n\t/// Low qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 lowp_int16;\n\n\t/// Low qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 lowp_int32;\n\n\t/// Low qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 lowp_int64;\n\n\t/// Low qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 lowp_int8_t;\n\n\t/// Low qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 lowp_int16_t;\n\n\t/// Low qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 lowp_int32_t;\n\n\t/// Low qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 lowp_int64_t;\n\n\t/// Low qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 lowp_i8;\n\n\t/// Low qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 lowp_i16;\n\n\t/// Low qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 lowp_i32;\n\n\t/// Low qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 lowp_i64;\n\n\t/// Medium qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 mediump_int8;\n\n\t/// Medium qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 mediump_int16;\n\n\t/// Medium qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 mediump_int32;\n\n\t/// Medium qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 mediump_int64;\n\n\t/// Medium qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 mediump_int8_t;\n\n\t/// Medium qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 mediump_int16_t;\n\n\t/// Medium qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 mediump_int32_t;\n\n\t/// Medium qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 mediump_int64_t;\n\n\t/// Medium qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 mediump_i8;\n\n\t/// Medium qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 mediump_i16;\n\n\t/// Medium qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 mediump_i32;\n\n\t/// Medium qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 mediump_i64;\n\n\t/// High qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 highp_int8;\n\n\t/// High qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 highp_int16;\n\n\t/// High qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 highp_int32;\n\n\t/// High qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 highp_int64;\n\n\t/// High qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 highp_int8_t;\n\n\t/// High qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 highp_int16_t;\n\n\t/// 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 highp_int32_t;\n\n\t/// High qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 highp_int64_t;\n\n\t/// High qualifier 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 highp_i8;\n\n\t/// High qualifier 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 highp_i16;\n\n\t/// High qualifier 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 highp_i32;\n\n\t/// High qualifier 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 highp_i64;\n\n\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n\tusing std::int8_t;\n\tusing std::int16_t;\n\tusing std::int32_t;\n\tusing std::int64_t;\n#else\n\t/// 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 int8_t;\n\n\t/// 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 int16_t;\n\n\t/// 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 int32_t;\n\n\t/// 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 int64_t;\n#endif\n\n\t/// 8 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int8 i8;\n\n\t/// 16 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int16 i16;\n\n\t/// 32 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int32 i32;\n\n\t/// 64 bit signed integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::int64 i64;\n\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// Low qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 lowp_uint8;\n\n\t/// Low qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 lowp_uint16;\n\n\t/// Low qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 lowp_uint32;\n\n\t/// Low qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 lowp_uint64;\n\n\t/// Low qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 lowp_uint8_t;\n\n\t/// Low qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 lowp_uint16_t;\n\n\t/// Low qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 lowp_uint32_t;\n\n\t/// Low qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 lowp_uint64_t;\n\n\t/// Low qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 lowp_u8;\n\n\t/// Low qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 lowp_u16;\n\n\t/// Low qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 lowp_u32;\n\n\t/// Low qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 lowp_u64;\n\n\t/// Medium qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 mediump_uint8;\n\n\t/// Medium qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 mediump_uint16;\n\n\t/// Medium qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 mediump_uint32;\n\n\t/// Medium qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 mediump_uint64;\n\n\t/// Medium qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 mediump_uint8_t;\n\n\t/// Medium qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 mediump_uint16_t;\n\n\t/// Medium qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 mediump_uint32_t;\n\n\t/// Medium qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 mediump_uint64_t;\n\n\t/// Medium qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 mediump_u8;\n\n\t/// Medium qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 mediump_u16;\n\n\t/// Medium qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 mediump_u32;\n\n\t/// Medium qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 mediump_u64;\n\n\t/// High qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 highp_uint8;\n\n\t/// High qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 highp_uint16;\n\n\t/// High qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 highp_uint32;\n\n\t/// High qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 highp_uint64;\n\n\t/// High qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 highp_uint8_t;\n\n\t/// High qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 highp_uint16_t;\n\n\t/// High qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 highp_uint32_t;\n\n\t/// High qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 highp_uint64_t;\n\n\t/// High qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 highp_u8;\n\n\t/// High qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 highp_u16;\n\n\t/// High qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 highp_u32;\n\n\t/// High qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 highp_u64;\n\n#if GLM_HAS_EXTENDED_INTEGER_TYPE\n\tusing std::uint8_t;\n\tusing std::uint16_t;\n\tusing std::uint32_t;\n\tusing std::uint64_t;\n#else\n\t/// Default qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 uint8_t;\n\n\t/// Default qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 uint16_t;\n\n\t/// Default qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 uint32_t;\n\n\t/// Default qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 uint64_t;\n#endif\n\n\t/// Default qualifier 8 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint8 u8;\n\n\t/// Default qualifier 16 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint16 u16;\n\n\t/// Default qualifier 32 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint32 u32;\n\n\t/// Default qualifier 64 bit unsigned integer type.\n\t/// @see gtc_type_precision\n\ttypedef detail::uint64 u64;\n\n\n\n\n\n\t//////////////////////\n\t// Float vector types\n\n\t/// Single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float float32;\n\n\t/// Double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef double float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32_t;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64_t;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_f32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_f64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32_t;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64_t;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_f32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_f64;\n\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_float32_t;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_float64_t;\n\n\t/// Low 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 lowp_f32;\n\n\t/// Low 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 lowp_f64;\n\n\n\t/// Medium 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 mediump_float32;\n\n\t/// Medium 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 mediump_float64;\n\n\t/// Medium 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 mediump_float32_t;\n\n\t/// Medium 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 mediump_float64_t;\n\n\t/// Medium 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 mediump_f32;\n\n\t/// Medium 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 mediump_f64;\n\n\n\t/// High 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 highp_float32;\n\n\t/// High 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 highp_float64;\n\n\t/// High 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 highp_float32_t;\n\n\t/// High 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 highp_float64_t;\n\n\t/// High 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 highp_f32;\n\n\t/// High 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float64 highp_f64;\n\n\n#if(defined(GLM_PRECISION_LOWP_FLOAT))\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_float32_t float32_t;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_float64_t float64_t;\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32 f32;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64 f64;\n\n#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float32 float32_t;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float64 float64_t;\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float32 f32;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef mediump_float64 f64;\n\n#else//(defined(GLM_PRECISION_HIGHP_FLOAT))\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float32_t float32_t;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float64_t float64_t;\n\n\t/// Default 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float32_t f32;\n\n\t/// Default 64 bit double-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef highp_float64_t f64;\n#endif\n\n\n\t/// Low single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, lowp> lowp_fvec1;\n\n\t/// Low single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, float, lowp> lowp_fvec2;\n\n\t/// Low single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, float, lowp> lowp_fvec3;\n\n\t/// Low single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, float, lowp> lowp_fvec4;\n\n\n\t/// Medium single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, mediump> mediump_fvec1;\n\n\t/// Medium Single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, float, mediump> mediump_fvec2;\n\n\t/// Medium Single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, float, mediump> mediump_fvec3;\n\n\t/// Medium Single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, float, mediump> mediump_fvec4;\n\n\n\t/// High single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, highp> highp_fvec1;\n\n\t/// High Single-qualifier floating-point vector of 2 components.\n\t/// @see core_precision\n\ttypedef vec<2, float, highp> highp_fvec2;\n\n\t/// High Single-qualifier floating-point vector of 3 components.\n\t/// @see core_precision\n\ttypedef vec<3, float, highp> highp_fvec3;\n\n\t/// High Single-qualifier floating-point vector of 4 components.\n\t/// @see core_precision\n\ttypedef vec<4, float, highp> highp_fvec4;\n\n\n\t/// Low single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, lowp> lowp_f32vec1;\n\n\t/// Low single-qualifier floating-point vector of 2 components.\n\t/// @see core_precision\n\ttypedef vec<2, f32, lowp> lowp_f32vec2;\n\n\t/// Low single-qualifier floating-point vector of 3 components.\n\t/// @see core_precision\n\ttypedef vec<3, f32, lowp> lowp_f32vec3;\n\n\t/// Low single-qualifier floating-point vector of 4 components.\n\t/// @see core_precision\n\ttypedef vec<4, f32, lowp> lowp_f32vec4;\n\n\t/// Medium single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, mediump> mediump_f32vec1;\n\n\t/// Medium single-qualifier floating-point vector of 2 components.\n\t/// @see core_precision\n\ttypedef vec<2, f32, mediump> mediump_f32vec2;\n\n\t/// Medium single-qualifier floating-point vector of 3 components.\n\t/// @see core_precision\n\ttypedef vec<3, f32, mediump> mediump_f32vec3;\n\n\t/// Medium single-qualifier floating-point vector of 4 components.\n\t/// @see core_precision\n\ttypedef vec<4, f32, mediump> mediump_f32vec4;\n\n\t/// High single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, highp> highp_f32vec1;\n\n\t/// High single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f32, highp> highp_f32vec2;\n\n\t/// High single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f32, highp> highp_f32vec3;\n\n\t/// High single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f32, highp> highp_f32vec4;\n\n\n\t/// Low double-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f64, lowp> lowp_f64vec1;\n\n\t/// Low double-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f64, lowp> lowp_f64vec2;\n\n\t/// Low double-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f64, lowp> lowp_f64vec3;\n\n\t/// Low double-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f64, lowp> lowp_f64vec4;\n\n\t/// Medium double-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f64, mediump> mediump_f64vec1;\n\n\t/// Medium double-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f64, mediump> mediump_f64vec2;\n\n\t/// Medium double-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f64, mediump> mediump_f64vec3;\n\n\t/// Medium double-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f64, mediump> mediump_f64vec4;\n\n\t/// High double-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f64, highp> highp_f64vec1;\n\n\t/// High double-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f64, highp> highp_f64vec2;\n\n\t/// High double-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f64, highp> highp_f64vec3;\n\n\t/// High double-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f64, highp> highp_f64vec4;\n\n\n\n\t//////////////////////\n\t// Float matrix types\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef lowp_f32 lowp_fmat1x1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, lowp> lowp_fmat2x2;\n\n\t/// Low single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, lowp> lowp_fmat2x3;\n\n\t/// Low single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, lowp> lowp_fmat2x4;\n\n\t/// Low single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, lowp> lowp_fmat3x2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, lowp> lowp_fmat3x3;\n\n\t/// Low single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, lowp> lowp_fmat3x4;\n\n\t/// Low single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, lowp> lowp_fmat4x2;\n\n\t/// Low single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, lowp> lowp_fmat4x3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, lowp> lowp_fmat4x4;\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef lowp_fmat1x1 lowp_fmat1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_fmat2x2 lowp_fmat2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_fmat3x3 lowp_fmat3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_fmat4x4 lowp_fmat4;\n\n\n\t/// Medium single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef mediump_f32 mediump_fmat1x1;\n\n\t/// Medium single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, mediump> mediump_fmat2x2;\n\n\t/// Medium single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, mediump> mediump_fmat2x3;\n\n\t/// Medium single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, mediump> mediump_fmat2x4;\n\n\t/// Medium single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, mediump> mediump_fmat3x2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, mediump> mediump_fmat3x3;\n\n\t/// Medium single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, mediump> mediump_fmat3x4;\n\n\t/// Medium single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, mediump> mediump_fmat4x2;\n\n\t/// Medium single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, mediump> mediump_fmat4x3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, mediump> mediump_fmat4x4;\n\n\t/// Medium single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef mediump_fmat1x1 mediump_fmat1;\n\n\t/// Medium single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_fmat2x2 mediump_fmat2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_fmat3x3 mediump_fmat3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_fmat4x4 mediump_fmat4;\n\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef highp_f32 highp_fmat1x1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, highp> highp_fmat2x2;\n\n\t/// High single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, highp> highp_fmat2x3;\n\n\t/// High single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, highp> highp_fmat2x4;\n\n\t/// High single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, highp> highp_fmat3x2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, highp> highp_fmat3x3;\n\n\t/// High single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, highp> highp_fmat3x4;\n\n\t/// High single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, highp> highp_fmat4x2;\n\n\t/// High single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, highp> highp_fmat4x3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, highp> highp_fmat4x4;\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef highp_fmat1x1 highp_fmat1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_fmat2x2 highp_fmat2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_fmat3x3 highp_fmat3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_fmat4x4 highp_fmat4;\n\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 lowp_f32mat1x1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, lowp> lowp_f32mat2x2;\n\n\t/// Low single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, lowp> lowp_f32mat2x3;\n\n\t/// Low single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, lowp> lowp_f32mat2x4;\n\n\t/// Low single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, lowp> lowp_f32mat3x2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, lowp> lowp_f32mat3x3;\n\n\t/// Low single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, lowp> lowp_f32mat3x4;\n\n\t/// Low single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, lowp> lowp_f32mat4x2;\n\n\t/// Low single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, lowp> lowp_f32mat4x3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, lowp> lowp_f32mat4x4;\n\n\t/// Low single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, lowp> lowp_f32mat1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32mat2x2 lowp_f32mat2;\n\n\t/// Low single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32mat3x3 lowp_f32mat3;\n\n\t/// Low single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f32mat4x4 lowp_f32mat4;\n\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 mediump_f32mat1x1;\n\n\t/// Low single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, mediump> mediump_f32mat2x2;\n\n\t/// Medium single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, mediump> mediump_f32mat2x3;\n\n\t/// Medium single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, mediump> mediump_f32mat2x4;\n\n\t/// Medium single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, mediump> mediump_f32mat3x2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, mediump> mediump_f32mat3x3;\n\n\t/// Medium single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, mediump> mediump_f32mat3x4;\n\n\t/// Medium single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, mediump> mediump_f32mat4x2;\n\n\t/// Medium single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, mediump> mediump_f32mat4x3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, mediump> mediump_f32mat4x4;\n\n\t/// Medium single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, mediump> f32mat1;\n\n\t/// Medium single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f32mat2x2 mediump_f32mat2;\n\n\t/// Medium single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f32mat3x3 mediump_f32mat3;\n\n\t/// Medium single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f32mat4x4 mediump_f32mat4;\n\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 highp_f32mat1x1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, highp> highp_f32mat2x2;\n\n\t/// High single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, highp> highp_f32mat2x3;\n\n\t/// High single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, highp> highp_f32mat2x4;\n\n\t/// High single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, highp> highp_f32mat3x2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, highp> highp_f32mat3x3;\n\n\t/// High single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, highp> highp_f32mat3x4;\n\n\t/// High single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, highp> highp_f32mat4x2;\n\n\t/// High single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, highp> highp_f32mat4x3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, highp> highp_f32mat4x4;\n\n\t/// High single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, highp> f32mat1;\n\n\t/// High single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f32mat2x2 highp_f32mat2;\n\n\t/// High single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f32mat3x3 highp_f32mat3;\n\n\t/// High single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f32mat4x4 highp_f32mat4;\n\n\n\t/// Low double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 lowp_f64mat1x1;\n\n\t/// Low double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, lowp> lowp_f64mat2x2;\n\n\t/// Low double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, lowp> lowp_f64mat2x3;\n\n\t/// Low double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, lowp> lowp_f64mat2x4;\n\n\t/// Low double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, lowp> lowp_f64mat3x2;\n\n\t/// Low double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, lowp> lowp_f64mat3x3;\n\n\t/// Low double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, lowp> lowp_f64mat3x4;\n\n\t/// Low double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, lowp> lowp_f64mat4x2;\n\n\t/// Low double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, lowp> lowp_f64mat4x3;\n\n\t/// Low double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, lowp> lowp_f64mat4x4;\n\n\t/// Low double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef lowp_f64mat1x1 lowp_f64mat1;\n\n\t/// Low double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64mat2x2 lowp_f64mat2;\n\n\t/// Low double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64mat3x3 lowp_f64mat3;\n\n\t/// Low double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef lowp_f64mat4x4 lowp_f64mat4;\n\n\n\t/// Medium double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 Highp_f64mat1x1;\n\n\t/// Medium double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, mediump> mediump_f64mat2x2;\n\n\t/// Medium double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, mediump> mediump_f64mat2x3;\n\n\t/// Medium double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, mediump> mediump_f64mat2x4;\n\n\t/// Medium double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, mediump> mediump_f64mat3x2;\n\n\t/// Medium double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, mediump> mediump_f64mat3x3;\n\n\t/// Medium double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, mediump> mediump_f64mat3x4;\n\n\t/// Medium double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, mediump> mediump_f64mat4x2;\n\n\t/// Medium double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, mediump> mediump_f64mat4x3;\n\n\t/// Medium double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, mediump> mediump_f64mat4x4;\n\n\t/// Medium double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef mediump_f64mat1x1 mediump_f64mat1;\n\n\t/// Medium double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f64mat2x2 mediump_f64mat2;\n\n\t/// Medium double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f64mat3x3 mediump_f64mat3;\n\n\t/// Medium double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mediump_f64mat4x4 mediump_f64mat4;\n\n\t/// High double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 highp_f64mat1x1;\n\n\t/// High double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, highp> highp_f64mat2x2;\n\n\t/// High double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, highp> highp_f64mat2x3;\n\n\t/// High double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, highp> highp_f64mat2x4;\n\n\t/// High double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, highp> highp_f64mat3x2;\n\n\t/// High double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, highp> highp_f64mat3x3;\n\n\t/// High double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, highp> highp_f64mat3x4;\n\n\t/// High double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, highp> highp_f64mat4x2;\n\n\t/// High double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, highp> highp_f64mat4x3;\n\n\t/// High double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, highp> highp_f64mat4x4;\n\n\t/// High double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef highp_f64mat1x1 highp_f64mat1;\n\n\t/// High double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f64mat2x2 highp_f64mat2;\n\n\t/// High double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f64mat3x3 highp_f64mat3;\n\n\t/// High double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef highp_f64mat4x4 highp_f64mat4;\n\n\n\t/////////////////////////////\n\t// Signed int vector types\n\n\t/// Low qualifier signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, int, lowp>\t\tlowp_ivec1;\n\n\t/// Low qualifier signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, int, lowp>\t\tlowp_ivec2;\n\n\t/// Low qualifier signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, int, lowp>\t\tlowp_ivec3;\n\n\t/// Low qualifier signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, int, lowp>\t\tlowp_ivec4;\n\n\n\t/// Medium qualifier signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, int, mediump>\tmediump_ivec1;\n\n\t/// Medium qualifier signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, int, mediump>\tmediump_ivec2;\n\n\t/// Medium qualifier signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, int, mediump>\tmediump_ivec3;\n\n\t/// Medium qualifier signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, int, mediump>\tmediump_ivec4;\n\n\n\t/// High qualifier signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, int, highp>\t\thighp_ivec1;\n\n\t/// High qualifier signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, int, highp>\t\thighp_ivec2;\n\n\t/// High qualifier signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, int, highp>\t\thighp_ivec3;\n\n\t/// High qualifier signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, int, highp>\t\thighp_ivec4;\n\n\n\t/// Low qualifier 8 bit signed integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i8, lowp>\t\tlowp_i8vec1;\n\n\t/// Low qualifier 8 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i8, lowp>\t\tlowp_i8vec2;\n\n\t/// Low qualifier 8 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i8, lowp>\t\tlowp_i8vec3;\n\n\t/// Low qualifier 8 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i8, lowp>\t\tlowp_i8vec4;\n\n\n\t/// Medium qualifier 8 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i8, mediump>\t\tmediump_i8vec1;\n\n\t/// Medium qualifier 8 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i8, mediump>\t\tmediump_i8vec2;\n\n\t/// Medium qualifier 8 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i8, mediump>\t\tmediump_i8vec3;\n\n\t/// Medium qualifier 8 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i8, mediump>\t\tmediump_i8vec4;\n\n\n\t/// High qualifier 8 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i8, highp>\t\thighp_i8vec1;\n\n\t/// High qualifier 8 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i8, highp>\t\thighp_i8vec2;\n\n\t/// High qualifier 8 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i8, highp>\t\thighp_i8vec3;\n\n\t/// High qualifier 8 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i8, highp>\t\thighp_i8vec4;\n\n\n\t/// Low qualifier 16 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i16, lowp>\t\tlowp_i16vec1;\n\n\t/// Low qualifier 16 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i16, lowp>\t\tlowp_i16vec2;\n\n\t/// Low qualifier 16 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i16, lowp>\t\tlowp_i16vec3;\n\n\t/// Low qualifier 16 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i16, lowp>\t\tlowp_i16vec4;\n\n\n\t/// Medium qualifier 16 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i16, mediump>\tmediump_i16vec1;\n\n\t/// Medium qualifier 16 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i16, mediump>\tmediump_i16vec2;\n\n\t/// Medium qualifier 16 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i16, mediump>\tmediump_i16vec3;\n\n\t/// Medium qualifier 16 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i16, mediump>\tmediump_i16vec4;\n\n\n\t/// High qualifier 16 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i16, highp>\t\thighp_i16vec1;\n\n\t/// High qualifier 16 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i16, highp>\t\thighp_i16vec2;\n\n\t/// High qualifier 16 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i16, highp>\t\thighp_i16vec3;\n\n\t/// High qualifier 16 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i16, highp>\t\thighp_i16vec4;\n\n\n\t/// Low qualifier 32 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i32, lowp>\t\tlowp_i32vec1;\n\n\t/// Low qualifier 32 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i32, lowp>\t\tlowp_i32vec2;\n\n\t/// Low qualifier 32 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i32, lowp>\t\tlowp_i32vec3;\n\n\t/// Low qualifier 32 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i32, lowp>\t\tlowp_i32vec4;\n\n\n\t/// Medium qualifier 32 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i32, mediump>\tmediump_i32vec1;\n\n\t/// Medium qualifier 32 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i32, mediump>\tmediump_i32vec2;\n\n\t/// Medium qualifier 32 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i32, mediump>\tmediump_i32vec3;\n\n\t/// Medium qualifier 32 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i32, mediump>\tmediump_i32vec4;\n\n\n\t/// High qualifier 32 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i32, highp>\t\thighp_i32vec1;\n\n\t/// High qualifier 32 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i32, highp>\t\thighp_i32vec2;\n\n\t/// High qualifier 32 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i32, highp>\t\thighp_i32vec3;\n\n\t/// High qualifier 32 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i32, highp>\t\thighp_i32vec4;\n\n\n\t/// Low qualifier 64 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i64, lowp>\t\tlowp_i64vec1;\n\n\t/// Low qualifier 64 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i64, lowp>\t\tlowp_i64vec2;\n\n\t/// Low qualifier 64 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i64, lowp>\t\tlowp_i64vec3;\n\n\t/// Low qualifier 64 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i64, lowp>\t\tlowp_i64vec4;\n\n\n\t/// Medium qualifier 64 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i64, mediump>\tmediump_i64vec1;\n\n\t/// Medium qualifier 64 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i64, mediump>\tmediump_i64vec2;\n\n\t/// Medium qualifier 64 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i64, mediump>\tmediump_i64vec3;\n\n\t/// Medium qualifier 64 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i64, mediump>\tmediump_i64vec4;\n\n\n\t/// High qualifier 64 bit signed integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, i64, highp>\t\thighp_i64vec1;\n\n\t/// High qualifier 64 bit signed integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, i64, highp>\t\thighp_i64vec2;\n\n\t/// High qualifier 64 bit signed integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, i64, highp>\t\thighp_i64vec3;\n\n\t/// High qualifier 64 bit signed integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, i64, highp>\t\thighp_i64vec4;\n\n\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// Low qualifier unsigned integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, uint, lowp>\t\tlowp_uvec1;\n\n\t/// Low qualifier unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, uint, lowp>\t\tlowp_uvec2;\n\n\t/// Low qualifier unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, uint, lowp>\t\tlowp_uvec3;\n\n\t/// Low qualifier unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, uint, lowp>\t\tlowp_uvec4;\n\n\n\t/// Medium qualifier unsigned integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, uint, mediump>\tmediump_uvec1;\n\n\t/// Medium qualifier unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, uint, mediump>\tmediump_uvec2;\n\n\t/// Medium qualifier unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, uint, mediump>\tmediump_uvec3;\n\n\t/// Medium qualifier unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, uint, mediump>\tmediump_uvec4;\n\n\n\t/// High qualifier unsigned integer vector of 1 component type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, uint, highp>\t\thighp_uvec1;\n\n\t/// High qualifier unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, uint, highp>\t\thighp_uvec2;\n\n\t/// High qualifier unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, uint, highp>\t\thighp_uvec3;\n\n\t/// High qualifier unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, uint, highp>\t\thighp_uvec4;\n\n\n\t/// Low qualifier 8 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u8, lowp>\t\tlowp_u8vec1;\n\n\t/// Low qualifier 8 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u8, lowp>\t\tlowp_u8vec2;\n\n\t/// Low qualifier 8 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u8, lowp>\t\tlowp_u8vec3;\n\n\t/// Low qualifier 8 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u8, lowp>\t\tlowp_u8vec4;\n\n\n\t/// Medium qualifier 8 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u8, mediump>\t\tmediump_u8vec1;\n\n\t/// Medium qualifier 8 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u8, mediump>\t\tmediump_u8vec2;\n\n\t/// Medium qualifier 8 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u8, mediump>\t\tmediump_u8vec3;\n\n\t/// Medium qualifier 8 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u8, mediump>\t\tmediump_u8vec4;\n\n\n\t/// High qualifier 8 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u8, highp>\t\thighp_u8vec1;\n\n\t/// High qualifier 8 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u8, highp>\t\thighp_u8vec2;\n\n\t/// High qualifier 8 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u8, highp>\t\thighp_u8vec3;\n\n\t/// High qualifier 8 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u8, highp>\t\thighp_u8vec4;\n\n\n\t/// Low qualifier 16 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u16, lowp>\t\tlowp_u16vec1;\n\n\t/// Low qualifier 16 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u16, lowp>\t\tlowp_u16vec2;\n\n\t/// Low qualifier 16 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u16, lowp>\t\tlowp_u16vec3;\n\n\t/// Low qualifier 16 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u16, lowp>\t\tlowp_u16vec4;\n\n\n\t/// Medium qualifier 16 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u16, mediump>\tmediump_u16vec1;\n\n\t/// Medium qualifier 16 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u16, mediump>\tmediump_u16vec2;\n\n\t/// Medium qualifier 16 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u16, mediump>\tmediump_u16vec3;\n\n\t/// Medium qualifier 16 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u16, mediump>\tmediump_u16vec4;\n\n\n\t/// High qualifier 16 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u16, highp>\t\thighp_u16vec1;\n\n\t/// High qualifier 16 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u16, highp>\t\thighp_u16vec2;\n\n\t/// High qualifier 16 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u16, highp>\t\thighp_u16vec3;\n\n\t/// High qualifier 16 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u16, highp>\t\thighp_u16vec4;\n\n\n\t/// Low qualifier 32 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u32, lowp>\t\tlowp_u32vec1;\n\n\t/// Low qualifier 32 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u32, lowp>\t\tlowp_u32vec2;\n\n\t/// Low qualifier 32 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u32, lowp>\t\tlowp_u32vec3;\n\n\t/// Low qualifier 32 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u32, lowp>\t\tlowp_u32vec4;\n\n\n\t/// Medium qualifier 32 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u32, mediump>\tmediump_u32vec1;\n\n\t/// Medium qualifier 32 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u32, mediump>\tmediump_u32vec2;\n\n\t/// Medium qualifier 32 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u32, mediump>\tmediump_u32vec3;\n\n\t/// Medium qualifier 32 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u32, mediump>\tmediump_u32vec4;\n\n\n\t/// High qualifier 32 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u32, highp>\t\thighp_u32vec1;\n\n\t/// High qualifier 32 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u32, highp>\t\thighp_u32vec2;\n\n\t/// High qualifier 32 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u32, highp>\t\thighp_u32vec3;\n\n\t/// High qualifier 32 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u32, highp>\t\thighp_u32vec4;\n\n\n\t/// Low qualifier 64 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u64, lowp>\t\tlowp_u64vec1;\n\n\t/// Low qualifier 64 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u64, lowp>\t\tlowp_u64vec2;\n\n\t/// Low qualifier 64 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u64, lowp>\t\tlowp_u64vec3;\n\n\t/// Low qualifier 64 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u64, lowp>\t\tlowp_u64vec4;\n\n\n\t/// Medium qualifier 64 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u64, mediump>\tmediump_u64vec1;\n\n\t/// Medium qualifier 64 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u64, mediump>\tmediump_u64vec2;\n\n\t/// Medium qualifier 64 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u64, mediump>\tmediump_u64vec3;\n\n\t/// Medium qualifier 64 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u64, mediump>\tmediump_u64vec4;\n\n\n\t/// High qualifier 64 bit unsigned integer scalar type.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, u64, highp>\t\thighp_u64vec1;\n\n\t/// High qualifier 64 bit unsigned integer vector of 2 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, u64, highp>\t\thighp_u64vec2;\n\n\t/// High qualifier 64 bit unsigned integer vector of 3 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, u64, highp>\t\thighp_u64vec3;\n\n\t/// High qualifier 64 bit unsigned integer vector of 4 components type.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, u64, highp>\t\thighp_u64vec4;\n\n\n\t//////////////////////\n\t// Float vector types\n\n\t/// 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 float32_t;\n\n\t/// 32 bit single-qualifier floating-point scalar.\n\t/// @see gtc_type_precision\n\ttypedef float32 f32;\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t\t/// 64 bit double-qualifier floating-point scalar.\n\t\t/// @see gtc_type_precision\n\t\ttypedef float64 float64_t;\n\n\t\t/// 64 bit double-qualifier floating-point scalar.\n\t\t/// @see gtc_type_precision\n\t\ttypedef float64 f64;\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t/// Single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, float, defaultp> fvec1;\n\n\t/// Single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, float, defaultp> fvec2;\n\n\t/// Single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, float, defaultp> fvec3;\n\n\t/// Single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, float, defaultp> fvec4;\n\n\n\t/// Single-qualifier floating-point vector of 1 component.\n\t/// @see gtc_type_precision\n\ttypedef vec<1, f32, defaultp> f32vec1;\n\n\t/// Single-qualifier floating-point vector of 2 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<2, f32, defaultp> f32vec2;\n\n\t/// Single-qualifier floating-point vector of 3 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<3, f32, defaultp> f32vec3;\n\n\t/// Single-qualifier floating-point vector of 4 components.\n\t/// @see gtc_type_precision\n\ttypedef vec<4, f32, defaultp> f32vec4;\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\t\t/// Double-qualifier floating-point vector of 1 component.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<1, f64, defaultp> f64vec1;\n\n\t\t/// Double-qualifier floating-point vector of 2 components.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<2, f64, defaultp> f64vec2;\n\n\t\t/// Double-qualifier floating-point vector of 3 components.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<3, f64, defaultp> f64vec3;\n\n\t\t/// Double-qualifier floating-point vector of 4 components.\n\t\t/// @see gtc_type_precision\n\t\ttypedef vec<4, f64, defaultp> f64vec4;\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\n\t//////////////////////\n\t// Float matrix types\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32> fmat1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> fmat2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> fmat3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> fmat4;\n\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 fmat1x1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> fmat2x2;\n\n\t/// Single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, defaultp> fmat2x3;\n\n\t/// Single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, defaultp> fmat2x4;\n\n\t/// Single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, defaultp> fmat3x2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> fmat3x3;\n\n\t/// Single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, defaultp> fmat3x4;\n\n\t/// Single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, defaultp> fmat4x2;\n\n\t/// Single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, defaultp> fmat4x3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> fmat4x4;\n\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f32, defaultp> f32mat1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> f32mat2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> f32mat3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> f32mat4;\n\n\n\t/// Single-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f32 f32mat1x1;\n\n\t/// Single-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f32, defaultp> f32mat2x2;\n\n\t/// Single-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f32, defaultp> f32mat2x3;\n\n\t/// Single-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f32, defaultp> f32mat2x4;\n\n\t/// Single-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f32, defaultp> f32mat3x2;\n\n\t/// Single-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f32, defaultp> f32mat3x3;\n\n\t/// Single-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f32, defaultp> f32mat3x4;\n\n\t/// Single-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f32, defaultp> f32mat4x2;\n\n\t/// Single-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f32, defaultp> f32mat4x3;\n\n\t/// Single-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f32, defaultp> f32mat4x4;\n\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef detail::tmat1x1<f64, defaultp> f64mat1;\n\n\t/// Double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, defaultp> f64mat2;\n\n\t/// Double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, defaultp> f64mat3;\n\n\t/// Double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, defaultp> f64mat4;\n\n\n\t/// Double-qualifier floating-point 1x1 matrix.\n\t/// @see gtc_type_precision\n\t//typedef f64 f64mat1x1;\n\n\t/// Double-qualifier floating-point 2x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 2, f64, defaultp> f64mat2x2;\n\n\t/// Double-qualifier floating-point 2x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 3, f64, defaultp> f64mat2x3;\n\n\t/// Double-qualifier floating-point 2x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<2, 4, f64, defaultp> f64mat2x4;\n\n\t/// Double-qualifier floating-point 3x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 2, f64, defaultp> f64mat3x2;\n\n\t/// Double-qualifier floating-point 3x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 3, f64, defaultp> f64mat3x3;\n\n\t/// Double-qualifier floating-point 3x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<3, 4, f64, defaultp> f64mat3x4;\n\n\t/// Double-qualifier floating-point 4x2 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 2, f64, defaultp> f64mat4x2;\n\n\t/// Double-qualifier floating-point 4x3 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 3, f64, defaultp> f64mat4x3;\n\n\t/// Double-qualifier floating-point 4x4 matrix.\n\t/// @see gtc_type_precision\n\ttypedef mat<4, 4, f64, defaultp> f64mat4x4;\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t//////////////////////////\n\t// Quaternion types\n\n\t/// Single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, defaultp> f32quat;\n\n\t/// Low single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, lowp> lowp_f32quat;\n\n\t/// Low double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, lowp> lowp_f64quat;\n\n\t/// Medium single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, mediump> mediump_f32quat;\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Medium double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, mediump> mediump_f64quat;\n\n\t/// High single-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f32, highp> highp_f32quat;\n\n\t/// High double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, highp> highp_f64quat;\n\n\t/// Double-qualifier floating-point quaternion.\n\t/// @see gtc_type_precision\n\ttypedef qua<f64, defaultp> f64quat;\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t/// @}\n}//namespace glm\n\n#include \"type_precision.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/type_precision.inl",
    "content": "/// @ref gtc_precision\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/type_ptr.hpp",
    "content": "/// @ref gtc_type_ptr\n/// @file glm/gtc/type_ptr.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtc_type_ptr GLM_GTC_type_ptr\n/// @ingroup gtc\n///\n/// Include <glm/gtc/type_ptr.hpp> to use the features of this extension.\n///\n/// Handles the interaction between pointers and vector, matrix types.\n///\n/// This extension defines an overloaded function, glm::value_ptr. It returns\n/// a pointer to the memory layout of the object. Matrix types store their values\n/// in column-major order.\n///\n/// This is useful for uploading data to matrices or copying data to buffer objects.\n///\n/// Example:\n/// @code\n/// #include <glm/glm.hpp>\n/// #include <glm/gtc/type_ptr.hpp>\n///\n/// glm::vec3 aVector(3);\n/// glm::mat4 someMatrix(1.0);\n///\n/// glUniform3fv(uniformLoc, 1, glm::value_ptr(aVector));\n/// glUniformMatrix4fv(uniformMatrixLoc, 1, GL_FALSE, glm::value_ptr(someMatrix));\n/// @endcode\n///\n/// <glm/gtc/type_ptr.hpp> need to be included to use the features of this extension.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtc/vec1.hpp\"\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../mat2x2.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x4.hpp\"\n#include \"../mat3x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x4.hpp\"\n#include \"../mat4x2.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x4.hpp\"\n#include <cstring>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_type_ptr extension included\")\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtc_type_ptr\n\t/// @{\n\n\t/// Return the constant address to the data of the input parameter.\n\t/// @see gtc_type_ptr\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type const * value_ptr(genType const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<1, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<2, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<3, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<4, T, Q> const& v);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<2, T, defaultp> make_vec2(T const * const ptr);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<3, T, defaultp> make_vec3(T const * const ptr);\n\n\t/// Build a vector from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL vec<4, T, defaultp> make_vec4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2x2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 3, T, defaultp> make_mat2x3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 4, T, defaultp> make_mat2x4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 2, T, defaultp> make_mat3x2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3x3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 4, T, defaultp> make_mat3x4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 2, T, defaultp> make_mat4x2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 3, T, defaultp> make_mat4x3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4x4(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3(T const * const ptr);\n\n\t/// Build a matrix from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4(T const * const ptr);\n\n\t/// Build a quaternion from a pointer.\n\t/// @see gtc_type_ptr\n\ttemplate<typename T>\n\tGLM_FUNC_DECL qua<T, defaultp> make_quat(T const * const ptr);\n\n\t/// @}\n}//namespace glm\n\n#include \"type_ptr.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/type_ptr.inl",
    "content": "/// @ref gtc_type_ptr\n\n#include <cstring>\n\nnamespace glm\n{\n\t/// @addtogroup gtc_type_ptr\n\t/// @{\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(vec<2, T, Q> const& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(vec<2, T, Q>& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const * value_ptr(vec<3, T, Q> const& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(vec<3, T, Q>& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(vec<4, T, Q> const& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(vec<4, T, Q>& v)\n\t{\n\t\treturn &(v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<2, 2, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 3, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<3, 3, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<4, 4, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 3, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<2, 3, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 2, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<3, 2, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 4, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<2, 4, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 2, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<4, 2, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 4, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(mat<3, 4, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 3, T, Q> const& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T * value_ptr(mat<4, 3, T, Q>& m)\n\t{\n\t\treturn &(m[0].x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T const * value_ptr(qua<T, Q> const& q)\n\t{\n\t\treturn &(q[0]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T* value_ptr(qua<T, Q>& q)\n\t{\n\t\treturn &(q[0]);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<1, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<1, T, Q> make_vec1(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<1, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(v.x, static_cast<T>(0));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<2, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<2, T, Q> make_vec2(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<2, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(v.x, static_cast<T>(0), static_cast<T>(0));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(v.x, v.y, static_cast<T>(0));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<3, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<3, T, Q> make_vec3(vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<3, T, Q>(v);\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<1, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v.x, static_cast<T>(0), static_cast<T>(0), static_cast<T>(1));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<2, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v.x, v.y, static_cast<T>(0), static_cast<T>(1));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<3, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(v.x, v.y, v.z, static_cast<T>(1));\n\t}\n\n\ttemplate <typename T, qualifier Q>\n\tinline vec<4, T, Q> make_vec4(vec<4, T, Q> const& v)\n\t{\n\t\treturn v;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<2, T, defaultp> make_vec2(T const *const ptr)\n\t{\n\t\tvec<2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(vec<2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<3, T, defaultp> make_vec3(T const *const ptr)\n\t{\n\t\tvec<3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(vec<3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER vec<4, T, defaultp> make_vec4(T const *const ptr)\n\t{\n\t\tvec<4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(vec<4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2x2(T const *const ptr)\n\t{\n\t\tmat<2, 2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<2, 2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, defaultp> make_mat2x3(T const *const ptr)\n\t{\n\t\tmat<2, 3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<2, 3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, defaultp> make_mat2x4(T const *const ptr)\n\t{\n\t\tmat<2, 4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<2, 4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, defaultp> make_mat3x2(T const *const ptr)\n\t{\n\t\tmat<3, 2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<3, 2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3x3(T const *const ptr)\n\t{\n\t\tmat<3, 3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<3, 3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, defaultp> make_mat3x4(T const *const ptr)\n\t{\n\t\tmat<3, 4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<3, 4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, defaultp> make_mat4x2(T const *const ptr)\n\t{\n\t\tmat<4, 2, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<4, 2, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, defaultp> make_mat4x3(T const *const ptr)\n\t{\n\t\tmat<4, 3, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<4, 3, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4x4(T const *const ptr)\n\t{\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(mat<4, 4, T, defaultp>));\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2(T const *const ptr)\n\t{\n\t\treturn make_mat2x2(ptr);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3(T const *const ptr)\n\t{\n\t\treturn make_mat3x3(ptr);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4(T const *const ptr)\n\t{\n\t\treturn make_mat4x4(ptr);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER qua<T, defaultp> make_quat(T const *const ptr)\n\t{\n\t\tqua<T, defaultp> Result;\n\t\tmemcpy(value_ptr(Result), ptr, sizeof(qua<T, defaultp>));\n\t\treturn Result;\n\t}\n\n\t/// @}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/ulp.hpp",
    "content": "/// @ref gtc_ulp\n/// @file glm/gtc/ulp.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_ulp GLM_GTC_ulp\n/// @ingroup gtc\n///\n/// Include <glm/gtc/ulp.hpp> to use the features of this extension.\n///\n/// Allow the measurement of the accuracy of a function against a reference\n/// implementation. This extension works on floating-point data and provide results\n/// in ULP.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/_vectorize.hpp\"\n#include \"../ext/scalar_int_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_ulp extension included\")\n#endif\n\nnamespace glm\n{\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType next_float(genType x);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prev_float(genType x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType next_float(genType x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam genType A floating-point scalar type.\n\t///\n\t/// @see gtc_ulp\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType prev_float(genType x, int ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @see gtc_ulp\n\tGLM_FUNC_DECL int float_distance(float x, float y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @see gtc_ulp\n\tGLM_FUNC_DECL int64 float_distance(double x, double y);\n\n\t/// Return the next ULP value(s) after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance after the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the previous ULP value(s) before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x, int ULPs);\n\n\t/// Return the value(s) ULP distance before the input value(s).\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);\n\n\t/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> float_distance(vec<L, float, Q> const& x, vec<L, float, Q> const& y);\n\n\t/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see gtc_ulp\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int64, Q> float_distance(vec<L, double, Q> const& x, vec<L, double, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"ulp.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/ulp.inl",
    "content": "/// @ref gtc_ulp\n\n#include \"../ext/scalar_ulp.hpp\"\n\nnamespace glm\n{\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER float next_float(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<float>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn detail::nextafterf(x, FLT_MAX);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafterf(x, FLT_MAX);\n#\t\telse\n\t\treturn nextafterf(x, FLT_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<>\n\tGLM_FUNC_QUALIFIER double next_float(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn detail::nextafter(x, std::numeric_limits<double>::max());\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafter(x, DBL_MAX);\n#\t\telse\n\t\treturn nextafter(x, DBL_MAX);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T next_float(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'next_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor (int i = 0; i < ULPs; ++i)\n\t\t\ttemp = next_float(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER float prev_float(float x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<float>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn detail::nextafterf(x, FLT_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafterf(x, FLT_MIN);\n#\t\telse\n\t\treturn nextafterf(x, FLT_MIN);\n#\t\tendif\n\t}\n\n\tGLM_FUNC_QUALIFIER double prev_float(double x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\treturn std::nextafter(x, std::numeric_limits<double>::min());\n#\t\telif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))\n\t\treturn _nextafter(x, DBL_MIN);\n#\t\telif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n\t\treturn __builtin_nextafter(x, DBL_MIN);\n#\t\telse\n\t\treturn nextafter(x, DBL_MIN);\n#\t\tendif\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T prev_float(T x, int ULPs)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'prev_float' only accept floating-point input\");\n\t\tassert(ULPs >= 0);\n\n\t\tT temp = x;\n\t\tfor (int i = 0; i < ULPs; ++i)\n\t\t\ttemp = prev_float(temp);\n\t\treturn temp;\n\t}\n\n\tGLM_FUNC_QUALIFIER int float_distance(float x, float y)\n\t{\n\t\tdetail::float_t<float> const a(x);\n\t\tdetail::float_t<float> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n\n\tGLM_FUNC_QUALIFIER int64 float_distance(double x, double y)\n\t{\n\t\tdetail::float_t<double> const a(x);\n\t\tdetail::float_t<double> const b(y);\n\n\t\treturn abs(a.i - b.i);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = next_float(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = next_float(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = next_float(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prev_float(x[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x, int ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prev_float(x[i], ULPs);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = prev_float(x[i], ULPs[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int, Q> float_distance(vec<L, float, Q> const& x, vec<L, float, Q> const& y)\n\t{\n\t\tvec<L, int, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = float_distance(x[i], y[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, int64, Q> float_distance(vec<L, double, Q> const& x, vec<L, double, Q> const& y)\n\t{\n\t\tvec<L, int64, Q> Result;\n\t\tfor (length_t i = 0, n = Result.length(); i < n; ++i)\n\t\t\tResult[i] = float_distance(x[i], y[i]);\n\t\treturn Result;\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtc/vec1.hpp",
    "content": "/// @ref gtc_vec1\n/// @file glm/gtc/vec1.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtc_vec1 GLM_GTC_vec1\n/// @ingroup gtc\n///\n/// Include <glm/gtc/vec1.hpp> to use the features of this extension.\n///\n/// Add vec1, ivec1, uvec1 and bvec1 types.\n\n#pragma once\n\n// Dependency:\n#include \"../ext/vector_bool1.hpp\"\n#include \"../ext/vector_bool1_precision.hpp\"\n#include \"../ext/vector_float1.hpp\"\n#include \"../ext/vector_float1_precision.hpp\"\n#include \"../ext/vector_double1.hpp\"\n#include \"../ext/vector_double1_precision.hpp\"\n#include \"../ext/vector_int1.hpp\"\n#include \"../ext/vector_int1_sized.hpp\"\n#include \"../ext/vector_uint1.hpp\"\n#include \"../ext/vector_uint1_sized.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tpragma message(\"GLM: GLM_GTC_vec1 extension included\")\n#endif\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/associated_min_max.hpp",
    "content": "/// @ref gtx_associated_min_max\n/// @file glm/gtx/associated_min_max.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_associated_min_max GLM_GTX_associated_min_max\n/// @ingroup gtx\n///\n/// Include <glm/gtx/associated_min_max.hpp> to use the features of this extension.\n///\n/// @brief Min and max functions that return associated values not the compared onces.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_associated_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_associated_min_max extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_associated_min_max\n\t/// @{\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL U associatedMin(T x, U a, T y, U b);\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<2, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b);\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tT x, const vec<L, U, Q>& a,\n\t\tT y, const vec<L, U, Q>& b);\n\n\t/// Minimum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b);\n\n\t/// Minimum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMin(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c);\n\n\t/// Minimum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMin(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c,\n\t\tT w, U d);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\t\tvec<L, T, Q> const& w, vec<L, U, Q> const& d);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b,\n\t\tT z, vec<L, U, Q> const& c,\n\t\tT w, vec<L, U, Q> const& d);\n\n\t/// Minimum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMin(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b,\n\t\tvec<L, T, Q> const& z, U c,\n\t\tvec<L, T, Q> const& w, U d);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMax(T x, U a, T y, U b);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<2, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> associatedMax(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b);\n\n\t/// Maximum comparison between 2 variables and returns 2 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMax(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> associatedMax(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b,\n\t\tT z, vec<L, U, Q> const& c);\n\n\t/// Maximum comparison between 3 variables and returns 3 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b,\n\t\tvec<L, T, Q> const& z, U c);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<typename T, typename U>\n\tGLM_FUNC_DECL U associatedMax(\n\t\tT x, U a,\n\t\tT y, U b,\n\t\tT z, U c,\n\t\tT w, U d);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\t\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\t\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\t\tvec<L, T, Q> const& w, vec<L, U, Q> const& d);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tT x, vec<L, U, Q> const& a,\n\t\tT y, vec<L, U, Q> const& b,\n\t\tT z, vec<L, U, Q> const& c,\n\t\tT w, vec<L, U, Q> const& d);\n\n\t/// Maximum comparison between 4 variables and returns 4 associated variable values\n\t/// @see gtx_associated_min_max\n\ttemplate<length_t L, typename T, typename U, qualifier Q>\n\tGLM_FUNC_DECL vec<L, U, Q> associatedMax(\n\t\tvec<L, T, Q> const& x, U a,\n\t\tvec<L, T, Q> const& y, U b,\n\t\tvec<L, T, Q> const& z, U c,\n\t\tvec<L, T, Q> const& w, U d);\n\n\t/// @}\n} //namespace glm\n\n#include \"associated_min_max.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/associated_min_max.inl",
    "content": "/// @ref gtx_associated_min_max\n\nnamespace glm{\n\n// Min comparison between 2 variables\ntemplate<typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER U associatedMin(T x, U a, T y, U b)\n{\n\treturn x < y ? a : b;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<2, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] < y[i] ? a[i] : b[i];\n\treturn Result;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tT x, const vec<L, U, Q>& a,\n\tT y, const vec<L, U, Q>& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x < y ? a[i] : b[i];\n\treturn Result;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] < y[i] ? a : b;\n\treturn Result;\n}\n\n// Min comparison between 3 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMin\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c\n)\n{\n\tU Result = x < y ? (x < z ? a : c) : (y < z ? b : c);\n\treturn Result;\n}\n\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] < y[i] ? (x[i] < z[i] ? a[i] : c[i]) : (y[i] < z[i] ? b[i] : c[i]);\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMin\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c,\n\tT w, U d\n)\n{\n\tT Test1 = min(x, y);\n\tT Test2 = min(z, w);\n\tU Result1 = x < y ? a : b;\n\tU Result2 = z < w ? c : d;\n\tU Result = Test1 < Test2 ? Result1 : Result2;\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\tvec<L, T, Q> const& w, vec<L, U, Q> const& d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = min(x[i], y[i]);\n\t\tT Test2 = min(z[i], w[i]);\n\t\tU Result1 = x[i] < y[i] ? a[i] : b[i];\n\t\tU Result2 = z[i] < w[i] ? c[i] : d[i];\n\t\tResult[i] = Test1 < Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b,\n\tT z, vec<L, U, Q> const& c,\n\tT w, vec<L, U, Q> const& d\n)\n{\n\tT Test1 = min(x, y);\n\tT Test2 = min(z, w);\n\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tU Result1 = x < y ? a[i] : b[i];\n\t\tU Result2 = z < w ? c[i] : d[i];\n\t\tResult[i] = Test1 < Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Min comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b,\n\tvec<L, T, Q> const& z, U c,\n\tvec<L, T, Q> const& w, U d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = min(x[i], y[i]);\n\t\tT Test2 = min(z[i], w[i]);\n\t\tU Result1 = x[i] < y[i] ? a : b;\n\t\tU Result2 = z[i] < w[i] ? c : d;\n\t\tResult[i] = Test1 < Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Max comparison between 2 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMax(T x, U a, T y, U b)\n{\n\treturn x > y ? a : b;\n}\n\n// Max comparison between 2 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<2, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? a[i] : b[i];\n\treturn Result;\n}\n\n// Max comparison between 2 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, T, Q> associatedMax\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x > y ? a[i] : b[i];\n\treturn Result;\n}\n\n// Max comparison between 2 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b\n)\n{\n\tvec<L, T, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? a : b;\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMax\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c\n)\n{\n\tU Result = x > y ? (x > z ? a : c) : (y > z ? b : c);\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? (x[i] > z[i] ? a[i] : c[i]) : (y[i] > z[i] ? b[i] : c[i]);\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, T, Q> associatedMax\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b,\n\tT z, vec<L, U, Q> const& c\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x > y ? (x > z ? a[i] : c[i]) : (y > z ? b[i] : c[i]);\n\treturn Result;\n}\n\n// Max comparison between 3 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b,\n\tvec<L, T, Q> const& z, U c\n)\n{\n\tvec<L, T, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t\tResult[i] = x[i] > y[i] ? (x[i] > z[i] ? a : c) : (y[i] > z[i] ? b : c);\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<typename T, typename U>\nGLM_FUNC_QUALIFIER U associatedMax\n(\n\tT x, U a,\n\tT y, U b,\n\tT z, U c,\n\tT w, U d\n)\n{\n\tT Test1 = max(x, y);\n\tT Test2 = max(z, w);\n\tU Result1 = x > y ? a : b;\n\tU Result2 = z > w ? c : d;\n\tU Result = Test1 > Test2 ? Result1 : Result2;\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, vec<L, U, Q> const& a,\n\tvec<L, T, Q> const& y, vec<L, U, Q> const& b,\n\tvec<L, T, Q> const& z, vec<L, U, Q> const& c,\n\tvec<L, T, Q> const& w, vec<L, U, Q> const& d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = max(x[i], y[i]);\n\t\tT Test2 = max(z[i], w[i]);\n\t\tU Result1 = x[i] > y[i] ? a[i] : b[i];\n\t\tU Result2 = z[i] > w[i] ? c[i] : d[i];\n\t\tResult[i] = Test1 > Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tT x, vec<L, U, Q> const& a,\n\tT y, vec<L, U, Q> const& b,\n\tT z, vec<L, U, Q> const& c,\n\tT w, vec<L, U, Q> const& d\n)\n{\n\tT Test1 = max(x, y);\n\tT Test2 = max(z, w);\n\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tU Result1 = x > y ? a[i] : b[i];\n\t\tU Result2 = z > w ? c[i] : d[i];\n\t\tResult[i] = Test1 > Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n\n// Max comparison between 4 variables\ntemplate<length_t L, typename T, typename U, qualifier Q>\nGLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax\n(\n\tvec<L, T, Q> const& x, U a,\n\tvec<L, T, Q> const& y, U b,\n\tvec<L, T, Q> const& z, U c,\n\tvec<L, T, Q> const& w, U d\n)\n{\n\tvec<L, U, Q> Result;\n\tfor(length_t i = 0, n = Result.length(); i < n; ++i)\n\t{\n\t\tT Test1 = max(x[i], y[i]);\n\t\tT Test2 = max(z[i], w[i]);\n\t\tU Result1 = x[i] > y[i] ? a : b;\n\t\tU Result2 = z[i] > w[i] ? c : d;\n\t\tResult[i] = Test1 > Test2 ? Result1 : Result2;\n\t}\n\treturn Result;\n}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/bit.hpp",
    "content": "/// @ref gtx_bit\n/// @file glm/gtx/bit.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_bit GLM_GTX_bit\n/// @ingroup gtx\n///\n/// Include <glm/gtx/bit.hpp> to use the features of this extension.\n///\n/// Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../gtc/bitfield.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_bit is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_bit extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_bit\n\t/// @{\n\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType highestBitValue(genIUType Value);\n\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL genIUType lowestBitValue(genIUType Value);\n\n\t/// Find the highest bit set to 1 in a integer variable and return its value.\n\t///\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> highestBitValue(vec<L, T, Q> const& value);\n\n\t/// Return the power of two number which value is just higher the input value.\n\t/// Deprecated, use ceilPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoAbove(genIUType Value);\n\n\t/// Return the power of two number which value is just higher the input value.\n\t/// Deprecated, use ceilPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoAbove(vec<L, T, Q> const& value);\n\n\t/// Return the power of two number which value is just lower the input value.\n\t/// Deprecated, use floorPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoBelow(genIUType Value);\n\n\t/// Return the power of two number which value is just lower the input value.\n\t/// Deprecated, use floorPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoBelow(vec<L, T, Q> const& value);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t/// Deprecated, use roundPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<typename genIUType>\n\tGLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoNearest(genIUType Value);\n\n\t/// Return the power of two number which value is the closet to the input value.\n\t/// Deprecated, use roundPowerOfTwo from GTC_round instead\n\t///\n\t/// @see gtc_round\n\t/// @see gtx_bit\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoNearest(vec<L, T, Q> const& value);\n\n\t/// @}\n} //namespace glm\n\n\n#include \"bit.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/bit.inl",
    "content": "/// @ref gtx_bit\n\nnamespace glm\n{\n\t///////////////////\n\t// highestBitValue\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType highestBitValue(genIUType Value)\n\t{\n\t\tgenIUType tmp = Value;\n\t\tgenIUType result = genIUType(0);\n\t\twhile(tmp)\n\t\t{\n\t\t\tresult = (tmp & (~tmp + 1)); // grab lowest bit\n\t\t\ttmp &= ~result; // clear lowest bit\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> highestBitValue(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(highestBitValue, v);\n\t}\n\n\t///////////////////\n\t// lowestBitValue\n\n\ttemplate<typename genIUType>\n\tGLM_FUNC_QUALIFIER genIUType lowestBitValue(genIUType Value)\n\t{\n\t\treturn (Value & (~Value + 1));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> lowestBitValue(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(lowestBitValue, v);\n\t}\n\n\t///////////////////\n\t// powerOfTwoAbove\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType powerOfTwoAbove(genType value)\n\t{\n\t\treturn isPowerOfTwo(value) ? value : highestBitValue(value) << 1;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoAbove(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(powerOfTwoAbove, v);\n\t}\n\n\t///////////////////\n\t// powerOfTwoBelow\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType powerOfTwoBelow(genType value)\n\t{\n\t\treturn isPowerOfTwo(value) ? value : highestBitValue(value);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoBelow(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(powerOfTwoBelow, v);\n\t}\n\n\t/////////////////////\n\t// powerOfTwoNearest\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType powerOfTwoNearest(genType value)\n\t{\n\t\tif(isPowerOfTwo(value))\n\t\t\treturn value;\n\n\t\tgenType const prev = highestBitValue(value);\n\t\tgenType const next = prev << 1;\n\t\treturn (next - value) < (value - prev) ? next : prev;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoNearest(vec<L, T, Q> const& v)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(powerOfTwoNearest, v);\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/closest_point.hpp",
    "content": "/// @ref gtx_closest_point\n/// @file glm/gtx/closest_point.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_closest_point GLM_GTX_closest_point\n/// @ingroup gtx\n///\n/// Include <glm/gtx/closest_point.hpp> to use the features of this extension.\n///\n/// Find the point on a straight line which is the closet of a point.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_closest_point\n\t/// @{\n\n\t/// Find the point on a straight line which is the closet of a point.\n\t/// @see gtx_closest_point\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> closestPointOnLine(\n\t\tvec<3, T, Q> const& point,\n\t\tvec<3, T, Q> const& a,\n\t\tvec<3, T, Q> const& b);\n\n\t/// 2d lines work as well\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> closestPointOnLine(\n\t\tvec<2, T, Q> const& point,\n\t\tvec<2, T, Q> const& a,\n\t\tvec<2, T, Q> const& b);\n\n\t/// @}\n}// namespace glm\n\n#include \"closest_point.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/closest_point.inl",
    "content": "/// @ref gtx_closest_point\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine\n\t(\n\t\tvec<3, T, Q> const& point,\n\t\tvec<3, T, Q> const& a,\n\t\tvec<3, T, Q> const& b\n\t)\n\t{\n\t\tT LineLength = distance(a, b);\n\t\tvec<3, T, Q> Vector = point - a;\n\t\tvec<3, T, Q> LineDirection = (b - a) / LineLength;\n\n\t\t// Project Vector to LineDirection to get the distance of point from a\n\t\tT Distance = dot(Vector, LineDirection);\n\n\t\tif(Distance <= T(0)) return a;\n\t\tif(Distance >= LineLength) return b;\n\t\treturn a + LineDirection * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine\n\t(\n\t\tvec<2, T, Q> const& point,\n\t\tvec<2, T, Q> const& a,\n\t\tvec<2, T, Q> const& b\n\t)\n\t{\n\t\tT LineLength = distance(a, b);\n\t\tvec<2, T, Q> Vector = point - a;\n\t\tvec<2, T, Q> LineDirection = (b - a) / LineLength;\n\n\t\t// Project Vector to LineDirection to get the distance of point from a\n\t\tT Distance = dot(Vector, LineDirection);\n\n\t\tif(Distance <= T(0)) return a;\n\t\tif(Distance >= LineLength) return b;\n\t\treturn a + LineDirection * Distance;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/color_encoding.hpp",
    "content": "/// @ref gtx_color_encoding\n/// @file glm/gtx/color_encoding.hpp\n///\n/// @see core (dependence)\n/// @see gtx_color_encoding (dependence)\n///\n/// @defgroup gtx_color_encoding GLM_GTX_color_encoding\n/// @ingroup gtx\n///\n/// Include <glm/gtx/color_encoding.hpp> to use the features of this extension.\n///\n/// @brief Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../vec3.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTC_color_encoding is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTC_color_encoding extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_color_encoding\n\t/// @{\n\n\t/// Convert a linear sRGB color to D65 YUV.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB);\n\n\t/// Convert a linear sRGB color to D50 YUV.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB);\n\n\t/// Convert a D65 YUV color to linear sRGB.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ);\n\n\t/// Convert a D65 YUV color to D50 YUV.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ);\n\n\t/// @}\n} //namespace glm\n\n#include \"color_encoding.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/color_encoding.inl",
    "content": "/// @ref gtx_color_encoding\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB)\n\t{\n\t\tvec<3, T, Q> const M(0.490f, 0.17697f, 0.2f);\n\t\tvec<3, T, Q> const N(0.31f,  0.8124f, 0.01063f);\n\t\tvec<3, T, Q> const O(0.490f, 0.01f, 0.99f);\n\n\t\treturn (M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB) * static_cast<T>(5.650675255693055f);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB)\n\t{\n\t\tvec<3, T, Q> const M(0.436030342570117f, 0.222438466210245f, 0.013897440074263f);\n\t\tvec<3, T, Q> const N(0.385101860087134f, 0.716942745571917f, 0.097076381494207f);\n\t\tvec<3, T, Q> const O(0.143067806654203f, 0.060618777416563f, 0.713926257896652f);\n\n\t\treturn M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ)\n\t{\n\t\tvec<3, T, Q> const M(0.41847f, -0.091169f, 0.0009209f);\n\t\tvec<3, T, Q> const N(-0.15866f, 0.25243f, 0.015708f);\n\t\tvec<3, T, Q> const O(0.0009209f, -0.0025498f, 0.1786f);\n\n\t\treturn M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ)\n\t{\n\t\tvec<3, T, Q> const M(+1.047844353856414f, +0.029549007606644f, -0.009250984365223f);\n\t\tvec<3, T, Q> const N(+0.022898981050086f, +0.990508028941971f, +0.015072338237051f);\n\t\tvec<3, T, Q> const O(-0.050206647741605f, -0.017074711360960f, +0.751717835079977f);\n\n\t\treturn M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/color_space.hpp",
    "content": "/// @ref gtx_color_space\n/// @file glm/gtx/color_space.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_color_space GLM_GTX_color_space\n/// @ingroup gtx\n///\n/// Include <glm/gtx/color_space.hpp> to use the features of this extension.\n///\n/// Related to RGB to HSV conversions and operations.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_color_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_color_space extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_color_space\n\t/// @{\n\n\t/// Converts a color from HSV color space to its color in RGB color space.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rgbColor(\n\t\tvec<3, T, Q> const& hsvValue);\n\n\t/// Converts a color from RGB color space to its color in HSV color space.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> hsvColor(\n\t\tvec<3, T, Q> const& rgbValue);\n\n\t/// Build a saturation matrix.\n\t/// @see gtx_color_space\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> saturation(\n\t\tT const s);\n\n\t/// Modify the saturation of a color.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> saturation(\n\t\tT const s,\n\t\tvec<3, T, Q> const& color);\n\n\t/// Modify the saturation of a color.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> saturation(\n\t\tT const s,\n\t\tvec<4, T, Q> const& color);\n\n\t/// Compute color luminosity associating ratios (0.33, 0.59, 0.11) to RGB canals.\n\t/// @see gtx_color_space\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T luminosity(\n\t\tvec<3, T, Q> const& color);\n\n\t/// @}\n}//namespace glm\n\n#include \"color_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/color_space.inl",
    "content": "/// @ref gtx_color_space\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor)\n\t{\n\t\tvec<3, T, Q> hsv = hsvColor;\n\t\tvec<3, T, Q> rgbColor;\n\n\t\tif(hsv.y == static_cast<T>(0))\n\t\t\t// achromatic (grey)\n\t\t\trgbColor = vec<3, T, Q>(hsv.z);\n\t\telse\n\t\t{\n\t\t\tT sector = floor(hsv.x * (T(1) / T(60)));\n\t\t\tT frac = (hsv.x * (T(1) / T(60))) - sector;\n\t\t\t// factorial part of h\n\t\t\tT o = hsv.z * (T(1) - hsv.y);\n\t\t\tT p = hsv.z * (T(1) - hsv.y * frac);\n\t\t\tT q = hsv.z * (T(1) - hsv.y * (T(1) - frac));\n\n\t\t\tswitch(int(sector))\n\t\t\t{\n\t\t\tdefault:\n\t\t\tcase 0:\n\t\t\t\trgbColor.r = hsv.z;\n\t\t\t\trgbColor.g = q;\n\t\t\t\trgbColor.b = o;\n\t\t\t\tbreak;\n\t\t\tcase 1:\n\t\t\t\trgbColor.r = p;\n\t\t\t\trgbColor.g = hsv.z;\n\t\t\t\trgbColor.b = o;\n\t\t\t\tbreak;\n\t\t\tcase 2:\n\t\t\t\trgbColor.r = o;\n\t\t\t\trgbColor.g = hsv.z;\n\t\t\t\trgbColor.b = q;\n\t\t\t\tbreak;\n\t\t\tcase 3:\n\t\t\t\trgbColor.r = o;\n\t\t\t\trgbColor.g = p;\n\t\t\t\trgbColor.b = hsv.z;\n\t\t\t\tbreak;\n\t\t\tcase 4:\n\t\t\t\trgbColor.r = q;\n\t\t\t\trgbColor.g = o;\n\t\t\t\trgbColor.b = hsv.z;\n\t\t\t\tbreak;\n\t\t\tcase 5:\n\t\t\t\trgbColor.r = hsv.z;\n\t\t\t\trgbColor.g = o;\n\t\t\t\trgbColor.b = p;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\treturn rgbColor;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor)\n\t{\n\t\tvec<3, T, Q> hsv = rgbColor;\n\t\tfloat Min   = min(min(rgbColor.r, rgbColor.g), rgbColor.b);\n\t\tfloat Max   = max(max(rgbColor.r, rgbColor.g), rgbColor.b);\n\t\tfloat Delta = Max - Min;\n\n\t\thsv.z = Max;\n\n\t\tif(Max != static_cast<T>(0))\n\t\t{\n\t\t\thsv.y = Delta / hsv.z;\n\t\t\tT h = static_cast<T>(0);\n\n\t\t\tif(rgbColor.r == Max)\n\t\t\t\t// between yellow & magenta\n\t\t\t\th = static_cast<T>(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta;\n\t\t\telse if(rgbColor.g == Max)\n\t\t\t\t// between cyan & yellow\n\t\t\t\th = static_cast<T>(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta;\n\t\t\telse\n\t\t\t\t// between magenta & cyan\n\t\t\t\th = static_cast<T>(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta;\n\n\t\t\tif(h < T(0))\n\t\t\t\thsv.x = h + T(360);\n\t\t\telse\n\t\t\t\thsv.x = h;\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// If r = g = b = 0 then s = 0, h is undefined\n\t\t\thsv.y = static_cast<T>(0);\n\t\t\thsv.x = static_cast<T>(0);\n\t\t}\n\n\t\treturn hsv;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s)\n\t{\n\t\tvec<3, T, defaultp> rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722));\n\n\t\tvec<3, T, defaultp> const col((T(1) - s) * rgbw);\n\n\t\tmat<4, 4, T, defaultp> result(T(1));\n\t\tresult[0][0] = col.x + s;\n\t\tresult[0][1] = col.x;\n\t\tresult[0][2] = col.x;\n\t\tresult[1][0] = col.y;\n\t\tresult[1][1] = col.y + s;\n\t\tresult[1][2] = col.y;\n\t\tresult[2][0] = col.z;\n\t\tresult[2][1] = col.z;\n\t\tresult[2][2] = col.z + s;\n\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color)\n\t{\n\t\treturn vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color)\n\t{\n\t\treturn saturation(s) * color;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color)\n\t{\n\t\tconst vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11);\n\t\treturn dot(color, tmp);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/color_space_YCoCg.hpp",
    "content": "/// @ref gtx_color_space_YCoCg\n/// @file glm/gtx/color_space_YCoCg.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_color_space_YCoCg GLM_GTX_color_space_YCoCg\n/// @ingroup gtx\n///\n/// Include <glm/gtx/color_space_YCoCg.hpp> to use the features of this extension.\n///\n/// RGB to YCoCg conversions and operations\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_color_space_YCoCg is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_color_space_YCoCg extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_color_space_YCoCg\n\t/// @{\n\n\t/// Convert a color from RGB color space to YCoCg color space.\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rgb2YCoCg(\n\t\tvec<3, T, Q> const& rgbColor);\n\n\t/// Convert a color from YCoCg color space to RGB color space.\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> YCoCg2rgb(\n\t\tvec<3, T, Q> const& YCoCgColor);\n\n\t/// Convert a color from RGB color space to YCoCgR color space.\n\t/// @see \"YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range\"\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rgb2YCoCgR(\n\t\tvec<3, T, Q> const& rgbColor);\n\n\t/// Convert a color from YCoCgR color space to RGB color space.\n\t/// @see \"YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range\"\n\t/// @see gtx_color_space_YCoCg\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> YCoCgR2rgb(\n\t\tvec<3, T, Q> const& YCoCgColor);\n\n\t/// @}\n}//namespace glm\n\n#include \"color_space_YCoCg.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/color_space_YCoCg.inl",
    "content": "/// @ref gtx_color_space_YCoCg\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCg\n\t(\n\t\tvec<3, T, Q> const& rgbColor\n\t)\n\t{\n\t\tvec<3, T, Q> result;\n\t\tresult.x/*Y */ =   rgbColor.r / T(4) + rgbColor.g / T(2) + rgbColor.b / T(4);\n\t\tresult.y/*Co*/ =   rgbColor.r / T(2) + rgbColor.g * T(0) - rgbColor.b / T(2);\n\t\tresult.z/*Cg*/ = - rgbColor.r / T(4) + rgbColor.g / T(2) - rgbColor.b / T(4);\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> YCoCg2rgb\n\t(\n\t\tvec<3, T, Q> const& YCoCgColor\n\t)\n\t{\n\t\tvec<3, T, Q> result;\n\t\tresult.r = YCoCgColor.x + YCoCgColor.y - YCoCgColor.z;\n\t\tresult.g = YCoCgColor.x\t\t\t\t   + YCoCgColor.z;\n\t\tresult.b = YCoCgColor.x - YCoCgColor.y - YCoCgColor.z;\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q, bool isInteger>\n\tclass compute_YCoCgR {\n\tpublic:\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR\n\t\t(\n\t\t\tvec<3, T, Q> const& rgbColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tresult.x/*Y */ = rgbColor.g * static_cast<T>(0.5) + (rgbColor.r + rgbColor.b) * static_cast<T>(0.25);\n\t\t\tresult.y/*Co*/ = rgbColor.r - rgbColor.b;\n\t\t\tresult.z/*Cg*/ = rgbColor.g - (rgbColor.r + rgbColor.b) * static_cast<T>(0.5);\n\t\t\treturn result;\n\t\t}\n\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb\n\t\t(\n\t\t\tvec<3, T, Q> const& YCoCgRColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tT tmp = YCoCgRColor.x - (YCoCgRColor.z * static_cast<T>(0.5));\n\t\t\tresult.g = YCoCgRColor.z + tmp;\n\t\t\tresult.b = tmp - (YCoCgRColor.y * static_cast<T>(0.5));\n\t\t\tresult.r = result.b + YCoCgRColor.y;\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tclass compute_YCoCgR<T, Q, true> {\n\tpublic:\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR\n\t\t(\n\t\t\tvec<3, T, Q> const& rgbColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tresult.y/*Co*/ = rgbColor.r - rgbColor.b;\n\t\t\tT tmp = rgbColor.b + (result.y >> 1);\n\t\t\tresult.z/*Cg*/ = rgbColor.g - tmp;\n\t\t\tresult.x/*Y */ = tmp + (result.z >> 1);\n\t\t\treturn result;\n\t\t}\n\n\t\tstatic GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb\n\t\t(\n\t\t\tvec<3, T, Q> const& YCoCgRColor\n\t\t)\n\t\t{\n\t\t\tvec<3, T, Q> result;\n\t\t\tT tmp = YCoCgRColor.x - (YCoCgRColor.z >> 1);\n\t\t\tresult.g = YCoCgRColor.z + tmp;\n\t\t\tresult.b = tmp - (YCoCgRColor.y >> 1);\n\t\t\tresult.r = result.b + YCoCgRColor.y;\n\t\t\treturn result;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR\n\t(\n\t\tvec<3, T, Q> const& rgbColor\n\t)\n\t{\n\t\treturn compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::rgb2YCoCgR(rgbColor);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb\n\t(\n\t\tvec<3, T, Q> const& YCoCgRColor\n\t)\n\t{\n\t\treturn compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::YCoCgR2rgb(YCoCgRColor);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/common.hpp",
    "content": "/// @ref gtx_common\n/// @file glm/gtx/common.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_common GLM_GTX_common\n/// @ingroup gtx\n///\n/// Include <glm/gtx/common.hpp> to use the features of this extension.\n///\n/// @brief Provide functions to increase the compatibility with Cg and HLSL languages\n\n#pragma once\n\n// Dependencies:\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../gtc/vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_common is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_common extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_common\n\t/// @{\n\n\t/// Returns true if x is a denormalized number\n\t/// Numbers whose absolute value is too small to be represented in the normal format are represented in an alternate, denormalized format.\n\t/// This format is less precise but can represent values closer to zero.\n\t///\n\t/// @tparam genType Floating-point scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml\">GLSL isnan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.3 Common Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::bool_type isdenormal(genType const& x);\n\n\t/// Similar to 'mod' but with a different rounding and integer support.\n\t/// Returns 'x - y * trunc(x/y)' instead of 'x - y * floor(x/y)'\n\t///\n\t/// @see <a href=\"http://stackoverflow.com/questions/7610631/glsl-mod-vs-hlsl-fmod\">GLSL mod vs HLSL fmod</a>\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml\">GLSL mod man page</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fmod(vec<L, T, Q> const& v);\n\n\t/// Returns whether vector components values are within an interval. A open interval excludes its endpoints, and is denoted with square brackets.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_relational\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> openBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\n\t/// Returns whether vector components values are within an interval. A closed interval includes its endpoints, and is denoted with square brackets.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see ext_vector_relational\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> closeBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);\n\n\t/// @}\n}//namespace glm\n\n#include \"common.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/common.inl",
    "content": "/// @ref gtx_common\n\n#include <cmath>\n#include \"../gtc/epsilon.hpp\"\n#include \"../gtc/constants.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool isFloat = true>\n\tstruct compute_fmod\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t\t{\n\t\t\treturn detail::functor2<vec, L, T, Q>::call(std::fmod, a, b);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_fmod<L, T, Q, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)\n\t\t{\n\t\t\treturn a % b;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool isdenormal(T const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::fpclassify(x) == FP_SUBNORMAL;\n#\t\telse\n\t\t\treturn epsilonNotEqual(x, static_cast<T>(0), epsilon<T>()) && std::fabs(x) < std::numeric_limits<T>::min();\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<1, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<1, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<1, T, Q>::bool_type(\n\t\t\tisdenormal(x.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<2, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<2, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<2, T, Q>::bool_type(\n\t\t\tisdenormal(x.x),\n\t\t\tisdenormal(x.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<3, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<3, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<3, T, Q>::bool_type(\n\t\t\tisdenormal(x.x),\n\t\t\tisdenormal(x.y),\n\t\t\tisdenormal(x.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename vec<4, T, Q>::bool_type isdenormal\n\t(\n\t\tvec<4, T, Q> const& x\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isdenormal' only accept floating-point inputs\");\n\n\t\treturn typename vec<4, T, Q>::bool_type(\n\t\t\tisdenormal(x.x),\n\t\t\tisdenormal(x.y),\n\t\t\tisdenormal(x.z),\n\t\t\tisdenormal(x.w));\n\t}\n\n\t// fmod\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fmod(genType x, genType y)\n\t{\n\t\treturn fmod(vec<1, genType>(x), y).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmod(vec<L, T, Q> const& x, T y)\n\t{\n\t\treturn detail::compute_fmod<L, T, Q, std::numeric_limits<T>::is_iec559>::call(x, vec<L, T, Q>(y));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fmod(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn detail::compute_fmod<L, T, Q, std::numeric_limits<T>::is_iec559>::call(x, y);\n\t}\n\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> openBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)\n\t{\n\t\treturn greaterThan(Value, Min) && lessThan(Value, Max);\n\t}\n\n\ttemplate <length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> closeBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)\n\t{\n\t\treturn greaterThanEqual(Value, Min) && lessThanEqual(Value, Max);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/compatibility.hpp",
    "content": "/// @ref gtx_compatibility\n/// @file glm/gtx/compatibility.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_compatibility GLM_GTX_compatibility\n/// @ingroup gtx\n///\n/// Include <glm/gtx/compatibility.hpp> to use the features of this extension.\n///\n/// Provide functions to increase the compatibility with Cg and HLSL languages\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_compatibility is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_compatibility extension included\")\n#\tendif\n#endif\n\n#if GLM_COMPILER & GLM_COMPILER_VC\n#\tinclude <cfloat>\n#elif GLM_COMPILER & GLM_COMPILER_GCC\n#\tinclude <cmath>\n#\tif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)\n#\t\tundef isfinite\n#\tendif\n#endif//GLM_COMPILER\n\nnamespace glm\n{\n\t/// @addtogroup gtx_compatibility\n\t/// @{\n\n\ttemplate<typename T> GLM_FUNC_QUALIFIER T lerp(T x, T y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, T a){return mix(x, y, a);}\t\t\t\t\t\t\t//!< \\brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, const vec<2, T, Q>& a){return mix(x, y, a);}\t//!< \\brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, const vec<3, T, Q>& a){return mix(x, y, a);}\t//!< \\brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, const vec<4, T, Q>& a){return mix(x, y, a);}\t//!< \\brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)\n\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER T saturate(T x){return clamp(x, T(0), T(1));}\t\t\t\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> saturate(const vec<2, T, Q>& x){return clamp(x, T(0), T(1));}\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> saturate(const vec<3, T, Q>& x){return clamp(x, T(0), T(1));}\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> saturate(const vec<4, T, Q>& x){return clamp(x, T(0), T(1));}\t\t\t\t\t//!< \\brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)\n\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER T atan2(T x, T y){return atan(x, y);}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> atan2(const vec<2, T, Q>& x, const vec<2, T, Q>& y){return atan(x, y);}\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> atan2(const vec<3, T, Q>& x, const vec<3, T, Q>& y){return atan(x, y);}\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> atan2(const vec<4, T, Q>& x, const vec<4, T, Q>& y){return atan(x, y);}\t//!< \\brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)\n\n\ttemplate<typename genType> GLM_FUNC_DECL bool isfinite(genType const& x);\t\t\t\t\t\t\t\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<1, bool, Q> isfinite(const vec<1, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<2, bool, Q> isfinite(const vec<2, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<3, bool, Q> isfinite(const vec<3, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\ttemplate<typename T, qualifier Q> GLM_FUNC_DECL vec<4, bool, Q> isfinite(const vec<4, T, Q>& x);\t\t\t\t//!< \\brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)\n\n\ttypedef bool\t\t\t\t\t\tbool1;\t\t\t//!< \\brief boolean type with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, bool, highp>\t\t\tbool2;\t\t\t//!< \\brief boolean type with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, bool, highp>\t\t\tbool3;\t\t\t//!< \\brief boolean type with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, bool, highp>\t\t\tbool4;\t\t\t//!< \\brief boolean type with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef bool\t\t\t\t\t\tbool1x1;\t\t//!< \\brief boolean matrix with 1 x 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, bool, highp>\t\tbool2x2;\t\t//!< \\brief boolean matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, bool, highp>\t\tbool2x3;\t\t//!< \\brief boolean matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, bool, highp>\t\tbool2x4;\t\t//!< \\brief boolean matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, bool, highp>\t\tbool3x2;\t\t//!< \\brief boolean matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, bool, highp>\t\tbool3x3;\t\t//!< \\brief boolean matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, bool, highp>\t\tbool3x4;\t\t//!< \\brief boolean matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, bool, highp>\t\tbool4x2;\t\t//!< \\brief boolean matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, bool, highp>\t\tbool4x3;\t\t//!< \\brief boolean matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, bool, highp>\t\tbool4x4;\t\t//!< \\brief boolean matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef int\t\t\t\t\t\t\tint1;\t\t\t//!< \\brief integer vector with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, int, highp>\t\t\tint2;\t\t\t//!< \\brief integer vector with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, int, highp>\t\t\tint3;\t\t\t//!< \\brief integer vector with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, int, highp>\t\t\tint4;\t\t\t//!< \\brief integer vector with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef int\t\t\t\t\t\t\tint1x1;\t\t\t//!< \\brief integer matrix with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, int, highp>\t\tint2x2;\t\t\t//!< \\brief integer matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, int, highp>\t\tint2x3;\t\t\t//!< \\brief integer matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, int, highp>\t\tint2x4;\t\t\t//!< \\brief integer matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, int, highp>\t\tint3x2;\t\t\t//!< \\brief integer matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, int, highp>\t\tint3x3;\t\t\t//!< \\brief integer matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, int, highp>\t\tint3x4;\t\t\t//!< \\brief integer matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, int, highp>\t\tint4x2;\t\t\t//!< \\brief integer matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, int, highp>\t\tint4x3;\t\t\t//!< \\brief integer matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, int, highp>\t\tint4x4;\t\t\t//!< \\brief integer matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef float\t\t\t\t\t\tfloat1;\t\t\t//!< \\brief single-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, float, highp>\t\tfloat2;\t\t\t//!< \\brief single-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, float, highp>\t\tfloat3;\t\t\t//!< \\brief single-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, float, highp>\t\tfloat4;\t\t\t//!< \\brief single-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef float\t\t\t\t\t\tfloat1x1;\t\t//!< \\brief single-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, float, highp>\t\tfloat2x2;\t\t//!< \\brief single-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, float, highp>\t\tfloat2x3;\t\t//!< \\brief single-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, float, highp>\t\tfloat2x4;\t\t//!< \\brief single-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, float, highp>\t\tfloat3x2;\t\t//!< \\brief single-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, float, highp>\t\tfloat3x3;\t\t//!< \\brief single-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, float, highp>\t\tfloat3x4;\t\t//!< \\brief single-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, float, highp>\t\tfloat4x2;\t\t//!< \\brief single-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, float, highp>\t\tfloat4x3;\t\t//!< \\brief single-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, float, highp>\t\tfloat4x4;\t\t//!< \\brief single-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef double\t\t\t\t\t\tdouble1;\t\t//!< \\brief double-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef vec<2, double, highp>\t\tdouble2;\t\t//!< \\brief double-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<3, double, highp>\t\tdouble3;\t\t//!< \\brief double-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef vec<4, double, highp>\t\tdouble4;\t\t//!< \\brief double-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension)\n\n\ttypedef double\t\t\t\t\t\tdouble1x1;\t\t//!< \\brief double-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 2, double, highp>\t\tdouble2x2;\t\t//!< \\brief double-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 3, double, highp>\t\tdouble2x3;\t\t//!< \\brief double-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<2, 4, double, highp>\t\tdouble2x4;\t\t//!< \\brief double-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 2, double, highp>\t\tdouble3x2;\t\t//!< \\brief double-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 3, double, highp>\t\tdouble3x3;\t\t//!< \\brief double-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<3, 4, double, highp>\t\tdouble3x4;\t\t//!< \\brief double-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 2, double, highp>\t\tdouble4x2;\t\t//!< \\brief double-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 3, double, highp>\t\tdouble4x3;\t\t//!< \\brief double-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)\n\ttypedef mat<4, 4, double, highp>\t\tdouble4x4;\t\t//!< \\brief double-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)\n\n\t/// @}\n}//namespace glm\n\n#include \"compatibility.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/compatibility.inl",
    "content": "#include <limits>\n\nnamespace glm\n{\n\t// isfinite\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool isfinite(\n\t\tgenType const& x)\n\t{\n#\t\tif GLM_HAS_CXX11_STL\n\t\t\treturn std::isfinite(x) != 0;\n#\t\telif GLM_COMPILER & GLM_COMPILER_VC\n\t\t\treturn _finite(x) != 0;\n#\t\telif GLM_COMPILER & GLM_COMPILER_GCC && GLM_PLATFORM & GLM_PLATFORM_ANDROID\n\t\t\treturn _isfinite(x) != 0;\n#\t\telse\n\t\t\tif (std::numeric_limits<genType>::is_integer || std::denorm_absent == std::numeric_limits<genType>::has_denorm)\n\t\t\t\treturn std::numeric_limits<genType>::min() <= x && std::numeric_limits<genType>::max() >= x;\n\t\t\telse\n\t\t\t\treturn -std::numeric_limits<genType>::max() <= x && std::numeric_limits<genType>::max() >= x;\n#\t\tendif\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<1, bool, Q> isfinite(\n\t\tvec<1, T, Q> const& x)\n\t{\n\t\treturn vec<1, bool, Q>(\n\t\t\tisfinite(x.x));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, bool, Q> isfinite(\n\t\tvec<2, T, Q> const& x)\n\t{\n\t\treturn vec<2, bool, Q>(\n\t\t\tisfinite(x.x),\n\t\t\tisfinite(x.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, bool, Q> isfinite(\n\t\tvec<3, T, Q> const& x)\n\t{\n\t\treturn vec<3, bool, Q>(\n\t\t\tisfinite(x.x),\n\t\t\tisfinite(x.y),\n\t\t\tisfinite(x.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isfinite(\n\t\tvec<4, T, Q> const& x)\n\t{\n\t\treturn vec<4, bool, Q>(\n\t\t\tisfinite(x.x),\n\t\t\tisfinite(x.y),\n\t\t\tisfinite(x.z),\n\t\t\tisfinite(x.w));\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/component_wise.hpp",
    "content": "/// @ref gtx_component_wise\n/// @file glm/gtx/component_wise.hpp\n/// @date 2007-05-21 / 2011-06-07\n/// @author Christophe Riccio\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_component_wise GLM_GTX_component_wise\n/// @ingroup gtx\n///\n/// Include <glm/gtx/component_wise.hpp> to use the features of this extension.\n///\n/// Operations between components of a type\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_component_wise is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_component_wise extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_component_wise\n\t/// @{\n\n\t/// Convert an integer vector to a normalized float vector.\n\t/// If the parameter value type is already a floating qualifier type, the value is passed through.\n\t/// @see gtx_component_wise\n\ttemplate<typename floatType, length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, floatType, Q> compNormalize(vec<L, T, Q> const& v);\n\n\t/// Convert a normalized float vector to an integer vector.\n\t/// If the parameter value type is already a floating qualifier type, the value is passed through.\n\t/// @see gtx_component_wise\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> compScale(vec<L, floatType, Q> const& v);\n\n\t/// Add all vector components together.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compAdd(genType const& v);\n\n\t/// Multiply all vector components together.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compMul(genType const& v);\n\n\t/// Find the minimum value between single vector components.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compMin(genType const& v);\n\n\t/// Find the maximum value between single vector components.\n\t/// @see gtx_component_wise\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL typename genType::value_type compMax(genType const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"component_wise.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/component_wise.inl",
    "content": "/// @ref gtx_component_wise\n\n#include <limits>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q, bool isInteger, bool signedType>\n\tstruct compute_compNormalize\n\t{};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compNormalize<L, T, floatType, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\tfloatType const Min = static_cast<floatType>(std::numeric_limits<T>::min());\n\t\t\tfloatType const Max = static_cast<floatType>(std::numeric_limits<T>::max());\n\t\t\treturn (vec<L, floatType, Q>(v) - Min) / (Max - Min) * static_cast<floatType>(2) - static_cast<floatType>(1);\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compNormalize<L, T, floatType, Q, true, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn vec<L, floatType, Q>(v) / static_cast<floatType>(std::numeric_limits<T>::max());\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compNormalize<L, T, floatType, Q, false, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q, bool isInteger, bool signedType>\n\tstruct compute_compScale\n\t{};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compScale<L, T, floatType, Q, true, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)\n\t\t{\n\t\t\tfloatType const Max = static_cast<floatType>(std::numeric_limits<T>::max()) + static_cast<floatType>(0.5);\n\t\t\tvec<L, floatType, Q> const Scaled(v * Max);\n\t\t\tvec<L, T, Q> const Result(Scaled - static_cast<floatType>(0.5));\n\t\t\treturn Result;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compScale<L, T, floatType, Q, true, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)\n\t\t{\n\t\t\treturn vec<L, T, Q>(vec<L, floatType, Q>(v) * static_cast<floatType>(std::numeric_limits<T>::max()));\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, typename floatType, qualifier Q>\n\tstruct compute_compScale<L, T, floatType, Q, false, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)\n\t\t{\n\t\t\treturn v;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename floatType, length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, floatType, Q> compNormalize(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"'compNormalize' accepts only floating-point types for 'floatType' template parameter\");\n\n\t\treturn detail::compute_compNormalize<L, T, floatType, Q, std::numeric_limits<T>::is_integer, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\ttemplate<typename T, length_t L, typename floatType, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> compScale(vec<L, floatType, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, \"'compScale' accepts only floating-point types for 'floatType' template parameter\");\n\n\t\treturn detail::compute_compScale<L, T, floatType, Q, std::numeric_limits<T>::is_integer, std::numeric_limits<T>::is_signed>::call(v);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compAdd(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(0);\n\t\tfor(length_t i = 0, n = v.length(); i < n; ++i)\n\t\t\tResult += v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compMul(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(1);\n\t\tfor(length_t i = 0, n = v.length(); i < n; ++i)\n\t\t\tResult *= v[i];\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compMin(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(v[0]);\n\t\tfor(length_t i = 1, n = v.length(); i < n; ++i)\n\t\t\tResult = min(Result, v[i]);\n\t\treturn Result;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T compMax(vec<L, T, Q> const& v)\n\t{\n\t\tT Result(v[0]);\n\t\tfor(length_t i = 1, n = v.length(); i < n; ++i)\n\t\t\tResult = max(Result, v[i]);\n\t\treturn Result;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/dual_quaternion.hpp",
    "content": "/// @ref gtx_dual_quaternion\n/// @file glm/gtx/dual_quaternion.hpp\n/// @author Maksim Vorobiev (msomeone@gmail.com)\n///\n/// @see core (dependence)\n/// @see gtc_constants (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_dual_quaternion GLM_GTX_dual_quaternion\n/// @ingroup gtx\n///\n/// Include <glm/gtx/dual_quaternion.hpp> to use the features of this extension.\n///\n/// Defines a templated dual-quaternion type and several dual-quaternion operations.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_dual_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_dual_quaternion extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_dual_quaternion\n\t/// @{\n\n\ttemplate<typename T, qualifier Q = defaultp>\n\tstruct tdualquat\n\t{\n\t\t// -- Implementation detail --\n\n\t\ttypedef T value_type;\n\t\ttypedef qua<T, Q> part_type;\n\n\t\t// -- Data --\n\n\t\tqua<T, Q> real, dual;\n\n\t\t// -- Component accesses --\n\n\t\ttypedef length_t length_type;\n\t\t/// Return the count of components of a dual quaternion\n\t\tGLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;}\n\n\t\tGLM_FUNC_DECL part_type & operator[](length_type i);\n\t\tGLM_FUNC_DECL part_type const& operator[](length_type i) const;\n\n\t\t// -- Implicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat() GLM_DEFAULT;\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat<T, Q> const& d) GLM_DEFAULT;\n\t\ttemplate<qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat<T, P> const& d);\n\n\t\t// -- Explicit basic constructors --\n\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua<T, Q> const& real);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua<T, Q> const& orientation, vec<3, T, Q> const& translation);\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua<T, Q> const& real, qua<T, Q> const& dual);\n\n\t\t// -- Conversion constructors --\n\n\t\ttemplate<typename U, qualifier P>\n\t\tGLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT tdualquat(tdualquat<U, P> const& q);\n\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<2, 4, T, Q> const& holder_mat);\n\t\tGLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<3, 4, T, Q> const& aug_mat);\n\n\t\t// -- Unary arithmetic operators --\n\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator=(tdualquat<T, Q> const& m) GLM_DEFAULT;\n\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator=(tdualquat<U, Q> const& m);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator*=(U s);\n\t\ttemplate<typename U>\n\t\tGLM_FUNC_DECL tdualquat<T, Q> & operator/=(U s);\n\t};\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator+(tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator-(tdualquat<T, Q> const& q);\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator+(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> operator*(tdualquat<T, Q> const& q, vec<3, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> operator*(vec<3, T, Q> const& v, tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> operator*(tdualquat<T, Q> const& q, vec<4, T, Q> const& v);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> operator*(vec<4, T, Q> const& v, tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, T const& s);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator*(T const& s, tdualquat<T, Q> const& q);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> operator/(tdualquat<T, Q> const& q, T const& s);\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator==(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2);\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool operator!=(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2);\n\n\t/// Creates an identity dual quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate <typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> dual_quat_identity();\n\n\t/// Returns the normalized quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> normalize(tdualquat<T, Q> const& q);\n\n\t/// Returns the linear interpolation of two dual quaternion.\n\t///\n\t/// @see gtc_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> lerp(tdualquat<T, Q> const& x, tdualquat<T, Q> const& y, T const& a);\n\n\t/// Returns the q inverse.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> inverse(tdualquat<T, Q> const& q);\n\n\t/// Converts a quaternion to a 2 * 4 matrix.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> mat2x4_cast(tdualquat<T, Q> const& x);\n\n\t/// Converts a quaternion to a 3 * 4 matrix.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> mat3x4_cast(tdualquat<T, Q> const& x);\n\n\t/// Converts a 2 * 4 matrix (matrix which holds real and dual parts) to a quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> dualquat_cast(mat<2, 4, T, Q> const& x);\n\n\t/// Converts a 3 * 4 matrix (augmented matrix rotation + translation) to a quaternion.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL tdualquat<T, Q> dualquat_cast(mat<3, 4, T, Q> const& x);\n\n\n\t/// Dual-quaternion of low single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, lowp>\t\tlowp_dualquat;\n\n\t/// Dual-quaternion of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, mediump>\tmediump_dualquat;\n\n\t/// Dual-quaternion of high single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, highp>\t\thighp_dualquat;\n\n\n\t/// Dual-quaternion of low single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, lowp>\t\tlowp_fdualquat;\n\n\t/// Dual-quaternion of medium single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, mediump>\tmediump_fdualquat;\n\n\t/// Dual-quaternion of high single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<float, highp>\t\thighp_fdualquat;\n\n\n\t/// Dual-quaternion of low double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<double, lowp>\t\tlowp_ddualquat;\n\n\t/// Dual-quaternion of medium double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<double, mediump>\tmediump_ddualquat;\n\n\t/// Dual-quaternion of high double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef tdualquat<double, highp>\thighp_ddualquat;\n\n\n#if(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))\n\t/// Dual-quaternion of floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef highp_fdualquat\t\t\tdualquat;\n\n\t/// Dual-quaternion of single-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef highp_fdualquat\t\t\tfdualquat;\n#elif(defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef highp_fdualquat\t\t\tdualquat;\n\ttypedef highp_fdualquat\t\t\tfdualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef mediump_fdualquat\t\tdualquat;\n\ttypedef mediump_fdualquat\t\tfdualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && defined(GLM_PRECISION_LOWP_FLOAT))\n\ttypedef lowp_fdualquat\t\t\tdualquat;\n\ttypedef lowp_fdualquat\t\t\tfdualquat;\n#else\n#\terror \"GLM error: multiple default precision requested for single-precision floating-point types\"\n#endif\n\n\n#if(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))\n\t/// Dual-quaternion of default double-qualifier floating-point numbers.\n\t///\n\t/// @see gtx_dual_quaternion\n\ttypedef highp_ddualquat\t\t\tddualquat;\n#elif(defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef highp_ddualquat\t\t\tddualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef mediump_ddualquat\t\tddualquat;\n#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && defined(GLM_PRECISION_LOWP_DOUBLE))\n\ttypedef lowp_ddualquat\t\t\tddualquat;\n#else\n#\terror \"GLM error: Multiple default precision requested for double-precision floating-point types\"\n#endif\n\n\t/// @}\n} //namespace glm\n\n#include \"dual_quaternion.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/dual_quaternion.inl",
    "content": "/// @ref gtx_dual_quaternion\n\n#include \"../geometric.hpp\"\n#include <limits>\n\nnamespace glm\n{\n\t// -- Component accesses --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename tdualquat<T, Q>::part_type & tdualquat<T, Q>::operator[](typename tdualquat<T, Q>::length_type i)\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\treturn (&real)[i];\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER typename tdualquat<T, Q>::part_type const& tdualquat<T, Q>::operator[](typename tdualquat<T, Q>::length_type i) const\n\t{\n\t\tassert(i >= 0 && i < this->length());\n\t\treturn (&real)[i];\n\t}\n\n\t// -- Implicit basic constructors --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat()\n#\t\t\tif GLM_CONFIG_DEFAULTED_FUNCTIONS != GLM_DISABLE\n\t\t\t: real(qua<T, Q>())\n\t\t\t, dual(qua<T, Q>(0, 0, 0, 0))\n#\t\t\tendif\n\t\t{}\n\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<T, Q> const& d)\n\t\t\t: real(d.real)\n\t\t\t, dual(d.dual)\n\t\t{}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<T, P> const& d)\n\t\t: real(d.real)\n\t\t, dual(d.dual)\n\t{}\n\n\t// -- Explicit basic constructors --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& r)\n\t\t: real(r), dual(qua<T, Q>(0, 0, 0, 0))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& q, vec<3, T, Q> const& p)\n\t\t: real(q), dual(\n\t\t\tT(-0.5) * ( p.x*q.x + p.y*q.y + p.z*q.z),\n\t\t\tT(+0.5) * ( p.x*q.w + p.y*q.z - p.z*q.y),\n\t\t\tT(+0.5) * (-p.x*q.z + p.y*q.w + p.z*q.x),\n\t\t\tT(+0.5) * ( p.x*q.y - p.y*q.x + p.z*q.w))\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& r, qua<T, Q> const& d)\n\t\t: real(r), dual(d)\n\t{}\n\n\t// -- Conversion constructors --\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U, qualifier P>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<U, P> const& q)\n\t\t: real(q.real)\n\t\t, dual(q.dual)\n\t{}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(mat<2, 4, T, Q> const& m)\n\t{\n\t\t*this = dualquat_cast(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(mat<3, 4, T, Q> const& m)\n\t{\n\t\t*this = dualquat_cast(m);\n\t}\n\n\t// -- Unary arithmetic operators --\n\n#\tif GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE\n\t\ttemplate<typename T, qualifier Q>\n\t\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator=(tdualquat<T, Q> const& q)\n\t\t{\n\t\t\tthis->real = q.real;\n\t\t\tthis->dual = q.dual;\n\t\t\treturn *this;\n\t\t}\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator=(tdualquat<U, Q> const& q)\n\t{\n\t\tthis->real = q.real;\n\t\tthis->dual = q.dual;\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator*=(U s)\n\t{\n\t\tthis->real *= static_cast<T>(s);\n\t\tthis->dual *= static_cast<T>(s);\n\t\treturn *this;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\ttemplate<typename U>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator/=(U s)\n\t{\n\t\tthis->real /= static_cast<T>(s);\n\t\tthis->dual /= static_cast<T>(s);\n\t\treturn *this;\n\t}\n\n\t// -- Unary bit operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator+(tdualquat<T, Q> const& q)\n\t{\n\t\treturn q;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator-(tdualquat<T, Q> const& q)\n\t{\n\t\treturn tdualquat<T, Q>(-q.real, -q.dual);\n\t}\n\n\t// -- Binary operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator+(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p)\n\t{\n\t\treturn tdualquat<T, Q>(q.real + p.real,q.dual + p.dual);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(tdualquat<T, Q> const& p, tdualquat<T, Q> const& o)\n\t{\n\t\treturn tdualquat<T, Q>(p.real * o.real,p.real * o.dual + p.dual * o.real);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> operator*(tdualquat<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\tvec<3, T, Q> const real_v3(q.real.x,q.real.y,q.real.z);\n\t\tvec<3, T, Q> const dual_v3(q.dual.x,q.dual.y,q.dual.z);\n\t\treturn (cross(real_v3, cross(real_v3,v) + v * q.real.w + dual_v3) + dual_v3 * q.real.w - real_v3 * q.dual.w) * T(2) + v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> operator*(vec<3, T, Q> const& v,\ttdualquat<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> operator*(tdualquat<T, Q> const& q, vec<4, T, Q> const& v)\n\t{\n\t\treturn vec<4, T, Q>(q * vec<3, T, Q>(v), v.w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> operator*(vec<4, T, Q> const& v,\ttdualquat<T, Q> const& q)\n\t{\n\t\treturn glm::inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, T const& s)\n\t{\n\t\treturn tdualquat<T, Q>(q.real * s, q.dual * s);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(T const& s, tdualquat<T, Q> const& q)\n\t{\n\t\treturn q * s;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> operator/(tdualquat<T, Q> const& q,\tT const& s)\n\t{\n\t\treturn tdualquat<T, Q>(q.real / s, q.dual / s);\n\t}\n\n\t// -- Boolean operators --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator==(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2)\n\t{\n\t\treturn (q1.real == q2.real) && (q1.dual == q2.dual);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool operator!=(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2)\n\t{\n\t\treturn (q1.real != q2.real) || (q1.dual != q2.dual);\n\t}\n\n\t// -- Operations --\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> dual_quat_identity()\n\t{\n\t\treturn tdualquat<T, Q>(\n\t\t\tqua<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0)),\n\t\t\tqua<T, Q>(static_cast<T>(0), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> normalize(tdualquat<T, Q> const& q)\n\t{\n\t\treturn q / length(q.real);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> lerp(tdualquat<T, Q> const& x, tdualquat<T, Q> const& y, T const& a)\n\t{\n\t\t// Dual Quaternion Linear blend aka DLB:\n\t\t// Lerp is only defined in [0, 1]\n\t\tassert(a >= static_cast<T>(0));\n\t\tassert(a <= static_cast<T>(1));\n\t\tT const k = dot(x.real,y.real) < static_cast<T>(0) ? -a : a;\n\t\tT const one(1);\n\t\treturn tdualquat<T, Q>(x * (one - a) + y * k);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> inverse(tdualquat<T, Q> const& q)\n\t{\n\t\tconst glm::qua<T, Q> real = conjugate(q.real);\n\t\tconst glm::qua<T, Q> dual = conjugate(q.dual);\n\t\treturn tdualquat<T, Q>(real, dual + (real * (-2.0f * dot(real,dual))));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat2x4_cast(tdualquat<T, Q> const& x)\n\t{\n\t\treturn mat<2, 4, T, Q>( x[0].x, x[0].y, x[0].z, x[0].w, x[1].x, x[1].y, x[1].z, x[1].w );\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat3x4_cast(tdualquat<T, Q> const& x)\n\t{\n\t\tqua<T, Q> r = x.real / length2(x.real);\n\n\t\tqua<T, Q> const rr(r.w * x.real.w, r.x * x.real.x, r.y * x.real.y, r.z * x.real.z);\n\t\tr *= static_cast<T>(2);\n\n\t\tT const xy = r.x * x.real.y;\n\t\tT const xz = r.x * x.real.z;\n\t\tT const yz = r.y * x.real.z;\n\t\tT const wx = r.w * x.real.x;\n\t\tT const wy = r.w * x.real.y;\n\t\tT const wz = r.w * x.real.z;\n\n\t\tvec<4, T, Q> const a(\n\t\t\trr.w + rr.x - rr.y - rr.z,\n\t\t\txy - wz,\n\t\t\txz + wy,\n\t\t\t-(x.dual.w * r.x - x.dual.x * r.w + x.dual.y * r.z - x.dual.z * r.y));\n\n\t\tvec<4, T, Q> const b(\n\t\t\txy + wz,\n\t\t\trr.w + rr.y - rr.x - rr.z,\n\t\t\tyz - wx,\n\t\t\t-(x.dual.w * r.y - x.dual.x * r.z - x.dual.y * r.w + x.dual.z * r.x));\n\n\t\tvec<4, T, Q> const c(\n\t\t\txz - wy,\n\t\t\tyz + wx,\n\t\t\trr.w + rr.z - rr.x - rr.y,\n\t\t\t-(x.dual.w * r.z + x.dual.x * r.y - x.dual.y * r.x - x.dual.z * r.w));\n\n\t\treturn mat<3, 4, T, Q>(a, b, c);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> dualquat_cast(mat<2, 4, T, Q> const& x)\n\t{\n\t\treturn tdualquat<T, Q>(\n\t\t\tqua<T, Q>( x[0].w, x[0].x, x[0].y, x[0].z ),\n\t\t\tqua<T, Q>( x[1].w, x[1].x, x[1].y, x[1].z ));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER tdualquat<T, Q> dualquat_cast(mat<3, 4, T, Q> const& x)\n\t{\n\t\tqua<T, Q> real;\n\n\t\tT const trace = x[0].x + x[1].y + x[2].z;\n\t\tif(trace > static_cast<T>(0))\n\t\t{\n\t\t\tT const r = sqrt(T(1) + trace);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.w = static_cast<T>(0.5) * r;\n\t\t\treal.x = (x[2].y - x[1].z) * invr;\n\t\t\treal.y = (x[0].z - x[2].x) * invr;\n\t\t\treal.z = (x[1].x - x[0].y) * invr;\n\t\t}\n\t\telse if(x[0].x > x[1].y && x[0].x > x[2].z)\n\t\t{\n\t\t\tT const r = sqrt(T(1) + x[0].x - x[1].y - x[2].z);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.x = static_cast<T>(0.5)*r;\n\t\t\treal.y = (x[1].x + x[0].y) * invr;\n\t\t\treal.z = (x[0].z + x[2].x) * invr;\n\t\t\treal.w = (x[2].y - x[1].z) * invr;\n\t\t}\n\t\telse if(x[1].y > x[2].z)\n\t\t{\n\t\t\tT const r = sqrt(T(1) + x[1].y - x[0].x - x[2].z);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.x = (x[1].x + x[0].y) * invr;\n\t\t\treal.y = static_cast<T>(0.5) * r;\n\t\t\treal.z = (x[2].y + x[1].z) * invr;\n\t\t\treal.w = (x[0].z - x[2].x) * invr;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tT const r = sqrt(T(1) + x[2].z - x[0].x - x[1].y);\n\t\t\tT const invr = static_cast<T>(0.5) / r;\n\t\t\treal.x = (x[0].z + x[2].x) * invr;\n\t\t\treal.y = (x[2].y + x[1].z) * invr;\n\t\t\treal.z = static_cast<T>(0.5) * r;\n\t\t\treal.w = (x[1].x - x[0].y) * invr;\n\t\t}\n\n\t\tqua<T, Q> dual;\n\t\tdual.x =  static_cast<T>(0.5) * ( x[0].w * real.w + x[1].w * real.z - x[2].w * real.y);\n\t\tdual.y =  static_cast<T>(0.5) * (-x[0].w * real.z + x[1].w * real.w + x[2].w * real.x);\n\t\tdual.z =  static_cast<T>(0.5) * ( x[0].w * real.y - x[1].w * real.x + x[2].w * real.w);\n\t\tdual.w = -static_cast<T>(0.5) * ( x[0].w * real.x + x[1].w * real.y + x[2].w * real.z);\n\t\treturn tdualquat<T, Q>(real, dual);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/easing.hpp",
    "content": "/// @ref gtx_easing\n/// @file glm/gtx/easing.hpp\n/// @author Robert Chisholm\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_easing GLM_GTX_easing\n/// @ingroup gtx\n///\n/// Include <glm/gtx/easing.hpp> to use the features of this extension.\n///\n/// Easing functions for animations and transitons\n/// All functions take a parameter x in the range [0.0,1.0]\n///\n/// Based on the AHEasing project of Warren Moore (https://github.com/warrenm/AHEasing)\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_easing is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_easing extension included\")\n#\tendif\n#endif\n\nnamespace glm{\n\t/// @addtogroup gtx_easing\n\t/// @{\n\n\t/// Modelled after the line y = x\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType linearInterpolation(genType const & a);\n\n\t/// Modelled after the parabola y = x^2\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quadraticEaseIn(genType const & a);\n\n\t/// Modelled after the parabola y = -x^2 + 2x\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quadraticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise quadratic\n\t/// y = (1/2)((2x)^2)\t\t\t\t; [0, 0.5)\n\t/// y = -(1/2)((2x-1)*(2x-3) - 1)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quadraticEaseInOut(genType const & a);\n\n\t/// Modelled after the cubic y = x^3\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType cubicEaseIn(genType const & a);\n\n\t/// Modelled after the cubic y = (x - 1)^3 + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType cubicEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise cubic\n\t/// y = (1/2)((2x)^3)\t\t; [0, 0.5)\n\t/// y = (1/2)((2x-2)^3 + 2)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType cubicEaseInOut(genType const & a);\n\n\t/// Modelled after the quartic x^4\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quarticEaseIn(genType const & a);\n\n\t/// Modelled after the quartic y = 1 - (x - 1)^4\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quarticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise quartic\n\t/// y = (1/2)((2x)^4)\t\t\t; [0, 0.5)\n\t/// y = -(1/2)((2x-2)^4 - 2)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quarticEaseInOut(genType const & a);\n\n\t/// Modelled after the quintic y = x^5\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quinticEaseIn(genType const & a);\n\n\t/// Modelled after the quintic y = (x - 1)^5 + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quinticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise quintic\n\t/// y = (1/2)((2x)^5)\t\t; [0, 0.5)\n\t/// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType quinticEaseInOut(genType const & a);\n\n\t/// Modelled after quarter-cycle of sine wave\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType sineEaseIn(genType const & a);\n\n\t/// Modelled after quarter-cycle of sine wave (different phase)\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType sineEaseOut(genType const & a);\n\n\t/// Modelled after half sine wave\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType sineEaseInOut(genType const & a);\n\n\t/// Modelled after shifted quadrant IV of unit circle\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType circularEaseIn(genType const & a);\n\n\t/// Modelled after shifted quadrant II of unit circle\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType circularEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise circular function\n\t/// y = (1/2)(1 - sqrt(1 - 4x^2))\t\t\t; [0, 0.5)\n\t/// y = (1/2)(sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType circularEaseInOut(genType const & a);\n\n\t/// Modelled after the exponential function y = 2^(10(x - 1))\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType exponentialEaseIn(genType const & a);\n\n\t/// Modelled after the exponential function y = -2^(-10x) + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType exponentialEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise exponential\n\t/// y = (1/2)2^(10(2x - 1))\t\t\t; [0,0.5)\n\t/// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType exponentialEaseInOut(genType const & a);\n\n\t/// Modelled after the damped sine wave y = sin(13pi/2*x)*pow(2, 10 * (x - 1))\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType elasticEaseIn(genType const & a);\n\n\t/// Modelled after the damped sine wave y = sin(-13pi/2*(x + 1))*pow(2, -10x) + 1\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType elasticEaseOut(genType const & a);\n\n\t/// Modelled after the piecewise exponentially-damped sine wave:\n\t/// y = (1/2)*sin(13pi/2*(2*x))*pow(2, 10 * ((2*x) - 1))\t\t; [0,0.5)\n\t/// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*pow(2,-10(2*x-1)) + 2)\t; [0.5, 1]\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType elasticEaseInOut(genType const & a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseIn(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseOut(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseInOut(genType const& a);\n\n\t/// @param a parameter\n\t/// @param o Optional overshoot modifier\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseIn(genType const& a, genType const& o);\n\n\t/// @param a parameter\n\t/// @param o Optional overshoot modifier\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseOut(genType const& a, genType const& o);\n\n\t/// @param a parameter\n\t/// @param o Optional overshoot modifier\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType backEaseInOut(genType const& a, genType const& o);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType bounceEaseIn(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType bounceEaseOut(genType const& a);\n\n\t/// @see gtx_easing\n\ttemplate <typename genType>\n\tGLM_FUNC_DECL genType bounceEaseInOut(genType const& a);\n\n\t/// @}\n}//namespace glm\n\n#include \"easing.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/easing.inl",
    "content": "/// @ref gtx_easing\n\n#include <cmath>\n\nnamespace glm{\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType linearInterpolation(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quadraticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quadraticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn -(a * (a - static_cast<genType>(2)));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quadraticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(2) * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn (-static_cast<genType>(2) * a * a) + (4 * a) - one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType cubicEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType cubicEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType const f = a - one<genType>();\n\t\treturn f * f * f + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType cubicEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif (a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(4) * a * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tgenType const f = ((static_cast<genType>(2) * a) - static_cast<genType>(2));\n\t\t\treturn static_cast<genType>(0.5) * f * f * f + one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quarticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a * a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quarticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType const f = (a - one<genType>());\n\t\treturn f * f * f * (one<genType>() - a) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quarticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(8) * a * a * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tgenType const f = (a - one<genType>());\n\t\t\treturn -static_cast<genType>(8) * f * f * f * f + one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quinticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn a * a * a * a * a;\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quinticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType const f = (a - one<genType>());\n\t\treturn f * f * f * f * f + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType quinticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(16) * a * a * a * a * a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tgenType const f = ((static_cast<genType>(2) * a) - static_cast<genType>(2));\n\t\t\treturn static_cast<genType>(0.5) * f * f * f * f * f + one<genType>();\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType sineEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn sin((a - one<genType>()) * half_pi<genType>()) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType sineEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn sin(a * half_pi<genType>());\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType sineEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn static_cast<genType>(0.5) * (one<genType>() - cos(a * pi<genType>()));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType circularEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn one<genType>() - sqrt(one<genType>() - (a * a));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType circularEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn sqrt((static_cast<genType>(2) - a) * a);\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType circularEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * (one<genType>() - std::sqrt(one<genType>() - static_cast<genType>(4) * (a * a)));\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * (std::sqrt(-((static_cast<genType>(2) * a) - static_cast<genType>(3)) * ((static_cast<genType>(2) * a) - one<genType>())) + one<genType>());\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType exponentialEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a <= zero<genType>())\n\t\t\treturn a;\n\t\telse\n\t\t{\n\t\t\tgenType const Complementary = a - one<genType>();\n\t\t\tgenType const Two = static_cast<genType>(2);\n\t\t\t\n\t\t\treturn glm::pow(Two, Complementary * static_cast<genType>(10));\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType exponentialEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a >= one<genType>())\n\t\t\treturn a;\n\t\telse\n\t\t{\n\t\t\treturn one<genType>() - glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * a);\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType exponentialEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t\treturn static_cast<genType>(0.5) * glm::pow(static_cast<genType>(2), (static_cast<genType>(20) * a) - static_cast<genType>(10));\n\t\telse\n\t\t\treturn -static_cast<genType>(0.5) * glm::pow(static_cast<genType>(2), (-static_cast<genType>(20) * a) + static_cast<genType>(10)) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType elasticEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn std::sin(static_cast<genType>(13) * half_pi<genType>() * a) * glm::pow(static_cast<genType>(2), static_cast<genType>(10) * (a - one<genType>()));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType elasticEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn std::sin(-static_cast<genType>(13) * half_pi<genType>() * (a + one<genType>())) * glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * a) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType elasticEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t\treturn static_cast<genType>(0.5) * std::sin(static_cast<genType>(13) * half_pi<genType>() * (static_cast<genType>(2) * a)) * glm::pow(static_cast<genType>(2), static_cast<genType>(10) * ((static_cast<genType>(2) * a) - one<genType>()));\n\t\telse\n\t\t\treturn static_cast<genType>(0.5) * (std::sin(-static_cast<genType>(13) * half_pi<genType>() * ((static_cast<genType>(2) * a - one<genType>()) + one<genType>())) * glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * (static_cast<genType>(2) * a - one<genType>())) + static_cast<genType>(2));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseIn(genType const& a, genType const& o)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType z = ((o + one<genType>()) * a) - o;\n\t\treturn (a * a * z);\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseOut(genType const& a, genType const& o)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType n = a - one<genType>();\n\t\tgenType z = ((o + one<genType>()) * n) + o;\n\t\treturn (n * n * z) + one<genType>();\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a, genType const& o)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tgenType s = o * static_cast<genType>(1.525);\n\t\tgenType x = static_cast<genType>(0.5);\n\t\tgenType n = a / static_cast<genType>(0.5);\n\n\t\tif (n < static_cast<genType>(1))\n\t\t{\n\t\t\tgenType z = ((s + static_cast<genType>(1)) * n) - s;\n\t\t\tgenType m = n * n * z;\n\t\t\treturn x * m;\n\t\t}\n\t\telse \n\t\t{\n\t\t\tn -= static_cast<genType>(2);\n\t\t\tgenType z = ((s + static_cast<genType>(1)) * n) + s;\n\t\t\tgenType m = (n*n*z) + static_cast<genType>(2);\n\t\t\treturn x * m;\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseIn(genType const& a)\n\t{\n\t\treturn backEaseIn(a, static_cast<genType>(1.70158));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseOut(genType const& a)\n\t{\n\t\treturn backEaseOut(a, static_cast<genType>(1.70158));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a)\n\t{\n\t\treturn backEaseInOut(a, static_cast<genType>(1.70158));\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType bounceEaseOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(4.0 / 11.0))\n\t\t{\n\t\t\treturn (static_cast<genType>(121) * a * a) / static_cast<genType>(16);\n\t\t}\n\t\telse if(a < static_cast<genType>(8.0 / 11.0))\n\t\t{\n\t\t\treturn (static_cast<genType>(363.0 / 40.0) * a * a) - (static_cast<genType>(99.0 / 10.0) * a) + static_cast<genType>(17.0 / 5.0);\n\t\t}\n\t\telse if(a < static_cast<genType>(9.0 / 10.0))\n\t\t{\n\t\t\treturn (static_cast<genType>(4356.0 / 361.0) * a * a) - (static_cast<genType>(35442.0 / 1805.0) * a) + static_cast<genType>(16061.0 / 1805.0);\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn (static_cast<genType>(54.0 / 5.0) * a * a) - (static_cast<genType>(513.0 / 25.0) * a) + static_cast<genType>(268.0 / 25.0);\n\t\t}\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType bounceEaseIn(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\treturn one<genType>() - bounceEaseOut(one<genType>() - a);\n\t}\n\n\ttemplate <typename genType>\n\tGLM_FUNC_QUALIFIER genType bounceEaseInOut(genType const& a)\n\t{\n\t\t// Only defined in [0, 1]\n\t\tassert(a >= zero<genType>());\n\t\tassert(a <= one<genType>());\n\n\t\tif(a < static_cast<genType>(0.5))\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * (one<genType>() - bounceEaseOut(a * static_cast<genType>(2)));\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn static_cast<genType>(0.5) * bounceEaseOut(a * static_cast<genType>(2) - one<genType>()) + static_cast<genType>(0.5);\n\t\t}\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/euler_angles.hpp",
    "content": "/// @ref gtx_euler_angles\n/// @file glm/gtx/euler_angles.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_euler_angles GLM_GTX_euler_angles\n/// @ingroup gtx\n///\n/// Include <glm/gtx/euler_angles.hpp> to use the features of this extension.\n///\n/// Build matrices from Euler angles.\n///\n/// Extraction of Euler angles from rotation matrix.\n/// Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_euler_angles extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_euler_angles\n\t/// @{\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX(\n\t\tT const& angleX);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY(\n\t\tT const& angleY);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ(\n\t\tT const& angleZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis.\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleX(\n\t\tT const & angleX, T const & angularVelocityX);\n\n\t/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis.\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleY(\n\t\tT const & angleY, T const & angularVelocityY);\n\n\t/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis.\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleZ(\n\t\tT const & angleZ, T const & angularVelocityZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY(\n\t\tT const& angleX,\n\t\tT const& angleY);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX(\n\t\tT const& angleY,\n\t\tT const& angleX);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ(\n\t\tT const& angleX,\n\t\tT const& angleZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX(\n\t\tT const& angle,\n\t\tT const& angleX);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ(\n\t\tT const& angleY,\n\t\tT const& angleZ);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY(\n\t\tT const& angleZ,\n\t\tT const& angleY);\n\n    /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).\n    /// @see gtx_euler_angles\n    template<typename T>\n    GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ(\n        T const& t1,\n        T const& t2,\n        T const& t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXZ(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYZ(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXZ(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYX(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y).\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXY(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll);\n\n\t/// Creates a 2D 2 * 2 rotation matrix from an euler angle.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const& angle);\n\n\t/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.\n\t/// @see gtx_euler_angles\n\ttemplate<typename T>\n\tGLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const& angle);\n\n\t/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> orientate3(vec<3, T, Q> const& angles);\n\n\t/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).\n\t/// @see gtx_euler_angles\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> orientate4(vec<3, T, Q> const& angles);\n\n    /// Extracts the (X * Y * Z) Euler angles from the rotation matrix M\n    /// @see gtx_euler_angles\n    template<typename T>\n    GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M,\n                                            T & t1,\n                                            T & t2,\n                                            T & t3);\n\n\t/// Extracts the (Y * X * Z) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (X * Z * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (X * Y * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Y * X * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Y * Z * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * Y * Z) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * X * Z) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (X * Z * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Y * Z * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * Y * X) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// Extracts the (Z * X * Y) Euler angles from the rotation matrix M\n\t/// @see gtx_euler_angles\n\ttemplate <typename T>\n\tGLM_FUNC_DECL void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\tT & t1,\n\t\t\t\t\t\t\t\t\t\t\tT & t2,\n\t\t\t\t\t\t\t\t\t\t\tT & t3);\n\n\t/// @}\n}//namespace glm\n\n#include \"euler_angles.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/euler_angles.inl",
    "content": "/// @ref gtx_euler_angles\n\n#include \"compatibility.hpp\" // glm::atan2\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleX\n\t(\n\t\tT const& angleX\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX);\n\t\tT sinX = glm::sin(angleX);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tT(1), T(0), T(0), T(0),\n\t\t\tT(0), cosX, sinX, T(0),\n\t\t\tT(0),-sinX, cosX, T(0),\n\t\t\tT(0), T(0), T(0), T(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleY\n\t(\n\t\tT const& angleY\n\t)\n\t{\n\t\tT cosY = glm::cos(angleY);\n\t\tT sinY = glm::sin(angleY);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosY,\tT(0),\t-sinY,\tT(0),\n\t\t\tT(0),\tT(1),\tT(0),\tT(0),\n\t\t\tsinY,\tT(0),\tcosY,\tT(0),\n\t\t\tT(0),\tT(0),\tT(0),\tT(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZ\n\t(\n\t\tT const& angleZ\n\t)\n\t{\n\t\tT cosZ = glm::cos(angleZ);\n\t\tT sinZ = glm::sin(angleZ);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosZ,\tsinZ,\tT(0), T(0),\n\t\t\t-sinZ,\tcosZ,\tT(0), T(0),\n\t\t\tT(0),\tT(0),\tT(1), T(0),\n\t\t\tT(0),\tT(0),\tT(0), T(1));\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleX\n\t(\n\t\tT const & angleX,\n\t\tT const & angularVelocityX\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX) * angularVelocityX;\n\t\tT sinX = glm::sin(angleX) * angularVelocityX;\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tT(0), T(0), T(0), T(0),\n\t\t\tT(0),-sinX, cosX, T(0),\n\t\t\tT(0),-cosX,-sinX, T(0),\n\t\t\tT(0), T(0), T(0), T(0));\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleY\n\t(\n\t\tT const & angleY,\n\t\tT const & angularVelocityY\n\t)\n\t{\n\t\tT cosY = glm::cos(angleY) * angularVelocityY;\n\t\tT sinY = glm::sin(angleY) * angularVelocityY;\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\t-sinY, T(0), -cosY, T(0),\n\t\t\t T(0), T(0),  T(0), T(0),\n\t\t\t cosY, T(0), -sinY, T(0),\n\t\t\t T(0), T(0),  T(0), T(0));\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleZ\n\t(\n\t\tT const & angleZ,\n\t\tT const & angularVelocityZ\n\t)\n\t{\n\t\tT cosZ = glm::cos(angleZ) * angularVelocityZ;\n\t\tT sinZ = glm::sin(angleZ) * angularVelocityZ;\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\t-sinZ,  cosZ, T(0), T(0),\n\t\t\t-cosZ, -sinZ, T(0), T(0),\n\t\t\t T(0),  T(0), T(0), T(0),\n\t\t\t T(0),  T(0), T(0), T(0));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXY\n\t(\n\t\tT const& angleX,\n\t\tT const& angleY\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX);\n\t\tT sinX = glm::sin(angleX);\n\t\tT cosY = glm::cos(angleY);\n\t\tT sinY = glm::sin(angleY);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosY,   -sinX * -sinY,  cosX * -sinY,   T(0),\n\t\t\tT(0),   cosX,           sinX,           T(0),\n\t\t\tsinY,   -sinX * cosY,   cosX * cosY,    T(0),\n\t\t\tT(0),   T(0),           T(0),           T(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYX\n\t(\n\t\tT const& angleY,\n\t\tT const& angleX\n\t)\n\t{\n\t\tT cosX = glm::cos(angleX);\n\t\tT sinX = glm::sin(angleX);\n\t\tT cosY = glm::cos(angleY);\n\t\tT sinY = glm::sin(angleY);\n\n\t\treturn mat<4, 4, T, defaultp>(\n\t\t\tcosY,          0,      -sinY,    T(0),\n\t\t\tsinY * sinX,  cosX, cosY * sinX, T(0),\n\t\t\tsinY * cosX, -sinX, cosY * cosX, T(0),\n\t\t\tT(0),         T(0),     T(0),    T(1));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZ\n\t(\n\t\tT const& angleX,\n\t\tT const& angleZ\n\t)\n\t{\n\t\treturn eulerAngleX(angleX) * eulerAngleZ(angleZ);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZX\n\t(\n\t\tT const& angleZ,\n\t\tT const& angleX\n\t)\n\t{\n\t\treturn eulerAngleZ(angleZ) * eulerAngleX(angleX);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZ\n\t(\n\t\tT const& angleY,\n\t\tT const& angleZ\n\t)\n\t{\n\t\treturn eulerAngleY(angleY) * eulerAngleZ(angleZ);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZY\n\t(\n\t\tT const& angleZ,\n\t\tT const& angleY\n\t)\n\t{\n\t\treturn eulerAngleZ(angleZ) * eulerAngleY(angleY);\n\t}\n\n    template<typename T>\n    GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYZ\n    (\n     T const& t1,\n     T const& t2,\n     T const& t3\n     )\n    {\n        T c1 = glm::cos(-t1);\n        T c2 = glm::cos(-t2);\n        T c3 = glm::cos(-t3);\n        T s1 = glm::sin(-t1);\n        T s2 = glm::sin(-t2);\n        T s3 = glm::sin(-t3);\n\n        mat<4, 4, T, defaultp> Result;\n        Result[0][0] = c2 * c3;\n        Result[0][1] =-c1 * s3 + s1 * s2 * c3;\n        Result[0][2] = s1 * s3 + c1 * s2 * c3;\n        Result[0][3] = static_cast<T>(0);\n        Result[1][0] = c2 * s3;\n        Result[1][1] = c1 * c3 + s1 * s2 * s3;\n        Result[1][2] =-s1 * c3 + c1 * s2 * s3;\n        Result[1][3] = static_cast<T>(0);\n        Result[2][0] =-s2;\n        Result[2][1] = s1 * c2;\n        Result[2][2] = c1 * c2;\n        Result[2][3] = static_cast<T>(0);\n        Result[3][0] = static_cast<T>(0);\n        Result[3][1] = static_cast<T>(0);\n        Result[3][2] = static_cast<T>(0);\n        Result[3][3] = static_cast<T>(1);\n        return Result;\n    }\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXZ\n\t(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll\n\t)\n\t{\n\t\tT tmp_ch = glm::cos(yaw);\n\t\tT tmp_sh = glm::sin(yaw);\n\t\tT tmp_cp = glm::cos(pitch);\n\t\tT tmp_sp = glm::sin(pitch);\n\t\tT tmp_cb = glm::cos(roll);\n\t\tT tmp_sb = glm::sin(roll);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;\n\t\tResult[0][1] = tmp_sb * tmp_cp;\n\t\tResult[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;\n\t\tResult[1][1] = tmp_cb * tmp_cp;\n\t\tResult[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = tmp_sh * tmp_cp;\n\t\tResult[2][1] = -tmp_sp;\n\t\tResult[2][2] = tmp_ch * tmp_cp;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c2;\n\t\tResult[0][1] = c1 * s2;\n\t\tResult[0][2] = s1 * s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c3 * s2;\n\t\tResult[1][1] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[1][2] = c1 * s3 + c2 * c3 * s1;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = s2 * s3;\n\t\tResult[2][1] =-c3 * s1 - c1 * c2 * s3;\n\t\tResult[2][2] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c2;\n\t\tResult[0][1] = s1 * s2;\n\t\tResult[0][2] =-c1 * s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = s2 * s3;\n\t\tResult[1][1] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[1][2] = c3 * s1 + c1 * c2 * s3;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c3 * s2;\n\t\tResult[2][1] =-c1 * s3 - c2 * c3 * s1;\n\t\tResult[2][2] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[0][1] = s2* s3;\n\t\tResult[0][2] =-c3 * s1 - c1 * c2 * s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = s1 * s2;\n\t\tResult[1][1] = c2;\n\t\tResult[1][2] = c1 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c1 * s3 + c2 * c3 * s1;\n\t\tResult[2][1] =-c3 * s2;\n\t\tResult[2][2] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[0][1] = c3 * s2;\n\t\tResult[0][2] =-c1 * s3 - c2 * c3 * s1;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c1 * s2;\n\t\tResult[1][1] = c2;\n\t\tResult[1][2] = s1 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c3 * s1 + c1 * c2 * s3;\n\t\tResult[2][1] = s2 * s3;\n\t\tResult[2][2] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYZ\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[0][1] = c1 * s3 + c2 * c3 * s1;\n\t\tResult[0][2] =-c3 * s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c3 * s1 - c1 * c2 * s3;\n\t\tResult[1][1] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[1][2] = s2 * s3;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c1 * s2;\n\t\tResult[2][1] = s1 * s2;\n\t\tResult[2][2] = c2;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXZ\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c3 - c2 * s1 * s3;\n\t\tResult[0][1] = c3 * s1 + c1 * c2 * s3;\n\t\tResult[0][2] = s2 *s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c1 * s3 - c2 * c3 * s1;\n\t\tResult[1][1] = c1 * c2 * c3 - s1 * s3;\n\t\tResult[1][2] = c3 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = s1 * s2;\n\t\tResult[2][1] =-c1 * s2;\n\t\tResult[2][2] = c2;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c2 * c3;\n\t\tResult[0][1] = s1 * s3 + c1 * c3 * s2;\n\t\tResult[0][2] = c3 * s1 * s2 - c1 * s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-s2;\n\t\tResult[1][1] = c1 * c2;\n\t\tResult[1][2] = c2 * s1;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c2 * s3;\n\t\tResult[2][1] = c1 * s2 * s3 - c3 * s1;\n\t\tResult[2][2] = c1 * c3 + s1 * s2 *s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2;\n\t\tResult[0][1] = s2;\n\t\tResult[0][2] =-c2 * s1;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = s1 * s3 - c1 * c3 * s2;\n\t\tResult[1][1] = c2 * c3;\n\t\tResult[1][2] = c1 * s3 + c3 * s1 * s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c3 * s1 + c1 * s2 * s3;\n\t\tResult[2][1] =-c2 * s3;\n\t\tResult[2][2] = c1 * c3 - s1 * s2 * s3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYX\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c2;\n\t\tResult[0][1] = c2 * s1;\n\t\tResult[0][2] =-s2;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = c1 * s2 * s3 - c3 * s1;\n\t\tResult[1][1] = c1 * c3 + s1 * s2 * s3;\n\t\tResult[1][2] = c2 * s3;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = s1 * s3 + c1 * c3 * s2;\n\t\tResult[2][1] = c3 * s1 * s2 - c1 * s3;\n\t\tResult[2][2] = c2 * c3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXY\n\t(\n\t\tT const & t1,\n\t\tT const & t2,\n\t\tT const & t3\n\t)\n\t{\n\t\tT c1 = glm::cos(t1);\n\t\tT s1 = glm::sin(t1);\n\t\tT c2 = glm::cos(t2);\n\t\tT s2 = glm::sin(t2);\n\t\tT c3 = glm::cos(t3);\n\t\tT s3 = glm::sin(t3);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = c1 * c3 - s1 * s2 * s3;\n\t\tResult[0][1] = c3 * s1 + c1 * s2 * s3;\n\t\tResult[0][2] =-c2 * s3;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] =-c2 * s1;\n\t\tResult[1][1] = c1 * c2;\n\t\tResult[1][2] = s2;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = c1 * s3 + c3 * s1 * s2;\n\t\tResult[2][1] = s1 * s3 - c1 * c3 * s2;\n\t\tResult[2][2] = c2 * c3;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> yawPitchRoll\n\t(\n\t\tT const& yaw,\n\t\tT const& pitch,\n\t\tT const& roll\n\t)\n\t{\n\t\tT tmp_ch = glm::cos(yaw);\n\t\tT tmp_sh = glm::sin(yaw);\n\t\tT tmp_cp = glm::cos(pitch);\n\t\tT tmp_sp = glm::sin(pitch);\n\t\tT tmp_cb = glm::cos(roll);\n\t\tT tmp_sb = glm::sin(roll);\n\n\t\tmat<4, 4, T, defaultp> Result;\n\t\tResult[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;\n\t\tResult[0][1] = tmp_sb * tmp_cp;\n\t\tResult[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;\n\t\tResult[0][3] = static_cast<T>(0);\n\t\tResult[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;\n\t\tResult[1][1] = tmp_cb * tmp_cp;\n\t\tResult[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;\n\t\tResult[1][3] = static_cast<T>(0);\n\t\tResult[2][0] = tmp_sh * tmp_cp;\n\t\tResult[2][1] = -tmp_sp;\n\t\tResult[2][2] = tmp_ch * tmp_cp;\n\t\tResult[2][3] = static_cast<T>(0);\n\t\tResult[3][0] = static_cast<T>(0);\n\t\tResult[3][1] = static_cast<T>(0);\n\t\tResult[3][2] = static_cast<T>(0);\n\t\tResult[3][3] = static_cast<T>(1);\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> orientate2\n\t(\n\t\tT const& angle\n\t)\n\t{\n\t\tT c = glm::cos(angle);\n\t\tT s = glm::sin(angle);\n\n\t\tmat<2, 2, T, defaultp> Result;\n\t\tResult[0][0] = c;\n\t\tResult[0][1] = s;\n\t\tResult[1][0] = -s;\n\t\tResult[1][1] = c;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> orientate3\n\t(\n\t\tT const& angle\n\t)\n\t{\n\t\tT c = glm::cos(angle);\n\t\tT s = glm::sin(angle);\n\n\t\tmat<3, 3, T, defaultp> Result;\n\t\tResult[0][0] = c;\n\t\tResult[0][1] = s;\n\t\tResult[0][2] = 0.0f;\n\t\tResult[1][0] = -s;\n\t\tResult[1][1] = c;\n\t\tResult[1][2] = 0.0f;\n\t\tResult[2][0] = 0.0f;\n\t\tResult[2][1] = 0.0f;\n\t\tResult[2][2] = 1.0f;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> orientate3\n\t(\n\t\tvec<3, T, Q> const& angles\n\t)\n\t{\n\t\treturn mat<3, 3, T, Q>(yawPitchRoll(angles.z, angles.x, angles.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientate4\n\t(\n\t\tvec<3, T, Q> const& angles\n\t)\n\t{\n\t\treturn yawPitchRoll(angles.z, angles.x, angles.y);\n\t}\n\n    template<typename T>\n    GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M,\n                                            T & t1,\n                                            T & t2,\n                                            T & t3)\n    {\n        T T1 = glm::atan2<T, defaultp>(M[2][1], M[2][2]);\n        T C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]);\n        T T2 = glm::atan2<T, defaultp>(-M[2][0], C2);\n        T S1 = glm::sin(T1);\n        T C1 = glm::cos(T1);\n        T T3 = glm::atan2<T, defaultp>(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2  ]);\n        t1 = -T1;\n        t2 = -T2;\n        t3 = -T3;\n    }\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[2][0], M[2][2]);\n\t\tT C2 = glm::sqrt(M[0][1]*M[0][1] + M[1][1]*M[1][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(-M[2][1], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[1][2] - C1*M[1][0], C1*M[0][0] - S1*M[0][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[0][2], M[0][1]);\n\t\tT S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[0][0]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[1][2] - S1*M[1][1], C1*M[2][2] - S1*M[2][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[0][1], -M[0][2]);\n\t\tT S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[0][0]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(-C1*M[2][1] - S1*M[2][2], C1*M[1][1] + S1*M[1][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[1][0], M[1][2]);\n\t\tT S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[1][1]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[2][0] - S1*M[2][2], C1*M[0][0] - S1*M[0][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[1][2], -M[1][0]);\n\t\tT S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[1][1]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(-S1*M[0][0] - C1*M[0][2], S1*M[2][0] + C1*M[2][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[2][1], M[2][0]);\n\t\tT S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[2][2]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[0][1] - S1*M[0][0], C1*M[1][1] - S1*M[1][0]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[2][0], -M[2][1]);\n\t\tT S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(S2, M[2][2]);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(-C1*M[1][0] - S1*M[1][1], C1*M[0][0] + S1*M[0][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[1][2], M[1][1]);\n\t\tT C2 = glm::sqrt(M[0][0]*M[0][0] + M[2][0]*M[2][0]);\n\t\tT T2 = glm::atan2<T, defaultp>(-M[1][0], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[0][1] - C1*M[0][2], C1*M[2][2] - S1*M[2][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(-M[0][2], M[0][0]);\n\t\tT C2 = glm::sqrt(M[1][1]*M[1][1] + M[2][1]*M[2][1]);\n\t\tT T2 = glm::atan2<T, defaultp>(M[0][1], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[1][0] + C1*M[1][2], S1*M[2][0] + C1*M[2][2]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(M[0][1], M[0][0]);\n\t\tT C2 = glm::sqrt(M[1][2]*M[1][2] + M[2][2]*M[2][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(-M[0][2], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(S1*M[2][0] - C1*M[2][1], C1*M[1][1] - S1*M[1][0]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n\n\ttemplate <typename T>\n\tGLM_FUNC_QUALIFIER void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t1,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t2,\n\t\t\t\t\t\t\t\t\t\t\t\t T & t3)\n\t{\n\t\tT T1 = glm::atan2<T, defaultp>(-M[1][0], M[1][1]);\n\t\tT C2 = glm::sqrt(M[0][2]*M[0][2] + M[2][2]*M[2][2]);\n\t\tT T2 = glm::atan2<T, defaultp>(M[1][2], C2);\n\t\tT S1 = glm::sin(T1);\n\t\tT C1 = glm::cos(T1);\n\t\tT T3 = glm::atan2<T, defaultp>(C1*M[2][0] + S1*M[2][1], C1*M[0][0] + S1*M[0][1]);\n\t\tt1 = T1;\n\t\tt2 = T2;\n\t\tt3 = T3;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/extend.hpp",
    "content": "/// @ref gtx_extend\n/// @file glm/gtx/extend.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_extend GLM_GTX_extend\n/// @ingroup gtx\n///\n/// Include <glm/gtx/extend.hpp> to use the features of this extension.\n///\n/// Extend a position from a source to a position at a defined length.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_extend extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_extend\n\t/// @{\n\n\t/// Extends of Length the Origin position using the (Source - Origin) direction.\n\t/// @see gtx_extend\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType extend(\n\t\tgenType const& Origin,\n\t\tgenType const& Source,\n\t\ttypename genType::value_type const Length);\n\n\t/// @}\n}//namespace glm\n\n#include \"extend.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/extend.inl",
    "content": "/// @ref gtx_extend\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType extend\n\t(\n\t\tgenType const& Origin,\n\t\tgenType const& Source,\n\t\tgenType const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> extend\n\t(\n\t\tvec<2, T, Q> const& Origin,\n\t\tvec<2, T, Q> const& Source,\n\t\tT const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> extend\n\t(\n\t\tvec<3, T, Q> const& Origin,\n\t\tvec<3, T, Q> const& Source,\n\t\tT const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> extend\n\t(\n\t\tvec<4, T, Q> const& Origin,\n\t\tvec<4, T, Q> const& Source,\n\t\tT const& Distance\n\t)\n\t{\n\t\treturn Origin + (Source - Origin) * Distance;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/extended_min_max.hpp",
    "content": "/// @ref gtx_extended_min_max\n/// @file glm/gtx/extended_min_max.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_extended_min_max GLM_GTX_extented_min_max\n/// @ingroup gtx\n///\n/// Include <glm/gtx/extented_min_max.hpp> to use the features of this extension.\n///\n/// Min and max functions for 3 to 4 parameters.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../ext/vector_common.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_extented_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_extented_min_max extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_extended_min_max\n\t/// @{\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z);\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z);\n\n\t/// Return the minimum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T min(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w);\n\n\t/// Return the minimum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> min(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z);\n\n\t/// Return the maximum component-wise values of 3 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T max(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w);\n\n\t/// Return the maximum component-wise values of 4 inputs\n\t/// @see gtx_extented_min_max\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_DECL C<T> max(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w);\n\n\t/// @}\n}//namespace glm\n\n#include \"extended_min_max.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/extended_min_max.inl",
    "content": "/// @ref gtx_extended_min_max\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z)\n\t{\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), z);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T min\n\t(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> min\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w\n\t)\n\t{\n\t\treturn glm::min(glm::min(x, y), glm::min(z, w));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z)\n\t{\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), z);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T max\n\t(\n\t\tT const& x,\n\t\tT const& y,\n\t\tT const& z,\n\t\tT const& w\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\ttypename C<T>::T const& y,\n\t\ttypename C<T>::T const& z,\n\t\ttypename C<T>::T const& w\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n\n\ttemplate<typename T, template<typename> class C>\n\tGLM_FUNC_QUALIFIER C<T> max\n\t(\n\t\tC<T> const& x,\n\t\tC<T> const& y,\n\t\tC<T> const& z,\n\t\tC<T> const& w\n\t)\n\t{\n\t\treturn glm::max(glm::max(x, y), glm::max(z, w));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/exterior_product.hpp",
    "content": "/// @ref gtx_exterior_product\n/// @file glm/gtx/exterior_product.hpp\n///\n/// @see core (dependence)\n/// @see gtx_exterior_product (dependence)\n///\n/// @defgroup gtx_exterior_product GLM_GTX_exterior_product\n/// @ingroup gtx\n///\n/// Include <glm/gtx/exterior_product.hpp> to use the features of this extension.\n///\n/// @brief Allow to perform bit operations on integer values\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_exterior_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_exterior_product extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_exterior_product\n\t/// @{\n\n\t/// Returns the cross product of x and y.\n\t///\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"https://en.wikipedia.org/wiki/Exterior_algebra#Cross_and_triple_products\">Exterior product</a>\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T cross(vec<2, T, Q> const& v, vec<2, T, Q> const& u);\n\n\t/// @}\n} //namespace glm\n\n#include \"exterior_product.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/exterior_product.inl",
    "content": "/// @ref gtx_exterior_product\n\n#include <limits>\n\nnamespace glm {\nnamespace detail\n{\n\ttemplate<typename T, qualifier Q, bool Aligned>\n\tstruct compute_cross_vec2\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& v, vec<2, T, Q> const& u)\n\t\t{\n\t\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'cross' accepts only floating-point inputs\");\n\n\t\t\treturn v.x * u.y - u.x * v.y;\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T cross(vec<2, T, Q> const& x, vec<2, T, Q> const& y)\n\t{\n\t\treturn detail::compute_cross_vec2<T, Q, detail::is_aligned<Q>::value>::call(x, y);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/fast_exponential.hpp",
    "content": "/// @ref gtx_fast_exponential\n/// @file glm/gtx/fast_exponential.hpp\n///\n/// @see core (dependence)\n/// @see gtx_half_float (dependence)\n///\n/// @defgroup gtx_fast_exponential GLM_GTX_fast_exponential\n/// @ingroup gtx\n///\n/// Include <glm/gtx/fast_exponential.hpp> to use the features of this extension.\n///\n/// Fast but less accurate implementations of exponential based functions.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_fast_exponential is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_fast_exponential extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_fast_exponential\n\t/// @{\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastPow(genType x, genType y);\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename genTypeT, typename genTypeU>\n\tGLM_FUNC_DECL genTypeT fastPow(genTypeT x, genTypeU y);\n\n\t/// Faster than the common pow function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastPow(vec<L, T, Q> const& x);\n\n\t/// Faster than the common exp function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastExp(T x);\n\n\t/// Faster than the common exp function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastExp(vec<L, T, Q> const& x);\n\n\t/// Faster than the common log function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastLog(T x);\n\n\t/// Faster than the common exp2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastLog(vec<L, T, Q> const& x);\n\n\t/// Faster than the common exp2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastExp2(T x);\n\n\t/// Faster than the common exp2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastExp2(vec<L, T, Q> const& x);\n\n\t/// Faster than the common log2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastLog2(T x);\n\n\t/// Faster than the common log2 function but less accurate.\n\t/// @see gtx_fast_exponential\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastLog2(vec<L, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"fast_exponential.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/fast_exponential.inl",
    "content": "/// @ref gtx_fast_exponential\n\nnamespace glm\n{\n\t// fastPow:\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastPow(genType x, genType y)\n\t{\n\t\treturn exp(y * log(x));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn exp(y * log(x));\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastPow(T x, int y)\n\t{\n\t\tT f = static_cast<T>(1);\n\t\tfor(int i = 0; i < y; ++i)\n\t\t\tf *= x;\n\t\treturn f;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, int, Q> const& y)\n\t{\n\t\tvec<L, T, Q> Result;\n\t\tfor(length_t i = 0, n = x.length(); i < n; ++i)\n\t\t\tResult[i] = fastPow(x[i], y[i]);\n\t\treturn Result;\n\t}\n\n\t// fastExp\n\t// Note: This function provides accurate results only for value between -1 and 1, else avoid it.\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastExp(T x)\n\t{\n\t\t// This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower.\n\t\t// return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f))));\n\t\tT x2 = x * x;\n\t\tT x3 = x2 * x;\n\t\tT x4 = x3 * x;\n\t\tT x5 = x4 * x;\n\t\treturn T(1) + x + (x2 * T(0.5)) + (x3 * T(0.1666666667)) + (x4 * T(0.041666667)) + (x5 * T(0.008333333333));\n\t}\n\t/*  // Try to handle all values of float... but often shower than std::exp, glm::floor and the loop kill the performance\n\tGLM_FUNC_QUALIFIER float fastExp(float x)\n\t{\n\t\tconst float e = 2.718281828f;\n\t\tconst float IntegerPart = floor(x);\n\t\tconst float FloatPart = x - IntegerPart;\n\t\tfloat z = 1.f;\n\n\t\tfor(int i = 0; i < int(IntegerPart); ++i)\n\t\t\tz *= e;\n\n\t\tconst float x2 = FloatPart * FloatPart;\n\t\tconst float x3 = x2 * FloatPart;\n\t\tconst float x4 = x3 * FloatPart;\n\t\tconst float x5 = x4 * FloatPart;\n\t\treturn z * (1.0f + FloatPart + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f));\n\t}\n\n\t// Increase accuracy on number bigger that 1 and smaller than -1 but it's not enough for high and negative numbers\n\tGLM_FUNC_QUALIFIER float fastExp(float x)\n\t{\n\t\t// This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower.\n\t\t// return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f))));\n\t\tfloat x2 = x * x;\n\t\tfloat x3 = x2 * x;\n\t\tfloat x4 = x3 * x;\n\t\tfloat x5 = x4 * x;\n\t\tfloat x6 = x5 * x;\n\t\tfloat x7 = x6 * x;\n\t\tfloat x8 = x7 * x;\n\t\treturn 1.0f + x + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f)+ (x6 * 0.00138888888888f) + (x7 * 0.000198412698f) + (x8 * 0.0000248015873f);;\n\t}\n\t*/\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastExp(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastExp, x);\n\t}\n\n\t// fastLog\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastLog(genType x)\n\t{\n\t\treturn std::log(x);\n\t}\n\n\t/* Slower than the VC7.1 function...\n\tGLM_FUNC_QUALIFIER float fastLog(float x)\n\t{\n\t\tfloat y1 = (x - 1.0f) / (x + 1.0f);\n\t\tfloat y2 = y1 * y1;\n\t\treturn 2.0f * y1 * (1.0f + y2 * (0.3333333333f + y2 * (0.2f + y2 * 0.1428571429f)));\n\t}\n\t*/\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastLog(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastLog, x);\n\t}\n\n\t//fastExp2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastExp2(genType x)\n\t{\n\t\treturn fastExp(0.69314718055994530941723212145818f * x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastExp2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastExp2, x);\n\t}\n\n\t// fastLog2, ln2 = 0.69314718055994530941723212145818f\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastLog2(genType x)\n\t{\n\t\treturn fastLog(x) / 0.69314718055994530941723212145818f;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastLog2(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastLog2, x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/fast_square_root.hpp",
    "content": "/// @ref gtx_fast_square_root\n/// @file glm/gtx/fast_square_root.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_fast_square_root GLM_GTX_fast_square_root\n/// @ingroup gtx\n///\n/// Include <glm/gtx/fast_square_root.hpp> to use the features of this extension.\n///\n/// Fast but less accurate implementations of square root based functions.\n/// - Sqrt optimisation based on Newton's method,\n/// www.gamedev.net/community/forums/topic.asp?topic id=139956\n\n#pragma once\n\n// Dependency:\n#include \"../common.hpp\"\n#include \"../exponential.hpp\"\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_fast_square_root is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_fast_square_root extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_fast_square_root\n\t/// @{\n\n\t/// Faster than the common sqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastSqrt(genType x);\n\n\t/// Faster than the common sqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastSqrt(vec<L, T, Q> const& x);\n\n\t/// Faster than the common inversesqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastInverseSqrt(genType x);\n\n\t/// Faster than the common inversesqrt function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> fastInverseSqrt(vec<L, T, Q> const& x);\n\n\t/// Faster than the common length function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastLength(genType x);\n\n\t/// Faster than the common length function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T fastLength(vec<L, T, Q> const& x);\n\n\t/// Faster than the common distance function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastDistance(genType x, genType y);\n\n\t/// Faster than the common distance function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T fastDistance(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Faster than the common normalize function but less accurate.\n\t///\n\t/// @see gtx_fast_square_root extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType fastNormalize(genType const& x);\n\n\t/// @}\n}// namespace glm\n\n#include \"fast_square_root.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/fast_square_root.inl",
    "content": "/// @ref gtx_fast_square_root\n\nnamespace glm\n{\n\t// fastSqrt\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastSqrt(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'fastSqrt' only accept floating-point input\");\n\n\t\treturn genType(1) / fastInverseSqrt(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastSqrt(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastSqrt, x);\n\t}\n\n\t// fastInversesqrt\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastInverseSqrt(genType x)\n\t{\n\t\treturn detail::compute_inversesqrt<1, genType, lowp, detail::is_aligned<lowp>::value>::call(vec<1, genType, lowp>(x)).x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastInverseSqrt(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::compute_inversesqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);\n\t}\n\n\t// fastLength\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastLength(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'fastLength' only accept floating-point inputs\");\n\n\t\treturn abs(x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T fastLength(vec<L, T, Q> const& x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'fastLength' only accept floating-point inputs\");\n\n\t\treturn fastSqrt(dot(x, x));\n\t}\n\n\t// fastDistance\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastDistance(genType x, genType y)\n\t{\n\t\treturn fastLength(y - x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T fastDistance(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn fastLength(y - x);\n\t}\n\n\t// fastNormalize\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType fastNormalize(genType x)\n\t{\n\t\treturn x > genType(0) ? genType(1) : -genType(1);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastNormalize(vec<L, T, Q> const& x)\n\t{\n\t\treturn x * fastInverseSqrt(dot(x, x));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/fast_trigonometry.hpp",
    "content": "/// @ref gtx_fast_trigonometry\n/// @file glm/gtx/fast_trigonometry.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_fast_trigonometry GLM_GTX_fast_trigonometry\n/// @ingroup gtx\n///\n/// Include <glm/gtx/fast_trigonometry.hpp> to use the features of this extension.\n///\n/// Fast but less accurate implementations of trigonometric functions.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/constants.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_fast_trigonometry is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_fast_trigonometry extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_fast_trigonometry\n\t/// @{\n\n\t/// Wrap an angle to [0 2pi[\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T wrapAngle(T angle);\n\n\t/// Faster than the common sin function but less accurate.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastSin(T angle);\n\n\t/// Faster than the common cos function but less accurate.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastCos(T angle);\n\n\t/// Faster than the common tan function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastTan(T angle);\n\n\t/// Faster than the common asin function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAsin(T angle);\n\n\t/// Faster than the common acos function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAcos(T angle);\n\n\t/// Faster than the common atan function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAtan(T y, T x);\n\n\t/// Faster than the common atan function but less accurate.\n\t/// Defined between -2pi and 2pi.\n\t/// From GLM_GTX_fast_trigonometry extension.\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T fastAtan(T angle);\n\n\t/// @}\n}//namespace glm\n\n#include \"fast_trigonometry.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/fast_trigonometry.inl",
    "content": "/// @ref gtx_fast_trigonometry\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> taylorCos(vec<L, T, Q> const& x)\n\t{\n\t\treturn static_cast<T>(1)\n\t\t\t- (x * x) * (1.f / 2.f)\n\t\t\t+ ((x * x) * (x * x)) * (1.f / 24.f)\n\t\t\t- (((x * x) * (x * x)) * (x * x)) * (1.f / 720.f)\n\t\t\t+ (((x * x) * (x * x)) * ((x * x) * (x * x))) * (1.f / 40320.f);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T cos_52s(T x)\n\t{\n\t\tT const xx(x * x);\n\t\treturn (T(0.9999932946) + xx * (T(-0.4999124376) + xx * (T(0.0414877472) + xx * T(-0.0012712095))));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> cos_52s(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(cos_52s, x);\n\t}\n}//namespace detail\n\n\t// wrapAngle\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T wrapAngle(T angle)\n\t{\n\t\treturn abs<T>(mod<T>(angle, two_pi<T>()));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> wrapAngle(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(wrapAngle, x);\n\t}\n\n\t// cos\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastCos(T x)\n\t{\n\t\tT const angle(wrapAngle<T>(x));\n\n\t\tif(angle < half_pi<T>())\n\t\t\treturn detail::cos_52s(angle);\n\t\tif(angle < pi<T>())\n\t\t\treturn -detail::cos_52s(pi<T>() - angle);\n\t\tif(angle < (T(3) * half_pi<T>()))\n\t\t\treturn -detail::cos_52s(angle - pi<T>());\n\n\t\treturn detail::cos_52s(two_pi<T>() - angle);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastCos(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastCos, x);\n\t}\n\n\t// sin\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastSin(T x)\n\t{\n\t\treturn fastCos<T>(half_pi<T>() - x);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastSin(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastSin, x);\n\t}\n\n\t// tan\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastTan(T x)\n\t{\n\t\treturn x + (x * x * x * T(0.3333333333)) + (x * x * x * x * x * T(0.1333333333333)) + (x * x * x * x * x * x * x * T(0.0539682539));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastTan(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastTan, x);\n\t}\n\n\t// asin\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAsin(T x)\n\t{\n\t\treturn x + (x * x * x * T(0.166666667)) + (x * x * x * x * x * T(0.075)) + (x * x * x * x * x * x * x * T(0.0446428571)) + (x * x * x * x * x * x * x * x * x * T(0.0303819444));// + (x * x * x * x * x * x * x * x * x * x * x * T(0.022372159));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAsin(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastAsin, x);\n\t}\n\n\t// acos\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAcos(T x)\n\t{\n\t\treturn T(1.5707963267948966192313216916398) - fastAsin(x); //(PI / 2)\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAcos(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastAcos, x);\n\t}\n\n\t// atan\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAtan(T y, T x)\n\t{\n\t\tT sgn = sign(y) * sign(x);\n\t\treturn abs(fastAtan(y / x)) * sgn;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAtan(vec<L, T, Q> const& y, vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor2<vec, L, T, Q>::call(fastAtan, y, x);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T fastAtan(T x)\n\t{\n\t\treturn x - (x * x * x * T(0.333333333333)) + (x * x * x * x * x * T(0.2)) - (x * x * x * x * x * x * x * T(0.1428571429)) + (x * x * x * x * x * x * x * x * x * T(0.111111111111)) - (x * x * x * x * x * x * x * x * x * x * x * T(0.0909090909));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> fastAtan(vec<L, T, Q> const& x)\n\t{\n\t\treturn detail::functor1<vec, L, T, T, Q>::call(fastAtan, x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/float_notmalize.inl",
    "content": "/// @ref gtx_float_normalize\n\n#include <limits>\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, float, Q> floatNormalize(vec<L, T, Q> const& v)\n\t{\n\t\treturn vec<L, float, Q>(v) / static_cast<float>(std::numeric_limits<T>::max());\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/functions.hpp",
    "content": "/// @ref gtx_functions\n/// @file glm/gtx/functions.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_functions GLM_GTX_functions\n/// @ingroup gtx\n///\n/// Include <glm/gtx/functions.hpp> to use the features of this extension.\n///\n/// List of useful common functions.\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n#include \"../detail/qualifier.hpp\"\n#include \"../detail/type_vec2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_functions is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_functions extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_functions\n\t/// @{\n\n\t/// 1D gauss function\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename T>\n\tGLM_FUNC_DECL T gauss(\n\t\tT x,\n\t\tT ExpectedValue,\n\t\tT StandardDeviation);\n\n\t/// 2D gauss function\n\t///\n\t/// @see gtc_epsilon\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T gauss(\n\t\tvec<2, T, Q> const& Coord,\n\t\tvec<2, T, Q> const& ExpectedValue,\n\t\tvec<2, T, Q> const& StandardDeviation);\n\n\t/// @}\n}//namespace glm\n\n#include \"functions.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/functions.inl",
    "content": "/// @ref gtx_functions\n\n#include \"../exponential.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T gauss\n\t(\n\t\tT x,\n\t\tT ExpectedValue,\n\t\tT StandardDeviation\n\t)\n\t{\n\t\treturn exp(-((x - ExpectedValue) * (x - ExpectedValue)) / (static_cast<T>(2) * StandardDeviation * StandardDeviation)) / (StandardDeviation * sqrt(static_cast<T>(6.28318530717958647692528676655900576)));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T gauss\n\t(\n\t\tvec<2, T, Q> const& Coord,\n\t\tvec<2, T, Q> const& ExpectedValue,\n\t\tvec<2, T, Q> const& StandardDeviation\n\t)\n\t{\n\t\tvec<2, T, Q> const Squared = ((Coord - ExpectedValue) * (Coord - ExpectedValue)) / (static_cast<T>(2) * StandardDeviation * StandardDeviation);\n\t\treturn exp(-(Squared.x + Squared.y));\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/gradient_paint.hpp",
    "content": "/// @ref gtx_gradient_paint\n/// @file glm/gtx/gradient_paint.hpp\n///\n/// @see core (dependence)\n/// @see gtx_optimum_pow (dependence)\n///\n/// @defgroup gtx_gradient_paint GLM_GTX_gradient_paint\n/// @ingroup gtx\n///\n/// Include <glm/gtx/gradient_paint.hpp> to use the features of this extension.\n///\n/// Functions that return the color of procedural gradient for specific coordinates.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/optimum_pow.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_gradient_paint is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_gradient_paint extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_gradient_paint\n\t/// @{\n\n\t/// Return a color from a radial gradient.\n\t/// @see - gtx_gradient_paint\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T radialGradient(\n\t\tvec<2, T, Q> const& Center,\n\t\tT const& Radius,\n\t\tvec<2, T, Q> const& Focal,\n\t\tvec<2, T, Q> const& Position);\n\n\t/// Return a color from a linear gradient.\n\t/// @see - gtx_gradient_paint\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T linearGradient(\n\t\tvec<2, T, Q> const& Point0,\n\t\tvec<2, T, Q> const& Point1,\n\t\tvec<2, T, Q> const& Position);\n\n\t/// @}\n}// namespace glm\n\n#include \"gradient_paint.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/gradient_paint.inl",
    "content": "/// @ref gtx_gradient_paint\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T radialGradient\n\t(\n\t\tvec<2, T, Q> const& Center,\n\t\tT const& Radius,\n\t\tvec<2, T, Q> const& Focal,\n\t\tvec<2, T, Q> const& Position\n\t)\n\t{\n\t\tvec<2, T, Q> F = Focal - Center;\n\t\tvec<2, T, Q> D = Position - Focal;\n\t\tT Radius2 = pow2(Radius);\n\t\tT Fx2 = pow2(F.x);\n\t\tT Fy2 = pow2(F.y);\n\n\t\tT Numerator = (D.x * F.x + D.y * F.y) + sqrt(Radius2 * (pow2(D.x) + pow2(D.y)) - pow2(D.x * F.y - D.y * F.x));\n\t\tT Denominator = Radius2 - (Fx2 + Fy2);\n\t\treturn Numerator / Denominator;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T linearGradient\n\t(\n\t\tvec<2, T, Q> const& Point0,\n\t\tvec<2, T, Q> const& Point1,\n\t\tvec<2, T, Q> const& Position\n\t)\n\t{\n\t\tvec<2, T, Q> Dist = Point1 - Point0;\n\t\treturn (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/handed_coordinate_space.hpp",
    "content": "/// @ref gtx_handed_coordinate_space\n/// @file glm/gtx/handed_coordinate_space.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space\n/// @ingroup gtx\n///\n/// Include <glm/gtx/handed_coordinate_system.hpp> to use the features of this extension.\n///\n/// To know if a set of three basis vectors defines a right or left-handed coordinate system.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_handed_coordinate_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_handed_coordinate_space extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_handed_coordinate_space\n\t/// @{\n\n\t//! Return if a trihedron right handed or not.\n\t//! From GLM_GTX_handed_coordinate_space extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool rightHanded(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal);\n\n\t//! Return if a trihedron left handed or not.\n\t//! From GLM_GTX_handed_coordinate_space extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool leftHanded(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal);\n\n\t/// @}\n}// namespace glm\n\n#include \"handed_coordinate_space.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/handed_coordinate_space.inl",
    "content": "/// @ref gtx_handed_coordinate_space\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool rightHanded\n\t(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn dot(cross(normal, tangent), binormal) > T(0);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool leftHanded\n\t(\n\t\tvec<3, T, Q> const& tangent,\n\t\tvec<3, T, Q> const& binormal,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn dot(cross(normal, tangent), binormal) < T(0);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/hash.hpp",
    "content": "/// @ref gtx_hash\n/// @file glm/gtx/hash.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_hash GLM_GTX_hash\n/// @ingroup gtx\n///\n/// Include <glm/gtx/hash.hpp> to use the features of this extension.\n///\n/// Add std::hash support for glm types\n\n#pragma once\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_hash is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_hash extension included\")\n#\tendif\n#endif\n\n#include <functional>\n\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../gtc/vec1.hpp\"\n\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtx/dual_quaternion.hpp\"\n\n#include \"../mat2x2.hpp\"\n#include \"../mat2x3.hpp\"\n#include \"../mat2x4.hpp\"\n\n#include \"../mat3x2.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../mat3x4.hpp\"\n\n#include \"../mat4x2.hpp\"\n#include \"../mat4x3.hpp\"\n#include \"../mat4x4.hpp\"\n\n#if !GLM_HAS_CXX11_STL\n#\terror \"GLM_GTX_hash requires C++11 standard library support\"\n#endif\n\nnamespace std\n{\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<1, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<1, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<2, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<3, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::vec<4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::vec<4, T, Q> const& v) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::qua<T,Q>>\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::qua<T, Q> const& q) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::tdualquat<T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::tdualquat<T,Q> const& q) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<2, 2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<2, 2, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<2, 3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<2, 3, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<2, 4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<2, 4, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<3, 2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<3, 2, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<3, 3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<3, 3, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<3, 4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<3, 4, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<4, 2, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<4, 2, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<4, 3, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<4, 3, T,Q> const& m) const;\n\t};\n\n\ttemplate<typename T, glm::qualifier Q>\n\tstruct hash<glm::mat<4, 4, T,Q> >\n\t{\n\t\tGLM_FUNC_DECL size_t operator()(glm::mat<4, 4, T,Q> const& m) const;\n\t};\n} // namespace std\n\n#include \"hash.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/hash.inl",
    "content": "/// @ref gtx_hash\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_hash GLM_GTX_hash\n/// @ingroup gtx\n///\n/// @brief Add std::hash support for glm types\n///\n/// <glm/gtx/hash.inl> need to be included to use the features of this extension.\n\nnamespace glm {\nnamespace detail\n{\n\tGLM_INLINE void hash_combine(size_t &seed, size_t hash)\n\t{\n\t\thash += 0x9e3779b9 + (seed << 6) + (seed >> 2);\n\t\tseed ^= hash;\n\t}\n}}\n\nnamespace std\n{\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<1, T, Q>>::operator()(glm::vec<1, T, Q> const& v) const\n\t{\n\t\thash<T> hasher;\n\t\treturn hasher(v.x);\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<2, T, Q>>::operator()(glm::vec<2, T, Q> const& v) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(v.x));\n\t\tglm::detail::hash_combine(seed, hasher(v.y));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<3, T, Q>>::operator()(glm::vec<3, T, Q> const& v) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(v.x));\n\t\tglm::detail::hash_combine(seed, hasher(v.y));\n\t\tglm::detail::hash_combine(seed, hasher(v.z));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::vec<4, T, Q>>::operator()(glm::vec<4, T, Q> const& v) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(v.x));\n\t\tglm::detail::hash_combine(seed, hasher(v.y));\n\t\tglm::detail::hash_combine(seed, hasher(v.z));\n\t\tglm::detail::hash_combine(seed, hasher(v.w));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::qua<T, Q>>::operator()(glm::qua<T,Q> const& q) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<T> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(q.x));\n\t\tglm::detail::hash_combine(seed, hasher(q.y));\n\t\tglm::detail::hash_combine(seed, hasher(q.z));\n\t\tglm::detail::hash_combine(seed, hasher(q.w));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::tdualquat<T, Q>>::operator()(glm::tdualquat<T, Q> const& q) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::qua<T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(q.real));\n\t\tglm::detail::hash_combine(seed, hasher(q.dual));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 2, T, Q>>::operator()(glm::mat<2, 2, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<2, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 3, T, Q>>::operator()(glm::mat<2, 3, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<3, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 4, T, Q>>::operator()(glm::mat<2, 4, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<4, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 2, T, Q>>::operator()(glm::mat<3, 2, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<2, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 3, T, Q>>::operator()(glm::mat<3, 3, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<3, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 4, T, Q>>::operator()(glm::mat<3, 4, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<4, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 2, T,Q>>::operator()(glm::mat<4, 2, T,Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<2, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\tglm::detail::hash_combine(seed, hasher(m[3]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 3, T,Q>>::operator()(glm::mat<4, 3, T,Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<3, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\tglm::detail::hash_combine(seed, hasher(m[3]));\n\t\treturn seed;\n\t}\n\n\ttemplate<typename T, glm::qualifier Q>\n\tGLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 4, T,Q>>::operator()(glm::mat<4, 4, T, Q> const& m) const\n\t{\n\t\tsize_t seed = 0;\n\t\thash<glm::vec<4, T, Q>> hasher;\n\t\tglm::detail::hash_combine(seed, hasher(m[0]));\n\t\tglm::detail::hash_combine(seed, hasher(m[1]));\n\t\tglm::detail::hash_combine(seed, hasher(m[2]));\n\t\tglm::detail::hash_combine(seed, hasher(m[3]));\n\t\treturn seed;\n\t}\n}\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/integer.hpp",
    "content": "/// @ref gtx_integer\n/// @file glm/gtx/integer.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_integer GLM_GTX_integer\n/// @ingroup gtx\n///\n/// Include <glm/gtx/integer.hpp> to use the features of this extension.\n///\n/// Add support for integer for core functions\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/integer.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_integer is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_integer extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_integer\n\t/// @{\n\n\t//! Returns x raised to the y power.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL int pow(int x, uint y);\n\n\t//! Returns the positive square root of x.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL int sqrt(int x);\n\n\t//! Returns the floor log2 of x.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL unsigned int floor_log2(unsigned int x);\n\n\t//! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL int mod(int x, int y);\n\n\t//! Return the factorial value of a number (!12 max, integer only)\n\t//! From GLM_GTX_integer extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType factorial(genType const& x);\n\n\t//! 32bit signed integer.\n\t//! From GLM_GTX_integer extension.\n\ttypedef signed int\t\t\t\t\tsint;\n\n\t//! Returns x raised to the y power.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint pow(uint x, uint y);\n\n\t//! Returns the positive square root of x.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint sqrt(uint x);\n\n\t//! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint mod(uint x, uint y);\n\n\t//! Returns the number of leading zeros.\n\t//! From GLM_GTX_integer extension.\n\tGLM_FUNC_DECL uint nlz(uint x);\n\n\t/// @}\n}//namespace glm\n\n#include \"integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/integer.inl",
    "content": "/// @ref gtx_integer\n\nnamespace glm\n{\n\t// pow\n\tGLM_FUNC_QUALIFIER int pow(int x, uint y)\n\t{\n\t\tif(y == 0)\n\t\t\treturn x >= 0 ? 1 : -1;\n\n\t\tint result = x;\n\t\tfor(uint i = 1; i < y; ++i)\n\t\t\tresult *= x;\n\t\treturn result;\n\t}\n\n\t// sqrt: From Christopher J. Musial, An integer square root, Graphics Gems, 1990, page 387\n\tGLM_FUNC_QUALIFIER int sqrt(int x)\n\t{\n\t\tif(x <= 1) return x;\n\n\t\tint NextTrial = x >> 1;\n\t\tint CurrentAnswer;\n\n\t\tdo\n\t\t{\n\t\t\tCurrentAnswer = NextTrial;\n\t\t\tNextTrial = (NextTrial + x / NextTrial) >> 1;\n\t\t} while(NextTrial < CurrentAnswer);\n\n\t\treturn CurrentAnswer;\n\t}\n\n// Henry Gordon Dietz: http://aggregate.org/MAGIC/\nnamespace detail\n{\n\tGLM_FUNC_QUALIFIER unsigned int ones32(unsigned int x)\n\t{\n\t\t/* 32-bit recursive reduction using SWAR...\n\t\tbut first step is mapping 2-bit values\n\t\tinto sum of 2 1-bit values in sneaky way\n\t\t*/\n\t\tx -= ((x >> 1) & 0x55555555);\n\t\tx = (((x >> 2) & 0x33333333) + (x & 0x33333333));\n\t\tx = (((x >> 4) + x) & 0x0f0f0f0f);\n\t\tx += (x >> 8);\n\t\tx += (x >> 16);\n\t\treturn(x & 0x0000003f);\n\t}\n}//namespace detail\n\n\t// Henry Gordon Dietz: http://aggregate.org/MAGIC/\n/*\n\tGLM_FUNC_QUALIFIER unsigned int floor_log2(unsigned int x)\n\t{\n\t\tx |= (x >> 1);\n\t\tx |= (x >> 2);\n\t\tx |= (x >> 4);\n\t\tx |= (x >> 8);\n\t\tx |= (x >> 16);\n\n\t\treturn _detail::ones32(x) >> 1;\n\t}\n*/\n\t// mod\n\tGLM_FUNC_QUALIFIER int mod(int x, int y)\n\t{\n\t\treturn ((x % y) + y) % y;\n\t}\n\n\t// factorial (!12 max, integer only)\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType factorial(genType const& x)\n\t{\n\t\tgenType Temp = x;\n\t\tgenType Result;\n\t\tfor(Result = 1; Temp > 1; --Temp)\n\t\t\tResult *= Temp;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> factorial(\n\t\tvec<2, T, Q> const& x)\n\t{\n\t\treturn vec<2, T, Q>(\n\t\t\tfactorial(x.x),\n\t\t\tfactorial(x.y));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> factorial(\n\t\tvec<3, T, Q> const& x)\n\t{\n\t\treturn vec<3, T, Q>(\n\t\t\tfactorial(x.x),\n\t\t\tfactorial(x.y),\n\t\t\tfactorial(x.z));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> factorial(\n\t\tvec<4, T, Q> const& x)\n\t{\n\t\treturn vec<4, T, Q>(\n\t\t\tfactorial(x.x),\n\t\t\tfactorial(x.y),\n\t\t\tfactorial(x.z),\n\t\t\tfactorial(x.w));\n\t}\n\n\tGLM_FUNC_QUALIFIER uint pow(uint x, uint y)\n\t{\n\t\tif (y == 0)\n\t\t\treturn 1u;\n\n\t\tuint result = x;\n\t\tfor(uint i = 1; i < y; ++i)\n\t\t\tresult *= x;\n\t\treturn result;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint sqrt(uint x)\n\t{\n\t\tif(x <= 1) return x;\n\n\t\tuint NextTrial = x >> 1;\n\t\tuint CurrentAnswer;\n\n\t\tdo\n\t\t{\n\t\t\tCurrentAnswer = NextTrial;\n\t\t\tNextTrial = (NextTrial + x / NextTrial) >> 1;\n\t\t} while(NextTrial < CurrentAnswer);\n\n\t\treturn CurrentAnswer;\n\t}\n\n\tGLM_FUNC_QUALIFIER uint mod(uint x, uint y)\n\t{\n\t\treturn x - y * (x / y);\n\t}\n\n#if(GLM_COMPILER & (GLM_COMPILER_VC | GLM_COMPILER_GCC))\n\n\tGLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)\n\t{\n\t\treturn 31u - findMSB(x);\n\t}\n\n#else\n\n\t// Hackers Delight: http://www.hackersdelight.org/HDcode/nlz.c.txt\n\tGLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)\n\t{\n\t\tint y, m, n;\n\n\t\ty = -int(x >> 16);      // If left half of x is 0,\n\t\tm = (y >> 16) & 16;  // set n = 16.  If left half\n\t\tn = 16 - m;          // is nonzero, set n = 0 and\n\t\tx = x >> m;          // shift x right 16.\n\t\t\t\t\t\t\t// Now x is of the form 0000xxxx.\n\t\ty = x - 0x100;       // If positions 8-15 are 0,\n\t\tm = (y >> 16) & 8;   // add 8 to n and shift x left 8.\n\t\tn = n + m;\n\t\tx = x << m;\n\n\t\ty = x - 0x1000;      // If positions 12-15 are 0,\n\t\tm = (y >> 16) & 4;   // add 4 to n and shift x left 4.\n\t\tn = n + m;\n\t\tx = x << m;\n\n\t\ty = x - 0x4000;      // If positions 14-15 are 0,\n\t\tm = (y >> 16) & 2;   // add 2 to n and shift x left 2.\n\t\tn = n + m;\n\t\tx = x << m;\n\n\t\ty = x >> 14;         // Set y = 0, 1, 2, or 3.\n\t\tm = y & ~(y >> 1);   // Set m = 0, 1, 2, or 2 resp.\n\t\treturn unsigned(n + 2 - m);\n\t}\n\n#endif//(GLM_COMPILER)\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/intersect.hpp",
    "content": "/// @ref gtx_intersect\n/// @file glm/gtx/intersect.hpp\n///\n/// @see core (dependence)\n/// @see gtx_closest_point (dependence)\n///\n/// @defgroup gtx_intersect GLM_GTX_intersect\n/// @ingroup gtx\n///\n/// Include <glm/gtx/intersect.hpp> to use the features of this extension.\n///\n/// Add intersection functions\n\n#pragma once\n\n// Dependency:\n#include <cfloat>\n#include <limits>\n#include \"../glm.hpp\"\n#include \"../geometric.hpp\"\n#include \"../gtx/closest_point.hpp\"\n#include \"../gtx/vector_query.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_closest_point extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_intersect\n\t/// @{\n\n\t//! Compute the intersection of a ray and a plane.\n\t//! Ray direction and plane normal must be unit length.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectRayPlane(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& planeOrig, genType const& planeNormal,\n\t\ttypename genType::value_type & intersectionDistance);\n\n\t//! Compute the intersection of a ray and a triangle.\n\t/// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool intersectRayTriangle(\n\t\tvec<3, T, Q> const& orig, vec<3, T, Q> const& dir,\n\t\tvec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2,\n\t\tvec<2, T, Q>& baryPosition, T& distance);\n\n\t//! Compute the intersection of a line and a triangle.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectLineTriangle(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& vert0, genType const& vert1, genType const& vert2,\n\t\tgenType & position);\n\n\t//! Compute the intersection distance of a ray and a sphere.\n\t//! The ray direction vector is unit length.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectRaySphere(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, typename genType::value_type const sphereRadiusSquered,\n\t\ttypename genType::value_type & intersectionDistance);\n\n\t//! Compute the intersection of a ray and a sphere.\n\t//! From GLM_GTX_intersect extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectRaySphere(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, const typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPosition, genType & intersectionNormal);\n\n\t//! Compute the intersection of a line and a sphere.\n\t//! From GLM_GTX_intersect extension\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL bool intersectLineSphere(\n\t\tgenType const& point0, genType const& point1,\n\t\tgenType const& sphereCenter, typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPosition1, genType & intersectionNormal1,\n\t\tgenType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType());\n\n\t/// @}\n}//namespace glm\n\n#include \"intersect.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/intersect.inl",
    "content": "/// @ref gtx_intersect\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectRayPlane\n\t(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& planeOrig, genType const& planeNormal,\n\t\ttypename genType::value_type & intersectionDistance\n\t)\n\t{\n\t\ttypename genType::value_type d = glm::dot(dir, planeNormal);\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\n\t\tif(glm::abs(d) > Epsilon)  // if dir and planeNormal are not perpendicular\n\t\t{\n\t\t\ttypename genType::value_type const tmp_intersectionDistance = \tglm::dot(planeOrig - orig, planeNormal) / d;\n\t\t\tif (tmp_intersectionDistance > static_cast<typename genType::value_type>(0)) { // allow only intersections\n\t\t\t\tintersectionDistance = tmp_intersectionDistance;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool intersectRayTriangle\n\t(\n\t\tvec<3, T, Q> const& orig, vec<3, T, Q> const& dir,\n\t\tvec<3, T, Q> const& vert0, vec<3, T, Q> const& vert1, vec<3, T, Q> const& vert2,\n\t\tvec<2, T, Q>& baryPosition, T& distance\n\t)\n\t{\n\t\t// find vectors for two edges sharing vert0\n\t\tvec<3, T, Q> const edge1 = vert1 - vert0;\n\t\tvec<3, T, Q> const edge2 = vert2 - vert0;\n\n\t\t// begin calculating determinant - also used to calculate U parameter\n\t\tvec<3, T, Q> const p = glm::cross(dir, edge2);\n\n\t\t// if determinant is near zero, ray lies in plane of triangle\n\t\tT const det = glm::dot(edge1, p);\n\n\t\tvec<3, T, Q> Perpendicular(0);\n\n\t\tif(det > std::numeric_limits<T>::epsilon())\n\t\t{\n\t\t\t// calculate distance from vert0 to ray origin\n\t\t\tvec<3, T, Q> const dist = orig - vert0;\n\n\t\t\t// calculate U parameter and test bounds\n\t\t\tbaryPosition.x = glm::dot(dist, p);\n\t\t\tif(baryPosition.x < static_cast<T>(0) || baryPosition.x > det)\n\t\t\t\treturn false;\n\n\t\t\t// prepare to test V parameter\n\t\t\tPerpendicular = glm::cross(dist, edge1);\n\n\t\t\t// calculate V parameter and test bounds\n\t\t\tbaryPosition.y = glm::dot(dir, Perpendicular);\n\t\t\tif((baryPosition.y < static_cast<T>(0)) || ((baryPosition.x + baryPosition.y) > det))\n\t\t\t\treturn false;\n\t\t}\n\t\telse if(det < -std::numeric_limits<T>::epsilon())\n\t\t{\n\t\t\t// calculate distance from vert0 to ray origin\n\t\t\tvec<3, T, Q> const dist = orig - vert0;\n\n\t\t\t// calculate U parameter and test bounds\n\t\t\tbaryPosition.x = glm::dot(dist, p);\n\t\t\tif((baryPosition.x > static_cast<T>(0)) || (baryPosition.x < det))\n\t\t\t\treturn false;\n\n\t\t\t// prepare to test V parameter\n\t\t\tPerpendicular = glm::cross(dist, edge1);\n\n\t\t\t// calculate V parameter and test bounds\n\t\t\tbaryPosition.y = glm::dot(dir, Perpendicular);\n\t\t\tif((baryPosition.y > static_cast<T>(0)) || (baryPosition.x + baryPosition.y < det))\n\t\t\t\treturn false;\n\t\t}\n\t\telse\n\t\t\treturn false; // ray is parallel to the plane of the triangle\n\n\t\tT inv_det = static_cast<T>(1) / det;\n\n\t\t// calculate distance, ray intersects triangle\n\t\tdistance = glm::dot(edge2, Perpendicular) * inv_det;\n\t\tbaryPosition *= inv_det;\n\n\t\treturn true;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectLineTriangle\n\t(\n\t\tgenType const& orig, genType const& dir,\n\t\tgenType const& vert0, genType const& vert1, genType const& vert2,\n\t\tgenType & position\n\t)\n\t{\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\n\t\tgenType edge1 = vert1 - vert0;\n\t\tgenType edge2 = vert2 - vert0;\n\n\t\tgenType Perpendicular = cross(dir, edge2);\n\n\t\tfloat det = dot(edge1, Perpendicular);\n\n\t\tif (det > -Epsilon && det < Epsilon)\n\t\t\treturn false;\n\t\ttypename genType::value_type inv_det = typename genType::value_type(1) / det;\n\n\t\tgenType Tengant = orig - vert0;\n\n\t\tposition.y = dot(Tengant, Perpendicular) * inv_det;\n\t\tif (position.y < typename genType::value_type(0) || position.y > typename genType::value_type(1))\n\t\t\treturn false;\n\n\t\tgenType Cotengant = cross(Tengant, edge1);\n\n\t\tposition.z = dot(dir, Cotengant) * inv_det;\n\t\tif (position.z < typename genType::value_type(0) || position.y + position.z > typename genType::value_type(1))\n\t\t\treturn false;\n\n\t\tposition.x = dot(edge2, Cotengant) * inv_det;\n\n\t\treturn true;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectRaySphere\n\t(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, const typename genType::value_type sphereRadiusSquered,\n\t\ttypename genType::value_type & intersectionDistance\n\t)\n\t{\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\t\tgenType diff = sphereCenter - rayStarting;\n\t\ttypename genType::value_type t0 = dot(diff, rayNormalizedDirection);\n\t\ttypename genType::value_type dSquared = dot(diff, diff) - t0 * t0;\n\t\tif( dSquared > sphereRadiusSquered )\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\ttypename genType::value_type t1 = sqrt( sphereRadiusSquered - dSquared );\n\t\tintersectionDistance = t0 > t1 + Epsilon ? t0 - t1 : t0 + t1;\n\t\treturn intersectionDistance > Epsilon;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectRaySphere\n\t(\n\t\tgenType const& rayStarting, genType const& rayNormalizedDirection,\n\t\tgenType const& sphereCenter, const typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPosition, genType & intersectionNormal\n\t)\n\t{\n\t\ttypename genType::value_type distance;\n\t\tif( intersectRaySphere( rayStarting, rayNormalizedDirection, sphereCenter, sphereRadius * sphereRadius, distance ) )\n\t\t{\n\t\t\tintersectionPosition = rayStarting + rayNormalizedDirection * distance;\n\t\t\tintersectionNormal = (intersectionPosition - sphereCenter) / sphereRadius;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER bool intersectLineSphere\n\t(\n\t\tgenType const& point0, genType const& point1,\n\t\tgenType const& sphereCenter, typename genType::value_type sphereRadius,\n\t\tgenType & intersectionPoint1, genType & intersectionNormal1,\n\t\tgenType & intersectionPoint2, genType & intersectionNormal2\n\t)\n\t{\n\t\ttypename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();\n\t\tgenType dir = normalize(point1 - point0);\n\t\tgenType diff = sphereCenter - point0;\n\t\ttypename genType::value_type t0 = dot(diff, dir);\n\t\ttypename genType::value_type dSquared = dot(diff, diff) - t0 * t0;\n\t\tif( dSquared > sphereRadius * sphereRadius )\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\ttypename genType::value_type t1 = sqrt( sphereRadius * sphereRadius - dSquared );\n\t\tif( t0 < t1 + Epsilon )\n\t\t\tt1 = -t1;\n\t\tintersectionPoint1 = point0 + dir * (t0 - t1);\n\t\tintersectionNormal1 = (intersectionPoint1 - sphereCenter) / sphereRadius;\n\t\tintersectionPoint2 = point0 + dir * (t0 + t1);\n\t\tintersectionNormal2 = (intersectionPoint2 - sphereCenter) / sphereRadius;\n\t\treturn true;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/io.hpp",
    "content": "/// @ref gtx_io\n/// @file glm/gtx/io.hpp\n/// @author Jan P Springer (regnirpsj@gmail.com)\n///\n/// @see core (dependence)\n/// @see gtc_matrix_access (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_io GLM_GTX_io\n/// @ingroup gtx\n///\n/// Include <glm/gtx/io.hpp> to use the features of this extension.\n///\n/// std::[w]ostream support for glm types\n///\n/// std::[w]ostream support for glm types + qualifier/width/etc. manipulators\n/// based on howard hinnant's std::chrono io proposal\n/// [http://home.roadrunner.com/~hinnant/bloomington/chrono_io.html]\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_io is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_io extension included\")\n#\tendif\n#endif\n\n#include <iosfwd>  // std::basic_ostream<> (fwd)\n#include <locale>  // std::locale, std::locale::facet, std::locale::id\n#include <utility> // std::pair<>\n\nnamespace glm\n{\n\t/// @addtogroup gtx_io\n\t/// @{\n\n\tnamespace io\n\t{\n\t\tenum order_type { column_major, row_major};\n\n\t\ttemplate<typename CTy>\n\t\tclass format_punct : public std::locale::facet\n\t\t{\n\t\t\ttypedef CTy char_type;\n\n\t\tpublic:\n\n\t\t\tstatic std::locale::id id;\n\n\t\t\tbool       formatted;\n\t\t\tunsigned   precision;\n\t\t\tunsigned   width;\n\t\t\tchar_type  separator;\n\t\t\tchar_type  delim_left;\n\t\t\tchar_type  delim_right;\n\t\t\tchar_type  space;\n\t\t\tchar_type  newline;\n\t\t\torder_type order;\n\n\t\t\tGLM_FUNC_DECL explicit format_punct(size_t a = 0);\n\t\t\tGLM_FUNC_DECL explicit format_punct(format_punct const&);\n\t\t};\n\n\t\ttemplate<typename CTy, typename CTr = std::char_traits<CTy> >\n\t\tclass basic_state_saver {\n\n\t\tpublic:\n\n\t\t\tGLM_FUNC_DECL explicit basic_state_saver(std::basic_ios<CTy,CTr>&);\n\t\t\tGLM_FUNC_DECL ~basic_state_saver();\n\n\t\tprivate:\n\n\t\t\ttypedef ::std::basic_ios<CTy,CTr>      state_type;\n\t\t\ttypedef typename state_type::char_type char_type;\n\t\t\ttypedef ::std::ios_base::fmtflags      flags_type;\n\t\t\ttypedef ::std::streamsize              streamsize_type;\n\t\t\ttypedef ::std::locale const            locale_type;\n\n\t\t\tstate_type&     state_;\n\t\t\tflags_type      flags_;\n\t\t\tstreamsize_type precision_;\n\t\t\tstreamsize_type width_;\n\t\t\tchar_type       fill_;\n\t\t\tlocale_type     locale_;\n\n\t\t\tGLM_FUNC_DECL basic_state_saver& operator=(basic_state_saver const&);\n\t\t};\n\n\t\ttypedef basic_state_saver<char>     state_saver;\n\t\ttypedef basic_state_saver<wchar_t> wstate_saver;\n\n\t\ttemplate<typename CTy, typename CTr = std::char_traits<CTy> >\n\t\tclass basic_format_saver\n\t\t{\n\t\tpublic:\n\n\t\t\tGLM_FUNC_DECL explicit basic_format_saver(std::basic_ios<CTy,CTr>&);\n\t\t\tGLM_FUNC_DECL ~basic_format_saver();\n\n\t\tprivate:\n\n\t\t\tbasic_state_saver<CTy> const bss_;\n\n\t\t\tGLM_FUNC_DECL basic_format_saver& operator=(basic_format_saver const&);\n\t\t};\n\n\t\ttypedef basic_format_saver<char>     format_saver;\n\t\ttypedef basic_format_saver<wchar_t> wformat_saver;\n\n\t\tstruct precision\n\t\t{\n\t\t\tunsigned value;\n\n\t\t\tGLM_FUNC_DECL explicit precision(unsigned);\n\t\t};\n\n\t\tstruct width\n\t\t{\n\t\t\tunsigned value;\n\n\t\t\tGLM_FUNC_DECL explicit width(unsigned);\n\t\t};\n\n\t\ttemplate<typename CTy>\n\t\tstruct delimeter\n\t\t{\n\t\t\tCTy value[3];\n\n\t\t\tGLM_FUNC_DECL explicit delimeter(CTy /* left */, CTy /* right */, CTy /* separator */ = ',');\n\t\t};\n\n\t\tstruct order\n\t\t{\n\t\t\torder_type value;\n\n\t\t\tGLM_FUNC_DECL explicit order(order_type);\n\t\t};\n\n\t\t// functions, inlined (inline)\n\n\t\ttemplate<typename FTy, typename CTy, typename CTr>\n\t\tFTy const& get_facet(std::basic_ios<CTy,CTr>&);\n\t\ttemplate<typename FTy, typename CTy, typename CTr>\n\t\tstd::basic_ios<CTy,CTr>& formatted(std::basic_ios<CTy,CTr>&);\n\t\ttemplate<typename FTy, typename CTy, typename CTr>\n\t\tstd::basic_ios<CTy,CTr>& unformattet(std::basic_ios<CTy,CTr>&);\n\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, precision const&);\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, width const&);\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, delimeter<CTy> const&);\n\t\ttemplate<typename CTy, typename CTr>\n\t\tstd::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, order const&);\n\t}//namespace io\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, qua<T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<1, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<4, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 4, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 4, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 2, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 3, T, Q> const&);\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 4, T, Q> const&);\n\n  template<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_DECL std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr> &,\n                                                         std::pair<mat<4, 4, T, Q> const, mat<4, 4, T, Q> const> const&);\n\n\t/// @}\n}//namespace glm\n\n#include \"io.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/io.inl",
    "content": "/// @ref gtx_io\n/// @author Jan P Springer (regnirpsj@gmail.com)\n\n#include <iomanip>                  // std::fixed, std::setfill<>, std::setprecision, std::right, std::setw\n#include <ostream>                  // std::basic_ostream<>\n#include \"../gtc/matrix_access.hpp\" // glm::col, glm::row\n#include \"../gtx/type_trait.hpp\"    // glm::type<>\n\nnamespace glm{\nnamespace io\n{\n\ttemplate<typename CTy>\n\tGLM_FUNC_QUALIFIER format_punct<CTy>::format_punct(size_t a)\n\t\t: std::locale::facet(a)\n\t\t, formatted(true)\n\t\t, precision(3)\n\t\t, width(1 + 4 + 1 + precision)\n\t\t, separator(',')\n\t\t, delim_left('[')\n\t\t, delim_right(']')\n\t\t, space(' ')\n\t\t, newline('\\n')\n\t\t, order(column_major)\n\t{}\n\n\ttemplate<typename CTy>\n\tGLM_FUNC_QUALIFIER format_punct<CTy>::format_punct(format_punct const& a)\n\t\t: std::locale::facet(0)\n\t\t, formatted(a.formatted)\n\t\t, precision(a.precision)\n\t\t, width(a.width)\n\t\t, separator(a.separator)\n\t\t, delim_left(a.delim_left)\n\t\t, delim_right(a.delim_right)\n\t\t, space(a.space)\n\t\t, newline(a.newline)\n\t\t, order(a.order)\n\t{}\n\n\ttemplate<typename CTy> std::locale::id format_punct<CTy>::id;\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER basic_state_saver<CTy, CTr>::basic_state_saver(std::basic_ios<CTy, CTr>& a)\n\t\t: state_(a)\n\t\t, flags_(a.flags())\n\t\t, precision_(a.precision())\n\t\t, width_(a.width())\n\t\t, fill_(a.fill())\n\t\t, locale_(a.getloc())\n\t{}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER basic_state_saver<CTy, CTr>::~basic_state_saver()\n\t{\n\t\tstate_.imbue(locale_);\n\t\tstate_.fill(fill_);\n\t\tstate_.width(width_);\n\t\tstate_.precision(precision_);\n\t\tstate_.flags(flags_);\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER basic_format_saver<CTy, CTr>::basic_format_saver(std::basic_ios<CTy, CTr>& a)\n\t\t: bss_(a)\n\t{\n\t\ta.imbue(std::locale(a.getloc(), new format_punct<CTy>(get_facet<format_punct<CTy> >(a))));\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER\n\tbasic_format_saver<CTy, CTr>::~basic_format_saver()\n\t{}\n\n\tGLM_FUNC_QUALIFIER precision::precision(unsigned a)\n\t\t: value(a)\n\t{}\n\n\tGLM_FUNC_QUALIFIER width::width(unsigned a)\n\t\t: value(a)\n\t{}\n\n\ttemplate<typename CTy>\n\tGLM_FUNC_QUALIFIER delimeter<CTy>::delimeter(CTy a, CTy b, CTy c)\n\t\t: value()\n\t{\n\t\tvalue[0] = a;\n\t\tvalue[1] = b;\n\t\tvalue[2] = c;\n\t}\n\n\tGLM_FUNC_QUALIFIER order::order(order_type a)\n\t\t: value(a)\n\t{}\n\n\ttemplate<typename FTy, typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER FTy const& get_facet(std::basic_ios<CTy, CTr>& ios)\n\t{\n\t\tif(!std::has_facet<FTy>(ios.getloc()))\n\t\t\tios.imbue(std::locale(ios.getloc(), new FTy));\n\n\t\treturn std::use_facet<FTy>(ios.getloc());\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ios<CTy, CTr>& formatted(std::basic_ios<CTy, CTr>& ios)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(ios)).formatted = true;\n\t\treturn ios;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ios<CTy, CTr>& unformatted(std::basic_ios<CTy, CTr>& ios)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(ios)).formatted = false;\n\t\treturn ios;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, precision const& a)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).precision = a.value;\n\t\treturn os;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, width const& a)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).width = a.value;\n\t\treturn os;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER  std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, delimeter<CTy> const& a)\n\t{\n\t\tformat_punct<CTy> & fmt(const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)));\n\n\t\tfmt.delim_left  = a.value[0];\n\t\tfmt.delim_right = a.value[1];\n\t\tfmt.separator   = a.value[2];\n\n\t\treturn os;\n\t}\n\n\ttemplate<typename CTy, typename CTr>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, order const& a)\n\t{\n\t\tconst_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).order = a.value;\n\t\treturn os;\n\t}\n} // namespace io\n\nnamespace detail\n{\n\ttemplate<typename CTy, typename CTr, typename V>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>&\n\tprint_vector_on(std::basic_ostream<CTy, CTr>& os, V const& a)\n\t{\n\t\ttypename std::basic_ostream<CTy, CTr>::sentry const cerberus(os);\n\n\t\tif(cerberus)\n\t\t{\n\t\t\tio::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));\n\n\t\t\tlength_t const& components(type<V>::components);\n\n\t\t\tif(fmt.formatted)\n\t\t\t{\n\t\t\t\tio::basic_state_saver<CTy> const bss(os);\n\n\t\t\t\tos << std::fixed << std::right << std::setprecision(fmt.precision) << std::setfill(fmt.space) << fmt.delim_left;\n\n\t\t\t\tfor(length_t i(0); i < components; ++i)\n\t\t\t\t{\n\t\t\t\t\tos << std::setw(fmt.width) << a[i];\n\t\t\t\t\tif(components-1 != i)\n\t\t\t\t\t\tos << fmt.separator;\n\t\t\t\t}\n\n\t\t\t\tos << fmt.delim_right;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor(length_t i(0); i < components; ++i)\n\t\t\t\t{\n\t\t\t\t\tos << a[i];\n\n\t\t\t\t\tif(components-1 != i)\n\t\t\t\t\t\tos << fmt.space;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn os;\n\t}\n}//namespace detail\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, qua<T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<1, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<2, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<3, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<4, T, Q> const& a)\n\t{\n\t\treturn detail::print_vector_on(os, a);\n\t}\n\nnamespace detail\n{\n\ttemplate<typename CTy, typename CTr, template<length_t, length_t, typename, qualifier> class M, length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& print_matrix_on(std::basic_ostream<CTy, CTr>& os, M<C, R, T, Q> const& a)\n\t{\n\t\ttypename std::basic_ostream<CTy,CTr>::sentry const cerberus(os);\n\n\t\tif(cerberus)\n\t\t{\n\t\t\tio::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));\n\n\t\t\tlength_t const& cols(type<M<C, R, T, Q> >::cols);\n\t\t\tlength_t const& rows(type<M<C, R, T, Q> >::rows);\n\n\t\t\tif(fmt.formatted)\n\t\t\t{\n\t\t\t\tos << fmt.newline << fmt.delim_left;\n\n\t\t\t\tswitch(fmt.order)\n\t\t\t\t{\n\t\t\t\t\tcase io::column_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < rows; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << row(a, i);\n\n\t\t\t\t\t\t\tif(rows-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase io::row_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < cols; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << column(a, i);\n\n\t\t\t\t\t\t\tif(cols-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tos << fmt.delim_right;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tswitch (fmt.order)\n\t\t\t\t{\n\t\t\t\t\tcase io::column_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < cols; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tos << column(a, i);\n\n\t\t\t\t\t\t\tif(cols - 1 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase io::row_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (length_t i(0); i < rows; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tos << row(a, i);\n\n\t\t\t\t\t\t\tif (rows-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn os;\n\t}\n}//namespace detail\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 2, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 3, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 4, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 2, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 3, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 4, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 2, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 3, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 4, T, Q> const& a)\n\t{\n\t\treturn detail::print_matrix_on(os, a);\n\t}\n\nnamespace detail\n{\n\ttemplate<typename CTy, typename CTr, template<length_t, length_t, typename, qualifier> class M, length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& print_matrix_pair_on(std::basic_ostream<CTy, CTr>& os, std::pair<M<C, R, T, Q> const, M<C, R, T, Q> const> const& a)\n\t{\n\t\ttypename std::basic_ostream<CTy,CTr>::sentry const cerberus(os);\n\n\t\tif(cerberus)\n\t\t{\n\t\t\tio::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));\n\t\t\tM<C, R, T, Q> const& ml(a.first);\n\t\t\tM<C, R, T, Q> const& mr(a.second);\n\t\t\tlength_t const& cols(type<M<C, R, T, Q> >::cols);\n\t\t\tlength_t const& rows(type<M<C, R, T, Q> >::rows);\n\n\t\t\tif(fmt.formatted)\n\t\t\t{\n\t\t\t\tos << fmt.newline << fmt.delim_left;\n\n\t\t\t\tswitch(fmt.order)\n\t\t\t\t{\n\t\t\t\t\tcase io::column_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < rows; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << row(ml, i) << ((rows-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << row(mr, i);\n\n\t\t\t\t\t\t\tif(rows-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t\tcase io::row_major:\n\t\t\t\t\t{\n\t\t\t\t\t\tfor(length_t i(0); i < cols; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(0 != i)\n\t\t\t\t\t\t\t\tos << fmt.space;\n\n\t\t\t\t\t\t\tos << column(ml, i) << ((cols-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << column(mr, i);\n\n\t\t\t\t\t\t\tif(cols-1 != i)\n\t\t\t\t\t\t\t\tos << fmt.newline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tos << fmt.delim_right;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tos << ml << fmt.space << mr;\n\t\t\t}\n\t\t}\n\n\t\treturn os;\n\t}\n}//namespace detail\n\n\ttemplate<typename CTy, typename CTr, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(\n\t\tstd::basic_ostream<CTy, CTr> & os,\n\t\tstd::pair<mat<4, 4, T, Q> const,\n\t\tmat<4, 4, T, Q> const> const& a)\n\t{\n\t\treturn detail::print_matrix_pair_on(os, a);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/log_base.hpp",
    "content": "/// @ref gtx_log_base\n/// @file glm/gtx/log_base.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_log_base GLM_GTX_log_base\n/// @ingroup gtx\n///\n/// Include <glm/gtx/log_base.hpp> to use the features of this extension.\n///\n/// Logarithm for any base. base can be a vector or a scalar.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_log_base is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_log_base extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_log_base\n\t/// @{\n\n\t/// Logarithm for any base.\n\t/// From GLM_GTX_log_base.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType log(\n\t\tgenType const& x,\n\t\tgenType const& base);\n\n\t/// Logarithm for any base.\n\t/// From GLM_GTX_log_base.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sign(\n\t\tvec<L, T, Q> const& x,\n\t\tvec<L, T, Q> const& base);\n\n\t/// @}\n}//namespace glm\n\n#include \"log_base.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/log_base.inl",
    "content": "/// @ref gtx_log_base\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType log(genType const& x, genType const& base)\n\t{\n\t\treturn glm::log(x) / glm::log(base);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, T, Q> log(vec<L, T, Q> const& x, vec<L, T, Q> const& base)\n\t{\n\t\treturn glm::log(x) / glm::log(base);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_cross_product.hpp",
    "content": "/// @ref gtx_matrix_cross_product\n/// @file glm/gtx/matrix_cross_product.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_matrix_cross_product GLM_GTX_matrix_cross_product\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_cross_product.hpp> to use the features of this extension.\n///\n/// Build cross product matrices\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_cross_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_cross_product extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_cross_product\n\t/// @{\n\n\t//! Build a cross product matrix.\n\t//! From GLM_GTX_matrix_cross_product extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> matrixCross3(\n\t\tvec<3, T, Q> const& x);\n\n\t//! Build a cross product matrix.\n\t//! From GLM_GTX_matrix_cross_product extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> matrixCross4(\n\t\tvec<3, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_cross_product.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_cross_product.inl",
    "content": "/// @ref gtx_matrix_cross_product\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> matrixCross3\n\t(\n\t\tvec<3, T, Q> const& x\n\t)\n\t{\n\t\tmat<3, 3, T, Q> Result(T(0));\n\t\tResult[0][1] = x.z;\n\t\tResult[1][0] = -x.z;\n\t\tResult[0][2] = -x.y;\n\t\tResult[2][0] = x.y;\n\t\tResult[1][2] = x.x;\n\t\tResult[2][1] = -x.x;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> matrixCross4\n\t(\n\t\tvec<3, T, Q> const& x\n\t)\n\t{\n\t\tmat<4, 4, T, Q> Result(T(0));\n\t\tResult[0][1] = x.z;\n\t\tResult[1][0] = -x.z;\n\t\tResult[0][2] = -x.y;\n\t\tResult[2][0] = x.y;\n\t\tResult[1][2] = x.x;\n\t\tResult[2][1] = -x.x;\n\t\treturn Result;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_decompose.hpp",
    "content": "/// @ref gtx_matrix_decompose\n/// @file glm/gtx/matrix_decompose.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_decompose GLM_GTX_matrix_decompose\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_decompose.hpp> to use the features of this extension.\n///\n/// Decomposes a model matrix to translations, rotation and scale components\n\n#pragma once\n\n// Dependencies\n#include \"../mat4x4.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../geometric.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_decompose is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_decompose extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_decompose\n\t/// @{\n\n\t/// Decomposes a model matrix to translations, rotation and scale components\n\t/// @see gtx_matrix_decompose\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool decompose(\n\t\tmat<4, 4, T, Q> const& modelMatrix,\n\t\tvec<3, T, Q> & scale, qua<T, Q> & orientation, vec<3, T, Q> & translation, vec<3, T, Q> & skew, vec<4, T, Q> & perspective);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_decompose.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_decompose.inl",
    "content": "/// @ref gtx_matrix_decompose\n\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/epsilon.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\t/// Make a linear combination of two vectors and return the result.\n\t// result = (a * ascl) + (b * bscl)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> combine(\n\t\tvec<3, T, Q> const& a,\n\t\tvec<3, T, Q> const& b,\n\t\tT ascl, T bscl)\n\t{\n\t\treturn (a * ascl) + (b * bscl);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> scale(vec<3, T, Q> const& v, T desiredLength)\n\t{\n\t\treturn v * desiredLength / length(v);\n\t}\n}//namespace detail\n\n\t// Matrix decompose\n\t// http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp\n\t// Decomposes the mode matrix to translations,rotation scale components\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool decompose(mat<4, 4, T, Q> const& ModelMatrix, vec<3, T, Q> & Scale, qua<T, Q> & Orientation, vec<3, T, Q> & Translation, vec<3, T, Q> & Skew, vec<4, T, Q> & Perspective)\n\t{\n\t\tmat<4, 4, T, Q> LocalMatrix(ModelMatrix);\n\n\t\t// Normalize the matrix.\n\t\tif(epsilonEqual(LocalMatrix[3][3], static_cast<T>(0), epsilon<T>()))\n\t\t\treturn false;\n\n\t\tfor(length_t i = 0; i < 4; ++i)\n\t\tfor(length_t j = 0; j < 4; ++j)\n\t\t\tLocalMatrix[i][j] /= LocalMatrix[3][3];\n\n\t\t// perspectiveMatrix is used to solve for perspective, but it also provides\n\t\t// an easy way to test for singularity of the upper 3x3 component.\n\t\tmat<4, 4, T, Q> PerspectiveMatrix(LocalMatrix);\n\n\t\tfor(length_t i = 0; i < 3; i++)\n\t\t\tPerspectiveMatrix[i][3] = static_cast<T>(0);\n\t\tPerspectiveMatrix[3][3] = static_cast<T>(1);\n\n\t\t/// TODO: Fixme!\n\t\tif(epsilonEqual(determinant(PerspectiveMatrix), static_cast<T>(0), epsilon<T>()))\n\t\t\treturn false;\n\n\t\t// First, isolate perspective.  This is the messiest.\n\t\tif(\n\t\t\tepsilonNotEqual(LocalMatrix[0][3], static_cast<T>(0), epsilon<T>()) ||\n\t\t\tepsilonNotEqual(LocalMatrix[1][3], static_cast<T>(0), epsilon<T>()) ||\n\t\t\tepsilonNotEqual(LocalMatrix[2][3], static_cast<T>(0), epsilon<T>()))\n\t\t{\n\t\t\t// rightHandSide is the right hand side of the equation.\n\t\t\tvec<4, T, Q> RightHandSide;\n\t\t\tRightHandSide[0] = LocalMatrix[0][3];\n\t\t\tRightHandSide[1] = LocalMatrix[1][3];\n\t\t\tRightHandSide[2] = LocalMatrix[2][3];\n\t\t\tRightHandSide[3] = LocalMatrix[3][3];\n\n\t\t\t// Solve the equation by inverting PerspectiveMatrix and multiplying\n\t\t\t// rightHandSide by the inverse.  (This is the easiest way, not\n\t\t\t// necessarily the best.)\n\t\t\tmat<4, 4, T, Q> InversePerspectiveMatrix = glm::inverse(PerspectiveMatrix);//   inverse(PerspectiveMatrix, inversePerspectiveMatrix);\n\t\t\tmat<4, 4, T, Q> TransposedInversePerspectiveMatrix = glm::transpose(InversePerspectiveMatrix);//   transposeMatrix4(inversePerspectiveMatrix, transposedInversePerspectiveMatrix);\n\n\t\t\tPerspective = TransposedInversePerspectiveMatrix * RightHandSide;\n\t\t\t//  v4MulPointByMatrix(rightHandSide, transposedInversePerspectiveMatrix, perspectivePoint);\n\n\t\t\t// Clear the perspective partition\n\t\t\tLocalMatrix[0][3] = LocalMatrix[1][3] = LocalMatrix[2][3] = static_cast<T>(0);\n\t\t\tLocalMatrix[3][3] = static_cast<T>(1);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// No perspective.\n\t\t\tPerspective = vec<4, T, Q>(0, 0, 0, 1);\n\t\t}\n\n\t\t// Next take care of translation (easy).\n\t\tTranslation = vec<3, T, Q>(LocalMatrix[3]);\n\t\tLocalMatrix[3] = vec<4, T, Q>(0, 0, 0, LocalMatrix[3].w);\n\n\t\tvec<3, T, Q> Row[3], Pdum3;\n\n\t\t// Now get scale and shear.\n\t\tfor(length_t i = 0; i < 3; ++i)\n\t\tfor(length_t j = 0; j < 3; ++j)\n\t\t\tRow[i][j] = LocalMatrix[i][j];\n\n\t\t// Compute X scale factor and normalize first row.\n\t\tScale.x = length(Row[0]);// v3Length(Row[0]);\n\n\t\tRow[0] = detail::scale(Row[0], static_cast<T>(1));\n\n\t\t// Compute XY shear factor and make 2nd row orthogonal to 1st.\n\t\tSkew.z = dot(Row[0], Row[1]);\n\t\tRow[1] = detail::combine(Row[1], Row[0], static_cast<T>(1), -Skew.z);\n\n\t\t// Now, compute Y scale and normalize 2nd row.\n\t\tScale.y = length(Row[1]);\n\t\tRow[1] = detail::scale(Row[1], static_cast<T>(1));\n\t\tSkew.z /= Scale.y;\n\n\t\t// Compute XZ and YZ shears, orthogonalize 3rd row.\n\t\tSkew.y = glm::dot(Row[0], Row[2]);\n\t\tRow[2] = detail::combine(Row[2], Row[0], static_cast<T>(1), -Skew.y);\n\t\tSkew.x = glm::dot(Row[1], Row[2]);\n\t\tRow[2] = detail::combine(Row[2], Row[1], static_cast<T>(1), -Skew.x);\n\n\t\t// Next, get Z scale and normalize 3rd row.\n\t\tScale.z = length(Row[2]);\n\t\tRow[2] = detail::scale(Row[2], static_cast<T>(1));\n\t\tSkew.y /= Scale.z;\n\t\tSkew.x /= Scale.z;\n\n\t\t// At this point, the matrix (in rows[]) is orthonormal.\n\t\t// Check for a coordinate system flip.  If the determinant\n\t\t// is -1, then negate the matrix and the scaling factors.\n\t\tPdum3 = cross(Row[1], Row[2]); // v3Cross(row[1], row[2], Pdum3);\n\t\tif(dot(Row[0], Pdum3) < 0)\n\t\t{\n\t\t\tfor(length_t i = 0; i < 3; i++)\n\t\t\t{\n\t\t\t\tScale[i] *= static_cast<T>(-1);\n\t\t\t\tRow[i] *= static_cast<T>(-1);\n\t\t\t}\n\t\t}\n\n\t\t// Now, get the rotations out, as described in the gem.\n\n\t\t// FIXME - Add the ability to return either quaternions (which are\n\t\t// easier to recompose with) or Euler angles (rx, ry, rz), which\n\t\t// are easier for authors to deal with. The latter will only be useful\n\t\t// when we fix https://bugs.webkit.org/show_bug.cgi?id=23799, so I\n\t\t// will leave the Euler angle code here for now.\n\n\t\t// ret.rotateY = asin(-Row[0][2]);\n\t\t// if (cos(ret.rotateY) != 0) {\n\t\t//     ret.rotateX = atan2(Row[1][2], Row[2][2]);\n\t\t//     ret.rotateZ = atan2(Row[0][1], Row[0][0]);\n\t\t// } else {\n\t\t//     ret.rotateX = atan2(-Row[2][0], Row[1][1]);\n\t\t//     ret.rotateZ = 0;\n\t\t// }\n\n\t\tint i, j, k = 0;\n\t\tT root, trace = Row[0].x + Row[1].y + Row[2].z;\n\t\tif(trace > static_cast<T>(0))\n\t\t{\n\t\t\troot = sqrt(trace + static_cast<T>(1.0));\n\t\t\tOrientation.w = static_cast<T>(0.5) * root;\n\t\t\troot = static_cast<T>(0.5) / root;\n\t\t\tOrientation.x = root * (Row[1].z - Row[2].y);\n\t\t\tOrientation.y = root * (Row[2].x - Row[0].z);\n\t\t\tOrientation.z = root * (Row[0].y - Row[1].x);\n\t\t} // End if > 0\n\t\telse\n\t\t{\n\t\t\tstatic int Next[3] = {1, 2, 0};\n\t\t\ti = 0;\n\t\t\tif(Row[1].y > Row[0].x) i = 1;\n\t\t\tif(Row[2].z > Row[i][i]) i = 2;\n\t\t\tj = Next[i];\n\t\t\tk = Next[j];\n\n\t\t\troot = sqrt(Row[i][i] - Row[j][j] - Row[k][k] + static_cast<T>(1.0));\n\n\t\t\tOrientation[i] = static_cast<T>(0.5) * root;\n\t\t\troot = static_cast<T>(0.5) / root;\n\t\t\tOrientation[j] = root * (Row[i][j] + Row[j][i]);\n\t\t\tOrientation[k] = root * (Row[i][k] + Row[k][i]);\n\t\t\tOrientation.w = root * (Row[j][k] - Row[k][j]);\n\t\t} // End if <= 0\n\n\t\treturn true;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_factorisation.hpp",
    "content": "/// @ref gtx_matrix_factorisation\n/// @file glm/gtx/matrix_factorisation.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_factorisation GLM_GTX_matrix_factorisation\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_factorisation.hpp> to use the features of this extension.\n///\n/// Functions to factor matrices in various forms\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_factorisation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_factorisation extension included\")\n#\tendif\n#endif\n\n/*\nSuggestions:\n - Move helper functions flipud and fliplr to another file: They may be helpful in more general circumstances.\n - Implement other types of matrix factorisation, such as: QL and LQ, L(D)U, eigendecompositions, etc...\n*/\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_factorisation\n\t/// @{\n\n\t/// Flips the matrix rows up and down.\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> flipud(mat<C, R, T, Q> const& in);\n\n\t/// Flips the matrix columns right and left.\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> fliplr(mat<C, R, T, Q> const& in);\n\n\t/// Performs QR factorisation of a matrix.\n\t/// Returns 2 matrices, q and r, such that the columns of q are orthonormal and span the same subspace than those of the input matrix, r is an upper triangular matrix, and q*r=in.\n\t/// Given an n-by-m input matrix, q has dimensions min(n,m)-by-m, and r has dimensions n-by-min(n,m).\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL void qr_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& q, mat<C, (C < R ? C : R), T, Q>& r);\n\n\t/// Performs RQ factorisation of a matrix.\n\t/// Returns 2 matrices, r and q, such that r is an upper triangular matrix, the rows of q are orthonormal and span the same subspace than those of the input matrix, and r*q=in.\n\t/// Note that in the context of RQ factorisation, the diagonal is seen as starting in the lower-right corner of the matrix, instead of the usual upper-left.\n\t/// Given an n-by-m input matrix, r has dimensions min(n,m)-by-m, and q has dimensions n-by-min(n,m).\n\t///\n\t/// From GLM_GTX_matrix_factorisation extension.\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL void rq_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& r, mat<C, (C < R ? C : R), T, Q>& q);\n\n\t/// @}\n}\n\n#include \"matrix_factorisation.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_factorisation.inl",
    "content": "/// @ref gtx_matrix_factorisation\n\nnamespace glm\n{\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> flipud(mat<C, R, T, Q> const& in)\n\t{\n\t\tmat<R, C, T, Q> tin = transpose(in);\n\t\ttin = fliplr(tin);\n\t\tmat<C, R, T, Q> out = transpose(tin);\n\n\t\treturn out;\n\t}\n\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<C, R, T, Q> fliplr(mat<C, R, T, Q> const& in)\n\t{\n\t\tmat<C, R, T, Q> out;\n\t\tfor (length_t i = 0; i < C; i++)\n\t\t{\n\t\t\tout[i] = in[(C - i) - 1];\n\t\t}\n\n\t\treturn out;\n\t}\n\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER void qr_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& q, mat<C, (C < R ? C : R), T, Q>& r)\n\t{\n\t\t// Uses modified Gram-Schmidt method\n\t\t// Source: https://en.wikipedia.org/wiki/GramSchmidt_process\n\t\t// And https://en.wikipedia.org/wiki/QR_decomposition\n\n\t\t//For all the linearly independs columns of the input...\n\t\t// (there can be no more linearly independents columns than there are rows.)\n\t\tfor (length_t i = 0; i < (C < R ? C : R); i++)\n\t\t{\n\t\t\t//Copy in Q the input's i-th column.\n\t\t\tq[i] = in[i];\n\n\t\t\t//j = [0,i[\n\t\t\t// Make that column orthogonal to all the previous ones by substracting to it the non-orthogonal projection of all the previous columns.\n\t\t\t// Also: Fill the zero elements of R\n\t\t\tfor (length_t j = 0; j < i; j++)\n\t\t\t{\n\t\t\t\tq[i] -= dot(q[i], q[j])*q[j];\n\t\t\t\tr[j][i] = 0;\n\t\t\t}\n\n\t\t\t//Now, Q i-th column is orthogonal to all the previous columns. Normalize it.\n\t\t\tq[i] = normalize(q[i]);\n\n\t\t\t//j = [i,C[\n\t\t\t//Finally, compute the corresponding coefficients of R by computing the projection of the resulting column on the other columns of the input.\n\t\t\tfor (length_t j = i; j < C; j++)\n\t\t\t{\n\t\t\t\tr[j][i] = dot(in[j], q[i]);\n\t\t\t}\n\t\t}\n\t}\n\n\ttemplate <length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER void rq_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& r, mat<C, (C < R ? C : R), T, Q>& q)\n\t{\n\t\t// From https://en.wikipedia.org/wiki/QR_decomposition:\n\t\t// The RQ decomposition transforms a matrix A into the product of an upper triangular matrix R (also known as right-triangular) and an orthogonal matrix Q. The only difference from QR decomposition is the order of these matrices.\n\t\t// QR decomposition is GramSchmidt orthogonalization of columns of A, started from the first column.\n\t\t// RQ decomposition is GramSchmidt orthogonalization of rows of A, started from the last row.\n\n\t\tmat<R, C, T, Q> tin = transpose(in);\n\t\ttin = fliplr(tin);\n\n\t\tmat<R, (C < R ? C : R), T, Q> tr;\n\t\tmat<(C < R ? C : R), C, T, Q> tq;\n\t\tqr_decompose(tin, tq, tr);\n\n\t\ttr = fliplr(tr);\n\t\tr = transpose(tr);\n\t\tr = fliplr(r);\n\n\t\ttq = fliplr(tq);\n\t\tq = transpose(tq);\n\t}\n} //namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_interpolation.hpp",
    "content": "/// @ref gtx_matrix_interpolation\n/// @file glm/gtx/matrix_interpolation.hpp\n/// @author Ghenadii Ursachi (the.asteroth@gmail.com)\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_interpolation GLM_GTX_matrix_interpolation\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_interpolation.hpp> to use the features of this extension.\n///\n/// Allows to directly interpolate two matrices.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_interpolation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_interpolation extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_interpolation\n\t/// @{\n\n\t/// Get the axis and angle of the rotation from a matrix.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL void axisAngle(\n\t\tmat<4, 4, T, Q> const& Mat, vec<3, T, Q> & Axis, T & Angle);\n\n\t/// Build a matrix from axis and angle.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> axisAngleMatrix(\n\t\tvec<3, T, Q> const& Axis, T const Angle);\n\n\t/// Extracts the rotation part of a matrix.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> extractMatrixRotation(\n\t\tmat<4, 4, T, Q> const& Mat);\n\n\t/// Build a interpolation of 4 * 4 matrixes.\n\t/// From GLM_GTX_matrix_interpolation extension.\n\t/// Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> interpolate(\n\t\tmat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const Delta);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_interpolation.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_interpolation.inl",
    "content": "/// @ref gtx_matrix_interpolation\n\n#include \"../gtc/constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& m, vec<3, T, Q> & axis, T& angle)\n\t{\n\t\tT epsilon = static_cast<T>(0.01);\n\t\tT epsilon2 = static_cast<T>(0.1);\n\n\t\tif((abs(m[1][0] - m[0][1]) < epsilon) && (abs(m[2][0] - m[0][2]) < epsilon) && (abs(m[2][1] - m[1][2]) < epsilon))\n\t\t{\n\t\t\tif ((abs(m[1][0] + m[0][1]) < epsilon2) && (abs(m[2][0] + m[0][2]) < epsilon2) && (abs(m[2][1] + m[1][2]) < epsilon2) && (abs(m[0][0] + m[1][1] + m[2][2] - static_cast<T>(3.0)) < epsilon2))\n\t\t\t{\n\t\t\t\tangle = static_cast<T>(0.0);\n\t\t\t\taxis.x = static_cast<T>(1.0);\n\t\t\t\taxis.y = static_cast<T>(0.0);\n\t\t\t\taxis.z = static_cast<T>(0.0);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tangle = static_cast<T>(3.1415926535897932384626433832795);\n\t\t\tT xx = (m[0][0] + static_cast<T>(1.0)) * static_cast<T>(0.5);\n\t\t\tT yy = (m[1][1] + static_cast<T>(1.0)) * static_cast<T>(0.5);\n\t\t\tT zz = (m[2][2] + static_cast<T>(1.0)) * static_cast<T>(0.5);\n\t\t\tT xy = (m[1][0] + m[0][1]) * static_cast<T>(0.25);\n\t\t\tT xz = (m[2][0] + m[0][2]) * static_cast<T>(0.25);\n\t\t\tT yz = (m[2][1] + m[1][2]) * static_cast<T>(0.25);\n\t\t\tif((xx > yy) && (xx > zz))\n\t\t\t{\n\t\t\t\tif(xx < epsilon)\n\t\t\t\t{\n\t\t\t\t\taxis.x = static_cast<T>(0.0);\n\t\t\t\t\taxis.y = static_cast<T>(0.7071);\n\t\t\t\t\taxis.z = static_cast<T>(0.7071);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\taxis.x = sqrt(xx);\n\t\t\t\t\taxis.y = xy / axis.x;\n\t\t\t\t\taxis.z = xz / axis.x;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (yy > zz)\n\t\t\t{\n\t\t\t\tif(yy < epsilon)\n\t\t\t\t{\n\t\t\t\t\taxis.x = static_cast<T>(0.7071);\n\t\t\t\t\taxis.y = static_cast<T>(0.0);\n\t\t\t\t\taxis.z = static_cast<T>(0.7071);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\taxis.y = sqrt(yy);\n\t\t\t\t\taxis.x = xy / axis.y;\n\t\t\t\t\taxis.z = yz / axis.y;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (zz < epsilon)\n\t\t\t\t{\n\t\t\t\t\taxis.x = static_cast<T>(0.7071);\n\t\t\t\t\taxis.y = static_cast<T>(0.7071);\n\t\t\t\t\taxis.z = static_cast<T>(0.0);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\taxis.z = sqrt(zz);\n\t\t\t\t\taxis.x = xz / axis.z;\n\t\t\t\t\taxis.y = yz / axis.z;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\t\tT s = sqrt((m[2][1] - m[1][2]) * (m[2][1] - m[1][2]) + (m[2][0] - m[0][2]) * (m[2][0] - m[0][2]) + (m[1][0] - m[0][1]) * (m[1][0] - m[0][1]));\n\t\tif (glm::abs(s) < T(0.001))\n\t\t\ts = static_cast<T>(1);\n\t\tT const angleCos = (m[0][0] + m[1][1] + m[2][2] - static_cast<T>(1)) * static_cast<T>(0.5);\n\t\tif(angleCos - static_cast<T>(1) < epsilon)\n\t\t\tangle = pi<T>() * static_cast<T>(0.25);\n\t\telse\n\t\t\tangle = acos(angleCos);\n\t\taxis.x = (m[1][2] - m[2][1]) / s;\n\t\taxis.y = (m[2][0] - m[0][2]) / s;\n\t\taxis.z = (m[0][1] - m[1][0]) / s;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle)\n\t{\n\t\tT c = cos(angle);\n\t\tT s = sin(angle);\n\t\tT t = static_cast<T>(1) - c;\n\t\tvec<3, T, Q> n = normalize(axis);\n\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tt * n.x * n.x + c,          t * n.x * n.y + n.z * s,    t * n.x * n.z - n.y * s,    static_cast<T>(0.0),\n\t\t\tt * n.x * n.y - n.z * s,    t * n.y * n.y + c,          t * n.y * n.z + n.x * s,    static_cast<T>(0.0),\n\t\t\tt * n.x * n.z + n.y * s,    t * n.y * n.z - n.x * s,    t * n.z * n.z + c,          static_cast<T>(0.0),\n\t\t\tstatic_cast<T>(0.0),        static_cast<T>(0.0),        static_cast<T>(0.0),        static_cast<T>(1.0));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(\n\t\t\tm[0][0], m[0][1], m[0][2], static_cast<T>(0.0),\n\t\t\tm[1][0], m[1][1], m[1][2], static_cast<T>(0.0),\n\t\t\tm[2][0], m[2][1], m[2][2], static_cast<T>(0.0),\n\t\t\tstatic_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(1.0));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta)\n\t{\n\t\tmat<4, 4, T, Q> m1rot = extractMatrixRotation(m1);\n\t\tmat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot);\n\t\tvec<3, T, Q> dltAxis;\n\t\tT dltAngle;\n\t\taxisAngle(dltRotation, dltAxis, dltAngle);\n\t\tmat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot;\n\t\tout[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);\n\t\tout[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);\n\t\tout[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);\n\t\treturn out;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_major_storage.hpp",
    "content": "/// @ref gtx_matrix_major_storage\n/// @file glm/gtx/matrix_major_storage.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_matrix_major_storage GLM_GTX_matrix_major_storage\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_major_storage.hpp> to use the features of this extension.\n///\n/// Build matrices with specific matrix order, row or column\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_major_storage is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_major_storage extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_major_storage\n\t/// @{\n\n\t//! Build a row major matrix from row vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2(\n\t\tvec<2, T, Q> const& v1,\n\t\tvec<2, T, Q> const& v2);\n\n\t//! Build a row major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2(\n\t\tmat<2, 2, T, Q> const& m);\n\n\t//! Build a row major matrix from row vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3);\n\n\t//! Build a row major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3(\n\t\tmat<3, 3, T, Q> const& m);\n\n\t//! Build a row major matrix from row vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4(\n\t\tvec<4, T, Q> const& v1,\n\t\tvec<4, T, Q> const& v2,\n\t\tvec<4, T, Q> const& v3,\n\t\tvec<4, T, Q> const& v4);\n\n\t//! Build a row major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4(\n\t\tmat<4, 4, T, Q> const& m);\n\n\t//! Build a column major matrix from column vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> colMajor2(\n\t\tvec<2, T, Q> const& v1,\n\t\tvec<2, T, Q> const& v2);\n\n\t//! Build a column major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> colMajor2(\n\t\tmat<2, 2, T, Q> const& m);\n\n\t//! Build a column major matrix from column vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> colMajor3(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3);\n\n\t//! Build a column major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> colMajor3(\n\t\tmat<3, 3, T, Q> const& m);\n\n\t//! Build a column major matrix from column vectors.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> colMajor4(\n\t\tvec<4, T, Q> const& v1,\n\t\tvec<4, T, Q> const& v2,\n\t\tvec<4, T, Q> const& v3,\n\t\tvec<4, T, Q> const& v4);\n\n\t//! Build a column major matrix from other matrix.\n\t//! From GLM_GTX_matrix_major_storage extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> colMajor4(\n\t\tmat<4, 4, T, Q> const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_major_storage.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_major_storage.inl",
    "content": "/// @ref gtx_matrix_major_storage\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2\n\t(\n\t\tvec<2, T, Q> const& v1,\n\t\tvec<2, T, Q> const& v2\n\t)\n\t{\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = v1.x;\n\t\tResult[1][0] = v1.y;\n\t\tResult[0][1] = v2.x;\n\t\tResult[1][1] = v2.y;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2(\n\t\tconst mat<2, 2, T, Q>& m)\n\t{\n\t\tmat<2, 2, T, Q> Result;\n\t\tResult[0][0] = m[0][0];\n\t\tResult[0][1] = m[1][0];\n\t\tResult[1][0] = m[0][1];\n\t\tResult[1][1] = m[1][1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3(\n\t\tconst vec<3, T, Q>& v1,\n\t\tconst vec<3, T, Q>& v2,\n\t\tconst vec<3, T, Q>& v3)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = v1.x;\n\t\tResult[1][0] = v1.y;\n\t\tResult[2][0] = v1.z;\n\t\tResult[0][1] = v2.x;\n\t\tResult[1][1] = v2.y;\n\t\tResult[2][1] = v2.z;\n\t\tResult[0][2] = v3.x;\n\t\tResult[1][2] = v3.y;\n\t\tResult[2][2] = v3.z;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3(\n\t\tconst mat<3, 3, T, Q>& m)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0][0] = m[0][0];\n\t\tResult[0][1] = m[1][0];\n\t\tResult[0][2] = m[2][0];\n\t\tResult[1][0] = m[0][1];\n\t\tResult[1][1] = m[1][1];\n\t\tResult[1][2] = m[2][1];\n\t\tResult[2][0] = m[0][2];\n\t\tResult[2][1] = m[1][2];\n\t\tResult[2][2] = m[2][2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4(\n\t\tconst vec<4, T, Q>& v1,\n\t\tconst vec<4, T, Q>& v2,\n\t\tconst vec<4, T, Q>& v3,\n\t\tconst vec<4, T, Q>& v4)\n\t{\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = v1.x;\n\t\tResult[1][0] = v1.y;\n\t\tResult[2][0] = v1.z;\n\t\tResult[3][0] = v1.w;\n\t\tResult[0][1] = v2.x;\n\t\tResult[1][1] = v2.y;\n\t\tResult[2][1] = v2.z;\n\t\tResult[3][1] = v2.w;\n\t\tResult[0][2] = v3.x;\n\t\tResult[1][2] = v3.y;\n\t\tResult[2][2] = v3.z;\n\t\tResult[3][2] = v3.w;\n\t\tResult[0][3] = v4.x;\n\t\tResult[1][3] = v4.y;\n\t\tResult[2][3] = v4.z;\n\t\tResult[3][3] = v4.w;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4(\n\t\tconst mat<4, 4, T, Q>& m)\n\t{\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0][0] = m[0][0];\n\t\tResult[0][1] = m[1][0];\n\t\tResult[0][2] = m[2][0];\n\t\tResult[0][3] = m[3][0];\n\t\tResult[1][0] = m[0][1];\n\t\tResult[1][1] = m[1][1];\n\t\tResult[1][2] = m[2][1];\n\t\tResult[1][3] = m[3][1];\n\t\tResult[2][0] = m[0][2];\n\t\tResult[2][1] = m[1][2];\n\t\tResult[2][2] = m[2][2];\n\t\tResult[2][3] = m[3][2];\n\t\tResult[3][0] = m[0][3];\n\t\tResult[3][1] = m[1][3];\n\t\tResult[3][2] = m[2][3];\n\t\tResult[3][3] = m[3][3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2(\n\t\tconst vec<2, T, Q>& v1,\n\t\tconst vec<2, T, Q>& v2)\n\t{\n\t\treturn mat<2, 2, T, Q>(v1, v2);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2(\n\t\tconst mat<2, 2, T, Q>& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3(\n\t\tconst vec<3, T, Q>& v1,\n\t\tconst vec<3, T, Q>& v2,\n\t\tconst vec<3, T, Q>& v3)\n\t{\n\t\treturn mat<3, 3, T, Q>(v1, v2, v3);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3(\n\t\tconst mat<3, 3, T, Q>& m)\n\t{\n\t\treturn mat<3, 3, T, Q>(m);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4(\n\t\tconst vec<4, T, Q>& v1,\n\t\tconst vec<4, T, Q>& v2,\n\t\tconst vec<4, T, Q>& v3,\n\t\tconst vec<4, T, Q>& v4)\n\t{\n\t\treturn mat<4, 4, T, Q>(v1, v2, v3, v4);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4(\n\t\tconst mat<4, 4, T, Q>& m)\n\t{\n\t\treturn mat<4, 4, T, Q>(m);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_operation.hpp",
    "content": "/// @ref gtx_matrix_operation\n/// @file glm/gtx/matrix_operation.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_operation GLM_GTX_matrix_operation\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_operation.hpp> to use the features of this extension.\n///\n/// Build diagonal matrices from vectors.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_operation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_operation extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_operation\n\t/// @{\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> diagonal2x2(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 3, T, Q> diagonal2x3(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 4, T, Q> diagonal2x4(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 2, T, Q> diagonal3x2(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> diagonal3x3(\n\t\tvec<3, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 4, T, Q> diagonal3x4(\n\t\tvec<3, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 2, T, Q> diagonal4x2(\n\t\tvec<2, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 3, T, Q> diagonal4x3(\n\t\tvec<3, T, Q> const& v);\n\n\t//! Build a diagonal matrix.\n\t//! From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> diagonal4x4(\n\t\tvec<4, T, Q> const& v);\n\n\t/// Build an adjugate  matrix.\n\t/// From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m);\n\n\t/// Build an adjugate  matrix.\n\t/// From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m);\n\n\t/// Build an adjugate  matrix.\n\t/// From GLM_GTX_matrix_operation extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_operation.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_operation.inl",
    "content": "/// @ref gtx_matrix_operation\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> diagonal2x2\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<2, 2, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 3, T, Q> diagonal2x3\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<2, 3, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 4, T, Q> diagonal2x4\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<2, 4, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 2, T, Q> diagonal3x2\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<3, 2, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> diagonal3x3\n\t(\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tmat<3, 3, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 4, T, Q> diagonal3x4\n\t(\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tmat<3, 4, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> diagonal4x4\n\t(\n\t\tvec<4, T, Q> const& v\n\t)\n\t{\n\t\tmat<4, 4, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\tResult[3][3] = v[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 3, T, Q> diagonal4x3\n\t(\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tmat<4, 3, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\tResult[2][2] = v[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 2, T, Q> diagonal4x2\n\t(\n\t\tvec<2, T, Q> const& v\n\t)\n\t{\n\t\tmat<4, 2, T, Q> Result(static_cast<T>(1));\n\t\tResult[0][0] = v[0];\n\t\tResult[1][1] = v[1];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m)\n\t{\n\t\treturn mat<2, 2, T, Q>(\n\t\t\t+m[1][1], -m[1][0],\n\t\t\t-m[0][1], +m[0][0]);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m)\n\t{\n\t\tT const m00 = determinant(mat<2, 2, T, Q>(m[1][1], m[2][1], m[1][2], m[2][2]));\n\t\tT const m01 = determinant(mat<2, 2, T, Q>(m[0][1], m[2][1], m[0][2], m[2][2]));\n\t\tT const m02 = determinant(mat<2, 2, T, Q>(m[0][1], m[1][1], m[0][2], m[1][2]));\n\n\t\tT const m10 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][2], m[2][2]));\n\t\tT const m11 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][2], m[2][2]));\n\t\tT const m12 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][2], m[1][2]));\n\n\t\tT const m20 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][1], m[2][1]));\n\t\tT const m21 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][1], m[2][1]));\n\t\tT const m22 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][1], m[1][1]));\n\n\t\treturn mat<3, 3, T, Q>(\n\t\t\t+m00, -m01, +m02,\n\t\t\t-m10, +m11, -m12,\n\t\t\t+m20, -m21, +m22);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m)\n\t{\n\t\tT const m00 = determinant(mat<3, 3, T, Q>(m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]));\n\t\tT const m01 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]));\n\t\tT const m02 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][1], m[3][3]));\n\t\tT const m03 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]));\n\n\t\tT const m10 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]));\n\t\tT const m11 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]));\n\t\tT const m12 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3]));\n\t\tT const m13 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]));\n\n\t\tT const m20 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[3][1], m[3][2], m[3][3]));\n\t\tT const m21 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[3][0], m[3][2], m[3][3]));\n\t\tT const m22 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[3][0], m[3][1], m[3][3]));\n\t\tT const m23 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[3][0], m[3][1], m[3][2]));\n\n\t\tT const m30 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3]));\n\t\tT const m31 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3]));\n\t\tT const m32 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3]));\n\t\tT const m33 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2]));\n\n\t\treturn mat<4, 4, T, Q>(\n\t\t\t+m00, -m01, +m02, -m03,\n\t\t\t-m10, +m11, -m12, +m13,\n\t\t\t+m20, -m21, +m22, -m23,\n\t\t\t-m30, +m31, -m32, +m33);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_query.hpp",
    "content": "/// @ref gtx_matrix_query\n/// @file glm/gtx/matrix_query.hpp\n///\n/// @see core (dependence)\n/// @see gtx_vector_query (dependence)\n///\n/// @defgroup gtx_matrix_query GLM_GTX_matrix_query\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_query.hpp> to use the features of this extension.\n///\n/// Query to evaluate matrix properties\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/vector_query.hpp\"\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_query extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_query\n\t/// @{\n\n\t/// Return whether a matrix a null matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix a null matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a null matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is an identity matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, template<length_t, length_t, typename, qualifier> class matType>\n\tGLM_FUNC_DECL bool isIdentity(matType<C, R, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a normalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a normalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is a normalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon);\n\n\t/// Return whether a matrix is an orthonormalized matrix.\n\t/// From GLM_GTX_matrix_query extension.\n\ttemplate<length_t C, length_t R, typename T, qualifier Q, template<length_t, length_t, typename, qualifier> class matType>\n\tGLM_FUNC_DECL bool isOrthogonal(matType<C, R, T, Q> const& m, T const& epsilon);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_query.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_query.inl",
    "content": "/// @ref gtx_matrix_query\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m.length() ; ++i)\n\t\t\tresult = isNull(m[i], epsilon);\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m.length() ; ++i)\n\t\t\tresult = isNull(m[i], epsilon);\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m.length() ; ++i)\n\t\t\tresult = isNull(m[i], epsilon);\n\t\treturn result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isIdentity(mat<C, R, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i = 0; result && i < m[0].length() ; ++i)\n\t\t{\n\t\t\tfor(length_t j = 0; result && j < i ; ++j)\n\t\t\t\tresult = abs(m[i][j]) <= epsilon;\n\t\t\tif(result)\n\t\t\t\tresult = abs(m[i][i] - 1) <= epsilon;\n\t\t\tfor(length_t j = i + 1; result && j < m.length(); ++j)\n\t\t\t\tresult = abs(m[i][j]) <= epsilon;\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result(true);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t\tresult = isNormalized(m[i], epsilon);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t{\n\t\t\ttypename mat<2, 2, T, Q>::col_type v;\n\t\t\tfor(length_t j = 0; j < m.length(); ++j)\n\t\t\t\tv[j] = m[j][i];\n\t\t\tresult = isNormalized(v, epsilon);\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result(true);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t\tresult = isNormalized(m[i], epsilon);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t{\n\t\t\ttypename mat<3, 3, T, Q>::col_type v;\n\t\t\tfor(length_t j = 0; j < m.length(); ++j)\n\t\t\t\tv[j] = m[j][i];\n\t\t\tresult = isNormalized(v, epsilon);\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result(true);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t\tresult = isNormalized(m[i], epsilon);\n\t\tfor(length_t i = 0; result && i < m.length(); ++i)\n\t\t{\n\t\t\ttypename mat<4, 4, T, Q>::col_type v;\n\t\t\tfor(length_t j = 0; j < m.length(); ++j)\n\t\t\t\tv[j] = m[j][i];\n\t\t\tresult = isNormalized(v, epsilon);\n\t\t}\n\t\treturn result;\n\t}\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isOrthogonal(mat<C, R, T, Q> const& m, T const& epsilon)\n\t{\n\t\tbool result = true;\n\t\tfor(length_t i(0); result && i < m.length() - 1; ++i)\n\t\tfor(length_t j(i + 1); result && j < m.length(); ++j)\n\t\t\tresult = areOrthogonal(m[i], m[j], epsilon);\n\n\t\tif(result)\n\t\t{\n\t\t\tmat<C, R, T, Q> tmp = transpose(m);\n\t\t\tfor(length_t i(0); result && i < m.length() - 1 ; ++i)\n\t\t\tfor(length_t j(i + 1); result && j < m.length(); ++j)\n\t\t\t\tresult = areOrthogonal(tmp[i], tmp[j], epsilon);\n\t\t}\n\t\treturn result;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_transform_2d.hpp",
    "content": "/// @ref gtx_matrix_transform_2d\n/// @file glm/gtx/matrix_transform_2d.hpp\n/// @author Miguel Ángel Pérez Martínez\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_matrix_transform_2d GLM_GTX_matrix_transform_2d\n/// @ingroup gtx\n///\n/// Include <glm/gtx/matrix_transform_2d.hpp> to use the features of this extension.\n///\n/// Defines functions that generate common 2d transformation matrices.\n\n#pragma once\n\n// Dependency:\n#include \"../mat3x3.hpp\"\n#include \"../vec2.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_transform_2d is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_matrix_transform_2d extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_matrix_transform_2d\n\t/// @{\n\n\t/// Builds a translation 3 * 3 matrix created from a vector of 2 components.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param v Coordinates of a translation vector.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v);\n\n\t/// Builds a rotation 3 * 3 matrix created from an angle.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param angle Rotation angle expressed in radians.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT angle);\n\n\t/// Builds a scale 3 * 3 matrix created from a vector of 2 components.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param v Coordinates of a scale vector.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v);\n\n\t/// Builds an horizontal (parallel to the x axis) shear 3 * 3 matrix.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param y Shear factor.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT y);\n\n\t/// Builds a vertical (parallel to the y axis) shear 3 * 3 matrix.\n\t///\n\t/// @param m Input matrix multiplied by this translation matrix.\n\t/// @param x Shear factor.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT x);\n\n\t/// @}\n}//namespace glm\n\n#include \"matrix_transform_2d.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/matrix_transform_2d.inl",
    "content": "/// @ref gtx_matrix_transform_2d\n/// @author Miguel Ángel Pérez Martínez\n\n#include \"../trigonometric.hpp\"\n\nnamespace glm\n{\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v)\n\t{\n\t\tmat<3, 3, T, Q> Result(m);\n\t\tResult[2] = m[0] * v[0] + m[1] * v[1] + m[2];\n\t\treturn Result;\n\t}\n\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT angle)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0] = m[0] * c + m[1] * s;\n\t\tResult[1] = m[0] * -s + m[1] * c;\n\t\tResult[2] = m[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tvec<2, T, Q> const& v)\n\t{\n\t\tmat<3, 3, T, Q> Result;\n\t\tResult[0] = m[0] * v[0];\n\t\tResult[1] = m[1] * v[1];\n\t\tResult[2] = m[2];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT y)\n\t{\n\t\tmat<3, 3, T, Q> Result(1);\n\t\tResult[0][1] = y;\n\t\treturn m * Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(\n\t\tmat<3, 3, T, Q> const& m,\n\t\tT x)\n\t{\n\t\tmat<3, 3, T, Q> Result(1);\n\t\tResult[1][0] = x;\n\t\treturn m * Result;\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/mixed_product.hpp",
    "content": "/// @ref gtx_mixed_product\n/// @file glm/gtx/mixed_product.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_mixed_product GLM_GTX_mixed_producte\n/// @ingroup gtx\n///\n/// Include <glm/gtx/mixed_product.hpp> to use the features of this extension.\n///\n/// Mixed product of 3 vectors.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_mixed_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_mixed_product extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_mixed_product\n\t/// @{\n\n\t/// @brief Mixed product of 3 vectors (from GLM_GTX_mixed_product extension)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T mixedProduct(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3);\n\n\t/// @}\n}// namespace glm\n\n#include \"mixed_product.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/mixed_product.inl",
    "content": "/// @ref gtx_mixed_product\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T mixedProduct\n\t(\n\t\tvec<3, T, Q> const& v1,\n\t\tvec<3, T, Q> const& v2,\n\t\tvec<3, T, Q> const& v3\n\t)\n\t{\n\t\treturn dot(cross(v1, v2), v3);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/norm.hpp",
    "content": "/// @ref gtx_norm\n/// @file glm/gtx/norm.hpp\n///\n/// @see core (dependence)\n/// @see gtx_quaternion (dependence)\n/// @see gtx_component_wise (dependence)\n///\n/// @defgroup gtx_norm GLM_GTX_norm\n/// @ingroup gtx\n///\n/// Include <glm/gtx/norm.hpp> to use the features of this extension.\n///\n/// Various ways to compute vector norms.\n\n#pragma once\n\n// Dependency:\n#include \"../geometric.hpp\"\n#include \"../gtx/quaternion.hpp\"\n#include \"../gtx/component_wise.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_norm is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_norm extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_norm\n\t/// @{\n\n\t/// Returns the squared length of x.\n\t/// From GLM_GTX_norm extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T length2(vec<L, T, Q> const& x);\n\n\t/// Returns the squared distance between p0 and p1, i.e., length2(p0 - p1).\n\t/// From GLM_GTX_norm extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T distance2(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);\n\n\t//! Returns the L1 norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t//! Returns the L1 norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& v);\n\n\t//! Returns the L2 norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t//! Returns the L2 norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x);\n\n\t//! Returns the L norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth);\n\n\t//! Returns the L norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, unsigned int Depth);\n\n\t//! Returns the LMax norm between x and y.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t//! Returns the LMax norm of v.\n\t//! From GLM_GTX_norm extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"norm.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/norm.inl",
    "content": "/// @ref gtx_norm\n\n#include \"../detail/qualifier.hpp\"\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q, bool Aligned>\n\tstruct compute_length2\n\t{\n\t\tGLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& v)\n\t\t{\n\t\t\treturn dot(v, v);\n\t\t}\n\t};\n}//namespace detail\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType length2(genType x)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'length2' accepts only floating-point inputs\");\n\t\treturn x * x;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T length2(vec<L, T, Q> const& v)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'length2' accepts only floating-point inputs\");\n\t\treturn detail::compute_length2<L, T, Q, detail::is_aligned<Q>::value>::call(v);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER T distance2(T p0, T p1)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'distance2' accepts only floating-point inputs\");\n\t\treturn length2(p1 - p0);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T distance2(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'distance2' accepts only floating-point inputs\");\n\t\treturn length2(p1 - p0);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t{\n\t\treturn abs(b.x - a.x) + abs(b.y - a.y) + abs(b.z - a.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& v)\n\t{\n\t\treturn abs(v.x) + abs(v.y) + abs(v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b\n\t)\n\t{\n\t\treturn length(b - a);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& v)\n\t{\n\t\treturn length(v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth)\n\t{\n\t\treturn pow(pow(abs(y.x - x.x), T(Depth)) + pow(abs(y.y - x.y), T(Depth)) + pow(abs(y.z - x.z), T(Depth)), T(1) / T(Depth));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& v, unsigned int Depth)\n\t{\n\t\treturn pow(pow(abs(v.x), T(Depth)) + pow(abs(v.y), T(Depth)) + pow(abs(v.z), T(Depth)), T(1) / T(Depth));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& a, vec<3, T, Q> const& b)\n\t{\n\t\treturn compMax(abs(b - a));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& v)\n\t{\n\t\treturn compMax(abs(v));\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/normal.hpp",
    "content": "/// @ref gtx_normal\n/// @file glm/gtx/normal.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_normal GLM_GTX_normal\n/// @ingroup gtx\n///\n/// Include <glm/gtx/normal.hpp> to use the features of this extension.\n///\n/// Compute the normal of a triangle.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_normal is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_normal extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_normal\n\t/// @{\n\n\t/// Computes triangle normal from triangle points.\n\t///\n\t/// @see gtx_normal\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> triangleNormal(vec<3, T, Q> const& p1, vec<3, T, Q> const& p2, vec<3, T, Q> const& p3);\n\n\t/// @}\n}//namespace glm\n\n#include \"normal.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/normal.inl",
    "content": "/// @ref gtx_normal\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> triangleNormal\n\t(\n\t\tvec<3, T, Q> const& p1,\n\t\tvec<3, T, Q> const& p2,\n\t\tvec<3, T, Q> const& p3\n\t)\n\t{\n\t\treturn normalize(cross(p1 - p2, p1 - p3));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/normalize_dot.hpp",
    "content": "/// @ref gtx_normalize_dot\n/// @file glm/gtx/normalize_dot.hpp\n///\n/// @see core (dependence)\n/// @see gtx_fast_square_root (dependence)\n///\n/// @defgroup gtx_normalize_dot GLM_GTX_normalize_dot\n/// @ingroup gtx\n///\n/// Include <glm/gtx/normalized_dot.hpp> to use the features of this extension.\n///\n/// Dot product of vectors that need to be normalize with a single square root.\n\n#pragma once\n\n// Dependency:\n#include \"../gtx/fast_square_root.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_normalize_dot is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_normalize_dot extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_normalize_dot\n\t/// @{\n\n\t/// Normalize parameters and returns the dot product of x and y.\n\t/// It's faster that dot(normalize(x), normalize(y)).\n\t///\n\t/// @see gtx_normalize_dot extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T normalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Normalize parameters and returns the dot product of x and y.\n\t/// Faster that dot(fastNormalize(x), fastNormalize(y)).\n\t///\n\t/// @see gtx_normalize_dot extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T fastNormalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"normalize_dot.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/normalize_dot.inl",
    "content": "/// @ref gtx_normalize_dot\n\nnamespace glm\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T normalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T fastNormalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\treturn glm::dot(x, y) * glm::fastInverseSqrt(glm::dot(x, x) * glm::dot(y, y));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/number_precision.hpp",
    "content": "/// @ref gtx_number_precision\n/// @file glm/gtx/number_precision.hpp\n///\n/// @see core (dependence)\n/// @see gtc_type_precision (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_number_precision GLM_GTX_number_precision\n/// @ingroup gtx\n///\n/// Include <glm/gtx/number_precision.hpp> to use the features of this extension.\n///\n/// Defined size types.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/type_precision.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_number_precision is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_number_precision extension included\")\n#\tendif\n#endif\n\nnamespace glm{\nnamespace gtx\n{\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// @addtogroup gtx_number_precision\n\t/// @{\n\n\ttypedef u8\t\t\tu8vec1;\t\t//!< \\brief 8bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\ttypedef u16\t\t\tu16vec1;    //!< \\brief 16bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\ttypedef u32\t\t\tu32vec1;    //!< \\brief 32bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\ttypedef u64\t\t\tu64vec1;    //!< \\brief 64bit unsigned integer scalar. (from GLM_GTX_number_precision extension)\n\n\t//////////////////////\n\t// Float vector types\n\n\ttypedef f32\t\t\tf32vec1;    //!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f64\t\t\tf64vec1;    //!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\n\t//////////////////////\n\t// Float matrix types\n\n\ttypedef f32\t\t\tf32mat1;\t//!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f32\t\t\tf32mat1x1;\t//!< \\brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f64\t\t\tf64mat1;\t//!< \\brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\ttypedef f64\t\t\tf64mat1x1;\t//!< \\brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)\n\n\t/// @}\n}//namespace gtx\n}//namespace glm\n\n#include \"number_precision.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/number_precision.inl",
    "content": "/// @ref gtx_number_precision\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/optimum_pow.hpp",
    "content": "/// @ref gtx_optimum_pow\n/// @file glm/gtx/optimum_pow.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_optimum_pow GLM_GTX_optimum_pow\n/// @ingroup gtx\n///\n/// Include <glm/gtx/optimum_pow.hpp> to use the features of this extension.\n///\n/// Integer exponentiation of power functions.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_optimum_pow is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_optimum_pow extension included\")\n#\tendif\n#endif\n\nnamespace glm{\nnamespace gtx\n{\n\t/// @addtogroup gtx_optimum_pow\n\t/// @{\n\n\t/// Returns x raised to the power of 2.\n\t///\n\t/// @see gtx_optimum_pow\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType pow2(genType const& x);\n\n\t/// Returns x raised to the power of 3.\n\t///\n\t/// @see gtx_optimum_pow\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType pow3(genType const& x);\n\n\t/// Returns x raised to the power of 4.\n\t///\n\t/// @see gtx_optimum_pow\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType pow4(genType const& x);\n\n\t/// @}\n}//namespace gtx\n}//namespace glm\n\n#include \"optimum_pow.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/optimum_pow.inl",
    "content": "/// @ref gtx_optimum_pow\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType pow2(genType const& x)\n\t{\n\t\treturn x * x;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType pow3(genType const& x)\n\t{\n\t\treturn x * x * x;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType pow4(genType const& x)\n\t{\n\t\treturn (x * x) * (x * x);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/orthonormalize.hpp",
    "content": "/// @ref gtx_orthonormalize\n/// @file glm/gtx/orthonormalize.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_orthonormalize GLM_GTX_orthonormalize\n/// @ingroup gtx\n///\n/// Include <glm/gtx/orthonormalize.hpp> to use the features of this extension.\n///\n/// Orthonormalize matrices.\n\n#pragma once\n\n// Dependency:\n#include \"../vec3.hpp\"\n#include \"../mat3x3.hpp\"\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_orthonormalize is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_orthonormalize extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_orthonormalize\n\t/// @{\n\n\t/// Returns the orthonormalized matrix of m.\n\t///\n\t/// @see gtx_orthonormalize\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m);\n\n\t/// Orthonormalizes x according y.\n\t///\n\t/// @see gtx_orthonormalize\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y);\n\n\t/// @}\n}//namespace glm\n\n#include \"orthonormalize.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/orthonormalize.inl",
    "content": "/// @ref gtx_orthonormalize\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m)\n\t{\n\t\tmat<3, 3, T, Q> r = m;\n\n\t\tr[0] = normalize(r[0]);\n\n\t\tT d0 = dot(r[0], r[1]);\n\t\tr[1] -= r[0] * d0;\n\t\tr[1] = normalize(r[1]);\n\n\t\tT d1 = dot(r[1], r[2]);\n\t\td0 = dot(r[0], r[2]);\n\t\tr[2] -= r[0] * d0 + r[1] * d1;\n\t\tr[2] = normalize(r[2]);\n\n\t\treturn r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y)\n\t{\n\t\treturn normalize(x - y * dot(y, x));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/perpendicular.hpp",
    "content": "/// @ref gtx_perpendicular\n/// @file glm/gtx/perpendicular.hpp\n///\n/// @see core (dependence)\n/// @see gtx_projection (dependence)\n///\n/// @defgroup gtx_perpendicular GLM_GTX_perpendicular\n/// @ingroup gtx\n///\n/// Include <glm/gtx/perpendicular.hpp> to use the features of this extension.\n///\n/// Perpendicular of a vector from other one\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/projection.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_perpendicular is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_perpendicular extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_perpendicular\n\t/// @{\n\n\t//! Projects x a perpendicular axis of Normal.\n\t//! From GLM_GTX_perpendicular extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType perp(genType const& x, genType const& Normal);\n\n\t/// @}\n}//namespace glm\n\n#include \"perpendicular.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/perpendicular.inl",
    "content": "/// @ref gtx_perpendicular\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType perp(genType const& x, genType const& Normal)\n\t{\n\t\treturn x - proj(x, Normal);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/polar_coordinates.hpp",
    "content": "/// @ref gtx_polar_coordinates\n/// @file glm/gtx/polar_coordinates.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_polar_coordinates GLM_GTX_polar_coordinates\n/// @ingroup gtx\n///\n/// Include <glm/gtx/polar_coordinates.hpp> to use the features of this extension.\n///\n/// Conversion from Euclidean space to polar space and revert.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_polar_coordinates is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_polar_coordinates extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_polar_coordinates\n\t/// @{\n\n\t/// Convert Euclidean to Polar coordinates, x is the latitude, y the longitude and z the xz distance.\n\t///\n\t/// @see gtx_polar_coordinates\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> polar(\n\t\tvec<3, T, Q> const& euclidean);\n\n\t/// Convert Polar to Euclidean coordinates.\n\t///\n\t/// @see gtx_polar_coordinates\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> euclidean(\n\t\tvec<2, T, Q> const& polar);\n\n\t/// @}\n}//namespace glm\n\n#include \"polar_coordinates.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/polar_coordinates.inl",
    "content": "/// @ref gtx_polar_coordinates\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> polar\n\t(\n\t\tvec<3, T, Q> const& euclidean\n\t)\n\t{\n\t\tT const Length(length(euclidean));\n\t\tvec<3, T, Q> const tmp(euclidean / Length);\n\t\tT const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z));\n\n\t\treturn vec<3, T, Q>(\n\t\t\tasin(tmp.y),\t// latitude\n\t\t\tatan(tmp.x, tmp.z),\t\t// longitude\n\t\t\txz_dist);\t\t\t\t// xz distance\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> euclidean\n\t(\n\t\tvec<2, T, Q> const& polar\n\t)\n\t{\n\t\tT const latitude(polar.x);\n\t\tT const longitude(polar.y);\n\n\t\treturn vec<3, T, Q>(\n\t\t\tcos(latitude) * sin(longitude),\n\t\t\tsin(latitude),\n\t\t\tcos(latitude) * cos(longitude));\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/projection.hpp",
    "content": "/// @ref gtx_projection\n/// @file glm/gtx/projection.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_projection GLM_GTX_projection\n/// @ingroup gtx\n///\n/// Include <glm/gtx/projection.hpp> to use the features of this extension.\n///\n/// Projection of a vector to other one\n\n#pragma once\n\n// Dependency:\n#include \"../geometric.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_projection is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_projection extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_projection\n\t/// @{\n\n\t/// Projects x on Normal.\n\t///\n\t/// @param[in] x A vector to project\n\t/// @param[in] Normal A normal that doesn't need to be of unit length.\n\t///\n\t/// @see gtx_projection\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType proj(genType const& x, genType const& Normal);\n\n\t/// @}\n}//namespace glm\n\n#include \"projection.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/projection.inl",
    "content": "/// @ref gtx_projection\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType proj(genType const& x, genType const& Normal)\n\t{\n\t\treturn glm::dot(x, Normal) / glm::dot(Normal, Normal) * Normal;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/quaternion.hpp",
    "content": "/// @ref gtx_quaternion\n/// @file glm/gtx/quaternion.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_quaternion GLM_GTX_quaternion\n/// @ingroup gtx\n///\n/// Include <glm/gtx/quaternion.hpp> to use the features of this extension.\n///\n/// Extented quaternion types and functions\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/constants.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../ext/quaternion_exponential.hpp\"\n#include \"../gtx/norm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_quaternion extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_quaternion\n\t/// @{\n\n\t/// Create an identity quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> quat_identity();\n\n\t/// Compute a cross product between a quaternion and a vector.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> cross(\n\t\tqua<T, Q> const& q,\n\t\tvec<3, T, Q> const& v);\n\n\t//! Compute a cross product between a vector and a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> cross(\n\t\tvec<3, T, Q> const& v,\n\t\tqua<T, Q> const& q);\n\n\t//! Compute a point on a path according squad equation.\n\t//! q1 and q2 are control points; s1 and s2 are intermediate control points.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> squad(\n\t\tqua<T, Q> const& q1,\n\t\tqua<T, Q> const& q2,\n\t\tqua<T, Q> const& s1,\n\t\tqua<T, Q> const& s2,\n\t\tT const& h);\n\n\t//! Returns an intermediate control point for squad interpolation.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> intermediate(\n\t\tqua<T, Q> const& prev,\n\t\tqua<T, Q> const& curr,\n\t\tqua<T, Q> const& next);\n\n\t//! Returns quarternion square root.\n\t///\n\t/// @see gtx_quaternion\n\t//template<typename T, qualifier Q>\n\t//qua<T, Q> sqrt(\n\t//\tqua<T, Q> const& q);\n\n\t//! Rotates a 3 components vector by a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotate(\n\t\tqua<T, Q> const& q,\n\t\tvec<3, T, Q> const& v);\n\n\t/// Rotates a 4 components vector by a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotate(\n\t\tqua<T, Q> const& q,\n\t\tvec<4, T, Q> const& v);\n\n\t/// Extract the real component of a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T extractRealComponent(\n\t\tqua<T, Q> const& q);\n\n\t/// Converts a quaternion to a 3 * 3 matrix.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> toMat3(\n\t\tqua<T, Q> const& x){return mat3_cast(x);}\n\n\t/// Converts a quaternion to a 4 * 4 matrix.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> toMat4(\n\t\tqua<T, Q> const& x){return mat4_cast(x);}\n\n\t/// Converts a 3 * 3 matrix to a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> toQuat(\n\t\tmat<3, 3, T, Q> const& x){return quat_cast(x);}\n\n\t/// Converts a 4 * 4 matrix to a quaternion.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> toQuat(\n\t\tmat<4, 4, T, Q> const& x){return quat_cast(x);}\n\n\t/// Quaternion interpolation using the rotation short path.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> shortMix(\n\t\tqua<T, Q> const& x,\n\t\tqua<T, Q> const& y,\n\t\tT const& a);\n\n\t/// Quaternion normalized linear interpolation.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> fastMix(\n\t\tqua<T, Q> const& x,\n\t\tqua<T, Q> const& y,\n\t\tT const& a);\n\n\t/// Compute the rotation between two vectors.\n\t/// @param orig vector, needs to be normalized\n\t/// @param dest vector, needs to be normalized\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> rotation(\n\t\tvec<3, T, Q> const& orig,\n\t\tvec<3, T, Q> const& dest);\n\n\t/// Returns the squared length of x.\n\t///\n\t/// @see gtx_quaternion\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR T length2(qua<T, Q> const& q);\n\n\t/// @}\n}//namespace glm\n\n#include \"quaternion.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/quaternion.inl",
    "content": "/// @ref gtx_quaternion\n\n#include <limits>\n#include \"../gtc/constants.hpp\"\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> quat_identity()\n\t{\n\t\treturn qua<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& v, qua<T, Q> const& q)\n\t{\n\t\treturn inverse(q) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> cross(qua<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\treturn q * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> squad\n\t(\n\t\tqua<T, Q> const& q1,\n\t\tqua<T, Q> const& q2,\n\t\tqua<T, Q> const& s1,\n\t\tqua<T, Q> const& s2,\n\t\tT const& h)\n\t{\n\t\treturn mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> intermediate\n\t(\n\t\tqua<T, Q> const& prev,\n\t\tqua<T, Q> const& curr,\n\t\tqua<T, Q> const& next\n\t)\n\t{\n\t\tqua<T, Q> invQuat = inverse(curr);\n\t\treturn exp((log(next * invQuat) + log(prev * invQuat)) / static_cast<T>(-4)) * curr;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua<T, Q> const& q, vec<3, T, Q> const& v)\n\t{\n\t\treturn q * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua<T, Q> const& q, vec<4, T, Q> const& v)\n\t{\n\t\treturn q * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T extractRealComponent(qua<T, Q> const& q)\n\t{\n\t\tT w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;\n\t\tif(w < T(0))\n\t\t\treturn T(0);\n\t\telse\n\t\t\treturn -sqrt(w);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER GLM_CONSTEXPR T length2(qua<T, Q> const& q)\n\t{\n\t\treturn q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> shortMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)\n\t{\n\t\tif(a <= static_cast<T>(0)) return x;\n\t\tif(a >= static_cast<T>(1)) return y;\n\n\t\tT fCos = dot(x, y);\n\t\tqua<T, Q> y2(y); //BUG!!! qua<T> y2;\n\t\tif(fCos < static_cast<T>(0))\n\t\t{\n\t\t\ty2 = -y;\n\t\t\tfCos = -fCos;\n\t\t}\n\n\t\t//if(fCos > 1.0f) // problem\n\t\tT k0, k1;\n\t\tif(fCos > (static_cast<T>(1) - epsilon<T>()))\n\t\t{\n\t\t\tk0 = static_cast<T>(1) - a;\n\t\t\tk1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tT fSin = sqrt(T(1) - fCos * fCos);\n\t\t\tT fAngle = atan(fSin, fCos);\n\t\t\tT fOneOverSin = static_cast<T>(1) / fSin;\n\t\t\tk0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;\n\t\t\tk1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;\n\t\t}\n\n\t\treturn qua<T, Q>(\n\t\t\tk0 * x.w + k1 * y2.w,\n\t\t\tk0 * x.x + k1 * y2.x,\n\t\t\tk0 * x.y + k1 * y2.y,\n\t\t\tk0 * x.z + k1 * y2.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> fastMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)\n\t{\n\t\treturn glm::normalize(x * (static_cast<T>(1) - a) + (y * a));\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest)\n\t{\n\t\tT cosTheta = dot(orig, dest);\n\t\tvec<3, T, Q> rotationAxis;\n\n\t\tif(cosTheta >= static_cast<T>(1) - epsilon<T>()) {\n\t\t\t// orig and dest point in the same direction\n\t\t\treturn quat_identity<T,Q>();\n\t\t}\n\n\t\tif(cosTheta < static_cast<T>(-1) + epsilon<T>())\n\t\t{\n\t\t\t// special case when vectors in opposite directions :\n\t\t\t// there is no \"ideal\" rotation axis\n\t\t\t// So guess one; any will do as long as it's perpendicular to start\n\t\t\t// This implementation favors a rotation around the Up axis (Y),\n\t\t\t// since it's often what you want to do.\n\t\t\trotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig);\n\t\t\tif(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again!\n\t\t\t\trotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig);\n\n\t\t\trotationAxis = normalize(rotationAxis);\n\t\t\treturn angleAxis(pi<T>(), rotationAxis);\n\t\t}\n\n\t\t// Implementation from Stan Melax's Game Programming Gems 1 article\n\t\trotationAxis = cross(orig, dest);\n\n\t\tT s = sqrt((T(1) + cosTheta) * static_cast<T>(2));\n\t\tT invs = static_cast<T>(1) / s;\n\n\t\treturn qua<T, Q>(\n\t\t\ts * static_cast<T>(0.5f),\n\t\t\trotationAxis.x * invs,\n\t\t\trotationAxis.y * invs,\n\t\t\trotationAxis.z * invs);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/range.hpp",
    "content": "/// @ref gtx_range\n/// @file glm/gtx/range.hpp\n/// @author Joshua Moerman\n///\n/// @defgroup gtx_range GLM_GTX_range\n/// @ingroup gtx\n///\n/// Include <glm/gtx/range.hpp> to use the features of this extension.\n///\n/// Defines begin and end for vectors and matrices. Useful for range-based for loop.\n/// The range is defined over the elements, not over columns or rows (e.g. mat4 has 16 elements).\n\n#pragma once\n\n// Dependencies\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_range is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_range extension included\")\n#\tendif\n#endif\n\n#include \"../gtc/type_ptr.hpp\"\n#include \"../gtc/vec1.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup gtx_range\n\t/// @{\n\n#\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tpragma warning(push)\n#\t\tpragma warning(disable : 4100) // unreferenced formal parameter\n#\tendif\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<1, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<2, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<3, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tinline length_t components(vec<4, T, Q> const& v)\n\t{\n\t\treturn v.length();\n\t}\n\n\ttemplate<typename genType>\n\tinline length_t components(genType const& m)\n\t{\n\t\treturn m.length() * m[0].length();\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type const * begin(genType const& v)\n\t{\n\t\treturn value_ptr(v);\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type const * end(genType const& v)\n\t{\n\t\treturn begin(v) + components(v);\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type * begin(genType& v)\n\t{\n\t\treturn value_ptr(v);\n\t}\n\n\ttemplate<typename genType>\n\tinline typename genType::value_type * end(genType& v)\n\t{\n\t\treturn begin(v) + components(v);\n\t}\n\n#\tif GLM_COMPILER & GLM_COMPILER_VC\n#\t\tpragma warning(pop)\n#\tendif\n\n\t/// @}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/raw_data.hpp",
    "content": "/// @ref gtx_raw_data\n/// @file glm/gtx/raw_data.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_raw_data GLM_GTX_raw_data\n/// @ingroup gtx\n///\n/// Include <glm/gtx/raw_data.hpp> to use the features of this extension.\n///\n/// Projection of a vector to other one\n\n#pragma once\n\n// Dependencies\n#include \"../ext/scalar_uint_sized.hpp\"\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_raw_data is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_raw_data extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_raw_data\n\t/// @{\n\n\t//! Type for byte numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint8\t\tbyte;\n\n\t//! Type for word numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint16\t\tword;\n\n\t//! Type for dword numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint32\t\tdword;\n\n\t//! Type for qword numbers.\n\t//! From GLM_GTX_raw_data extension.\n\ttypedef detail::uint64\t\tqword;\n\n\t/// @}\n}// namespace glm\n\n#include \"raw_data.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/raw_data.inl",
    "content": "/// @ref gtx_raw_data\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/rotate_normalized_axis.hpp",
    "content": "/// @ref gtx_rotate_normalized_axis\n/// @file glm/gtx/rotate_normalized_axis.hpp\n///\n/// @see core (dependence)\n/// @see gtc_matrix_transform\n/// @see gtc_quaternion\n///\n/// @defgroup gtx_rotate_normalized_axis GLM_GTX_rotate_normalized_axis\n/// @ingroup gtx\n///\n/// Include <glm/gtx/rotate_normalized_axis.hpp> to use the features of this extension.\n///\n/// Quaternions and matrices rotations around normalized axis.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/epsilon.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_normalized_axis is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_normalized_axis extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_rotate_normalized_axis\n\t/// @{\n\n\t/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.\n\t///\n\t/// @param m Input matrix multiplied by this rotation matrix.\n\t/// @param angle Rotation angle expressed in radians.\n\t/// @param axis Rotation axis, must be normalized.\n\t/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.\n\t///\n\t/// @see gtx_rotate_normalized_axis\n\t/// @see - rotate(T angle, T x, T y, T z)\n\t/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)\n\t/// @see - rotate(T angle, vec<3, T, Q> const& v)\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis(\n\t\tmat<4, 4, T, Q> const& m,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& axis);\n\n\t/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.\n\t///\n\t/// @param q Source orientation\n\t/// @param angle Angle expressed in radians.\n\t/// @param axis Normalized axis of the rotation, must be normalized.\n\t///\n\t/// @see gtx_rotate_normalized_axis\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL qua<T, Q> rotateNormalizedAxis(\n\t\tqua<T, Q> const& q,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& axis);\n\n\t/// @}\n}//namespace glm\n\n#include \"rotate_normalized_axis.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/rotate_normalized_axis.inl",
    "content": "/// @ref gtx_rotate_normalized_axis\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotateNormalizedAxis\n\t(\n\t\tmat<4, 4, T, Q> const& m,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tT const a = angle;\n\t\tT const c = cos(a);\n\t\tT const s = sin(a);\n\n\t\tvec<3, T, Q> const axis(v);\n\n\t\tvec<3, T, Q> const temp((static_cast<T>(1) - c) * axis);\n\n\t\tmat<4, 4, T, Q> Rotate;\n\t\tRotate[0][0] = c + temp[0] * axis[0];\n\t\tRotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];\n\t\tRotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];\n\n\t\tRotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];\n\t\tRotate[1][1] = c + temp[1] * axis[1];\n\t\tRotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];\n\n\t\tRotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];\n\t\tRotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];\n\t\tRotate[2][2] = c + temp[2] * axis[2];\n\n\t\tmat<4, 4, T, Q> Result;\n\t\tResult[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];\n\t\tResult[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];\n\t\tResult[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];\n\t\tResult[3] = m[3];\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER qua<T, Q> rotateNormalizedAxis\n\t(\n\t\tqua<T, Q> const& q,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& v\n\t)\n\t{\n\t\tvec<3, T, Q> const Tmp(v);\n\n\t\tT const AngleRad(angle);\n\t\tT const Sin = sin(AngleRad * T(0.5));\n\n\t\treturn q * qua<T, Q>(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);\n\t\t//return gtc::quaternion::cross(q, tquat<T, Q>(cos(AngleRad * T(0.5)), Tmp.x * fSin, Tmp.y * fSin, Tmp.z * fSin));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/rotate_vector.hpp",
    "content": "/// @ref gtx_rotate_vector\n/// @file glm/gtx/rotate_vector.hpp\n///\n/// @see core (dependence)\n/// @see gtx_transform (dependence)\n///\n/// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector\n/// @ingroup gtx\n///\n/// Include <glm/gtx/rotate_vector.hpp> to use the features of this extension.\n///\n/// Function to directly rotate a vector\n\n#pragma once\n\n// Dependency:\n#include \"../gtx/transform.hpp\"\n#include \"../gtc/epsilon.hpp\"\n#include \"../ext/vector_relational.hpp\"\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_vector is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_rotate_vector extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_rotate_vector\n\t/// @{\n\n\t/// Returns Spherical interpolation between two vectors\n\t///\n\t/// @param x A first vector\n\t/// @param y A second vector\n\t/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].\n\t///\n\t/// @see gtx_rotate_vector\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> slerp(\n\t\tvec<3, T, Q> const& x,\n\t\tvec<3, T, Q> const& y,\n\t\tT const& a);\n\n\t//! Rotate a two dimensional vector.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<2, T, Q> rotate(\n\t\tvec<2, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a three dimensional vector around an axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotate(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal);\n\n\t//! Rotate a four dimensional vector around an axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotate(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal);\n\n\t//! Rotate a three dimensional vector around the X axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotateX(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a three dimensional vector around the Y axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotateY(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a three dimensional vector around the Z axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<3, T, Q> rotateZ(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a four dimensional vector around the X axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotateX(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a four dimensional vector around the Y axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotateY(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Rotate a four dimensional vector around the Z axis.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<4, T, Q> rotateZ(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle);\n\n\t//! Build a rotation matrix from a normal and a up vector.\n\t//! From GLM_GTX_rotate_vector extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> orientation(\n\t\tvec<3, T, Q> const& Normal,\n\t\tvec<3, T, Q> const& Up);\n\n\t/// @}\n}//namespace glm\n\n#include \"rotate_vector.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/rotate_vector.inl",
    "content": "/// @ref gtx_rotate_vector\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> slerp\n\t(\n\t\tvec<3, T, Q> const& x,\n\t\tvec<3, T, Q> const& y,\n\t\tT const& a\n\t)\n\t{\n\t\t// get cosine of angle between vectors (-1 -> 1)\n\t\tT CosAlpha = dot(x, y);\n\t\t// get angle (0 -> pi)\n\t\tT Alpha = acos(CosAlpha);\n\t\t// get sine of angle between vectors (0 -> 1)\n\t\tT SinAlpha = sin(Alpha);\n\t\t// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi\n\t\tT t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;\n\t\tT t2 = sin(a * Alpha) / SinAlpha;\n\n\t\t// interpolate src vectors\n\t\treturn x * t1 + y * t2;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, T, Q> rotate\n\t(\n\t\tvec<2, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<2, T, Q> Result;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x = v.x * Cos - v.y * Sin;\n\t\tResult.y = v.x * Sin + v.y * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotate\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;\n\t}\n\t/*\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(\n\t\tconst vec<3, T, Q>& x,\n\t\tT angle,\n\t\tconst vec<3, T, Q>& normal)\n\t{\n\t\tconst T Cos = cos(radians(angle));\n\t\tconst T Sin = sin(radians(angle));\n\t\treturn x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;\n\t}\n\t*/\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotate\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle,\n\t\tvec<3, T, Q> const& normal\n\t)\n\t{\n\t\treturn rotate(angle, normal) * v;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateX\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<3, T, Q> Result(v);\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.y = v.y * Cos - v.z * Sin;\n\t\tResult.z = v.y * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateY\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<3, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x =  v.x * Cos + v.z * Sin;\n\t\tResult.z = -v.x * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ\n\t(\n\t\tvec<3, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<3, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x = v.x * Cos - v.y * Sin;\n\t\tResult.y = v.x * Sin + v.y * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotateX\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<4, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.y = v.y * Cos - v.z * Sin;\n\t\tResult.z = v.y * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotateY\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<4, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x =  v.x * Cos + v.z * Sin;\n\t\tResult.z = -v.x * Sin + v.z * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ\n\t(\n\t\tvec<4, T, Q> const& v,\n\t\tT const& angle\n\t)\n\t{\n\t\tvec<4, T, Q> Result = v;\n\t\tT const Cos(cos(angle));\n\t\tT const Sin(sin(angle));\n\n\t\tResult.x = v.x * Cos - v.y * Sin;\n\t\tResult.y = v.x * Sin + v.y * Cos;\n\t\treturn Result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation\n\t(\n\t\tvec<3, T, Q> const& Normal,\n\t\tvec<3, T, Q> const& Up\n\t)\n\t{\n\t\tif(all(equal(Normal, Up, epsilon<T>())))\n\t\t\treturn mat<4, 4, T, Q>(static_cast<T>(1));\n\n\t\tvec<3, T, Q> RotationAxis = cross(Up, Normal);\n\t\tT Angle = acos(dot(Normal, Up));\n\n\t\treturn rotate(Angle, RotationAxis);\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/scalar_multiplication.hpp",
    "content": "/// @ref gtx\n/// @file glm/gtx/scalar_multiplication.hpp\n/// @author Joshua Moerman\n///\n/// Include <glm/gtx/scalar_multiplication.hpp> to use the features of this extension.\n///\n/// Enables scalar multiplication for all types\n///\n/// Since GLSL is very strict about types, the following (often used) combinations do not work:\n///    double * vec4\n///    int * vec4\n///    vec4 / int\n/// So we'll fix that! Of course \"float * vec4\" should remain the same (hence the enable_if magic)\n\n#pragma once\n\n#include \"../detail/setup.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_scalar_multiplication is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_scalar_multiplication extension included\")\n#\tendif\n#endif\n\n#include \"../vec2.hpp\"\n#include \"../vec3.hpp\"\n#include \"../vec4.hpp\"\n#include \"../mat2x2.hpp\"\n#include <type_traits>\n\nnamespace glm\n{\n\ttemplate<typename T, typename Vec>\n\tusing return_type_scalar_multiplication = typename std::enable_if<\n\t\t!std::is_same<T, float>::value       // T may not be a float\n\t\t&& std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...)\n\t>::type;\n\n#define GLM_IMPLEMENT_SCAL_MULT(Vec) \\\n\ttemplate<typename T> \\\n\treturn_type_scalar_multiplication<T, Vec> \\\n\toperator*(T const& s, Vec rh){ \\\n\t\treturn rh *= static_cast<float>(s); \\\n\t} \\\n\t \\\n\ttemplate<typename T> \\\n\treturn_type_scalar_multiplication<T, Vec> \\\n\toperator*(Vec lh, T const& s){ \\\n\t\treturn lh *= static_cast<float>(s); \\\n\t} \\\n\t \\\n\ttemplate<typename T> \\\n\treturn_type_scalar_multiplication<T, Vec> \\\n\toperator/(Vec lh, T const& s){ \\\n\t\treturn lh *= 1.0f / static_cast<float>(s); \\\n\t}\n\nGLM_IMPLEMENT_SCAL_MULT(vec2)\nGLM_IMPLEMENT_SCAL_MULT(vec3)\nGLM_IMPLEMENT_SCAL_MULT(vec4)\n\nGLM_IMPLEMENT_SCAL_MULT(mat2)\nGLM_IMPLEMENT_SCAL_MULT(mat2x3)\nGLM_IMPLEMENT_SCAL_MULT(mat2x4)\nGLM_IMPLEMENT_SCAL_MULT(mat3x2)\nGLM_IMPLEMENT_SCAL_MULT(mat3)\nGLM_IMPLEMENT_SCAL_MULT(mat3x4)\nGLM_IMPLEMENT_SCAL_MULT(mat4x2)\nGLM_IMPLEMENT_SCAL_MULT(mat4x3)\nGLM_IMPLEMENT_SCAL_MULT(mat4)\n\n#undef GLM_IMPLEMENT_SCAL_MULT\n} // namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/scalar_relational.hpp",
    "content": "/// @ref gtx_scalar_relational\n/// @file glm/gtx/scalar_relational.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_scalar_relational GLM_GTX_scalar_relational\n/// @ingroup gtx\n///\n/// Include <glm/gtx/scalar_relational.hpp> to use the features of this extension.\n///\n/// Extend a position from a source to a position at a defined length.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_extend extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_scalar_relational\n\t/// @{\n\n\n\n\t/// @}\n}//namespace glm\n\n#include \"scalar_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/scalar_relational.inl",
    "content": "/// @ref gtx_scalar_relational\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool lessThan\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x < y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool lessThanEqual\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x <= y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool greaterThan\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x > y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool greaterThanEqual\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn x >= y;\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool equal\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(x, y);\n\t}\n\n\ttemplate<typename T>\n\tGLM_FUNC_QUALIFIER bool notEqual\n\t(\n\t\tT const& x,\n\t\tT const& y\n\t)\n\t{\n\t\treturn !detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(x, y);\n\t}\n\n\tGLM_FUNC_QUALIFIER bool any\n\t(\n\t\tbool const& x\n\t)\n\t{\n\t\treturn x;\n\t}\n\n\tGLM_FUNC_QUALIFIER bool all\n\t(\n\t\tbool const& x\n\t)\n\t{\n\t\treturn x;\n\t}\n\n\tGLM_FUNC_QUALIFIER bool not_\n\t(\n\t\tbool const& x\n\t)\n\t{\n\t\treturn !x;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/spline.hpp",
    "content": "/// @ref gtx_spline\n/// @file glm/gtx/spline.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_spline GLM_GTX_spline\n/// @ingroup gtx\n///\n/// Include <glm/gtx/spline.hpp> to use the features of this extension.\n///\n/// Spline functions\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/optimum_pow.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_spline is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_spline extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_spline\n\t/// @{\n\n\t/// Return a point from a catmull rom curve.\n\t/// @see gtx_spline extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType catmullRom(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s);\n\n\t/// Return a point from a hermite curve.\n\t/// @see gtx_spline extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType hermite(\n\t\tgenType const& v1,\n\t\tgenType const& t1,\n\t\tgenType const& v2,\n\t\tgenType const& t2,\n\t\ttypename genType::value_type const& s);\n\n\t/// Return a point from a cubic curve.\n\t/// @see gtx_spline extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL genType cubic(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s);\n\n\t/// @}\n}//namespace glm\n\n#include \"spline.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/spline.inl",
    "content": "/// @ref gtx_spline\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType catmullRom\n\t(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s\n\t)\n\t{\n\t\ttypename genType::value_type s2 = pow2(s);\n\t\ttypename genType::value_type s3 = pow3(s);\n\n\t\ttypename genType::value_type f1 = -s3 + typename genType::value_type(2) * s2 - s;\n\t\ttypename genType::value_type f2 = typename genType::value_type(3) * s3 - typename genType::value_type(5) * s2 + typename genType::value_type(2);\n\t\ttypename genType::value_type f3 = typename genType::value_type(-3) * s3 + typename genType::value_type(4) * s2 + s;\n\t\ttypename genType::value_type f4 = s3 - s2;\n\n\t\treturn (f1 * v1 + f2 * v2 + f3 * v3 + f4 * v4) / typename genType::value_type(2);\n\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType hermite\n\t(\n\t\tgenType const& v1,\n\t\tgenType const& t1,\n\t\tgenType const& v2,\n\t\tgenType const& t2,\n\t\ttypename genType::value_type const& s\n\t)\n\t{\n\t\ttypename genType::value_type s2 = pow2(s);\n\t\ttypename genType::value_type s3 = pow3(s);\n\n\t\ttypename genType::value_type f1 = typename genType::value_type(2) * s3 - typename genType::value_type(3) * s2 + typename genType::value_type(1);\n\t\ttypename genType::value_type f2 = typename genType::value_type(-2) * s3 + typename genType::value_type(3) * s2;\n\t\ttypename genType::value_type f3 = s3 - typename genType::value_type(2) * s2 + s;\n\t\ttypename genType::value_type f4 = s3 - s2;\n\n\t\treturn f1 * v1 + f2 * v2 + f3 * t1 + f4 * t2;\n\t}\n\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType cubic\n\t(\n\t\tgenType const& v1,\n\t\tgenType const& v2,\n\t\tgenType const& v3,\n\t\tgenType const& v4,\n\t\ttypename genType::value_type const& s\n\t)\n\t{\n\t\treturn ((v1 * s + v2) * s + v3) * s + v4;\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/std_based_type.hpp",
    "content": "/// @ref gtx_std_based_type\n/// @file glm/gtx/std_based_type.hpp\n///\n/// @see core (dependence)\n/// @see gtx_extented_min_max (dependence)\n///\n/// @defgroup gtx_std_based_type GLM_GTX_std_based_type\n/// @ingroup gtx\n///\n/// Include <glm/gtx/std_based_type.hpp> to use the features of this extension.\n///\n/// Adds vector types based on STL value types.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include <cstdlib>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_std_based_type is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_std_based_type extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_std_based_type\n\t/// @{\n\n\t/// Vector type based of one std::size_t component.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<1, std::size_t, defaultp>\t\tsize1;\n\n\t/// Vector type based of two std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<2, std::size_t, defaultp>\t\tsize2;\n\n\t/// Vector type based of three std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<3, std::size_t, defaultp>\t\tsize3;\n\n\t/// Vector type based of four std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<4, std::size_t, defaultp>\t\tsize4;\n\n\t/// Vector type based of one std::size_t component.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<1, std::size_t, defaultp>\t\tsize1_t;\n\n\t/// Vector type based of two std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<2, std::size_t, defaultp>\t\tsize2_t;\n\n\t/// Vector type based of three std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<3, std::size_t, defaultp>\t\tsize3_t;\n\n\t/// Vector type based of four std::size_t components.\n\t/// @see GLM_GTX_std_based_type\n\ttypedef vec<4, std::size_t, defaultp>\t\tsize4_t;\n\n\t/// @}\n}//namespace glm\n\n#include \"std_based_type.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/std_based_type.inl",
    "content": "/// @ref gtx_std_based_type\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/string_cast.hpp",
    "content": "/// @ref gtx_string_cast\n/// @file glm/gtx/string_cast.hpp\n///\n/// @see core (dependence)\n/// @see gtx_integer (dependence)\n/// @see gtx_quaternion (dependence)\n///\n/// @defgroup gtx_string_cast GLM_GTX_string_cast\n/// @ingroup gtx\n///\n/// Include <glm/gtx/string_cast.hpp> to use the features of this extension.\n///\n/// Setup strings for GLM type values\n///\n/// This extension is not supported with CUDA\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/type_precision.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtx/dual_quaternion.hpp\"\n#include <string>\n#include <cmath>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_string_cast is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_string_cast extension included\")\n#\tendif\n#endif\n\n#if(GLM_COMPILER & GLM_COMPILER_CUDA)\n#\terror \"GLM_GTX_string_cast is not supported on CUDA compiler\"\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_string_cast\n\t/// @{\n\n\t/// Create a string from a GLM vector or matrix typed variable.\n\t/// @see gtx_string_cast extension.\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL std::string to_string(genType const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"string_cast.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/string_cast.inl",
    "content": "/// @ref gtx_string_cast\n\n#include <cstdarg>\n#include <cstdio>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate <typename T>\n\tstruct cast\n\t{\n\t\ttypedef T value_type;\n\t};\n\n\ttemplate <>\n\tstruct cast<float>\n\t{\n\t\ttypedef double value_type;\n\t};\n\n\tGLM_FUNC_QUALIFIER std::string format(const char* msg, ...)\n\t{\n\t\tstd::size_t const STRING_BUFFER(4096);\n\t\tchar text[STRING_BUFFER];\n\t\tva_list list;\n\n\t\tif(msg == GLM_NULLPTR)\n\t\t\treturn std::string();\n\n\t\tva_start(list, msg);\n#\t\tif (GLM_COMPILER & GLM_COMPILER_VC)\n\t\t\tvsprintf_s(text, STRING_BUFFER, msg, list);\n#\t\telse//\n\t\t\tstd::vsprintf(text, msg, list);\n#\t\tendif//\n\t\tva_end(list);\n\n\t\treturn std::string(text);\n\t}\n\n\tstatic const char* LabelTrue = \"true\";\n\tstatic const char* LabelFalse = \"false\";\n\n\ttemplate<typename T, bool isFloat = false>\n\tstruct literal\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%d\";}\n\t};\n\n\ttemplate<typename T>\n\tstruct literal<T, true>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%f\";}\n\t};\n\n#\tif GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC\n\ttemplate<>\n\tstruct literal<uint64_t, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%lld\";}\n\t};\n\n\ttemplate<>\n\tstruct literal<int64_t, false>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"%lld\";}\n\t};\n#\tendif//GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC\n\n\ttemplate<typename T>\n\tstruct prefix{};\n\n\ttemplate<>\n\tstruct prefix<float>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<double>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"d\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<bool>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"b\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint8_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u8\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int8_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i8\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint16_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u16\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int16_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i16\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint32_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int32_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<uint64_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"u64\";}\n\t};\n\n\ttemplate<>\n\tstruct prefix<int64_t>\n\t{\n\t\tGLM_FUNC_QUALIFIER static char const * value() {return \"i64\";}\n\t};\n\n\ttemplate<typename matType>\n\tstruct compute_to_string\n\t{};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<1, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<1, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec1(%s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<2, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<2, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec2(%s, %s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[1] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<3, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<3, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec3(%s, %s, %s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[1] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[2] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<qualifier Q>\n\tstruct compute_to_string<vec<4, bool, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<4, bool, Q> const& x)\n\t\t{\n\t\t\treturn detail::format(\"bvec4(%s, %s, %s, %s)\",\n\t\t\t\tx[0] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[1] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[2] ? detail::LabelTrue : detail::LabelFalse,\n\t\t\t\tx[3] ? detail::LabelTrue : detail::LabelFalse);\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<1, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<1, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec1(%s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec2(%s, %s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec3(%s, %s, %s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<vec<4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(vec<4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%svec4(%s, %s, %s, %s)\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3]));\n\t\t}\n\t};\n\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<2, 2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<2, 2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat2x2((%s, %s), (%s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<2, 3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<2, 3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat2x3((%s, %s, %s), (%s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<2, 4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<2, 4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat2x4((%s, %s, %s, %s), (%s, %s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<3, 2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<3, 2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat3x2((%s, %s), (%s, %s), (%s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<3, 3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<3, 3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat3x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<3, 4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<3, 4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat3x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]), static_cast<typename cast<T>::value_type>(x[2][3]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<4, 2, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<4, 2, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat4x2((%s, %s), (%s, %s), (%s, %s), (%s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<4, 3, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<4, 3, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat4x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s), (%s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]), static_cast<typename cast<T>::value_type>(x[3][2]));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<mat<4, 4, T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(mat<4, 4, T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%smat4x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]), static_cast<typename cast<T>::value_type>(x[2][3]),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]), static_cast<typename cast<T>::value_type>(x[3][2]), static_cast<typename cast<T>::value_type>(x[3][3]));\n\t\t}\n\t};\n\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<qua<T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(qua<T, Q> const& q)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%squat(%s, {%s, %s, %s})\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.w),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.x),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.y),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(q.z));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_to_string<tdualquat<T, Q> >\n\t{\n\t\tGLM_FUNC_QUALIFIER static std::string call(tdualquat<T, Q> const& x)\n\t\t{\n\t\t\tchar const * PrefixStr = prefix<T>::value();\n\t\t\tchar const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();\n\t\t\tstd::string FormatStr(detail::format(\"%sdualquat((%s, {%s, %s, %s}), (%s, {%s, %s, %s}))\",\n\t\t\t\tPrefixStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr,\n\t\t\t\tLiteralStr, LiteralStr, LiteralStr, LiteralStr));\n\n\t\t\treturn detail::format(FormatStr.c_str(),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.w),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.x),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.y),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.real.z),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.w),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.x),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.y),\n\t\t\t\tstatic_cast<typename cast<T>::value_type>(x.dual.z));\n\t\t}\n\t};\n\n}//namespace detail\n\ntemplate<class matType>\nGLM_FUNC_QUALIFIER std::string to_string(matType const& x)\n{\n\treturn detail::compute_to_string<matType>::call(x);\n}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/texture.hpp",
    "content": "/// @ref gtx_texture\n/// @file glm/gtx/texture.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_texture GLM_GTX_texture\n/// @ingroup gtx\n///\n/// Include <glm/gtx/texture.hpp> to use the features of this extension.\n///\n/// Wrapping mode of texture coordinates.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/integer.hpp\"\n#include \"../gtx/component_wise.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_texture is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_texture extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_texture\n\t/// @{\n\n\t/// Compute the number of mipmaps levels necessary to create a mipmap complete texture\n\t///\n\t/// @param Extent Extent of the texture base level mipmap\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\ttemplate <length_t L, typename T, qualifier Q>\n\tT levels(vec<L, T, Q> const& Extent);\n\n\t/// @}\n}// namespace glm\n\n#include \"texture.inl\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/texture.inl",
    "content": "/// @ref gtx_texture\n\nnamespace glm\n{\n\ttemplate <length_t L, typename T, qualifier Q>\n\tinline T levels(vec<L, T, Q> const& Extent)\n\t{\n\t\treturn glm::log2(compMax(Extent)) + static_cast<T>(1);\n\t}\n\n\ttemplate <typename T>\n\tinline T levels(T Extent)\n\t{\n\t\treturn vec<1, T, defaultp>(Extent).x;\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/transform.hpp",
    "content": "/// @ref gtx_transform\n/// @file glm/gtx/transform.hpp\n///\n/// @see core (dependence)\n/// @see gtc_matrix_transform (dependence)\n/// @see gtx_transform\n/// @see gtx_transform2\n///\n/// @defgroup gtx_transform GLM_GTX_transform\n/// @ingroup gtx\n///\n/// Include <glm/gtx/transform.hpp> to use the features of this extension.\n///\n/// Add transformation matrices\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/matrix_transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_transform is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_transform extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_transform\n\t/// @{\n\n\t/// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.\n\t/// @see gtc_matrix_transform\n\t/// @see gtx_transform\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> translate(\n\t\tvec<3, T, Q> const& v);\n\n\t/// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.\n\t/// @see gtc_matrix_transform\n\t/// @see gtx_transform\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> rotate(\n\t\tT angle,\n\t\tvec<3, T, Q> const& v);\n\n\t/// Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.\n\t/// @see gtc_matrix_transform\n\t/// @see gtx_transform\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scale(\n\t\tvec<3, T, Q> const& v);\n\n\t/// @}\n}// namespace glm\n\n#include \"transform.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/transform.inl",
    "content": "/// @ref gtx_transform\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(vec<3, T, Q> const& v)\n\t{\n\t\treturn translate(mat<4, 4, T, Q>(static_cast<T>(1)), v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(T angle, vec<3, T, Q> const& v)\n\t{\n\t\treturn rotate(mat<4, 4, T, Q>(static_cast<T>(1)), angle, v);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(vec<3, T, Q> const& v)\n\t{\n\t\treturn scale(mat<4, 4, T, Q>(static_cast<T>(1)), v);\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/transform2.hpp",
    "content": "/// @ref gtx_transform2\n/// @file glm/gtx/transform2.hpp\n///\n/// @see core (dependence)\n/// @see gtx_transform (dependence)\n///\n/// @defgroup gtx_transform2 GLM_GTX_transform2\n/// @ingroup gtx\n///\n/// Include <glm/gtx/transform2.hpp> to use the features of this extension.\n///\n/// Add extra transformation matrices\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtx/transform.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_transform2 is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_transform2 extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_transform2\n\t/// @{\n\n\t//! Transforms a matrix with a shearing on X axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T y);\n\n\t//! Transforms a matrix with a shearing on Y axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T x);\n\n\t//! Transforms a matrix with a shearing on X axis\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T y, T z);\n\n\t//! Transforms a matrix with a shearing on Y axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T x, T z);\n\n\t//! Transforms a matrix with a shearing on Z axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T x, T y);\n\n\t//template<typename T> GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(const mat<4, 4, T, Q> & m, shearPlane, planePoint, angle)\n\t// Identity + tan(angle) * cross(Normal, OnPlaneVector)     0\n\t// - dot(PointOnPlane, normal) * OnPlaneVector              1\n\n\t// Reflect functions seem to don't work\n\t//template<typename T> mat<3, 3, T, Q> reflect2D(const mat<3, 3, T, Q> & m, const vec<3, T, Q>& normal){return reflect2DGTX(m, normal);}\t\t\t\t\t\t\t\t\t//!< \\brief Build a reflection matrix (from GLM_GTX_transform2 extension)\n\t//template<typename T> mat<4, 4, T, Q> reflect3D(const mat<4, 4, T, Q> & m, const vec<3, T, Q>& normal){return reflect3DGTX(m, normal);}\t\t\t\t\t\t\t\t\t//!< \\brief Build a reflection matrix (from GLM_GTX_transform2 extension)\n\n\t//! Build planar projection matrix along normal axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<3, 3, T, Q> proj2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal);\n\n\t//! Build planar projection matrix along normal axis.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> proj3D(mat<4, 4, T, Q> const & m, vec<3, T, Q> const& normal);\n\n\t//! Build a scale bias matrix.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(T scale, T bias);\n\n\t//! Build a scale bias matrix.\n\t//! From GLM_GTX_transform2 extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias);\n\n\t/// @}\n}// namespace glm\n\n#include \"transform2.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/transform2.inl",
    "content": "/// @ref gtx_transform2\n\nnamespace glm\n{\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T s)\n\t{\n\t\tmat<3, 3, T, Q> r(1);\n\t\tr[1][0] = s;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T s)\n\t{\n\t\tmat<3, 3, T, Q> r(1);\n\t\tr[0][1] = s;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T s, T t)\n\t{\n\t\tmat<4, 4, T, Q> r(1);\n\t\tr[0][1] = s;\n\t\tr[0][2] = t;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T s, T t)\n\t{\n\t\tmat<4, 4, T, Q> r(1);\n\t\tr[1][0] = s;\n\t\tr[1][2] = t;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T s, T t)\n\t{\n\t\tmat<4, 4, T, Q> r(1);\n\t\tr[2][0] = s;\n\t\tr[2][1] = t;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> reflect2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal)\n\t{\n\t\tmat<3, 3, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;\n\t\tr[0][1] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[1][0] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> reflect3D(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& normal)\n\t{\n\t\tmat<4, 4, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;\n\t\tr[0][1] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[0][2] = -static_cast<T>(2) * normal.x * normal.z;\n\n\t\tr[1][0] = -static_cast<T>(2) * normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;\n\t\tr[1][2] = -static_cast<T>(2) * normal.y * normal.z;\n\n\t\tr[2][0] = -static_cast<T>(2) * normal.x * normal.z;\n\t\tr[2][1] = -static_cast<T>(2) * normal.y * normal.z;\n\t\tr[2][2] = static_cast<T>(1) - static_cast<T>(2) * normal.z * normal.z;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<3, 3, T, Q> proj2D(\n\t\tconst mat<3, 3, T, Q>& m,\n\t\tconst vec<3, T, Q>& normal)\n\t{\n\t\tmat<3, 3, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - normal.x * normal.x;\n\t\tr[0][1] = - normal.x * normal.y;\n\t\tr[1][0] = - normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - normal.y * normal.y;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> proj3D(\n\t\tconst mat<4, 4, T, Q>& m,\n\t\tconst vec<3, T, Q>& normal)\n\t{\n\t\tmat<4, 4, T, Q> r(static_cast<T>(1));\n\t\tr[0][0] = static_cast<T>(1) - normal.x * normal.x;\n\t\tr[0][1] = - normal.x * normal.y;\n\t\tr[0][2] = - normal.x * normal.z;\n\t\tr[1][0] = - normal.x * normal.y;\n\t\tr[1][1] = static_cast<T>(1) - normal.y * normal.y;\n\t\tr[1][2] = - normal.y * normal.z;\n\t\tr[2][0] = - normal.x * normal.z;\n\t\tr[2][1] = - normal.y * normal.z;\n\t\tr[2][2] = static_cast<T>(1) - normal.z * normal.z;\n\t\treturn m * r;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(T scale, T bias)\n\t{\n\t\tmat<4, 4, T, Q> result;\n\t\tresult[3] = vec<4, T, Q>(vec<3, T, Q>(bias), static_cast<T>(1));\n\t\tresult[0][0] = scale;\n\t\tresult[1][1] = scale;\n\t\tresult[2][2] = scale;\n\t\treturn result;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias)\n\t{\n\t\treturn m * scaleBias(scale, bias);\n\t}\n}//namespace glm\n\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/type_aligned.hpp",
    "content": "/// @ref gtx_type_aligned\n/// @file glm/gtx/type_aligned.hpp\n///\n/// @see core (dependence)\n/// @see gtc_quaternion (dependence)\n///\n/// @defgroup gtx_type_aligned GLM_GTX_type_aligned\n/// @ingroup gtx\n///\n/// Include <glm/gtx/type_aligned.hpp> to use the features of this extension.\n///\n/// Defines aligned types.\n\n#pragma once\n\n// Dependency:\n#include \"../gtc/type_precision.hpp\"\n#include \"../gtc/quaternion.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_type_aligned is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_type_aligned extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t///////////////////////////\n\t// Signed int vector types\n\n\t/// @addtogroup gtx_type_aligned\n\t/// @{\n\n\t/// Low qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int8, aligned_lowp_int8, 1);\n\n\t/// Low qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int16, aligned_lowp_int16, 2);\n\n\t/// Low qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int32, aligned_lowp_int32, 4);\n\n\t/// Low qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int64, aligned_lowp_int64, 8);\n\n\n\t/// Low qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int8_t, aligned_lowp_int8_t, 1);\n\n\t/// Low qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int16_t, aligned_lowp_int16_t, 2);\n\n\t/// Low qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int32_t, aligned_lowp_int32_t, 4);\n\n\t/// Low qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_int64_t, aligned_lowp_int64_t, 8);\n\n\n\t/// Low qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i8, aligned_lowp_i8, 1);\n\n\t/// Low qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i16, aligned_lowp_i16, 2);\n\n\t/// Low qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i32, aligned_lowp_i32, 4);\n\n\t/// Low qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_i64, aligned_lowp_i64, 8);\n\n\n\t/// Medium qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int8, aligned_mediump_int8, 1);\n\n\t/// Medium qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int16, aligned_mediump_int16, 2);\n\n\t/// Medium qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int32, aligned_mediump_int32, 4);\n\n\t/// Medium qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int64, aligned_mediump_int64, 8);\n\n\n\t/// Medium qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int8_t, aligned_mediump_int8_t, 1);\n\n\t/// Medium qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int16_t, aligned_mediump_int16_t, 2);\n\n\t/// Medium qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int32_t, aligned_mediump_int32_t, 4);\n\n\t/// Medium qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_int64_t, aligned_mediump_int64_t, 8);\n\n\n\t/// Medium qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i8, aligned_mediump_i8, 1);\n\n\t/// Medium qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i16, aligned_mediump_i16, 2);\n\n\t/// Medium qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i32, aligned_mediump_i32, 4);\n\n\t/// Medium qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_i64, aligned_mediump_i64, 8);\n\n\n\t/// High qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int8, aligned_highp_int8, 1);\n\n\t/// High qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int16, aligned_highp_int16, 2);\n\n\t/// High qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int32, aligned_highp_int32, 4);\n\n\t/// High qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int64, aligned_highp_int64, 8);\n\n\n\t/// High qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int8_t, aligned_highp_int8_t, 1);\n\n\t/// High qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int16_t, aligned_highp_int16_t, 2);\n\n\t/// High qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int32_t, aligned_highp_int32_t, 4);\n\n\t/// High qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_int64_t, aligned_highp_int64_t, 8);\n\n\n\t/// High qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i8, aligned_highp_i8, 1);\n\n\t/// High qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i16, aligned_highp_i16, 2);\n\n\t/// High qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i32, aligned_highp_i32, 4);\n\n\t/// High qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_i64, aligned_highp_i64, 8);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int8, aligned_int8, 1);\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int16, aligned_int16, 2);\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int32, aligned_int32, 4);\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int64, aligned_int64, 8);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int8_t, aligned_int8_t, 1);\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int16_t, aligned_int16_t, 2);\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int32_t, aligned_int32_t, 4);\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(int64_t, aligned_int64_t, 8);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8, aligned_i8, 1);\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16, aligned_i16, 2);\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32, aligned_i32, 4);\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64, aligned_i64, 8);\n\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec1, aligned_ivec1, 4);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec2, aligned_ivec2, 8);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec3, aligned_ivec3, 16);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(ivec4, aligned_ivec4, 16);\n\n\n\t/// Default qualifier 8 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec1, aligned_i8vec1, 1);\n\n\t/// Default qualifier 8 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec2, aligned_i8vec2, 2);\n\n\t/// Default qualifier 8 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec3, aligned_i8vec3, 4);\n\n\t/// Default qualifier 8 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i8vec4, aligned_i8vec4, 4);\n\n\n\t/// Default qualifier 16 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec1, aligned_i16vec1, 2);\n\n\t/// Default qualifier 16 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec2, aligned_i16vec2, 4);\n\n\t/// Default qualifier 16 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec3, aligned_i16vec3, 8);\n\n\t/// Default qualifier 16 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i16vec4, aligned_i16vec4, 8);\n\n\n\t/// Default qualifier 32 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec1, aligned_i32vec1, 4);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec2, aligned_i32vec2, 8);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec3, aligned_i32vec3, 16);\n\n\t/// Default qualifier 32 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i32vec4, aligned_i32vec4, 16);\n\n\n\t/// Default qualifier 64 bit signed integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec1, aligned_i64vec1, 8);\n\n\t/// Default qualifier 64 bit signed integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec2, aligned_i64vec2, 16);\n\n\t/// Default qualifier 64 bit signed integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec3, aligned_i64vec3, 32);\n\n\t/// Default qualifier 64 bit signed integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(i64vec4, aligned_i64vec4, 32);\n\n\n\t/////////////////////////////\n\t// Unsigned int vector types\n\n\t/// Low qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint8, aligned_lowp_uint8, 1);\n\n\t/// Low qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint16, aligned_lowp_uint16, 2);\n\n\t/// Low qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint32, aligned_lowp_uint32, 4);\n\n\t/// Low qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint64, aligned_lowp_uint64, 8);\n\n\n\t/// Low qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint8_t, aligned_lowp_uint8_t, 1);\n\n\t/// Low qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint16_t, aligned_lowp_uint16_t, 2);\n\n\t/// Low qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint32_t, aligned_lowp_uint32_t, 4);\n\n\t/// Low qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_uint64_t, aligned_lowp_uint64_t, 8);\n\n\n\t/// Low qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u8, aligned_lowp_u8, 1);\n\n\t/// Low qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u16, aligned_lowp_u16, 2);\n\n\t/// Low qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u32, aligned_lowp_u32, 4);\n\n\t/// Low qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(lowp_u64, aligned_lowp_u64, 8);\n\n\n\t/// Medium qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint8, aligned_mediump_uint8, 1);\n\n\t/// Medium qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint16, aligned_mediump_uint16, 2);\n\n\t/// Medium qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint32, aligned_mediump_uint32, 4);\n\n\t/// Medium qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint64, aligned_mediump_uint64, 8);\n\n\n\t/// Medium qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint8_t, aligned_mediump_uint8_t, 1);\n\n\t/// Medium qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint16_t, aligned_mediump_uint16_t, 2);\n\n\t/// Medium qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint32_t, aligned_mediump_uint32_t, 4);\n\n\t/// Medium qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_uint64_t, aligned_mediump_uint64_t, 8);\n\n\n\t/// Medium qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u8, aligned_mediump_u8, 1);\n\n\t/// Medium qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u16, aligned_mediump_u16, 2);\n\n\t/// Medium qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u32, aligned_mediump_u32, 4);\n\n\t/// Medium qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mediump_u64, aligned_mediump_u64, 8);\n\n\n\t/// High qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint8, aligned_highp_uint8, 1);\n\n\t/// High qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint16, aligned_highp_uint16, 2);\n\n\t/// High qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint32, aligned_highp_uint32, 4);\n\n\t/// High qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint64, aligned_highp_uint64, 8);\n\n\n\t/// High qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint8_t, aligned_highp_uint8_t, 1);\n\n\t/// High qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint16_t, aligned_highp_uint16_t, 2);\n\n\t/// High qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint32_t, aligned_highp_uint32_t, 4);\n\n\t/// High qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_uint64_t, aligned_highp_uint64_t, 8);\n\n\n\t/// High qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u8, aligned_highp_u8, 1);\n\n\t/// High qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u16, aligned_highp_u16, 2);\n\n\t/// High qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u32, aligned_highp_u32, 4);\n\n\t/// High qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(highp_u64, aligned_highp_u64, 8);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint8, aligned_uint8, 1);\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint16, aligned_uint16, 2);\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint32, aligned_uint32, 4);\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint64, aligned_uint64, 8);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint8_t, aligned_uint8_t, 1);\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint16_t, aligned_uint16_t, 2);\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint32_t, aligned_uint32_t, 4);\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uint64_t, aligned_uint64_t, 8);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8, aligned_u8, 1);\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16, aligned_u16, 2);\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32, aligned_u32, 4);\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64, aligned_u64, 8);\n\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec1, aligned_uvec1, 4);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec2, aligned_uvec2, 8);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec3, aligned_uvec3, 16);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(uvec4, aligned_uvec4, 16);\n\n\n\t/// Default qualifier 8 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec1, aligned_u8vec1, 1);\n\n\t/// Default qualifier 8 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec2, aligned_u8vec2, 2);\n\n\t/// Default qualifier 8 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec3, aligned_u8vec3, 4);\n\n\t/// Default qualifier 8 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u8vec4, aligned_u8vec4, 4);\n\n\n\t/// Default qualifier 16 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec1, aligned_u16vec1, 2);\n\n\t/// Default qualifier 16 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec2, aligned_u16vec2, 4);\n\n\t/// Default qualifier 16 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec3, aligned_u16vec3, 8);\n\n\t/// Default qualifier 16 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u16vec4, aligned_u16vec4, 8);\n\n\n\t/// Default qualifier 32 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec1, aligned_u32vec1, 4);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec2, aligned_u32vec2, 8);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec3, aligned_u32vec3, 16);\n\n\t/// Default qualifier 32 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u32vec4, aligned_u32vec4, 16);\n\n\n\t/// Default qualifier 64 bit unsigned integer aligned scalar type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec1, aligned_u64vec1, 8);\n\n\t/// Default qualifier 64 bit unsigned integer aligned vector of 2 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec2, aligned_u64vec2, 16);\n\n\t/// Default qualifier 64 bit unsigned integer aligned vector of 3 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec3, aligned_u64vec3, 32);\n\n\t/// Default qualifier 64 bit unsigned integer aligned vector of 4 components type.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(u64vec4, aligned_u64vec4, 32);\n\n\n\t//////////////////////\n\t// Float vector types\n\n\t/// 32 bit single-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float32, aligned_float32, 4);\n\n\t/// 32 bit single-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float32_t, aligned_float32_t, 4);\n\n\t/// 32 bit single-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float32, aligned_f32, 4);\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// 64 bit double-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float64, aligned_float64, 8);\n\n\t/// 64 bit double-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float64_t, aligned_float64_t, 8);\n\n\t/// 64 bit double-qualifier floating-point aligned scalar.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(float64, aligned_f64, 8);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\n\t/// Single-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec1, aligned_vec1, 4);\n\n\t/// Single-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec2, aligned_vec2, 8);\n\n\t/// Single-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec3, aligned_vec3, 16);\n\n\t/// Single-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(vec4, aligned_vec4, 16);\n\n\n\t/// Single-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec1, aligned_fvec1, 4);\n\n\t/// Single-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec2, aligned_fvec2, 8);\n\n\t/// Single-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec3, aligned_fvec3, 16);\n\n\t/// Single-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fvec4, aligned_fvec4, 16);\n\n\n\t/// Single-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec1, aligned_f32vec1, 4);\n\n\t/// Single-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec2, aligned_f32vec2, 8);\n\n\t/// Single-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec3, aligned_f32vec3, 16);\n\n\t/// Single-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32vec4, aligned_f32vec4, 16);\n\n\n\t/// Double-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec1, aligned_dvec1, 8);\n\n\t/// Double-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec2, aligned_dvec2, 16);\n\n\t/// Double-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec3, aligned_dvec3, 32);\n\n\t/// Double-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dvec4, aligned_dvec4, 32);\n\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point aligned vector of 1 component.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec1, aligned_f64vec1, 8);\n\n\t/// Double-qualifier floating-point aligned vector of 2 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec2, aligned_f64vec2, 16);\n\n\t/// Double-qualifier floating-point aligned vector of 3 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec3, aligned_f64vec3, 32);\n\n\t/// Double-qualifier floating-point aligned vector of 4 components.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64vec4, aligned_f64vec4, 32);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t//////////////////////\n\t// Float matrix types\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1<f32> mat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat2, aligned_mat2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat3, aligned_mat3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat4, aligned_mat4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f32> mat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat2x2, aligned_mat2x2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat3x3, aligned_mat3x3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(mat4x4, aligned_mat4x4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f32> fmat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef f32 fmat1x1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2x2, 16);\n\n\t/// Single-qualifier floating-point aligned 2x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x3, aligned_fmat2x3, 16);\n\n\t/// Single-qualifier floating-point aligned 2x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat2x4, aligned_fmat2x4, 16);\n\n\t/// Single-qualifier floating-point aligned 3x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x2, aligned_fmat3x2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3x3, 16);\n\n\t/// Single-qualifier floating-point aligned 3x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat3x4, aligned_fmat3x4, 16);\n\n\t/// Single-qualifier floating-point aligned 4x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x2, aligned_fmat4x2, 16);\n\n\t/// Single-qualifier floating-point aligned 4x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x3, aligned_fmat4x3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4x4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f32, defaultp> f32mat1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4, 16);\n\n\n\t/// Single-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef f32 f32mat1x1;\n\n\t/// Single-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2x2, 16);\n\n\t/// Single-qualifier floating-point aligned 2x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x3, aligned_f32mat2x3, 16);\n\n\t/// Single-qualifier floating-point aligned 2x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat2x4, aligned_f32mat2x4, 16);\n\n\t/// Single-qualifier floating-point aligned 3x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x2, aligned_f32mat3x2, 16);\n\n\t/// Single-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3x3, 16);\n\n\t/// Single-qualifier floating-point aligned 3x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat3x4, aligned_f32mat3x4, 16);\n\n\t/// Single-qualifier floating-point aligned 4x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x2, aligned_f32mat4x2, 16);\n\n\t/// Single-qualifier floating-point aligned 4x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x3, aligned_f32mat4x3, 16);\n\n\t/// Single-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4x4, 16);\n\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef detail::tmat1x1<f64, defaultp> f64mat1;\n\n\t/// Double-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2, 32);\n\n\t/// Double-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3, 32);\n\n\t/// Double-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4, 32);\n\n\n\t/// Double-qualifier floating-point aligned 1x1 matrix.\n\t/// @see gtx_type_aligned\n\t//typedef f64 f64mat1x1;\n\n\t/// Double-qualifier floating-point aligned 2x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2x2, 32);\n\n\t/// Double-qualifier floating-point aligned 2x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x3, aligned_f64mat2x3, 32);\n\n\t/// Double-qualifier floating-point aligned 2x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat2x4, aligned_f64mat2x4, 32);\n\n\t/// Double-qualifier floating-point aligned 3x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x2, aligned_f64mat3x2, 32);\n\n\t/// Double-qualifier floating-point aligned 3x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3x3, 32);\n\n\t/// Double-qualifier floating-point aligned 3x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat3x4, aligned_f64mat3x4, 32);\n\n\t/// Double-qualifier floating-point aligned 4x2 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x2, aligned_f64mat4x2, 32);\n\n\t/// Double-qualifier floating-point aligned 4x3 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x3, aligned_f64mat4x3, 32);\n\n\t/// Double-qualifier floating-point aligned 4x4 matrix.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4x4, 32);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\n\t//////////////////////////\n\t// Quaternion types\n\n\t/// Single-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(quat, aligned_quat, 16);\n\n\t/// Single-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(quat, aligned_fquat, 16);\n\n\t/// Double-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(dquat, aligned_dquat, 32);\n\n\t/// Single-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f32quat, aligned_f32quat, 16);\n\n#\tifndef GLM_FORCE_SINGLE_ONLY\n\n\t/// Double-qualifier floating-point aligned quaternion.\n\t/// @see gtx_type_aligned\n\tGLM_ALIGNED_TYPEDEF(f64quat, aligned_f64quat, 32);\n\n#\tendif//GLM_FORCE_SINGLE_ONLY\n\n\t/// @}\n}//namespace glm\n\n#include \"type_aligned.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/type_aligned.inl",
    "content": "/// @ref gtc_type_aligned\n\nnamespace glm\n{\n\n}\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/type_trait.hpp",
    "content": "/// @ref gtx_type_trait\n/// @file glm/gtx/type_trait.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_type_trait GLM_GTX_type_trait\n/// @ingroup gtx\n///\n/// Include <glm/gtx/type_trait.hpp> to use the features of this extension.\n///\n/// Defines traits for each type.\n\n#pragma once\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_type_trait is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_type_trait extension included\")\n#\tendif\n#endif\n\n// Dependency:\n#include \"../detail/qualifier.hpp\"\n#include \"../gtc/quaternion.hpp\"\n#include \"../gtx/dual_quaternion.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup gtx_type_trait\n\t/// @{\n\n\ttemplate<typename T>\n\tstruct type\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = false;\n\t\tstatic length_t const components = 0;\n\t\tstatic length_t const cols = 0;\n\t\tstatic length_t const rows = 0;\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct type<vec<L, T, Q> >\n\t{\n\t\tstatic bool const is_vec = true;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = false;\n\t\tstatic length_t const components = L;\n\t};\n\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tstruct type<mat<C, R, T, Q> >\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = true;\n\t\tstatic bool const is_quat = false;\n\t\tstatic length_t const components = C;\n\t\tstatic length_t const cols = C;\n\t\tstatic length_t const rows = R;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct type<qua<T, Q> >\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = true;\n\t\tstatic length_t const components = 4;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct type<tdualquat<T, Q> >\n\t{\n\t\tstatic bool const is_vec = false;\n\t\tstatic bool const is_mat = false;\n\t\tstatic bool const is_quat = true;\n\t\tstatic length_t const components = 8;\n\t};\n\n\t/// @}\n}//namespace glm\n\n#include \"type_trait.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/type_trait.inl",
    "content": "/// @ref gtx_type_trait\n\nnamespace glm\n{\n\ttemplate<typename T>\n\tbool const type<T>::is_vec;\n\ttemplate<typename T>\n\tbool const type<T>::is_mat;\n\ttemplate<typename T>\n\tbool const type<T>::is_quat;\n\ttemplate<typename T>\n\tlength_t const type<T>::components;\n\ttemplate<typename T>\n\tlength_t const type<T>::cols;\n\ttemplate<typename T>\n\tlength_t const type<T>::rows;\n\n\t// vec\n\ttemplate<length_t L, typename T, qualifier Q>\n\tbool const type<vec<L, T, Q> >::is_vec;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tbool const type<vec<L, T, Q> >::is_mat;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tbool const type<vec<L, T, Q> >::is_quat;\n\ttemplate<length_t L, typename T, qualifier Q>\n\tlength_t const type<vec<L, T, Q> >::components;\n\n\t// mat\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tbool const type<mat<C, R, T, Q> >::is_vec;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tbool const type<mat<C, R, T, Q> >::is_mat;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tbool const type<mat<C, R, T, Q> >::is_quat;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tlength_t const type<mat<C, R, T, Q> >::components;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tlength_t const type<mat<C, R, T, Q> >::cols;\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tlength_t const type<mat<C, R, T, Q> >::rows;\n\n\t// tquat\n\ttemplate<typename T, qualifier Q>\n\tbool const type<qua<T, Q> >::is_vec;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<qua<T, Q> >::is_mat;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<qua<T, Q> >::is_quat;\n\ttemplate<typename T, qualifier Q>\n\tlength_t const type<qua<T, Q> >::components;\n\n\t// tdualquat\n\ttemplate<typename T, qualifier Q>\n\tbool const type<tdualquat<T, Q> >::is_vec;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<tdualquat<T, Q> >::is_mat;\n\ttemplate<typename T, qualifier Q>\n\tbool const type<tdualquat<T, Q> >::is_quat;\n\ttemplate<typename T, qualifier Q>\n\tlength_t const type<tdualquat<T, Q> >::components;\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/vec_swizzle.hpp",
    "content": "/// @ref gtx_vec_swizzle\n/// @file glm/gtx/vec_swizzle.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_vec_swizzle GLM_GTX_vec_swizzle\n/// @ingroup gtx\n///\n/// Include <glm/gtx/vec_swizzle.hpp> to use the features of this extension.\n///\n/// Functions to perform swizzle operation.\n\n#pragma once\n\n#include \"../glm.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_vec_swizzle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_vec_swizzle extension included\")\n#\tendif\n#endif\n\nnamespace glm {\n\t// xx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<1, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.x);\n\t}\n\n\t// xy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.y);\n\t}\n\n\t// xz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.z);\n\t}\n\n\t// xw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> xw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.x, v.w);\n\t}\n\n\t// yx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.x);\n\t}\n\n\t// yy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.y);\n\t}\n\n\t// yz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.z);\n\t}\n\n\t// yw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> yw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.y, v.w);\n\t}\n\n\t// zx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.x);\n\t}\n\n\t// zy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.y);\n\t}\n\n\t// zz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.z);\n\t}\n\n\t// zw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> zw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.z, v.w);\n\t}\n\n\t// wx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> wx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.x);\n\t}\n\n\t// wy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> wy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.y);\n\t}\n\n\t// wz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> wz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.z);\n\t}\n\n\t// ww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<2, T, Q> ww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<2, T, Q>(v.w, v.w);\n\t}\n\n\t// xxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<1, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.x);\n\t}\n\n\t// xxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.y);\n\t}\n\n\t// xxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.z);\n\t}\n\n\t// xxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.x, v.w);\n\t}\n\n\t// xyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.x);\n\t}\n\n\t// xyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.y);\n\t}\n\n\t// xyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.z);\n\t}\n\n\t// xyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.y, v.w);\n\t}\n\n\t// xzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.x);\n\t}\n\n\t// xzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.y);\n\t}\n\n\t// xzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.z);\n\t}\n\n\t// xzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.z, v.w);\n\t}\n\n\t// xwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.x);\n\t}\n\n\t// xwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.y);\n\t}\n\n\t// xwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.z);\n\t}\n\n\t// xww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> xww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.x, v.w, v.w);\n\t}\n\n\t// yxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.x);\n\t}\n\n\t// yxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.y);\n\t}\n\n\t// yxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.z);\n\t}\n\n\t// yxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.x, v.w);\n\t}\n\n\t// yyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.x);\n\t}\n\n\t// yyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.y);\n\t}\n\n\t// yyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.z);\n\t}\n\n\t// yyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.y, v.w);\n\t}\n\n\t// yzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.x);\n\t}\n\n\t// yzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.y);\n\t}\n\n\t// yzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.z);\n\t}\n\n\t// yzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.z, v.w);\n\t}\n\n\t// ywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> ywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.x);\n\t}\n\n\t// ywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> ywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.y);\n\t}\n\n\t// ywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> ywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.z);\n\t}\n\n\t// yww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> yww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.y, v.w, v.w);\n\t}\n\n\t// zxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.x);\n\t}\n\n\t// zxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.y);\n\t}\n\n\t// zxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.z);\n\t}\n\n\t// zxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.x, v.w);\n\t}\n\n\t// zyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.x);\n\t}\n\n\t// zyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.y);\n\t}\n\n\t// zyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.z);\n\t}\n\n\t// zyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.y, v.w);\n\t}\n\n\t// zzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.x);\n\t}\n\n\t// zzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.y);\n\t}\n\n\t// zzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.z);\n\t}\n\n\t// zzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.z, v.w);\n\t}\n\n\t// zwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.x);\n\t}\n\n\t// zwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.y);\n\t}\n\n\t// zwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.z);\n\t}\n\n\t// zww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> zww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.z, v.w, v.w);\n\t}\n\n\t// wxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.x);\n\t}\n\n\t// wxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.y);\n\t}\n\n\t// wxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.z);\n\t}\n\n\t// wxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.x, v.w);\n\t}\n\n\t// wyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.x);\n\t}\n\n\t// wyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.y);\n\t}\n\n\t// wyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.z);\n\t}\n\n\t// wyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.y, v.w);\n\t}\n\n\t// wzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.x);\n\t}\n\n\t// wzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.y);\n\t}\n\n\t// wzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.z);\n\t}\n\n\t// wzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.z, v.w);\n\t}\n\n\t// wwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.x);\n\t}\n\n\t// wwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.y);\n\t}\n\n\t// wwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> wwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.z);\n\t}\n\n\t// www\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<3, T, Q> www(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<3, T, Q>(v.w, v.w, v.w);\n\t}\n\n\t// xxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<1, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);\n\t}\n\n\t// xxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);\n\t}\n\n\t// xxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.z);\n\t}\n\n\t// xxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.x, v.w);\n\t}\n\n\t// xxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);\n\t}\n\n\t// xxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);\n\t}\n\n\t// xxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.z);\n\t}\n\n\t// xxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.y, v.w);\n\t}\n\n\t// xxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.x);\n\t}\n\n\t// xxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.y);\n\t}\n\n\t// xxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.z);\n\t}\n\n\t// xxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.z, v.w);\n\t}\n\n\t// xxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.x);\n\t}\n\n\t// xxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.y);\n\t}\n\n\t// xxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.z);\n\t}\n\n\t// xxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.x, v.w, v.w);\n\t}\n\n\t// xyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);\n\t}\n\n\t// xyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);\n\t}\n\n\t// xyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.z);\n\t}\n\n\t// xyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.x, v.w);\n\t}\n\n\t// xyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);\n\t}\n\n\t// xyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);\n\t}\n\n\t// xyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.z);\n\t}\n\n\t// xyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.y, v.w);\n\t}\n\n\t// xyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.x);\n\t}\n\n\t// xyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.y);\n\t}\n\n\t// xyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.z);\n\t}\n\n\t// xyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.z, v.w);\n\t}\n\n\t// xywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.x);\n\t}\n\n\t// xywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.y);\n\t}\n\n\t// xywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.z);\n\t}\n\n\t// xyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.y, v.w, v.w);\n\t}\n\n\t// xzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.x);\n\t}\n\n\t// xzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.y);\n\t}\n\n\t// xzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.z);\n\t}\n\n\t// xzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.x, v.w);\n\t}\n\n\t// xzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.x);\n\t}\n\n\t// xzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.y);\n\t}\n\n\t// xzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.z);\n\t}\n\n\t// xzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.y, v.w);\n\t}\n\n\t// xzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.x);\n\t}\n\n\t// xzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.y);\n\t}\n\n\t// xzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.z);\n\t}\n\n\t// xzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.z, v.w);\n\t}\n\n\t// xzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.x);\n\t}\n\n\t// xzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.y);\n\t}\n\n\t// xzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.z);\n\t}\n\n\t// xzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.z, v.w, v.w);\n\t}\n\n\t// xwxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.x);\n\t}\n\n\t// xwxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.y);\n\t}\n\n\t// xwxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.z);\n\t}\n\n\t// xwxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.x, v.w);\n\t}\n\n\t// xwyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.x);\n\t}\n\n\t// xwyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.y);\n\t}\n\n\t// xwyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.z);\n\t}\n\n\t// xwyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.y, v.w);\n\t}\n\n\t// xwzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.x);\n\t}\n\n\t// xwzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.y);\n\t}\n\n\t// xwzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.z);\n\t}\n\n\t// xwzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.z, v.w);\n\t}\n\n\t// xwwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.x);\n\t}\n\n\t// xwwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.y);\n\t}\n\n\t// xwwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.z);\n\t}\n\n\t// xwww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> xwww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.x, v.w, v.w, v.w);\n\t}\n\n\t// yxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);\n\t}\n\n\t// yxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);\n\t}\n\n\t// yxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.z);\n\t}\n\n\t// yxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.x, v.w);\n\t}\n\n\t// yxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);\n\t}\n\n\t// yxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);\n\t}\n\n\t// yxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.z);\n\t}\n\n\t// yxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.y, v.w);\n\t}\n\n\t// yxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.x);\n\t}\n\n\t// yxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.y);\n\t}\n\n\t// yxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.z);\n\t}\n\n\t// yxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.z, v.w);\n\t}\n\n\t// yxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.x);\n\t}\n\n\t// yxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.y);\n\t}\n\n\t// yxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.z);\n\t}\n\n\t// yxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.x, v.w, v.w);\n\t}\n\n\t// yyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);\n\t}\n\n\t// yyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);\n\t}\n\n\t// yyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.z);\n\t}\n\n\t// yyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.x, v.w);\n\t}\n\n\t// yyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);\n\t}\n\n\t// yyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<2, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);\n\t}\n\n\t// yyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.z);\n\t}\n\n\t// yyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.y, v.w);\n\t}\n\n\t// yyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.x);\n\t}\n\n\t// yyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.y);\n\t}\n\n\t// yyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.z);\n\t}\n\n\t// yyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.z, v.w);\n\t}\n\n\t// yywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.x);\n\t}\n\n\t// yywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.y);\n\t}\n\n\t// yywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.z);\n\t}\n\n\t// yyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.y, v.w, v.w);\n\t}\n\n\t// yzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.x);\n\t}\n\n\t// yzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.y);\n\t}\n\n\t// yzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.z);\n\t}\n\n\t// yzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.x, v.w);\n\t}\n\n\t// yzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.x);\n\t}\n\n\t// yzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.y);\n\t}\n\n\t// yzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.z);\n\t}\n\n\t// yzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.y, v.w);\n\t}\n\n\t// yzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.x);\n\t}\n\n\t// yzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.y);\n\t}\n\n\t// yzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.z);\n\t}\n\n\t// yzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.z, v.w);\n\t}\n\n\t// yzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.x);\n\t}\n\n\t// yzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.y);\n\t}\n\n\t// yzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.z);\n\t}\n\n\t// yzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> yzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.z, v.w, v.w);\n\t}\n\n\t// ywxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.x);\n\t}\n\n\t// ywxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.y);\n\t}\n\n\t// ywxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.z);\n\t}\n\n\t// ywxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.x, v.w);\n\t}\n\n\t// ywyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.x);\n\t}\n\n\t// ywyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.y);\n\t}\n\n\t// ywyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.z);\n\t}\n\n\t// ywyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.y, v.w);\n\t}\n\n\t// ywzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.x);\n\t}\n\n\t// ywzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.y);\n\t}\n\n\t// ywzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.z);\n\t}\n\n\t// ywzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.z, v.w);\n\t}\n\n\t// ywwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.x);\n\t}\n\n\t// ywwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.y);\n\t}\n\n\t// ywwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.z);\n\t}\n\n\t// ywww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> ywww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.y, v.w, v.w, v.w);\n\t}\n\n\t// zxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.x);\n\t}\n\n\t// zxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.y);\n\t}\n\n\t// zxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.z);\n\t}\n\n\t// zxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.x, v.w);\n\t}\n\n\t// zxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.x);\n\t}\n\n\t// zxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.y);\n\t}\n\n\t// zxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.z);\n\t}\n\n\t// zxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.y, v.w);\n\t}\n\n\t// zxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.x);\n\t}\n\n\t// zxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.y);\n\t}\n\n\t// zxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.z);\n\t}\n\n\t// zxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.z, v.w);\n\t}\n\n\t// zxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.x);\n\t}\n\n\t// zxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.y);\n\t}\n\n\t// zxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.z);\n\t}\n\n\t// zxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.x, v.w, v.w);\n\t}\n\n\t// zyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.x);\n\t}\n\n\t// zyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.y);\n\t}\n\n\t// zyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.z);\n\t}\n\n\t// zyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.x, v.w);\n\t}\n\n\t// zyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.x);\n\t}\n\n\t// zyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.y);\n\t}\n\n\t// zyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.z);\n\t}\n\n\t// zyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.y, v.w);\n\t}\n\n\t// zyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.x);\n\t}\n\n\t// zyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.y);\n\t}\n\n\t// zyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.z);\n\t}\n\n\t// zyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.z, v.w);\n\t}\n\n\t// zywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.x);\n\t}\n\n\t// zywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.y);\n\t}\n\n\t// zywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.z);\n\t}\n\n\t// zyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.y, v.w, v.w);\n\t}\n\n\t// zzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.x);\n\t}\n\n\t// zzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.y);\n\t}\n\n\t// zzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.z);\n\t}\n\n\t// zzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.x, v.w);\n\t}\n\n\t// zzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.x);\n\t}\n\n\t// zzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.y);\n\t}\n\n\t// zzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.z);\n\t}\n\n\t// zzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.y, v.w);\n\t}\n\n\t// zzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.x);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.x);\n\t}\n\n\t// zzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.y);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.y);\n\t}\n\n\t// zzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<3, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.z);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.z);\n\t}\n\n\t// zzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.z, v.w);\n\t}\n\n\t// zzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.x);\n\t}\n\n\t// zzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.y);\n\t}\n\n\t// zzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.z);\n\t}\n\n\t// zzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.z, v.w, v.w);\n\t}\n\n\t// zwxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.x);\n\t}\n\n\t// zwxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.y);\n\t}\n\n\t// zwxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.z);\n\t}\n\n\t// zwxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.x, v.w);\n\t}\n\n\t// zwyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.x);\n\t}\n\n\t// zwyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.y);\n\t}\n\n\t// zwyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.z);\n\t}\n\n\t// zwyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.y, v.w);\n\t}\n\n\t// zwzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.x);\n\t}\n\n\t// zwzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.y);\n\t}\n\n\t// zwzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.z);\n\t}\n\n\t// zwzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.z, v.w);\n\t}\n\n\t// zwwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.x);\n\t}\n\n\t// zwwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.y);\n\t}\n\n\t// zwwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.z);\n\t}\n\n\t// zwww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> zwww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.z, v.w, v.w, v.w);\n\t}\n\n\t// wxxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.x);\n\t}\n\n\t// wxxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.y);\n\t}\n\n\t// wxxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.z);\n\t}\n\n\t// wxxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.x, v.w);\n\t}\n\n\t// wxyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.x);\n\t}\n\n\t// wxyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.y);\n\t}\n\n\t// wxyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.z);\n\t}\n\n\t// wxyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.y, v.w);\n\t}\n\n\t// wxzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.x);\n\t}\n\n\t// wxzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.y);\n\t}\n\n\t// wxzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.z);\n\t}\n\n\t// wxzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.z, v.w);\n\t}\n\n\t// wxwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.x);\n\t}\n\n\t// wxwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.y);\n\t}\n\n\t// wxwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.z);\n\t}\n\n\t// wxww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wxww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.x, v.w, v.w);\n\t}\n\n\t// wyxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.x);\n\t}\n\n\t// wyxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.y);\n\t}\n\n\t// wyxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.z);\n\t}\n\n\t// wyxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.x, v.w);\n\t}\n\n\t// wyyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.x);\n\t}\n\n\t// wyyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.y);\n\t}\n\n\t// wyyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.z);\n\t}\n\n\t// wyyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.y, v.w);\n\t}\n\n\t// wyzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.x);\n\t}\n\n\t// wyzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.y);\n\t}\n\n\t// wyzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.z);\n\t}\n\n\t// wyzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.z, v.w);\n\t}\n\n\t// wywx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wywx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.x);\n\t}\n\n\t// wywy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wywy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.y);\n\t}\n\n\t// wywz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wywz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.z);\n\t}\n\n\t// wyww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wyww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.y, v.w, v.w);\n\t}\n\n\t// wzxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.x);\n\t}\n\n\t// wzxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.y);\n\t}\n\n\t// wzxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.z);\n\t}\n\n\t// wzxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.x, v.w);\n\t}\n\n\t// wzyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.x);\n\t}\n\n\t// wzyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.y);\n\t}\n\n\t// wzyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.z);\n\t}\n\n\t// wzyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.y, v.w);\n\t}\n\n\t// wzzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.x);\n\t}\n\n\t// wzzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.y);\n\t}\n\n\t// wzzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.z);\n\t}\n\n\t// wzzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.z, v.w);\n\t}\n\n\t// wzwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.x);\n\t}\n\n\t// wzwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.y);\n\t}\n\n\t// wzwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.z);\n\t}\n\n\t// wzww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wzww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.z, v.w, v.w);\n\t}\n\n\t// wwxx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.x);\n\t}\n\n\t// wwxy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.y);\n\t}\n\n\t// wwxz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.z);\n\t}\n\n\t// wwxw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwxw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.x, v.w);\n\t}\n\n\t// wwyx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.x);\n\t}\n\n\t// wwyy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.y);\n\t}\n\n\t// wwyz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.z);\n\t}\n\n\t// wwyw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwyw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.y, v.w);\n\t}\n\n\t// wwzx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.x);\n\t}\n\n\t// wwzy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.y);\n\t}\n\n\t// wwzz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.z);\n\t}\n\n\t// wwzw\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwzw(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.z, v.w);\n\t}\n\n\t// wwwx\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwwx(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.x);\n\t}\n\n\t// wwwy\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwwy(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.y);\n\t}\n\n\t// wwwz\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwwz(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.z);\n\t}\n\n\t// wwww\n\ttemplate<typename T, qualifier Q>\n\tGLM_INLINE glm::vec<4, T, Q> wwww(const glm::vec<4, T, Q> &v) {\n\t\treturn glm::vec<4, T, Q>(v.w, v.w, v.w, v.w);\n\t}\n\n}\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/vector_angle.hpp",
    "content": "/// @ref gtx_vector_angle\n/// @file glm/gtx/vector_angle.hpp\n///\n/// @see core (dependence)\n/// @see gtx_quaternion (dependence)\n/// @see gtx_epsilon (dependence)\n///\n/// @defgroup gtx_vector_angle GLM_GTX_vector_angle\n/// @ingroup gtx\n///\n/// Include <glm/gtx/vector_angle.hpp> to use the features of this extension.\n///\n/// Compute angle between vectors\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../gtc/epsilon.hpp\"\n#include \"../gtx/quaternion.hpp\"\n#include \"../gtx/rotate_vector.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_vector_angle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_vector_angle extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_vector_angle\n\t/// @{\n\n\t//! Returns the absolute angle between two vectors.\n\t//! Parameters need to be normalized.\n\t/// @see gtx_vector_angle extension.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t//! Returns the oriented angle between two 2d vectors.\n\t//! Parameters need to be normalized.\n\t/// @see gtx_vector_angle extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y);\n\n\t//! Returns the oriented angle between two 3d vectors based from a reference axis.\n\t//! Parameters need to be normalized.\n\t/// @see gtx_vector_angle extension.\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_DECL T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref);\n\n\t/// @}\n}// namespace glm\n\n#include \"vector_angle.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/vector_angle.inl",
    "content": "/// @ref gtx_vector_angle\n\nnamespace glm\n{\n\ttemplate<typename genType>\n\tGLM_FUNC_QUALIFIER genType angle\n\t(\n\t\tgenType const& x,\n\t\tgenType const& y\n\t)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, \"'angle' only accept floating-point inputs\");\n\t\treturn acos(clamp(dot(x, y), genType(-1), genType(1)));\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'angle' only accept floating-point inputs\");\n\t\treturn acos(clamp(dot(x, y), T(-1), T(1)));\n\t}\n\n\t//! \\todo epsilon is hard coded to 0.01\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'orientedAngle' only accept floating-point inputs\");\n\t\tT const Angle(acos(clamp(dot(x, y), T(-1), T(1))));\n\n\t\tif(all(epsilonEqual(y, glm::rotate(x, Angle), T(0.0001))))\n\t\t\treturn Angle;\n\t\telse\n\t\t\treturn -Angle;\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'orientedAngle' only accept floating-point inputs\");\n\n\t\tT const Angle(acos(clamp(dot(x, y), T(-1), T(1))));\n\t\treturn mix(Angle, -Angle, dot(ref, cross(x, y)) < T(0));\n\t}\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/vector_query.hpp",
    "content": "/// @ref gtx_vector_query\n/// @file glm/gtx/vector_query.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_vector_query GLM_GTX_vector_query\n/// @ingroup gtx\n///\n/// Include <glm/gtx/vector_query.hpp> to use the features of this extension.\n///\n/// Query informations of vector types\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include <cfloat>\n#include <limits>\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_vector_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_vector_query extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_vector_query\n\t/// @{\n\n\t//! Check whether two vectors are collinears.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool areCollinear(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);\n\n\t//! Check whether two vectors are orthogonals.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool areOrthogonal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);\n\n\t//! Check whether a vector is normalized.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNormalized(vec<L, T, Q> const& v, T const& epsilon);\n\n\t//! Check whether a vector is null.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool isNull(vec<L, T, Q> const& v, T const& epsilon);\n\n\t//! Check whether a each component of a vector is null.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, bool, Q> isCompNull(vec<L, T, Q> const& v, T const& epsilon);\n\n\t//! Check whether two vectors are orthonormal.\n\t/// @see gtx_vector_query extensions.\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL bool areOrthonormal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);\n\n\t/// @}\n}// namespace glm\n\n#include \"vector_query.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/vector_query.inl",
    "content": "/// @ref gtx_vector_query\n\n#include <cassert>\n\nnamespace glm{\nnamespace detail\n{\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_areCollinear{};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_areCollinear<2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static bool call(vec<2, T, Q> const& v0, vec<2, T, Q> const& v1, T const& epsilon)\n\t\t{\n\t\t\treturn length(cross(vec<3, T, Q>(v0, static_cast<T>(0)), vec<3, T, Q>(v1, static_cast<T>(0)))) < epsilon;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_areCollinear<3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static bool call(vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, T const& epsilon)\n\t\t{\n\t\t\treturn length(cross(v0, v1)) < epsilon;\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_areCollinear<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static bool call(vec<4, T, Q> const& v0, vec<4, T, Q> const& v1, T const& epsilon)\n\t\t{\n\t\t\treturn length(cross(vec<3, T, Q>(v0), vec<3, T, Q>(v1))) < epsilon;\n\t\t}\n\t};\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tstruct compute_isCompNull{};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_isCompNull<2, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<2, bool, Q> call(vec<2, T, Q> const& v, T const& epsilon)\n\t\t{\n\t\t\treturn vec<2, bool, Q>(\n\t\t\t\t(abs(v.x) < epsilon),\n\t\t\t\t(abs(v.y) < epsilon));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_isCompNull<3, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<3, bool, Q> call(vec<3, T, Q> const& v, T const& epsilon)\n\t\t{\n\t\t\treturn vec<3, bool, Q>(\n\t\t\t\t(abs(v.x) < epsilon),\n\t\t\t\t(abs(v.y) < epsilon),\n\t\t\t\t(abs(v.z) < epsilon));\n\t\t}\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct compute_isCompNull<4, T, Q>\n\t{\n\t\tGLM_FUNC_QUALIFIER static vec<4, bool, Q> call(vec<4, T, Q> const& v, T const& epsilon)\n\t\t{\n\t\t\treturn vec<4, bool, Q>(\n\t\t\t\t(abs(v.x) < epsilon),\n\t\t\t\t(abs(v.y) < epsilon),\n\t\t\t\t(abs(v.z) < epsilon),\n\t\t\t\t(abs(v.w) < epsilon));\n\t\t}\n\t};\n\n}//namespace detail\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool areCollinear(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'areCollinear' only accept floating-point inputs\");\n\n\t\treturn detail::compute_areCollinear<L, T, Q>::call(v0, v1, epsilon);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool areOrthogonal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'areOrthogonal' only accept floating-point inputs\");\n\n\t\treturn abs(dot(v0, v1)) <= max(\n\t\t\tstatic_cast<T>(1),\n\t\t\tlength(v0)) * max(static_cast<T>(1), length(v1)) * epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNormalized(vec<L, T, Q> const& v, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isNormalized' only accept floating-point inputs\");\n\n\t\treturn abs(length(v) - static_cast<T>(1)) <= static_cast<T>(2) * epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool isNull(vec<L, T, Q> const& v, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isNull' only accept floating-point inputs\");\n\n\t\treturn length(v) <= epsilon;\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<L, bool, Q> isCompNull(vec<L, T, Q> const& v, T const& epsilon)\n\t{\n\t\tGLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, \"'isCompNull' only accept floating-point inputs\");\n\n\t\treturn detail::compute_isCompNull<L, T, Q>::call(v, epsilon);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<2, bool, Q> isCompNull(vec<2, T, Q> const& v, T const& epsilon)\n\t{\n\t\treturn vec<2, bool, Q>(\n\t\t\tabs(v.x) < epsilon,\n\t\t\tabs(v.y) < epsilon);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<3, bool, Q> isCompNull(vec<3, T, Q> const& v, T const& epsilon)\n\t{\n\t\treturn vec<3, bool, Q>(\n\t\t\tabs(v.x) < epsilon,\n\t\t\tabs(v.y) < epsilon,\n\t\t\tabs(v.z) < epsilon);\n\t}\n\n\ttemplate<typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER vec<4, bool, Q> isCompNull(vec<4, T, Q> const& v, T const& epsilon)\n\t{\n\t\treturn vec<4, bool, Q>(\n\t\t\tabs(v.x) < epsilon,\n\t\t\tabs(v.y) < epsilon,\n\t\t\tabs(v.z) < epsilon,\n\t\t\tabs(v.w) < epsilon);\n\t}\n\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_QUALIFIER bool areOrthonormal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)\n\t{\n\t\treturn isNormalized(v0, epsilon) && isNormalized(v1, epsilon) && (abs(dot(v0, v1)) <= epsilon);\n\t}\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/wrap.hpp",
    "content": "/// @ref gtx_wrap\n/// @file glm/gtx/wrap.hpp\n///\n/// @see core (dependence)\n///\n/// @defgroup gtx_wrap GLM_GTX_wrap\n/// @ingroup gtx\n///\n/// Include <glm/gtx/wrap.hpp> to use the features of this extension.\n///\n/// Wrapping mode of texture coordinates.\n\n#pragma once\n\n// Dependency:\n#include \"../glm.hpp\"\n#include \"../ext/scalar_common.hpp\"\n#include \"../ext/vector_common.hpp\"\n#include \"../gtc/vec1.hpp\"\n\n#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)\n#\tifndef GLM_ENABLE_EXPERIMENTAL\n#\t\tpragma message(\"GLM: GLM_GTX_wrap is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.\")\n#\telse\n#\t\tpragma message(\"GLM: GLM_GTX_wrap extension included\")\n#\tendif\n#endif\n\nnamespace glm\n{\n\t/// @addtogroup gtx_wrap\n\t/// @{\n\n\t/// @}\n}// namespace glm\n\n#include \"wrap.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/gtx/wrap.inl",
    "content": "/// @ref gtx_wrap\n\nnamespace glm\n{\n\n}//namespace glm\n"
  },
  {
    "path": "Dependencies/include/glm/integer.hpp",
    "content": "/// @ref core\n/// @file glm/integer.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n///\n/// @defgroup core_func_integer Integer functions\n/// @ingroup core\n///\n/// Provides GLSL functions on integer types\n///\n/// These all operate component-wise. The description is per component.\n/// The notation [a, b] means the set of bits from bit-number a through bit-number\n/// b, inclusive. The lowest-order bit is bit 0.\n///\n/// Include <glm/integer.hpp> to use these core features.\n\n#pragma once\n\n#include \"detail/qualifier.hpp\"\n#include \"common.hpp\"\n#include \"vector_relational.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_integer\n\t/// @{\n\n\t/// Adds 32-bit unsigned integer x and y, returning the sum\n\t/// modulo pow(2, 32). The value carry is set to 0 if the sum was\n\t/// less than pow(2, 32), or to 1 otherwise.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/uaddCarry.xml\">GLSL uaddCarry man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> uaddCarry(\n\t\tvec<L, uint, Q> const& x,\n\t\tvec<L, uint, Q> const& y,\n\t\tvec<L, uint, Q> & carry);\n\n\t/// Subtracts the 32-bit unsigned integer y from x, returning\n\t/// the difference if non-negative, or pow(2, 32) plus the difference\n\t/// otherwise. The value borrow is set to 0 if x >= y, or to 1 otherwise.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/usubBorrow.xml\">GLSL usubBorrow man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL vec<L, uint, Q> usubBorrow(\n\t\tvec<L, uint, Q> const& x,\n\t\tvec<L, uint, Q> const& y,\n\t\tvec<L, uint, Q> & borrow);\n\n\t/// Multiplies 32-bit integers x and y, producing a 64-bit\n\t/// result. The 32 least-significant bits are returned in lsb.\n\t/// The 32 most-significant bits are returned in msb.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/umulExtended.xml\">GLSL umulExtended man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL void umulExtended(\n\t\tvec<L, uint, Q> const& x,\n\t\tvec<L, uint, Q> const& y,\n\t\tvec<L, uint, Q> & msb,\n\t\tvec<L, uint, Q> & lsb);\n\n\t/// Multiplies 32-bit integers x and y, producing a 64-bit\n\t/// result. The 32 least-significant bits are returned in lsb.\n\t/// The 32 most-significant bits are returned in msb.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/imulExtended.xml\">GLSL imulExtended man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL void imulExtended(\n\t\tvec<L, int, Q> const& x,\n\t\tvec<L, int, Q> const& y,\n\t\tvec<L, int, Q> & msb,\n\t\tvec<L, int, Q> & lsb);\n\n\t/// Extracts bits [offset, offset + bits - 1] from value,\n\t/// returning them in the least significant bits of the result.\n\t/// For unsigned data types, the most significant bits of the\n\t/// result will be set to zero. For signed data types, the\n\t/// most significant bits will be set to the value of bit offset + base - 1.\n\t///\n\t/// If bits is zero, the result will be zero. The result will be\n\t/// undefined if offset or bits is negative, or if the sum of\n\t/// offset and bits is greater than the number of bits used\n\t/// to store the operand.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldExtract.xml\">GLSL bitfieldExtract man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldExtract(\n\t\tvec<L, T, Q> const& Value,\n\t\tint Offset,\n\t\tint Bits);\n\n\t/// Returns the insertion the bits least-significant bits of insert into base.\n\t///\n\t/// The result will have bits [offset, offset + bits - 1] taken\n\t/// from bits [0, bits - 1] of insert, and all other bits taken\n\t/// directly from the corresponding bits of base. If bits is\n\t/// zero, the result will simply be base. The result will be\n\t/// undefined if offset or bits is negative, or if the sum of\n\t/// offset and bits is greater than the number of bits used to\n\t/// store the operand.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldInsert.xml\">GLSL bitfieldInsert man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldInsert(\n\t\tvec<L, T, Q> const& Base,\n\t\tvec<L, T, Q> const& Insert,\n\t\tint Offset,\n\t\tint Bits);\n\n\t/// Returns the reversal of the bits of value.\n\t/// The bit numbered n of the result will be taken from bit (bits - 1) - n of value,\n\t/// where bits is the total number of bits used to represent value.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldReverse.xml\">GLSL bitfieldReverse man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> bitfieldReverse(vec<L, T, Q> const& v);\n\n\t/// Returns the number of bits set to 1 in the binary representation of value.\n\t///\n\t/// @tparam genType Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml\">GLSL bitCount man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<typename genType>\n\tGLM_FUNC_DECL int bitCount(genType v);\n\n\t/// Returns the number of bits set to 1 in the binary representation of value.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar or vector types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml\">GLSL bitCount man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> bitCount(vec<L, T, Q> const& v);\n\n\t/// Returns the bit number of the least significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value is zero, -1 will be returned.\n\t///\n\t/// @tparam genIUType Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml\">GLSL findLSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL int findLSB(genIUType x);\n\n\t/// Returns the bit number of the least significant bit set to\n\t/// 1 in the binary representation of value.\n\t/// If value is zero, -1 will be returned.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml\">GLSL findLSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> findLSB(vec<L, T, Q> const& v);\n\n\t/// Returns the bit number of the most significant bit in the binary representation of value.\n\t/// For positive integers, the result will be the bit number of the most significant bit set to 1.\n\t/// For negative integers, the result will be the bit number of the most significant\n\t/// bit set to 0. For a value of zero or negative one, -1 will be returned.\n\t///\n\t/// @tparam genIUType Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml\">GLSL findMSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<typename genIUType>\n\tGLM_FUNC_DECL int findMSB(genIUType x);\n\n\t/// Returns the bit number of the most significant bit in the binary representation of value.\n\t/// For positive integers, the result will be the bit number of the most significant bit set to 1.\n\t/// For negative integers, the result will be the bit number of the most significant\n\t/// bit set to 0. For a value of zero or negative one, -1 will be returned.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T Signed or unsigned integer scalar types.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml\">GLSL findMSB man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, int, Q> findMSB(vec<L, T, Q> const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_integer.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/mat2x2.hpp",
    "content": "/// @ref core\n/// @file glm/mat2x2.hpp\n\n#pragma once\n#include \"./ext/matrix_double2x2.hpp\"\n#include \"./ext/matrix_double2x2_precision.hpp\"\n#include \"./ext/matrix_float2x2.hpp\"\n#include \"./ext/matrix_float2x2_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/mat2x3.hpp",
    "content": "/// @ref core\n/// @file glm/mat2x3.hpp\n\n#pragma once\n#include \"./ext/matrix_double2x3.hpp\"\n#include \"./ext/matrix_double2x3_precision.hpp\"\n#include \"./ext/matrix_float2x3.hpp\"\n#include \"./ext/matrix_float2x3_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/mat2x4.hpp",
    "content": "/// @ref core\n/// @file glm/mat2x4.hpp\n\n#pragma once\n#include \"./ext/matrix_double2x4.hpp\"\n#include \"./ext/matrix_double2x4_precision.hpp\"\n#include \"./ext/matrix_float2x4.hpp\"\n#include \"./ext/matrix_float2x4_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/mat3x2.hpp",
    "content": "/// @ref core\n/// @file glm/mat3x2.hpp\n\n#pragma once\n#include \"./ext/matrix_double3x2.hpp\"\n#include \"./ext/matrix_double3x2_precision.hpp\"\n#include \"./ext/matrix_float3x2.hpp\"\n#include \"./ext/matrix_float3x2_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/mat3x3.hpp",
    "content": "/// @ref core\n/// @file glm/mat3x3.hpp\n\n#pragma once\n#include \"./ext/matrix_double3x3.hpp\"\n#include \"./ext/matrix_double3x3_precision.hpp\"\n#include \"./ext/matrix_float3x3.hpp\"\n#include \"./ext/matrix_float3x3_precision.hpp\"\n"
  },
  {
    "path": "Dependencies/include/glm/mat3x4.hpp",
    "content": "/// @ref core\n/// @file glm/mat3x4.hpp\n\n#pragma once\n#include \"./ext/matrix_double3x4.hpp\"\n#include \"./ext/matrix_double3x4_precision.hpp\"\n#include \"./ext/matrix_float3x4.hpp\"\n#include \"./ext/matrix_float3x4_precision.hpp\"\n"
  },
  {
    "path": "Dependencies/include/glm/mat4x2.hpp",
    "content": "/// @ref core\n/// @file glm/mat4x2.hpp\n\n#pragma once\n#include \"./ext/matrix_double4x2.hpp\"\n#include \"./ext/matrix_double4x2_precision.hpp\"\n#include \"./ext/matrix_float4x2.hpp\"\n#include \"./ext/matrix_float4x2_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/mat4x3.hpp",
    "content": "/// @ref core\n/// @file glm/mat4x3.hpp\n\n#pragma once\n#include \"./ext/matrix_double4x3.hpp\"\n#include \"./ext/matrix_double4x3_precision.hpp\"\n#include \"./ext/matrix_float4x3.hpp\"\n#include \"./ext/matrix_float4x3_precision.hpp\"\n"
  },
  {
    "path": "Dependencies/include/glm/mat4x4.hpp",
    "content": "/// @ref core\n/// @file glm/mat4x4.hpp\n\n#pragma once\n#include \"./ext/matrix_double4x4.hpp\"\n#include \"./ext/matrix_double4x4_precision.hpp\"\n#include \"./ext/matrix_float4x4.hpp\"\n#include \"./ext/matrix_float4x4_precision.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/matrix.hpp",
    "content": "/// @ref core\n/// @file glm/matrix.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n///\n/// @defgroup core_func_matrix Matrix functions\n/// @ingroup core\n///\n/// Provides GLSL matrix functions.\n///\n/// Include <glm/matrix.hpp> to use these core features.\n\n#pragma once\n\n// Dependencies\n#include \"detail/qualifier.hpp\"\n#include \"detail/setup.hpp\"\n#include \"vec2.hpp\"\n#include \"vec3.hpp\"\n#include \"vec4.hpp\"\n#include \"mat2x2.hpp\"\n#include \"mat2x3.hpp\"\n#include \"mat2x4.hpp\"\n#include \"mat3x2.hpp\"\n#include \"mat3x3.hpp\"\n#include \"mat3x4.hpp\"\n#include \"mat4x2.hpp\"\n#include \"mat4x3.hpp\"\n#include \"mat4x4.hpp\"\n\nnamespace glm {\nnamespace detail\n{\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tstruct outerProduct_trait{};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<2, 2, T, Q>\n\t{\n\t\ttypedef mat<2, 2, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<2, 3, T, Q>\n\t{\n\t\ttypedef mat<3, 2, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<2, 4, T, Q>\n\t{\n\t\ttypedef mat<4, 2, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<3, 2, T, Q>\n\t{\n\t\ttypedef mat<2, 3, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<3, 3, T, Q>\n\t{\n\t\ttypedef mat<3, 3, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<3, 4, T, Q>\n\t{\n\t\ttypedef mat<4, 3, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<4, 2, T, Q>\n\t{\n\t\ttypedef mat<2, 4, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<4, 3, T, Q>\n\t{\n\t\ttypedef mat<3, 4, T, Q> type;\n\t};\n\n\ttemplate<typename T, qualifier Q>\n\tstruct outerProduct_trait<4, 4, T, Q>\n\t{\n\t\ttypedef mat<4, 4, T, Q> type;\n\t};\n}//namespace detail\n\n\t /// @addtogroup core_func_matrix\n\t /// @{\n\n\t /// Multiply matrix x by matrix y component-wise, i.e.,\n\t /// result[i][j] is the scalar product of x[i][j] and y[i][j].\n\t ///\n\t /// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t /// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t /// @tparam T Floating-point or signed integer scalar types\n\t /// @tparam Q Value from qualifier enum\n\t ///\n\t /// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/matrixCompMult.xml\">GLSL matrixCompMult man page</a>\n\t /// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> matrixCompMult(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);\n\n\t/// Treats the first parameter c as a column vector\n\t/// and the second parameter r as a row vector\n\t/// and does a linear algebraic matrix multiply c * r.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/outerProduct.xml\">GLSL outerProduct man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL typename detail::outerProduct_trait<C, R, T, Q>::type outerProduct(vec<C, T, Q> const& c, vec<R, T, Q> const& r);\n\n\t/// Returns the transposed matrix of x\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/transpose.xml\">GLSL transpose man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL typename mat<C, R, T, Q>::transpose_type transpose(mat<C, R, T, Q> const& x);\n\n\t/// Return the determinant of a squared matrix.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/determinant.xml\">GLSL determinant man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL T determinant(mat<C, R, T, Q> const& m);\n\n\t/// Return the inverse of a squared matrix.\n\t///\n\t/// @tparam C Integer between 1 and 4 included that qualify the number a column\n\t/// @tparam R Integer between 1 and 4 included that qualify the number a row\n\t/// @tparam T Floating-point or signed integer scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/inverse.xml\">GLSL inverse man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>\n\ttemplate<length_t C, length_t R, typename T, qualifier Q>\n\tGLM_FUNC_DECL mat<C, R, T, Q> inverse(mat<C, R, T, Q> const& m);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_matrix.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/packing.hpp",
    "content": "/// @ref core\n/// @file glm/packing.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n/// @see gtc_packing\n///\n/// @defgroup core_func_packing Floating-Point Pack and Unpack Functions\n/// @ingroup core\n///\n/// Provides GLSL functions to pack and unpack half, single and double-precision floating point values into more compact integer types.\n///\n/// These functions do not operate component-wise, rather as described in each case.\n///\n/// Include <glm/packing.hpp> to use these core features.\n\n#pragma once\n\n#include \"./ext/vector_uint2.hpp\"\n#include \"./ext/vector_float2.hpp\"\n#include \"./ext/vector_float4.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_packing\n\t/// @{\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm2x16.xml\">GLSL packUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packUnorm2x16(vec2 const& v);\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm2x16: round(clamp(v, -1, +1) * 32767.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm2x16.xml\">GLSL packSnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packSnorm2x16(vec2 const& v);\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packUnorm4x8:\tround(clamp(c, 0, +1) * 255.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml\">GLSL packUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packUnorm4x8(vec4 const& v);\n\n\t/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.\n\t/// Then, the results are packed into the returned 32-bit unsigned integer.\n\t///\n\t/// The conversion for component c of v to fixed point is done as follows:\n\t/// packSnorm4x8:\tround(clamp(c, -1, +1) * 127.0)\n\t///\n\t/// The first component of the vector will be written to the least significant bits of the output;\n\t/// the last component will be written to the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml\">GLSL packSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packSnorm4x8(vec4 const& v);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm2x16: f / 65535.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml\">GLSL unpackUnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackUnorm2x16(uint p);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm2x16: clamp(f / 32767.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml\">GLSL unpackSnorm2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackSnorm2x16(uint p);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackUnorm4x8: f / 255.0\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml\">GLSL unpackUnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackUnorm4x8(uint p);\n\n\t/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.\n\t/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.\n\t///\n\t/// The conversion for unpacked fixed-point value f to floating point is done as follows:\n\t/// unpackSnorm4x8: clamp(f / 127.0, -1, +1)\n\t///\n\t/// The first component of the returned vector will be extracted from the least significant bits of the input;\n\t/// the last component will be extracted from the most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml\">GLSL unpackSnorm4x8 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec4 unpackSnorm4x8(uint p);\n\n\t/// Returns a double-qualifier value obtained by packing the components of v into a 64-bit value.\n\t/// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.\n\t/// Otherwise, the bit- level representation of v is preserved.\n\t/// The first vector component specifies the 32 least significant bits;\n\t/// the second component specifies the 32 most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml\">GLSL packDouble2x32 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL double packDouble2x32(uvec2 const& v);\n\n\t/// Returns a two-component unsigned integer vector representation of v.\n\t/// The bit-level representation of v is preserved.\n\t/// The first component of the vector contains the 32 least significant bits of the double;\n\t/// the second component consists the 32 most significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml\">GLSL unpackDouble2x32 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uvec2 unpackDouble2x32(double v);\n\n\t/// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector\n\t/// to the 16-bit floating-point representation found in the OpenGL Specification,\n\t/// and then packing these two 16- bit integers into a 32-bit unsigned integer.\n\t/// The first vector component specifies the 16 least-significant bits of the result;\n\t/// the second component specifies the 16 most-significant bits.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml\">GLSL packHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL uint packHalf2x16(vec2 const& v);\n\n\t/// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values,\n\t/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,\n\t/// and converting them to 32-bit floating-point values.\n\t/// The first component of the vector is obtained from the 16 least-significant bits of v;\n\t/// the second component is obtained from the 16 most-significant bits of v.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml\">GLSL unpackHalf2x16 man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>\n\tGLM_FUNC_DECL vec2 unpackHalf2x16(uint v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_packing.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/simd/common.h",
    "content": "/// @ref simd\n/// @file glm/simd/common.h\n\n#pragma once\n\n#include \"platform.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_add(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_add_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_add(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_add_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sub(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_sub_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sub(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_sub_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_mul(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_mul_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_mul(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_mul_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_div_ps(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_div(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn _mm_div_ss(a, b);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div_lowp(glm_f32vec4 a, glm_f32vec4 b)\n{\n\treturn glm_vec4_mul(a, _mm_rcp_ps(b));\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_swizzle_xyzw(glm_f32vec4 a)\n{\n#\tif GLM_ARCH & GLM_ARCH_AVX2_BIT\n\t\treturn _mm_permute_ps(a, _MM_SHUFFLE(3, 2, 1, 0));\n#\telse\n\t\treturn _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 1, 0));\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c)\n{\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG)\n\t\treturn _mm_fmadd_ss(a, b, c);\n#\telse\n\t\treturn _mm_add_ss(_mm_mul_ss(a, b), c);\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c)\n{\n#\tif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG)\n\t\treturn _mm_fmadd_ps(a, b, c);\n#\telse\n\t\treturn glm_vec4_add(glm_vec4_mul(a, b), c);\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_abs(glm_f32vec4 x)\n{\n\treturn _mm_and_ps(x, _mm_castsi128_ps(_mm_set1_epi32(0x7FFFFFFF)));\n}\n\nGLM_FUNC_QUALIFIER glm_ivec4 glm_ivec4_abs(glm_ivec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSSE3_BIT\n\t\treturn _mm_sign_epi32(x, x);\n#\telse\n\t\tglm_ivec4 const sgn0 = _mm_srai_epi32(x, 31);\n\t\tglm_ivec4 const inv0 = _mm_xor_si128(x, sgn0);\n\t\tglm_ivec4 const sub0 = _mm_sub_epi32(inv0, sgn0);\n\t\treturn sub0;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_sign(glm_vec4 x)\n{\n\tglm_vec4 const zro0 = _mm_setzero_ps();\n\tglm_vec4 const cmp0 = _mm_cmplt_ps(x, zro0);\n\tglm_vec4 const cmp1 = _mm_cmpgt_ps(x, zro0);\n\tglm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(-1.0f));\n\tglm_vec4 const and1 = _mm_and_ps(cmp1, _mm_set1_ps(1.0f));\n\tglm_vec4 const or0 = _mm_or_ps(and0, and1);\n\treturn or0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_round(glm_vec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\treturn _mm_round_ps(x, _MM_FROUND_TO_NEAREST_INT);\n#\telse\n\t\tglm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000)));\n\t\tglm_vec4 const and0 = _mm_and_ps(sgn0, x);\n\t\tglm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f));\n\t\tglm_vec4 const add0 = glm_vec4_add(x, or0);\n\t\tglm_vec4 const sub0 = glm_vec4_sub(add0, or0);\n\t\treturn sub0;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_floor(glm_vec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\treturn _mm_floor_ps(x);\n#\telse\n\t\tglm_vec4 const rnd0 = glm_vec4_round(x);\n\t\tglm_vec4 const cmp0 = _mm_cmplt_ps(x, rnd0);\n\t\tglm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f));\n\t\tglm_vec4 const sub0 = glm_vec4_sub(rnd0, and0);\n\t\treturn sub0;\n#\tendif\n}\n\n/* trunc TODO\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_trunc(glm_vec4 x)\n{\n\treturn glm_vec4();\n}\n*/\n\n//roundEven\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_roundEven(glm_vec4 x)\n{\n\tglm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000)));\n\tglm_vec4 const and0 = _mm_and_ps(sgn0, x);\n\tglm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f));\n\tglm_vec4 const add0 = glm_vec4_add(x, or0);\n\tglm_vec4 const sub0 = glm_vec4_sub(add0, or0);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_ceil(glm_vec4 x)\n{\n#\tif GLM_ARCH & GLM_ARCH_SSE41_BIT\n\t\treturn _mm_ceil_ps(x);\n#\telse\n\t\tglm_vec4 const rnd0 = glm_vec4_round(x);\n\t\tglm_vec4 const cmp0 = _mm_cmpgt_ps(x, rnd0);\n\t\tglm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f));\n\t\tglm_vec4 const add0 = glm_vec4_add(rnd0, and0);\n\t\treturn add0;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_fract(glm_vec4 x)\n{\n\tglm_vec4 const flr0 = glm_vec4_floor(x);\n\tglm_vec4 const sub0 = glm_vec4_sub(x, flr0);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mod(glm_vec4 x, glm_vec4 y)\n{\n\tglm_vec4 const div0 = glm_vec4_div(x, y);\n\tglm_vec4 const flr0 = glm_vec4_floor(div0);\n\tglm_vec4 const mul0 = glm_vec4_mul(y, flr0);\n\tglm_vec4 const sub0 = glm_vec4_sub(x, mul0);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_clamp(glm_vec4 v, glm_vec4 minVal, glm_vec4 maxVal)\n{\n\tglm_vec4 const min0 = _mm_min_ps(v, maxVal);\n\tglm_vec4 const max0 = _mm_max_ps(min0, minVal);\n\treturn max0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mix(glm_vec4 v1, glm_vec4 v2, glm_vec4 a)\n{\n\tglm_vec4 const sub0 = glm_vec4_sub(_mm_set1_ps(1.0f), a);\n\tglm_vec4 const mul0 = glm_vec4_mul(v1, sub0);\n\tglm_vec4 const mad0 = glm_vec4_fma(v2, a, mul0);\n\treturn mad0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_step(glm_vec4 edge, glm_vec4 x)\n{\n\tglm_vec4 const cmp = _mm_cmple_ps(x, edge);\n\treturn _mm_movemask_ps(cmp) == 0 ? _mm_set1_ps(1.0f) : _mm_setzero_ps();\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_smoothstep(glm_vec4 edge0, glm_vec4 edge1, glm_vec4 x)\n{\n\tglm_vec4 const sub0 = glm_vec4_sub(x, edge0);\n\tglm_vec4 const sub1 = glm_vec4_sub(edge1, edge0);\n\tglm_vec4 const div0 = glm_vec4_sub(sub0, sub1);\n\tglm_vec4 const clp0 = glm_vec4_clamp(div0, _mm_setzero_ps(), _mm_set1_ps(1.0f));\n\tglm_vec4 const mul0 = glm_vec4_mul(_mm_set1_ps(2.0f), clp0);\n\tglm_vec4 const sub2 = glm_vec4_sub(_mm_set1_ps(3.0f), mul0);\n\tglm_vec4 const mul1 = glm_vec4_mul(clp0, clp0);\n\tglm_vec4 const mul2 = glm_vec4_mul(mul1, sub2);\n\treturn mul2;\n}\n\n// Agner Fog method\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_nan(glm_vec4 x)\n{\n\tglm_ivec4 const t1 = _mm_castps_si128(x);\t\t\t\t\t\t// reinterpret as 32-bit integer\n\tglm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1));\t// shift out sign bit\n\tglm_ivec4 const t3 = _mm_set1_epi32(int(0xFF000000));\t\t\t\t// exponent mask\n\tglm_ivec4 const t4 = _mm_and_si128(t2, t3);\t\t\t\t\t\t// exponent\n\tglm_ivec4 const t5 = _mm_andnot_si128(t3, t2);\t\t\t\t\t// fraction\n\tglm_ivec4 const Equal = _mm_cmpeq_epi32(t3, t4);\n\tglm_ivec4 const Nequal = _mm_cmpeq_epi32(t5, _mm_setzero_si128());\n\tglm_ivec4 const And = _mm_and_si128(Equal, Nequal);\n\treturn _mm_castsi128_ps(And);\t\t\t\t\t\t\t\t\t// exponent = all 1s and fraction != 0\n}\n\n// Agner Fog method\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_inf(glm_vec4 x)\n{\n\tglm_ivec4 const t1 = _mm_castps_si128(x);\t\t\t\t\t\t\t\t\t\t// reinterpret as 32-bit integer\n\tglm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1));\t\t\t\t\t// shift out sign bit\n\treturn _mm_castsi128_ps(_mm_cmpeq_epi32(t2, _mm_set1_epi32(int(0xFF000000))));\t\t// exponent is all 1s, fraction is 0\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/simd/exponential.h",
    "content": "/// @ref simd\n/// @file glm/simd/experimental.h\n\n#pragma once\n\n#include \"platform.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sqrt_lowp(glm_f32vec4 x)\n{\n\treturn _mm_mul_ss(_mm_rsqrt_ss(x), x);\n}\n\nGLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sqrt_lowp(glm_f32vec4 x)\n{\n\treturn _mm_mul_ps(_mm_rsqrt_ps(x), x);\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/simd/geometric.h",
    "content": "/// @ref simd\n/// @file glm/simd/geometric.h\n\n#pragma once\n\n#include \"common.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_DECL glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2);\nGLM_FUNC_DECL glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2);\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_length(glm_vec4 x)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(x, x);\n\tglm_vec4 const sqt0 = _mm_sqrt_ps(dot0);\n\treturn sqt0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_distance(glm_vec4 p0, glm_vec4 p1)\n{\n\tglm_vec4 const sub0 = _mm_sub_ps(p0, p1);\n\tglm_vec4 const len0 = glm_vec4_length(sub0);\n\treturn len0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2)\n{\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\t\treturn _mm_dp_ps(v1, v2, 0xff);\n#\telif GLM_ARCH & GLM_ARCH_SSE3_BIT\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const hadd0 = _mm_hadd_ps(mul0, mul0);\n\t\tglm_vec4 const hadd1 = _mm_hadd_ps(hadd0, hadd0);\n\t\treturn hadd1;\n#\telse\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const swp0 = _mm_shuffle_ps(mul0, mul0, _MM_SHUFFLE(2, 3, 0, 1));\n\t\tglm_vec4 const add0 = _mm_add_ps(mul0, swp0);\n\t\tglm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, _MM_SHUFFLE(0, 1, 2, 3));\n\t\tglm_vec4 const add1 = _mm_add_ps(add0, swp1);\n\t\treturn add1;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2)\n{\n#\tif GLM_ARCH & GLM_ARCH_AVX_BIT\n\t\treturn _mm_dp_ps(v1, v2, 0xff);\n#\telif GLM_ARCH & GLM_ARCH_SSE3_BIT\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const had0 = _mm_hadd_ps(mul0, mul0);\n\t\tglm_vec4 const had1 = _mm_hadd_ps(had0, had0);\n\t\treturn had1;\n#\telse\n\t\tglm_vec4 const mul0 = _mm_mul_ps(v1, v2);\n\t\tglm_vec4 const mov0 = _mm_movehl_ps(mul0, mul0);\n\t\tglm_vec4 const add0 = _mm_add_ps(mov0, mul0);\n\t\tglm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, 1);\n\t\tglm_vec4 const add1 = _mm_add_ss(add0, swp1);\n\t\treturn add1;\n#\tendif\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_cross(glm_vec4 v1, glm_vec4 v2)\n{\n\tglm_vec4 const swp0 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 0, 2, 1));\n\tglm_vec4 const swp1 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 1, 0, 2));\n\tglm_vec4 const swp2 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 0, 2, 1));\n\tglm_vec4 const swp3 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 1, 0, 2));\n\tglm_vec4 const mul0 = _mm_mul_ps(swp0, swp3);\n\tglm_vec4 const mul1 = _mm_mul_ps(swp1, swp2);\n\tglm_vec4 const sub0 = _mm_sub_ps(mul0, mul1);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(v, v);\n\tglm_vec4 const isr0 = _mm_rsqrt_ps(dot0);\n\tglm_vec4 const mul0 = _mm_mul_ps(v, isr0);\n\treturn mul0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(Nref, I);\n\tglm_vec4 const sgn0 = glm_vec4_sign(dot0);\n\tglm_vec4 const mul0 = _mm_mul_ps(sgn0, _mm_set1_ps(-1.0f));\n\tglm_vec4 const mul1 = _mm_mul_ps(N, mul0);\n\treturn mul1;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_vec4_reflect(glm_vec4 I, glm_vec4 N)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(N, I);\n\tglm_vec4 const mul0 = _mm_mul_ps(N, dot0);\n\tglm_vec4 const mul1 = _mm_mul_ps(mul0, _mm_set1_ps(2.0f));\n\tglm_vec4 const sub0 = _mm_sub_ps(I, mul1);\n\treturn sub0;\n}\n\nGLM_FUNC_QUALIFIER __m128 glm_vec4_refract(glm_vec4 I, glm_vec4 N, glm_vec4 eta)\n{\n\tglm_vec4 const dot0 = glm_vec4_dot(N, I);\n\tglm_vec4 const mul0 = _mm_mul_ps(eta, eta);\n\tglm_vec4 const mul1 = _mm_mul_ps(dot0, dot0);\n\tglm_vec4 const sub0 = _mm_sub_ps(_mm_set1_ps(1.0f), mul0);\n\tglm_vec4 const sub1 = _mm_sub_ps(_mm_set1_ps(1.0f), mul1);\n\tglm_vec4 const mul2 = _mm_mul_ps(sub0, sub1);\n\n\tif(_mm_movemask_ps(_mm_cmplt_ss(mul2, _mm_set1_ps(0.0f))) == 0)\n\t\treturn _mm_set1_ps(0.0f);\n\n\tglm_vec4 const sqt0 = _mm_sqrt_ps(mul2);\n\tglm_vec4 const mad0 = glm_vec4_fma(eta, dot0, sqt0);\n\tglm_vec4 const mul4 = _mm_mul_ps(mad0, N);\n\tglm_vec4 const mul5 = _mm_mul_ps(eta, I);\n\tglm_vec4 const sub2 = _mm_sub_ps(mul5, mul4);\n\n\treturn sub2;\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/simd/integer.h",
    "content": "/// @ref simd\n/// @file glm/simd/integer.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave(glm_uvec4 x)\n{\n\tglm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF);\n\tglm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF);\n\tglm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F);\n\tglm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333);\n\tglm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555);\n\n\tglm_uvec4 Reg1;\n\tglm_uvec4 Reg2;\n\n\t// REG1 = x;\n\t// REG2 = y;\n\t//Reg1 = _mm_unpacklo_epi64(x, y);\n\tReg1 = x;\n\n\t//REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF);\n\t//REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF);\n\tReg2 = _mm_slli_si128(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask4);\n\n\t//REG1 = ((REG1 <<  8) | REG1) & glm::uint64(0x00FF00FF00FF00FF);\n\t//REG2 = ((REG2 <<  8) | REG2) & glm::uint64(0x00FF00FF00FF00FF);\n\tReg2 = _mm_slli_si128(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask3);\n\n\t//REG1 = ((REG1 <<  4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\t//REG2 = ((REG2 <<  4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\tReg2 = _mm_slli_epi32(Reg1, 4);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask2);\n\n\t//REG1 = ((REG1 <<  2) | REG1) & glm::uint64(0x3333333333333333);\n\t//REG2 = ((REG2 <<  2) | REG2) & glm::uint64(0x3333333333333333);\n\tReg2 = _mm_slli_epi32(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask1);\n\n\t//REG1 = ((REG1 <<  1) | REG1) & glm::uint64(0x5555555555555555);\n\t//REG2 = ((REG2 <<  1) | REG2) & glm::uint64(0x5555555555555555);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask0);\n\n\t//return REG1 | (REG2 << 1);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg2 = _mm_srli_si128(Reg2, 8);\n\tReg1 = _mm_or_si128(Reg1, Reg2);\n\n\treturn Reg1;\n}\n\nGLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave2(glm_uvec4 x, glm_uvec4 y)\n{\n\tglm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF);\n\tglm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF);\n\tglm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F);\n\tglm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333);\n\tglm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555);\n\n\tglm_uvec4 Reg1;\n\tglm_uvec4 Reg2;\n\n\t// REG1 = x;\n\t// REG2 = y;\n\tReg1 = _mm_unpacklo_epi64(x, y);\n\n\t//REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF);\n\t//REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF);\n\tReg2 = _mm_slli_si128(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask4);\n\n\t//REG1 = ((REG1 <<  8) | REG1) & glm::uint64(0x00FF00FF00FF00FF);\n\t//REG2 = ((REG2 <<  8) | REG2) & glm::uint64(0x00FF00FF00FF00FF);\n\tReg2 = _mm_slli_si128(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask3);\n\n\t//REG1 = ((REG1 <<  4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\t//REG2 = ((REG2 <<  4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F);\n\tReg2 = _mm_slli_epi32(Reg1, 4);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask2);\n\n\t//REG1 = ((REG1 <<  2) | REG1) & glm::uint64(0x3333333333333333);\n\t//REG2 = ((REG2 <<  2) | REG2) & glm::uint64(0x3333333333333333);\n\tReg2 = _mm_slli_epi32(Reg1, 2);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask1);\n\n\t//REG1 = ((REG1 <<  1) | REG1) & glm::uint64(0x5555555555555555);\n\t//REG2 = ((REG2 <<  1) | REG2) & glm::uint64(0x5555555555555555);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg1 = _mm_or_si128(Reg2, Reg1);\n\tReg1 = _mm_and_si128(Reg1, Mask0);\n\n\t//return REG1 | (REG2 << 1);\n\tReg2 = _mm_slli_epi32(Reg1, 1);\n\tReg2 = _mm_srli_si128(Reg2, 8);\n\tReg1 = _mm_or_si128(Reg1, Reg2);\n\n\treturn Reg1;\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/simd/matrix.h",
    "content": "/// @ref simd\n/// @file glm/simd/matrix.h\n\n#pragma once\n\n#include \"geometric.h\"\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\nGLM_FUNC_QUALIFIER void glm_mat4_matrixCompMult(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\tout[0] = _mm_mul_ps(in1[0], in2[0]);\n\tout[1] = _mm_mul_ps(in1[1], in2[1]);\n\tout[2] = _mm_mul_ps(in1[2], in2[2]);\n\tout[3] = _mm_mul_ps(in1[3], in2[3]);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_add(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\tout[0] = _mm_add_ps(in1[0], in2[0]);\n\tout[1] = _mm_add_ps(in1[1], in2[1]);\n\tout[2] = _mm_add_ps(in1[2], in2[2]);\n\tout[3] = _mm_add_ps(in1[3], in2[3]);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_sub(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\tout[0] = _mm_sub_ps(in1[0], in2[0]);\n\tout[1] = _mm_sub_ps(in1[1], in2[1]);\n\tout[2] = _mm_sub_ps(in1[2], in2[2]);\n\tout[3] = _mm_sub_ps(in1[3], in2[3]);\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_mul_vec4(glm_vec4 const m[4], glm_vec4 v)\n{\n\t__m128 v0 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 v1 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 v2 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 v3 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3));\n\n\t__m128 m0 = _mm_mul_ps(m[0], v0);\n\t__m128 m1 = _mm_mul_ps(m[1], v1);\n\t__m128 m2 = _mm_mul_ps(m[2], v2);\n\t__m128 m3 = _mm_mul_ps(m[3], v3);\n\n\t__m128 a0 = _mm_add_ps(m0, m1);\n\t__m128 a1 = _mm_add_ps(m2, m3);\n\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\treturn a2;\n}\n\nGLM_FUNC_QUALIFIER __m128 glm_vec4_mul_mat4(glm_vec4 v, glm_vec4 const m[4])\n{\n\t__m128 i0 = m[0];\n\t__m128 i1 = m[1];\n\t__m128 i2 = m[2];\n\t__m128 i3 = m[3];\n\n\t__m128 m0 = _mm_mul_ps(v, i0);\n\t__m128 m1 = _mm_mul_ps(v, i1);\n\t__m128 m2 = _mm_mul_ps(v, i2);\n\t__m128 m3 = _mm_mul_ps(v, i3);\n\n\t__m128 u0 = _mm_unpacklo_ps(m0, m1);\n\t__m128 u1 = _mm_unpackhi_ps(m0, m1);\n\t__m128 a0 = _mm_add_ps(u0, u1);\n\n\t__m128 u2 = _mm_unpacklo_ps(m2, m3);\n\t__m128 u3 = _mm_unpackhi_ps(m2, m3);\n\t__m128 a1 = _mm_add_ps(u2, u3);\n\n\t__m128 f0 = _mm_movelh_ps(a0, a1);\n\t__m128 f1 = _mm_movehl_ps(a1, a0);\n\t__m128 f2 = _mm_add_ps(f0, f1);\n\n\treturn f2;\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_mul(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])\n{\n\t{\n\t\t__m128 e0 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[0] = a2;\n\t}\n\n\t{\n\t\t__m128 e0 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[1] = a2;\n\t}\n\n\t{\n\t\t__m128 e0 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[2] = a2;\n\t}\n\n\t{\n\t\t//(__m128&)_mm_shuffle_epi32(__m128i&)in2[0], _MM_SHUFFLE(3, 3, 3, 3))\n\t\t__m128 e0 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 e1 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 e2 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 e3 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 m0 = _mm_mul_ps(in1[0], e0);\n\t\t__m128 m1 = _mm_mul_ps(in1[1], e1);\n\t\t__m128 m2 = _mm_mul_ps(in1[2], e2);\n\t\t__m128 m3 = _mm_mul_ps(in1[3], e3);\n\n\t\t__m128 a0 = _mm_add_ps(m0, m1);\n\t\t__m128 a1 = _mm_add_ps(m2, m3);\n\t\t__m128 a2 = _mm_add_ps(a0, a1);\n\n\t\tout[3] = a2;\n\t}\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_transpose(glm_vec4 const in[4], glm_vec4 out[4])\n{\n\t__m128 tmp0 = _mm_shuffle_ps(in[0], in[1], 0x44);\n\t__m128 tmp2 = _mm_shuffle_ps(in[0], in[1], 0xEE);\n\t__m128 tmp1 = _mm_shuffle_ps(in[2], in[3], 0x44);\n\t__m128 tmp3 = _mm_shuffle_ps(in[2], in[3], 0xEE);\n\n\tout[0] = _mm_shuffle_ps(tmp0, tmp1, 0x88);\n\tout[1] = _mm_shuffle_ps(tmp0, tmp1, 0xDD);\n\tout[2] = _mm_shuffle_ps(tmp2, tmp3, 0x88);\n\tout[3] = _mm_shuffle_ps(tmp2, tmp3, 0xDD);\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_highp(glm_vec4 const in[4])\n{\n\t__m128 Fac0;\n\t{\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t//\tvalType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac0 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac1;\n\t{\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t//\tvalType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac1 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\n\t__m128 Fac2;\n\t{\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t//\tvalType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac2 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac3;\n\t{\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t//\tvalType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac3 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac4;\n\t{\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t//\tvalType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac4 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac5;\n\t{\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t//\tvalType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac5 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);\n\t__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);\n\n\t// m[1][0]\n\t// m[0][0]\n\t// m[0][0]\n\t// m[0][0]\n\t__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][1]\n\t// m[0][1]\n\t// m[0][1]\n\t// m[0][1]\n\t__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][2]\n\t// m[0][2]\n\t// m[0][2]\n\t// m[0][2]\n\t__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][3]\n\t// m[0][3]\n\t// m[0][3]\n\t// m[0][3]\n\t__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));\n\t__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// col0\n\t// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),\n\t// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),\n\t// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),\n\t// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),\n\t__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);\n\t__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);\n\t__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);\n\t__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);\n\t__m128 Add00 = _mm_add_ps(Sub00, Mul02);\n\t__m128 Inv0 = _mm_mul_ps(SignB, Add00);\n\n\t// col1\n\t// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),\n\t// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),\n\t// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),\n\t// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),\n\t__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);\n\t__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);\n\t__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);\n\t__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);\n\t__m128 Add01 = _mm_add_ps(Sub01, Mul05);\n\t__m128 Inv1 = _mm_mul_ps(SignA, Add01);\n\n\t// col2\n\t// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),\n\t// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),\n\t// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),\n\t// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),\n\t__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);\n\t__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);\n\t__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);\n\t__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);\n\t__m128 Add02 = _mm_add_ps(Sub02, Mul08);\n\t__m128 Inv2 = _mm_mul_ps(SignB, Add02);\n\n\t// col3\n\t// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),\n\t// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),\n\t// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),\n\t// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));\n\t__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);\n\t__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);\n\t__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);\n\t__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);\n\t__m128 Add03 = _mm_add_ps(Sub03, Mul11);\n\t__m128 Inv3 = _mm_mul_ps(SignA, Add03);\n\n\t__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t//\tvalType Determinant = m[0][0] * Inverse[0][0]\n\t//\t\t\t\t\t\t+ m[0][1] * Inverse[1][0]\n\t//\t\t\t\t\t\t+ m[0][2] * Inverse[2][0]\n\t//\t\t\t\t\t\t+ m[0][3] * Inverse[3][0];\n\t__m128 Det0 = glm_vec4_dot(in[0], Row2);\n\treturn Det0;\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_lowp(glm_vec4 const m[4])\n{\n\t// _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(\n\n\t//T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t//T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t//T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t//T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t//T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t//T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\n\t// First 2 columns\n \t__m128 Swp2A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 1, 1, 2)));\n \t__m128 Swp3A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(3, 2, 3, 3)));\n\t__m128 MulA = _mm_mul_ps(Swp2A, Swp3A);\n\n\t// Second 2 columns\n\t__m128 Swp2B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(3, 2, 3, 3)));\n\t__m128 Swp3B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(0, 1, 1, 2)));\n\t__m128 MulB = _mm_mul_ps(Swp2B, Swp3B);\n\n\t// Columns subtraction\n\t__m128 SubE = _mm_sub_ps(MulA, MulB);\n\n\t// Last 2 rows\n\t__m128 Swp2C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 0, 1, 2)));\n\t__m128 Swp3C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(1, 2, 0, 0)));\n\t__m128 MulC = _mm_mul_ps(Swp2C, Swp3C);\n\t__m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC);\n\n\t//vec<4, T, Q> DetCof(\n\t//\t+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),\n\t//\t- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),\n\t//\t+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),\n\t//\t- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));\n\n\t__m128 SubFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubE), _MM_SHUFFLE(2, 1, 0, 0)));\n\t__m128 SwpFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(0, 0, 0, 1)));\n\t__m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA);\n\n\t__m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1));\n\t__m128 SubFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpB), _MM_SHUFFLE(3, 1, 1, 0)));//SubF[0], SubE[3], SubE[3], SubE[1];\n\t__m128 SwpFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(1, 1, 2, 2)));\n\t__m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB);\n\n\t__m128 SubRes = _mm_sub_ps(MulFacA, MulFacB);\n\n\t__m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2));\n\t__m128 SubFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpC), _MM_SHUFFLE(3, 3, 2, 0)));\n\t__m128 SwpFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(2, 3, 3, 3)));\n\t__m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC);\n\n\t__m128 AddRes = _mm_add_ps(SubRes, MulFacC);\n\t__m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f));\n\n\t//return m[0][0] * DetCof[0]\n\t//\t + m[0][1] * DetCof[1]\n\t//\t + m[0][2] * DetCof[2]\n\t//\t + m[0][3] * DetCof[3];\n\n\treturn glm_vec4_dot(m[0], DetCof);\n}\n\nGLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant(glm_vec4 const m[4])\n{\n\t// _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(add)\n\n\t//T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t//T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t//T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t//T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t//T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t//T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\n\t// First 2 columns\n \t__m128 Swp2A = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 1, 1, 2));\n \t__m128 Swp3A = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(3, 2, 3, 3));\n\t__m128 MulA = _mm_mul_ps(Swp2A, Swp3A);\n\n\t// Second 2 columns\n\t__m128 Swp2B = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(3, 2, 3, 3));\n\t__m128 Swp3B = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(0, 1, 1, 2));\n\t__m128 MulB = _mm_mul_ps(Swp2B, Swp3B);\n\n\t// Columns subtraction\n\t__m128 SubE = _mm_sub_ps(MulA, MulB);\n\n\t// Last 2 rows\n\t__m128 Swp2C = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 0, 1, 2));\n\t__m128 Swp3C = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(1, 2, 0, 0));\n\t__m128 MulC = _mm_mul_ps(Swp2C, Swp3C);\n\t__m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC);\n\n\t//vec<4, T, Q> DetCof(\n\t//\t+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),\n\t//\t- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),\n\t//\t+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),\n\t//\t- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));\n\n\t__m128 SubFacA = _mm_shuffle_ps(SubE, SubE, _MM_SHUFFLE(2, 1, 0, 0));\n\t__m128 SwpFacA = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(0, 0, 0, 1));\n\t__m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA);\n\n\t__m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1));\n\t__m128 SubFacB = _mm_shuffle_ps(SubTmpB, SubTmpB, _MM_SHUFFLE(3, 1, 1, 0));//SubF[0], SubE[3], SubE[3], SubE[1];\n\t__m128 SwpFacB = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(1, 1, 2, 2));\n\t__m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB);\n\n\t__m128 SubRes = _mm_sub_ps(MulFacA, MulFacB);\n\n\t__m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2));\n\t__m128 SubFacC = _mm_shuffle_ps(SubTmpC, SubTmpC, _MM_SHUFFLE(3, 3, 2, 0));\n\t__m128 SwpFacC = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(2, 3, 3, 3));\n\t__m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC);\n\n\t__m128 AddRes = _mm_add_ps(SubRes, MulFacC);\n\t__m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f));\n\n\t//return m[0][0] * DetCof[0]\n\t//\t + m[0][1] * DetCof[1]\n\t//\t + m[0][2] * DetCof[2]\n\t//\t + m[0][3] * DetCof[3];\n\n\treturn glm_vec4_dot(m[0], DetCof);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_inverse(glm_vec4 const in[4], glm_vec4 out[4])\n{\n\t__m128 Fac0;\n\t{\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t//\tvalType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac0 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac1;\n\t{\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t//\tvalType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac1 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\n\t__m128 Fac2;\n\t{\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t//\tvalType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac2 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac3;\n\t{\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t//\tvalType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac3 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac4;\n\t{\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t//\tvalType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac4 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac5;\n\t{\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t//\tvalType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac5 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);\n\t__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);\n\n\t// m[1][0]\n\t// m[0][0]\n\t// m[0][0]\n\t// m[0][0]\n\t__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][1]\n\t// m[0][1]\n\t// m[0][1]\n\t// m[0][1]\n\t__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][2]\n\t// m[0][2]\n\t// m[0][2]\n\t// m[0][2]\n\t__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][3]\n\t// m[0][3]\n\t// m[0][3]\n\t// m[0][3]\n\t__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));\n\t__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// col0\n\t// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),\n\t// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),\n\t// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),\n\t// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),\n\t__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);\n\t__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);\n\t__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);\n\t__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);\n\t__m128 Add00 = _mm_add_ps(Sub00, Mul02);\n\t__m128 Inv0 = _mm_mul_ps(SignB, Add00);\n\n\t// col1\n\t// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),\n\t// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),\n\t// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),\n\t// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),\n\t__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);\n\t__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);\n\t__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);\n\t__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);\n\t__m128 Add01 = _mm_add_ps(Sub01, Mul05);\n\t__m128 Inv1 = _mm_mul_ps(SignA, Add01);\n\n\t// col2\n\t// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),\n\t// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),\n\t// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),\n\t// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),\n\t__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);\n\t__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);\n\t__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);\n\t__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);\n\t__m128 Add02 = _mm_add_ps(Sub02, Mul08);\n\t__m128 Inv2 = _mm_mul_ps(SignB, Add02);\n\n\t// col3\n\t// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),\n\t// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),\n\t// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),\n\t// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));\n\t__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);\n\t__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);\n\t__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);\n\t__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);\n\t__m128 Add03 = _mm_add_ps(Sub03, Mul11);\n\t__m128 Inv3 = _mm_mul_ps(SignA, Add03);\n\n\t__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t//\tvalType Determinant = m[0][0] * Inverse[0][0]\n\t//\t\t\t\t\t\t+ m[0][1] * Inverse[1][0]\n\t//\t\t\t\t\t\t+ m[0][2] * Inverse[2][0]\n\t//\t\t\t\t\t\t+ m[0][3] * Inverse[3][0];\n\t__m128 Det0 = glm_vec4_dot(in[0], Row2);\n\t__m128 Rcp0 = _mm_div_ps(_mm_set1_ps(1.0f), Det0);\n\t//__m128 Rcp0 = _mm_rcp_ps(Det0);\n\n\t//\tInverse /= Determinant;\n\tout[0] = _mm_mul_ps(Inv0, Rcp0);\n\tout[1] = _mm_mul_ps(Inv1, Rcp0);\n\tout[2] = _mm_mul_ps(Inv2, Rcp0);\n\tout[3] = _mm_mul_ps(Inv3, Rcp0);\n}\n\nGLM_FUNC_QUALIFIER void glm_mat4_inverse_lowp(glm_vec4 const in[4], glm_vec4 out[4])\n{\n\t__m128 Fac0;\n\t{\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];\n\t\t//\tvalType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];\n\t\t//\tvalType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac0 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac1;\n\t{\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];\n\t\t//\tvalType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];\n\t\t//\tvalType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac1 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\n\t__m128 Fac2;\n\t{\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];\n\t\t//\tvalType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];\n\t\t//\tvalType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac2 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac3;\n\t{\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];\n\t\t//\tvalType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];\n\t\t//\tvalType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac3 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac4;\n\t{\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];\n\t\t//\tvalType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];\n\t\t//\tvalType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac4 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 Fac5;\n\t{\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];\n\t\t//\tvalType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];\n\t\t//\tvalType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n\n\t\t__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));\n\t\t__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));\n\n\t\t__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));\n\t\t__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));\n\t\t__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));\n\n\t\t__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);\n\t\t__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);\n\t\tFac5 = _mm_sub_ps(Mul00, Mul01);\n\t}\n\n\t__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);\n\t__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);\n\n\t// m[1][0]\n\t// m[0][0]\n\t// m[0][0]\n\t// m[0][0]\n\t__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][1]\n\t// m[0][1]\n\t// m[0][1]\n\t// m[0][1]\n\t__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][2]\n\t// m[0][2]\n\t// m[0][2]\n\t// m[0][2]\n\t__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// m[1][3]\n\t// m[0][3]\n\t// m[0][3]\n\t// m[0][3]\n\t__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));\n\t__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));\n\n\t// col0\n\t// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),\n\t// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),\n\t// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),\n\t// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),\n\t__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);\n\t__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);\n\t__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);\n\t__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);\n\t__m128 Add00 = _mm_add_ps(Sub00, Mul02);\n\t__m128 Inv0 = _mm_mul_ps(SignB, Add00);\n\n\t// col1\n\t// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),\n\t// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),\n\t// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),\n\t// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),\n\t__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);\n\t__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);\n\t__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);\n\t__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);\n\t__m128 Add01 = _mm_add_ps(Sub01, Mul05);\n\t__m128 Inv1 = _mm_mul_ps(SignA, Add01);\n\n\t// col2\n\t// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),\n\t// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),\n\t// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),\n\t// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),\n\t__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);\n\t__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);\n\t__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);\n\t__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);\n\t__m128 Add02 = _mm_add_ps(Sub02, Mul08);\n\t__m128 Inv2 = _mm_mul_ps(SignB, Add02);\n\n\t// col3\n\t// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),\n\t// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),\n\t// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),\n\t// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));\n\t__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);\n\t__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);\n\t__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);\n\t__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);\n\t__m128 Add03 = _mm_add_ps(Sub03, Mul11);\n\t__m128 Inv3 = _mm_mul_ps(SignA, Add03);\n\n\t__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));\n\n\t//\tvalType Determinant = m[0][0] * Inverse[0][0]\n\t//\t\t\t\t\t\t+ m[0][1] * Inverse[1][0]\n\t//\t\t\t\t\t\t+ m[0][2] * Inverse[2][0]\n\t//\t\t\t\t\t\t+ m[0][3] * Inverse[3][0];\n\t__m128 Det0 = glm_vec4_dot(in[0], Row2);\n\t__m128 Rcp0 = _mm_rcp_ps(Det0);\n\t//__m128 Rcp0 = _mm_div_ps(one, Det0);\n\t//\tInverse /= Determinant;\n\tout[0] = _mm_mul_ps(Inv0, Rcp0);\n\tout[1] = _mm_mul_ps(Inv1, Rcp0);\n\tout[2] = _mm_mul_ps(Inv2, Rcp0);\n\tout[3] = _mm_mul_ps(Inv3, Rcp0);\n}\n/*\nGLM_FUNC_QUALIFIER void glm_mat4_rotate(__m128 const in[4], float Angle, float const v[3], __m128 out[4])\n{\n\tfloat a = glm::radians(Angle);\n\tfloat c = cos(a);\n\tfloat s = sin(a);\n\n\tglm::vec4 AxisA(v[0], v[1], v[2], float(0));\n\t__m128 AxisB = _mm_set_ps(AxisA.w, AxisA.z, AxisA.y, AxisA.x);\n\t__m128 AxisC = detail::sse_nrm_ps(AxisB);\n\n\t__m128 Cos0 = _mm_set_ss(c);\n\t__m128 CosA = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 Sin0 = _mm_set_ss(s);\n\t__m128 SinA = _mm_shuffle_ps(Sin0, Sin0, _MM_SHUFFLE(0, 0, 0, 0));\n\n\t// vec<3, T, Q> temp = (valType(1) - c) * axis;\n\t__m128 Temp0 = _mm_sub_ps(one, CosA);\n\t__m128 Temp1 = _mm_mul_ps(Temp0, AxisC);\n\n\t//Rotate[0][0] = c + temp[0] * axis[0];\n\t//Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];\n\t//Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];\n\t__m128 Axis0 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(0, 0, 0, 0));\n\t__m128 TmpA0 = _mm_mul_ps(Axis0, AxisC);\n\t__m128 CosA0 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 1, 0));\n\t__m128 TmpA1 = _mm_add_ps(CosA0, TmpA0);\n\t__m128 SinA0 = SinA;//_mm_set_ps(0.0f, s, -s, 0.0f);\n\t__m128 TmpA2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 1, 2, 3));\n\t__m128 TmpA3 = _mm_mul_ps(SinA0, TmpA2);\n\t__m128 TmpA4 = _mm_add_ps(TmpA1, TmpA3);\n\n\t//Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];\n\t//Rotate[1][1] = c + temp[1] * axis[1];\n\t//Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];\n\t__m128 Axis1 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(1, 1, 1, 1));\n\t__m128 TmpB0 = _mm_mul_ps(Axis1, AxisC);\n\t__m128 CosA1 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 0, 1));\n\t__m128 TmpB1 = _mm_add_ps(CosA1, TmpB0);\n\t__m128 SinB0 = SinA;//_mm_set_ps(-s, 0.0f, s, 0.0f);\n\t__m128 TmpB2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 0, 3, 2));\n\t__m128 TmpB3 = _mm_mul_ps(SinA0, TmpB2);\n\t__m128 TmpB4 = _mm_add_ps(TmpB1, TmpB3);\n\n\t//Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];\n\t//Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];\n\t//Rotate[2][2] = c + temp[2] * axis[2];\n\t__m128 Axis2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(2, 2, 2, 2));\n\t__m128 TmpC0 = _mm_mul_ps(Axis2, AxisC);\n\t__m128 CosA2 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 0, 1, 1));\n\t__m128 TmpC1 = _mm_add_ps(CosA2, TmpC0);\n\t__m128 SinC0 = SinA;//_mm_set_ps(s, -s, 0.0f, 0.0f);\n\t__m128 TmpC2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 3, 0, 1));\n\t__m128 TmpC3 = _mm_mul_ps(SinA0, TmpC2);\n\t__m128 TmpC4 = _mm_add_ps(TmpC1, TmpC3);\n\n\t__m128 Result[4];\n\tResult[0] = TmpA4;\n\tResult[1] = TmpB4;\n\tResult[2] = TmpC4;\n\tResult[3] = _mm_set_ps(1, 0, 0, 0);\n\n\t//mat<4, 4, valType> Result;\n\t//Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];\n\t//Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];\n\t//Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];\n\t//Result[3] = m[3];\n\t//return Result;\n\tsse_mul_ps(in, Result, out);\n}\n*/\nGLM_FUNC_QUALIFIER void glm_mat4_outerProduct(__m128 const& c, __m128 const& r, __m128 out[4])\n{\n\tout[0] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(0, 0, 0, 0)));\n\tout[1] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(1, 1, 1, 1)));\n\tout[2] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(2, 2, 2, 2)));\n\tout[3] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(3, 3, 3, 3)));\n}\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/simd/neon.h",
    "content": "/// @ref simd_neon\n/// @file glm/simd/neon.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_NEON_BIT\n#include <arm_neon.h>\n\nnamespace glm {\n\tnamespace neon {\n\t\tstatic float32x4_t dupq_lane(float32x4_t vsrc, int lane) {\n\t\t\tswitch(lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\t\tcase 0: return vdupq_laneq_f32(vsrc, 0);\n\t\t\t\tcase 1: return vdupq_laneq_f32(vsrc, 1);\n\t\t\t\tcase 2: return vdupq_laneq_f32(vsrc, 2);\n\t\t\t\tcase 3: return vdupq_laneq_f32(vsrc, 3);\n#else\n\t\t\t\tcase 0: return vdupq_n_f32(vgetq_lane_f32(vsrc, 0));\n\t\t\t\tcase 1: return vdupq_n_f32(vgetq_lane_f32(vsrc, 1));\n\t\t\t\tcase 2: return vdupq_n_f32(vgetq_lane_f32(vsrc, 2));\n\t\t\t\tcase 3: return vdupq_n_f32(vgetq_lane_f32(vsrc, 3));\n#endif\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n\t\t}\n\n\t\tstatic float32x2_t dup_lane(float32x4_t vsrc, int lane) {\n\t\t\tswitch(lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\t\tcase 0: return vdup_laneq_f32(vsrc, 0);\n\t\t\t\tcase 1: return vdup_laneq_f32(vsrc, 1);\n\t\t\t\tcase 2: return vdup_laneq_f32(vsrc, 2);\n\t\t\t\tcase 3: return vdup_laneq_f32(vsrc, 3);\n#else\n\t\t\t\tcase 0: return vdup_n_f32(vgetq_lane_f32(vsrc, 0));\n\t\t\t\tcase 1: return vdup_n_f32(vgetq_lane_f32(vsrc, 1));\n\t\t\t\tcase 2: return vdup_n_f32(vgetq_lane_f32(vsrc, 2));\n\t\t\t\tcase 3: return vdup_n_f32(vgetq_lane_f32(vsrc, 3));\n#endif\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdup_n_f32(0.0f);\n\t\t}\n\n\t\tstatic float32x4_t copy_lane(float32x4_t vdst, int dlane, float32x4_t vsrc, int slane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tswitch(dlane) {\n\t\t\t\tcase 0:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 0, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 0, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 0, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 0, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t\tcase 1:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 1, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 1, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 1, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 1, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t\tcase 2:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 2, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 2, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 2, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 2, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t\tcase 3:\n\t\t\t\t\tswitch(slane) {\n\t\t\t\t\t\tcase 0: return vcopyq_laneq_f32(vdst, 3, vsrc, 0);\n\t\t\t\t\t\tcase 1: return vcopyq_laneq_f32(vdst, 3, vsrc, 1);\n\t\t\t\t\t\tcase 2: return vcopyq_laneq_f32(vdst, 3, vsrc, 2);\n\t\t\t\t\t\tcase 3: return vcopyq_laneq_f32(vdst, 3, vsrc, 3);\n\t\t\t\t\t}\n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n#else\n\n\t\t\tfloat l;\n\t\t\tswitch(slane) {\n\t\t\t\tcase 0: l = vgetq_lane_f32(vsrc, 0); break;\n\t\t\t\tcase 1: l = vgetq_lane_f32(vsrc, 1); break;\n\t\t\t\tcase 2: l = vgetq_lane_f32(vsrc, 2); break;\n\t\t\t\tcase 3: l = vgetq_lane_f32(vsrc, 3); break;\n\t\t\t\tdefault: \n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n\t\t\tswitch(dlane) {\n\t\t\t\tcase 0: return vsetq_lane_f32(l, vdst, 0);\n\t\t\t\tcase 1: return vsetq_lane_f32(l, vdst, 1);\n\t\t\t\tcase 2: return vsetq_lane_f32(l, vdst, 2);\n\t\t\t\tcase 3: return vsetq_lane_f32(l, vdst, 3);\n\t\t\t}\n#endif\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n\t\t}\n\n\t\tstatic float32x4_t mul_lane(float32x4_t v, float32x4_t vlane, int lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n\t\t\tswitch(lane) { \n\t\t\t\tcase 0: return vmulq_laneq_f32(v, vlane, 0); break;\n\t\t\t\tcase 1: return vmulq_laneq_f32(v, vlane, 1); break;\n\t\t\t\tcase 2: return vmulq_laneq_f32(v, vlane, 2); break;\n\t\t\t\tcase 3: return vmulq_laneq_f32(v, vlane, 3); break;\n\t\t\t\tdefault: \n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n#else\n\t\t\treturn vmulq_f32(v, dupq_lane(vlane, lane));\n#endif\n\t\t}\n\n\t\tstatic float32x4_t madd_lane(float32x4_t acc, float32x4_t v, float32x4_t vlane, int lane) {\n#if GLM_ARCH & GLM_ARCH_ARMV8_BIT\n#ifdef GLM_CONFIG_FORCE_FMA\n#\tdefine FMADD_LANE(acc, x, y, L) do { asm volatile (\"fmla %0.4s, %1.4s, %2.4s\" : \"+w\"(acc) : \"w\"(x), \"w\"(dup_lane(y, L))); } while(0)\n#else\n#\tdefine FMADD_LANE(acc, x, y, L) do { acc = vmlaq_laneq_f32(acc, x, y, L); } while(0)\n#endif\n\n\t\t\tswitch(lane) { \n\t\t\t\tcase 0: \n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 0);\n\t\t\t\t\treturn acc;\n\t\t\t\tcase 1:\n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 1);\n\t\t\t\t\treturn acc;\n\t\t\t\tcase 2:\n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 2);\n\t\t\t\t\treturn acc;\n\t\t\t\tcase 3:\n\t\t\t\t\tFMADD_LANE(acc, v, vlane, 3);\n\t\t\t\t\treturn acc;\n\t\t\t\tdefault: \n\t\t\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\t}\n\t\t\tassert(!\"Unreachable code executed!\");\n\t\t\treturn vdupq_n_f32(0.0f);\n#\tundef FMADD_LANE\n#else\n\t\t\treturn vaddq_f32(acc, vmulq_f32(v, dupq_lane(vlane, lane)));\n#endif\n\t\t}\n\t} //namespace neon\n} // namespace glm\n#endif // GLM_ARCH & GLM_ARCH_NEON_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/simd/packing.h",
    "content": "/// @ref simd\n/// @file glm/simd/packing.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/simd/platform.h",
    "content": "#pragma once\n\n///////////////////////////////////////////////////////////////////////////////////\n// Platform\n\n#define GLM_PLATFORM_UNKNOWN\t\t0x00000000\n#define GLM_PLATFORM_WINDOWS\t\t0x00010000\n#define GLM_PLATFORM_LINUX\t\t\t0x00020000\n#define GLM_PLATFORM_APPLE\t\t\t0x00040000\n//#define GLM_PLATFORM_IOS\t\t\t0x00080000\n#define GLM_PLATFORM_ANDROID\t\t0x00100000\n#define GLM_PLATFORM_CHROME_NACL\t0x00200000\n#define GLM_PLATFORM_UNIX\t\t\t0x00400000\n#define GLM_PLATFORM_QNXNTO\t\t\t0x00800000\n#define GLM_PLATFORM_WINCE\t\t\t0x01000000\n#define GLM_PLATFORM_CYGWIN\t\t\t0x02000000\n\n#ifdef GLM_FORCE_PLATFORM_UNKNOWN\n#\tdefine GLM_PLATFORM GLM_PLATFORM_UNKNOWN\n#elif defined(__CYGWIN__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_CYGWIN\n#elif defined(__QNXNTO__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_QNXNTO\n#elif defined(__APPLE__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_APPLE\n#elif defined(WINCE)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_WINCE\n#elif defined(_WIN32)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_WINDOWS\n#elif defined(__native_client__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_CHROME_NACL\n#elif defined(__ANDROID__)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_ANDROID\n#elif defined(__linux)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_LINUX\n#elif defined(__unix)\n#\tdefine GLM_PLATFORM GLM_PLATFORM_UNIX\n#else\n#\tdefine GLM_PLATFORM GLM_PLATFORM_UNKNOWN\n#endif//\n\n///////////////////////////////////////////////////////////////////////////////////\n// Compiler\n\n#define GLM_COMPILER_UNKNOWN\t\t0x00000000\n\n// Intel\n#define GLM_COMPILER_INTEL\t\t\t0x00100000\n#define GLM_COMPILER_INTEL14\t\t0x00100040\n#define GLM_COMPILER_INTEL15\t\t0x00100050\n#define GLM_COMPILER_INTEL16\t\t0x00100060\n#define GLM_COMPILER_INTEL17\t\t0x00100070\n\n// Visual C++ defines\n#define GLM_COMPILER_VC\t\t\t\t0x01000000\n#define GLM_COMPILER_VC12\t\t\t0x01000001\n#define GLM_COMPILER_VC14\t\t\t0x01000002\n#define GLM_COMPILER_VC15\t\t\t0x01000003\n#define GLM_COMPILER_VC15_3\t\t\t0x01000004\n#define GLM_COMPILER_VC15_5\t\t\t0x01000005\n#define GLM_COMPILER_VC15_6\t\t\t0x01000006\n#define GLM_COMPILER_VC15_7\t\t\t0x01000007\n#define GLM_COMPILER_VC15_8\t\t\t0x01000008\n#define GLM_COMPILER_VC15_9\t\t\t0x01000009\n#define GLM_COMPILER_VC16\t\t\t0x0100000A\n\n// GCC defines\n#define GLM_COMPILER_GCC\t\t\t0x02000000\n#define GLM_COMPILER_GCC46\t\t\t0x020000D0\n#define GLM_COMPILER_GCC47\t\t\t0x020000E0\n#define GLM_COMPILER_GCC48\t\t\t0x020000F0\n#define GLM_COMPILER_GCC49\t\t\t0x02000100\n#define GLM_COMPILER_GCC5\t\t\t0x02000200\n#define GLM_COMPILER_GCC6\t\t\t0x02000300\n#define GLM_COMPILER_GCC7\t\t\t0x02000400\n#define GLM_COMPILER_GCC8\t\t\t0x02000500\n\n// CUDA\n#define GLM_COMPILER_CUDA\t\t\t0x10000000\n#define GLM_COMPILER_CUDA75\t\t\t0x10000001\n#define GLM_COMPILER_CUDA80\t\t\t0x10000002\n#define GLM_COMPILER_CUDA90\t\t\t0x10000004\n\n// SYCL\n#define GLM_COMPILER_SYCL\t\t\t0x00300000\n\n// Clang\n#define GLM_COMPILER_CLANG\t\t\t0x20000000\n#define GLM_COMPILER_CLANG34\t\t0x20000050\n#define GLM_COMPILER_CLANG35\t\t0x20000060\n#define GLM_COMPILER_CLANG36\t\t0x20000070\n#define GLM_COMPILER_CLANG37\t\t0x20000080\n#define GLM_COMPILER_CLANG38\t\t0x20000090\n#define GLM_COMPILER_CLANG39\t\t0x200000A0\n#define GLM_COMPILER_CLANG40\t\t0x200000B0\n#define GLM_COMPILER_CLANG41\t\t0x200000C0\n#define GLM_COMPILER_CLANG42\t\t0x200000D0\n\n// Build model\n#define GLM_MODEL_32\t\t\t\t0x00000010\n#define GLM_MODEL_64\t\t\t\t0x00000020\n\n// Force generic C++ compiler\n#ifdef GLM_FORCE_COMPILER_UNKNOWN\n#\tdefine GLM_COMPILER GLM_COMPILER_UNKNOWN\n\n#elif defined(__INTEL_COMPILER)\n#\tif __INTEL_COMPILER >= 1700\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL17\n#\telif __INTEL_COMPILER >= 1600\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL16\n#\telif __INTEL_COMPILER >= 1500\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL15\n#\telif __INTEL_COMPILER >= 1400\n#\t\tdefine GLM_COMPILER GLM_COMPILER_INTEL14\n#\telif __INTEL_COMPILER < 1400\n#\t\terror \"GLM requires ICC 2013 SP1 or newer\"\n#\tendif\n\n// CUDA\n#elif defined(__CUDACC__)\n#\tif !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA)\n#\t\tinclude <cuda.h>  // make sure version is defined since nvcc does not define it itself!\n#\tendif\n#\tif CUDA_VERSION >= 8000\n#\t\tdefine GLM_COMPILER GLM_COMPILER_CUDA80\n#\telif CUDA_VERSION >= 7500\n#\t\tdefine GLM_COMPILER GLM_COMPILER_CUDA75\n#\telif CUDA_VERSION >= 7000\n#\t\tdefine GLM_COMPILER GLM_COMPILER_CUDA70\n#\telif CUDA_VERSION < 7000\n#\t\terror \"GLM requires CUDA 7.0 or higher\"\n#\tendif\n\n// SYCL\n#elif defined(__SYCL_DEVICE_ONLY__)\n#\tdefine GLM_COMPILER GLM_COMPILER_SYCL\n\n// Clang\n#elif defined(__clang__)\n#\tif defined(__apple_build_version__)\n#\t\tif (__clang_major__ < 6)\n#\t\t\terror \"GLM requires Clang 3.4 / Apple Clang 6.0 or higher\"\n#\t\telif __clang_major__ == 6 && __clang_minor__ == 0\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG35\n#\t\telif __clang_major__ == 6 && __clang_minor__ >= 1\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG36\n#\t\telif __clang_major__ >= 7\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG37\n#\t\tendif\n#\telse\n#\t\tif ((__clang_major__ == 3) && (__clang_minor__ < 4)) || (__clang_major__ < 3)\n#\t\t\terror \"GLM requires Clang 3.4 or higher\"\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 4\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG34\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 5\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG35\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 6\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG36\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 7\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG37\n#\t\telif __clang_major__ == 3 && __clang_minor__ == 8\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG38\n#\t\telif __clang_major__ == 3 && __clang_minor__ >= 9\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG39\n#\t\telif __clang_major__ == 4 && __clang_minor__ == 0\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG40\n#\t\telif __clang_major__ == 4 && __clang_minor__ == 1\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG41\n#\t\telif __clang_major__ == 4 && __clang_minor__ >= 2\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG42\n#\t\telif __clang_major__ >= 4\n#\t\t\tdefine GLM_COMPILER GLM_COMPILER_CLANG42\n#\t\tendif\n#\tendif\n\n// Visual C++\n#elif defined(_MSC_VER)\n#\tif _MSC_VER >= 1920\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC16\n#\telif _MSC_VER >= 1916\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_9\n#\telif _MSC_VER >= 1915\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_8\n#\telif _MSC_VER >= 1914\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_7\n#\telif _MSC_VER >= 1913\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_6\n#\telif _MSC_VER >= 1912\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_5\n#\telif _MSC_VER >= 1911\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15_3\n#\telif _MSC_VER >= 1910\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC15\n#\telif _MSC_VER >= 1900\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC14\n#\telif _MSC_VER >= 1800\n#\t\tdefine GLM_COMPILER GLM_COMPILER_VC12\n#\telif _MSC_VER < 1800\n#\t\terror \"GLM requires Visual C++ 12 - 2013 or higher\"\n#\tendif//_MSC_VER\n\n// G++\n#elif defined(__GNUC__) || defined(__MINGW32__)\n#\tif __GNUC__ >= 8\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC8\n#\telif __GNUC__ >= 7\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC7\n#\telif __GNUC__ >= 6\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC6\n#\telif __GNUC__ >= 5\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC5\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 9\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC49\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 8\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC48\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 7\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC47\n#\telif __GNUC__ == 4 && __GNUC_MINOR__ >= 6\n#\t\tdefine GLM_COMPILER GLM_COMPILER_GCC46\n#\telif ((__GNUC__ == 4) && (__GNUC_MINOR__ < 6)) || (__GNUC__ < 4)\n#\t\terror \"GLM requires GCC 4.6 or higher\"\n#\tendif\n\n#else\n#\tdefine GLM_COMPILER GLM_COMPILER_UNKNOWN\n#endif\n\n#ifndef GLM_COMPILER\n#\terror \"GLM_COMPILER undefined, your compiler may not be supported by GLM. Add #define GLM_COMPILER 0 to ignore this message.\"\n#endif//GLM_COMPILER\n\n///////////////////////////////////////////////////////////////////////////////////\n// Instruction sets\n\n// User defines: GLM_FORCE_PURE GLM_FORCE_INTRINSICS GLM_FORCE_SSE2 GLM_FORCE_SSE3 GLM_FORCE_AVX GLM_FORCE_AVX2 GLM_FORCE_AVX2\n\n#define GLM_ARCH_MIPS_BIT\t  (0x10000000)\n#define GLM_ARCH_PPC_BIT\t  (0x20000000)\n#define GLM_ARCH_ARM_BIT\t  (0x40000000)\n#define GLM_ARCH_ARMV8_BIT  (0x01000000)\n#define GLM_ARCH_X86_BIT\t  (0x80000000)\n\n#define GLM_ARCH_SIMD_BIT\t(0x00001000)\n\n#define GLM_ARCH_NEON_BIT\t(0x00000001)\n#define GLM_ARCH_SSE_BIT\t(0x00000002)\n#define GLM_ARCH_SSE2_BIT\t(0x00000004)\n#define GLM_ARCH_SSE3_BIT\t(0x00000008)\n#define GLM_ARCH_SSSE3_BIT\t(0x00000010)\n#define GLM_ARCH_SSE41_BIT\t(0x00000020)\n#define GLM_ARCH_SSE42_BIT\t(0x00000040)\n#define GLM_ARCH_AVX_BIT\t(0x00000080)\n#define GLM_ARCH_AVX2_BIT\t(0x00000100)\n\n#define GLM_ARCH_UNKNOWN\t(0)\n#define GLM_ARCH_X86\t\t(GLM_ARCH_X86_BIT)\n#define GLM_ARCH_SSE\t\t(GLM_ARCH_SSE_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_X86)\n#define GLM_ARCH_SSE2\t\t(GLM_ARCH_SSE2_BIT | GLM_ARCH_SSE)\n#define GLM_ARCH_SSE3\t\t(GLM_ARCH_SSE3_BIT | GLM_ARCH_SSE2)\n#define GLM_ARCH_SSSE3\t\t(GLM_ARCH_SSSE3_BIT | GLM_ARCH_SSE3)\n#define GLM_ARCH_SSE41\t\t(GLM_ARCH_SSE41_BIT | GLM_ARCH_SSSE3)\n#define GLM_ARCH_SSE42\t\t(GLM_ARCH_SSE42_BIT | GLM_ARCH_SSE41)\n#define GLM_ARCH_AVX\t\t(GLM_ARCH_AVX_BIT | GLM_ARCH_SSE42)\n#define GLM_ARCH_AVX2\t\t(GLM_ARCH_AVX2_BIT | GLM_ARCH_AVX)\n#define GLM_ARCH_ARM\t\t(GLM_ARCH_ARM_BIT)\n#define GLM_ARCH_ARMV8\t\t(GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM | GLM_ARCH_ARMV8_BIT)\n#define GLM_ARCH_NEON\t\t(GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM)\n#define GLM_ARCH_MIPS\t\t(GLM_ARCH_MIPS_BIT)\n#define GLM_ARCH_PPC\t\t(GLM_ARCH_PPC_BIT)\n\n#if defined(GLM_FORCE_ARCH_UNKNOWN) || defined(GLM_FORCE_PURE)\n#\tdefine GLM_ARCH GLM_ARCH_UNKNOWN\n#elif defined(GLM_FORCE_NEON)\n#\tif __ARM_ARCH >= 8\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARMV8)\n#\telse\n#\t\tdefine GLM_ARCH (GLM_ARCH_NEON)\n#\tendif\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_AVX2)\n#\tdefine GLM_ARCH (GLM_ARCH_AVX2)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_AVX)\n#\tdefine GLM_ARCH (GLM_ARCH_AVX)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE42)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE42)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE41)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE41)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSSE3)\n#\tdefine GLM_ARCH (GLM_ARCH_SSSE3)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE3)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE3)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE2)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE2)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_SSE)\n#\tdefine GLM_ARCH (GLM_ARCH_SSE)\n#\tdefine GLM_FORCE_INTRINSICS\n#elif defined(GLM_FORCE_INTRINSICS) && !defined(GLM_FORCE_XYZW_ONLY)\n#\tif defined(__AVX2__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_AVX2)\n#\telif defined(__AVX__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_AVX)\n#\telif defined(__SSE4_2__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE42)\n#\telif defined(__SSE4_1__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE41)\n#\telif defined(__SSSE3__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSSE3)\n#\telif defined(__SSE3__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE3)\n#\telif defined(__SSE2__) || defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86_FP)\n#\t\tdefine GLM_ARCH (GLM_ARCH_SSE2)\n#\telif defined(__i386__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_X86)\n#\telif defined(__ARM_ARCH) && (__ARM_ARCH >= 8)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARMV8)\n#\telif defined(__ARM_NEON)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARM | GLM_ARCH_NEON)\n#\telif defined(__arm__ ) || defined(_M_ARM)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARM)\n#\telif defined(__mips__ )\n#\t\tdefine GLM_ARCH (GLM_ARCH_MIPS)\n#\telif defined(__powerpc__ ) || defined(_M_PPC)\n#\t\tdefine GLM_ARCH (GLM_ARCH_PPC)\n#\telse\n#\t\tdefine GLM_ARCH (GLM_ARCH_UNKNOWN)\n#\tendif\n#else\n#\tif defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86) || defined(__i386__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_X86)\n#\telif defined(__arm__) || defined(_M_ARM)\n#\t\tdefine GLM_ARCH (GLM_ARCH_ARM)\n#\telif defined(__powerpc__) || defined(_M_PPC)\n#\t\tdefine GLM_ARCH (GLM_ARCH_PPC)\n#\telif defined(__mips__)\n#\t\tdefine GLM_ARCH (GLM_ARCH_MIPS)\n#\telse\n#\t\tdefine GLM_ARCH (GLM_ARCH_UNKNOWN)\n#\tendif\n#endif\n\n#if GLM_ARCH & GLM_ARCH_AVX2_BIT\n#\tinclude <immintrin.h>\n#elif GLM_ARCH & GLM_ARCH_AVX_BIT\n#\tinclude <immintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE42_BIT\n#\tif GLM_COMPILER & GLM_COMPILER_CLANG\n#\t\tinclude <popcntintrin.h>\n#\tendif\n#\tinclude <nmmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE41_BIT\n#\tinclude <smmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSSE3_BIT\n#\tinclude <tmmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE3_BIT\n#\tinclude <pmmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_SSE2_BIT\n#\tinclude <emmintrin.h>\n#elif GLM_ARCH & GLM_ARCH_NEON_BIT\n#\tinclude \"neon.h\"\n#endif//GLM_ARCH\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\ttypedef __m128\t\t\tglm_f32vec4;\n\ttypedef __m128i\t\t\tglm_i32vec4;\n\ttypedef __m128i\t\t\tglm_u32vec4;\n\ttypedef __m128d\t\t\tglm_f64vec2;\n\ttypedef __m128i\t\t\tglm_i64vec2;\n\ttypedef __m128i\t\t\tglm_u64vec2;\n\n\ttypedef glm_f32vec4\t\tglm_vec4;\n\ttypedef glm_i32vec4\t\tglm_ivec4;\n\ttypedef glm_u32vec4\t\tglm_uvec4;\n\ttypedef glm_f64vec2\t\tglm_dvec2;\n#endif\n\n#if GLM_ARCH & GLM_ARCH_AVX_BIT\n\ttypedef __m256d\t\t\tglm_f64vec4;\n\ttypedef glm_f64vec4\t\tglm_dvec4;\n#endif\n\n#if GLM_ARCH & GLM_ARCH_AVX2_BIT\n\ttypedef __m256i\t\t\tglm_i64vec4;\n\ttypedef __m256i\t\t\tglm_u64vec4;\n#endif\n\n#if GLM_ARCH & GLM_ARCH_NEON_BIT\n\ttypedef float32x4_t\t\t\tglm_f32vec4;\n\ttypedef int32x4_t\t\t\tglm_i32vec4;\n\ttypedef uint32x4_t\t\t\tglm_u32vec4;\n#endif\n"
  },
  {
    "path": "Dependencies/include/glm/simd/trigonometric.h",
    "content": "/// @ref simd\n/// @file glm/simd/trigonometric.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n"
  },
  {
    "path": "Dependencies/include/glm/simd/vector_relational.h",
    "content": "/// @ref simd\n/// @file glm/simd/vector_relational.h\n\n#pragma once\n\n#if GLM_ARCH & GLM_ARCH_SSE2_BIT\n\n#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT\n"
  },
  {
    "path": "Dependencies/include/glm/trigonometric.hpp",
    "content": "/// @ref core\n/// @file glm/trigonometric.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n///\n/// @defgroup core_func_trigonometric Angle and Trigonometry Functions\n/// @ingroup core\n///\n/// Function parameters specified as angle are assumed to be in units of radians.\n/// In no case will any of these functions result in a divide by zero error. If\n/// the divisor of a ratio is 0, then results will be undefined.\n///\n/// These all operate component-wise. The description is per component.\n///\n/// Include <glm/trigonometric.hpp> to use these core features.\n///\n/// @see ext_vector_trigonometric\n\n#pragma once\n\n#include \"detail/setup.hpp\"\n#include \"detail/qualifier.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_trigonometric\n\t/// @{\n\n\t/// Converts degrees to radians and returns the result.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/radians.xml\">GLSL radians man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> radians(vec<L, T, Q> const& degrees);\n\n\t/// Converts radians to degrees and returns the result.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/degrees.xml\">GLSL degrees man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> degrees(vec<L, T, Q> const& radians);\n\n\t/// The standard trigonometric sine function.\n\t/// The values returned by this function will range from [-1, 1].\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sin.xml\">GLSL sin man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sin(vec<L, T, Q> const& angle);\n\n\t/// The standard trigonometric cosine function.\n\t/// The values returned by this function will range from [-1, 1].\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/cos.xml\">GLSL cos man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> cos(vec<L, T, Q> const& angle);\n\n\t/// The standard trigonometric tangent function.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/tan.xml\">GLSL tan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> tan(vec<L, T, Q> const& angle);\n\n\t/// Arc sine. Returns an angle whose sine is x.\n\t/// The range of values returned by this function is [-PI/2, PI/2].\n\t/// Results are undefined if |x| > 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/asin.xml\">GLSL asin man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> asin(vec<L, T, Q> const& x);\n\n\t/// Arc cosine. Returns an angle whose sine is x.\n\t/// The range of values returned by this function is [0, PI].\n\t/// Results are undefined if |x| > 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/acos.xml\">GLSL acos man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> acos(vec<L, T, Q> const& x);\n\n\t/// Arc tangent. Returns an angle whose tangent is y/x.\n\t/// The signs of x and y are used to determine what\n\t/// quadrant the angle is in. The range of values returned\n\t/// by this function is [-PI, PI]. Results are undefined\n\t/// if x and y are both 0.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml\">GLSL atan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> atan(vec<L, T, Q> const& y, vec<L, T, Q> const& x);\n\n\t/// Arc tangent. Returns an angle whose tangent is y_over_x.\n\t/// The range of values returned by this function is [-PI/2, PI/2].\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml\">GLSL atan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> atan(vec<L, T, Q> const& y_over_x);\n\n\t/// Returns the hyperbolic sine function, (exp(x) - exp(-x)) / 2\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/sinh.xml\">GLSL sinh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> sinh(vec<L, T, Q> const& angle);\n\n\t/// Returns the hyperbolic cosine function, (exp(x) + exp(-x)) / 2\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/cosh.xml\">GLSL cosh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> cosh(vec<L, T, Q> const& angle);\n\n\t/// Returns the hyperbolic tangent function, sinh(angle) / cosh(angle)\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/tanh.xml\">GLSL tanh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> tanh(vec<L, T, Q> const& angle);\n\n\t/// Arc hyperbolic sine; returns the inverse of sinh.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/asinh.xml\">GLSL asinh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> asinh(vec<L, T, Q> const& x);\n\n\t/// Arc hyperbolic cosine; returns the non-negative inverse\n\t/// of cosh. Results are undefined if x < 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/acosh.xml\">GLSL acosh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> acosh(vec<L, T, Q> const& x);\n\n\t/// Arc hyperbolic tangent; returns the inverse of tanh.\n\t/// Results are undefined if abs(x) >= 1.\n\t///\n\t/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector\n\t/// @tparam T Floating-point scalar types\n\t/// @tparam Q Value from qualifier enum\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/atanh.xml\">GLSL atanh man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL vec<L, T, Q> atanh(vec<L, T, Q> const& x);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_trigonometric.inl\"\n"
  },
  {
    "path": "Dependencies/include/glm/vec2.hpp",
    "content": "/// @ref core\n/// @file glm/vec2.hpp\n\n#pragma once\n#include \"./ext/vector_bool2.hpp\"\n#include \"./ext/vector_bool2_precision.hpp\"\n#include \"./ext/vector_float2.hpp\"\n#include \"./ext/vector_float2_precision.hpp\"\n#include \"./ext/vector_double2.hpp\"\n#include \"./ext/vector_double2_precision.hpp\"\n#include \"./ext/vector_int2.hpp\"\n#include \"./ext/vector_int2_sized.hpp\"\n#include \"./ext/vector_uint2.hpp\"\n#include \"./ext/vector_uint2_sized.hpp\"\n"
  },
  {
    "path": "Dependencies/include/glm/vec3.hpp",
    "content": "/// @ref core\n/// @file glm/vec3.hpp\n\n#pragma once\n#include \"./ext/vector_bool3.hpp\"\n#include \"./ext/vector_bool3_precision.hpp\"\n#include \"./ext/vector_float3.hpp\"\n#include \"./ext/vector_float3_precision.hpp\"\n#include \"./ext/vector_double3.hpp\"\n#include \"./ext/vector_double3_precision.hpp\"\n#include \"./ext/vector_int3.hpp\"\n#include \"./ext/vector_int3_sized.hpp\"\n#include \"./ext/vector_uint3.hpp\"\n#include \"./ext/vector_uint3_sized.hpp\"\n"
  },
  {
    "path": "Dependencies/include/glm/vec4.hpp",
    "content": "/// @ref core\n/// @file glm/vec4.hpp\n\n#pragma once\n#include \"./ext/vector_bool4.hpp\"\n#include \"./ext/vector_bool4_precision.hpp\"\n#include \"./ext/vector_float4.hpp\"\n#include \"./ext/vector_float4_precision.hpp\"\n#include \"./ext/vector_double4.hpp\"\n#include \"./ext/vector_double4_precision.hpp\"\n#include \"./ext/vector_int4.hpp\"\n#include \"./ext/vector_int4_sized.hpp\"\n#include \"./ext/vector_uint4.hpp\"\n#include \"./ext/vector_uint4_sized.hpp\"\n\n"
  },
  {
    "path": "Dependencies/include/glm/vector_relational.hpp",
    "content": "/// @ref core\n/// @file glm/vector_relational.hpp\n///\n/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n///\n/// @defgroup core_func_vector_relational Vector Relational Functions\n/// @ingroup core\n///\n/// Relational and equality operators (<, <=, >, >=, ==, !=) are defined to\n/// operate on scalars and produce scalar Boolean results. For vector results,\n/// use the following built-in functions.\n///\n/// In all cases, the sizes of all the input and return vectors for any particular\n/// call must match.\n///\n/// Include <glm/vector_relational.hpp> to use these core features.\n///\n/// @see ext_vector_relational\n\n#pragma once\n\n#include \"detail/qualifier.hpp\"\n#include \"detail/setup.hpp\"\n\nnamespace glm\n{\n\t/// @addtogroup core_func_vector_relational\n\t/// @{\n\n\t/// Returns the component-wise comparison result of x < y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThan.xml\">GLSL lessThan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> lessThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x <= y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThanEqual.xml\">GLSL lessThanEqual man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> lessThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x > y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThan.xml\">GLSL greaterThan man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> greaterThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x >= y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point or integer scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThanEqual.xml\">GLSL greaterThanEqual man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> greaterThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x == y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point, integer or bool scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/equal.xml\">GLSL equal man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns the component-wise comparison of result x != y.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t/// @tparam T A floating-point, integer or bool scalar type.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/notEqual.xml\">GLSL notEqual man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, typename T, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);\n\n\t/// Returns true if any component of x is true.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/any.xml\">GLSL any man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool any(vec<L, bool, Q> const& v);\n\n\t/// Returns true if all components of x are true.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/all.xml\">GLSL all man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR bool all(vec<L, bool, Q> const& v);\n\n\t/// Returns the component-wise logical complement of x.\n\t/// /!\\ Because of language incompatibilities between C++ and GLSL, GLM defines the function not but not_ instead.\n\t///\n\t/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.\n\t///\n\t/// @see <a href=\"http://www.opengl.org/sdk/docs/manglsl/xhtml/not.xml\">GLSL not man page</a>\n\t/// @see <a href=\"http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf\">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>\n\ttemplate<length_t L, qualifier Q>\n\tGLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> not_(vec<L, bool, Q> const& v);\n\n\t/// @}\n}//namespace glm\n\n#include \"detail/func_vector_relational.inl\"\n"
  },
  {
    "path": "Dependencies/include/stb_image.h",
    "content": "/* stb_image - v2.26 - public domain image loader - http://nothings.org/stb\n                                  no warranty implied; use at your own risk\n\n   Do this:\n      #define STB_IMAGE_IMPLEMENTATION\n   before you include this file in *one* C or C++ file to create the implementation.\n\n   // i.e. it should look like this:\n   #include ...\n   #include ...\n   #include ...\n   #define STB_IMAGE_IMPLEMENTATION\n   #include \"stb_image.h\"\n\n   You can #define STBI_ASSERT(x) before the #include to avoid using assert.h.\n   And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free\n\n\n   QUICK NOTES:\n      Primarily of interest to game developers and other people who can\n          avoid problematic images and only need the trivial interface\n\n      JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib)\n      PNG 1/2/4/8/16-bit-per-channel\n\n      TGA (not sure what subset, if a subset)\n      BMP non-1bpp, non-RLE\n      PSD (composited view only, no extra channels, 8/16 bit-per-channel)\n\n      GIF (*comp always reports as 4-channel)\n      HDR (radiance rgbE format)\n      PIC (Softimage PIC)\n      PNM (PPM and PGM binary only)\n\n      Animated GIF still needs a proper API, but here's one way to do it:\n          http://gist.github.com/urraka/685d9a6340b26b830d49\n\n      - decode from memory or through FILE (define STBI_NO_STDIO to remove code)\n      - decode from arbitrary I/O callbacks\n      - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON)\n\n   Full documentation under \"DOCUMENTATION\" below.\n\n\nLICENSE\n\n  See end of file for license information.\n\nRECENT REVISION HISTORY:\n\n      2.26  (2020-07-13) many minor fixes\n      2.25  (2020-02-02) fix warnings\n      2.24  (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically\n      2.23  (2019-08-11) fix clang static analysis warning\n      2.22  (2019-03-04) gif fixes, fix warnings\n      2.21  (2019-02-25) fix typo in comment\n      2.20  (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs\n      2.19  (2018-02-11) fix warning\n      2.18  (2018-01-30) fix warnings\n      2.17  (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings\n      2.16  (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes\n      2.15  (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC\n      2.14  (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs\n      2.13  (2016-12-04) experimental 16-bit API, only for PNG so far; fixes\n      2.12  (2016-04-02) fix typo in 2.11 PSD fix that caused crashes\n      2.11  (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64\n                         RGB-format JPEG; remove white matting in PSD;\n                         allocate large structures on the stack;\n                         correct channel count for PNG & BMP\n      2.10  (2016-01-22) avoid warning introduced in 2.09\n      2.09  (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED\n\n   See end of file for full revision history.\n\n\n ============================    Contributors    =========================\n\n Image formats                          Extensions, features\n    Sean Barrett (jpeg, png, bmp)          Jetro Lauha (stbi_info)\n    Nicolas Schulz (hdr, psd)              Martin \"SpartanJ\" Golini (stbi_info)\n    Jonathan Dummer (tga)                  James \"moose2000\" Brown (iPhone PNG)\n    Jean-Marc Lienher (gif)                Ben \"Disch\" Wenger (io callbacks)\n    Tom Seddon (pic)                       Omar Cornut (1/2/4-bit PNG)\n    Thatcher Ulrich (psd)                  Nicolas Guillemot (vertical flip)\n    Ken Miller (pgm, ppm)                  Richard Mitton (16-bit PSD)\n    github:urraka (animated gif)           Junggon Kim (PNM comments)\n    Christopher Forseth (animated gif)     Daniel Gibson (16-bit TGA)\n                                           socks-the-fox (16-bit PNG)\n                                           Jeremy Sawicki (handle all ImageNet JPGs)\n Optimizations & bugfixes                  Mikhail Morozov (1-bit BMP)\n    Fabian \"ryg\" Giesen                    Anael Seghezzi (is-16-bit query)\n    Arseny Kapoulkine\n    John-Mark Allen\n    Carmelo J Fdez-Aguera\n\n Bug & warning fixes\n    Marc LeBlanc            David Woo          Guillaume George     Martins Mozeiko\n    Christpher Lloyd        Jerry Jansson      Joseph Thomson       Blazej Dariusz Roszkowski\n    Phil Jordan                                Dave Moore           Roy Eltham\n    Hayaki Saito            Nathan Reed        Won Chun\n    Luke Graham             Johan Duparc       Nick Verigakis       the Horde3D community\n    Thomas Ruf              Ronny Chevalier                         github:rlyeh\n    Janez Zemva             John Bartholomew   Michal Cichon        github:romigrou\n    Jonathan Blow           Ken Hamada         Tero Hanninen        github:svdijk\n                            Laurent Gomila     Cort Stratton        github:snagar\n    Aruelien Pocheville     Sergio Gonzalez    Thibault Reuille     github:Zelex\n    Cass Everitt            Ryamond Barbiero                        github:grim210\n    Paul Du Bois            Engin Manap        Aldo Culquicondor    github:sammyhw\n    Philipp Wiesemann       Dale Weiler        Oriol Ferrer Mesia   github:phprus\n    Josh Tobin                                 Matthew Gregan       github:poppolopoppo\n    Julian Raschke          Gregory Mullen     Christian Floisand   github:darealshinji\n    Baldur Karlsson         Kevin Schmidt      JR Smith             github:Michaelangel007\n                            Brad Weinberger    Matvey Cherevko      [reserved]\n    Luca Sas                Alexander Veselov  Zack Middleton       [reserved]\n    Ryan C. Gordon          [reserved]                              [reserved]\n                     DO NOT ADD YOUR NAME HERE\n\n  To add your name to the credits, pick a random blank space in the middle and fill it.\n  80% of merge conflicts on stb PRs are due to people adding their name at the end\n  of the credits.\n*/\n\n#ifndef STBI_INCLUDE_STB_IMAGE_H\n#define STBI_INCLUDE_STB_IMAGE_H\n\n// DOCUMENTATION\n//\n// Limitations:\n//    - no 12-bit-per-channel JPEG\n//    - no JPEGs with arithmetic coding\n//    - GIF always returns *comp=4\n//\n// Basic usage (see HDR discussion below for HDR usage):\n//    int x,y,n;\n//    unsigned char *data = stbi_load(filename, &x, &y, &n, 0);\n//    // ... process data if not NULL ...\n//    // ... x = width, y = height, n = # 8-bit components per pixel ...\n//    // ... replace '0' with '1'..'4' to force that many components per pixel\n//    // ... but 'n' will always be the number that it would have been if you said 0\n//    stbi_image_free(data)\n//\n// Standard parameters:\n//    int *x                 -- outputs image width in pixels\n//    int *y                 -- outputs image height in pixels\n//    int *channels_in_file  -- outputs # of image components in image file\n//    int desired_channels   -- if non-zero, # of image components requested in result\n//\n// The return value from an image loader is an 'unsigned char *' which points\n// to the pixel data, or NULL on an allocation failure or if the image is\n// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,\n// with each pixel consisting of N interleaved 8-bit components; the first\n// pixel pointed to is top-left-most in the image. There is no padding between\n// image scanlines or between pixels, regardless of format. The number of\n// components N is 'desired_channels' if desired_channels is non-zero, or\n// *channels_in_file otherwise. If desired_channels is non-zero,\n// *channels_in_file has the number of components that _would_ have been\n// output otherwise. E.g. if you set desired_channels to 4, you will always\n// get RGBA output, but you can check *channels_in_file to see if it's trivially\n// opaque because e.g. there were only 3 channels in the source image.\n//\n// An output image with N components has the following components interleaved\n// in this order in each pixel:\n//\n//     N=#comp     components\n//       1           grey\n//       2           grey, alpha\n//       3           red, green, blue\n//       4           red, green, blue, alpha\n//\n// If image loading fails for any reason, the return value will be NULL,\n// and *x, *y, *channels_in_file will be unchanged. The function\n// stbi_failure_reason() can be queried for an extremely brief, end-user\n// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS\n// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly\n// more user-friendly ones.\n//\n// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.\n//\n// ===========================================================================\n//\n// UNICODE:\n//\n//   If compiling for Windows and you wish to use Unicode filenames, compile\n//   with\n//       #define STBI_WINDOWS_UTF8\n//   and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert\n//   Windows wchar_t filenames to utf8.\n//\n// ===========================================================================\n//\n// Philosophy\n//\n// stb libraries are designed with the following priorities:\n//\n//    1. easy to use\n//    2. easy to maintain\n//    3. good performance\n//\n// Sometimes I let \"good performance\" creep up in priority over \"easy to maintain\",\n// and for best performance I may provide less-easy-to-use APIs that give higher\n// performance, in addition to the easy-to-use ones. Nevertheless, it's important\n// to keep in mind that from the standpoint of you, a client of this library,\n// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all.\n//\n// Some secondary priorities arise directly from the first two, some of which\n// provide more explicit reasons why performance can't be emphasized.\n//\n//    - Portable (\"ease of use\")\n//    - Small source code footprint (\"easy to maintain\")\n//    - No dependencies (\"ease of use\")\n//\n// ===========================================================================\n//\n// I/O callbacks\n//\n// I/O callbacks allow you to read from arbitrary sources, like packaged\n// files or some other source. Data read from callbacks are processed\n// through a small internal buffer (currently 128 bytes) to try to reduce\n// overhead.\n//\n// The three functions you must define are \"read\" (reads some bytes of data),\n// \"skip\" (skips some bytes of data), \"eof\" (reports if the stream is at the end).\n//\n// ===========================================================================\n//\n// SIMD support\n//\n// The JPEG decoder will try to automatically use SIMD kernels on x86 when\n// supported by the compiler. For ARM Neon support, you must explicitly\n// request it.\n//\n// (The old do-it-yourself SIMD API is no longer supported in the current\n// code.)\n//\n// On x86, SSE2 will automatically be used when available based on a run-time\n// test; if not, the generic C versions are used as a fall-back. On ARM targets,\n// the typical path is to have separate builds for NEON and non-NEON devices\n// (at least this is true for iOS and Android). Therefore, the NEON support is\n// toggled by a build flag: define STBI_NEON to get NEON loops.\n//\n// If for some reason you do not want to use any of SIMD code, or if\n// you have issues compiling it, you can disable it entirely by\n// defining STBI_NO_SIMD.\n//\n// ===========================================================================\n//\n// HDR image support   (disable by defining STBI_NO_HDR)\n//\n// stb_image supports loading HDR images in general, and currently the Radiance\n// .HDR file format specifically. You can still load any file through the existing\n// interface; if you attempt to load an HDR file, it will be automatically remapped\n// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;\n// both of these constants can be reconfigured through this interface:\n//\n//     stbi_hdr_to_ldr_gamma(2.2f);\n//     stbi_hdr_to_ldr_scale(1.0f);\n//\n// (note, do not use _inverse_ constants; stbi_image will invert them\n// appropriately).\n//\n// Additionally, there is a new, parallel interface for loading files as\n// (linear) floats to preserve the full dynamic range:\n//\n//    float *data = stbi_loadf(filename, &x, &y, &n, 0);\n//\n// If you load LDR images through this interface, those images will\n// be promoted to floating point values, run through the inverse of\n// constants corresponding to the above:\n//\n//     stbi_ldr_to_hdr_scale(1.0f);\n//     stbi_ldr_to_hdr_gamma(2.2f);\n//\n// Finally, given a filename (or an open file or memory block--see header\n// file for details) containing image data, you can query for the \"most\n// appropriate\" interface to use (that is, whether the image is HDR or\n// not), using:\n//\n//     stbi_is_hdr(char *filename);\n//\n// ===========================================================================\n//\n// iPhone PNG support:\n//\n// By default we convert iphone-formatted PNGs back to RGB, even though\n// they are internally encoded differently. You can disable this conversion\n// by calling stbi_convert_iphone_png_to_rgb(0), in which case\n// you will always just get the native iphone \"format\" through (which\n// is BGR stored in RGB).\n//\n// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per\n// pixel to remove any premultiplied alpha *only* if the image file explicitly\n// says there's premultiplied data (currently only happens in iPhone images,\n// and only if iPhone convert-to-rgb processing is on).\n//\n// ===========================================================================\n//\n// ADDITIONAL CONFIGURATION\n//\n//  - You can suppress implementation of any of the decoders to reduce\n//    your code footprint by #defining one or more of the following\n//    symbols before creating the implementation.\n//\n//        STBI_NO_JPEG\n//        STBI_NO_PNG\n//        STBI_NO_BMP\n//        STBI_NO_PSD\n//        STBI_NO_TGA\n//        STBI_NO_GIF\n//        STBI_NO_HDR\n//        STBI_NO_PIC\n//        STBI_NO_PNM   (.ppm and .pgm)\n//\n//  - You can request *only* certain decoders and suppress all other ones\n//    (this will be more forward-compatible, as addition of new decoders\n//    doesn't require you to disable them explicitly):\n//\n//        STBI_ONLY_JPEG\n//        STBI_ONLY_PNG\n//        STBI_ONLY_BMP\n//        STBI_ONLY_PSD\n//        STBI_ONLY_TGA\n//        STBI_ONLY_GIF\n//        STBI_ONLY_HDR\n//        STBI_ONLY_PIC\n//        STBI_ONLY_PNM   (.ppm and .pgm)\n//\n//   - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still\n//     want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB\n//\n//  - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater\n//    than that size (in either width or height) without further processing.\n//    This is to let programs in the wild set an upper bound to prevent\n//    denial-of-service attacks on untrusted data, as one could generate a\n//    valid image of gigantic dimensions and force stb_image to allocate a\n//    huge block of memory and spend disproportionate time decoding it. By\n//    default this is set to (1 << 24), which is 16777216, but that's still\n//    very big.\n\n#ifndef STBI_NO_STDIO\n#include <stdio.h>\n#endif // STBI_NO_STDIO\n\n#define STBI_VERSION 1\n\nenum\n{\n    STBI_default = 0, // only used for desired_channels\n\n    STBI_grey = 1,\n    STBI_grey_alpha = 2,\n    STBI_rgb = 3,\n    STBI_rgb_alpha = 4\n};\n\n#include <stdlib.h>\ntypedef unsigned char stbi_uc;\ntypedef unsigned short stbi_us;\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef STBIDEF\n#ifdef STB_IMAGE_STATIC\n#define STBIDEF static\n#else\n#define STBIDEF extern\n#endif\n#endif\n\n    //////////////////////////////////////////////////////////////////////////////\n    //\n    // PRIMARY API - works on images of any type\n    //\n\n    //\n    // load image by filename, open file, or memory buffer\n    //\n\n    typedef struct\n    {\n        int      (*read)  (void* user, char* data, int size);   // fill 'data' with 'size' bytes.  return number of bytes actually read\n        void     (*skip)  (void* user, int n);                 // skip the next 'n' bytes, or 'unget' the last -n bytes if negative\n        int      (*eof)   (void* user);                       // returns nonzero if we are at end of file/data\n    } stbi_io_callbacks;\n\n    ////////////////////////////////////\n    //\n    // 8-bits-per-channel interface\n    //\n\n    STBIDEF stbi_uc* stbi_load_from_memory(stbi_uc           const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels);\n    // for stbi_load_from_file, file pointer is left pointing immediately after image\n#endif\n\n#ifndef STBI_NO_GIF\n    STBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp);\n#endif\n\n#ifdef STBI_WINDOWS_UTF8\n    STBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input);\n#endif\n\n    ////////////////////////////////////\n    //\n    // 16-bits-per-channel interface\n    //\n\n    STBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF stbi_us* stbi_load_from_file_16(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels);\n#endif\n\n    ////////////////////////////////////\n    //\n    // float-per-channel interface\n    //\n#ifndef STBI_NO_LINEAR\n    STBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels);\n    STBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels);\n#endif\n#endif\n\n#ifndef STBI_NO_HDR\n    STBIDEF void   stbi_hdr_to_ldr_gamma(float gamma);\n    STBIDEF void   stbi_hdr_to_ldr_scale(float scale);\n#endif // STBI_NO_HDR\n\n#ifndef STBI_NO_LINEAR\n    STBIDEF void   stbi_ldr_to_hdr_gamma(float gamma);\n    STBIDEF void   stbi_ldr_to_hdr_scale(float scale);\n#endif // STBI_NO_LINEAR\n\n    // stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR\n    STBIDEF int    stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user);\n    STBIDEF int    stbi_is_hdr_from_memory(stbi_uc const* buffer, int len);\n#ifndef STBI_NO_STDIO\n    STBIDEF int      stbi_is_hdr(char const* filename);\n    STBIDEF int      stbi_is_hdr_from_file(FILE* f);\n#endif // STBI_NO_STDIO\n\n\n    // get a VERY brief reason for failure\n    // on most compilers (and ALL modern mainstream compilers) this is threadsafe\n    STBIDEF const char* stbi_failure_reason(void);\n\n    // free the loaded image -- this is just free()\n    STBIDEF void     stbi_image_free(void* retval_from_stbi_load);\n\n    // get image dimensions & components without fully decoding\n    STBIDEF int      stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp);\n    STBIDEF int      stbi_info_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp);\n    STBIDEF int      stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len);\n    STBIDEF int      stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* clbk, void* user);\n\n#ifndef STBI_NO_STDIO\n    STBIDEF int      stbi_info(char const* filename, int* x, int* y, int* comp);\n    STBIDEF int      stbi_info_from_file(FILE* f, int* x, int* y, int* comp);\n    STBIDEF int      stbi_is_16_bit(char const* filename);\n    STBIDEF int      stbi_is_16_bit_from_file(FILE* f);\n#endif\n\n\n\n    // for image formats that explicitly notate that they have premultiplied alpha,\n    // we just return the colors as stored in the file. set this flag to force\n    // unpremultiplication. results are undefined if the unpremultiply overflow.\n    STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);\n\n    // indicate whether we should process iphone images back to canonical format,\n    // or just pass them through \"as-is\"\n    STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);\n\n    // flip the image vertically, so the first pixel in the output array is the bottom left\n    STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip);\n\n    // as above, but only applies to images loaded on the thread that calls the function\n    // this function is only available if your compiler supports thread-local variables;\n    // calling it will fail to link if your compiler doesn't\n    STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip);\n\n    // ZLIB client - used by PNG, available for other purposes\n\n    STBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen);\n    STBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header);\n    STBIDEF char* stbi_zlib_decode_malloc(const char* buffer, int len, int* outlen);\n    STBIDEF int   stbi_zlib_decode_buffer(char* obuffer, int olen, const char* ibuffer, int ilen);\n\n    STBIDEF char* stbi_zlib_decode_noheader_malloc(const char* buffer, int len, int* outlen);\n    STBIDEF int   stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen);\n\n\n#ifdef __cplusplus\n}\n#endif\n\n//\n//\n////   end header file   /////////////////////////////////////////////////////\n#endif // STBI_INCLUDE_STB_IMAGE_H\n\n#ifdef STB_IMAGE_IMPLEMENTATION\n\n#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \\\n  || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \\\n  || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \\\n  || defined(STBI_ONLY_ZLIB)\n#ifndef STBI_ONLY_JPEG\n#define STBI_NO_JPEG\n#endif\n#ifndef STBI_ONLY_PNG\n#define STBI_NO_PNG\n#endif\n#ifndef STBI_ONLY_BMP\n#define STBI_NO_BMP\n#endif\n#ifndef STBI_ONLY_PSD\n#define STBI_NO_PSD\n#endif\n#ifndef STBI_ONLY_TGA\n#define STBI_NO_TGA\n#endif\n#ifndef STBI_ONLY_GIF\n#define STBI_NO_GIF\n#endif\n#ifndef STBI_ONLY_HDR\n#define STBI_NO_HDR\n#endif\n#ifndef STBI_ONLY_PIC\n#define STBI_NO_PIC\n#endif\n#ifndef STBI_ONLY_PNM\n#define STBI_NO_PNM\n#endif\n#endif\n\n#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB)\n#define STBI_NO_ZLIB\n#endif\n\n\n#include <stdarg.h>\n#include <stddef.h> // ptrdiff_t on osx\n#include <stdlib.h>\n#include <string.h>\n#include <limits.h>\n\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\n#include <math.h>  // ldexp, pow\n#endif\n\n#ifndef STBI_NO_STDIO\n#include <stdio.h>\n#endif\n\n#ifndef STBI_ASSERT\n#include <assert.h>\n#define STBI_ASSERT(x) assert(x)\n#endif\n\n#ifdef __cplusplus\n#define STBI_EXTERN extern \"C\"\n#else\n#define STBI_EXTERN extern\n#endif\n\n\n#ifndef _MSC_VER\n#ifdef __cplusplus\n#define stbi_inline inline\n#else\n#define stbi_inline\n#endif\n#else\n#define stbi_inline __forceinline\n#endif\n\n#ifndef STBI_NO_THREAD_LOCALS\n#if defined(__cplusplus) &&  __cplusplus >= 201103L\n#define STBI_THREAD_LOCAL       thread_local\n#elif defined(__GNUC__) && __GNUC__ < 5\n#define STBI_THREAD_LOCAL       __thread\n#elif defined(_MSC_VER)\n#define STBI_THREAD_LOCAL       __declspec(thread)\n#elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__)\n#define STBI_THREAD_LOCAL       _Thread_local\n#endif\n\n#ifndef STBI_THREAD_LOCAL\n#if defined(__GNUC__)\n#define STBI_THREAD_LOCAL       __thread\n#endif\n#endif\n#endif\n\n#ifdef _MSC_VER\ntypedef unsigned short stbi__uint16;\ntypedef   signed short stbi__int16;\ntypedef unsigned int   stbi__uint32;\ntypedef   signed int   stbi__int32;\n#else\n#include <stdint.h>\ntypedef uint16_t stbi__uint16;\ntypedef int16_t  stbi__int16;\ntypedef uint32_t stbi__uint32;\ntypedef int32_t  stbi__int32;\n#endif\n\n// should produce compiler error if size is wrong\ntypedef unsigned char validate_uint32[sizeof(stbi__uint32) == 4 ? 1 : -1];\n\n#ifdef _MSC_VER\n#define STBI_NOTUSED(v)  (void)(v)\n#else\n#define STBI_NOTUSED(v)  (void)sizeof(v)\n#endif\n\n#ifdef _MSC_VER\n#define STBI_HAS_LROTL\n#endif\n\n#ifdef STBI_HAS_LROTL\n#define stbi_lrot(x,y)  _lrotl(x,y)\n#else\n#define stbi_lrot(x,y)  (((x) << (y)) | ((x) >> (32 - (y))))\n#endif\n\n#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED))\n// ok\n#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED)\n// ok\n#else\n#error \"Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED).\"\n#endif\n\n#ifndef STBI_MALLOC\n#define STBI_MALLOC(sz)           malloc(sz)\n#define STBI_REALLOC(p,newsz)     realloc(p,newsz)\n#define STBI_FREE(p)              free(p)\n#endif\n\n#ifndef STBI_REALLOC_SIZED\n#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz)\n#endif\n\n// x86/x64 detection\n#if defined(__x86_64__) || defined(_M_X64)\n#define STBI__X64_TARGET\n#elif defined(__i386) || defined(_M_IX86)\n#define STBI__X86_TARGET\n#endif\n\n#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD)\n// gcc doesn't support sse2 intrinsics unless you compile with -msse2,\n// which in turn means it gets to use SSE2 everywhere. This is unfortunate,\n// but previous attempts to provide the SSE2 functions with runtime\n// detection caused numerous issues. The way architecture extensions are\n// exposed in GCC/Clang is, sadly, not really suited for one-file libs.\n// New behavior: if compiled with -msse2, we use SSE2 without any\n// detection; if not, we don't use it at all.\n#define STBI_NO_SIMD\n#endif\n\n#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD)\n// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET\n//\n// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the\n// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant.\n// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not\n// simultaneously enabling \"-mstackrealign\".\n//\n// See https://github.com/nothings/stb/issues/81 for more information.\n//\n// So default to no SSE2 on 32-bit MinGW. If you've read this far and added\n// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2.\n#define STBI_NO_SIMD\n#endif\n\n#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET))\n#define STBI_SSE2\n#include <emmintrin.h>\n\n#ifdef _MSC_VER\n\n#if _MSC_VER >= 1400  // not VC6\n#include <intrin.h> // __cpuid\nstatic int stbi__cpuid3(void)\n{\n    int info[4];\n    __cpuid(info, 1);\n    return info[3];\n}\n#else\nstatic int stbi__cpuid3(void)\n{\n    int res;\n    __asm {\n        mov  eax, 1\n        cpuid\n        mov  res, edx\n    }\n    return res;\n}\n#endif\n\n#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name\n\n#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)\nstatic int stbi__sse2_available(void)\n{\n    int info3 = stbi__cpuid3();\n    return ((info3 >> 26) & 1) != 0;\n}\n#endif\n\n#else // assume GCC-style if not VC++\n#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))\n\n#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)\nstatic int stbi__sse2_available(void)\n{\n    // If we're even attempting to compile this on GCC/Clang, that means\n    // -msse2 is on, which means the compiler is allowed to use SSE2\n    // instructions at will, and so are we.\n    return 1;\n}\n#endif\n\n#endif\n#endif\n\n// ARM NEON\n#if defined(STBI_NO_SIMD) && defined(STBI_NEON)\n#undef STBI_NEON\n#endif\n\n#ifdef STBI_NEON\n#include <arm_neon.h>\n// assume GCC or Clang on ARM targets\n#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))\n#endif\n\n#ifndef STBI_SIMD_ALIGN\n#define STBI_SIMD_ALIGN(type, name) type name\n#endif\n\n#ifndef STBI_MAX_DIMENSIONS\n#define STBI_MAX_DIMENSIONS (1 << 24)\n#endif\n\n///////////////////////////////////////////////\n//\n//  stbi__context struct and start_xxx functions\n\n// stbi__context structure is our basic context used by all images, so it\n// contains all the IO context, plus some basic image information\ntypedef struct\n{\n    stbi__uint32 img_x, img_y;\n    int img_n, img_out_n;\n\n    stbi_io_callbacks io;\n    void* io_user_data;\n\n    int read_from_callbacks;\n    int buflen;\n    stbi_uc buffer_start[128];\n    int callback_already_read;\n\n    stbi_uc* img_buffer, * img_buffer_end;\n    stbi_uc* img_buffer_original, * img_buffer_original_end;\n} stbi__context;\n\n\nstatic void stbi__refill_buffer(stbi__context* s);\n\n// initialize a memory-decode context\nstatic void stbi__start_mem(stbi__context* s, stbi_uc const* buffer, int len)\n{\n    s->io.read = NULL;\n    s->read_from_callbacks = 0;\n    s->callback_already_read = 0;\n    s->img_buffer = s->img_buffer_original = (stbi_uc*)buffer;\n    s->img_buffer_end = s->img_buffer_original_end = (stbi_uc*)buffer + len;\n}\n\n// initialize a callback-based context\nstatic void stbi__start_callbacks(stbi__context* s, stbi_io_callbacks* c, void* user)\n{\n    s->io = *c;\n    s->io_user_data = user;\n    s->buflen = sizeof(s->buffer_start);\n    s->read_from_callbacks = 1;\n    s->callback_already_read = 0;\n    s->img_buffer = s->img_buffer_original = s->buffer_start;\n    stbi__refill_buffer(s);\n    s->img_buffer_original_end = s->img_buffer_end;\n}\n\n#ifndef STBI_NO_STDIO\n\nstatic int stbi__stdio_read(void* user, char* data, int size)\n{\n    return (int)fread(data, 1, size, (FILE*)user);\n}\n\nstatic void stbi__stdio_skip(void* user, int n)\n{\n    int ch;\n    fseek((FILE*)user, n, SEEK_CUR);\n    ch = fgetc((FILE*)user);  /* have to read a byte to reset feof()'s flag */\n    if (ch != EOF) {\n        ungetc(ch, (FILE*)user);  /* push byte back onto stream if valid. */\n    }\n}\n\nstatic int stbi__stdio_eof(void* user)\n{\n    return feof((FILE*)user) || ferror((FILE*)user);\n}\n\nstatic stbi_io_callbacks stbi__stdio_callbacks =\n{\n   stbi__stdio_read,\n   stbi__stdio_skip,\n   stbi__stdio_eof,\n};\n\nstatic void stbi__start_file(stbi__context* s, FILE* f)\n{\n    stbi__start_callbacks(s, &stbi__stdio_callbacks, (void*)f);\n}\n\n//static void stop_file(stbi__context *s) { }\n\n#endif // !STBI_NO_STDIO\n\nstatic void stbi__rewind(stbi__context* s)\n{\n    // conceptually rewind SHOULD rewind to the beginning of the stream,\n    // but we just rewind to the beginning of the initial buffer, because\n    // we only use it after doing 'test', which only ever looks at at most 92 bytes\n    s->img_buffer = s->img_buffer_original;\n    s->img_buffer_end = s->img_buffer_original_end;\n}\n\nenum\n{\n    STBI_ORDER_RGB,\n    STBI_ORDER_BGR\n};\n\ntypedef struct\n{\n    int bits_per_channel;\n    int num_channels;\n    int channel_order;\n} stbi__result_info;\n\n#ifndef STBI_NO_JPEG\nstatic int      stbi__jpeg_test(stbi__context* s);\nstatic void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PNG\nstatic int      stbi__png_test(stbi__context* s);\nstatic void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__png_info(stbi__context* s, int* x, int* y, int* comp);\nstatic int      stbi__png_is16(stbi__context* s);\n#endif\n\n#ifndef STBI_NO_BMP\nstatic int      stbi__bmp_test(stbi__context* s);\nstatic void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_TGA\nstatic int      stbi__tga_test(stbi__context* s);\nstatic void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__tga_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PSD\nstatic int      stbi__psd_test(stbi__context* s);\nstatic void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc);\nstatic int      stbi__psd_info(stbi__context* s, int* x, int* y, int* comp);\nstatic int      stbi__psd_is16(stbi__context* s);\n#endif\n\n#ifndef STBI_NO_HDR\nstatic int      stbi__hdr_test(stbi__context* s);\nstatic float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PIC\nstatic int      stbi__pic_test(stbi__context* s);\nstatic void* stbi__pic_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__pic_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_GIF\nstatic int      stbi__gif_test(stbi__context* s);\nstatic void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp);\nstatic int      stbi__gif_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\n#ifndef STBI_NO_PNM\nstatic int      stbi__pnm_test(stbi__context* s);\nstatic void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri);\nstatic int      stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp);\n#endif\n\nstatic\n#ifdef STBI_THREAD_LOCAL\nSTBI_THREAD_LOCAL\n#endif\nconst char* stbi__g_failure_reason;\n\nSTBIDEF const char* stbi_failure_reason(void)\n{\n    return stbi__g_failure_reason;\n}\n\n#ifndef STBI_NO_FAILURE_STRINGS\nstatic int stbi__err(const char* str)\n{\n    stbi__g_failure_reason = str;\n    return 0;\n}\n#endif\n\nstatic void* stbi__malloc(size_t size)\n{\n    return STBI_MALLOC(size);\n}\n\n// stb_image uses ints pervasively, including for offset calculations.\n// therefore the largest decoded image size we can support with the\n// current code, even on 64-bit targets, is INT_MAX. this is not a\n// significant limitation for the intended use case.\n//\n// we do, however, need to make sure our size calculations don't\n// overflow. hence a few helper functions for size calculations that\n// multiply integers together, making sure that they're non-negative\n// and no overflow occurs.\n\n// return 1 if the sum is valid, 0 on overflow.\n// negative terms are considered invalid.\nstatic int stbi__addsizes_valid(int a, int b)\n{\n    if (b < 0) return 0;\n    // now 0 <= b <= INT_MAX, hence also\n    // 0 <= INT_MAX - b <= INTMAX.\n    // And \"a + b <= INT_MAX\" (which might overflow) is the\n    // same as a <= INT_MAX - b (no overflow)\n    return a <= INT_MAX - b;\n}\n\n// returns 1 if the product is valid, 0 on overflow.\n// negative factors are considered invalid.\nstatic int stbi__mul2sizes_valid(int a, int b)\n{\n    if (a < 0 || b < 0) return 0;\n    if (b == 0) return 1; // mul-by-0 is always safe\n    // portable way to check for no overflows in a*b\n    return a <= INT_MAX / b;\n}\n\n#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)\n// returns 1 if \"a*b + add\" has no negative terms/factors and doesn't overflow\nstatic int stbi__mad2sizes_valid(int a, int b, int add)\n{\n    return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a * b, add);\n}\n#endif\n\n// returns 1 if \"a*b*c + add\" has no negative terms/factors and doesn't overflow\nstatic int stbi__mad3sizes_valid(int a, int b, int c, int add)\n{\n    return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) &&\n        stbi__addsizes_valid(a * b * c, add);\n}\n\n// returns 1 if \"a*b*c*d + add\" has no negative terms/factors and doesn't overflow\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\nstatic int stbi__mad4sizes_valid(int a, int b, int c, int d, int add)\n{\n    return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) &&\n        stbi__mul2sizes_valid(a * b * c, d) && stbi__addsizes_valid(a * b * c * d, add);\n}\n#endif\n\n#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)\n// mallocs with size overflow checking\nstatic void* stbi__malloc_mad2(int a, int b, int add)\n{\n    if (!stbi__mad2sizes_valid(a, b, add)) return NULL;\n    return stbi__malloc(a * b + add);\n}\n#endif\n\nstatic void* stbi__malloc_mad3(int a, int b, int c, int add)\n{\n    if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL;\n    return stbi__malloc(a * b * c + add);\n}\n\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\nstatic void* stbi__malloc_mad4(int a, int b, int c, int d, int add)\n{\n    if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL;\n    return stbi__malloc(a * b * c * d + add);\n}\n#endif\n\n// stbi__err - error\n// stbi__errpf - error returning pointer to float\n// stbi__errpuc - error returning pointer to unsigned char\n\n#ifdef STBI_NO_FAILURE_STRINGS\n#define stbi__err(x,y)  0\n#elif defined(STBI_FAILURE_USERMSG)\n#define stbi__err(x,y)  stbi__err(y)\n#else\n#define stbi__err(x,y)  stbi__err(x)\n#endif\n\n#define stbi__errpf(x,y)   ((float *)(size_t) (stbi__err(x,y)?NULL:NULL))\n#define stbi__errpuc(x,y)  ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL))\n\nSTBIDEF void stbi_image_free(void* retval_from_stbi_load)\n{\n    STBI_FREE(retval_from_stbi_load);\n}\n\n#ifndef STBI_NO_LINEAR\nstatic float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp);\n#endif\n\n#ifndef STBI_NO_HDR\nstatic stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp);\n#endif\n\nstatic int stbi__vertically_flip_on_load_global = 0;\n\nSTBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip)\n{\n    stbi__vertically_flip_on_load_global = flag_true_if_should_flip;\n}\n\n#ifndef STBI_THREAD_LOCAL\n#define stbi__vertically_flip_on_load  stbi__vertically_flip_on_load_global\n#else\nstatic STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set;\n\nSTBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip)\n{\n    stbi__vertically_flip_on_load_local = flag_true_if_should_flip;\n    stbi__vertically_flip_on_load_set = 1;\n}\n\n#define stbi__vertically_flip_on_load  (stbi__vertically_flip_on_load_set       \\\n                                         ? stbi__vertically_flip_on_load_local  \\\n                                         : stbi__vertically_flip_on_load_global)\n#endif // STBI_THREAD_LOCAL\n\nstatic void* stbi__load_main(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc)\n{\n    memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields\n    ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed\n    ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order\n    ri->num_channels = 0;\n\n#ifndef STBI_NO_JPEG\n    if (stbi__jpeg_test(s)) return stbi__jpeg_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PNG\n    if (stbi__png_test(s))  return stbi__png_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_BMP\n    if (stbi__bmp_test(s))  return stbi__bmp_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_GIF\n    if (stbi__gif_test(s))  return stbi__gif_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PSD\n    if (stbi__psd_test(s))  return stbi__psd_load(s, x, y, comp, req_comp, ri, bpc);\n#else\n    STBI_NOTUSED(bpc);\n#endif\n#ifndef STBI_NO_PIC\n    if (stbi__pic_test(s))  return stbi__pic_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PNM\n    if (stbi__pnm_test(s))  return stbi__pnm_load(s, x, y, comp, req_comp, ri);\n#endif\n\n#ifndef STBI_NO_HDR\n    if (stbi__hdr_test(s)) {\n        float* hdr = stbi__hdr_load(s, x, y, comp, req_comp, ri);\n        return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);\n    }\n#endif\n\n#ifndef STBI_NO_TGA\n    // test tga last because it's a crappy test!\n    if (stbi__tga_test(s))\n        return stbi__tga_load(s, x, y, comp, req_comp, ri);\n#endif\n\n    return stbi__errpuc(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nstatic stbi_uc* stbi__convert_16_to_8(stbi__uint16* orig, int w, int h, int channels)\n{\n    int i;\n    int img_len = w * h * channels;\n    stbi_uc* reduced;\n\n    reduced = (stbi_uc*)stbi__malloc(img_len);\n    if (reduced == NULL) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n    for (i = 0; i < img_len; ++i)\n        reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling\n\n    STBI_FREE(orig);\n    return reduced;\n}\n\nstatic stbi__uint16* stbi__convert_8_to_16(stbi_uc* orig, int w, int h, int channels)\n{\n    int i;\n    int img_len = w * h * channels;\n    stbi__uint16* enlarged;\n\n    enlarged = (stbi__uint16*)stbi__malloc(img_len * 2);\n    if (enlarged == NULL) return (stbi__uint16*)stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n    for (i = 0; i < img_len; ++i)\n        enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff\n\n    STBI_FREE(orig);\n    return enlarged;\n}\n\nstatic void stbi__vertical_flip(void* image, int w, int h, int bytes_per_pixel)\n{\n    int row;\n    size_t bytes_per_row = (size_t)w * bytes_per_pixel;\n    stbi_uc temp[2048];\n    stbi_uc* bytes = (stbi_uc*)image;\n\n    for (row = 0; row < (h >> 1); row++) {\n        stbi_uc* row0 = bytes + row * bytes_per_row;\n        stbi_uc* row1 = bytes + (h - row - 1) * bytes_per_row;\n        // swap row0 with row1\n        size_t bytes_left = bytes_per_row;\n        while (bytes_left) {\n            size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp);\n            memcpy(temp, row0, bytes_copy);\n            memcpy(row0, row1, bytes_copy);\n            memcpy(row1, temp, bytes_copy);\n            row0 += bytes_copy;\n            row1 += bytes_copy;\n            bytes_left -= bytes_copy;\n        }\n    }\n}\n\n#ifndef STBI_NO_GIF\nstatic void stbi__vertical_flip_slices(void* image, int w, int h, int z, int bytes_per_pixel)\n{\n    int slice;\n    int slice_size = w * h * bytes_per_pixel;\n\n    stbi_uc* bytes = (stbi_uc*)image;\n    for (slice = 0; slice < z; ++slice) {\n        stbi__vertical_flip(bytes, w, h, bytes_per_pixel);\n        bytes += slice_size;\n    }\n}\n#endif\n\nstatic unsigned char* stbi__load_and_postprocess_8bit(stbi__context* s, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__result_info ri;\n    void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8);\n\n    if (result == NULL)\n        return NULL;\n\n    // it is the responsibility of the loaders to make sure we get either 8 or 16 bit.\n    STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);\n\n    if (ri.bits_per_channel != 8) {\n        result = stbi__convert_16_to_8((stbi__uint16*)result, *x, *y, req_comp == 0 ? *comp : req_comp);\n        ri.bits_per_channel = 8;\n    }\n\n    // @TODO: move stbi__convert_format to here\n\n    if (stbi__vertically_flip_on_load) {\n        int channels = req_comp ? req_comp : *comp;\n        stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc));\n    }\n\n    return (unsigned char*)result;\n}\n\nstatic stbi__uint16* stbi__load_and_postprocess_16bit(stbi__context* s, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__result_info ri;\n    void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16);\n\n    if (result == NULL)\n        return NULL;\n\n    // it is the responsibility of the loaders to make sure we get either 8 or 16 bit.\n    STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);\n\n    if (ri.bits_per_channel != 16) {\n        result = stbi__convert_8_to_16((stbi_uc*)result, *x, *y, req_comp == 0 ? *comp : req_comp);\n        ri.bits_per_channel = 16;\n    }\n\n    // @TODO: move stbi__convert_format16 to here\n    // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision\n\n    if (stbi__vertically_flip_on_load) {\n        int channels = req_comp ? req_comp : *comp;\n        stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16));\n    }\n\n    return (stbi__uint16*)result;\n}\n\n#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR)\nstatic void stbi__float_postprocess(float* result, int* x, int* y, int* comp, int req_comp)\n{\n    if (stbi__vertically_flip_on_load && result != NULL) {\n        int channels = req_comp ? req_comp : *comp;\n        stbi__vertical_flip(result, *x, *y, channels * sizeof(float));\n    }\n}\n#endif\n\n#ifndef STBI_NO_STDIO\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\nSTBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char* str, int cbmb, wchar_t* widestr, int cchwide);\nSTBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t* widestr, int cchwide, char* str, int cbmb, const char* defchar, int* used_default);\n#endif\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\nSTBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input)\n{\n    return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL);\n}\n#endif\n\nstatic FILE* stbi__fopen(char const* filename, char const* mode)\n{\n    FILE* f;\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\n    wchar_t wMode[64];\n    wchar_t wFilename[1024];\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)))\n        return 0;\n\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)))\n        return 0;\n\n#if _MSC_VER >= 1400\n    if (0 != _wfopen_s(&f, wFilename, wMode))\n        f = 0;\n#else\n    f = _wfopen(wFilename, wMode);\n#endif\n\n#elif defined(_MSC_VER) && _MSC_VER >= 1400\n    if (0 != fopen_s(&f, filename, mode))\n        f = 0;\n#else\n    f = fopen(filename, mode);\n#endif\n    return f;\n}\n\n\nSTBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* comp, int req_comp)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    unsigned char* result;\n    if (!f) return stbi__errpuc(\"can't fopen\", \"Unable to open file\");\n    result = stbi_load_from_file(f, x, y, comp, req_comp);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* comp, int req_comp)\n{\n    unsigned char* result;\n    stbi__context s;\n    stbi__start_file(&s, f);\n    result = stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n    if (result) {\n        // need to 'unget' all the characters in the IO buffer\n        fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR);\n    }\n    return result;\n}\n\nSTBIDEF stbi__uint16* stbi_load_from_file_16(FILE* f, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__uint16* result;\n    stbi__context s;\n    stbi__start_file(&s, f);\n    result = stbi__load_and_postprocess_16bit(&s, x, y, comp, req_comp);\n    if (result) {\n        // need to 'unget' all the characters in the IO buffer\n        fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR);\n    }\n    return result;\n}\n\nSTBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* comp, int req_comp)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    stbi__uint16* result;\n    if (!f) return (stbi_us*)stbi__errpuc(\"can't fopen\", \"Unable to open file\");\n    result = stbi_load_from_file_16(f, x, y, comp, req_comp);\n    fclose(f);\n    return result;\n}\n\n\n#endif //!STBI_NO_STDIO\n\nSTBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels);\n}\n\nSTBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels);\n}\n\nSTBIDEF stbi_uc* stbi_load_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n}\n\nSTBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n}\n\n#ifndef STBI_NO_GIF\nSTBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp)\n{\n    unsigned char* result;\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n\n    result = (unsigned char*)stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp);\n    if (stbi__vertically_flip_on_load) {\n        stbi__vertical_flip_slices(result, *x, *y, *z, *comp);\n    }\n\n    return result;\n}\n#endif\n\n#ifndef STBI_NO_LINEAR\nstatic float* stbi__loadf_main(stbi__context* s, int* x, int* y, int* comp, int req_comp)\n{\n    unsigned char* data;\n#ifndef STBI_NO_HDR\n    if (stbi__hdr_test(s)) {\n        stbi__result_info ri;\n        float* hdr_data = stbi__hdr_load(s, x, y, comp, req_comp, &ri);\n        if (hdr_data)\n            stbi__float_postprocess(hdr_data, x, y, comp, req_comp);\n        return hdr_data;\n    }\n#endif\n    data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp);\n    if (data)\n        return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);\n    return stbi__errpf(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nSTBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n\nSTBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* comp, int req_comp)\n{\n    float* result;\n    FILE* f = stbi__fopen(filename, \"rb\");\n    if (!f) return stbi__errpf(\"can't fopen\", \"Unable to open file\");\n    result = stbi_loadf_from_file(f, x, y, comp, req_comp);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* comp, int req_comp)\n{\n    stbi__context s;\n    stbi__start_file(&s, f);\n    return stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n#endif // !STBI_NO_STDIO\n\n#endif // !STBI_NO_LINEAR\n\n// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is\n// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always\n// reports false!\n\nSTBIDEF int stbi_is_hdr_from_memory(stbi_uc const* buffer, int len)\n{\n#ifndef STBI_NO_HDR\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__hdr_test(&s);\n#else\n    STBI_NOTUSED(buffer);\n    STBI_NOTUSED(len);\n    return 0;\n#endif\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF int      stbi_is_hdr(char const* filename)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    int result = 0;\n    if (f) {\n        result = stbi_is_hdr_from_file(f);\n        fclose(f);\n    }\n    return result;\n}\n\nSTBIDEF int stbi_is_hdr_from_file(FILE* f)\n{\n#ifndef STBI_NO_HDR\n    long pos = ftell(f);\n    int res;\n    stbi__context s;\n    stbi__start_file(&s, f);\n    res = stbi__hdr_test(&s);\n    fseek(f, pos, SEEK_SET);\n    return res;\n#else\n    STBI_NOTUSED(f);\n    return 0;\n#endif\n}\n#endif // !STBI_NO_STDIO\n\nSTBIDEF int      stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user)\n{\n#ifndef STBI_NO_HDR\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user);\n    return stbi__hdr_test(&s);\n#else\n    STBI_NOTUSED(clbk);\n    STBI_NOTUSED(user);\n    return 0;\n#endif\n}\n\n#ifndef STBI_NO_LINEAR\nstatic float stbi__l2h_gamma = 2.2f, stbi__l2h_scale = 1.0f;\n\nSTBIDEF void   stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }\nSTBIDEF void   stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }\n#endif\n\nstatic float stbi__h2l_gamma_i = 1.0f / 2.2f, stbi__h2l_scale_i = 1.0f;\n\nSTBIDEF void   stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1 / gamma; }\nSTBIDEF void   stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1 / scale; }\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Common code used by all image loaders\n//\n\nenum\n{\n    STBI__SCAN_load = 0,\n    STBI__SCAN_type,\n    STBI__SCAN_header\n};\n\nstatic void stbi__refill_buffer(stbi__context* s)\n{\n    int n = (s->io.read)(s->io_user_data, (char*)s->buffer_start, s->buflen);\n    s->callback_already_read += (int)(s->img_buffer - s->img_buffer_original);\n    if (n == 0) {\n        // at end of file, treat same as if from memory, but need to handle case\n        // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file\n        s->read_from_callbacks = 0;\n        s->img_buffer = s->buffer_start;\n        s->img_buffer_end = s->buffer_start + 1;\n        *s->img_buffer = 0;\n    }\n    else {\n        s->img_buffer = s->buffer_start;\n        s->img_buffer_end = s->buffer_start + n;\n    }\n}\n\nstbi_inline static stbi_uc stbi__get8(stbi__context* s)\n{\n    if (s->img_buffer < s->img_buffer_end)\n        return *s->img_buffer++;\n    if (s->read_from_callbacks) {\n        stbi__refill_buffer(s);\n        return *s->img_buffer++;\n    }\n    return 0;\n}\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\nstbi_inline static int stbi__at_eof(stbi__context* s)\n{\n    if (s->io.read) {\n        if (!(s->io.eof)(s->io_user_data)) return 0;\n        // if feof() is true, check if buffer = end\n        // special case: we've only got the special 0 character at the end\n        if (s->read_from_callbacks == 0) return 1;\n    }\n\n    return s->img_buffer >= s->img_buffer_end;\n}\n#endif\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic void stbi__skip(stbi__context* s, int n)\n{\n    if (n == 0) return;  // already there!\n    if (n < 0) {\n        s->img_buffer = s->img_buffer_end;\n        return;\n    }\n    if (s->io.read) {\n        int blen = (int)(s->img_buffer_end - s->img_buffer);\n        if (blen < n) {\n            s->img_buffer = s->img_buffer_end;\n            (s->io.skip)(s->io_user_data, n - blen);\n            return;\n        }\n    }\n    s->img_buffer += n;\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM)\n// nothing\n#else\nstatic int stbi__getn(stbi__context* s, stbi_uc* buffer, int n)\n{\n    if (s->io.read) {\n        int blen = (int)(s->img_buffer_end - s->img_buffer);\n        if (blen < n) {\n            int res, count;\n\n            memcpy(buffer, s->img_buffer, blen);\n\n            count = (s->io.read)(s->io_user_data, (char*)buffer + blen, n - blen);\n            res = (count == (n - blen));\n            s->img_buffer = s->img_buffer_end;\n            return res;\n        }\n    }\n\n    if (s->img_buffer + n <= s->img_buffer_end) {\n        memcpy(buffer, s->img_buffer, n);\n        s->img_buffer += n;\n        return 1;\n    }\n    else\n        return 0;\n}\n#endif\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic int stbi__get16be(stbi__context* s)\n{\n    int z = stbi__get8(s);\n    return (z << 8) + stbi__get8(s);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic stbi__uint32 stbi__get32be(stbi__context* s)\n{\n    stbi__uint32 z = stbi__get16be(s);\n    return (z << 16) + stbi__get16be(s);\n}\n#endif\n\n#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF)\n// nothing\n#else\nstatic int stbi__get16le(stbi__context* s)\n{\n    int z = stbi__get8(s);\n    return z + (stbi__get8(s) << 8);\n}\n#endif\n\n#ifndef STBI_NO_BMP\nstatic stbi__uint32 stbi__get32le(stbi__context* s)\n{\n    stbi__uint32 z = stbi__get16le(s);\n    return z + (stbi__get16le(s) << 16);\n}\n#endif\n\n#define STBI__BYTECAST(x)  ((stbi_uc) ((x) & 255))  // truncate int to byte without warnings\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\n//////////////////////////////////////////////////////////////////////////////\n//\n//  generic converter from built-in img_n to req_comp\n//    individual types do this automatically as much as possible (e.g. jpeg\n//    does all cases internally since it needs to colorspace convert anyway,\n//    and it never has alpha, so very few cases ). png can automatically\n//    interleave an alpha=255 channel, but falls back to this for other cases\n//\n//  assume data buffer is malloced, so malloc a new one and free that one\n//  only failure mode is malloc failing\n\nstatic stbi_uc stbi__compute_y(int r, int g, int b)\n{\n    return (stbi_uc)(((r * 77) + (g * 150) + (29 * b)) >> 8);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\nstatic unsigned char* stbi__convert_format(unsigned char* data, int img_n, int req_comp, unsigned int x, unsigned int y)\n{\n    int i, j;\n    unsigned char* good;\n\n    if (req_comp == img_n) return data;\n    STBI_ASSERT(req_comp >= 1 && req_comp <= 4);\n\n    good = (unsigned char*)stbi__malloc_mad3(req_comp, x, y, 0);\n    if (good == NULL) {\n        STBI_FREE(data);\n        return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    }\n\n    for (j = 0; j < (int)y; ++j) {\n        unsigned char* src = data + j * x * img_n;\n        unsigned char* dest = good + j * x * req_comp;\n\n#define STBI__COMBO(a,b)  ((a)*8+(b))\n#define STBI__CASE(a,b)   case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)\n        // convert source image with img_n components to one with req_comp components;\n        // avoid switch per pixel, so use switch per scanline and massive macros\n        switch (STBI__COMBO(img_n, req_comp)) {\n            STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 255; } break;\n            STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 255; } break;\n            STBI__CASE(2, 1) { dest[0] = src[0]; } break;\n            STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break;\n            STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 255; } break;\n            STBI__CASE(3, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break;\n            STBI__CASE(3, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = 255; } break;\n            STBI__CASE(4, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break;\n            STBI__CASE(4, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = src[3]; } break;\n            STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break;\n        default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc(\"unsupported\", \"Unsupported format conversion\");\n        }\n#undef STBI__CASE\n    }\n\n    STBI_FREE(data);\n    return good;\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)\n// nothing\n#else\nstatic stbi__uint16 stbi__compute_y_16(int r, int g, int b)\n{\n    return (stbi__uint16)(((r * 77) + (g * 150) + (29 * b)) >> 8);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)\n// nothing\n#else\nstatic stbi__uint16* stbi__convert_format16(stbi__uint16* data, int img_n, int req_comp, unsigned int x, unsigned int y)\n{\n    int i, j;\n    stbi__uint16* good;\n\n    if (req_comp == img_n) return data;\n    STBI_ASSERT(req_comp >= 1 && req_comp <= 4);\n\n    good = (stbi__uint16*)stbi__malloc(req_comp * x * y * 2);\n    if (good == NULL) {\n        STBI_FREE(data);\n        return (stbi__uint16*)stbi__errpuc(\"outofmem\", \"Out of memory\");\n    }\n\n    for (j = 0; j < (int)y; ++j) {\n        stbi__uint16* src = data + j * x * img_n;\n        stbi__uint16* dest = good + j * x * req_comp;\n\n#define STBI__COMBO(a,b)  ((a)*8+(b))\n#define STBI__CASE(a,b)   case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)\n        // convert source image with img_n components to one with req_comp components;\n        // avoid switch per pixel, so use switch per scanline and massive macros\n        switch (STBI__COMBO(img_n, req_comp)) {\n            STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 0xffff; } break;\n            STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 0xffff; } break;\n            STBI__CASE(2, 1) { dest[0] = src[0]; } break;\n            STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n            STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break;\n            STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 0xffff; } break;\n            STBI__CASE(3, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break;\n            STBI__CASE(3, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = 0xffff; } break;\n            STBI__CASE(4, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break;\n            STBI__CASE(4, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = src[3]; } break;\n            STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break;\n        default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*)stbi__errpuc(\"unsupported\", \"Unsupported format conversion\");\n        }\n#undef STBI__CASE\n    }\n\n    STBI_FREE(data);\n    return good;\n}\n#endif\n\n#ifndef STBI_NO_LINEAR\nstatic float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp)\n{\n    int i, k, n;\n    float* output;\n    if (!data) return NULL;\n    output = (float*)stbi__malloc_mad4(x, y, comp, sizeof(float), 0);\n    if (output == NULL) { STBI_FREE(data); return stbi__errpf(\"outofmem\", \"Out of memory\"); }\n    // compute number of non-alpha components\n    if (comp & 1) n = comp; else n = comp - 1;\n    for (i = 0; i < x * y; ++i) {\n        for (k = 0; k < n; ++k) {\n            output[i * comp + k] = (float)(pow(data[i * comp + k] / 255.0f, stbi__l2h_gamma) * stbi__l2h_scale);\n        }\n    }\n    if (n < comp) {\n        for (i = 0; i < x * y; ++i) {\n            output[i * comp + n] = data[i * comp + n] / 255.0f;\n        }\n    }\n    STBI_FREE(data);\n    return output;\n}\n#endif\n\n#ifndef STBI_NO_HDR\n#define stbi__float2int(x)   ((int) (x))\nstatic stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp)\n{\n    int i, k, n;\n    stbi_uc* output;\n    if (!data) return NULL;\n    output = (stbi_uc*)stbi__malloc_mad3(x, y, comp, 0);\n    if (output == NULL) { STBI_FREE(data); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n    // compute number of non-alpha components\n    if (comp & 1) n = comp; else n = comp - 1;\n    for (i = 0; i < x * y; ++i) {\n        for (k = 0; k < n; ++k) {\n            float z = (float)pow(data[i * comp + k] * stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;\n            if (z < 0) z = 0;\n            if (z > 255) z = 255;\n            output[i * comp + k] = (stbi_uc)stbi__float2int(z);\n        }\n        if (k < comp) {\n            float z = data[i * comp + k] * 255 + 0.5f;\n            if (z < 0) z = 0;\n            if (z > 255) z = 255;\n            output[i * comp + k] = (stbi_uc)stbi__float2int(z);\n        }\n    }\n    STBI_FREE(data);\n    return output;\n}\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//  \"baseline\" JPEG/JFIF decoder\n//\n//    simple implementation\n//      - doesn't support delayed output of y-dimension\n//      - simple interface (only one output format: 8-bit interleaved RGB)\n//      - doesn't try to recover corrupt jpegs\n//      - doesn't allow partial loading, loading multiple at once\n//      - still fast on x86 (copying globals into locals doesn't help x86)\n//      - allocates lots of intermediate memory (full size of all components)\n//        - non-interleaved case requires this anyway\n//        - allows good upsampling (see next)\n//    high-quality\n//      - upsampled channels are bilinearly interpolated, even across blocks\n//      - quality integer IDCT derived from IJG's 'slow'\n//    performance\n//      - fast huffman; reasonable integer IDCT\n//      - some SIMD kernels for common paths on targets with SSE2/NEON\n//      - uses a lot of intermediate memory, could cache poorly\n\n#ifndef STBI_NO_JPEG\n\n// huffman decoding acceleration\n#define FAST_BITS   9  // larger handles more cases; smaller stomps less cache\n\ntypedef struct\n{\n    stbi_uc  fast[1 << FAST_BITS];\n    // weirdly, repacking this into AoS is a 10% speed loss, instead of a win\n    stbi__uint16 code[256];\n    stbi_uc  values[256];\n    stbi_uc  size[257];\n    unsigned int maxcode[18];\n    int    delta[17];   // old 'firstsymbol' - old 'firstcode'\n} stbi__huffman;\n\ntypedef struct\n{\n    stbi__context* s;\n    stbi__huffman huff_dc[4];\n    stbi__huffman huff_ac[4];\n    stbi__uint16 dequant[4][64];\n    stbi__int16 fast_ac[4][1 << FAST_BITS];\n\n    // sizes for components, interleaved MCUs\n    int img_h_max, img_v_max;\n    int img_mcu_x, img_mcu_y;\n    int img_mcu_w, img_mcu_h;\n\n    // definition of jpeg image component\n    struct\n    {\n        int id;\n        int h, v;\n        int tq;\n        int hd, ha;\n        int dc_pred;\n\n        int x, y, w2, h2;\n        stbi_uc* data;\n        void* raw_data, * raw_coeff;\n        stbi_uc* linebuf;\n        short* coeff;   // progressive only\n        int      coeff_w, coeff_h; // number of 8x8 coefficient blocks\n    } img_comp[4];\n\n    stbi__uint32   code_buffer; // jpeg entropy-coded buffer\n    int            code_bits;   // number of valid bits\n    unsigned char  marker;      // marker seen while filling entropy buffer\n    int            nomore;      // flag if we saw a marker so must stop\n\n    int            progressive;\n    int            spec_start;\n    int            spec_end;\n    int            succ_high;\n    int            succ_low;\n    int            eob_run;\n    int            jfif;\n    int            app14_color_transform; // Adobe APP14 tag\n    int            rgb;\n\n    int scan_n, order[4];\n    int restart_interval, todo;\n\n    // kernels\n    void (*idct_block_kernel)(stbi_uc* out, int out_stride, short data[64]);\n    void (*YCbCr_to_RGB_kernel)(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step);\n    stbi_uc* (*resample_row_hv_2_kernel)(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs);\n} stbi__jpeg;\n\nstatic int stbi__build_huffman(stbi__huffman* h, int* count)\n{\n    int i, j, k = 0;\n    unsigned int code;\n    // build size list for each symbol (from JPEG spec)\n    for (i = 0; i < 16; ++i)\n        for (j = 0; j < count[i]; ++j)\n            h->size[k++] = (stbi_uc)(i + 1);\n    h->size[k] = 0;\n\n    // compute actual symbols (from jpeg spec)\n    code = 0;\n    k = 0;\n    for (j = 1; j <= 16; ++j) {\n        // compute delta to add to code to compute symbol id\n        h->delta[j] = k - code;\n        if (h->size[k] == j) {\n            while (h->size[k] == j)\n                h->code[k++] = (stbi__uint16)(code++);\n            if (code - 1 >= (1u << j)) return stbi__err(\"bad code lengths\", \"Corrupt JPEG\");\n        }\n        // compute largest code + 1 for this size, preshifted as needed later\n        h->maxcode[j] = code << (16 - j);\n        code <<= 1;\n    }\n    h->maxcode[j] = 0xffffffff;\n\n    // build non-spec acceleration table; 255 is flag for not-accelerated\n    memset(h->fast, 255, 1 << FAST_BITS);\n    for (i = 0; i < k; ++i) {\n        int s = h->size[i];\n        if (s <= FAST_BITS) {\n            int c = h->code[i] << (FAST_BITS - s);\n            int m = 1 << (FAST_BITS - s);\n            for (j = 0; j < m; ++j) {\n                h->fast[c + j] = (stbi_uc)i;\n            }\n        }\n    }\n    return 1;\n}\n\n// build a table that decodes both magnitude and value of small ACs in\n// one go.\nstatic void stbi__build_fast_ac(stbi__int16* fast_ac, stbi__huffman* h)\n{\n    int i;\n    for (i = 0; i < (1 << FAST_BITS); ++i) {\n        stbi_uc fast = h->fast[i];\n        fast_ac[i] = 0;\n        if (fast < 255) {\n            int rs = h->values[fast];\n            int run = (rs >> 4) & 15;\n            int magbits = rs & 15;\n            int len = h->size[fast];\n\n            if (magbits && len + magbits <= FAST_BITS) {\n                // magnitude code followed by receive_extend code\n                int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits);\n                int m = 1 << (magbits - 1);\n                if (k < m) k += (~0U << magbits) + 1;\n                // if the result is small enough, we can fit it in fast_ac table\n                if (k >= -128 && k <= 127)\n                    fast_ac[i] = (stbi__int16)((k * 256) + (run * 16) + (len + magbits));\n            }\n        }\n    }\n}\n\nstatic void stbi__grow_buffer_unsafe(stbi__jpeg* j)\n{\n    do {\n        unsigned int b = j->nomore ? 0 : stbi__get8(j->s);\n        if (b == 0xff) {\n            int c = stbi__get8(j->s);\n            while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes\n            if (c != 0) {\n                j->marker = (unsigned char)c;\n                j->nomore = 1;\n                return;\n            }\n        }\n        j->code_buffer |= b << (24 - j->code_bits);\n        j->code_bits += 8;\n    } while (j->code_bits <= 24);\n}\n\n// (1 << n) - 1\nstatic const stbi__uint32 stbi__bmask[17] = { 0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535 };\n\n// decode a jpeg huffman value from the bitstream\nstbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg* j, stbi__huffman* h)\n{\n    unsigned int temp;\n    int c, k;\n\n    if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\n    // look at the top FAST_BITS and determine what symbol ID it is,\n    // if the code is <= FAST_BITS\n    c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n    k = h->fast[c];\n    if (k < 255) {\n        int s = h->size[k];\n        if (s > j->code_bits)\n            return -1;\n        j->code_buffer <<= s;\n        j->code_bits -= s;\n        return h->values[k];\n    }\n\n    // naive test is to shift the code_buffer down so k bits are\n    // valid, then test against maxcode. To speed this up, we've\n    // preshifted maxcode left so that it has (16-k) 0s at the\n    // end; in other words, regardless of the number of bits, it\n    // wants to be compared against something shifted to have 16;\n    // that way we don't need to shift inside the loop.\n    temp = j->code_buffer >> 16;\n    for (k = FAST_BITS + 1; ; ++k)\n        if (temp < h->maxcode[k])\n            break;\n    if (k == 17) {\n        // error! code not found\n        j->code_bits -= 16;\n        return -1;\n    }\n\n    if (k > j->code_bits)\n        return -1;\n\n    // convert the huffman code to the symbol id\n    c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];\n    STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);\n\n    // convert the id to a symbol\n    j->code_bits -= k;\n    j->code_buffer <<= k;\n    return h->values[c];\n}\n\n// bias[n] = (-1<<n) + 1\nstatic const int stbi__jbias[16] = { 0,-1,-3,-7,-15,-31,-63,-127,-255,-511,-1023,-2047,-4095,-8191,-16383,-32767 };\n\n// combined JPEG 'receive' and JPEG 'extend', since baseline\n// always extends everything it receives.\nstbi_inline static int stbi__extend_receive(stbi__jpeg* j, int n)\n{\n    unsigned int k;\n    int sgn;\n    if (j->code_bits < n) stbi__grow_buffer_unsafe(j);\n\n    sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB\n    k = stbi_lrot(j->code_buffer, n);\n    if (n < 0 || n >= (int)(sizeof(stbi__bmask) / sizeof(*stbi__bmask))) return 0;\n    j->code_buffer = k & ~stbi__bmask[n];\n    k &= stbi__bmask[n];\n    j->code_bits -= n;\n    return k + (stbi__jbias[n] & ~sgn);\n}\n\n// get some unsigned bits\nstbi_inline static int stbi__jpeg_get_bits(stbi__jpeg* j, int n)\n{\n    unsigned int k;\n    if (j->code_bits < n) stbi__grow_buffer_unsafe(j);\n    k = stbi_lrot(j->code_buffer, n);\n    j->code_buffer = k & ~stbi__bmask[n];\n    k &= stbi__bmask[n];\n    j->code_bits -= n;\n    return k;\n}\n\nstbi_inline static int stbi__jpeg_get_bit(stbi__jpeg* j)\n{\n    unsigned int k;\n    if (j->code_bits < 1) stbi__grow_buffer_unsafe(j);\n    k = j->code_buffer;\n    j->code_buffer <<= 1;\n    --j->code_bits;\n    return k & 0x80000000;\n}\n\n// given a value that's at position X in the zigzag stream,\n// where does it appear in the 8x8 matrix coded as row-major?\nstatic const stbi_uc stbi__jpeg_dezigzag[64 + 15] =\n{\n    0,  1,  8, 16,  9,  2,  3, 10,\n   17, 24, 32, 25, 18, 11,  4,  5,\n   12, 19, 26, 33, 40, 48, 41, 34,\n   27, 20, 13,  6,  7, 14, 21, 28,\n   35, 42, 49, 56, 57, 50, 43, 36,\n   29, 22, 15, 23, 30, 37, 44, 51,\n   58, 59, 52, 45, 38, 31, 39, 46,\n   53, 60, 61, 54, 47, 55, 62, 63,\n   // let corrupt input sample past end\n   63, 63, 63, 63, 63, 63, 63, 63,\n   63, 63, 63, 63, 63, 63, 63\n};\n\n// decode one 64-entry block--\nstatic int stbi__jpeg_decode_block(stbi__jpeg* j, short data[64], stbi__huffman* hdc, stbi__huffman* hac, stbi__int16* fac, int b, stbi__uint16* dequant)\n{\n    int diff, dc, k;\n    int t;\n\n    if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n    t = stbi__jpeg_huff_decode(j, hdc);\n    if (t < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n\n    // 0 all the ac values now so we can do it 32-bits at a time\n    memset(data, 0, 64 * sizeof(data[0]));\n\n    diff = t ? stbi__extend_receive(j, t) : 0;\n    dc = j->img_comp[b].dc_pred + diff;\n    j->img_comp[b].dc_pred = dc;\n    data[0] = (short)(dc * dequant[0]);\n\n    // decode AC components, see JPEG spec\n    k = 1;\n    do {\n        unsigned int zig;\n        int c, r, s;\n        if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n        c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n        r = fac[c];\n        if (r) { // fast-AC path\n            k += (r >> 4) & 15; // run\n            s = r & 15; // combined length\n            j->code_buffer <<= s;\n            j->code_bits -= s;\n            // decode into unzigzag'd location\n            zig = stbi__jpeg_dezigzag[k++];\n            data[zig] = (short)((r >> 8) * dequant[zig]);\n        }\n        else {\n            int rs = stbi__jpeg_huff_decode(j, hac);\n            if (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n            s = rs & 15;\n            r = rs >> 4;\n            if (s == 0) {\n                if (rs != 0xf0) break; // end block\n                k += 16;\n            }\n            else {\n                k += r;\n                // decode into unzigzag'd location\n                zig = stbi__jpeg_dezigzag[k++];\n                data[zig] = (short)(stbi__extend_receive(j, s) * dequant[zig]);\n            }\n        }\n    } while (k < 64);\n    return 1;\n}\n\nstatic int stbi__jpeg_decode_block_prog_dc(stbi__jpeg* j, short data[64], stbi__huffman* hdc, int b)\n{\n    int diff, dc;\n    int t;\n    if (j->spec_end != 0) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n\n    if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\n    if (j->succ_high == 0) {\n        // first scan for DC coefficient, must be first\n        memset(data, 0, 64 * sizeof(data[0])); // 0 all the ac values now\n        t = stbi__jpeg_huff_decode(j, hdc);\n        if (t == -1) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n        diff = t ? stbi__extend_receive(j, t) : 0;\n\n        dc = j->img_comp[b].dc_pred + diff;\n        j->img_comp[b].dc_pred = dc;\n        data[0] = (short)(dc << j->succ_low);\n    }\n    else {\n        // refinement scan for DC coefficient\n        if (stbi__jpeg_get_bit(j))\n            data[0] += (short)(1 << j->succ_low);\n    }\n    return 1;\n}\n\n// @OPTIMIZE: store non-zigzagged during the decode passes,\n// and only de-zigzag when dequantizing\nstatic int stbi__jpeg_decode_block_prog_ac(stbi__jpeg* j, short data[64], stbi__huffman* hac, stbi__int16* fac)\n{\n    int k;\n    if (j->spec_start == 0) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n\n    if (j->succ_high == 0) {\n        int shift = j->succ_low;\n\n        if (j->eob_run) {\n            --j->eob_run;\n            return 1;\n        }\n\n        k = j->spec_start;\n        do {\n            unsigned int zig;\n            int c, r, s;\n            if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n            c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n            r = fac[c];\n            if (r) { // fast-AC path\n                k += (r >> 4) & 15; // run\n                s = r & 15; // combined length\n                j->code_buffer <<= s;\n                j->code_bits -= s;\n                zig = stbi__jpeg_dezigzag[k++];\n                data[zig] = (short)((r >> 8) << shift);\n            }\n            else {\n                int rs = stbi__jpeg_huff_decode(j, hac);\n                if (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n                s = rs & 15;\n                r = rs >> 4;\n                if (s == 0) {\n                    if (r < 15) {\n                        j->eob_run = (1 << r);\n                        if (r)\n                            j->eob_run += stbi__jpeg_get_bits(j, r);\n                        --j->eob_run;\n                        break;\n                    }\n                    k += 16;\n                }\n                else {\n                    k += r;\n                    zig = stbi__jpeg_dezigzag[k++];\n                    data[zig] = (short)(stbi__extend_receive(j, s) << shift);\n                }\n            }\n        } while (k <= j->spec_end);\n    }\n    else {\n        // refinement scan for these AC coefficients\n\n        short bit = (short)(1 << j->succ_low);\n\n        if (j->eob_run) {\n            --j->eob_run;\n            for (k = j->spec_start; k <= j->spec_end; ++k) {\n                short* p = &data[stbi__jpeg_dezigzag[k]];\n                if (*p != 0)\n                    if (stbi__jpeg_get_bit(j))\n                        if ((*p & bit) == 0) {\n                            if (*p > 0)\n                                *p += bit;\n                            else\n                                *p -= bit;\n                        }\n            }\n        }\n        else {\n            k = j->spec_start;\n            do {\n                int r, s;\n                int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh\n                if (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n                s = rs & 15;\n                r = rs >> 4;\n                if (s == 0) {\n                    if (r < 15) {\n                        j->eob_run = (1 << r) - 1;\n                        if (r)\n                            j->eob_run += stbi__jpeg_get_bits(j, r);\n                        r = 64; // force end of block\n                    }\n                    else {\n                        // r=15 s=0 should write 16 0s, so we just do\n                        // a run of 15 0s and then write s (which is 0),\n                        // so we don't have to do anything special here\n                    }\n                }\n                else {\n                    if (s != 1) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n                    // sign bit\n                    if (stbi__jpeg_get_bit(j))\n                        s = bit;\n                    else\n                        s = -bit;\n                }\n\n                // advance by r\n                while (k <= j->spec_end) {\n                    short* p = &data[stbi__jpeg_dezigzag[k++]];\n                    if (*p != 0) {\n                        if (stbi__jpeg_get_bit(j))\n                            if ((*p & bit) == 0) {\n                                if (*p > 0)\n                                    *p += bit;\n                                else\n                                    *p -= bit;\n                            }\n                    }\n                    else {\n                        if (r == 0) {\n                            *p = (short)s;\n                            break;\n                        }\n                        --r;\n                    }\n                }\n            } while (k <= j->spec_end);\n        }\n    }\n    return 1;\n}\n\n// take a -128..127 value and stbi__clamp it and convert to 0..255\nstbi_inline static stbi_uc stbi__clamp(int x)\n{\n    // trick to use a single test to catch both cases\n    if ((unsigned int)x > 255) {\n        if (x < 0) return 0;\n        if (x > 255) return 255;\n    }\n    return (stbi_uc)x;\n}\n\n#define stbi__f2f(x)  ((int) (((x) * 4096 + 0.5)))\n#define stbi__fsh(x)  ((x) * 4096)\n\n// derived from jidctint -- DCT_ISLOW\n#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \\\n   int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \\\n   p2 = s2;                                    \\\n   p3 = s6;                                    \\\n   p1 = (p2+p3) * stbi__f2f(0.5411961f);       \\\n   t2 = p1 + p3*stbi__f2f(-1.847759065f);      \\\n   t3 = p1 + p2*stbi__f2f( 0.765366865f);      \\\n   p2 = s0;                                    \\\n   p3 = s4;                                    \\\n   t0 = stbi__fsh(p2+p3);                      \\\n   t1 = stbi__fsh(p2-p3);                      \\\n   x0 = t0+t3;                                 \\\n   x3 = t0-t3;                                 \\\n   x1 = t1+t2;                                 \\\n   x2 = t1-t2;                                 \\\n   t0 = s7;                                    \\\n   t1 = s5;                                    \\\n   t2 = s3;                                    \\\n   t3 = s1;                                    \\\n   p3 = t0+t2;                                 \\\n   p4 = t1+t3;                                 \\\n   p1 = t0+t3;                                 \\\n   p2 = t1+t2;                                 \\\n   p5 = (p3+p4)*stbi__f2f( 1.175875602f);      \\\n   t0 = t0*stbi__f2f( 0.298631336f);           \\\n   t1 = t1*stbi__f2f( 2.053119869f);           \\\n   t2 = t2*stbi__f2f( 3.072711026f);           \\\n   t3 = t3*stbi__f2f( 1.501321110f);           \\\n   p1 = p5 + p1*stbi__f2f(-0.899976223f);      \\\n   p2 = p5 + p2*stbi__f2f(-2.562915447f);      \\\n   p3 = p3*stbi__f2f(-1.961570560f);           \\\n   p4 = p4*stbi__f2f(-0.390180644f);           \\\n   t3 += p1+p4;                                \\\n   t2 += p2+p3;                                \\\n   t1 += p2+p4;                                \\\n   t0 += p1+p3;\n\nstatic void stbi__idct_block(stbi_uc* out, int out_stride, short data[64])\n{\n    int i, val[64], * v = val;\n    stbi_uc* o;\n    short* d = data;\n\n    // columns\n    for (i = 0; i < 8; ++i, ++d, ++v) {\n        // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing\n        if (d[8] == 0 && d[16] == 0 && d[24] == 0 && d[32] == 0\n            && d[40] == 0 && d[48] == 0 && d[56] == 0) {\n            //    no shortcut                 0     seconds\n            //    (1|2|3|4|5|6|7)==0          0     seconds\n            //    all separate               -0.047 seconds\n            //    1 && 2|3 && 4|5 && 6|7:    -0.047 seconds\n            int dcterm = d[0] * 4;\n            v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;\n        }\n        else {\n            STBI__IDCT_1D(d[0], d[8], d[16], d[24], d[32], d[40], d[48], d[56])\n                // constants scaled things up by 1<<12; let's bring them back\n                // down, but keep 2 extra bits of precision\n                x0 += 512; x1 += 512; x2 += 512; x3 += 512;\n            v[0] = (x0 + t3) >> 10;\n            v[56] = (x0 - t3) >> 10;\n            v[8] = (x1 + t2) >> 10;\n            v[48] = (x1 - t2) >> 10;\n            v[16] = (x2 + t1) >> 10;\n            v[40] = (x2 - t1) >> 10;\n            v[24] = (x3 + t0) >> 10;\n            v[32] = (x3 - t0) >> 10;\n        }\n    }\n\n    for (i = 0, v = val, o = out; i < 8; ++i, v += 8, o += out_stride) {\n        // no fast case since the first 1D IDCT spread components out\n        STBI__IDCT_1D(v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7])\n            // constants scaled things up by 1<<12, plus we had 1<<2 from first\n            // loop, plus horizontal and vertical each scale by sqrt(8) so together\n            // we've got an extra 1<<3, so 1<<17 total we need to remove.\n            // so we want to round that, which means adding 0.5 * 1<<17,\n            // aka 65536. Also, we'll end up with -128 to 127 that we want\n            // to encode as 0..255 by adding 128, so we'll add that before the shift\n            x0 += 65536 + (128 << 17);\n        x1 += 65536 + (128 << 17);\n        x2 += 65536 + (128 << 17);\n        x3 += 65536 + (128 << 17);\n        // tried computing the shifts into temps, or'ing the temps to see\n        // if any were out of range, but that was slower\n        o[0] = stbi__clamp((x0 + t3) >> 17);\n        o[7] = stbi__clamp((x0 - t3) >> 17);\n        o[1] = stbi__clamp((x1 + t2) >> 17);\n        o[6] = stbi__clamp((x1 - t2) >> 17);\n        o[2] = stbi__clamp((x2 + t1) >> 17);\n        o[5] = stbi__clamp((x2 - t1) >> 17);\n        o[3] = stbi__clamp((x3 + t0) >> 17);\n        o[4] = stbi__clamp((x3 - t0) >> 17);\n    }\n}\n\n#ifdef STBI_SSE2\n// sse2 integer IDCT. not the fastest possible implementation but it\n// produces bit-identical results to the generic C version so it's\n// fully \"transparent\".\nstatic void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64])\n{\n    // This is constructed to match our regular (generic) integer IDCT exactly.\n    __m128i row0, row1, row2, row3, row4, row5, row6, row7;\n    __m128i tmp;\n\n    // dot product constant: even elems=x, odd elems=y\n#define dct_const(x,y)  _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y))\n\n// out(0) = c0[even]*x + c0[odd]*y   (c0, x, y 16-bit, out 32-bit)\n// out(1) = c1[even]*x + c1[odd]*y\n#define dct_rot(out0,out1, x,y,c0,c1) \\\n      __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \\\n      __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \\\n      __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \\\n      __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \\\n      __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \\\n      __m128i out1##_h = _mm_madd_epi16(c0##hi, c1)\n\n   // out = in << 12  (in 16-bit, out 32-bit)\n#define dct_widen(out, in) \\\n      __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \\\n      __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4)\n\n   // wide add\n#define dct_wadd(out, a, b) \\\n      __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \\\n      __m128i out##_h = _mm_add_epi32(a##_h, b##_h)\n\n   // wide sub\n#define dct_wsub(out, a, b) \\\n      __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \\\n      __m128i out##_h = _mm_sub_epi32(a##_h, b##_h)\n\n   // butterfly a/b, add bias, then shift by \"s\" and pack\n#define dct_bfly32o(out0, out1, a,b,bias,s) \\\n      { \\\n         __m128i abiased_l = _mm_add_epi32(a##_l, bias); \\\n         __m128i abiased_h = _mm_add_epi32(a##_h, bias); \\\n         dct_wadd(sum, abiased, b); \\\n         dct_wsub(dif, abiased, b); \\\n         out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \\\n         out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \\\n      }\n\n   // 8-bit interleave step (for transposes)\n#define dct_interleave8(a, b) \\\n      tmp = a; \\\n      a = _mm_unpacklo_epi8(a, b); \\\n      b = _mm_unpackhi_epi8(tmp, b)\n\n   // 16-bit interleave step (for transposes)\n#define dct_interleave16(a, b) \\\n      tmp = a; \\\n      a = _mm_unpacklo_epi16(a, b); \\\n      b = _mm_unpackhi_epi16(tmp, b)\n\n#define dct_pass(bias,shift) \\\n      { \\\n         /* even part */ \\\n         dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \\\n         __m128i sum04 = _mm_add_epi16(row0, row4); \\\n         __m128i dif04 = _mm_sub_epi16(row0, row4); \\\n         dct_widen(t0e, sum04); \\\n         dct_widen(t1e, dif04); \\\n         dct_wadd(x0, t0e, t3e); \\\n         dct_wsub(x3, t0e, t3e); \\\n         dct_wadd(x1, t1e, t2e); \\\n         dct_wsub(x2, t1e, t2e); \\\n         /* odd part */ \\\n         dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \\\n         dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \\\n         __m128i sum17 = _mm_add_epi16(row1, row7); \\\n         __m128i sum35 = _mm_add_epi16(row3, row5); \\\n         dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \\\n         dct_wadd(x4, y0o, y4o); \\\n         dct_wadd(x5, y1o, y5o); \\\n         dct_wadd(x6, y2o, y5o); \\\n         dct_wadd(x7, y3o, y4o); \\\n         dct_bfly32o(row0,row7, x0,x7,bias,shift); \\\n         dct_bfly32o(row1,row6, x1,x6,bias,shift); \\\n         dct_bfly32o(row2,row5, x2,x5,bias,shift); \\\n         dct_bfly32o(row3,row4, x3,x4,bias,shift); \\\n      }\n\n    __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f));\n    __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f(0.765366865f), stbi__f2f(0.5411961f));\n    __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f));\n    __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f));\n    __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), stbi__f2f(-1.961570560f));\n    __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f));\n    __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), stbi__f2f(-0.390180644f));\n    __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f));\n\n    // rounding biases in column/row passes, see stbi__idct_block for explanation.\n    __m128i bias_0 = _mm_set1_epi32(512);\n    __m128i bias_1 = _mm_set1_epi32(65536 + (128 << 17));\n\n    // load\n    row0 = _mm_load_si128((const __m128i*) (data + 0 * 8));\n    row1 = _mm_load_si128((const __m128i*) (data + 1 * 8));\n    row2 = _mm_load_si128((const __m128i*) (data + 2 * 8));\n    row3 = _mm_load_si128((const __m128i*) (data + 3 * 8));\n    row4 = _mm_load_si128((const __m128i*) (data + 4 * 8));\n    row5 = _mm_load_si128((const __m128i*) (data + 5 * 8));\n    row6 = _mm_load_si128((const __m128i*) (data + 6 * 8));\n    row7 = _mm_load_si128((const __m128i*) (data + 7 * 8));\n\n    // column pass\n    dct_pass(bias_0, 10);\n\n    {\n        // 16bit 8x8 transpose pass 1\n        dct_interleave16(row0, row4);\n        dct_interleave16(row1, row5);\n        dct_interleave16(row2, row6);\n        dct_interleave16(row3, row7);\n\n        // transpose pass 2\n        dct_interleave16(row0, row2);\n        dct_interleave16(row1, row3);\n        dct_interleave16(row4, row6);\n        dct_interleave16(row5, row7);\n\n        // transpose pass 3\n        dct_interleave16(row0, row1);\n        dct_interleave16(row2, row3);\n        dct_interleave16(row4, row5);\n        dct_interleave16(row6, row7);\n    }\n\n    // row pass\n    dct_pass(bias_1, 17);\n\n    {\n        // pack\n        __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7\n        __m128i p1 = _mm_packus_epi16(row2, row3);\n        __m128i p2 = _mm_packus_epi16(row4, row5);\n        __m128i p3 = _mm_packus_epi16(row6, row7);\n\n        // 8bit 8x8 transpose pass 1\n        dct_interleave8(p0, p2); // a0e0a1e1...\n        dct_interleave8(p1, p3); // c0g0c1g1...\n\n        // transpose pass 2\n        dct_interleave8(p0, p1); // a0c0e0g0...\n        dct_interleave8(p2, p3); // b0d0f0h0...\n\n        // transpose pass 3\n        dct_interleave8(p0, p2); // a0b0c0d0...\n        dct_interleave8(p1, p3); // a4b4c4d4...\n\n        // store\n        _mm_storel_epi64((__m128i*) out, p0); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, p2); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, p1); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, p3); out += out_stride;\n        _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p3, 0x4e));\n    }\n\n#undef dct_const\n#undef dct_rot\n#undef dct_widen\n#undef dct_wadd\n#undef dct_wsub\n#undef dct_bfly32o\n#undef dct_interleave8\n#undef dct_interleave16\n#undef dct_pass\n}\n\n#endif // STBI_SSE2\n\n#ifdef STBI_NEON\n\n// NEON integer IDCT. should produce bit-identical\n// results to the generic C version.\nstatic void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64])\n{\n    int16x8_t row0, row1, row2, row3, row4, row5, row6, row7;\n\n    int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f));\n    int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f));\n    int16x4_t rot0_2 = vdup_n_s16(stbi__f2f(0.765366865f));\n    int16x4_t rot1_0 = vdup_n_s16(stbi__f2f(1.175875602f));\n    int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f));\n    int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f));\n    int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f));\n    int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f));\n    int16x4_t rot3_0 = vdup_n_s16(stbi__f2f(0.298631336f));\n    int16x4_t rot3_1 = vdup_n_s16(stbi__f2f(2.053119869f));\n    int16x4_t rot3_2 = vdup_n_s16(stbi__f2f(3.072711026f));\n    int16x4_t rot3_3 = vdup_n_s16(stbi__f2f(1.501321110f));\n\n#define dct_long_mul(out, inq, coeff) \\\n   int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \\\n   int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff)\n\n#define dct_long_mac(out, acc, inq, coeff) \\\n   int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \\\n   int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff)\n\n#define dct_widen(out, inq) \\\n   int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \\\n   int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12)\n\n    // wide add\n#define dct_wadd(out, a, b) \\\n   int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \\\n   int32x4_t out##_h = vaddq_s32(a##_h, b##_h)\n\n// wide sub\n#define dct_wsub(out, a, b) \\\n   int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \\\n   int32x4_t out##_h = vsubq_s32(a##_h, b##_h)\n\n// butterfly a/b, then shift using \"shiftop\" by \"s\" and pack\n#define dct_bfly32o(out0,out1, a,b,shiftop,s) \\\n   { \\\n      dct_wadd(sum, a, b); \\\n      dct_wsub(dif, a, b); \\\n      out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \\\n      out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \\\n   }\n\n#define dct_pass(shiftop, shift) \\\n   { \\\n      /* even part */ \\\n      int16x8_t sum26 = vaddq_s16(row2, row6); \\\n      dct_long_mul(p1e, sum26, rot0_0); \\\n      dct_long_mac(t2e, p1e, row6, rot0_1); \\\n      dct_long_mac(t3e, p1e, row2, rot0_2); \\\n      int16x8_t sum04 = vaddq_s16(row0, row4); \\\n      int16x8_t dif04 = vsubq_s16(row0, row4); \\\n      dct_widen(t0e, sum04); \\\n      dct_widen(t1e, dif04); \\\n      dct_wadd(x0, t0e, t3e); \\\n      dct_wsub(x3, t0e, t3e); \\\n      dct_wadd(x1, t1e, t2e); \\\n      dct_wsub(x2, t1e, t2e); \\\n      /* odd part */ \\\n      int16x8_t sum15 = vaddq_s16(row1, row5); \\\n      int16x8_t sum17 = vaddq_s16(row1, row7); \\\n      int16x8_t sum35 = vaddq_s16(row3, row5); \\\n      int16x8_t sum37 = vaddq_s16(row3, row7); \\\n      int16x8_t sumodd = vaddq_s16(sum17, sum35); \\\n      dct_long_mul(p5o, sumodd, rot1_0); \\\n      dct_long_mac(p1o, p5o, sum17, rot1_1); \\\n      dct_long_mac(p2o, p5o, sum35, rot1_2); \\\n      dct_long_mul(p3o, sum37, rot2_0); \\\n      dct_long_mul(p4o, sum15, rot2_1); \\\n      dct_wadd(sump13o, p1o, p3o); \\\n      dct_wadd(sump24o, p2o, p4o); \\\n      dct_wadd(sump23o, p2o, p3o); \\\n      dct_wadd(sump14o, p1o, p4o); \\\n      dct_long_mac(x4, sump13o, row7, rot3_0); \\\n      dct_long_mac(x5, sump24o, row5, rot3_1); \\\n      dct_long_mac(x6, sump23o, row3, rot3_2); \\\n      dct_long_mac(x7, sump14o, row1, rot3_3); \\\n      dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \\\n      dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \\\n      dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \\\n      dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \\\n   }\n\n   // load\n    row0 = vld1q_s16(data + 0 * 8);\n    row1 = vld1q_s16(data + 1 * 8);\n    row2 = vld1q_s16(data + 2 * 8);\n    row3 = vld1q_s16(data + 3 * 8);\n    row4 = vld1q_s16(data + 4 * 8);\n    row5 = vld1q_s16(data + 5 * 8);\n    row6 = vld1q_s16(data + 6 * 8);\n    row7 = vld1q_s16(data + 7 * 8);\n\n    // add DC bias\n    row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0));\n\n    // column pass\n    dct_pass(vrshrn_n_s32, 10);\n\n    // 16bit 8x8 transpose\n    {\n        // these three map to a single VTRN.16, VTRN.32, and VSWP, respectively.\n        // whether compilers actually get this is another story, sadly.\n#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; }\n#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); }\n#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); }\n\n      // pass 1\n        dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6\n        dct_trn16(row2, row3);\n        dct_trn16(row4, row5);\n        dct_trn16(row6, row7);\n\n        // pass 2\n        dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4\n        dct_trn32(row1, row3);\n        dct_trn32(row4, row6);\n        dct_trn32(row5, row7);\n\n        // pass 3\n        dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0\n        dct_trn64(row1, row5);\n        dct_trn64(row2, row6);\n        dct_trn64(row3, row7);\n\n#undef dct_trn16\n#undef dct_trn32\n#undef dct_trn64\n    }\n\n    // row pass\n    // vrshrn_n_s32 only supports shifts up to 16, we need\n    // 17. so do a non-rounding shift of 16 first then follow\n    // up with a rounding shift by 1.\n    dct_pass(vshrn_n_s32, 16);\n\n    {\n        // pack and round\n        uint8x8_t p0 = vqrshrun_n_s16(row0, 1);\n        uint8x8_t p1 = vqrshrun_n_s16(row1, 1);\n        uint8x8_t p2 = vqrshrun_n_s16(row2, 1);\n        uint8x8_t p3 = vqrshrun_n_s16(row3, 1);\n        uint8x8_t p4 = vqrshrun_n_s16(row4, 1);\n        uint8x8_t p5 = vqrshrun_n_s16(row5, 1);\n        uint8x8_t p6 = vqrshrun_n_s16(row6, 1);\n        uint8x8_t p7 = vqrshrun_n_s16(row7, 1);\n\n        // again, these can translate into one instruction, but often don't.\n#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; }\n#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); }\n#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); }\n\n      // sadly can't use interleaved stores here since we only write\n      // 8 bytes to each scan line!\n\n      // 8x8 8-bit transpose pass 1\n        dct_trn8_8(p0, p1);\n        dct_trn8_8(p2, p3);\n        dct_trn8_8(p4, p5);\n        dct_trn8_8(p6, p7);\n\n        // pass 2\n        dct_trn8_16(p0, p2);\n        dct_trn8_16(p1, p3);\n        dct_trn8_16(p4, p6);\n        dct_trn8_16(p5, p7);\n\n        // pass 3\n        dct_trn8_32(p0, p4);\n        dct_trn8_32(p1, p5);\n        dct_trn8_32(p2, p6);\n        dct_trn8_32(p3, p7);\n\n        // store\n        vst1_u8(out, p0); out += out_stride;\n        vst1_u8(out, p1); out += out_stride;\n        vst1_u8(out, p2); out += out_stride;\n        vst1_u8(out, p3); out += out_stride;\n        vst1_u8(out, p4); out += out_stride;\n        vst1_u8(out, p5); out += out_stride;\n        vst1_u8(out, p6); out += out_stride;\n        vst1_u8(out, p7);\n\n#undef dct_trn8_8\n#undef dct_trn8_16\n#undef dct_trn8_32\n    }\n\n#undef dct_long_mul\n#undef dct_long_mac\n#undef dct_widen\n#undef dct_wadd\n#undef dct_wsub\n#undef dct_bfly32o\n#undef dct_pass\n}\n\n#endif // STBI_NEON\n\n#define STBI__MARKER_none  0xff\n// if there's a pending marker from the entropy stream, return that\n// otherwise, fetch from the stream and get a marker. if there's no\n// marker, return 0xff, which is never a valid marker value\nstatic stbi_uc stbi__get_marker(stbi__jpeg* j)\n{\n    stbi_uc x;\n    if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }\n    x = stbi__get8(j->s);\n    if (x != 0xff) return STBI__MARKER_none;\n    while (x == 0xff)\n        x = stbi__get8(j->s); // consume repeated 0xff fill bytes\n    return x;\n}\n\n// in each scan, we'll have scan_n components, and the order\n// of the components is specified by order[]\n#define STBI__RESTART(x)     ((x) >= 0xd0 && (x) <= 0xd7)\n\n// after a restart interval, stbi__jpeg_reset the entropy decoder and\n// the dc prediction\nstatic void stbi__jpeg_reset(stbi__jpeg* j)\n{\n    j->code_bits = 0;\n    j->code_buffer = 0;\n    j->nomore = 0;\n    j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0;\n    j->marker = STBI__MARKER_none;\n    j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;\n    j->eob_run = 0;\n    // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,\n    // since we don't even allow 1<<30 pixels\n}\n\nstatic int stbi__parse_entropy_coded_data(stbi__jpeg* z)\n{\n    stbi__jpeg_reset(z);\n    if (!z->progressive) {\n        if (z->scan_n == 1) {\n            int i, j;\n            STBI_SIMD_ALIGN(short, data[64]);\n            int n = z->order[0];\n            // non-interleaved data, we just need to process one block at a time,\n            // in trivial scanline order\n            // number of blocks to do just depends on how many actual \"pixels\" this\n            // component has, independent of interleaved MCU blocking and such\n            int w = (z->img_comp[n].x + 7) >> 3;\n            int h = (z->img_comp[n].y + 7) >> 3;\n            for (j = 0; j < h; ++j) {\n                for (i = 0; i < w; ++i) {\n                    int ha = z->img_comp[n].ha;\n                    if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;\n                    z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data);\n                    // every data block is an MCU, so countdown the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        // if it's NOT a restart, then just bail, so we get corrupt data\n                        // rather than no data\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n        else { // interleaved\n            int i, j, k, x, y;\n            STBI_SIMD_ALIGN(short, data[64]);\n            for (j = 0; j < z->img_mcu_y; ++j) {\n                for (i = 0; i < z->img_mcu_x; ++i) {\n                    // scan an interleaved mcu... process scan_n components in order\n                    for (k = 0; k < z->scan_n; ++k) {\n                        int n = z->order[k];\n                        // scan out an mcu's worth of this component; that's just determined\n                        // by the basic H and V specified for the component\n                        for (y = 0; y < z->img_comp[n].v; ++y) {\n                            for (x = 0; x < z->img_comp[n].h; ++x) {\n                                int x2 = (i * z->img_comp[n].h + x) * 8;\n                                int y2 = (j * z->img_comp[n].v + y) * 8;\n                                int ha = z->img_comp[n].ha;\n                                if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;\n                                z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * y2 + x2, z->img_comp[n].w2, data);\n                            }\n                        }\n                    }\n                    // after all interleaved components, that's an interleaved MCU,\n                    // so now count down the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n    }\n    else {\n        if (z->scan_n == 1) {\n            int i, j;\n            int n = z->order[0];\n            // non-interleaved data, we just need to process one block at a time,\n            // in trivial scanline order\n            // number of blocks to do just depends on how many actual \"pixels\" this\n            // component has, independent of interleaved MCU blocking and such\n            int w = (z->img_comp[n].x + 7) >> 3;\n            int h = (z->img_comp[n].y + 7) >> 3;\n            for (j = 0; j < h; ++j) {\n                for (i = 0; i < w; ++i) {\n                    short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);\n                    if (z->spec_start == 0) {\n                        if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))\n                            return 0;\n                    }\n                    else {\n                        int ha = z->img_comp[n].ha;\n                        if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha]))\n                            return 0;\n                    }\n                    // every data block is an MCU, so countdown the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n        else { // interleaved\n            int i, j, k, x, y;\n            for (j = 0; j < z->img_mcu_y; ++j) {\n                for (i = 0; i < z->img_mcu_x; ++i) {\n                    // scan an interleaved mcu... process scan_n components in order\n                    for (k = 0; k < z->scan_n; ++k) {\n                        int n = z->order[k];\n                        // scan out an mcu's worth of this component; that's just determined\n                        // by the basic H and V specified for the component\n                        for (y = 0; y < z->img_comp[n].v; ++y) {\n                            for (x = 0; x < z->img_comp[n].h; ++x) {\n                                int x2 = (i * z->img_comp[n].h + x);\n                                int y2 = (j * z->img_comp[n].v + y);\n                                short* data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w);\n                                if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))\n                                    return 0;\n                            }\n                        }\n                    }\n                    // after all interleaved components, that's an interleaved MCU,\n                    // so now count down the restart interval\n                    if (--z->todo <= 0) {\n                        if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n                        if (!STBI__RESTART(z->marker)) return 1;\n                        stbi__jpeg_reset(z);\n                    }\n                }\n            }\n            return 1;\n        }\n    }\n}\n\nstatic void stbi__jpeg_dequantize(short* data, stbi__uint16* dequant)\n{\n    int i;\n    for (i = 0; i < 64; ++i)\n        data[i] *= dequant[i];\n}\n\nstatic void stbi__jpeg_finish(stbi__jpeg* z)\n{\n    if (z->progressive) {\n        // dequantize and idct the data\n        int i, j, n;\n        for (n = 0; n < z->s->img_n; ++n) {\n            int w = (z->img_comp[n].x + 7) >> 3;\n            int h = (z->img_comp[n].y + 7) >> 3;\n            for (j = 0; j < h; ++j) {\n                for (i = 0; i < w; ++i) {\n                    short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);\n                    stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]);\n                    z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data);\n                }\n            }\n        }\n    }\n}\n\nstatic int stbi__process_marker(stbi__jpeg* z, int m)\n{\n    int L;\n    switch (m) {\n    case STBI__MARKER_none: // no marker found\n        return stbi__err(\"expected marker\", \"Corrupt JPEG\");\n\n    case 0xDD: // DRI - specify restart interval\n        if (stbi__get16be(z->s) != 4) return stbi__err(\"bad DRI len\", \"Corrupt JPEG\");\n        z->restart_interval = stbi__get16be(z->s);\n        return 1;\n\n    case 0xDB: // DQT - define quantization table\n        L = stbi__get16be(z->s) - 2;\n        while (L > 0) {\n            int q = stbi__get8(z->s);\n            int p = q >> 4, sixteen = (p != 0);\n            int t = q & 15, i;\n            if (p != 0 && p != 1) return stbi__err(\"bad DQT type\", \"Corrupt JPEG\");\n            if (t > 3) return stbi__err(\"bad DQT table\", \"Corrupt JPEG\");\n\n            for (i = 0; i < 64; ++i)\n                z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s));\n            L -= (sixteen ? 129 : 65);\n        }\n        return L == 0;\n\n    case 0xC4: // DHT - define huffman table\n        L = stbi__get16be(z->s) - 2;\n        while (L > 0) {\n            stbi_uc* v;\n            int sizes[16], i, n = 0;\n            int q = stbi__get8(z->s);\n            int tc = q >> 4;\n            int th = q & 15;\n            if (tc > 1 || th > 3) return stbi__err(\"bad DHT header\", \"Corrupt JPEG\");\n            for (i = 0; i < 16; ++i) {\n                sizes[i] = stbi__get8(z->s);\n                n += sizes[i];\n            }\n            L -= 17;\n            if (tc == 0) {\n                if (!stbi__build_huffman(z->huff_dc + th, sizes)) return 0;\n                v = z->huff_dc[th].values;\n            }\n            else {\n                if (!stbi__build_huffman(z->huff_ac + th, sizes)) return 0;\n                v = z->huff_ac[th].values;\n            }\n            for (i = 0; i < n; ++i)\n                v[i] = stbi__get8(z->s);\n            if (tc != 0)\n                stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th);\n            L -= n;\n        }\n        return L == 0;\n    }\n\n    // check for comment block or APP blocks\n    if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {\n        L = stbi__get16be(z->s);\n        if (L < 2) {\n            if (m == 0xFE)\n                return stbi__err(\"bad COM len\", \"Corrupt JPEG\");\n            else\n                return stbi__err(\"bad APP len\", \"Corrupt JPEG\");\n        }\n        L -= 2;\n\n        if (m == 0xE0 && L >= 5) { // JFIF APP0 segment\n            static const unsigned char tag[5] = { 'J','F','I','F','\\0' };\n            int ok = 1;\n            int i;\n            for (i = 0; i < 5; ++i)\n                if (stbi__get8(z->s) != tag[i])\n                    ok = 0;\n            L -= 5;\n            if (ok)\n                z->jfif = 1;\n        }\n        else if (m == 0xEE && L >= 12) { // Adobe APP14 segment\n            static const unsigned char tag[6] = { 'A','d','o','b','e','\\0' };\n            int ok = 1;\n            int i;\n            for (i = 0; i < 6; ++i)\n                if (stbi__get8(z->s) != tag[i])\n                    ok = 0;\n            L -= 6;\n            if (ok) {\n                stbi__get8(z->s); // version\n                stbi__get16be(z->s); // flags0\n                stbi__get16be(z->s); // flags1\n                z->app14_color_transform = stbi__get8(z->s); // color transform\n                L -= 6;\n            }\n        }\n\n        stbi__skip(z->s, L);\n        return 1;\n    }\n\n    return stbi__err(\"unknown marker\", \"Corrupt JPEG\");\n}\n\n// after we see SOS\nstatic int stbi__process_scan_header(stbi__jpeg* z)\n{\n    int i;\n    int Ls = stbi__get16be(z->s);\n    z->scan_n = stbi__get8(z->s);\n    if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int)z->s->img_n) return stbi__err(\"bad SOS component count\", \"Corrupt JPEG\");\n    if (Ls != 6 + 2 * z->scan_n) return stbi__err(\"bad SOS len\", \"Corrupt JPEG\");\n    for (i = 0; i < z->scan_n; ++i) {\n        int id = stbi__get8(z->s), which;\n        int q = stbi__get8(z->s);\n        for (which = 0; which < z->s->img_n; ++which)\n            if (z->img_comp[which].id == id)\n                break;\n        if (which == z->s->img_n) return 0; // no match\n        z->img_comp[which].hd = q >> 4;   if (z->img_comp[which].hd > 3) return stbi__err(\"bad DC huff\", \"Corrupt JPEG\");\n        z->img_comp[which].ha = q & 15;   if (z->img_comp[which].ha > 3) return stbi__err(\"bad AC huff\", \"Corrupt JPEG\");\n        z->order[i] = which;\n    }\n\n    {\n        int aa;\n        z->spec_start = stbi__get8(z->s);\n        z->spec_end = stbi__get8(z->s); // should be 63, but might be 0\n        aa = stbi__get8(z->s);\n        z->succ_high = (aa >> 4);\n        z->succ_low = (aa & 15);\n        if (z->progressive) {\n            if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13)\n                return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n        }\n        else {\n            if (z->spec_start != 0) return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n            if (z->succ_high != 0 || z->succ_low != 0) return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n            z->spec_end = 63;\n        }\n    }\n\n    return 1;\n}\n\nstatic int stbi__free_jpeg_components(stbi__jpeg* z, int ncomp, int why)\n{\n    int i;\n    for (i = 0; i < ncomp; ++i) {\n        if (z->img_comp[i].raw_data) {\n            STBI_FREE(z->img_comp[i].raw_data);\n            z->img_comp[i].raw_data = NULL;\n            z->img_comp[i].data = NULL;\n        }\n        if (z->img_comp[i].raw_coeff) {\n            STBI_FREE(z->img_comp[i].raw_coeff);\n            z->img_comp[i].raw_coeff = 0;\n            z->img_comp[i].coeff = 0;\n        }\n        if (z->img_comp[i].linebuf) {\n            STBI_FREE(z->img_comp[i].linebuf);\n            z->img_comp[i].linebuf = NULL;\n        }\n    }\n    return why;\n}\n\nstatic int stbi__process_frame_header(stbi__jpeg* z, int scan)\n{\n    stbi__context* s = z->s;\n    int Lf, p, i, q, h_max = 1, v_max = 1, c;\n    Lf = stbi__get16be(s);         if (Lf < 11) return stbi__err(\"bad SOF len\", \"Corrupt JPEG\"); // JPEG\n    p = stbi__get8(s);            if (p != 8) return stbi__err(\"only 8-bit\", \"JPEG format not supported: 8-bit only\"); // JPEG baseline\n    s->img_y = stbi__get16be(s);   if (s->img_y == 0) return stbi__err(\"no header height\", \"JPEG format not supported: delayed height\"); // Legal, but we don't handle it--but neither does IJG\n    s->img_x = stbi__get16be(s);   if (s->img_x == 0) return stbi__err(\"0 width\", \"Corrupt JPEG\"); // JPEG requires\n    if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n    if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n    c = stbi__get8(s);\n    if (c != 3 && c != 1 && c != 4) return stbi__err(\"bad component count\", \"Corrupt JPEG\");\n    s->img_n = c;\n    for (i = 0; i < c; ++i) {\n        z->img_comp[i].data = NULL;\n        z->img_comp[i].linebuf = NULL;\n    }\n\n    if (Lf != 8 + 3 * s->img_n) return stbi__err(\"bad SOF len\", \"Corrupt JPEG\");\n\n    z->rgb = 0;\n    for (i = 0; i < s->img_n; ++i) {\n        static const unsigned char rgb[3] = { 'R', 'G', 'B' };\n        z->img_comp[i].id = stbi__get8(s);\n        if (s->img_n == 3 && z->img_comp[i].id == rgb[i])\n            ++z->rgb;\n        q = stbi__get8(s);\n        z->img_comp[i].h = (q >> 4);  if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err(\"bad H\", \"Corrupt JPEG\");\n        z->img_comp[i].v = q & 15;    if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err(\"bad V\", \"Corrupt JPEG\");\n        z->img_comp[i].tq = stbi__get8(s);  if (z->img_comp[i].tq > 3) return stbi__err(\"bad TQ\", \"Corrupt JPEG\");\n    }\n\n    if (scan != STBI__SCAN_load) return 1;\n\n    if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err(\"too large\", \"Image too large to decode\");\n\n    for (i = 0; i < s->img_n; ++i) {\n        if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;\n        if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;\n    }\n\n    // compute interleaved mcu info\n    z->img_h_max = h_max;\n    z->img_v_max = v_max;\n    z->img_mcu_w = h_max * 8;\n    z->img_mcu_h = v_max * 8;\n    // these sizes can't be more than 17 bits\n    z->img_mcu_x = (s->img_x + z->img_mcu_w - 1) / z->img_mcu_w;\n    z->img_mcu_y = (s->img_y + z->img_mcu_h - 1) / z->img_mcu_h;\n\n    for (i = 0; i < s->img_n; ++i) {\n        // number of effective pixels (e.g. for non-interleaved MCU)\n        z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max - 1) / h_max;\n        z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max - 1) / v_max;\n        // to simplify generation, we'll allocate enough memory to decode\n        // the bogus oversized data from using interleaved MCUs and their\n        // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't\n        // discard the extra data until colorspace conversion\n        //\n        // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier)\n        // so these muls can't overflow with 32-bit ints (which we require)\n        z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;\n        z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;\n        z->img_comp[i].coeff = 0;\n        z->img_comp[i].raw_coeff = 0;\n        z->img_comp[i].linebuf = NULL;\n        z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15);\n        if (z->img_comp[i].raw_data == NULL)\n            return stbi__free_jpeg_components(z, i + 1, stbi__err(\"outofmem\", \"Out of memory\"));\n        // align blocks for idct using mmx/sse\n        z->img_comp[i].data = (stbi_uc*)(((size_t)z->img_comp[i].raw_data + 15) & ~15);\n        if (z->progressive) {\n            // w2, h2 are multiples of 8 (see above)\n            z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8;\n            z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8;\n            z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15);\n            if (z->img_comp[i].raw_coeff == NULL)\n                return stbi__free_jpeg_components(z, i + 1, stbi__err(\"outofmem\", \"Out of memory\"));\n            z->img_comp[i].coeff = (short*)(((size_t)z->img_comp[i].raw_coeff + 15) & ~15);\n        }\n    }\n\n    return 1;\n}\n\n// use comparisons since in some cases we handle more than one case (e.g. SOF)\n#define stbi__DNL(x)         ((x) == 0xdc)\n#define stbi__SOI(x)         ((x) == 0xd8)\n#define stbi__EOI(x)         ((x) == 0xd9)\n#define stbi__SOF(x)         ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2)\n#define stbi__SOS(x)         ((x) == 0xda)\n\n#define stbi__SOF_progressive(x)   ((x) == 0xc2)\n\nstatic int stbi__decode_jpeg_header(stbi__jpeg* z, int scan)\n{\n    int m;\n    z->jfif = 0;\n    z->app14_color_transform = -1; // valid values are 0,1,2\n    z->marker = STBI__MARKER_none; // initialize cached marker to empty\n    m = stbi__get_marker(z);\n    if (!stbi__SOI(m)) return stbi__err(\"no SOI\", \"Corrupt JPEG\");\n    if (scan == STBI__SCAN_type) return 1;\n    m = stbi__get_marker(z);\n    while (!stbi__SOF(m)) {\n        if (!stbi__process_marker(z, m)) return 0;\n        m = stbi__get_marker(z);\n        while (m == STBI__MARKER_none) {\n            // some files have extra padding after their blocks, so ok, we'll scan\n            if (stbi__at_eof(z->s)) return stbi__err(\"no SOF\", \"Corrupt JPEG\");\n            m = stbi__get_marker(z);\n        }\n    }\n    z->progressive = stbi__SOF_progressive(m);\n    if (!stbi__process_frame_header(z, scan)) return 0;\n    return 1;\n}\n\n// decode image to YCbCr format\nstatic int stbi__decode_jpeg_image(stbi__jpeg* j)\n{\n    int m;\n    for (m = 0; m < 4; m++) {\n        j->img_comp[m].raw_data = NULL;\n        j->img_comp[m].raw_coeff = NULL;\n    }\n    j->restart_interval = 0;\n    if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0;\n    m = stbi__get_marker(j);\n    while (!stbi__EOI(m)) {\n        if (stbi__SOS(m)) {\n            if (!stbi__process_scan_header(j)) return 0;\n            if (!stbi__parse_entropy_coded_data(j)) return 0;\n            if (j->marker == STBI__MARKER_none) {\n                // handle 0s at the end of image data from IP Kamera 9060\n                while (!stbi__at_eof(j->s)) {\n                    int x = stbi__get8(j->s);\n                    if (x == 255) {\n                        j->marker = stbi__get8(j->s);\n                        break;\n                    }\n                }\n                // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0\n            }\n        }\n        else if (stbi__DNL(m)) {\n            int Ld = stbi__get16be(j->s);\n            stbi__uint32 NL = stbi__get16be(j->s);\n            if (Ld != 4) return stbi__err(\"bad DNL len\", \"Corrupt JPEG\");\n            if (NL != j->s->img_y) return stbi__err(\"bad DNL height\", \"Corrupt JPEG\");\n        }\n        else {\n            if (!stbi__process_marker(j, m)) return 0;\n        }\n        m = stbi__get_marker(j);\n    }\n    if (j->progressive)\n        stbi__jpeg_finish(j);\n    return 1;\n}\n\n// static jfif-centered resampling (across block boundaries)\n\ntypedef stbi_uc* (*resample_row_func)(stbi_uc* out, stbi_uc* in0, stbi_uc* in1,\n    int w, int hs);\n\n#define stbi__div4(x) ((stbi_uc) ((x) >> 2))\n\nstatic stbi_uc* resample_row_1(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    STBI_NOTUSED(out);\n    STBI_NOTUSED(in_far);\n    STBI_NOTUSED(w);\n    STBI_NOTUSED(hs);\n    return in_near;\n}\n\nstatic stbi_uc* stbi__resample_row_v_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate two samples vertically for every one in input\n    int i;\n    STBI_NOTUSED(hs);\n    for (i = 0; i < w; ++i)\n        out[i] = stbi__div4(3 * in_near[i] + in_far[i] + 2);\n    return out;\n}\n\nstatic stbi_uc* stbi__resample_row_h_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate two samples horizontally for every one in input\n    int i;\n    stbi_uc* input = in_near;\n\n    if (w == 1) {\n        // if only one sample, can't do any interpolation\n        out[0] = out[1] = input[0];\n        return out;\n    }\n\n    out[0] = input[0];\n    out[1] = stbi__div4(input[0] * 3 + input[1] + 2);\n    for (i = 1; i < w - 1; ++i) {\n        int n = 3 * input[i] + 2;\n        out[i * 2 + 0] = stbi__div4(n + input[i - 1]);\n        out[i * 2 + 1] = stbi__div4(n + input[i + 1]);\n    }\n    out[i * 2 + 0] = stbi__div4(input[w - 2] * 3 + input[w - 1] + 2);\n    out[i * 2 + 1] = input[w - 1];\n\n    STBI_NOTUSED(in_far);\n    STBI_NOTUSED(hs);\n\n    return out;\n}\n\n#define stbi__div16(x) ((stbi_uc) ((x) >> 4))\n\nstatic stbi_uc* stbi__resample_row_hv_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate 2x2 samples for every one in input\n    int i, t0, t1;\n    if (w == 1) {\n        out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2);\n        return out;\n    }\n\n    t1 = 3 * in_near[0] + in_far[0];\n    out[0] = stbi__div4(t1 + 2);\n    for (i = 1; i < w; ++i) {\n        t0 = t1;\n        t1 = 3 * in_near[i] + in_far[i];\n        out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8);\n        out[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n    }\n    out[w * 2 - 1] = stbi__div4(t1 + 2);\n\n    STBI_NOTUSED(hs);\n\n    return out;\n}\n\n#if defined(STBI_SSE2) || defined(STBI_NEON)\nstatic stbi_uc* stbi__resample_row_hv_2_simd(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // need to generate 2x2 samples for every one in input\n    int i = 0, t0, t1;\n\n    if (w == 1) {\n        out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2);\n        return out;\n    }\n\n    t1 = 3 * in_near[0] + in_far[0];\n    // process groups of 8 pixels for as long as we can.\n    // note we can't handle the last pixel in a row in this loop\n    // because we need to handle the filter boundary conditions.\n    for (; i < ((w - 1) & ~7); i += 8) {\n#if defined(STBI_SSE2)\n        // load and perform the vertical filtering pass\n        // this uses 3*x + y = 4*x + (y - x)\n        __m128i zero = _mm_setzero_si128();\n        __m128i farb = _mm_loadl_epi64((__m128i*) (in_far + i));\n        __m128i nearb = _mm_loadl_epi64((__m128i*) (in_near + i));\n        __m128i farw = _mm_unpacklo_epi8(farb, zero);\n        __m128i nearw = _mm_unpacklo_epi8(nearb, zero);\n        __m128i diff = _mm_sub_epi16(farw, nearw);\n        __m128i nears = _mm_slli_epi16(nearw, 2);\n        __m128i curr = _mm_add_epi16(nears, diff); // current row\n\n        // horizontal filter works the same based on shifted vers of current\n        // row. \"prev\" is current row shifted right by 1 pixel; we need to\n        // insert the previous pixel value (from t1).\n        // \"next\" is current row shifted left by 1 pixel, with first pixel\n        // of next block of 8 pixels added in.\n        __m128i prv0 = _mm_slli_si128(curr, 2);\n        __m128i nxt0 = _mm_srli_si128(curr, 2);\n        __m128i prev = _mm_insert_epi16(prv0, t1, 0);\n        __m128i next = _mm_insert_epi16(nxt0, 3 * in_near[i + 8] + in_far[i + 8], 7);\n\n        // horizontal filter, polyphase implementation since it's convenient:\n        // even pixels = 3*cur + prev = cur*4 + (prev - cur)\n        // odd  pixels = 3*cur + next = cur*4 + (next - cur)\n        // note the shared term.\n        __m128i bias = _mm_set1_epi16(8);\n        __m128i curs = _mm_slli_epi16(curr, 2);\n        __m128i prvd = _mm_sub_epi16(prev, curr);\n        __m128i nxtd = _mm_sub_epi16(next, curr);\n        __m128i curb = _mm_add_epi16(curs, bias);\n        __m128i even = _mm_add_epi16(prvd, curb);\n        __m128i odd = _mm_add_epi16(nxtd, curb);\n\n        // interleave even and odd pixels, then undo scaling.\n        __m128i int0 = _mm_unpacklo_epi16(even, odd);\n        __m128i int1 = _mm_unpackhi_epi16(even, odd);\n        __m128i de0 = _mm_srli_epi16(int0, 4);\n        __m128i de1 = _mm_srli_epi16(int1, 4);\n\n        // pack and write output\n        __m128i outv = _mm_packus_epi16(de0, de1);\n        _mm_storeu_si128((__m128i*) (out + i * 2), outv);\n#elif defined(STBI_NEON)\n        // load and perform the vertical filtering pass\n        // this uses 3*x + y = 4*x + (y - x)\n        uint8x8_t farb = vld1_u8(in_far + i);\n        uint8x8_t nearb = vld1_u8(in_near + i);\n        int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb));\n        int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2));\n        int16x8_t curr = vaddq_s16(nears, diff); // current row\n\n        // horizontal filter works the same based on shifted vers of current\n        // row. \"prev\" is current row shifted right by 1 pixel; we need to\n        // insert the previous pixel value (from t1).\n        // \"next\" is current row shifted left by 1 pixel, with first pixel\n        // of next block of 8 pixels added in.\n        int16x8_t prv0 = vextq_s16(curr, curr, 7);\n        int16x8_t nxt0 = vextq_s16(curr, curr, 1);\n        int16x8_t prev = vsetq_lane_s16(t1, prv0, 0);\n        int16x8_t next = vsetq_lane_s16(3 * in_near[i + 8] + in_far[i + 8], nxt0, 7);\n\n        // horizontal filter, polyphase implementation since it's convenient:\n        // even pixels = 3*cur + prev = cur*4 + (prev - cur)\n        // odd  pixels = 3*cur + next = cur*4 + (next - cur)\n        // note the shared term.\n        int16x8_t curs = vshlq_n_s16(curr, 2);\n        int16x8_t prvd = vsubq_s16(prev, curr);\n        int16x8_t nxtd = vsubq_s16(next, curr);\n        int16x8_t even = vaddq_s16(curs, prvd);\n        int16x8_t odd = vaddq_s16(curs, nxtd);\n\n        // undo scaling and round, then store with even/odd phases interleaved\n        uint8x8x2_t o;\n        o.val[0] = vqrshrun_n_s16(even, 4);\n        o.val[1] = vqrshrun_n_s16(odd, 4);\n        vst2_u8(out + i * 2, o);\n#endif\n\n        // \"previous\" value for next iter\n        t1 = 3 * in_near[i + 7] + in_far[i + 7];\n    }\n\n    t0 = t1;\n    t1 = 3 * in_near[i] + in_far[i];\n    out[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n\n    for (++i; i < w; ++i) {\n        t0 = t1;\n        t1 = 3 * in_near[i] + in_far[i];\n        out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8);\n        out[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n    }\n    out[w * 2 - 1] = stbi__div4(t1 + 2);\n\n    STBI_NOTUSED(hs);\n\n    return out;\n}\n#endif\n\nstatic stbi_uc* stbi__resample_row_generic(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs)\n{\n    // resample with nearest-neighbor\n    int i, j;\n    STBI_NOTUSED(in_far);\n    for (i = 0; i < w; ++i)\n        for (j = 0; j < hs; ++j)\n            out[i * hs + j] = in_near[i];\n    return out;\n}\n\n// this is a reduced-precision calculation of YCbCr-to-RGB introduced\n// to make sure the code produces the same results in both SIMD and scalar\n#define stbi__float2fixed(x)  (((int) ((x) * 4096.0f + 0.5f)) << 8)\nstatic void stbi__YCbCr_to_RGB_row(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step)\n{\n    int i;\n    for (i = 0; i < count; ++i) {\n        int y_fixed = (y[i] << 20) + (1 << 19); // rounding\n        int r, g, b;\n        int cr = pcr[i] - 128;\n        int cb = pcb[i] - 128;\n        r = y_fixed + cr * stbi__float2fixed(1.40200f);\n        g = y_fixed + (cr * -stbi__float2fixed(0.71414f)) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000);\n        b = y_fixed + cb * stbi__float2fixed(1.77200f);\n        r >>= 20;\n        g >>= 20;\n        b >>= 20;\n        if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; }\n        if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; }\n        if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; }\n        out[0] = (stbi_uc)r;\n        out[1] = (stbi_uc)g;\n        out[2] = (stbi_uc)b;\n        out[3] = 255;\n        out += step;\n    }\n}\n\n#if defined(STBI_SSE2) || defined(STBI_NEON)\nstatic void stbi__YCbCr_to_RGB_simd(stbi_uc* out, stbi_uc const* y, stbi_uc const* pcb, stbi_uc const* pcr, int count, int step)\n{\n    int i = 0;\n\n#ifdef STBI_SSE2\n    // step == 3 is pretty ugly on the final interleave, and i'm not convinced\n    // it's useful in practice (you wouldn't use it for textures, for example).\n    // so just accelerate step == 4 case.\n    if (step == 4) {\n        // this is a fairly straightforward implementation and not super-optimized.\n        __m128i signflip = _mm_set1_epi8(-0x80);\n        __m128i cr_const0 = _mm_set1_epi16((short)(1.40200f * 4096.0f + 0.5f));\n        __m128i cr_const1 = _mm_set1_epi16(-(short)(0.71414f * 4096.0f + 0.5f));\n        __m128i cb_const0 = _mm_set1_epi16(-(short)(0.34414f * 4096.0f + 0.5f));\n        __m128i cb_const1 = _mm_set1_epi16((short)(1.77200f * 4096.0f + 0.5f));\n        __m128i y_bias = _mm_set1_epi8((char)(unsigned char)128);\n        __m128i xw = _mm_set1_epi16(255); // alpha channel\n\n        for (; i + 7 < count; i += 8) {\n            // load\n            __m128i y_bytes = _mm_loadl_epi64((__m128i*) (y + i));\n            __m128i cr_bytes = _mm_loadl_epi64((__m128i*) (pcr + i));\n            __m128i cb_bytes = _mm_loadl_epi64((__m128i*) (pcb + i));\n            __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128\n            __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128\n\n            // unpack to short (and left-shift cr, cb by 8)\n            __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes);\n            __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased);\n            __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased);\n\n            // color transform\n            __m128i yws = _mm_srli_epi16(yw, 4);\n            __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw);\n            __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw);\n            __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1);\n            __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1);\n            __m128i rws = _mm_add_epi16(cr0, yws);\n            __m128i gwt = _mm_add_epi16(cb0, yws);\n            __m128i bws = _mm_add_epi16(yws, cb1);\n            __m128i gws = _mm_add_epi16(gwt, cr1);\n\n            // descale\n            __m128i rw = _mm_srai_epi16(rws, 4);\n            __m128i bw = _mm_srai_epi16(bws, 4);\n            __m128i gw = _mm_srai_epi16(gws, 4);\n\n            // back to byte, set up for transpose\n            __m128i brb = _mm_packus_epi16(rw, bw);\n            __m128i gxb = _mm_packus_epi16(gw, xw);\n\n            // transpose to interleave channels\n            __m128i t0 = _mm_unpacklo_epi8(brb, gxb);\n            __m128i t1 = _mm_unpackhi_epi8(brb, gxb);\n            __m128i o0 = _mm_unpacklo_epi16(t0, t1);\n            __m128i o1 = _mm_unpackhi_epi16(t0, t1);\n\n            // store\n            _mm_storeu_si128((__m128i*) (out + 0), o0);\n            _mm_storeu_si128((__m128i*) (out + 16), o1);\n            out += 32;\n        }\n    }\n#endif\n\n#ifdef STBI_NEON\n    // in this version, step=3 support would be easy to add. but is there demand?\n    if (step == 4) {\n        // this is a fairly straightforward implementation and not super-optimized.\n        uint8x8_t signflip = vdup_n_u8(0x80);\n        int16x8_t cr_const0 = vdupq_n_s16((short)(1.40200f * 4096.0f + 0.5f));\n        int16x8_t cr_const1 = vdupq_n_s16(-(short)(0.71414f * 4096.0f + 0.5f));\n        int16x8_t cb_const0 = vdupq_n_s16(-(short)(0.34414f * 4096.0f + 0.5f));\n        int16x8_t cb_const1 = vdupq_n_s16((short)(1.77200f * 4096.0f + 0.5f));\n\n        for (; i + 7 < count; i += 8) {\n            // load\n            uint8x8_t y_bytes = vld1_u8(y + i);\n            uint8x8_t cr_bytes = vld1_u8(pcr + i);\n            uint8x8_t cb_bytes = vld1_u8(pcb + i);\n            int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip));\n            int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip));\n\n            // expand to s16\n            int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4));\n            int16x8_t crw = vshll_n_s8(cr_biased, 7);\n            int16x8_t cbw = vshll_n_s8(cb_biased, 7);\n\n            // color transform\n            int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0);\n            int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0);\n            int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1);\n            int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1);\n            int16x8_t rws = vaddq_s16(yws, cr0);\n            int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1);\n            int16x8_t bws = vaddq_s16(yws, cb1);\n\n            // undo scaling, round, convert to byte\n            uint8x8x4_t o;\n            o.val[0] = vqrshrun_n_s16(rws, 4);\n            o.val[1] = vqrshrun_n_s16(gws, 4);\n            o.val[2] = vqrshrun_n_s16(bws, 4);\n            o.val[3] = vdup_n_u8(255);\n\n            // store, interleaving r/g/b/a\n            vst4_u8(out, o);\n            out += 8 * 4;\n        }\n    }\n#endif\n\n    for (; i < count; ++i) {\n        int y_fixed = (y[i] << 20) + (1 << 19); // rounding\n        int r, g, b;\n        int cr = pcr[i] - 128;\n        int cb = pcb[i] - 128;\n        r = y_fixed + cr * stbi__float2fixed(1.40200f);\n        g = y_fixed + cr * -stbi__float2fixed(0.71414f) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000);\n        b = y_fixed + cb * stbi__float2fixed(1.77200f);\n        r >>= 20;\n        g >>= 20;\n        b >>= 20;\n        if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; }\n        if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; }\n        if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; }\n        out[0] = (stbi_uc)r;\n        out[1] = (stbi_uc)g;\n        out[2] = (stbi_uc)b;\n        out[3] = 255;\n        out += step;\n    }\n}\n#endif\n\n// set up the kernels\nstatic void stbi__setup_jpeg(stbi__jpeg* j)\n{\n    j->idct_block_kernel = stbi__idct_block;\n    j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row;\n    j->resample_row_hv_2_kernel = stbi__resample_row_hv_2;\n\n#ifdef STBI_SSE2\n    if (stbi__sse2_available()) {\n        j->idct_block_kernel = stbi__idct_simd;\n        j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;\n        j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;\n    }\n#endif\n\n#ifdef STBI_NEON\n    j->idct_block_kernel = stbi__idct_simd;\n    j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;\n    j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;\n#endif\n}\n\n// clean up the temporary component buffers\nstatic void stbi__cleanup_jpeg(stbi__jpeg* j)\n{\n    stbi__free_jpeg_components(j, j->s->img_n, 0);\n}\n\ntypedef struct\n{\n    resample_row_func resample;\n    stbi_uc* line0, * line1;\n    int hs, vs;   // expansion factor in each axis\n    int w_lores; // horizontal pixels pre-expansion\n    int ystep;   // how far through vertical expansion we are\n    int ypos;    // which pre-expansion row we're on\n} stbi__resample;\n\n// fast 0..255 * 0..255 => 0..255 rounded multiplication\nstatic stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y)\n{\n    unsigned int t = x * y + 128;\n    return (stbi_uc)((t + (t >> 8)) >> 8);\n}\n\nstatic stbi_uc* load_jpeg_image(stbi__jpeg* z, int* out_x, int* out_y, int* comp, int req_comp)\n{\n    int n, decode_n, is_rgb;\n    z->s->img_n = 0; // make stbi__cleanup_jpeg safe\n\n    // validate req_comp\n    if (req_comp < 0 || req_comp > 4) return stbi__errpuc(\"bad req_comp\", \"Internal error\");\n\n    // load a jpeg image from whichever source, but leave in YCbCr format\n    if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }\n\n    // determine actual number of components to generate\n    n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1;\n\n    is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif));\n\n    if (z->s->img_n == 3 && n < 3 && !is_rgb)\n        decode_n = 1;\n    else\n        decode_n = z->s->img_n;\n\n    // resample and color-convert\n    {\n        int k;\n        unsigned int i, j;\n        stbi_uc* output;\n        stbi_uc* coutput[4] = { NULL, NULL, NULL, NULL };\n\n        stbi__resample res_comp[4];\n\n        for (k = 0; k < decode_n; ++k) {\n            stbi__resample* r = &res_comp[k];\n\n            // allocate line buffer big enough for upsampling off the edges\n            // with upsample factor of 4\n            z->img_comp[k].linebuf = (stbi_uc*)stbi__malloc(z->s->img_x + 3);\n            if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n\n            r->hs = z->img_h_max / z->img_comp[k].h;\n            r->vs = z->img_v_max / z->img_comp[k].v;\n            r->ystep = r->vs >> 1;\n            r->w_lores = (z->s->img_x + r->hs - 1) / r->hs;\n            r->ypos = 0;\n            r->line0 = r->line1 = z->img_comp[k].data;\n\n            if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;\n            else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;\n            else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;\n            else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel;\n            else                               r->resample = stbi__resample_row_generic;\n        }\n\n        // can't error after this so, this is safe\n        output = (stbi_uc*)stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1);\n        if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n\n        // now go ahead and resample\n        for (j = 0; j < z->s->img_y; ++j) {\n            stbi_uc* out = output + n * z->s->img_x * j;\n            for (k = 0; k < decode_n; ++k) {\n                stbi__resample* r = &res_comp[k];\n                int y_bot = r->ystep >= (r->vs >> 1);\n                coutput[k] = r->resample(z->img_comp[k].linebuf,\n                    y_bot ? r->line1 : r->line0,\n                    y_bot ? r->line0 : r->line1,\n                    r->w_lores, r->hs);\n                if (++r->ystep >= r->vs) {\n                    r->ystep = 0;\n                    r->line0 = r->line1;\n                    if (++r->ypos < z->img_comp[k].y)\n                        r->line1 += z->img_comp[k].w2;\n                }\n            }\n            if (n >= 3) {\n                stbi_uc* y = coutput[0];\n                if (z->s->img_n == 3) {\n                    if (is_rgb) {\n                        for (i = 0; i < z->s->img_x; ++i) {\n                            out[0] = y[i];\n                            out[1] = coutput[1][i];\n                            out[2] = coutput[2][i];\n                            out[3] = 255;\n                            out += n;\n                        }\n                    }\n                    else {\n                        z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n                    }\n                }\n                else if (z->s->img_n == 4) {\n                    if (z->app14_color_transform == 0) { // CMYK\n                        for (i = 0; i < z->s->img_x; ++i) {\n                            stbi_uc m = coutput[3][i];\n                            out[0] = stbi__blinn_8x8(coutput[0][i], m);\n                            out[1] = stbi__blinn_8x8(coutput[1][i], m);\n                            out[2] = stbi__blinn_8x8(coutput[2][i], m);\n                            out[3] = 255;\n                            out += n;\n                        }\n                    }\n                    else if (z->app14_color_transform == 2) { // YCCK\n                        z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n                        for (i = 0; i < z->s->img_x; ++i) {\n                            stbi_uc m = coutput[3][i];\n                            out[0] = stbi__blinn_8x8(255 - out[0], m);\n                            out[1] = stbi__blinn_8x8(255 - out[1], m);\n                            out[2] = stbi__blinn_8x8(255 - out[2], m);\n                            out += n;\n                        }\n                    }\n                    else { // YCbCr + alpha?  Ignore the fourth channel for now\n                        z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n                    }\n                }\n                else\n                    for (i = 0; i < z->s->img_x; ++i) {\n                        out[0] = out[1] = out[2] = y[i];\n                        out[3] = 255; // not used if n==3\n                        out += n;\n                    }\n            }\n            else {\n                if (is_rgb) {\n                    if (n == 1)\n                        for (i = 0; i < z->s->img_x; ++i)\n                            *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);\n                    else {\n                        for (i = 0; i < z->s->img_x; ++i, out += 2) {\n                            out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);\n                            out[1] = 255;\n                        }\n                    }\n                }\n                else if (z->s->img_n == 4 && z->app14_color_transform == 0) {\n                    for (i = 0; i < z->s->img_x; ++i) {\n                        stbi_uc m = coutput[3][i];\n                        stbi_uc r = stbi__blinn_8x8(coutput[0][i], m);\n                        stbi_uc g = stbi__blinn_8x8(coutput[1][i], m);\n                        stbi_uc b = stbi__blinn_8x8(coutput[2][i], m);\n                        out[0] = stbi__compute_y(r, g, b);\n                        out[1] = 255;\n                        out += n;\n                    }\n                }\n                else if (z->s->img_n == 4 && z->app14_color_transform == 2) {\n                    for (i = 0; i < z->s->img_x; ++i) {\n                        out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]);\n                        out[1] = 255;\n                        out += n;\n                    }\n                }\n                else {\n                    stbi_uc* y = coutput[0];\n                    if (n == 1)\n                        for (i = 0; i < z->s->img_x; ++i) out[i] = y[i];\n                    else\n                        for (i = 0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; }\n                }\n            }\n        }\n        stbi__cleanup_jpeg(z);\n        *out_x = z->s->img_x;\n        *out_y = z->s->img_y;\n        if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output\n        return output;\n    }\n}\n\nstatic void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    unsigned char* result;\n    stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg));\n    STBI_NOTUSED(ri);\n    j->s = s;\n    stbi__setup_jpeg(j);\n    result = load_jpeg_image(j, x, y, comp, req_comp);\n    STBI_FREE(j);\n    return result;\n}\n\nstatic int stbi__jpeg_test(stbi__context* s)\n{\n    int r;\n    stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg));\n    j->s = s;\n    stbi__setup_jpeg(j);\n    r = stbi__decode_jpeg_header(j, STBI__SCAN_type);\n    stbi__rewind(s);\n    STBI_FREE(j);\n    return r;\n}\n\nstatic int stbi__jpeg_info_raw(stbi__jpeg* j, int* x, int* y, int* comp)\n{\n    if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) {\n        stbi__rewind(j->s);\n        return 0;\n    }\n    if (x) *x = j->s->img_x;\n    if (y) *y = j->s->img_y;\n    if (comp) *comp = j->s->img_n >= 3 ? 3 : 1;\n    return 1;\n}\n\nstatic int stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int result;\n    stbi__jpeg* j = (stbi__jpeg*)(stbi__malloc(sizeof(stbi__jpeg)));\n    j->s = s;\n    result = stbi__jpeg_info_raw(j, x, y, comp);\n    STBI_FREE(j);\n    return result;\n}\n#endif\n\n// public domain zlib decode    v0.2  Sean Barrett 2006-11-18\n//    simple implementation\n//      - all input must be provided in an upfront buffer\n//      - all output is written to a single output buffer (can malloc/realloc)\n//    performance\n//      - fast huffman\n\n#ifndef STBI_NO_ZLIB\n\n// fast-way is faster to check than jpeg huffman, but slow way is slower\n#define STBI__ZFAST_BITS  9 // accelerate all cases in default tables\n#define STBI__ZFAST_MASK  ((1 << STBI__ZFAST_BITS) - 1)\n\n// zlib-style huffman encoding\n// (jpegs packs from left, zlib from right, so can't share code)\ntypedef struct\n{\n    stbi__uint16 fast[1 << STBI__ZFAST_BITS];\n    stbi__uint16 firstcode[16];\n    int maxcode[17];\n    stbi__uint16 firstsymbol[16];\n    stbi_uc  size[288];\n    stbi__uint16 value[288];\n} stbi__zhuffman;\n\nstbi_inline static int stbi__bitreverse16(int n)\n{\n    n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);\n    n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);\n    n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);\n    n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);\n    return n;\n}\n\nstbi_inline static int stbi__bit_reverse(int v, int bits)\n{\n    STBI_ASSERT(bits <= 16);\n    // to bit reverse n bits, reverse 16 and shift\n    // e.g. 11 bits, bit reverse and shift away 5\n    return stbi__bitreverse16(v) >> (16 - bits);\n}\n\nstatic int stbi__zbuild_huffman(stbi__zhuffman* z, const stbi_uc* sizelist, int num)\n{\n    int i, k = 0;\n    int code, next_code[16], sizes[17];\n\n    // DEFLATE spec for generating codes\n    memset(sizes, 0, sizeof(sizes));\n    memset(z->fast, 0, sizeof(z->fast));\n    for (i = 0; i < num; ++i)\n        ++sizes[sizelist[i]];\n    sizes[0] = 0;\n    for (i = 1; i < 16; ++i)\n        if (sizes[i] > (1 << i))\n            return stbi__err(\"bad sizes\", \"Corrupt PNG\");\n    code = 0;\n    for (i = 1; i < 16; ++i) {\n        next_code[i] = code;\n        z->firstcode[i] = (stbi__uint16)code;\n        z->firstsymbol[i] = (stbi__uint16)k;\n        code = (code + sizes[i]);\n        if (sizes[i])\n            if (code - 1 >= (1 << i)) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n        z->maxcode[i] = code << (16 - i); // preshift for inner loop\n        code <<= 1;\n        k += sizes[i];\n    }\n    z->maxcode[16] = 0x10000; // sentinel\n    for (i = 0; i < num; ++i) {\n        int s = sizelist[i];\n        if (s) {\n            int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];\n            stbi__uint16 fastv = (stbi__uint16)((s << 9) | i);\n            z->size[c] = (stbi_uc)s;\n            z->value[c] = (stbi__uint16)i;\n            if (s <= STBI__ZFAST_BITS) {\n                int j = stbi__bit_reverse(next_code[s], s);\n                while (j < (1 << STBI__ZFAST_BITS)) {\n                    z->fast[j] = fastv;\n                    j += (1 << s);\n                }\n            }\n            ++next_code[s];\n        }\n    }\n    return 1;\n}\n\n// zlib-from-memory implementation for PNG reading\n//    because PNG allows splitting the zlib stream arbitrarily,\n//    and it's annoying structurally to have PNG call ZLIB call PNG,\n//    we require PNG read all the IDATs and combine them into a single\n//    memory buffer\n\ntypedef struct\n{\n    stbi_uc* zbuffer, * zbuffer_end;\n    int num_bits;\n    stbi__uint32 code_buffer;\n\n    char* zout;\n    char* zout_start;\n    char* zout_end;\n    int   z_expandable;\n\n    stbi__zhuffman z_length, z_distance;\n} stbi__zbuf;\n\nstbi_inline static int stbi__zeof(stbi__zbuf* z)\n{\n    return (z->zbuffer >= z->zbuffer_end);\n}\n\nstbi_inline static stbi_uc stbi__zget8(stbi__zbuf* z)\n{\n    return stbi__zeof(z) ? 0 : *z->zbuffer++;\n}\n\nstatic void stbi__fill_bits(stbi__zbuf* z)\n{\n    do {\n        if (z->code_buffer >= (1U << z->num_bits)) {\n            z->zbuffer = z->zbuffer_end;  /* treat this as EOF so we fail. */\n            return;\n        }\n        z->code_buffer |= (unsigned int)stbi__zget8(z) << z->num_bits;\n        z->num_bits += 8;\n    } while (z->num_bits <= 24);\n}\n\nstbi_inline static unsigned int stbi__zreceive(stbi__zbuf* z, int n)\n{\n    unsigned int k;\n    if (z->num_bits < n) stbi__fill_bits(z);\n    k = z->code_buffer & ((1 << n) - 1);\n    z->code_buffer >>= n;\n    z->num_bits -= n;\n    return k;\n}\n\nstatic int stbi__zhuffman_decode_slowpath(stbi__zbuf* a, stbi__zhuffman* z)\n{\n    int b, s, k;\n    // not resolved by fast table, so compute it the slow way\n    // use jpeg approach, which requires MSbits at top\n    k = stbi__bit_reverse(a->code_buffer, 16);\n    for (s = STBI__ZFAST_BITS + 1; ; ++s)\n        if (k < z->maxcode[s])\n            break;\n    if (s >= 16) return -1; // invalid code!\n    // code size is s, so:\n    b = (k >> (16 - s)) - z->firstcode[s] + z->firstsymbol[s];\n    if (b >= sizeof(z->size)) return -1; // some data was corrupt somewhere!\n    if (z->size[b] != s) return -1;  // was originally an assert, but report failure instead.\n    a->code_buffer >>= s;\n    a->num_bits -= s;\n    return z->value[b];\n}\n\nstbi_inline static int stbi__zhuffman_decode(stbi__zbuf* a, stbi__zhuffman* z)\n{\n    int b, s;\n    if (a->num_bits < 16) {\n        if (stbi__zeof(a)) {\n            return -1;   /* report error for unexpected end of data. */\n        }\n        stbi__fill_bits(a);\n    }\n    b = z->fast[a->code_buffer & STBI__ZFAST_MASK];\n    if (b) {\n        s = b >> 9;\n        a->code_buffer >>= s;\n        a->num_bits -= s;\n        return b & 511;\n    }\n    return stbi__zhuffman_decode_slowpath(a, z);\n}\n\nstatic int stbi__zexpand(stbi__zbuf* z, char* zout, int n)  // need to make room for n bytes\n{\n    char* q;\n    unsigned int cur, limit, old_limit;\n    z->zout = zout;\n    if (!z->z_expandable) return stbi__err(\"output buffer limit\", \"Corrupt PNG\");\n    cur = (unsigned int)(z->zout - z->zout_start);\n    limit = old_limit = (unsigned)(z->zout_end - z->zout_start);\n    if (UINT_MAX - cur < (unsigned)n) return stbi__err(\"outofmem\", \"Out of memory\");\n    while (cur + n > limit) {\n        if (limit > UINT_MAX / 2) return stbi__err(\"outofmem\", \"Out of memory\");\n        limit *= 2;\n    }\n    q = (char*)STBI_REALLOC_SIZED(z->zout_start, old_limit, limit);\n    STBI_NOTUSED(old_limit);\n    if (q == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n    z->zout_start = q;\n    z->zout = q + cur;\n    z->zout_end = q + limit;\n    return 1;\n}\n\nstatic const int stbi__zlength_base[31] = {\n   3,4,5,6,7,8,9,10,11,13,\n   15,17,19,23,27,31,35,43,51,59,\n   67,83,99,115,131,163,195,227,258,0,0 };\n\nstatic const int stbi__zlength_extra[31] =\n{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };\n\nstatic const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,\n257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0 };\n\nstatic const int stbi__zdist_extra[32] =\n{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 };\n\nstatic int stbi__parse_huffman_block(stbi__zbuf* a)\n{\n    char* zout = a->zout;\n    for (;;) {\n        int z = stbi__zhuffman_decode(a, &a->z_length);\n        if (z < 256) {\n            if (z < 0) return stbi__err(\"bad huffman code\", \"Corrupt PNG\"); // error in huffman codes\n            if (zout >= a->zout_end) {\n                if (!stbi__zexpand(a, zout, 1)) return 0;\n                zout = a->zout;\n            }\n            *zout++ = (char)z;\n        }\n        else {\n            stbi_uc* p;\n            int len, dist;\n            if (z == 256) {\n                a->zout = zout;\n                return 1;\n            }\n            z -= 257;\n            len = stbi__zlength_base[z];\n            if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);\n            z = stbi__zhuffman_decode(a, &a->z_distance);\n            if (z < 0) return stbi__err(\"bad huffman code\", \"Corrupt PNG\");\n            dist = stbi__zdist_base[z];\n            if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);\n            if (zout - a->zout_start < dist) return stbi__err(\"bad dist\", \"Corrupt PNG\");\n            if (zout + len > a->zout_end) {\n                if (!stbi__zexpand(a, zout, len)) return 0;\n                zout = a->zout;\n            }\n            p = (stbi_uc*)(zout - dist);\n            if (dist == 1) { // run of one byte; common in images.\n                stbi_uc v = *p;\n                if (len) { do *zout++ = v; while (--len); }\n            }\n            else {\n                if (len) { do *zout++ = *p++; while (--len); }\n            }\n        }\n    }\n}\n\nstatic int stbi__compute_huffman_codes(stbi__zbuf* a)\n{\n    static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };\n    stbi__zhuffman z_codelength;\n    stbi_uc lencodes[286 + 32 + 137];//padding for maximum single op\n    stbi_uc codelength_sizes[19];\n    int i, n;\n\n    int hlit = stbi__zreceive(a, 5) + 257;\n    int hdist = stbi__zreceive(a, 5) + 1;\n    int hclen = stbi__zreceive(a, 4) + 4;\n    int ntot = hlit + hdist;\n\n    memset(codelength_sizes, 0, sizeof(codelength_sizes));\n    for (i = 0; i < hclen; ++i) {\n        int s = stbi__zreceive(a, 3);\n        codelength_sizes[length_dezigzag[i]] = (stbi_uc)s;\n    }\n    if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;\n\n    n = 0;\n    while (n < ntot) {\n        int c = stbi__zhuffman_decode(a, &z_codelength);\n        if (c < 0 || c >= 19) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n        if (c < 16)\n            lencodes[n++] = (stbi_uc)c;\n        else {\n            stbi_uc fill = 0;\n            if (c == 16) {\n                c = stbi__zreceive(a, 2) + 3;\n                if (n == 0) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n                fill = lencodes[n - 1];\n            }\n            else if (c == 17) {\n                c = stbi__zreceive(a, 3) + 3;\n            }\n            else if (c == 18) {\n                c = stbi__zreceive(a, 7) + 11;\n            }\n            else {\n                return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n            }\n            if (ntot - n < c) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n            memset(lencodes + n, fill, c);\n            n += c;\n        }\n    }\n    if (n != ntot) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n    if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;\n    if (!stbi__zbuild_huffman(&a->z_distance, lencodes + hlit, hdist)) return 0;\n    return 1;\n}\n\nstatic int stbi__parse_uncompressed_block(stbi__zbuf* a)\n{\n    stbi_uc header[4];\n    int len, nlen, k;\n    if (a->num_bits & 7)\n        stbi__zreceive(a, a->num_bits & 7); // discard\n     // drain the bit-packed data into header\n    k = 0;\n    while (a->num_bits > 0) {\n        header[k++] = (stbi_uc)(a->code_buffer & 255); // suppress MSVC run-time check\n        a->code_buffer >>= 8;\n        a->num_bits -= 8;\n    }\n    if (a->num_bits < 0) return stbi__err(\"zlib corrupt\", \"Corrupt PNG\");\n    // now fill header the normal way\n    while (k < 4)\n        header[k++] = stbi__zget8(a);\n    len = header[1] * 256 + header[0];\n    nlen = header[3] * 256 + header[2];\n    if (nlen != (len ^ 0xffff)) return stbi__err(\"zlib corrupt\", \"Corrupt PNG\");\n    if (a->zbuffer + len > a->zbuffer_end) return stbi__err(\"read past buffer\", \"Corrupt PNG\");\n    if (a->zout + len > a->zout_end)\n        if (!stbi__zexpand(a, a->zout, len)) return 0;\n    memcpy(a->zout, a->zbuffer, len);\n    a->zbuffer += len;\n    a->zout += len;\n    return 1;\n}\n\nstatic int stbi__parse_zlib_header(stbi__zbuf* a)\n{\n    int cmf = stbi__zget8(a);\n    int cm = cmf & 15;\n    /* int cinfo = cmf >> 4; */\n    int flg = stbi__zget8(a);\n    if (stbi__zeof(a)) return stbi__err(\"bad zlib header\", \"Corrupt PNG\"); // zlib spec\n    if ((cmf * 256 + flg) % 31 != 0) return stbi__err(\"bad zlib header\", \"Corrupt PNG\"); // zlib spec\n    if (flg & 32) return stbi__err(\"no preset dict\", \"Corrupt PNG\"); // preset dictionary not allowed in png\n    if (cm != 8) return stbi__err(\"bad compression\", \"Corrupt PNG\"); // DEFLATE required for png\n    // window = 1 << (8 + cinfo)... but who cares, we fully buffer output\n    return 1;\n}\n\nstatic const stbi_uc stbi__zdefault_length[288] =\n{\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8\n};\nstatic const stbi_uc stbi__zdefault_distance[32] =\n{\n   5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5\n};\n/*\nInit algorithm:\n{\n   int i;   // use <= to match clearly with spec\n   for (i=0; i <= 143; ++i)     stbi__zdefault_length[i]   = 8;\n   for (   ; i <= 255; ++i)     stbi__zdefault_length[i]   = 9;\n   for (   ; i <= 279; ++i)     stbi__zdefault_length[i]   = 7;\n   for (   ; i <= 287; ++i)     stbi__zdefault_length[i]   = 8;\n\n   for (i=0; i <=  31; ++i)     stbi__zdefault_distance[i] = 5;\n}\n*/\n\nstatic int stbi__parse_zlib(stbi__zbuf* a, int parse_header)\n{\n    int final, type;\n    if (parse_header)\n        if (!stbi__parse_zlib_header(a)) return 0;\n    a->num_bits = 0;\n    a->code_buffer = 0;\n    do {\n        final = stbi__zreceive(a, 1);\n        type = stbi__zreceive(a, 2);\n        if (type == 0) {\n            if (!stbi__parse_uncompressed_block(a)) return 0;\n        }\n        else if (type == 3) {\n            return 0;\n        }\n        else {\n            if (type == 1) {\n                // use fixed code lengths\n                if (!stbi__zbuild_huffman(&a->z_length, stbi__zdefault_length, 288)) return 0;\n                if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;\n            }\n            else {\n                if (!stbi__compute_huffman_codes(a)) return 0;\n            }\n            if (!stbi__parse_huffman_block(a)) return 0;\n        }\n    } while (!final);\n    return 1;\n}\n\nstatic int stbi__do_zlib(stbi__zbuf* a, char* obuf, int olen, int exp, int parse_header)\n{\n    a->zout_start = obuf;\n    a->zout = obuf;\n    a->zout_end = obuf + olen;\n    a->z_expandable = exp;\n\n    return stbi__parse_zlib(a, parse_header);\n}\n\nSTBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen)\n{\n    stbi__zbuf a;\n    char* p = (char*)stbi__malloc(initial_size);\n    if (p == NULL) return NULL;\n    a.zbuffer = (stbi_uc*)buffer;\n    a.zbuffer_end = (stbi_uc*)buffer + len;\n    if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {\n        if (outlen) *outlen = (int)(a.zout - a.zout_start);\n        return a.zout_start;\n    }\n    else {\n        STBI_FREE(a.zout_start);\n        return NULL;\n    }\n}\n\nSTBIDEF char* stbi_zlib_decode_malloc(char const* buffer, int len, int* outlen)\n{\n    return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);\n}\n\nSTBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header)\n{\n    stbi__zbuf a;\n    char* p = (char*)stbi__malloc(initial_size);\n    if (p == NULL) return NULL;\n    a.zbuffer = (stbi_uc*)buffer;\n    a.zbuffer_end = (stbi_uc*)buffer + len;\n    if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {\n        if (outlen) *outlen = (int)(a.zout - a.zout_start);\n        return a.zout_start;\n    }\n    else {\n        STBI_FREE(a.zout_start);\n        return NULL;\n    }\n}\n\nSTBIDEF int stbi_zlib_decode_buffer(char* obuffer, int olen, char const* ibuffer, int ilen)\n{\n    stbi__zbuf a;\n    a.zbuffer = (stbi_uc*)ibuffer;\n    a.zbuffer_end = (stbi_uc*)ibuffer + ilen;\n    if (stbi__do_zlib(&a, obuffer, olen, 0, 1))\n        return (int)(a.zout - a.zout_start);\n    else\n        return -1;\n}\n\nSTBIDEF char* stbi_zlib_decode_noheader_malloc(char const* buffer, int len, int* outlen)\n{\n    stbi__zbuf a;\n    char* p = (char*)stbi__malloc(16384);\n    if (p == NULL) return NULL;\n    a.zbuffer = (stbi_uc*)buffer;\n    a.zbuffer_end = (stbi_uc*)buffer + len;\n    if (stbi__do_zlib(&a, p, 16384, 1, 0)) {\n        if (outlen) *outlen = (int)(a.zout - a.zout_start);\n        return a.zout_start;\n    }\n    else {\n        STBI_FREE(a.zout_start);\n        return NULL;\n    }\n}\n\nSTBIDEF int stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen)\n{\n    stbi__zbuf a;\n    a.zbuffer = (stbi_uc*)ibuffer;\n    a.zbuffer_end = (stbi_uc*)ibuffer + ilen;\n    if (stbi__do_zlib(&a, obuffer, olen, 0, 0))\n        return (int)(a.zout - a.zout_start);\n    else\n        return -1;\n}\n#endif\n\n// public domain \"baseline\" PNG decoder   v0.10  Sean Barrett 2006-11-18\n//    simple implementation\n//      - only 8-bit samples\n//      - no CRC checking\n//      - allocates lots of intermediate memory\n//        - avoids problem of streaming data between subsystems\n//        - avoids explicit window management\n//    performance\n//      - uses stb_zlib, a PD zlib implementation with fast huffman decoding\n\n#ifndef STBI_NO_PNG\ntypedef struct\n{\n    stbi__uint32 length;\n    stbi__uint32 type;\n} stbi__pngchunk;\n\nstatic stbi__pngchunk stbi__get_chunk_header(stbi__context* s)\n{\n    stbi__pngchunk c;\n    c.length = stbi__get32be(s);\n    c.type = stbi__get32be(s);\n    return c;\n}\n\nstatic int stbi__check_png_header(stbi__context* s)\n{\n    static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };\n    int i;\n    for (i = 0; i < 8; ++i)\n        if (stbi__get8(s) != png_sig[i]) return stbi__err(\"bad png sig\", \"Not a PNG\");\n    return 1;\n}\n\ntypedef struct\n{\n    stbi__context* s;\n    stbi_uc* idata, * expanded, * out;\n    int depth;\n} stbi__png;\n\n\nenum {\n    STBI__F_none = 0,\n    STBI__F_sub = 1,\n    STBI__F_up = 2,\n    STBI__F_avg = 3,\n    STBI__F_paeth = 4,\n    // synthetic filters used for first scanline to avoid needing a dummy row of 0s\n    STBI__F_avg_first,\n    STBI__F_paeth_first\n};\n\nstatic stbi_uc first_row_filter[5] =\n{\n   STBI__F_none,\n   STBI__F_sub,\n   STBI__F_none,\n   STBI__F_avg_first,\n   STBI__F_paeth_first\n};\n\nstatic int stbi__paeth(int a, int b, int c)\n{\n    int p = a + b - c;\n    int pa = abs(p - a);\n    int pb = abs(p - b);\n    int pc = abs(p - c);\n    if (pa <= pb && pa <= pc) return a;\n    if (pb <= pc) return b;\n    return c;\n}\n\nstatic const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 };\n\n// create the png data from post-deflated data\nstatic int stbi__create_png_image_raw(stbi__png* a, stbi_uc* raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)\n{\n    int bytes = (depth == 16 ? 2 : 1);\n    stbi__context* s = a->s;\n    stbi__uint32 i, j, stride = x * out_n * bytes;\n    stbi__uint32 img_len, img_width_bytes;\n    int k;\n    int img_n = s->img_n; // copy it into a local for later\n\n    int output_bytes = out_n * bytes;\n    int filter_bytes = img_n * bytes;\n    int width = x;\n\n    STBI_ASSERT(out_n == s->img_n || out_n == s->img_n + 1);\n    a->out = (stbi_uc*)stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into\n    if (!a->out) return stbi__err(\"outofmem\", \"Out of memory\");\n\n    if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err(\"too large\", \"Corrupt PNG\");\n    img_width_bytes = (((img_n * x * depth) + 7) >> 3);\n    img_len = (img_width_bytes + 1) * y;\n\n    // we used to check for exact match between raw_len and img_len on non-interlaced PNGs,\n    // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros),\n    // so just check for raw_len < img_len always.\n    if (raw_len < img_len) return stbi__err(\"not enough pixels\", \"Corrupt PNG\");\n\n    for (j = 0; j < y; ++j) {\n        stbi_uc* cur = a->out + stride * j;\n        stbi_uc* prior;\n        int filter = *raw++;\n\n        if (filter > 4)\n            return stbi__err(\"invalid filter\", \"Corrupt PNG\");\n\n        if (depth < 8) {\n            if (img_width_bytes > x) return stbi__err(\"invalid width\", \"Corrupt PNG\");\n            cur += x * out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place\n            filter_bytes = 1;\n            width = img_width_bytes;\n        }\n        prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above\n\n        // if first row, use special filter that doesn't sample previous row\n        if (j == 0) filter = first_row_filter[filter];\n\n        // handle first byte explicitly\n        for (k = 0; k < filter_bytes; ++k) {\n            switch (filter) {\n            case STBI__F_none: cur[k] = raw[k]; break;\n            case STBI__F_sub: cur[k] = raw[k]; break;\n            case STBI__F_up: cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;\n            case STBI__F_avg: cur[k] = STBI__BYTECAST(raw[k] + (prior[k] >> 1)); break;\n            case STBI__F_paeth: cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0, prior[k], 0)); break;\n            case STBI__F_avg_first: cur[k] = raw[k]; break;\n            case STBI__F_paeth_first: cur[k] = raw[k]; break;\n            }\n        }\n\n        if (depth == 8) {\n            if (img_n != out_n)\n                cur[img_n] = 255; // first pixel\n            raw += img_n;\n            cur += out_n;\n            prior += out_n;\n        }\n        else if (depth == 16) {\n            if (img_n != out_n) {\n                cur[filter_bytes] = 255; // first pixel top byte\n                cur[filter_bytes + 1] = 255; // first pixel bottom byte\n            }\n            raw += filter_bytes;\n            cur += output_bytes;\n            prior += output_bytes;\n        }\n        else {\n            raw += 1;\n            cur += 1;\n            prior += 1;\n        }\n\n        // this is a little gross, so that we don't switch per-pixel or per-component\n        if (depth < 8 || img_n == out_n) {\n            int nk = (width - 1) * filter_bytes;\n#define STBI__CASE(f) \\\n             case f:     \\\n                for (k=0; k < nk; ++k)\n            switch (filter) {\n                // \"none\" filter turns into a memcpy here; make that explicit.\n            case STBI__F_none:         memcpy(cur, raw, nk); break;\n                STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - filter_bytes]); } break;\n                STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;\n                STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - filter_bytes]) >> 1)); } break;\n                STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], prior[k], prior[k - filter_bytes])); } break;\n                STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - filter_bytes] >> 1)); } break;\n                STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], 0, 0)); } break;\n            }\n#undef STBI__CASE\n            raw += nk;\n        }\n        else {\n            STBI_ASSERT(img_n + 1 == out_n);\n#define STBI__CASE(f) \\\n             case f:     \\\n                for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \\\n                   for (k=0; k < filter_bytes; ++k)\n            switch (filter) {\n                STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break;\n                STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - output_bytes]); } break;\n                STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;\n                STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - output_bytes]) >> 1)); } break;\n                STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], prior[k], prior[k - output_bytes])); } break;\n                STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - output_bytes] >> 1)); } break;\n                STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], 0, 0)); } break;\n            }\n#undef STBI__CASE\n\n            // the loop above sets the high byte of the pixels' alpha, but for\n            // 16 bit png files we also need the low byte set. we'll do that here.\n            if (depth == 16) {\n                cur = a->out + stride * j; // start at the beginning of the row again\n                for (i = 0; i < x; ++i, cur += output_bytes) {\n                    cur[filter_bytes + 1] = 255;\n                }\n            }\n        }\n    }\n\n    // we make a separate pass to expand bits to pixels; for performance,\n    // this could run two scanlines behind the above code, so it won't\n    // intefere with filtering but will still be in the cache.\n    if (depth < 8) {\n        for (j = 0; j < y; ++j) {\n            stbi_uc* cur = a->out + stride * j;\n            stbi_uc* in = a->out + stride * j + x * out_n - img_width_bytes;\n            // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit\n            // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop\n            stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range\n\n            // note that the final byte might overshoot and write more data than desired.\n            // we can allocate enough data that this never writes out of memory, but it\n            // could also overwrite the next scanline. can it overwrite non-empty data\n            // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel.\n            // so we need to explicitly clamp the final ones\n\n            if (depth == 4) {\n                for (k = x * img_n; k >= 2; k -= 2, ++in) {\n                    *cur++ = scale * ((*in >> 4));\n                    *cur++ = scale * ((*in) & 0x0f);\n                }\n                if (k > 0) *cur++ = scale * ((*in >> 4));\n            }\n            else if (depth == 2) {\n                for (k = x * img_n; k >= 4; k -= 4, ++in) {\n                    *cur++ = scale * ((*in >> 6));\n                    *cur++ = scale * ((*in >> 4) & 0x03);\n                    *cur++ = scale * ((*in >> 2) & 0x03);\n                    *cur++ = scale * ((*in) & 0x03);\n                }\n                if (k > 0) *cur++ = scale * ((*in >> 6));\n                if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03);\n                if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03);\n            }\n            else if (depth == 1) {\n                for (k = x * img_n; k >= 8; k -= 8, ++in) {\n                    *cur++ = scale * ((*in >> 7));\n                    *cur++ = scale * ((*in >> 6) & 0x01);\n                    *cur++ = scale * ((*in >> 5) & 0x01);\n                    *cur++ = scale * ((*in >> 4) & 0x01);\n                    *cur++ = scale * ((*in >> 3) & 0x01);\n                    *cur++ = scale * ((*in >> 2) & 0x01);\n                    *cur++ = scale * ((*in >> 1) & 0x01);\n                    *cur++ = scale * ((*in) & 0x01);\n                }\n                if (k > 0) *cur++ = scale * ((*in >> 7));\n                if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01);\n                if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01);\n                if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01);\n                if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01);\n                if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01);\n                if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01);\n            }\n            if (img_n != out_n) {\n                int q;\n                // insert alpha = 255\n                cur = a->out + stride * j;\n                if (img_n == 1) {\n                    for (q = x - 1; q >= 0; --q) {\n                        cur[q * 2 + 1] = 255;\n                        cur[q * 2 + 0] = cur[q];\n                    }\n                }\n                else {\n                    STBI_ASSERT(img_n == 3);\n                    for (q = x - 1; q >= 0; --q) {\n                        cur[q * 4 + 3] = 255;\n                        cur[q * 4 + 2] = cur[q * 3 + 2];\n                        cur[q * 4 + 1] = cur[q * 3 + 1];\n                        cur[q * 4 + 0] = cur[q * 3 + 0];\n                    }\n                }\n            }\n        }\n    }\n    else if (depth == 16) {\n        // force the image data from big-endian to platform-native.\n        // this is done in a separate pass due to the decoding relying\n        // on the data being untouched, but could probably be done\n        // per-line during decode if care is taken.\n        stbi_uc* cur = a->out;\n        stbi__uint16* cur16 = (stbi__uint16*)cur;\n\n        for (i = 0; i < x * y * out_n; ++i, cur16++, cur += 2) {\n            *cur16 = (cur[0] << 8) | cur[1];\n        }\n    }\n\n    return 1;\n}\n\nstatic int stbi__create_png_image(stbi__png* a, stbi_uc* image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced)\n{\n    int bytes = (depth == 16 ? 2 : 1);\n    int out_bytes = out_n * bytes;\n    stbi_uc* final;\n    int p;\n    if (!interlaced)\n        return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color);\n\n    // de-interlacing\n    final = (stbi_uc*)stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0);\n    for (p = 0; p < 7; ++p) {\n        int xorig[] = { 0,4,0,2,0,1,0 };\n        int yorig[] = { 0,0,4,0,2,0,1 };\n        int xspc[] = { 8,8,4,4,2,2,1 };\n        int yspc[] = { 8,8,8,4,4,2,2 };\n        int i, j, x, y;\n        // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1\n        x = (a->s->img_x - xorig[p] + xspc[p] - 1) / xspc[p];\n        y = (a->s->img_y - yorig[p] + yspc[p] - 1) / yspc[p];\n        if (x && y) {\n            stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y;\n            if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) {\n                STBI_FREE(final);\n                return 0;\n            }\n            for (j = 0; j < y; ++j) {\n                for (i = 0; i < x; ++i) {\n                    int out_y = j * yspc[p] + yorig[p];\n                    int out_x = i * xspc[p] + xorig[p];\n                    memcpy(final + out_y * a->s->img_x * out_bytes + out_x * out_bytes,\n                        a->out + (j * x + i) * out_bytes, out_bytes);\n                }\n            }\n            STBI_FREE(a->out);\n            image_data += img_len;\n            image_data_len -= img_len;\n        }\n    }\n    a->out = final;\n\n    return 1;\n}\n\nstatic int stbi__compute_transparency(stbi__png* z, stbi_uc tc[3], int out_n)\n{\n    stbi__context* s = z->s;\n    stbi__uint32 i, pixel_count = s->img_x * s->img_y;\n    stbi_uc* p = z->out;\n\n    // compute color-based transparency, assuming we've\n    // already got 255 as the alpha value in the output\n    STBI_ASSERT(out_n == 2 || out_n == 4);\n\n    if (out_n == 2) {\n        for (i = 0; i < pixel_count; ++i) {\n            p[1] = (p[0] == tc[0] ? 0 : 255);\n            p += 2;\n        }\n    }\n    else {\n        for (i = 0; i < pixel_count; ++i) {\n            if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])\n                p[3] = 0;\n            p += 4;\n        }\n    }\n    return 1;\n}\n\nstatic int stbi__compute_transparency16(stbi__png* z, stbi__uint16 tc[3], int out_n)\n{\n    stbi__context* s = z->s;\n    stbi__uint32 i, pixel_count = s->img_x * s->img_y;\n    stbi__uint16* p = (stbi__uint16*)z->out;\n\n    // compute color-based transparency, assuming we've\n    // already got 65535 as the alpha value in the output\n    STBI_ASSERT(out_n == 2 || out_n == 4);\n\n    if (out_n == 2) {\n        for (i = 0; i < pixel_count; ++i) {\n            p[1] = (p[0] == tc[0] ? 0 : 65535);\n            p += 2;\n        }\n    }\n    else {\n        for (i = 0; i < pixel_count; ++i) {\n            if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])\n                p[3] = 0;\n            p += 4;\n        }\n    }\n    return 1;\n}\n\nstatic int stbi__expand_png_palette(stbi__png* a, stbi_uc* palette, int len, int pal_img_n)\n{\n    stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;\n    stbi_uc* p, * temp_out, * orig = a->out;\n\n    p = (stbi_uc*)stbi__malloc_mad2(pixel_count, pal_img_n, 0);\n    if (p == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n\n    // between here and free(out) below, exitting would leak\n    temp_out = p;\n\n    if (pal_img_n == 3) {\n        for (i = 0; i < pixel_count; ++i) {\n            int n = orig[i] * 4;\n            p[0] = palette[n];\n            p[1] = palette[n + 1];\n            p[2] = palette[n + 2];\n            p += 3;\n        }\n    }\n    else {\n        for (i = 0; i < pixel_count; ++i) {\n            int n = orig[i] * 4;\n            p[0] = palette[n];\n            p[1] = palette[n + 1];\n            p[2] = palette[n + 2];\n            p[3] = palette[n + 3];\n            p += 4;\n        }\n    }\n    STBI_FREE(a->out);\n    a->out = temp_out;\n\n    STBI_NOTUSED(len);\n\n    return 1;\n}\n\nstatic int stbi__unpremultiply_on_load = 0;\nstatic int stbi__de_iphone_flag = 0;\n\nSTBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)\n{\n    stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;\n}\n\nSTBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)\n{\n    stbi__de_iphone_flag = flag_true_if_should_convert;\n}\n\nstatic void stbi__de_iphone(stbi__png* z)\n{\n    stbi__context* s = z->s;\n    stbi__uint32 i, pixel_count = s->img_x * s->img_y;\n    stbi_uc* p = z->out;\n\n    if (s->img_out_n == 3) {  // convert bgr to rgb\n        for (i = 0; i < pixel_count; ++i) {\n            stbi_uc t = p[0];\n            p[0] = p[2];\n            p[2] = t;\n            p += 3;\n        }\n    }\n    else {\n        STBI_ASSERT(s->img_out_n == 4);\n        if (stbi__unpremultiply_on_load) {\n            // convert bgr to rgb and unpremultiply\n            for (i = 0; i < pixel_count; ++i) {\n                stbi_uc a = p[3];\n                stbi_uc t = p[0];\n                if (a) {\n                    stbi_uc half = a / 2;\n                    p[0] = (p[2] * 255 + half) / a;\n                    p[1] = (p[1] * 255 + half) / a;\n                    p[2] = (t * 255 + half) / a;\n                }\n                else {\n                    p[0] = p[2];\n                    p[2] = t;\n                }\n                p += 4;\n            }\n        }\n        else {\n            // convert bgr to rgb\n            for (i = 0; i < pixel_count; ++i) {\n                stbi_uc t = p[0];\n                p[0] = p[2];\n                p[2] = t;\n                p += 4;\n            }\n        }\n    }\n}\n\n#define STBI__PNG_TYPE(a,b,c,d)  (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d))\n\nstatic int stbi__parse_png_file(stbi__png* z, int scan, int req_comp)\n{\n    stbi_uc palette[1024], pal_img_n = 0;\n    stbi_uc has_trans = 0, tc[3] = { 0 };\n    stbi__uint16 tc16[3];\n    stbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0;\n    int first = 1, k, interlace = 0, color = 0, is_iphone = 0;\n    stbi__context* s = z->s;\n\n    z->expanded = NULL;\n    z->idata = NULL;\n    z->out = NULL;\n\n    if (!stbi__check_png_header(s)) return 0;\n\n    if (scan == STBI__SCAN_type) return 1;\n\n    for (;;) {\n        stbi__pngchunk c = stbi__get_chunk_header(s);\n        switch (c.type) {\n        case STBI__PNG_TYPE('C', 'g', 'B', 'I'):\n            is_iphone = 1;\n            stbi__skip(s, c.length);\n            break;\n        case STBI__PNG_TYPE('I', 'H', 'D', 'R'): {\n            int comp, filter;\n            if (!first) return stbi__err(\"multiple IHDR\", \"Corrupt PNG\");\n            first = 0;\n            if (c.length != 13) return stbi__err(\"bad IHDR len\", \"Corrupt PNG\");\n            s->img_x = stbi__get32be(s);\n            s->img_y = stbi__get32be(s);\n            if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n            if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n            z->depth = stbi__get8(s);  if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16)  return stbi__err(\"1/2/4/8/16-bit only\", \"PNG not supported: 1/2/4/8/16-bit only\");\n            color = stbi__get8(s);  if (color > 6)         return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n            if (color == 3 && z->depth == 16)                  return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n            if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n            comp = stbi__get8(s);  if (comp) return stbi__err(\"bad comp method\", \"Corrupt PNG\");\n            filter = stbi__get8(s);  if (filter) return stbi__err(\"bad filter method\", \"Corrupt PNG\");\n            interlace = stbi__get8(s); if (interlace > 1) return stbi__err(\"bad interlace method\", \"Corrupt PNG\");\n            if (!s->img_x || !s->img_y) return stbi__err(\"0-pixel image\", \"Corrupt PNG\");\n            if (!pal_img_n) {\n                s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);\n                if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err(\"too large\", \"Image too large to decode\");\n                if (scan == STBI__SCAN_header) return 1;\n            }\n            else {\n                // if paletted, then pal_n is our final components, and\n                // img_n is # components to decompress/filter.\n                s->img_n = 1;\n                if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err(\"too large\", \"Corrupt PNG\");\n                // if SCAN_header, have to scan to see if we have a tRNS\n            }\n            break;\n        }\n\n        case STBI__PNG_TYPE('P', 'L', 'T', 'E'): {\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (c.length > 256 * 3) return stbi__err(\"invalid PLTE\", \"Corrupt PNG\");\n            pal_len = c.length / 3;\n            if (pal_len * 3 != c.length) return stbi__err(\"invalid PLTE\", \"Corrupt PNG\");\n            for (i = 0; i < pal_len; ++i) {\n                palette[i * 4 + 0] = stbi__get8(s);\n                palette[i * 4 + 1] = stbi__get8(s);\n                palette[i * 4 + 2] = stbi__get8(s);\n                palette[i * 4 + 3] = 255;\n            }\n            break;\n        }\n\n        case STBI__PNG_TYPE('t', 'R', 'N', 'S'): {\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (z->idata) return stbi__err(\"tRNS after IDAT\", \"Corrupt PNG\");\n            if (pal_img_n) {\n                if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; }\n                if (pal_len == 0) return stbi__err(\"tRNS before PLTE\", \"Corrupt PNG\");\n                if (c.length > pal_len) return stbi__err(\"bad tRNS len\", \"Corrupt PNG\");\n                pal_img_n = 4;\n                for (i = 0; i < c.length; ++i)\n                    palette[i * 4 + 3] = stbi__get8(s);\n            }\n            else {\n                if (!(s->img_n & 1)) return stbi__err(\"tRNS with alpha\", \"Corrupt PNG\");\n                if (c.length != (stbi__uint32)s->img_n * 2) return stbi__err(\"bad tRNS len\", \"Corrupt PNG\");\n                has_trans = 1;\n                if (z->depth == 16) {\n                    for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is\n                }\n                else {\n                    for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger\n                }\n            }\n            break;\n        }\n\n        case STBI__PNG_TYPE('I', 'D', 'A', 'T'): {\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (pal_img_n && !pal_len) return stbi__err(\"no PLTE\", \"Corrupt PNG\");\n            if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; }\n            if ((int)(ioff + c.length) < (int)ioff) return 0;\n            if (ioff + c.length > idata_limit) {\n                stbi__uint32 idata_limit_old = idata_limit;\n                stbi_uc* p;\n                if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;\n                while (ioff + c.length > idata_limit)\n                    idata_limit *= 2;\n                STBI_NOTUSED(idata_limit_old);\n                p = (stbi_uc*)STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n                z->idata = p;\n            }\n            if (!stbi__getn(s, z->idata + ioff, c.length)) return stbi__err(\"outofdata\", \"Corrupt PNG\");\n            ioff += c.length;\n            break;\n        }\n\n        case STBI__PNG_TYPE('I', 'E', 'N', 'D'): {\n            stbi__uint32 raw_len, bpl;\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if (scan != STBI__SCAN_load) return 1;\n            if (z->idata == NULL) return stbi__err(\"no IDAT\", \"Corrupt PNG\");\n            // initial guess for decoded data size to avoid unnecessary reallocs\n            bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component\n            raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */;\n            z->expanded = (stbi_uc*)stbi_zlib_decode_malloc_guesssize_headerflag((char*)z->idata, ioff, raw_len, (int*)&raw_len, !is_iphone);\n            if (z->expanded == NULL) return 0; // zlib should set error\n            STBI_FREE(z->idata); z->idata = NULL;\n            if ((req_comp == s->img_n + 1 && req_comp != 3 && !pal_img_n) || has_trans)\n                s->img_out_n = s->img_n + 1;\n            else\n                s->img_out_n = s->img_n;\n            if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0;\n            if (has_trans) {\n                if (z->depth == 16) {\n                    if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0;\n                }\n                else {\n                    if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;\n                }\n            }\n            if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)\n                stbi__de_iphone(z);\n            if (pal_img_n) {\n                // pal_img_n == 3 or 4\n                s->img_n = pal_img_n; // record the actual colors we had\n                s->img_out_n = pal_img_n;\n                if (req_comp >= 3) s->img_out_n = req_comp;\n                if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))\n                    return 0;\n            }\n            else if (has_trans) {\n                // non-paletted image with tRNS -> source image has (constant) alpha\n                ++s->img_n;\n            }\n            STBI_FREE(z->expanded); z->expanded = NULL;\n            // end of PNG chunk, read and skip CRC\n            stbi__get32be(s);\n            return 1;\n        }\n\n        default:\n            // if critical, fail\n            if (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n            if ((c.type & (1 << 29)) == 0) {\n#ifndef STBI_NO_FAILURE_STRINGS\n                // not threadsafe\n                static char invalid_chunk[] = \"XXXX PNG chunk not known\";\n                invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);\n                invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);\n                invalid_chunk[2] = STBI__BYTECAST(c.type >> 8);\n                invalid_chunk[3] = STBI__BYTECAST(c.type >> 0);\n#endif\n                return stbi__err(invalid_chunk, \"PNG not supported: unknown PNG chunk type\");\n            }\n            stbi__skip(s, c.length);\n            break;\n        }\n        // end of PNG chunk, read and skip CRC\n        stbi__get32be(s);\n    }\n}\n\nstatic void* stbi__do_png(stbi__png* p, int* x, int* y, int* n, int req_comp, stbi__result_info* ri)\n{\n    void* result = NULL;\n    if (req_comp < 0 || req_comp > 4) return stbi__errpuc(\"bad req_comp\", \"Internal error\");\n    if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) {\n        if (p->depth <= 8)\n            ri->bits_per_channel = 8;\n        else if (p->depth == 16)\n            ri->bits_per_channel = 16;\n        else\n            return stbi__errpuc(\"bad bits_per_channel\", \"PNG not supported: unsupported color depth\");\n        result = p->out;\n        p->out = NULL;\n        if (req_comp && req_comp != p->s->img_out_n) {\n            if (ri->bits_per_channel == 8)\n                result = stbi__convert_format((unsigned char*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);\n            else\n                result = stbi__convert_format16((stbi__uint16*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);\n            p->s->img_out_n = req_comp;\n            if (result == NULL) return result;\n        }\n        *x = p->s->img_x;\n        *y = p->s->img_y;\n        if (n) *n = p->s->img_n;\n    }\n    STBI_FREE(p->out);      p->out = NULL;\n    STBI_FREE(p->expanded); p->expanded = NULL;\n    STBI_FREE(p->idata);    p->idata = NULL;\n\n    return result;\n}\n\nstatic void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi__png p;\n    p.s = s;\n    return stbi__do_png(&p, x, y, comp, req_comp, ri);\n}\n\nstatic int stbi__png_test(stbi__context* s)\n{\n    int r;\n    r = stbi__check_png_header(s);\n    stbi__rewind(s);\n    return r;\n}\n\nstatic int stbi__png_info_raw(stbi__png* p, int* x, int* y, int* comp)\n{\n    if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) {\n        stbi__rewind(p->s);\n        return 0;\n    }\n    if (x) *x = p->s->img_x;\n    if (y) *y = p->s->img_y;\n    if (comp) *comp = p->s->img_n;\n    return 1;\n}\n\nstatic int stbi__png_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    stbi__png p;\n    p.s = s;\n    return stbi__png_info_raw(&p, x, y, comp);\n}\n\nstatic int stbi__png_is16(stbi__context* s)\n{\n    stbi__png p;\n    p.s = s;\n    if (!stbi__png_info_raw(&p, NULL, NULL, NULL))\n        return 0;\n    if (p.depth != 16) {\n        stbi__rewind(p.s);\n        return 0;\n    }\n    return 1;\n}\n#endif\n\n// Microsoft/Windows BMP image\n\n#ifndef STBI_NO_BMP\nstatic int stbi__bmp_test_raw(stbi__context* s)\n{\n    int r;\n    int sz;\n    if (stbi__get8(s) != 'B') return 0;\n    if (stbi__get8(s) != 'M') return 0;\n    stbi__get32le(s); // discard filesize\n    stbi__get16le(s); // discard reserved\n    stbi__get16le(s); // discard reserved\n    stbi__get32le(s); // discard data offset\n    sz = stbi__get32le(s);\n    r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);\n    return r;\n}\n\nstatic int stbi__bmp_test(stbi__context* s)\n{\n    int r = stbi__bmp_test_raw(s);\n    stbi__rewind(s);\n    return r;\n}\n\n\n// returns 0..31 for the highest set bit\nstatic int stbi__high_bit(unsigned int z)\n{\n    int n = 0;\n    if (z == 0) return -1;\n    if (z >= 0x10000) { n += 16; z >>= 16; }\n    if (z >= 0x00100) { n += 8; z >>= 8; }\n    if (z >= 0x00010) { n += 4; z >>= 4; }\n    if (z >= 0x00004) { n += 2; z >>= 2; }\n    if (z >= 0x00002) { n += 1;/* >>=  1;*/ }\n    return n;\n}\n\nstatic int stbi__bitcount(unsigned int a)\n{\n    a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2\n    a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4\n    a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits\n    a = (a + (a >> 8)); // max 16 per 8 bits\n    a = (a + (a >> 16)); // max 32 per 8 bits\n    return a & 0xff;\n}\n\n// extract an arbitrarily-aligned N-bit value (N=bits)\n// from v, and then make it 8-bits long and fractionally\n// extend it to full full range.\nstatic int stbi__shiftsigned(unsigned int v, int shift, int bits)\n{\n    static unsigned int mul_table[9] = {\n       0,\n       0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/,\n       0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/,\n    };\n    static unsigned int shift_table[9] = {\n       0, 0,0,1,0,2,4,6,0,\n    };\n    if (shift < 0)\n        v <<= -shift;\n    else\n        v >>= shift;\n    STBI_ASSERT(v < 256);\n    v >>= (8 - bits);\n    STBI_ASSERT(bits >= 0 && bits <= 8);\n    return (int)((unsigned)v * mul_table[bits]) >> shift_table[bits];\n}\n\ntypedef struct\n{\n    int bpp, offset, hsz;\n    unsigned int mr, mg, mb, ma, all_a;\n    int extra_read;\n} stbi__bmp_data;\n\nstatic void* stbi__bmp_parse_header(stbi__context* s, stbi__bmp_data* info)\n{\n    int hsz;\n    if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc(\"not BMP\", \"Corrupt BMP\");\n    stbi__get32le(s); // discard filesize\n    stbi__get16le(s); // discard reserved\n    stbi__get16le(s); // discard reserved\n    info->offset = stbi__get32le(s);\n    info->hsz = hsz = stbi__get32le(s);\n    info->mr = info->mg = info->mb = info->ma = 0;\n    info->extra_read = 14;\n\n    if (info->offset < 0) return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n\n    if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc(\"unknown BMP\", \"BMP type not supported: unknown\");\n    if (hsz == 12) {\n        s->img_x = stbi__get16le(s);\n        s->img_y = stbi__get16le(s);\n    }\n    else {\n        s->img_x = stbi__get32le(s);\n        s->img_y = stbi__get32le(s);\n    }\n    if (stbi__get16le(s) != 1) return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n    info->bpp = stbi__get16le(s);\n    if (hsz != 12) {\n        int compress = stbi__get32le(s);\n        if (compress == 1 || compress == 2) return stbi__errpuc(\"BMP RLE\", \"BMP type not supported: RLE\");\n        stbi__get32le(s); // discard sizeof\n        stbi__get32le(s); // discard hres\n        stbi__get32le(s); // discard vres\n        stbi__get32le(s); // discard colorsused\n        stbi__get32le(s); // discard max important\n        if (hsz == 40 || hsz == 56) {\n            if (hsz == 56) {\n                stbi__get32le(s);\n                stbi__get32le(s);\n                stbi__get32le(s);\n                stbi__get32le(s);\n            }\n            if (info->bpp == 16 || info->bpp == 32) {\n                if (compress == 0) {\n                    if (info->bpp == 32) {\n                        info->mr = 0xffu << 16;\n                        info->mg = 0xffu << 8;\n                        info->mb = 0xffu << 0;\n                        info->ma = 0xffu << 24;\n                        info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0\n                    }\n                    else {\n                        info->mr = 31u << 10;\n                        info->mg = 31u << 5;\n                        info->mb = 31u << 0;\n                    }\n                }\n                else if (compress == 3) {\n                    info->mr = stbi__get32le(s);\n                    info->mg = stbi__get32le(s);\n                    info->mb = stbi__get32le(s);\n                    info->extra_read += 12;\n                    // not documented, but generated by photoshop and handled by mspaint\n                    if (info->mr == info->mg && info->mg == info->mb) {\n                        // ?!?!?\n                        return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n                    }\n                }\n                else\n                    return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n            }\n        }\n        else {\n            int i;\n            if (hsz != 108 && hsz != 124)\n                return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n            info->mr = stbi__get32le(s);\n            info->mg = stbi__get32le(s);\n            info->mb = stbi__get32le(s);\n            info->ma = stbi__get32le(s);\n            stbi__get32le(s); // discard color space\n            for (i = 0; i < 12; ++i)\n                stbi__get32le(s); // discard color space parameters\n            if (hsz == 124) {\n                stbi__get32le(s); // discard rendering intent\n                stbi__get32le(s); // discard offset of profile data\n                stbi__get32le(s); // discard size of profile data\n                stbi__get32le(s); // discard reserved\n            }\n        }\n    }\n    return (void*)1;\n}\n\n\nstatic void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* out;\n    unsigned int mr = 0, mg = 0, mb = 0, ma = 0, all_a;\n    stbi_uc pal[256][4];\n    int psize = 0, i, j, width;\n    int flip_vertically, pad, target;\n    stbi__bmp_data info;\n    STBI_NOTUSED(ri);\n\n    info.all_a = 255;\n    if (stbi__bmp_parse_header(s, &info) == NULL)\n        return NULL; // error code already set\n\n    flip_vertically = ((int)s->img_y) > 0;\n    s->img_y = abs((int)s->img_y);\n\n    if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    mr = info.mr;\n    mg = info.mg;\n    mb = info.mb;\n    ma = info.ma;\n    all_a = info.all_a;\n\n    if (info.hsz == 12) {\n        if (info.bpp < 24)\n            psize = (info.offset - info.extra_read - 24) / 3;\n    }\n    else {\n        if (info.bpp < 16)\n            psize = (info.offset - info.extra_read - info.hsz) >> 2;\n    }\n    if (psize == 0) {\n        STBI_ASSERT(info.offset == s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original));\n        if (info.offset != s->callback_already_read + (s->img_buffer - s->buffer_start)) {\n            return stbi__errpuc(\"bad offset\", \"Corrupt BMP\");\n        }\n    }\n\n    if (info.bpp == 24 && ma == 0xff000000)\n        s->img_n = 3;\n    else\n        s->img_n = ma ? 4 : 3;\n    if (req_comp && req_comp >= 3) // we can directly decode 3 or 4\n        target = req_comp;\n    else\n        target = s->img_n; // if they want monochrome, we'll post-convert\n\n     // sanity-check size\n    if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0))\n        return stbi__errpuc(\"too large\", \"Corrupt BMP\");\n\n    out = (stbi_uc*)stbi__malloc_mad3(target, s->img_x, s->img_y, 0);\n    if (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    if (info.bpp < 16) {\n        int z = 0;\n        if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc(\"invalid\", \"Corrupt BMP\"); }\n        for (i = 0; i < psize; ++i) {\n            pal[i][2] = stbi__get8(s);\n            pal[i][1] = stbi__get8(s);\n            pal[i][0] = stbi__get8(s);\n            if (info.hsz != 12) stbi__get8(s);\n            pal[i][3] = 255;\n        }\n        stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4));\n        if (info.bpp == 1) width = (s->img_x + 7) >> 3;\n        else if (info.bpp == 4) width = (s->img_x + 1) >> 1;\n        else if (info.bpp == 8) width = s->img_x;\n        else { STBI_FREE(out); return stbi__errpuc(\"bad bpp\", \"Corrupt BMP\"); }\n        pad = (-width) & 3;\n        if (info.bpp == 1) {\n            for (j = 0; j < (int)s->img_y; ++j) {\n                int bit_offset = 7, v = stbi__get8(s);\n                for (i = 0; i < (int)s->img_x; ++i) {\n                    int color = (v >> bit_offset) & 0x1;\n                    out[z++] = pal[color][0];\n                    out[z++] = pal[color][1];\n                    out[z++] = pal[color][2];\n                    if (target == 4) out[z++] = 255;\n                    if (i + 1 == (int)s->img_x) break;\n                    if ((--bit_offset) < 0) {\n                        bit_offset = 7;\n                        v = stbi__get8(s);\n                    }\n                }\n                stbi__skip(s, pad);\n            }\n        }\n        else {\n            for (j = 0; j < (int)s->img_y; ++j) {\n                for (i = 0; i < (int)s->img_x; i += 2) {\n                    int v = stbi__get8(s), v2 = 0;\n                    if (info.bpp == 4) {\n                        v2 = v & 15;\n                        v >>= 4;\n                    }\n                    out[z++] = pal[v][0];\n                    out[z++] = pal[v][1];\n                    out[z++] = pal[v][2];\n                    if (target == 4) out[z++] = 255;\n                    if (i + 1 == (int)s->img_x) break;\n                    v = (info.bpp == 8) ? stbi__get8(s) : v2;\n                    out[z++] = pal[v][0];\n                    out[z++] = pal[v][1];\n                    out[z++] = pal[v][2];\n                    if (target == 4) out[z++] = 255;\n                }\n                stbi__skip(s, pad);\n            }\n        }\n    }\n    else {\n        int rshift = 0, gshift = 0, bshift = 0, ashift = 0, rcount = 0, gcount = 0, bcount = 0, acount = 0;\n        int z = 0;\n        int easy = 0;\n        stbi__skip(s, info.offset - info.extra_read - info.hsz);\n        if (info.bpp == 24) width = 3 * s->img_x;\n        else if (info.bpp == 16) width = 2 * s->img_x;\n        else /* bpp = 32 and pad = 0 */ width = 0;\n        pad = (-width) & 3;\n        if (info.bpp == 24) {\n            easy = 1;\n        }\n        else if (info.bpp == 32) {\n            if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)\n                easy = 2;\n        }\n        if (!easy) {\n            if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc(\"bad masks\", \"Corrupt BMP\"); }\n            // right shift amt to put high bit in position #7\n            rshift = stbi__high_bit(mr) - 7; rcount = stbi__bitcount(mr);\n            gshift = stbi__high_bit(mg) - 7; gcount = stbi__bitcount(mg);\n            bshift = stbi__high_bit(mb) - 7; bcount = stbi__bitcount(mb);\n            ashift = stbi__high_bit(ma) - 7; acount = stbi__bitcount(ma);\n            if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc(\"bad masks\", \"Corrupt BMP\"); }\n        }\n        for (j = 0; j < (int)s->img_y; ++j) {\n            if (easy) {\n                for (i = 0; i < (int)s->img_x; ++i) {\n                    unsigned char a;\n                    out[z + 2] = stbi__get8(s);\n                    out[z + 1] = stbi__get8(s);\n                    out[z + 0] = stbi__get8(s);\n                    z += 3;\n                    a = (easy == 2 ? stbi__get8(s) : 255);\n                    all_a |= a;\n                    if (target == 4) out[z++] = a;\n                }\n            }\n            else {\n                int bpp = info.bpp;\n                for (i = 0; i < (int)s->img_x; ++i) {\n                    stbi__uint32 v = (bpp == 16 ? (stbi__uint32)stbi__get16le(s) : stbi__get32le(s));\n                    unsigned int a;\n                    out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));\n                    out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));\n                    out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));\n                    a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);\n                    all_a |= a;\n                    if (target == 4) out[z++] = STBI__BYTECAST(a);\n                }\n            }\n            stbi__skip(s, pad);\n        }\n    }\n\n    // if alpha channel is all 0s, replace with all 255s\n    if (target == 4 && all_a == 0)\n        for (i = 4 * s->img_x * s->img_y - 1; i >= 0; i -= 4)\n            out[i] = 255;\n\n    if (flip_vertically) {\n        stbi_uc t;\n        for (j = 0; j < (int)s->img_y >> 1; ++j) {\n            stbi_uc* p1 = out + j * s->img_x * target;\n            stbi_uc* p2 = out + (s->img_y - 1 - j) * s->img_x * target;\n            for (i = 0; i < (int)s->img_x * target; ++i) {\n                t = p1[i]; p1[i] = p2[i]; p2[i] = t;\n            }\n        }\n    }\n\n    if (req_comp && req_comp != target) {\n        out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);\n        if (out == NULL) return out; // stbi__convert_format frees input on failure\n    }\n\n    *x = s->img_x;\n    *y = s->img_y;\n    if (comp) *comp = s->img_n;\n    return out;\n}\n#endif\n\n// Targa Truevision - TGA\n// by Jonathan Dummer\n#ifndef STBI_NO_TGA\n// returns STBI_rgb or whatever, 0 on error\nstatic int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16)\n{\n    // only RGB or RGBA (incl. 16bit) or grey allowed\n    if (is_rgb16) *is_rgb16 = 0;\n    switch (bits_per_pixel) {\n    case 8:  return STBI_grey;\n    case 16: if (is_grey) return STBI_grey_alpha;\n        // fallthrough\n    case 15: if (is_rgb16) *is_rgb16 = 1;\n        return STBI_rgb;\n    case 24: // fallthrough\n    case 32: return bits_per_pixel / 8;\n    default: return 0;\n    }\n}\n\nstatic int stbi__tga_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp;\n    int sz, tga_colormap_type;\n    stbi__get8(s);                   // discard Offset\n    tga_colormap_type = stbi__get8(s); // colormap type\n    if (tga_colormap_type > 1) {\n        stbi__rewind(s);\n        return 0;      // only RGB or indexed allowed\n    }\n    tga_image_type = stbi__get8(s); // image type\n    if (tga_colormap_type == 1) { // colormapped (paletted) image\n        if (tga_image_type != 1 && tga_image_type != 9) {\n            stbi__rewind(s);\n            return 0;\n        }\n        stbi__skip(s, 4);       // skip index of first colormap entry and number of entries\n        sz = stbi__get8(s);    //   check bits per palette color entry\n        if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) {\n            stbi__rewind(s);\n            return 0;\n        }\n        stbi__skip(s, 4);       // skip image x and y origin\n        tga_colormap_bpp = sz;\n    }\n    else { // \"normal\" image w/o colormap - only RGB or grey allowed, +/- RLE\n        if ((tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11)) {\n            stbi__rewind(s);\n            return 0; // only RGB or grey allowed, +/- RLE\n        }\n        stbi__skip(s, 9); // skip colormap specification and image x/y origin\n        tga_colormap_bpp = 0;\n    }\n    tga_w = stbi__get16le(s);\n    if (tga_w < 1) {\n        stbi__rewind(s);\n        return 0;   // test width\n    }\n    tga_h = stbi__get16le(s);\n    if (tga_h < 1) {\n        stbi__rewind(s);\n        return 0;   // test height\n    }\n    tga_bits_per_pixel = stbi__get8(s); // bits per pixel\n    stbi__get8(s); // ignore alpha bits\n    if (tga_colormap_bpp != 0) {\n        if ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) {\n            // when using a colormap, tga_bits_per_pixel is the size of the indexes\n            // I don't think anything but 8 or 16bit indexes makes sense\n            stbi__rewind(s);\n            return 0;\n        }\n        tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL);\n    }\n    else {\n        tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL);\n    }\n    if (!tga_comp) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (x) *x = tga_w;\n    if (y) *y = tga_h;\n    if (comp) *comp = tga_comp;\n    return 1;                   // seems to have passed everything\n}\n\nstatic int stbi__tga_test(stbi__context* s)\n{\n    int res = 0;\n    int sz, tga_color_type;\n    stbi__get8(s);      //   discard Offset\n    tga_color_type = stbi__get8(s);   //   color type\n    if (tga_color_type > 1) goto errorEnd;   //   only RGB or indexed allowed\n    sz = stbi__get8(s);   //   image type\n    if (tga_color_type == 1) { // colormapped (paletted) image\n        if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9\n        stbi__skip(s, 4);       // skip index of first colormap entry and number of entries\n        sz = stbi__get8(s);    //   check bits per palette color entry\n        if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd;\n        stbi__skip(s, 4);       // skip image x and y origin\n    }\n    else { // \"normal\" image w/o colormap\n        if ((sz != 2) && (sz != 3) && (sz != 10) && (sz != 11)) goto errorEnd; // only RGB or grey allowed, +/- RLE\n        stbi__skip(s, 9); // skip colormap specification and image x/y origin\n    }\n    if (stbi__get16le(s) < 1) goto errorEnd;      //   test width\n    if (stbi__get16le(s) < 1) goto errorEnd;      //   test height\n    sz = stbi__get8(s);   //   bits per pixel\n    if ((tga_color_type == 1) && (sz != 8) && (sz != 16)) goto errorEnd; // for colormapped images, bpp is size of an index\n    if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd;\n\n    res = 1; // if we got this far, everything's good and we can return 1 instead of 0\n\nerrorEnd:\n    stbi__rewind(s);\n    return res;\n}\n\n// read 16bit value and convert to 24bit RGB\nstatic void stbi__tga_read_rgb16(stbi__context* s, stbi_uc* out)\n{\n    stbi__uint16 px = (stbi__uint16)stbi__get16le(s);\n    stbi__uint16 fiveBitMask = 31;\n    // we have 3 channels with 5bits each\n    int r = (px >> 10) & fiveBitMask;\n    int g = (px >> 5) & fiveBitMask;\n    int b = px & fiveBitMask;\n    // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later\n    out[0] = (stbi_uc)((r * 255) / 31);\n    out[1] = (stbi_uc)((g * 255) / 31);\n    out[2] = (stbi_uc)((b * 255) / 31);\n\n    // some people claim that the most significant bit might be used for alpha\n    // (possibly if an alpha-bit is set in the \"image descriptor byte\")\n    // but that only made 16bit test images completely translucent..\n    // so let's treat all 15 and 16bit TGAs as RGB with no alpha.\n}\n\nstatic void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    //   read in the TGA header stuff\n    int tga_offset = stbi__get8(s);\n    int tga_indexed = stbi__get8(s);\n    int tga_image_type = stbi__get8(s);\n    int tga_is_RLE = 0;\n    int tga_palette_start = stbi__get16le(s);\n    int tga_palette_len = stbi__get16le(s);\n    int tga_palette_bits = stbi__get8(s);\n    int tga_x_origin = stbi__get16le(s);\n    int tga_y_origin = stbi__get16le(s);\n    int tga_width = stbi__get16le(s);\n    int tga_height = stbi__get16le(s);\n    int tga_bits_per_pixel = stbi__get8(s);\n    int tga_comp, tga_rgb16 = 0;\n    int tga_inverted = stbi__get8(s);\n    // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?)\n    //   image data\n    unsigned char* tga_data;\n    unsigned char* tga_palette = NULL;\n    int i, j;\n    unsigned char raw_data[4] = { 0 };\n    int RLE_count = 0;\n    int RLE_repeating = 0;\n    int read_next_pixel = 1;\n    STBI_NOTUSED(ri);\n    STBI_NOTUSED(tga_x_origin); // @TODO\n    STBI_NOTUSED(tga_y_origin); // @TODO\n\n    if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    //   do a tiny bit of precessing\n    if (tga_image_type >= 8)\n    {\n        tga_image_type -= 8;\n        tga_is_RLE = 1;\n    }\n    tga_inverted = 1 - ((tga_inverted >> 5) & 1);\n\n    //   If I'm paletted, then I'll use the number of bits from the palette\n    if (tga_indexed) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16);\n    else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16);\n\n    if (!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency\n        return stbi__errpuc(\"bad format\", \"Can't find out TGA pixelformat\");\n\n    //   tga info\n    *x = tga_width;\n    *y = tga_height;\n    if (comp) *comp = tga_comp;\n\n    if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0))\n        return stbi__errpuc(\"too large\", \"Corrupt TGA\");\n\n    tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0);\n    if (!tga_data) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n    // skip to the data's starting position (offset usually = 0)\n    stbi__skip(s, tga_offset);\n\n    if (!tga_indexed && !tga_is_RLE && !tga_rgb16) {\n        for (i = 0; i < tga_height; ++i) {\n            int row = tga_inverted ? tga_height - i - 1 : i;\n            stbi_uc* tga_row = tga_data + row * tga_width * tga_comp;\n            stbi__getn(s, tga_row, tga_width * tga_comp);\n        }\n    }\n    else {\n        //   do I need to load a palette?\n        if (tga_indexed)\n        {\n            if (tga_palette_len == 0) {  /* you have to have at least one entry! */\n                STBI_FREE(tga_data);\n                return stbi__errpuc(\"bad palette\", \"Corrupt TGA\");\n            }\n\n            //   any data to skip? (offset usually = 0)\n            stbi__skip(s, tga_palette_start);\n            //   load the palette\n            tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0);\n            if (!tga_palette) {\n                STBI_FREE(tga_data);\n                return stbi__errpuc(\"outofmem\", \"Out of memory\");\n            }\n            if (tga_rgb16) {\n                stbi_uc* pal_entry = tga_palette;\n                STBI_ASSERT(tga_comp == STBI_rgb);\n                for (i = 0; i < tga_palette_len; ++i) {\n                    stbi__tga_read_rgb16(s, pal_entry);\n                    pal_entry += tga_comp;\n                }\n            }\n            else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) {\n                STBI_FREE(tga_data);\n                STBI_FREE(tga_palette);\n                return stbi__errpuc(\"bad palette\", \"Corrupt TGA\");\n            }\n        }\n        //   load the data\n        for (i = 0; i < tga_width * tga_height; ++i)\n        {\n            //   if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?\n            if (tga_is_RLE)\n            {\n                if (RLE_count == 0)\n                {\n                    //   yep, get the next byte as a RLE command\n                    int RLE_cmd = stbi__get8(s);\n                    RLE_count = 1 + (RLE_cmd & 127);\n                    RLE_repeating = RLE_cmd >> 7;\n                    read_next_pixel = 1;\n                }\n                else if (!RLE_repeating)\n                {\n                    read_next_pixel = 1;\n                }\n            }\n            else\n            {\n                read_next_pixel = 1;\n            }\n            //   OK, if I need to read a pixel, do it now\n            if (read_next_pixel)\n            {\n                //   load however much data we did have\n                if (tga_indexed)\n                {\n                    // read in index, then perform the lookup\n                    int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s);\n                    if (pal_idx >= tga_palette_len) {\n                        // invalid index\n                        pal_idx = 0;\n                    }\n                    pal_idx *= tga_comp;\n                    for (j = 0; j < tga_comp; ++j) {\n                        raw_data[j] = tga_palette[pal_idx + j];\n                    }\n                }\n                else if (tga_rgb16) {\n                    STBI_ASSERT(tga_comp == STBI_rgb);\n                    stbi__tga_read_rgb16(s, raw_data);\n                }\n                else {\n                    //   read in the data raw\n                    for (j = 0; j < tga_comp; ++j) {\n                        raw_data[j] = stbi__get8(s);\n                    }\n                }\n                //   clear the reading flag for the next pixel\n                read_next_pixel = 0;\n            } // end of reading a pixel\n\n            // copy data\n            for (j = 0; j < tga_comp; ++j)\n                tga_data[i * tga_comp + j] = raw_data[j];\n\n            //   in case we're in RLE mode, keep counting down\n            --RLE_count;\n        }\n        //   do I need to invert the image?\n        if (tga_inverted)\n        {\n            for (j = 0; j * 2 < tga_height; ++j)\n            {\n                int index1 = j * tga_width * tga_comp;\n                int index2 = (tga_height - 1 - j) * tga_width * tga_comp;\n                for (i = tga_width * tga_comp; i > 0; --i)\n                {\n                    unsigned char temp = tga_data[index1];\n                    tga_data[index1] = tga_data[index2];\n                    tga_data[index2] = temp;\n                    ++index1;\n                    ++index2;\n                }\n            }\n        }\n        //   clear my palette, if I had one\n        if (tga_palette != NULL)\n        {\n            STBI_FREE(tga_palette);\n        }\n    }\n\n    // swap RGB - if the source data was RGB16, it already is in the right order\n    if (tga_comp >= 3 && !tga_rgb16)\n    {\n        unsigned char* tga_pixel = tga_data;\n        for (i = 0; i < tga_width * tga_height; ++i)\n        {\n            unsigned char temp = tga_pixel[0];\n            tga_pixel[0] = tga_pixel[2];\n            tga_pixel[2] = temp;\n            tga_pixel += tga_comp;\n        }\n    }\n\n    // convert to target component count\n    if (req_comp && req_comp != tga_comp)\n        tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);\n\n    //   the things I do to get rid of an error message, and yet keep\n    //   Microsoft's C compilers happy... [8^(\n    tga_palette_start = tga_palette_len = tga_palette_bits =\n        tga_x_origin = tga_y_origin = 0;\n    STBI_NOTUSED(tga_palette_start);\n    //   OK, done\n    return tga_data;\n}\n#endif\n\n// *************************************************************************************************\n// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB\n\n#ifndef STBI_NO_PSD\nstatic int stbi__psd_test(stbi__context* s)\n{\n    int r = (stbi__get32be(s) == 0x38425053);\n    stbi__rewind(s);\n    return r;\n}\n\nstatic int stbi__psd_decode_rle(stbi__context* s, stbi_uc* p, int pixelCount)\n{\n    int count, nleft, len;\n\n    count = 0;\n    while ((nleft = pixelCount - count) > 0) {\n        len = stbi__get8(s);\n        if (len == 128) {\n            // No-op.\n        }\n        else if (len < 128) {\n            // Copy next len+1 bytes literally.\n            len++;\n            if (len > nleft) return 0; // corrupt data\n            count += len;\n            while (len) {\n                *p = stbi__get8(s);\n                p += 4;\n                len--;\n            }\n        }\n        else if (len > 128) {\n            stbi_uc   val;\n            // Next -len+1 bytes in the dest are replicated from next source byte.\n            // (Interpret len as a negative 8-bit int.)\n            len = 257 - len;\n            if (len > nleft) return 0; // corrupt data\n            val = stbi__get8(s);\n            count += len;\n            while (len) {\n                *p = val;\n                p += 4;\n                len--;\n            }\n        }\n    }\n\n    return 1;\n}\n\nstatic void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc)\n{\n    int pixelCount;\n    int channelCount, compression;\n    int channel, i;\n    int bitdepth;\n    int w, h;\n    stbi_uc* out;\n    STBI_NOTUSED(ri);\n\n    // Check identifier\n    if (stbi__get32be(s) != 0x38425053)   // \"8BPS\"\n        return stbi__errpuc(\"not PSD\", \"Corrupt PSD image\");\n\n    // Check file type version.\n    if (stbi__get16be(s) != 1)\n        return stbi__errpuc(\"wrong version\", \"Unsupported version of PSD image\");\n\n    // Skip 6 reserved bytes.\n    stbi__skip(s, 6);\n\n    // Read the number of channels (R, G, B, A, etc).\n    channelCount = stbi__get16be(s);\n    if (channelCount < 0 || channelCount > 16)\n        return stbi__errpuc(\"wrong channel count\", \"Unsupported number of channels in PSD image\");\n\n    // Read the rows and columns of the image.\n    h = stbi__get32be(s);\n    w = stbi__get32be(s);\n\n    if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    // Make sure the depth is 8 bits.\n    bitdepth = stbi__get16be(s);\n    if (bitdepth != 8 && bitdepth != 16)\n        return stbi__errpuc(\"unsupported bit depth\", \"PSD bit depth is not 8 or 16 bit\");\n\n    // Make sure the color mode is RGB.\n    // Valid options are:\n    //   0: Bitmap\n    //   1: Grayscale\n    //   2: Indexed color\n    //   3: RGB color\n    //   4: CMYK color\n    //   7: Multichannel\n    //   8: Duotone\n    //   9: Lab color\n    if (stbi__get16be(s) != 3)\n        return stbi__errpuc(\"wrong color format\", \"PSD is not in RGB color format\");\n\n    // Skip the Mode Data.  (It's the palette for indexed color; other info for other modes.)\n    stbi__skip(s, stbi__get32be(s));\n\n    // Skip the image resources.  (resolution, pen tool paths, etc)\n    stbi__skip(s, stbi__get32be(s));\n\n    // Skip the reserved data.\n    stbi__skip(s, stbi__get32be(s));\n\n    // Find out if the data is compressed.\n    // Known values:\n    //   0: no compression\n    //   1: RLE compressed\n    compression = stbi__get16be(s);\n    if (compression > 1)\n        return stbi__errpuc(\"bad compression\", \"PSD has an unknown compression format\");\n\n    // Check size\n    if (!stbi__mad3sizes_valid(4, w, h, 0))\n        return stbi__errpuc(\"too large\", \"Corrupt PSD\");\n\n    // Create the destination image.\n\n    if (!compression && bitdepth == 16 && bpc == 16) {\n        out = (stbi_uc*)stbi__malloc_mad3(8, w, h, 0);\n        ri->bits_per_channel = 16;\n    }\n    else\n        out = (stbi_uc*)stbi__malloc(4 * w * h);\n\n    if (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    pixelCount = w * h;\n\n    // Initialize the data to zero.\n    //memset( out, 0, pixelCount * 4 );\n\n    // Finally, the image data.\n    if (compression) {\n        // RLE as used by .PSD and .TIFF\n        // Loop until you get the number of unpacked bytes you are expecting:\n        //     Read the next source byte into n.\n        //     If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.\n        //     Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.\n        //     Else if n is 128, noop.\n        // Endloop\n\n        // The RLE-compressed data is preceded by a 2-byte data count for each row in the data,\n        // which we're going to just skip.\n        stbi__skip(s, h * channelCount * 2);\n\n        // Read the RLE data by channel.\n        for (channel = 0; channel < 4; channel++) {\n            stbi_uc* p;\n\n            p = out + channel;\n            if (channel >= channelCount) {\n                // Fill this channel with default data.\n                for (i = 0; i < pixelCount; i++, p += 4)\n                    *p = (channel == 3 ? 255 : 0);\n            }\n            else {\n                // Read the RLE data.\n                if (!stbi__psd_decode_rle(s, p, pixelCount)) {\n                    STBI_FREE(out);\n                    return stbi__errpuc(\"corrupt\", \"bad RLE data\");\n                }\n            }\n        }\n\n    }\n    else {\n        // We're at the raw image data.  It's each channel in order (Red, Green, Blue, Alpha, ...)\n        // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image.\n\n        // Read the data by channel.\n        for (channel = 0; channel < 4; channel++) {\n            if (channel >= channelCount) {\n                // Fill this channel with default data.\n                if (bitdepth == 16 && bpc == 16) {\n                    stbi__uint16* q = ((stbi__uint16*)out) + channel;\n                    stbi__uint16 val = channel == 3 ? 65535 : 0;\n                    for (i = 0; i < pixelCount; i++, q += 4)\n                        *q = val;\n                }\n                else {\n                    stbi_uc* p = out + channel;\n                    stbi_uc val = channel == 3 ? 255 : 0;\n                    for (i = 0; i < pixelCount; i++, p += 4)\n                        *p = val;\n                }\n            }\n            else {\n                if (ri->bits_per_channel == 16) {    // output bpc\n                    stbi__uint16* q = ((stbi__uint16*)out) + channel;\n                    for (i = 0; i < pixelCount; i++, q += 4)\n                        *q = (stbi__uint16)stbi__get16be(s);\n                }\n                else {\n                    stbi_uc* p = out + channel;\n                    if (bitdepth == 16) {  // input bpc\n                        for (i = 0; i < pixelCount; i++, p += 4)\n                            *p = (stbi_uc)(stbi__get16be(s) >> 8);\n                    }\n                    else {\n                        for (i = 0; i < pixelCount; i++, p += 4)\n                            *p = stbi__get8(s);\n                    }\n                }\n            }\n        }\n    }\n\n    // remove weird white matte from PSD\n    if (channelCount >= 4) {\n        if (ri->bits_per_channel == 16) {\n            for (i = 0; i < w * h; ++i) {\n                stbi__uint16* pixel = (stbi__uint16*)out + 4 * i;\n                if (pixel[3] != 0 && pixel[3] != 65535) {\n                    float a = pixel[3] / 65535.0f;\n                    float ra = 1.0f / a;\n                    float inv_a = 65535.0f * (1 - ra);\n                    pixel[0] = (stbi__uint16)(pixel[0] * ra + inv_a);\n                    pixel[1] = (stbi__uint16)(pixel[1] * ra + inv_a);\n                    pixel[2] = (stbi__uint16)(pixel[2] * ra + inv_a);\n                }\n            }\n        }\n        else {\n            for (i = 0; i < w * h; ++i) {\n                unsigned char* pixel = out + 4 * i;\n                if (pixel[3] != 0 && pixel[3] != 255) {\n                    float a = pixel[3] / 255.0f;\n                    float ra = 1.0f / a;\n                    float inv_a = 255.0f * (1 - ra);\n                    pixel[0] = (unsigned char)(pixel[0] * ra + inv_a);\n                    pixel[1] = (unsigned char)(pixel[1] * ra + inv_a);\n                    pixel[2] = (unsigned char)(pixel[2] * ra + inv_a);\n                }\n            }\n        }\n    }\n\n    // convert to desired output format\n    if (req_comp && req_comp != 4) {\n        if (ri->bits_per_channel == 16)\n            out = (stbi_uc*)stbi__convert_format16((stbi__uint16*)out, 4, req_comp, w, h);\n        else\n            out = stbi__convert_format(out, 4, req_comp, w, h);\n        if (out == NULL) return out; // stbi__convert_format frees input on failure\n    }\n\n    if (comp) *comp = 4;\n    *y = h;\n    *x = w;\n\n    return out;\n}\n#endif\n\n// *************************************************************************************************\n// Softimage PIC loader\n// by Tom Seddon\n//\n// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format\n// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/\n\n#ifndef STBI_NO_PIC\nstatic int stbi__pic_is4(stbi__context* s, const char* str)\n{\n    int i;\n    for (i = 0; i < 4; ++i)\n        if (stbi__get8(s) != (stbi_uc)str[i])\n            return 0;\n\n    return 1;\n}\n\nstatic int stbi__pic_test_core(stbi__context* s)\n{\n    int i;\n\n    if (!stbi__pic_is4(s, \"\\x53\\x80\\xF6\\x34\"))\n        return 0;\n\n    for (i = 0; i < 84; ++i)\n        stbi__get8(s);\n\n    if (!stbi__pic_is4(s, \"PICT\"))\n        return 0;\n\n    return 1;\n}\n\ntypedef struct\n{\n    stbi_uc size, type, channel;\n} stbi__pic_packet;\n\nstatic stbi_uc* stbi__readval(stbi__context* s, int channel, stbi_uc* dest)\n{\n    int mask = 0x80, i;\n\n    for (i = 0; i < 4; ++i, mask >>= 1) {\n        if (channel & mask) {\n            if (stbi__at_eof(s)) return stbi__errpuc(\"bad file\", \"PIC file too short\");\n            dest[i] = stbi__get8(s);\n        }\n    }\n\n    return dest;\n}\n\nstatic void stbi__copyval(int channel, stbi_uc* dest, const stbi_uc* src)\n{\n    int mask = 0x80, i;\n\n    for (i = 0; i < 4; ++i, mask >>= 1)\n        if (channel & mask)\n            dest[i] = src[i];\n}\n\nstatic stbi_uc* stbi__pic_load_core(stbi__context* s, int width, int height, int* comp, stbi_uc* result)\n{\n    int act_comp = 0, num_packets = 0, y, chained;\n    stbi__pic_packet packets[10];\n\n    // this will (should...) cater for even some bizarre stuff like having data\n     // for the same channel in multiple packets.\n    do {\n        stbi__pic_packet* packet;\n\n        if (num_packets == sizeof(packets) / sizeof(packets[0]))\n            return stbi__errpuc(\"bad format\", \"too many packets\");\n\n        packet = &packets[num_packets++];\n\n        chained = stbi__get8(s);\n        packet->size = stbi__get8(s);\n        packet->type = stbi__get8(s);\n        packet->channel = stbi__get8(s);\n\n        act_comp |= packet->channel;\n\n        if (stbi__at_eof(s))          return stbi__errpuc(\"bad file\", \"file too short (reading packets)\");\n        if (packet->size != 8)  return stbi__errpuc(\"bad format\", \"packet isn't 8bpp\");\n    } while (chained);\n\n    *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?\n\n    for (y = 0; y < height; ++y) {\n        int packet_idx;\n\n        for (packet_idx = 0; packet_idx < num_packets; ++packet_idx) {\n            stbi__pic_packet* packet = &packets[packet_idx];\n            stbi_uc* dest = result + y * width * 4;\n\n            switch (packet->type) {\n            default:\n                return stbi__errpuc(\"bad format\", \"packet has bad compression type\");\n\n            case 0: {//uncompressed\n                int x;\n\n                for (x = 0; x < width; ++x, dest += 4)\n                    if (!stbi__readval(s, packet->channel, dest))\n                        return 0;\n                break;\n            }\n\n            case 1://Pure RLE\n            {\n                int left = width, i;\n\n                while (left > 0) {\n                    stbi_uc count, value[4];\n\n                    count = stbi__get8(s);\n                    if (stbi__at_eof(s))   return stbi__errpuc(\"bad file\", \"file too short (pure read count)\");\n\n                    if (count > left)\n                        count = (stbi_uc)left;\n\n                    if (!stbi__readval(s, packet->channel, value))  return 0;\n\n                    for (i = 0; i < count; ++i, dest += 4)\n                        stbi__copyval(packet->channel, dest, value);\n                    left -= count;\n                }\n            }\n            break;\n\n            case 2: {//Mixed RLE\n                int left = width;\n                while (left > 0) {\n                    int count = stbi__get8(s), i;\n                    if (stbi__at_eof(s))  return stbi__errpuc(\"bad file\", \"file too short (mixed read count)\");\n\n                    if (count >= 128) { // Repeated\n                        stbi_uc value[4];\n\n                        if (count == 128)\n                            count = stbi__get16be(s);\n                        else\n                            count -= 127;\n                        if (count > left)\n                            return stbi__errpuc(\"bad file\", \"scanline overrun\");\n\n                        if (!stbi__readval(s, packet->channel, value))\n                            return 0;\n\n                        for (i = 0; i < count; ++i, dest += 4)\n                            stbi__copyval(packet->channel, dest, value);\n                    }\n                    else { // Raw\n                        ++count;\n                        if (count > left) return stbi__errpuc(\"bad file\", \"scanline overrun\");\n\n                        for (i = 0; i < count; ++i, dest += 4)\n                            if (!stbi__readval(s, packet->channel, dest))\n                                return 0;\n                    }\n                    left -= count;\n                }\n                break;\n            }\n            }\n        }\n    }\n\n    return result;\n}\n\nstatic void* stbi__pic_load(stbi__context* s, int* px, int* py, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* result;\n    int i, x, y, internal_comp;\n    STBI_NOTUSED(ri);\n\n    if (!comp) comp = &internal_comp;\n\n    for (i = 0; i < 92; ++i)\n        stbi__get8(s);\n\n    x = stbi__get16be(s);\n    y = stbi__get16be(s);\n\n    if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    if (stbi__at_eof(s))  return stbi__errpuc(\"bad file\", \"file too short (pic header)\");\n    if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc(\"too large\", \"PIC image too large to decode\");\n\n    stbi__get32be(s); //skip `ratio'\n    stbi__get16be(s); //skip `fields'\n    stbi__get16be(s); //skip `pad'\n\n    // intermediate buffer is RGBA\n    result = (stbi_uc*)stbi__malloc_mad3(x, y, 4, 0);\n    memset(result, 0xff, x * y * 4);\n\n    if (!stbi__pic_load_core(s, x, y, comp, result)) {\n        STBI_FREE(result);\n        result = 0;\n    }\n    *px = x;\n    *py = y;\n    if (req_comp == 0) req_comp = *comp;\n    result = stbi__convert_format(result, 4, req_comp, x, y);\n\n    return result;\n}\n\nstatic int stbi__pic_test(stbi__context* s)\n{\n    int r = stbi__pic_test_core(s);\n    stbi__rewind(s);\n    return r;\n}\n#endif\n\n// *************************************************************************************************\n// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb\n\n#ifndef STBI_NO_GIF\ntypedef struct\n{\n    stbi__int16 prefix;\n    stbi_uc first;\n    stbi_uc suffix;\n} stbi__gif_lzw;\n\ntypedef struct\n{\n    int w, h;\n    stbi_uc* out;                 // output buffer (always 4 components)\n    stbi_uc* background;          // The current \"background\" as far as a gif is concerned\n    stbi_uc* history;\n    int flags, bgindex, ratio, transparent, eflags;\n    stbi_uc  pal[256][4];\n    stbi_uc lpal[256][4];\n    stbi__gif_lzw codes[8192];\n    stbi_uc* color_table;\n    int parse, step;\n    int lflags;\n    int start_x, start_y;\n    int max_x, max_y;\n    int cur_x, cur_y;\n    int line_size;\n    int delay;\n} stbi__gif;\n\nstatic int stbi__gif_test_raw(stbi__context* s)\n{\n    int sz;\n    if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;\n    sz = stbi__get8(s);\n    if (sz != '9' && sz != '7') return 0;\n    if (stbi__get8(s) != 'a') return 0;\n    return 1;\n}\n\nstatic int stbi__gif_test(stbi__context* s)\n{\n    int r = stbi__gif_test_raw(s);\n    stbi__rewind(s);\n    return r;\n}\n\nstatic void stbi__gif_parse_colortable(stbi__context* s, stbi_uc pal[256][4], int num_entries, int transp)\n{\n    int i;\n    for (i = 0; i < num_entries; ++i) {\n        pal[i][2] = stbi__get8(s);\n        pal[i][1] = stbi__get8(s);\n        pal[i][0] = stbi__get8(s);\n        pal[i][3] = transp == i ? 0 : 255;\n    }\n}\n\nstatic int stbi__gif_header(stbi__context* s, stbi__gif* g, int* comp, int is_info)\n{\n    stbi_uc version;\n    if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')\n        return stbi__err(\"not GIF\", \"Corrupt GIF\");\n\n    version = stbi__get8(s);\n    if (version != '7' && version != '9')    return stbi__err(\"not GIF\", \"Corrupt GIF\");\n    if (stbi__get8(s) != 'a')                return stbi__err(\"not GIF\", \"Corrupt GIF\");\n\n    stbi__g_failure_reason = \"\";\n    g->w = stbi__get16le(s);\n    g->h = stbi__get16le(s);\n    g->flags = stbi__get8(s);\n    g->bgindex = stbi__get8(s);\n    g->ratio = stbi__get8(s);\n    g->transparent = -1;\n\n    if (g->w > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n    if (g->h > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\n    if (comp != 0) *comp = 4;  // can't actually tell whether it's 3 or 4 until we parse the comments\n\n    if (is_info) return 1;\n\n    if (g->flags & 0x80)\n        stbi__gif_parse_colortable(s, g->pal, 2 << (g->flags & 7), -1);\n\n    return 1;\n}\n\nstatic int stbi__gif_info_raw(stbi__context* s, int* x, int* y, int* comp)\n{\n    stbi__gif* g = (stbi__gif*)stbi__malloc(sizeof(stbi__gif));\n    if (!stbi__gif_header(s, g, comp, 1)) {\n        STBI_FREE(g);\n        stbi__rewind(s);\n        return 0;\n    }\n    if (x) *x = g->w;\n    if (y) *y = g->h;\n    STBI_FREE(g);\n    return 1;\n}\n\nstatic void stbi__out_gif_code(stbi__gif* g, stbi__uint16 code)\n{\n    stbi_uc* p, * c;\n    int idx;\n\n    // recurse to decode the prefixes, since the linked-list is backwards,\n    // and working backwards through an interleaved image would be nasty\n    if (g->codes[code].prefix >= 0)\n        stbi__out_gif_code(g, g->codes[code].prefix);\n\n    if (g->cur_y >= g->max_y) return;\n\n    idx = g->cur_x + g->cur_y;\n    p = &g->out[idx];\n    g->history[idx / 4] = 1;\n\n    c = &g->color_table[g->codes[code].suffix * 4];\n    if (c[3] > 128) { // don't render transparent pixels;\n        p[0] = c[2];\n        p[1] = c[1];\n        p[2] = c[0];\n        p[3] = c[3];\n    }\n    g->cur_x += 4;\n\n    if (g->cur_x >= g->max_x) {\n        g->cur_x = g->start_x;\n        g->cur_y += g->step;\n\n        while (g->cur_y >= g->max_y && g->parse > 0) {\n            g->step = (1 << g->parse) * g->line_size;\n            g->cur_y = g->start_y + (g->step >> 1);\n            --g->parse;\n        }\n    }\n}\n\nstatic stbi_uc* stbi__process_gif_raster(stbi__context* s, stbi__gif* g)\n{\n    stbi_uc lzw_cs;\n    stbi__int32 len, init_code;\n    stbi__uint32 first;\n    stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;\n    stbi__gif_lzw* p;\n\n    lzw_cs = stbi__get8(s);\n    if (lzw_cs > 12) return NULL;\n    clear = 1 << lzw_cs;\n    first = 1;\n    codesize = lzw_cs + 1;\n    codemask = (1 << codesize) - 1;\n    bits = 0;\n    valid_bits = 0;\n    for (init_code = 0; init_code < clear; init_code++) {\n        g->codes[init_code].prefix = -1;\n        g->codes[init_code].first = (stbi_uc)init_code;\n        g->codes[init_code].suffix = (stbi_uc)init_code;\n    }\n\n    // support no starting clear code\n    avail = clear + 2;\n    oldcode = -1;\n\n    len = 0;\n    for (;;) {\n        if (valid_bits < codesize) {\n            if (len == 0) {\n                len = stbi__get8(s); // start new block\n                if (len == 0)\n                    return g->out;\n            }\n            --len;\n            bits |= (stbi__int32)stbi__get8(s) << valid_bits;\n            valid_bits += 8;\n        }\n        else {\n            stbi__int32 code = bits & codemask;\n            bits >>= codesize;\n            valid_bits -= codesize;\n            // @OPTIMIZE: is there some way we can accelerate the non-clear path?\n            if (code == clear) {  // clear code\n                codesize = lzw_cs + 1;\n                codemask = (1 << codesize) - 1;\n                avail = clear + 2;\n                oldcode = -1;\n                first = 0;\n            }\n            else if (code == clear + 1) { // end of stream code\n                stbi__skip(s, len);\n                while ((len = stbi__get8(s)) > 0)\n                    stbi__skip(s, len);\n                return g->out;\n            }\n            else if (code <= avail) {\n                if (first) {\n                    return stbi__errpuc(\"no clear code\", \"Corrupt GIF\");\n                }\n\n                if (oldcode >= 0) {\n                    p = &g->codes[avail++];\n                    if (avail > 8192) {\n                        return stbi__errpuc(\"too many codes\", \"Corrupt GIF\");\n                    }\n\n                    p->prefix = (stbi__int16)oldcode;\n                    p->first = g->codes[oldcode].first;\n                    p->suffix = (code == avail) ? p->first : g->codes[code].first;\n                }\n                else if (code == avail)\n                    return stbi__errpuc(\"illegal code in raster\", \"Corrupt GIF\");\n\n                stbi__out_gif_code(g, (stbi__uint16)code);\n\n                if ((avail & codemask) == 0 && avail <= 0x0FFF) {\n                    codesize++;\n                    codemask = (1 << codesize) - 1;\n                }\n\n                oldcode = code;\n            }\n            else {\n                return stbi__errpuc(\"illegal code in raster\", \"Corrupt GIF\");\n            }\n        }\n    }\n}\n\n// this function is designed to support animated gifs, although stb_image doesn't support it\n// two back is the image from two frames ago, used for a very specific disposal format\nstatic stbi_uc* stbi__gif_load_next(stbi__context* s, stbi__gif* g, int* comp, int req_comp, stbi_uc* two_back)\n{\n    int dispose;\n    int first_frame;\n    int pi;\n    int pcount;\n    STBI_NOTUSED(req_comp);\n\n    // on first frame, any non-written pixels get the background colour (non-transparent)\n    first_frame = 0;\n    if (g->out == 0) {\n        if (!stbi__gif_header(s, g, comp, 0)) return 0; // stbi__g_failure_reason set by stbi__gif_header\n        if (!stbi__mad3sizes_valid(4, g->w, g->h, 0))\n            return stbi__errpuc(\"too large\", \"GIF image is too large\");\n        pcount = g->w * g->h;\n        g->out = (stbi_uc*)stbi__malloc(4 * pcount);\n        g->background = (stbi_uc*)stbi__malloc(4 * pcount);\n        g->history = (stbi_uc*)stbi__malloc(pcount);\n        if (!g->out || !g->background || !g->history)\n            return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n        // image is treated as \"transparent\" at the start - ie, nothing overwrites the current background;\n        // background colour is only used for pixels that are not rendered first frame, after that \"background\"\n        // color refers to the color that was there the previous frame.\n        memset(g->out, 0x00, 4 * pcount);\n        memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent)\n        memset(g->history, 0x00, pcount);        // pixels that were affected previous frame\n        first_frame = 1;\n    }\n    else {\n        // second frame - how do we dispose of the previous one?\n        dispose = (g->eflags & 0x1C) >> 2;\n        pcount = g->w * g->h;\n\n        if ((dispose == 3) && (two_back == 0)) {\n            dispose = 2; // if I don't have an image to revert back to, default to the old background\n        }\n\n        if (dispose == 3) { // use previous graphic\n            for (pi = 0; pi < pcount; ++pi) {\n                if (g->history[pi]) {\n                    memcpy(&g->out[pi * 4], &two_back[pi * 4], 4);\n                }\n            }\n        }\n        else if (dispose == 2) {\n            // restore what was changed last frame to background before that frame;\n            for (pi = 0; pi < pcount; ++pi) {\n                if (g->history[pi]) {\n                    memcpy(&g->out[pi * 4], &g->background[pi * 4], 4);\n                }\n            }\n        }\n        else {\n            // This is a non-disposal case eithe way, so just\n            // leave the pixels as is, and they will become the new background\n            // 1: do not dispose\n            // 0:  not specified.\n        }\n\n        // background is what out is after the undoing of the previou frame;\n        memcpy(g->background, g->out, 4 * g->w * g->h);\n    }\n\n    // clear my history;\n    memset(g->history, 0x00, g->w * g->h);        // pixels that were affected previous frame\n\n    for (;;) {\n        int tag = stbi__get8(s);\n        switch (tag) {\n        case 0x2C: /* Image Descriptor */\n        {\n            stbi__int32 x, y, w, h;\n            stbi_uc* o;\n\n            x = stbi__get16le(s);\n            y = stbi__get16le(s);\n            w = stbi__get16le(s);\n            h = stbi__get16le(s);\n            if (((x + w) > (g->w)) || ((y + h) > (g->h)))\n                return stbi__errpuc(\"bad Image Descriptor\", \"Corrupt GIF\");\n\n            g->line_size = g->w * 4;\n            g->start_x = x * 4;\n            g->start_y = y * g->line_size;\n            g->max_x = g->start_x + w * 4;\n            g->max_y = g->start_y + h * g->line_size;\n            g->cur_x = g->start_x;\n            g->cur_y = g->start_y;\n\n            // if the width of the specified rectangle is 0, that means\n            // we may not see *any* pixels or the image is malformed;\n            // to make sure this is caught, move the current y down to\n            // max_y (which is what out_gif_code checks).\n            if (w == 0)\n                g->cur_y = g->max_y;\n\n            g->lflags = stbi__get8(s);\n\n            if (g->lflags & 0x40) {\n                g->step = 8 * g->line_size; // first interlaced spacing\n                g->parse = 3;\n            }\n            else {\n                g->step = g->line_size;\n                g->parse = 0;\n            }\n\n            if (g->lflags & 0x80) {\n                stbi__gif_parse_colortable(s, g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);\n                g->color_table = (stbi_uc*)g->lpal;\n            }\n            else if (g->flags & 0x80) {\n                g->color_table = (stbi_uc*)g->pal;\n            }\n            else\n                return stbi__errpuc(\"missing color table\", \"Corrupt GIF\");\n\n            o = stbi__process_gif_raster(s, g);\n            if (!o) return NULL;\n\n            // if this was the first frame,\n            pcount = g->w * g->h;\n            if (first_frame && (g->bgindex > 0)) {\n                // if first frame, any pixel not drawn to gets the background color\n                for (pi = 0; pi < pcount; ++pi) {\n                    if (g->history[pi] == 0) {\n                        g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be;\n                        memcpy(&g->out[pi * 4], &g->pal[g->bgindex], 4);\n                    }\n                }\n            }\n\n            return o;\n        }\n\n        case 0x21: // Comment Extension.\n        {\n            int len;\n            int ext = stbi__get8(s);\n            if (ext == 0xF9) { // Graphic Control Extension.\n                len = stbi__get8(s);\n                if (len == 4) {\n                    g->eflags = stbi__get8(s);\n                    g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths.\n\n                    // unset old transparent\n                    if (g->transparent >= 0) {\n                        g->pal[g->transparent][3] = 255;\n                    }\n                    if (g->eflags & 0x01) {\n                        g->transparent = stbi__get8(s);\n                        if (g->transparent >= 0) {\n                            g->pal[g->transparent][3] = 0;\n                        }\n                    }\n                    else {\n                        // don't need transparent\n                        stbi__skip(s, 1);\n                        g->transparent = -1;\n                    }\n                }\n                else {\n                    stbi__skip(s, len);\n                    break;\n                }\n            }\n            while ((len = stbi__get8(s)) != 0) {\n                stbi__skip(s, len);\n            }\n            break;\n        }\n\n        case 0x3B: // gif stream termination code\n            return (stbi_uc*)s; // using '1' causes warning on some compilers\n\n        default:\n            return stbi__errpuc(\"unknown code\", \"Corrupt GIF\");\n        }\n    }\n}\n\nstatic void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp)\n{\n    if (stbi__gif_test(s)) {\n        int layers = 0;\n        stbi_uc* u = 0;\n        stbi_uc* out = 0;\n        stbi_uc* two_back = 0;\n        stbi__gif g;\n        int stride;\n        int out_size = 0;\n        int delays_size = 0;\n        memset(&g, 0, sizeof(g));\n        if (delays) {\n            *delays = 0;\n        }\n\n        do {\n            u = stbi__gif_load_next(s, &g, comp, req_comp, two_back);\n            if (u == (stbi_uc*)s) u = 0;  // end of animated gif marker\n\n            if (u) {\n                *x = g.w;\n                *y = g.h;\n                ++layers;\n                stride = g.w * g.h * 4;\n\n                if (out) {\n                    void* tmp = (stbi_uc*)STBI_REALLOC_SIZED(out, out_size, layers * stride);\n                    if (NULL == tmp) {\n                        STBI_FREE(g.out);\n                        STBI_FREE(g.history);\n                        STBI_FREE(g.background);\n                        return stbi__errpuc(\"outofmem\", \"Out of memory\");\n                    }\n                    else {\n                        out = (stbi_uc*)tmp;\n                        out_size = layers * stride;\n                    }\n\n                    if (delays) {\n                        *delays = (int*)STBI_REALLOC_SIZED(*delays, delays_size, sizeof(int) * layers);\n                        delays_size = layers * sizeof(int);\n                    }\n                }\n                else {\n                    out = (stbi_uc*)stbi__malloc(layers * stride);\n                    out_size = layers * stride;\n                    if (delays) {\n                        *delays = (int*)stbi__malloc(layers * sizeof(int));\n                        delays_size = layers * sizeof(int);\n                    }\n                }\n                memcpy(out + ((layers - 1) * stride), u, stride);\n                if (layers >= 2) {\n                    two_back = out - 2 * stride;\n                }\n\n                if (delays) {\n                    (*delays)[layers - 1U] = g.delay;\n                }\n            }\n        } while (u != 0);\n\n        // free temp buffer;\n        STBI_FREE(g.out);\n        STBI_FREE(g.history);\n        STBI_FREE(g.background);\n\n        // do the final conversion after loading everything;\n        if (req_comp && req_comp != 4)\n            out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h);\n\n        *z = layers;\n        return out;\n    }\n    else {\n        return stbi__errpuc(\"not GIF\", \"Image was not as a gif type.\");\n    }\n}\n\nstatic void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* u = 0;\n    stbi__gif g;\n    memset(&g, 0, sizeof(g));\n    STBI_NOTUSED(ri);\n\n    u = stbi__gif_load_next(s, &g, comp, req_comp, 0);\n    if (u == (stbi_uc*)s) u = 0;  // end of animated gif marker\n    if (u) {\n        *x = g.w;\n        *y = g.h;\n\n        // moved conversion to after successful load so that the same\n        // can be done for multiple frames.\n        if (req_comp && req_comp != 4)\n            u = stbi__convert_format(u, 4, req_comp, g.w, g.h);\n    }\n    else if (g.out) {\n        // if there was an error and we allocated an image buffer, free it!\n        STBI_FREE(g.out);\n    }\n\n    // free buffers needed for multiple frame loading;\n    STBI_FREE(g.history);\n    STBI_FREE(g.background);\n\n    return u;\n}\n\nstatic int stbi__gif_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    return stbi__gif_info_raw(s, x, y, comp);\n}\n#endif\n\n// *************************************************************************************************\n// Radiance RGBE HDR loader\n// originally by Nicolas Schulz\n#ifndef STBI_NO_HDR\nstatic int stbi__hdr_test_core(stbi__context* s, const char* signature)\n{\n    int i;\n    for (i = 0; signature[i]; ++i)\n        if (stbi__get8(s) != signature[i])\n            return 0;\n    stbi__rewind(s);\n    return 1;\n}\n\nstatic int stbi__hdr_test(stbi__context* s)\n{\n    int r = stbi__hdr_test_core(s, \"#?RADIANCE\\n\");\n    stbi__rewind(s);\n    if (!r) {\n        r = stbi__hdr_test_core(s, \"#?RGBE\\n\");\n        stbi__rewind(s);\n    }\n    return r;\n}\n\n#define STBI__HDR_BUFLEN  1024\nstatic char* stbi__hdr_gettoken(stbi__context* z, char* buffer)\n{\n    int len = 0;\n    char c = '\\0';\n\n    c = (char)stbi__get8(z);\n\n    while (!stbi__at_eof(z) && c != '\\n') {\n        buffer[len++] = c;\n        if (len == STBI__HDR_BUFLEN - 1) {\n            // flush to end of line\n            while (!stbi__at_eof(z) && stbi__get8(z) != '\\n')\n                ;\n            break;\n        }\n        c = (char)stbi__get8(z);\n    }\n\n    buffer[len] = 0;\n    return buffer;\n}\n\nstatic void stbi__hdr_convert(float* output, stbi_uc* input, int req_comp)\n{\n    if (input[3] != 0) {\n        float f1;\n        // Exponent\n        f1 = (float)ldexp(1.0f, input[3] - (int)(128 + 8));\n        if (req_comp <= 2)\n            output[0] = (input[0] + input[1] + input[2]) * f1 / 3;\n        else {\n            output[0] = input[0] * f1;\n            output[1] = input[1] * f1;\n            output[2] = input[2] * f1;\n        }\n        if (req_comp == 2) output[1] = 1;\n        if (req_comp == 4) output[3] = 1;\n    }\n    else {\n        switch (req_comp) {\n        case 4: output[3] = 1; /* fallthrough */\n        case 3: output[0] = output[1] = output[2] = 0;\n            break;\n        case 2: output[1] = 1; /* fallthrough */\n        case 1: output[0] = 0;\n            break;\n        }\n    }\n}\n\nstatic float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    char buffer[STBI__HDR_BUFLEN];\n    char* token;\n    int valid = 0;\n    int width, height;\n    stbi_uc* scanline;\n    float* hdr_data;\n    int len;\n    unsigned char count, value;\n    int i, j, k, c1, c2, z;\n    const char* headerToken;\n    STBI_NOTUSED(ri);\n\n    // Check identifier\n    headerToken = stbi__hdr_gettoken(s, buffer);\n    if (strcmp(headerToken, \"#?RADIANCE\") != 0 && strcmp(headerToken, \"#?RGBE\") != 0)\n        return stbi__errpf(\"not HDR\", \"Corrupt HDR image\");\n\n    // Parse header\n    for (;;) {\n        token = stbi__hdr_gettoken(s, buffer);\n        if (token[0] == 0) break;\n        if (strcmp(token, \"FORMAT=32-bit_rle_rgbe\") == 0) valid = 1;\n    }\n\n    if (!valid)    return stbi__errpf(\"unsupported format\", \"Unsupported HDR format\");\n\n    // Parse width and height\n    // can't use sscanf() if we're not using stdio!\n    token = stbi__hdr_gettoken(s, buffer);\n    if (strncmp(token, \"-Y \", 3))  return stbi__errpf(\"unsupported data layout\", \"Unsupported HDR format\");\n    token += 3;\n    height = (int)strtol(token, &token, 10);\n    while (*token == ' ') ++token;\n    if (strncmp(token, \"+X \", 3))  return stbi__errpf(\"unsupported data layout\", \"Unsupported HDR format\");\n    token += 3;\n    width = (int)strtol(token, NULL, 10);\n\n    if (height > STBI_MAX_DIMENSIONS) return stbi__errpf(\"too large\", \"Very large image (corrupt?)\");\n    if (width > STBI_MAX_DIMENSIONS) return stbi__errpf(\"too large\", \"Very large image (corrupt?)\");\n\n    *x = width;\n    *y = height;\n\n    if (comp) *comp = 3;\n    if (req_comp == 0) req_comp = 3;\n\n    if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0))\n        return stbi__errpf(\"too large\", \"HDR image is too large\");\n\n    // Read data\n    hdr_data = (float*)stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0);\n    if (!hdr_data)\n        return stbi__errpf(\"outofmem\", \"Out of memory\");\n\n    // Load image data\n    // image data is stored as some number of sca\n    if (width < 8 || width >= 32768) {\n        // Read flat data\n        for (j = 0; j < height; ++j) {\n            for (i = 0; i < width; ++i) {\n                stbi_uc rgbe[4];\n            main_decode_loop:\n                stbi__getn(s, rgbe, 4);\n                stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);\n            }\n        }\n    }\n    else {\n        // Read RLE-encoded data\n        scanline = NULL;\n\n        for (j = 0; j < height; ++j) {\n            c1 = stbi__get8(s);\n            c2 = stbi__get8(s);\n            len = stbi__get8(s);\n            if (c1 != 2 || c2 != 2 || (len & 0x80)) {\n                // not run-length encoded, so we have to actually use THIS data as a decoded\n                // pixel (note this can't be a valid pixel--one of RGB must be >= 128)\n                stbi_uc rgbe[4];\n                rgbe[0] = (stbi_uc)c1;\n                rgbe[1] = (stbi_uc)c2;\n                rgbe[2] = (stbi_uc)len;\n                rgbe[3] = (stbi_uc)stbi__get8(s);\n                stbi__hdr_convert(hdr_data, rgbe, req_comp);\n                i = 1;\n                j = 0;\n                STBI_FREE(scanline);\n                goto main_decode_loop; // yes, this makes no sense\n            }\n            len <<= 8;\n            len |= stbi__get8(s);\n            if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"invalid decoded scanline length\", \"corrupt HDR\"); }\n            if (scanline == NULL) {\n                scanline = (stbi_uc*)stbi__malloc_mad2(width, 4, 0);\n                if (!scanline) {\n                    STBI_FREE(hdr_data);\n                    return stbi__errpf(\"outofmem\", \"Out of memory\");\n                }\n            }\n\n            for (k = 0; k < 4; ++k) {\n                int nleft;\n                i = 0;\n                while ((nleft = width - i) > 0) {\n                    count = stbi__get8(s);\n                    if (count > 128) {\n                        // Run\n                        value = stbi__get8(s);\n                        count -= 128;\n                        if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"corrupt\", \"bad RLE data in HDR\"); }\n                        for (z = 0; z < count; ++z)\n                            scanline[i++ * 4 + k] = value;\n                    }\n                    else {\n                        // Dump\n                        if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"corrupt\", \"bad RLE data in HDR\"); }\n                        for (z = 0; z < count; ++z)\n                            scanline[i++ * 4 + k] = stbi__get8(s);\n                    }\n                }\n            }\n            for (i = 0; i < width; ++i)\n                stbi__hdr_convert(hdr_data + (j * width + i) * req_comp, scanline + i * 4, req_comp);\n        }\n        if (scanline)\n            STBI_FREE(scanline);\n    }\n\n    return hdr_data;\n}\n\nstatic int stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    char buffer[STBI__HDR_BUFLEN];\n    char* token;\n    int valid = 0;\n    int dummy;\n\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n\n    if (stbi__hdr_test(s) == 0) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    for (;;) {\n        token = stbi__hdr_gettoken(s, buffer);\n        if (token[0] == 0) break;\n        if (strcmp(token, \"FORMAT=32-bit_rle_rgbe\") == 0) valid = 1;\n    }\n\n    if (!valid) {\n        stbi__rewind(s);\n        return 0;\n    }\n    token = stbi__hdr_gettoken(s, buffer);\n    if (strncmp(token, \"-Y \", 3)) {\n        stbi__rewind(s);\n        return 0;\n    }\n    token += 3;\n    *y = (int)strtol(token, &token, 10);\n    while (*token == ' ') ++token;\n    if (strncmp(token, \"+X \", 3)) {\n        stbi__rewind(s);\n        return 0;\n    }\n    token += 3;\n    *x = (int)strtol(token, NULL, 10);\n    *comp = 3;\n    return 1;\n}\n#endif // STBI_NO_HDR\n\n#ifndef STBI_NO_BMP\nstatic int stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    void* p;\n    stbi__bmp_data info;\n\n    info.all_a = 255;\n    p = stbi__bmp_parse_header(s, &info);\n    stbi__rewind(s);\n    if (p == NULL)\n        return 0;\n    if (x) *x = s->img_x;\n    if (y) *y = s->img_y;\n    if (comp) {\n        if (info.bpp == 24 && info.ma == 0xff000000)\n            *comp = 3;\n        else\n            *comp = info.ma ? 4 : 3;\n    }\n    return 1;\n}\n#endif\n\n#ifndef STBI_NO_PSD\nstatic int stbi__psd_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int channelCount, dummy, depth;\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n    if (stbi__get32be(s) != 0x38425053) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (stbi__get16be(s) != 1) {\n        stbi__rewind(s);\n        return 0;\n    }\n    stbi__skip(s, 6);\n    channelCount = stbi__get16be(s);\n    if (channelCount < 0 || channelCount > 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    *y = stbi__get32be(s);\n    *x = stbi__get32be(s);\n    depth = stbi__get16be(s);\n    if (depth != 8 && depth != 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (stbi__get16be(s) != 3) {\n        stbi__rewind(s);\n        return 0;\n    }\n    *comp = 4;\n    return 1;\n}\n\nstatic int stbi__psd_is16(stbi__context* s)\n{\n    int channelCount, depth;\n    if (stbi__get32be(s) != 0x38425053) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if (stbi__get16be(s) != 1) {\n        stbi__rewind(s);\n        return 0;\n    }\n    stbi__skip(s, 6);\n    channelCount = stbi__get16be(s);\n    if (channelCount < 0 || channelCount > 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    (void)stbi__get32be(s);\n    (void)stbi__get32be(s);\n    depth = stbi__get16be(s);\n    if (depth != 16) {\n        stbi__rewind(s);\n        return 0;\n    }\n    return 1;\n}\n#endif\n\n#ifndef STBI_NO_PIC\nstatic int stbi__pic_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int act_comp = 0, num_packets = 0, chained, dummy;\n    stbi__pic_packet packets[10];\n\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n\n    if (!stbi__pic_is4(s, \"\\x53\\x80\\xF6\\x34\")) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    stbi__skip(s, 88);\n\n    *x = stbi__get16be(s);\n    *y = stbi__get16be(s);\n    if (stbi__at_eof(s)) {\n        stbi__rewind(s);\n        return 0;\n    }\n    if ((*x) != 0 && (1 << 28) / (*x) < (*y)) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    stbi__skip(s, 8);\n\n    do {\n        stbi__pic_packet* packet;\n\n        if (num_packets == sizeof(packets) / sizeof(packets[0]))\n            return 0;\n\n        packet = &packets[num_packets++];\n        chained = stbi__get8(s);\n        packet->size = stbi__get8(s);\n        packet->type = stbi__get8(s);\n        packet->channel = stbi__get8(s);\n        act_comp |= packet->channel;\n\n        if (stbi__at_eof(s)) {\n            stbi__rewind(s);\n            return 0;\n        }\n        if (packet->size != 8) {\n            stbi__rewind(s);\n            return 0;\n        }\n    } while (chained);\n\n    *comp = (act_comp & 0x10 ? 4 : 3);\n\n    return 1;\n}\n#endif\n\n// *************************************************************************************************\n// Portable Gray Map and Portable Pixel Map loader\n// by Ken Miller\n//\n// PGM: http://netpbm.sourceforge.net/doc/pgm.html\n// PPM: http://netpbm.sourceforge.net/doc/ppm.html\n//\n// Known limitations:\n//    Does not support comments in the header section\n//    Does not support ASCII image data (formats P2 and P3)\n//    Does not support 16-bit-per-channel\n\n#ifndef STBI_NO_PNM\n\nstatic int      stbi__pnm_test(stbi__context* s)\n{\n    char p, t;\n    p = (char)stbi__get8(s);\n    t = (char)stbi__get8(s);\n    if (p != 'P' || (t != '5' && t != '6')) {\n        stbi__rewind(s);\n        return 0;\n    }\n    return 1;\n}\n\nstatic void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri)\n{\n    stbi_uc* out;\n    STBI_NOTUSED(ri);\n\n    if (!stbi__pnm_info(s, (int*)&s->img_x, (int*)&s->img_y, (int*)&s->img_n))\n        return 0;\n\n    if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n    if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n    *x = s->img_x;\n    *y = s->img_y;\n    if (comp) *comp = s->img_n;\n\n    if (!stbi__mad3sizes_valid(s->img_n, s->img_x, s->img_y, 0))\n        return stbi__errpuc(\"too large\", \"PNM too large\");\n\n    out = (stbi_uc*)stbi__malloc_mad3(s->img_n, s->img_x, s->img_y, 0);\n    if (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n    stbi__getn(s, out, s->img_n * s->img_x * s->img_y);\n\n    if (req_comp && req_comp != s->img_n) {\n        out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y);\n        if (out == NULL) return out; // stbi__convert_format frees input on failure\n    }\n    return out;\n}\n\nstatic int      stbi__pnm_isspace(char c)\n{\n    return c == ' ' || c == '\\t' || c == '\\n' || c == '\\v' || c == '\\f' || c == '\\r';\n}\n\nstatic void     stbi__pnm_skip_whitespace(stbi__context* s, char* c)\n{\n    for (;;) {\n        while (!stbi__at_eof(s) && stbi__pnm_isspace(*c))\n            *c = (char)stbi__get8(s);\n\n        if (stbi__at_eof(s) || *c != '#')\n            break;\n\n        while (!stbi__at_eof(s) && *c != '\\n' && *c != '\\r')\n            *c = (char)stbi__get8(s);\n    }\n}\n\nstatic int      stbi__pnm_isdigit(char c)\n{\n    return c >= '0' && c <= '9';\n}\n\nstatic int      stbi__pnm_getinteger(stbi__context* s, char* c)\n{\n    int value = 0;\n\n    while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) {\n        value = value * 10 + (*c - '0');\n        *c = (char)stbi__get8(s);\n    }\n\n    return value;\n}\n\nstatic int      stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp)\n{\n    int maxv, dummy;\n    char c, p, t;\n\n    if (!x) x = &dummy;\n    if (!y) y = &dummy;\n    if (!comp) comp = &dummy;\n\n    stbi__rewind(s);\n\n    // Get identifier\n    p = (char)stbi__get8(s);\n    t = (char)stbi__get8(s);\n    if (p != 'P' || (t != '5' && t != '6')) {\n        stbi__rewind(s);\n        return 0;\n    }\n\n    *comp = (t == '6') ? 3 : 1;  // '5' is 1-component .pgm; '6' is 3-component .ppm\n\n    c = (char)stbi__get8(s);\n    stbi__pnm_skip_whitespace(s, &c);\n\n    *x = stbi__pnm_getinteger(s, &c); // read width\n    stbi__pnm_skip_whitespace(s, &c);\n\n    *y = stbi__pnm_getinteger(s, &c); // read height\n    stbi__pnm_skip_whitespace(s, &c);\n\n    maxv = stbi__pnm_getinteger(s, &c);  // read max value\n\n    if (maxv > 255)\n        return stbi__err(\"max value > 255\", \"PPM image not 8-bit\");\n    else\n        return 1;\n}\n#endif\n\nstatic int stbi__info_main(stbi__context* s, int* x, int* y, int* comp)\n{\n#ifndef STBI_NO_JPEG\n    if (stbi__jpeg_info(s, x, y, comp)) return 1;\n#endif\n\n#ifndef STBI_NO_PNG\n    if (stbi__png_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_GIF\n    if (stbi__gif_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_BMP\n    if (stbi__bmp_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PSD\n    if (stbi__psd_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PIC\n    if (stbi__pic_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PNM\n    if (stbi__pnm_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_HDR\n    if (stbi__hdr_info(s, x, y, comp))  return 1;\n#endif\n\n    // test tga last because it's a crappy test!\n#ifndef STBI_NO_TGA\n    if (stbi__tga_info(s, x, y, comp))\n        return 1;\n#endif\n    return stbi__err(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nstatic int stbi__is_16_main(stbi__context* s)\n{\n#ifndef STBI_NO_PNG\n    if (stbi__png_is16(s))  return 1;\n#endif\n\n#ifndef STBI_NO_PSD\n    if (stbi__psd_is16(s))  return 1;\n#endif\n\n    return 0;\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF int stbi_info(char const* filename, int* x, int* y, int* comp)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    int result;\n    if (!f) return stbi__err(\"can't fopen\", \"Unable to open file\");\n    result = stbi_info_from_file(f, x, y, comp);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF int stbi_info_from_file(FILE* f, int* x, int* y, int* comp)\n{\n    int r;\n    stbi__context s;\n    long pos = ftell(f);\n    stbi__start_file(&s, f);\n    r = stbi__info_main(&s, x, y, comp);\n    fseek(f, pos, SEEK_SET);\n    return r;\n}\n\nSTBIDEF int stbi_is_16_bit(char const* filename)\n{\n    FILE* f = stbi__fopen(filename, \"rb\");\n    int result;\n    if (!f) return stbi__err(\"can't fopen\", \"Unable to open file\");\n    result = stbi_is_16_bit_from_file(f);\n    fclose(f);\n    return result;\n}\n\nSTBIDEF int stbi_is_16_bit_from_file(FILE* f)\n{\n    int r;\n    stbi__context s;\n    long pos = ftell(f);\n    stbi__start_file(&s, f);\n    r = stbi__is_16_main(&s);\n    fseek(f, pos, SEEK_SET);\n    return r;\n}\n#endif // !STBI_NO_STDIO\n\nSTBIDEF int stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__info_main(&s, x, y, comp);\n}\n\nSTBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const* c, void* user, int* x, int* y, int* comp)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user);\n    return stbi__info_main(&s, x, y, comp);\n}\n\nSTBIDEF int stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len)\n{\n    stbi__context s;\n    stbi__start_mem(&s, buffer, len);\n    return stbi__is_16_main(&s);\n}\n\nSTBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* c, void* user)\n{\n    stbi__context s;\n    stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user);\n    return stbi__is_16_main(&s);\n}\n\n#endif // STB_IMAGE_IMPLEMENTATION\n\n/*\n   revision history:\n      2.20  (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs\n      2.19  (2018-02-11) fix warning\n      2.18  (2018-01-30) fix warnings\n      2.17  (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug\n                         1-bit BMP\n                         *_is_16_bit api\n                         avoid warnings\n      2.16  (2017-07-23) all functions have 16-bit variants;\n                         STBI_NO_STDIO works again;\n                         compilation fixes;\n                         fix rounding in unpremultiply;\n                         optimize vertical flip;\n                         disable raw_len validation;\n                         documentation fixes\n      2.15  (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode;\n                         warning fixes; disable run-time SSE detection on gcc;\n                         uniform handling of optional \"return\" values;\n                         thread-safe initialization of zlib tables\n      2.14  (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs\n      2.13  (2016-11-29) add 16-bit API, only supported for PNG right now\n      2.12  (2016-04-02) fix typo in 2.11 PSD fix that caused crashes\n      2.11  (2016-04-02) allocate large structures on the stack\n                         remove white matting for transparent PSD\n                         fix reported channel count for PNG & BMP\n                         re-enable SSE2 in non-gcc 64-bit\n                         support RGB-formatted JPEG\n                         read 16-bit PNGs (only as 8-bit)\n      2.10  (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED\n      2.09  (2016-01-16) allow comments in PNM files\n                         16-bit-per-pixel TGA (not bit-per-component)\n                         info() for TGA could break due to .hdr handling\n                         info() for BMP to shares code instead of sloppy parse\n                         can use STBI_REALLOC_SIZED if allocator doesn't support realloc\n                         code cleanup\n      2.08  (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA\n      2.07  (2015-09-13) fix compiler warnings\n                         partial animated GIF support\n                         limited 16-bpc PSD support\n                         #ifdef unused functions\n                         bug with < 92 byte PIC,PNM,HDR,TGA\n      2.06  (2015-04-19) fix bug where PSD returns wrong '*comp' value\n      2.05  (2015-04-19) fix bug in progressive JPEG handling, fix warning\n      2.04  (2015-04-15) try to re-enable SIMD on MinGW 64-bit\n      2.03  (2015-04-12) extra corruption checking (mmozeiko)\n                         stbi_set_flip_vertically_on_load (nguillemot)\n                         fix NEON support; fix mingw support\n      2.02  (2015-01-19) fix incorrect assert, fix warning\n      2.01  (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2\n      2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG\n      2.00  (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg)\n                         progressive JPEG (stb)\n                         PGM/PPM support (Ken Miller)\n                         STBI_MALLOC,STBI_REALLOC,STBI_FREE\n                         GIF bugfix -- seemingly never worked\n                         STBI_NO_*, STBI_ONLY_*\n      1.48  (2014-12-14) fix incorrectly-named assert()\n      1.47  (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb)\n                         optimize PNG (ryg)\n                         fix bug in interlaced PNG with user-specified channel count (stb)\n      1.46  (2014-08-26)\n              fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG\n      1.45  (2014-08-16)\n              fix MSVC-ARM internal compiler error by wrapping malloc\n      1.44  (2014-08-07)\n              various warning fixes from Ronny Chevalier\n      1.43  (2014-07-15)\n              fix MSVC-only compiler problem in code changed in 1.42\n      1.42  (2014-07-09)\n              don't define _CRT_SECURE_NO_WARNINGS (affects user code)\n              fixes to stbi__cleanup_jpeg path\n              added STBI_ASSERT to avoid requiring assert.h\n      1.41  (2014-06-25)\n              fix search&replace from 1.36 that messed up comments/error messages\n      1.40  (2014-06-22)\n              fix gcc struct-initialization warning\n      1.39  (2014-06-15)\n              fix to TGA optimization when req_comp != number of components in TGA;\n              fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)\n              add support for BMP version 5 (more ignored fields)\n      1.38  (2014-06-06)\n              suppress MSVC warnings on integer casts truncating values\n              fix accidental rename of 'skip' field of I/O\n      1.37  (2014-06-04)\n              remove duplicate typedef\n      1.36  (2014-06-03)\n              convert to header file single-file library\n              if de-iphone isn't set, load iphone images color-swapped instead of returning NULL\n      1.35  (2014-05-27)\n              various warnings\n              fix broken STBI_SIMD path\n              fix bug where stbi_load_from_file no longer left file pointer in correct place\n              fix broken non-easy path for 32-bit BMP (possibly never used)\n              TGA optimization by Arseny Kapoulkine\n      1.34  (unknown)\n              use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case\n      1.33  (2011-07-14)\n              make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements\n      1.32  (2011-07-13)\n              support for \"info\" function for all supported filetypes (SpartanJ)\n      1.31  (2011-06-20)\n              a few more leak fixes, bug in PNG handling (SpartanJ)\n      1.30  (2011-06-11)\n              added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)\n              removed deprecated format-specific test/load functions\n              removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway\n              error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)\n              fix inefficiency in decoding 32-bit BMP (David Woo)\n      1.29  (2010-08-16)\n              various warning fixes from Aurelien Pocheville\n      1.28  (2010-08-01)\n              fix bug in GIF palette transparency (SpartanJ)\n      1.27  (2010-08-01)\n              cast-to-stbi_uc to fix warnings\n      1.26  (2010-07-24)\n              fix bug in file buffering for PNG reported by SpartanJ\n      1.25  (2010-07-17)\n              refix trans_data warning (Won Chun)\n      1.24  (2010-07-12)\n              perf improvements reading from files on platforms with lock-heavy fgetc()\n              minor perf improvements for jpeg\n              deprecated type-specific functions so we'll get feedback if they're needed\n              attempt to fix trans_data warning (Won Chun)\n      1.23    fixed bug in iPhone support\n      1.22  (2010-07-10)\n              removed image *writing* support\n              stbi_info support from Jetro Lauha\n              GIF support from Jean-Marc Lienher\n              iPhone PNG-extensions from James Brown\n              warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)\n      1.21    fix use of 'stbi_uc' in header (reported by jon blow)\n      1.20    added support for Softimage PIC, by Tom Seddon\n      1.19    bug in interlaced PNG corruption check (found by ryg)\n      1.18  (2008-08-02)\n              fix a threading bug (local mutable static)\n      1.17    support interlaced PNG\n      1.16    major bugfix - stbi__convert_format converted one too many pixels\n      1.15    initialize some fields for thread safety\n      1.14    fix threadsafe conversion bug\n              header-file-only version (#define STBI_HEADER_FILE_ONLY before including)\n      1.13    threadsafe\n      1.12    const qualifiers in the API\n      1.11    Support installable IDCT, colorspace conversion routines\n      1.10    Fixes for 64-bit (don't use \"unsigned long\")\n              optimized upsampling by Fabian \"ryg\" Giesen\n      1.09    Fix format-conversion for PSD code (bad global variables!)\n      1.08    Thatcher Ulrich's PSD code integrated by Nicolas Schulz\n      1.07    attempt to fix C++ warning/errors again\n      1.06    attempt to fix C++ warning/errors again\n      1.05    fix TGA loading to return correct *comp and use good luminance calc\n      1.04    default float alpha is 1, not 255; use 'void *' for stbi_image_free\n      1.03    bugfixes to STBI_NO_STDIO, STBI_NO_HDR\n      1.02    support for (subset of) HDR files, float interface for preferred access to them\n      1.01    fix bug: possible bug in handling right-side up bmps... not sure\n              fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all\n      1.00    interface to zlib that skips zlib header\n      0.99    correct handling of alpha in palette\n      0.98    TGA loader by lonesock; dynamically add loaders (untested)\n      0.97    jpeg errors on too large a file; also catch another malloc failure\n      0.96    fix detection of invalid v value - particleman@mollyrocket forum\n      0.95    during header scan, seek to markers in case of padding\n      0.94    STBI_NO_STDIO to disable stdio usage; rename all #defines the same\n      0.93    handle jpegtran output; verbose errors\n      0.92    read 4,8,16,24,32-bit BMP files of several formats\n      0.91    output 24-bit Windows 3.0 BMP files\n      0.90    fix a few more warnings; bump version number to approach 1.0\n      0.61    bugfixes due to Marc LeBlanc, Christopher Lloyd\n      0.60    fix compiling as c++\n      0.59    fix warnings: merge Dave Moore's -Wall fixes\n      0.58    fix bug: zlib uncompressed mode len/nlen was wrong endian\n      0.57    fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available\n      0.56    fix bug: zlib uncompressed mode len vs. nlen\n      0.55    fix bug: restart_interval not initialized to 0\n      0.54    allow NULL for 'int *comp'\n      0.53    fix bug in png 3->4; speedup png decoding\n      0.52    png handles req_comp=3,4 directly; minor cleanup; jpeg comments\n      0.51    obey req_comp requests, 1-component jpegs return as 1-component,\n              on 'test' only check type, not whether we support this variant\n      0.50  (2006-11-19)\n              first released version\n*/\n\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/"
  },
  {
    "path": "Dependencies/include/stb_image_write.h",
    "content": "/* stb_image_write - v1.15 - public domain - http://nothings.org/stb\n   writes out PNG/BMP/TGA/JPEG/HDR images to C stdio - Sean Barrett 2010-2015\n                                     no warranty implied; use at your own risk\n\n   Before #including,\n\n       #define STB_IMAGE_WRITE_IMPLEMENTATION\n\n   in the file that you want to have the implementation.\n\n   Will probably not work correctly with strict-aliasing optimizations.\n\nABOUT:\n\n   This header file is a library for writing images to C stdio or a callback.\n\n   The PNG output is not optimal; it is 20-50% larger than the file\n   written by a decent optimizing implementation; though providing a custom\n   zlib compress function (see STBIW_ZLIB_COMPRESS) can mitigate that.\n   This library is designed for source code compactness and simplicity,\n   not optimal image file size or run-time performance.\n\nBUILDING:\n\n   You can #define STBIW_ASSERT(x) before the #include to avoid using assert.h.\n   You can #define STBIW_MALLOC(), STBIW_REALLOC(), and STBIW_FREE() to replace\n   malloc,realloc,free.\n   You can #define STBIW_MEMMOVE() to replace memmove()\n   You can #define STBIW_ZLIB_COMPRESS to use a custom zlib-style compress function\n   for PNG compression (instead of the builtin one), it must have the following signature:\n   unsigned char * my_compress(unsigned char *data, int data_len, int *out_len, int quality);\n   The returned data will be freed with STBIW_FREE() (free() by default),\n   so it must be heap allocated with STBIW_MALLOC() (malloc() by default),\n\nUNICODE:\n\n   If compiling for Windows and you wish to use Unicode filenames, compile\n   with\n       #define STBIW_WINDOWS_UTF8\n   and pass utf8-encoded filenames. Call stbiw_convert_wchar_to_utf8 to convert\n   Windows wchar_t filenames to utf8.\n\nUSAGE:\n\n   There are five functions, one for each image file format:\n\n     int stbi_write_png(char const *filename, int w, int h, int comp, const void *data, int stride_in_bytes);\n     int stbi_write_bmp(char const *filename, int w, int h, int comp, const void *data);\n     int stbi_write_tga(char const *filename, int w, int h, int comp, const void *data);\n     int stbi_write_jpg(char const *filename, int w, int h, int comp, const void *data, int quality);\n     int stbi_write_hdr(char const *filename, int w, int h, int comp, const float *data);\n\n     void stbi_flip_vertically_on_write(int flag); // flag is non-zero to flip data vertically\n\n   There are also five equivalent functions that use an arbitrary write function. You are\n   expected to open/close your file-equivalent before and after calling these:\n\n     int stbi_write_png_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void  *data, int stride_in_bytes);\n     int stbi_write_bmp_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void  *data);\n     int stbi_write_tga_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void  *data);\n     int stbi_write_hdr_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const float *data);\n     int stbi_write_jpg_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data, int quality);\n\n   where the callback is:\n      void stbi_write_func(void *context, void *data, int size);\n\n   You can configure it with these global variables:\n      int stbi_write_tga_with_rle;             // defaults to true; set to 0 to disable RLE\n      int stbi_write_png_compression_level;    // defaults to 8; set to higher for more compression\n      int stbi_write_force_png_filter;         // defaults to -1; set to 0..5 to force a filter mode\n\n\n   You can define STBI_WRITE_NO_STDIO to disable the file variant of these\n   functions, so the library will not use stdio.h at all. However, this will\n   also disable HDR writing, because it requires stdio for formatted output.\n\n   Each function returns 0 on failure and non-0 on success.\n\n   The functions create an image file defined by the parameters. The image\n   is a rectangle of pixels stored from left-to-right, top-to-bottom.\n   Each pixel contains 'comp' channels of data stored interleaved with 8-bits\n   per channel, in the following order: 1=Y, 2=YA, 3=RGB, 4=RGBA. (Y is\n   monochrome color.) The rectangle is 'w' pixels wide and 'h' pixels tall.\n   The *data pointer points to the first byte of the top-left-most pixel.\n   For PNG, \"stride_in_bytes\" is the distance in bytes from the first byte of\n   a row of pixels to the first byte of the next row of pixels.\n\n   PNG creates output files with the same number of components as the input.\n   The BMP format expands Y to RGB in the file format and does not\n   output alpha.\n\n   PNG supports writing rectangles of data even when the bytes storing rows of\n   data are not consecutive in memory (e.g. sub-rectangles of a larger image),\n   by supplying the stride between the beginning of adjacent rows. The other\n   formats do not. (Thus you cannot write a native-format BMP through the BMP\n   writer, both because it is in BGR order and because it may have padding\n   at the end of the line.)\n\n   PNG allows you to set the deflate compression level by setting the global\n   variable 'stbi_write_png_compression_level' (it defaults to 8).\n\n   HDR expects linear float data. Since the format is always 32-bit rgb(e)\n   data, alpha (if provided) is discarded, and for monochrome data it is\n   replicated across all three channels.\n\n   TGA supports RLE or non-RLE compressed data. To use non-RLE-compressed\n   data, set the global variable 'stbi_write_tga_with_rle' to 0.\n\n   JPEG does ignore alpha channels in input data; quality is between 1 and 100.\n   Higher quality looks better but results in a bigger image.\n   JPEG baseline (no JPEG progressive).\n\nCREDITS:\n\n\n   Sean Barrett           -    PNG/BMP/TGA\n   Baldur Karlsson        -    HDR\n   Jean-Sebastien Guay    -    TGA monochrome\n   Tim Kelsey             -    misc enhancements\n   Alan Hickman           -    TGA RLE\n   Emmanuel Julien        -    initial file IO callback implementation\n   Jon Olick              -    original jo_jpeg.cpp code\n   Daniel Gibson          -    integrate JPEG, allow external zlib\n   Aarni Koskela          -    allow choosing PNG filter\n\n   bugfixes:\n      github:Chribba\n      Guillaume Chereau\n      github:jry2\n      github:romigrou\n      Sergio Gonzalez\n      Jonas Karlsson\n      Filip Wasil\n      Thatcher Ulrich\n      github:poppolopoppo\n      Patrick Boettcher\n      github:xeekworx\n      Cap Petschulat\n      Simon Rodriguez\n      Ivan Tikhonov\n      github:ignotion\n      Adam Schackart\n\nLICENSE\n\n  See end of file for license information.\n\n*/\n\n#ifndef INCLUDE_STB_IMAGE_WRITE_H\n#define INCLUDE_STB_IMAGE_WRITE_H\n\n#include <stdlib.h>\n\n// if STB_IMAGE_WRITE_STATIC causes problems, try defining STBIWDEF to 'inline' or 'static inline'\n#ifndef STBIWDEF\n#ifdef STB_IMAGE_WRITE_STATIC\n#define STBIWDEF  static\n#else\n#ifdef __cplusplus\n#define STBIWDEF  extern \"C\"\n#else\n#define STBIWDEF  extern\n#endif\n#endif\n#endif\n\n#ifndef STB_IMAGE_WRITE_STATIC  // C++ forbids static forward declarations\nextern int stbi_write_tga_with_rle;\nextern int stbi_write_png_compression_level;\nextern int stbi_write_force_png_filter;\n#endif\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_png(char const* filename, int w, int h, int comp, const void* data, int stride_in_bytes);\nSTBIWDEF int stbi_write_bmp(char const* filename, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_tga(char const* filename, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_hdr(char const* filename, int w, int h, int comp, const float* data);\nSTBIWDEF int stbi_write_jpg(char const* filename, int x, int y, int comp, const void* data, int quality);\n\n#ifdef STBI_WINDOWS_UTF8\nSTBIWDEF int stbiw_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input);\n#endif\n#endif\n\ntypedef void stbi_write_func(void* context, void* data, int size);\n\nSTBIWDEF int stbi_write_png_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data, int stride_in_bytes);\nSTBIWDEF int stbi_write_bmp_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_tga_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data);\nSTBIWDEF int stbi_write_hdr_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const float* data);\nSTBIWDEF int stbi_write_jpg_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int quality);\n\nSTBIWDEF void stbi_flip_vertically_on_write(int flip_boolean);\n\n#endif//INCLUDE_STB_IMAGE_WRITE_H\n\n#ifdef STB_IMAGE_WRITE_IMPLEMENTATION\n\n#ifdef _WIN32\n#ifndef _CRT_SECURE_NO_WARNINGS\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n#ifndef _CRT_NONSTDC_NO_DEPRECATE\n#define _CRT_NONSTDC_NO_DEPRECATE\n#endif\n#endif\n\n#ifndef STBI_WRITE_NO_STDIO\n#include <stdio.h>\n#endif // STBI_WRITE_NO_STDIO\n\n#include <stdarg.h>\n#include <stdlib.h>\n#include <string.h>\n#include <math.h>\n\n#if defined(STBIW_MALLOC) && defined(STBIW_FREE) && (defined(STBIW_REALLOC) || defined(STBIW_REALLOC_SIZED))\n// ok\n#elif !defined(STBIW_MALLOC) && !defined(STBIW_FREE) && !defined(STBIW_REALLOC) && !defined(STBIW_REALLOC_SIZED)\n// ok\n#else\n#error \"Must define all or none of STBIW_MALLOC, STBIW_FREE, and STBIW_REALLOC (or STBIW_REALLOC_SIZED).\"\n#endif\n\n#ifndef STBIW_MALLOC\n#define STBIW_MALLOC(sz)        malloc(sz)\n#define STBIW_REALLOC(p,newsz)  realloc(p,newsz)\n#define STBIW_FREE(p)           free(p)\n#endif\n\n#ifndef STBIW_REALLOC_SIZED\n#define STBIW_REALLOC_SIZED(p,oldsz,newsz) STBIW_REALLOC(p,newsz)\n#endif\n\n\n#ifndef STBIW_MEMMOVE\n#define STBIW_MEMMOVE(a,b,sz) memmove(a,b,sz)\n#endif\n\n\n#ifndef STBIW_ASSERT\n#include <assert.h>\n#define STBIW_ASSERT(x) assert(x)\n#endif\n\n#define STBIW_UCHAR(x) (unsigned char) ((x) & 0xff)\n\n#ifdef STB_IMAGE_WRITE_STATIC\nstatic int stbi_write_png_compression_level = 8;\nstatic int stbi_write_tga_with_rle = 1;\nstatic int stbi_write_force_png_filter = -1;\n#else\nint stbi_write_png_compression_level = 8;\nint stbi_write_tga_with_rle = 1;\nint stbi_write_force_png_filter = -1;\n#endif\n\nstatic int stbi__flip_vertically_on_write = 0;\n\nSTBIWDEF void stbi_flip_vertically_on_write(int flag)\n{\n    stbi__flip_vertically_on_write = flag;\n}\n\ntypedef struct\n{\n    stbi_write_func* func;\n    void* context;\n    unsigned char buffer[64];\n    int buf_used;\n} stbi__write_context;\n\n// initialize a callback-based context\nstatic void stbi__start_write_callbacks(stbi__write_context* s, stbi_write_func* c, void* context)\n{\n    s->func = c;\n    s->context = context;\n}\n\n#ifndef STBI_WRITE_NO_STDIO\n\nstatic void stbi__stdio_write(void* context, void* data, int size)\n{\n    fwrite(data, 1, size, (FILE*)context);\n}\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\n#ifdef __cplusplus\n#define STBIW_EXTERN extern \"C\"\n#else\n#define STBIW_EXTERN extern\n#endif\nSTBIW_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char* str, int cbmb, wchar_t* widestr, int cchwide);\nSTBIW_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t* widestr, int cchwide, char* str, int cbmb, const char* defchar, int* used_default);\n\nSTBIWDEF int stbiw_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input)\n{\n    return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL);\n}\n#endif\n\nstatic FILE* stbiw__fopen(char const* filename, char const* mode)\n{\n    FILE* f;\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\n    wchar_t wMode[64];\n    wchar_t wFilename[1024];\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)))\n        return 0;\n\n    if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)))\n        return 0;\n\n#if _MSC_VER >= 1400\n    if (0 != _wfopen_s(&f, wFilename, wMode))\n        f = 0;\n#else\n    f = _wfopen(wFilename, wMode);\n#endif\n\n#elif defined(_MSC_VER) && _MSC_VER >= 1400\n    if (0 != fopen_s(&f, filename, mode))\n        f = 0;\n#else\n    f = fopen(filename, mode);\n#endif\n    return f;\n}\n\nstatic int stbi__start_write_file(stbi__write_context* s, const char* filename)\n{\n    FILE* f = stbiw__fopen(filename, \"wb\");\n    stbi__start_write_callbacks(s, stbi__stdio_write, (void*)f);\n    return f != NULL;\n}\n\nstatic void stbi__end_write_file(stbi__write_context* s)\n{\n    fclose((FILE*)s->context);\n}\n\n#endif // !STBI_WRITE_NO_STDIO\n\ntypedef unsigned int stbiw_uint32;\ntypedef int stb_image_write_test[sizeof(stbiw_uint32) == 4 ? 1 : -1];\n\nstatic void stbiw__writefv(stbi__write_context* s, const char* fmt, va_list v)\n{\n    while (*fmt) {\n        switch (*fmt++) {\n        case ' ': break;\n        case '1': { unsigned char x = STBIW_UCHAR(va_arg(v, int));\n            s->func(s->context, &x, 1);\n            break; }\n        case '2': { int x = va_arg(v, int);\n            unsigned char b[2];\n            b[0] = STBIW_UCHAR(x);\n            b[1] = STBIW_UCHAR(x >> 8);\n            s->func(s->context, b, 2);\n            break; }\n        case '4': { stbiw_uint32 x = va_arg(v, int);\n            unsigned char b[4];\n            b[0] = STBIW_UCHAR(x);\n            b[1] = STBIW_UCHAR(x >> 8);\n            b[2] = STBIW_UCHAR(x >> 16);\n            b[3] = STBIW_UCHAR(x >> 24);\n            s->func(s->context, b, 4);\n            break; }\n        default:\n            STBIW_ASSERT(0);\n            return;\n        }\n    }\n}\n\nstatic void stbiw__writef(stbi__write_context* s, const char* fmt, ...)\n{\n    va_list v;\n    va_start(v, fmt);\n    stbiw__writefv(s, fmt, v);\n    va_end(v);\n}\n\nstatic void stbiw__write_flush(stbi__write_context* s)\n{\n    if (s->buf_used) {\n        s->func(s->context, &s->buffer, s->buf_used);\n        s->buf_used = 0;\n    }\n}\n\nstatic void stbiw__putc(stbi__write_context* s, unsigned char c)\n{\n    s->func(s->context, &c, 1);\n}\n\nstatic void stbiw__write1(stbi__write_context* s, unsigned char a)\n{\n    if (s->buf_used + 1 > sizeof(s->buffer))\n        stbiw__write_flush(s);\n    s->buffer[s->buf_used++] = a;\n}\n\nstatic void stbiw__write3(stbi__write_context* s, unsigned char a, unsigned char b, unsigned char c)\n{\n    int n;\n    if (s->buf_used + 3 > sizeof(s->buffer))\n        stbiw__write_flush(s);\n    n = s->buf_used;\n    s->buf_used = n + 3;\n    s->buffer[n + 0] = a;\n    s->buffer[n + 1] = b;\n    s->buffer[n + 2] = c;\n}\n\nstatic void stbiw__write_pixel(stbi__write_context* s, int rgb_dir, int comp, int write_alpha, int expand_mono, unsigned char* d)\n{\n    unsigned char bg[3] = { 255, 0, 255 }, px[3];\n    int k;\n\n    if (write_alpha < 0)\n        stbiw__write1(s, d[comp - 1]);\n\n    switch (comp) {\n    case 2: // 2 pixels = mono + alpha, alpha is written separately, so same as 1-channel case\n    case 1:\n        if (expand_mono)\n            stbiw__write3(s, d[0], d[0], d[0]); // monochrome bmp\n        else\n            stbiw__write1(s, d[0]);  // monochrome TGA\n        break;\n    case 4:\n        if (!write_alpha) {\n            // composite against pink background\n            for (k = 0; k < 3; ++k)\n                px[k] = bg[k] + ((d[k] - bg[k]) * d[3]) / 255;\n            stbiw__write3(s, px[1 - rgb_dir], px[1], px[1 + rgb_dir]);\n            break;\n        }\n        /* FALLTHROUGH */\n    case 3:\n        stbiw__write3(s, d[1 - rgb_dir], d[1], d[1 + rgb_dir]);\n        break;\n    }\n    if (write_alpha > 0)\n        stbiw__write1(s, d[comp - 1]);\n}\n\nstatic void stbiw__write_pixels(stbi__write_context* s, int rgb_dir, int vdir, int x, int y, int comp, void* data, int write_alpha, int scanline_pad, int expand_mono)\n{\n    stbiw_uint32 zero = 0;\n    int i, j, j_end;\n\n    if (y <= 0)\n        return;\n\n    if (stbi__flip_vertically_on_write)\n        vdir *= -1;\n\n    if (vdir < 0) {\n        j_end = -1; j = y - 1;\n    }\n    else {\n        j_end = y; j = 0;\n    }\n\n    for (; j != j_end; j += vdir) {\n        for (i = 0; i < x; ++i) {\n            unsigned char* d = (unsigned char*)data + (j * x + i) * comp;\n            stbiw__write_pixel(s, rgb_dir, comp, write_alpha, expand_mono, d);\n        }\n        stbiw__write_flush(s);\n        s->func(s->context, &zero, scanline_pad);\n    }\n}\n\nstatic int stbiw__outfile(stbi__write_context* s, int rgb_dir, int vdir, int x, int y, int comp, int expand_mono, void* data, int alpha, int pad, const char* fmt, ...)\n{\n    if (y < 0 || x < 0) {\n        return 0;\n    }\n    else {\n        va_list v;\n        va_start(v, fmt);\n        stbiw__writefv(s, fmt, v);\n        va_end(v);\n        stbiw__write_pixels(s, rgb_dir, vdir, x, y, comp, data, alpha, pad, expand_mono);\n        return 1;\n    }\n}\n\nstatic int stbi_write_bmp_core(stbi__write_context* s, int x, int y, int comp, const void* data)\n{\n    int pad = (-x * 3) & 3;\n    return stbiw__outfile(s, -1, -1, x, y, comp, 1, (void*)data, 0, pad,\n        \"11 4 22 4\" \"4 44 22 444444\",\n        'B', 'M', 14 + 40 + (x * 3 + pad) * y, 0, 0, 14 + 40,  // file header\n        40, x, y, 1, 24, 0, 0, 0, 0, 0, 0);             // bitmap header\n}\n\nSTBIWDEF int stbi_write_bmp_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_bmp_core(&s, x, y, comp, data);\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_bmp(char const* filename, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_bmp_core(&s, x, y, comp, data);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif //!STBI_WRITE_NO_STDIO\n\nstatic int stbi_write_tga_core(stbi__write_context* s, int x, int y, int comp, void* data)\n{\n    int has_alpha = (comp == 2 || comp == 4);\n    int colorbytes = has_alpha ? comp - 1 : comp;\n    int format = colorbytes < 2 ? 3 : 2; // 3 color channels (RGB/RGBA) = 2, 1 color channel (Y/YA) = 3\n\n    if (y < 0 || x < 0)\n        return 0;\n\n    if (!stbi_write_tga_with_rle) {\n        return stbiw__outfile(s, -1, -1, x, y, comp, 0, (void*)data, has_alpha, 0,\n            \"111 221 2222 11\", 0, 0, format, 0, 0, 0, 0, 0, x, y, (colorbytes + has_alpha) * 8, has_alpha * 8);\n    }\n    else {\n        int i, j, k;\n        int jend, jdir;\n\n        stbiw__writef(s, \"111 221 2222 11\", 0, 0, format + 8, 0, 0, 0, 0, 0, x, y, (colorbytes + has_alpha) * 8, has_alpha * 8);\n\n        if (stbi__flip_vertically_on_write) {\n            j = 0;\n            jend = y;\n            jdir = 1;\n        }\n        else {\n            j = y - 1;\n            jend = -1;\n            jdir = -1;\n        }\n        for (; j != jend; j += jdir) {\n            unsigned char* row = (unsigned char*)data + j * x * comp;\n            int len;\n\n            for (i = 0; i < x; i += len) {\n                unsigned char* begin = row + i * comp;\n                int diff = 1;\n                len = 1;\n\n                if (i < x - 1) {\n                    ++len;\n                    diff = memcmp(begin, row + (i + 1) * comp, comp);\n                    if (diff) {\n                        const unsigned char* prev = begin;\n                        for (k = i + 2; k < x && len < 128; ++k) {\n                            if (memcmp(prev, row + k * comp, comp)) {\n                                prev += comp;\n                                ++len;\n                            }\n                            else {\n                                --len;\n                                break;\n                            }\n                        }\n                    }\n                    else {\n                        for (k = i + 2; k < x && len < 128; ++k) {\n                            if (!memcmp(begin, row + k * comp, comp)) {\n                                ++len;\n                            }\n                            else {\n                                break;\n                            }\n                        }\n                    }\n                }\n\n                if (diff) {\n                    unsigned char header = STBIW_UCHAR(len - 1);\n                    stbiw__write1(s, header);\n                    for (k = 0; k < len; ++k) {\n                        stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin + k * comp);\n                    }\n                }\n                else {\n                    unsigned char header = STBIW_UCHAR(len - 129);\n                    stbiw__write1(s, header);\n                    stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin);\n                }\n            }\n        }\n        stbiw__write_flush(s);\n    }\n    return 1;\n}\n\nSTBIWDEF int stbi_write_tga_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_tga_core(&s, x, y, comp, (void*)data);\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_tga(char const* filename, int x, int y, int comp, const void* data)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_tga_core(&s, x, y, comp, (void*)data);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif\n\n// *************************************************************************************************\n// Radiance RGBE HDR writer\n// by Baldur Karlsson\n\n#define stbiw__max(a, b)  ((a) > (b) ? (a) : (b))\n\nstatic void stbiw__linear_to_rgbe(unsigned char* rgbe, float* linear)\n{\n    int exponent;\n    float maxcomp = stbiw__max(linear[0], stbiw__max(linear[1], linear[2]));\n\n    if (maxcomp < 1e-32f) {\n        rgbe[0] = rgbe[1] = rgbe[2] = rgbe[3] = 0;\n    }\n    else {\n        float normalize = (float)frexp(maxcomp, &exponent) * 256.0f / maxcomp;\n\n        rgbe[0] = (unsigned char)(linear[0] * normalize);\n        rgbe[1] = (unsigned char)(linear[1] * normalize);\n        rgbe[2] = (unsigned char)(linear[2] * normalize);\n        rgbe[3] = (unsigned char)(exponent + 128);\n    }\n}\n\nstatic void stbiw__write_run_data(stbi__write_context* s, int length, unsigned char databyte)\n{\n    unsigned char lengthbyte = STBIW_UCHAR(length + 128);\n    STBIW_ASSERT(length + 128 <= 255);\n    s->func(s->context, &lengthbyte, 1);\n    s->func(s->context, &databyte, 1);\n}\n\nstatic void stbiw__write_dump_data(stbi__write_context* s, int length, unsigned char* data)\n{\n    unsigned char lengthbyte = STBIW_UCHAR(length);\n    STBIW_ASSERT(length <= 128); // inconsistent with spec but consistent with official code\n    s->func(s->context, &lengthbyte, 1);\n    s->func(s->context, data, length);\n}\n\nstatic void stbiw__write_hdr_scanline(stbi__write_context* s, int width, int ncomp, unsigned char* scratch, float* scanline)\n{\n    unsigned char scanlineheader[4] = { 2, 2, 0, 0 };\n    unsigned char rgbe[4];\n    float linear[3];\n    int x;\n\n    scanlineheader[2] = (width & 0xff00) >> 8;\n    scanlineheader[3] = (width & 0x00ff);\n\n    /* skip RLE for images too small or large */\n    if (width < 8 || width >= 32768) {\n        for (x = 0; x < width; x++) {\n            switch (ncomp) {\n            case 4: /* fallthrough */\n            case 3: linear[2] = scanline[x * ncomp + 2];\n                linear[1] = scanline[x * ncomp + 1];\n                linear[0] = scanline[x * ncomp + 0];\n                break;\n            default:\n                linear[0] = linear[1] = linear[2] = scanline[x * ncomp + 0];\n                break;\n            }\n            stbiw__linear_to_rgbe(rgbe, linear);\n            s->func(s->context, rgbe, 4);\n        }\n    }\n    else {\n        int c, r;\n        /* encode into scratch buffer */\n        for (x = 0; x < width; x++) {\n            switch (ncomp) {\n            case 4: /* fallthrough */\n            case 3: linear[2] = scanline[x * ncomp + 2];\n                linear[1] = scanline[x * ncomp + 1];\n                linear[0] = scanline[x * ncomp + 0];\n                break;\n            default:\n                linear[0] = linear[1] = linear[2] = scanline[x * ncomp + 0];\n                break;\n            }\n            stbiw__linear_to_rgbe(rgbe, linear);\n            scratch[x + width * 0] = rgbe[0];\n            scratch[x + width * 1] = rgbe[1];\n            scratch[x + width * 2] = rgbe[2];\n            scratch[x + width * 3] = rgbe[3];\n        }\n\n        s->func(s->context, scanlineheader, 4);\n\n        /* RLE each component separately */\n        for (c = 0; c < 4; c++) {\n            unsigned char* comp = &scratch[width * c];\n\n            x = 0;\n            while (x < width) {\n                // find first run\n                r = x;\n                while (r + 2 < width) {\n                    if (comp[r] == comp[r + 1] && comp[r] == comp[r + 2])\n                        break;\n                    ++r;\n                }\n                if (r + 2 >= width)\n                    r = width;\n                // dump up to first run\n                while (x < r) {\n                    int len = r - x;\n                    if (len > 128) len = 128;\n                    stbiw__write_dump_data(s, len, &comp[x]);\n                    x += len;\n                }\n                // if there's a run, output it\n                if (r + 2 < width) { // same test as what we break out of in search loop, so only true if we break'd\n                   // find next byte after run\n                    while (r < width && comp[r] == comp[x])\n                        ++r;\n                    // output run up to r\n                    while (x < r) {\n                        int len = r - x;\n                        if (len > 127) len = 127;\n                        stbiw__write_run_data(s, len, comp[x]);\n                        x += len;\n                    }\n                }\n            }\n        }\n    }\n}\n\nstatic int stbi_write_hdr_core(stbi__write_context* s, int x, int y, int comp, float* data)\n{\n    if (y <= 0 || x <= 0 || data == NULL)\n        return 0;\n    else {\n        // Each component is stored separately. Allocate scratch space for full output scanline.\n        unsigned char* scratch = (unsigned char*)STBIW_MALLOC(x * 4);\n        int i, len;\n        char buffer[128];\n        char header[] = \"#?RADIANCE\\n# Written by stb_image_write.h\\nFORMAT=32-bit_rle_rgbe\\n\";\n        s->func(s->context, header, sizeof(header) - 1);\n\n#ifdef __STDC_WANT_SECURE_LIB__\n        len = sprintf_s(buffer, sizeof(buffer), \"EXPOSURE=          1.0000000000000\\n\\n-Y %d +X %d\\n\", y, x);\n#else\n        len = sprintf(buffer, \"EXPOSURE=          1.0000000000000\\n\\n-Y %d +X %d\\n\", y, x);\n#endif\n        s->func(s->context, buffer, len);\n\n        for (i = 0; i < y; i++)\n            stbiw__write_hdr_scanline(s, x, comp, scratch, data + comp * x * (stbi__flip_vertically_on_write ? y - 1 - i : i));\n        STBIW_FREE(scratch);\n        return 1;\n    }\n}\n\nSTBIWDEF int stbi_write_hdr_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const float* data)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_hdr_core(&s, x, y, comp, (float*)data);\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_hdr(char const* filename, int x, int y, int comp, const float* data)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_hdr_core(&s, x, y, comp, (float*)data);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif // STBI_WRITE_NO_STDIO\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// PNG writer\n//\n\n#ifndef STBIW_ZLIB_COMPRESS\n// stretchy buffer; stbiw__sbpush() == vector<>::push_back() -- stbiw__sbcount() == vector<>::size()\n#define stbiw__sbraw(a) ((int *) (void *) (a) - 2)\n#define stbiw__sbm(a)   stbiw__sbraw(a)[0]\n#define stbiw__sbn(a)   stbiw__sbraw(a)[1]\n\n#define stbiw__sbneedgrow(a,n)  ((a)==0 || stbiw__sbn(a)+n >= stbiw__sbm(a))\n#define stbiw__sbmaybegrow(a,n) (stbiw__sbneedgrow(a,(n)) ? stbiw__sbgrow(a,n) : 0)\n#define stbiw__sbgrow(a,n)  stbiw__sbgrowf((void **) &(a), (n), sizeof(*(a)))\n\n#define stbiw__sbpush(a, v)      (stbiw__sbmaybegrow(a,1), (a)[stbiw__sbn(a)++] = (v))\n#define stbiw__sbcount(a)        ((a) ? stbiw__sbn(a) : 0)\n#define stbiw__sbfree(a)         ((a) ? STBIW_FREE(stbiw__sbraw(a)),0 : 0)\n\nstatic void* stbiw__sbgrowf(void** arr, int increment, int itemsize)\n{\n    int m = *arr ? 2 * stbiw__sbm(*arr) + increment : increment + 1;\n    void* p = STBIW_REALLOC_SIZED(*arr ? stbiw__sbraw(*arr) : 0, *arr ? (stbiw__sbm(*arr) * itemsize + sizeof(int) * 2) : 0, itemsize * m + sizeof(int) * 2);\n    STBIW_ASSERT(p);\n    if (p) {\n        if (!*arr) ((int*)p)[1] = 0;\n        *arr = (void*)((int*)p + 2);\n        stbiw__sbm(*arr) = m;\n    }\n    return *arr;\n}\n\nstatic unsigned char* stbiw__zlib_flushf(unsigned char* data, unsigned int* bitbuffer, int* bitcount)\n{\n    while (*bitcount >= 8) {\n        stbiw__sbpush(data, STBIW_UCHAR(*bitbuffer));\n        *bitbuffer >>= 8;\n        *bitcount -= 8;\n    }\n    return data;\n}\n\nstatic int stbiw__zlib_bitrev(int code, int codebits)\n{\n    int res = 0;\n    while (codebits--) {\n        res = (res << 1) | (code & 1);\n        code >>= 1;\n    }\n    return res;\n}\n\nstatic unsigned int stbiw__zlib_countm(unsigned char* a, unsigned char* b, int limit)\n{\n    int i;\n    for (i = 0; i < limit && i < 258; ++i)\n        if (a[i] != b[i]) break;\n    return i;\n}\n\nstatic unsigned int stbiw__zhash(unsigned char* data)\n{\n    stbiw_uint32 hash = data[0] + (data[1] << 8) + (data[2] << 16);\n    hash ^= hash << 3;\n    hash += hash >> 5;\n    hash ^= hash << 4;\n    hash += hash >> 17;\n    hash ^= hash << 25;\n    hash += hash >> 6;\n    return hash;\n}\n\n#define stbiw__zlib_flush() (out = stbiw__zlib_flushf(out, &bitbuf, &bitcount))\n#define stbiw__zlib_add(code,codebits) \\\n      (bitbuf |= (code) << bitcount, bitcount += (codebits), stbiw__zlib_flush())\n#define stbiw__zlib_huffa(b,c)  stbiw__zlib_add(stbiw__zlib_bitrev(b,c),c)\n// default huffman tables\n#define stbiw__zlib_huff1(n)  stbiw__zlib_huffa(0x30 + (n), 8)\n#define stbiw__zlib_huff2(n)  stbiw__zlib_huffa(0x190 + (n)-144, 9)\n#define stbiw__zlib_huff3(n)  stbiw__zlib_huffa(0 + (n)-256,7)\n#define stbiw__zlib_huff4(n)  stbiw__zlib_huffa(0xc0 + (n)-280,8)\n#define stbiw__zlib_huff(n)  ((n) <= 143 ? stbiw__zlib_huff1(n) : (n) <= 255 ? stbiw__zlib_huff2(n) : (n) <= 279 ? stbiw__zlib_huff3(n) : stbiw__zlib_huff4(n))\n#define stbiw__zlib_huffb(n) ((n) <= 143 ? stbiw__zlib_huff1(n) : stbiw__zlib_huff2(n))\n\n#define stbiw__ZHASH   16384\n\n#endif // STBIW_ZLIB_COMPRESS\n\nSTBIWDEF unsigned char* stbi_zlib_compress(unsigned char* data, int data_len, int* out_len, int quality)\n{\n#ifdef STBIW_ZLIB_COMPRESS\n    // user provided a zlib compress implementation, use that\n    return STBIW_ZLIB_COMPRESS(data, data_len, out_len, quality);\n#else // use builtin\n    static unsigned short lengthc[] = { 3,4,5,6,7,8,9,10,11,13,15,17,19,23,27,31,35,43,51,59,67,83,99,115,131,163,195,227,258, 259 };\n    static unsigned char  lengtheb[] = { 0,0,0,0,0,0,0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4,  4,  5,  5,  5,  5,  0 };\n    static unsigned short distc[] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577, 32768 };\n    static unsigned char  disteb[] = { 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 };\n    unsigned int bitbuf = 0;\n    int i, j, bitcount = 0;\n    unsigned char* out = NULL;\n    unsigned char*** hash_table = (unsigned char***)STBIW_MALLOC(stbiw__ZHASH * sizeof(unsigned char**));\n    if (hash_table == NULL)\n        return NULL;\n    if (quality < 5) quality = 5;\n\n    stbiw__sbpush(out, 0x78);   // DEFLATE 32K window\n    stbiw__sbpush(out, 0x5e);   // FLEVEL = 1\n    stbiw__zlib_add(1, 1);  // BFINAL = 1\n    stbiw__zlib_add(1, 2);  // BTYPE = 1 -- fixed huffman\n\n    for (i = 0; i < stbiw__ZHASH; ++i)\n        hash_table[i] = NULL;\n\n    i = 0;\n    while (i < data_len - 3) {\n        // hash next 3 bytes of data to be compressed\n        int h = stbiw__zhash(data + i) & (stbiw__ZHASH - 1), best = 3;\n        unsigned char* bestloc = 0;\n        unsigned char** hlist = hash_table[h];\n        int n = stbiw__sbcount(hlist);\n        for (j = 0; j < n; ++j) {\n            if (hlist[j] - data > i - 32768) { // if entry lies within window\n                int d = stbiw__zlib_countm(hlist[j], data + i, data_len - i);\n                if (d >= best) { best = d; bestloc = hlist[j]; }\n            }\n        }\n        // when hash table entry is too long, delete half the entries\n        if (hash_table[h] && stbiw__sbn(hash_table[h]) == 2 * quality) {\n            STBIW_MEMMOVE(hash_table[h], hash_table[h] + quality, sizeof(hash_table[h][0]) * quality);\n            stbiw__sbn(hash_table[h]) = quality;\n        }\n        stbiw__sbpush(hash_table[h], data + i);\n\n        if (bestloc) {\n            // \"lazy matching\" - check match at *next* byte, and if it's better, do cur byte as literal\n            h = stbiw__zhash(data + i + 1) & (stbiw__ZHASH - 1);\n            hlist = hash_table[h];\n            n = stbiw__sbcount(hlist);\n            for (j = 0; j < n; ++j) {\n                if (hlist[j] - data > i - 32767) {\n                    int e = stbiw__zlib_countm(hlist[j], data + i + 1, data_len - i - 1);\n                    if (e > best) { // if next match is better, bail on current match\n                        bestloc = NULL;\n                        break;\n                    }\n                }\n            }\n        }\n\n        if (bestloc) {\n            int d = (int)(data + i - bestloc); // distance back\n            STBIW_ASSERT(d <= 32767 && best <= 258);\n            for (j = 0; best > lengthc[j + 1] - 1; ++j);\n            stbiw__zlib_huff(j + 257);\n            if (lengtheb[j]) stbiw__zlib_add(best - lengthc[j], lengtheb[j]);\n            for (j = 0; d > distc[j + 1] - 1; ++j);\n            stbiw__zlib_add(stbiw__zlib_bitrev(j, 5), 5);\n            if (disteb[j]) stbiw__zlib_add(d - distc[j], disteb[j]);\n            i += best;\n        }\n        else {\n            stbiw__zlib_huffb(data[i]);\n            ++i;\n        }\n    }\n    // write out final bytes\n    for (; i < data_len; ++i)\n        stbiw__zlib_huffb(data[i]);\n    stbiw__zlib_huff(256); // end of block\n    // pad with 0 bits to byte boundary\n    while (bitcount)\n        stbiw__zlib_add(0, 1);\n\n    for (i = 0; i < stbiw__ZHASH; ++i)\n        (void)stbiw__sbfree(hash_table[i]);\n    STBIW_FREE(hash_table);\n\n    {\n        // compute adler32 on input\n        unsigned int s1 = 1, s2 = 0;\n        int blocklen = (int)(data_len % 5552);\n        j = 0;\n        while (j < data_len) {\n            for (i = 0; i < blocklen; ++i) { s1 += data[j + i]; s2 += s1; }\n            s1 %= 65521; s2 %= 65521;\n            j += blocklen;\n            blocklen = 5552;\n        }\n        stbiw__sbpush(out, STBIW_UCHAR(s2 >> 8));\n        stbiw__sbpush(out, STBIW_UCHAR(s2));\n        stbiw__sbpush(out, STBIW_UCHAR(s1 >> 8));\n        stbiw__sbpush(out, STBIW_UCHAR(s1));\n    }\n    *out_len = stbiw__sbn(out);\n    // make returned pointer freeable\n    STBIW_MEMMOVE(stbiw__sbraw(out), out, *out_len);\n    return (unsigned char*)stbiw__sbraw(out);\n#endif // STBIW_ZLIB_COMPRESS\n}\n\nstatic unsigned int stbiw__crc32(unsigned char* buffer, int len)\n{\n#ifdef STBIW_CRC32\n    return STBIW_CRC32(buffer, len);\n#else\n    static unsigned int crc_table[256] =\n    {\n       0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3,\n       0x0eDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91,\n       0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7,\n       0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5,\n       0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B,\n       0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59,\n       0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F,\n       0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D,\n       0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433,\n       0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01,\n       0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457,\n       0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65,\n       0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB,\n       0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9,\n       0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F,\n       0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD,\n       0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683,\n       0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1,\n       0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7,\n       0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5,\n       0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B,\n       0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79,\n       0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F,\n       0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D,\n       0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713,\n       0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21,\n       0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777,\n       0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45,\n       0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB,\n       0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9,\n       0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF,\n       0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D\n    };\n\n    unsigned int crc = ~0u;\n    int i;\n    for (i = 0; i < len; ++i)\n        crc = (crc >> 8) ^ crc_table[buffer[i] ^ (crc & 0xff)];\n    return ~crc;\n#endif\n}\n\n#define stbiw__wpng4(o,a,b,c,d) ((o)[0]=STBIW_UCHAR(a),(o)[1]=STBIW_UCHAR(b),(o)[2]=STBIW_UCHAR(c),(o)[3]=STBIW_UCHAR(d),(o)+=4)\n#define stbiw__wp32(data,v) stbiw__wpng4(data, (v)>>24,(v)>>16,(v)>>8,(v));\n#define stbiw__wptag(data,s) stbiw__wpng4(data, s[0],s[1],s[2],s[3])\n\nstatic void stbiw__wpcrc(unsigned char** data, int len)\n{\n    unsigned int crc = stbiw__crc32(*data - len - 4, len + 4);\n    stbiw__wp32(*data, crc);\n}\n\nstatic unsigned char stbiw__paeth(int a, int b, int c)\n{\n    int p = a + b - c, pa = abs(p - a), pb = abs(p - b), pc = abs(p - c);\n    if (pa <= pb && pa <= pc) return STBIW_UCHAR(a);\n    if (pb <= pc) return STBIW_UCHAR(b);\n    return STBIW_UCHAR(c);\n}\n\n// @OPTIMIZE: provide an option that always forces left-predict or paeth predict\nstatic void stbiw__encode_png_line(unsigned char* pixels, int stride_bytes, int width, int height, int y, int n, int filter_type, signed char* line_buffer)\n{\n    static int mapping[] = { 0,1,2,3,4 };\n    static int firstmap[] = { 0,1,0,5,6 };\n    int* mymap = (y != 0) ? mapping : firstmap;\n    int i;\n    int type = mymap[filter_type];\n    unsigned char* z = pixels + stride_bytes * (stbi__flip_vertically_on_write ? height - 1 - y : y);\n    int signed_stride = stbi__flip_vertically_on_write ? -stride_bytes : stride_bytes;\n\n    if (type == 0) {\n        memcpy(line_buffer, z, width * n);\n        return;\n    }\n\n    // first loop isn't optimized since it's just one pixel\n    for (i = 0; i < n; ++i) {\n        switch (type) {\n        case 1: line_buffer[i] = z[i]; break;\n        case 2: line_buffer[i] = z[i] - z[i - signed_stride]; break;\n        case 3: line_buffer[i] = z[i] - (z[i - signed_stride] >> 1); break;\n        case 4: line_buffer[i] = (signed char)(z[i] - stbiw__paeth(0, z[i - signed_stride], 0)); break;\n        case 5: line_buffer[i] = z[i]; break;\n        case 6: line_buffer[i] = z[i]; break;\n        }\n    }\n    switch (type) {\n    case 1: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - z[i - n]; break;\n    case 2: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - z[i - signed_stride]; break;\n    case 3: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - ((z[i - n] + z[i - signed_stride]) >> 1); break;\n    case 4: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i - n], z[i - signed_stride], z[i - signed_stride - n]); break;\n    case 5: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - (z[i - n] >> 1); break;\n    case 6: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i - n], 0, 0); break;\n    }\n}\n\nSTBIWDEF unsigned char* stbi_write_png_to_mem(const unsigned char* pixels, int stride_bytes, int x, int y, int n, int* out_len)\n{\n    int force_filter = stbi_write_force_png_filter;\n    int ctype[5] = { -1, 0, 4, 2, 6 };\n    unsigned char sig[8] = { 137,80,78,71,13,10,26,10 };\n    unsigned char* out, * o, * filt, * zlib;\n    signed char* line_buffer;\n    int j, zlen;\n\n    if (stride_bytes == 0)\n        stride_bytes = x * n;\n\n    if (force_filter >= 5) {\n        force_filter = -1;\n    }\n\n    filt = (unsigned char*)STBIW_MALLOC((x * n + 1) * y); if (!filt) return 0;\n    line_buffer = (signed char*)STBIW_MALLOC(x * n); if (!line_buffer) { STBIW_FREE(filt); return 0; }\n    for (j = 0; j < y; ++j) {\n        int filter_type;\n        if (force_filter > -1) {\n            filter_type = force_filter;\n            stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, force_filter, line_buffer);\n        }\n        else { // Estimate the best filter by running through all of them:\n            int best_filter = 0, best_filter_val = 0x7fffffff, est, i;\n            for (filter_type = 0; filter_type < 5; filter_type++) {\n                stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, filter_type, line_buffer);\n\n                // Estimate the entropy of the line using this filter; the less, the better.\n                est = 0;\n                for (i = 0; i < x * n; ++i) {\n                    est += abs((signed char)line_buffer[i]);\n                }\n                if (est < best_filter_val) {\n                    best_filter_val = est;\n                    best_filter = filter_type;\n                }\n            }\n            if (filter_type != best_filter) {  // If the last iteration already got us the best filter, don't redo it\n                stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, best_filter, line_buffer);\n                filter_type = best_filter;\n            }\n        }\n        // when we get here, filter_type contains the filter type, and line_buffer contains the data\n        filt[j * (x * n + 1)] = (unsigned char)filter_type;\n        STBIW_MEMMOVE(filt + j * (x * n + 1) + 1, line_buffer, x * n);\n    }\n    STBIW_FREE(line_buffer);\n    zlib = stbi_zlib_compress(filt, y * (x * n + 1), &zlen, stbi_write_png_compression_level);\n    STBIW_FREE(filt);\n    if (!zlib) return 0;\n\n    // each tag requires 12 bytes of overhead\n    out = (unsigned char*)STBIW_MALLOC(8 + 12 + 13 + 12 + zlen + 12);\n    if (!out) return 0;\n    *out_len = 8 + 12 + 13 + 12 + zlen + 12;\n\n    o = out;\n    STBIW_MEMMOVE(o, sig, 8); o += 8;\n    stbiw__wp32(o, 13); // header length\n    stbiw__wptag(o, \"IHDR\");\n    stbiw__wp32(o, x);\n    stbiw__wp32(o, y);\n    *o++ = 8;\n    *o++ = STBIW_UCHAR(ctype[n]);\n    *o++ = 0;\n    *o++ = 0;\n    *o++ = 0;\n    stbiw__wpcrc(&o, 13);\n\n    stbiw__wp32(o, zlen);\n    stbiw__wptag(o, \"IDAT\");\n    STBIW_MEMMOVE(o, zlib, zlen);\n    o += zlen;\n    STBIW_FREE(zlib);\n    stbiw__wpcrc(&o, zlen);\n\n    stbiw__wp32(o, 0);\n    stbiw__wptag(o, \"IEND\");\n    stbiw__wpcrc(&o, 0);\n\n    STBIW_ASSERT(o == out + *out_len);\n\n    return out;\n}\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_png(char const* filename, int x, int y, int comp, const void* data, int stride_bytes)\n{\n    FILE* f;\n    int len;\n    unsigned char* png = stbi_write_png_to_mem((const unsigned char*)data, stride_bytes, x, y, comp, &len);\n    if (png == NULL) return 0;\n\n    f = stbiw__fopen(filename, \"wb\");\n    if (!f) { STBIW_FREE(png); return 0; }\n    fwrite(png, 1, len, f);\n    fclose(f);\n    STBIW_FREE(png);\n    return 1;\n}\n#endif\n\nSTBIWDEF int stbi_write_png_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int stride_bytes)\n{\n    int len;\n    unsigned char* png = stbi_write_png_to_mem((const unsigned char*)data, stride_bytes, x, y, comp, &len);\n    if (png == NULL) return 0;\n    func(context, png, len);\n    STBIW_FREE(png);\n    return 1;\n}\n\n\n/* ***************************************************************************\n *\n * JPEG writer\n *\n * This is based on Jon Olick's jo_jpeg.cpp:\n * public domain Simple, Minimalistic JPEG writer - http://www.jonolick.com/code.html\n */\n\nstatic const unsigned char stbiw__jpg_ZigZag[] = { 0,1,5,6,14,15,27,28,2,4,7,13,16,26,29,42,3,8,12,17,25,30,41,43,9,11,18,\n      24,31,40,44,53,10,19,23,32,39,45,52,54,20,22,33,38,46,51,55,60,21,34,37,47,50,56,59,61,35,36,48,49,57,58,62,63 };\n\nstatic void stbiw__jpg_writeBits(stbi__write_context* s, int* bitBufP, int* bitCntP, const unsigned short* bs) {\n    int bitBuf = *bitBufP, bitCnt = *bitCntP;\n    bitCnt += bs[1];\n    bitBuf |= bs[0] << (24 - bitCnt);\n    while (bitCnt >= 8) {\n        unsigned char c = (bitBuf >> 16) & 255;\n        stbiw__putc(s, c);\n        if (c == 255) {\n            stbiw__putc(s, 0);\n        }\n        bitBuf <<= 8;\n        bitCnt -= 8;\n    }\n    *bitBufP = bitBuf;\n    *bitCntP = bitCnt;\n}\n\nstatic void stbiw__jpg_DCT(float* d0p, float* d1p, float* d2p, float* d3p, float* d4p, float* d5p, float* d6p, float* d7p) {\n    float d0 = *d0p, d1 = *d1p, d2 = *d2p, d3 = *d3p, d4 = *d4p, d5 = *d5p, d6 = *d6p, d7 = *d7p;\n    float z1, z2, z3, z4, z5, z11, z13;\n\n    float tmp0 = d0 + d7;\n    float tmp7 = d0 - d7;\n    float tmp1 = d1 + d6;\n    float tmp6 = d1 - d6;\n    float tmp2 = d2 + d5;\n    float tmp5 = d2 - d5;\n    float tmp3 = d3 + d4;\n    float tmp4 = d3 - d4;\n\n    // Even part\n    float tmp10 = tmp0 + tmp3;   // phase 2\n    float tmp13 = tmp0 - tmp3;\n    float tmp11 = tmp1 + tmp2;\n    float tmp12 = tmp1 - tmp2;\n\n    d0 = tmp10 + tmp11;       // phase 3\n    d4 = tmp10 - tmp11;\n\n    z1 = (tmp12 + tmp13) * 0.707106781f; // c4\n    d2 = tmp13 + z1;       // phase 5\n    d6 = tmp13 - z1;\n\n    // Odd part\n    tmp10 = tmp4 + tmp5;       // phase 2\n    tmp11 = tmp5 + tmp6;\n    tmp12 = tmp6 + tmp7;\n\n    // The rotator is modified from fig 4-8 to avoid extra negations.\n    z5 = (tmp10 - tmp12) * 0.382683433f; // c6\n    z2 = tmp10 * 0.541196100f + z5; // c2-c6\n    z4 = tmp12 * 1.306562965f + z5; // c2+c6\n    z3 = tmp11 * 0.707106781f; // c4\n\n    z11 = tmp7 + z3;      // phase 5\n    z13 = tmp7 - z3;\n\n    *d5p = z13 + z2;         // phase 6\n    *d3p = z13 - z2;\n    *d1p = z11 + z4;\n    *d7p = z11 - z4;\n\n    *d0p = d0;  *d2p = d2;  *d4p = d4;  *d6p = d6;\n}\n\nstatic void stbiw__jpg_calcBits(int val, unsigned short bits[2]) {\n    int tmp1 = val < 0 ? -val : val;\n    val = val < 0 ? val - 1 : val;\n    bits[1] = 1;\n    while (tmp1 >>= 1) {\n        ++bits[1];\n    }\n    bits[0] = val & ((1 << bits[1]) - 1);\n}\n\nstatic int stbiw__jpg_processDU(stbi__write_context* s, int* bitBuf, int* bitCnt, float* CDU, int du_stride, float* fdtbl, int DC, const unsigned short HTDC[256][2], const unsigned short HTAC[256][2]) {\n    const unsigned short EOB[2] = { HTAC[0x00][0], HTAC[0x00][1] };\n    const unsigned short M16zeroes[2] = { HTAC[0xF0][0], HTAC[0xF0][1] };\n    int dataOff, i, j, n, diff, end0pos, x, y;\n    int DU[64];\n\n    // DCT rows\n    for (dataOff = 0, n = du_stride * 8; dataOff < n; dataOff += du_stride) {\n        stbiw__jpg_DCT(&CDU[dataOff], &CDU[dataOff + 1], &CDU[dataOff + 2], &CDU[dataOff + 3], &CDU[dataOff + 4], &CDU[dataOff + 5], &CDU[dataOff + 6], &CDU[dataOff + 7]);\n    }\n    // DCT columns\n    for (dataOff = 0; dataOff < 8; ++dataOff) {\n        stbiw__jpg_DCT(&CDU[dataOff], &CDU[dataOff + du_stride], &CDU[dataOff + du_stride * 2], &CDU[dataOff + du_stride * 3], &CDU[dataOff + du_stride * 4],\n            &CDU[dataOff + du_stride * 5], &CDU[dataOff + du_stride * 6], &CDU[dataOff + du_stride * 7]);\n    }\n    // Quantize/descale/zigzag the coefficients\n    for (y = 0, j = 0; y < 8; ++y) {\n        for (x = 0; x < 8; ++x, ++j) {\n            float v;\n            i = y * du_stride + x;\n            v = CDU[i] * fdtbl[j];\n            // DU[stbiw__jpg_ZigZag[j]] = (int)(v < 0 ? ceilf(v - 0.5f) : floorf(v + 0.5f));\n            // ceilf() and floorf() are C99, not C89, but I /think/ they're not needed here anyway?\n            DU[stbiw__jpg_ZigZag[j]] = (int)(v < 0 ? v - 0.5f : v + 0.5f);\n        }\n    }\n\n    // Encode DC\n    diff = DU[0] - DC;\n    if (diff == 0) {\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTDC[0]);\n    }\n    else {\n        unsigned short bits[2];\n        stbiw__jpg_calcBits(diff, bits);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTDC[bits[1]]);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, bits);\n    }\n    // Encode ACs\n    end0pos = 63;\n    for (; (end0pos > 0) && (DU[end0pos] == 0); --end0pos) {\n    }\n    // end0pos = first element in reverse order !=0\n    if (end0pos == 0) {\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB);\n        return DU[0];\n    }\n    for (i = 1; i <= end0pos; ++i) {\n        int startpos = i;\n        int nrzeroes;\n        unsigned short bits[2];\n        for (; DU[i] == 0 && i <= end0pos; ++i) {\n        }\n        nrzeroes = i - startpos;\n        if (nrzeroes >= 16) {\n            int lng = nrzeroes >> 4;\n            int nrmarker;\n            for (nrmarker = 1; nrmarker <= lng; ++nrmarker)\n                stbiw__jpg_writeBits(s, bitBuf, bitCnt, M16zeroes);\n            nrzeroes &= 15;\n        }\n        stbiw__jpg_calcBits(DU[i], bits);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTAC[(nrzeroes << 4) + bits[1]]);\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, bits);\n    }\n    if (end0pos != 63) {\n        stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB);\n    }\n    return DU[0];\n}\n\nstatic int stbi_write_jpg_core(stbi__write_context* s, int width, int height, int comp, const void* data, int quality) {\n    // Constants that don't pollute global namespace\n    static const unsigned char std_dc_luminance_nrcodes[] = { 0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0 };\n    static const unsigned char std_dc_luminance_values[] = { 0,1,2,3,4,5,6,7,8,9,10,11 };\n    static const unsigned char std_ac_luminance_nrcodes[] = { 0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d };\n    static const unsigned char std_ac_luminance_values[] = {\n       0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,\n       0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,\n       0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,\n       0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,\n       0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,\n       0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,\n       0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa\n    };\n    static const unsigned char std_dc_chrominance_nrcodes[] = { 0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0 };\n    static const unsigned char std_dc_chrominance_values[] = { 0,1,2,3,4,5,6,7,8,9,10,11 };\n    static const unsigned char std_ac_chrominance_nrcodes[] = { 0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77 };\n    static const unsigned char std_ac_chrominance_values[] = {\n       0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,\n       0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,\n       0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,\n       0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,\n       0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,\n       0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,\n       0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa\n    };\n    // Huffman tables\n    static const unsigned short YDC_HT[256][2] = { {0,2},{2,3},{3,3},{4,3},{5,3},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9} };\n    static const unsigned short UVDC_HT[256][2] = { {0,2},{1,2},{2,2},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9},{1022,10},{2046,11} };\n    static const unsigned short YAC_HT[256][2] = {\n       {10,4},{0,2},{1,2},{4,3},{11,4},{26,5},{120,7},{248,8},{1014,10},{65410,16},{65411,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {12,4},{27,5},{121,7},{502,9},{2038,11},{65412,16},{65413,16},{65414,16},{65415,16},{65416,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {28,5},{249,8},{1015,10},{4084,12},{65417,16},{65418,16},{65419,16},{65420,16},{65421,16},{65422,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {58,6},{503,9},{4085,12},{65423,16},{65424,16},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {59,6},{1016,10},{65430,16},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {122,7},{2039,11},{65438,16},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {123,7},{4086,12},{65446,16},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {250,8},{4087,12},{65454,16},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {504,9},{32704,15},{65462,16},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {505,9},{65470,16},{65471,16},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {506,9},{65479,16},{65480,16},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {1017,10},{65488,16},{65489,16},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {1018,10},{65497,16},{65498,16},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {2040,11},{65506,16},{65507,16},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {65515,16},{65516,16},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {2041,11},{65525,16},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0}\n    };\n    static const unsigned short UVAC_HT[256][2] = {\n       {0,2},{1,2},{4,3},{10,4},{24,5},{25,5},{56,6},{120,7},{500,9},{1014,10},{4084,12},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {11,4},{57,6},{246,8},{501,9},{2038,11},{4085,12},{65416,16},{65417,16},{65418,16},{65419,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {26,5},{247,8},{1015,10},{4086,12},{32706,15},{65420,16},{65421,16},{65422,16},{65423,16},{65424,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {27,5},{248,8},{1016,10},{4087,12},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{65430,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {58,6},{502,9},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{65438,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {59,6},{1017,10},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{65446,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {121,7},{2039,11},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{65454,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {122,7},{2040,11},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{65462,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {249,8},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{65470,16},{65471,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {503,9},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{65479,16},{65480,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {504,9},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{65488,16},{65489,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {505,9},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{65497,16},{65498,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {506,9},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{65506,16},{65507,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {2041,11},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{65515,16},{65516,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {16352,14},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{65525,16},{0,0},{0,0},{0,0},{0,0},{0,0},\n       {1018,10},{32707,15},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0}\n    };\n    static const int YQT[] = { 16,11,10,16,24,40,51,61,12,12,14,19,26,58,60,55,14,13,16,24,40,57,69,56,14,17,22,29,51,87,80,62,18,22,\n                              37,56,68,109,103,77,24,35,55,64,81,104,113,92,49,64,78,87,103,121,120,101,72,92,95,98,112,100,103,99 };\n    static const int UVQT[] = { 17,18,24,47,99,99,99,99,18,21,26,66,99,99,99,99,24,26,56,99,99,99,99,99,47,66,99,99,99,99,99,99,\n                               99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99 };\n    static const float aasf[] = { 1.0f * 2.828427125f, 1.387039845f * 2.828427125f, 1.306562965f * 2.828427125f, 1.175875602f * 2.828427125f,\n                                  1.0f * 2.828427125f, 0.785694958f * 2.828427125f, 0.541196100f * 2.828427125f, 0.275899379f * 2.828427125f };\n\n    int row, col, i, k, subsample;\n    float fdtbl_Y[64], fdtbl_UV[64];\n    unsigned char YTable[64], UVTable[64];\n\n    if (!data || !width || !height || comp > 4 || comp < 1) {\n        return 0;\n    }\n\n    quality = quality ? quality : 90;\n    subsample = quality <= 90 ? 1 : 0;\n    quality = quality < 1 ? 1 : quality > 100 ? 100 : quality;\n    quality = quality < 50 ? 5000 / quality : 200 - quality * 2;\n\n    for (i = 0; i < 64; ++i) {\n        int uvti, yti = (YQT[i] * quality + 50) / 100;\n        YTable[stbiw__jpg_ZigZag[i]] = (unsigned char)(yti < 1 ? 1 : yti > 255 ? 255 : yti);\n        uvti = (UVQT[i] * quality + 50) / 100;\n        UVTable[stbiw__jpg_ZigZag[i]] = (unsigned char)(uvti < 1 ? 1 : uvti > 255 ? 255 : uvti);\n    }\n\n    for (row = 0, k = 0; row < 8; ++row) {\n        for (col = 0; col < 8; ++col, ++k) {\n            fdtbl_Y[k] = 1 / (YTable[stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]);\n            fdtbl_UV[k] = 1 / (UVTable[stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]);\n        }\n    }\n\n    // Write Headers\n    {\n        static const unsigned char head0[] = { 0xFF,0xD8,0xFF,0xE0,0,0x10,'J','F','I','F',0,1,1,0,0,1,0,1,0,0,0xFF,0xDB,0,0x84,0 };\n        static const unsigned char head2[] = { 0xFF,0xDA,0,0xC,3,1,0,2,0x11,3,0x11,0,0x3F,0 };\n        const unsigned char head1[] = { 0xFF,0xC0,0,0x11,8,(unsigned char)(height >> 8),STBIW_UCHAR(height),(unsigned char)(width >> 8),STBIW_UCHAR(width),\n                                        3,1,(unsigned char)(subsample ? 0x22 : 0x11),0,2,0x11,1,3,0x11,1,0xFF,0xC4,0x01,0xA2,0 };\n        s->func(s->context, (void*)head0, sizeof(head0));\n        s->func(s->context, (void*)YTable, sizeof(YTable));\n        stbiw__putc(s, 1);\n        s->func(s->context, UVTable, sizeof(UVTable));\n        s->func(s->context, (void*)head1, sizeof(head1));\n        s->func(s->context, (void*)(std_dc_luminance_nrcodes + 1), sizeof(std_dc_luminance_nrcodes) - 1);\n        s->func(s->context, (void*)std_dc_luminance_values, sizeof(std_dc_luminance_values));\n        stbiw__putc(s, 0x10); // HTYACinfo\n        s->func(s->context, (void*)(std_ac_luminance_nrcodes + 1), sizeof(std_ac_luminance_nrcodes) - 1);\n        s->func(s->context, (void*)std_ac_luminance_values, sizeof(std_ac_luminance_values));\n        stbiw__putc(s, 1); // HTUDCinfo\n        s->func(s->context, (void*)(std_dc_chrominance_nrcodes + 1), sizeof(std_dc_chrominance_nrcodes) - 1);\n        s->func(s->context, (void*)std_dc_chrominance_values, sizeof(std_dc_chrominance_values));\n        stbiw__putc(s, 0x11); // HTUACinfo\n        s->func(s->context, (void*)(std_ac_chrominance_nrcodes + 1), sizeof(std_ac_chrominance_nrcodes) - 1);\n        s->func(s->context, (void*)std_ac_chrominance_values, sizeof(std_ac_chrominance_values));\n        s->func(s->context, (void*)head2, sizeof(head2));\n    }\n\n    // Encode 8x8 macroblocks\n    {\n        static const unsigned short fillBits[] = { 0x7F, 7 };\n        int DCY = 0, DCU = 0, DCV = 0;\n        int bitBuf = 0, bitCnt = 0;\n        // comp == 2 is grey+alpha (alpha is ignored)\n        int ofsG = comp > 2 ? 1 : 0, ofsB = comp > 2 ? 2 : 0;\n        const unsigned char* dataR = (const unsigned char*)data;\n        const unsigned char* dataG = dataR + ofsG;\n        const unsigned char* dataB = dataR + ofsB;\n        int x, y, pos;\n        if (subsample) {\n            for (y = 0; y < height; y += 16) {\n                for (x = 0; x < width; x += 16) {\n                    float Y[256], U[256], V[256];\n                    for (row = y, pos = 0; row < y + 16; ++row) {\n                        // row >= height => use last input row\n                        int clamped_row = (row < height) ? row : height - 1;\n                        int base_p = (stbi__flip_vertically_on_write ? (height - 1 - clamped_row) : clamped_row) * width * comp;\n                        for (col = x; col < x + 16; ++col, ++pos) {\n                            // if col >= width => use pixel from last input column\n                            int p = base_p + ((col < width) ? col : (width - 1)) * comp;\n                            float r = dataR[p], g = dataG[p], b = dataB[p];\n                            Y[pos] = +0.29900f * r + 0.58700f * g + 0.11400f * b - 128;\n                            U[pos] = -0.16874f * r - 0.33126f * g + 0.50000f * b;\n                            V[pos] = +0.50000f * r - 0.41869f * g - 0.08131f * b;\n                        }\n                    }\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 0, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 8, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 128, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 136, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n\n                    // subsample U,V\n                    {\n                        float subU[64], subV[64];\n                        int yy, xx;\n                        for (yy = 0, pos = 0; yy < 8; ++yy) {\n                            for (xx = 0; xx < 8; ++xx, ++pos) {\n                                int j = yy * 32 + xx * 2;\n                                subU[pos] = (U[j + 0] + U[j + 1] + U[j + 16] + U[j + 17]) * 0.25f;\n                                subV[pos] = (V[j + 0] + V[j + 1] + V[j + 16] + V[j + 17]) * 0.25f;\n                            }\n                        }\n                        DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subU, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n                        DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subV, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n                    }\n                }\n            }\n        }\n        else {\n            for (y = 0; y < height; y += 8) {\n                for (x = 0; x < width; x += 8) {\n                    float Y[64], U[64], V[64];\n                    for (row = y, pos = 0; row < y + 8; ++row) {\n                        // row >= height => use last input row\n                        int clamped_row = (row < height) ? row : height - 1;\n                        int base_p = (stbi__flip_vertically_on_write ? (height - 1 - clamped_row) : clamped_row) * width * comp;\n                        for (col = x; col < x + 8; ++col, ++pos) {\n                            // if col >= width => use pixel from last input column\n                            int p = base_p + ((col < width) ? col : (width - 1)) * comp;\n                            float r = dataR[p], g = dataG[p], b = dataB[p];\n                            Y[pos] = +0.29900f * r + 0.58700f * g + 0.11400f * b - 128;\n                            U[pos] = -0.16874f * r - 0.33126f * g + 0.50000f * b;\n                            V[pos] = +0.50000f * r - 0.41869f * g - 0.08131f * b;\n                        }\n                    }\n\n                    DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y, 8, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n                    DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, U, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n                    DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, V, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n                }\n            }\n        }\n\n        // Do the bit alignment of the EOI marker\n        stbiw__jpg_writeBits(s, &bitBuf, &bitCnt, fillBits);\n    }\n\n    // EOI\n    stbiw__putc(s, 0xFF);\n    stbiw__putc(s, 0xD9);\n\n    return 1;\n}\n\nSTBIWDEF int stbi_write_jpg_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int quality)\n{\n    stbi__write_context s = { 0 };\n    stbi__start_write_callbacks(&s, func, context);\n    return stbi_write_jpg_core(&s, x, y, comp, (void*)data, quality);\n}\n\n\n#ifndef STBI_WRITE_NO_STDIO\nSTBIWDEF int stbi_write_jpg(char const* filename, int x, int y, int comp, const void* data, int quality)\n{\n    stbi__write_context s = { 0 };\n    if (stbi__start_write_file(&s, filename)) {\n        int r = stbi_write_jpg_core(&s, x, y, comp, data, quality);\n        stbi__end_write_file(&s);\n        return r;\n    }\n    else\n        return 0;\n}\n#endif\n\n#endif // STB_IMAGE_WRITE_IMPLEMENTATION\n\n/* Revision history\n      1.14  (2020-02-02) updated JPEG writer to downsample chroma channels\n      1.13\n      1.12\n      1.11  (2019-08-11)\n\n      1.10  (2019-02-07)\n             support utf8 filenames in Windows; fix warnings and platform ifdefs\n      1.09  (2018-02-11)\n             fix typo in zlib quality API, improve STB_I_W_STATIC in C++\n      1.08  (2018-01-29)\n             add stbi__flip_vertically_on_write, external zlib, zlib quality, choose PNG filter\n      1.07  (2017-07-24)\n             doc fix\n      1.06 (2017-07-23)\n             writing JPEG (using Jon Olick's code)\n      1.05   ???\n      1.04 (2017-03-03)\n             monochrome BMP expansion\n      1.03   ???\n      1.02 (2016-04-02)\n             avoid allocating large structures on the stack\n      1.01 (2016-01-16)\n             STBIW_REALLOC_SIZED: support allocators with no realloc support\n             avoid race-condition in crc initialization\n             minor compile issues\n      1.00 (2015-09-14)\n             installable file IO function\n      0.99 (2015-09-13)\n             warning fixes; TGA rle support\n      0.98 (2015-04-08)\n             added STBIW_MALLOC, STBIW_ASSERT etc\n      0.97 (2015-01-18)\n             fixed HDR asserts, rewrote HDR rle logic\n      0.96 (2015-01-17)\n             add HDR output\n             fix monochrome BMP\n      0.95 (2014-08-17)\n               add monochrome TGA output\n      0.94 (2014-05-31)\n             rename private functions to avoid conflicts with stb_image.h\n      0.93 (2014-05-27)\n             warning fixes\n      0.92 (2010-08-01)\n             casts to unsigned char to fix warnings\n      0.91 (2010-07-17)\n             first public release\n      0.90   first internal release\n*/\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/"
  },
  {
    "path": "README.md",
    "content": "# OpenGL Ray-tracing\nThis is an experimental Computer Graphics project that uses OpenGL for GPU-accelerated ray-tracing.\n\n![screenshot](https://user-images.githubusercontent.com/50620101/191376876-18f633c3-fa23-4a68-90b1-f3dd9146bf74.png)\n\n**Features include:**\n- Ray-traced soft shadows\n- Ray-traced global illumination\n- Progressive rendering\n- Ray-traced reflections (including blurry reflections based on surface roughness)\n- HDR Skyboxes\n- Animation rendering\n\nThe project and its development process were showcased in [this video](https://youtu.be/A61S_2swwAc) on my YouTube channel.\n"
  },
  {
    "path": "imgui.ini",
    "content": "[Window][Debug##Default]\nPos=807,134\nSize=400,400\nCollapsed=0\n\n[Window][Hello, world!]\nPos=753,256\nSize=370,205\nCollapsed=0\n\n[Window][Sphere settings]\nPos=1732,-6\nSize=175,517\nCollapsed=0\n\n[Window][Info]\nPos=35,28\nSize=339,48\nCollapsed=0\n\n[Window][Light settings]\nPos=1679,661\nSize=184,294\nCollapsed=0\n\n[Window][App]\nPos=461,138\nSize=352,210\nCollapsed=0\n\n[Window][Object settings]\nPos=1700,5\nSize=198,616\nCollapsed=0\n\n[Window][Selected object]\nPos=1683,5\nSize=211,623\nCollapsed=0\n\n[Window][Scene]\nPos=15,809\nSize=184,185\nCollapsed=0\n\n[Window][Animation Rendering]\nPos=43,653\nSize=472,186\nCollapsed=0\n\n[Window][Skybox]\nPos=36,87\nSize=254,154\nCollapsed=0\n\n[Window][Camera]\nPos=996,239\nSize=359,98\nCollapsed=0\n\n"
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  {
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    "content": "#version 430 core\n\n#define MAX_OBJECT_COUNT 64\n#define MAX_LIGHT_COUNT 4\n\n#define RENDER_DISTANCE 10000\n#define EPSILON 0.0001\n#define PI 3.1415926538\n#define OUTLINE_WIDTH 0.004\n#define OUTLINE_COLOR vec4(1.0, 0.0, 1.0, 1.0)\n\nin vec2 fragUV;\nout vec4 fragColor;\n\nstruct Ray {\n\tvec3 origin;\n\tvec3 direction;\n};\n\nstruct Material {\n\tvec3 albedo;\n\tvec3 specular;\n\tvec3 emission;\n\tfloat emissionStrength;\n\tfloat roughness;\n\tfloat specularHighlight;\n\tfloat specularExponent;\n};\n\nstruct SurfacePoint {\n\tvec3 position;\n\tvec3 normal;\n\tMaterial material;\n};\n\nstruct Object {\n\tuint type;\n\tvec3 position;\n\tvec3 scale;\n\tMaterial material;\n};\n\nstruct PointLight {\n\tvec3 position;\n\tfloat radius;\n\tvec3 color;\n\tfloat power;\n\tfloat reach; // Only points within this distance of the light will be affected\n};\n\nuniform sampler2D u_screenTexture;\nuniform sampler2D u_skyboxTexture;\nuniform int u_accumulatedPasses; // How many passes have been added to the texture\nuniform bool u_directOutputPass; // If this is true, the shader will draw the input texture directly to the screen. (Used to draw the contents of the FBO to the screen)\nuniform float u_time;\nuniform vec3 u_cameraPosition;\nuniform mat4 u_rotationMatrix;\nuniform float u_aspectRatio;\nuniform bool u_debugKeyPressed;\n\nuniform int u_shadowResolution;\nuniform int u_lightBounces;\nuniform int u_framePasses;\nuniform float u_blur;\nuniform float u_bloomRadius;\nuniform float u_bloomIntensity;\nuniform float u_skyboxStrength;\nuniform float u_skyboxGamma;\nuniform float u_skyboxCeiling;\nuniform Object u_objects[MAX_OBJECT_COUNT];\nuniform PointLight u_lights[MAX_LIGHT_COUNT];\nuniform bool u_planeVisible;\nuniform Material u_planeMaterial;\n\nuniform int u_selectedSphereIndex;\n\nfloat rand(vec2 co){\n    return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nbool sphereIntersection(vec3 position, float radius, Ray ray, out float hitDistance){\n    float t = dot(position - ray.origin, ray.direction);\n\tvec3 p = ray.origin + ray.direction * t;\n\n\tfloat y = length(position - p);\n\tif (y < radius) { \n\t\tfloat x =  sqrt(radius*radius - y*y);\n\t\tfloat t1 = t-x;\n\t\tif (t1 >  0) {\n\t\t\thitDistance = t1;\n\t\t\treturn true;\n\t\t}\n\n\t}\n\t\n\treturn false;\n}\n\nbool boxIntersection(vec3 position, vec3 size, Ray ray, out float hitDistance) {\n\tfloat t1 = -1000000000000.0;\n    float t2 = 1000000000000.0;\n\n\tvec3 boxMin = position - size / 2.0;\n\tvec3 boxMax = position + size / 2.0;\n\n    vec3 t0s = (boxMin - ray.origin) / ray.direction;\n    vec3 t1s = (boxMax - ray.origin) / ray.direction;\n\n    vec3 tsmaller = min(t0s, t1s);\n    vec3 tbigger = max(t0s, t1s);\n\n    t1 = max(t1, max(tsmaller.x, max(tsmaller.y, tsmaller.z)));\n    t2 = min(t2, min(tbigger.x, min(tbigger.y, tbigger.z)));\n\n\thitDistance = t1;\n\n    return t1 >= 0 && t1 <= t2;\n}\n\nvec3 boxNormal(vec3 cubePosition, vec3 size, vec3 surfacePosition)\n{\n    // Source: https://gist.github.com/Shtille/1f98c649abeeb7a18c5a56696546d3cf\n    // step(edge,x) : x < edge ? 0 : 1\n\n\tvec3 boxMin = cubePosition - size / 2.0;\n\tvec3 boxMax = cubePosition + size / 2.0;\n\n\tvec3 center = (boxMax + boxMin) * 0.5;\n\tvec3 boxSize = (boxMax - boxMin) * 0.5;\n\tvec3 pc = surfacePosition - center;\n\t// step(edge,x) : x < edge ? 0 : 1\n\tvec3 normal = vec3(0.0);\n\tnormal += vec3(sign(pc.x), 0.0, 0.0) * step(abs(abs(pc.x) - boxSize.x), EPSILON);\n\tnormal += vec3(0.0, sign(pc.y), 0.0) * step(abs(abs(pc.y) - boxSize.y), EPSILON);\n\tnormal += vec3(0.0, 0.0, sign(pc.z)) * step(abs(abs(pc.z) - boxSize.z), EPSILON);\n\treturn normalize(normal);\n}\n\nbool planeIntersection(vec3 planeNormal, vec3 planePoint, Ray ray, out float hitDistance) \n{ \n    float denom = dot(planeNormal, ray.direction); 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\n\n\treturn vec;\n}\n\n// Adapted from https://bitbucket.org/Daerst/gpu-ray-tracing-in-unity/src/Tutorial_Pt2/Assets/RayTracingShader.compute\nvec3 sampleHemisphere(vec3 normal, float alpha, vec2 seed)\n{\n    // Sample the hemisphere, where alpha determines the kind of the sampling\n    float cosTheta = pow(rand(seed), 1.0 / (alpha + 1.0));\n    float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n    float phi = 2 * PI * rand(seed.yx);\n    vec3 tangentSpaceDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\n    // Transform direction to world space\n    return getTangentSpace(normal) * tangentSpaceDir;\n}\n\nvec3 sampleSkybox(vec3 dir) {\n\tif (u_skyboxStrength == 0.0) return vec3(0.0);\n\t\n\treturn min(vec3(u_skyboxCeiling), u_skyboxStrength*pow(texture(u_skyboxTexture, vec2(0.5 + atan(dir.x, dir.z)/(2*PI), 0.5 + asin(-dir.y)/PI)).xyz, vec3(1.0/u_skyboxGamma)));\n}\n\n// Adds up the total light received directly from all light sources\nvec3 computeDirectIllumination(SurfacePoint point, vec3 observerPos, float seed) {\n\tvec3 directIllumination = vec3(0);\n\n\tfor (int lightIndex = 0; lightIndex<u_lights.length(); lightIndex++) {\n\t\tPointLight light = u_lights[lightIndex];\n\t\t\t\n\t\tfloat lightDistance = length(light.position - point.position);\n\t\tif (lightDistance > light.reach) continue;\n\n\t\tfloat diffuse = clamp(dot(point.normal, normalize(light.position-point.position)), 0.0, 1.0);\n\n\t\tif (diffuse > EPSILON || point.material.roughness < 1.0) {\n\t\t\t// Shadow raycasting\n\t\t\tint shadowRays = int(u_shadowResolution*light.radius*light.radius/(lightDistance*lightDistance)+1); // There must be a better way to find the right amount of shadow rays\n\t\t\tint shadowRayHits = 0;\n\t\t\tfor (int i = 0; i<shadowRays; i++) {\n\t\t\t\t// Sample a point on the light sphere\n\t\t\t\t\n\t\t\t\tvec3 lightSurfacePoint = light.position + normalize(vec3(rand(vec2(i+seed, 1)+point.position.xy), rand(vec2(i+seed, 2)+point.position.yz), rand(vec2(i+seed, 3)+point.position.xz))) * light.radius;\n\t\t\t\tvec3 lightDir = normalize(lightSurfacePoint - point.position);\n\t\t\t\tvec3 rayOrigin = point.position + lightDir * EPSILON * 2.0;\n\t\t\t\tfloat maxRayLength = length(lightSurfacePoint - rayOrigin);\n\t\t\t\tRay shadowRay = Ray(rayOrigin, lightDir);\n\t\t\t\tSurfacePoint SR_hit;\n\t\t\t\tif (raycast(shadowRay, SR_hit)) {\n\t\t\t\t\tif (length(SR_hit.position-rayOrigin) < maxRayLength) {\n\t\t\t\t\t\tshadowRayHits += 1;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Diffuse \n\t\t\tfloat attenuation = lightDistance * lightDistance;\n\t\t\tdirectIllumination += light.color * light.power * diffuse * point.material.albedo * (1.0-float(shadowRayHits)/shadowRays) / attenuation;\n\t\t\n\t\t\t// Specular highlight\n\t\t\tvec3 lightDir = normalize(point.position - light.position);\n\t\t\tvec3 reflectedLightDir = reflect(lightDir, point.normal);\n\t\t\tvec3 cameraDir = normalize(observerPos - point.position);\n\t\t\tdirectIllumination += point.material.specularHighlight * light.color * (light.power/(lightDistance*lightDistance)) * pow(max(dot(cameraDir, reflectedLightDir), 0.0), 1.0/max(point.material.specularExponent, EPSILON));\n\t\n\t\t}\n\t}\n\n\treturn directIllumination;\n}\n\n// Based on https://bitbucket.org/Daerst/gpu-ray-tracing-in-unity/src/Tutorial_Pt2/Assets/RayTracingShader.compute\nvec3 computeSceneColor(Ray cameraRay, float seed) {\n\tvec3 totalIllumination = vec3(0);\n\tvec3 rayOrigin = cameraRay.origin;\n\tvec3 rayDirection = cameraRay.direction;\n\tvec3 energy = vec3(1.0);\n\tfor (int depth = 0; depth < u_lightBounces; depth++) {\n\t\tSurfacePoint hitPoint;\n\t\tif (raycast(Ray(rayOrigin, rayDirection), hitPoint)) {\n\t\t\t// Part one: Hit object's emission\n\t\t\ttotalIllumination += energy * hitPoint.material.emission * hitPoint.material.emissionStrength;\n\n\t\t\t// Part two: Direct light (received directly from light sources)\n\t\t\ttotalIllumination += energy * computeDirectIllumination(hitPoint, rayOrigin, seed);\n\n\t\t\t// Part three: Indirect light (other objects + skybox)\n\t\t\tfloat specChance = dot(hitPoint.material.specular, vec3(1.0/3.0));\n\t\t\tfloat diffChance = dot(hitPoint.material.albedo, vec3(1.0/3.0));\n\n\t\t\tfloat sum = specChance + diffChance;\n\t\t\tspecChance /= sum;\n\t\t\tdiffChance /= sum;\n\n\t\t\t// Roulette-select the ray's path\n\t\t\tfloat roulette = rand(hitPoint.position.zx+vec2(hitPoint.position.y)+vec2(seed, depth));\n\t\t\tif (roulette < specChance)\n\t\t\t{\n\t\t\t\t// Specular reflection\n\t\t\t\tfloat smoothness = 1.0-hitPoint.material.roughness;\n\t\t\t\tfloat alpha = pow(1000.0, smoothness*smoothness);\n\t\t\t\tif (smoothness == 1.0) {\n\t\t\t\t\trayDirection = reflect(rayDirection, hitPoint.normal);\n\t\t\t\t} else {\n\t\t\t\t\trayDirection = sampleHemisphere(reflect(rayDirection, hitPoint.normal), alpha, hitPoint.position.zx+vec2(hitPoint.position.y)+vec2(seed, depth));\n\t\t\t\t}\n\t\t\t\trayOrigin = hitPoint.position + rayDirection * EPSILON;\n\t\t\t\tfloat f = (alpha + 2) / (alpha + 1);\n\t\t\t\tenergy *= hitPoint.material.specular * clamp(dot(hitPoint.normal, rayDirection) * f, 0.0, 1.0);\n\t\t\t}\n\t\t\telse if (diffChance > 0 && roulette < specChance + diffChance)\n\t\t\t{\n\t\t\t\t// Diffuse reflection\n\t\t\t\trayOrigin = hitPoint.position + hitPoint.normal * EPSILON;\n\t\t\t\trayDirection = sampleHemisphere(hitPoint.normal, 1.0, hitPoint.position.zx+vec2(hitPoint.position.y)+vec2(seed, depth));\n\t\t\t\tenergy *= hitPoint.material.albedo * clamp(dot(hitPoint.normal, rayDirection), 0.0, 1.0);\n\t\t\t} else {\n\t\t\t\t// This means both the hit material's albedo and specular are totally black, so there won't be anymore light. We can stop here.\n\t\t\t\tbreak;\n\t\t\t}\n\t\t} else {\n\t\t\t// The ray didn't hit anything, so we add the sky's color and we're done\n\t\t\ttotalIllumination += energy * sampleSkybox(rayDirection);\n\t\t\tbreak;\n\t\t}\n\t}\n\n\treturn totalIllumination;\n}\n\nvoid main() {\n\tvec2 centeredUV = (fragUV * 2 - vec2(1)) * vec2(u_aspectRatio, 1.0);\n\n\tif (u_directOutputPass) {\n\t\tvec3 rayDir = (normalize(vec4(centeredUV, -1.0, 0.0)) * u_rotationMatrix).xyz;\n\t\tRay cameraRay = Ray(u_cameraPosition, rayDir);\n\n\t\tfragColor = texture(u_screenTexture, fragUV);\n\t\tfloat divider = float(u_accumulatedPasses);\n\t\tfragColor.x /= divider;\n\t\tfragColor.y /= divider;\n\t\tfragColor.z /= divider;\n\n\t\t// Selected object outline rendering\n\t\tif (u_selectedSphereIndex >= 0) {\n\t\t\tfloat hitDist;\n\n\t\t\tfloat selectedSphereDist = length(u_objects[u_selectedSphereIndex].position - u_cameraPosition);\n\n\t\t\t// Check if this camera ray is hitting the outline\n\t\t\tObject selectedObject = u_objects[u_selectedSphereIndex];\n\t\t\tif (selectedObject.type == 1 && sphereIntersection(selectedObject.position, selectedObject.scale[0]+OUTLINE_WIDTH*selectedSphereDist, cameraRay, hitDist)) {\n\t\t\t\tif (!sphereIntersection(selectedObject.position, selectedObject.scale[0], cameraRay, hitDist)) {\n\t\t\t\t\tfragColor = OUTLINE_COLOR;\n\t\t\t\t}\n\t\t\t} else if (selectedObject.type == 2 && boxIntersection(selectedObject.position, selectedObject.scale+vec3(OUTLINE_WIDTH*selectedSphereDist), cameraRay, hitDist)) {\n\t\t\t\tif (!boxIntersection(selectedObject.position, selectedObject.scale, cameraRay, hitDist)) {\n\t\t\t\t\tfragColor = OUTLINE_COLOR;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t} else {\n\t\tif (u_blur > 0.0 && u_accumulatedPasses > 0) centeredUV += vec2(rand(vec2(1, u_time)+fragUV.xy)*u_blur-u_blur/2, rand(vec2(2, u_time)+fragUV.yx)*u_blur-u_blur/2);\n\t\tvec3 rayDir = (normalize(vec4(centeredUV, -1.0, 0.0)) * u_rotationMatrix).xyz;\n\t\tRay cameraRay = Ray(u_cameraPosition, rayDir);\n\n\t\t// Camera raycasting\n\t\tvec3 colorSum = computeSceneColor(cameraRay, u_time);\n\t\tfor (int i = 0; i<u_framePasses-1; i++) colorSum += computeSceneColor(cameraRay, u_time+i);\n\t\tfragColor = vec4(colorSum / u_framePasses, 1.0);\n\n\n\t\tif (u_accumulatedPasses > 0) {\n\t\t\t// Bloom\n\t\t\tSurfacePoint hitPoint;\n\t\t\tvec3 offsetDirection = cameraRay.direction + vec3(rand(vec2(1, u_time)+fragUV)*u_bloomRadius-u_bloomRadius/2, rand(vec2(2, u_time)+fragUV)*u_bloomRadius-u_bloomRadius/2, rand(vec2(3, u_time)+fragUV)*u_bloomRadius-u_bloomRadius/2);\n\t\t\tif (raycast(Ray(cameraRay.origin, offsetDirection), hitPoint)) {\n\t\t\t\tfragColor += vec4(hitPoint.material.emission*hitPoint.material.emissionStrength*u_bloomIntensity, 1.0);\n\t\t\t}\n\n\t\t\t// Add last frame back (progressive sampling)\n\t\t\tfragColor += texture(u_screenTexture, fragUV);\n\t\t}\n\t}\n}"
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  {
    "path": "shaders/vertex.glsl",
    "content": "#version 330 core\nlayout (location=0) in vec3 vertexPos;\nlayout (location=1) in vec2 vertexUV;\n\nout vec2 fragUV;\n\nvoid main() {\n\tfragUV = vertexUV;\n\tgl_Position = vec4(vertexPos.xyz, 1.0);\n}"
  },
  {
    "path": "src/animation.cpp",
    "content": "#include \"animation.h\"\n\nnamespace Animation {\n\tbool currentlyRenderingAnimation = false;\n\tint currentFrame = 0;\n\tint currentPass = 0;\n\tint totalFrameCount;\n\n\tglm::vec3 positionA, positionB;\n\tglm::vec2 orientationA, orientationB;\n\n\tfloat cameraSpeed = 1.0f;\n\n\tint framePasses = 16;\n\tint frameRate = 24;\n\n\tvoid setStartPosition(glm::vec3 cameraPos, float cameraYaw, float cameraPitch) {\n\t\tpositionA = cameraPos;\n\t\torientationA = glm::vec2(cameraYaw, cameraPitch);\n\t}\n\n\tvoid setEndPosition(glm::vec3 cameraPos, float cameraYaw, float cameraPitch) {\n\t\tpositionB = cameraPos;\n\t\torientationB = glm::vec2(cameraYaw, cameraPitch);\n\t}\n\n\tvoid recalculateTotalFrameCount() {\n\t\ttotalFrameCount = glm::distance(positionA, positionB) / cameraSpeed * frameRate;\n\t}\n\n\tglm::vec3 calculateCurrentCameraPosition() {\n\t\treturn glm::mix(positionA, positionB, (float) currentFrame / totalFrameCount);\n\t}\n\t\n\tglm::vec2 calculateCurrentCameraOrientation() {\n\t\treturn glm::mix(orientationA, orientationB, (float)currentFrame / totalFrameCount);\n\t}\n}"
  },
  {
    "path": "src/animation.h",
    "content": "#pragma once\n\n#include <glm/gtc/matrix_transform.hpp>\n\nnamespace Animation {\n\textern bool currentlyRenderingAnimation;\n\textern int currentFrame;\n\textern int currentPass;\n\textern int totalFrameCount;\n\n\textern glm::vec3 positionA, positionB;\n\textern glm::vec2 orientationA, orientationB;\n\n\textern float cameraSpeed;\n\n\textern int framePasses; // How many times a frame should be rendered before the combined result is saved to disk.\n\textern int frameRate;\n\n\tvoid setStartPosition(glm::vec3 cameraPos, float cameraYaw, float cameraPitch);\n\tvoid setEndPosition(glm::vec3 cameraPos, float cameraYaw, float cameraPitch);\n\t\n\tvoid recalculateTotalFrameCount();\n\tglm::vec3 calculateCurrentCameraPosition();\n\tglm::vec2 calculateCurrentCameraOrientation();\n}"
  },
  {
    "path": "src/gui.cpp",
    "content": "#include \"gui.h\"\n#include \"animation.h\"\n\n#include <string>\n#include <iostream>\n#include <algorithm>\n\n// The excessive use of the extern keyword here is probably not ideal. These functions should be declared in a header file but trying that resulted in linking errors whereas this works fine.\nextern float* load_image_data(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels);\nextern void free_image_data(void* imageData);\nextern bool refreshRequired;\n\nnamespace GUI {\n\t\n\tGLFWwindow* window;\n\tbool shouldQuit = false;\n\tbool animationRenderWindowVisible = false;\n\n\tvoid init(GLFWwindow* window) {\n\n\t\tGUI::window = window;\n\n\t\t// Setup Dear ImGui context\n\t\tIMGUI_CHECKVERSION();\n\t\tImGui::CreateContext();\n\t\tImGuiIO& io = ImGui::GetIO(); (void)io;\n\t\t//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls\n\t\t//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls\n\n\t\tio.Fonts->AddFontFromFileTTF(\"OpenSans-Bold.ttf\", 15.0f);\n\n\t\t// Setup Dear ImGui style\n\t\tImGui::StyleColorsDark();\n\t\t//ImGui::StyleColorsClassic();\n\n\t\t// Setup Platform/Renderer backends\n\t\tImGui_ImplGlfw_InitForOpenGL(window, true);\n\t\tImGui_ImplOpenGL3_Init(\"#version 130\");\n\t}\n\n\tvoid cleanup() {\n\t\tImGui_ImplOpenGL3_Shutdown();\n\t\tImGui_ImplGlfw_Shutdown();\n\t\tImGui::DestroyContext();\n\t}\n\n\tstd::string arrayElementName(const char* arrayName, int index, const char* keyName) {\n\t\treturn std::string(arrayName).append(\"[\").append(std::to_string(index)).append(\"].\").append(keyName);\n\t}\n\n\tvoid shaderFloatParameter(const char* name, const char* displayName, float* floatPtr) {\n\t\tImGui::Text(displayName);\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat(std::string(\"##\").append(name).c_str(), floatPtr)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, name), *floatPtr);\n\t\t\trefreshRequired = true;\n\t\t}\n\t}\n\t\n\tvoid shaderSliderParameter(const char* name, const char* displayName, float* floatPtr) {\n\t\tImGui::Text(displayName);\n\t\tImGui::SameLine();\n\t\tif (ImGui::SliderFloat(std::string(\"##\").append(name).c_str(), floatPtr, 0.0f, 1.0f)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, name), *floatPtr);\n\t\t\trefreshRequired = true;\n\t\t}\n\t}\n\n\tvoid shaderVecParameter(const char* name, const char* displayName, float* floatPtr) {\n\t\tImGui::Text(displayName);\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat3(std::string(\"##\").append(name).c_str(), floatPtr)) {\n\t\t\tif (Scene::boundShader) glUniform3f(glGetUniformLocation(Scene::boundShader, name), *(floatPtr + 0), *(floatPtr + 1), *(floatPtr + 2));\n\t\t\trefreshRequired = true;\n\t\t}\n\t}\n\n\tvoid shaderColorParameter(const char* name, const char* displayName, float* floatPtr) {\n\t\tImGui::Text(displayName);\n\t\tImGui::SameLine();\n\t\tif (ImGui::ColorPicker3(name, floatPtr)) {\n\t\t\tif (Scene::boundShader) glUniform3f(glGetUniformLocation(Scene::boundShader, name), *(floatPtr + 0), *(floatPtr + 1), *(floatPtr + 2));\n\t\t\trefreshRequired = true;\n\t\t}\n\t}\n\n\tvoid objectSettingsUI() {\n\t\tImGui::Begin(\"Selected object\");\n\t\t\n\t\tImGui::PushItemWidth(-1);\n\t\tif (Scene::selectedObjectIndex != -1) {\n\t\t\tint i = Scene::selectedObjectIndex;\n\t\t\tstd::string indexStr = std::to_string(i);\n\n\t\t\tImGui::Text(std::string(\"Object #\").append(indexStr).c_str());\n\t\t\t\n\t\t\tshaderVecParameter(arrayElementName(\"u_objects\", i, \"position\").c_str(), \"Position\", Scene::objects[i].position);\n\t\t\t\n\t\t\tImGui::Text(\"Is box\");\n\t\t\tImGui::SameLine();\n\t\t\tbool isBox = Scene::objects[i].type == 2;\n\t\t\tstd::string typeVariableName = arrayElementName(\"u_objects\", i, \"type\");\n\t\t\tstd::string scaleVariableName = arrayElementName(\"u_objects\", i, \"scale\");\n\t\t\tif (ImGui::Checkbox(std::string(\"##\").append(typeVariableName).c_str(), &isBox)) {\n\t\t\t\tScene::objects[i].type = isBox ? 2 : 1;\n\t\t\t\tif (Scene::boundShader) glUniform1ui(glGetUniformLocation(Scene::boundShader, typeVariableName.c_str()), Scene::objects[i].type);\n\t\t\t\trefreshRequired = true;\n\n\t\t\t\tif (isBox) {\n\t\t\t\t\tScene::objects[i].scale[0] *= 2.0f;\n\t\t\t\t\tScene::objects[i].scale[1] *= 2.0f;\n\t\t\t\t\tScene::objects[i].scale[2] *= 2.0f;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tfloat minDimension = std::min({ Scene::objects[i].scale[0], Scene::objects[i].scale[1], Scene::objects[i].scale[2] });\n\t\t\t\t\tScene::objects[i].scale[0] = minDimension / 2.0f;\n\t\t\t\t\tScene::objects[i].scale[1] = minDimension / 2.0f;\n\t\t\t\t\tScene::objects[i].scale[2] = minDimension / 2.0f;\n\t\t\t\t}\n\n\t\t\t\tif (Scene::boundShader) glUniform3f(glGetUniformLocation(Scene::boundShader, scaleVariableName.c_str()), Scene::objects[i].scale[0], Scene::objects[i].scale[1], Scene::objects[i].scale[2]);\n\t\t\t}\n\t\t\t\n\t\t\tif (Scene::objects[i].type == 1) {\n\t\t\t\tImGui::Text(\"Radius\");\n\t\t\t\tImGui::SameLine();\n\t\t\t\tif (ImGui::InputFloat(std::string(\"##\").append(scaleVariableName).c_str(), &Scene::objects[i].scale[0])) {\n\t\t\t\t\tScene::objects[i].scale[1] = Scene::objects[i].scale[0];\n\t\t\t\t\tScene::objects[i].scale[2] = Scene::objects[i].scale[0];\n\t\t\t\t\tif (Scene::boundShader) glUniform3f(glGetUniformLocation(Scene::boundShader, scaleVariableName.c_str()), Scene::objects[i].scale[0], Scene::objects[i].scale[1], Scene::objects[i].scale[2]);\n\t\t\t\t\trefreshRequired = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (Scene::objects[i].type == 2) {\n\t\t\t\tshaderVecParameter(scaleVariableName.c_str(), \"Scale\", Scene::objects[i].scale);\n\t\t\t}\n\n\t\t\tshaderColorParameter(arrayElementName(\"u_objects\", i, \"material.albedo\").c_str(), \"Albedo\", Scene::objects[i].material.albedo);\n\t\t\tshaderColorParameter(arrayElementName(\"u_objects\", i, \"material.specular\").c_str(), \"Specular\", Scene::objects[i].material.specular);\n\t\t\tshaderColorParameter(arrayElementName(\"u_objects\", i, \"material.emission\").c_str(), \"Emission\", Scene::objects[i].material.emission);\n\t\t\tshaderFloatParameter(arrayElementName(\"u_objects\", i, \"material.emissionStrength\").c_str(), \"Emission Strength\", &Scene::objects[i].material.emissionStrength);\n\n\t\t\tshaderSliderParameter(arrayElementName(\"u_objects\", i, \"material.roughness\").c_str(), \"Roughness\", &Scene::objects[i].material.roughness);\n\t\t\tshaderSliderParameter(arrayElementName(\"u_objects\", i, \"material.specularHighlight\").c_str(), \"Highlight\", &Scene::objects[i].material.specularHighlight);\n\t\t\tshaderSliderParameter(arrayElementName(\"u_objects\", i, \"material.specularExponent\").c_str(), \"Exponent\", &Scene::objects[i].material.specularExponent);\n\n\t\t\tImGui::NewLine();\n\t\t}\n\t\telse {\n\t\t\tImGui::Text(\"Plane\");\n\n\t\t\tImGui::Text(\"Visible\");\n\t\t\tImGui::SameLine();\n\t\t\tif (ImGui::Checkbox(\"##plane_visible\", &Scene::planeVisible)) {\n\t\t\t\tif (Scene::boundShader) glUniform1ui(glGetUniformLocation(Scene::boundShader, \"u_planeVisible\"), Scene::planeVisible);\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\n\t\t\tshaderColorParameter(\"u_planeMaterial.albedo\", \"Albedo\", Scene::planeMaterial.albedo);\n\t\t\tshaderColorParameter(\"u_planeMaterial.specular\", \"Specular\", Scene::planeMaterial.specular);\n\t\t\tshaderColorParameter(\"u_planeMaterial.emission\", \"Emission\", Scene::planeMaterial.emission);\n\t\t\tshaderFloatParameter(\"u_planeMaterial.emissionStrength\", \"Emission Strength\", &Scene::planeMaterial.emissionStrength);\n\n\t\t\tshaderSliderParameter(\"u_planeMaterial.roughness\", \"Roughness\", &Scene::planeMaterial.roughness);\n\t\t\tshaderSliderParameter(\"u_planeMaterial.specularHighlight\", \"Highlight\", &Scene::planeMaterial.specularHighlight);\n\t\t\tshaderSliderParameter(\"u_planeMaterial.specularExponent\", \"Exponent\", &Scene::planeMaterial.specularExponent);\n\t\t}\n\n\n\t\tImGui::PopItemWidth();\n\t\tImGui::End();\n\t}\n\n\tvoid lightSettingsUI() {\n\t\tImGui::Begin(\"Light settings\");\n\n\t\tImGui::PushItemWidth(-1);\n\t\tfor (int i = 0; i < Scene::lights.size(); i++) {\n\t\t\tstd::string indexStr = std::to_string(i);\n\n\t\t\tImGui::Text(std::string(\"Light #\").append(indexStr).c_str());\n\t\t\tImGui::Text(\"Position\");\n\t\t\tImGui::SameLine();\n\t\t\tif (ImGui::InputFloat3(std::string(\"##light_pos_\").append(indexStr).c_str(), Scene::lights[i].position)) {\n\t\t\t\tif (Scene::boundShader) glUniform3f(glGetUniformLocation(Scene::boundShader, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].position\").c_str()), Scene::lights[i].position[0], Scene::lights[i].position[1], Scene::lights[i].position[2]);\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\n\t\t\tImGui::Text(\"Radius\");\n\t\t\tImGui::SameLine();\n\t\t\tif (ImGui::InputFloat(std::string(\"##light_radius_\").append(indexStr).c_str(), &Scene::lights[i].radius)) {\n\t\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].radius\").c_str()), Scene::lights[i].radius);\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\n\t\t\tImGui::Text(std::string(\"Light #\").append(indexStr).c_str());\n\t\t\tImGui::Text(\"Color\");\n\t\t\tImGui::SameLine();\n\t\t\tif (ImGui::ColorPicker3(std::string(\"##light_color_\").append(indexStr).c_str(), Scene::lights[i].color)) {\n\t\t\t\tif (Scene::boundShader) glUniform3f(glGetUniformLocation(Scene::boundShader, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].color\").c_str()), Scene::lights[i].color[0], Scene::lights[i].color[1], Scene::lights[i].color[2]);\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\n\t\t\tImGui::Text(\"Power\");\n\t\t\tImGui::SameLine();\n\t\t\tif (ImGui::InputFloat(std::string(\"##light_power_\").append(indexStr).c_str(), &Scene::lights[i].power)) {\n\t\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].power\").c_str()), Scene::lights[i].power);\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\n\t\t\tImGui::Text(\"Reach\");\n\t\t\tImGui::SameLine();\n\t\t\tif (ImGui::InputFloat(std::string(\"##light_reach_\").append(indexStr).c_str(), &Scene::lights[i].reach)) {\n\t\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].reach\").c_str()), Scene::lights[i].reach);\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\n\t\t\tif (i < 2) ImGui::NewLine();\n\t\t}\n\n\t\tImGui::PopItemWidth();\n\t\tImGui::End();\n\t}\n\n\tvoid appSettingsUI() {\n\t\tImGui::Begin(\"App\");\n\t\tImGui::Text(\"Application average %.3f ms/frame (%.1f FPS)\", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);\n\n\t\tImGui::PushItemWidth(-1);\n\t\tImGui::Text(\"Shadow resolution\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputInt(\"##shadowResolution\", &Scene::shadowResolution)) {\n\t\t\tif (Scene::boundShader) glUniform1i(glGetUniformLocation(Scene::boundShader, \"u_shadowResolution\"), Scene::shadowResolution);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Light bounces\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputInt(\"##lightBounces\", &Scene::lightBounces)) {\n\t\t\tif (Scene::boundShader) glUniform1i(glGetUniformLocation(Scene::boundShader, \"u_lightBounces\"), Scene::lightBounces);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Passes per frame\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputInt(\"##framePasses\", &Scene::framePasses)) {\n\t\t\tif (Scene::boundShader) glUniform1i(glGetUniformLocation(Scene::boundShader, \"u_framePasses\"), Scene::framePasses);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Blur\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat(\"##blur\", &Scene::blur)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, \"u_blur\"), Scene::blur);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Bloom Radius\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat(\"##bloomRadius\", &Scene::bloomRadius)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, \"u_bloomRadius\"), Scene::bloomRadius);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Bloom Intensity\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat(\"##bloomIntensity\", &Scene::bloomIntensity)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, \"u_bloomIntensity\"), Scene::bloomIntensity);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tif (ImGui::Button(\"Quit\")) {\n\t\t\tshouldQuit = true;\n\t\t}\n\t\tImGui::PopItemWidth();\n\n\t\tImGui::End();\n\t}\n\n\tvoid skyboxSettingsUI() {\n\t\tImGui::Begin(\"Skybox\");\n\n\t\tImGui::PushItemWidth(-1);\n\t\tImGui::Text(\"Intensity\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat(\"##skyboxStrength\", &Scene::skyboxStrength)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, \"u_skyboxStrength\"), Scene::skyboxStrength);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Gamma\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat(\"##skyboxGamma\", &Scene::skyboxGamma)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, \"u_skyboxGamma\"), Scene::skyboxGamma);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Ceiling\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat(\"##skyboxCeiling\", &Scene::skyboxCeiling)) {\n\t\t\tif (Scene::boundShader) glUniform1f(glGetUniformLocation(Scene::boundShader, \"u_skyboxCeiling\"), Scene::skyboxCeiling);\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tstatic char skyboxFilename[64];\n\n\t\tImGui::Text(\"Filename\");\n\t\tImGui::SameLine();\n\t\tImGui::InputText(\"##skyboxFileName\", skyboxFilename, 64);\n\t\t\n\t\tif (ImGui::Button(\"Load\")) {\n\t\t\tint sbWidth, sbHeight, sbChannels;\n\t\t\tfloat* skyboxData = load_image_data(std::string(\"skyboxes\\\\\").append(skyboxFilename).c_str(), &sbWidth, &sbHeight, &sbChannels, 0);\n\t\t\tif (skyboxData) {\n\t\t\t\tglActiveTexture(GL_TEXTURE1);\n\t\t\t\tglBindTexture(GL_TEXTURE_2D, Scene::skyboxTexture);\n\t\t\t\tglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, sbWidth, sbHeight, 0, GL_RGB, GL_FLOAT, skyboxData);\n\t\t\t\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n\t\t\t\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n\t\t\t\tglActiveTexture(GL_TEXTURE0);\n\n\t\t\t\tfree_image_data(skyboxData);\n\n\t\t\t\tskyboxFilename[0] = 0;\n\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tstd::cout << \"Failed to load skyboxes\\\\\" << skyboxFilename << std::endl;\n\t\t\t}\n\t\t}\n\n\t\tImGui::PopItemWidth();\n\t\tImGui::End();\n\t}\n\n\tvoid animationRenderingUI() {\n\t\tImGui::Begin(\"Animation Rendering\");\n\n\t\tif (ImGui::Button(\"Set start point\")) {\n\t\t\tAnimation::setStartPosition(Scene::cameraPosition, Scene::cameraYaw, Scene::cameraPitch);\n\t\t}\n\n\t\tif (ImGui::Button(\"Set end point\")) {\n\t\t\tAnimation::setEndPosition(Scene::cameraPosition, Scene::cameraYaw, Scene::cameraPitch);\n\t\t}\n\n\t\tImGui::InputInt(\"animationFramePasses\", &Animation::framePasses);\n\t\tImGui::InputFloat(\"animationSpeed\", &Animation::cameraSpeed);\n\t\tImGui::InputInt(\"animationFrameRate\", &Animation::frameRate);\n\n\t\tif (ImGui::Button(\"Render\")) {\n\t\t\tAnimation::currentFrame = -1; // Set to -1 so the main loop can finish its current iteration before the animation rendering process starts\n\t\t\tAnimation::currentPass = 0;\n\t\t\tAnimation::recalculateTotalFrameCount();\n\t\t\tAnimation::currentlyRenderingAnimation = true;\n\t\t}\n\n\t\tImGui::Text(\"Rendered %d/%d frames.\", Animation::currentFrame, Animation::totalFrameCount);\n\t\t\n\t\tImGui::End();\n\t}\n\n\tvoid cameraSettingsUI() {\n\t\tImGui::Begin(\"Camera\");\n\t\tImGui::PushItemWidth(-1);\n\t\tImGui::Text(\"Position\");\n\t\tImGui::SameLine();\n\t\tif (ImGui::InputFloat3(\"##cameraPosition\", &Scene::cameraPosition.x)) {\n\t\t\trefreshRequired = true;\n\t\t}\n\n\t\tImGui::Text(\"Orientation (Yaw-Pitch)\");\n\t\tImGui::SameLine();\n\t\tfloat cameraOrientation[2] = {Scene::cameraYaw, Scene::cameraPitch};\n\t\tif (ImGui::InputFloat2(\"##cameraOrientation\", cameraOrientation)) {\n\t\t\tScene::cameraYaw = cameraOrientation[0];\n\t\t\tScene::cameraPitch = cameraOrientation[1];\n\n\t\t\trefreshRequired = true;\n\t\t}\n\t\tImGui::PopItemWidth();\n\t\tImGui::End();\n\t}\n\n\tvoid render() {\n\t\tImGui_ImplOpenGL3_NewFrame();\n\t\tImGui_ImplGlfw_NewFrame();\n\t\tImGui::NewFrame();\n\n\t\tobjectSettingsUI();\n\t\tlightSettingsUI();\n\t\tappSettingsUI();\n\t\tskyboxSettingsUI();\n\t\tcameraSettingsUI();\n\t\tif (animationRenderWindowVisible) animationRenderingUI();\n\n\t\tImGui::Render();\n\t\tImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());\n\t}\n}"
  },
  {
    "path": "src/gui.h",
    "content": "#pragma once\n\n#include \"imgui/imgui.h\"\n#include \"imgui/imgui_impl_glfw.h\"\n#include \"imgui/imgui_impl_opengl3.h\"\n\n#include \"scene.h\"\n\nnamespace GUI {\n\textern GLFWwindow* window;\n\textern bool shouldQuit;\n\textern bool animationRenderWindowVisible;\n\n\tvoid init(GLFWwindow* window);\n\tvoid cleanup();\n\n\tvoid render();\n};"
  },
  {
    "path": "src/imgui/imconfig.h",
    "content": "//-----------------------------------------------------------------------------\n// COMPILE-TIME OPTIONS FOR DEAR IMGUI\n// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.\n// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.\n//-----------------------------------------------------------------------------\n// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)\n// B) or '#define IMGUI_USER_CONFIG \"my_imgui_config.h\"' in your project and then add directives in your own file without touching this template.\n//-----------------------------------------------------------------------------\n// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp\n// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.\n// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.\n// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.\n//-----------------------------------------------------------------------------\n\n#pragma once\n\n//---- Define assertion handler. Defaults to calling assert().\n// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.\n//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)\n//#define IM_ASSERT(_EXPR)  ((void)(_EXPR))     // Disable asserts\n\n//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows\n// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.\n// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()\n// for each static/DLL boundary you are calling from. Read \"Context and Memory Allocators\" section of imgui.cpp for more details.\n//#define IMGUI_API __declspec( dllexport )\n//#define IMGUI_API __declspec( dllimport )\n\n//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.\n//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n//#define IMGUI_DISABLE_OBSOLETE_KEYIO                      // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.\n\n//---- Disable all of Dear ImGui or don't implement standard windows.\n// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.\n//#define IMGUI_DISABLE                                     // Disable everything: all headers and source files will be empty.\n//#define IMGUI_DISABLE_DEMO_WINDOWS                        // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.\n//#define IMGUI_DISABLE_METRICS_WINDOW                      // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.\n\n//---- Don't implement some functions to reduce linkage requirements.\n//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS   // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)\n//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS          // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)\n//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS         // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)\n//#define IMGUI_DISABLE_WIN32_FUNCTIONS                     // [Win32] Won't use and link with any Win32 function (clipboard, ime).\n//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS      // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).\n//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS            // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)\n//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS              // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.\n//#define IMGUI_DISABLE_FILE_FUNCTIONS                      // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)\n//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS              // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.\n//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS                  // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().\n//#define IMGUI_DISABLE_SSE                                 // Disable use of SSE intrinsics even if available\n\n//---- Include imgui_user.h at the end of imgui.h as a convenience\n//#define IMGUI_INCLUDE_IMGUI_USER_H\n\n//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)\n//#define IMGUI_USE_BGRA_PACKED_COLOR\n\n//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)\n//#define IMGUI_USE_WCHAR32\n\n//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version\n// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.\n//#define IMGUI_STB_TRUETYPE_FILENAME   \"my_folder/stb_truetype.h\"\n//#define IMGUI_STB_RECT_PACK_FILENAME  \"my_folder/stb_rect_pack.h\"\n//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n\n//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)\n// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.\n// #define IMGUI_USE_STB_SPRINTF\n\n//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)\n// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).\n// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.\n//#define IMGUI_ENABLE_FREETYPE\n\n//---- Use stb_truetype to build and rasterize the font atlas (default)\n// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.\n//#define IMGUI_ENABLE_STB_TRUETYPE\n\n//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.\n// This will be inlined as part of ImVec2 and ImVec4 class declarations.\n/*\n#define IM_VEC2_CLASS_EXTRA                                                     \\\n        constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {}                   \\\n        operator MyVec2() const { return MyVec2(x,y); }\n\n#define IM_VEC4_CLASS_EXTRA                                                     \\\n        constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {}   \\\n        operator MyVec4() const { return MyVec4(x,y,z,w); }\n*/\n\n//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.\n// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).\n// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.\n// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.\n//#define ImDrawIdx unsigned int\n\n//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)\n//struct ImDrawList;\n//struct ImDrawCmd;\n//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);\n//#define ImDrawCallback MyImDrawCallback\n\n//---- Debug Tools: Macro to break in Debugger\n// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)\n//#define IM_DEBUG_BREAK  IM_ASSERT(0)\n//#define IM_DEBUG_BREAK  __debugbreak()\n\n//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),\n// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)\n// This adds a small runtime cost which is why it is not enabled by default.\n//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX\n\n//---- Debug Tools: Enable slower asserts\n//#define IMGUI_DEBUG_PARANOID\n\n//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.\n/*\nnamespace ImGui\n{\n    void MyFunction(const char* name, const MyMatrix44& v);\n}\n*/\n"
  },
  {
    "path": "src/imgui/imgui.cpp",
    "content": "// dear imgui, 1.88 WIP\n// (main code and documentation)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for details, links and comments.\n\n// Resources:\n// - FAQ                   http://dearimgui.org/faq\n// - Homepage & latest     https://github.com/ocornut/imgui\n// - Releases & changelog  https://github.com/ocornut/imgui/releases\n// - Gallery               https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)\n// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)\n// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary\n// - Issues & support      https://github.com/ocornut/imgui/issues\n\n// Getting Started?\n// - For first-time users having issues compiling/linking/running or issues loading fonts:\n//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.\n\n// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.\n// See LICENSE.txt for copyright and licensing details (standard MIT License).\n// This library is free but needs your support to sustain development and maintenance.\n// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to \"contact AT dearimgui.com\".\n// Individuals: you can support continued development via donations. See docs/README or web page.\n\n// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.\n// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without\n// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't\n// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you\n// to a better solution or official support for them.\n\n/*\n\nIndex of this file:\n\nDOCUMENTATION\n\n- MISSION STATEMENT\n- END-USER GUIDE\n- PROGRAMMER GUIDE\n  - READ FIRST\n  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI\n  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE\n  - HOW A SIMPLE APPLICATION MAY LOOK LIKE\n  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE\n  - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS\n- API BREAKING CHANGES (read me when you update!)\n- FREQUENTLY ASKED QUESTIONS (FAQ)\n  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)\n\nCODE\n(search for \"[SECTION]\" in the code to find them)\n\n// [SECTION] INCLUDES\n// [SECTION] FORWARD DECLARATIONS\n// [SECTION] CONTEXT AND MEMORY ALLOCATORS\n// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)\n// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)\n// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)\n// [SECTION] MISC HELPERS/UTILITIES (File functions)\n// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)\n// [SECTION] MISC HELPERS/UTILITIES (Color functions)\n// [SECTION] ImGuiStorage\n// [SECTION] ImGuiTextFilter\n// [SECTION] ImGuiTextBuffer\n// [SECTION] ImGuiListClipper\n// [SECTION] STYLING\n// [SECTION] RENDER HELPERS\n// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)\n// [SECTION] INPUTS\n// [SECTION] ERROR CHECKING\n// [SECTION] LAYOUT\n// [SECTION] SCROLLING\n// [SECTION] TOOLTIPS\n// [SECTION] POPUPS\n// [SECTION] KEYBOARD/GAMEPAD NAVIGATION\n// [SECTION] DRAG AND DROP\n// [SECTION] LOGGING/CAPTURING\n// [SECTION] SETTINGS\n// [SECTION] VIEWPORTS\n// [SECTION] PLATFORM DEPENDENT HELPERS\n// [SECTION] METRICS/DEBUGGER WINDOW\n// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)\n\n*/\n\n//-----------------------------------------------------------------------------\n// DOCUMENTATION\n//-----------------------------------------------------------------------------\n\n/*\n\n MISSION STATEMENT\n =================\n\n - Easy to use to create code-driven and data-driven tools.\n - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.\n - Easy to hack and improve.\n - Minimize setup and maintenance.\n - Minimize state storage on user side.\n - Portable, minimize dependencies, run on target (consoles, phones, etc.).\n - Efficient runtime and memory consumption.\n\n Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:\n\n - Doesn't look fancy, doesn't animate.\n - Limited layout features, intricate layouts are typically crafted in code.\n\n\n END-USER GUIDE\n ==============\n\n - Double-click on title bar to collapse window.\n - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().\n - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).\n - Click and drag on any empty space to move window.\n - TAB/SHIFT+TAB to cycle through keyboard editable fields.\n - CTRL+Click on a slider or drag box to input value as text.\n - Use mouse wheel to scroll.\n - Text editor:\n   - Hold SHIFT or use mouse to select text.\n   - CTRL+Left/Right to word jump.\n   - CTRL+Shift+Left/Right to select words.\n   - CTRL+A our Double-Click to select all.\n   - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/\n   - CTRL+Z,CTRL+Y to undo/redo.\n   - ESCAPE to revert text to its original value.\n   - Controls are automatically adjusted for OSX to match standard OSX text editing operations.\n - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.\n - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets\n\n\n PROGRAMMER GUIDE\n ================\n\n READ FIRST\n ----------\n - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)\n - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or\n   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.\n - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.\n - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.\n - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).\n   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.\n - Dear ImGui is a \"single pass\" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.\n   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,\n   where the UI code is called multiple times (\"multiple passes\") from a single entry point. There are pros and cons to both approaches.\n - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.\n - This codebase is also optimized to yield decent performances with typical \"Debug\" builds settings.\n - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).\n   If you get an assert, read the messages and comments around the assert.\n - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.\n - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.\n   See FAQ \"How can I use my own math types instead of ImVec2/ImVec4?\" for details about setting up imconfig.h for that.\n   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.\n - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).\n\n\n HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI\n ----------------------------------------------\n - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)\n - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over \"master\".\n - You can also use '#define IMGUI_USER_CONFIG \"my_config_file.h\" to redirect configuration to your own file.\n - Read the \"API BREAKING CHANGES\" section (below). This is where we list occasional API breaking changes.\n   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed\n   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will\n   likely be a comment about it. Please report any issue to the GitHub page!\n - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.\n - Try to keep your copy of Dear ImGui reasonably up to date.\n\n\n GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE\n ---------------------------------------------------------------\n - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.\n - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.\n - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.\n   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).\n - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.\n - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.\n - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.\n   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in \"update\" vs \"render\"\n   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().\n - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.\n - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.\n\n\n HOW A SIMPLE APPLICATION MAY LOOK LIKE\n --------------------------------------\n EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).\n The sub-folders in examples/ contain examples applications following this structure.\n\n     // Application init: create a dear imgui context, setup some options, load fonts\n     ImGui::CreateContext();\n     ImGuiIO& io = ImGui::GetIO();\n     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.\n     // TODO: Fill optional fields of the io structure later.\n     // TODO: Load TTF/OTF fonts if you don't want to use the default font.\n\n     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)\n     ImGui_ImplWin32_Init(hwnd);\n     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);\n\n     // Application main loop\n     while (true)\n     {\n         // Feed inputs to dear imgui, start new frame\n         ImGui_ImplDX11_NewFrame();\n         ImGui_ImplWin32_NewFrame();\n         ImGui::NewFrame();\n\n         // Any application code here\n         ImGui::Text(\"Hello, world!\");\n\n         // Render dear imgui into screen\n         ImGui::Render();\n         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());\n         g_pSwapChain->Present(1, 0);\n     }\n\n     // Shutdown\n     ImGui_ImplDX11_Shutdown();\n     ImGui_ImplWin32_Shutdown();\n     ImGui::DestroyContext();\n\n EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE\n\n     // Application init: create a dear imgui context, setup some options, load fonts\n     ImGui::CreateContext();\n     ImGuiIO& io = ImGui::GetIO();\n     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.\n     // TODO: Fill optional fields of the io structure later.\n     // TODO: Load TTF/OTF fonts if you don't want to use the default font.\n\n     // Build and load the texture atlas into a texture\n     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)\n     int width, height;\n     unsigned char* pixels = NULL;\n     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);\n\n     // At this point you've got the texture data and you need to upload that to your graphic system:\n     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.\n     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.\n     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)\n     io.Fonts->SetTexID((void*)texture);\n\n     // Application main loop\n     while (true)\n     {\n        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.\n        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)\n        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)\n        io.DisplaySize.x = 1920.0f;             // set the current display width\n        io.DisplaySize.y = 1280.0f;             // set the current display height here\n        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position\n        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states\n        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states\n\n        // Call NewFrame(), after this point you can use ImGui::* functions anytime\n        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)\n        ImGui::NewFrame();\n\n        // Most of your application code here\n        ImGui::Text(\"Hello, world!\");\n        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin(\"My window\"); ImGui::Text(\"Hello, world!\"); ImGui::End();\n        MyGameRender(); // may use any Dear ImGui functions as well!\n\n        // Render dear imgui, swap buffers\n        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)\n        ImGui::EndFrame();\n        ImGui::Render();\n        ImDrawData* draw_data = ImGui::GetDrawData();\n        MyImGuiRenderFunction(draw_data);\n        SwapBuffers();\n     }\n\n     // Shutdown\n     ImGui::DestroyContext();\n\n To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,\n you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!\n Please read the FAQ and example applications for details about this!\n\n\n HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE\n ---------------------------------------------\n The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.\n\n    void void MyImGuiRenderFunction(ImDrawData* draw_data)\n    {\n       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled\n       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize\n       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize\n       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.\n       ImVec2 clip_off = draw_data->DisplayPos;\n       for (int n = 0; n < draw_data->CmdListsCount; n++)\n       {\n          const ImDrawList* cmd_list = draw_data->CmdLists[n];\n          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui\n          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui\n          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n          {\n             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];\n             if (pcmd->UserCallback)\n             {\n                 pcmd->UserCallback(cmd_list, pcmd);\n             }\n             else\n             {\n                 // Project scissor/clipping rectangles into framebuffer space\n                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);\n                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);\n                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)\n                     continue;\n\n                 // We are using scissoring to clip some objects. All low-level graphics API should support it.\n                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches\n                 //   (some elements visible outside their bounds) but you can fix that once everything else works!\n                 // - Clipping coordinates are provided in imgui coordinates space:\n                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size\n                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.\n                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),\n                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.\n                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)\n                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);\n\n                 // The texture for the draw call is specified by pcmd->GetTexID().\n                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.\n                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());\n\n                 // Render 'pcmd->ElemCount/3' indexed triangles.\n                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.\n                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);\n             }\n          }\n       }\n    }\n\n\n USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS\n ------------------------------------------\n - The gamepad/keyboard navigation is fairly functional and keeps being improved.\n - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse!\n - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787\n - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.\n - Keyboard:\n    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.\n    - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls.\n    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),\n      the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:\n       - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.\n       - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).\n       - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.\n      Please reach out if you think the game vs navigation input sharing could be improved.\n - Gamepad:\n    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.\n    - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.\n      For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.\n      Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).\n    - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls.\n    - BEFORE 1.87, BACKENDS USED TO WRITE DIRECTLY TO io.NavInputs[]. This is going to be obsoleted in the future. Please call io functions instead!\n    - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets\n    - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,\n      with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.\n - Mouse:\n    - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.\n    - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.\n    - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.\n      Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.\n      When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.\n      When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.\n      (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!)\n      (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want\n       to set a boolean to ignore your other external mouse positions until the external source is moved again.)\n\n\n API BREAKING CHANGES\n ====================\n\n Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.\n Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.\n When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.\n You can read releases logs https://github.com/ocornut/imgui/releases for more details.\n\n - 2022/01/20 (1.87) - inputs: reworded gamepad IO.\n                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.\n - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).\n - 2022/01/17 (1.87) - inputs: reworked mouse IO.\n                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()\n                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()\n                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()\n                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]\n - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.\n                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)\n                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)\n                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent()\n                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.*\n                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. \"io.KeyMap[ImGuiKey_A] = ImGuiKey_A\") because those values are now larger than the legacy KeyDown[] array. Will assert.\n                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.\n - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.\n - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.\n - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)\n                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()\n                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x\n                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());\n                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect\n                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex\n - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings\n - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.\n - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.\n - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):\n                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()\n                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder\n - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().\n                        - if you are using official backends from the source tree: you have nothing to do.\n                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().\n - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.\n                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft\n                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight\n                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.\n                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.\n                       breaking: the default with rounding > 0.0f is now \"round all corners\" vs old implicit \"round no corners\":\n                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)\n                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)\n                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)\n                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.\n                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.\n                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify \"round all corners\" and we sometimes encouraged using them as shortcuts.\n                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).\n - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):\n                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()\n - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.\n - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() \"bool closed\" parameter to \"ImDrawFlags flags\". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.\n - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.\n - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.\n - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).\n                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).\n                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).\n - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.\n                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.\n                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.\n - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):\n                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().\n                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg\n                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback\n                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData\n - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).\n - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!\n - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.\n - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures\n - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.\n - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):\n                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend\n                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)\n                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)\n                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT\n                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT\n                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):\n                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = \"%.Xf\" where X is your value for decimal_precision.\n                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.\n - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).\n - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).\n - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.\n - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.\n - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.\n - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!\n - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().\n                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).\n                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:\n                       - if you omitted the 'power' parameter (likely!), you are not affected.\n                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.\n                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.\n                       see https://github.com/ocornut/imgui/issues/3361 for all details.\n                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.\n                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.\n                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.\n - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.\n - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]\n - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.\n - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().\n - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.\n - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.\n - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.\n - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):\n                       - ShowTestWindow()                    -> use ShowDemoWindow()\n                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)\n                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)\n                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)\n                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()\n                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg\n                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding\n                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap\n                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS\n - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.\n - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).\n - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.\n - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.\n - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.\n - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):\n                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed\n                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)\n                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()\n                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)\n                       - ImFont::Glyph                       -> use ImFontGlyph\n - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse \"typematic\" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.\n                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.\n                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).\n                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.\n - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).\n - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).\n - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.\n - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have\n                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.\n                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.\n                       Please reach out if you are affected.\n - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).\n - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).\n - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.\n - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).\n - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).\n - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).\n - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!\n - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).\n - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!\n - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).\n - 2018/12/20 (1.67) - made it illegal to call Begin(\"\") with an empty string. This somehow half-worked before but had various undesirable side-effects.\n - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.\n - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.\n - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).\n - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.\n                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.\n - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)\n - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.\n                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.\n                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.\n - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).\n - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).\n - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).\n - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.\n - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.\n - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.\n - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).\n - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).\n                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.\n                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.\n                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.\n - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.\n - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.\n - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from \"%.0f\" to \"%d\", as we are not using integers internally any more.\n                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.\n                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.\n                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. \"DragInt.*%f\" to help you find them.\n - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional \"int decimal_precision\" in favor of an equivalent and more flexible \"const char* format\",\n                       consistent with other functions. Kept redirection functions (will obsolete).\n - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.\n - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).\n - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.\n - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.\n - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.\n - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.\n - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.\n - 2018/02/07 (1.60) - reorganized context handling to be more explicit,\n                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.\n                       - removed Shutdown() function, as DestroyContext() serve this purpose.\n                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.\n                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.\n                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.\n - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.\n - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).\n - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).\n - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.\n - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.\n - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).\n - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags\n - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.\n - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.\n - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).\n - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).\n                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).\n - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).\n - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).\n - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.\n - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.\n                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.\n - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.\n - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.\n - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.\n - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);\n - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.\n - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.\n - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.\n                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.\n                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)\n                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)\n                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]\n - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!\n - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).\n - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).\n - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).\n - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace \"io.MousePos = ImVec2(-1,-1)\" with \"io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)\".\n - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!\n                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).\n                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).\n - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.\n - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an \"ambiguous call\" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.\n - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.\n - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.\n - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).\n - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).\n - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().\n - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.\n                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under \"Color/Picker Widgets\", to understand the various new options.\n                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'\n - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse\n - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.\n - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.\n - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().\n - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.\n - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.\n - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.\n - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.\n                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.\n                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:\n                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }\n                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.\n - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().\n - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.\n - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the \"default_open = true\" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).\n - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.\n - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).\n - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)\n - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).\n - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.\n - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.\n - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.\n - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.\n - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.\n                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.\n                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!\n - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize\n - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.\n - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason\n - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.\n                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.\n - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.\n                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(\n                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.\n                     - the signature of the io.RenderDrawListsFn handler has changed!\n                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)\n                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).\n                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'\n                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.\n                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.\n                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.\n                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!\n                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!\n - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.\n - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).\n - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.\n - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence\n - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!\n - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).\n - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).\n - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.\n - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the \"open\" state of a popup. BeginPopup() returns true if the popup is opened.\n - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).\n - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.\n - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API\n - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.\n - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.\n - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.\n - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing\n - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.\n - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)\n - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.\n - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.\n - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.\n - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior\n - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()\n - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)\n - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.\n - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.\n - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.\n                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];\n                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);\n                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.\n - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()\n - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)\n - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets\n - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)\n - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)\n - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility\n - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()\n - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)\n - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)\n - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()\n - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn\n - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)\n - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite\n - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes\n\n\n FREQUENTLY ASKED QUESTIONS (FAQ)\n ================================\n\n Read all answers online:\n   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)\n Read all answers locally (with a text editor or ideally a Markdown viewer):\n   docs/FAQ.md\n Some answers are copied down here to facilitate searching in code.\n\n Q&A: Basics\n ===========\n\n Q: Where is the documentation?\n A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.\n    - Run the examples/ and explore them.\n    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.\n    - The demo covers most features of Dear ImGui, so you can read the code and see its output.\n    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.\n    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the\n      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.\n    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.\n    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.\n    - Your programming IDE is your friend, find the type or function declaration to find comments\n      associated with it.\n\n Q: What is this library called?\n Q: Which version should I get?\n >> This library is called \"Dear ImGui\", please don't call it \"ImGui\" :)\n >> See https://www.dearimgui.org/faq for details.\n\n Q&A: Integration\n ================\n\n Q: How to get started?\n A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.\n\n Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?\n A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!\n >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.\n\n Q. How can I enable keyboard controls?\n Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)\n Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...\n Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...\n Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...\n >> See https://www.dearimgui.org/faq\n\n Q&A: Usage\n ----------\n\n Q: About the ID Stack system..\n   - Why is my widget not reacting when I click on it?\n   - How can I have widgets with an empty label?\n   - How can I have multiple widgets with the same label?\n   - How can I have multiple windows with the same label?\n Q: How can I display an image? What is ImTextureID, how does it works?\n Q: How can I use my own math types instead of ImVec2/ImVec4?\n Q: How can I interact with standard C++ types (such as std::string and std::vector)?\n Q: How can I display custom shapes? (using low-level ImDrawList API)\n >> See https://www.dearimgui.org/faq\n\n Q&A: Fonts, Text\n ================\n\n Q: How should I handle DPI in my application?\n Q: How can I load a different font than the default?\n Q: How can I easily use icons in my application?\n Q: How can I load multiple fonts?\n Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?\n >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md\n\n Q&A: Concerns\n =============\n\n Q: Who uses Dear ImGui?\n Q: Can you create elaborate/serious tools with Dear ImGui?\n Q: Can you reskin the look of Dear ImGui?\n Q: Why using C++ (as opposed to C)?\n >> See https://www.dearimgui.org/faq\n\n Q&A: Community\n ==============\n\n Q: How can I help?\n A: - Businesses: please reach out to \"contact AT dearimgui.com\" if you work in a place using Dear ImGui!\n      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.\n      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.\n    - Individuals: you can support continued development via PayPal donations. See README.\n    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt\n      and see how you want to help and can help!\n    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.\n      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.\n      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.\n    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).\n\n*/\n\n//-------------------------------------------------------------------------\n// [SECTION] INCLUDES\n//-------------------------------------------------------------------------\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n#include \"imgui_internal.h\"\n\n// System includes\n#include <ctype.h>      // toupper\n#include <stdio.h>      // vsnprintf, sscanf, printf\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled\n#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)\n#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\n#endif\n\n// [Windows] OS specific includes (optional)\n#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)\n#define IMGUI_DISABLE_WIN32_FUNCTIONS\n#endif\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN\n#endif\n#ifndef NOMINMAX\n#define NOMINMAX\n#endif\n#ifndef __MINGW32__\n#include <Windows.h>        // _wfopen, OpenClipboard\n#else\n#include <windows.h>\n#endif\n#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions\n#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS\n#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\n#endif\n#endif\n\n// [Apple] OS specific includes\n#if defined(__APPLE__)\n#include <TargetConditionals.h>\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)             // condition expression is constant\n#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types\n#endif\n#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).\n#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.\n#pragma clang diagnostic ignored \"-Wformat-nonliteral\"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.\n#pragma clang diagnostic ignored \"-Wexit-time-destructors\"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.\n#pragma clang diagnostic ignored \"-Wglobal-constructors\"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wformat-pedantic\"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.\n#pragma clang diagnostic ignored \"-Wint-to-void-pointer-cast\"       // warning: cast to 'void *' from smaller integer type 'int'\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wunused-function\"          // warning: 'xxxx' defined but not used\n#pragma GCC diagnostic ignored \"-Wint-to-pointer-cast\"      // warning: cast to pointer from integer of different size\n#pragma GCC diagnostic ignored \"-Wformat\"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"         // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"        // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wstrict-overflow\"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n// Debug options\n#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL\n#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window\n#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)\n\n// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.\nstatic const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in\nstatic const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear\n\n// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)\nstatic const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().\nstatic const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.\nstatic const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 2.00f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.\n\n//-------------------------------------------------------------------------\n// [SECTION] FORWARD DECLARATIONS\n//-------------------------------------------------------------------------\n\nstatic void             SetCurrentWindow(ImGuiWindow* window);\nstatic void             FindHoveredWindow();\nstatic ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);\nstatic ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);\n\nstatic void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);\nstatic void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);\n\n// Settings\nstatic void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);\nstatic void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);\nstatic void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);\nstatic void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);\nstatic void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);\n\n// Platform Dependents default implementation for IO functions\nstatic const char*      GetClipboardTextFn_DefaultImpl(void* user_data);\nstatic void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);\nstatic void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);\n\nnamespace ImGui\n{\n// Navigation\nstatic void             NavUpdate();\nstatic void             NavUpdateWindowing();\nstatic void             NavUpdateWindowingOverlay();\nstatic void             NavUpdateCancelRequest();\nstatic void             NavUpdateCreateMoveRequest();\nstatic void             NavUpdateCreateTabbingRequest();\nstatic float            NavUpdatePageUpPageDown();\nstatic inline void      NavUpdateAnyRequestFlag();\nstatic void             NavUpdateCreateWrappingRequest();\nstatic void             NavEndFrame();\nstatic bool             NavScoreItem(ImGuiNavItemData* result);\nstatic void             NavApplyItemToResult(ImGuiNavItemData* result);\nstatic void             NavProcessItem();\nstatic void             NavProcessItemForTabbingRequest(ImGuiID id);\nstatic ImVec2           NavCalcPreferredRefPos();\nstatic void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);\nstatic ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);\nstatic void             NavRestoreLayer(ImGuiNavLayer layer);\nstatic void             NavRestoreHighlightAfterMove();\nstatic int              FindWindowFocusIndex(ImGuiWindow* window);\n\n// Error Checking and Debug Tools\nstatic void             ErrorCheckNewFrameSanityChecks();\nstatic void             ErrorCheckEndFrameSanityChecks();\nstatic void             UpdateDebugToolItemPicker();\nstatic void             UpdateDebugToolStackQueries();\n\n// Misc\nstatic void             UpdateSettings();\nstatic void             UpdateKeyboardInputs();\nstatic void             UpdateMouseInputs();\nstatic void             UpdateMouseWheel();\nstatic bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);\nstatic void             RenderWindowOuterBorders(ImGuiWindow* window);\nstatic void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);\nstatic void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);\nstatic void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);\nstatic void             RenderDimmedBackgrounds();\nstatic ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);\n\n// Viewports\nstatic void             UpdateViewportsNewFrame();\n\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] CONTEXT AND MEMORY ALLOCATORS\n//-----------------------------------------------------------------------------\n\n// DLL users:\n// - Heaps and globals are not shared across DLL boundaries!\n// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.\n// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).\n// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.\n// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).\n\n// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.\n// - ImGui::CreateContext() will automatically set this pointer if it is NULL.\n//   Change to a different context by calling ImGui::SetCurrentContext().\n// - Important: Dear ImGui functions are not thread-safe because of this pointer.\n//   If you want thread-safety to allow N threads to access N different contexts:\n//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:\n//         struct ImGuiContext;\n//         extern thread_local ImGuiContext* MyImGuiTLS;\n//         #define GImGui MyImGuiTLS\n//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.\n//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586\n//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.\n// - DLL users: read comments above.\n#ifndef GImGui\nImGuiContext*   GImGui = NULL;\n#endif\n\n// Memory Allocator functions. Use SetAllocatorFunctions() to change them.\n// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.\n// - DLL users: read comments above.\n#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS\nstatic void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }\nstatic void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }\n#else\nstatic void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }\nstatic void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }\n#endif\nstatic ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;\nstatic ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;\nstatic void*                GImAllocatorUserData = NULL;\n\n//-----------------------------------------------------------------------------\n// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)\n//-----------------------------------------------------------------------------\n\nImGuiStyle::ImGuiStyle()\n{\n    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.\n    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.\n    WindowPadding           = ImVec2(8,8);      // Padding within a window\n    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.\n    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    WindowMinSize           = ImVec2(32,32);    // Minimum window size\n    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text\n    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.\n    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows\n    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows\n    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)\n    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).\n    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.\n    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines\n    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)\n    CellPadding             = ImVec2(4,2);      // Padding within a table cell\n    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!\n    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).\n    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).\n    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar\n    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar\n    GrabMinSize             = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar\n    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.\n    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.\n    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.\n    TabBorderSize           = 0.0f;             // Thickness of border around tabs.\n    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.\n    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.\n    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.\n    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.\n    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.\n    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.\n    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.\n    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.\n    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.\n    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).\n    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.\n\n    // Default theme\n    ImGui::StyleColorsDark(this);\n}\n\n// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.\n// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.\nvoid ImGuiStyle::ScaleAllSizes(float scale_factor)\n{\n    WindowPadding = ImFloor(WindowPadding * scale_factor);\n    WindowRounding = ImFloor(WindowRounding * scale_factor);\n    WindowMinSize = ImFloor(WindowMinSize * scale_factor);\n    ChildRounding = ImFloor(ChildRounding * scale_factor);\n    PopupRounding = ImFloor(PopupRounding * scale_factor);\n    FramePadding = ImFloor(FramePadding * scale_factor);\n    FrameRounding = ImFloor(FrameRounding * scale_factor);\n    ItemSpacing = ImFloor(ItemSpacing * scale_factor);\n    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);\n    CellPadding = ImFloor(CellPadding * scale_factor);\n    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);\n    IndentSpacing = ImFloor(IndentSpacing * scale_factor);\n    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);\n    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);\n    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);\n    GrabMinSize = ImFloor(GrabMinSize * scale_factor);\n    GrabRounding = ImFloor(GrabRounding * scale_factor);\n    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);\n    TabRounding = ImFloor(TabRounding * scale_factor);\n    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;\n    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);\n    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);\n    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);\n}\n\nImGuiIO::ImGuiIO()\n{\n    // Most fields are initialized with zero\n    memset(this, 0, sizeof(*this));\n    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);\n\n    // Settings\n    ConfigFlags = ImGuiConfigFlags_None;\n    BackendFlags = ImGuiBackendFlags_None;\n    DisplaySize = ImVec2(-1.0f, -1.0f);\n    DeltaTime = 1.0f / 60.0f;\n    IniSavingRate = 5.0f;\n    IniFilename = \"imgui.ini\"; // Important: \"imgui.ini\" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).\n    LogFilename = \"imgui_log.txt\";\n    MouseDoubleClickTime = 0.30f;\n    MouseDoubleClickMaxDist = 6.0f;\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    for (int i = 0; i < ImGuiKey_COUNT; i++)\n        KeyMap[i] = -1;\n#endif\n    KeyRepeatDelay = 0.275f;\n    KeyRepeatRate = 0.050f;\n    UserData = NULL;\n\n    Fonts = NULL;\n    FontGlobalScale = 1.0f;\n    FontDefault = NULL;\n    FontAllowUserScaling = false;\n    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);\n\n    // Miscellaneous options\n    MouseDrawCursor = false;\n#ifdef __APPLE__\n    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag\n#else\n    ConfigMacOSXBehaviors = false;\n#endif\n    ConfigInputTrickleEventQueue = true;\n    ConfigInputTextCursorBlink = true;\n    ConfigWindowsResizeFromEdges = true;\n    ConfigWindowsMoveFromTitleBarOnly = false;\n    ConfigMemoryCompactTimer = 60.0f;\n\n    // Platform Functions\n    BackendPlatformName = BackendRendererName = NULL;\n    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;\n    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations\n    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;\n    ClipboardUserData = NULL;\n    SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;\n\n    // Input (NB: we already have memset zero the entire structure!)\n    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);\n    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);\n    MouseDragThreshold = 6.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }\n    for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;\n    BackendUsingLegacyKeyArrays = (ImS8)-1;\n    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong\n}\n\n// Pass in translated ASCII characters for text input.\n// - with glfw you can get those from the callback set in glfwSetCharCallback()\n// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message\n// FIXME: Should in theory be called \"AddCharacterEvent()\" to be consistent with new API\nvoid ImGuiIO::AddInputCharacter(unsigned int c)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    if (c == 0)\n        return;\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_Text;\n    e.Source = ImGuiInputSource_Keyboard;\n    e.Text.Char = c;\n    g.InputEventsQueue.push_back(e);\n}\n\n// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so\n// we should save the high surrogate.\nvoid ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)\n{\n    if (c == 0 && InputQueueSurrogate == 0)\n        return;\n\n    if ((c & 0xFC00) == 0xD800) // High surrogate, must save\n    {\n        if (InputQueueSurrogate != 0)\n            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);\n        InputQueueSurrogate = c;\n        return;\n    }\n\n    ImWchar cp = c;\n    if (InputQueueSurrogate != 0)\n    {\n        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate\n        {\n            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);\n        }\n        else\n        {\n#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF\n            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar\n#else\n            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);\n#endif\n        }\n\n        InputQueueSurrogate = 0;\n    }\n    AddInputCharacter((unsigned)cp);\n}\n\nvoid ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)\n{\n    while (*utf8_chars != 0)\n    {\n        unsigned int c = 0;\n        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);\n        if (c != 0)\n            AddInputCharacter(c);\n    }\n}\n\nvoid ImGuiIO::ClearInputCharacters()\n{\n    InputQueueCharacters.resize(0);\n}\n\nvoid ImGuiIO::ClearInputKeys()\n{\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    memset(KeysDown, 0, sizeof(KeysDown));\n#endif\n    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)\n    {\n        KeysData[n].Down             = false;\n        KeysData[n].DownDuration     = -1.0f;\n        KeysData[n].DownDurationPrev = -1.0f;\n    }\n    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;\n    KeyMods = ImGuiKeyModFlags_None;\n    for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)\n        NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;\n}\n\n// Queue a new key down/up event.\n// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)\n// - bool down:          Is the key down? use false to signify a key release.\n// - float analog_value: 0.0f..1.0f\nvoid ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)\n{\n    //if (e->Down) { IMGUI_DEBUG_LOG(\"AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\\n\", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }\n    if (key == ImGuiKey_None)\n        return;\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.\n\n    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && \"Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!\");\n    if (BackendUsingLegacyKeyArrays == -1)\n        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)\n            IM_ASSERT(KeyMap[n] == -1 && \"Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!\");\n    BackendUsingLegacyKeyArrays = 0;\n#endif\n    if (ImGui::IsGamepadKey(key))\n        BackendUsingLegacyNavInputArray = false;\n\n    // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed)\n    ImGuiKeyData* key_data = ImGui::GetKeyData(key);\n    if (key_data->Down == down && key_data->AnalogValue == analog_value)\n    {\n        bool found = false;\n        for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--)\n            if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key)\n                found = true;\n        if (!found)\n            return;\n    }\n\n    // Add event\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_Key;\n    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;\n    e.Key.Key = key;\n    e.Key.Down = down;\n    e.Key.AnalogValue = analog_value;\n    g.InputEventsQueue.push_back(e);\n}\n\nvoid ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)\n{\n    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);\n}\n\n// [Optional] Call after AddKeyEvent().\n// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.\n// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.\nvoid ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)\n{\n    if (key == ImGuiKey_None)\n        return;\n    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512\n    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511\n    IM_UNUSED(native_keycode);  // Yet unused\n    IM_UNUSED(native_scancode); // Yet unused\n\n    // Build native->imgui map so old user code can still call key functions with native 0..511 values.\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;\n    if (!ImGui::IsLegacyKey(legacy_key))\n        return;\n    KeyMap[legacy_key] = key;\n    KeyMap[key] = legacy_key;\n#else\n    IM_UNUSED(key);\n    IM_UNUSED(native_legacy_index);\n#endif\n}\n\n// Queue a mouse move event\nvoid ImGuiIO::AddMousePosEvent(float x, float y)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_MousePos;\n    e.Source = ImGuiInputSource_Mouse;\n    e.MousePos.PosX = x;\n    e.MousePos.PosY = y;\n    g.InputEventsQueue.push_back(e);\n}\n\nvoid ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_MouseButton;\n    e.Source = ImGuiInputSource_Mouse;\n    e.MouseButton.Button = mouse_button;\n    e.MouseButton.Down = down;\n    g.InputEventsQueue.push_back(e);\n}\n\n// Queue a mouse wheel event (most mouse/API will only have a Y component)\nvoid ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    if (wheel_x == 0.0f && wheel_y == 0.0f)\n        return;\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_MouseWheel;\n    e.Source = ImGuiInputSource_Mouse;\n    e.MouseWheel.WheelX = wheel_x;\n    e.MouseWheel.WheelY = wheel_y;\n    g.InputEventsQueue.push_back(e);\n}\n\nvoid ImGuiIO::AddFocusEvent(bool focused)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_Focus;\n    e.AppFocused.Focused = focused;\n    g.InputEventsQueue.push_back(e);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)\n//-----------------------------------------------------------------------------\n\nImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)\n{\n    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()\n    ImVec2 p_last = p1;\n    ImVec2 p_closest;\n    float p_closest_dist2 = FLT_MAX;\n    float t_step = 1.0f / (float)num_segments;\n    for (int i_step = 1; i_step <= num_segments; i_step++)\n    {\n        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);\n        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);\n        float dist2 = ImLengthSqr(p - p_line);\n        if (dist2 < p_closest_dist2)\n        {\n            p_closest = p_line;\n            p_closest_dist2 = dist2;\n        }\n        p_last = p_current;\n    }\n    return p_closest;\n}\n\n// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp\nstatic void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)\n{\n    float dx = x4 - x1;\n    float dy = y4 - y1;\n    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);\n    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);\n    d2 = (d2 >= 0) ? d2 : -d2;\n    d3 = (d3 >= 0) ? d3 : -d3;\n    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))\n    {\n        ImVec2 p_current(x4, y4);\n        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);\n        float dist2 = ImLengthSqr(p - p_line);\n        if (dist2 < p_closest_dist2)\n        {\n            p_closest = p_line;\n            p_closest_dist2 = dist2;\n        }\n        p_last = p_current;\n    }\n    else if (level < 10)\n    {\n        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;\n        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;\n        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;\n        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;\n        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;\n        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;\n        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);\n        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);\n    }\n}\n\n// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol\n// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.\nImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)\n{\n    IM_ASSERT(tess_tol > 0.0f);\n    ImVec2 p_last = p1;\n    ImVec2 p_closest;\n    float p_closest_dist2 = FLT_MAX;\n    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);\n    return p_closest;\n}\n\nImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)\n{\n    ImVec2 ap = p - a;\n    ImVec2 ab_dir = b - a;\n    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;\n    if (dot < 0.0f)\n        return a;\n    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;\n    if (dot > ab_len_sqr)\n        return b;\n    return a + ab_dir * dot / ab_len_sqr;\n}\n\nbool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)\n{\n    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;\n    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;\n    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;\n    return ((b1 == b2) && (b2 == b3));\n}\n\nvoid ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)\n{\n    ImVec2 v0 = b - a;\n    ImVec2 v1 = c - a;\n    ImVec2 v2 = p - a;\n    const float denom = v0.x * v1.y - v1.x * v0.y;\n    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;\n    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;\n    out_u = 1.0f - out_v - out_w;\n}\n\nImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)\n{\n    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);\n    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);\n    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);\n    float dist2_ab = ImLengthSqr(p - proj_ab);\n    float dist2_bc = ImLengthSqr(p - proj_bc);\n    float dist2_ca = ImLengthSqr(p - proj_ca);\n    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));\n    if (m == dist2_ab)\n        return proj_ab;\n    if (m == dist2_bc)\n        return proj_bc;\n    return proj_ca;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)\n//-----------------------------------------------------------------------------\n\n// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.\nint ImStricmp(const char* str1, const char* str2)\n{\n    int d;\n    while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }\n    return d;\n}\n\nint ImStrnicmp(const char* str1, const char* str2, size_t count)\n{\n    int d = 0;\n    while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }\n    return d;\n}\n\nvoid ImStrncpy(char* dst, const char* src, size_t count)\n{\n    if (count < 1)\n        return;\n    if (count > 1)\n        strncpy(dst, src, count - 1);\n    dst[count - 1] = 0;\n}\n\nchar* ImStrdup(const char* str)\n{\n    size_t len = strlen(str);\n    void* buf = IM_ALLOC(len + 1);\n    return (char*)memcpy(buf, (const void*)str, len + 1);\n}\n\nchar* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)\n{\n    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;\n    size_t src_size = strlen(src) + 1;\n    if (dst_buf_size < src_size)\n    {\n        IM_FREE(dst);\n        dst = (char*)IM_ALLOC(src_size);\n        if (p_dst_size)\n            *p_dst_size = src_size;\n    }\n    return (char*)memcpy(dst, (const void*)src, src_size);\n}\n\nconst char* ImStrchrRange(const char* str, const char* str_end, char c)\n{\n    const char* p = (const char*)memchr(str, (int)c, str_end - str);\n    return p;\n}\n\nint ImStrlenW(const ImWchar* str)\n{\n    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit\n    int n = 0;\n    while (*str++) n++;\n    return n;\n}\n\n// Find end-of-line. Return pointer will point to either first \\n, either str_end.\nconst char* ImStreolRange(const char* str, const char* str_end)\n{\n    const char* p = (const char*)memchr(str, '\\n', str_end - str);\n    return p ? p : str_end;\n}\n\nconst ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line\n{\n    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\\n')\n        buf_mid_line--;\n    return buf_mid_line;\n}\n\nconst char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)\n{\n    if (!needle_end)\n        needle_end = needle + strlen(needle);\n\n    const char un0 = (char)toupper(*needle);\n    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))\n    {\n        if (toupper(*haystack) == un0)\n        {\n            const char* b = needle + 1;\n            for (const char* a = haystack + 1; b < needle_end; a++, b++)\n                if (toupper(*a) != toupper(*b))\n                    break;\n            if (b == needle_end)\n                return haystack;\n        }\n        haystack++;\n    }\n    return NULL;\n}\n\n// Trim str by offsetting contents when there's leading data + writing a \\0 at the trailing position. We use this in situation where the cost is negligible.\nvoid ImStrTrimBlanks(char* buf)\n{\n    char* p = buf;\n    while (p[0] == ' ' || p[0] == '\\t')     // Leading blanks\n        p++;\n    char* p_start = p;\n    while (*p != 0)                         // Find end of string\n        p++;\n    while (p > p_start && (p[-1] == ' ' || p[-1] == '\\t'))  // Trailing blanks\n        p--;\n    if (p_start != buf)                     // Copy memory if we had leading blanks\n        memmove(buf, p_start, p - p_start);\n    buf[p - p_start] = 0;                   // Zero terminate\n}\n\nconst char* ImStrSkipBlank(const char* str)\n{\n    while (str[0] == ' ' || str[0] == '\\t')\n        str++;\n    return str;\n}\n\n// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).\n// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.\n// B) When buf==NULL vsnprintf() will return the output size.\n#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n\n// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)\n// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are\n// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)\n#ifdef IMGUI_USE_STB_SPRINTF\n#define STB_SPRINTF_IMPLEMENTATION\n#include \"stb_sprintf.h\"\n#endif\n\n#if defined(_MSC_VER) && !defined(vsnprintf)\n#define vsnprintf _vsnprintf\n#endif\n\nint ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n#ifdef IMGUI_USE_STB_SPRINTF\n    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);\n#else\n    int w = vsnprintf(buf, buf_size, fmt, args);\n#endif\n    va_end(args);\n    if (buf == NULL)\n        return w;\n    if (w == -1 || w >= (int)buf_size)\n        w = (int)buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n\nint ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)\n{\n#ifdef IMGUI_USE_STB_SPRINTF\n    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);\n#else\n    int w = vsnprintf(buf, buf_size, fmt, args);\n#endif\n    if (buf == NULL)\n        return w;\n    if (w == -1 || w >= (int)buf_size)\n        w = (int)buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n\n// CRC32 needs a 1KB lookup table (not cache friendly)\n// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:\n// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.\nstatic const ImU32 GCrc32LookupTable[256] =\n{\n    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,\n    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,\n    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,\n    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,\n    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,\n    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,\n    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,\n    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,\n    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,\n    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,\n    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,\n    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,\n    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,\n    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,\n    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,\n    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,\n};\n\n// Known size hash\n// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.\n// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.\nImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)\n{\n    ImU32 crc = ~seed;\n    const unsigned char* data = (const unsigned char*)data_p;\n    const ImU32* crc32_lut = GCrc32LookupTable;\n    while (data_size-- != 0)\n        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];\n    return ~crc;\n}\n\n// Zero-terminated string hash, with support for ### to reset back to seed value\n// We support a syntax of \"label###id\" where only \"###id\" is included in the hash, and only \"label\" gets displayed.\n// Because this syntax is rarely used we are optimizing for the common case.\n// - If we reach ### in the string we discard the hash so far and reset to the seed.\n// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)\n// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.\nImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)\n{\n    seed = ~seed;\n    ImU32 crc = seed;\n    const unsigned char* data = (const unsigned char*)data_p;\n    const ImU32* crc32_lut = GCrc32LookupTable;\n    if (data_size != 0)\n    {\n        while (data_size-- != 0)\n        {\n            unsigned char c = *data++;\n            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')\n                crc = seed;\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];\n        }\n    }\n    else\n    {\n        while (unsigned char c = *data++)\n        {\n            if (c == '#' && data[0] == '#' && data[1] == '#')\n                crc = seed;\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];\n        }\n    }\n    return ~crc;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (File functions)\n//-----------------------------------------------------------------------------\n\n// Default file functions\n#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n\nImFileHandle ImFileOpen(const char* filename, const char* mode)\n{\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)\n    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.\n    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!\n    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);\n    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);\n    ImVector<ImWchar> buf;\n    buf.resize(filename_wsize + mode_wsize);\n    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);\n    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);\n    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);\n#else\n    return fopen(filename, mode);\n#endif\n}\n\n// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.\nbool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }\nImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }\nImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }\nImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }\n#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n\n// Helper: Load file content into memory\n// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()\n// This can't really be used with \"rt\" because fseek size won't match read size.\nvoid*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)\n{\n    IM_ASSERT(filename && mode);\n    if (out_file_size)\n        *out_file_size = 0;\n\n    ImFileHandle f;\n    if ((f = ImFileOpen(filename, mode)) == NULL)\n        return NULL;\n\n    size_t file_size = (size_t)ImFileGetSize(f);\n    if (file_size == (size_t)-1)\n    {\n        ImFileClose(f);\n        return NULL;\n    }\n\n    void* file_data = IM_ALLOC(file_size + padding_bytes);\n    if (file_data == NULL)\n    {\n        ImFileClose(f);\n        return NULL;\n    }\n    if (ImFileRead(file_data, 1, file_size, f) != file_size)\n    {\n        ImFileClose(f);\n        IM_FREE(file_data);\n        return NULL;\n    }\n    if (padding_bytes > 0)\n        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);\n\n    ImFileClose(f);\n    if (out_file_size)\n        *out_file_size = file_size;\n\n    return file_data;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)\n//-----------------------------------------------------------------------------\n\n// Convert UTF-8 to 32-bit character, process single character input.\n// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).\n// We handle UTF-8 decoding error by skipping forward.\nint ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)\n{\n    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };\n    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };\n    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };\n    static const int shiftc[] = { 0, 18, 12, 6, 0 };\n    static const int shifte[] = { 0, 6, 4, 2, 0 };\n    int len = lengths[*(const unsigned char*)in_text >> 3];\n    int wanted = len + !len;\n\n    if (in_text_end == NULL)\n        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.\n\n    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,\n    // so it is fast even with excessive branching.\n    unsigned char s[4];\n    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;\n    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;\n    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;\n    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;\n\n    // Assume a four-byte character and load four bytes. Unused bits are shifted out.\n    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;\n    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;\n    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;\n    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;\n    *out_char >>= shiftc[len];\n\n    // Accumulate the various error conditions.\n    int e = 0;\n    e  = (*out_char < mins[len]) << 6; // non-canonical encoding\n    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?\n    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?\n    e |= (s[1] & 0xc0) >> 2;\n    e |= (s[2] & 0xc0) >> 4;\n    e |= (s[3]       ) >> 6;\n    e ^= 0x2a; // top two bits of each tail byte correct?\n    e >>= shifte[len];\n\n    if (e)\n    {\n        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.\n        // One byte is consumed in case of invalid first byte of in_text.\n        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.\n        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.\n        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);\n        *out_char = IM_UNICODE_CODEPOINT_INVALID;\n    }\n\n    return wanted;\n}\n\nint ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)\n{\n    ImWchar* buf_out = buf;\n    ImWchar* buf_end = buf + buf_size;\n    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c;\n        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);\n        if (c == 0)\n            break;\n        *buf_out++ = (ImWchar)c;\n    }\n    *buf_out = 0;\n    if (in_text_remaining)\n        *in_text_remaining = in_text;\n    return (int)(buf_out - buf);\n}\n\nint ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)\n{\n    int char_count = 0;\n    while ((!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c;\n        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);\n        if (c == 0)\n            break;\n        char_count++;\n    }\n    return char_count;\n}\n\n// Based on stb_to_utf8() from github.com/nothings/stb/\nstatic inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)\n{\n    if (c < 0x80)\n    {\n        buf[0] = (char)c;\n        return 1;\n    }\n    if (c < 0x800)\n    {\n        if (buf_size < 2) return 0;\n        buf[0] = (char)(0xc0 + (c >> 6));\n        buf[1] = (char)(0x80 + (c & 0x3f));\n        return 2;\n    }\n    if (c < 0x10000)\n    {\n        if (buf_size < 3) return 0;\n        buf[0] = (char)(0xe0 + (c >> 12));\n        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));\n        buf[2] = (char)(0x80 + ((c ) & 0x3f));\n        return 3;\n    }\n    if (c <= 0x10FFFF)\n    {\n        if (buf_size < 4) return 0;\n        buf[0] = (char)(0xf0 + (c >> 18));\n        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));\n        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));\n        buf[3] = (char)(0x80 + ((c ) & 0x3f));\n        return 4;\n    }\n    // Invalid code point, the max unicode is 0x10FFFF\n    return 0;\n}\n\nconst char* ImTextCharToUtf8(char out_buf[5], unsigned int c)\n{\n    int count = ImTextCharToUtf8_inline(out_buf, 5, c);\n    out_buf[count] = 0;\n    return out_buf;\n}\n\n// Not optimal but we very rarely use this function.\nint ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)\n{\n    unsigned int unused = 0;\n    return ImTextCharFromUtf8(&unused, in_text, in_text_end);\n}\n\nstatic inline int ImTextCountUtf8BytesFromChar(unsigned int c)\n{\n    if (c < 0x80) return 1;\n    if (c < 0x800) return 2;\n    if (c < 0x10000) return 3;\n    if (c <= 0x10FFFF) return 4;\n    return 3;\n}\n\nint ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)\n{\n    char* buf_p = out_buf;\n    const char* buf_end = out_buf + out_buf_size;\n    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c = (unsigned int)(*in_text++);\n        if (c < 0x80)\n            *buf_p++ = (char)c;\n        else\n            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);\n    }\n    *buf_p = 0;\n    return (int)(buf_p - out_buf);\n}\n\nint ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)\n{\n    int bytes_count = 0;\n    while ((!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c = (unsigned int)(*in_text++);\n        if (c < 0x80)\n            bytes_count++;\n        else\n            bytes_count += ImTextCountUtf8BytesFromChar(c);\n    }\n    return bytes_count;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (Color functions)\n// Note: The Convert functions are early design which are not consistent with other API.\n//-----------------------------------------------------------------------------\n\nIMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)\n{\n    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;\n    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);\n    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);\n    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);\n    return IM_COL32(r, g, b, 0xFF);\n}\n\nImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)\n{\n    float s = 1.0f / 255.0f;\n    return ImVec4(\n        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);\n}\n\nImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)\n{\n    ImU32 out;\n    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;\n    return out;\n}\n\n// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592\n// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv\nvoid ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)\n{\n    float K = 0.f;\n    if (g < b)\n    {\n        ImSwap(g, b);\n        K = -1.f;\n    }\n    if (r < g)\n    {\n        ImSwap(r, g);\n        K = -2.f / 6.f - K;\n    }\n\n    const float chroma = r - (g < b ? g : b);\n    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));\n    out_s = chroma / (r + 1e-20f);\n    out_v = r;\n}\n\n// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593\n// also http://en.wikipedia.org/wiki/HSL_and_HSV\nvoid ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)\n{\n    if (s == 0.0f)\n    {\n        // gray\n        out_r = out_g = out_b = v;\n        return;\n    }\n\n    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);\n    int   i = (int)h;\n    float f = h - (float)i;\n    float p = v * (1.0f - s);\n    float q = v * (1.0f - s * f);\n    float t = v * (1.0f - s * (1.0f - f));\n\n    switch (i)\n    {\n    case 0: out_r = v; out_g = t; out_b = p; break;\n    case 1: out_r = q; out_g = v; out_b = p; break;\n    case 2: out_r = p; out_g = v; out_b = t; break;\n    case 3: out_r = p; out_g = q; out_b = v; break;\n    case 4: out_r = t; out_g = p; out_b = v; break;\n    case 5: default: out_r = v; out_g = p; out_b = q; break;\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiStorage\n// Helper: Key->value storage\n//-----------------------------------------------------------------------------\n\n// std::lower_bound but without the bullshit\nstatic ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)\n{\n    ImGuiStorage::ImGuiStoragePair* first = data.Data;\n    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;\n    size_t count = (size_t)(last - first);\n    while (count > 0)\n    {\n        size_t count2 = count >> 1;\n        ImGuiStorage::ImGuiStoragePair* mid = first + count2;\n        if (mid->key < key)\n        {\n            first = ++mid;\n            count -= count2 + 1;\n        }\n        else\n        {\n            count = count2;\n        }\n    }\n    return first;\n}\n\n// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.\nvoid ImGuiStorage::BuildSortByKey()\n{\n    struct StaticFunc\n    {\n        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)\n        {\n            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.\n            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;\n            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;\n            return 0;\n        }\n    };\n    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);\n}\n\nint ImGuiStorage::GetInt(ImGuiID key, int default_val) const\n{\n    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return default_val;\n    return it->val_i;\n}\n\nbool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const\n{\n    return GetInt(key, default_val ? 1 : 0) != 0;\n}\n\nfloat ImGuiStorage::GetFloat(ImGuiID key, float default_val) const\n{\n    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return default_val;\n    return it->val_f;\n}\n\nvoid* ImGuiStorage::GetVoidPtr(ImGuiID key) const\n{\n    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return NULL;\n    return it->val_p;\n}\n\n// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.\nint* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(key, default_val));\n    return &it->val_i;\n}\n\nbool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)\n{\n    return (bool*)GetIntRef(key, default_val ? 1 : 0);\n}\n\nfloat* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(key, default_val));\n    return &it->val_f;\n}\n\nvoid** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(key, default_val));\n    return &it->val_p;\n}\n\n// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)\nvoid ImGuiStorage::SetInt(ImGuiID key, int val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(key, val));\n        return;\n    }\n    it->val_i = val;\n}\n\nvoid ImGuiStorage::SetBool(ImGuiID key, bool val)\n{\n    SetInt(key, val ? 1 : 0);\n}\n\nvoid ImGuiStorage::SetFloat(ImGuiID key, float val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(key, val));\n        return;\n    }\n    it->val_f = val;\n}\n\nvoid ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(key, val));\n        return;\n    }\n    it->val_p = val;\n}\n\nvoid ImGuiStorage::SetAllInt(int v)\n{\n    for (int i = 0; i < Data.Size; i++)\n        Data[i].val_i = v;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiTextFilter\n//-----------------------------------------------------------------------------\n\n// Helper: Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nImGuiTextFilter::ImGuiTextFilter(const char* default_filter)\n{\n    if (default_filter)\n    {\n        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));\n        Build();\n    }\n    else\n    {\n        InputBuf[0] = 0;\n        CountGrep = 0;\n    }\n}\n\nbool ImGuiTextFilter::Draw(const char* label, float width)\n{\n    if (width != 0.0f)\n        ImGui::SetNextItemWidth(width);\n    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));\n    if (value_changed)\n        Build();\n    return value_changed;\n}\n\nvoid ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const\n{\n    out->resize(0);\n    const char* wb = b;\n    const char* we = wb;\n    while (we < e)\n    {\n        if (*we == separator)\n        {\n            out->push_back(ImGuiTextRange(wb, we));\n            wb = we + 1;\n        }\n        we++;\n    }\n    if (wb != we)\n        out->push_back(ImGuiTextRange(wb, we));\n}\n\nvoid ImGuiTextFilter::Build()\n{\n    Filters.resize(0);\n    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));\n    input_range.split(',', &Filters);\n\n    CountGrep = 0;\n    for (int i = 0; i != Filters.Size; i++)\n    {\n        ImGuiTextRange& f = Filters[i];\n        while (f.b < f.e && ImCharIsBlankA(f.b[0]))\n            f.b++;\n        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))\n            f.e--;\n        if (f.empty())\n            continue;\n        if (Filters[i].b[0] != '-')\n            CountGrep += 1;\n    }\n}\n\nbool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const\n{\n    if (Filters.empty())\n        return true;\n\n    if (text == NULL)\n        text = \"\";\n\n    for (int i = 0; i != Filters.Size; i++)\n    {\n        const ImGuiTextRange& f = Filters[i];\n        if (f.empty())\n            continue;\n        if (f.b[0] == '-')\n        {\n            // Subtract\n            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)\n                return false;\n        }\n        else\n        {\n            // Grep\n            if (ImStristr(text, text_end, f.b, f.e) != NULL)\n                return true;\n        }\n    }\n\n    // Implicit * grep\n    if (CountGrep == 0)\n        return true;\n\n    return false;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiTextBuffer\n//-----------------------------------------------------------------------------\n\n// On some platform vsnprintf() takes va_list by reference and modifies it.\n// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.\n#ifndef va_copy\n#if defined(__GNUC__) || defined(__clang__)\n#define va_copy(dest, src) __builtin_va_copy(dest, src)\n#else\n#define va_copy(dest, src) (dest = src)\n#endif\n#endif\n\nchar ImGuiTextBuffer::EmptyString[1] = { 0 };\n\nvoid ImGuiTextBuffer::append(const char* str, const char* str_end)\n{\n    int len = str_end ? (int)(str_end - str) : (int)strlen(str);\n\n    // Add zero-terminator the first time\n    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;\n    const int needed_sz = write_off + len;\n    if (write_off + len >= Buf.Capacity)\n    {\n        int new_capacity = Buf.Capacity * 2;\n        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);\n    }\n\n    Buf.resize(needed_sz);\n    memcpy(&Buf[write_off - 1], str, (size_t)len);\n    Buf[write_off - 1 + len] = 0;\n}\n\nvoid ImGuiTextBuffer::appendf(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    appendfv(fmt, args);\n    va_end(args);\n}\n\n// Helper: Text buffer for logging/accumulating text\nvoid ImGuiTextBuffer::appendfv(const char* fmt, va_list args)\n{\n    va_list args_copy;\n    va_copy(args_copy, args);\n\n    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.\n    if (len <= 0)\n    {\n        va_end(args_copy);\n        return;\n    }\n\n    // Add zero-terminator the first time\n    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;\n    const int needed_sz = write_off + len;\n    if (write_off + len >= Buf.Capacity)\n    {\n        int new_capacity = Buf.Capacity * 2;\n        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);\n    }\n\n    Buf.resize(needed_sz);\n    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);\n    va_end(args_copy);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiListClipper\n// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed\n// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)\n//-----------------------------------------------------------------------------\n\n// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.\n// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.\nstatic bool GetSkipItemForListClipping()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n// Legacy helper to calculate coarse clipping of large list of evenly sized items.\n// This legacy API is not ideal because it assume we will return a single contiguous rectangle.\n// Prefer using ImGuiListClipper which can returns non-contiguous ranges.\nvoid ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.LogEnabled)\n    {\n        // If logging is active, do not perform any clipping\n        *out_items_display_start = 0;\n        *out_items_display_end = items_count;\n        return;\n    }\n    if (GetSkipItemForListClipping())\n    {\n        *out_items_display_start = *out_items_display_end = 0;\n        return;\n    }\n\n    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect\n    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.\n    ImRect rect = window->ClipRect;\n    if (g.NavMoveScoringItems)\n        rect.Add(g.NavScoringNoClipRect);\n    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)\n        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel\n\n    const ImVec2 pos = window->DC.CursorPos;\n    int start = (int)((rect.Min.y - pos.y) / items_height);\n    int end = (int)((rect.Max.y - pos.y) / items_height);\n\n    // When performing a navigation request, ensure we have one item extra in the direction we are moving to\n    // FIXME: Verify this works with tabbing\n    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);\n    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)\n        start--;\n    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)\n        end++;\n\n    start = ImClamp(start, 0, items_count);\n    end = ImClamp(end + 1, start, items_count);\n    *out_items_display_start = start;\n    *out_items_display_end = end;\n}\n#endif\n\nstatic void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)\n{\n    if (ranges.Size - offset <= 1)\n        return;\n\n    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)\n    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)\n        for (int i = offset; i < sort_end + offset; ++i)\n            if (ranges[i].Min > ranges[i + 1].Min)\n                ImSwap(ranges[i], ranges[i + 1]);\n\n    // Now fuse ranges together as much as possible.\n    for (int i = 1 + offset; i < ranges.Size; i++)\n    {\n        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);\n        if (ranges[i - 1].Max < ranges[i].Min)\n            continue;\n        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);\n        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);\n        ranges.erase(ranges.Data + i);\n        i--;\n    }\n}\n\nstatic void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)\n{\n    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.\n    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.\n    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float off_y = pos_y - window->DC.CursorPos.y;\n    window->DC.CursorPos.y = pos_y;\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);\n    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.\n    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.\n    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)\n        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly\n    if (ImGuiTable* table = g.CurrentTable)\n    {\n        if (table->IsInsideRow)\n            ImGui::TableEndRow(table);\n        table->RowPosY2 = window->DC.CursorPos.y;\n        const int row_increase = (int)((off_y / line_height) + 0.5f);\n        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()\n        table->RowBgColorCounter += row_increase;\n    }\n}\n\nstatic void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)\n{\n    // StartPosY starts from ItemsFrozen hence the subtraction\n    // Perform the add and multiply with double to allow seeking through larger ranges\n    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;\n    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);\n    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);\n}\n\nImGuiListClipper::ImGuiListClipper()\n{\n    memset(this, 0, sizeof(*this));\n    ItemsCount = -1;\n}\n\nImGuiListClipper::~ImGuiListClipper()\n{\n    End();\n}\n\n// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1\n// Use case B: Begin() called from constructor with items_height>0\n// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.\nvoid ImGuiListClipper::Begin(int items_count, float items_height)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (ImGuiTable* table = g.CurrentTable)\n        if (table->IsInsideRow)\n            ImGui::TableEndRow(table);\n\n    StartPosY = window->DC.CursorPos.y;\n    ItemsHeight = items_height;\n    ItemsCount = items_count;\n    DisplayStart = -1;\n    DisplayEnd = 0;\n\n    // Acquire temporary buffer\n    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)\n        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());\n    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];\n    data->Reset(this);\n    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;\n    TempData = data;\n}\n\nvoid ImGuiListClipper::End()\n{\n    ImGuiContext& g = *GImGui;\n    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)\n    {\n        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.\n        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)\n            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);\n\n        // Restore temporary buffer and fix back pointers which may be invalidated when nesting\n        IM_ASSERT(data->ListClipper == this);\n        data->StepNo = data->Ranges.Size;\n        if (--g.ClipperTempDataStacked > 0)\n        {\n            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];\n            data->ListClipper->TempData = data;\n        }\n        TempData = NULL;\n    }\n    ItemsCount = -1;\n}\n\nvoid ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)\n{\n    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;\n    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.\n    IM_ASSERT(item_min <= item_max);\n    if (item_min < item_max)\n        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));\n}\n\nbool ImGuiListClipper::Step()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;\n    IM_ASSERT(data != NULL && \"Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?\");\n\n    ImGuiTable* table = g.CurrentTable;\n    if (table && table->IsInsideRow)\n        ImGui::TableEndRow(table);\n\n    // No items\n    if (ItemsCount == 0 || GetSkipItemForListClipping())\n        return (void)End(), false;\n\n    // While we are in frozen row state, keep displaying items one by one, unclipped\n    // FIXME: Could be stored as a table-agnostic state.\n    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)\n    {\n        DisplayStart = data->ItemsFrozen;\n        DisplayEnd = data->ItemsFrozen + 1;\n        if (DisplayStart >= ItemsCount)\n            return (void)End(), false;\n        data->ItemsFrozen++;\n        return true;\n    }\n\n    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)\n    bool calc_clipping = false;\n    if (data->StepNo == 0)\n    {\n        StartPosY = window->DC.CursorPos.y;\n        if (ItemsHeight <= 0.0f)\n        {\n            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)\n            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));\n            DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);\n            DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount);\n            if (DisplayStart == DisplayEnd)\n                return (void)End(), false;\n            data->StepNo = 1;\n            return true;\n        }\n        calc_clipping = true;   // If on the first step with known item height, calculate clipping.\n    }\n\n    // Step 1: Let the clipper infer height from first range\n    if (ItemsHeight <= 0.0f)\n    {\n        IM_ASSERT(data->StepNo == 1);\n        if (table)\n            IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y);\n\n        ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart);\n        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);\n        if (affected_by_floating_point_precision)\n            ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.\n\n        IM_ASSERT(ItemsHeight > 0.0f && \"Unable to calculate item height! First item hasn't moved the cursor vertically!\");\n        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.\n    }\n\n    // Step 0 or 1: Calculate the actual ranges of visible elements.\n    const int already_submitted = DisplayEnd;\n    if (calc_clipping)\n    {\n        if (g.LogEnabled)\n        {\n            // If logging is active, do not perform any clipping\n            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount));\n        }\n        else\n        {\n            // Add range selected to be included for navigation\n            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);\n            if (is_nav_request)\n                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));\n            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)\n                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount));\n\n            // Add focused/active item\n            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);\n            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)\n                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));\n\n            // Add visible range\n            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;\n            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;\n            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));\n        }\n\n        // Convert position ranges to item index ranges\n        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.\n        // - Due to how Selectable extra padding they tend to be \"unaligned\" with exact unit in the item list,\n        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.\n        for (int i = 0; i < data->Ranges.Size; i++)\n            if (data->Ranges[i].PosToIndexConvert)\n            {\n                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight);\n                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f);\n                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1);\n                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount);\n                data->Ranges[i].PosToIndexConvert = false;\n            }\n        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);\n    }\n\n    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.\n    if (data->StepNo < data->Ranges.Size)\n    {\n        DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);\n        DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount);\n        if (DisplayStart > already_submitted) //-V1051\n            ImGuiListClipper_SeekCursorForItem(this, DisplayStart);\n        data->StepNo++;\n        return true;\n    }\n\n    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),\n    // Advance the cursor to the end of the list and then returns 'false' to end the loop.\n    if (ItemsCount < INT_MAX)\n        ImGuiListClipper_SeekCursorForItem(this, ItemsCount);\n\n    End();\n    return false;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] STYLING\n//-----------------------------------------------------------------------------\n\nImGuiStyle& ImGui::GetStyle()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    return GImGui->Style;\n}\n\nImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)\n{\n    ImGuiStyle& style = GImGui->Style;\n    ImVec4 c = style.Colors[idx];\n    c.w *= style.Alpha * alpha_mul;\n    return ColorConvertFloat4ToU32(c);\n}\n\nImU32 ImGui::GetColorU32(const ImVec4& col)\n{\n    ImGuiStyle& style = GImGui->Style;\n    ImVec4 c = col;\n    c.w *= style.Alpha;\n    return ColorConvertFloat4ToU32(c);\n}\n\nconst ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)\n{\n    ImGuiStyle& style = GImGui->Style;\n    return style.Colors[idx];\n}\n\nImU32 ImGui::GetColorU32(ImU32 col)\n{\n    ImGuiStyle& style = GImGui->Style;\n    if (style.Alpha >= 1.0f)\n        return col;\n    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;\n    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.\n    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);\n}\n\n// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32\nvoid ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiColorMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorStack.push_back(backup);\n    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);\n}\n\nvoid ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiColorMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorStack.push_back(backup);\n    g.Style.Colors[idx] = col;\n}\n\nvoid ImGui::PopStyleColor(int count)\n{\n    ImGuiContext& g = *GImGui;\n    while (count > 0)\n    {\n        ImGuiColorMod& backup = g.ColorStack.back();\n        g.Style.Colors[backup.Col] = backup.BackupValue;\n        g.ColorStack.pop_back();\n        count--;\n    }\n}\n\nstruct ImGuiStyleVarInfo\n{\n    ImGuiDataType   Type;\n    ImU32           Count;\n    ImU32           Offset;\n    void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }\n};\n\nstatic const ImGuiStyleVarInfo GStyleVarInfo[] =\n{\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign\n};\n\nstatic const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)\n{\n    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);\n    IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);\n    return &GStyleVarInfo[idx];\n}\n\nvoid ImGui::PushStyleVar(ImGuiStyleVar idx, float val)\n{\n    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);\n    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)\n    {\n        ImGuiContext& g = *GImGui;\n        float* pvar = (float*)var_info->GetVarPtr(&g.Style);\n        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0 && \"Called PushStyleVar() float variant but variable is not a float!\");\n}\n\nvoid ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)\n{\n    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);\n    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)\n    {\n        ImGuiContext& g = *GImGui;\n        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);\n        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0 && \"Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!\");\n}\n\nvoid ImGui::PopStyleVar(int count)\n{\n    ImGuiContext& g = *GImGui;\n    while (count > 0)\n    {\n        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.\n        ImGuiStyleMod& backup = g.StyleVarStack.back();\n        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);\n        void* data = info->GetVarPtr(&g.Style);\n        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }\n        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }\n        g.StyleVarStack.pop_back();\n        count--;\n    }\n}\n\nconst char* ImGui::GetStyleColorName(ImGuiCol idx)\n{\n    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\\1: return \"\\1\";\n    switch (idx)\n    {\n    case ImGuiCol_Text: return \"Text\";\n    case ImGuiCol_TextDisabled: return \"TextDisabled\";\n    case ImGuiCol_WindowBg: return \"WindowBg\";\n    case ImGuiCol_ChildBg: return \"ChildBg\";\n    case ImGuiCol_PopupBg: return \"PopupBg\";\n    case ImGuiCol_Border: return \"Border\";\n    case ImGuiCol_BorderShadow: return \"BorderShadow\";\n    case ImGuiCol_FrameBg: return \"FrameBg\";\n    case ImGuiCol_FrameBgHovered: return \"FrameBgHovered\";\n    case ImGuiCol_FrameBgActive: return \"FrameBgActive\";\n    case ImGuiCol_TitleBg: return \"TitleBg\";\n    case ImGuiCol_TitleBgActive: return \"TitleBgActive\";\n    case ImGuiCol_TitleBgCollapsed: return \"TitleBgCollapsed\";\n    case ImGuiCol_MenuBarBg: return \"MenuBarBg\";\n    case ImGuiCol_ScrollbarBg: return \"ScrollbarBg\";\n    case ImGuiCol_ScrollbarGrab: return \"ScrollbarGrab\";\n    case ImGuiCol_ScrollbarGrabHovered: return \"ScrollbarGrabHovered\";\n    case ImGuiCol_ScrollbarGrabActive: return \"ScrollbarGrabActive\";\n    case ImGuiCol_CheckMark: return \"CheckMark\";\n    case ImGuiCol_SliderGrab: return \"SliderGrab\";\n    case ImGuiCol_SliderGrabActive: return \"SliderGrabActive\";\n    case ImGuiCol_Button: return \"Button\";\n    case ImGuiCol_ButtonHovered: return \"ButtonHovered\";\n    case ImGuiCol_ButtonActive: return \"ButtonActive\";\n    case ImGuiCol_Header: return \"Header\";\n    case ImGuiCol_HeaderHovered: return \"HeaderHovered\";\n    case ImGuiCol_HeaderActive: return \"HeaderActive\";\n    case ImGuiCol_Separator: return \"Separator\";\n    case ImGuiCol_SeparatorHovered: return \"SeparatorHovered\";\n    case ImGuiCol_SeparatorActive: return \"SeparatorActive\";\n    case ImGuiCol_ResizeGrip: return \"ResizeGrip\";\n    case ImGuiCol_ResizeGripHovered: return \"ResizeGripHovered\";\n    case ImGuiCol_ResizeGripActive: return \"ResizeGripActive\";\n    case ImGuiCol_Tab: return \"Tab\";\n    case ImGuiCol_TabHovered: return \"TabHovered\";\n    case ImGuiCol_TabActive: return \"TabActive\";\n    case ImGuiCol_TabUnfocused: return \"TabUnfocused\";\n    case ImGuiCol_TabUnfocusedActive: return \"TabUnfocusedActive\";\n    case ImGuiCol_PlotLines: return \"PlotLines\";\n    case ImGuiCol_PlotLinesHovered: return \"PlotLinesHovered\";\n    case ImGuiCol_PlotHistogram: return \"PlotHistogram\";\n    case ImGuiCol_PlotHistogramHovered: return \"PlotHistogramHovered\";\n    case ImGuiCol_TableHeaderBg: return \"TableHeaderBg\";\n    case ImGuiCol_TableBorderStrong: return \"TableBorderStrong\";\n    case ImGuiCol_TableBorderLight: return \"TableBorderLight\";\n    case ImGuiCol_TableRowBg: return \"TableRowBg\";\n    case ImGuiCol_TableRowBgAlt: return \"TableRowBgAlt\";\n    case ImGuiCol_TextSelectedBg: return \"TextSelectedBg\";\n    case ImGuiCol_DragDropTarget: return \"DragDropTarget\";\n    case ImGuiCol_NavHighlight: return \"NavHighlight\";\n    case ImGuiCol_NavWindowingHighlight: return \"NavWindowingHighlight\";\n    case ImGuiCol_NavWindowingDimBg: return \"NavWindowingDimBg\";\n    case ImGuiCol_ModalWindowDimBg: return \"ModalWindowDimBg\";\n    }\n    IM_ASSERT(0);\n    return \"Unknown\";\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] RENDER HELPERS\n// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,\n// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.\n// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.\n//-----------------------------------------------------------------------------\n\nconst char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)\n{\n    const char* text_display_end = text;\n    if (!text_end)\n        text_end = (const char*)-1;\n\n    while (text_display_end < text_end && *text_display_end != '\\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))\n        text_display_end++;\n    return text_display_end;\n}\n\n// Internal ImGui functions to render text\n// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()\nvoid ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Hide anything after a '##' string\n    const char* text_display_end;\n    if (hide_text_after_hash)\n    {\n        text_display_end = FindRenderedTextEnd(text, text_end);\n    }\n    else\n    {\n        if (!text_end)\n            text_end = text + strlen(text); // FIXME-OPT\n        text_display_end = text_end;\n    }\n\n    if (text != text_display_end)\n    {\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);\n        if (g.LogEnabled)\n            LogRenderedText(&pos, text, text_display_end);\n    }\n}\n\nvoid ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (!text_end)\n        text_end = text + strlen(text); // FIXME-OPT\n\n    if (text != text_end)\n    {\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);\n        if (g.LogEnabled)\n            LogRenderedText(&pos, text, text_end);\n    }\n}\n\n// Default clip_rect uses (pos_min,pos_max)\n// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)\nvoid ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)\n{\n    // Perform CPU side clipping for single clipped element to avoid using scissor state\n    ImVec2 pos = pos_min;\n    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);\n\n    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;\n    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;\n    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);\n    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min\n        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);\n\n    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.\n    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);\n    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);\n\n    // Render\n    if (need_clipping)\n    {\n        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);\n        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);\n    }\n    else\n    {\n        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);\n    }\n}\n\nvoid ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)\n{\n    // Hide anything after a '##' string\n    const char* text_display_end = FindRenderedTextEnd(text, text_end);\n    const int text_len = (int)(text_display_end - text);\n    if (text_len == 0)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);\n    if (g.LogEnabled)\n        LogRenderedText(&pos_min, text, text_display_end);\n}\n\n\n// Another overly complex function until we reorganize everything into a nice all-in-one helper.\n// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.\n// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.\nvoid ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)\n{\n    ImGuiContext& g = *GImGui;\n    if (text_end_full == NULL)\n        text_end_full = FindRenderedTextEnd(text);\n    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);\n\n    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));\n    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));\n    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));\n    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.\n    if (text_size.x > pos_max.x - pos_min.x)\n    {\n        // Hello wo...\n        // |       |   |\n        // min   max   ellipsis_max\n        //          <-> this is generally some padding value\n\n        const ImFont* font = draw_list->_Data->Font;\n        const float font_size = draw_list->_Data->FontSize;\n        const char* text_end_ellipsis = NULL;\n\n        ImWchar ellipsis_char = font->EllipsisChar;\n        int ellipsis_char_count = 1;\n        if (ellipsis_char == (ImWchar)-1)\n        {\n            ellipsis_char = font->DotChar;\n            ellipsis_char_count = 3;\n        }\n        const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);\n\n        float ellipsis_glyph_width = glyph->X1;                 // Width of the glyph with no padding on either side\n        float ellipsis_total_width = ellipsis_glyph_width;      // Full width of entire ellipsis\n\n        if (ellipsis_char_count > 1)\n        {\n            // Full ellipsis size without free spacing after it.\n            const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);\n            ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;\n            ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;\n        }\n\n        // We can now claim the space between pos_max.x and ellipsis_max.x\n        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);\n        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;\n        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)\n        {\n            // Always display at least 1 character if there's no room for character + ellipsis\n            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);\n            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;\n        }\n        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))\n        {\n            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)\n            text_end_ellipsis--;\n            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte\n        }\n\n        // Render text, render ellipsis\n        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));\n        float ellipsis_x = pos_min.x + text_size_clipped_x;\n        if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)\n            for (int i = 0; i < ellipsis_char_count; i++)\n            {\n                font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);\n                ellipsis_x += ellipsis_glyph_width;\n            }\n    }\n    else\n    {\n        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));\n    }\n\n    if (g.LogEnabled)\n        LogRenderedText(&pos_min, text, text_end_full);\n}\n\n// Render a rectangle shaped with optional rounding and borders\nvoid ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);\n    const float border_size = g.Style.FrameBorderSize;\n    if (border && border_size > 0.0f)\n    {\n        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);\n    }\n}\n\nvoid ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const float border_size = g.Style.FrameBorderSize;\n    if (border_size > 0.0f)\n    {\n        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);\n    }\n}\n\nvoid ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (id != g.NavId)\n        return;\n    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))\n        return;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->DC.NavHideHighlightOneFrame)\n        return;\n\n    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;\n    ImRect display_rect = bb;\n    display_rect.ClipWith(window->ClipRect);\n    if (flags & ImGuiNavHighlightFlags_TypeDefault)\n    {\n        const float THICKNESS = 2.0f;\n        const float DISTANCE = 3.0f + THICKNESS * 0.5f;\n        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));\n        bool fully_visible = window->ClipRect.Contains(display_rect);\n        if (!fully_visible)\n            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);\n        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);\n        if (!fully_visible)\n            window->DrawList->PopClipRect();\n    }\n    if (flags & ImGuiNavHighlightFlags_TypeThin)\n    {\n        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);\n    }\n}\n\nvoid ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        ImDrawList* draw_list = GetForegroundDrawList(viewport);\n        ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;\n        ImVec2 offset, size, uv[4];\n        if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))\n        {\n            const ImVec2 pos = base_pos - offset;\n            const float scale = base_scale;\n            ImTextureID tex_id = font_atlas->TexID;\n            draw_list->PushTextureID(tex_id);\n            draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);\n            draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);\n            draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);\n            draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);\n            draw_list->PopTextureID();\n        }\n    }\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)\n//-----------------------------------------------------------------------------\n\n// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods\nImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)\n{\n    memset(this, 0, sizeof(*this));\n    Name = ImStrdup(name);\n    NameBufLen = (int)strlen(name) + 1;\n    ID = ImHashStr(name);\n    IDStack.push_back(ID);\n    MoveId = GetID(\"#MOVE\");\n    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);\n    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);\n    AutoFitFramesX = AutoFitFramesY = -1;\n    AutoPosLastDirection = ImGuiDir_None;\n    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;\n    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);\n    LastFrameActive = -1;\n    LastTimeActive = -1.0f;\n    FontWindowScale = 1.0f;\n    SettingsOffset = -1;\n    DrawList = &DrawListInst;\n    DrawList->_Data = &context->DrawListSharedData;\n    DrawList->_OwnerName = Name;\n}\n\nImGuiWindow::~ImGuiWindow()\n{\n    IM_ASSERT(DrawList == &DrawListInst);\n    IM_DELETE(Name);\n    ColumnsStorage.clear_destruct();\n}\n\nImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n    ImGui::KeepAliveID(id);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetID(const void* ptr)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);\n    ImGui::KeepAliveID(id);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetID(int n)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&n, sizeof(n), seed);\n    ImGui::KeepAliveID(id);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&n, sizeof(n), seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);\n    return id;\n}\n\n// This is only used in rare/specific situations to manufacture an ID out of nowhere.\nImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)\n{\n    ImGuiID seed = IDStack.back();\n    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);\n    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);\n    ImGui::KeepAliveID(id);\n    return id;\n}\n\nstatic void SetCurrentWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow = window;\n    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;\n    if (window)\n        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();\n}\n\nvoid ImGui::GcCompactTransientMiscBuffers()\n{\n    ImGuiContext& g = *GImGui;\n    g.ItemFlagsStack.clear();\n    g.GroupStack.clear();\n    TableGcCompactSettings();\n}\n\n// Free up/compact internal window buffers, we can use this when a window becomes unused.\n// Not freed:\n// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)\n// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.\nvoid ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)\n{\n    window->MemoryCompacted = true;\n    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;\n    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;\n    window->IDStack.clear();\n    window->DrawList->_ClearFreeMemory();\n    window->DC.ChildWindows.clear();\n    window->DC.ItemWidthStack.clear();\n    window->DC.TextWrapPosStack.clear();\n}\n\nvoid ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)\n{\n    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.\n    // The other buffers tends to amortize much faster.\n    window->MemoryCompacted = false;\n    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);\n    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);\n    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;\n}\n\nvoid ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.ActiveIdIsJustActivated = (g.ActiveId != id);\n    if (g.ActiveIdIsJustActivated)\n    {\n        g.ActiveIdTimer = 0.0f;\n        g.ActiveIdHasBeenPressedBefore = false;\n        g.ActiveIdHasBeenEditedBefore = false;\n        g.ActiveIdMouseButton = -1;\n        if (id != 0)\n        {\n            g.LastActiveId = id;\n            g.LastActiveIdTimer = 0.0f;\n        }\n    }\n    g.ActiveId = id;\n    g.ActiveIdAllowOverlap = false;\n    g.ActiveIdNoClearOnFocusLoss = false;\n    g.ActiveIdWindow = window;\n    g.ActiveIdHasBeenEditedThisFrame = false;\n    if (id)\n    {\n        g.ActiveIdIsAlive = id;\n        g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;\n    }\n\n    // Clear declaration of inputs claimed by the widget\n    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)\n    g.ActiveIdUsingMouseWheel = false;\n    g.ActiveIdUsingNavDirMask = 0x00;\n    g.ActiveIdUsingNavInputMask = 0x00;\n    g.ActiveIdUsingKeyInputMask.ClearAllBits();\n}\n\nvoid ImGui::ClearActiveID()\n{\n    SetActiveID(0, NULL); // g.ActiveId = 0;\n}\n\nvoid ImGui::SetHoveredID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.HoveredId = id;\n    g.HoveredIdAllowOverlap = false;\n    g.HoveredIdUsingMouseWheel = false;\n    if (id != 0 && g.HoveredIdPreviousFrame != id)\n        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;\n}\n\nImGuiID ImGui::GetHoveredID()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;\n}\n\nvoid ImGui::KeepAliveID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId == id)\n        g.ActiveIdIsAlive = id;\n    if (g.ActiveIdPreviousFrame == id)\n        g.ActiveIdPreviousFrameIsAlive = true;\n}\n\nvoid ImGui::MarkItemEdited(ImGuiID id)\n{\n    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().\n    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);\n    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.\n    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);\n    g.ActiveIdHasBeenEditedThisFrame = true;\n    g.ActiveIdHasBeenEditedBefore = true;\n    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;\n}\n\nstatic inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)\n{\n    // An active popup disable hovering on other windows (apart from its own children)\n    // FIXME-OPT: This could be cached/stored within the window.\n    ImGuiContext& g = *GImGui;\n    if (g.NavWindow)\n        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)\n            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)\n            {\n                // For the purpose of those flags we differentiate \"standard popup\" from \"modal popup\"\n                // NB: The order of those two tests is important because Modal windows are also Popups.\n                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)\n                    return false;\n                if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n                    return false;\n            }\n    return true;\n}\n\n// This is roughly matching the behavior of internal-facing ItemHoverable()\n// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()\n// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId\nbool ImGui::IsItemHovered(ImGuiHoveredFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))\n    {\n        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))\n            return false;\n        if (!IsItemFocused())\n            return false;\n    }\n    else\n    {\n        // Test for bounding box overlap, as updated as ItemAdd()\n        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;\n        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))\n            return false;\n        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0);   // Flags not supported by this function\n\n        // Test if we are hovering the right window (our window could be behind another window)\n        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)\n        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable\n        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was\n        // the test that has been running for a long while.\n        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)\n            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)\n                return false;\n\n        // Test if another item is active (e.g. being dragged)\n        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)\n            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)\n                return false;\n\n        // Test if interactions on this window are blocked by an active popup or modal.\n        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.\n        if (!IsWindowContentHoverable(window, flags))\n            return false;\n\n        // Test if the item is disabled\n        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))\n            return false;\n\n        // Special handling for calling after Begin() which represent the title bar or tab.\n        // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.\n        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)\n            return false;\n    }\n\n    return true;\n}\n\n// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().\nbool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.HoveredWindow != window)\n        return false;\n    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)\n        return false;\n    if (!IsMouseHoveringRect(bb.Min, bb.Max))\n        return false;\n    if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))\n    {\n        g.HoveredIdDisabled = true;\n        return false;\n    }\n\n    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level\n    // hover test in widgets code. We could also decide to split this function is two.\n    if (id != 0)\n        SetHoveredID(id);\n\n    // When disabled we'll return false but still set HoveredId\n    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);\n    if (item_flags & ImGuiItemFlags_Disabled)\n    {\n        // Release active id if turning disabled\n        if (g.ActiveId == id)\n            ClearActiveID();\n        g.HoveredIdDisabled = true;\n        return false;\n    }\n\n    if (id != 0)\n    {\n        // [DEBUG] Item Picker tool!\n        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making\n        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered\n        // items if we perform the test in ItemAdd(), but that would incur a small runtime cost.\n        // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd().\n        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)\n            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));\n        if (g.DebugItemPickerBreakId == id)\n            IM_DEBUG_BREAK();\n    }\n\n    if (g.NavDisableMouseHover)\n        return false;\n\n    return true;\n}\n\nbool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!bb.Overlaps(window->ClipRect))\n        if (id == 0 || (id != g.ActiveId && id != g.NavId))\n            if (!g.LogEnabled)\n                return true;\n    return false;\n}\n\n// This is also inlined in ItemAdd()\n// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!\nvoid ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)\n{\n    ImGuiContext& g = *GImGui;\n    g.LastItemData.ID = item_id;\n    g.LastItemData.InFlags = in_flags;\n    g.LastItemData.StatusFlags = item_flags;\n    g.LastItemData.Rect = item_rect;\n}\n\nfloat ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)\n{\n    if (wrap_pos_x < 0.0f)\n        return 0.0f;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (wrap_pos_x == 0.0f)\n    {\n        // We could decide to setup a default wrapping max point for auto-resizing windows,\n        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?\n        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))\n        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);\n        //else\n        wrap_pos_x = window->WorkRect.Max.x;\n    }\n    else if (wrap_pos_x > 0.0f)\n    {\n        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space\n    }\n\n    return ImMax(wrap_pos_x - pos.x, 1.0f);\n}\n\n// IM_ALLOC() == ImGui::MemAlloc()\nvoid* ImGui::MemAlloc(size_t size)\n{\n    if (ImGuiContext* ctx = GImGui)\n        ctx->IO.MetricsActiveAllocations++;\n    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);\n}\n\n// IM_FREE() == ImGui::MemFree()\nvoid ImGui::MemFree(void* ptr)\n{\n    if (ptr)\n        if (ImGuiContext* ctx = GImGui)\n            ctx->IO.MetricsActiveAllocations--;\n    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);\n}\n\nconst char* ImGui::GetClipboardText()\n{\n    ImGuiContext& g = *GImGui;\n    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : \"\";\n}\n\nvoid ImGui::SetClipboardText(const char* text)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.IO.SetClipboardTextFn)\n        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);\n}\n\nconst char* ImGui::GetVersion()\n{\n    return IMGUI_VERSION;\n}\n\n// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself\n// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module\nImGuiContext* ImGui::GetCurrentContext()\n{\n    return GImGui;\n}\n\nvoid ImGui::SetCurrentContext(ImGuiContext* ctx)\n{\n#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC\n    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.\n#else\n    GImGui = ctx;\n#endif\n}\n\nvoid ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)\n{\n    GImAllocatorAllocFunc = alloc_func;\n    GImAllocatorFreeFunc = free_func;\n    GImAllocatorUserData = user_data;\n}\n\n// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)\nvoid ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)\n{\n    *p_alloc_func = GImAllocatorAllocFunc;\n    *p_free_func = GImAllocatorFreeFunc;\n    *p_user_data = GImAllocatorUserData;\n}\n\nImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)\n{\n    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);\n    if (GImGui == NULL)\n        SetCurrentContext(ctx);\n    Initialize(ctx);\n    return ctx;\n}\n\nvoid ImGui::DestroyContext(ImGuiContext* ctx)\n{\n    if (ctx == NULL)\n        ctx = GImGui;\n    Shutdown(ctx);\n    if (GImGui == ctx)\n        SetCurrentContext(NULL);\n    IM_DELETE(ctx);\n}\n\n// No specific ordering/dependency support, will see as needed\nImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)\n{\n    ImGuiContext& g = *ctx;\n    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);\n    g.Hooks.push_back(*hook);\n    g.Hooks.back().HookId = ++g.HookIdNext;\n    return g.HookIdNext;\n}\n\n// Deferred removal, avoiding issue with changing vector while iterating it\nvoid ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)\n{\n    ImGuiContext& g = *ctx;\n    IM_ASSERT(hook_id != 0);\n    for (int n = 0; n < g.Hooks.Size; n++)\n        if (g.Hooks[n].HookId == hook_id)\n            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;\n}\n\n// Call context hooks (used by e.g. test engine)\n// We assume a small number of hooks so all stored in same array\nvoid ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)\n{\n    ImGuiContext& g = *ctx;\n    for (int n = 0; n < g.Hooks.Size; n++)\n        if (g.Hooks[n].Type == hook_type)\n            g.Hooks[n].Callback(&g, &g.Hooks[n]);\n}\n\nImGuiIO& ImGui::GetIO()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    return GImGui->IO;\n}\n\n// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()\nImDrawData* ImGui::GetDrawData()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiViewportP* viewport = g.Viewports[0];\n    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;\n}\n\ndouble ImGui::GetTime()\n{\n    return GImGui->Time;\n}\n\nint ImGui::GetFrameCount()\n{\n    return GImGui->FrameCount;\n}\n\nstatic ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)\n{\n    // Create the draw list on demand, because they are not frequently used for all viewports\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));\n    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];\n    if (draw_list == NULL)\n    {\n        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);\n        draw_list->_OwnerName = drawlist_name;\n        viewport->DrawLists[drawlist_no] = draw_list;\n    }\n\n    // Our ImDrawList system requires that there is always a command\n    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)\n    {\n        draw_list->_ResetForNewFrame();\n        draw_list->PushTextureID(g.IO.Fonts->TexID);\n        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);\n        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;\n    }\n    return draw_list;\n}\n\nImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)\n{\n    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, \"##Background\");\n}\n\nImDrawList* ImGui::GetBackgroundDrawList()\n{\n    ImGuiContext& g = *GImGui;\n    return GetBackgroundDrawList(g.Viewports[0]);\n}\n\nImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)\n{\n    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, \"##Foreground\");\n}\n\nImDrawList* ImGui::GetForegroundDrawList()\n{\n    ImGuiContext& g = *GImGui;\n    return GetForegroundDrawList(g.Viewports[0]);\n}\n\nImDrawListSharedData* ImGui::GetDrawListSharedData()\n{\n    return &GImGui->DrawListSharedData;\n}\n\nvoid ImGui::StartMouseMovingWindow(ImGuiWindow* window)\n{\n    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.\n    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.\n    // This is because we want ActiveId to be set even when the window is not permitted to move.\n    ImGuiContext& g = *GImGui;\n    FocusWindow(window);\n    SetActiveID(window->MoveId, window);\n    g.NavDisableHighlight = true;\n    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;\n    g.ActiveIdNoClearOnFocusLoss = true;\n    SetActiveIdUsingNavAndKeys();\n\n    bool can_move_window = true;\n    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))\n        can_move_window = false;\n    if (can_move_window)\n        g.MovingWindow = window;\n}\n\n// Handle mouse moving window\n// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()\n// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.\n// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,\n// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.\nvoid ImGui::UpdateMouseMovingWindowNewFrame()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.MovingWindow != NULL)\n    {\n        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).\n        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.\n        KeepAliveID(g.ActiveId);\n        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);\n        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;\n        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))\n        {\n            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;\n            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)\n            {\n                MarkIniSettingsDirty(moving_window);\n                SetWindowPos(moving_window, pos, ImGuiCond_Always);\n            }\n            FocusWindow(g.MovingWindow);\n        }\n        else\n        {\n            g.MovingWindow = NULL;\n            ClearActiveID();\n        }\n    }\n    else\n    {\n        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.\n        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)\n        {\n            KeepAliveID(g.ActiveId);\n            if (!g.IO.MouseDown[0])\n                ClearActiveID();\n        }\n    }\n}\n\n// Initiate moving window when clicking on empty space or title bar.\n// Handle left-click and right-click focus.\nvoid ImGui::UpdateMouseMovingWindowEndFrame()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId != 0 || g.HoveredId != 0)\n        return;\n\n    // Unless we just made a window/popup appear\n    if (g.NavWindow && g.NavWindow->Appearing)\n        return;\n\n    // Click on empty space to focus window and start moving\n    // (after we're done with all our widgets)\n    if (g.IO.MouseClicked[0])\n    {\n        // Handle the edge case of a popup being closed while clicking in its empty space.\n        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.\n        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;\n        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);\n\n        if (root_window != NULL && !is_closed_popup)\n        {\n            StartMouseMovingWindow(g.HoveredWindow); //-V595\n\n            // Cancel moving if clicked outside of title bar\n            if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))\n                if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))\n                    g.MovingWindow = NULL;\n\n            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)\n            if (g.HoveredIdDisabled)\n                g.MovingWindow = NULL;\n        }\n        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)\n        {\n            // Clicking on void disable focus\n            FocusWindow(NULL);\n        }\n    }\n\n    // With right mouse button we close popups without changing focus based on where the mouse is aimed\n    // Instead, focus will be restored to the window under the bottom-most closed popup.\n    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)\n    if (g.IO.MouseClicked[1])\n    {\n        // Find the top-most window between HoveredWindow and the top-most Modal Window.\n        // This is where we can trim the popup stack.\n        ImGuiWindow* modal = GetTopMostPopupModal();\n        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));\n        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);\n    }\n}\n\nstatic bool IsWindowActiveAndVisible(ImGuiWindow* window)\n{\n    return (window->Active) && (!window->Hidden);\n}\n\nstatic void ImGui::UpdateKeyboardInputs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    // Import legacy keys or verify they are not used\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    if (io.BackendUsingLegacyKeyArrays == 0)\n    {\n        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.\n        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)\n            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && \"Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!\");\n    }\n    else\n    {\n        if (g.FrameCount == 0)\n            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)\n                IM_ASSERT(g.IO.KeyMap[n] == -1 && \"Backend is not allowed to write to io.KeyMap[0..511]!\");\n\n        // Build reverse KeyMap (Named -> Legacy)\n        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)\n            if (io.KeyMap[n] != -1)\n            {\n                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));\n                io.KeyMap[io.KeyMap[n]] = n;\n            }\n\n        // Import legacy keys into new ones\n        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)\n            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)\n            {\n                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);\n                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));\n                io.KeysData[key].Down = io.KeysDown[n];\n                if (key != n)\n                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends\n                io.BackendUsingLegacyKeyArrays = 1;\n            }\n        if (io.BackendUsingLegacyKeyArrays == 1)\n        {\n            io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl;\n            io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift;\n            io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt;\n            io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper;\n        }\n    }\n#endif\n\n    // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools\n    io.KeyMods = GetMergedKeyModFlags();\n\n    // Clear gamepad data if disabled\n    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)\n        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)\n        {\n            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;\n            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;\n        }\n\n    // Update keys\n    for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++)\n    {\n        ImGuiKeyData& key_data = io.KeysData[i];\n        key_data.DownDurationPrev = key_data.DownDuration;\n        key_data.DownDuration = key_data.Down ? (key_data.DownDuration < 0.0f ? 0.0f : key_data.DownDuration + io.DeltaTime) : -1.0f;\n    }\n}\n\nstatic void ImGui::UpdateMouseInputs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)\n    if (IsMousePosValid(&io.MousePos))\n        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);\n\n    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta\n    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))\n        io.MouseDelta = io.MousePos - io.MousePosPrev;\n    else\n        io.MouseDelta = ImVec2(0.0f, 0.0f);\n\n    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.\n    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)\n        g.NavDisableMouseHover = false;\n\n    io.MousePosPrev = io.MousePos;\n    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)\n    {\n        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;\n        io.MouseClickedCount[i] = 0; // Will be filled below\n        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;\n        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];\n        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;\n        if (io.MouseClicked[i])\n        {\n            bool is_repeated_click = false;\n            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)\n            {\n                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);\n                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)\n                    is_repeated_click = true;\n            }\n            if (is_repeated_click)\n                io.MouseClickedLastCount[i]++;\n            else\n                io.MouseClickedLastCount[i] = 1;\n            io.MouseClickedTime[i] = g.Time;\n            io.MouseClickedPos[i] = io.MousePos;\n            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];\n            io.MouseDragMaxDistanceSqr[i] = 0.0f;\n        }\n        else if (io.MouseDown[i])\n        {\n            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold\n            float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;\n            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);\n        }\n\n        // We provide io.MouseDoubleClicked[] as a legacy service\n        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);\n\n        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation\n        if (io.MouseClicked[i])\n            g.NavDisableMouseHover = false;\n    }\n}\n\nstatic void StartLockWheelingWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.WheelingWindow == window)\n        return;\n    g.WheelingWindow = window;\n    g.WheelingWindowRefMousePos = g.IO.MousePos;\n    g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;\n}\n\nvoid ImGui::UpdateMouseWheel()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Reset the locked window if we move the mouse or after the timer elapses\n    if (g.WheelingWindow != NULL)\n    {\n        g.WheelingWindowTimer -= g.IO.DeltaTime;\n        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)\n            g.WheelingWindowTimer = 0.0f;\n        if (g.WheelingWindowTimer <= 0.0f)\n        {\n            g.WheelingWindow = NULL;\n            g.WheelingWindowTimer = 0.0f;\n        }\n    }\n\n    if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)\n        return;\n\n    if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel))\n        return;\n\n    ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;\n    if (!window || window->Collapsed)\n        return;\n\n    // Zoom / Scale window\n    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.\n    if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)\n    {\n        StartLockWheelingWindow(window);\n        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);\n        const float scale = new_font_scale / window->FontWindowScale;\n        window->FontWindowScale = new_font_scale;\n        if (window == window->RootWindow)\n        {\n            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;\n            SetWindowPos(window, window->Pos + offset, 0);\n            window->Size = ImFloor(window->Size * scale);\n            window->SizeFull = ImFloor(window->SizeFull * scale);\n        }\n        return;\n    }\n\n    // Mouse wheel scrolling\n    // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent\n    if (g.IO.KeyCtrl)\n        return;\n\n    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead\n    // (we avoid doing it on OSX as it the OS input layer handles this already)\n    const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;\n    const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel;\n    const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH;\n\n    // Vertical Mouse Wheel scrolling\n    if (wheel_y != 0.0f)\n    {\n        StartLockWheelingWindow(window);\n        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))\n            window = window->ParentWindow;\n        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))\n        {\n            float max_step = window->InnerRect.GetHeight() * 0.67f;\n            float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));\n            SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);\n        }\n    }\n\n    // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held\n    if (wheel_x != 0.0f)\n    {\n        StartLockWheelingWindow(window);\n        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))\n            window = window->ParentWindow;\n        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))\n        {\n            float max_step = window->InnerRect.GetWidth() * 0.67f;\n            float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));\n            SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);\n        }\n    }\n}\n\n// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)\nvoid ImGui::UpdateHoveredWindowAndCaptureFlags()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));\n\n    // Find the window hovered by mouse:\n    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.\n    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.\n    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.\n    bool clear_hovered_windows = false;\n    FindHoveredWindow();\n\n    // Modal windows prevents mouse from hovering behind them.\n    ImGuiWindow* modal_window = GetTopMostPopupModal();\n    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))\n        clear_hovered_windows = true;\n\n    // Disabled mouse?\n    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)\n        clear_hovered_windows = true;\n\n    // We track click ownership. When clicked outside of a window the click is owned by the application and\n    // won't report hovering nor request capture even while dragging over our windows afterward.\n    const bool has_open_popup = (g.OpenPopupStack.Size > 0);\n    const bool has_open_modal = (modal_window != NULL);\n    int mouse_earliest_down = -1;\n    bool mouse_any_down = false;\n    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)\n    {\n        if (io.MouseClicked[i])\n        {\n            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;\n            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;\n        }\n        mouse_any_down |= io.MouseDown[i];\n        if (io.MouseDown[i])\n            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])\n                mouse_earliest_down = i;\n    }\n    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];\n    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];\n\n    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.\n    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)\n    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;\n    if (!mouse_avail && !mouse_dragging_extern_payload)\n        clear_hovered_windows = true;\n\n    if (clear_hovered_windows)\n        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;\n\n    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)\n    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag\n    if (g.WantCaptureMouseNextFrame != -1)\n    {\n        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);\n    }\n    else\n    {\n        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;\n        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;\n    }\n\n    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)\n    if (g.WantCaptureKeyboardNextFrame != -1)\n        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);\n    else\n        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);\n    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))\n        io.WantCaptureKeyboard = true;\n\n    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible\n    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;\n}\n\nImGuiKeyModFlags ImGui::GetMergedKeyModFlags()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;\n    if (g.IO.KeyCtrl)   { key_mod_flags |= ImGuiKeyModFlags_Ctrl; }\n    if (g.IO.KeyShift)  { key_mod_flags |= ImGuiKeyModFlags_Shift; }\n    if (g.IO.KeyAlt)    { key_mod_flags |= ImGuiKeyModFlags_Alt; }\n    if (g.IO.KeySuper)  { key_mod_flags |= ImGuiKeyModFlags_Super; }\n    return key_mod_flags;\n}\n\nvoid ImGui::NewFrame()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    ImGuiContext& g = *GImGui;\n\n    // Remove pending delete hooks before frame start.\n    // This deferred removal avoid issues of removal while iterating the hook vector\n    for (int n = g.Hooks.Size - 1; n >= 0; n--)\n        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)\n            g.Hooks.erase(&g.Hooks[n]);\n\n    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);\n\n    // Check and assert for various common IO and Configuration mistakes\n    ErrorCheckNewFrameSanityChecks();\n\n    // Load settings on first frame, save settings when modified (after a delay)\n    UpdateSettings();\n\n    g.Time += g.IO.DeltaTime;\n    g.WithinFrameScope = true;\n    g.FrameCount += 1;\n    g.TooltipOverrideCount = 0;\n    g.WindowsActiveCount = 0;\n    g.MenusIdSubmittedThisFrame.resize(0);\n\n    // Calculate frame-rate for the user, as a purely luxurious feature\n    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];\n    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;\n    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);\n    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));\n    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;\n\n    UpdateViewportsNewFrame();\n\n    // Setup current font and draw list shared data\n    g.IO.Fonts->Locked = true;\n    SetCurrentFont(GetDefaultFont());\n    IM_ASSERT(g.Font->IsLoaded());\n    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);\n    for (int n = 0; n < g.Viewports.Size; n++)\n        virtual_space.Add(g.Viewports[n]->GetMainRect());\n    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();\n    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;\n    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);\n    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;\n    if (g.Style.AntiAliasedLines)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;\n    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;\n    if (g.Style.AntiAliasedFill)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;\n    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;\n\n    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        viewport->DrawDataP.Clear();\n    }\n\n    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent\n    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)\n        KeepAliveID(g.DragDropPayload.SourceId);\n\n    // Update HoveredId data\n    if (!g.HoveredIdPreviousFrame)\n        g.HoveredIdTimer = 0.0f;\n    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))\n        g.HoveredIdNotActiveTimer = 0.0f;\n    if (g.HoveredId)\n        g.HoveredIdTimer += g.IO.DeltaTime;\n    if (g.HoveredId && g.ActiveId != g.HoveredId)\n        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;\n    g.HoveredIdPreviousFrame = g.HoveredId;\n    g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel;\n    g.HoveredId = 0;\n    g.HoveredIdAllowOverlap = false;\n    g.HoveredIdUsingMouseWheel = false;\n    g.HoveredIdDisabled = false;\n\n    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)\n    if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)\n        ClearActiveID();\n    if (g.ActiveId)\n        g.ActiveIdTimer += g.IO.DeltaTime;\n    g.LastActiveIdTimer += g.IO.DeltaTime;\n    g.ActiveIdPreviousFrame = g.ActiveId;\n    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;\n    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;\n    g.ActiveIdIsAlive = 0;\n    g.ActiveIdHasBeenEditedThisFrame = false;\n    g.ActiveIdPreviousFrameIsAlive = false;\n    g.ActiveIdIsJustActivated = false;\n    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)\n        g.TempInputId = 0;\n    if (g.ActiveId == 0)\n    {\n        g.ActiveIdUsingNavDirMask = 0x00;\n        g.ActiveIdUsingNavInputMask = 0x00;\n        g.ActiveIdUsingKeyInputMask.ClearAllBits();\n    }\n\n    // Drag and drop\n    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;\n    g.DragDropAcceptIdCurr = 0;\n    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;\n    g.DragDropWithinSource = false;\n    g.DragDropWithinTarget = false;\n    g.DragDropHoldJustPressedId = 0;\n\n    // Close popups on focus lost (currently wip/opt-in)\n    //if (g.IO.AppFocusLost)\n    //    ClosePopupsExceptModals();\n\n    // Process input queue (trickle as many events as possible)\n    g.InputEventsTrail.resize(0);\n    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);\n\n    // Update keyboard input state\n    UpdateKeyboardInputs();\n\n    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));\n    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));\n    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));\n    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));\n\n    // Update gamepad/keyboard navigation\n    NavUpdate();\n\n    // Update mouse input state\n    UpdateMouseInputs();\n\n    // Find hovered window\n    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)\n    UpdateHoveredWindowAndCaptureFlags();\n\n    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)\n    UpdateMouseMovingWindowNewFrame();\n\n    // Background darkening/whitening\n    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))\n        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);\n    else\n        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);\n\n    g.MouseCursor = ImGuiMouseCursor_Arrow;\n    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;\n\n    // Platform IME data: reset for the frame\n    g.PlatformImeDataPrev = g.PlatformImeData;\n    g.PlatformImeData.WantVisible = false;\n\n    // Mouse wheel scrolling, scale\n    UpdateMouseWheel();\n\n    // Mark all windows as not visible and compact unused memory.\n    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);\n    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        window->WasActive = window->Active;\n        window->BeginCount = 0;\n        window->Active = false;\n        window->WriteAccessed = false;\n\n        // Garbage collect transient buffers of recently unused windows\n        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)\n            GcCompactTransientWindowBuffers(window);\n    }\n\n    // Garbage collect transient buffers of recently unused tables\n    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)\n        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)\n            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));\n    for (int i = 0; i < g.TablesTempData.Size; i++)\n        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)\n            TableGcCompactTransientBuffers(&g.TablesTempData[i]);\n    if (g.GcCompactAll)\n        GcCompactTransientMiscBuffers();\n    g.GcCompactAll = false;\n\n    // Closing the focused window restore focus to the first active root window in descending z-order\n    if (g.NavWindow && !g.NavWindow->WasActive)\n        FocusTopMostWindowUnderOne(NULL, NULL);\n\n    // No window should be open at the beginning of the frame.\n    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.\n    g.CurrentWindowStack.resize(0);\n    g.BeginPopupStack.resize(0);\n    g.ItemFlagsStack.resize(0);\n    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);\n    g.GroupStack.resize(0);\n\n    // [DEBUG] Update debug features\n    UpdateDebugToolItemPicker();\n    UpdateDebugToolStackQueries();\n\n    // Create implicit/fallback window - which we will only render it if the user has added something to it.\n    // We don't use \"Debug\" to avoid colliding with user trying to create a \"Debug\" window with custom flags.\n    // This fallback is particularly important as it avoid ImGui:: calls from crashing.\n    g.WithinFrameScopeWithImplicitWindow = true;\n    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);\n    Begin(\"Debug##Default\");\n    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);\n\n    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);\n}\n\nvoid ImGui::Initialize(ImGuiContext* context)\n{\n    ImGuiContext& g = *context;\n    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);\n\n    // Add .ini handle for ImGuiWindow type\n    {\n        ImGuiSettingsHandler ini_handler;\n        ini_handler.TypeName = \"Window\";\n        ini_handler.TypeHash = ImHashStr(\"Window\");\n        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;\n        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;\n        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;\n        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;\n        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;\n        g.SettingsHandlers.push_back(ini_handler);\n    }\n\n    // Add .ini handle for ImGuiTable type\n    TableSettingsInstallHandler(context);\n\n    // Create default viewport\n    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();\n    g.Viewports.push_back(viewport);\n\n#ifdef IMGUI_HAS_DOCK\n#endif\n\n    g.Initialized = true;\n}\n\n// This function is merely here to free heap allocations.\nvoid ImGui::Shutdown(ImGuiContext* context)\n{\n    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)\n    ImGuiContext& g = *context;\n    if (g.IO.Fonts && g.FontAtlasOwnedByContext)\n    {\n        g.IO.Fonts->Locked = false;\n        IM_DELETE(g.IO.Fonts);\n    }\n    g.IO.Fonts = NULL;\n\n    // Cleanup of other data are conditional on actually having initialized Dear ImGui.\n    if (!g.Initialized)\n        return;\n\n    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)\n    if (g.SettingsLoaded && g.IO.IniFilename != NULL)\n    {\n        ImGuiContext* backup_context = GImGui;\n        SetCurrentContext(&g);\n        SaveIniSettingsToDisk(g.IO.IniFilename);\n        SetCurrentContext(backup_context);\n    }\n\n    CallContextHooks(&g, ImGuiContextHookType_Shutdown);\n\n    // Clear everything else\n    g.Windows.clear_delete();\n    g.WindowsFocusOrder.clear();\n    g.WindowsTempSortBuffer.clear();\n    g.CurrentWindow = NULL;\n    g.CurrentWindowStack.clear();\n    g.WindowsById.Clear();\n    g.NavWindow = NULL;\n    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;\n    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;\n    g.MovingWindow = NULL;\n    g.ColorStack.clear();\n    g.StyleVarStack.clear();\n    g.FontStack.clear();\n    g.OpenPopupStack.clear();\n    g.BeginPopupStack.clear();\n\n    g.Viewports.clear_delete();\n\n    g.TabBars.Clear();\n    g.CurrentTabBarStack.clear();\n    g.ShrinkWidthBuffer.clear();\n\n    g.ClipperTempData.clear_destruct();\n\n    g.Tables.Clear();\n    g.TablesTempData.clear_destruct();\n    g.DrawChannelsTempMergeBuffer.clear();\n\n    g.ClipboardHandlerData.clear();\n    g.MenusIdSubmittedThisFrame.clear();\n    g.InputTextState.ClearFreeMemory();\n\n    g.SettingsWindows.clear();\n    g.SettingsHandlers.clear();\n\n    if (g.LogFile)\n    {\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n        if (g.LogFile != stdout)\n#endif\n            ImFileClose(g.LogFile);\n        g.LogFile = NULL;\n    }\n    g.LogBuffer.clear();\n\n    g.Initialized = false;\n}\n\n// FIXME: Add a more explicit sort order in the window structure.\nstatic int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)\n{\n    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;\n    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;\n    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))\n        return d;\n    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))\n        return d;\n    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);\n}\n\nstatic void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)\n{\n    out_sorted_windows->push_back(window);\n    if (window->Active)\n    {\n        int count = window->DC.ChildWindows.Size;\n        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);\n        for (int i = 0; i < count; i++)\n        {\n            ImGuiWindow* child = window->DC.ChildWindows[i];\n            if (child->Active)\n                AddWindowToSortBuffer(out_sorted_windows, child);\n        }\n    }\n}\n\nstatic void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)\n{\n    if (draw_list->CmdBuffer.Size == 0)\n        return;\n    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)\n        return;\n\n    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.\n    // May trigger for you if you are using PrimXXX functions incorrectly.\n    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);\n    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);\n    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))\n        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);\n\n    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)\n    // If this assert triggers because you are drawing lots of stuff manually:\n    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.\n    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.\n    // - If you want large meshes with more than 64K vertices, you can either:\n    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.\n    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.\n    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.\n    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.\n    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:\n    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);\n    //       Your own engine or render API may use different parameters or function calls to specify index sizes.\n    //       2 and 4 bytes indices are generally supported by most graphics API.\n    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching\n    //   the 64K limit to split your draw commands in multiple draw lists.\n    if (sizeof(ImDrawIdx) == 2)\n        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && \"Too many vertices in ImDrawList using 16-bit indices. Read comment above\");\n\n    out_list->push_back(draw_list);\n}\n\nstatic void AddWindowToDrawData(ImGuiWindow* window, int layer)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiViewportP* viewport = g.Viewports[0];\n    g.IO.MetricsRenderWindows++;\n    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);\n    for (int i = 0; i < window->DC.ChildWindows.Size; i++)\n    {\n        ImGuiWindow* child = window->DC.ChildWindows[i];\n        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active\n            AddWindowToDrawData(child, layer);\n    }\n}\n\nstatic inline int GetWindowDisplayLayer(ImGuiWindow* window)\n{\n    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;\n}\n\n// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)\nstatic inline void AddRootWindowToDrawData(ImGuiWindow* window)\n{\n    AddWindowToDrawData(window, GetWindowDisplayLayer(window));\n}\n\nvoid ImDrawDataBuilder::FlattenIntoSingleLayer()\n{\n    int n = Layers[0].Size;\n    int size = n;\n    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)\n        size += Layers[i].Size;\n    Layers[0].resize(size);\n    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)\n    {\n        ImVector<ImDrawList*>& layer = Layers[layer_n];\n        if (layer.empty())\n            continue;\n        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));\n        n += layer.Size;\n        layer.resize(0);\n    }\n}\n\nstatic void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImDrawData* draw_data = &viewport->DrawDataP;\n    draw_data->Valid = true;\n    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;\n    draw_data->CmdListsCount = draw_lists->Size;\n    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;\n    draw_data->DisplayPos = viewport->Pos;\n    draw_data->DisplaySize = viewport->Size;\n    draw_data->FramebufferScale = io.DisplayFramebufferScale;\n    for (int n = 0; n < draw_lists->Size; n++)\n    {\n        ImDrawList* draw_list = draw_lists->Data[n];\n        draw_list->_PopUnusedDrawCmd();\n        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;\n        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;\n    }\n}\n\n// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.\n// - When using this function it is sane to ensure that float are perfectly rounded to integer values,\n//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.\n// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():\n//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the\n//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.\nvoid ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);\n    window->ClipRect = window->DrawList->_ClipRectStack.back();\n}\n\nvoid ImGui::PopClipRect()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DrawList->PopClipRect();\n    window->ClipRect = window->DrawList->_ClipRectStack.back();\n}\n\nstatic void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();\n    ImRect viewport_rect = viewport->GetMainRect();\n\n    // Draw behind window by moving the draw command at the FRONT of the draw list\n    {\n        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,\n        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.\n        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.\n        ImDrawList* draw_list = window->RootWindow->DrawList;\n        if (draw_list->CmdBuffer.Size == 0)\n            draw_list->AddDrawCmd();\n        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged\n        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);\n        ImDrawCmd cmd = draw_list->CmdBuffer.back();\n        IM_ASSERT(cmd.ElemCount == 6);\n        draw_list->CmdBuffer.pop_back();\n        draw_list->CmdBuffer.push_front(cmd);\n        draw_list->PopClipRect();\n        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.\n    }\n}\n\nImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* bottom_most_visible_window = parent_window;\n    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Flags & ImGuiWindowFlags_ChildWindow)\n            continue;\n        if (!IsWindowWithinBeginStackOf(window, parent_window))\n            break;\n        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))\n            bottom_most_visible_window = window;\n    }\n    return bottom_most_visible_window;\n}\n\nstatic void ImGui::RenderDimmedBackgrounds()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();\n    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)\n        return;\n    const bool dim_bg_for_modal = (modal_window != NULL);\n    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);\n    if (!dim_bg_for_modal && !dim_bg_for_window_list)\n        return;\n\n    if (dim_bg_for_modal)\n    {\n        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.\n        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);\n        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));\n    }\n    else if (dim_bg_for_window_list)\n    {\n        // Draw dimming behind CTRL+Tab target window\n        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));\n\n        // Draw border around CTRL+Tab target window\n        ImGuiWindow* window = g.NavWindowingTargetAnim;\n        ImGuiViewport* viewport = GetMainViewport();\n        float distance = g.FontSize;\n        ImRect bb = window->Rect();\n        bb.Expand(distance);\n        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)\n            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward\n        if (window->DrawList->CmdBuffer.Size == 0)\n            window->DrawList->AddDrawCmd();\n        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);\n        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);\n        window->DrawList->PopClipRect();\n    }\n}\n\n// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.\nvoid ImGui::EndFrame()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n\n    // Don't process EndFrame() multiple times.\n    if (g.FrameCountEnded == g.FrameCount)\n        return;\n    IM_ASSERT(g.WithinFrameScope && \"Forgot to call ImGui::NewFrame()?\");\n\n    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);\n\n    ErrorCheckEndFrameSanityChecks();\n\n    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)\n    if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)\n        g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData);\n\n    // Hide implicit/fallback \"Debug\" window if it hasn't been used\n    g.WithinFrameScopeWithImplicitWindow = false;\n    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)\n        g.CurrentWindow->Active = false;\n    End();\n\n    // Update navigation: CTRL+Tab, wrap-around requests\n    NavEndFrame();\n\n    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)\n    if (g.DragDropActive)\n    {\n        bool is_delivered = g.DragDropPayload.Delivery;\n        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));\n        if (is_delivered || is_elapsed)\n            ClearDragDrop();\n    }\n\n    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.\n    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n    {\n        g.DragDropWithinSource = true;\n        SetTooltip(\"...\");\n        g.DragDropWithinSource = false;\n    }\n\n    // End frame\n    g.WithinFrameScope = false;\n    g.FrameCountEnded = g.FrameCount;\n\n    // Initiate moving window + handle left-click and right-click focus\n    UpdateMouseMovingWindowEndFrame();\n\n    // Sort the window list so that all child windows are after their parent\n    // We cannot do that on FocusWindow() because children may not exist yet\n    g.WindowsTempSortBuffer.resize(0);\n    g.WindowsTempSortBuffer.reserve(g.Windows.Size);\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it\n            continue;\n        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);\n    }\n\n    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.\n    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);\n    g.Windows.swap(g.WindowsTempSortBuffer);\n    g.IO.MetricsActiveWindows = g.WindowsActiveCount;\n\n    // Unlock font atlas\n    g.IO.Fonts->Locked = false;\n\n    // Clear Input data for next frame\n    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;\n    g.IO.InputQueueCharacters.resize(0);\n    memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));\n\n    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);\n}\n\n// Prepare the data for rendering so you can call GetDrawData()\n// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:\n// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)\nvoid ImGui::Render()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n\n    if (g.FrameCountEnded != g.FrameCount)\n        EndFrame();\n    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);\n    g.FrameCountRendered = g.FrameCount;\n    g.IO.MetricsRenderWindows = 0;\n\n    CallContextHooks(&g, ImGuiContextHookType_RenderPre);\n\n    // Add background ImDrawList (for each active viewport)\n    for (int n = 0; n != g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        viewport->DrawDataBuilder.Clear();\n        if (viewport->DrawLists[0] != NULL)\n            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));\n    }\n\n    // Draw modal/window whitening backgrounds\n    if (first_render_of_frame)\n        RenderDimmedBackgrounds();\n\n    // Add ImDrawList to render\n    ImGuiWindow* windows_to_render_top_most[2];\n    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;\n    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);\n    for (int n = 0; n != g.Windows.Size; n++)\n    {\n        ImGuiWindow* window = g.Windows[n];\n        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive \"warning C6011: Dereferencing NULL pointer 'window'\"\n        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])\n            AddRootWindowToDrawData(window);\n    }\n    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)\n        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window\n            AddRootWindowToDrawData(windows_to_render_top_most[n]);\n\n    // Draw software mouse cursor if requested by io.MouseDrawCursor flag\n    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)\n        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));\n\n    // Setup ImDrawData structures for end-user\n    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        viewport->DrawDataBuilder.FlattenIntoSingleLayer();\n\n        // Add foreground ImDrawList (for each active viewport)\n        if (viewport->DrawLists[1] != NULL)\n            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));\n\n        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);\n        ImDrawData* draw_data = &viewport->DrawDataP;\n        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;\n        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;\n    }\n\n    CallContextHooks(&g, ImGuiContextHookType_RenderPost);\n}\n\n// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.\n// CalcTextSize(\"\") should return ImVec2(0.0f, g.FontSize)\nImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)\n{\n    ImGuiContext& g = *GImGui;\n\n    const char* text_display_end;\n    if (hide_text_after_double_hash)\n        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string\n    else\n        text_display_end = text_end;\n\n    ImFont* font = g.Font;\n    const float font_size = g.FontSize;\n    if (text == text_display_end)\n        return ImVec2(0.0f, font_size);\n    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);\n\n    // Round\n    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.\n    // FIXME: Investigate using ceilf or e.g.\n    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c\n    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html\n    text_size.x = IM_FLOOR(text_size.x + 0.99999f);\n\n    return text_size;\n}\n\n// Find window given position, search front-to-back\n// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically\n// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is\n// called, aka before the next Begin(). Moving window isn't affected.\nstatic void FindHoveredWindow()\n{\n    ImGuiContext& g = *GImGui;\n\n    ImGuiWindow* hovered_window = NULL;\n    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;\n    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))\n        hovered_window = g.MovingWindow;\n\n    ImVec2 padding_regular = g.Style.TouchExtraPadding;\n    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;\n    for (int i = g.Windows.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.\n        if (!window->Active || window->Hidden)\n            continue;\n        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)\n            continue;\n\n        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)\n        ImRect bb(window->OuterRectClipped);\n        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))\n            bb.Expand(padding_regular);\n        else\n            bb.Expand(padding_for_resize);\n        if (!bb.Contains(g.IO.MousePos))\n            continue;\n\n        // Support for one rectangular hole in any given window\n        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)\n        if (window->HitTestHoleSize.x != 0)\n        {\n            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);\n            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);\n            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))\n                continue;\n        }\n\n        if (hovered_window == NULL)\n            hovered_window = window;\n        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.\n        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))\n            hovered_window_ignoring_moving_window = window;\n        if (hovered_window && hovered_window_ignoring_moving_window)\n            break;\n    }\n\n    g.HoveredWindow = hovered_window;\n    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;\n}\n\nbool ImGui::IsItemActive()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId)\n        return g.ActiveId == g.LastItemData.ID;\n    return false;\n}\n\nbool ImGui::IsItemActivated()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId)\n        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)\n            return true;\n    return false;\n}\n\nbool ImGui::IsItemDeactivated()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)\n        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;\n    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);\n}\n\nbool ImGui::IsItemDeactivatedAfterEdit()\n{\n    ImGuiContext& g = *GImGui;\n    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));\n}\n\n// == GetItemID() == GetFocusID()\nbool ImGui::IsItemFocused()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.NavId != g.LastItemData.ID || g.NavId == 0)\n        return false;\n    return true;\n}\n\n// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!\n// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.\nbool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)\n{\n    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);\n}\n\nbool ImGui::IsItemToggledOpen()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;\n}\n\nbool ImGui::IsItemToggledSelection()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;\n}\n\nbool ImGui::IsAnyItemHovered()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;\n}\n\nbool ImGui::IsAnyItemActive()\n{\n    ImGuiContext& g = *GImGui;\n    return g.ActiveId != 0;\n}\n\nbool ImGui::IsAnyItemFocused()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavId != 0 && !g.NavDisableHighlight;\n}\n\nbool ImGui::IsItemVisible()\n{\n    ImGuiContext& g = *GImGui;\n    return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect);\n}\n\nbool ImGui::IsItemEdited()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;\n}\n\n// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.\n// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.\nvoid ImGui::SetItemAllowOverlap()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = g.LastItemData.ID;\n    if (g.HoveredId == id)\n        g.HoveredIdAllowOverlap = true;\n    if (g.ActiveId == id)\n        g.ActiveIdAllowOverlap = true;\n}\n\nvoid ImGui::SetItemUsingMouseWheel()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = g.LastItemData.ID;\n    if (g.HoveredId == id)\n        g.HoveredIdUsingMouseWheel = true;\n    if (g.ActiveId == id)\n        g.ActiveIdUsingMouseWheel = true;\n}\n\nvoid ImGui::SetActiveIdUsingNavAndKeys()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ActiveId != 0);\n    g.ActiveIdUsingNavDirMask = ~(ImU32)0;\n    g.ActiveIdUsingNavInputMask = ~(ImU32)0;\n    g.ActiveIdUsingKeyInputMask.SetAllBits();\n    NavMoveRequestCancel();\n}\n\nImVec2 ImGui::GetItemRectMin()\n{\n    ImGuiContext& g = *GImGui;\n    return g.LastItemData.Rect.Min;\n}\n\nImVec2 ImGui::GetItemRectMax()\n{\n    ImGuiContext& g = *GImGui;\n    return g.LastItemData.Rect.Max;\n}\n\nImVec2 ImGui::GetItemRectSize()\n{\n    ImGuiContext& g = *GImGui;\n    return g.LastItemData.Rect.GetSize();\n}\n\nbool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* parent_window = g.CurrentWindow;\n\n    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;\n    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag\n\n    // Size\n    const ImVec2 content_avail = GetContentRegionAvail();\n    ImVec2 size = ImFloor(size_arg);\n    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);\n    if (size.x <= 0.0f)\n        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)\n    if (size.y <= 0.0f)\n        size.y = ImMax(content_avail.y + size.y, 4.0f);\n    SetNextWindowSize(size);\n\n    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.\n    if (name)\n        ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), \"%s/%s_%08X\", parent_window->Name, name, id);\n    else\n        ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), \"%s/%08X\", parent_window->Name, id);\n\n    const float backup_border_size = g.Style.ChildBorderSize;\n    if (!border)\n        g.Style.ChildBorderSize = 0.0f;\n    bool ret = Begin(g.TempBuffer, NULL, flags);\n    g.Style.ChildBorderSize = backup_border_size;\n\n    ImGuiWindow* child_window = g.CurrentWindow;\n    child_window->ChildId = id;\n    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;\n\n    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.\n    // While this is not really documented/defined, it seems that the expected thing to do.\n    if (child_window->BeginCount == 1)\n        parent_window->DC.CursorPos = child_window->Pos;\n\n    // Process navigation-in immediately so NavInit can run on first frame\n    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))\n    {\n        FocusWindow(child_window);\n        NavInitWindow(child_window, false);\n        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item\n        g.ActiveIdSource = ImGuiInputSource_Nav;\n    }\n    return ret;\n}\n\nbool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);\n}\n\nbool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)\n{\n    IM_ASSERT(id != 0);\n    return BeginChildEx(NULL, id, size_arg, border, extra_flags);\n}\n\nvoid ImGui::EndChild()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    IM_ASSERT(g.WithinEndChild == false);\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls\n\n    g.WithinEndChild = true;\n    if (window->BeginCount > 1)\n    {\n        End();\n    }\n    else\n    {\n        ImVec2 sz = window->Size;\n        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f\n            sz.x = ImMax(4.0f, sz.x);\n        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))\n            sz.y = ImMax(4.0f, sz.y);\n        End();\n\n        ImGuiWindow* parent_window = g.CurrentWindow;\n        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);\n        ItemSize(sz);\n        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))\n        {\n            ItemAdd(bb, window->ChildId);\n            RenderNavHighlight(bb, window->ChildId);\n\n            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)\n            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)\n                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);\n        }\n        else\n        {\n            // Not navigable into\n            ItemAdd(bb, 0);\n        }\n        if (g.HoveredWindow == window)\n            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;\n    }\n    g.WithinEndChild = false;\n    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return\n}\n\n// Helper to create a child window / scrolling region that looks like a normal widget frame.\nbool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);\n    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);\n    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);\n    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);\n    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);\n    PopStyleVar(3);\n    PopStyleColor();\n    return ret;\n}\n\nvoid ImGui::EndChildFrame()\n{\n    EndChild();\n}\n\nstatic void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)\n{\n    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);\n    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);\n    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);\n}\n\nImGuiWindow* ImGui::FindWindowByID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);\n}\n\nImGuiWindow* ImGui::FindWindowByName(const char* name)\n{\n    ImGuiID id = ImHashStr(name);\n    return FindWindowByID(id);\n}\n\nstatic void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)\n{\n    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));\n    if (settings->Size.x > 0 && settings->Size.y > 0)\n        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));\n    window->Collapsed = settings->Collapsed;\n}\n\nstatic void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0;\n    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;\n    if ((just_created || child_flag_changed) && !new_is_explicit_child)\n    {\n        IM_ASSERT(!g.WindowsFocusOrder.contains(window));\n        g.WindowsFocusOrder.push_back(window);\n        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);\n    }\n    else if (!just_created && child_flag_changed && new_is_explicit_child)\n    {\n        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);\n        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)\n            g.WindowsFocusOrder[n]->FocusOrder--;\n        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);\n        window->FocusOrder = -1;\n    }\n    window->IsExplicitChild = new_is_explicit_child;\n}\n\nstatic ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    //IMGUI_DEBUG_LOG(\"CreateNewWindow '%s', flags = 0x%08X\\n\", name, flags);\n\n    // Create window the first time\n    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);\n    window->Flags = flags;\n    g.WindowsById.SetVoidPtr(window->ID, window);\n\n    // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.\n    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();\n    window->Pos = main_viewport->Pos + ImVec2(60, 60);\n\n    // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.\n    if (!(flags & ImGuiWindowFlags_NoSavedSettings))\n        if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))\n        {\n            // Retrieve settings from .ini file\n            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);\n            SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);\n            ApplyWindowSettings(window, settings);\n        }\n    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values\n\n    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)\n    {\n        window->AutoFitFramesX = window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = false;\n    }\n    else\n    {\n        if (window->Size.x <= 0.0f)\n            window->AutoFitFramesX = 2;\n        if (window->Size.y <= 0.0f)\n            window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);\n    }\n\n    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)\n        g.Windows.push_front(window); // Quite slow but rare and only once\n    else\n        g.Windows.push_back(window);\n    UpdateWindowInFocusOrderList(window, true, window->Flags);\n\n    return window;\n}\n\nstatic ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 new_size = size_desired;\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)\n    {\n        // Using -1,-1 on either X/Y axis to preserve the current size.\n        ImRect cr = g.NextWindowData.SizeConstraintRect;\n        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;\n        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;\n        if (g.NextWindowData.SizeCallback)\n        {\n            ImGuiSizeCallbackData data;\n            data.UserData = g.NextWindowData.SizeCallbackUserData;\n            data.Pos = window->Pos;\n            data.CurrentSize = window->SizeFull;\n            data.DesiredSize = new_size;\n            g.NextWindowData.SizeCallback(&data);\n            new_size = data.DesiredSize;\n        }\n        new_size.x = IM_FLOOR(new_size.x);\n        new_size.y = IM_FLOOR(new_size.y);\n    }\n\n    // Minimum size\n    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))\n    {\n        ImGuiWindow* window_for_height = window;\n        const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight();\n        new_size = ImMax(new_size, g.Style.WindowMinSize);\n        new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows\n    }\n    return new_size;\n}\n\nstatic void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)\n{\n    bool preserve_old_content_sizes = false;\n    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)\n        preserve_old_content_sizes = true;\n    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)\n        preserve_old_content_sizes = true;\n    if (preserve_old_content_sizes)\n    {\n        *content_size_current = window->ContentSize;\n        *content_size_ideal = window->ContentSizeIdeal;\n        return;\n    }\n\n    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);\n    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);\n    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);\n    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);\n}\n\nstatic ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();\n    ImVec2 size_pad = window->WindowPadding * 2.0f;\n    ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height);\n    if (window->Flags & ImGuiWindowFlags_Tooltip)\n    {\n        // Tooltip always resize\n        return size_desired;\n    }\n    else\n    {\n        // Maximum window size is determined by the viewport size or monitor size\n        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;\n        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;\n        ImVec2 size_min = style.WindowMinSize;\n        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)\n            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));\n\n        // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?\n        ImVec2 avail_size = ImGui::GetMainViewport()->Size;\n        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));\n\n        // When the window cannot fit all contents (either because of constraints, either because screen is too small),\n        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.\n        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f                 < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);\n        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);\n        if (will_have_scrollbar_x)\n            size_auto_fit.y += style.ScrollbarSize;\n        if (will_have_scrollbar_y)\n            size_auto_fit.x += style.ScrollbarSize;\n        return size_auto_fit;\n    }\n}\n\nImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)\n{\n    ImVec2 size_contents_current;\n    ImVec2 size_contents_ideal;\n    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);\n    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);\n    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n    return size_final;\n}\n\nstatic ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)\n{\n    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))\n        return ImGuiCol_PopupBg;\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        return ImGuiCol_ChildBg;\n    return ImGuiCol_WindowBg;\n}\n\nstatic void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)\n{\n    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left\n    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right\n    ImVec2 size_expected = pos_max - pos_min;\n    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);\n    *out_pos = pos_min;\n    if (corner_norm.x == 0.0f)\n        out_pos->x -= (size_constrained.x - size_expected.x);\n    if (corner_norm.y == 0.0f)\n        out_pos->y -= (size_constrained.y - size_expected.y);\n    *out_size = size_constrained;\n}\n\n// Data for resizing from corner\nstruct ImGuiResizeGripDef\n{\n    ImVec2  CornerPosN;\n    ImVec2  InnerDir;\n    int     AngleMin12, AngleMax12;\n};\nstatic const ImGuiResizeGripDef resize_grip_def[4] =\n{\n    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right\n    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left\n    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)\n    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)\n};\n\n// Data for resizing from borders\nstruct ImGuiResizeBorderDef\n{\n    ImVec2 InnerDir;\n    ImVec2 SegmentN1, SegmentN2;\n    float  OuterAngle;\n};\nstatic const ImGuiResizeBorderDef resize_border_def[4] =\n{\n    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left\n    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right\n    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up\n    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down\n};\n\nstatic ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)\n{\n    ImRect rect = window->Rect();\n    if (thickness == 0.0f)\n        rect.Max -= ImVec2(1, 1);\n    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }\n    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }\n    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }\n    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }\n    IM_ASSERT(0);\n    return ImRect();\n}\n\n// 0..3: corners (Lower-right, Lower-left, Unused, Unused)\nImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)\n{\n    IM_ASSERT(n >= 0 && n < 4);\n    ImGuiID id = window->ID;\n    id = ImHashStr(\"#RESIZE\", 0, id);\n    id = ImHashData(&n, sizeof(int), id);\n    return id;\n}\n\n// Borders (Left, Right, Up, Down)\nImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)\n{\n    IM_ASSERT(dir >= 0 && dir < 4);\n    int n = (int)dir + 4;\n    ImGuiID id = window->ID;\n    id = ImHashStr(\"#RESIZE\", 0, id);\n    id = ImHashData(&n, sizeof(int), id);\n    return id;\n}\n\n// Handle resize for: Resize Grips, Borders, Gamepad\n// Return true when using auto-fit (double click on resize grip)\nstatic bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindowFlags flags = window->Flags;\n\n    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)\n        return false;\n    if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.\n        return false;\n\n    bool ret_auto_fit = false;\n    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;\n    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));\n    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);\n    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;\n\n    ImVec2 pos_target(FLT_MAX, FLT_MAX);\n    ImVec2 size_target(FLT_MAX, FLT_MAX);\n\n    // Resize grips and borders are on layer 1\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n\n    // Manual resize grips\n    PushID(\"#RESIZE\");\n    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)\n    {\n        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];\n        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);\n\n        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window\n        bool hovered, held;\n        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);\n        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);\n        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);\n        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()\n        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);\n        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));\n        if (hovered || held)\n            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;\n\n        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)\n        {\n            // Manual auto-fit when double-clicking\n            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n            ret_auto_fit = true;\n            ClearActiveID();\n        }\n        else if (held)\n        {\n            // Resize from any of the four corners\n            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position\n            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);\n            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);\n            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip\n            corner_target = ImClamp(corner_target, clamp_min, clamp_max);\n            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);\n        }\n\n        // Only lower-left grip is visible before hovering/activating\n        if (resize_grip_n == 0 || held || hovered)\n            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);\n    }\n    for (int border_n = 0; border_n < resize_border_count; border_n++)\n    {\n        const ImGuiResizeBorderDef& def = resize_border_def[border_n];\n        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;\n\n        bool hovered, held;\n        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);\n        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()\n        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);\n        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));\n        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)\n        {\n            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;\n            if (held)\n                *border_held = border_n;\n        }\n        if (held)\n        {\n            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);\n            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);\n            ImVec2 border_target = window->Pos;\n            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;\n            border_target = ImClamp(border_target, clamp_min, clamp_max);\n            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);\n        }\n    }\n    PopID();\n\n    // Restore nav layer\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n\n    // Navigation resize (keyboard/gamepad)\n    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)\n    {\n        ImVec2 nav_resize_delta;\n        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)\n            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);\n        if (g.NavInputSource == ImGuiInputSource_Gamepad)\n            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);\n        if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)\n        {\n            const float NAV_RESIZE_SPEED = 600.0f;\n            nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));\n            nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);\n            g.NavWindowingToggleLayer = false;\n            g.NavDisableMouseHover = true;\n            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);\n            // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.\n            size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);\n        }\n    }\n\n    // Apply back modified position/size to window\n    if (size_target.x != FLT_MAX)\n    {\n        window->SizeFull = size_target;\n        MarkIniSettingsDirty(window);\n    }\n    if (pos_target.x != FLT_MAX)\n    {\n        window->Pos = ImFloor(pos_target);\n        MarkIniSettingsDirty(window);\n    }\n\n    window->Size = window->SizeFull;\n    return ret_auto_fit;\n}\n\nstatic inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 size_for_clamping = window->Size;\n    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n        size_for_clamping.y = window->TitleBarHeight();\n    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);\n}\n\nstatic void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    float rounding = window->WindowRounding;\n    float border_size = window->WindowBorderSize;\n    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))\n        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);\n\n    int border_held = window->ResizeBorderHeld;\n    if (border_held != -1)\n    {\n        const ImGuiResizeBorderDef& def = resize_border_def[border_held];\n        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);\n        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);\n        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);\n        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual\n    }\n    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n    {\n        float y = window->Pos.y + window->TitleBarHeight() - 1;\n        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);\n    }\n}\n\n// Draw background and borders\n// Draw and handle scrollbars\nvoid ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImGuiWindowFlags flags = window->Flags;\n\n    // Ensure that ScrollBar doesn't read last frame's SkipItems\n    IM_ASSERT(window->BeginCount == 0);\n    window->SkipItems = false;\n\n    // Draw window + handle manual resize\n    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.\n    const float window_rounding = window->WindowRounding;\n    const float window_border_size = window->WindowBorderSize;\n    if (window->Collapsed)\n    {\n        // Title bar only\n        float backup_border_size = style.FrameBorderSize;\n        g.Style.FrameBorderSize = window->WindowBorderSize;\n        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);\n        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);\n        g.Style.FrameBorderSize = backup_border_size;\n    }\n    else\n    {\n        // Window background\n        if (!(flags & ImGuiWindowFlags_NoBackground))\n        {\n            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));\n            bool override_alpha = false;\n            float alpha = 1.0f;\n            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)\n            {\n                alpha = g.NextWindowData.BgAlphaVal;\n                override_alpha = true;\n            }\n            if (override_alpha)\n                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);\n            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);\n        }\n\n        // Title bar\n        if (!(flags & ImGuiWindowFlags_NoTitleBar))\n        {\n            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);\n            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);\n        }\n\n        // Menu bar\n        if (flags & ImGuiWindowFlags_MenuBar)\n        {\n            ImRect menu_bar_rect = window->MenuBarRect();\n            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.\n            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);\n            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)\n                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);\n        }\n\n        // Scrollbars\n        if (window->ScrollbarX)\n            Scrollbar(ImGuiAxis_X);\n        if (window->ScrollbarY)\n            Scrollbar(ImGuiAxis_Y);\n\n        // Render resize grips (after their input handling so we don't have a frame of latency)\n        if (!(flags & ImGuiWindowFlags_NoResize))\n        {\n            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)\n            {\n                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];\n                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);\n                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));\n                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));\n                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);\n                window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);\n            }\n        }\n\n        // Borders\n        RenderWindowOuterBorders(window);\n    }\n}\n\n// Render title text, collapse button, close button\nvoid ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImGuiWindowFlags flags = window->Flags;\n\n    const bool has_close_button = (p_open != NULL);\n    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);\n\n    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)\n    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?\n    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;\n    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n\n    // Layout buttons\n    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.\n    float pad_l = style.FramePadding.x;\n    float pad_r = style.FramePadding.x;\n    float button_sz = g.FontSize;\n    ImVec2 close_button_pos;\n    ImVec2 collapse_button_pos;\n    if (has_close_button)\n    {\n        pad_r += button_sz;\n        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);\n    }\n    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)\n    {\n        pad_r += button_sz;\n        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);\n    }\n    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)\n    {\n        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);\n        pad_l += button_sz;\n    }\n\n    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)\n    if (has_collapse_button)\n        if (CollapseButton(window->GetID(\"#COLLAPSE\"), collapse_button_pos))\n            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function\n\n    // Close button\n    if (has_close_button)\n        if (CloseButton(window->GetID(\"#CLOSE\"), close_button_pos))\n            *p_open = false;\n\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n    g.CurrentItemFlags = item_flags_backup;\n\n    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional \"unsaved document\" marker)\n    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..\n    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;\n    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);\n\n    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,\n    // while uncentered title text will still reach edges correctly.\n    if (pad_l > style.FramePadding.x)\n        pad_l += g.Style.ItemInnerSpacing.x;\n    if (pad_r > style.FramePadding.x)\n        pad_r += g.Style.ItemInnerSpacing.x;\n    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)\n    {\n        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center\n        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);\n        pad_l = ImMax(pad_l, pad_extend * centerness);\n        pad_r = ImMax(pad_r, pad_extend * centerness);\n    }\n\n    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);\n    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);\n    if (flags & ImGuiWindowFlags_UnsavedDocument)\n    {\n        ImVec2 marker_pos;\n        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);\n        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;\n        if (marker_pos.x > layout_r.Min.x)\n        {\n            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));\n            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));\n        }\n    }\n    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]\n    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]\n    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);\n}\n\nvoid ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)\n{\n    window->ParentWindow = parent_window;\n    window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;\n    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))\n        window->RootWindow = parent_window->RootWindow;\n    if (parent_window && (flags & ImGuiWindowFlags_Popup))\n        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;\n    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))\n        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;\n    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)\n    {\n        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);\n        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;\n    }\n}\n\n// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)\n// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.\n// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.\n// - Window             // FindBlockingModal() returns Modal1\n//   - Window           //                  .. returns Modal1\n//   - Modal1           //                  .. returns Modal2\n//      - Window        //                  .. returns Modal2\n//          - Window    //                  .. returns Modal2\n//          - Modal2    //                  .. returns Modal2\nstatic ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size <= 0)\n        return NULL;\n\n    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.\n    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;\n        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))\n            continue;\n        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.\n            continue;\n        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.\n            break;\n        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)\n            if (IsWindowWithinBeginStackOf(window, parent))\n                return popup_window;                                // Place window above its begin stack parent.\n    }\n    return NULL;\n}\n\n// Push a new Dear ImGui window to add widgets to.\n// - A default window called \"Debug\" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.\n// - Begin/End can be called multiple times during the frame with the same window name to append content.\n// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).\n//   You can use the \"##\" or \"###\" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.\n// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.\n// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.\nbool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    IM_ASSERT(name != NULL && name[0] != '\\0');     // Window name required\n    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()\n    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet\n\n    // Find or create\n    ImGuiWindow* window = FindWindowByName(name);\n    const bool window_just_created = (window == NULL);\n    if (window_just_created)\n        window = CreateNewWindow(name, flags);\n    else\n        UpdateWindowInFocusOrderList(window, window_just_created, flags);\n\n    // Automatically disable manual moving/resizing when NoInputs is set\n    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)\n        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;\n\n    if (flags & ImGuiWindowFlags_NavFlattened)\n        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);\n\n    const int current_frame = g.FrameCount;\n    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);\n    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);\n\n    // Update the Appearing flag\n    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit \"Debug\" window would always toggle off->on\n    if (flags & ImGuiWindowFlags_Popup)\n    {\n        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];\n        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed\n        window_just_activated_by_user |= (window != popup_ref.Window);\n    }\n    window->Appearing = window_just_activated_by_user;\n    if (window->Appearing)\n        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);\n\n    // Update Flags, LastFrameActive, BeginOrderXXX fields\n    if (first_begin_of_the_frame)\n    {\n        window->Flags = (ImGuiWindowFlags)flags;\n        window->LastFrameActive = current_frame;\n        window->LastTimeActive = (float)g.Time;\n        window->BeginOrderWithinParent = 0;\n        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);\n    }\n    else\n    {\n        flags = window->Flags;\n    }\n\n    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack\n    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;\n    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;\n    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));\n\n    // We allow window memory to be compacted so recreate the base stack when needed.\n    if (window->IDStack.Size == 0)\n        window->IDStack.push_back(window->ID);\n\n    // Add to stack\n    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()\n    g.CurrentWindow = window;\n    ImGuiWindowStackData window_stack_data;\n    window_stack_data.Window = window;\n    window_stack_data.ParentLastItemDataBackup = g.LastItemData;\n    window_stack_data.StackSizesOnBegin.SetToCurrentState();\n    g.CurrentWindowStack.push_back(window_stack_data);\n    g.CurrentWindow = NULL;\n    if (flags & ImGuiWindowFlags_ChildMenu)\n        g.BeginMenuCount++;\n\n    if (flags & ImGuiWindowFlags_Popup)\n    {\n        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];\n        popup_ref.Window = window;\n        g.BeginPopupStack.push_back(popup_ref);\n        window->PopupId = popup_ref.PopupId;\n    }\n\n    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)\n    if (first_begin_of_the_frame)\n    {\n        UpdateWindowParentAndRootLinks(window, flags, parent_window);\n        window->ParentWindowInBeginStack = parent_window_in_stack;\n    }\n\n    // Process SetNextWindow***() calls\n    // (FIXME: Consider splitting the HasXXX flags into X/Y components\n    bool window_pos_set_by_api = false;\n    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)\n    {\n        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;\n        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)\n        {\n            // May be processed on the next frame if this is our first frame and we are measuring size\n            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.\n            window->SetWindowPosVal = g.NextWindowData.PosVal;\n            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;\n            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n        }\n        else\n        {\n            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);\n        }\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)\n    {\n        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);\n        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);\n        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)\n    {\n        if (g.NextWindowData.ScrollVal.x >= 0.0f)\n        {\n            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;\n            window->ScrollTargetCenterRatio.x = 0.0f;\n        }\n        if (g.NextWindowData.ScrollVal.y >= 0.0f)\n        {\n            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;\n            window->ScrollTargetCenterRatio.y = 0.0f;\n        }\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)\n        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;\n    else if (first_begin_of_the_frame)\n        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)\n        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)\n        FocusWindow(window);\n    if (window->Appearing)\n        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);\n\n    // When reusing window again multiple times a frame, just append content (don't need to setup again)\n    if (first_begin_of_the_frame)\n    {\n        // Initialize\n        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)\n        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);\n        window->Active = true;\n        window->HasCloseButton = (p_open != NULL);\n        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);\n        window->IDStack.resize(1);\n        window->DrawList->_ResetForNewFrame();\n        window->DC.CurrentTableIdx = -1;\n\n        // Restore buffer capacity when woken from a compacted state, to avoid\n        if (window->MemoryCompacted)\n            GcAwakeTransientWindowBuffers(window);\n\n        // Update stored window name when it changes (which can _only_ happen with the \"###\" operator, so the ID would stay unchanged).\n        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.\n        bool window_title_visible_elsewhere = false;\n        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB\n            window_title_visible_elsewhere = true;\n        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)\n        {\n            size_t buf_len = (size_t)window->NameBufLen;\n            window->Name = ImStrdupcpy(window->Name, &buf_len, name);\n            window->NameBufLen = (int)buf_len;\n        }\n\n        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS\n\n        // Update contents size from last frame for auto-fitting (or use explicit size)\n        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);\n        if (window->HiddenFramesCanSkipItems > 0)\n            window->HiddenFramesCanSkipItems--;\n        if (window->HiddenFramesCannotSkipItems > 0)\n            window->HiddenFramesCannotSkipItems--;\n        if (window->HiddenFramesForRenderOnly > 0)\n            window->HiddenFramesForRenderOnly--;\n\n        // Hide new windows for one frame until they calculate their size\n        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))\n            window->HiddenFramesCannotSkipItems = 1;\n\n        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)\n        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.\n        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)\n        {\n            window->HiddenFramesCannotSkipItems = 1;\n            if (flags & ImGuiWindowFlags_AlwaysAutoResize)\n            {\n                if (!window_size_x_set_by_api)\n                    window->Size.x = window->SizeFull.x = 0.f;\n                if (!window_size_y_set_by_api)\n                    window->Size.y = window->SizeFull.y = 0.f;\n                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);\n            }\n        }\n\n        // SELECT VIEWPORT\n        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)\n        SetCurrentWindow(window);\n\n        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)\n\n        if (flags & ImGuiWindowFlags_ChildWindow)\n            window->WindowBorderSize = style.ChildBorderSize;\n        else\n            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;\n        window->WindowPadding = style.WindowPadding;\n        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)\n            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);\n\n        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.\n        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);\n        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;\n\n        // Collapse window by double-clicking on title bar\n        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing\n        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))\n        {\n            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.\n            ImRect title_bar_rect = window->TitleBarRect();\n            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)\n                window->WantCollapseToggle = true;\n            if (window->WantCollapseToggle)\n            {\n                window->Collapsed = !window->Collapsed;\n                MarkIniSettingsDirty(window);\n            }\n        }\n        else\n        {\n            window->Collapsed = false;\n        }\n        window->WantCollapseToggle = false;\n\n        // SIZE\n\n        // Calculate auto-fit size, handle automatic resize\n        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);\n        bool use_current_size_for_scrollbar_x = window_just_created;\n        bool use_current_size_for_scrollbar_y = window_just_created;\n        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)\n        {\n            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.\n            if (!window_size_x_set_by_api)\n            {\n                window->SizeFull.x = size_auto_fit.x;\n                use_current_size_for_scrollbar_x = true;\n            }\n            if (!window_size_y_set_by_api)\n            {\n                window->SizeFull.y = size_auto_fit.y;\n                use_current_size_for_scrollbar_y = true;\n            }\n        }\n        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)\n        {\n            // Auto-fit may only grow window during the first few frames\n            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.\n            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)\n            {\n                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;\n                use_current_size_for_scrollbar_x = true;\n            }\n            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)\n            {\n                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;\n                use_current_size_for_scrollbar_y = true;\n            }\n            if (!window->Collapsed)\n                MarkIniSettingsDirty(window);\n        }\n\n        // Apply minimum/maximum window size constraints and final size\n        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);\n        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;\n\n        // Decoration size\n        const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();\n\n        // POSITION\n\n        // Popup latch its initial position, will position itself when it appears next frame\n        if (window_just_activated_by_user)\n        {\n            window->AutoPosLastDirection = ImGuiDir_None;\n            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()\n                window->Pos = g.BeginPopupStack.back().OpenPopupPos;\n        }\n\n        // Position child window\n        if (flags & ImGuiWindowFlags_ChildWindow)\n        {\n            IM_ASSERT(parent_window && parent_window->Active);\n            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;\n            parent_window->DC.ChildWindows.push_back(window);\n            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)\n                window->Pos = parent_window->DC.CursorPos;\n        }\n\n        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);\n        if (window_pos_with_pivot)\n            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)\n        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)\n            window->Pos = FindBestWindowPosForPopup(window);\n        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)\n            window->Pos = FindBestWindowPosForPopup(window);\n        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)\n            window->Pos = FindBestWindowPosForPopup(window);\n\n        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)\n        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.\n        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();\n        ImRect viewport_rect(viewport->GetMainRect());\n        ImRect viewport_work_rect(viewport->GetWorkRect());\n        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);\n        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);\n\n        // Clamp position/size so window stays visible within its viewport or monitor\n        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.\n        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)\n            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)\n                ClampWindowRect(window, visibility_rect);\n        window->Pos = ImFloor(window->Pos);\n\n        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)\n        // Large values tend to lead to variety of artifacts and are not recommended.\n        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;\n\n        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.\n        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);\n\n        // Apply window focus (new and reactivated windows are moved to front)\n        bool want_focus = false;\n        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))\n        {\n            if (flags & ImGuiWindowFlags_Popup)\n                want_focus = true;\n            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)\n                want_focus = true;\n\n            ImGuiWindow* modal = GetTopMostPopupModal();\n            if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))\n            {\n                // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.\n                // Since window is not focused it would reappear at the same display position like the last time it was visible.\n                // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.\n                // Position window behind a modal that is not a begin-parent of this window.\n                want_focus = false;\n                if (window == window->RootWindow)\n                {\n                    ImGuiWindow* blocking_modal = FindBlockingModal(window);\n                    IM_ASSERT(blocking_modal != NULL);\n                    BringWindowToDisplayBehind(window, blocking_modal);\n                }\n            }\n        }\n\n        // [Test Engine] Register whole window in the item system\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n        if (g.TestEngineHookItems)\n        {\n            IM_ASSERT(window->IDStack.Size == 1);\n            window->IDStack.Size = 0;\n            IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID);\n            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);\n            window->IDStack.Size = 1;\n        }\n#endif\n\n        // Handle manual resize: Resize Grips, Borders, Gamepad\n        int border_held = -1;\n        ImU32 resize_grip_col[4] = {};\n        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.\n        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));\n        if (!window->Collapsed)\n            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))\n                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;\n        window->ResizeBorderHeld = (signed char)border_held;\n\n        // SCROLLBAR VISIBILITY\n\n        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).\n        if (!window->Collapsed)\n        {\n            // When reading the current size we need to read it after size constraints have been applied.\n            // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.\n            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);\n            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;\n            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;\n            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;\n            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;\n            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?\n            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));\n            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));\n            if (window->ScrollbarX && !window->ScrollbarY)\n                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);\n            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);\n        }\n\n        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)\n        // Update various regions. Variables they depends on should be set above in this function.\n        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.\n\n        // Outer rectangle\n        // Not affected by window border size. Used by:\n        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)\n        // - Begin() initial clipping rect for drawing window background and borders.\n        // - Begin() clipping whole child\n        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;\n        const ImRect outer_rect = window->Rect();\n        const ImRect title_bar_rect = window->TitleBarRect();\n        window->OuterRectClipped = outer_rect;\n        window->OuterRectClipped.ClipWith(host_rect);\n\n        // Inner rectangle\n        // Not affected by window border size. Used by:\n        // - InnerClipRect\n        // - ScrollToRectEx()\n        // - NavUpdatePageUpPageDown()\n        // - Scrollbar()\n        window->InnerRect.Min.x = window->Pos.x;\n        window->InnerRect.Min.y = window->Pos.y + decoration_up_height;\n        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;\n        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;\n\n        // Inner clipping rectangle.\n        // Will extend a little bit outside the normal work region.\n        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.\n        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.\n        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.\n        // Affected by window/frame border size. Used by:\n        // - Begin() initial clip rect\n        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);\n        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));\n        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);\n        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));\n        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);\n        window->InnerClipRect.ClipWithFull(host_rect);\n\n        // Default item width. Make it proportional to window size if window manually resizes\n        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))\n            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);\n        else\n            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);\n\n        // SCROLLING\n\n        // Lock down maximum scrolling\n        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate\n        // for right/bottom aligned items without creating a scrollbar.\n        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());\n        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());\n\n        // Apply scrolling\n        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);\n\n        // DRAWING\n\n        // Setup draw list and outer clipping rectangle\n        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);\n        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);\n        PushClipRect(host_rect.Min, host_rect.Max, false);\n\n        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)\n        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.\n        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)\n        {\n            bool render_decorations_in_parent = false;\n            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)\n            {\n                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)\n                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs\n                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;\n                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;\n                bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;\n                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)\n                    render_decorations_in_parent = true;\n            }\n            if (render_decorations_in_parent)\n                window->DrawList = parent_window->DrawList;\n\n            // Handle title bar, scrollbar, resize grips and resize borders\n            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;\n            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);\n            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);\n\n            if (render_decorations_in_parent)\n                window->DrawList = &window->DrawListInst;\n        }\n\n        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)\n\n        // Work rectangle.\n        // Affected by window padding and border size. Used by:\n        // - Columns() for right-most edge\n        // - TreeNode(), CollapsingHeader() for right-most edge\n        // - BeginTabBar() for right-most edge\n        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);\n        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);\n        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));\n        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));\n        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));\n        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));\n        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;\n        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;\n        window->ParentWorkRect = window->WorkRect;\n\n        // [LEGACY] Content Region\n        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.\n        // Used by:\n        // - Mouse wheel scrolling + many other things\n        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;\n        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;\n        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));\n        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));\n\n        // Setup drawing context\n        // (NB: That term \"drawing context / DC\" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)\n        window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;\n        window->DC.GroupOffset.x = 0.0f;\n        window->DC.ColumnsOffset.x = 0.0f;\n\n        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.\n        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.\n        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x;\n        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height;\n        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);\n        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));\n        window->DC.CursorPos = window->DC.CursorStartPos;\n        window->DC.CursorPosPrevLine = window->DC.CursorPos;\n        window->DC.CursorMaxPos = window->DC.CursorStartPos;\n        window->DC.IdealMaxPos = window->DC.CursorStartPos;\n        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);\n        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;\n\n        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;\n        window->DC.NavLayersActiveMaskNext = 0x00;\n        window->DC.NavHideHighlightOneFrame = false;\n        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);\n\n        window->DC.MenuBarAppending = false;\n        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);\n        window->DC.TreeDepth = 0;\n        window->DC.TreeJumpToParentOnPopMask = 0x00;\n        window->DC.ChildWindows.resize(0);\n        window->DC.StateStorage = &window->StateStorage;\n        window->DC.CurrentColumns = NULL;\n        window->DC.LayoutType = ImGuiLayoutType_Vertical;\n        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;\n\n        window->DC.ItemWidth = window->ItemWidthDefault;\n        window->DC.TextWrapPos = -1.0f; // disabled\n        window->DC.ItemWidthStack.resize(0);\n        window->DC.TextWrapPosStack.resize(0);\n\n        if (window->AutoFitFramesX > 0)\n            window->AutoFitFramesX--;\n        if (window->AutoFitFramesY > 0)\n            window->AutoFitFramesY--;\n\n        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)\n        if (want_focus)\n        {\n            FocusWindow(window);\n            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls\n        }\n\n        // Title bar\n        if (!(flags & ImGuiWindowFlags_NoTitleBar))\n            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);\n\n        // Clear hit test shape every frame\n        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;\n\n        // Pressing CTRL+C while holding on a window copy its content to the clipboard\n        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.\n        // Maybe we can support CTRL+C on every element?\n        /*\n        //if (g.NavWindow == window && g.ActiveId == 0)\n        if (g.ActiveId == window->MoveId)\n            if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))\n                LogToClipboard();\n        */\n\n        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().\n        // This is useful to allow creating context menus on title bar only, etc.\n        SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);\n\n        // [Test Engine] Register title bar / tab\n        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))\n            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);\n    }\n    else\n    {\n        // Append\n        SetCurrentWindow(window);\n    }\n\n    // Pull/inherit current state\n    window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID(\"#FOCUSSCOPE\"); // Inherit from parent only // -V595\n\n    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);\n\n    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default \"Debug\" window is unused)\n    window->WriteAccessed = false;\n    window->BeginCount++;\n    g.NextWindowData.ClearFlags();\n\n    // Update visibility\n    if (first_begin_of_the_frame)\n    {\n        if (flags & ImGuiWindowFlags_ChildWindow)\n        {\n            // Child window can be out of sight and have \"negative\" clip windows.\n            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).\n            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);\n            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??\n            {\n                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);\n                if (!g.LogEnabled && !nav_request)\n                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)\n                        window->HiddenFramesCanSkipItems = 1;\n            }\n\n            // Hide along with parent or if parent is collapsed\n            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))\n                window->HiddenFramesCanSkipItems = 1;\n            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))\n                window->HiddenFramesCannotSkipItems = 1;\n        }\n\n        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)\n        if (style.Alpha <= 0.0f)\n            window->HiddenFramesCanSkipItems = 1;\n\n        // Update the Hidden flag\n        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);\n        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);\n\n        // Disable inputs for requested number of frames\n        if (window->DisableInputsFrames > 0)\n        {\n            window->DisableInputsFrames--;\n            window->Flags |= ImGuiWindowFlags_NoInputs;\n        }\n\n        // Update the SkipItems flag, used to early out of all items functions (no layout required)\n        bool skip_items = false;\n        if (window->Collapsed || !window->Active || hidden_regular)\n            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)\n                skip_items = true;\n        window->SkipItems = skip_items;\n    }\n\n    return !window->SkipItems;\n}\n\nvoid ImGui::End()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Error checking: verify that user hasn't called End() too many times!\n    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)\n    {\n        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, \"Calling End() too many times!\");\n        return;\n    }\n    IM_ASSERT(g.CurrentWindowStack.Size > 0);\n\n    // Error checking: verify that user doesn't directly call End() on a child window.\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        IM_ASSERT_USER_ERROR(g.WithinEndChild, \"Must call EndChild() and not End()!\");\n\n    // Close anything that is open\n    if (window->DC.CurrentColumns)\n        EndColumns();\n    PopClipRect();   // Inner window clip rectangle\n\n    // Stop logging\n    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging\n        LogFinish();\n\n    // Pop from window stack\n    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;\n    if (window->Flags & ImGuiWindowFlags_ChildMenu)\n        g.BeginMenuCount--;\n    if (window->Flags & ImGuiWindowFlags_Popup)\n        g.BeginPopupStack.pop_back();\n    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();\n    g.CurrentWindowStack.pop_back();\n    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);\n}\n\nvoid ImGui::BringWindowToFocusFront(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(window == window->RootWindow);\n\n    const int cur_order = window->FocusOrder;\n    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);\n    if (g.WindowsFocusOrder.back() == window)\n        return;\n\n    const int new_order = g.WindowsFocusOrder.Size - 1;\n    for (int n = cur_order; n < new_order; n++)\n    {\n        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];\n        g.WindowsFocusOrder[n]->FocusOrder--;\n        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);\n    }\n    g.WindowsFocusOrder[new_order] = window;\n    window->FocusOrder = (short)new_order;\n}\n\nvoid ImGui::BringWindowToDisplayFront(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* current_front_window = g.Windows.back();\n    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)\n        return;\n    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window\n        if (g.Windows[i] == window)\n        {\n            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));\n            g.Windows[g.Windows.Size - 1] = window;\n            break;\n        }\n}\n\nvoid ImGui::BringWindowToDisplayBack(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.Windows[0] == window)\n        return;\n    for (int i = 0; i < g.Windows.Size; i++)\n        if (g.Windows[i] == window)\n        {\n            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));\n            g.Windows[0] = window;\n            break;\n        }\n}\n\nvoid ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)\n{\n    IM_ASSERT(window != NULL && behind_window != NULL);\n    ImGuiContext& g = *GImGui;\n    window = window->RootWindow;\n    behind_window = behind_window->RootWindow;\n    int pos_wnd = FindWindowDisplayIndex(window);\n    int pos_beh = FindWindowDisplayIndex(behind_window);\n    if (pos_wnd < pos_beh)\n    {\n        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);\n        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);\n        g.Windows[pos_beh - 1] = window;\n    }\n    else\n    {\n        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);\n        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);\n        g.Windows[pos_beh] = window;\n    }\n}\n\nint ImGui::FindWindowDisplayIndex(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    return g.Windows.index_from_ptr(g.Windows.find(window));\n}\n\n// Moving window to front of display and set focus (which happens to be back of our sorted list)\nvoid ImGui::FocusWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    if (g.NavWindow != window)\n    {\n        g.NavWindow = window;\n        if (window && g.NavDisableMouseHover)\n            g.NavMousePosDirty = true;\n        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId\n        g.NavFocusScopeId = 0;\n        g.NavIdIsAlive = false;\n        g.NavLayer = ImGuiNavLayer_Main;\n        g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;\n        NavUpdateAnyRequestFlag();\n        //IMGUI_DEBUG_LOG(\"FocusWindow(\\\"%s\\\")\\n\", window ? window->Name : NULL);\n    }\n\n    // Close popups if any\n    ClosePopupsOverWindow(window, false);\n\n    // Move the root window to the top of the pile\n    IM_ASSERT(window == NULL || window->RootWindow != NULL);\n    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop\n    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;\n\n    // Steal active widgets. Some of the cases it triggers includes:\n    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.\n    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)\n    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)\n        if (!g.ActiveIdNoClearOnFocusLoss)\n            ClearActiveID();\n\n    // Passing NULL allow to disable keyboard focus\n    if (!window)\n        return;\n\n    // Bring to front\n    BringWindowToFocusFront(focus_front_window);\n    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)\n        BringWindowToDisplayFront(display_front_window);\n}\n\nvoid ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)\n{\n    ImGuiContext& g = *GImGui;\n    int start_idx = g.WindowsFocusOrder.Size - 1;\n    if (under_this_window != NULL)\n    {\n        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)\n        int offset = -1;\n        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)\n        {\n            under_this_window = under_this_window->ParentWindow;\n            offset = 0;\n        }\n        start_idx = FindWindowFocusIndex(under_this_window) + offset;\n    }\n    for (int i = start_idx; i >= 0; i--)\n    {\n        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.\n        ImGuiWindow* window = g.WindowsFocusOrder[i];\n        IM_ASSERT(window == window->RootWindow);\n        if (window != ignore_window && window->WasActive)\n            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))\n            {\n                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);\n                FocusWindow(focus_window);\n                return;\n            }\n    }\n    FocusWindow(NULL);\n}\n\n// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.\nvoid ImGui::SetCurrentFont(ImFont* font)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?\n    IM_ASSERT(font->Scale > 0.0f);\n    g.Font = font;\n    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);\n    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;\n\n    ImFontAtlas* atlas = g.Font->ContainerAtlas;\n    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;\n    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;\n    g.DrawListSharedData.Font = g.Font;\n    g.DrawListSharedData.FontSize = g.FontSize;\n}\n\nvoid ImGui::PushFont(ImFont* font)\n{\n    ImGuiContext& g = *GImGui;\n    if (!font)\n        font = GetDefaultFont();\n    SetCurrentFont(font);\n    g.FontStack.push_back(font);\n    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);\n}\n\nvoid  ImGui::PopFont()\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow->DrawList->PopTextureID();\n    g.FontStack.pop_back();\n    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());\n}\n\nvoid ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiItemFlags item_flags = g.CurrentItemFlags;\n    IM_ASSERT(item_flags == g.ItemFlagsStack.back());\n    if (enabled)\n        item_flags |= option;\n    else\n        item_flags &= ~option;\n    g.CurrentItemFlags = item_flags;\n    g.ItemFlagsStack.push_back(item_flags);\n}\n\nvoid ImGui::PopItemFlag()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.\n    g.ItemFlagsStack.pop_back();\n    g.CurrentItemFlags = g.ItemFlagsStack.back();\n}\n\n// BeginDisabled()/EndDisabled()\n// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)\n// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.\n// - Feedback welcome at https://github.com/ocornut/imgui/issues/211\n// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.\n// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()\nvoid ImGui::BeginDisabled(bool disabled)\n{\n    ImGuiContext& g = *GImGui;\n    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;\n    if (!was_disabled && disabled)\n    {\n        g.DisabledAlphaBackup = g.Style.Alpha;\n        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);\n    }\n    if (was_disabled || disabled)\n        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;\n    g.ItemFlagsStack.push_back(g.CurrentItemFlags);\n    g.DisabledStackSize++;\n}\n\nvoid ImGui::EndDisabled()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DisabledStackSize > 0);\n    g.DisabledStackSize--;\n    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;\n    //PopItemFlag();\n    g.ItemFlagsStack.pop_back();\n    g.CurrentItemFlags = g.ItemFlagsStack.back();\n    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)\n        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();\n}\n\n// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.\nvoid ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)\n{\n    PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);\n}\n\nvoid ImGui::PopAllowKeyboardFocus()\n{\n    PopItemFlag();\n}\n\nvoid ImGui::PushButtonRepeat(bool repeat)\n{\n    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);\n}\n\nvoid ImGui::PopButtonRepeat()\n{\n    PopItemFlag();\n}\n\nvoid ImGui::PushTextWrapPos(float wrap_pos_x)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);\n    window->DC.TextWrapPos = wrap_pos_x;\n}\n\nvoid ImGui::PopTextWrapPos()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();\n    window->DC.TextWrapPosStack.pop_back();\n}\n\nstatic ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)\n{\n    ImGuiWindow* last_window = NULL;\n    while (last_window != window)\n    {\n        last_window = window;\n        window = window->RootWindow;\n        if (popup_hierarchy)\n            window = window->RootWindowPopupTree;\n    }\n    return window;\n}\n\nbool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)\n{\n    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);\n    if (window_root == potential_parent)\n        return true;\n    while (window != NULL)\n    {\n        if (window == potential_parent)\n            return true;\n        if (window == window_root) // end of chain\n            return false;\n        window = window->ParentWindow;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)\n{\n    if (window->RootWindow == potential_parent)\n        return true;\n    while (window != NULL)\n    {\n        if (window == potential_parent)\n            return true;\n        window = window->ParentWindowInBeginStack;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)\n{\n    ImGuiContext& g = *GImGui;\n\n    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array\n    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);\n    if (display_layer_delta != 0)\n        return display_layer_delta > 0;\n\n    for (int i = g.Windows.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* candidate_window = g.Windows[i];\n        if (candidate_window == potential_above)\n            return true;\n        if (candidate_window == potential_below)\n            return false;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)\n{\n    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* ref_window = g.HoveredWindow;\n    ImGuiWindow* cur_window = g.CurrentWindow;\n    if (ref_window == NULL)\n        return false;\n\n    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)\n    {\n        IM_ASSERT(cur_window); // Not inside a Begin()/End()\n        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;\n        if (flags & ImGuiHoveredFlags_RootWindow)\n            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);\n\n        bool result;\n        if (flags & ImGuiHoveredFlags_ChildWindows)\n            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);\n        else\n            result = (ref_window == cur_window);\n        if (!result)\n            return false;\n    }\n\n    if (!IsWindowContentHoverable(ref_window, flags))\n        return false;\n    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))\n        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)\n            return false;\n    return true;\n}\n\nbool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* ref_window = g.NavWindow;\n    ImGuiWindow* cur_window = g.CurrentWindow;\n\n    if (ref_window == NULL)\n        return false;\n    if (flags & ImGuiFocusedFlags_AnyWindow)\n        return true;\n\n    IM_ASSERT(cur_window); // Not inside a Begin()/End()\n    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;\n    if (flags & ImGuiHoveredFlags_RootWindow)\n        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);\n\n    if (flags & ImGuiHoveredFlags_ChildWindows)\n        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);\n    else\n        return (ref_window == cur_window);\n}\n\n// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)\n// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.\n// If you want a window to never be focused, you may use the e.g. NoInputs flag.\nbool ImGui::IsWindowNavFocusable(ImGuiWindow* window)\n{\n    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);\n}\n\nfloat ImGui::GetWindowWidth()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Size.x;\n}\n\nfloat ImGui::GetWindowHeight()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Size.y;\n}\n\nImVec2 ImGui::GetWindowPos()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    return window->Pos;\n}\n\nvoid ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)\n        return;\n\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);\n\n    // Set\n    const ImVec2 old_pos = window->Pos;\n    window->Pos = ImFloor(pos);\n    ImVec2 offset = window->Pos - old_pos;\n    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor\n    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.\n    window->DC.IdealMaxPos += offset;\n    window->DC.CursorStartPos += offset;\n}\n\nvoid ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    SetWindowPos(window, pos, cond);\n}\n\nvoid ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowPos(window, pos, cond);\n}\n\nImVec2 ImGui::GetWindowSize()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Size;\n}\n\nvoid ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)\n        return;\n\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n\n    // Set\n    if (size.x > 0.0f)\n    {\n        window->AutoFitFramesX = 0;\n        window->SizeFull.x = IM_FLOOR(size.x);\n    }\n    else\n    {\n        window->AutoFitFramesX = 2;\n        window->AutoFitOnlyGrows = false;\n    }\n    if (size.y > 0.0f)\n    {\n        window->AutoFitFramesY = 0;\n        window->SizeFull.y = IM_FLOOR(size.y);\n    }\n    else\n    {\n        window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = false;\n    }\n}\n\nvoid ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)\n{\n    SetWindowSize(GImGui->CurrentWindow, size, cond);\n}\n\nvoid ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowSize(window, size, cond);\n}\n\nvoid ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)\n        return;\n    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n\n    // Set\n    window->Collapsed = collapsed;\n}\n\nvoid ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)\n{\n    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters\n    window->HitTestHoleSize = ImVec2ih(size);\n    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);\n}\n\nvoid ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);\n}\n\nbool ImGui::IsWindowCollapsed()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Collapsed;\n}\n\nbool ImGui::IsWindowAppearing()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Appearing;\n}\n\nvoid ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowCollapsed(window, collapsed, cond);\n}\n\nvoid ImGui::SetWindowFocus()\n{\n    FocusWindow(GImGui->CurrentWindow);\n}\n\nvoid ImGui::SetWindowFocus(const char* name)\n{\n    if (name)\n    {\n        if (ImGuiWindow* window = FindWindowByName(name))\n            FocusWindow(window);\n    }\n    else\n    {\n        FocusWindow(NULL);\n    }\n}\n\nvoid ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;\n    g.NextWindowData.PosVal = pos;\n    g.NextWindowData.PosPivotVal = pivot;\n    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;\n    g.NextWindowData.SizeVal = size;\n    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;\n    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);\n    g.NextWindowData.SizeCallback = custom_callback;\n    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;\n}\n\n// Content size = inner scrollable rectangle, padded with WindowPadding.\n// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.\nvoid ImGui::SetNextWindowContentSize(const ImVec2& size)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;\n    g.NextWindowData.ContentSizeVal = ImFloor(size);\n}\n\nvoid ImGui::SetNextWindowScroll(const ImVec2& scroll)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;\n    g.NextWindowData.ScrollVal = scroll;\n}\n\nvoid ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;\n    g.NextWindowData.CollapsedVal = collapsed;\n    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowFocus()\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;\n}\n\nvoid ImGui::SetNextWindowBgAlpha(float alpha)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;\n    g.NextWindowData.BgAlphaVal = alpha;\n}\n\nImDrawList* ImGui::GetWindowDrawList()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    return window->DrawList;\n}\n\nImFont* ImGui::GetFont()\n{\n    return GImGui->Font;\n}\n\nfloat ImGui::GetFontSize()\n{\n    return GImGui->FontSize;\n}\n\nImVec2 ImGui::GetFontTexUvWhitePixel()\n{\n    return GImGui->DrawListSharedData.TexUvWhitePixel;\n}\n\nvoid ImGui::SetWindowFontScale(float scale)\n{\n    IM_ASSERT(scale > 0.0f);\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->FontWindowScale = scale;\n    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();\n}\n\nvoid ImGui::ActivateItem(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.NavNextActivateId = id;\n    g.NavNextActivateFlags = ImGuiActivateFlags_None;\n}\n\nvoid ImGui::PushFocusScope(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);\n    window->DC.NavFocusScopeIdCurrent = id;\n}\n\nvoid ImGui::PopFocusScope()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?\n    window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();\n    g.FocusScopeStack.pop_back();\n}\n\nvoid ImGui::SetKeyboardFocusHere(int offset)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(offset >= -1);    // -1 is allowed but not below\n    g.NavWindow = window;\n    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;\n    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.\n    if (offset == -1)\n    {\n        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);\n    }\n    else\n    {\n        g.NavTabbingDir = 1;\n        g.NavTabbingCounter = offset + 1;\n    }\n}\n\nvoid ImGui::SetItemDefaultFocus()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!window->Appearing)\n        return;\n    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)\n        return;\n\n    g.NavInitRequest = false;\n    g.NavInitResultId = g.LastItemData.ID;\n    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);\n    NavUpdateAnyRequestFlag();\n\n    // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll)\n    if (!IsItemVisible())\n        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);\n}\n\nvoid ImGui::SetStateStorage(ImGuiStorage* tree)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    window->DC.StateStorage = tree ? tree : &window->StateStorage;\n}\n\nImGuiStorage* ImGui::GetStateStorage()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->DC.StateStorage;\n}\n\nvoid ImGui::PushID(const char* str_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(str_id);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(const char* str_id_begin, const char* str_id_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(const void* ptr_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(ptr_id);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(int int_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(int_id);\n    window->IDStack.push_back(id);\n}\n\n// Push a given id value ignoring the ID stack as a seed.\nvoid ImGui::PushOverrideID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.DebugHookIdInfo == id)\n        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);\n    window->IDStack.push_back(id);\n}\n\n// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call\n// (note that when using this pattern, TestEngine's \"Stack Tool\" will tend to not display the intermediate stack level.\n//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)\nImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)\n{\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n    KeepAliveID(id);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);\n    return id;\n}\n\nvoid ImGui::PopID()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?\n    window->IDStack.pop_back();\n}\n\nImGuiID ImGui::GetID(const char* str_id)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(str_id);\n}\n\nImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(str_id_begin, str_id_end);\n}\n\nImGuiID ImGui::GetID(const void* ptr_id)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(ptr_id);\n}\n\nbool ImGui::IsRectVisible(const ImVec2& size)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));\n}\n\nbool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] INPUTS\n//-----------------------------------------------------------------------------\n\n// Test if mouse cursor is hovering given rectangle\n// NB- Rectangle is clipped by our current clip setting\n// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)\nbool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Clip\n    ImRect rect_clipped(r_min, r_max);\n    if (clip)\n        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);\n\n    // Expand for touch input\n    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);\n    if (!rect_for_touch.Contains(g.IO.MousePos))\n        return false;\n    return true;\n}\n\nImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)\n{\n    ImGuiContext& g = *GImGui;\n    int index;\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);\n    if (IsLegacyKey(key))\n        index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native\n    else\n        index = key;\n#else\n    IM_ASSERT(IsNamedKey(key) && \"Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.\");\n    index = key - ImGuiKey_NamedKey_BEGIN;\n#endif\n    return &g.IO.KeysData[index];\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\nint ImGui::GetKeyIndex(ImGuiKey key)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(IsNamedKey(key));\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    return (int)(key_data - g.IO.KeysData);\n}\n#endif\n\n// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.\nstatic const char* const GKeyNames[] =\n{\n    \"Tab\", \"LeftArrow\", \"RightArrow\", \"UpArrow\", \"DownArrow\", \"PageUp\", \"PageDown\",\n    \"Home\", \"End\", \"Insert\", \"Delete\", \"Backspace\", \"Space\", \"Enter\", \"Escape\",\n    \"LeftCtrl\", \"LeftShift\", \"LeftAlt\", \"LeftSuper\", \"RightCtrl\", \"RightShift\", \"RightAlt\", \"RightSuper\", \"Menu\",\n    \"0\", \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\", \"H\",\n    \"I\", \"J\", \"K\", \"L\", \"M\", \"N\", \"O\", \"P\", \"Q\", \"R\", \"S\", \"T\", \"U\", \"V\", \"W\", \"X\", \"Y\", \"Z\",\n    \"F1\", \"F2\", \"F3\", \"F4\", \"F5\", \"F6\", \"F7\", \"F8\", \"F9\", \"F10\", \"F11\", \"F12\",\n    \"Apostrophe\", \"Comma\", \"Minus\", \"Period\", \"Slash\", \"Semicolon\", \"Equal\", \"LeftBracket\",\n    \"Backslash\", \"RightBracket\", \"GraveAccent\", \"CapsLock\", \"ScrollLock\", \"NumLock\", \"PrintScreen\",\n    \"Pause\", \"Keypad0\", \"Keypad1\", \"Keypad2\", \"Keypad3\", \"Keypad4\", \"Keypad5\", \"Keypad6\",\n    \"Keypad7\", \"Keypad8\", \"Keypad9\", \"KeypadDecimal\", \"KeypadDivide\", \"KeypadMultiply\",\n    \"KeypadSubtract\", \"KeypadAdd\", \"KeypadEnter\", \"KeypadEqual\",\n    \"GamepadStart\", \"GamepadBack\", \"GamepadFaceUp\", \"GamepadFaceDown\", \"GamepadFaceLeft\", \"GamepadFaceRight\",\n    \"GamepadDpadUp\", \"GamepadDpadDown\", \"GamepadDpadLeft\", \"GamepadDpadRight\",\n    \"GamepadL1\", \"GamepadR1\", \"GamepadL2\", \"GamepadR2\", \"GamepadL3\", \"GamepadR3\",\n    \"GamepadLStickUp\", \"GamepadLStickDown\", \"GamepadLStickLeft\", \"GamepadLStickRight\",\n    \"GamepadRStickUp\", \"GamepadRStickDown\", \"GamepadRStickLeft\", \"GamepadRStickRight\",\n    \"ModCtrl\", \"ModShift\", \"ModAlt\", \"ModSuper\"\n};\nIM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));\n\nconst char* ImGui::GetKeyName(ImGuiKey key)\n{\n#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && \"Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.\");\n#else\n    if (IsLegacyKey(key))\n    {\n        ImGuiIO& io = GetIO();\n        if (io.KeyMap[key] == -1)\n            return \"N/A\";\n        IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));\n        key = (ImGuiKey)io.KeyMap[key];\n    }\n#endif\n    if (key == ImGuiKey_None)\n        return \"None\";\n    if (!IsNamedKey(key))\n        return \"Unknown\";\n\n    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];\n}\n\n// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.\n// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)\nbool ImGui::IsKeyDown(ImGuiKey key)\n{\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    return key_data->Down;\n}\n\n// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)\n// t1 = current time (e.g.: g.Time)\n// An event is triggered at:\n//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N\nint ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)\n{\n    if (t1 == 0.0f)\n        return 1;\n    if (t0 >= t1)\n        return 0;\n    if (repeat_rate <= 0.0f)\n        return (t0 < repeat_delay) && (t1 >= repeat_delay);\n    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);\n    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);\n    const int count = count_t1 - count_t0;\n    return count;\n}\n\nint ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    const float t = key_data->DownDuration;\n    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);\n}\n\nbool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    const float t = key_data->DownDuration;\n    if (t == 0.0f)\n        return true;\n    if (repeat && t > g.IO.KeyRepeatDelay)\n        return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;\n    return false;\n}\n\nbool ImGui::IsKeyReleased(ImGuiKey key)\n{\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    return key_data->DownDurationPrev >= 0.0f && !key_data->Down;\n}\n\nbool ImGui::IsMouseDown(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseDown[button];\n}\n\nbool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    const float t = g.IO.MouseDownDuration[button];\n    if (t == 0.0f)\n        return true;\n    if (repeat && t > g.IO.KeyRepeatDelay)\n        return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;\n    return false;\n}\n\nbool ImGui::IsMouseReleased(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseReleased[button];\n}\n\nbool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseClickedCount[button] == 2;\n}\n\nint ImGui::GetMouseClickedCount(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseClickedCount[button];\n}\n\n// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.\n// [Internal] This doesn't test if the button is pressed\nbool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (lock_threshold < 0.0f)\n        lock_threshold = g.IO.MouseDragThreshold;\n    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;\n}\n\nbool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (!g.IO.MouseDown[button])\n        return false;\n    return IsMouseDragPastThreshold(button, lock_threshold);\n}\n\nImVec2 ImGui::GetMousePos()\n{\n    ImGuiContext& g = *GImGui;\n    return g.IO.MousePos;\n}\n\n// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!\nImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.BeginPopupStack.Size > 0)\n        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;\n    return g.IO.MousePos;\n}\n\n// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.\nbool ImGui::IsMousePosValid(const ImVec2* mouse_pos)\n{\n    // The assert is only to silence a false-positive in XCode Static Analysis.\n    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).\n    IM_ASSERT(GImGui != NULL);\n    const float MOUSE_INVALID = -256000.0f;\n    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;\n    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;\n}\n\n// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.\nbool ImGui::IsAnyMouseDown()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)\n        if (g.IO.MouseDown[n])\n            return true;\n    return false;\n}\n\n// Return the delta from the initial clicking position while the mouse button is clicked or was just released.\n// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.\n// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.\nImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (lock_threshold < 0.0f)\n        lock_threshold = g.IO.MouseDragThreshold;\n    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])\n        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)\n            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))\n                return g.IO.MousePos - g.IO.MouseClickedPos[button];\n    return ImVec2(0.0f, 0.0f);\n}\n\nvoid ImGui::ResetMouseDragDelta(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr\n    g.IO.MouseClickedPos[button] = g.IO.MousePos;\n}\n\nImGuiMouseCursor ImGui::GetMouseCursor()\n{\n    ImGuiContext& g = *GImGui;\n    return g.MouseCursor;\n}\n\nvoid ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)\n{\n    ImGuiContext& g = *GImGui;\n    g.MouseCursor = cursor_type;\n}\n\nvoid ImGui::CaptureKeyboardFromApp(bool capture)\n{\n    ImGuiContext& g = *GImGui;\n    g.WantCaptureKeyboardNextFrame = capture ? 1 : 0;\n}\n\nvoid ImGui::CaptureMouseFromApp(bool capture)\n{\n    ImGuiContext& g = *GImGui;\n    g.WantCaptureMouseNextFrame = capture ? 1 : 0;\n}\n\nstatic const char* GetInputSourceName(ImGuiInputSource source)\n{\n    const char* input_source_names[] = { \"None\", \"Mouse\", \"Keyboard\", \"Gamepad\", \"Nav\", \"Clipboard\" };\n    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);\n    return input_source_names[source];\n}\n\n/*static void DebugLogInputEvent(const char* prefix, const ImGuiInputEvent* e)\n{\n    if (e->Type == ImGuiInputEventType_MousePos)    { IMGUI_DEBUG_LOG(\"%s: MousePos (%.1f %.1f)\\n\", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }\n    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG(\"%s: MouseButton %d %s\\n\", prefix, e->MouseButton.Button, e->MouseButton.Down ? \"Down\" : \"Up\"); return; }\n    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG(\"%s: MouseWheel (%.1f %.1f)\\n\", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }\n    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG(\"%s: Key \\\"%s\\\" %s\\n\", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? \"Down\" : \"Up\"); return; }\n    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG(\"%s: Text: %c (U+%08X)\\n\", prefix, e->Text.Char, e->Text.Char); return; }\n    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG(\"%s: AppFocused %d\\n\", prefix, e->AppFocused.Focused); return; }\n}*/\n\n// Process input queue\n// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.\n// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)\n// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)\nvoid ImGui::UpdateInputEvents(bool trickle_fast_inputs)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    // Only trickle chars<>key when working with InputText()\n    // FIXME: InputText() could parse event trail?\n    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)\n    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);\n\n    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;\n    int  mouse_button_changed = 0x00;\n    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;\n\n    int event_n = 0;\n    for (; event_n < g.InputEventsQueue.Size; event_n++)\n    {\n        const ImGuiInputEvent* e = &g.InputEventsQueue[event_n];\n        if (e->Type == ImGuiInputEventType_MousePos)\n        {\n            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);\n            if (IsMousePosValid(&event_pos))\n                event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()\n            if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)\n            {\n                // Trickling Rule: Stop processing queued events if we already handled a mouse button change\n                if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))\n                    break;\n                io.MousePos = event_pos;\n                mouse_moved = true;\n            }\n        }\n        else if (e->Type == ImGuiInputEventType_MouseButton)\n        {\n            const ImGuiMouseButton button = e->MouseButton.Button;\n            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);\n            if (io.MouseDown[button] != e->MouseButton.Down)\n            {\n                // Trickling Rule: Stop processing queued events if we got multiple action on the same button\n                if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))\n                    break;\n                io.MouseDown[button] = e->MouseButton.Down;\n                mouse_button_changed |= (1 << button);\n            }\n        }\n        else if (e->Type == ImGuiInputEventType_MouseWheel)\n        {\n            if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f)\n            {\n                // Trickling Rule: Stop processing queued events if we got multiple action on the event\n                if (trickle_fast_inputs && (mouse_wheeled || mouse_button_changed != 0))\n                    break;\n                io.MouseWheelH += e->MouseWheel.WheelX;\n                io.MouseWheel += e->MouseWheel.WheelY;\n                mouse_wheeled = true;\n            }\n        }\n        else if (e->Type == ImGuiInputEventType_Key)\n        {\n            ImGuiKey key = e->Key.Key;\n            IM_ASSERT(key != ImGuiKey_None);\n            const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);\n            ImGuiKeyData* keydata = &io.KeysData[keydata_index];\n            if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)\n            {\n                // Trickling Rule: Stop processing queued events if we got multiple action on the same button\n                if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))\n                    break;\n                keydata->Down = e->Key.Down;\n                keydata->AnalogValue = e->Key.AnalogValue;\n                key_changed = true;\n                key_changed_mask.SetBit(keydata_index);\n\n                if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper)\n                {\n                    if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; }\n                    if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; }\n                    if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; }\n                    if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }\n                    io.KeyMods = GetMergedKeyModFlags();\n                }\n\n                // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n                io.KeysDown[key] = keydata->Down;\n                if (io.KeyMap[key] != -1)\n                    io.KeysDown[io.KeyMap[key]] = keydata->Down;\n#endif\n            }\n        }\n        else if (e->Type == ImGuiInputEventType_Text)\n        {\n            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with\n            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))\n                break;\n            unsigned int c = e->Text.Char;\n            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);\n            if (trickle_interleaved_keys_and_text)\n                text_inputted = true;\n        }\n        else if (e->Type == ImGuiInputEventType_Focus)\n        {\n            // We intentionally overwrite this and process lower, in order to give a chance\n            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.\n            io.AppFocusLost = !e->AppFocused.Focused;\n        }\n        else\n        {\n            IM_ASSERT(0 && \"Unknown event!\");\n        }\n    }\n\n    // Record trail (for domain-specific applications wanting to access a precise trail)\n    //if (event_n != 0) IMGUI_DEBUG_LOG(\"Processed: %d / Remaining: %d\\n\", event_n, g.InputEventsQueue.Size - event_n);\n    for (int n = 0; n < event_n; n++)\n        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);\n\n    // [DEBUG]\n    /*if (event_n != 0)\n        for (int n = 0; n < g.InputEventsQueue.Size; n++)\n            DebugLogInputEvent(n < event_n ? \"Processed\" : \"Remaining\", &g.InputEventsQueue[n]);*/\n\n    // Remaining events will be processed on the next frame\n    if (event_n == g.InputEventsQueue.Size)\n        g.InputEventsQueue.resize(0);\n    else\n        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);\n\n    // Clear buttons state when focus is lost\n    // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)\n    if (g.IO.AppFocusLost)\n    {\n        g.IO.ClearInputKeys();\n        g.IO.AppFocusLost = false;\n    }\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ERROR CHECKING\n//-----------------------------------------------------------------------------\n\n// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.\n// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit\n// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code\n// may see different structures than what imgui.cpp sees, which is problematic.\n// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.\nbool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)\n{\n    bool error = false;\n    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && \"Mismatched version string!\"); }\n    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && \"Mismatched struct layout!\"); }\n    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && \"Mismatched struct layout!\"); }\n    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && \"Mismatched struct layout!\"); }\n    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && \"Mismatched struct layout!\"); }\n    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && \"Mismatched struct layout!\"); }\n    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && \"Mismatched struct layout!\"); }\n    return !error;\n}\n\nstatic void ImGui::ErrorCheckNewFrameSanityChecks()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Check user IM_ASSERT macro\n    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!\n    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.\n    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)\n    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!\n    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!\n    if (true) IM_ASSERT(1); else IM_ASSERT(0);\n\n    // Check user data\n    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)\n    IM_ASSERT(g.Initialized);\n    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && \"Need a positive DeltaTime!\");\n    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && \"Forgot to call Render() or EndFrame() at the end of the previous frame?\");\n    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && \"Invalid DisplaySize value!\");\n    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && \"Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()\");\n    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && \"Invalid style setting!\");\n    IM_ASSERT(g.Style.CircleTessellationMaxError  > 0.0f                && \"Invalid style setting!\");\n    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && \"Invalid style setting!\"); // Allows us to avoid a few clamps in color computations\n    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && \"Invalid style setting.\");\n    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)\n        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && \"io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)\");\n\n    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)\n    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)\n        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && \"ImGuiKey_Space is not mapped, required for keyboard navigation.\");\n#endif\n\n    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.\n    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))\n        g.IO.ConfigWindowsResizeFromEdges = false;\n}\n\nstatic void ImGui::ErrorCheckEndFrameSanityChecks()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()\n    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().\n    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will\n    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.\n    // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),\n    // while still correctly asserting on mid-frame key press events.\n    const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags();\n    IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && \"Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods\");\n    IM_UNUSED(key_mod_flags);\n\n    // Recover from errors\n    //ErrorCheckEndFrameRecover();\n\n    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you\n    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).\n    if (g.CurrentWindowStack.Size != 1)\n    {\n        if (g.CurrentWindowStack.Size > 1)\n        {\n            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, \"Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?\");\n            while (g.CurrentWindowStack.Size > 1)\n                End();\n        }\n        else\n        {\n            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, \"Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?\");\n        }\n    }\n\n    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, \"Missing EndGroup call!\");\n}\n\n// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.\n// Must be called during or before EndFrame().\n// This is generally flawed as we are not necessarily End/Popping things in the right order.\n// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.\n// FIXME: Can't recover from interleaved BeginTabBar/Begin\nvoid    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)\n{\n    // PVS-Studio V1044 is \"Loop break conditions do not depend on the number of iterations\"\n    ImGuiContext& g = *GImGui;\n    while (g.CurrentWindowStack.Size > 0) //-V1044\n    {\n        ErrorCheckEndWindowRecover(log_callback, user_data);\n        ImGuiWindow* window = g.CurrentWindow;\n        if (g.CurrentWindowStack.Size == 1)\n        {\n            IM_ASSERT(window->IsFallbackWindow);\n            break;\n        }\n        IM_ASSERT(window == g.CurrentWindow);\n        if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing EndChild() for '%s'\", window->Name);\n            EndChild();\n        }\n        else\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing End() for '%s'\", window->Name);\n            End();\n        }\n    }\n}\n\n// Must be called before End()/EndChild()\nvoid    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)\n{\n    ImGuiContext& g = *GImGui;\n    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndTable() in '%s'\", g.CurrentTable->OuterWindow->Name);\n        EndTable();\n    }\n\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;\n    IM_ASSERT(window != NULL);\n    while (g.CurrentTabBar != NULL) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndTabBar() in '%s'\", window->Name);\n        EndTabBar();\n    }\n    while (window->DC.TreeDepth > 0)\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing TreePop() in '%s'\", window->Name);\n        TreePop();\n    }\n    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndGroup() in '%s'\", window->Name);\n        EndGroup();\n    }\n    while (window->IDStack.Size > 1)\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopID() in '%s'\", window->Name);\n        PopID();\n    }\n    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndDisabled() in '%s'\", window->Name);\n        EndDisabled();\n    }\n    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s\", window->Name, GetStyleColorName(g.ColorStack.back().Col));\n        PopStyleColor();\n    }\n    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopItemFlag() in '%s'\", window->Name);\n        PopItemFlag();\n    }\n    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopStyleVar() in '%s'\", window->Name);\n        PopStyleVar();\n    }\n    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopFocusScope() in '%s'\", window->Name);\n        PopFocusScope();\n    }\n}\n\n// Save current stack sizes for later compare\nvoid ImGuiStackSizes::SetToCurrentState()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    SizeOfIDStack = (short)window->IDStack.Size;\n    SizeOfColorStack = (short)g.ColorStack.Size;\n    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;\n    SizeOfFontStack = (short)g.FontStack.Size;\n    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;\n    SizeOfGroupStack = (short)g.GroupStack.Size;\n    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;\n    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;\n    SizeOfDisabledStack = (short)g.DisabledStackSize;\n}\n\n// Compare to detect usage errors\nvoid ImGuiStackSizes::CompareWithCurrentState()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_UNUSED(window);\n\n    // Window stacks\n    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)\n    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && \"PushID/PopID or TreeNode/TreePop Mismatch!\");\n\n    // Global stacks\n    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.\n    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && \"BeginGroup/EndGroup Mismatch!\");\n    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && \"BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!\");\n    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && \"BeginDisabled/EndDisabled Mismatch!\");\n    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && \"PushItemFlag/PopItemFlag Mismatch!\");\n    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && \"PushStyleColor/PopStyleColor Mismatch!\");\n    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && \"PushStyleVar/PopStyleVar Mismatch!\");\n    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && \"PushFont/PopFont Mismatch!\");\n    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && \"PushFocusScope/PopFocusScope Mismatch!\");\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] LAYOUT\n//-----------------------------------------------------------------------------\n// - ItemSize()\n// - ItemAdd()\n// - SameLine()\n// - GetCursorScreenPos()\n// - SetCursorScreenPos()\n// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()\n// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()\n// - GetCursorStartPos()\n// - Indent()\n// - Unindent()\n// - SetNextItemWidth()\n// - PushItemWidth()\n// - PushMultiItemsWidths()\n// - PopItemWidth()\n// - CalcItemWidth()\n// - CalcItemSize()\n// - GetTextLineHeight()\n// - GetTextLineHeightWithSpacing()\n// - GetFrameHeight()\n// - GetFrameHeightWithSpacing()\n// - GetContentRegionMax()\n// - GetContentRegionMaxAbs() [Internal]\n// - GetContentRegionAvail(),\n// - GetWindowContentRegionMin(), GetWindowContentRegionMax()\n// - BeginGroup()\n// - EndGroup()\n// Also see in imgui_widgets: tab bars, columns.\n//-----------------------------------------------------------------------------\n\n// Advance cursor given item size for layout.\n// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.\n// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.\nvoid ImGui::ItemSize(const ImVec2& size, float text_baseline_y)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    // We increase the height in this function to accommodate for baseline offset.\n    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,\n    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.\n    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;\n    const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);\n\n    // Always align ourselves on pixel boundaries\n    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]\n    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;\n    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line\n    window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y);        // Next line\n    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);\n    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]\n\n    window->DC.PrevLineSize.y = line_height;\n    window->DC.CurrLineSize.y = 0.0f;\n    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);\n    window->DC.CurrLineTextBaseOffset = 0.0f;\n\n    // Horizontal layout mode\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n        SameLine();\n}\n\nvoid ImGui::ItemSize(const ImRect& bb, float text_baseline_y)\n{\n    ItemSize(bb.GetSize(), text_baseline_y);\n}\n\n// Declare item bounding box for clipping and interaction.\n// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface\n// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.\nbool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Set item data\n    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)\n    g.LastItemData.ID = id;\n    g.LastItemData.Rect = bb;\n    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;\n    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;\n    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;\n\n    // Directional navigation processing\n    if (id != 0)\n    {\n        // Runs prior to clipping early-out\n        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget\n        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests\n        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of\n        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.\n        //      We could early out with \"if (is_clipped && !g.NavInitRequest) return false;\" but when we wouldn't be able\n        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).\n        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.\n        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.\n        window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);\n        if (g.NavId == id || g.NavAnyRequest)\n            if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)\n                if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))\n                    NavProcessItem();\n\n        // [DEBUG] People keep stumbling on this problem and using \"\" as identifier in the root of a window instead of \"##something\".\n        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use \"##something\".\n        // READ THE FAQ: https://dearimgui.org/faq\n        IM_ASSERT(id != window->ID && \"Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!\");\n\n        // [DEBUG] Item Picker tool, when enabling the \"extended\" version we perform the check in ItemAdd()\n#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX\n        if (id == g.DebugItemPickerBreakId)\n        {\n            IM_DEBUG_BREAK();\n            g.DebugItemPickerBreakId = 0;\n        }\n#endif\n    }\n    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (id != 0)\n        IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);\n#endif\n\n    // Clipping test\n    const bool is_clipped = IsClippedEx(bb, id);\n    if (is_clipped)\n        return false;\n    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]\n\n    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)\n    if (IsMouseHoveringRect(bb.Min, bb.Max))\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;\n    return true;\n}\n\n// Gets back to previous line and continue with horizontal layout\n//      offset_from_start_x == 0 : follow right after previous item\n//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)\n//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0\n//      spacing_w >= 0           : enforce spacing amount\nvoid ImGui::SameLine(float offset_from_start_x, float spacing_w)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    if (offset_from_start_x != 0.0f)\n    {\n        if (spacing_w < 0.0f) spacing_w = 0.0f;\n        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;\n        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;\n    }\n    else\n    {\n        if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;\n        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;\n        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;\n    }\n    window->DC.CurrLineSize = window->DC.PrevLineSize;\n    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;\n}\n\nImVec2 ImGui::GetCursorScreenPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos;\n}\n\nvoid ImGui::SetCursorScreenPos(const ImVec2& pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos = pos;\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\n}\n\n// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.\n// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.\nImVec2 ImGui::GetCursorPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos - window->Pos + window->Scroll;\n}\n\nfloat ImGui::GetCursorPosX()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;\n}\n\nfloat ImGui::GetCursorPosY()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;\n}\n\nvoid ImGui::SetCursorPos(const ImVec2& local_pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\n}\n\nvoid ImGui::SetCursorPosX(float x)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;\n    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);\n}\n\nvoid ImGui::SetCursorPosY(float y)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);\n}\n\nImVec2 ImGui::GetCursorStartPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorStartPos - window->Pos;\n}\n\nvoid ImGui::Indent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;\n}\n\nvoid ImGui::Unindent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;\n}\n\n// Affect large frame+labels widgets only.\nvoid ImGui::SetNextItemWidth(float item_width)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;\n    g.NextItemData.Width = item_width;\n}\n\n// FIXME: Remove the == 0.0f behavior?\nvoid ImGui::PushItemWidth(float item_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width\n    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);\n    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;\n}\n\nvoid ImGui::PushMultiItemsWidths(int components, float w_full)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiStyle& style = g.Style;\n    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));\n    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));\n    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width\n    window->DC.ItemWidthStack.push_back(w_item_last);\n    for (int i = 0; i < components - 2; i++)\n        window->DC.ItemWidthStack.push_back(w_item_one);\n    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;\n    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;\n}\n\nvoid ImGui::PopItemWidth()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.ItemWidth = window->DC.ItemWidthStack.back();\n    window->DC.ItemWidthStack.pop_back();\n}\n\n// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().\n// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()\nfloat ImGui::CalcItemWidth()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float w;\n    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)\n        w = g.NextItemData.Width;\n    else\n        w = window->DC.ItemWidth;\n    if (w < 0.0f)\n    {\n        float region_max_x = GetContentRegionMaxAbs().x;\n        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);\n    }\n    w = IM_FLOOR(w);\n    return w;\n}\n\n// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().\n// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.\n// Note that only CalcItemWidth() is publicly exposed.\n// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)\nImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n\n    ImVec2 region_max;\n    if (size.x < 0.0f || size.y < 0.0f)\n        region_max = GetContentRegionMaxAbs();\n\n    if (size.x == 0.0f)\n        size.x = default_w;\n    else if (size.x < 0.0f)\n        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);\n\n    if (size.y == 0.0f)\n        size.y = default_h;\n    else if (size.y < 0.0f)\n        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);\n\n    return size;\n}\n\nfloat ImGui::GetTextLineHeight()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize;\n}\n\nfloat ImGui::GetTextLineHeightWithSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.ItemSpacing.y;\n}\n\nfloat ImGui::GetFrameHeight()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f;\n}\n\nfloat ImGui::GetFrameHeightWithSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;\n}\n\n// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW \"WORK RECT\" API. Thanks for your patience!\n\n// FIXME: This is in window space (not screen space!).\nImVec2 ImGui::GetContentRegionMax()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;\n    if (window->DC.CurrentColumns || g.CurrentTable)\n        mx.x = window->WorkRect.Max.x - window->Pos.x;\n    return mx;\n}\n\n// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.\nImVec2 ImGui::GetContentRegionMaxAbs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImVec2 mx = window->ContentRegionRect.Max;\n    if (window->DC.CurrentColumns || g.CurrentTable)\n        mx.x = window->WorkRect.Max.x;\n    return mx;\n}\n\nImVec2 ImGui::GetContentRegionAvail()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return GetContentRegionMaxAbs() - window->DC.CursorPos;\n}\n\n// In window space (not screen space!)\nImVec2 ImGui::GetWindowContentRegionMin()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ContentRegionRect.Min - window->Pos;\n}\n\nImVec2 ImGui::GetWindowContentRegionMax()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ContentRegionRect.Max - window->Pos;\n}\n\n// Lock horizontal starting position + capture group bounding box into one \"item\" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)\n// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.\n// FIXME-OPT: Could we safely early out on ->SkipItems?\nvoid ImGui::BeginGroup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    g.GroupStack.resize(g.GroupStack.Size + 1);\n    ImGuiGroupData& group_data = g.GroupStack.back();\n    group_data.WindowID = window->ID;\n    group_data.BackupCursorPos = window->DC.CursorPos;\n    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;\n    group_data.BackupIndent = window->DC.Indent;\n    group_data.BackupGroupOffset = window->DC.GroupOffset;\n    group_data.BackupCurrLineSize = window->DC.CurrLineSize;\n    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;\n    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;\n    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;\n    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;\n    group_data.EmitItem = true;\n\n    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;\n    window->DC.Indent = window->DC.GroupOffset;\n    window->DC.CursorMaxPos = window->DC.CursorPos;\n    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n    if (g.LogEnabled)\n        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return\n}\n\nvoid ImGui::EndGroup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls\n\n    ImGuiGroupData& group_data = g.GroupStack.back();\n    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?\n\n    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));\n\n    window->DC.CursorPos = group_data.BackupCursorPos;\n    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);\n    window->DC.Indent = group_data.BackupIndent;\n    window->DC.GroupOffset = group_data.BackupGroupOffset;\n    window->DC.CurrLineSize = group_data.BackupCurrLineSize;\n    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;\n    if (g.LogEnabled)\n        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return\n\n    if (!group_data.EmitItem)\n    {\n        g.GroupStack.pop_back();\n        return;\n    }\n\n    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.\n    ItemSize(group_bb.GetSize());\n    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);\n\n    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.\n    // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.\n    // Also if you grep for LastItemId you'll notice it is only used in that context.\n    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)\n    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;\n    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);\n    if (group_contains_curr_active_id)\n        g.LastItemData.ID = g.ActiveId;\n    else if (group_contains_prev_active_id)\n        g.LastItemData.ID = g.ActiveIdPreviousFrame;\n    g.LastItemData.Rect = group_bb;\n\n    // Forward Hovered flag\n    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;\n    if (group_contains_curr_hovered_id)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;\n\n    // Forward Edited flag\n    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;\n\n    // Forward Deactivated flag\n    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;\n    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;\n\n    g.GroupStack.pop_back();\n    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] SCROLLING\n//-----------------------------------------------------------------------------\n\n// Helper to snap on edges when aiming at an item very close to the edge,\n// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.\n// When we refactor the scrolling API this may be configurable with a flag?\n// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.\nstatic float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)\n{\n    if (target <= snap_min + snap_threshold)\n        return ImLerp(snap_min, target, center_ratio);\n    if (target >= snap_max - snap_threshold)\n        return ImLerp(target, snap_max, center_ratio);\n    return target;\n}\n\nstatic ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)\n{\n    ImVec2 scroll = window->Scroll;\n    if (window->ScrollTarget.x < FLT_MAX)\n    {\n        float decoration_total_width = window->ScrollbarSizes.x;\n        float center_x_ratio = window->ScrollTargetCenterRatio.x;\n        float scroll_target_x = window->ScrollTarget.x;\n        if (window->ScrollTargetEdgeSnapDist.x > 0.0f)\n        {\n            float snap_x_min = 0.0f;\n            float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width;\n            scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);\n        }\n        scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width);\n    }\n    if (window->ScrollTarget.y < FLT_MAX)\n    {\n        float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y;\n        float center_y_ratio = window->ScrollTargetCenterRatio.y;\n        float scroll_target_y = window->ScrollTarget.y;\n        if (window->ScrollTargetEdgeSnapDist.y > 0.0f)\n        {\n            float snap_y_min = 0.0f;\n            float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height;\n            scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);\n        }\n        scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height);\n    }\n    scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));\n    scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));\n    if (!window->Collapsed && !window->SkipItems)\n    {\n        scroll.x = ImMin(scroll.x, window->ScrollMax.x);\n        scroll.y = ImMin(scroll.y, window->ScrollMax.y);\n    }\n    return scroll;\n}\n\nvoid ImGui::ScrollToItem(ImGuiScrollFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ScrollToRectEx(window, g.LastItemData.NavRect, flags);\n}\n\nvoid ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)\n{\n    ScrollToRectEx(window, item_rect, flags);\n}\n\n// Scroll to keep newly navigated item fully into view\nImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));\n    //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]\n\n    // Check that only one behavior is selected per axis\n    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));\n    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));\n\n    // Defaults\n    ImGuiScrollFlags in_flags = flags;\n    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)\n        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;\n    if ((flags & ImGuiScrollFlags_MaskY_) == 0)\n        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;\n\n    const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x;\n    const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y;\n    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth();\n    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight();\n\n    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)\n    {\n        if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x)\n            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);\n        else if (item_rect.Max.x >= window_rect.Max.x)\n            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);\n    }\n    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))\n    {\n        float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x;\n        SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f);\n    }\n\n    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)\n    {\n        if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y)\n            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);\n        else if (item_rect.Max.y >= window_rect.Max.y)\n            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);\n    }\n    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))\n    {\n        float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y;\n        SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f);\n    }\n\n    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n    ImVec2 delta_scroll = next_scroll - window->Scroll;\n\n    // Also scroll parent window to keep us into view if necessary\n    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))\n    {\n        // FIXME-SCROLL: May be an option?\n        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)\n            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;\n        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)\n            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;\n        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);\n    }\n\n    return delta_scroll;\n}\n\nfloat ImGui::GetScrollX()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Scroll.x;\n}\n\nfloat ImGui::GetScrollY()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Scroll.y;\n}\n\nfloat ImGui::GetScrollMaxX()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ScrollMax.x;\n}\n\nfloat ImGui::GetScrollMaxY()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ScrollMax.y;\n}\n\nvoid ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)\n{\n    window->ScrollTarget.x = scroll_x;\n    window->ScrollTargetCenterRatio.x = 0.0f;\n    window->ScrollTargetEdgeSnapDist.x = 0.0f;\n}\n\nvoid ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)\n{\n    window->ScrollTarget.y = scroll_y;\n    window->ScrollTargetCenterRatio.y = 0.0f;\n    window->ScrollTargetEdgeSnapDist.y = 0.0f;\n}\n\nvoid ImGui::SetScrollX(float scroll_x)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollX(g.CurrentWindow, scroll_x);\n}\n\nvoid ImGui::SetScrollY(float scroll_y)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollY(g.CurrentWindow, scroll_y);\n}\n\n// Note that a local position will vary depending on initial scroll value,\n// This is a little bit confusing so bear with us:\n//  - local_pos = (absolution_pos - window->Pos)\n//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,\n//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.\n//  - They mostly exists because of legacy API.\n// Following the rules above, when trying to work with scrolling code, consider that:\n//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!\n//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense\n// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size\nvoid ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)\n{\n    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);\n    window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset\n    window->ScrollTargetCenterRatio.x = center_x_ratio;\n    window->ScrollTargetEdgeSnapDist.x = 0.0f;\n}\n\nvoid ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)\n{\n    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);\n    const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect;\n    local_y -= decoration_up_height;\n    window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset\n    window->ScrollTargetCenterRatio.y = center_y_ratio;\n    window->ScrollTargetEdgeSnapDist.y = 0.0f;\n}\n\nvoid ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);\n}\n\nvoid ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);\n}\n\n// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.\nvoid ImGui::SetScrollHereX(float center_x_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);\n    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);\n    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos\n\n    // Tweak: snap on edges when aiming at an item very close to the edge\n    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);\n}\n\n// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.\nvoid ImGui::SetScrollHereY(float center_y_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);\n    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);\n    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos\n\n    // Tweak: snap on edges when aiming at an item very close to the edge\n    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] TOOLTIPS\n//-----------------------------------------------------------------------------\n\nvoid ImGui::BeginTooltip()\n{\n    BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);\n}\n\nvoid ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    if (g.DragDropWithinSource || g.DragDropWithinTarget)\n    {\n        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)\n        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.\n        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.\n        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;\n        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);\n        SetNextWindowPos(tooltip_pos);\n        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);\n        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(\n        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;\n    }\n\n    char window_name[16];\n    ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip_%02d\", g.TooltipOverrideCount);\n    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)\n        if (ImGuiWindow* window = FindWindowByName(window_name))\n            if (window->Active)\n            {\n                // Hide previous tooltip from being displayed. We can't easily \"reset\" the content of a window so we create a new one.\n                window->Hidden = true;\n                window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?\n                ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip_%02d\", ++g.TooltipOverrideCount);\n            }\n    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;\n    Begin(window_name, NULL, flags | extra_window_flags);\n}\n\nvoid ImGui::EndTooltip()\n{\n    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls\n    End();\n}\n\nvoid ImGui::SetTooltipV(const char* fmt, va_list args)\n{\n    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);\n    TextV(fmt, args);\n    EndTooltip();\n}\n\nvoid ImGui::SetTooltip(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    SetTooltipV(fmt, args);\n    va_end(args);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] POPUPS\n//-----------------------------------------------------------------------------\n\n// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel\nbool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (popup_flags & ImGuiPopupFlags_AnyPopupId)\n    {\n        // Return true if any popup is open at the current BeginPopup() level of the popup stack\n        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.\n        IM_ASSERT(id == 0);\n        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)\n            return g.OpenPopupStack.Size > 0;\n        else\n            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;\n    }\n    else\n    {\n        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)\n        {\n            // Return true if the popup is open anywhere in the popup stack\n            for (int n = 0; n < g.OpenPopupStack.Size; n++)\n                if (g.OpenPopupStack[n].PopupId == id)\n                    return true;\n            return false;\n        }\n        else\n        {\n            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)\n            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;\n        }\n    }\n}\n\nbool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);\n    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)\n        IM_ASSERT(0 && \"Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel.\"); // But non-string version is legal and used internally\n    return IsPopupOpen(id, popup_flags);\n}\n\nImGuiWindow* ImGui::GetTopMostPopupModal()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)\n        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)\n            if (popup->Flags & ImGuiWindowFlags_Modal)\n                return popup;\n    return NULL;\n}\n\nImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)\n        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)\n            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))\n                return popup;\n    return NULL;\n}\n\nvoid ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);\n}\n\nvoid ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)\n{\n    OpenPopupEx(id, popup_flags);\n}\n\n// Mark popup as open (toggle toward open state).\n// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.\n// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).\n// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)\nvoid ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* parent_window = g.CurrentWindow;\n    const int current_stack_size = g.BeginPopupStack.Size;\n\n    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)\n        if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))\n            return;\n\n    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.\n    popup_ref.PopupId = id;\n    popup_ref.Window = NULL;\n    popup_ref.SourceWindow = g.NavWindow;\n    popup_ref.OpenFrameCount = g.FrameCount;\n    popup_ref.OpenParentId = parent_window->IDStack.back();\n    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();\n    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;\n\n    IMGUI_DEBUG_LOG_POPUP(\"OpenPopupEx(0x%08X)\\n\", id);\n    if (g.OpenPopupStack.Size < current_stack_size + 1)\n    {\n        g.OpenPopupStack.push_back(popup_ref);\n    }\n    else\n    {\n        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui\n        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing\n        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.\n        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)\n        {\n            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;\n        }\n        else\n        {\n            // Close child popups if any, then flag popup for open/reopen\n            ClosePopupToLevel(current_stack_size, false);\n            g.OpenPopupStack.push_back(popup_ref);\n        }\n\n        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().\n        // This is equivalent to what ClosePopupToLevel() does.\n        //if (g.OpenPopupStack[current_stack_size].PopupId == id)\n        //    FocusWindow(parent_window);\n    }\n}\n\n// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.\n// This function closes any popups that are over 'ref_window'.\nvoid ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size == 0)\n        return;\n\n    // Don't close our own child popup windows.\n    int popup_count_to_keep = 0;\n    if (ref_window)\n    {\n        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)\n        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)\n        {\n            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];\n            if (!popup.Window)\n                continue;\n            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);\n            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)\n                continue;\n\n            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)\n            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:\n            //     Window -> Popup1 -> Popup2 -> Popup3\n            // - Each popups may contain child windows, which is why we compare ->RootWindow!\n            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child\n            bool ref_window_is_descendent_of_popup = false;\n            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)\n                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)\n                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))\n                    {\n                        ref_window_is_descendent_of_popup = true;\n                        break;\n                    }\n            if (!ref_window_is_descendent_of_popup)\n                break;\n        }\n    }\n    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below\n    {\n        IMGUI_DEBUG_LOG_POPUP(\"ClosePopupsOverWindow(\\\"%s\\\") -> ClosePopupToLevel(%d)\\n\", ref_window->Name, popup_count_to_keep);\n        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);\n    }\n}\n\nvoid ImGui::ClosePopupsExceptModals()\n{\n    ImGuiContext& g = *GImGui;\n\n    int popup_count_to_keep;\n    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)\n    {\n        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;\n        if (!window || window->Flags & ImGuiWindowFlags_Modal)\n            break;\n    }\n    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below\n        ClosePopupToLevel(popup_count_to_keep, true);\n}\n\nvoid ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)\n{\n    ImGuiContext& g = *GImGui;\n    IMGUI_DEBUG_LOG_POPUP(\"ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\\n\", remaining, restore_focus_to_window_under_popup);\n    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);\n\n    // Trim open popup stack\n    ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;\n    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;\n    g.OpenPopupStack.resize(remaining);\n\n    if (restore_focus_to_window_under_popup)\n    {\n        if (focus_window && !focus_window->WasActive && popup_window)\n        {\n            // Fallback\n            FocusTopMostWindowUnderOne(popup_window, NULL);\n        }\n        else\n        {\n            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)\n                focus_window = NavRestoreLastChildNavWindow(focus_window);\n            FocusWindow(focus_window);\n        }\n    }\n}\n\n// Close the popup we have begin-ed into.\nvoid ImGui::CloseCurrentPopup()\n{\n    ImGuiContext& g = *GImGui;\n    int popup_idx = g.BeginPopupStack.Size - 1;\n    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)\n        return;\n\n    // Closing a menu closes its top-most parent popup (unless a modal)\n    while (popup_idx > 0)\n    {\n        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;\n        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;\n        bool close_parent = false;\n        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))\n            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))\n                close_parent = true;\n        if (!close_parent)\n            break;\n        popup_idx--;\n    }\n    IMGUI_DEBUG_LOG_POPUP(\"CloseCurrentPopup %d -> %d\\n\", g.BeginPopupStack.Size - 1, popup_idx);\n    ClosePopupToLevel(popup_idx, true);\n\n    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.\n    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.\n    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.\n    if (ImGuiWindow* window = g.NavWindow)\n        window->DC.NavHideHighlightOneFrame = true;\n}\n\n// Attention! BeginPopup() adds default flags which BeginPopupEx()!\nbool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (!IsPopupOpen(id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    char name[20];\n    if (flags & ImGuiWindowFlags_ChildMenu)\n        ImFormatString(name, IM_ARRAYSIZE(name), \"##Menu_%02d\", g.BeginMenuCount); // Recycle windows based on depth\n    else\n        ImFormatString(name, IM_ARRAYSIZE(name), \"##Popup_%08x\", id); // Not recycling, so we can close/open during the same frame\n\n    flags |= ImGuiWindowFlags_Popup;\n    bool is_open = Begin(name, NULL, flags);\n    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)\n        EndPopup();\n\n    return is_open;\n}\n\nbool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;\n    ImGuiID id = g.CurrentWindow->GetID(str_id);\n    return BeginPopupEx(id, flags);\n}\n\n// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.\n// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.\nbool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiID id = window->GetID(name);\n    if (!IsPopupOpen(id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    // Center modal windows by default for increased visibility\n    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)\n    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.\n    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)\n    {\n        const ImGuiViewport* viewport = GetMainViewport();\n        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));\n    }\n\n    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;\n    const bool is_open = Begin(name, p_open, flags);\n    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n    {\n        EndPopup();\n        if (is_open)\n            ClosePopupToLevel(g.BeginPopupStack.Size, true);\n        return false;\n    }\n    return is_open;\n}\n\nvoid ImGui::EndPopup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls\n    IM_ASSERT(g.BeginPopupStack.Size > 0);\n\n    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)\n    if (g.NavWindow == window)\n        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);\n\n    // Child-popups don't need to be laid out\n    IM_ASSERT(g.WithinEndChild == false);\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        g.WithinEndChild = true;\n    End();\n    g.WithinEndChild = false;\n}\n\n// Helper to open a popup if mouse button is released over the item\n// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()\nvoid ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n    {\n        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!\n        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)\n        OpenPopupEx(id, popup_flags);\n    }\n}\n\n// This is a helper to handle the simplest case of associating one named popup to one given widget.\n// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.\n// - To create a popup with a specific identifier, pass it in str_id.\n//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.\n//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.\n// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).\n//   This is essentially the same as:\n//       id = str_id ? GetID(str_id) : GetItemID();\n//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);\n//       return BeginPopup(id);\n//   Which is essentially the same as:\n//       id = str_id ? GetID(str_id) : GetItemID();\n//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))\n//           OpenPopup(id);\n//       return BeginPopup(id);\n//   The main difference being that this is tweaked to avoid computing the ID twice.\nbool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!\n    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n        OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\nbool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!str_id)\n        str_id = \"window_context\";\n    ImGuiID id = window->GetID(str_id);\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())\n            OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\nbool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!str_id)\n        str_id = \"void_context\";\n    ImGuiID id = window->GetID(str_id);\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))\n        if (GetTopMostPopupModal() == NULL)\n            OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\n// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)\n// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.\n// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor\n//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.\n//  this allows us to have tooltips/popups displayed out of the parent viewport.)\nImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)\n{\n    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);\n    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));\n    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));\n\n    // Combo Box policy (we want a connecting edge)\n    if (policy == ImGuiPopupPositionPolicy_ComboBox)\n    {\n        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };\n        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)\n        {\n            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];\n            if (n != -1 && dir == *last_dir) // Already tried this direction?\n                continue;\n            ImVec2 pos;\n            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)\n            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right\n            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left\n            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left\n            if (!r_outer.Contains(ImRect(pos, pos + size)))\n                continue;\n            *last_dir = dir;\n            return pos;\n        }\n    }\n\n    // Tooltip and Default popup policy\n    // (Always first try the direction we used on the last frame, if any)\n    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)\n    {\n        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };\n        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)\n        {\n            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];\n            if (n != -1 && dir == *last_dir) // Already tried this direction?\n                continue;\n\n            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);\n            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);\n\n            // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)\n            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))\n                continue;\n            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))\n                continue;\n\n            ImVec2 pos;\n            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;\n            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;\n\n            // Clamp top-left corner of popup\n            pos.x = ImMax(pos.x, r_outer.Min.x);\n            pos.y = ImMax(pos.y, r_outer.Min.y);\n\n            *last_dir = dir;\n            return pos;\n        }\n    }\n\n    // Fallback when not enough room:\n    *last_dir = ImGuiDir_None;\n\n    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.\n    if (policy == ImGuiPopupPositionPolicy_Tooltip)\n        return ref_pos + ImVec2(2, 2);\n\n    // Otherwise try to keep within display\n    ImVec2 pos = ref_pos;\n    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);\n    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);\n    return pos;\n}\n\n// Note that this is used for popups, which can overlap the non work-area of individual viewports.\nImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_UNUSED(window);\n    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();\n    ImVec2 padding = g.Style.DisplaySafeAreaPadding;\n    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));\n    return r_screen;\n}\n\nImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    ImRect r_outer = GetPopupAllowedExtentRect(window);\n    if (window->Flags & ImGuiWindowFlags_ChildMenu)\n    {\n        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.\n        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.\n        IM_ASSERT(g.CurrentWindow == window);\n        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;\n        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).\n        ImRect r_avoid;\n        if (parent_window->DC.MenuBarAppending)\n            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field\n        else\n            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);\n        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);\n    }\n    if (window->Flags & ImGuiWindowFlags_Popup)\n    {\n        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here\n    }\n    if (window->Flags & ImGuiWindowFlags_Tooltip)\n    {\n        // Position tooltip (always follows mouse)\n        float sc = g.Style.MouseCursorScale;\n        ImVec2 ref_pos = NavCalcPreferredRefPos();\n        ImRect r_avoid;\n        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))\n            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);\n        else\n            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.\n        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);\n    }\n    IM_ASSERT(0);\n    return window->Pos;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] KEYBOARD/GAMEPAD NAVIGATION\n//-----------------------------------------------------------------------------\n\n// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.\n// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified.\nvoid ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindow != NULL);\n    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);\n    g.NavId = id;\n    g.NavLayer = nav_layer;\n    g.NavFocusScopeId = focus_scope_id;\n    g.NavWindow->NavLastIds[nav_layer] = id;\n    g.NavWindow->NavRectRel[nav_layer] = rect_rel;\n}\n\nvoid ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(id != 0);\n\n    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.\n    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)\n    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;\n    if (g.NavWindow != window)\n        g.NavInitRequest = false;\n    g.NavWindow = window;\n    g.NavId = id;\n    g.NavLayer = nav_layer;\n    g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;\n    window->NavLastIds[nav_layer] = id;\n    if (g.LastItemData.ID == id)\n        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);\n\n    if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        g.NavDisableMouseHover = true;\n    else\n        g.NavDisableHighlight = true;\n}\n\nImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)\n{\n    if (ImFabs(dx) > ImFabs(dy))\n        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;\n    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;\n}\n\nstatic float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)\n{\n    if (a1 < b0)\n        return a1 - b0;\n    if (b1 < a0)\n        return a0 - b1;\n    return 0.0f;\n}\n\nstatic void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)\n{\n    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)\n    {\n        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);\n        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);\n    }\n    else // FIXME: PageUp/PageDown are leaving move_dir == None\n    {\n        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);\n        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);\n    }\n}\n\n// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057\nstatic bool ImGui::NavScoreItem(ImGuiNavItemData* result)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavLayer != window->DC.NavLayerCurrent)\n        return false;\n\n    // FIXME: Those are not good variables names\n    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle\n    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)\n    g.NavScoringDebugCount++;\n\n    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring\n    if (window->ParentWindow == g.NavWindow)\n    {\n        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);\n        if (!window->ClipRect.Overlaps(cand))\n            return false;\n        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window\n    }\n\n    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)\n    // For example, this ensure that items in one column are not reached when moving vertically from items in another column.\n    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);\n\n    // Compute distance between boxes\n    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.\n    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);\n    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items\n    if (dby != 0.0f && dbx != 0.0f)\n        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);\n    float dist_box = ImFabs(dbx) + ImFabs(dby);\n\n    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)\n    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);\n    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);\n    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)\n\n    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance\n    ImGuiDir quadrant;\n    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;\n    if (dbx != 0.0f || dby != 0.0f)\n    {\n        // For non-overlapping boxes, use distance between boxes\n        dax = dbx;\n        day = dby;\n        dist_axial = dist_box;\n        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);\n    }\n    else if (dcx != 0.0f || dcy != 0.0f)\n    {\n        // For overlapping boxes with different centers, use distance between centers\n        dax = dcx;\n        day = dcy;\n        dist_axial = dist_center;\n        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);\n    }\n    else\n    {\n        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)\n        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;\n    }\n\n#if IMGUI_DEBUG_NAV_SCORING\n    char buf[128];\n    if (IsMouseHoveringRect(cand.Min, cand.Max))\n    {\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"dbox (%.2f,%.2f->%.4f)\\ndcen (%.2f,%.2f->%.4f)\\nd (%.2f,%.2f->%.4f)\\nnav %c, quadrant %c\", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, \"WENS\"[g.NavMoveDir], \"WENS\"[quadrant]);\n        ImDrawList* draw_list = GetForegroundDrawList(window);\n        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));\n        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));\n        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));\n        draw_list->AddText(cand.Max, ~0U, buf);\n    }\n    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.\n    {\n        if (quadrant == g.NavMoveDir)\n        {\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"%.0f/%.0f\", dist_box, dist_center);\n            ImDrawList* draw_list = GetForegroundDrawList(window);\n            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));\n            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);\n        }\n    }\n#endif\n\n    // Is it in the quadrant we're interesting in moving to?\n    bool new_best = false;\n    const ImGuiDir move_dir = g.NavMoveDir;\n    if (quadrant == move_dir)\n    {\n        // Does it beat the current best candidate?\n        if (dist_box < result->DistBox)\n        {\n            result->DistBox = dist_box;\n            result->DistCenter = dist_center;\n            return true;\n        }\n        if (dist_box == result->DistBox)\n        {\n            // Try using distance between center points to break ties\n            if (dist_center < result->DistCenter)\n            {\n                result->DistCenter = dist_center;\n                new_best = true;\n            }\n            else if (dist_center == result->DistCenter)\n            {\n                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving \"later\" items\n                // (with higher index) to the right/downwards by an infinitesimal amount since we the current \"best\" button already (so it must have a lower index),\n                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.\n                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance\n                    new_best = true;\n            }\n        }\n    }\n\n    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no \"real\" matches\n    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)\n    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.\n    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.\n    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?\n    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match\n        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))\n            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))\n            {\n                result->DistAxial = dist_axial;\n                new_best = true;\n            }\n\n    return new_best;\n}\n\nstatic void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    result->Window = window;\n    result->ID = g.LastItemData.ID;\n    result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;\n    result->InFlags = g.LastItemData.InFlags;\n    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);\n}\n\n// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)\n// This is called after LastItemData is set.\nstatic void ImGui::NavProcessItem()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiID id = g.LastItemData.ID;\n    const ImRect nav_bb = g.LastItemData.NavRect;\n    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;\n\n    // Process Init Request\n    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)\n    {\n        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback\n        const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0;\n        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)\n        {\n            g.NavInitResultId = id;\n            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);\n        }\n        if (candidate_for_nav_default_focus)\n        {\n            g.NavInitRequest = false; // Found a match, clear request\n            NavUpdateAnyRequestFlag();\n        }\n    }\n\n    // Process Move Request (scoring for navigation)\n    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)\n    if (g.NavMoveScoringItems)\n    {\n        const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;\n        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;\n        if (is_tabbing)\n        {\n            if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))\n                NavProcessItemForTabbingRequest(id);\n        }\n        else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))\n        {\n            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;\n            if (!is_tabbing)\n            {\n                if (NavScoreItem(result))\n                    NavApplyItemToResult(result);\n\n                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.\n                const float VISIBLE_RATIO = 0.70f;\n                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))\n                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)\n                        if (NavScoreItem(&g.NavMoveResultLocalVisible))\n                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);\n            }\n        }\n    }\n\n    // Update window-relative bounding box of navigated item\n    if (g.NavId == id)\n    {\n        g.NavWindow = window;                                           // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.\n        g.NavLayer = window->DC.NavLayerCurrent;\n        g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;\n        g.NavIdIsAlive = true;\n        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb);    // Store item bounding box (relative to window position)\n    }\n}\n\n// Handle \"scoring\" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().\n// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!\n// - Case 1: no nav/active id:    set result to first eligible item, stop storing.\n// - Case 2: tab forward:         on ref id set counter, on counter elapse store result\n// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request\n// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing\n// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested\nvoid ImGui::NavProcessItemForTabbingRequest(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)\n    ImGuiNavItemData* result = &g.NavMoveResultLocal;\n    if (g.NavTabbingDir == +1)\n    {\n        // Tab Forward or SetKeyboardFocusHere() with >= 0\n        if (g.NavTabbingResultFirst.ID == 0)\n            NavApplyItemToResult(&g.NavTabbingResultFirst);\n        if (--g.NavTabbingCounter == 0)\n            NavMoveRequestResolveWithLastItem(result);\n        else if (g.NavId == id)\n            g.NavTabbingCounter = 1;\n    }\n    else if (g.NavTabbingDir == -1)\n    {\n        // Tab Backward\n        if (g.NavId == id)\n        {\n            if (result->ID)\n            {\n                g.NavMoveScoringItems = false;\n                NavUpdateAnyRequestFlag();\n            }\n        }\n        else\n        {\n            NavApplyItemToResult(result);\n        }\n    }\n    else if (g.NavTabbingDir == 0)\n    {\n        // Tab Init\n        if (g.NavTabbingResultFirst.ID == 0)\n            NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst);\n    }\n}\n\nbool ImGui::NavMoveRequestButNoResultYet()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;\n}\n\n// FIXME: ScoringRect is not set\nvoid ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindow != NULL);\n\n    if (move_flags & ImGuiNavMoveFlags_Tabbing)\n        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;\n\n    g.NavMoveSubmitted = g.NavMoveScoringItems = true;\n    g.NavMoveDir = move_dir;\n    g.NavMoveDirForDebug = move_dir;\n    g.NavMoveClipDir = clip_dir;\n    g.NavMoveFlags = move_flags;\n    g.NavMoveScrollFlags = scroll_flags;\n    g.NavMoveForwardToNextFrame = false;\n    g.NavMoveKeyMods = g.IO.KeyMods;\n    g.NavTabbingCounter = 0;\n    g.NavMoveResultLocal.Clear();\n    g.NavMoveResultLocalVisible.Clear();\n    g.NavMoveResultOther.Clear();\n    NavUpdateAnyRequestFlag();\n}\n\nvoid ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)\n{\n    ImGuiContext& g = *GImGui;\n    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing\n    NavApplyItemToResult(result);\n    NavUpdateAnyRequestFlag();\n}\n\nvoid ImGui::NavMoveRequestCancel()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavMoveSubmitted = g.NavMoveScoringItems = false;\n    NavUpdateAnyRequestFlag();\n}\n\n// Forward will reuse the move request again on the next frame (generally with modifications done to it)\nvoid ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavMoveForwardToNextFrame == false);\n    NavMoveRequestCancel();\n    g.NavMoveForwardToNextFrame = true;\n    g.NavMoveDir = move_dir;\n    g.NavMoveClipDir = clip_dir;\n    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;\n    g.NavMoveScrollFlags = scroll_flags;\n}\n\n// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire\n// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.\nvoid ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY\n    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test\n    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)\n        g.NavMoveFlags |= wrap_flags;\n}\n\n// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).\n// This way we could find the last focused window among our children. It would be much less confusing this way?\nstatic void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)\n{\n    ImGuiWindow* parent = nav_window;\n    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)\n        parent = parent->ParentWindow;\n    if (parent && parent != nav_window)\n        parent->NavLastChildNavWindow = nav_window;\n}\n\n// Restore the last focused child.\n// Call when we are expected to land on the Main Layer (0) after FocusWindow()\nstatic ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)\n{\n    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)\n        return window->NavLastChildNavWindow;\n    return window;\n}\n\nvoid ImGui::NavRestoreLayer(ImGuiNavLayer layer)\n{\n    ImGuiContext& g = *GImGui;\n    if (layer == ImGuiNavLayer_Main)\n        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);\n    ImGuiWindow* window = g.NavWindow;\n    if (window->NavLastIds[layer] != 0)\n    {\n        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);\n    }\n    else\n    {\n        g.NavLayer = layer;\n        NavInitWindow(window, true);\n    }\n}\n\nvoid ImGui::NavRestoreHighlightAfterMove()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavDisableHighlight = false;\n    g.NavDisableMouseHover = g.NavMousePosDirty = true;\n}\n\nstatic inline void ImGui::NavUpdateAnyRequestFlag()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);\n    if (g.NavAnyRequest)\n        IM_ASSERT(g.NavWindow != NULL);\n}\n\n// This needs to be called before we submit any widget (aka in or before Begin)\nvoid ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(window == g.NavWindow);\n\n    if (window->Flags & ImGuiWindowFlags_NoNavInputs)\n    {\n        g.NavId = g.NavFocusScopeId = 0;\n        return;\n    }\n\n    bool init_for_nav = false;\n    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)\n        init_for_nav = true;\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\\\"%s\\\", layer=%d\\n\", init_for_nav, window->Name, g.NavLayer);\n    if (init_for_nav)\n    {\n        SetNavID(0, g.NavLayer, 0, ImRect());\n        g.NavInitRequest = true;\n        g.NavInitRequestFromMove = false;\n        g.NavInitResultId = 0;\n        g.NavInitResultRectRel = ImRect();\n        NavUpdateAnyRequestFlag();\n    }\n    else\n    {\n        g.NavId = window->NavLastIds[0];\n        g.NavFocusScopeId = 0;\n    }\n}\n\nstatic ImVec2 ImGui::NavCalcPreferredRefPos()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)\n    {\n        // Mouse (we need a fallback in case the mouse becomes invalid after being used)\n        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.\n        // In theory we could move that +1.0f offset in OpenPopupEx()\n        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;\n        return ImVec2(p.x + 1.0f, p.y);\n    }\n    else\n    {\n        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item\n        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)\n        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);\n        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))\n        {\n            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n            rect_rel.Translate(window->Scroll - next_scroll);\n        }\n        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));\n        ImGuiViewport* viewport = GetMainViewport();\n        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.\n    }\n}\n\nconst char* ImGui::GetNavInputName(ImGuiNavInput n)\n{\n    static const char* names[] =\n    {\n        \"Activate\", \"Cancel\", \"Input\", \"Menu\", \"DpadLeft\", \"DpadRight\", \"DpadUp\", \"DpadDown\", \"LStickLeft\", \"LStickRight\", \"LStickUp\", \"LStickDown\",\n        \"FocusPrev\", \"FocusNext\", \"TweakSlow\", \"TweakFast\", \"KeyLeft\", \"KeyRight\", \"KeyUp\", \"KeyDown\"\n    };\n    IM_ASSERT(IM_ARRAYSIZE(names) == ImGuiNavInput_COUNT);\n    IM_ASSERT(n >= 0 && n < ImGuiNavInput_COUNT);\n    return names[n];\n}\n\nfloat ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)\n{\n    ImGuiContext& g = *GImGui;\n    if (mode == ImGuiInputReadMode_Down)\n        return g.IO.NavInputs[n];                         // Instant, read analog input (0.0f..1.0f, as provided by user)\n\n    const float t = g.IO.NavInputsDownDuration[n];\n    if (t < 0.0f && mode == ImGuiInputReadMode_Released)  // Return 1.0f when just released, no repeat, ignore analog input.\n        return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);\n    if (t < 0.0f)\n        return 0.0f;\n    if (mode == ImGuiInputReadMode_Pressed)               // Return 1.0f when just pressed, no repeat, ignore analog input.\n        return (t == 0.0f) ? 1.0f : 0.0f;\n    if (mode == ImGuiInputReadMode_Repeat)\n        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);\n    if (mode == ImGuiInputReadMode_RepeatSlow)\n        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);\n    if (mode == ImGuiInputReadMode_RepeatFast)\n        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);\n    return 0.0f;\n}\n\nImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)\n{\n    ImVec2 delta(0.0f, 0.0f);\n    if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard)\n        delta += ImVec2((float)IsKeyDown(ImGuiKey_RightArrow) - (float)IsKeyDown(ImGuiKey_LeftArrow), (float)IsKeyDown(ImGuiKey_DownArrow) - (float)IsKeyDown(ImGuiKey_UpArrow));\n    if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)\n        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode)   - GetNavInputAmount(ImGuiNavInput_KeyLeft_,   mode), GetNavInputAmount(ImGuiNavInput_KeyDown_,   mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_,   mode));\n    if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)\n        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode)   - GetNavInputAmount(ImGuiNavInput_DpadLeft,   mode), GetNavInputAmount(ImGuiNavInput_DpadDown,   mode) - GetNavInputAmount(ImGuiNavInput_DpadUp,   mode));\n    if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)\n        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));\n    if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))\n        delta *= slow_factor;\n    if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))\n        delta *= fast_factor;\n    return delta;\n}\n\nstatic void ImGui::NavUpdate()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    io.WantSetMousePos = false;\n    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG(\"NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\\n\", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : \"NULL\", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);\n\n    // Update Gamepad->Nav inputs mapping\n    // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)\n    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n    if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false)\n    {\n        for (int n = 0; n < ImGuiNavInput_COUNT; n++)\n            IM_ASSERT(io.NavInputs[n] == 0.0f && \"Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!\");\n        #define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV)  do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0)\n        NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true);\n        NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false);\n        NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false);\n        NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false);\n        NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false);\n        NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false);\n        NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false);\n        NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false);\n        NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false);\n        #undef NAV_MAP_KEY\n    }\n\n    // Update Keyboard->Nav inputs mapping\n    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n    if (nav_keyboard_active)\n    {\n        #define NAV_MAP_KEY(_KEY, _NAV_INPUT)  do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)\n        NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );\n        NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );\n        NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );\n        NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );\n        NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);\n        NAV_MAP_KEY(ImGuiKey_UpArrow,   ImGuiNavInput_KeyUp_   );\n        NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );\n        if (io.KeyCtrl)\n            io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;\n        if (io.KeyShift)\n            io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;\n        #undef NAV_MAP_KEY\n    }\n    memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));\n    for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)\n        io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;\n\n    // Process navigation init request (select first/default focus)\n    if (g.NavInitResultId != 0)\n        NavInitRequestApplyResult();\n    g.NavInitRequest = false;\n    g.NavInitRequestFromMove = false;\n    g.NavInitResultId = 0;\n    g.NavJustMovedToId = 0;\n\n    // Process navigation move request\n    if (g.NavMoveSubmitted)\n        NavMoveRequestApplyResult();\n    g.NavTabbingCounter = 0;\n    g.NavMoveSubmitted = g.NavMoveScoringItems = false;\n\n    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)\n    bool set_mouse_pos = false;\n    if (g.NavMousePosDirty && g.NavIdIsAlive)\n        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)\n            set_mouse_pos = true;\n    g.NavMousePosDirty = false;\n    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);\n\n    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0\n    if (g.NavWindow)\n        NavSaveLastChildNavWindowIntoParent(g.NavWindow);\n    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)\n        g.NavWindow->NavLastChildNavWindow = NULL;\n\n    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)\n    NavUpdateWindowing();\n\n    // Set output flags for user application\n    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);\n    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);\n\n    // Process NavCancel input (to close a popup, get back to parent, clear focus)\n    NavUpdateCancelRequest();\n\n    // Process manual activation request\n    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;\n    g.NavActivateFlags = ImGuiActivateFlags_None;\n    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))\n    {\n        bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);\n        bool input_down = IsNavInputDown(ImGuiNavInput_Input);\n        bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);\n        bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);\n        if (g.ActiveId == 0 && activate_pressed)\n        {\n            g.NavActivateId = g.NavId;\n            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;\n        }\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)\n        {\n            g.NavActivateInputId = g.NavId;\n            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;\n        }\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)\n            g.NavActivateDownId = g.NavId;\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)\n            g.NavActivatePressedId = g.NavId;\n    }\n    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))\n        g.NavDisableHighlight = true;\n    if (g.NavActivateId != 0)\n        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);\n\n    // Process programmatic activation request\n    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)\n    if (g.NavNextActivateId != 0)\n    {\n        if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)\n            g.NavActivateInputId = g.NavNextActivateId;\n        else\n            g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;\n        g.NavActivateFlags = g.NavNextActivateFlags;\n    }\n    g.NavNextActivateId = 0;\n\n    // Process move requests\n    NavUpdateCreateMoveRequest();\n    if (g.NavMoveDir == ImGuiDir_None)\n        NavUpdateCreateTabbingRequest();\n    NavUpdateAnyRequestFlag();\n    g.NavIdIsAlive = false;\n\n    // Scrolling\n    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)\n    {\n        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item\n        ImGuiWindow* window = g.NavWindow;\n        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.\n        const ImGuiDir move_dir = g.NavMoveDir;\n        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)\n        {\n            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)\n                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));\n            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)\n                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));\n        }\n\n        // *Normal* Manual scroll with NavScrollXXX keys\n        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.\n        ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);\n        if (scroll_dir.x != 0.0f && window->ScrollbarX)\n            SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));\n        if (scroll_dir.y != 0.0f)\n            SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));\n    }\n\n    // Always prioritize mouse highlight if navigation is disabled\n    if (!nav_keyboard_active && !nav_gamepad_active)\n    {\n        g.NavDisableHighlight = true;\n        g.NavDisableMouseHover = set_mouse_pos = false;\n    }\n\n    // Update mouse position if requested\n    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)\n    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))\n    {\n        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();\n        io.WantSetMousePos = true;\n        //IMGUI_DEBUG_LOG(\"SetMousePos: (%.1f,%.1f)\\n\", io.MousePos.x, io.MousePos.y);\n    }\n\n    // [DEBUG]\n    g.NavScoringDebugCount = 0;\n#if IMGUI_DEBUG_NAV_RECTS\n    if (g.NavWindow)\n    {\n        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);\n        if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]\n        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, \"%d\", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }\n    }\n#endif\n}\n\nvoid ImGui::NavInitRequestApplyResult()\n{\n    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)\n    ImGuiContext& g = *GImGui;\n    if (!g.NavWindow)\n        return;\n\n    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)\n    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \\\"%s\\\"\\n\", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);\n    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);\n    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result\n    if (g.NavInitRequestFromMove)\n        NavRestoreHighlightAfterMove();\n}\n\nvoid ImGui::NavUpdateCreateMoveRequest()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    ImGuiWindow* window = g.NavWindow;\n\n    if (g.NavMoveForwardToNextFrame && window != NULL)\n    {\n        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)\n        // (preserve most state, which were already set by the NavMoveRequestForward() function)\n        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);\n        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);\n        IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequestForward %d\\n\", g.NavMoveDir);\n    }\n    else\n    {\n        // Initiate directional inputs request\n        g.NavMoveDir = ImGuiDir_None;\n        g.NavMoveFlags = ImGuiNavMoveFlags_None;\n        g.NavMoveScrollFlags = ImGuiScrollFlags_None;\n        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))\n        {\n            const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && (IsNavInputTest(ImGuiNavInput_DpadLeft,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_,  read_mode))) { g.NavMoveDir = ImGuiDir_Left; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && (IsNavInputTest(ImGuiNavInput_DpadUp,    read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_,    read_mode))) { g.NavMoveDir = ImGuiDir_Up; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && (IsNavInputTest(ImGuiNavInput_DpadDown,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_,  read_mode))) { g.NavMoveDir = ImGuiDir_Down; }\n        }\n        g.NavMoveClipDir = g.NavMoveDir;\n        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);\n    }\n\n    // Update PageUp/PageDown/Home/End scroll\n    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?\n    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n    float scoring_rect_offset_y = 0.0f;\n    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)\n        scoring_rect_offset_y = NavUpdatePageUpPageDown();\n    if (scoring_rect_offset_y != 0.0f)\n    {\n        g.NavScoringNoClipRect = window->InnerRect;\n        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);\n    }\n\n    // [DEBUG] Always send a request\n#if IMGUI_DEBUG_NAV_SCORING\n    if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))\n        g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);\n    if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)\n    {\n        g.NavMoveDir = g.NavMoveDirForDebug;\n        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;\n    }\n#endif\n\n    // Submit\n    g.NavMoveForwardToNextFrame = false;\n    if (g.NavMoveDir != ImGuiDir_None)\n        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);\n\n    // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match)\n    if (g.NavMoveSubmitted && g.NavId == 0)\n    {\n        IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: from move, window \\\"%s\\\", layer=%d\\n\", g.NavWindow->Name, g.NavLayer);\n        g.NavInitRequest = g.NavInitRequestFromMove = true;\n        g.NavInitResultId = 0;\n        g.NavDisableHighlight = false;\n    }\n\n    // When using gamepad, we project the reference nav bounding box into window visible area.\n    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative\n    // (can't focus a visible object like we can with the mouse).\n    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))\n    {\n        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;\n        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;\n        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));\n        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))\n        {\n            IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequest: clamp NavRectRel for gamepad move\\n\");\n            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);\n            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item\n            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;\n            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;\n            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;\n            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;\n            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);\n            g.NavId = g.NavFocusScopeId = 0;\n        }\n    }\n\n    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)\n    ImRect scoring_rect;\n    if (window != NULL)\n    {\n        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);\n        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);\n        scoring_rect.TranslateY(scoring_rect_offset_y);\n        scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);\n        scoring_rect.Max.x = scoring_rect.Min.x;\n        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().\n        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]\n        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]\n    }\n    g.NavScoringRect = scoring_rect;\n    g.NavScoringNoClipRect.Add(scoring_rect);\n}\n\nvoid ImGui::NavUpdateCreateTabbingRequest()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);\n    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))\n        return;\n\n    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;\n    if (!tab_pressed)\n        return;\n\n    // Initiate tabbing request\n    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)\n    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.\n    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.\n    //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything\n    g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;\n    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;\n    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;\n    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.\n    g.NavTabbingResultFirst.Clear();\n    g.NavTabbingCounter = -1;\n}\n\n// Apply result from previous frame navigation directional move request. Always called from NavUpdate()\nvoid ImGui::NavMoveRequestApplyResult()\n{\n    ImGuiContext& g = *GImGui;\n#if IMGUI_DEBUG_NAV_SCORING\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times\n        return;\n#endif\n\n    // Select which result to use\n    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;\n\n    // Tabbing forward wrap\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)\n        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)\n            result = &g.NavTabbingResultFirst;\n\n    // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)\n    if (result == NULL)\n    {\n        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)\n            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;\n        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)\n            NavRestoreHighlightAfterMove();\n        return;\n    }\n\n    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)\n        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)\n            result = &g.NavMoveResultLocalVisible;\n\n    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.\n    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)\n        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))\n            result = &g.NavMoveResultOther;\n    IM_ASSERT(g.NavWindow && result->Window);\n\n    // Scroll to keep newly navigated item fully into view.\n    if (g.NavLayer == ImGuiNavLayer_Main)\n    {\n        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)\n        {\n            // FIXME: Should remove this\n            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;\n            SetScrollY(result->Window, scroll_target);\n        }\n        else\n        {\n            ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);\n            ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);\n        }\n    }\n\n    g.NavWindow = result->Window;\n    if (g.ActiveId != result->ID)\n        ClearActiveID();\n    if (g.NavId != result->ID)\n    {\n        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)\n        g.NavJustMovedToId = result->ID;\n        g.NavJustMovedToFocusScopeId = result->FocusScopeId;\n        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;\n    }\n\n    // Focus\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \\\"%s\\\"\\n\", result->ID, g.NavLayer, g.NavWindow->Name);\n    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);\n\n    // Tabbing: Activates Inputable or Focus non-Inputable\n    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))\n    {\n        g.NavNextActivateId = result->ID;\n        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;\n        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;\n    }\n\n    // Activate\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)\n    {\n        g.NavNextActivateId = result->ID;\n        g.NavNextActivateFlags = ImGuiActivateFlags_None;\n    }\n\n    // Enable nav highlight\n    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)\n        NavRestoreHighlightAfterMove();\n}\n\n// Process NavCancel input (to close a popup, get back to parent, clear focus)\n// FIXME: In order to support e.g. Escape to clear a selection we'll need:\n// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.\n// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept\nstatic void ImGui::NavUpdateCancelRequest()\n{\n    ImGuiContext& g = *GImGui;\n    if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))\n        return;\n\n    IMGUI_DEBUG_LOG_NAV(\"[nav] ImGuiNavInput_Cancel\\n\");\n    if (g.ActiveId != 0)\n    {\n        if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))\n            ClearActiveID();\n    }\n    else if (g.NavLayer != ImGuiNavLayer_Main)\n    {\n        // Leave the \"menu\" layer\n        NavRestoreLayer(ImGuiNavLayer_Main);\n        NavRestoreHighlightAfterMove();\n    }\n    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)\n    {\n        // Exit child window\n        ImGuiWindow* child_window = g.NavWindow;\n        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;\n        IM_ASSERT(child_window->ChildId != 0);\n        ImRect child_rect = child_window->Rect();\n        FocusWindow(parent_window);\n        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));\n        NavRestoreHighlightAfterMove();\n    }\n    else if (g.OpenPopupStack.Size > 0)\n    {\n        // Close open popup/menu\n        if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))\n            ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);\n    }\n    else\n    {\n        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were\n        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))\n            g.NavWindow->NavLastIds[0] = 0;\n        g.NavId = g.NavFocusScopeId = 0;\n    }\n}\n\n// Handle PageUp/PageDown/Home/End keys\n// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request\n// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference\n// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?\nstatic float ImGui::NavUpdatePageUpPageDown()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)\n        return 0.0f;\n\n    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp);\n    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown);\n    const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home);\n    const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End);\n    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out\n        return 0.0f;\n\n    if (g.NavLayer != ImGuiNavLayer_Main)\n        NavRestoreLayer(ImGuiNavLayer_Main);\n\n    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)\n    {\n        // Fallback manual-scroll when window has no navigable item\n        if (IsKeyPressed(ImGuiKey_PageUp, true))\n            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());\n        else if (IsKeyPressed(ImGuiKey_PageDown, true))\n            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());\n        else if (home_pressed)\n            SetScrollY(window, 0.0f);\n        else if (end_pressed)\n            SetScrollY(window, window->ScrollMax.y);\n    }\n    else\n    {\n        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];\n        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());\n        float nav_scoring_rect_offset_y = 0.0f;\n        if (IsKeyPressed(ImGuiKey_PageUp, true))\n        {\n            nav_scoring_rect_offset_y = -page_offset_y;\n            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)\n            g.NavMoveClipDir = ImGuiDir_Up;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;\n        }\n        else if (IsKeyPressed(ImGuiKey_PageDown, true))\n        {\n            nav_scoring_rect_offset_y = +page_offset_y;\n            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)\n            g.NavMoveClipDir = ImGuiDir_Down;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;\n        }\n        else if (home_pressed)\n        {\n            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y\n            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.\n            // Preserve current horizontal position if we have any.\n            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;\n            if (nav_rect_rel.IsInverted())\n                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;\n            g.NavMoveDir = ImGuiDir_Down;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;\n            // FIXME-NAV: MoveClipDir left to _None, intentional?\n        }\n        else if (end_pressed)\n        {\n            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;\n            if (nav_rect_rel.IsInverted())\n                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;\n            g.NavMoveDir = ImGuiDir_Up;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;\n            // FIXME-NAV: MoveClipDir left to _None, intentional?\n        }\n        return nav_scoring_rect_offset_y;\n    }\n    return 0.0f;\n}\n\nstatic void ImGui::NavEndFrame()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Show CTRL+TAB list window\n    if (g.NavWindowingTarget != NULL)\n        NavUpdateWindowingOverlay();\n\n    // Perform wrap-around in menus\n    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.\n    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.\n    const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;\n    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)\n        NavUpdateCreateWrappingRequest();\n}\n\nstatic void ImGui::NavUpdateCreateWrappingRequest()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n\n    bool do_forward = false;\n    ImRect bb_rel = window->NavRectRel[g.NavLayer];\n    ImGuiDir clip_dir = g.NavMoveDir;\n    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;\n    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))\n    {\n        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;\n        if (move_flags & ImGuiNavMoveFlags_WrapX)\n        {\n            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row\n            clip_dir = ImGuiDir_Up;\n        }\n        do_forward = true;\n    }\n    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))\n    {\n        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;\n        if (move_flags & ImGuiNavMoveFlags_WrapX)\n        {\n            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row\n            clip_dir = ImGuiDir_Down;\n        }\n        do_forward = true;\n    }\n    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))\n    {\n        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;\n        if (move_flags & ImGuiNavMoveFlags_WrapY)\n        {\n            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column\n            clip_dir = ImGuiDir_Left;\n        }\n        do_forward = true;\n    }\n    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))\n    {\n        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;\n        if (move_flags & ImGuiNavMoveFlags_WrapY)\n        {\n            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column\n            clip_dir = ImGuiDir_Right;\n        }\n        do_forward = true;\n    }\n    if (!do_forward)\n        return;\n    window->NavRectRel[g.NavLayer] = bb_rel;\n    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);\n}\n\nstatic int ImGui::FindWindowFocusIndex(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_UNUSED(g);\n    int order = window->FocusOrder;\n    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)\n    IM_ASSERT(g.WindowsFocusOrder[order] == window);\n    return order;\n}\n\nstatic ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)\n{\n    ImGuiContext& g = *GImGui;\n    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)\n        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))\n            return g.WindowsFocusOrder[i];\n    return NULL;\n}\n\nstatic void NavUpdateWindowingHighlightWindow(int focus_change_dir)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindowingTarget);\n    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)\n        return;\n\n    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);\n    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);\n    if (!window_target)\n        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);\n    if (window_target) // Don't reset windowing target if there's a single window in the list\n        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;\n    g.NavWindowingToggleLayer = false;\n}\n\n// Windowing management mode\n// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)\n// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)\nstatic void ImGui::NavUpdateWindowing()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    ImGuiWindow* apply_focus_window = NULL;\n    bool apply_toggle_layer = false;\n\n    ImGuiWindow* modal_window = GetTopMostPopupModal();\n    bool allow_windowing = (modal_window == NULL);\n    if (!allow_windowing)\n        g.NavWindowingTarget = NULL;\n\n    // Fade out\n    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)\n    {\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);\n        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)\n            g.NavWindowingTargetAnim = NULL;\n    }\n\n    // Start CTRL+Tab or Square+L/R window selection\n    const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);\n    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab);\n    if (start_windowing_with_gamepad || start_windowing_with_keyboard)\n        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))\n        {\n            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;\n            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;\n            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer\n            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;\n        }\n\n    // Gamepad update\n    g.NavWindowingTimer += io.DeltaTime;\n    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)\n    {\n        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));\n\n        // Select window to focus\n        const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);\n        if (focus_change_dir != 0)\n        {\n            NavUpdateWindowingHighlightWindow(focus_change_dir);\n            g.NavWindowingHighlightAlpha = 1.0f;\n        }\n\n        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)\n        if (!IsNavInputDown(ImGuiNavInput_Menu))\n        {\n            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.\n            if (g.NavWindowingToggleLayer && g.NavWindow)\n                apply_toggle_layer = true;\n            else if (!g.NavWindowingToggleLayer)\n                apply_focus_window = g.NavWindowingTarget;\n            g.NavWindowingTarget = NULL;\n        }\n    }\n\n    // Keyboard: Focus\n    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)\n    {\n        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f\n        if (IsKeyPressed(ImGuiKey_Tab, true))\n            NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);\n        if (!io.KeyCtrl)\n            apply_focus_window = g.NavWindowingTarget;\n    }\n\n    // Keyboard: Press and Release ALT to toggle menu layer\n    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.\n    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.\n\tconst bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n    if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt))\n    {\n        g.NavWindowingToggleLayer = true;\n        g.NavInputSource = ImGuiInputSource_Keyboard;\n    }\n    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)\n    {\n        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)\n        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)\n        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)\n            g.NavWindowingToggleLayer = false;\n\n        // Apply layer toggle on release\n        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.\n        if (IsKeyReleased(ImGuiKey_ModAlt) && g.NavWindowingToggleLayer)\n            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)\n                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))\n                    apply_toggle_layer = true;\n        if (!IsKeyDown(ImGuiKey_ModAlt))\n            g.NavWindowingToggleLayer = false;\n    }\n\n    // Move window\n    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))\n    {\n        ImVec2 move_delta;\n        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)\n            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);\n        if (g.NavInputSource == ImGuiInputSource_Gamepad)\n            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);\n        if (move_delta.x != 0.0f || move_delta.y != 0.0f)\n        {\n            const float NAV_MOVE_SPEED = 800.0f;\n            const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well\n            ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;\n            SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);\n            MarkIniSettingsDirty(moving_window);\n            g.NavDisableMouseHover = true;\n        }\n    }\n\n    // Apply final focus\n    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))\n    {\n        ClearActiveID();\n        NavRestoreHighlightAfterMove();\n        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);\n        ClosePopupsOverWindow(apply_focus_window, false);\n        FocusWindow(apply_focus_window);\n        if (apply_focus_window->NavLastIds[0] == 0)\n            NavInitWindow(apply_focus_window, false);\n\n        // If the window has ONLY a menu layer (no main layer), select it directly\n        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,\n        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since\n        // the target window as already been previewed once.\n        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,\n        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*\n        // won't be valid.\n        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))\n            g.NavLayer = ImGuiNavLayer_Menu;\n    }\n    if (apply_focus_window)\n        g.NavWindowingTarget = NULL;\n\n    // Apply menu/layer toggle\n    if (apply_toggle_layer && g.NavWindow)\n    {\n        ClearActiveID();\n\n        // Move to parent menu if necessary\n        ImGuiWindow* new_nav_window = g.NavWindow;\n        while (new_nav_window->ParentWindow\n            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0\n            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0\n            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)\n            new_nav_window = new_nav_window->ParentWindow;\n        if (new_nav_window != g.NavWindow)\n        {\n            ImGuiWindow* old_nav_window = g.NavWindow;\n            FocusWindow(new_nav_window);\n            new_nav_window->NavLastChildNavWindow = old_nav_window;\n        }\n\n        // Toggle layer\n        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;\n        if (new_nav_layer != g.NavLayer)\n        {\n            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)\n            if (new_nav_layer == ImGuiNavLayer_Menu)\n                g.NavWindow->NavLastIds[new_nav_layer] = 0;\n            NavRestoreLayer(new_nav_layer);\n            NavRestoreHighlightAfterMove();\n        }\n    }\n}\n\n// Window has already passed the IsWindowNavFocusable()\nstatic const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)\n{\n    if (window->Flags & ImGuiWindowFlags_Popup)\n        return \"(Popup)\";\n    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, \"##MainMenuBar\") == 0)\n        return \"(Main menu bar)\";\n    return \"(Untitled)\";\n}\n\n// Overlay displayed when using CTRL+TAB. Called by EndFrame().\nvoid ImGui::NavUpdateWindowingOverlay()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindowingTarget != NULL);\n\n    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)\n        return;\n\n    if (g.NavWindowingListWindow == NULL)\n        g.NavWindowingListWindow = FindWindowByName(\"###NavWindowingList\");\n    const ImGuiViewport* viewport = GetMainViewport();\n    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));\n    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));\n    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);\n    Begin(\"###NavWindowingList\", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);\n    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)\n    {\n        ImGuiWindow* window = g.WindowsFocusOrder[n];\n        IM_ASSERT(window != NULL); // Fix static analyzers\n        if (!IsWindowNavFocusable(window))\n            continue;\n        const char* label = window->Name;\n        if (label == FindRenderedTextEnd(label))\n            label = GetFallbackWindowNameForWindowingList(window);\n        Selectable(label, g.NavWindowingTarget == window);\n    }\n    End();\n    PopStyleVar();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] DRAG AND DROP\n//-----------------------------------------------------------------------------\n\nvoid ImGui::ClearDragDrop()\n{\n    ImGuiContext& g = *GImGui;\n    g.DragDropActive = false;\n    g.DragDropPayload.Clear();\n    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;\n    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;\n    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;\n    g.DragDropAcceptFrameCount = -1;\n\n    g.DragDropPayloadBufHeap.clear();\n    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));\n}\n\n// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()\n// If the item has an identifier:\n// - This assume/require the item to be activated (typically via ButtonBehavior).\n// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.\n// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.\n// If the item has no identifier:\n// - Currently always assume left mouse button.\nbool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // FIXME-DRAGDROP: While in the common-most \"drag from non-zero active id\" case we can tell the mouse button,\n    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).\n    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;\n\n    bool source_drag_active = false;\n    ImGuiID source_id = 0;\n    ImGuiID source_parent_id = 0;\n    if (!(flags & ImGuiDragDropFlags_SourceExtern))\n    {\n        source_id = g.LastItemData.ID;\n        if (source_id != 0)\n        {\n            // Common path: items with ID\n            if (g.ActiveId != source_id)\n                return false;\n            if (g.ActiveIdMouseButton != -1)\n                mouse_button = g.ActiveIdMouseButton;\n            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)\n                return false;\n            g.ActiveIdAllowOverlap = false;\n        }\n        else\n        {\n            // Uncommon path: items without ID\n            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)\n                return false;\n            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))\n                return false;\n\n            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:\n            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.\n            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))\n            {\n                IM_ASSERT(0);\n                return false;\n            }\n\n            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()\n            // We build a throwaway ID based on current ID stack + relative AABB of items in window.\n            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.\n            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.\n            // Rely on keeping other window->LastItemXXX fields intact.\n            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);\n            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);\n            if (is_hovered && g.IO.MouseClicked[mouse_button])\n            {\n                SetActiveID(source_id, window);\n                FocusWindow(window);\n            }\n            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.\n                g.ActiveIdAllowOverlap = is_hovered;\n        }\n        if (g.ActiveId != source_id)\n            return false;\n        source_parent_id = window->IDStack.back();\n        source_drag_active = IsMouseDragging(mouse_button);\n\n        // Disable navigation and key inputs while dragging + cancel existing request if any\n        SetActiveIdUsingNavAndKeys();\n    }\n    else\n    {\n        window = NULL;\n        source_id = ImHashStr(\"#SourceExtern\");\n        source_drag_active = true;\n    }\n\n    if (source_drag_active)\n    {\n        if (!g.DragDropActive)\n        {\n            IM_ASSERT(source_id != 0);\n            ClearDragDrop();\n            ImGuiPayload& payload = g.DragDropPayload;\n            payload.SourceId = source_id;\n            payload.SourceParentId = source_parent_id;\n            g.DragDropActive = true;\n            g.DragDropSourceFlags = flags;\n            g.DragDropMouseButton = mouse_button;\n            if (payload.SourceId == g.ActiveId)\n                g.ActiveIdNoClearOnFocusLoss = true;\n        }\n        g.DragDropSourceFrameCount = g.FrameCount;\n        g.DragDropWithinSource = true;\n\n        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n        {\n            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)\n            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.\n            BeginTooltip();\n            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))\n            {\n                ImGuiWindow* tooltip_window = g.CurrentWindow;\n                tooltip_window->Hidden = tooltip_window->SkipItems = true;\n                tooltip_window->HiddenFramesCanSkipItems = 1;\n            }\n        }\n\n        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))\n            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;\n\n        return true;\n    }\n    return false;\n}\n\nvoid ImGui::EndDragDropSource()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DragDropActive);\n    IM_ASSERT(g.DragDropWithinSource && \"Not after a BeginDragDropSource()?\");\n\n    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n        EndTooltip();\n\n    // Discard the drag if have not called SetDragDropPayload()\n    if (g.DragDropPayload.DataFrameCount == -1)\n        ClearDragDrop();\n    g.DragDropWithinSource = false;\n}\n\n// Use 'cond' to choose to submit payload on drag start or every frame\nbool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiPayload& payload = g.DragDropPayload;\n    if (cond == 0)\n        cond = ImGuiCond_Always;\n\n    IM_ASSERT(type != NULL);\n    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && \"Payload type can be at most 32 characters long\");\n    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));\n    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);\n    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()\n\n    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)\n    {\n        // Copy payload\n        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));\n        g.DragDropPayloadBufHeap.resize(0);\n        if (data_size > sizeof(g.DragDropPayloadBufLocal))\n        {\n            // Store in heap\n            g.DragDropPayloadBufHeap.resize((int)data_size);\n            payload.Data = g.DragDropPayloadBufHeap.Data;\n            memcpy(payload.Data, data, data_size);\n        }\n        else if (data_size > 0)\n        {\n            // Store locally\n            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));\n            payload.Data = g.DragDropPayloadBufLocal;\n            memcpy(payload.Data, data, data_size);\n        }\n        else\n        {\n            payload.Data = NULL;\n        }\n        payload.DataSize = (int)data_size;\n    }\n    payload.DataFrameCount = g.FrameCount;\n\n    // Return whether the payload has been accepted\n    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);\n}\n\nbool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.DragDropActive)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;\n    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)\n        return false;\n    IM_ASSERT(id != 0);\n    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))\n        return false;\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT(g.DragDropWithinTarget == false);\n    g.DragDropTargetRect = bb;\n    g.DragDropTargetId = id;\n    g.DragDropWithinTarget = true;\n    return true;\n}\n\n// We don't use BeginDragDropTargetCustom() and duplicate its code because:\n// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.\n// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.\n// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)\nbool ImGui::BeginDragDropTarget()\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.DragDropActive)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))\n        return false;\n    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;\n    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)\n        return false;\n\n    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;\n    ImGuiID id = g.LastItemData.ID;\n    if (id == 0)\n        id = window->GetIDFromRectangle(display_rect);\n    if (g.DragDropPayload.SourceId == id)\n        return false;\n\n    IM_ASSERT(g.DragDropWithinTarget == false);\n    g.DragDropTargetRect = display_rect;\n    g.DragDropTargetId = id;\n    g.DragDropWithinTarget = true;\n    return true;\n}\n\nbool ImGui::IsDragDropPayloadBeingAccepted()\n{\n    ImGuiContext& g = *GImGui;\n    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;\n}\n\nconst ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiPayload& payload = g.DragDropPayload;\n    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?\n    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?\n    if (type != NULL && !payload.IsDataType(type))\n        return NULL;\n\n    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.\n    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!\n    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);\n    ImRect r = g.DragDropTargetRect;\n    float r_surface = r.GetWidth() * r.GetHeight();\n    if (r_surface <= g.DragDropAcceptIdCurrRectSurface)\n    {\n        g.DragDropAcceptFlags = flags;\n        g.DragDropAcceptIdCurr = g.DragDropTargetId;\n        g.DragDropAcceptIdCurrRectSurface = r_surface;\n    }\n\n    // Render default drop visuals\n    // FIXME-DRAGDROP: Settle on a proper default visuals for drop target.\n    payload.Preview = was_accepted_previously;\n    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)\n    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)\n        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);\n\n    g.DragDropAcceptFrameCount = g.FrameCount;\n    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()\n    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))\n        return NULL;\n\n    return &payload;\n}\n\nconst ImGuiPayload* ImGui::GetDragDropPayload()\n{\n    ImGuiContext& g = *GImGui;\n    return g.DragDropActive ? &g.DragDropPayload : NULL;\n}\n\n// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.\nvoid ImGui::EndDragDropTarget()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DragDropActive);\n    IM_ASSERT(g.DragDropWithinTarget);\n    g.DragDropWithinTarget = false;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] LOGGING/CAPTURING\n//-----------------------------------------------------------------------------\n// All text output from the interface can be captured into tty/file/clipboard.\n// By default, tree nodes are automatically opened during logging.\n//-----------------------------------------------------------------------------\n\n// Pass text data straight to log (without being displayed)\nstatic inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)\n{\n    if (g.LogFile)\n    {\n        g.LogBuffer.Buf.resize(0);\n        g.LogBuffer.appendfv(fmt, args);\n        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);\n    }\n    else\n    {\n        g.LogBuffer.appendfv(fmt, args);\n    }\n}\n\nvoid ImGui::LogText(const char* fmt, ...)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    va_list args;\n    va_start(args, fmt);\n    LogTextV(g, fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::LogTextV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    LogTextV(g, fmt, args);\n}\n\n// Internal version that takes a position to decide on newline placement and pad items according to their depth.\n// We split text into individual lines to add current tree level padding\n// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.\nvoid ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const char* prefix = g.LogNextPrefix;\n    const char* suffix = g.LogNextSuffix;\n    g.LogNextPrefix = g.LogNextSuffix = NULL;\n\n    if (!text_end)\n        text_end = FindRenderedTextEnd(text, text_end);\n\n    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);\n    if (ref_pos)\n        g.LogLinePosY = ref_pos->y;\n    if (log_new_line)\n    {\n        LogText(IM_NEWLINE);\n        g.LogLineFirstItem = true;\n    }\n\n    if (prefix)\n        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure \"##\" are included here.\n\n    // Re-adjust padding if we have popped out of our starting depth\n    if (g.LogDepthRef > window->DC.TreeDepth)\n        g.LogDepthRef = window->DC.TreeDepth;\n    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);\n\n    const char* text_remaining = text;\n    for (;;)\n    {\n        // Split the string. Each new line (after a '\\n') is followed by indentation corresponding to the current depth of our log entry.\n        // We don't add a trailing \\n yet to allow a subsequent item on the same line to be captured.\n        const char* line_start = text_remaining;\n        const char* line_end = ImStreolRange(line_start, text_end);\n        const bool is_last_line = (line_end == text_end);\n        if (line_start != line_end || !is_last_line)\n        {\n            const int line_length = (int)(line_end - line_start);\n            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;\n            LogText(\"%*s%.*s\", indentation, \"\", line_length, line_start);\n            g.LogLineFirstItem = false;\n            if (*line_end == '\\n')\n            {\n                LogText(IM_NEWLINE);\n                g.LogLineFirstItem = true;\n            }\n        }\n        if (is_last_line)\n            break;\n        text_remaining = line_end + 1;\n    }\n\n    if (suffix)\n        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));\n}\n\n// Start logging/capturing text output\nvoid ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.LogEnabled == false);\n    IM_ASSERT(g.LogFile == NULL);\n    IM_ASSERT(g.LogBuffer.empty());\n    g.LogEnabled = true;\n    g.LogType = type;\n    g.LogNextPrefix = g.LogNextSuffix = NULL;\n    g.LogDepthRef = window->DC.TreeDepth;\n    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);\n    g.LogLinePosY = FLT_MAX;\n    g.LogLineFirstItem = true;\n}\n\n// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)\nvoid ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)\n{\n    ImGuiContext& g = *GImGui;\n    g.LogNextPrefix = prefix;\n    g.LogNextSuffix = suffix;\n}\n\nvoid ImGui::LogToTTY(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    IM_UNUSED(auto_open_depth);\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n    LogBegin(ImGuiLogType_TTY, auto_open_depth);\n    g.LogFile = stdout;\n#endif\n}\n\n// Start logging/capturing text output to given file\nvoid ImGui::LogToFile(int auto_open_depth, const char* filename)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n\n    // FIXME: We could probably open the file in text mode \"at\", however note that clipboard/buffer logging will still\n    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.\n    // By opening the file in binary mode \"ab\" we have consistent output everywhere.\n    if (!filename)\n        filename = g.IO.LogFilename;\n    if (!filename || !filename[0])\n        return;\n    ImFileHandle f = ImFileOpen(filename, \"ab\");\n    if (!f)\n    {\n        IM_ASSERT(0);\n        return;\n    }\n\n    LogBegin(ImGuiLogType_File, auto_open_depth);\n    g.LogFile = f;\n}\n\n// Start logging/capturing text output to clipboard\nvoid ImGui::LogToClipboard(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);\n}\n\nvoid ImGui::LogToBuffer(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    LogBegin(ImGuiLogType_Buffer, auto_open_depth);\n}\n\nvoid ImGui::LogFinish()\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    LogText(IM_NEWLINE);\n    switch (g.LogType)\n    {\n    case ImGuiLogType_TTY:\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n        fflush(g.LogFile);\n#endif\n        break;\n    case ImGuiLogType_File:\n        ImFileClose(g.LogFile);\n        break;\n    case ImGuiLogType_Buffer:\n        break;\n    case ImGuiLogType_Clipboard:\n        if (!g.LogBuffer.empty())\n            SetClipboardText(g.LogBuffer.begin());\n        break;\n    case ImGuiLogType_None:\n        IM_ASSERT(0);\n        break;\n    }\n\n    g.LogEnabled = false;\n    g.LogType = ImGuiLogType_None;\n    g.LogFile = NULL;\n    g.LogBuffer.clear();\n}\n\n// Helper to display logging buttons\n// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)\nvoid ImGui::LogButtons()\n{\n    ImGuiContext& g = *GImGui;\n\n    PushID(\"LogButtons\");\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n    const bool log_to_tty = Button(\"Log To TTY\"); SameLine();\n#else\n    const bool log_to_tty = false;\n#endif\n    const bool log_to_file = Button(\"Log To File\"); SameLine();\n    const bool log_to_clipboard = Button(\"Log To Clipboard\"); SameLine();\n    PushAllowKeyboardFocus(false);\n    SetNextItemWidth(80.0f);\n    SliderInt(\"Default Depth\", &g.LogDepthToExpandDefault, 0, 9, NULL);\n    PopAllowKeyboardFocus();\n    PopID();\n\n    // Start logging at the end of the function so that the buttons don't appear in the log\n    if (log_to_tty)\n        LogToTTY();\n    if (log_to_file)\n        LogToFile();\n    if (log_to_clipboard)\n        LogToClipboard();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] SETTINGS\n//-----------------------------------------------------------------------------\n// - UpdateSettings() [Internal]\n// - MarkIniSettingsDirty() [Internal]\n// - CreateNewWindowSettings() [Internal]\n// - FindWindowSettings() [Internal]\n// - FindOrCreateWindowSettings() [Internal]\n// - FindSettingsHandler() [Internal]\n// - ClearIniSettings() [Internal]\n// - LoadIniSettingsFromDisk()\n// - LoadIniSettingsFromMemory()\n// - SaveIniSettingsToDisk()\n// - SaveIniSettingsToMemory()\n// - WindowSettingsHandler_***() [Internal]\n//-----------------------------------------------------------------------------\n\n// Called by NewFrame()\nvoid ImGui::UpdateSettings()\n{\n    // Load settings on first frame (if not explicitly loaded manually before)\n    ImGuiContext& g = *GImGui;\n    if (!g.SettingsLoaded)\n    {\n        IM_ASSERT(g.SettingsWindows.empty());\n        if (g.IO.IniFilename)\n            LoadIniSettingsFromDisk(g.IO.IniFilename);\n        g.SettingsLoaded = true;\n    }\n\n    // Save settings (with a delay after the last modification, so we don't spam disk too much)\n    if (g.SettingsDirtyTimer > 0.0f)\n    {\n        g.SettingsDirtyTimer -= g.IO.DeltaTime;\n        if (g.SettingsDirtyTimer <= 0.0f)\n        {\n            if (g.IO.IniFilename != NULL)\n                SaveIniSettingsToDisk(g.IO.IniFilename);\n            else\n                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.\n            g.SettingsDirtyTimer = 0.0f;\n        }\n    }\n}\n\nvoid ImGui::MarkIniSettingsDirty()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.SettingsDirtyTimer <= 0.0f)\n        g.SettingsDirtyTimer = g.IO.IniSavingRate;\n}\n\nvoid ImGui::MarkIniSettingsDirty(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))\n        if (g.SettingsDirtyTimer <= 0.0f)\n            g.SettingsDirtyTimer = g.IO.IniSavingRate;\n}\n\nImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)\n{\n    ImGuiContext& g = *GImGui;\n\n#if !IMGUI_DEBUG_INI_SETTINGS\n    // Skip to the \"###\" marker if any. We don't skip past to match the behavior of GetID()\n    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.\n    if (const char* p = strstr(name, \"###\"))\n        name = p;\n#endif\n    const size_t name_len = strlen(name);\n\n    // Allocate chunk\n    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;\n    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);\n    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();\n    settings->ID = ImHashStr(name, name_len);\n    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator\n\n    return settings;\n}\n\nImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n        if (settings->ID == id)\n            return settings;\n    return NULL;\n}\n\nImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)\n{\n    if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))\n        return settings;\n    return CreateNewWindowSettings(name);\n}\n\nImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiID type_hash = ImHashStr(type_name);\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)\n            return &g.SettingsHandlers[handler_n];\n    return NULL;\n}\n\nvoid ImGui::ClearIniSettings()\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsIniData.clear();\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ClearAllFn)\n            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);\n}\n\nvoid ImGui::LoadIniSettingsFromDisk(const char* ini_filename)\n{\n    size_t file_data_size = 0;\n    char* file_data = (char*)ImFileLoadToMemory(ini_filename, \"rb\", &file_data_size);\n    if (!file_data)\n        return;\n    LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);\n    IM_FREE(file_data);\n}\n\n// Zero-tolerance, no error reporting, cheap .ini parsing\nvoid ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n    //IM_ASSERT(!g.WithinFrameScope && \"Cannot be called between NewFrame() and EndFrame()\");\n    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);\n\n    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).\n    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..\n    if (ini_size == 0)\n        ini_size = strlen(ini_data);\n    g.SettingsIniData.Buf.resize((int)ini_size + 1);\n    char* const buf = g.SettingsIniData.Buf.Data;\n    char* const buf_end = buf + ini_size;\n    memcpy(buf, ini_data, ini_size);\n    buf_end[0] = 0;\n\n    // Call pre-read handlers\n    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ReadInitFn)\n            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);\n\n    void* entry_data = NULL;\n    ImGuiSettingsHandler* entry_handler = NULL;\n\n    char* line_end = NULL;\n    for (char* line = buf; line < buf_end; line = line_end + 1)\n    {\n        // Skip new lines markers, then find end of the line\n        while (*line == '\\n' || *line == '\\r')\n            line++;\n        line_end = line;\n        while (line_end < buf_end && *line_end != '\\n' && *line_end != '\\r')\n            line_end++;\n        line_end[0] = 0;\n        if (line[0] == ';')\n            continue;\n        if (line[0] == '[' && line_end > line && line_end[-1] == ']')\n        {\n            // Parse \"[Type][Name]\". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.\n            line_end[-1] = 0;\n            const char* name_end = line_end - 1;\n            const char* type_start = line + 1;\n            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');\n            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;\n            if (!type_end || !name_start)\n                continue;\n            *type_end = 0; // Overwrite first ']'\n            name_start++;  // Skip second '['\n            entry_handler = FindSettingsHandler(type_start);\n            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;\n        }\n        else if (entry_handler != NULL && entry_data != NULL)\n        {\n            // Let type handler parse the line\n            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);\n        }\n    }\n    g.SettingsLoaded = true;\n\n    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)\n    memcpy(buf, ini_data, ini_size);\n\n    // Call post-read handlers\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ApplyAllFn)\n            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);\n}\n\nvoid ImGui::SaveIniSettingsToDisk(const char* ini_filename)\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsDirtyTimer = 0.0f;\n    if (!ini_filename)\n        return;\n\n    size_t ini_data_size = 0;\n    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);\n    ImFileHandle f = ImFileOpen(ini_filename, \"wt\");\n    if (!f)\n        return;\n    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);\n    ImFileClose(f);\n}\n\n// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer\nconst char* ImGui::SaveIniSettingsToMemory(size_t* out_size)\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsDirtyTimer = 0.0f;\n    g.SettingsIniData.Buf.resize(0);\n    g.SettingsIniData.Buf.push_back(0);\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n    {\n        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];\n        handler->WriteAllFn(&g, handler, &g.SettingsIniData);\n    }\n    if (out_size)\n        *out_size = (size_t)g.SettingsIniData.size();\n    return g.SettingsIniData.c_str();\n}\n\nstatic void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Windows.Size; i++)\n        g.Windows[i]->SettingsOffset = -1;\n    g.SettingsWindows.clear();\n}\n\nstatic void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)\n{\n    ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);\n    ImGuiID id = settings->ID;\n    *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry\n    settings->ID = id;\n    settings->WantApply = true;\n    return (void*)settings;\n}\n\nstatic void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)\n{\n    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;\n    int x, y;\n    int i;\n    if (sscanf(line, \"Pos=%i,%i\", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }\n    else if (sscanf(line, \"Size=%i,%i\", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }\n    else if (sscanf(line, \"Collapsed=%d\", &i) == 1)     { settings->Collapsed = (i != 0); }\n}\n\n// Apply to existing windows (if any)\nstatic void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n        if (settings->WantApply)\n        {\n            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))\n                ApplyWindowSettings(window, settings);\n            settings->WantApply = false;\n        }\n}\n\nstatic void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)\n{\n    // Gather data from windows that were active during this session\n    // (if a window wasn't opened in this session we preserve its settings)\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)\n            continue;\n\n        ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);\n        if (!settings)\n        {\n            settings = ImGui::CreateNewWindowSettings(window->Name);\n            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);\n        }\n        IM_ASSERT(settings->ID == window->ID);\n        settings->Pos = ImVec2ih(window->Pos);\n        settings->Size = ImVec2ih(window->SizeFull);\n\n        settings->Collapsed = window->Collapsed;\n    }\n\n    // Write to text buffer\n    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n    {\n        const char* settings_name = settings->GetName();\n        buf->appendf(\"[%s][%s]\\n\", handler->TypeName, settings_name);\n        buf->appendf(\"Pos=%d,%d\\n\", settings->Pos.x, settings->Pos.y);\n        buf->appendf(\"Size=%d,%d\\n\", settings->Size.x, settings->Size.y);\n        buf->appendf(\"Collapsed=%d\\n\", settings->Collapsed);\n        buf->append(\"\\n\");\n    }\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] VIEWPORTS, PLATFORM WINDOWS\n//-----------------------------------------------------------------------------\n// - GetMainViewport()\n// - UpdateViewportsNewFrame() [Internal]\n// (this section is more complete in the 'docking' branch)\n//-----------------------------------------------------------------------------\n\nImGuiViewport* ImGui::GetMainViewport()\n{\n    ImGuiContext& g = *GImGui;\n    return g.Viewports[0];\n}\n\n// Update viewports and monitor infos\nstatic void ImGui::UpdateViewportsNewFrame()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Viewports.Size == 1);\n\n    // Update main viewport with current platform position.\n    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.\n    ImGuiViewportP* main_viewport = g.Viewports[0];\n    main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;\n    main_viewport->Pos = ImVec2(0.0f, 0.0f);\n    main_viewport->Size = g.IO.DisplaySize;\n\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n\n        // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.\n        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;\n        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;\n        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);\n        viewport->UpdateWorkRect();\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] DOCKING\n//-----------------------------------------------------------------------------\n\n// (this section is filled in the 'docking' branch)\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] PLATFORM DEPENDENT HELPERS\n//-----------------------------------------------------------------------------\n\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)\n\n#ifdef _MSC_VER\n#pragma comment(lib, \"user32\")\n#pragma comment(lib, \"kernel32\")\n#endif\n\n// Win32 clipboard implementation\n// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    ImGuiContext& g = *GImGui;\n    g.ClipboardHandlerData.clear();\n    if (!::OpenClipboard(NULL))\n        return NULL;\n    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);\n    if (wbuf_handle == NULL)\n    {\n        ::CloseClipboard();\n        return NULL;\n    }\n    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))\n    {\n        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);\n        g.ClipboardHandlerData.resize(buf_len);\n        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);\n    }\n    ::GlobalUnlock(wbuf_handle);\n    ::CloseClipboard();\n    return g.ClipboardHandlerData.Data;\n}\n\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    if (!::OpenClipboard(NULL))\n        return;\n    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);\n    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));\n    if (wbuf_handle == NULL)\n    {\n        ::CloseClipboard();\n        return;\n    }\n    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);\n    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);\n    ::GlobalUnlock(wbuf_handle);\n    ::EmptyClipboard();\n    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)\n        ::GlobalFree(wbuf_handle);\n    ::CloseClipboard();\n}\n\n#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)\n\n#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file\nstatic PasteboardRef main_clipboard = 0;\n\n// OSX clipboard implementation\n// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    if (!main_clipboard)\n        PasteboardCreate(kPasteboardClipboard, &main_clipboard);\n    PasteboardClear(main_clipboard);\n    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));\n    if (cf_data)\n    {\n        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR(\"public.utf8-plain-text\"), cf_data, 0);\n        CFRelease(cf_data);\n    }\n}\n\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    if (!main_clipboard)\n        PasteboardCreate(kPasteboardClipboard, &main_clipboard);\n    PasteboardSynchronize(main_clipboard);\n\n    ItemCount item_count = 0;\n    PasteboardGetItemCount(main_clipboard, &item_count);\n    for (ItemCount i = 0; i < item_count; i++)\n    {\n        PasteboardItemID item_id = 0;\n        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);\n        CFArrayRef flavor_type_array = 0;\n        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);\n        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)\n        {\n            CFDataRef cf_data;\n            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR(\"public.utf8-plain-text\"), &cf_data) == noErr)\n            {\n                ImGuiContext& g = *GImGui;\n                g.ClipboardHandlerData.clear();\n                int length = (int)CFDataGetLength(cf_data);\n                g.ClipboardHandlerData.resize(length + 1);\n                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);\n                g.ClipboardHandlerData[length] = 0;\n                CFRelease(cf_data);\n                return g.ClipboardHandlerData.Data;\n            }\n        }\n    }\n    return NULL;\n}\n\n#else\n\n// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    ImGuiContext& g = *GImGui;\n    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();\n}\n\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    ImGuiContext& g = *GImGui;\n    g.ClipboardHandlerData.clear();\n    const char* text_end = text + strlen(text);\n    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);\n    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));\n    g.ClipboardHandlerData[(int)(text_end - text)] = 0;\n}\n\n#endif\n\n// Win32 API IME support (for Asian languages, etc.)\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)\n\n#include <imm.h>\n#ifdef _MSC_VER\n#pragma comment(lib, \"imm32\")\n#endif\n\nstatic void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)\n{\n    // Notify OS Input Method Editor of text input position\n    HWND hwnd = (HWND)viewport->PlatformHandleRaw;\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    if (hwnd == 0)\n        hwnd = (HWND)ImGui::GetIO().ImeWindowHandle;\n#endif\n    if (hwnd == 0)\n        return;\n\n    ::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);\n\n    if (HIMC himc = ::ImmGetContext(hwnd))\n    {\n        COMPOSITIONFORM composition_form = {};\n        composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;\n        composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;\n        composition_form.dwStyle = CFS_FORCE_POSITION;\n        ::ImmSetCompositionWindow(himc, &composition_form);\n        CANDIDATEFORM candidate_form = {};\n        candidate_form.dwStyle = CFS_CANDIDATEPOS;\n        candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;\n        candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;\n        ::ImmSetCandidateWindow(himc, &candidate_form);\n        ::ImmReleaseContext(hwnd, himc);\n    }\n}\n\n#else\n\nstatic void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}\n\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] METRICS/DEBUGGER WINDOW\n//-----------------------------------------------------------------------------\n// - RenderViewportThumbnail() [Internal]\n// - RenderViewportsThumbnails() [Internal]\n// - MetricsHelpMarker() [Internal]\n// - ShowMetricsWindow()\n// - DebugNodeColumns() [Internal]\n// - DebugNodeDrawList() [Internal]\n// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]\n// - DebugNodeStorage() [Internal]\n// - DebugNodeTabBar() [Internal]\n// - DebugNodeViewport() [Internal]\n// - DebugNodeWindow() [Internal]\n// - DebugNodeWindowSettings() [Internal]\n// - DebugNodeWindowsList() [Internal]\n// - DebugNodeWindowsListByBeginStackParent() [Internal]\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_METRICS_WINDOW\n\nvoid ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    ImVec2 scale = bb.GetSize() / viewport->Size;\n    ImVec2 off = bb.Min - viewport->Pos * scale;\n    float alpha_mul = 1.0f;\n    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* thumb_window = g.Windows[i];\n        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))\n            continue;\n\n        ImRect thumb_r = thumb_window->Rect();\n        ImRect title_r = thumb_window->TitleBarRect();\n        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));\n        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height\n        thumb_r.ClipWithFull(bb);\n        title_r.ClipWithFull(bb);\n        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);\n        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));\n        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));\n        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));\n        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));\n    }\n    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));\n}\n\nstatic void RenderViewportsThumbnails()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.\n    float SCALE = 1.0f / 8.0f;\n    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);\n    for (int n = 0; n < g.Viewports.Size; n++)\n        bb_full.Add(g.Viewports[n]->GetMainRect());\n    ImVec2 p = window->DC.CursorPos;\n    ImVec2 off = p - bb_full.Min * SCALE;\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);\n        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);\n    }\n    ImGui::Dummy(bb_full.GetSize() * SCALE);\n}\n\n// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.\nstatic void MetricsHelpMarker(const char* desc)\n{\n    ImGui::TextDisabled(\"(?)\");\n    if (ImGui::IsItemHovered())\n    {\n        ImGui::BeginTooltip();\n        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n        ImGui::TextUnformatted(desc);\n        ImGui::PopTextWrapPos();\n        ImGui::EndTooltip();\n    }\n}\n\n#ifndef IMGUI_DISABLE_DEMO_WINDOWS\nnamespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }\n#endif\n\nvoid ImGui::ShowMetricsWindow(bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;\n    if (cfg->ShowStackTool)\n        ShowStackToolWindow(&cfg->ShowStackTool);\n\n    if (!Begin(\"Dear ImGui Metrics/Debugger\", p_open) || GetCurrentWindow()->BeginCount > 1)\n    {\n        End();\n        return;\n    }\n\n    // Basic info\n    Text(\"Dear ImGui %s\", GetVersion());\n    Text(\"Application average %.3f ms/frame (%.1f FPS)\", 1000.0f / io.Framerate, io.Framerate);\n    Text(\"%d vertices, %d indices (%d triangles)\", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);\n    Text(\"%d visible windows, %d active allocations\", io.MetricsRenderWindows, io.MetricsActiveAllocations);\n    //SameLine(); if (SmallButton(\"GC\")) { g.GcCompactAll = true; }\n\n    Separator();\n\n    // Debugging enums\n    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type\n    const char* wrt_rects_names[WRT_Count] = { \"OuterRect\", \"OuterRectClipped\", \"InnerRect\", \"InnerClipRect\", \"WorkRect\", \"Content\", \"ContentIdeal\", \"ContentRegionRect\" };\n    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type\n    const char* trt_rects_names[TRT_Count] = { \"OuterRect\", \"InnerRect\", \"WorkRect\", \"HostClipRect\", \"InnerClipRect\", \"BackgroundClipRect\", \"ColumnsRect\", \"ColumnsWorkRect\", \"ColumnsClipRect\", \"ColumnsContentHeadersUsed\", \"ColumnsContentHeadersIdeal\", \"ColumnsContentFrozen\", \"ColumnsContentUnfrozen\" };\n    if (cfg->ShowWindowsRectsType < 0)\n        cfg->ShowWindowsRectsType = WRT_WorkRect;\n    if (cfg->ShowTablesRectsType < 0)\n        cfg->ShowTablesRectsType = TRT_WorkRect;\n\n    struct Funcs\n    {\n        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)\n        {\n            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance\n            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }\n            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }\n            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }\n            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }\n            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }\n            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }\n            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }\n            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }\n            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }\n            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate\n            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }\n            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }\n            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }\n            IM_ASSERT(0);\n            return ImRect();\n        }\n\n        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)\n        {\n            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }\n            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }\n            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }\n            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }\n            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }\n            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }\n            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }\n            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }\n            IM_ASSERT(0);\n            return ImRect();\n        }\n    };\n\n    // Tools\n    if (TreeNode(\"Tools\"))\n    {\n        // Stack Tool is your best friend!\n        Checkbox(\"Show stack tool\", &cfg->ShowStackTool);\n        SameLine();\n        MetricsHelpMarker(\"You can also call ImGui::ShowStackToolWindow() from your code.\");\n\n        Checkbox(\"Show windows begin order\", &cfg->ShowWindowsBeginOrder);\n        Checkbox(\"Show windows rectangles\", &cfg->ShowWindowsRects);\n        SameLine();\n        SetNextItemWidth(GetFontSize() * 12);\n        cfg->ShowWindowsRects |= Combo(\"##show_windows_rect_type\", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);\n        if (cfg->ShowWindowsRects && g.NavWindow != NULL)\n        {\n            BulletText(\"'%s':\", g.NavWindow->Name);\n            Indent();\n            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)\n            {\n                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);\n                Text(\"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);\n            }\n            Unindent();\n        }\n\n        Checkbox(\"Show tables rectangles\", &cfg->ShowTablesRects);\n        SameLine();\n        SetNextItemWidth(GetFontSize() * 12);\n        cfg->ShowTablesRects |= Combo(\"##show_table_rects_type\", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);\n        if (cfg->ShowTablesRects && g.NavWindow != NULL)\n        {\n            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)\n            {\n                ImGuiTable* table = g.Tables.TryGetMapData(table_n);\n                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))\n                    continue;\n\n                BulletText(\"Table 0x%08X (%d columns, in '%s')\", table->ID, table->ColumnsCount, table->OuterWindow->Name);\n                if (IsItemHovered())\n                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);\n                Indent();\n                char buf[128];\n                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)\n                {\n                    if (rect_n >= TRT_ColumnsRect)\n                    {\n                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)\n                            continue;\n                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                        {\n                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);\n                            ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);\n                            Selectable(buf);\n                            if (IsItemHovered())\n                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);\n                        }\n                    }\n                    else\n                    {\n                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);\n                        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);\n                        Selectable(buf);\n                        if (IsItemHovered())\n                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);\n                    }\n                }\n                Unindent();\n            }\n        }\n\n        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.\n        if (Button(\"Item Picker..\"))\n            DebugStartItemPicker();\n        SameLine();\n        MetricsHelpMarker(\"Will call the IM_DEBUG_BREAK() macro to break in debugger.\\nWarning: If you don't have a debugger attached, this will probably crash.\");\n\n        TreePop();\n    }\n\n    // Windows\n    if (TreeNode(\"Windows\", \"Windows (%d)\", g.Windows.Size))\n    {\n        //SetNextItemOpen(true, ImGuiCond_Once);\n        DebugNodeWindowsList(&g.Windows, \"By display order\");\n        DebugNodeWindowsList(&g.WindowsFocusOrder, \"By focus order (root windows)\");\n        if (TreeNode(\"By submission order (begin stack)\"))\n        {\n            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!\n            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;\n            temp_buffer.resize(0);\n            for (int i = 0; i < g.Windows.Size; i++)\n                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)\n                    temp_buffer.push_back(g.Windows[i]);\n            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };\n            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);\n            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);\n            TreePop();\n        }\n\n        TreePop();\n    }\n\n    // DrawLists\n    int drawlist_count = 0;\n    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)\n        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();\n    if (TreeNode(\"DrawLists\", \"DrawLists (%d)\", drawlist_count))\n    {\n        Checkbox(\"Show ImDrawCmd mesh when hovering\", &cfg->ShowDrawCmdMesh);\n        Checkbox(\"Show ImDrawCmd bounding boxes when hovering\", &cfg->ShowDrawCmdBoundingBoxes);\n        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)\n        {\n            ImGuiViewportP* viewport = g.Viewports[viewport_i];\n            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)\n                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)\n                    DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], \"DrawList\");\n        }\n        TreePop();\n    }\n\n    // Viewports\n    if (TreeNode(\"Viewports\", \"Viewports (%d)\", g.Viewports.Size))\n    {\n        Indent(GetTreeNodeToLabelSpacing());\n        RenderViewportsThumbnails();\n        Unindent(GetTreeNodeToLabelSpacing());\n        for (int i = 0; i < g.Viewports.Size; i++)\n            DebugNodeViewport(g.Viewports[i]);\n        TreePop();\n    }\n\n    // Details for Popups\n    if (TreeNode(\"Popups\", \"Popups (%d)\", g.OpenPopupStack.Size))\n    {\n        for (int i = 0; i < g.OpenPopupStack.Size; i++)\n        {\n            ImGuiWindow* window = g.OpenPopupStack[i].Window;\n            BulletText(\"PopupID: %08x, Window: '%s'%s%s\", g.OpenPopupStack[i].PopupId, window ? window->Name : \"NULL\", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? \" ChildWindow\" : \"\", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? \" ChildMenu\" : \"\");\n        }\n        TreePop();\n    }\n\n    // Details for TabBars\n    if (TreeNode(\"TabBars\", \"Tab Bars (%d)\", g.TabBars.GetAliveCount()))\n    {\n        for (int n = 0; n < g.TabBars.GetMapSize(); n++)\n            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))\n            {\n                PushID(tab_bar);\n                DebugNodeTabBar(tab_bar, \"TabBar\");\n                PopID();\n            }\n        TreePop();\n    }\n\n    // Details for Tables\n    if (TreeNode(\"Tables\", \"Tables (%d)\", g.Tables.GetAliveCount()))\n    {\n        for (int n = 0; n < g.Tables.GetMapSize(); n++)\n            if (ImGuiTable* table = g.Tables.TryGetMapData(n))\n                DebugNodeTable(table);\n        TreePop();\n    }\n\n    // Details for Fonts\n#ifndef IMGUI_DISABLE_DEMO_WINDOWS\n    ImFontAtlas* atlas = g.IO.Fonts;\n    if (TreeNode(\"Fonts\", \"Fonts (%d)\", atlas->Fonts.Size))\n    {\n        ShowFontAtlas(atlas);\n        TreePop();\n    }\n#endif\n\n    // Details for Docking\n#ifdef IMGUI_HAS_DOCK\n    if (TreeNode(\"Docking\"))\n    {\n        TreePop();\n    }\n#endif // #ifdef IMGUI_HAS_DOCK\n\n    // Settings\n    if (TreeNode(\"Settings\"))\n    {\n        if (SmallButton(\"Clear\"))\n            ClearIniSettings();\n        SameLine();\n        if (SmallButton(\"Save to memory\"))\n            SaveIniSettingsToMemory();\n        SameLine();\n        if (SmallButton(\"Save to disk\"))\n            SaveIniSettingsToDisk(g.IO.IniFilename);\n        SameLine();\n        if (g.IO.IniFilename)\n            Text(\"\\\"%s\\\"\", g.IO.IniFilename);\n        else\n            TextUnformatted(\"<NULL>\");\n        Text(\"SettingsDirtyTimer %.2f\", g.SettingsDirtyTimer);\n        if (TreeNode(\"SettingsHandlers\", \"Settings handlers: (%d)\", g.SettingsHandlers.Size))\n        {\n            for (int n = 0; n < g.SettingsHandlers.Size; n++)\n                BulletText(\"%s\", g.SettingsHandlers[n].TypeName);\n            TreePop();\n        }\n        if (TreeNode(\"SettingsWindows\", \"Settings packed data: Windows: %d bytes\", g.SettingsWindows.size()))\n        {\n            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n                DebugNodeWindowSettings(settings);\n            TreePop();\n        }\n\n        if (TreeNode(\"SettingsTables\", \"Settings packed data: Tables: %d bytes\", g.SettingsTables.size()))\n        {\n            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n                DebugNodeTableSettings(settings);\n            TreePop();\n        }\n\n#ifdef IMGUI_HAS_DOCK\n#endif // #ifdef IMGUI_HAS_DOCK\n\n        if (TreeNode(\"SettingsIniData\", \"Settings unpacked data (.ini): %d bytes\", g.SettingsIniData.size()))\n        {\n            InputTextMultiline(\"##Ini\", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);\n            TreePop();\n        }\n        TreePop();\n    }\n\n    // Misc Details\n    if (TreeNode(\"Internal state\"))\n    {\n        Text(\"WINDOWING\");\n        Indent();\n        Text(\"HoveredWindow: '%s'\", g.HoveredWindow ? g.HoveredWindow->Name : \"NULL\");\n        Text(\"HoveredWindow->Root: '%s'\", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : \"NULL\");\n        Text(\"HoveredWindowUnderMovingWindow: '%s'\", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : \"NULL\");\n        Text(\"MovingWindow: '%s'\", g.MovingWindow ? g.MovingWindow->Name : \"NULL\");\n        Unindent();\n\n        Text(\"ITEMS\");\n        Indent();\n        Text(\"ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s\", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));\n        Text(\"ActiveIdWindow: '%s'\", g.ActiveIdWindow ? g.ActiveIdWindow->Name : \"NULL\");\n\n        int active_id_using_key_input_count = 0;\n        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)\n            active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0;\n        Text(\"ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)\", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count);\n        Text(\"HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d\", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame\n        Text(\"DragDrop: %d, SourceId = 0x%08X, Payload \\\"%s\\\" (%d bytes)\", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);\n        Unindent();\n\n        Text(\"NAV,FOCUS\");\n        Indent();\n        Text(\"NavWindow: '%s'\", g.NavWindow ? g.NavWindow->Name : \"NULL\");\n        Text(\"NavId: 0x%08X, NavLayer: %d\", g.NavId, g.NavLayer);\n        Text(\"NavInputSource: %s\", GetInputSourceName(g.NavInputSource));\n        Text(\"NavActive: %d, NavVisible: %d\", g.IO.NavActive, g.IO.NavVisible);\n        Text(\"NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X\", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);\n        Text(\"NavActivateFlags: %04X\", g.NavActivateFlags);\n        Text(\"NavDisableHighlight: %d, NavDisableMouseHover: %d\", g.NavDisableHighlight, g.NavDisableMouseHover);\n        Text(\"NavFocusScopeId = 0x%08X\", g.NavFocusScopeId);\n        Text(\"NavWindowingTarget: '%s'\", g.NavWindowingTarget ? g.NavWindowingTarget->Name : \"NULL\");\n        Unindent();\n\n        TreePop();\n    }\n\n    // Overlay: Display windows Rectangles and Begin Order\n    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)\n    {\n        for (int n = 0; n < g.Windows.Size; n++)\n        {\n            ImGuiWindow* window = g.Windows[n];\n            if (!window->WasActive)\n                continue;\n            ImDrawList* draw_list = GetForegroundDrawList(window);\n            if (cfg->ShowWindowsRects)\n            {\n                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);\n                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));\n            }\n            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))\n            {\n                char buf[32];\n                ImFormatString(buf, IM_ARRAYSIZE(buf), \"%d\", window->BeginOrderWithinContext);\n                float font_size = GetFontSize();\n                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));\n                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);\n            }\n        }\n    }\n\n    // Overlay: Display Tables Rectangles\n    if (cfg->ShowTablesRects)\n    {\n        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)\n        {\n            ImGuiTable* table = g.Tables.TryGetMapData(table_n);\n            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)\n                continue;\n            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);\n            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)\n            {\n                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                {\n                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);\n                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);\n                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;\n                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);\n                }\n            }\n            else\n            {\n                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);\n                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));\n            }\n        }\n    }\n\n#ifdef IMGUI_HAS_DOCK\n    // Overlay: Display Docking info\n    if (show_docking_nodes && g.IO.KeyCtrl)\n    {\n    }\n#endif // #ifdef IMGUI_HAS_DOCK\n\n    End();\n}\n\n// [DEBUG] List fonts in a font atlas and display its texture\nvoid ImGui::ShowFontAtlas(ImFontAtlas* atlas)\n{\n    for (int i = 0; i < atlas->Fonts.Size; i++)\n    {\n        ImFont* font = atlas->Fonts[i];\n        PushID(font);\n        DebugNodeFont(font);\n        PopID();\n    }\n    if (TreeNode(\"Atlas texture\", \"Atlas texture (%dx%d pixels)\", atlas->TexWidth, atlas->TexHeight))\n    {\n        ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);\n        ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);\n        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);\n        TreePop();\n    }\n}\n\n// [DEBUG] Display contents of Columns\nvoid ImGui::DebugNodeColumns(ImGuiOldColumns* columns)\n{\n    if (!TreeNode((void*)(uintptr_t)columns->ID, \"Columns Id: 0x%08X, Count: %d, Flags: 0x%04X\", columns->ID, columns->Count, columns->Flags))\n        return;\n    BulletText(\"Width: %.1f (MinX: %.1f, MaxX: %.1f)\", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);\n    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)\n        BulletText(\"Column %02d: OffsetNorm %.3f (= %.1f px)\", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));\n    TreePop();\n}\n\n// [DEBUG] Display contents of ImDrawList\nvoid ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;\n    int cmd_count = draw_list->CmdBuffer.Size;\n    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)\n        cmd_count--;\n    bool node_open = TreeNode(draw_list, \"%s: '%s' %d vtx, %d indices, %d cmds\", label, draw_list->_OwnerName ? draw_list->_OwnerName : \"\", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);\n    if (draw_list == GetWindowDrawList())\n    {\n        SameLine();\n        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), \"CURRENTLY APPENDING\"); // Can't display stats for active draw list! (we don't have the data double-buffered)\n        if (node_open)\n            TreePop();\n        return;\n    }\n\n    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list\n    if (window && IsItemHovered() && fg_draw_list)\n        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));\n    if (!node_open)\n        return;\n\n    if (window && !window->WasActive)\n        TextDisabled(\"Warning: owning Window is inactive. This DrawList is not being rendered!\");\n\n    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)\n    {\n        if (pcmd->UserCallback)\n        {\n            BulletText(\"Callback %p, user_data %p\", pcmd->UserCallback, pcmd->UserCallbackData);\n            continue;\n        }\n\n        char buf[300];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)\",\n            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,\n            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);\n        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), \"%s\", buf);\n        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)\n            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);\n        if (!pcmd_node_open)\n            continue;\n\n        // Calculate approximate coverage area (touched pixel count)\n        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.\n        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;\n        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;\n        float total_area = 0.0f;\n        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )\n        {\n            ImVec2 triangle[3];\n            for (int n = 0; n < 3; n++, idx_n++)\n                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;\n            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);\n        }\n\n        // Display vertex information summary. Hover to get all triangles drawn in wire-frame\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px\", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);\n        Selectable(buf);\n        if (IsItemHovered() && fg_draw_list)\n            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);\n\n        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.\n        ImGuiListClipper clipper;\n        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.\n        while (clipper.Step())\n            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)\n            {\n                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);\n                ImVec2 triangle[3];\n                for (int n = 0; n < 3; n++, idx_i++)\n                {\n                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];\n                    triangle[n] = v.pos;\n                    buf_p += ImFormatString(buf_p, buf_end - buf_p, \"%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\\n\",\n                        (n == 0) ? \"Vert:\" : \"     \", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);\n                }\n\n                Selectable(buf, false);\n                if (fg_draw_list && IsItemHovered())\n                {\n                    ImDrawListFlags backup_flags = fg_draw_list->Flags;\n                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.\n                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);\n                    fg_draw_list->Flags = backup_flags;\n                }\n            }\n        TreePop();\n    }\n    TreePop();\n}\n\n// [DEBUG] Display mesh/aabb of a ImDrawCmd\nvoid ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)\n{\n    IM_ASSERT(show_mesh || show_aabb);\n\n    // Draw wire-frame version of all triangles\n    ImRect clip_rect = draw_cmd->ClipRect;\n    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);\n    ImDrawListFlags backup_flags = out_draw_list->Flags;\n    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.\n    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )\n    {\n        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list\n        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;\n\n        ImVec2 triangle[3];\n        for (int n = 0; n < 3; n++, idx_n++)\n            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));\n        if (show_mesh)\n            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles\n    }\n    // Draw bounding boxes\n    if (show_aabb)\n    {\n        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU\n        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles\n    }\n    out_draw_list->Flags = backup_flags;\n}\n\n// [DEBUG] Display details for a single font, called by ShowStyleEditor().\nvoid ImGui::DebugNodeFont(ImFont* font)\n{\n    bool opened = TreeNode(font, \"Font: \\\"%s\\\"\\n%.2f px, %d glyphs, %d file(s)\",\n        font->ConfigData ? font->ConfigData[0].Name : \"\", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);\n    SameLine();\n    if (SmallButton(\"Set as default\"))\n        GetIO().FontDefault = font;\n    if (!opened)\n        return;\n\n    // Display preview text\n    PushFont(font);\n    Text(\"The quick brown fox jumps over the lazy dog\");\n    PopFont();\n\n    // Display details\n    SetNextItemWidth(GetFontSize() * 8);\n    DragFloat(\"Font scale\", &font->Scale, 0.005f, 0.3f, 2.0f, \"%.1f\");\n    SameLine(); MetricsHelpMarker(\n        \"Note than the default embedded font is NOT meant to be scaled.\\n\\n\"\n        \"Font are currently rendered into bitmaps at a given size at the time of building the atlas. \"\n        \"You may oversample them to get some flexibility with scaling. \"\n        \"You can also render at multiple sizes and select which one to use at runtime.\\n\\n\"\n        \"(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)\");\n    Text(\"Ascent: %f, Descent: %f, Height: %f\", font->Ascent, font->Descent, font->Ascent - font->Descent);\n    char c_str[5];\n    Text(\"Fallback character: '%s' (U+%04X)\", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);\n    Text(\"Ellipsis character: '%s' (U+%04X)\", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);\n    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);\n    Text(\"Texture Area: about %d px ~%dx%d px\", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);\n    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)\n        if (font->ConfigData)\n            if (const ImFontConfig* cfg = &font->ConfigData[config_i])\n                BulletText(\"Input %d: \\'%s\\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)\",\n                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);\n\n    // Display all glyphs of the fonts in separate pages of 256 characters\n    if (TreeNode(\"Glyphs\", \"Glyphs (%d)\", font->Glyphs.Size))\n    {\n        ImDrawList* draw_list = GetWindowDrawList();\n        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);\n        const float cell_size = font->FontSize * 1;\n        const float cell_spacing = GetStyle().ItemSpacing.y;\n        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)\n        {\n            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)\n            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT\n            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)\n            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))\n            {\n                base += 4096 - 256;\n                continue;\n            }\n\n            int count = 0;\n            for (unsigned int n = 0; n < 256; n++)\n                if (font->FindGlyphNoFallback((ImWchar)(base + n)))\n                    count++;\n            if (count <= 0)\n                continue;\n            if (!TreeNode((void*)(intptr_t)base, \"U+%04X..U+%04X (%d %s)\", base, base + 255, count, count > 1 ? \"glyphs\" : \"glyph\"))\n                continue;\n\n            // Draw a 16x16 grid of glyphs\n            ImVec2 base_pos = GetCursorScreenPos();\n            for (unsigned int n = 0; n < 256; n++)\n            {\n                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions\n                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.\n                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));\n                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);\n                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));\n                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));\n                if (glyph)\n                    font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));\n                if (glyph && IsMouseHoveringRect(cell_p1, cell_p2))\n                {\n                    BeginTooltip();\n                    Text(\"Codepoint: U+%04X\", base + n);\n                    Separator();\n                    Text(\"Visible: %d\", glyph->Visible);\n                    Text(\"AdvanceX: %.1f\", glyph->AdvanceX);\n                    Text(\"Pos: (%.2f,%.2f)->(%.2f,%.2f)\", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);\n                    Text(\"UV: (%.3f,%.3f)->(%.3f,%.3f)\", glyph->U0, glyph->V0, glyph->U1, glyph->V1);\n                    EndTooltip();\n                }\n            }\n            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));\n            TreePop();\n        }\n        TreePop();\n    }\n    TreePop();\n}\n\n// [DEBUG] Display contents of ImGuiStorage\nvoid ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)\n{\n    if (!TreeNode(label, \"%s: %d entries, %d bytes\", label, storage->Data.Size, storage->Data.size_in_bytes()))\n        return;\n    for (int n = 0; n < storage->Data.Size; n++)\n    {\n        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];\n        BulletText(\"Key 0x%08X Value { i: %d }\", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.\n    }\n    TreePop();\n}\n\n// [DEBUG] Display contents of ImGuiTabBar\nvoid ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)\n{\n    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.\n    char buf[256];\n    char* p = buf;\n    const char* buf_end = buf + IM_ARRAYSIZE(buf);\n    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);\n    p += ImFormatString(p, buf_end - p, \"%s 0x%08X (%d tabs)%s\", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? \"\" : \" *Inactive*\");\n    p += ImFormatString(p, buf_end - p, \"  { \");\n    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n        p += ImFormatString(p, buf_end - p, \"%s'%s'\",\n            tab_n > 0 ? \", \" : \"\", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : \"???\");\n    }\n    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? \" ... }\" : \" } \");\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    bool open = TreeNode(label, \"%s\", buf);\n    if (!is_active) { PopStyleColor(); }\n    if (is_active && IsItemHovered())\n    {\n        ImDrawList* draw_list = GetForegroundDrawList();\n        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));\n        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));\n        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));\n    }\n    if (open)\n    {\n        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n        {\n            const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n            PushID(tab);\n            if (SmallButton(\"<\")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);\n            if (SmallButton(\">\")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();\n            Text(\"%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f\",\n                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : \"???\", tab->Offset, tab->Width, tab->ContentWidth);\n            PopID();\n        }\n        TreePop();\n    }\n}\n\nvoid ImGui::DebugNodeViewport(ImGuiViewportP* viewport)\n{\n    SetNextItemOpen(true, ImGuiCond_Once);\n    if (TreeNode(\"viewport0\", \"Viewport #%d\", 0))\n    {\n        ImGuiWindowFlags flags = viewport->Flags;\n        BulletText(\"Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\",\n            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,\n            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);\n        BulletText(\"Flags: 0x%04X =%s%s%s\", viewport->Flags,\n            (flags & ImGuiViewportFlags_IsPlatformWindow)  ? \" IsPlatformWindow\"  : \"\",\n            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? \" IsPlatformMonitor\" : \"\",\n            (flags & ImGuiViewportFlags_OwnedByApp)        ? \" OwnedByApp\"        : \"\");\n        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)\n            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)\n                DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], \"DrawList\");\n        TreePop();\n    }\n}\n\nvoid ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)\n{\n    if (window == NULL)\n    {\n        BulletText(\"%s: NULL\", label);\n        return;\n    }\n\n    ImGuiContext& g = *GImGui;\n    const bool is_active = window->WasActive;\n    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    const bool open = TreeNodeEx(label, tree_node_flags, \"%s '%s'%s\", label, window->Name, is_active ? \"\" : \" *Inactive*\");\n    if (!is_active) { PopStyleColor(); }\n    if (IsItemHovered() && is_active)\n        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));\n    if (!open)\n        return;\n\n    if (window->MemoryCompacted)\n        TextDisabled(\"Note: some memory buffers have been compacted/freed.\");\n\n    ImGuiWindowFlags flags = window->Flags;\n    DebugNodeDrawList(window, window->DrawList, \"DrawList\");\n    BulletText(\"Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)\", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);\n    BulletText(\"Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)\", flags,\n        (flags & ImGuiWindowFlags_ChildWindow)  ? \"Child \" : \"\",      (flags & ImGuiWindowFlags_Tooltip)     ? \"Tooltip \"   : \"\",  (flags & ImGuiWindowFlags_Popup) ? \"Popup \" : \"\",\n        (flags & ImGuiWindowFlags_Modal)        ? \"Modal \" : \"\",      (flags & ImGuiWindowFlags_ChildMenu)   ? \"ChildMenu \" : \"\",  (flags & ImGuiWindowFlags_NoSavedSettings) ? \"NoSavedSettings \" : \"\",\n        (flags & ImGuiWindowFlags_NoMouseInputs)? \"NoMouseInputs\":\"\", (flags & ImGuiWindowFlags_NoNavInputs) ? \"NoNavInputs\" : \"\", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? \"AlwaysAutoResize\" : \"\");\n    BulletText(\"Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s\", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? \"X\" : \"\", window->ScrollbarY ? \"Y\" : \"\");\n    BulletText(\"Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d\", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);\n    BulletText(\"Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d\", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);\n    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)\n    {\n        ImRect r = window->NavRectRel[layer];\n        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)\n        {\n            BulletText(\"NavLastIds[%d]: 0x%08X\", layer, window->NavLastIds[layer]);\n            continue;\n        }\n        BulletText(\"NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)\", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);\n        if (IsItemHovered())\n            GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));\n    }\n    BulletText(\"NavLayersActiveMask: %X, NavLastChildNavWindow: %s\", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : \"NULL\");\n    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, \"RootWindow\"); }\n    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, \"ParentWindow\"); }\n    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, \"ChildWindows\"); }\n    if (window->ColumnsStorage.Size > 0 && TreeNode(\"Columns\", \"Columns sets (%d)\", window->ColumnsStorage.Size))\n    {\n        for (int n = 0; n < window->ColumnsStorage.Size; n++)\n            DebugNodeColumns(&window->ColumnsStorage[n]);\n        TreePop();\n    }\n    DebugNodeStorage(&window->StateStorage, \"Storage\");\n    TreePop();\n}\n\nvoid ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)\n{\n    Text(\"0x%08X \\\"%s\\\" Pos (%d,%d) Size (%d,%d) Collapsed=%d\",\n        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);\n}\n\nvoid ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)\n{\n    if (!TreeNode(label, \"%s (%d)\", label, windows->Size))\n        return;\n    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back\n    {\n        PushID((*windows)[i]);\n        DebugNodeWindow((*windows)[i], \"Window\");\n        PopID();\n    }\n    TreePop();\n}\n\n// FIXME-OPT: This is technically suboptimal, but it is simpler this way.\nvoid ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)\n{\n    for (int i = 0; i < windows_size; i++)\n    {\n        ImGuiWindow* window = windows[i];\n        if (window->ParentWindowInBeginStack != parent_in_begin_stack)\n            continue;\n        char buf[20];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"[%04d] Window\", window->BeginOrderWithinContext);\n        //BulletText(\"[%04d] Window '%s'\", window->BeginOrderWithinContext, window->Name);\n        DebugNodeWindow(window, buf);\n        Indent();\n        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);\n        Unindent();\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)\n//-----------------------------------------------------------------------------\n\n// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.\nvoid ImGui::UpdateDebugToolItemPicker()\n{\n    ImGuiContext& g = *GImGui;\n    g.DebugItemPickerBreakId = 0;\n    if (!g.DebugItemPickerActive)\n        return;\n\n    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;\n    SetMouseCursor(ImGuiMouseCursor_Hand);\n    if (IsKeyPressed(ImGuiKey_Escape))\n        g.DebugItemPickerActive = false;\n    if (IsMouseClicked(0) && hovered_id)\n    {\n        g.DebugItemPickerBreakId = hovered_id;\n        g.DebugItemPickerActive = false;\n    }\n    SetNextWindowBgAlpha(0.60f);\n    BeginTooltip();\n    Text(\"HoveredId: 0x%08X\", hovered_id);\n    Text(\"Press ESC to abort picking.\");\n    TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), \"Click to break in debugger!\");\n    EndTooltip();\n}\n\n// [DEBUG] Stack Tool: update queries. Called by NewFrame()\nvoid ImGui::UpdateDebugToolStackQueries()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStackTool* tool = &g.DebugStackTool;\n\n    // Clear hook when stack tool is not visible\n    g.DebugHookIdInfo = 0;\n    if (g.FrameCount != tool->LastActiveFrame + 1)\n        return;\n\n    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item\n    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time\n    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;\n    if (tool->QueryId != query_id)\n    {\n        tool->QueryId = query_id;\n        tool->StackLevel = -1;\n        tool->Results.resize(0);\n    }\n    if (query_id == 0)\n        return;\n\n    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)\n    int stack_level = tool->StackLevel;\n    if (stack_level >= 0 && stack_level < tool->Results.Size)\n        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)\n            tool->StackLevel++;\n\n    // Update hook\n    stack_level = tool->StackLevel;\n    if (stack_level == -1)\n        g.DebugHookIdInfo = query_id;\n    if (stack_level >= 0 && stack_level < tool->Results.Size)\n    {\n        g.DebugHookIdInfo = tool->Results[stack_level].ID;\n        tool->Results[stack_level].QueryFrameCount++;\n    }\n}\n\n// [DEBUG] Stack tool: hooks called by GetID() family functions\nvoid ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStackTool* tool = &g.DebugStackTool;\n\n    // Step 0: stack query\n    // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget.\n    if (tool->StackLevel == -1)\n    {\n        tool->StackLevel++;\n        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());\n        for (int n = 0; n < window->IDStack.Size + 1; n++)\n            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;\n        return;\n    }\n\n    // Step 1+: query for individual level\n    IM_ASSERT(tool->StackLevel >= 0);\n    if (tool->StackLevel != window->IDStack.Size)\n        return;\n    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];\n    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S32:\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"%d\", (int)(intptr_t)data_id);\n        break;\n    case ImGuiDataType_String:\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"%.*s\", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);\n        break;\n    case ImGuiDataType_Pointer:\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"(void*)0x%p\", data_id);\n        break;\n    case ImGuiDataType_ID:\n        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.\n            return;\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"0x%08X [override]\", id);\n        break;\n    default:\n        IM_ASSERT(0);\n    }\n    info->QuerySuccess = true;\n    info->DataType = data_type;\n}\n\nstatic int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)\n{\n    ImGuiStackLevelInfo* info = &tool->Results[n];\n    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;\n    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)\n        return ImFormatString(buf, buf_size, format_for_ui ? \"\\\"%s\\\" [window]\" : \"%s\", window->Name);\n    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button(\"\") where they both have same id)\n        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? \"\\\"%s\\\"\" : \"%s\", info->Desc);\n    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.\n        return (*buf = 0);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()\n        return ImFormatString(buf, buf_size, format_for_ui ? \"??? \\\"%s\\\"\" : \"%s\", label);\n#endif\n    return ImFormatString(buf, buf_size, \"???\");\n}\n\n// Stack Tool: Display UI\nvoid ImGui::ShowStackToolWindow(bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))\n        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);\n    if (!Begin(\"Dear ImGui Stack Tool\", p_open) || GetCurrentWindow()->BeginCount > 1)\n    {\n        End();\n        return;\n    }\n\n    // Display hovered/active status\n    ImGuiStackTool* tool = &g.DebugStackTool;\n    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;\n    const ImGuiID active_id = g.ActiveId;\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    Text(\"HoveredId: 0x%08X (\\\"%s\\\"), ActiveId:  0x%08X (\\\"%s\\\")\", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : \"\", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : \"\");\n#else\n    Text(\"HoveredId: 0x%08X, ActiveId:  0x%08X\", hovered_id, active_id);\n#endif\n    SameLine();\n    MetricsHelpMarker(\"Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\\nEach level of the stack correspond to a PushID() call.\\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\\nRead FAQ entry about the ID stack for details.\");\n\n    // CTRL+C to copy path\n    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;\n    Checkbox(\"Ctrl+C: copy path to clipboard\", &tool->CopyToClipboardOnCtrlC);\n    SameLine();\n    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), \"*COPIED*\");\n    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiKey_ModCtrl) && IsKeyPressed(ImGuiKey_C))\n    {\n        tool->CopyToClipboardLastTime = (float)g.Time;\n        char* p = g.TempBuffer;\n        char* p_end = p + IM_ARRAYSIZE(g.TempBuffer);\n        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)\n        {\n            *p++ = '/';\n            char level_desc[256];\n            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));\n            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)\n            {\n                if (level_desc[n] == '/')\n                    *p++ = '\\\\';\n                *p++ = level_desc[n];\n            }\n        }\n        *p = '\\0';\n        SetClipboardText(g.TempBuffer);\n    }\n\n    // Display decorated stack\n    tool->LastActiveFrame = g.FrameCount;\n    if (tool->Results.Size > 0 && BeginTable(\"##table\", 3, ImGuiTableFlags_Borders))\n    {\n        const float id_width = CalcTextSize(\"0xDDDDDDDD\").x;\n        TableSetupColumn(\"Seed\", ImGuiTableColumnFlags_WidthFixed, id_width);\n        TableSetupColumn(\"PushID\", ImGuiTableColumnFlags_WidthStretch);\n        TableSetupColumn(\"Result\", ImGuiTableColumnFlags_WidthFixed, id_width);\n        TableHeadersRow();\n        for (int n = 0; n < tool->Results.Size; n++)\n        {\n            ImGuiStackLevelInfo* info = &tool->Results[n];\n            TableNextColumn();\n            Text(\"0x%08X\", (n > 0) ? tool->Results[n - 1].ID : 0);\n            TableNextColumn();\n            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer));\n            TextUnformatted(g.TempBuffer);\n            TableNextColumn();\n            Text(\"0x%08X\", info->ID);\n            if (n == tool->Results.Size - 1)\n                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));\n        }\n        EndTable();\n    }\n    End();\n}\n\n#else\n\nvoid ImGui::ShowMetricsWindow(bool*) {}\nvoid ImGui::ShowFontAtlas(ImFontAtlas*) {}\nvoid ImGui::DebugNodeColumns(ImGuiOldColumns*) {}\nvoid ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}\nvoid ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}\nvoid ImGui::DebugNodeFont(ImFont*) {}\nvoid ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}\nvoid ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}\nvoid ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}\nvoid ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}\nvoid ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}\nvoid ImGui::DebugNodeViewport(ImGuiViewportP*) {}\n\nvoid ImGui::ShowStackToolWindow(bool*) {}\nvoid ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}\nvoid ImGui::UpdateDebugToolItemPicker() {}\nvoid ImGui::UpdateDebugToolStackQueries() {}\n\n#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW\n\n//-----------------------------------------------------------------------------\n\n// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.\n// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.\n#ifdef IMGUI_INCLUDE_IMGUI_USER_INL\n#include \"imgui_user.inl\"\n#endif\n\n//-----------------------------------------------------------------------------\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "src/imgui/imgui.h",
    "content": "// dear imgui, v1.88 WIP\n// (headers)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for details, links and comments.\n\n// Resources:\n// - FAQ                   http://dearimgui.org/faq\n// - Homepage & latest     https://github.com/ocornut/imgui\n// - Releases & changelog  https://github.com/ocornut/imgui/releases\n// - Gallery               https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)\n// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)\n// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary\n// - Issues & support      https://github.com/ocornut/imgui/issues\n\n// Getting Started?\n// - For first-time users having issues compiling/linking/running or issues loading fonts:\n//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.\n\n/*\n\nIndex of this file:\n// [SECTION] Header mess\n// [SECTION] Forward declarations and basic types\n// [SECTION] Dear ImGui end-user API functions\n// [SECTION] Flags & Enumerations\n// [SECTION] Helpers: Memory allocations macros, ImVector<>\n// [SECTION] ImGuiStyle\n// [SECTION] ImGuiIO\n// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)\n// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)\n// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)\n// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)\n// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)\n// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)\n// [SECTION] Obsolete functions and types\n\n*/\n\n#pragma once\n\n// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG \"myfilename.h\" from your build system')\n#ifdef IMGUI_USER_CONFIG\n#include IMGUI_USER_CONFIG\n#endif\n#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)\n#include \"imconfig.h\"\n#endif\n\n#ifndef IMGUI_DISABLE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Header mess\n//-----------------------------------------------------------------------------\n\n// Includes\n#include <float.h>                  // FLT_MIN, FLT_MAX\n#include <stdarg.h>                 // va_list, va_start, va_end\n#include <stddef.h>                 // ptrdiff_t, NULL\n#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp\n\n// Version\n// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)\n#define IMGUI_VERSION               \"1.88 WIP\"\n#define IMGUI_VERSION_NUM           18709\n#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))\n#define IMGUI_HAS_TABLE\n\n// Define attributes of all API symbols declarations (e.g. for DLL under Windows)\n// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)\n// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)\n#ifndef IMGUI_API\n#define IMGUI_API\n#endif\n#ifndef IMGUI_IMPL_API\n#define IMGUI_IMPL_API              IMGUI_API\n#endif\n\n// Helper Macros\n#ifndef IM_ASSERT\n#include <assert.h>\n#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h\n#endif\n#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!\n#define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence \"unused variable warnings\". Often useful as asserts may be stripped out from final builds.\n#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)                    // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11\n\n// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.\n#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)\n#define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))\n#define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))\n#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))\n#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))\n#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))\n#else\n#define IM_FMTARGS(FMT)\n#define IM_FMTLIST(FMT)\n#endif\n\n// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)\n#if defined(_MSC_VER) && !defined(__clang__)  && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)\n#define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks(\"\",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))\n#define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks(\"\",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))\n#else\n#define IM_MSVC_RUNTIME_CHECKS_OFF\n#define IM_MSVC_RUNTIME_CHECKS_RESTORE\n#endif\n\n// Warnings\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).\n#endif\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"\n#if __has_warning(\"-Wzero-as-null-pointer-constant\")\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#endif\n#elif defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Forward declarations and basic types\n//-----------------------------------------------------------------------------\n\n// Forward declarations\nstruct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()\nstruct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)\nstruct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.\nstruct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic \"mesh\" builder)\nstruct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)\nstruct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.\nstruct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)\nstruct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas\nstruct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader\nstruct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).\nstruct ImFontConfig;                // Configuration data when adding a font or merging fonts\nstruct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)\nstruct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data\nstruct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)\nstruct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)\nstruct ImGuiIO;                     // Main configuration and I/O between your application and ImGui\nstruct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)\nstruct ImGuiKeyData;                // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.\nstruct ImGuiListClipper;            // Helper to manually clip large list of items\nstruct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame\nstruct ImGuiPayload;                // User data payload for drag and drop operations\nstruct ImGuiPlatformImeData;        // Platform IME data for io.SetPlatformImeDataFn() function.\nstruct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)\nstruct ImGuiStorage;                // Helper for key->value storage\nstruct ImGuiStyle;                  // Runtime data for styling/colors\nstruct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)\nstruct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table\nstruct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)\nstruct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. \"aaaaa[,bbbbb][,ccccc]\")\nstruct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor\n\n// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)\n// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!\n//   In Visual Studio IDE: CTRL+comma (\"Edit.NavigateTo\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n//   With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\ntypedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling\ntypedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions\ntypedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type\ntypedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction\ntypedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier\ntypedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation\ntypedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)\ntypedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier\ntypedef int ImGuiSortDirection;     // -> enum ImGuiSortDirection_   // Enum: A sorting direction (ascending or descending)\ntypedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling\ntypedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()\ntypedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions\ntypedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance\ntypedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build\ntypedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags\ntypedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()\ntypedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.\ntypedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags\ntypedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()\ntypedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()\ntypedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()\ntypedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.\ntypedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()\ntypedef int ImGuiKeyModFlags;       // -> enum ImGuiKeyModFlags_     // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)\ntypedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()\ntypedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()\ntypedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.\ntypedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()\ntypedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()\ntypedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()\ntypedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()\ntypedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()\ntypedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()\ntypedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport\ntypedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()\n\n// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]\n// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.\n// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.\n#ifndef ImTextureID\ntypedef void* ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)\n#endif\n\n// ImDrawIdx: vertex index. [Compile-time configurable type]\n// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).\n// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.\n#ifndef ImDrawIdx\ntypedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)\n#endif\n\n// Scalar data types\ntypedef unsigned int        ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)\ntypedef signed char         ImS8;   // 8-bit signed integer\ntypedef unsigned char       ImU8;   // 8-bit unsigned integer\ntypedef signed short        ImS16;  // 16-bit signed integer\ntypedef unsigned short      ImU16;  // 16-bit unsigned integer\ntypedef signed int          ImS32;  // 32-bit signed integer == int\ntypedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)\ntypedef signed   long long  ImS64;  // 64-bit signed integer\ntypedef unsigned long long  ImU64;  // 64-bit unsigned integer\n\n// Character types\n// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)\ntypedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.\ntypedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.\n#ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]\ntypedef ImWchar32 ImWchar;\n#else\ntypedef ImWchar16 ImWchar;\n#endif\n\n// Callback and functions types\ntypedef int     (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()\ntypedef void    (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);              // Callback function for ImGui::SetNextWindowSizeConstraints()\ntypedef void*   (*ImGuiMemAllocFunc)(size_t sz, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions()\ntypedef void    (*ImGuiMemFreeFunc)(void* ptr, void* user_data);                // Function signature for ImGui::SetAllocatorFunctions()\n\n// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]\n// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.\nIM_MSVC_RUNTIME_CHECKS_OFF\nstruct ImVec2\n{\n    float                                   x, y;\n    constexpr ImVec2()                      : x(0.0f), y(0.0f) { }\n    constexpr ImVec2(float _x, float _y)    : x(_x), y(_y) { }\n    float  operator[] (size_t idx) const    { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.\n    float& operator[] (size_t idx)          { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.\n#ifdef IM_VEC2_CLASS_EXTRA\n    IM_VEC2_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.\n#endif\n};\n\n// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]\nstruct ImVec4\n{\n    float                                                     x, y, z, w;\n    constexpr ImVec4()                                        : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }\n    constexpr ImVec4(float _x, float _y, float _z, float _w)  : x(_x), y(_y), z(_z), w(_w) { }\n#ifdef IM_VEC4_CLASS_EXTRA\n    IM_VEC4_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.\n#endif\n};\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Dear ImGui end-user API functions\n// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n    // Context creation and access\n    // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.\n    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()\n    //   for each static/DLL boundary you are calling from. Read \"Context and Memory Allocators\" section of imgui.cpp for details.\n    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);\n    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context\n    IMGUI_API ImGuiContext* GetCurrentContext();\n    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);\n\n    // Main\n    IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)\n    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!\n    IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().\n    IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!\n    IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().\n    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.\n\n    // Demo, Debug, Information\n    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!\n    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.\n    IMGUI_API void          ShowStackToolWindow(bool* p_open = NULL);   // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.\n    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.\n    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)\n    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.\n    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.\n    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).\n    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. \"1.80 WIP\" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)\n\n    // Styles\n    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)\n    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font\n    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style\n\n    // Windows\n    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.\n    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,\n    //   which clicking will set the boolean to false when clicked.\n    // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.\n    //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().\n    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting\n    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!\n    //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,\n    //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function\n    //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]\n    // - Note that the bottom of window stack always contains a window called \"Debug\".\n    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);\n    IMGUI_API void          End();\n\n    // Child Windows\n    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.\n    // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).\n    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.\n    //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value.\n    //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,\n    //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function\n    //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]\n    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);\n    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);\n    IMGUI_API void          EndChild();\n\n    // Windows Utilities\n    // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.\n    IMGUI_API bool          IsWindowAppearing();\n    IMGUI_API bool          IsWindowCollapsed();\n    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.\n    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!\n    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives\n    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)\n    IMGUI_API ImVec2        GetWindowSize();                            // get current window size\n    IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)\n    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)\n\n    // Window manipulation\n    // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).\n    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.\n    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);                  // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()\n    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.\n    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()\n    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()\n    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()\n    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.\n    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                        // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.\n    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.\n    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().\n    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().\n    IMGUI_API void          SetWindowFontScale(float scale);                                            // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().\n    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.\n    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.\n    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state\n    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.\n\n    // Content region\n    // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.\n    // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)\n    IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos()\n    IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates\n    IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates\n    IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates\n\n    // Windows Scrolling\n    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]\n    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]\n    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]\n    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]\n    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x\n    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y\n    IMGUI_API void          SetScrollHereX(float center_x_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a \"default/current item\" visible, consider using SetItemDefaultFocus() instead.\n    IMGUI_API void          SetScrollHereY(float center_y_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a \"default/current item\" visible, consider using SetItemDefaultFocus() instead.\n    IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.\n    IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.\n\n    // Parameters stacks (shared)\n    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font\n    IMGUI_API void          PopFont();\n    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().\n    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);\n    IMGUI_API void          PopStyleColor(int count = 1);\n    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame().\n    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().\n    IMGUI_API void          PopStyleVar(int count = 1);\n    IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets\n    IMGUI_API void          PopAllowKeyboardFocus();\n    IMGUI_API void          PushButtonRepeat(bool repeat);                                  // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.\n    IMGUI_API void          PopButtonRepeat();\n\n    // Parameters stacks (current window)\n    IMGUI_API void          PushItemWidth(float item_width);                                // push width of items for common large \"item+label\" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).\n    IMGUI_API void          PopItemWidth();\n    IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large \"item+label\" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)\n    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.\n    IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space\n    IMGUI_API void          PopTextWrapPos();\n\n    // Style read access\n    // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)\n    IMGUI_API ImFont*       GetFont();                                                      // get current font\n    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied\n    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API\n    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList\n    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList\n    IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList\n    IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.\n\n    // Cursor / Layout\n    // - By \"cursor\" we mean the current output position.\n    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.\n    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.\n    // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:\n    //    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()\n    //    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.\n    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.\n    IMGUI_API void          SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f);  // call between widgets or groups to layout them horizontally. X position given in window coordinates.\n    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.\n    IMGUI_API void          Spacing();                                                      // add vertical spacing.\n    IMGUI_API void          Dummy(const ImVec2& size);                                      // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.\n    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0\n    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0\n    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position\n    IMGUI_API void          EndGroup();                                                     // unlock horizontal starting position + capture the whole group bounding box into one \"item\" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)\n    IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)\n    IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.\n    IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::\n    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.\n    IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)\n    IMGUI_API void          SetCursorPosY(float local_y);                                   //\n    IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates\n    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.\n    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute coordinates\n    IMGUI_API void          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)\n    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize\n    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)\n    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2\n    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)\n\n    // ID stack/scopes\n    // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.\n    // - Those questions are answered and impacted by understanding of the ID stack system:\n    //   - \"Q: Why is my widget not reacting when I click on it?\"\n    //   - \"Q: How can I have widgets with an empty label?\"\n    //   - \"Q: How can I have multiple widgets with the same label?\"\n    // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely\n    //   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.\n    // - You can also use the \"Label##foobar\" syntax within widget label to distinguish them from each others.\n    // - In this header file we use the \"label\"/\"name\" terminology to denote a string that will be displayed + used as an ID,\n    //   whereas \"str_id\" denote a string that is only used as an ID and not normally displayed.\n    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).\n    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).\n    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).\n    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).\n    IMGUI_API void          PopID();                                                        // pop from the ID stack.\n    IMGUI_API ImGuiID       GetID(const char* str_id);                                      // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself\n    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);\n    IMGUI_API ImGuiID       GetID(const void* ptr_id);\n\n    // Widgets: Text\n    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text(\"%s\", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.\n    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text\n    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);\n    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);\n    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);\n    IMGUI_API void          TextWrapped(const char* fmt, ...)                               IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().\n    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);\n    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets\n    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);\n    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()\n    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);\n\n    // Widgets: Main\n    // - Most widgets return true when the value has been changed or when pressed/selected\n    // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.\n    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button\n    IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text\n    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)\n    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape\n    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));\n    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding\n    IMGUI_API bool          Checkbox(const char* label, bool* v);\n    IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);\n    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);\n    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton(\"one\", my_value==1)) { my_value = 1; }\n    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer\n    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);\n    IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses\n\n    // Widgets: Combo Box\n    // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.\n    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.\n    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);\n    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1);      // Separate items with \\0 within a string, end item-list with \\0\\0. e.g. \"One\\0Two\\0Three\\0\"\n    IMGUI_API bool          Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);\n\n    // Widgets: Drag Sliders\n    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.\n    // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v',\n    //   the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x\n    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. \"%.3f\" -> 1.234; \"%5.2f secs\" -> 01.23 secs; \"Biscuit: %.0f\" -> Biscuit: 1; etc.\n    // - Format string may also be set to NULL or use the default format (\"%f\" or \"%d\").\n    // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).\n    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.\n    // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.\n    // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.\n    // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.\n    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361\n    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);     // If v_min >= v_max we have no bound\n    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", const char* format_max = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);  // If v_min >= v_max we have no bound\n    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", const char* format_max = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);\n\n    // Widgets: Regular Sliders\n    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.\n    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. \"%.3f\" -> 1.234; \"%5.2f secs\" -> 01.23 secs; \"Biscuit: %.0f\" -> Biscuit: 1; etc.\n    // - Format string may also be set to NULL or use the default format (\"%f\" or \"%d\").\n    // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.\n    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361\n    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.\n    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = \"%.0f deg\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n\n    // Widgets: Input with Keyboard\n    // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.\n    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.\n    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = \"%.6f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);\n\n    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)\n    // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.\n    // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x\n    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);\n    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.\n    IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                     // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.\n\n    // Widgets: Trees\n    // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.\n    IMGUI_API bool          TreeNode(const char* label);\n    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().\n    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // \"\n    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);\n    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);\n    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);\n    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);\n    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);\n    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);\n    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);\n    IMGUI_API void          TreePush(const char* str_id);                                       // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.\n    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // \"\n    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()\n    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode\n    IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);  // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().\n    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.\n    IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.\n\n    // Widgets: Selectables\n    // - A selectable highlights when hovered, and can display another color when selected.\n    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.\n    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // \"bool selected\" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height\n    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0));      // \"bool* p_selected\" point to the selection state (read-write), as a convenient helper.\n\n    // Widgets: List Boxes\n    // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.\n    // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.\n    // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.\n    // - Choose frame width:   size.x > 0.0f: custom  /  size.x < 0.0f or -FLT_MIN: right-align   /  size.x = 0.0f (default): use current ItemWidth\n    // - Choose frame height:  size.y > 0.0f: custom  /  size.y < 0.0f or -FLT_MIN: bottom-align  /  size.y = 0.0f (default): arbitrary default height which can fit ~7 items\n    IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region\n    IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!\n    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);\n    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);\n\n    // Widgets: Data Plotting\n    // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!\n    IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));\n    IMGUI_API void          PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));\n    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));\n    IMGUI_API void          PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));\n\n    // Widgets: Value() Helpers.\n    // - Those are merely shortcut to calling Text() with a format string. Output single value in \"name: value\" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)\n    IMGUI_API void          Value(const char* prefix, bool b);\n    IMGUI_API void          Value(const char* prefix, int v);\n    IMGUI_API void          Value(const char* prefix, unsigned int v);\n    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);\n\n    // Widgets: Menus\n    // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.\n    // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.\n    // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.\n    // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.\n    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).\n    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!\n    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.\n    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!\n    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!\n    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!\n    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.\n    IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL\n\n    // Tooltips\n    // - Tooltip are windows following the mouse. They do not take focus away.\n    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).\n    IMGUI_API void          EndTooltip();\n    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().\n    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);\n\n    // Popups, Modals\n    //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.\n    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.\n    //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.\n    //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().\n    //  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.\n    //    This is sometimes leading to confusing mistakes. May rework this in the future.\n\n    // Popups: begin/end functions\n    //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.\n    //  - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.\n    IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                         // return true if the popup is open, and you can start outputting to it.\n    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.\n    IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!\n\n    // Popups: open/close functions\n    //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.\n    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.\n    //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).\n    //  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().\n    //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.\n    //  - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter\n    IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).\n    IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks\n    IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)\n    IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.\n\n    // Popups: open+begin combined functions helpers\n    //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.\n    //  - They are convenient to easily create context menus, hence the name.\n    //  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.\n    //  - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.\n    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!\n    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.\n    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).\n\n    // Popups: query functions\n    //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.\n    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.\n    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.\n    IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.\n\n    // Tables\n    // - Full-featured replacement for old Columns API.\n    // - See Demo->Tables for demo code.\n    // - See top of imgui_tables.cpp for general commentary.\n    // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.\n    // The typical call flow is:\n    // - 1. Call BeginTable().\n    // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.\n    // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.\n    // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.\n    // - 5. Populate contents:\n    //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.\n    //    - If you are using tables as a sort of grid, where every columns is holding the same type of contents,\n    //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().\n    //      TableNextColumn() will automatically wrap-around into the next row if needed.\n    //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!\n    //    - Summary of possible call flow:\n    //        --------------------------------------------------------------------------------------------------------\n    //        TableNextRow() -> TableSetColumnIndex(0) -> Text(\"Hello 0\") -> TableSetColumnIndex(1) -> Text(\"Hello 1\")  // OK\n    //        TableNextRow() -> TableNextColumn()      -> Text(\"Hello 0\") -> TableNextColumn()      -> Text(\"Hello 1\")  // OK\n    //                          TableNextColumn()      -> Text(\"Hello 0\") -> TableNextColumn()      -> Text(\"Hello 1\")  // OK: TableNextColumn() automatically gets to next row!\n    //        TableNextRow()                           -> Text(\"Hello 0\")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!\n    //        --------------------------------------------------------------------------------------------------------\n    // - 5. Call EndTable()\n    IMGUI_API bool          BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);\n    IMGUI_API void          EndTable();                                 // only call EndTable() if BeginTable() returns true!\n    IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.\n    IMGUI_API bool          TableNextColumn();                          // append into the next column (or first column of next row if currently in last column). Return true when column is visible.\n    IMGUI_API bool          TableSetColumnIndex(int column_n);          // append into the specified column. Return true when column is visible.\n\n    // Tables: Headers & Columns declaration\n    // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.\n    // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.\n    //   Headers are required to perform: reordering, sorting, and opening the context menu.\n    //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.\n    // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in\n    //   some advanced use cases (e.g. adding custom widgets in header row).\n    // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.\n    IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);\n    IMGUI_API void          TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.\n    IMGUI_API void          TableHeadersRow();                          // submit all headers cells based on data provided to TableSetupColumn() + submit context menu\n    IMGUI_API void          TableHeader(const char* label);             // submit one header cell manually (rarely used)\n\n    // Tables: Sorting\n    // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.\n    // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed\n    //   since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may\n    //   wastefully sort your data every frame!\n    // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().\n    IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).\n\n    // Tables: Miscellaneous functions\n    // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.\n    IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)\n    IMGUI_API int                   TableGetColumnIndex();                      // return current column index.\n    IMGUI_API int                   TableGetRowIndex();                         // return current row index.\n    IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return \"\" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.\n    IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.\n    IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)\n    IMGUI_API void                  TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.\n\n    // Legacy Columns API (prefer using Tables!)\n    // - You can also use SameLine(pos_x) to mimic simplified columns.\n    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);\n    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished\n    IMGUI_API int           GetColumnIndex();                                                   // get current column index\n    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column\n    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column\n    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f\n    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column\n    IMGUI_API int           GetColumnsCount();\n\n    // Tab Bars, Tabs\n    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar\n    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!\n    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.\n    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!\n    IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.\n    IMGUI_API void          SetTabItemClosed(const char* tab_or_docked_window_label);           // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.\n\n    // Logging/Capture\n    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.\n    IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)\n    IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file\n    IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard\n    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)\n    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard\n    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)\n    IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);\n\n    // Drag and Drop\n    // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().\n    // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().\n    // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback \"...\" tooltip, see #1725)\n    // - An item can be both drag source and drop target.\n    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()\n    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.\n    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!\n    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()\n    IMGUI_API const ImGuiPayload*   AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);          // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.\n    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!\n    IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.\n\n    // Disabling [BETA API]\n    // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)\n    // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)\n    // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.\n    IMGUI_API void          BeginDisabled(bool disabled = true);\n    IMGUI_API void          EndDisabled();\n\n    // Clipping\n    // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.\n    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);\n    IMGUI_API void          PopClipRect();\n\n    // Focus, Activation\n    // - Prefer using \"SetItemDefaultFocus()\" over \"if (IsWindowAppearing()) SetScrollHereY()\" when applicable to signify \"this is the default item\"\n    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.\n    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.\n\n    // Item/Widgets Utilities and Query Functions\n    // - Most of the functions are referring to the previous Item that has been submitted.\n    // - See Demo Window under \"Widgets->Querying Status\" for an interactive visualization of most of those functions.\n    IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.\n    IMGUI_API bool          IsItemActive();                                                     // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)\n    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?\n    IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.\n    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)\n    IMGUI_API bool          IsItemEdited();                                                     // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the \"bool\" return value of many widgets.\n    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).\n    IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.\n    IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).\n    IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().\n    IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?\n    IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?\n    IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?\n    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)\n    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)\n    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item\n    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.\n\n    // Viewports\n    // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.\n    // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.\n    // - In the future we will extend this concept further to also represent Platform Monitor and support a \"no main platform window\" operation mode.\n    IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.\n\n    // Miscellaneous Utilities\n    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.\n    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.\n    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.\n    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.\n    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.\n    IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.\n    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.\n    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).\n    IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)\n    IMGUI_API ImGuiStorage* GetStateStorage();\n    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame\n    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)\n\n    // Text Utilities\n    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);\n\n    // Color Utilities\n    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);\n    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);\n    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);\n    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);\n\n    // Inputs Utilities: Keyboard\n    // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support)\n    //   - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[].\n    // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward)\n    //   - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices\n    //   - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined)\n    IMGUI_API bool          IsKeyDown(ImGuiKey key);                                            // is key being held.\n    IMGUI_API bool          IsKeyPressed(ImGuiKey key, bool repeat = true);                     // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate\n    IMGUI_API bool          IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?\n    IMGUI_API int           GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate);  // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate\n    IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.\n    IMGUI_API void          CaptureKeyboardFromApp(bool want_capture_keyboard_value = true);    // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting \"io.WantCaptureKeyboard = want_capture_keyboard_value\"; after the next NewFrame() call.\n\n    // Inputs Utilities: Mouse\n    // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.\n    // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.\n    // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')\n    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?\n    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.\n    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)\n    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)\n    IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).\n    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.\n    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available\n    IMGUI_API bool          IsAnyMouseDown();                                                   // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.\n    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls\n    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)\n    IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)\n    IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)\n    IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //\n    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you\n    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired cursor type\n    IMGUI_API void          CaptureMouseFromApp(bool want_capture_mouse_value = true);          // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting \"io.WantCaptureMouse = want_capture_mouse_value;\" after the next NewFrame() call.\n\n    // Clipboard Utilities\n    // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.\n    IMGUI_API const char*   GetClipboardText();\n    IMGUI_API void          SetClipboardText(const char* text);\n\n    // Settings/.Ini Utilities\n    // - The disk functions are automatically called if io.IniFilename != NULL (default is \"imgui.ini\").\n    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.\n    // - Important: default value \"imgui.ini\" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).\n    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).\n    IMGUI_API void          LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.\n    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);                    // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).\n    IMGUI_API const char*   SaveIniSettingsToMemory(size_t* out_ini_size = NULL);               // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.\n\n    // Debug Utilities\n    // - This is used by the IMGUI_CHECKVERSION() macro.\n    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.\n\n    // Memory Allocators\n    // - Those functions are not reliant on the current context.\n    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()\n    //   for each static/DLL boundary you are calling from. Read \"Context and Memory Allocators\" section of imgui.cpp for more details.\n    IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);\n    IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);\n    IMGUI_API void*         MemAlloc(size_t size);\n    IMGUI_API void          MemFree(void* ptr);\n\n} // namespace ImGui\n\n//-----------------------------------------------------------------------------\n// [SECTION] Flags & Enumerations\n//-----------------------------------------------------------------------------\n\n// Flags for ImGui::Begin()\nenum ImGuiWindowFlags_\n{\n    ImGuiWindowFlags_None                   = 0,\n    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar\n    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip\n    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window\n    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)\n    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.\n    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).\n    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame\n    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).\n    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file\n    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.\n    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar\n    ImGuiWindowFlags_HorizontalScrollbar    = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the \"Horizontal Scrolling\" section.\n    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state\n    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)\n    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)\n    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)\n    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)\n    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window\n    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)\n    ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.\n    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,\n    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,\n    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,\n\n    // [Internal]\n    ImGuiWindowFlags_NavFlattened           = 1 << 23,  // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.\n    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()\n    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()\n    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()\n    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()\n    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()\n    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)\n};\n\n// Flags for ImGui::InputText()\nenum ImGuiInputTextFlags_\n{\n    ImGuiInputTextFlags_None                = 0,\n    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/\n    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef\n    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z\n    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs\n    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus\n    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.\n    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)\n    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)\n    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.\n    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.\n    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\\t' character into the text field\n    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).\n    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally\n    ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 13,  // Overwrite mode\n    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode\n    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'\n    ImGuiInputTextFlags_NoUndoRedo          = 1 << 16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().\n    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)\n    ImGuiInputTextFlags_CallbackResize      = 1 << 18,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)\n    ImGuiInputTextFlags_CallbackEdit        = 1 << 19   // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)\n\n    // Obsolete names (will be removed soon)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiInputTextFlags_AlwaysInsertMode    = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior\n#endif\n};\n\n// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()\nenum ImGuiTreeNodeFlags_\n{\n    ImGuiTreeNodeFlags_None                 = 0,\n    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected\n    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)\n    ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one\n    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack\n    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)\n    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open\n    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node\n    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.\n    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).\n    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow\n    ImGuiTreeNodeFlags_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().\n    ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.\n    ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (bypass the indented area).\n    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)\n    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 14,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible\n    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog\n};\n\n// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.\n// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat\n//   small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.\n//   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.\n// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.\n//   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter\n//   and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.\n// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).\nenum ImGuiPopupFlags_\n{\n    ImGuiPopupFlags_None                    = 0,\n    ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)\n    ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)\n    ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)\n    ImGuiPopupFlags_MouseButtonMask_        = 0x1F,\n    ImGuiPopupFlags_MouseButtonDefault_     = 1,\n    ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack\n    ImGuiPopupFlags_NoOpenOverItems         = 1 << 6,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space\n    ImGuiPopupFlags_AnyPopupId              = 1 << 7,   // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.\n    ImGuiPopupFlags_AnyPopupLevel           = 1 << 8,   // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)\n    ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel\n};\n\n// Flags for ImGui::Selectable()\nenum ImGuiSelectableFlags_\n{\n    ImGuiSelectableFlags_None               = 0,\n    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window\n    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)\n    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too\n    ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text\n    ImGuiSelectableFlags_AllowItemOverlap   = 1 << 4    // (WIP) Hit testing to allow subsequent widgets to overlap this one\n};\n\n// Flags for ImGui::BeginCombo()\nenum ImGuiComboFlags_\n{\n    ImGuiComboFlags_None                    = 0,\n    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default\n    ImGuiComboFlags_HeightSmall             = 1 << 1,   // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()\n    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)\n    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible\n    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible\n    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button\n    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button\n    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest\n};\n\n// Flags for ImGui::BeginTabBar()\nenum ImGuiTabBarFlags_\n{\n    ImGuiTabBarFlags_None                           = 0,\n    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list\n    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear\n    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup\n    ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.\n    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)\n    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab\n    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit\n    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit\n    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,\n    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown\n};\n\n// Flags for ImGui::BeginTabItem()\nenum ImGuiTabItemFlags_\n{\n    ImGuiTabItemFlags_None                          = 0,\n    ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.\n    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()\n    ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.\n    ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()\n    ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab\n    ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab\n    ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)\n    ImGuiTabItemFlags_Trailing                      = 1 << 7    // Enforce the tab position to the right of the tab bar (before the scrolling buttons)\n};\n\n// Flags for ImGui::BeginTable()\n// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.\n//   Read comments/demos carefully + experiment with live demos to get acquainted with them.\n// - The DEFAULT sizing policies are:\n//    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n//    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.\n// - When ScrollX is off:\n//    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.\n//    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.\n//    - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).\n//    - Stretch Columns will share the remaining width according to their respective weight.\n//    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.\n//      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.\n//      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).\n// - When ScrollX is on:\n//    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed\n//    - Columns sizing policy allowed: Fixed/Auto mostly.\n//    - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.\n//    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.\n//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().\n//      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.\n// - Read on documentation at the top of imgui_tables.cpp for details.\nenum ImGuiTableFlags_\n{\n    // Features\n    ImGuiTableFlags_None                       = 0,\n    ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.\n    ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)\n    ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.\n    ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.\n    ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.\n    ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().\n    // Decorations\n    ImGuiTableFlags_RowBg                      = 1 << 6,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)\n    ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.\n    ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.\n    ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.\n    ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.\n    ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.\n    ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.\n    ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.\n    ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.\n    ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.\n    ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style\n    ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style\n    // Sizing Policy (read above for defaults)\n    ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.\n    ImGuiTableFlags_SizingFixedSame            = 2 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.\n    ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.\n    ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().\n    // Sizing Extra Options\n    ImGuiTableFlags_NoHostExtendX              = 1 << 16,  // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.\n    ImGuiTableFlags_NoHostExtendY              = 1 << 17,  // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.\n    ImGuiTableFlags_NoKeepColumnsVisible       = 1 << 18,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.\n    ImGuiTableFlags_PreciseWidths              = 1 << 19,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.\n    // Clipping\n    ImGuiTableFlags_NoClip                     = 1 << 20,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().\n    // Padding\n    ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.\n    ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outer-most padding.\n    ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).\n    // Scrolling\n    ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.\n    ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.\n    // Sorting\n    ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).\n    ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).\n\n    // [Internal] Combinations and masks\n    ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame\n\n    // Obsolete names (will be removed soon)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame   // WIP Tables 2020/12\n    //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame   // WIP Tables 2021/01\n#endif\n};\n\n// Flags for ImGui::TableSetupColumn()\nenum ImGuiTableColumnFlags_\n{\n    // Input configuration flags\n    ImGuiTableColumnFlags_None                  = 0,\n    ImGuiTableColumnFlags_Disabled              = 1 << 0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)\n    ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.\n    ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.\n    ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).\n    ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).\n    ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.\n    ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.\n    ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.\n    ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).\n    ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).\n    ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.\n    ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.\n    ImGuiTableColumnFlags_NoHeaderLabel         = 1 << 12,  // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.\n    ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.\n    ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).\n    ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.\n    ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).\n    ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.\n\n    // Output status flags, read-only via TableGetColumnFlags()\n    ImGuiTableColumnFlags_IsEnabled             = 1 << 24,  // Status: is enabled == not hidden by user/api (referred to as \"Hide\" in _DefaultHide and _NoHide) flags.\n    ImGuiTableColumnFlags_IsVisible             = 1 << 25,  // Status: is visible == is enabled AND not clipped by scrolling.\n    ImGuiTableColumnFlags_IsSorted              = 1 << 26,  // Status: is currently part of the sort specs\n    ImGuiTableColumnFlags_IsHovered             = 1 << 27,  // Status: is hovered by mouse\n\n    // [Internal] Combinations and masks\n    ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,\n    ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,\n    ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,\n    ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30   // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)\n\n    // Obsolete names (will be removed soon)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    //ImGuiTableColumnFlags_WidthAuto           = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.\n#endif\n};\n\n// Flags for ImGui::TableNextRow()\nenum ImGuiTableRowFlags_\n{\n    ImGuiTableRowFlags_None                         = 0,\n    ImGuiTableRowFlags_Headers                      = 1 << 0    // Identify header row (set default background color + width of its contents accounted differently for auto column width)\n};\n\n// Enum for ImGui::TableSetBgColor()\n// Background colors are rendering in 3 layers:\n//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.\n//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.\n//  - Layer 2: draw with CellBg color if set.\n// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.\n// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.\n// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.\n// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.\nenum ImGuiTableBgTarget_\n{\n    ImGuiTableBgTarget_None                         = 0,\n    ImGuiTableBgTarget_RowBg0                       = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)\n    ImGuiTableBgTarget_RowBg1                       = 2,        // Set row background color 1 (generally used for selection marking)\n    ImGuiTableBgTarget_CellBg                       = 3         // Set cell background color (top-most color)\n};\n\n// Flags for ImGui::IsWindowFocused()\nenum ImGuiFocusedFlags_\n{\n    ImGuiFocusedFlags_None                          = 0,\n    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // Return true if any children of the window is focused\n    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)\n    ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!\n    ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)\n    //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)\n    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows\n};\n\n// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()\n// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!\n// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.\nenum ImGuiHoveredFlags_\n{\n    ImGuiHoveredFlags_None                          = 0,        // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.\n    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered\n    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)\n    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered\n    ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)\n    //ImGuiHoveredFlags_DockHierarchy               = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)\n    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window\n    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.\n    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.\n    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 8,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window\n    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 9,   // IsItemHovered() only: Return true even if the item is disabled\n    ImGuiHoveredFlags_NoNavOverride                 = 1 << 10,  // Disable using gamepad/keyboard navigation state when active, always query mouse.\n    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,\n    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows\n};\n\n// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()\nenum ImGuiDragDropFlags_\n{\n    ImGuiDragDropFlags_None                         = 0,\n    // BeginDragDropSource() flags\n    ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.\n    ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.\n    ImGuiDragDropFlags_SourceNoHoldToOpenOthers     = 1 << 2,   // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.\n    ImGuiDragDropFlags_SourceAllowNullID            = 1 << 3,   // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.\n    ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.\n    ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)\n    // AcceptDragDropPayload() flags\n    ImGuiDragDropFlags_AcceptBeforeDelivery         = 1 << 10,  // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.\n    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.\n    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.\n    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.\n};\n\n// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.\n#define IMGUI_PAYLOAD_TYPE_COLOR_3F     \"_COL3F\"    // float[3]: Standard type for colors, without alpha. User code may use this type.\n#define IMGUI_PAYLOAD_TYPE_COLOR_4F     \"_COL4F\"    // float[4]: Standard type for colors. User code may use this type.\n\n// A primary data type\nenum ImGuiDataType_\n{\n    ImGuiDataType_S8,       // signed char / char (with sensible compilers)\n    ImGuiDataType_U8,       // unsigned char\n    ImGuiDataType_S16,      // short\n    ImGuiDataType_U16,      // unsigned short\n    ImGuiDataType_S32,      // int\n    ImGuiDataType_U32,      // unsigned int\n    ImGuiDataType_S64,      // long long / __int64\n    ImGuiDataType_U64,      // unsigned long long / unsigned __int64\n    ImGuiDataType_Float,    // float\n    ImGuiDataType_Double,   // double\n    ImGuiDataType_COUNT\n};\n\n// A cardinal direction\nenum ImGuiDir_\n{\n    ImGuiDir_None    = -1,\n    ImGuiDir_Left    = 0,\n    ImGuiDir_Right   = 1,\n    ImGuiDir_Up      = 2,\n    ImGuiDir_Down    = 3,\n    ImGuiDir_COUNT\n};\n\n// A sorting direction\nenum ImGuiSortDirection_\n{\n    ImGuiSortDirection_None         = 0,\n    ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.\n    ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.\n};\n\nenum ImGuiKey_\n{\n    // Keyboard\n    ImGuiKey_None = 0,\n    ImGuiKey_Tab = 512,             // == ImGuiKey_NamedKey_BEGIN\n    ImGuiKey_LeftArrow,\n    ImGuiKey_RightArrow,\n    ImGuiKey_UpArrow,\n    ImGuiKey_DownArrow,\n    ImGuiKey_PageUp,\n    ImGuiKey_PageDown,\n    ImGuiKey_Home,\n    ImGuiKey_End,\n    ImGuiKey_Insert,\n    ImGuiKey_Delete,\n    ImGuiKey_Backspace,\n    ImGuiKey_Space,\n    ImGuiKey_Enter,\n    ImGuiKey_Escape,\n    ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,\n    ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,\n    ImGuiKey_Menu,\n    ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,\n    ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,\n    ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,\n    ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,\n    ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,\n    ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,\n    ImGuiKey_Apostrophe,        // '\n    ImGuiKey_Comma,             // ,\n    ImGuiKey_Minus,             // -\n    ImGuiKey_Period,            // .\n    ImGuiKey_Slash,             // /\n    ImGuiKey_Semicolon,         // ;\n    ImGuiKey_Equal,             // =\n    ImGuiKey_LeftBracket,       // [\n    ImGuiKey_Backslash,         // \\ (this text inhibit multiline comment caused by backslash)\n    ImGuiKey_RightBracket,      // ]\n    ImGuiKey_GraveAccent,       // `\n    ImGuiKey_CapsLock,\n    ImGuiKey_ScrollLock,\n    ImGuiKey_NumLock,\n    ImGuiKey_PrintScreen,\n    ImGuiKey_Pause,\n    ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,\n    ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,\n    ImGuiKey_KeypadDecimal,\n    ImGuiKey_KeypadDivide,\n    ImGuiKey_KeypadMultiply,\n    ImGuiKey_KeypadSubtract,\n    ImGuiKey_KeypadAdd,\n    ImGuiKey_KeypadEnter,\n    ImGuiKey_KeypadEqual,\n\n    // Gamepad (some of those are analog values, 0.0f to 1.0f)                              // NAVIGATION action\n    ImGuiKey_GamepadStart,          // Menu (Xbox)          + (Switch)   Start/Options (PS) // --\n    ImGuiKey_GamepadBack,           // View (Xbox)          - (Switch)   Share (PS)         // --\n    ImGuiKey_GamepadFaceUp,         // Y (Xbox)             X (Switch)   Triangle (PS)      // -> ImGuiNavInput_Input\n    ImGuiKey_GamepadFaceDown,       // A (Xbox)             B (Switch)   Cross (PS)         // -> ImGuiNavInput_Activate\n    ImGuiKey_GamepadFaceLeft,       // X (Xbox)             Y (Switch)   Square (PS)        // -> ImGuiNavInput_Menu\n    ImGuiKey_GamepadFaceRight,      // B (Xbox)             A (Switch)   Circle (PS)        // -> ImGuiNavInput_Cancel\n    ImGuiKey_GamepadDpadUp,         // D-pad Up                                             // -> ImGuiNavInput_DpadUp\n    ImGuiKey_GamepadDpadDown,       // D-pad Down                                           // -> ImGuiNavInput_DpadDown\n    ImGuiKey_GamepadDpadLeft,       // D-pad Left                                           // -> ImGuiNavInput_DpadLeft\n    ImGuiKey_GamepadDpadRight,      // D-pad Right                                          // -> ImGuiNavInput_DpadRight\n    ImGuiKey_GamepadL1,             // L Bumper (Xbox)      L (Switch)   L1 (PS)            // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow\n    ImGuiKey_GamepadR1,             // R Bumper (Xbox)      R (Switch)   R1 (PS)            // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast\n    ImGuiKey_GamepadL2,             // L Trigger (Xbox)     ZL (Switch)  L2 (PS) [Analog]\n    ImGuiKey_GamepadR2,             // R Trigger (Xbox)     ZR (Switch)  R2 (PS) [Analog]\n    ImGuiKey_GamepadL3,             // L Thumbstick (Xbox)  L3 (Switch)  L3 (PS)\n    ImGuiKey_GamepadR3,             // R Thumbstick (Xbox)  R3 (Switch)  R3 (PS)\n    ImGuiKey_GamepadLStickUp,       // [Analog]                                             // -> ImGuiNavInput_LStickUp\n    ImGuiKey_GamepadLStickDown,     // [Analog]                                             // -> ImGuiNavInput_LStickDown\n    ImGuiKey_GamepadLStickLeft,     // [Analog]                                             // -> ImGuiNavInput_LStickLeft\n    ImGuiKey_GamepadLStickRight,    // [Analog]                                             // -> ImGuiNavInput_LStickRight\n    ImGuiKey_GamepadRStickUp,       // [Analog]\n    ImGuiKey_GamepadRStickDown,     // [Analog]\n    ImGuiKey_GamepadRStickLeft,     // [Analog]\n    ImGuiKey_GamepadRStickRight,    // [Analog]\n\n    // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)\n    // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing\n    //   them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.\n    // - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those\n    //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl).\n    // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.\n    //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and\n    //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...\n    ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper,\n\n    // End of list\n    ImGuiKey_COUNT,                 // No valid ImGuiKey is ever greater than this value\n\n    // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.\n    // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)\n    ImGuiKey_NamedKey_BEGIN         = 512,\n    ImGuiKey_NamedKey_END           = ImGuiKey_COUNT,\n    ImGuiKey_NamedKey_COUNT         = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,\n#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO\n    ImGuiKey_KeysData_SIZE          = ImGuiKey_NamedKey_COUNT,          // Size of KeysData[]: only hold named keys\n    ImGuiKey_KeysData_OFFSET        = ImGuiKey_NamedKey_BEGIN           // First key stored in KeysData[0]\n#else\n    ImGuiKey_KeysData_SIZE          = ImGuiKey_COUNT,                   // Size of KeysData[]: hold legacy 0..512 keycodes + named keys\n    ImGuiKey_KeysData_OFFSET        = 0                                 // First key stored in KeysData[0]\n#endif\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter   // Renamed in 1.87\n#endif\n};\n\n// Helper \"flags\" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API.\nenum ImGuiKeyModFlags_\n{\n    ImGuiKeyModFlags_None           = 0,\n    ImGuiKeyModFlags_Ctrl           = 1 << 0,\n    ImGuiKeyModFlags_Shift          = 1 << 1,\n    ImGuiKeyModFlags_Alt            = 1 << 2,\n    ImGuiKeyModFlags_Super          = 1 << 3    // Cmd/Super/Windows key\n};\n\n// Gamepad/Keyboard navigation\n// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.\n// Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().\n// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.\nenum ImGuiNavInput_\n{\n    // Gamepad Mapping\n    ImGuiNavInput_Activate,      // Activate / Open / Toggle / Tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)\n    ImGuiNavInput_Cancel,        // Cancel / Close / Exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)\n    ImGuiNavInput_Input,         // Text input / On-Screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)\n    ImGuiNavInput_Menu,          // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)\n    ImGuiNavInput_DpadLeft,      // Move / Tweak / Resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)\n    ImGuiNavInput_DpadRight,     //\n    ImGuiNavInput_DpadUp,        //\n    ImGuiNavInput_DpadDown,      //\n    ImGuiNavInput_LStickLeft,    // Scroll / Move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down\n    ImGuiNavInput_LStickRight,   //\n    ImGuiNavInput_LStickUp,      //\n    ImGuiNavInput_LStickDown,    //\n    ImGuiNavInput_FocusPrev,     // Focus Next window (w/ PadMenu)               // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)\n    ImGuiNavInput_FocusNext,     // Focus Prev window (w/ PadMenu)               // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)\n    ImGuiNavInput_TweakSlow,     // Slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)\n    ImGuiNavInput_TweakFast,     // Faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)\n\n    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.\n    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[].\n    ImGuiNavInput_KeyLeft_,      // Move left                                    // = Arrow keys\n    ImGuiNavInput_KeyRight_,     // Move right\n    ImGuiNavInput_KeyUp_,        // Move up\n    ImGuiNavInput_KeyDown_,      // Move down\n    ImGuiNavInput_COUNT\n};\n\n// Configuration flags stored in io.ConfigFlags. Set by user/application.\nenum ImGuiConfigFlags_\n{\n    ImGuiConfigFlags_None                   = 0,\n    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls\n    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.\n    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.\n    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.\n    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.\n    ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.\n\n    // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)\n    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.\n    ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.\n};\n\n// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.\nenum ImGuiBackendFlags_\n{\n    ImGuiBackendFlags_None                  = 0,\n    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.\n    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.\n    ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).\n    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.\n};\n\n// Enumeration for PushStyleColor() / PopStyleColor()\nenum ImGuiCol_\n{\n    ImGuiCol_Text,\n    ImGuiCol_TextDisabled,\n    ImGuiCol_WindowBg,              // Background of normal windows\n    ImGuiCol_ChildBg,               // Background of child windows\n    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows\n    ImGuiCol_Border,\n    ImGuiCol_BorderShadow,\n    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input\n    ImGuiCol_FrameBgHovered,\n    ImGuiCol_FrameBgActive,\n    ImGuiCol_TitleBg,\n    ImGuiCol_TitleBgActive,\n    ImGuiCol_TitleBgCollapsed,\n    ImGuiCol_MenuBarBg,\n    ImGuiCol_ScrollbarBg,\n    ImGuiCol_ScrollbarGrab,\n    ImGuiCol_ScrollbarGrabHovered,\n    ImGuiCol_ScrollbarGrabActive,\n    ImGuiCol_CheckMark,\n    ImGuiCol_SliderGrab,\n    ImGuiCol_SliderGrabActive,\n    ImGuiCol_Button,\n    ImGuiCol_ButtonHovered,\n    ImGuiCol_ButtonActive,\n    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem\n    ImGuiCol_HeaderHovered,\n    ImGuiCol_HeaderActive,\n    ImGuiCol_Separator,\n    ImGuiCol_SeparatorHovered,\n    ImGuiCol_SeparatorActive,\n    ImGuiCol_ResizeGrip,\n    ImGuiCol_ResizeGripHovered,\n    ImGuiCol_ResizeGripActive,\n    ImGuiCol_Tab,\n    ImGuiCol_TabHovered,\n    ImGuiCol_TabActive,\n    ImGuiCol_TabUnfocused,\n    ImGuiCol_TabUnfocusedActive,\n    ImGuiCol_PlotLines,\n    ImGuiCol_PlotLinesHovered,\n    ImGuiCol_PlotHistogram,\n    ImGuiCol_PlotHistogramHovered,\n    ImGuiCol_TableHeaderBg,         // Table header background\n    ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)\n    ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)\n    ImGuiCol_TableRowBg,            // Table row background (even rows)\n    ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)\n    ImGuiCol_TextSelectedBg,\n    ImGuiCol_DragDropTarget,\n    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item\n    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB\n    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active\n    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active\n    ImGuiCol_COUNT\n};\n\n// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.\n// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.\n//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.\n// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.\n//   In Visual Studio IDE: CTRL+comma (\"Edit.NavigateTo\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n//   With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\n// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.\nenum ImGuiStyleVar_\n{\n    // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)\n    ImGuiStyleVar_Alpha,               // float     Alpha\n    ImGuiStyleVar_DisabledAlpha,       // float     DisabledAlpha\n    ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding\n    ImGuiStyleVar_WindowRounding,      // float     WindowRounding\n    ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize\n    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize\n    ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign\n    ImGuiStyleVar_ChildRounding,       // float     ChildRounding\n    ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize\n    ImGuiStyleVar_PopupRounding,       // float     PopupRounding\n    ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize\n    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding\n    ImGuiStyleVar_FrameRounding,       // float     FrameRounding\n    ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize\n    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing\n    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing\n    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing\n    ImGuiStyleVar_CellPadding,         // ImVec2    CellPadding\n    ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize\n    ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding\n    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize\n    ImGuiStyleVar_GrabRounding,        // float     GrabRounding\n    ImGuiStyleVar_TabRounding,         // float     TabRounding\n    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign\n    ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign\n    ImGuiStyleVar_COUNT\n};\n\n// Flags for InvisibleButton() [extended in imgui_internal.h]\nenum ImGuiButtonFlags_\n{\n    ImGuiButtonFlags_None                   = 0,\n    ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)\n    ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button\n    ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button\n\n    // [Internal]\n    ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,\n    ImGuiButtonFlags_MouseButtonDefault_    = ImGuiButtonFlags_MouseButtonLeft\n};\n\n// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()\nenum ImGuiColorEditFlags_\n{\n    ImGuiColorEditFlags_None            = 0,\n    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).\n    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.\n    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.\n    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)\n    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).\n    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.\n    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).\n    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.\n    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.\n    ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)\n\n    // User Options (right-click on widget to change some of them).\n    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.\n    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.\n    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.\n    ImGuiColorEditFlags_HDR             = 1 << 19,  //              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).\n    ImGuiColorEditFlags_DisplayRGB      = 1 << 20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.\n    ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // \"\n    ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // \"\n    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.\n    ImGuiColorEditFlags_Float           = 1 << 24,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.\n    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.\n    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.\n    ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.\n    ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.\n\n    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to\n    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.\n    ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,\n\n    // [Internal] Masks\n    ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,\n    ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,\n    ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,\n    ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV\n\n    // Obsolete names (will be removed)\n    // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]\n};\n\n// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.\n// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.\nenum ImGuiSliderFlags_\n{\n    ImGuiSliderFlags_None                   = 0,\n    ImGuiSliderFlags_AlwaysClamp            = 1 << 4,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.\n    ImGuiSliderFlags_Logarithmic            = 1 << 5,       // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.\n    ImGuiSliderFlags_NoRoundToFormat        = 1 << 6,       // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)\n    ImGuiSliderFlags_NoInput                = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget\n    ImGuiSliderFlags_InvalidMask_           = 0x7000000F    // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]\n#endif\n};\n\n// Identify a mouse button.\n// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.\nenum ImGuiMouseButton_\n{\n    ImGuiMouseButton_Left = 0,\n    ImGuiMouseButton_Right = 1,\n    ImGuiMouseButton_Middle = 2,\n    ImGuiMouseButton_COUNT = 5\n};\n\n// Enumeration for GetMouseCursor()\n// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here\nenum ImGuiMouseCursor_\n{\n    ImGuiMouseCursor_None = -1,\n    ImGuiMouseCursor_Arrow = 0,\n    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.\n    ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)\n    ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border\n    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column\n    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window\n    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window\n    ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)\n    ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.\n    ImGuiMouseCursor_COUNT\n};\n\n// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions\n// Represent a condition.\n// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.\nenum ImGuiCond_\n{\n    ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always\n    ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable)\n    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)\n    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)\n    ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Helpers: Memory allocations macros, ImVector<>\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()\n// We call C++ constructor on own allocated memory via the placement \"new(ptr) Type()\" syntax.\n// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.\n//-----------------------------------------------------------------------------\n\nstruct ImNewWrapper {};\ninline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }\ninline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()\n#define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)\n#define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)\n#define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)\n#define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE\ntemplate<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }\n\n//-----------------------------------------------------------------------------\n// ImVector<>\n// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).\n//-----------------------------------------------------------------------------\n// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.\n// - We use std-like naming convention here, which is a little unusual for this codebase.\n// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.\n// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,\n//   Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.\n//-----------------------------------------------------------------------------\n\nIM_MSVC_RUNTIME_CHECKS_OFF\ntemplate<typename T>\nstruct ImVector\n{\n    int                 Size;\n    int                 Capacity;\n    T*                  Data;\n\n    // Provide standard typedefs but we don't use them ourselves.\n    typedef T                   value_type;\n    typedef value_type*         iterator;\n    typedef const value_type*   const_iterator;\n\n    // Constructors, destructor\n    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }\n    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }\n    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }\n    inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything\n\n    inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything\n    inline void         clear_delete()                      { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); }     // Important: never called automatically! always explicit.\n    inline void         clear_destruct()                    { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); }           // Important: never called automatically! always explicit.\n\n    inline bool         empty() const                       { return Size == 0; }\n    inline int          size() const                        { return Size; }\n    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }\n    inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }\n    inline int          capacity() const                    { return Capacity; }\n    inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }\n    inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }\n\n    inline T*           begin()                             { return Data; }\n    inline const T*     begin() const                       { return Data; }\n    inline T*           end()                               { return Data + Size; }\n    inline const T*     end() const                         { return Data + Size; }\n    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }\n    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }\n    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }\n    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }\n    inline void         swap(ImVector<T>& rhs)              { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }\n\n    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }\n    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }\n    inline void         resize(int new_size, const T& v)    { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }\n    inline void         shrink(int new_size)                { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation\n    inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }\n\n    // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.\n    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }\n    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }\n    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }\n    inline T*           erase(const T* it)                  { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }\n    inline T*           erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }\n    inline T*           erase_unsorted(const T* it)         { IM_ASSERT(it >= Data && it < Data + Size);  const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }\n    inline T*           insert(const T* it, const T& v)     { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }\n    inline bool         contains(const T& v) const          { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }\n    inline T*           find(const T& v)                    { T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }\n    inline const T*     find(const T& v) const              { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }\n    inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }\n    inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }\n    inline int          index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }\n};\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiStyle\n//-----------------------------------------------------------------------------\n// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().\n// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,\n// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.\n//-----------------------------------------------------------------------------\n\nstruct ImGuiStyle\n{\n    float       Alpha;                      // Global alpha applies to everything in Dear ImGui.\n    float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.\n    ImVec2      WindowPadding;              // Padding within a window.\n    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.\n    float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().\n    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.\n    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.\n    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.\n    float       ChildBorderSize;            // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)\n    float       PopupBorderSize;            // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).\n    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).\n    float       FrameBorderSize;            // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.\n    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).\n    ImVec2      CellPadding;                // Padding within a table cell\n    ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!\n    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).\n    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).\n    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.\n    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.\n    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.\n    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.\n    float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.\n    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.\n    float       TabBorderSize;              // Thickness of border around tabs.\n    float       TabMinWidthForCloseButton;  // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.\n    ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.\n    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).\n    ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.\n    ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.\n    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!\n    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.\n    bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).\n    bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).\n    bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).\n    float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n    float       CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.\n    ImVec4      Colors[ImGuiCol_COUNT];\n\n    IMGUI_API ImGuiStyle();\n    IMGUI_API void ScaleAllSizes(float scale_factor);\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiIO\n//-----------------------------------------------------------------------------\n// Communicate most settings and inputs/outputs to Dear ImGui using this structure.\n// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.\n//-----------------------------------------------------------------------------\n\n// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.\n// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration.\nstruct ImGuiKeyData\n{\n    bool        Down;               // True for if key is down\n    float       DownDuration;       // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)\n    float       DownDurationPrev;   // Last frame duration the key has been down\n    float       AnalogValue;        // 0.0f..1.0f for gamepad values\n};\n\nstruct ImGuiIO\n{\n    //------------------------------------------------------------------\n    // Configuration                            // Default value\n    //------------------------------------------------------------------\n\n    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.\n    ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.\n    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.\n    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.\n    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.\n    const char* IniFilename;                    // = \"imgui.ini\"    // Path to .ini file (important: default \"imgui.ini\" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.\n    const char* LogFilename;                    // = \"imgui_log.txt\"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).\n    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.\n    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.\n    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.\n    float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).\n    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.\n    void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.\n\n    ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.\n    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts\n    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.\n    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].\n    ImVec2      DisplayFramebufferScale;        // = (1, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.\n\n    // Miscellaneous options\n    bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.\n    bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.\n    bool        ConfigInputTrickleEventQueue;   // = true           // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.\n    bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).\n    bool        ConfigDragClickToInputText;     // = false          // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.\n    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)\n    bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.\n    float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.\n\n    //------------------------------------------------------------------\n    // Platform Functions\n    // (the imgui_impl_xxxx backend files are setting those up for you)\n    //------------------------------------------------------------------\n\n    // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.\n    const char* BackendPlatformName;            // = NULL\n    const char* BackendRendererName;            // = NULL\n    void*       BackendPlatformUserData;        // = NULL           // User data for platform backend\n    void*       BackendRendererUserData;        // = NULL           // User data for renderer backend\n    void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend\n\n    // Optional: Access OS clipboard\n    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)\n    const char* (*GetClipboardTextFn)(void* user_data);\n    void        (*SetClipboardTextFn)(void* user_data, const char* text);\n    void*       ClipboardUserData;\n\n    // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)\n    // (default to use native imm32 api on Windows)\n    void        (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    void*       ImeWindowHandle;                // = NULL           // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.\n#else\n    void*       _UnusedPadding;                                     // Unused field to keep data structure the same size.\n#endif\n\n    //------------------------------------------------------------------\n    // Input - Call before calling NewFrame()\n    //------------------------------------------------------------------\n\n    // Input Functions\n    IMGUI_API void  AddKeyEvent(ImGuiKey key, bool down);                   // Queue a new key down/up event. Key should be \"translated\" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)\n    IMGUI_API void  AddKeyAnalogEvent(ImGuiKey key, bool down, float v);    // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.\n    IMGUI_API void  AddMousePosEvent(float x, float y);                     // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)\n    IMGUI_API void  AddMouseButtonEvent(int button, bool down);             // Queue a mouse button change\n    IMGUI_API void  AddMouseWheelEvent(float wh_x, float wh_y);             // Queue a mouse wheel update\n    IMGUI_API void  AddFocusEvent(bool focused);                            // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)\n    IMGUI_API void  AddInputCharacter(unsigned int c);                      // Queue a new character input\n    IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from an UTF-16 character, it can be a surrogate\n    IMGUI_API void  AddInputCharactersUTF8(const char* str);                // Queue a new characters input from an UTF-8 string\n\n    IMGUI_API void  ClearInputCharacters();                                 // [Internal] Clear the text input buffer manually\n    IMGUI_API void  ClearInputKeys();                                       // [Internal] Release all keys\n    IMGUI_API void  SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.\n\n    //------------------------------------------------------------------\n    // Output - Updated by NewFrame() or EndFrame()/Render()\n    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is\n    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)\n    //------------------------------------------------------------------\n\n    bool        WantCaptureMouse;                   // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).\n    bool        WantCaptureKeyboard;                // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).\n    bool        WantTextInput;                      // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).\n    bool        WantSetMousePos;                    // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.\n    bool        WantSaveIniSettings;                // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!\n    bool        NavActive;                          // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.\n    bool        NavVisible;                         // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).\n    float       Framerate;                          // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.\n    int         MetricsRenderVertices;              // Vertices output during last call to Render()\n    int         MetricsRenderIndices;               // Indices output during last call to Render() = number of triangles * 3\n    int         MetricsRenderWindows;               // Number of visible windows\n    int         MetricsActiveWindows;               // Number of active windows\n    int         MetricsActiveAllocations;           // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.\n    ImVec2      MouseDelta;                         // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.\n\n    // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.\n    // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    int         KeyMap[ImGuiKey_COUNT];             // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your \"native\" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.\n    bool        KeysDown[ImGuiKey_COUNT];           // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the \"native\" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.\n#endif\n\n    //------------------------------------------------------------------\n    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!\n    //------------------------------------------------------------------\n\n    // Main Input State\n    // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)\n    // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)\n    ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)\n    bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.\n    float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.\n    float       MouseWheelH;                        // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.\n    bool        KeyCtrl;                            // Keyboard modifier down: Control\n    bool        KeyShift;                           // Keyboard modifier down: Shift\n    bool        KeyAlt;                             // Keyboard modifier down: Alt\n    bool        KeySuper;                           // Keyboard modifier down: Cmd/Super/Windows\n    float       NavInputs[ImGuiNavInput_COUNT];     // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().\n\n    // Other state maintained from data above + IO function calls\n    ImGuiKeyModFlags KeyMods;                       // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()\n    ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE];  // Key state for all known keys. Use IsKeyXXX() functions to access this.\n    bool        WantCaptureMouseUnlessPopupClose;   // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.\n    ImVec2      MousePosPrev;                       // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)\n    ImVec2      MouseClickedPos[5];                 // Position at time of clicking\n    double      MouseClickedTime[5];                // Time of last click (used to figure out double-click)\n    bool        MouseClicked[5];                    // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)\n    bool        MouseDoubleClicked[5];              // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)\n    ImU16       MouseClickedCount[5];               // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down\n    ImU16       MouseClickedLastCount[5];           // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.\n    bool        MouseReleased[5];                   // Mouse button went from Down to !Down\n    bool        MouseDownOwned[5];                  // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.\n    bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.\n    float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)\n    float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down\n    float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)\n    float       NavInputsDownDuration[ImGuiNavInput_COUNT];\n    float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];\n    float       PenPressure;                        // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.\n    bool        AppFocusLost;\n    ImS8        BackendUsingLegacyKeyArrays;        // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]\n    bool        BackendUsingLegacyNavInputArray;    // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly\n    ImWchar16   InputQueueSurrogate;                // For AddInputCharacterUTF16()\n    ImVector<ImWchar> InputQueueCharacters;         // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.\n\n    IMGUI_API   ImGuiIO();\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Misc data structures\n//-----------------------------------------------------------------------------\n\n// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.\n// The callback function should return 0 by default.\n// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)\n// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)\n// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration\n// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB\n// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows\n// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.\n// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.\nstruct ImGuiInputTextCallbackData\n{\n    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only\n    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only\n    void*               UserData;       // What user passed to InputText()      // Read-only\n\n    // Arguments for the different callback events\n    // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.\n    // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.\n    ImWchar             EventChar;      // Character input                      // Read-write   // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;\n    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]\n    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!\n    int                 BufTextLen;     // Text length (in bytes)               // Read-write   // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()\n    int                 BufSize;        // Buffer size (in bytes) = capacity+1  // Read-only    // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1\n    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]\n    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]\n    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)\n    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]\n\n    // Helper functions for text manipulation.\n    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.\n    IMGUI_API ImGuiInputTextCallbackData();\n    IMGUI_API void      DeleteChars(int pos, int bytes_count);\n    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);\n    void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }\n    void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }\n    bool                HasSelection() const    { return SelectionStart != SelectionEnd; }\n};\n\n// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().\n// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.\nstruct ImGuiSizeCallbackData\n{\n    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()\n    ImVec2  Pos;            // Read-only.   Window position, for reference.\n    ImVec2  CurrentSize;    // Read-only.   Current window size.\n    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.\n};\n\n// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()\nstruct ImGuiPayload\n{\n    // Members\n    void*           Data;               // Data (copied and owned by dear imgui)\n    int             DataSize;           // Data size\n\n    // [Internal]\n    ImGuiID         SourceId;           // Source item id\n    ImGuiID         SourceParentId;     // Source parent id (if available)\n    int             DataFrameCount;     // Data timestamp\n    char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)\n    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)\n    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.\n\n    ImGuiPayload()  { Clear(); }\n    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }\n    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }\n    bool IsPreview() const                  { return Preview; }\n    bool IsDelivery() const                 { return Delivery; }\n};\n\n// Sorting specification for one column of a table (sizeof == 12 bytes)\nstruct ImGuiTableColumnSortSpecs\n{\n    ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)\n    ImS16                       ColumnIndex;        // Index of the column\n    ImS16                       SortOrder;          // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)\n    ImGuiSortDirection          SortDirection : 8;  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)\n\n    ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }\n};\n\n// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)\n// Obtained by calling TableGetSortSpecs().\n// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.\n// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!\nstruct ImGuiTableSortSpecs\n{\n    const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.\n    int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.\n    bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.\n\n    ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)\n//-----------------------------------------------------------------------------\n\n// Helper: Unicode defines\n#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).\n#ifdef IMGUI_USE_WCHAR32\n#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.\n#else\n#define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.\n#endif\n\n// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.\n// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text(\"This will be called only once per frame\");\nstruct ImGuiOnceUponAFrame\n{\n    ImGuiOnceUponAFrame() { RefFrame = -1; }\n    mutable int RefFrame;\n    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }\n};\n\n// Helper: Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nstruct ImGuiTextFilter\n{\n    IMGUI_API           ImGuiTextFilter(const char* default_filter = \"\");\n    IMGUI_API bool      Draw(const char* label = \"Filter (inc,-exc)\", float width = 0.0f);  // Helper calling InputText+Build\n    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;\n    IMGUI_API void      Build();\n    void                Clear()          { InputBuf[0] = 0; Build(); }\n    bool                IsActive() const { return !Filters.empty(); }\n\n    // [Internal]\n    struct ImGuiTextRange\n    {\n        const char*     b;\n        const char*     e;\n\n        ImGuiTextRange()                                { b = e = NULL; }\n        ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }\n        bool            empty() const                   { return b == e; }\n        IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;\n    };\n    char                    InputBuf[256];\n    ImVector<ImGuiTextRange>Filters;\n    int                     CountGrep;\n};\n\n// Helper: Growable text buffer for logging/accumulating text\n// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')\nstruct ImGuiTextBuffer\n{\n    ImVector<char>      Buf;\n    IMGUI_API static char EmptyString[1];\n\n    ImGuiTextBuffer()   { }\n    inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }\n    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }\n    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator\n    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }\n    bool                empty() const           { return Buf.Size <= 1; }\n    void                clear()                 { Buf.clear(); }\n    void                reserve(int capacity)   { Buf.reserve(capacity); }\n    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }\n    IMGUI_API void      append(const char* str, const char* str_end = NULL);\n    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);\n    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);\n};\n\n// Helper: Key->Value storage\n// Typically you don't have to worry about this since a storage is held within each Window.\n// We use it to e.g. store collapse state for a tree (Int 0/1)\n// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)\n// You can use it as custom user storage for temporary values. Declare your own storage if, for example:\n// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).\n// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)\n// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.\nstruct ImGuiStorage\n{\n    // [Internal]\n    struct ImGuiStoragePair\n    {\n        ImGuiID key;\n        union { int val_i; float val_f; void* val_p; };\n        ImGuiStoragePair(ImGuiID _key, int _val_i)      { key = _key; val_i = _val_i; }\n        ImGuiStoragePair(ImGuiID _key, float _val_f)    { key = _key; val_f = _val_f; }\n        ImGuiStoragePair(ImGuiID _key, void* _val_p)    { key = _key; val_p = _val_p; }\n    };\n\n    ImVector<ImGuiStoragePair>      Data;\n\n    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)\n    // - Set***() functions find pair, insertion on demand if missing.\n    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.\n    void                Clear() { Data.clear(); }\n    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;\n    IMGUI_API void      SetInt(ImGuiID key, int val);\n    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;\n    IMGUI_API void      SetBool(ImGuiID key, bool val);\n    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;\n    IMGUI_API void      SetFloat(ImGuiID key, float val);\n    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL\n    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);\n\n    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.\n    // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.\n    // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)\n    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat(\"var\", pvar, 0, 100.0f); some_var += *pvar;\n    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);\n    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);\n    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);\n    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);\n\n    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)\n    IMGUI_API void      SetAllInt(int val);\n\n    // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.\n    IMGUI_API void      BuildSortByKey();\n};\n\n// Helper: Manually clip large list of items.\n// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse\n// clipping based on visibility to only submit items that are in view.\n// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.\n// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally\n//  fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily\n//  scale using lists with tens of thousands of items without a problem)\n// Usage:\n//   ImGuiListClipper clipper;\n//   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.\n//   while (clipper.Step())\n//       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n//           ImGui::Text(\"line number %d\", i);\n// Generally what happens is:\n// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.\n// - User code submit that one element.\n// - Clipper can measure the height of the first element\n// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.\n// - User code submit visible elements.\n// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.\nstruct ImGuiListClipper\n{\n    int             DisplayStart;       // First item to display, updated by each call to Step()\n    int             DisplayEnd;         // End of items to display (exclusive)\n    int             ItemsCount;         // [Internal] Number of items\n    float           ItemsHeight;        // [Internal] Height of item after a first step and item submission can calculate it\n    float           StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed\n    void*           TempData;           // [Internal] Internal data\n\n    // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)\n    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().\n    IMGUI_API ImGuiListClipper();\n    IMGUI_API ~ImGuiListClipper();\n    IMGUI_API void  Begin(int items_count, float items_height = -1.0f);\n    IMGUI_API void  End();             // Automatically called on the last call of Step() that returns false.\n    IMGUI_API bool  Step();            // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.\n\n    // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.\n    IMGUI_API void  ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]\n#endif\n};\n\n// Helpers macros to generate 32-bit encoded colors\n#ifdef IMGUI_USE_BGRA_PACKED_COLOR\n#define IM_COL32_R_SHIFT    16\n#define IM_COL32_G_SHIFT    8\n#define IM_COL32_B_SHIFT    0\n#define IM_COL32_A_SHIFT    24\n#define IM_COL32_A_MASK     0xFF000000\n#else\n#define IM_COL32_R_SHIFT    0\n#define IM_COL32_G_SHIFT    8\n#define IM_COL32_B_SHIFT    16\n#define IM_COL32_A_SHIFT    24\n#define IM_COL32_A_MASK     0xFF000000\n#endif\n#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))\n#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF\n#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black\n#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000\n\n// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)\n// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.\n// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.\n// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.\nstruct ImColor\n{\n    ImVec4              Value;\n\n    ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }\n    ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }\n    ImColor(ImU32 rgba)                                             { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }\n    ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }\n    ImColor(const ImVec4& col)                                      { Value = col; }\n    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }\n    inline operator ImVec4() const                                  { return Value; }\n\n    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.\n    inline void    SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }\n    static ImColor HSV(float h, float s, float v, float a = 1.0f)   { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)\n// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.\n//-----------------------------------------------------------------------------\n\n// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.\n#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX\n#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)\n#endif\n\n// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]\n// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,\n// you can poke into the draw list for that! Draw callback may be useful for example to:\n//  A) Change your GPU render state,\n//  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.\n// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'\n// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.\n#ifndef ImDrawCallback\ntypedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);\n#endif\n\n// Special Draw callback value to request renderer backend to reset the graphics/render state.\n// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.\n// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.\n// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).\n#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-1)\n\n// Typically, 1 command = 1 GPU draw call (unless command is a callback)\n// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,\n//   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.\n//   Backends made for <1.71. will typically ignore the VtxOffset fields.\n// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).\nstruct ImDrawCmd\n{\n    ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in \"viewport\" coordinates\n    ImTextureID     TextureId;          // 4-8  // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.\n    unsigned int    VtxOffset;          // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.\n    unsigned int    IdxOffset;          // 4    // Start offset in index buffer.\n    unsigned int    ElemCount;          // 4    // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].\n    ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.\n    void*           UserCallbackData;   // 4-8  // The draw callback code can access this.\n\n    ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed\n\n    // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)\n    inline ImTextureID GetTexID() const { return TextureId; }\n};\n\n// Vertex layout\n#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT\nstruct ImDrawVert\n{\n    ImVec2  pos;\n    ImVec2  uv;\n    ImU32   col;\n};\n#else\n// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h\n// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.\n// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.\n// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.\nIMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;\n#endif\n\n// [Internal] For use by ImDrawList\nstruct ImDrawCmdHeader\n{\n    ImVec4          ClipRect;\n    ImTextureID     TextureId;\n    unsigned int    VtxOffset;\n};\n\n// [Internal] For use by ImDrawListSplitter\nstruct ImDrawChannel\n{\n    ImVector<ImDrawCmd>         _CmdBuffer;\n    ImVector<ImDrawIdx>         _IdxBuffer;\n};\n\n\n// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.\n// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.\nstruct ImDrawListSplitter\n{\n    int                         _Current;    // Current channel number (0)\n    int                         _Count;      // Number of active channels (1+)\n    ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)\n\n    inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }\n    inline ~ImDrawListSplitter() { ClearFreeMemory(); }\n    inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame\n    IMGUI_API void              ClearFreeMemory();\n    IMGUI_API void              Split(ImDrawList* draw_list, int count);\n    IMGUI_API void              Merge(ImDrawList* draw_list);\n    IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);\n};\n\n// Flags for ImDrawList functions\n// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)\nenum ImDrawFlags_\n{\n    ImDrawFlags_None                        = 0,\n    ImDrawFlags_Closed                      = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)\n    ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.\n    ImDrawFlags_RoundCornersTopRight        = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.\n    ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.\n    ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.\n    ImDrawFlags_RoundCornersNone            = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!\n    ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,\n    ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,\n    ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,\n    ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,\n    ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,\n    ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.\n    ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone\n};\n\n// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.\n// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.\nenum ImDrawListFlags_\n{\n    ImDrawListFlags_None                    = 0,\n    ImDrawListFlags_AntiAliasedLines        = 1 << 0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)\n    ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.\n    ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).\n    ImDrawListFlags_AllowVtxOffset          = 1 << 3   // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.\n};\n\n// Draw command list\n// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,\n// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.\n// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to\n// access the current window draw list and draw custom primitives.\n// You can interleave normal ImGui:: calls and adding primitives to the current draw list.\n// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).\n// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)\n// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.\nstruct ImDrawList\n{\n    // This is what you have to render\n    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.\n    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those\n    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.\n    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.\n\n    // [Internal, used while building lists]\n    unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.\n    const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)\n    const char*             _OwnerName;         // Pointer to owner window's name for debugging\n    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)\n    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)\n    ImVector<ImVec4>        _ClipRectStack;     // [Internal]\n    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]\n    ImVector<ImVec2>        _Path;              // [Internal] current path building\n    ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().\n    ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)\n    float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content\n\n    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)\n    ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }\n\n    ~ImDrawList() { _ClearFreeMemory(); }\n    IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)\n    IMGUI_API void  PushClipRectFullScreen();\n    IMGUI_API void  PopClipRect();\n    IMGUI_API void  PushTextureID(ImTextureID texture_id);\n    IMGUI_API void  PopTextureID();\n    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }\n    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }\n\n    // Primitives\n    // - For rectangular primitives, \"p_min\" and \"p_max\" represent the upper-left and lower-right corners.\n    // - For circle primitives, use \"num_segments == 0\" to automatically calculate tessellation (preferred).\n    //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.\n    //   In future versions we will use textures to provide cheaper and higher-quality circles.\n    //   Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.\n    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size)\n    IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0);                     // a: upper-left, b: lower-right (== upper-left + size)\n    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);\n    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);\n    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);\n    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);\n    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);\n    IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);\n    IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);\n    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);\n    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);\n    IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);\n    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.\n    IMGUI_API void  AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)\n    IMGUI_API void  AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0);               // Quadratic Bezier (3 control points)\n\n    // Image primitives\n    // - Read FAQ to understand what ImTextureID is.\n    // - \"p_min\" and \"p_max\" represent the upper-left and lower-right corners of the rectangle.\n    // - \"uv_min\" and \"uv_max\" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.\n    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);\n    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);\n    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);\n\n    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()\n    inline    void  PathClear()                                                 { _Path.Size = 0; }\n    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }\n    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }\n    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }  // Note: Anti-aliased filling requires points to be in clockwise order.\n    inline    void  PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }\n    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);\n    IMGUI_API void  PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12);                // Use precomputed angles for a 12 steps circle\n    IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)\n    IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)\n    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);\n\n    // Advanced\n    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.\n    IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible\n    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.\n\n    // Advanced: Channels\n    // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)\n    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)\n    // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!\n    //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.\n    //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.\n    inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }\n    inline void     ChannelsMerge()             { _Splitter.Merge(this); }\n    inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }\n\n    // Advanced: Primitives allocations\n    // - We render triangles (three vertices)\n    // - All primitives needs to be reserved via PrimReserve() beforehand.\n    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);\n    IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);\n    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)\n    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);\n    IMGUI_API void  PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);\n    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }\n    inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }\n    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline    void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)\n    inline    void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)\n#endif\n\n    // [Internal helpers]\n    IMGUI_API void  _ResetForNewFrame();\n    IMGUI_API void  _ClearFreeMemory();\n    IMGUI_API void  _PopUnusedDrawCmd();\n    IMGUI_API void  _TryMergeDrawCmds();\n    IMGUI_API void  _OnChangedClipRect();\n    IMGUI_API void  _OnChangedTextureID();\n    IMGUI_API void  _OnChangedVtxOffset();\n    IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;\n    IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);\n    IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);\n};\n\n// All draw data to render a Dear ImGui frame\n// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,\n// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)\nstruct ImDrawData\n{\n    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.\n    int             CmdListsCount;          // Number of ImDrawList* to render\n    int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size\n    int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size\n    ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.\n    ImVec2          DisplayPos;             // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)\n    ImVec2          DisplaySize;            // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)\n    ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.\n\n    // Functions\n    ImDrawData()    { Clear(); }\n    void Clear()    { memset(this, 0, sizeof(*this)); }     // The ImDrawList are owned by ImGuiContext!\n    IMGUI_API void  DeIndexAllBuffers();                    // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!\n    IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)\n//-----------------------------------------------------------------------------\n\nstruct ImFontConfig\n{\n    void*           FontData;               //          // TTF/OTF data\n    int             FontDataSize;           //          // TTF/OTF data size\n    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).\n    int             FontNo;                 // 0        // Index of font within TTF/OTF file\n    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).\n    int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.\n    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.\n    bool            PixelSnapH;             // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.\n    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.\n    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.\n    const ImWchar*  GlyphRanges;            // NULL     // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.\n    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font\n    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs\n    bool            MergeMode;              // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.\n    unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.\n    float           RasterizerMultiply;     // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.\n    ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.\n\n    // [Internal]\n    char            Name[40];               // Name (strictly to ease debugging)\n    ImFont*         DstFont;\n\n    IMGUI_API ImFontConfig();\n};\n\n// Hold rendering data for one glyph.\n// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)\nstruct ImFontGlyph\n{\n    unsigned int    Colored : 1;        // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)\n    unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.\n    unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF\n    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)\n    float           X0, Y0, X1, Y1;     // Glyph corners\n    float           U0, V0, U1, V1;     // Texture coordinates\n};\n\n// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().\n// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.\nstruct ImFontGlyphRangesBuilder\n{\n    ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)\n\n    ImFontGlyphRangesBuilder()              { Clear(); }\n    inline void     Clear()                 { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }\n    inline bool     GetBit(size_t n) const  { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array\n    inline void     SetBit(size_t n)        { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array\n    inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character\n    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)\n    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext\n    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges\n};\n\n// See ImFontAtlas::AddCustomRectXXX functions.\nstruct ImFontAtlasCustomRect\n{\n    unsigned short  Width, Height;  // Input    // Desired rectangle dimension\n    unsigned short  X, Y;           // Output   // Packed position in Atlas\n    unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)\n    float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance\n    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset\n    ImFont*         Font;           // Input    // For custom font glyphs only: target font\n    ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }\n    bool IsPacked() const           { return X != 0xFFFF; }\n};\n\n// Flags for ImFontAtlas build\nenum ImFontAtlasFlags_\n{\n    ImFontAtlasFlags_None               = 0,\n    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two\n    ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)\n    ImFontAtlasFlags_NoBakedLines       = 1 << 2    // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).\n};\n\n// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:\n//  - One or more fonts.\n//  - Custom graphics data needed to render the shapes needed by Dear ImGui.\n//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).\n// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.\n//  - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.\n//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.\n//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)\n//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.\n//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.\n// Common pitfalls:\n// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the\n//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.\n// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.\n//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,\n// - Even though many functions are suffixed with \"TTF\", OTF data is supported just as well.\n// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!\nstruct ImFontAtlas\n{\n    IMGUI_API ImFontAtlas();\n    IMGUI_API ~ImFontAtlas();\n    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);\n    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);\n    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);\n    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.\n    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.\n    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.\n    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.\n    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.\n    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).\n    IMGUI_API void              Clear();                    // Clear all input and output.\n\n    // Build atlas, retrieve pixel data.\n    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().\n    // The pitch is always = Width * BytesPerPixels (1 or 4)\n    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into\n    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.\n    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.\n    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel\n    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel\n    bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...\n    void                        SetTexID(ImTextureID id)    { TexID = id; }\n\n    //-------------------------------------------\n    // Glyph Ranges\n    //-------------------------------------------\n\n    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)\n    // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8\"Hello world\" syntax. See FAQ for details.\n    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.\n    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin\n    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters\n    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese\n    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters\n    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters\n    IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters\n\n    //-------------------------------------------\n    // [BETA] Custom Rectangles/Glyphs API\n    //-------------------------------------------\n\n    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.\n    // - After calling Build(), you can query the rectangle position and render your pixels.\n    // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.\n    // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),\n    //   so you can render e.g. custom colorful icons and use them as regular glyphs.\n    // - Read docs/FONTS.md for more details about using colorful icons.\n    // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.\n    IMGUI_API int               AddCustomRectRegular(int width, int height);\n    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));\n    ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }\n\n    // [Internal]\n    IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;\n    IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);\n\n    //-------------------------------------------\n    // Members\n    //-------------------------------------------\n\n    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)\n    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.\n    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.\n    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.\n    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.\n\n    // [Internal]\n    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.\n    bool                        TexReady;           // Set when texture was built matching current font input\n    bool                        TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.\n    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight\n    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4\n    int                         TexWidth;           // Texture width calculated during Build().\n    int                         TexHeight;          // Texture height calculated during Build().\n    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)\n    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel\n    ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.\n    ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.\n    ImVector<ImFontConfig>      ConfigData;         // Configuration data\n    ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines\n\n    // [Internal] Font builder\n    const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).\n    unsigned int                FontBuilderFlags;   // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.\n\n    // [Internal] Packing data\n    int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors\n    int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines\n\n    // [Obsolete]\n    //typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+\n    //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+\n};\n\n// Font runtime data and rendering\n// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().\nstruct ImFont\n{\n    // Members: Hot ~20/24 bytes (for CalcTextSize)\n    ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).\n    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX\n    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)\n\n    // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)\n    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.\n    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.\n    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)\n\n    // Members: Cold ~32/40 bytes\n    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into\n    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData\n    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.\n    ImWchar                     FallbackChar;       // 2     // out // = FFFD/'?' // Character used if a glyph isn't found.\n    ImWchar                     EllipsisChar;       // 2     // out // = '...'    // Character used for ellipsis rendering.\n    ImWchar                     DotChar;            // 2     // out // = '.'      // Character used for ellipsis rendering (if a single '...' character isn't found)\n    bool                        DirtyLookupTables;  // 1     // out //\n    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()\n    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]\n    int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)\n    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.\n\n    // Methods\n    IMGUI_API ImFont();\n    IMGUI_API ~ImFont();\n    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;\n    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;\n    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }\n    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }\n    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : \"<unknown>\"; }\n\n    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.\n    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.\n    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8\n    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;\n    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;\n    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;\n\n    // [Internal] Don't use!\n    IMGUI_API void              BuildLookupTable();\n    IMGUI_API void              ClearOutputData();\n    IMGUI_API void              GrowIndex(int new_size);\n    IMGUI_API void              AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);\n    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.\n    IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);\n    IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Viewports\n//-----------------------------------------------------------------------------\n\n// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.\nenum ImGuiViewportFlags_\n{\n    ImGuiViewportFlags_None                     = 0,\n    ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window\n    ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)\n    ImGuiViewportFlags_OwnedByApp               = 1 << 2    // Platform Window: is created/managed by the application (rather than a dear imgui backend)\n};\n\n// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.\n// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.\n// - In the future we will extend this concept further to also represent Platform Monitor and support a \"no main platform window\" operation mode.\n// - About Main Area vs Work Area:\n//   - Main Area = entire viewport.\n//   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).\n//   - Windows are generally trying to stay within the Work Area of their host viewport.\nstruct ImGuiViewport\n{\n    ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_\n    ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)\n    ImVec2              Size;                   // Main Area: Size of the viewport.\n    ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)\n    ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)\n\n    // Platform/Backend Dependent Data\n    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)\n\n    ImGuiViewport()     { memset(this, 0, sizeof(*this)); }\n\n    // Helpers\n    ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }\n    ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Platform Dependent Interfaces\n//-----------------------------------------------------------------------------\n\n// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.\nstruct ImGuiPlatformImeData\n{\n    bool    WantVisible;        // A widget wants the IME to be visible\n    ImVec2  InputPos;           // Position of the input cursor\n    float   InputLineHeight;    // Line height\n\n    ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Obsolete functions and types\n// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)\n// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IMGUI_API int       GetKeyIndex(ImGuiKey key);  // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]\n#else\n    static inline int   GetKeyIndex(ImGuiKey key)   { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && \"ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey.\"); return key; }\n#endif\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\nnamespace ImGui\n{\n    // OBSOLETED in 1.86 (from November 2021)\n    IMGUI_API void      CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.\n    // OBSOLETED in 1.85 (from August 2021)\n    static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }\n    // OBSOLETED in 1.81 (from February 2021)\n    IMGUI_API bool      ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items\n    static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }\n    static inline void  ListBoxFooter() { EndListBox(); }\n    // OBSOLETED in 1.79 (from August 2020)\n    static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!\n    // OBSOLETED in 1.78 (from June 2020)\n    // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.\n    // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.\n    IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);\n    IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);\n    static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }\n    static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }\n    static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }\n    static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }\n    IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);\n    IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);\n    static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }\n    static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }\n    static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }\n    static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }\n    // OBSOLETED in 1.77 (from June 2020)\n    static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }\n\n    // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)\n    //static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)\n    //static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)\n    //static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)\n    //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)\n    //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)\n    //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)\n    //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)\n    //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)\n    //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }           // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n}\n\n// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()\ntypedef ImDrawFlags ImDrawCornerFlags;\nenum ImDrawCornerFlags_\n{\n    ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit\n    ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).\n    ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.\n    ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.\n    ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.\n    ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82\n    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,\n    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,\n    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,\n    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight\n};\n\n#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n//-----------------------------------------------------------------------------\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#elif defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n\n// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)\n#ifdef IMGUI_INCLUDE_IMGUI_USER_H\n#include \"imgui_user.h\"\n#endif\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "src/imgui/imgui_demo.cpp",
    "content": "// dear imgui, v1.88 WIP\n// (demo code)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for more details, documentation and comments.\n// Get the latest version at https://github.com/ocornut/imgui\n\n// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:\n// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other\n// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available\n// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone\n// in your team, likely leading you to poorer usage of the library.\n// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().\n// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be\n// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.\n// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference.\n// Thank you,\n// -Your beloved friend, imgui_demo.cpp (which you won't delete)\n\n// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:\n// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls,\n// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to\n// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller\n// in size. It also happens to be a convenient way of storing simple UI related information as long as your function\n// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code,\n// but most of the real data you would be editing is likely going to be stored outside your functions.\n\n// The Demo code in this file is designed to be easy to copy-and-paste into your application!\n// Because of this:\n// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.\n// - We try to declare static variables in the local scope, as close as possible to the code using them.\n// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.\n// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided\n//   by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional\n//   and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.\n//   Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.\n\n// Navigating this file:\n// - In Visual Studio IDE: CTRL+comma (\"Edit.NavigateTo\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n// - With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\n\n/*\n\nIndex of this file:\n\n// [SECTION] Forward Declarations, Helpers\n// [SECTION] Demo Window / ShowDemoWindow()\n// - sub section: ShowDemoWindowWidgets()\n// - sub section: ShowDemoWindowLayout()\n// - sub section: ShowDemoWindowPopups()\n// - sub section: ShowDemoWindowTables()\n// - sub section: ShowDemoWindowMisc()\n// [SECTION] About Window / ShowAboutWindow()\n// [SECTION] Style Editor / ShowStyleEditor()\n// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()\n// [SECTION] Example App: Debug Console / ShowExampleAppConsole()\n// [SECTION] Example App: Debug Log / ShowExampleAppLog()\n// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()\n// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()\n// [SECTION] Example App: Long Text / ShowExampleAppLongText()\n// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()\n// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()\n// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()\n// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()\n// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()\n// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()\n// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()\n\n*/\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n\n// System includes\n#include <ctype.h>          // toupper\n#include <limits.h>         // INT_MIN, INT_MAX\n#include <math.h>           // sqrtf, powf, cosf, sinf, floorf, ceilf\n#include <stdio.h>          // vsnprintf, sscanf, printf\n#include <stdlib.h>         // NULL, malloc, free, atoi\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>         // intptr_t\n#else\n#include <stdint.h>         // intptr_t\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                     // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                           // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wdeprecated-declarations\"        // warning: 'xx' is deprecated: The POSIX name for this..   // for strdup used in demo code (so user can copy & paste the code)\n#pragma clang diagnostic ignored \"-Wint-to-void-pointer-cast\"       // warning: cast to 'void *' from smaller integer type\n#pragma clang diagnostic ignored \"-Wformat-security\"                // warning: format string is not a string literal\n#pragma clang diagnostic ignored \"-Wexit-time-destructors\"          // warning: declaration requires an exit-time destructor    // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.\n#pragma clang diagnostic ignored \"-Wunused-macros\"                  // warning: macro is not used                               // we define snprintf/vsnprintf on Windows so they are available, but not always used.\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                   // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wreserved-id-macro\"              // warning: macro name is a reserved identifier\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wint-to-pointer-cast\"      // warning: cast to pointer from integer of different size\n#pragma GCC diagnostic ignored \"-Wformat-security\"          // warning: format string is not a string literal (potentially insecure)\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"         // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#pragma GCC diagnostic ignored \"-Wmisleading-indentation\"   // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on GitHub.\n#endif\n\n// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)\n#ifdef _WIN32\n#define IM_NEWLINE  \"\\r\\n\"\n#else\n#define IM_NEWLINE  \"\\n\"\n#endif\n\n// Helpers\n#if defined(_MSC_VER) && !defined(snprintf)\n#define snprintf    _snprintf\n#endif\n#if defined(_MSC_VER) && !defined(vsnprintf)\n#define vsnprintf   _vsnprintf\n#endif\n\n// Format specifiers, printing 64-bit hasn't been decently standardized...\n// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.\n#ifdef _MSC_VER\n#define IM_PRId64   \"I64d\"\n#define IM_PRIu64   \"I64u\"\n#else\n#define IM_PRId64   \"lld\"\n#define IM_PRIu64   \"llu\"\n#endif\n\n// Helpers macros\n// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,\n// but making an exception here as those are largely simplifying code...\n// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.\n#define IM_MIN(A, B)            (((A) < (B)) ? (A) : (B))\n#define IM_MAX(A, B)            (((A) >= (B)) ? (A) : (B))\n#define IM_CLAMP(V, MN, MX)     ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))\n\n// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall\n#ifndef IMGUI_CDECL\n#ifdef _MSC_VER\n#define IMGUI_CDECL __cdecl\n#else\n#define IMGUI_CDECL\n#endif\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Forward Declarations, Helpers\n//-----------------------------------------------------------------------------\n\n#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)\n\n// Forward Declarations\nstatic void ShowExampleAppDocuments(bool* p_open);\nstatic void ShowExampleAppMainMenuBar();\nstatic void ShowExampleAppConsole(bool* p_open);\nstatic void ShowExampleAppLog(bool* p_open);\nstatic void ShowExampleAppLayout(bool* p_open);\nstatic void ShowExampleAppPropertyEditor(bool* p_open);\nstatic void ShowExampleAppLongText(bool* p_open);\nstatic void ShowExampleAppAutoResize(bool* p_open);\nstatic void ShowExampleAppConstrainedResize(bool* p_open);\nstatic void ShowExampleAppSimpleOverlay(bool* p_open);\nstatic void ShowExampleAppFullscreen(bool* p_open);\nstatic void ShowExampleAppWindowTitles(bool* p_open);\nstatic void ShowExampleAppCustomRendering(bool* p_open);\nstatic void ShowExampleMenuFile();\n\n// Helper to display a little (?) mark which shows a tooltip when hovered.\n// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)\nstatic void HelpMarker(const char* desc)\n{\n    ImGui::TextDisabled(\"(?)\");\n    if (ImGui::IsItemHovered())\n    {\n        ImGui::BeginTooltip();\n        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n        ImGui::TextUnformatted(desc);\n        ImGui::PopTextWrapPos();\n        ImGui::EndTooltip();\n    }\n}\n\n// Helper to wire demo markers located in code to a interactive browser\ntypedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);\nextern ImGuiDemoMarkerCallback  GImGuiDemoMarkerCallback;\nextern void*                    GImGuiDemoMarkerCallbackUserData;\nImGuiDemoMarkerCallback         GImGuiDemoMarkerCallback = NULL;\nvoid*                           GImGuiDemoMarkerCallbackUserData = NULL;\n#define IMGUI_DEMO_MARKER(section)  do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)\n\n// Helper to display basic user controls.\nvoid ImGui::ShowUserGuide()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui::BulletText(\"Double-click on title bar to collapse window.\");\n    ImGui::BulletText(\n        \"Click and drag on lower corner to resize window\\n\"\n        \"(double-click to auto fit window to its contents).\");\n    ImGui::BulletText(\"CTRL+Click on a slider or drag box to input value as text.\");\n    ImGui::BulletText(\"TAB/SHIFT+TAB to cycle through keyboard editable fields.\");\n\tImGui::BulletText(\"CTRL+Tab to select a window.\");\n\tif (io.FontAllowUserScaling)\n        ImGui::BulletText(\"CTRL+Mouse Wheel to zoom window contents.\");\n    ImGui::BulletText(\"While inputing text:\\n\");\n    ImGui::Indent();\n    ImGui::BulletText(\"CTRL+Left/Right to word jump.\");\n    ImGui::BulletText(\"CTRL+A or double-click to select all.\");\n    ImGui::BulletText(\"CTRL+X/C/V to use clipboard cut/copy/paste.\");\n    ImGui::BulletText(\"CTRL+Z,CTRL+Y to undo/redo.\");\n    ImGui::BulletText(\"ESCAPE to revert.\");\n    ImGui::Unindent();\n    ImGui::BulletText(\"With keyboard navigation enabled:\");\n    ImGui::Indent();\n    ImGui::BulletText(\"Arrow keys to navigate.\");\n    ImGui::BulletText(\"Space to activate a widget.\");\n    ImGui::BulletText(\"Return to input text into a widget.\");\n    ImGui::BulletText(\"Escape to deactivate a widget, close popup, exit child window.\");\n    ImGui::BulletText(\"Alt to jump to the menu layer of a window.\");\n    ImGui::Unindent();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Demo Window / ShowDemoWindow()\n//-----------------------------------------------------------------------------\n// - ShowDemoWindowWidgets()\n// - ShowDemoWindowLayout()\n// - ShowDemoWindowPopups()\n// - ShowDemoWindowTables()\n// - ShowDemoWindowColumns()\n// - ShowDemoWindowMisc()\n//-----------------------------------------------------------------------------\n\n// We split the contents of the big ShowDemoWindow() function into smaller functions\n// (because the link time of very large functions grow non-linearly)\nstatic void ShowDemoWindowWidgets();\nstatic void ShowDemoWindowLayout();\nstatic void ShowDemoWindowPopups();\nstatic void ShowDemoWindowTables();\nstatic void ShowDemoWindowColumns();\nstatic void ShowDemoWindowMisc();\n\n// Demonstrate most Dear ImGui features (this is big function!)\n// You may execute this function to experiment with the UI and understand what it does.\n// You may then search for keywords in the code when you are interested by a specific feature.\nvoid ImGui::ShowDemoWindow(bool* p_open)\n{\n    // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup\n    // Most ImGui functions would normally just crash if the context is missing.\n    IM_ASSERT(ImGui::GetCurrentContext() != NULL && \"Missing dear imgui context. Refer to examples app!\");\n\n    // Examples Apps (accessible from the \"Examples\" menu)\n    static bool show_app_main_menu_bar = false;\n    static bool show_app_documents = false;\n\n    static bool show_app_console = false;\n    static bool show_app_log = false;\n    static bool show_app_layout = false;\n    static bool show_app_property_editor = false;\n    static bool show_app_long_text = false;\n    static bool show_app_auto_resize = false;\n    static bool show_app_constrained_resize = false;\n    static bool show_app_simple_overlay = false;\n    static bool show_app_fullscreen = false;\n    static bool show_app_window_titles = false;\n    static bool show_app_custom_rendering = false;\n\n    if (show_app_main_menu_bar)       ShowExampleAppMainMenuBar();\n    if (show_app_documents)           ShowExampleAppDocuments(&show_app_documents);\n\n    if (show_app_console)             ShowExampleAppConsole(&show_app_console);\n    if (show_app_log)                 ShowExampleAppLog(&show_app_log);\n    if (show_app_layout)              ShowExampleAppLayout(&show_app_layout);\n    if (show_app_property_editor)     ShowExampleAppPropertyEditor(&show_app_property_editor);\n    if (show_app_long_text)           ShowExampleAppLongText(&show_app_long_text);\n    if (show_app_auto_resize)         ShowExampleAppAutoResize(&show_app_auto_resize);\n    if (show_app_constrained_resize)  ShowExampleAppConstrainedResize(&show_app_constrained_resize);\n    if (show_app_simple_overlay)      ShowExampleAppSimpleOverlay(&show_app_simple_overlay);\n    if (show_app_fullscreen)          ShowExampleAppFullscreen(&show_app_fullscreen);\n    if (show_app_window_titles)       ShowExampleAppWindowTitles(&show_app_window_titles);\n    if (show_app_custom_rendering)    ShowExampleAppCustomRendering(&show_app_custom_rendering);\n\n    // Dear ImGui Apps (accessible from the \"Tools\" menu)\n    static bool show_app_metrics = false;\n    static bool show_app_stack_tool = false;\n    static bool show_app_style_editor = false;\n    static bool show_app_about = false;\n\n    if (show_app_metrics)       { ImGui::ShowMetricsWindow(&show_app_metrics); }\n    if (show_app_stack_tool)    { ImGui::ShowStackToolWindow(&show_app_stack_tool); }\n    if (show_app_about)         { ImGui::ShowAboutWindow(&show_app_about); }\n    if (show_app_style_editor)\n    {\n        ImGui::Begin(\"Dear ImGui Style Editor\", &show_app_style_editor);\n        ImGui::ShowStyleEditor();\n        ImGui::End();\n    }\n\n    // Demonstrate the various window flags. Typically you would just use the default!\n    static bool no_titlebar = false;\n    static bool no_scrollbar = false;\n    static bool no_menu = false;\n    static bool no_move = false;\n    static bool no_resize = false;\n    static bool no_collapse = false;\n    static bool no_close = false;\n    static bool no_nav = false;\n    static bool no_background = false;\n    static bool no_bring_to_front = false;\n    static bool unsaved_document = false;\n\n    ImGuiWindowFlags window_flags = 0;\n    if (no_titlebar)        window_flags |= ImGuiWindowFlags_NoTitleBar;\n    if (no_scrollbar)       window_flags |= ImGuiWindowFlags_NoScrollbar;\n    if (!no_menu)           window_flags |= ImGuiWindowFlags_MenuBar;\n    if (no_move)            window_flags |= ImGuiWindowFlags_NoMove;\n    if (no_resize)          window_flags |= ImGuiWindowFlags_NoResize;\n    if (no_collapse)        window_flags |= ImGuiWindowFlags_NoCollapse;\n    if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;\n    if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;\n    if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;\n    if (unsaved_document)   window_flags |= ImGuiWindowFlags_UnsavedDocument;\n    if (no_close)           p_open = NULL; // Don't pass our bool* to Begin\n\n    // We specify a default position/size in case there's no data in the .ini file.\n    // We only do it to make the demo applications a little more welcoming, but typically this isn't required.\n    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();\n    ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);\n    ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);\n\n    // Main body of the Demo window starts here.\n    if (!ImGui::Begin(\"Dear ImGui Demo\", p_open, window_flags))\n    {\n        // Early out if the window is collapsed, as an optimization.\n        ImGui::End();\n        return;\n    }\n\n    // Most \"big\" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.\n\n    // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)\n    //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);\n\n    // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.\n    ImGui::PushItemWidth(ImGui::GetFontSize() * -12);\n\n    // Menu Bar\n    if (ImGui::BeginMenuBar())\n    {\n        if (ImGui::BeginMenu(\"Menu\"))\n        {\n            IMGUI_DEMO_MARKER(\"Menu/File\");\n            ShowExampleMenuFile();\n            ImGui::EndMenu();\n        }\n        if (ImGui::BeginMenu(\"Examples\"))\n        {\n            IMGUI_DEMO_MARKER(\"Menu/Examples\");\n            ImGui::MenuItem(\"Main menu bar\", NULL, &show_app_main_menu_bar);\n            ImGui::MenuItem(\"Console\", NULL, &show_app_console);\n            ImGui::MenuItem(\"Log\", NULL, &show_app_log);\n            ImGui::MenuItem(\"Simple layout\", NULL, &show_app_layout);\n            ImGui::MenuItem(\"Property editor\", NULL, &show_app_property_editor);\n            ImGui::MenuItem(\"Long text display\", NULL, &show_app_long_text);\n            ImGui::MenuItem(\"Auto-resizing window\", NULL, &show_app_auto_resize);\n            ImGui::MenuItem(\"Constrained-resizing window\", NULL, &show_app_constrained_resize);\n            ImGui::MenuItem(\"Simple overlay\", NULL, &show_app_simple_overlay);\n            ImGui::MenuItem(\"Fullscreen window\", NULL, &show_app_fullscreen);\n            ImGui::MenuItem(\"Manipulating window titles\", NULL, &show_app_window_titles);\n            ImGui::MenuItem(\"Custom rendering\", NULL, &show_app_custom_rendering);\n            ImGui::MenuItem(\"Documents\", NULL, &show_app_documents);\n            ImGui::EndMenu();\n        }\n        //if (ImGui::MenuItem(\"MenuItem\")) {} // You can also use MenuItem() inside a menu bar!\n        if (ImGui::BeginMenu(\"Tools\"))\n        {\n            IMGUI_DEMO_MARKER(\"Menu/Tools\");\n#ifndef IMGUI_DISABLE_METRICS_WINDOW\n            ImGui::MenuItem(\"Metrics/Debugger\", NULL, &show_app_metrics);\n            ImGui::MenuItem(\"Stack Tool\", NULL, &show_app_stack_tool);\n#endif\n            ImGui::MenuItem(\"Style Editor\", NULL, &show_app_style_editor);\n            ImGui::MenuItem(\"About Dear ImGui\", NULL, &show_app_about);\n            ImGui::EndMenu();\n        }\n        ImGui::EndMenuBar();\n    }\n\n    ImGui::Text(\"dear imgui says hello. (%s)\", IMGUI_VERSION);\n    ImGui::Spacing();\n\n    IMGUI_DEMO_MARKER(\"Help\");\n    if (ImGui::CollapsingHeader(\"Help\"))\n    {\n        ImGui::Text(\"ABOUT THIS DEMO:\");\n        ImGui::BulletText(\"Sections below are demonstrating many aspects of the library.\");\n        ImGui::BulletText(\"The \\\"Examples\\\" menu above leads to more demo contents.\");\n        ImGui::BulletText(\"The \\\"Tools\\\" menu above gives access to: About Box, Style Editor,\\n\"\n                          \"and Metrics/Debugger (general purpose Dear ImGui debugging tool).\");\n        ImGui::Separator();\n\n        ImGui::Text(\"PROGRAMMER GUIDE:\");\n        ImGui::BulletText(\"See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!\");\n        ImGui::BulletText(\"See comments in imgui.cpp.\");\n        ImGui::BulletText(\"See example applications in the examples/ folder.\");\n        ImGui::BulletText(\"Read the FAQ at http://www.dearimgui.org/faq/\");\n        ImGui::BulletText(\"Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.\");\n        ImGui::BulletText(\"Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.\");\n        ImGui::Separator();\n\n        ImGui::Text(\"USER GUIDE:\");\n        ImGui::ShowUserGuide();\n    }\n\n    IMGUI_DEMO_MARKER(\"Configuration\");\n    if (ImGui::CollapsingHeader(\"Configuration\"))\n    {\n        ImGuiIO& io = ImGui::GetIO();\n\n        if (ImGui::TreeNode(\"Configuration##2\"))\n        {\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NavEnableKeyboard\",    &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);\n            ImGui::SameLine(); HelpMarker(\"Enable keyboard controls.\");\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NavEnableGamepad\",     &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);\n            ImGui::SameLine(); HelpMarker(\"Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\\n\\nRead instructions in imgui.cpp for details.\");\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NavEnableSetMousePos\", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);\n            ImGui::SameLine(); HelpMarker(\"Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.\");\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NoMouse\",              &io.ConfigFlags, ImGuiConfigFlags_NoMouse);\n            if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)\n            {\n                // The \"NoMouse\" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:\n                if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)\n                {\n                    ImGui::SameLine();\n                    ImGui::Text(\"<<PRESS SPACE TO DISABLE>>\");\n                }\n                if (ImGui::IsKeyPressed(ImGuiKey_Space))\n                    io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;\n            }\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NoMouseCursorChange\", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);\n            ImGui::SameLine(); HelpMarker(\"Instruct backend to not alter mouse cursor shape and visibility.\");\n            ImGui::Checkbox(\"io.ConfigInputTrickleEventQueue\", &io.ConfigInputTrickleEventQueue);\n            ImGui::SameLine(); HelpMarker(\"Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.\");\n            ImGui::Checkbox(\"io.ConfigInputTextCursorBlink\", &io.ConfigInputTextCursorBlink);\n            ImGui::SameLine(); HelpMarker(\"Enable blinking cursor (optional as some users consider it to be distracting).\");\n            ImGui::Checkbox(\"io.ConfigDragClickToInputText\", &io.ConfigDragClickToInputText);\n            ImGui::SameLine(); HelpMarker(\"Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).\");\n            ImGui::Checkbox(\"io.ConfigWindowsResizeFromEdges\", &io.ConfigWindowsResizeFromEdges);\n            ImGui::SameLine(); HelpMarker(\"Enable resizing of windows from their edges and from the lower-left corner.\\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.\");\n            ImGui::Checkbox(\"io.ConfigWindowsMoveFromTitleBarOnly\", &io.ConfigWindowsMoveFromTitleBarOnly);\n            ImGui::Checkbox(\"io.MouseDrawCursor\", &io.MouseDrawCursor);\n            ImGui::SameLine(); HelpMarker(\"Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\\n\\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).\");\n            ImGui::Text(\"Also see Style->Rendering for rendering options.\");\n            ImGui::TreePop();\n            ImGui::Separator();\n        }\n\n        IMGUI_DEMO_MARKER(\"Configuration/Backend Flags\");\n        if (ImGui::TreeNode(\"Backend Flags\"))\n        {\n            HelpMarker(\n                \"Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\\n\"\n                \"Here we expose them as read-only fields to avoid breaking interactions with your backend.\");\n\n            // Make a local copy to avoid modifying actual backend flags.\n            // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent..\n            ImGuiBackendFlags backend_flags = io.BackendFlags;\n            ImGui::CheckboxFlags(\"io.BackendFlags: HasGamepad\",           &backend_flags, ImGuiBackendFlags_HasGamepad);\n            ImGui::CheckboxFlags(\"io.BackendFlags: HasMouseCursors\",      &backend_flags, ImGuiBackendFlags_HasMouseCursors);\n            ImGui::CheckboxFlags(\"io.BackendFlags: HasSetMousePos\",       &backend_flags, ImGuiBackendFlags_HasSetMousePos);\n            ImGui::CheckboxFlags(\"io.BackendFlags: RendererHasVtxOffset\", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);\n            ImGui::TreePop();\n            ImGui::Separator();\n        }\n\n        IMGUI_DEMO_MARKER(\"Configuration/Style\");\n        if (ImGui::TreeNode(\"Style\"))\n        {\n            HelpMarker(\"The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.\");\n            ImGui::ShowStyleEditor();\n            ImGui::TreePop();\n            ImGui::Separator();\n        }\n\n        IMGUI_DEMO_MARKER(\"Configuration/Capture, Logging\");\n        if (ImGui::TreeNode(\"Capture/Logging\"))\n        {\n            HelpMarker(\n                \"The logging API redirects all text output so you can easily capture the content of \"\n                \"a window or a block. Tree nodes can be automatically expanded.\\n\"\n                \"Try opening any of the contents below in this window and then click one of the \\\"Log To\\\" button.\");\n            ImGui::LogButtons();\n\n            HelpMarker(\"You can also call ImGui::LogText() to output directly to the log without a visual output.\");\n            if (ImGui::Button(\"Copy \\\"Hello, world!\\\" to clipboard\"))\n            {\n                ImGui::LogToClipboard();\n                ImGui::LogText(\"Hello, world!\");\n                ImGui::LogFinish();\n            }\n            ImGui::TreePop();\n        }\n    }\n\n    IMGUI_DEMO_MARKER(\"Window options\");\n    if (ImGui::CollapsingHeader(\"Window options\"))\n    {\n        if (ImGui::BeginTable(\"split\", 3))\n        {\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No titlebar\", &no_titlebar);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No scrollbar\", &no_scrollbar);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No menu\", &no_menu);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No move\", &no_move);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No resize\", &no_resize);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No collapse\", &no_collapse);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No close\", &no_close);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No nav\", &no_nav);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No background\", &no_background);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No bring to front\", &no_bring_to_front);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"Unsaved document\", &unsaved_document);\n            ImGui::EndTable();\n        }\n    }\n\n    // All demo contents\n    ShowDemoWindowWidgets();\n    ShowDemoWindowLayout();\n    ShowDemoWindowPopups();\n    ShowDemoWindowTables();\n    ShowDemoWindowMisc();\n\n    // End of ShowDemoWindow()\n    ImGui::PopItemWidth();\n    ImGui::End();\n}\n\nstatic void ShowDemoWindowWidgets()\n{\n    IMGUI_DEMO_MARKER(\"Widgets\");\n    if (!ImGui::CollapsingHeader(\"Widgets\"))\n        return;\n\n    static bool disable_all = false; // The Checkbox for that is inside the \"Disabled\" section at the bottom\n    if (disable_all)\n        ImGui::BeginDisabled();\n\n    IMGUI_DEMO_MARKER(\"Widgets/Basic\");\n    if (ImGui::TreeNode(\"Basic\"))\n    {\n        IMGUI_DEMO_MARKER(\"Widgets/Basic/Button\");\n        static int clicked = 0;\n        if (ImGui::Button(\"Button\"))\n            clicked++;\n        if (clicked & 1)\n        {\n            ImGui::SameLine();\n            ImGui::Text(\"Thanks for clicking me!\");\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Basic/Checkbox\");\n        static bool check = true;\n        ImGui::Checkbox(\"checkbox\", &check);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Basic/RadioButton\");\n        static int e = 0;\n        ImGui::RadioButton(\"radio a\", &e, 0); ImGui::SameLine();\n        ImGui::RadioButton(\"radio b\", &e, 1); ImGui::SameLine();\n        ImGui::RadioButton(\"radio c\", &e, 2);\n\n        // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.\n        IMGUI_DEMO_MARKER(\"Widgets/Basic/Buttons (Colored)\");\n        for (int i = 0; i < 7; i++)\n        {\n            if (i > 0)\n                ImGui::SameLine();\n            ImGui::PushID(i);\n            ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f));\n            ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f));\n            ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f));\n            ImGui::Button(\"Click\");\n            ImGui::PopStyleColor(3);\n            ImGui::PopID();\n        }\n\n        // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements\n        // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!)\n        // See 'Demo->Layout->Text Baseline Alignment' for details.\n        ImGui::AlignTextToFramePadding();\n        ImGui::Text(\"Hold to repeat:\");\n        ImGui::SameLine();\n\n        // Arrow buttons with Repeater\n        IMGUI_DEMO_MARKER(\"Widgets/Basic/Buttons (Repeating)\");\n        static int counter = 0;\n        float spacing = ImGui::GetStyle().ItemInnerSpacing.x;\n        ImGui::PushButtonRepeat(true);\n        if (ImGui::ArrowButton(\"##left\", ImGuiDir_Left)) { counter--; }\n        ImGui::SameLine(0.0f, spacing);\n        if (ImGui::ArrowButton(\"##right\", ImGuiDir_Right)) { counter++; }\n        ImGui::PopButtonRepeat();\n        ImGui::SameLine();\n        ImGui::Text(\"%d\", counter);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Basic/Tooltips\");\n        ImGui::Text(\"Hover over me\");\n        if (ImGui::IsItemHovered())\n            ImGui::SetTooltip(\"I am a tooltip\");\n\n        ImGui::SameLine();\n        ImGui::Text(\"- or me\");\n        if (ImGui::IsItemHovered())\n        {\n            ImGui::BeginTooltip();\n            ImGui::Text(\"I am a fancy tooltip\");\n            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };\n            ImGui::PlotLines(\"Curve\", arr, IM_ARRAYSIZE(arr));\n            ImGui::EndTooltip();\n        }\n\n        ImGui::Separator();\n        ImGui::LabelText(\"label\", \"Value\");\n\n        {\n            // Using the _simplified_ one-liner Combo() api here\n            // See \"Combo\" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/Combo\");\n            const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\", \"EEEE\", \"FFFF\", \"GGGG\", \"HHHH\", \"IIIIIII\", \"JJJJ\", \"KKKKKKK\" };\n            static int item_current = 0;\n            ImGui::Combo(\"combo\", &item_current, items, IM_ARRAYSIZE(items));\n            ImGui::SameLine(); HelpMarker(\n                \"Using the simplified one-liner Combo API here.\\nRefer to the \\\"Combo\\\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.\");\n        }\n\n        {\n            // To wire InputText() with std::string or any other custom string type,\n            // see the \"Text Input > Resize Callback\" section of this demo, and the misc/cpp/imgui_stdlib.h file.\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/InputText\");\n            static char str0[128] = \"Hello, world!\";\n            ImGui::InputText(\"input text\", str0, IM_ARRAYSIZE(str0));\n            ImGui::SameLine(); HelpMarker(\n                \"USER:\\n\"\n                \"Hold SHIFT or use mouse to select text.\\n\"\n                \"CTRL+Left/Right to word jump.\\n\"\n                \"CTRL+A or double-click to select all.\\n\"\n                \"CTRL+X,CTRL+C,CTRL+V clipboard.\\n\"\n                \"CTRL+Z,CTRL+Y undo/redo.\\n\"\n                \"ESCAPE to revert.\\n\\n\"\n                \"PROGRAMMER:\\n\"\n                \"You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() \"\n                \"to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated \"\n                \"in imgui_demo.cpp).\");\n\n            static char str1[128] = \"\";\n            ImGui::InputTextWithHint(\"input text (w/ hint)\", \"enter text here\", str1, IM_ARRAYSIZE(str1));\n\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/InputInt, InputFloat\");\n            static int i0 = 123;\n            ImGui::InputInt(\"input int\", &i0);\n\n            static float f0 = 0.001f;\n            ImGui::InputFloat(\"input float\", &f0, 0.01f, 1.0f, \"%.3f\");\n\n            static double d0 = 999999.00000001;\n            ImGui::InputDouble(\"input double\", &d0, 0.01f, 1.0f, \"%.8f\");\n\n            static float f1 = 1.e10f;\n            ImGui::InputFloat(\"input scientific\", &f1, 0.0f, 0.0f, \"%e\");\n            ImGui::SameLine(); HelpMarker(\n                \"You can input value using the scientific notation,\\n\"\n                \"  e.g. \\\"1e+8\\\" becomes \\\"100000000\\\".\");\n\n            static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };\n            ImGui::InputFloat3(\"input float3\", vec4a);\n        }\n\n        {\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/DragInt, DragFloat\");\n            static int i1 = 50, i2 = 42;\n            ImGui::DragInt(\"drag int\", &i1, 1);\n            ImGui::SameLine(); HelpMarker(\n                \"Click and drag to edit value.\\n\"\n                \"Hold SHIFT/ALT for faster/slower edit.\\n\"\n                \"Double-click or CTRL+click to input value.\");\n\n            ImGui::DragInt(\"drag int 0..100\", &i2, 1, 0, 100, \"%d%%\", ImGuiSliderFlags_AlwaysClamp);\n\n            static float f1 = 1.00f, f2 = 0.0067f;\n            ImGui::DragFloat(\"drag float\", &f1, 0.005f);\n            ImGui::DragFloat(\"drag small float\", &f2, 0.0001f, 0.0f, 0.0f, \"%.06f ns\");\n        }\n\n        {\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/SliderInt, SliderFloat\");\n            static int i1 = 0;\n            ImGui::SliderInt(\"slider int\", &i1, -1, 3);\n            ImGui::SameLine(); HelpMarker(\"CTRL+click to input value.\");\n\n            static float f1 = 0.123f, f2 = 0.0f;\n            ImGui::SliderFloat(\"slider float\", &f1, 0.0f, 1.0f, \"ratio = %.3f\");\n            ImGui::SliderFloat(\"slider float (log)\", &f2, -10.0f, 10.0f, \"%.4f\", ImGuiSliderFlags_Logarithmic);\n\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/SliderAngle\");\n            static float angle = 0.0f;\n            ImGui::SliderAngle(\"slider angle\", &angle);\n\n            // Using the format string to display a name instead of an integer.\n            // Here we completely omit '%d' from the format string, so it'll only display a name.\n            // This technique can also be used with DragInt().\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/Slider (enum)\");\n            enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };\n            static int elem = Element_Fire;\n            const char* elems_names[Element_COUNT] = { \"Fire\", \"Earth\", \"Air\", \"Water\" };\n            const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : \"Unknown\";\n            ImGui::SliderInt(\"slider enum\", &elem, 0, Element_COUNT - 1, elem_name);\n            ImGui::SameLine(); HelpMarker(\"Using the format string parameter to display a name instead of the underlying integer.\");\n        }\n\n        {\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/ColorEdit3, ColorEdit4\");\n            static float col1[3] = { 1.0f, 0.0f, 0.2f };\n            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };\n            ImGui::ColorEdit3(\"color 1\", col1);\n            ImGui::SameLine(); HelpMarker(\n                \"Click on the color square to open a color picker.\\n\"\n                \"Click and hold to use drag and drop.\\n\"\n                \"Right-click on the color square to show options.\\n\"\n                \"CTRL+click on individual component to input value.\\n\");\n\n            ImGui::ColorEdit4(\"color 2\", col2);\n        }\n\n        {\n            // Using the _simplified_ one-liner ListBox() api here\n            // See \"List boxes\" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.\n            IMGUI_DEMO_MARKER(\"Widgets/Basic/ListBox\");\n            const char* items[] = { \"Apple\", \"Banana\", \"Cherry\", \"Kiwi\", \"Mango\", \"Orange\", \"Pineapple\", \"Strawberry\", \"Watermelon\" };\n            static int item_current = 1;\n            ImGui::ListBox(\"listbox\", &item_current, items, IM_ARRAYSIZE(items), 4);\n            ImGui::SameLine(); HelpMarker(\n                \"Using the simplified one-liner ListBox API here.\\nRefer to the \\\"List boxes\\\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.\");\n        }\n\n        ImGui::TreePop();\n    }\n\n    // Testing ImGuiOnceUponAFrame helper.\n    //static ImGuiOnceUponAFrame once;\n    //for (int i = 0; i < 5; i++)\n    //    if (once)\n    //        ImGui::Text(\"This will be displayed only once.\");\n\n    IMGUI_DEMO_MARKER(\"Widgets/Trees\");\n    if (ImGui::TreeNode(\"Trees\"))\n    {\n        IMGUI_DEMO_MARKER(\"Widgets/Trees/Basic trees\");\n        if (ImGui::TreeNode(\"Basic trees\"))\n        {\n            for (int i = 0; i < 5; i++)\n            {\n                // Use SetNextItemOpen() so set the default state of a node to be open. We could\n                // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!\n                if (i == 0)\n                    ImGui::SetNextItemOpen(true, ImGuiCond_Once);\n\n                if (ImGui::TreeNode((void*)(intptr_t)i, \"Child %d\", i))\n                {\n                    ImGui::Text(\"blah blah\");\n                    ImGui::SameLine();\n                    if (ImGui::SmallButton(\"button\")) {}\n                    ImGui::TreePop();\n                }\n            }\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Trees/Advanced, with Selectable nodes\");\n        if (ImGui::TreeNode(\"Advanced, with Selectable nodes\"))\n        {\n            HelpMarker(\n                \"This is a more typical looking tree with selectable nodes.\\n\"\n                \"Click to select, CTRL+Click to toggle, click on arrows or double-click to open.\");\n            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;\n            static bool align_label_with_current_x_position = false;\n            static bool test_drag_and_drop = false;\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_OpenOnArrow\",       &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_OpenOnDoubleClick\", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_SpanAvailWidth\",    &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker(\"Extend hit area to all available width instead of allowing more items to be laid out after the node.\");\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_SpanFullWidth\",     &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);\n            ImGui::Checkbox(\"Align label with current X position\", &align_label_with_current_x_position);\n            ImGui::Checkbox(\"Test tree node as drag source\", &test_drag_and_drop);\n            ImGui::Text(\"Hello!\");\n            if (align_label_with_current_x_position)\n                ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());\n\n            // 'selection_mask' is dumb representation of what may be user-side selection state.\n            //  You may retain selection state inside or outside your objects in whatever format you see fit.\n            // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end\n            /// of the loop. May be a pointer to your own node type, etc.\n            static int selection_mask = (1 << 2);\n            int node_clicked = -1;\n            for (int i = 0; i < 6; i++)\n            {\n                // Disable the default \"open on single-click behavior\" + set Selected flag according to our selection.\n                // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.\n                ImGuiTreeNodeFlags node_flags = base_flags;\n                const bool is_selected = (selection_mask & (1 << i)) != 0;\n                if (is_selected)\n                    node_flags |= ImGuiTreeNodeFlags_Selected;\n                if (i < 3)\n                {\n                    // Items 0..2 are Tree Node\n                    bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, \"Selectable Node %d\", i);\n                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())\n                        node_clicked = i;\n                    if (test_drag_and_drop && ImGui::BeginDragDropSource())\n                    {\n                        ImGui::SetDragDropPayload(\"_TREENODE\", NULL, 0);\n                        ImGui::Text(\"This is a drag and drop source\");\n                        ImGui::EndDragDropSource();\n                    }\n                    if (node_open)\n                    {\n                        ImGui::BulletText(\"Blah blah\\nBlah Blah\");\n                        ImGui::TreePop();\n                    }\n                }\n                else\n                {\n                    // Items 3..5 are Tree Leaves\n                    // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can\n                    // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().\n                    node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet\n                    ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, \"Selectable Leaf %d\", i);\n                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())\n                        node_clicked = i;\n                    if (test_drag_and_drop && ImGui::BeginDragDropSource())\n                    {\n                        ImGui::SetDragDropPayload(\"_TREENODE\", NULL, 0);\n                        ImGui::Text(\"This is a drag and drop source\");\n                        ImGui::EndDragDropSource();\n                    }\n                }\n            }\n            if (node_clicked != -1)\n            {\n                // Update selection state\n                // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)\n                if (ImGui::GetIO().KeyCtrl)\n                    selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle\n                else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection\n                    selection_mask = (1 << node_clicked);           // Click to single-select\n            }\n            if (align_label_with_current_x_position)\n                ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());\n            ImGui::TreePop();\n        }\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Collapsing Headers\");\n    if (ImGui::TreeNode(\"Collapsing Headers\"))\n    {\n        static bool closable_group = true;\n        ImGui::Checkbox(\"Show 2nd header\", &closable_group);\n        if (ImGui::CollapsingHeader(\"Header\", ImGuiTreeNodeFlags_None))\n        {\n            ImGui::Text(\"IsItemHovered: %d\", ImGui::IsItemHovered());\n            for (int i = 0; i < 5; i++)\n                ImGui::Text(\"Some content %d\", i);\n        }\n        if (ImGui::CollapsingHeader(\"Header with a close button\", &closable_group))\n        {\n            ImGui::Text(\"IsItemHovered: %d\", ImGui::IsItemHovered());\n            for (int i = 0; i < 5; i++)\n                ImGui::Text(\"More content %d\", i);\n        }\n        /*\n        if (ImGui::CollapsingHeader(\"Header with a bullet\", ImGuiTreeNodeFlags_Bullet))\n            ImGui::Text(\"IsItemHovered: %d\", ImGui::IsItemHovered());\n        */\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Bullets\");\n    if (ImGui::TreeNode(\"Bullets\"))\n    {\n        ImGui::BulletText(\"Bullet point 1\");\n        ImGui::BulletText(\"Bullet point 2\\nOn multiple lines\");\n        if (ImGui::TreeNode(\"Tree node\"))\n        {\n            ImGui::BulletText(\"Another bullet point\");\n            ImGui::TreePop();\n        }\n        ImGui::Bullet(); ImGui::Text(\"Bullet point 3 (two calls)\");\n        ImGui::Bullet(); ImGui::SmallButton(\"Button\");\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Text\");\n    if (ImGui::TreeNode(\"Text\"))\n    {\n        IMGUI_DEMO_MARKER(\"Widgets/Text/Colored Text\");\n        if (ImGui::TreeNode(\"Colorful Text\"))\n        {\n            // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.\n            ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), \"Pink\");\n            ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), \"Yellow\");\n            ImGui::TextDisabled(\"Disabled\");\n            ImGui::SameLine(); HelpMarker(\"The TextDisabled color is stored in ImGuiStyle.\");\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Text/Word Wrapping\");\n        if (ImGui::TreeNode(\"Word Wrapping\"))\n        {\n            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.\n            ImGui::TextWrapped(\n                \"This text should automatically wrap on the edge of the window. The current implementation \"\n                \"for text wrapping follows simple rules suitable for English and possibly other languages.\");\n            ImGui::Spacing();\n\n            static float wrap_width = 200.0f;\n            ImGui::SliderFloat(\"Wrap width\", &wrap_width, -20, 600, \"%.0f\");\n\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n            for (int n = 0; n < 2; n++)\n            {\n                ImGui::Text(\"Test paragraph %d:\", n);\n                ImVec2 pos = ImGui::GetCursorScreenPos();\n                ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);\n                ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());\n                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);\n                if (n == 0)\n                    ImGui::Text(\"The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.\", wrap_width);\n                else\n                    ImGui::Text(\"aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh\");\n\n                // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)\n                draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));\n                draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));\n                ImGui::PopTextWrapPos();\n            }\n\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Text/UTF-8 Text\");\n        if (ImGui::TreeNode(\"UTF-8 Text\"))\n        {\n            // UTF-8 test with Japanese characters\n            // (Needs a suitable font? Try \"Google Noto\" or \"Arial Unicode\". See docs/FONTS.md for details.)\n            // - From C++11 you can use the u8\"my text\" syntax to encode literal strings as UTF-8\n            // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you\n            //   can save your source files as 'UTF-8 without signature').\n            // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8\n            //   CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.\n            //   Don't do this in your application! Please use u8\"text in any language\" in your application!\n            // Note that characters values are preserved even by InputText() if the font cannot be displayed,\n            // so you can safely copy & paste garbled characters into another application.\n            ImGui::TextWrapped(\n                \"CJK text will only appears if the font was loaded with the appropriate CJK character ranges. \"\n                \"Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. \"\n                \"Read docs/FONTS.md for details.\");\n            ImGui::Text(\"Hiragana: \\xe3\\x81\\x8b\\xe3\\x81\\x8d\\xe3\\x81\\x8f\\xe3\\x81\\x91\\xe3\\x81\\x93 (kakikukeko)\"); // Normally we would use u8\"blah blah\" with the proper characters directly in the string.\n            ImGui::Text(\"Kanjis: \\xe6\\x97\\xa5\\xe6\\x9c\\xac\\xe8\\xaa\\x9e (nihongo)\");\n            static char buf[32] = \"\\xe6\\x97\\xa5\\xe6\\x9c\\xac\\xe8\\xaa\\x9e\";\n            //static char buf[32] = u8\"NIHONGO\"; // <- this is how you would write it with C++11, using real kanjis\n            ImGui::InputText(\"UTF-8 input\", buf, IM_ARRAYSIZE(buf));\n            ImGui::TreePop();\n        }\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Images\");\n    if (ImGui::TreeNode(\"Images\"))\n    {\n        ImGuiIO& io = ImGui::GetIO();\n        ImGui::TextWrapped(\n            \"Below we are displaying the font texture (which is the only texture we have access to in this demo). \"\n            \"Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. \"\n            \"Hover the texture for a zoomed view!\");\n\n        // Below we are displaying the font texture because it is the only texture we have access to inside the demo!\n        // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that\n        // will be passed to the rendering backend via the ImDrawCmd structure.\n        // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top\n        // of their respective source file to specify what they expect to be stored in ImTextureID, for example:\n        // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer\n        // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.\n        // More:\n        // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers\n        //   to ImGui::Image(), and gather width/height through your own functions, etc.\n        // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,\n        //   it will help you debug issues if you are confused about it.\n        // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().\n        // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md\n        // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples\n        ImTextureID my_tex_id = io.Fonts->TexID;\n        float my_tex_w = (float)io.Fonts->TexWidth;\n        float my_tex_h = (float)io.Fonts->TexHeight;\n        {\n            ImGui::Text(\"%.0fx%.0f\", my_tex_w, my_tex_h);\n            ImVec2 pos = ImGui::GetCursorScreenPos();\n            ImVec2 uv_min = ImVec2(0.0f, 0.0f);                 // Top-left\n            ImVec2 uv_max = ImVec2(1.0f, 1.0f);                 // Lower-right\n            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);   // No tint\n            ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white\n            ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);\n            if (ImGui::IsItemHovered())\n            {\n                ImGui::BeginTooltip();\n                float region_sz = 32.0f;\n                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;\n                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;\n                float zoom = 4.0f;\n                if (region_x < 0.0f) { region_x = 0.0f; }\n                else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }\n                if (region_y < 0.0f) { region_y = 0.0f; }\n                else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }\n                ImGui::Text(\"Min: (%.2f, %.2f)\", region_x, region_y);\n                ImGui::Text(\"Max: (%.2f, %.2f)\", region_x + region_sz, region_y + region_sz);\n                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);\n                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);\n                ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);\n                ImGui::EndTooltip();\n            }\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Images/Textured buttons\");\n        ImGui::TextWrapped(\"And now some textured buttons..\");\n        static int pressed_count = 0;\n        for (int i = 0; i < 8; i++)\n        {\n            ImGui::PushID(i);\n            int frame_padding = -1 + i;                             // -1 == uses default padding (style.FramePadding)\n            ImVec2 size = ImVec2(32.0f, 32.0f);                     // Size of the image we want to make visible\n            ImVec2 uv0 = ImVec2(0.0f, 0.0f);                        // UV coordinates for lower-left\n            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture\n            ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);         // Black background\n            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);       // No tint\n            if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col))\n                pressed_count += 1;\n            ImGui::PopID();\n            ImGui::SameLine();\n        }\n        ImGui::NewLine();\n        ImGui::Text(\"Pressed %d times.\", pressed_count);\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Combo\");\n    if (ImGui::TreeNode(\"Combo\"))\n    {\n        // Expose flags as checkbox for the demo\n        static ImGuiComboFlags flags = 0;\n        ImGui::CheckboxFlags(\"ImGuiComboFlags_PopupAlignLeft\", &flags, ImGuiComboFlags_PopupAlignLeft);\n        ImGui::SameLine(); HelpMarker(\"Only makes a difference if the popup is larger than the combo\");\n        if (ImGui::CheckboxFlags(\"ImGuiComboFlags_NoArrowButton\", &flags, ImGuiComboFlags_NoArrowButton))\n            flags &= ~ImGuiComboFlags_NoPreview;     // Clear the other flag, as we cannot combine both\n        if (ImGui::CheckboxFlags(\"ImGuiComboFlags_NoPreview\", &flags, ImGuiComboFlags_NoPreview))\n            flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both\n\n        // Using the generic BeginCombo() API, you have full control over how to display the combo contents.\n        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively\n        // stored in the object itself, etc.)\n        const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\", \"EEEE\", \"FFFF\", \"GGGG\", \"HHHH\", \"IIII\", \"JJJJ\", \"KKKK\", \"LLLLLLL\", \"MMMM\", \"OOOOOOO\" };\n        static int item_current_idx = 0; // Here we store our selection data as an index.\n        const char* combo_preview_value = items[item_current_idx];  // Pass in the preview value visible before opening the combo (it could be anything)\n        if (ImGui::BeginCombo(\"combo 1\", combo_preview_value, flags))\n        {\n            for (int n = 0; n < IM_ARRAYSIZE(items); n++)\n            {\n                const bool is_selected = (item_current_idx == n);\n                if (ImGui::Selectable(items[n], is_selected))\n                    item_current_idx = n;\n\n                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)\n                if (is_selected)\n                    ImGui::SetItemDefaultFocus();\n            }\n            ImGui::EndCombo();\n        }\n\n        // Simplified one-liner Combo() API, using values packed in a single constant string\n        // This is a convenience for when the selection set is small and known at compile-time.\n        static int item_current_2 = 0;\n        ImGui::Combo(\"combo 2 (one-liner)\", &item_current_2, \"aaaa\\0bbbb\\0cccc\\0dddd\\0eeee\\0\\0\");\n\n        // Simplified one-liner Combo() using an array of const char*\n        // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.\n        static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview\n        ImGui::Combo(\"combo 3 (array)\", &item_current_3, items, IM_ARRAYSIZE(items));\n\n        // Simplified one-liner Combo() using an accessor function\n        struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } };\n        static int item_current_4 = 0;\n        ImGui::Combo(\"combo 4 (function)\", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items));\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/List Boxes\");\n    if (ImGui::TreeNode(\"List boxes\"))\n    {\n        // Using the generic BeginListBox() API, you have full control over how to display the combo contents.\n        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively\n        // stored in the object itself, etc.)\n        const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\", \"EEEE\", \"FFFF\", \"GGGG\", \"HHHH\", \"IIII\", \"JJJJ\", \"KKKK\", \"LLLLLLL\", \"MMMM\", \"OOOOOOO\" };\n        static int item_current_idx = 0; // Here we store our selection data as an index.\n        if (ImGui::BeginListBox(\"listbox 1\"))\n        {\n            for (int n = 0; n < IM_ARRAYSIZE(items); n++)\n            {\n                const bool is_selected = (item_current_idx == n);\n                if (ImGui::Selectable(items[n], is_selected))\n                    item_current_idx = n;\n\n                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)\n                if (is_selected)\n                    ImGui::SetItemDefaultFocus();\n            }\n            ImGui::EndListBox();\n        }\n\n        // Custom size: use all width, 5 items tall\n        ImGui::Text(\"Full-width:\");\n        if (ImGui::BeginListBox(\"##listbox 2\", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))\n        {\n            for (int n = 0; n < IM_ARRAYSIZE(items); n++)\n            {\n                const bool is_selected = (item_current_idx == n);\n                if (ImGui::Selectable(items[n], is_selected))\n                    item_current_idx = n;\n\n                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)\n                if (is_selected)\n                    ImGui::SetItemDefaultFocus();\n            }\n            ImGui::EndListBox();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Selectables\");\n    if (ImGui::TreeNode(\"Selectables\"))\n    {\n        // Selectable() has 2 overloads:\n        // - The one taking \"bool selected\" as a read-only selection information.\n        //   When Selectable() has been clicked it returns true and you can alter selection state accordingly.\n        // - The one taking \"bool* p_selected\" as a read-write selection information (convenient in some cases)\n        // The earlier is more flexible, as in real application your selection may be stored in many different ways\n        // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).\n        IMGUI_DEMO_MARKER(\"Widgets/Selectables/Basic\");\n        if (ImGui::TreeNode(\"Basic\"))\n        {\n            static bool selection[5] = { false, true, false, false, false };\n            ImGui::Selectable(\"1. I am selectable\", &selection[0]);\n            ImGui::Selectable(\"2. I am selectable\", &selection[1]);\n            ImGui::Text(\"(I am not selectable)\");\n            ImGui::Selectable(\"4. I am selectable\", &selection[3]);\n            if (ImGui::Selectable(\"5. I am double clickable\", selection[4], ImGuiSelectableFlags_AllowDoubleClick))\n                if (ImGui::IsMouseDoubleClicked(0))\n                    selection[4] = !selection[4];\n            ImGui::TreePop();\n        }\n        IMGUI_DEMO_MARKER(\"Widgets/Selectables/Single Selection\");\n        if (ImGui::TreeNode(\"Selection State: Single Selection\"))\n        {\n            static int selected = -1;\n            for (int n = 0; n < 5; n++)\n            {\n                char buf[32];\n                sprintf(buf, \"Object %d\", n);\n                if (ImGui::Selectable(buf, selected == n))\n                    selected = n;\n            }\n            ImGui::TreePop();\n        }\n        IMGUI_DEMO_MARKER(\"Widgets/Selectables/Multiple Selection\");\n        if (ImGui::TreeNode(\"Selection State: Multiple Selection\"))\n        {\n            HelpMarker(\"Hold CTRL and click to select multiple items.\");\n            static bool selection[5] = { false, false, false, false, false };\n            for (int n = 0; n < 5; n++)\n            {\n                char buf[32];\n                sprintf(buf, \"Object %d\", n);\n                if (ImGui::Selectable(buf, selection[n]))\n                {\n                    if (!ImGui::GetIO().KeyCtrl)    // Clear selection when CTRL is not held\n                        memset(selection, 0, sizeof(selection));\n                    selection[n] ^= 1;\n                }\n            }\n            ImGui::TreePop();\n        }\n        IMGUI_DEMO_MARKER(\"Widgets/Selectables/Rendering more text into the same line\");\n        if (ImGui::TreeNode(\"Rendering more text into the same line\"))\n        {\n            // Using the Selectable() override that takes \"bool* p_selected\" parameter,\n            // this function toggle your bool value automatically.\n            static bool selected[3] = { false, false, false };\n            ImGui::Selectable(\"main.c\",    &selected[0]); ImGui::SameLine(300); ImGui::Text(\" 2,345 bytes\");\n            ImGui::Selectable(\"Hello.cpp\", &selected[1]); ImGui::SameLine(300); ImGui::Text(\"12,345 bytes\");\n            ImGui::Selectable(\"Hello.h\",   &selected[2]); ImGui::SameLine(300); ImGui::Text(\" 2,345 bytes\");\n            ImGui::TreePop();\n        }\n        IMGUI_DEMO_MARKER(\"Widgets/Selectables/In columns\");\n        if (ImGui::TreeNode(\"In columns\"))\n        {\n            static bool selected[10] = {};\n\n            if (ImGui::BeginTable(\"split1\", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))\n            {\n                for (int i = 0; i < 10; i++)\n                {\n                    char label[32];\n                    sprintf(label, \"Item %d\", i);\n                    ImGui::TableNextColumn();\n                    ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap\n                }\n                ImGui::EndTable();\n            }\n            ImGui::Spacing();\n            if (ImGui::BeginTable(\"split2\", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))\n            {\n                for (int i = 0; i < 10; i++)\n                {\n                    char label[32];\n                    sprintf(label, \"Item %d\", i);\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn();\n                    ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"Some other contents\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"123456\");\n                }\n                ImGui::EndTable();\n            }\n            ImGui::TreePop();\n        }\n        IMGUI_DEMO_MARKER(\"Widgets/Selectables/Grid\");\n        if (ImGui::TreeNode(\"Grid\"))\n        {\n            static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };\n\n            // Add in a bit of silly fun...\n            const float time = (float)ImGui::GetTime();\n            const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...\n            if (winning_state)\n                ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));\n\n            for (int y = 0; y < 4; y++)\n                for (int x = 0; x < 4; x++)\n                {\n                    if (x > 0)\n                        ImGui::SameLine();\n                    ImGui::PushID(y * 4 + x);\n                    if (ImGui::Selectable(\"Sailor\", selected[y][x] != 0, 0, ImVec2(50, 50)))\n                    {\n                        // Toggle clicked cell + toggle neighbors\n                        selected[y][x] ^= 1;\n                        if (x > 0) { selected[y][x - 1] ^= 1; }\n                        if (x < 3) { selected[y][x + 1] ^= 1; }\n                        if (y > 0) { selected[y - 1][x] ^= 1; }\n                        if (y < 3) { selected[y + 1][x] ^= 1; }\n                    }\n                    ImGui::PopID();\n                }\n\n            if (winning_state)\n                ImGui::PopStyleVar();\n            ImGui::TreePop();\n        }\n        IMGUI_DEMO_MARKER(\"Widgets/Selectables/Alignment\");\n        if (ImGui::TreeNode(\"Alignment\"))\n        {\n            HelpMarker(\n                \"By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item \"\n                \"basis using PushStyleVar(). You'll probably want to always keep your default situation to \"\n                \"left-align otherwise it becomes difficult to layout multiple items on a same line\");\n            static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };\n            for (int y = 0; y < 3; y++)\n            {\n                for (int x = 0; x < 3; x++)\n                {\n                    ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);\n                    char name[32];\n                    sprintf(name, \"(%.1f,%.1f)\", alignment.x, alignment.y);\n                    if (x > 0) ImGui::SameLine();\n                    ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);\n                    ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));\n                    ImGui::PopStyleVar();\n                }\n            }\n            ImGui::TreePop();\n        }\n        ImGui::TreePop();\n    }\n\n    // To wire InputText() with std::string or any other custom string type,\n    // see the \"Text Input > Resize Callback\" section of this demo, and the misc/cpp/imgui_stdlib.h file.\n    IMGUI_DEMO_MARKER(\"Widgets/Text Input\");\n    if (ImGui::TreeNode(\"Text Input\"))\n    {\n        IMGUI_DEMO_MARKER(\"Widgets/Text Input/Multi-line Text Input\");\n        if (ImGui::TreeNode(\"Multi-line Text Input\"))\n        {\n            // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize\n            // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.\n            static char text[1024 * 16] =\n                \"/*\\n\"\n                \" The Pentium F00F bug, shorthand for F0 0F C7 C8,\\n\"\n                \" the hexadecimal encoding of one offending instruction,\\n\"\n                \" more formally, the invalid operand with locked CMPXCHG8B\\n\"\n                \" instruction bug, is a design flaw in the majority of\\n\"\n                \" Intel Pentium, Pentium MMX, and Pentium OverDrive\\n\"\n                \" processors (all in the P5 microarchitecture).\\n\"\n                \"*/\\n\\n\"\n                \"label:\\n\"\n                \"\\tlock cmpxchg8b eax\\n\";\n\n            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;\n            HelpMarker(\"You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)\");\n            ImGui::CheckboxFlags(\"ImGuiInputTextFlags_ReadOnly\", &flags, ImGuiInputTextFlags_ReadOnly);\n            ImGui::CheckboxFlags(\"ImGuiInputTextFlags_AllowTabInput\", &flags, ImGuiInputTextFlags_AllowTabInput);\n            ImGui::CheckboxFlags(\"ImGuiInputTextFlags_CtrlEnterForNewLine\", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);\n            ImGui::InputTextMultiline(\"##source\", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Text Input/Filtered Text Input\");\n        if (ImGui::TreeNode(\"Filtered Text Input\"))\n        {\n            struct TextFilters\n            {\n                // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i'\n                static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)\n                {\n                    if (data->EventChar < 256 && strchr(\"imgui\", (char)data->EventChar))\n                        return 0;\n                    return 1;\n                }\n            };\n\n            static char buf1[64] = \"\"; ImGui::InputText(\"default\",     buf1, 64);\n            static char buf2[64] = \"\"; ImGui::InputText(\"decimal\",     buf2, 64, ImGuiInputTextFlags_CharsDecimal);\n            static char buf3[64] = \"\"; ImGui::InputText(\"hexadecimal\", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);\n            static char buf4[64] = \"\"; ImGui::InputText(\"uppercase\",   buf4, 64, ImGuiInputTextFlags_CharsUppercase);\n            static char buf5[64] = \"\"; ImGui::InputText(\"no blank\",    buf5, 64, ImGuiInputTextFlags_CharsNoBlank);\n            static char buf6[64] = \"\"; ImGui::InputText(\"\\\"imgui\\\" letters\", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Text Input/Password input\");\n        if (ImGui::TreeNode(\"Password Input\"))\n        {\n            static char password[64] = \"password123\";\n            ImGui::InputText(\"password\", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);\n            ImGui::SameLine(); HelpMarker(\"Display all characters as '*'.\\nDisable clipboard cut and copy.\\nDisable logging.\\n\");\n            ImGui::InputTextWithHint(\"password (w/ hint)\", \"<password>\", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);\n            ImGui::InputText(\"password (clear)\", password, IM_ARRAYSIZE(password));\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Completion, History, Edit Callbacks\"))\n        {\n            struct Funcs\n            {\n                static int MyCallback(ImGuiInputTextCallbackData* data)\n                {\n                    if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)\n                    {\n                        data->InsertChars(data->CursorPos, \"..\");\n                    }\n                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)\n                    {\n                        if (data->EventKey == ImGuiKey_UpArrow)\n                        {\n                            data->DeleteChars(0, data->BufTextLen);\n                            data->InsertChars(0, \"Pressed Up!\");\n                            data->SelectAll();\n                        }\n                        else if (data->EventKey == ImGuiKey_DownArrow)\n                        {\n                            data->DeleteChars(0, data->BufTextLen);\n                            data->InsertChars(0, \"Pressed Down!\");\n                            data->SelectAll();\n                        }\n                    }\n                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)\n                    {\n                        // Toggle casing of first character\n                        char c = data->Buf[0];\n                        if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;\n                        data->BufDirty = true;\n\n                        // Increment a counter\n                        int* p_int = (int*)data->UserData;\n                        *p_int = *p_int + 1;\n                    }\n                    return 0;\n                }\n            };\n            static char buf1[64];\n            ImGui::InputText(\"Completion\", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);\n            ImGui::SameLine(); HelpMarker(\"Here we append \\\"..\\\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.\");\n\n            static char buf2[64];\n            ImGui::InputText(\"History\", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);\n            ImGui::SameLine(); HelpMarker(\"Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.\");\n\n            static char buf3[64];\n            static int edit_count = 0;\n            ImGui::InputText(\"Edit\", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);\n            ImGui::SameLine(); HelpMarker(\"Here we toggle the casing of the first character on every edits + count edits.\");\n            ImGui::SameLine(); ImGui::Text(\"(%d)\", edit_count);\n\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Text Input/Resize Callback\");\n        if (ImGui::TreeNode(\"Resize Callback\"))\n        {\n            // To wire InputText() with std::string or any other custom string type,\n            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper\n            // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.\n            HelpMarker(\n                \"Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\\n\\n\"\n                \"See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.\");\n            struct Funcs\n            {\n                static int MyResizeCallback(ImGuiInputTextCallbackData* data)\n                {\n                    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)\n                    {\n                        ImVector<char>* my_str = (ImVector<char>*)data->UserData;\n                        IM_ASSERT(my_str->begin() == data->Buf);\n                        my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1\n                        data->Buf = my_str->begin();\n                    }\n                    return 0;\n                }\n\n                // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.\n                // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'\n                static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)\n                {\n                    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);\n                    return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);\n                }\n            };\n\n            // For this demo we are using ImVector as a string container.\n            // Note that because we need to store a terminating zero character, our size/capacity are 1 more\n            // than usually reported by a typical string class.\n            static ImVector<char> my_str;\n            if (my_str.empty())\n                my_str.push_back(0);\n            Funcs::MyInputTextMultiline(\"##MyStr\", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));\n            ImGui::Text(\"Data: %p\\nSize: %d\\nCapacity: %d\", (void*)my_str.begin(), my_str.size(), my_str.capacity());\n            ImGui::TreePop();\n        }\n\n        ImGui::TreePop();\n    }\n\n    // Tabs\n    IMGUI_DEMO_MARKER(\"Widgets/Tabs\");\n    if (ImGui::TreeNode(\"Tabs\"))\n    {\n        IMGUI_DEMO_MARKER(\"Widgets/Tabs/Basic\");\n        if (ImGui::TreeNode(\"Basic\"))\n        {\n            ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;\n            if (ImGui::BeginTabBar(\"MyTabBar\", tab_bar_flags))\n            {\n                if (ImGui::BeginTabItem(\"Avocado\"))\n                {\n                    ImGui::Text(\"This is the Avocado tab!\\nblah blah blah blah blah\");\n                    ImGui::EndTabItem();\n                }\n                if (ImGui::BeginTabItem(\"Broccoli\"))\n                {\n                    ImGui::Text(\"This is the Broccoli tab!\\nblah blah blah blah blah\");\n                    ImGui::EndTabItem();\n                }\n                if (ImGui::BeginTabItem(\"Cucumber\"))\n                {\n                    ImGui::Text(\"This is the Cucumber tab!\\nblah blah blah blah blah\");\n                    ImGui::EndTabItem();\n                }\n                ImGui::EndTabBar();\n            }\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Tabs/Advanced & Close Button\");\n        if (ImGui::TreeNode(\"Advanced & Close Button\"))\n        {\n            // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).\n            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_Reorderable\", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_AutoSelectNewTabs\", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_TabListPopupButton\", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_NoCloseWithMiddleMouseButton\", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);\n            if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)\n                tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyResizeDown\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyScroll\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);\n\n            // Tab Bar\n            const char* names[4] = { \"Artichoke\", \"Beetroot\", \"Celery\", \"Daikon\" };\n            static bool opened[4] = { true, true, true, true }; // Persistent user state\n            for (int n = 0; n < IM_ARRAYSIZE(opened); n++)\n            {\n                if (n > 0) { ImGui::SameLine(); }\n                ImGui::Checkbox(names[n], &opened[n]);\n            }\n\n            // Passing a bool* to BeginTabItem() is similar to passing one to Begin():\n            // the underlying bool will be set to false when the tab is closed.\n            if (ImGui::BeginTabBar(\"MyTabBar\", tab_bar_flags))\n            {\n                for (int n = 0; n < IM_ARRAYSIZE(opened); n++)\n                    if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))\n                    {\n                        ImGui::Text(\"This is the %s tab!\", names[n]);\n                        if (n & 1)\n                            ImGui::Text(\"I am an odd tab.\");\n                        ImGui::EndTabItem();\n                    }\n                ImGui::EndTabBar();\n            }\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Tabs/TabItemButton & Leading-Trailing flags\");\n        if (ImGui::TreeNode(\"TabItemButton & Leading/Trailing flags\"))\n        {\n            static ImVector<int> active_tabs;\n            static int next_tab_id = 0;\n            if (next_tab_id == 0) // Initialize with some default tabs\n                for (int i = 0; i < 3; i++)\n                    active_tabs.push_back(next_tab_id++);\n\n            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.\n            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...\n            // but they tend to make more sense together)\n            static bool show_leading_button = true;\n            static bool show_trailing_button = true;\n            ImGui::Checkbox(\"Show Leading TabItemButton()\", &show_leading_button);\n            ImGui::Checkbox(\"Show Trailing TabItemButton()\", &show_trailing_button);\n\n            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs\n            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_TabListPopupButton\", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyResizeDown\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyScroll\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);\n\n            if (ImGui::BeginTabBar(\"MyTabBar\", tab_bar_flags))\n            {\n                // Demo a Leading TabItemButton(): click the \"?\" button to open a menu\n                if (show_leading_button)\n                    if (ImGui::TabItemButton(\"?\", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))\n                        ImGui::OpenPopup(\"MyHelpMenu\");\n                if (ImGui::BeginPopup(\"MyHelpMenu\"))\n                {\n                    ImGui::Selectable(\"Hello!\");\n                    ImGui::EndPopup();\n                }\n\n                // Demo Trailing Tabs: click the \"+\" button to add a new tab (in your app you may want to use a font icon instead of the \"+\")\n                // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.\n                if (show_trailing_button)\n                    if (ImGui::TabItemButton(\"+\", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))\n                        active_tabs.push_back(next_tab_id++); // Add new tab\n\n                // Submit our regular tabs\n                for (int n = 0; n < active_tabs.Size; )\n                {\n                    bool open = true;\n                    char name[16];\n                    snprintf(name, IM_ARRAYSIZE(name), \"%04d\", active_tabs[n]);\n                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))\n                    {\n                        ImGui::Text(\"This is the %s tab!\", name);\n                        ImGui::EndTabItem();\n                    }\n\n                    if (!open)\n                        active_tabs.erase(active_tabs.Data + n);\n                    else\n                        n++;\n                }\n\n                ImGui::EndTabBar();\n            }\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n        ImGui::TreePop();\n    }\n\n    // Plot/Graph widgets are not very good.\n    // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot\n    // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)\n    IMGUI_DEMO_MARKER(\"Widgets/Plotting\");\n    if (ImGui::TreeNode(\"Plotting\"))\n    {\n        static bool animate = true;\n        ImGui::Checkbox(\"Animate\", &animate);\n\n        // Plot as lines and plot as histogram\n        IMGUI_DEMO_MARKER(\"Widgets/Plotting/PlotLines, PlotHistogram\");\n        static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };\n        ImGui::PlotLines(\"Frame Times\", arr, IM_ARRAYSIZE(arr));\n        ImGui::PlotHistogram(\"Histogram\", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));\n\n        // Fill an array of contiguous float values to plot\n        // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float\n        // and the sizeof() of your structure in the \"stride\" parameter.\n        static float values[90] = {};\n        static int values_offset = 0;\n        static double refresh_time = 0.0;\n        if (!animate || refresh_time == 0.0)\n            refresh_time = ImGui::GetTime();\n        while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo\n        {\n            static float phase = 0.0f;\n            values[values_offset] = cosf(phase);\n            values_offset = (values_offset + 1) % IM_ARRAYSIZE(values);\n            phase += 0.10f * values_offset;\n            refresh_time += 1.0f / 60.0f;\n        }\n\n        // Plots can display overlay texts\n        // (in this example, we will display an average value)\n        {\n            float average = 0.0f;\n            for (int n = 0; n < IM_ARRAYSIZE(values); n++)\n                average += values[n];\n            average /= (float)IM_ARRAYSIZE(values);\n            char overlay[32];\n            sprintf(overlay, \"avg %f\", average);\n            ImGui::PlotLines(\"Lines\", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));\n        }\n\n        // Use functions to generate output\n        // FIXME: This is rather awkward because current plot API only pass in indices.\n        // We probably want an API passing floats and user provide sample rate/count.\n        struct Funcs\n        {\n            static float Sin(void*, int i) { return sinf(i * 0.1f); }\n            static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }\n        };\n        static int func_type = 0, display_count = 70;\n        ImGui::Separator();\n        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);\n        ImGui::Combo(\"func\", &func_type, \"Sin\\0Saw\\0\");\n        ImGui::SameLine();\n        ImGui::SliderInt(\"Sample count\", &display_count, 1, 400);\n        float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;\n        ImGui::PlotLines(\"Lines\", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));\n        ImGui::PlotHistogram(\"Histogram\", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));\n        ImGui::Separator();\n\n        // Animate a simple progress bar\n        IMGUI_DEMO_MARKER(\"Widgets/Plotting/ProgressBar\");\n        static float progress = 0.0f, progress_dir = 1.0f;\n        if (animate)\n        {\n            progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;\n            if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }\n            if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }\n        }\n\n        // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,\n        // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.\n        ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f));\n        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n        ImGui::Text(\"Progress Bar\");\n\n        float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f);\n        char buf[32];\n        sprintf(buf, \"%d/%d\", (int)(progress_saturated * 1753), 1753);\n        ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Color\");\n    if (ImGui::TreeNode(\"Color/Picker Widgets\"))\n    {\n        static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);\n\n        static bool alpha_preview = true;\n        static bool alpha_half_preview = false;\n        static bool drag_and_drop = true;\n        static bool options_menu = true;\n        static bool hdr = false;\n        ImGui::Checkbox(\"With Alpha Preview\", &alpha_preview);\n        ImGui::Checkbox(\"With Half Alpha Preview\", &alpha_half_preview);\n        ImGui::Checkbox(\"With Drag and Drop\", &drag_and_drop);\n        ImGui::Checkbox(\"With Options Menu\", &options_menu); ImGui::SameLine(); HelpMarker(\"Right-click on the individual color widget to show options.\");\n        ImGui::Checkbox(\"With HDR\", &hdr); ImGui::SameLine(); HelpMarker(\"Currently all this does is to lift the 0..1 limits on dragging widgets.\");\n        ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Color/ColorEdit\");\n        ImGui::Text(\"Color widget:\");\n        ImGui::SameLine(); HelpMarker(\n            \"Click on the color square to open a color picker.\\n\"\n            \"CTRL+click on individual component to input value.\\n\");\n        ImGui::ColorEdit3(\"MyColor##1\", (float*)&color, misc_flags);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Color/ColorEdit (HSV, with Alpha)\");\n        ImGui::Text(\"Color widget HSV with Alpha:\");\n        ImGui::ColorEdit4(\"MyColor##2\", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Color/ColorEdit (float display)\");\n        ImGui::Text(\"Color widget with Float Display:\");\n        ImGui::ColorEdit4(\"MyColor##2f\", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Color/ColorButton (with Picker)\");\n        ImGui::Text(\"Color button with Picker:\");\n        ImGui::SameLine(); HelpMarker(\n            \"With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\\n\"\n            \"With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only \"\n            \"be used for the tooltip and picker popup.\");\n        ImGui::ColorEdit4(\"MyColor##3\", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Color/ColorButton (with custom Picker popup)\");\n        ImGui::Text(\"Color button with Custom Picker Popup:\");\n\n        // Generate a default palette. The palette will persist and can be edited.\n        static bool saved_palette_init = true;\n        static ImVec4 saved_palette[32] = {};\n        if (saved_palette_init)\n        {\n            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)\n            {\n                ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,\n                    saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);\n                saved_palette[n].w = 1.0f; // Alpha\n            }\n            saved_palette_init = false;\n        }\n\n        static ImVec4 backup_color;\n        bool open_popup = ImGui::ColorButton(\"MyColor##3b\", color, misc_flags);\n        ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);\n        open_popup |= ImGui::Button(\"Palette\");\n        if (open_popup)\n        {\n            ImGui::OpenPopup(\"mypicker\");\n            backup_color = color;\n        }\n        if (ImGui::BeginPopup(\"mypicker\"))\n        {\n            ImGui::Text(\"MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!\");\n            ImGui::Separator();\n            ImGui::ColorPicker4(\"##picker\", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);\n            ImGui::SameLine();\n\n            ImGui::BeginGroup(); // Lock X position\n            ImGui::Text(\"Current\");\n            ImGui::ColorButton(\"##current\", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));\n            ImGui::Text(\"Previous\");\n            if (ImGui::ColorButton(\"##previous\", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))\n                color = backup_color;\n            ImGui::Separator();\n            ImGui::Text(\"Palette\");\n            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)\n            {\n                ImGui::PushID(n);\n                if ((n % 8) != 0)\n                    ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);\n\n                ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;\n                if (ImGui::ColorButton(\"##palette\", saved_palette[n], palette_button_flags, ImVec2(20, 20)))\n                    color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!\n\n                // Allow user to drop colors into each palette entry. Note that ColorButton() is already a\n                // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.\n                if (ImGui::BeginDragDropTarget())\n                {\n                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))\n                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);\n                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))\n                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);\n                    ImGui::EndDragDropTarget();\n                }\n\n                ImGui::PopID();\n            }\n            ImGui::EndGroup();\n            ImGui::EndPopup();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Color/ColorButton (simple)\");\n        ImGui::Text(\"Color button only:\");\n        static bool no_border = false;\n        ImGui::Checkbox(\"ImGuiColorEditFlags_NoBorder\", &no_border);\n        ImGui::ColorButton(\"MyColor##3c\", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));\n\n        IMGUI_DEMO_MARKER(\"Widgets/Color/ColorPicker\");\n        ImGui::Text(\"Color picker:\");\n        static bool alpha = true;\n        static bool alpha_bar = true;\n        static bool side_preview = true;\n        static bool ref_color = false;\n        static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);\n        static int display_mode = 0;\n        static int picker_mode = 0;\n        ImGui::Checkbox(\"With Alpha\", &alpha);\n        ImGui::Checkbox(\"With Alpha Bar\", &alpha_bar);\n        ImGui::Checkbox(\"With Side Preview\", &side_preview);\n        if (side_preview)\n        {\n            ImGui::SameLine();\n            ImGui::Checkbox(\"With Ref Color\", &ref_color);\n            if (ref_color)\n            {\n                ImGui::SameLine();\n                ImGui::ColorEdit4(\"##RefColor\", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);\n            }\n        }\n        ImGui::Combo(\"Display Mode\", &display_mode, \"Auto/Current\\0None\\0RGB Only\\0HSV Only\\0Hex Only\\0\");\n        ImGui::SameLine(); HelpMarker(\n            \"ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, \"\n            \"but the user can change it with a right-click.\\n\\nColorPicker defaults to displaying RGB+HSV+Hex \"\n            \"if you don't specify a display mode.\\n\\nYou can change the defaults using SetColorEditOptions().\");\n        ImGui::Combo(\"Picker Mode\", &picker_mode, \"Auto/Current\\0Hue bar + SV rect\\0Hue wheel + SV triangle\\0\");\n        ImGui::SameLine(); HelpMarker(\"User can right-click the picker to change mode.\");\n        ImGuiColorEditFlags flags = misc_flags;\n        if (!alpha)            flags |= ImGuiColorEditFlags_NoAlpha;        // This is by default if you call ColorPicker3() instead of ColorPicker4()\n        if (alpha_bar)         flags |= ImGuiColorEditFlags_AlphaBar;\n        if (!side_preview)     flags |= ImGuiColorEditFlags_NoSidePreview;\n        if (picker_mode == 1)  flags |= ImGuiColorEditFlags_PickerHueBar;\n        if (picker_mode == 2)  flags |= ImGuiColorEditFlags_PickerHueWheel;\n        if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;       // Disable all RGB/HSV/Hex displays\n        if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB;     // Override display mode\n        if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;\n        if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;\n        ImGui::ColorPicker4(\"MyColor##4\", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);\n\n        ImGui::Text(\"Set defaults in code:\");\n        ImGui::SameLine(); HelpMarker(\n            \"SetColorEditOptions() is designed to allow you to set boot-time default.\\n\"\n            \"We don't have Push/Pop functions because you can force options on a per-widget basis if needed,\"\n            \"and the user can change non-forced ones with the options menu.\\nWe don't have a getter to avoid\"\n            \"encouraging you to persistently save values that aren't forward-compatible.\");\n        if (ImGui::Button(\"Default: Uint8 + HSV + Hue Bar\"))\n            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);\n        if (ImGui::Button(\"Default: Float + HDR + Hue Wheel\"))\n            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);\n\n        // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)\n        static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!\n        ImGui::Spacing();\n        ImGui::Text(\"HSV encoded colors\");\n        ImGui::SameLine(); HelpMarker(\n            \"By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV\"\n            \"allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the\"\n            \"added benefit that you can manipulate hue values with the picker even when saturation or value are zero.\");\n        ImGui::Text(\"Color widget with InputHSV:\");\n        ImGui::ColorEdit4(\"HSV shown as RGB##1\", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);\n        ImGui::ColorEdit4(\"HSV shown as HSV##1\", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);\n        ImGui::DragFloat4(\"Raw HSV values\", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Drag and Slider Flags\");\n    if (ImGui::TreeNode(\"Drag/Slider Flags\"))\n    {\n        // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!\n        static ImGuiSliderFlags flags = ImGuiSliderFlags_None;\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_AlwaysClamp\", &flags, ImGuiSliderFlags_AlwaysClamp);\n        ImGui::SameLine(); HelpMarker(\"Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.\");\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_Logarithmic\", &flags, ImGuiSliderFlags_Logarithmic);\n        ImGui::SameLine(); HelpMarker(\"Enable logarithmic editing (more precision for small values).\");\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_NoRoundToFormat\", &flags, ImGuiSliderFlags_NoRoundToFormat);\n        ImGui::SameLine(); HelpMarker(\"Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).\");\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_NoInput\", &flags, ImGuiSliderFlags_NoInput);\n        ImGui::SameLine(); HelpMarker(\"Disable CTRL+Click or Enter key allowing to input text directly into the widget.\");\n\n        // Drags\n        static float drag_f = 0.5f;\n        static int drag_i = 50;\n        ImGui::Text(\"Underlying float value: %f\", drag_f);\n        ImGui::DragFloat(\"DragFloat (0 -> 1)\", &drag_f, 0.005f, 0.0f, 1.0f, \"%.3f\", flags);\n        ImGui::DragFloat(\"DragFloat (0 -> +inf)\", &drag_f, 0.005f, 0.0f, FLT_MAX, \"%.3f\", flags);\n        ImGui::DragFloat(\"DragFloat (-inf -> 1)\", &drag_f, 0.005f, -FLT_MAX, 1.0f, \"%.3f\", flags);\n        ImGui::DragFloat(\"DragFloat (-inf -> +inf)\", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, \"%.3f\", flags);\n        ImGui::DragInt(\"DragInt (0 -> 100)\", &drag_i, 0.5f, 0, 100, \"%d\", flags);\n\n        // Sliders\n        static float slider_f = 0.5f;\n        static int slider_i = 50;\n        ImGui::Text(\"Underlying float value: %f\", slider_f);\n        ImGui::SliderFloat(\"SliderFloat (0 -> 1)\", &slider_f, 0.0f, 1.0f, \"%.3f\", flags);\n        ImGui::SliderInt(\"SliderInt (0 -> 100)\", &slider_i, 0, 100, \"%d\", flags);\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Range Widgets\");\n    if (ImGui::TreeNode(\"Range Widgets\"))\n    {\n        static float begin = 10, end = 90;\n        static int begin_i = 100, end_i = 1000;\n        ImGui::DragFloatRange2(\"range float\", &begin, &end, 0.25f, 0.0f, 100.0f, \"Min: %.1f %%\", \"Max: %.1f %%\", ImGuiSliderFlags_AlwaysClamp);\n        ImGui::DragIntRange2(\"range int\", &begin_i, &end_i, 5, 0, 1000, \"Min: %d units\", \"Max: %d units\");\n        ImGui::DragIntRange2(\"range int (no bounds)\", &begin_i, &end_i, 5, 0, 0, \"Min: %d units\", \"Max: %d units\");\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Data Types\");\n    if (ImGui::TreeNode(\"Data Types\"))\n    {\n        // DragScalar/InputScalar/SliderScalar functions allow various data types\n        // - signed/unsigned\n        // - 8/16/32/64-bits\n        // - integer/float/double\n        // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum\n        // to pass the type, and passing all arguments by pointer.\n        // This is the reason the test code below creates local variables to hold \"zero\" \"one\" etc. for each types.\n        // In practice, if you frequently use a given type that is not covered by the normal API entry points,\n        // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,\n        // and then pass their address to the generic function. For example:\n        //   bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = \"%lld\")\n        //   {\n        //      return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);\n        //   }\n\n        // Setup limits (as helper variables so we can take their address, as explained above)\n        // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.\n        #ifndef LLONG_MIN\n        ImS64 LLONG_MIN = -9223372036854775807LL - 1;\n        ImS64 LLONG_MAX = 9223372036854775807LL;\n        ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);\n        #endif\n        const char    s8_zero  = 0,   s8_one  = 1,   s8_fifty  = 50, s8_min  = -128,        s8_max = 127;\n        const ImU8    u8_zero  = 0,   u8_one  = 1,   u8_fifty  = 50, u8_min  = 0,           u8_max = 255;\n        const short   s16_zero = 0,   s16_one = 1,   s16_fifty = 50, s16_min = -32768,      s16_max = 32767;\n        const ImU16   u16_zero = 0,   u16_one = 1,   u16_fifty = 50, u16_min = 0,           u16_max = 65535;\n        const ImS32   s32_zero = 0,   s32_one = 1,   s32_fifty = 50, s32_min = INT_MIN/2,   s32_max = INT_MAX/2,    s32_hi_a = INT_MAX/2 - 100,    s32_hi_b = INT_MAX/2;\n        const ImU32   u32_zero = 0,   u32_one = 1,   u32_fifty = 50, u32_min = 0,           u32_max = UINT_MAX/2,   u32_hi_a = UINT_MAX/2 - 100,   u32_hi_b = UINT_MAX/2;\n        const ImS64   s64_zero = 0,   s64_one = 1,   s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2,  s64_hi_a = LLONG_MAX/2 - 100,  s64_hi_b = LLONG_MAX/2;\n        const ImU64   u64_zero = 0,   u64_one = 1,   u64_fifty = 50, u64_min = 0,           u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;\n        const float   f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;\n        const double  f64_zero = 0.,  f64_one = 1.,  f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;\n\n        // State\n        static char   s8_v  = 127;\n        static ImU8   u8_v  = 255;\n        static short  s16_v = 32767;\n        static ImU16  u16_v = 65535;\n        static ImS32  s32_v = -1;\n        static ImU32  u32_v = (ImU32)-1;\n        static ImS64  s64_v = -1;\n        static ImU64  u64_v = (ImU64)-1;\n        static float  f32_v = 0.123f;\n        static double f64_v = 90000.01234567890123456789;\n\n        const float drag_speed = 0.2f;\n        static bool drag_clamp = false;\n        IMGUI_DEMO_MARKER(\"Widgets/Data Types/Drags\");\n        ImGui::Text(\"Drags:\");\n        ImGui::Checkbox(\"Clamp integers to 0..50\", &drag_clamp);\n        ImGui::SameLine(); HelpMarker(\n            \"As with every widgets in dear imgui, we never modify values unless there is a user interaction.\\n\"\n            \"You can override the clamping limits by using CTRL+Click to input a value.\");\n        ImGui::DragScalar(\"drag s8\",        ImGuiDataType_S8,     &s8_v,  drag_speed, drag_clamp ? &s8_zero  : NULL, drag_clamp ? &s8_fifty  : NULL);\n        ImGui::DragScalar(\"drag u8\",        ImGuiDataType_U8,     &u8_v,  drag_speed, drag_clamp ? &u8_zero  : NULL, drag_clamp ? &u8_fifty  : NULL, \"%u ms\");\n        ImGui::DragScalar(\"drag s16\",       ImGuiDataType_S16,    &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);\n        ImGui::DragScalar(\"drag u16\",       ImGuiDataType_U16,    &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, \"%u ms\");\n        ImGui::DragScalar(\"drag s32\",       ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);\n        ImGui::DragScalar(\"drag u32\",       ImGuiDataType_U32,    &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, \"%u ms\");\n        ImGui::DragScalar(\"drag s64\",       ImGuiDataType_S64,    &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);\n        ImGui::DragScalar(\"drag u64\",       ImGuiDataType_U64,    &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);\n        ImGui::DragScalar(\"drag float\",     ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, \"%f\");\n        ImGui::DragScalar(\"drag float log\", ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, \"%f\", ImGuiSliderFlags_Logarithmic);\n        ImGui::DragScalar(\"drag double\",    ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL,     \"%.10f grams\");\n        ImGui::DragScalar(\"drag double log\",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, \"0 < %.10f < 1\", ImGuiSliderFlags_Logarithmic);\n\n        IMGUI_DEMO_MARKER(\"Widgets/Data Types/Sliders\");\n        ImGui::Text(\"Sliders\");\n        ImGui::SliderScalar(\"slider s8 full\",       ImGuiDataType_S8,     &s8_v,  &s8_min,   &s8_max,   \"%d\");\n        ImGui::SliderScalar(\"slider u8 full\",       ImGuiDataType_U8,     &u8_v,  &u8_min,   &u8_max,   \"%u\");\n        ImGui::SliderScalar(\"slider s16 full\",      ImGuiDataType_S16,    &s16_v, &s16_min,  &s16_max,  \"%d\");\n        ImGui::SliderScalar(\"slider u16 full\",      ImGuiDataType_U16,    &u16_v, &u16_min,  &u16_max,  \"%u\");\n        ImGui::SliderScalar(\"slider s32 low\",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty,\"%d\");\n        ImGui::SliderScalar(\"slider s32 high\",      ImGuiDataType_S32,    &s32_v, &s32_hi_a, &s32_hi_b, \"%d\");\n        ImGui::SliderScalar(\"slider s32 full\",      ImGuiDataType_S32,    &s32_v, &s32_min,  &s32_max,  \"%d\");\n        ImGui::SliderScalar(\"slider u32 low\",       ImGuiDataType_U32,    &u32_v, &u32_zero, &u32_fifty,\"%u\");\n        ImGui::SliderScalar(\"slider u32 high\",      ImGuiDataType_U32,    &u32_v, &u32_hi_a, &u32_hi_b, \"%u\");\n        ImGui::SliderScalar(\"slider u32 full\",      ImGuiDataType_U32,    &u32_v, &u32_min,  &u32_max,  \"%u\");\n        ImGui::SliderScalar(\"slider s64 low\",       ImGuiDataType_S64,    &s64_v, &s64_zero, &s64_fifty,\"%\" IM_PRId64);\n        ImGui::SliderScalar(\"slider s64 high\",      ImGuiDataType_S64,    &s64_v, &s64_hi_a, &s64_hi_b, \"%\" IM_PRId64);\n        ImGui::SliderScalar(\"slider s64 full\",      ImGuiDataType_S64,    &s64_v, &s64_min,  &s64_max,  \"%\" IM_PRId64);\n        ImGui::SliderScalar(\"slider u64 low\",       ImGuiDataType_U64,    &u64_v, &u64_zero, &u64_fifty,\"%\" IM_PRIu64 \" ms\");\n        ImGui::SliderScalar(\"slider u64 high\",      ImGuiDataType_U64,    &u64_v, &u64_hi_a, &u64_hi_b, \"%\" IM_PRIu64 \" ms\");\n        ImGui::SliderScalar(\"slider u64 full\",      ImGuiDataType_U64,    &u64_v, &u64_min,  &u64_max,  \"%\" IM_PRIu64 \" ms\");\n        ImGui::SliderScalar(\"slider float low\",     ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one);\n        ImGui::SliderScalar(\"slider float low log\", ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one,  \"%.10f\", ImGuiSliderFlags_Logarithmic);\n        ImGui::SliderScalar(\"slider float high\",    ImGuiDataType_Float,  &f32_v, &f32_lo_a, &f32_hi_a, \"%e\");\n        ImGui::SliderScalar(\"slider double low\",    ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  \"%.10f grams\");\n        ImGui::SliderScalar(\"slider double low log\",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  \"%.10f\", ImGuiSliderFlags_Logarithmic);\n        ImGui::SliderScalar(\"slider double high\",   ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, \"%e grams\");\n\n        ImGui::Text(\"Sliders (reverse)\");\n        ImGui::SliderScalar(\"slider s8 reverse\",    ImGuiDataType_S8,   &s8_v,  &s8_max,    &s8_min,   \"%d\");\n        ImGui::SliderScalar(\"slider u8 reverse\",    ImGuiDataType_U8,   &u8_v,  &u8_max,    &u8_min,   \"%u\");\n        ImGui::SliderScalar(\"slider s32 reverse\",   ImGuiDataType_S32,  &s32_v, &s32_fifty, &s32_zero, \"%d\");\n        ImGui::SliderScalar(\"slider u32 reverse\",   ImGuiDataType_U32,  &u32_v, &u32_fifty, &u32_zero, \"%u\");\n        ImGui::SliderScalar(\"slider s64 reverse\",   ImGuiDataType_S64,  &s64_v, &s64_fifty, &s64_zero, \"%\" IM_PRId64);\n        ImGui::SliderScalar(\"slider u64 reverse\",   ImGuiDataType_U64,  &u64_v, &u64_fifty, &u64_zero, \"%\" IM_PRIu64 \" ms\");\n\n        IMGUI_DEMO_MARKER(\"Widgets/Data Types/Inputs\");\n        static bool inputs_step = true;\n        ImGui::Text(\"Inputs\");\n        ImGui::Checkbox(\"Show step buttons\", &inputs_step);\n        ImGui::InputScalar(\"input s8\",      ImGuiDataType_S8,     &s8_v,  inputs_step ? &s8_one  : NULL, NULL, \"%d\");\n        ImGui::InputScalar(\"input u8\",      ImGuiDataType_U8,     &u8_v,  inputs_step ? &u8_one  : NULL, NULL, \"%u\");\n        ImGui::InputScalar(\"input s16\",     ImGuiDataType_S16,    &s16_v, inputs_step ? &s16_one : NULL, NULL, \"%d\");\n        ImGui::InputScalar(\"input u16\",     ImGuiDataType_U16,    &u16_v, inputs_step ? &u16_one : NULL, NULL, \"%u\");\n        ImGui::InputScalar(\"input s32\",     ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, \"%d\");\n        ImGui::InputScalar(\"input s32 hex\", ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, \"%08X\", ImGuiInputTextFlags_CharsHexadecimal);\n        ImGui::InputScalar(\"input u32\",     ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, \"%u\");\n        ImGui::InputScalar(\"input u32 hex\", ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, \"%08X\", ImGuiInputTextFlags_CharsHexadecimal);\n        ImGui::InputScalar(\"input s64\",     ImGuiDataType_S64,    &s64_v, inputs_step ? &s64_one : NULL);\n        ImGui::InputScalar(\"input u64\",     ImGuiDataType_U64,    &u64_v, inputs_step ? &u64_one : NULL);\n        ImGui::InputScalar(\"input float\",   ImGuiDataType_Float,  &f32_v, inputs_step ? &f32_one : NULL);\n        ImGui::InputScalar(\"input double\",  ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL);\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Multi-component Widgets\");\n    if (ImGui::TreeNode(\"Multi-component Widgets\"))\n    {\n        static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };\n        static int vec4i[4] = { 1, 5, 100, 255 };\n\n        ImGui::InputFloat2(\"input float2\", vec4f);\n        ImGui::DragFloat2(\"drag float2\", vec4f, 0.01f, 0.0f, 1.0f);\n        ImGui::SliderFloat2(\"slider float2\", vec4f, 0.0f, 1.0f);\n        ImGui::InputInt2(\"input int2\", vec4i);\n        ImGui::DragInt2(\"drag int2\", vec4i, 1, 0, 255);\n        ImGui::SliderInt2(\"slider int2\", vec4i, 0, 255);\n        ImGui::Spacing();\n\n        ImGui::InputFloat3(\"input float3\", vec4f);\n        ImGui::DragFloat3(\"drag float3\", vec4f, 0.01f, 0.0f, 1.0f);\n        ImGui::SliderFloat3(\"slider float3\", vec4f, 0.0f, 1.0f);\n        ImGui::InputInt3(\"input int3\", vec4i);\n        ImGui::DragInt3(\"drag int3\", vec4i, 1, 0, 255);\n        ImGui::SliderInt3(\"slider int3\", vec4i, 0, 255);\n        ImGui::Spacing();\n\n        ImGui::InputFloat4(\"input float4\", vec4f);\n        ImGui::DragFloat4(\"drag float4\", vec4f, 0.01f, 0.0f, 1.0f);\n        ImGui::SliderFloat4(\"slider float4\", vec4f, 0.0f, 1.0f);\n        ImGui::InputInt4(\"input int4\", vec4i);\n        ImGui::DragInt4(\"drag int4\", vec4i, 1, 0, 255);\n        ImGui::SliderInt4(\"slider int4\", vec4i, 0, 255);\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Vertical Sliders\");\n    if (ImGui::TreeNode(\"Vertical Sliders\"))\n    {\n        const float spacing = 4;\n        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));\n\n        static int int_value = 0;\n        ImGui::VSliderInt(\"##int\", ImVec2(18, 160), &int_value, 0, 5);\n        ImGui::SameLine();\n\n        static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };\n        ImGui::PushID(\"set1\");\n        for (int i = 0; i < 7; i++)\n        {\n            if (i > 0) ImGui::SameLine();\n            ImGui::PushID(i);\n            ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));\n            ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));\n            ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));\n            ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));\n            ImGui::VSliderFloat(\"##v\", ImVec2(18, 160), &values[i], 0.0f, 1.0f, \"\");\n            if (ImGui::IsItemActive() || ImGui::IsItemHovered())\n                ImGui::SetTooltip(\"%.3f\", values[i]);\n            ImGui::PopStyleColor(4);\n            ImGui::PopID();\n        }\n        ImGui::PopID();\n\n        ImGui::SameLine();\n        ImGui::PushID(\"set2\");\n        static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };\n        const int rows = 3;\n        const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));\n        for (int nx = 0; nx < 4; nx++)\n        {\n            if (nx > 0) ImGui::SameLine();\n            ImGui::BeginGroup();\n            for (int ny = 0; ny < rows; ny++)\n            {\n                ImGui::PushID(nx * rows + ny);\n                ImGui::VSliderFloat(\"##v\", small_slider_size, &values2[nx], 0.0f, 1.0f, \"\");\n                if (ImGui::IsItemActive() || ImGui::IsItemHovered())\n                    ImGui::SetTooltip(\"%.3f\", values2[nx]);\n                ImGui::PopID();\n            }\n            ImGui::EndGroup();\n        }\n        ImGui::PopID();\n\n        ImGui::SameLine();\n        ImGui::PushID(\"set3\");\n        for (int i = 0; i < 4; i++)\n        {\n            if (i > 0) ImGui::SameLine();\n            ImGui::PushID(i);\n            ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);\n            ImGui::VSliderFloat(\"##v\", ImVec2(40, 160), &values[i], 0.0f, 1.0f, \"%.2f\\nsec\");\n            ImGui::PopStyleVar();\n            ImGui::PopID();\n        }\n        ImGui::PopID();\n        ImGui::PopStyleVar();\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Drag and drop\");\n    if (ImGui::TreeNode(\"Drag and Drop\"))\n    {\n        IMGUI_DEMO_MARKER(\"Widgets/Drag and drop/Standard widgets\");\n        if (ImGui::TreeNode(\"Drag and drop in standard widgets\"))\n        {\n            // ColorEdit widgets automatically act as drag source and drag target.\n            // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F\n            // to allow your own widgets to use colors in their drag and drop interaction.\n            // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.\n            HelpMarker(\"You can drag from the color squares.\");\n            static float col1[3] = { 1.0f, 0.0f, 0.2f };\n            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };\n            ImGui::ColorEdit3(\"color 1\", col1);\n            ImGui::ColorEdit4(\"color 2\", col2);\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Drag and drop/Copy-swap items\");\n        if (ImGui::TreeNode(\"Drag and drop to copy/swap items\"))\n        {\n            enum Mode\n            {\n                Mode_Copy,\n                Mode_Move,\n                Mode_Swap\n            };\n            static int mode = 0;\n            if (ImGui::RadioButton(\"Copy\", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Move\", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Swap\", mode == Mode_Swap)) { mode = Mode_Swap; }\n            static const char* names[9] =\n            {\n                \"Bobby\", \"Beatrice\", \"Betty\",\n                \"Brianna\", \"Barry\", \"Bernard\",\n                \"Bibi\", \"Blaine\", \"Bryn\"\n            };\n            for (int n = 0; n < IM_ARRAYSIZE(names); n++)\n            {\n                ImGui::PushID(n);\n                if ((n % 3) != 0)\n                    ImGui::SameLine();\n                ImGui::Button(names[n], ImVec2(60, 60));\n\n                // Our buttons are both drag sources and drag targets here!\n                if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))\n                {\n                    // Set payload to carry the index of our item (could be anything)\n                    ImGui::SetDragDropPayload(\"DND_DEMO_CELL\", &n, sizeof(int));\n\n                    // Display preview (could be anything, e.g. when dragging an image we could decide to display\n                    // the filename and a small preview of the image, etc.)\n                    if (mode == Mode_Copy) { ImGui::Text(\"Copy %s\", names[n]); }\n                    if (mode == Mode_Move) { ImGui::Text(\"Move %s\", names[n]); }\n                    if (mode == Mode_Swap) { ImGui::Text(\"Swap %s\", names[n]); }\n                    ImGui::EndDragDropSource();\n                }\n                if (ImGui::BeginDragDropTarget())\n                {\n                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(\"DND_DEMO_CELL\"))\n                    {\n                        IM_ASSERT(payload->DataSize == sizeof(int));\n                        int payload_n = *(const int*)payload->Data;\n                        if (mode == Mode_Copy)\n                        {\n                            names[n] = names[payload_n];\n                        }\n                        if (mode == Mode_Move)\n                        {\n                            names[n] = names[payload_n];\n                            names[payload_n] = \"\";\n                        }\n                        if (mode == Mode_Swap)\n                        {\n                            const char* tmp = names[n];\n                            names[n] = names[payload_n];\n                            names[payload_n] = tmp;\n                        }\n                    }\n                    ImGui::EndDragDropTarget();\n                }\n                ImGui::PopID();\n            }\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Widgets/Drag and Drop/Drag to reorder items (simple)\");\n        if (ImGui::TreeNode(\"Drag to reorder items (simple)\"))\n        {\n            // Simple reordering\n            HelpMarker(\n                \"We don't use the drag and drop api at all here! \"\n                \"Instead we query when the item is held but not hovered, and order items accordingly.\");\n            static const char* item_names[] = { \"Item One\", \"Item Two\", \"Item Three\", \"Item Four\", \"Item Five\" };\n            for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)\n            {\n                const char* item = item_names[n];\n                ImGui::Selectable(item);\n\n                if (ImGui::IsItemActive() && !ImGui::IsItemHovered())\n                {\n                    int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);\n                    if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))\n                    {\n                        item_names[n] = item_names[n_next];\n                        item_names[n_next] = item;\n                        ImGui::ResetMouseDragDelta();\n                    }\n                }\n            }\n            ImGui::TreePop();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Querying Item Status (Edited,Active,Hovered etc.)\");\n    if (ImGui::TreeNode(\"Querying Item Status (Edited/Active/Hovered etc.)\"))\n    {\n        // Select an item type\n        const char* item_names[] =\n        {\n            \"Text\", \"Button\", \"Button (w/ repeat)\", \"Checkbox\", \"SliderFloat\", \"InputText\", \"InputTextMultiline\", \"InputFloat\",\n            \"InputFloat3\", \"ColorEdit4\", \"Selectable\", \"MenuItem\", \"TreeNode\", \"TreeNode (w/ double-click)\", \"Combo\", \"ListBox\"\n        };\n        static int item_type = 4;\n        static bool item_disabled = false;\n        ImGui::Combo(\"Item Type\", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));\n        ImGui::SameLine();\n        HelpMarker(\"Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().\");\n        ImGui::Checkbox(\"Item Disabled\",  &item_disabled);\n\n        // Submit selected item item so we can query their status in the code following it.\n        bool ret = false;\n        static bool b = false;\n        static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };\n        static char str[16] = {};\n        if (item_disabled)\n            ImGui::BeginDisabled(true);\n        if (item_type == 0) { ImGui::Text(\"ITEM: Text\"); }                                              // Testing text items with no identifier/interaction\n        if (item_type == 1) { ret = ImGui::Button(\"ITEM: Button\"); }                                    // Testing button\n        if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button(\"ITEM: Button\"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)\n        if (item_type == 3) { ret = ImGui::Checkbox(\"ITEM: Checkbox\", &b); }                            // Testing checkbox\n        if (item_type == 4) { ret = ImGui::SliderFloat(\"ITEM: SliderFloat\", &col4f[0], 0.0f, 1.0f); }   // Testing basic item\n        if (item_type == 5) { ret = ImGui::InputText(\"ITEM: InputText\", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)\n        if (item_type == 6) { ret = ImGui::InputTextMultiline(\"ITEM: InputTextMultiline\", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)\n        if (item_type == 7) { ret = ImGui::InputFloat(\"ITEM: InputFloat\", col4f, 1.0f); }               // Testing +/- buttons on scalar input\n        if (item_type == 8) { ret = ImGui::InputFloat3(\"ITEM: InputFloat3\", col4f); }                   // Testing multi-component items (IsItemXXX flags are reported merged)\n        if (item_type == 9) { ret = ImGui::ColorEdit4(\"ITEM: ColorEdit4\", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)\n        if (item_type == 10){ ret = ImGui::Selectable(\"ITEM: Selectable\"); }                            // Testing selectable item\n        if (item_type == 11){ ret = ImGui::MenuItem(\"ITEM: MenuItem\"); }                                // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)\n        if (item_type == 12){ ret = ImGui::TreeNode(\"ITEM: TreeNode\"); if (ret) ImGui::TreePop(); }     // Testing tree node\n        if (item_type == 13){ ret = ImGui::TreeNodeEx(\"ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick\", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.\n        if (item_type == 14){ const char* items[] = { \"Apple\", \"Banana\", \"Cherry\", \"Kiwi\" }; static int current = 1; ret = ImGui::Combo(\"ITEM: Combo\", &current, items, IM_ARRAYSIZE(items)); }\n        if (item_type == 15){ const char* items[] = { \"Apple\", \"Banana\", \"Cherry\", \"Kiwi\" }; static int current = 1; ret = ImGui::ListBox(\"ITEM: ListBox\", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }\n\n        // Display the values of IsItemHovered() and other common item state functions.\n        // Note that the ImGuiHoveredFlags_XXX flags can be combined.\n        // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,\n        // we query every state in a single call to avoid storing them and to simplify the code.\n        ImGui::BulletText(\n            \"Return value = %d\\n\"\n            \"IsItemFocused() = %d\\n\"\n            \"IsItemHovered() = %d\\n\"\n            \"IsItemHovered(_AllowWhenBlockedByPopup) = %d\\n\"\n            \"IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\\n\"\n            \"IsItemHovered(_AllowWhenOverlapped) = %d\\n\"\n            \"IsItemHovered(_AllowWhenDisabled) = %d\\n\"\n            \"IsItemHovered(_RectOnly) = %d\\n\"\n            \"IsItemActive() = %d\\n\"\n            \"IsItemEdited() = %d\\n\"\n            \"IsItemActivated() = %d\\n\"\n            \"IsItemDeactivated() = %d\\n\"\n            \"IsItemDeactivatedAfterEdit() = %d\\n\"\n            \"IsItemVisible() = %d\\n\"\n            \"IsItemClicked() = %d\\n\"\n            \"IsItemToggledOpen() = %d\\n\"\n            \"GetItemRectMin() = (%.1f, %.1f)\\n\"\n            \"GetItemRectMax() = (%.1f, %.1f)\\n\"\n            \"GetItemRectSize() = (%.1f, %.1f)\",\n            ret,\n            ImGui::IsItemFocused(),\n            ImGui::IsItemHovered(),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),\n            ImGui::IsItemActive(),\n            ImGui::IsItemEdited(),\n            ImGui::IsItemActivated(),\n            ImGui::IsItemDeactivated(),\n            ImGui::IsItemDeactivatedAfterEdit(),\n            ImGui::IsItemVisible(),\n            ImGui::IsItemClicked(),\n            ImGui::IsItemToggledOpen(),\n            ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,\n            ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,\n            ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y\n        );\n\n        if (item_disabled)\n            ImGui::EndDisabled();\n\n        char buf[1] = \"\";\n        ImGui::InputText(\"unused\", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);\n        ImGui::SameLine();\n        HelpMarker(\"This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.\");\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Widgets/Querying Window Status (Focused,Hovered etc.)\");\n    if (ImGui::TreeNode(\"Querying Window Status (Focused/Hovered etc.)\"))\n    {\n        static bool embed_all_inside_a_child_window = false;\n        ImGui::Checkbox(\"Embed everything inside a child window for testing _RootWindow flag.\", &embed_all_inside_a_child_window);\n        if (embed_all_inside_a_child_window)\n            ImGui::BeginChild(\"outer_child\", ImVec2(0, ImGui::GetFontSize() * 20.0f), true);\n\n        // Testing IsWindowFocused() function with its various flags.\n        ImGui::BulletText(\n            \"IsWindowFocused() = %d\\n\"\n            \"IsWindowFocused(_ChildWindows) = %d\\n\"\n            \"IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\\n\"\n            \"IsWindowFocused(_ChildWindows|_RootWindow) = %d\\n\"\n            \"IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\\n\"\n            \"IsWindowFocused(_RootWindow) = %d\\n\"\n            \"IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\\n\"\n            \"IsWindowFocused(_AnyWindow) = %d\\n\",\n            ImGui::IsWindowFocused(),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));\n\n        // Testing IsWindowHovered() function with its various flags.\n        ImGui::BulletText(\n            \"IsWindowHovered() = %d\\n\"\n            \"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\\n\"\n            \"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows|_RootWindow) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\\n\"\n            \"IsWindowHovered(_RootWindow) = %d\\n\"\n            \"IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\\n\"\n            \"IsWindowHovered(_AnyWindow) = %d\\n\",\n            ImGui::IsWindowHovered(),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));\n\n        ImGui::BeginChild(\"child\", ImVec2(0, 50), true);\n        ImGui::Text(\"This is another child window for testing the _ChildWindows flag.\");\n        ImGui::EndChild();\n        if (embed_all_inside_a_child_window)\n            ImGui::EndChild();\n\n        // Calling IsItemHovered() after begin returns the hovered status of the title bar.\n        // This is useful in particular if you want to create a context menu associated to the title bar of a window.\n        static bool test_window = false;\n        ImGui::Checkbox(\"Hovered/Active tests after Begin() for title bar testing\", &test_window);\n        if (test_window)\n        {\n            ImGui::Begin(\"Title bar Hovered/Active tests\", &test_window);\n            if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()\n            {\n                if (ImGui::MenuItem(\"Close\")) { test_window = false; }\n                ImGui::EndPopup();\n            }\n            ImGui::Text(\n                \"IsItemHovered() after begin = %d (== is title bar hovered)\\n\"\n                \"IsItemActive() after begin = %d (== is window being clicked/moved)\\n\",\n                ImGui::IsItemHovered(), ImGui::IsItemActive());\n            ImGui::End();\n        }\n\n        ImGui::TreePop();\n    }\n\n    // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd:\n    // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space)\n    if (disable_all)\n        ImGui::EndDisabled();\n\n    IMGUI_DEMO_MARKER(\"Widgets/Disable Block\");\n    if (ImGui::TreeNode(\"Disable block\"))\n    {\n        ImGui::Checkbox(\"Disable entire section above\", &disable_all);\n        ImGui::SameLine(); HelpMarker(\"Demonstrate using BeginDisabled()/EndDisabled() across this section.\");\n        ImGui::TreePop();\n    }\n}\n\nstatic void ShowDemoWindowLayout()\n{\n    IMGUI_DEMO_MARKER(\"Layout\");\n    if (!ImGui::CollapsingHeader(\"Layout & Scrolling\"))\n        return;\n\n    IMGUI_DEMO_MARKER(\"Layout/Child windows\");\n    if (ImGui::TreeNode(\"Child windows\"))\n    {\n        HelpMarker(\"Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.\");\n        static bool disable_mouse_wheel = false;\n        static bool disable_menu = false;\n        ImGui::Checkbox(\"Disable Mouse Wheel\", &disable_mouse_wheel);\n        ImGui::Checkbox(\"Disable Menu\", &disable_menu);\n\n        // Child 1: no border, enable horizontal scrollbar\n        {\n            ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;\n            if (disable_mouse_wheel)\n                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;\n            ImGui::BeginChild(\"ChildL\", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags);\n            for (int i = 0; i < 100; i++)\n                ImGui::Text(\"%04d: scrollable region\", i);\n            ImGui::EndChild();\n        }\n\n        ImGui::SameLine();\n\n        // Child 2: rounded border\n        {\n            ImGuiWindowFlags window_flags = ImGuiWindowFlags_None;\n            if (disable_mouse_wheel)\n                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;\n            if (!disable_menu)\n                window_flags |= ImGuiWindowFlags_MenuBar;\n            ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);\n            ImGui::BeginChild(\"ChildR\", ImVec2(0, 260), true, window_flags);\n            if (!disable_menu && ImGui::BeginMenuBar())\n            {\n                if (ImGui::BeginMenu(\"Menu\"))\n                {\n                    ShowExampleMenuFile();\n                    ImGui::EndMenu();\n                }\n                ImGui::EndMenuBar();\n            }\n            if (ImGui::BeginTable(\"split\", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))\n            {\n                for (int i = 0; i < 100; i++)\n                {\n                    char buf[32];\n                    sprintf(buf, \"%03d\", i);\n                    ImGui::TableNextColumn();\n                    ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));\n                }\n                ImGui::EndTable();\n            }\n            ImGui::EndChild();\n            ImGui::PopStyleVar();\n        }\n\n        ImGui::Separator();\n\n        // Demonstrate a few extra things\n        // - Changing ImGuiCol_ChildBg (which is transparent black in default styles)\n        // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window)\n        //   You can also call SetNextWindowPos() to position the child window. The parent window will effectively\n        //   layout from this position.\n        // - Using ImGui::GetItemRectMin/Max() to query the \"item\" state (because the child window is an item from\n        //   the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details.\n        {\n            static int offset_x = 0;\n            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);\n            ImGui::DragInt(\"Offset X\", &offset_x, 1.0f, -1000, 1000);\n\n            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);\n            ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));\n            ImGui::BeginChild(\"Red\", ImVec2(200, 100), true, ImGuiWindowFlags_None);\n            for (int n = 0; n < 50; n++)\n                ImGui::Text(\"Some test %d\", n);\n            ImGui::EndChild();\n            bool child_is_hovered = ImGui::IsItemHovered();\n            ImVec2 child_rect_min = ImGui::GetItemRectMin();\n            ImVec2 child_rect_max = ImGui::GetItemRectMax();\n            ImGui::PopStyleColor();\n            ImGui::Text(\"Hovered: %d\", child_is_hovered);\n            ImGui::Text(\"Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)\", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Layout/Widgets Width\");\n    if (ImGui::TreeNode(\"Widgets Width\"))\n    {\n        static float f = 0.0f;\n        static bool show_indented_items = true;\n        ImGui::Checkbox(\"Show indented items\", &show_indented_items);\n\n        // Use SetNextItemWidth() to set the width of a single upcoming item.\n        // Use PushItemWidth()/PopItemWidth() to set the width of a group of items.\n        // In real code use you'll probably want to choose width values that are proportional to your font size\n        // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(100)\");\n        ImGui::SameLine(); HelpMarker(\"Fixed width.\");\n        ImGui::PushItemWidth(100);\n        ImGui::DragFloat(\"float##1b\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##1b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(-100)\");\n        ImGui::SameLine(); HelpMarker(\"Align to right edge minus 100\");\n        ImGui::PushItemWidth(-100);\n        ImGui::DragFloat(\"float##2a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##2b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)\");\n        ImGui::SameLine(); HelpMarker(\"Half of available width.\\n(~ right-cursor_pos)\\n(works within a column set)\");\n        ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);\n        ImGui::DragFloat(\"float##3a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##3b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)\");\n        ImGui::SameLine(); HelpMarker(\"Align to right edge minus half\");\n        ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);\n        ImGui::DragFloat(\"float##4a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##4b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        // Demonstrate using PushItemWidth to surround three items.\n        // Calling SetNextItemWidth() before each of them would have the same effect.\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(-FLT_MIN)\");\n        ImGui::SameLine(); HelpMarker(\"Align to right edge\");\n        ImGui::PushItemWidth(-FLT_MIN);\n        ImGui::DragFloat(\"##float5a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##5b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Layout/Basic Horizontal Layout\");\n    if (ImGui::TreeNode(\"Basic Horizontal Layout\"))\n    {\n        ImGui::TextWrapped(\"(Use ImGui::SameLine() to keep adding items to the right of the preceding item)\");\n\n        // Text\n        IMGUI_DEMO_MARKER(\"Layout/Basic Horizontal Layout/SameLine\");\n        ImGui::Text(\"Two items: Hello\"); ImGui::SameLine();\n        ImGui::TextColored(ImVec4(1,1,0,1), \"Sailor\");\n\n        // Adjust spacing\n        ImGui::Text(\"More spacing: Hello\"); ImGui::SameLine(0, 20);\n        ImGui::TextColored(ImVec4(1,1,0,1), \"Sailor\");\n\n        // Button\n        ImGui::AlignTextToFramePadding();\n        ImGui::Text(\"Normal buttons\"); ImGui::SameLine();\n        ImGui::Button(\"Banana\"); ImGui::SameLine();\n        ImGui::Button(\"Apple\"); ImGui::SameLine();\n        ImGui::Button(\"Corniflower\");\n\n        // Button\n        ImGui::Text(\"Small buttons\"); ImGui::SameLine();\n        ImGui::SmallButton(\"Like this one\"); ImGui::SameLine();\n        ImGui::Text(\"can fit within a text block.\");\n\n        // Aligned to arbitrary position. Easy/cheap column.\n        IMGUI_DEMO_MARKER(\"Layout/Basic Horizontal Layout/SameLine (with offset)\");\n        ImGui::Text(\"Aligned\");\n        ImGui::SameLine(150); ImGui::Text(\"x=150\");\n        ImGui::SameLine(300); ImGui::Text(\"x=300\");\n        ImGui::Text(\"Aligned\");\n        ImGui::SameLine(150); ImGui::SmallButton(\"x=150\");\n        ImGui::SameLine(300); ImGui::SmallButton(\"x=300\");\n\n        // Checkbox\n        IMGUI_DEMO_MARKER(\"Layout/Basic Horizontal Layout/SameLine (more)\");\n        static bool c1 = false, c2 = false, c3 = false, c4 = false;\n        ImGui::Checkbox(\"My\", &c1); ImGui::SameLine();\n        ImGui::Checkbox(\"Tailor\", &c2); ImGui::SameLine();\n        ImGui::Checkbox(\"Is\", &c3); ImGui::SameLine();\n        ImGui::Checkbox(\"Rich\", &c4);\n\n        // Various\n        static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f;\n        ImGui::PushItemWidth(80);\n        const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\" };\n        static int item = -1;\n        ImGui::Combo(\"Combo\", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();\n        ImGui::SliderFloat(\"X\", &f0, 0.0f, 5.0f); ImGui::SameLine();\n        ImGui::SliderFloat(\"Y\", &f1, 0.0f, 5.0f); ImGui::SameLine();\n        ImGui::SliderFloat(\"Z\", &f2, 0.0f, 5.0f);\n        ImGui::PopItemWidth();\n\n        ImGui::PushItemWidth(80);\n        ImGui::Text(\"Lists:\");\n        static int selection[4] = { 0, 1, 2, 3 };\n        for (int i = 0; i < 4; i++)\n        {\n            if (i > 0) ImGui::SameLine();\n            ImGui::PushID(i);\n            ImGui::ListBox(\"\", &selection[i], items, IM_ARRAYSIZE(items));\n            ImGui::PopID();\n            //if (ImGui::IsItemHovered()) ImGui::SetTooltip(\"ListBox %d hovered\", i);\n        }\n        ImGui::PopItemWidth();\n\n        // Dummy\n        IMGUI_DEMO_MARKER(\"Layout/Basic Horizontal Layout/Dummy\");\n        ImVec2 button_sz(40, 40);\n        ImGui::Button(\"A\", button_sz); ImGui::SameLine();\n        ImGui::Dummy(button_sz); ImGui::SameLine();\n        ImGui::Button(\"B\", button_sz);\n\n        // Manually wrapping\n        // (we should eventually provide this as an automatic layout feature, but for now you can do it manually)\n        IMGUI_DEMO_MARKER(\"Layout/Basic Horizontal Layout/Manual wrapping\");\n        ImGui::Text(\"Manual wrapping:\");\n        ImGuiStyle& style = ImGui::GetStyle();\n        int buttons_count = 20;\n        float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x;\n        for (int n = 0; n < buttons_count; n++)\n        {\n            ImGui::PushID(n);\n            ImGui::Button(\"Box\", button_sz);\n            float last_button_x2 = ImGui::GetItemRectMax().x;\n            float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line\n            if (n + 1 < buttons_count && next_button_x2 < window_visible_x2)\n                ImGui::SameLine();\n            ImGui::PopID();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Layout/Groups\");\n    if (ImGui::TreeNode(\"Groups\"))\n    {\n        HelpMarker(\n            \"BeginGroup() basically locks the horizontal position for new line. \"\n            \"EndGroup() bundles the whole group so that you can use \\\"item\\\" functions such as \"\n            \"IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.\");\n        ImGui::BeginGroup();\n        {\n            ImGui::BeginGroup();\n            ImGui::Button(\"AAA\");\n            ImGui::SameLine();\n            ImGui::Button(\"BBB\");\n            ImGui::SameLine();\n            ImGui::BeginGroup();\n            ImGui::Button(\"CCC\");\n            ImGui::Button(\"DDD\");\n            ImGui::EndGroup();\n            ImGui::SameLine();\n            ImGui::Button(\"EEE\");\n            ImGui::EndGroup();\n            if (ImGui::IsItemHovered())\n                ImGui::SetTooltip(\"First group hovered\");\n        }\n        // Capture the group size and create widgets using the same size\n        ImVec2 size = ImGui::GetItemRectSize();\n        const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };\n        ImGui::PlotHistogram(\"##values\", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);\n\n        ImGui::Button(\"ACTION\", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));\n        ImGui::SameLine();\n        ImGui::Button(\"REACTION\", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));\n        ImGui::EndGroup();\n        ImGui::SameLine();\n\n        ImGui::Button(\"LEVERAGE\\nBUZZWORD\", size);\n        ImGui::SameLine();\n\n        if (ImGui::BeginListBox(\"List\", size))\n        {\n            ImGui::Selectable(\"Selected\", true);\n            ImGui::Selectable(\"Not Selected\", false);\n            ImGui::EndListBox();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Layout/Text Baseline Alignment\");\n    if (ImGui::TreeNode(\"Text Baseline Alignment\"))\n    {\n        {\n            ImGui::BulletText(\"Text baseline:\");\n            ImGui::SameLine(); HelpMarker(\n                \"This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. \"\n                \"Lines only composed of text or \\\"small\\\" widgets use less vertical space than lines with framed widgets.\");\n            ImGui::Indent();\n\n            ImGui::Text(\"KO Blahblah\"); ImGui::SameLine();\n            ImGui::Button(\"Some framed item\"); ImGui::SameLine();\n            HelpMarker(\"Baseline of button will look misaligned with text..\");\n\n            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.\n            // (because we don't know what's coming after the Text() statement, we need to move the text baseline\n            // down by FramePadding.y ahead of time)\n            ImGui::AlignTextToFramePadding();\n            ImGui::Text(\"OK Blahblah\"); ImGui::SameLine();\n            ImGui::Button(\"Some framed item\"); ImGui::SameLine();\n            HelpMarker(\"We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y\");\n\n            // SmallButton() uses the same vertical padding as Text\n            ImGui::Button(\"TEST##1\"); ImGui::SameLine();\n            ImGui::Text(\"TEST\"); ImGui::SameLine();\n            ImGui::SmallButton(\"TEST##2\");\n\n            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.\n            ImGui::AlignTextToFramePadding();\n            ImGui::Text(\"Text aligned to framed item\"); ImGui::SameLine();\n            ImGui::Button(\"Item##1\"); ImGui::SameLine();\n            ImGui::Text(\"Item\"); ImGui::SameLine();\n            ImGui::SmallButton(\"Item##2\"); ImGui::SameLine();\n            ImGui::Button(\"Item##3\");\n\n            ImGui::Unindent();\n        }\n\n        ImGui::Spacing();\n\n        {\n            ImGui::BulletText(\"Multi-line text:\");\n            ImGui::Indent();\n            ImGui::Text(\"One\\nTwo\\nThree\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\");\n\n            ImGui::Text(\"Banana\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"One\\nTwo\\nThree\");\n\n            ImGui::Button(\"HOP##1\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\");\n\n            ImGui::Button(\"HOP##2\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\");\n            ImGui::Unindent();\n        }\n\n        ImGui::Spacing();\n\n        {\n            ImGui::BulletText(\"Misc items:\");\n            ImGui::Indent();\n\n            // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button.\n            ImGui::Button(\"80x80\", ImVec2(80, 80));\n            ImGui::SameLine();\n            ImGui::Button(\"50x50\", ImVec2(50, 50));\n            ImGui::SameLine();\n            ImGui::Button(\"Button()\");\n            ImGui::SameLine();\n            ImGui::SmallButton(\"SmallButton()\");\n\n            // Tree\n            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;\n            ImGui::Button(\"Button##1\");\n            ImGui::SameLine(0.0f, spacing);\n            if (ImGui::TreeNode(\"Node##1\"))\n            {\n                // Placeholder tree data\n                for (int i = 0; i < 6; i++)\n                    ImGui::BulletText(\"Item %d..\", i);\n                ImGui::TreePop();\n            }\n\n            // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.\n            // Otherwise you can use SmallButton() (smaller fit).\n            ImGui::AlignTextToFramePadding();\n\n            // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add\n            // other contents below the node.\n            bool node_open = ImGui::TreeNode(\"Node##2\");\n            ImGui::SameLine(0.0f, spacing); ImGui::Button(\"Button##2\");\n            if (node_open)\n            {\n                // Placeholder tree data\n                for (int i = 0; i < 6; i++)\n                    ImGui::BulletText(\"Item %d..\", i);\n                ImGui::TreePop();\n            }\n\n            // Bullet\n            ImGui::Button(\"Button##3\");\n            ImGui::SameLine(0.0f, spacing);\n            ImGui::BulletText(\"Bullet text\");\n\n            ImGui::AlignTextToFramePadding();\n            ImGui::BulletText(\"Node\");\n            ImGui::SameLine(0.0f, spacing); ImGui::Button(\"Button##4\");\n            ImGui::Unindent();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Layout/Scrolling\");\n    if (ImGui::TreeNode(\"Scrolling\"))\n    {\n        // Vertical scroll functions\n        IMGUI_DEMO_MARKER(\"Layout/Scrolling/Vertical\");\n        HelpMarker(\"Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.\");\n\n        static int track_item = 50;\n        static bool enable_track = true;\n        static bool enable_extra_decorations = false;\n        static float scroll_to_off_px = 0.0f;\n        static float scroll_to_pos_px = 200.0f;\n\n        ImGui::Checkbox(\"Decoration\", &enable_extra_decorations);\n\n        ImGui::Checkbox(\"Track\", &enable_track);\n        ImGui::PushItemWidth(100);\n        ImGui::SameLine(140); enable_track |= ImGui::DragInt(\"##item\", &track_item, 0.25f, 0, 99, \"Item = %d\");\n\n        bool scroll_to_off = ImGui::Button(\"Scroll Offset\");\n        ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat(\"##off\", &scroll_to_off_px, 1.00f, 0, FLT_MAX, \"+%.0f px\");\n\n        bool scroll_to_pos = ImGui::Button(\"Scroll To Pos\");\n        ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat(\"##pos\", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, \"X/Y = %.0f px\");\n        ImGui::PopItemWidth();\n\n        if (scroll_to_off || scroll_to_pos)\n            enable_track = false;\n\n        ImGuiStyle& style = ImGui::GetStyle();\n        float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;\n        if (child_w < 1.0f)\n            child_w = 1.0f;\n        ImGui::PushID(\"##VerticalScrolling\");\n        for (int i = 0; i < 5; i++)\n        {\n            if (i > 0) ImGui::SameLine();\n            ImGui::BeginGroup();\n            const char* names[] = { \"Top\", \"25%\", \"Center\", \"75%\", \"Bottom\" };\n            ImGui::TextUnformatted(names[i]);\n\n            const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;\n            const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);\n            const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags);\n            if (ImGui::BeginMenuBar())\n            {\n                ImGui::TextUnformatted(\"abc\");\n                ImGui::EndMenuBar();\n            }\n            if (scroll_to_off)\n                ImGui::SetScrollY(scroll_to_off_px);\n            if (scroll_to_pos)\n                ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);\n            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items\n            {\n                for (int item = 0; item < 100; item++)\n                {\n                    if (enable_track && item == track_item)\n                    {\n                        ImGui::TextColored(ImVec4(1, 1, 0, 1), \"Item %d\", item);\n                        ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom\n                    }\n                    else\n                    {\n                        ImGui::Text(\"Item %d\", item);\n                    }\n                }\n            }\n            float scroll_y = ImGui::GetScrollY();\n            float scroll_max_y = ImGui::GetScrollMaxY();\n            ImGui::EndChild();\n            ImGui::Text(\"%.0f/%.0f\", scroll_y, scroll_max_y);\n            ImGui::EndGroup();\n        }\n        ImGui::PopID();\n\n        // Horizontal scroll functions\n        IMGUI_DEMO_MARKER(\"Layout/Scrolling/Horizontal\");\n        ImGui::Spacing();\n        HelpMarker(\n            \"Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\\n\\n\"\n            \"Because the clipping rectangle of most window hides half worth of WindowPadding on the \"\n            \"left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the \"\n            \"equivalent SetScrollFromPosY(+1) wouldn't.\");\n        ImGui::PushID(\"##HorizontalScrolling\");\n        for (int i = 0; i < 5; i++)\n        {\n            float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;\n            ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);\n            ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);\n            bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags);\n            if (scroll_to_off)\n                ImGui::SetScrollX(scroll_to_off_px);\n            if (scroll_to_pos)\n                ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);\n            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items\n            {\n                for (int item = 0; item < 100; item++)\n                {\n                    if (item > 0)\n                        ImGui::SameLine();\n                    if (enable_track && item == track_item)\n                    {\n                        ImGui::TextColored(ImVec4(1, 1, 0, 1), \"Item %d\", item);\n                        ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right\n                    }\n                    else\n                    {\n                        ImGui::Text(\"Item %d\", item);\n                    }\n                }\n            }\n            float scroll_x = ImGui::GetScrollX();\n            float scroll_max_x = ImGui::GetScrollMaxX();\n            ImGui::EndChild();\n            ImGui::SameLine();\n            const char* names[] = { \"Left\", \"25%\", \"Center\", \"75%\", \"Right\" };\n            ImGui::Text(\"%s\\n%.0f/%.0f\", names[i], scroll_x, scroll_max_x);\n            ImGui::Spacing();\n        }\n        ImGui::PopID();\n\n        // Miscellaneous Horizontal Scrolling Demo\n        IMGUI_DEMO_MARKER(\"Layout/Scrolling/Horizontal (more)\");\n        HelpMarker(\n            \"Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\\n\\n\"\n            \"You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().\");\n        static int lines = 7;\n        ImGui::SliderInt(\"Lines\", &lines, 1, 15);\n        ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);\n        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));\n        ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);\n        ImGui::BeginChild(\"scrolling\", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar);\n        for (int line = 0; line < lines; line++)\n        {\n            // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine()\n            // If you want to create your own time line for a real application you may be better off manipulating\n            // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets\n            // yourself. You may also want to use the lower-level ImDrawList API.\n            int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);\n            for (int n = 0; n < num_buttons; n++)\n            {\n                if (n > 0) ImGui::SameLine();\n                ImGui::PushID(n + line * 1000);\n                char num_buf[16];\n                sprintf(num_buf, \"%d\", n);\n                const char* label = (!(n % 15)) ? \"FizzBuzz\" : (!(n % 3)) ? \"Fizz\" : (!(n % 5)) ? \"Buzz\" : num_buf;\n                float hue = n * 0.05f;\n                ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));\n                ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));\n                ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));\n                ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));\n                ImGui::PopStyleColor(3);\n                ImGui::PopID();\n            }\n        }\n        float scroll_x = ImGui::GetScrollX();\n        float scroll_max_x = ImGui::GetScrollMaxX();\n        ImGui::EndChild();\n        ImGui::PopStyleVar(2);\n        float scroll_x_delta = 0.0f;\n        ImGui::SmallButton(\"<<\");\n        if (ImGui::IsItemActive())\n            scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;\n        ImGui::SameLine();\n        ImGui::Text(\"Scroll from code\"); ImGui::SameLine();\n        ImGui::SmallButton(\">>\");\n        if (ImGui::IsItemActive())\n            scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;\n        ImGui::SameLine();\n        ImGui::Text(\"%.0f/%.0f\", scroll_x, scroll_max_x);\n        if (scroll_x_delta != 0.0f)\n        {\n            // Demonstrate a trick: you can use Begin to set yourself in the context of another window\n            // (here we are already out of your child window)\n            ImGui::BeginChild(\"scrolling\");\n            ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);\n            ImGui::EndChild();\n        }\n        ImGui::Spacing();\n\n        static bool show_horizontal_contents_size_demo_window = false;\n        ImGui::Checkbox(\"Show Horizontal contents size demo window\", &show_horizontal_contents_size_demo_window);\n\n        if (show_horizontal_contents_size_demo_window)\n        {\n            static bool show_h_scrollbar = true;\n            static bool show_button = true;\n            static bool show_tree_nodes = true;\n            static bool show_text_wrapped = false;\n            static bool show_columns = true;\n            static bool show_tab_bar = true;\n            static bool show_child = false;\n            static bool explicit_content_size = false;\n            static float contents_size_x = 300.0f;\n            if (explicit_content_size)\n                ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));\n            ImGui::Begin(\"Horizontal contents size demo window\", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);\n            IMGUI_DEMO_MARKER(\"Layout/Scrolling/Horizontal contents size demo window\");\n            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));\n            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));\n            HelpMarker(\"Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\\n\\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.\");\n            ImGui::Checkbox(\"H-scrollbar\", &show_h_scrollbar);\n            ImGui::Checkbox(\"Button\", &show_button);            // Will grow contents size (unless explicitly overwritten)\n            ImGui::Checkbox(\"Tree nodes\", &show_tree_nodes);    // Will grow contents size and display highlight over full width\n            ImGui::Checkbox(\"Text wrapped\", &show_text_wrapped);// Will grow and use contents size\n            ImGui::Checkbox(\"Columns\", &show_columns);          // Will use contents size\n            ImGui::Checkbox(\"Tab bar\", &show_tab_bar);          // Will use contents size\n            ImGui::Checkbox(\"Child\", &show_child);              // Will grow and use contents size\n            ImGui::Checkbox(\"Explicit content size\", &explicit_content_size);\n            ImGui::Text(\"Scroll %.1f/%.1f %.1f/%.1f\", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());\n            if (explicit_content_size)\n            {\n                ImGui::SameLine();\n                ImGui::SetNextItemWidth(100);\n                ImGui::DragFloat(\"##csx\", &contents_size_x);\n                ImVec2 p = ImGui::GetCursorScreenPos();\n                ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);\n                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);\n                ImGui::Dummy(ImVec2(0, 10));\n            }\n            ImGui::PopStyleVar(2);\n            ImGui::Separator();\n            if (show_button)\n            {\n                ImGui::Button(\"this is a 300-wide button\", ImVec2(300, 0));\n            }\n            if (show_tree_nodes)\n            {\n                bool open = true;\n                if (ImGui::TreeNode(\"this is a tree node\"))\n                {\n                    if (ImGui::TreeNode(\"another one of those tree node...\"))\n                    {\n                        ImGui::Text(\"Some tree contents\");\n                        ImGui::TreePop();\n                    }\n                    ImGui::TreePop();\n                }\n                ImGui::CollapsingHeader(\"CollapsingHeader\", &open);\n            }\n            if (show_text_wrapped)\n            {\n                ImGui::TextWrapped(\"This text should automatically wrap on the edge of the work rectangle.\");\n            }\n            if (show_columns)\n            {\n                ImGui::Text(\"Tables:\");\n                if (ImGui::BeginTable(\"table\", 4, ImGuiTableFlags_Borders))\n                {\n                    for (int n = 0; n < 4; n++)\n                    {\n                        ImGui::TableNextColumn();\n                        ImGui::Text(\"Width %.2f\", ImGui::GetContentRegionAvail().x);\n                    }\n                    ImGui::EndTable();\n                }\n                ImGui::Text(\"Columns:\");\n                ImGui::Columns(4);\n                for (int n = 0; n < 4; n++)\n                {\n                    ImGui::Text(\"Width %.2f\", ImGui::GetColumnWidth());\n                    ImGui::NextColumn();\n                }\n                ImGui::Columns(1);\n            }\n            if (show_tab_bar && ImGui::BeginTabBar(\"Hello\"))\n            {\n                if (ImGui::BeginTabItem(\"OneOneOne\")) { ImGui::EndTabItem(); }\n                if (ImGui::BeginTabItem(\"TwoTwoTwo\")) { ImGui::EndTabItem(); }\n                if (ImGui::BeginTabItem(\"ThreeThreeThree\")) { ImGui::EndTabItem(); }\n                if (ImGui::BeginTabItem(\"FourFourFour\")) { ImGui::EndTabItem(); }\n                ImGui::EndTabBar();\n            }\n            if (show_child)\n            {\n                ImGui::BeginChild(\"child\", ImVec2(0, 0), true);\n                ImGui::EndChild();\n            }\n            ImGui::End();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Layout/Clipping\");\n    if (ImGui::TreeNode(\"Clipping\"))\n    {\n        static ImVec2 size(100.0f, 100.0f);\n        static ImVec2 offset(30.0f, 30.0f);\n        ImGui::DragFloat2(\"size\", (float*)&size, 0.5f, 1.0f, 200.0f, \"%.0f\");\n        ImGui::TextWrapped(\"(Click and drag to scroll)\");\n\n        for (int n = 0; n < 3; n++)\n        {\n            if (n > 0)\n                ImGui::SameLine();\n            ImGui::PushID(n);\n            ImGui::BeginGroup(); // Lock X position\n\n            ImGui::InvisibleButton(\"##empty\", size);\n            if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))\n            {\n                offset.x += ImGui::GetIO().MouseDelta.x;\n                offset.y += ImGui::GetIO().MouseDelta.y;\n            }\n            const ImVec2 p0 = ImGui::GetItemRectMin();\n            const ImVec2 p1 = ImGui::GetItemRectMax();\n            const char* text_str = \"Line 1 hello\\nLine 2 clip me!\";\n            const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n\n            switch (n)\n            {\n            case 0:\n                HelpMarker(\n                    \"Using ImGui::PushClipRect():\\n\"\n                    \"Will alter ImGui hit-testing logic + ImDrawList rendering.\\n\"\n                    \"(use this if you want your clipping rectangle to affect interactions)\");\n                ImGui::PushClipRect(p0, p1, true);\n                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));\n                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);\n                ImGui::PopClipRect();\n                break;\n            case 1:\n                HelpMarker(\n                    \"Using ImDrawList::PushClipRect():\\n\"\n                    \"Will alter ImDrawList rendering only.\\n\"\n                    \"(use this as a shortcut if you are only using ImDrawList calls)\");\n                draw_list->PushClipRect(p0, p1, true);\n                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));\n                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);\n                draw_list->PopClipRect();\n                break;\n            case 2:\n                HelpMarker(\n                    \"Using ImDrawList::AddText() with a fine ClipRect:\\n\"\n                    \"Will alter only this specific ImDrawList::AddText() rendering.\\n\"\n                    \"(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)\");\n                ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.\n                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));\n                draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);\n                break;\n            }\n            ImGui::EndGroup();\n            ImGui::PopID();\n        }\n\n        ImGui::TreePop();\n    }\n}\n\nstatic void ShowDemoWindowPopups()\n{\n    IMGUI_DEMO_MARKER(\"Popups\");\n    if (!ImGui::CollapsingHeader(\"Popups & Modal windows\"))\n        return;\n\n    // The properties of popups windows are:\n    // - They block normal mouse hovering detection outside them. (*)\n    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as\n    //   we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().\n    // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even\n    //     when normally blocked by a popup.\n    // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close\n    // popups at any time.\n\n    // Typical use for regular windows:\n    //   bool my_tool_is_active = false; if (ImGui::Button(\"Open\")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin(\"My Tool\", &my_tool_is_active) { [...] } End();\n    // Typical use for popups:\n    //   if (ImGui::Button(\"Open\")) ImGui::OpenPopup(\"MyPopup\"); if (ImGui::BeginPopup(\"MyPopup\") { [...] EndPopup(); }\n\n    // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.\n    // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.\n\n    IMGUI_DEMO_MARKER(\"Popups/Popups\");\n    if (ImGui::TreeNode(\"Popups\"))\n    {\n        ImGui::TextWrapped(\n            \"When a popup is active, it inhibits interacting with windows that are behind the popup. \"\n            \"Clicking outside the popup closes it.\");\n\n        static int selected_fish = -1;\n        const char* names[] = { \"Bream\", \"Haddock\", \"Mackerel\", \"Pollock\", \"Tilefish\" };\n        static bool toggles[] = { true, false, false, false, false };\n\n        // Simple selection popup (if you want to show the current selection inside the Button itself,\n        // you may want to build a string using the \"###\" operator to preserve a constant ID with a variable label)\n        if (ImGui::Button(\"Select..\"))\n            ImGui::OpenPopup(\"my_select_popup\");\n        ImGui::SameLine();\n        ImGui::TextUnformatted(selected_fish == -1 ? \"<None>\" : names[selected_fish]);\n        if (ImGui::BeginPopup(\"my_select_popup\"))\n        {\n            ImGui::Text(\"Aquarium\");\n            ImGui::Separator();\n            for (int i = 0; i < IM_ARRAYSIZE(names); i++)\n                if (ImGui::Selectable(names[i]))\n                    selected_fish = i;\n            ImGui::EndPopup();\n        }\n\n        // Showing a menu with toggles\n        if (ImGui::Button(\"Toggle..\"))\n            ImGui::OpenPopup(\"my_toggle_popup\");\n        if (ImGui::BeginPopup(\"my_toggle_popup\"))\n        {\n            for (int i = 0; i < IM_ARRAYSIZE(names); i++)\n                ImGui::MenuItem(names[i], \"\", &toggles[i]);\n            if (ImGui::BeginMenu(\"Sub-menu\"))\n            {\n                ImGui::MenuItem(\"Click me\");\n                ImGui::EndMenu();\n            }\n\n            ImGui::Separator();\n            ImGui::Text(\"Tooltip here\");\n            if (ImGui::IsItemHovered())\n                ImGui::SetTooltip(\"I am a tooltip over a popup\");\n\n            if (ImGui::Button(\"Stacked Popup\"))\n                ImGui::OpenPopup(\"another popup\");\n            if (ImGui::BeginPopup(\"another popup\"))\n            {\n                for (int i = 0; i < IM_ARRAYSIZE(names); i++)\n                    ImGui::MenuItem(names[i], \"\", &toggles[i]);\n                if (ImGui::BeginMenu(\"Sub-menu\"))\n                {\n                    ImGui::MenuItem(\"Click me\");\n                    if (ImGui::Button(\"Stacked Popup\"))\n                        ImGui::OpenPopup(\"another popup\");\n                    if (ImGui::BeginPopup(\"another popup\"))\n                    {\n                        ImGui::Text(\"I am the last one here.\");\n                        ImGui::EndPopup();\n                    }\n                    ImGui::EndMenu();\n                }\n                ImGui::EndPopup();\n            }\n            ImGui::EndPopup();\n        }\n\n        // Call the more complete ShowExampleMenuFile which we use in various places of this demo\n        if (ImGui::Button(\"With a menu..\"))\n            ImGui::OpenPopup(\"my_file_popup\");\n        if (ImGui::BeginPopup(\"my_file_popup\", ImGuiWindowFlags_MenuBar))\n        {\n            if (ImGui::BeginMenuBar())\n            {\n                if (ImGui::BeginMenu(\"File\"))\n                {\n                    ShowExampleMenuFile();\n                    ImGui::EndMenu();\n                }\n                if (ImGui::BeginMenu(\"Edit\"))\n                {\n                    ImGui::MenuItem(\"Dummy\");\n                    ImGui::EndMenu();\n                }\n                ImGui::EndMenuBar();\n            }\n            ImGui::Text(\"Hello from popup!\");\n            ImGui::Button(\"This is a dummy button..\");\n            ImGui::EndPopup();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Popups/Context menus\");\n    if (ImGui::TreeNode(\"Context menus\"))\n    {\n        HelpMarker(\"\\\"Context\\\" functions are simple helpers to associate a Popup to a given Item or Window identifier.\");\n\n        // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:\n        //     if (id == 0)\n        //         id = GetItemID(); // Use last item id\n        //     if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))\n        //         OpenPopup(id);\n        //     return BeginPopup(id);\n        // For advanced advanced uses you may want to replicate and customize this code.\n        // See more details in BeginPopupContextItem().\n\n        // Example 1\n        // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(),\n        // and BeginPopupContextItem() will use the last item ID as the popup ID.\n        {\n            const char* names[5] = { \"Label1\", \"Label2\", \"Label3\", \"Label4\", \"Label5\" };\n            for (int n = 0; n < 5; n++)\n            {\n                ImGui::Selectable(names[n]);\n                if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id\n                {\n                    ImGui::Text(\"This a popup for \\\"%s\\\"!\", names[n]);\n                    if (ImGui::Button(\"Close\"))\n                        ImGui::CloseCurrentPopup();\n                    ImGui::EndPopup();\n                }\n                if (ImGui::IsItemHovered())\n                    ImGui::SetTooltip(\"Right-click to open popup\");\n            }\n        }\n\n        // Example 2\n        // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem().\n        // Using an explicit identifier is also convenient if you want to activate the popups from different locations.\n        {\n            HelpMarker(\"Text() elements don't have stable identifiers so we need to provide one.\");\n            static float value = 0.5f;\n            ImGui::Text(\"Value = %.3f <-- (1) right-click this value\", value);\n            if (ImGui::BeginPopupContextItem(\"my popup\"))\n            {\n                if (ImGui::Selectable(\"Set to zero\")) value = 0.0f;\n                if (ImGui::Selectable(\"Set to PI\")) value = 3.1415f;\n                ImGui::SetNextItemWidth(-FLT_MIN);\n                ImGui::DragFloat(\"##Value\", &value, 0.1f, 0.0f, 0.0f);\n                ImGui::EndPopup();\n            }\n\n            // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup.\n            // Here we make it that right-clicking this other text element opens the same popup as above.\n            // The popup itself will be submitted by the code above.\n            ImGui::Text(\"(2) Or right-click this text\");\n            ImGui::OpenPopupOnItemClick(\"my popup\", ImGuiPopupFlags_MouseButtonRight);\n\n            // Back to square one: manually open the same popup.\n            if (ImGui::Button(\"(3) Or click this button\"))\n                ImGui::OpenPopup(\"my popup\");\n        }\n\n        // Example 3\n        // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID),\n        // we need to make sure your item identifier is stable.\n        // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ).\n        {\n            HelpMarker(\"Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.\");\n            static char name[32] = \"Label1\";\n            char buf[64];\n            sprintf(buf, \"Button: %s###Button\", name); // ### operator override ID ignoring the preceding label\n            ImGui::Button(buf);\n            if (ImGui::BeginPopupContextItem())\n            {\n                ImGui::Text(\"Edit name:\");\n                ImGui::InputText(\"##edit\", name, IM_ARRAYSIZE(name));\n                if (ImGui::Button(\"Close\"))\n                    ImGui::CloseCurrentPopup();\n                ImGui::EndPopup();\n            }\n            ImGui::SameLine(); ImGui::Text(\"(<-- right-click here)\");\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Popups/Modals\");\n    if (ImGui::TreeNode(\"Modals\"))\n    {\n        ImGui::TextWrapped(\"Modal windows are like popups but the user cannot close them by clicking outside.\");\n\n        if (ImGui::Button(\"Delete..\"))\n            ImGui::OpenPopup(\"Delete?\");\n\n        // Always center this window when appearing\n        ImVec2 center = ImGui::GetMainViewport()->GetCenter();\n        ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));\n\n        if (ImGui::BeginPopupModal(\"Delete?\", NULL, ImGuiWindowFlags_AlwaysAutoResize))\n        {\n            ImGui::Text(\"All those beautiful files will be deleted.\\nThis operation cannot be undone!\\n\\n\");\n            ImGui::Separator();\n\n            //static int unused_i = 0;\n            //ImGui::Combo(\"Combo\", &unused_i, \"Delete\\0Delete harder\\0\");\n\n            static bool dont_ask_me_next_time = false;\n            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));\n            ImGui::Checkbox(\"Don't ask me next time\", &dont_ask_me_next_time);\n            ImGui::PopStyleVar();\n\n            if (ImGui::Button(\"OK\", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }\n            ImGui::SetItemDefaultFocus();\n            ImGui::SameLine();\n            if (ImGui::Button(\"Cancel\", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }\n            ImGui::EndPopup();\n        }\n\n        if (ImGui::Button(\"Stacked modals..\"))\n            ImGui::OpenPopup(\"Stacked 1\");\n        if (ImGui::BeginPopupModal(\"Stacked 1\", NULL, ImGuiWindowFlags_MenuBar))\n        {\n            if (ImGui::BeginMenuBar())\n            {\n                if (ImGui::BeginMenu(\"File\"))\n                {\n                    if (ImGui::MenuItem(\"Some menu item\")) {}\n                    ImGui::EndMenu();\n                }\n                ImGui::EndMenuBar();\n            }\n            ImGui::Text(\"Hello from Stacked The First\\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.\");\n\n            // Testing behavior of widgets stacking their own regular popups over the modal.\n            static int item = 1;\n            static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f };\n            ImGui::Combo(\"Combo\", &item, \"aaaa\\0bbbb\\0cccc\\0dddd\\0eeee\\0\\0\");\n            ImGui::ColorEdit4(\"color\", color);\n\n            if (ImGui::Button(\"Add another modal..\"))\n                ImGui::OpenPopup(\"Stacked 2\");\n\n            // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which\n            // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value\n            // of the bool actually doesn't matter here.\n            bool unused_open = true;\n            if (ImGui::BeginPopupModal(\"Stacked 2\", &unused_open))\n            {\n                ImGui::Text(\"Hello from Stacked The Second!\");\n                if (ImGui::Button(\"Close\"))\n                    ImGui::CloseCurrentPopup();\n                ImGui::EndPopup();\n            }\n\n            if (ImGui::Button(\"Close\"))\n                ImGui::CloseCurrentPopup();\n            ImGui::EndPopup();\n        }\n\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Popups/Menus inside a regular window\");\n    if (ImGui::TreeNode(\"Menus inside a regular window\"))\n    {\n        ImGui::TextWrapped(\"Below we are testing adding menu items to a regular window. It's rather unusual but should work!\");\n        ImGui::Separator();\n\n        // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the\n        // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block\n        // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would\n        // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it,\n        // which is the desired behavior for regular menus.\n        ImGui::PushID(\"foo\");\n        ImGui::MenuItem(\"Menu item\", \"CTRL+M\");\n        if (ImGui::BeginMenu(\"Menu inside a regular window\"))\n        {\n            ShowExampleMenuFile();\n            ImGui::EndMenu();\n        }\n        ImGui::PopID();\n        ImGui::Separator();\n        ImGui::TreePop();\n    }\n}\n\n// Dummy data structure that we use for the Table demo.\n// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure if defined inside the demo function)\nnamespace\n{\n// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.\n// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.\n// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)\n// If you don't use sorting, you will generally never care about giving column an ID!\nenum MyItemColumnID\n{\n    MyItemColumnID_ID,\n    MyItemColumnID_Name,\n    MyItemColumnID_Action,\n    MyItemColumnID_Quantity,\n    MyItemColumnID_Description\n};\n\nstruct MyItem\n{\n    int         ID;\n    const char* Name;\n    int         Quantity;\n\n    // We have a problem which is affecting _only this demo_ and should not affect your code:\n    // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),\n    // however qsort doesn't allow passing user data to comparing function.\n    // As a workaround, we are storing the sort specs in a static/global for the comparing function to access.\n    // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.\n    // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called\n    // very often by the sorting algorithm it would be a little wasteful.\n    static const ImGuiTableSortSpecs* s_current_sort_specs;\n\n    // Compare function to be used by qsort()\n    static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)\n    {\n        const MyItem* a = (const MyItem*)lhs;\n        const MyItem* b = (const MyItem*)rhs;\n        for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)\n        {\n            // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()\n            // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!\n            const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];\n            int delta = 0;\n            switch (sort_spec->ColumnUserID)\n            {\n            case MyItemColumnID_ID:             delta = (a->ID - b->ID);                break;\n            case MyItemColumnID_Name:           delta = (strcmp(a->Name, b->Name));     break;\n            case MyItemColumnID_Quantity:       delta = (a->Quantity - b->Quantity);    break;\n            case MyItemColumnID_Description:    delta = (strcmp(a->Name, b->Name));     break;\n            default: IM_ASSERT(0); break;\n            }\n            if (delta > 0)\n                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;\n            if (delta < 0)\n                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;\n        }\n\n        // qsort() is instable so always return a way to differenciate items.\n        // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs.\n        return (a->ID - b->ID);\n    }\n};\nconst ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;\n}\n\n// Make the UI compact because there are so many fields\nstatic void PushStyleCompact()\n{\n    ImGuiStyle& style = ImGui::GetStyle();\n    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));\n    ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));\n}\n\nstatic void PopStyleCompact()\n{\n    ImGui::PopStyleVar(2);\n}\n\n// Show a combo box with a choice of sizing policies\nstatic void EditTableSizingFlags(ImGuiTableFlags* p_flags)\n{\n    struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; };\n    static const EnumDesc policies[] =\n    {\n        { ImGuiTableFlags_None,               \"Default\",                            \"Use default sizing policy:\\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\\n- ImGuiTableFlags_SizingStretchSame otherwise.\" },\n        { ImGuiTableFlags_SizingFixedFit,     \"ImGuiTableFlags_SizingFixedFit\",     \"Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width.\" },\n        { ImGuiTableFlags_SizingFixedSame,    \"ImGuiTableFlags_SizingFixedSame\",    \"Columns are all the same width, matching the maximum contents width.\\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible.\" },\n        { ImGuiTableFlags_SizingStretchProp,  \"ImGuiTableFlags_SizingStretchProp\",  \"Columns default to _WidthStretch with weights proportional to their widths.\" },\n        { ImGuiTableFlags_SizingStretchSame,  \"ImGuiTableFlags_SizingStretchSame\",  \"Columns default to _WidthStretch with same weights.\" }\n    };\n    int idx;\n    for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++)\n        if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_))\n            break;\n    const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen(\"ImGuiTableFlags\") : 0) : \"\";\n    if (ImGui::BeginCombo(\"Sizing Policy\", preview_text))\n    {\n        for (int n = 0; n < IM_ARRAYSIZE(policies); n++)\n            if (ImGui::Selectable(policies[n].Name, idx == n))\n                *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value;\n        ImGui::EndCombo();\n    }\n    ImGui::SameLine();\n    ImGui::TextDisabled(\"(?)\");\n    if (ImGui::IsItemHovered())\n    {\n        ImGui::BeginTooltip();\n        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f);\n        for (int m = 0; m < IM_ARRAYSIZE(policies); m++)\n        {\n            ImGui::Separator();\n            ImGui::Text(\"%s:\", policies[m].Name);\n            ImGui::Separator();\n            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f);\n            ImGui::TextUnformatted(policies[m].Tooltip);\n        }\n        ImGui::PopTextWrapPos();\n        ImGui::EndTooltip();\n    }\n}\n\nstatic void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)\n{\n    ImGui::CheckboxFlags(\"_Disabled\", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker(\"Master disable flag (also hide from context menu)\");\n    ImGui::CheckboxFlags(\"_DefaultHide\", p_flags, ImGuiTableColumnFlags_DefaultHide);\n    ImGui::CheckboxFlags(\"_DefaultSort\", p_flags, ImGuiTableColumnFlags_DefaultSort);\n    if (ImGui::CheckboxFlags(\"_WidthStretch\", p_flags, ImGuiTableColumnFlags_WidthStretch))\n        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);\n    if (ImGui::CheckboxFlags(\"_WidthFixed\", p_flags, ImGuiTableColumnFlags_WidthFixed))\n        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);\n    ImGui::CheckboxFlags(\"_NoResize\", p_flags, ImGuiTableColumnFlags_NoResize);\n    ImGui::CheckboxFlags(\"_NoReorder\", p_flags, ImGuiTableColumnFlags_NoReorder);\n    ImGui::CheckboxFlags(\"_NoHide\", p_flags, ImGuiTableColumnFlags_NoHide);\n    ImGui::CheckboxFlags(\"_NoClip\", p_flags, ImGuiTableColumnFlags_NoClip);\n    ImGui::CheckboxFlags(\"_NoSort\", p_flags, ImGuiTableColumnFlags_NoSort);\n    ImGui::CheckboxFlags(\"_NoSortAscending\", p_flags, ImGuiTableColumnFlags_NoSortAscending);\n    ImGui::CheckboxFlags(\"_NoSortDescending\", p_flags, ImGuiTableColumnFlags_NoSortDescending);\n    ImGui::CheckboxFlags(\"_NoHeaderLabel\", p_flags, ImGuiTableColumnFlags_NoHeaderLabel);\n    ImGui::CheckboxFlags(\"_NoHeaderWidth\", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);\n    ImGui::CheckboxFlags(\"_PreferSortAscending\", p_flags, ImGuiTableColumnFlags_PreferSortAscending);\n    ImGui::CheckboxFlags(\"_PreferSortDescending\", p_flags, ImGuiTableColumnFlags_PreferSortDescending);\n    ImGui::CheckboxFlags(\"_IndentEnable\", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker(\"Default for column 0\");\n    ImGui::CheckboxFlags(\"_IndentDisable\", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker(\"Default for column >0\");\n}\n\nstatic void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)\n{\n    ImGui::CheckboxFlags(\"_IsEnabled\", &flags, ImGuiTableColumnFlags_IsEnabled);\n    ImGui::CheckboxFlags(\"_IsVisible\", &flags, ImGuiTableColumnFlags_IsVisible);\n    ImGui::CheckboxFlags(\"_IsSorted\", &flags, ImGuiTableColumnFlags_IsSorted);\n    ImGui::CheckboxFlags(\"_IsHovered\", &flags, ImGuiTableColumnFlags_IsHovered);\n}\n\nstatic void ShowDemoWindowTables()\n{\n    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);\n    IMGUI_DEMO_MARKER(\"Tables\");\n    if (!ImGui::CollapsingHeader(\"Tables & Columns\"))\n        return;\n\n    // Using those as a base value to create width/height that are factor of the size of our font\n    const float TEXT_BASE_WIDTH = ImGui::CalcTextSize(\"A\").x;\n    const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();\n\n    ImGui::PushID(\"Tables\");\n\n    int open_action = -1;\n    if (ImGui::Button(\"Open all\"))\n        open_action = 1;\n    ImGui::SameLine();\n    if (ImGui::Button(\"Close all\"))\n        open_action = 0;\n    ImGui::SameLine();\n\n    // Options\n    static bool disable_indent = false;\n    ImGui::Checkbox(\"Disable tree indentation\", &disable_indent);\n    ImGui::SameLine();\n    HelpMarker(\"Disable the indenting of tree nodes so demo tables can use the full window width.\");\n    ImGui::Separator();\n    if (disable_indent)\n        ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);\n\n    // About Styling of tables\n    // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.\n    // There are however a few settings that a shared and part of the ImGuiStyle structure:\n    //   style.CellPadding                          // Padding within each cell\n    //   style.Colors[ImGuiCol_TableHeaderBg]       // Table header background\n    //   style.Colors[ImGuiCol_TableBorderStrong]   // Table outer and header borders\n    //   style.Colors[ImGuiCol_TableBorderLight]    // Table inner borders\n    //   style.Colors[ImGuiCol_TableRowBg]          // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)\n    //   style.Colors[ImGuiCol_TableRowBgAlt]       // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)\n\n    // Demos\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Basic\");\n    if (ImGui::TreeNode(\"Basic\"))\n    {\n        // Here we will showcase three different ways to output a table.\n        // They are very simple variations of a same thing!\n\n        // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.\n        // In many situations, this is the most flexible and easy to use pattern.\n        HelpMarker(\"Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.\");\n        if (ImGui::BeginTable(\"table1\", 3))\n        {\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Row %d Column %d\", row, column);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().\n        // This is generally more convenient when you have code manually submitting the contents of each columns.\n        HelpMarker(\"Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.\");\n        if (ImGui::BeginTable(\"table2\", 3))\n        {\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Row %d\", row);\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Some contents\");\n                ImGui::TableNextColumn();\n                ImGui::Text(\"123.456\");\n            }\n            ImGui::EndTable();\n        }\n\n        // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),\n        // as TableNextColumn() will automatically wrap around and create new roes as needed.\n        // This is generally more convenient when your cells all contains the same type of data.\n        HelpMarker(\n            \"Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\\n\"\n            \"This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.\");\n        if (ImGui::BeginTable(\"table3\", 3))\n        {\n            for (int item = 0; item < 14; item++)\n            {\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Item %d\", item);\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Borders, background\");\n    if (ImGui::TreeNode(\"Borders, background\"))\n    {\n        // Expose a few Borders related flags interactively\n        enum ContentsType { CT_Text, CT_FillButton };\n        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;\n        static bool display_headers = false;\n        static int contents_type = CT_Text;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags, ImGuiTableFlags_RowBg);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Borders\", &flags, ImGuiTableFlags_Borders);\n        ImGui::SameLine(); HelpMarker(\"ImGuiTableFlags_Borders\\n = ImGuiTableFlags_BordersInnerV\\n | ImGuiTableFlags_BordersOuterV\\n | ImGuiTableFlags_BordersInnerV\\n | ImGuiTableFlags_BordersOuterH\");\n        ImGui::Indent();\n\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersH\", &flags, ImGuiTableFlags_BordersH);\n        ImGui::Indent();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterH\", &flags, ImGuiTableFlags_BordersOuterH);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerH\", &flags, ImGuiTableFlags_BordersInnerH);\n        ImGui::Unindent();\n\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags, ImGuiTableFlags_BordersV);\n        ImGui::Indent();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags, ImGuiTableFlags_BordersOuterV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags, ImGuiTableFlags_BordersInnerV);\n        ImGui::Unindent();\n\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuter\", &flags, ImGuiTableFlags_BordersOuter);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInner\", &flags, ImGuiTableFlags_BordersInner);\n        ImGui::Unindent();\n\n        ImGui::AlignTextToFramePadding(); ImGui::Text(\"Cell contents:\");\n        ImGui::SameLine(); ImGui::RadioButton(\"Text\", &contents_type, CT_Text);\n        ImGui::SameLine(); ImGui::RadioButton(\"FillButton\", &contents_type, CT_FillButton);\n        ImGui::Checkbox(\"Display headers\", &display_headers);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBody\", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body (borders will always appears in Headers\");\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table1\", 3, flags))\n        {\n            // Display headers so we can inspect their interaction with borders.\n            // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details)\n            if (display_headers)\n            {\n                ImGui::TableSetupColumn(\"One\");\n                ImGui::TableSetupColumn(\"Two\");\n                ImGui::TableSetupColumn(\"Three\");\n                ImGui::TableHeadersRow();\n            }\n\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    char buf[32];\n                    sprintf(buf, \"Hello %d,%d\", column, row);\n                    if (contents_type == CT_Text)\n                        ImGui::TextUnformatted(buf);\n                    else if (contents_type)\n                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Resizable, stretch\");\n    if (ImGui::TreeNode(\"Resizable, stretch\"))\n    {\n        // By default, if we don't enable ScrollX the sizing policy for each columns is \"Stretch\"\n        // Each columns maintain a sizing weight, and they will occupy all available width.\n        static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags, ImGuiTableFlags_BordersV);\n        ImGui::SameLine(); HelpMarker(\"Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this.\");\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table1\", 3, flags))\n        {\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Resizable, fixed\");\n    if (ImGui::TreeNode(\"Resizable, fixed\"))\n    {\n        // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)\n        // So columns will adopt the \"Fixed\" policy and will maintain a fixed width regardless of the whole available width (unless table is small)\n        // If there is not enough available width to fit all columns, they will however be resized down.\n        // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings\n        HelpMarker(\n            \"Using _Resizable + _SizingFixedFit flags.\\n\"\n            \"Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\\n\\n\"\n            \"Double-click a column border to auto-fit the column to its contents.\");\n        PushStyleCompact();\n        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHostExtendX\", &flags, ImGuiTableFlags_NoHostExtendX);\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table1\", 3, flags))\n        {\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Resizable, mixed\");\n    if (ImGui::TreeNode(\"Resizable, mixed\"))\n    {\n        HelpMarker(\n            \"Using TableSetupColumn() to alter resizing policy on a per-column basis.\\n\\n\"\n            \"When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;\n\n        if (ImGui::BeginTable(\"table1\", 3, flags))\n        {\n            ImGui::TableSetupColumn(\"AAA\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"BBB\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"CCC\", ImGuiTableColumnFlags_WidthStretch);\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%s %d,%d\", (column == 2) ? \"Stretch\" : \"Fixed\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        if (ImGui::BeginTable(\"table2\", 6, flags))\n        {\n            ImGui::TableSetupColumn(\"AAA\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"BBB\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"CCC\", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);\n            ImGui::TableSetupColumn(\"DDD\", ImGuiTableColumnFlags_WidthStretch);\n            ImGui::TableSetupColumn(\"EEE\", ImGuiTableColumnFlags_WidthStretch);\n            ImGui::TableSetupColumn(\"FFF\", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 6; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%s %d,%d\", (column >= 3) ? \"Stretch\" : \"Fixed\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Reorderable, hideable, with headers\");\n    if (ImGui::TreeNode(\"Reorderable, hideable, with headers\"))\n    {\n        HelpMarker(\n            \"Click and drag column headers to reorder columns.\\n\\n\"\n            \"Right-click on a header to open a context menu.\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Reorderable\", &flags, ImGuiTableFlags_Reorderable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Hideable\", &flags, ImGuiTableFlags_Hideable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBody\", &flags, ImGuiTableFlags_NoBordersInBody);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBodyUntilResize\", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)\");\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table1\", 3, flags))\n        {\n            // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.\n            // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 6; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column)\n        if (ImGui::BeginTable(\"table2\", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))\n        {\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 6; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Fixed %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Padding\");\n    if (ImGui::TreeNode(\"Padding\"))\n    {\n        // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.\n        // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding.\n        HelpMarker(\n            \"We often want outer padding activated when any using features which makes the edges of a column visible:\\n\"\n            \"e.g.:\\n\"\n            \"- BorderOuterV\\n\"\n            \"- any form of row selection\\n\"\n            \"Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\\n\\n\"\n            \"Actual padding values are using style.CellPadding.\\n\\n\"\n            \"In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding.\");\n\n        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_PadOuterX\", &flags1, ImGuiTableFlags_PadOuterX);\n        ImGui::SameLine(); HelpMarker(\"Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadOuterX\", &flags1, ImGuiTableFlags_NoPadOuterX);\n        ImGui::SameLine(); HelpMarker(\"Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadInnerX\", &flags1, ImGuiTableFlags_NoPadInnerX);\n        ImGui::SameLine(); HelpMarker(\"Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags1, ImGuiTableFlags_BordersOuterV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags1, ImGuiTableFlags_BordersInnerV);\n        static bool show_headers = false;\n        ImGui::Checkbox(\"show_headers\", &show_headers);\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table_padding\", 3, flags1))\n        {\n            if (show_headers)\n            {\n                ImGui::TableSetupColumn(\"One\");\n                ImGui::TableSetupColumn(\"Two\");\n                ImGui::TableSetupColumn(\"Three\");\n                ImGui::TableHeadersRow();\n            }\n\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    if (row == 0)\n                    {\n                        ImGui::Text(\"Avail %.2f\", ImGui::GetContentRegionAvail().x);\n                    }\n                    else\n                    {\n                        char buf[32];\n                        sprintf(buf, \"Hello %d,%d\", column, row);\n                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));\n                    }\n                    //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)\n                    //    ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        // Second example: set style.CellPadding to (0.0) or a custom value.\n        // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one...\n        HelpMarker(\"Setting style.CellPadding to (0,0) or a custom value.\");\n        static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;\n        static ImVec2 cell_padding(0.0f, 0.0f);\n        static bool show_widget_frame_bg = true;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Borders\", &flags2, ImGuiTableFlags_Borders);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersH\", &flags2, ImGuiTableFlags_BordersH);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags2, ImGuiTableFlags_BordersV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInner\", &flags2, ImGuiTableFlags_BordersInner);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuter\", &flags2, ImGuiTableFlags_BordersOuter);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags2, ImGuiTableFlags_RowBg);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags2, ImGuiTableFlags_Resizable);\n        ImGui::Checkbox(\"show_widget_frame_bg\", &show_widget_frame_bg);\n        ImGui::SliderFloat2(\"CellPadding\", &cell_padding.x, 0.0f, 10.0f, \"%.0f\");\n        PopStyleCompact();\n\n        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding);\n        if (ImGui::BeginTable(\"table_padding_2\", 3, flags2))\n        {\n            static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells\n            static bool init = true;\n            if (!show_widget_frame_bg)\n                ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);\n            for (int cell = 0; cell < 3 * 5; cell++)\n            {\n                ImGui::TableNextColumn();\n                if (init)\n                    strcpy(text_bufs[cell], \"edit me\");\n                ImGui::SetNextItemWidth(-FLT_MIN);\n                ImGui::PushID(cell);\n                ImGui::InputText(\"##cell\", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell]));\n                ImGui::PopID();\n            }\n            if (!show_widget_frame_bg)\n                ImGui::PopStyleColor();\n            init = false;\n            ImGui::EndTable();\n        }\n        ImGui::PopStyleVar();\n\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Explicit widths\");\n    if (ImGui::TreeNode(\"Sizing policies\"))\n    {\n        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags1, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHostExtendX\", &flags1, ImGuiTableFlags_NoHostExtendX);\n        PopStyleCompact();\n\n        static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame };\n        for (int table_n = 0; table_n < 4; table_n++)\n        {\n            ImGui::PushID(table_n);\n            ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30);\n            EditTableSizingFlags(&sizing_policy_flags[table_n]);\n\n            // To make it easier to understand the different sizing policy,\n            // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width.\n            if (ImGui::BeginTable(\"table1\", 3, sizing_policy_flags[table_n] | flags1))\n            {\n                for (int row = 0; row < 3; row++)\n                {\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn(); ImGui::Text(\"Oh dear\");\n                    ImGui::TableNextColumn(); ImGui::Text(\"Oh dear\");\n                    ImGui::TableNextColumn(); ImGui::Text(\"Oh dear\");\n                }\n                ImGui::EndTable();\n            }\n            if (ImGui::BeginTable(\"table2\", 3, sizing_policy_flags[table_n] | flags1))\n            {\n                for (int row = 0; row < 3; row++)\n                {\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn(); ImGui::Text(\"AAAA\");\n                    ImGui::TableNextColumn(); ImGui::Text(\"BBBBBBBB\");\n                    ImGui::TableNextColumn(); ImGui::Text(\"CCCCCCCCCCCC\");\n                }\n                ImGui::EndTable();\n            }\n            ImGui::PopID();\n        }\n\n        ImGui::Spacing();\n        ImGui::TextUnformatted(\"Advanced\");\n        ImGui::SameLine();\n        HelpMarker(\"This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns.\");\n\n        enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };\n        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;\n        static int contents_type = CT_ShowWidth;\n        static int column_count = 3;\n\n        PushStyleCompact();\n        ImGui::PushID(\"Advanced\");\n        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);\n        EditTableSizingFlags(&flags);\n        ImGui::Combo(\"Contents\", &contents_type, \"Show width\\0Short Text\\0Long Text\\0Button\\0Fill Button\\0InputText\\0\");\n        if (contents_type == CT_FillButton)\n        {\n            ImGui::SameLine();\n            HelpMarker(\"Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.\");\n        }\n        ImGui::DragInt(\"Columns\", &column_count, 0.1f, 1, 64, \"%d\", ImGuiSliderFlags_AlwaysClamp);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_PreciseWidths\", &flags, ImGuiTableFlags_PreciseWidths);\n        ImGui::SameLine(); HelpMarker(\"Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags, ImGuiTableFlags_ScrollX);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoClip\", &flags, ImGuiTableFlags_NoClip);\n        ImGui::PopItemWidth();\n        ImGui::PopID();\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table2\", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7)))\n        {\n            for (int cell = 0; cell < 10 * column_count; cell++)\n            {\n                ImGui::TableNextColumn();\n                int column = ImGui::TableGetColumnIndex();\n                int row = ImGui::TableGetRowIndex();\n\n                ImGui::PushID(cell);\n                char label[32];\n                static char text_buf[32] = \"\";\n                sprintf(label, \"Hello %d,%d\", column, row);\n                switch (contents_type)\n                {\n                case CT_ShortText:  ImGui::TextUnformatted(label); break;\n                case CT_LongText:   ImGui::Text(\"Some %s text %d,%d\\nOver two lines..\", column == 0 ? \"long\" : \"longeeer\", column, row); break;\n                case CT_ShowWidth:  ImGui::Text(\"W: %.1f\", ImGui::GetContentRegionAvail().x); break;\n                case CT_Button:     ImGui::Button(label); break;\n                case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;\n                case CT_InputText:  ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText(\"##\", text_buf, IM_ARRAYSIZE(text_buf)); break;\n                }\n                ImGui::PopID();\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Vertical scrolling, with clipping\");\n    if (ImGui::TreeNode(\"Vertical scrolling, with clipping\"))\n    {\n        HelpMarker(\"Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\\n\\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n        PopStyleCompact();\n\n        // When using ScrollX or ScrollY we need to specify a size for our table container!\n        // Otherwise by default the table will fit all available space, like a BeginChild() call.\n        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);\n        if (ImGui::BeginTable(\"table_scrolly\", 3, flags, outer_size))\n        {\n            ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible\n            ImGui::TableSetupColumn(\"One\", ImGuiTableColumnFlags_None);\n            ImGui::TableSetupColumn(\"Two\", ImGuiTableColumnFlags_None);\n            ImGui::TableSetupColumn(\"Three\", ImGuiTableColumnFlags_None);\n            ImGui::TableHeadersRow();\n\n            // Demonstrate using clipper for large vertical lists\n            ImGuiListClipper clipper;\n            clipper.Begin(1000);\n            while (clipper.Step())\n            {\n                for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)\n                {\n                    ImGui::TableNextRow();\n                    for (int column = 0; column < 3; column++)\n                    {\n                        ImGui::TableSetColumnIndex(column);\n                        ImGui::Text(\"Hello %d,%d\", column, row);\n                    }\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Horizontal scrolling\");\n    if (ImGui::TreeNode(\"Horizontal scrolling\"))\n    {\n        HelpMarker(\n            \"When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, \"\n            \"as automatically stretching columns doesn't make much sense with horizontal scrolling.\\n\\n\"\n            \"Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX,\"\n            \"because the container window won't automatically extend vertically to fix contents (this may be improved in future versions).\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;\n        static int freeze_cols = 1;\n        static int freeze_rows = 1;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags, ImGuiTableFlags_ScrollX);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n        ImGui::DragInt(\"freeze_cols\", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n        ImGui::DragInt(\"freeze_rows\", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n        PopStyleCompact();\n\n        // When using ScrollX or ScrollY we need to specify a size for our table container!\n        // Otherwise by default the table will fit all available space, like a BeginChild() call.\n        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);\n        if (ImGui::BeginTable(\"table_scrollx\", 7, flags, outer_size))\n        {\n            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);\n            ImGui::TableSetupColumn(\"Line #\", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n            ImGui::TableSetupColumn(\"Four\");\n            ImGui::TableSetupColumn(\"Five\");\n            ImGui::TableSetupColumn(\"Six\");\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 20; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 7; column++)\n                {\n                    // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.\n                    // Because here we know that:\n                    // - A) all our columns are contributing the same to row height\n                    // - B) column 0 is always visible,\n                    // We only always submit this one column and can skip others.\n                    // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().\n                    if (!ImGui::TableSetColumnIndex(column) && column > 0)\n                        continue;\n                    if (column == 0)\n                        ImGui::Text(\"Line %d\", row);\n                    else\n                        ImGui::Text(\"Hello world %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::Spacing();\n        ImGui::TextUnformatted(\"Stretch + ScrollX\");\n        ImGui::SameLine();\n        HelpMarker(\n            \"Showcase using Stretch columns + ScrollX together: \"\n            \"this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\\n\"\n            \"Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense.\");\n        static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;\n        static float inner_width = 1000.0f;\n        PushStyleCompact();\n        ImGui::PushID(\"flags3\");\n        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags2, ImGuiTableFlags_ScrollX);\n        ImGui::DragFloat(\"inner_width\", &inner_width, 1.0f, 0.0f, FLT_MAX, \"%.1f\");\n        ImGui::PopItemWidth();\n        ImGui::PopID();\n        PopStyleCompact();\n        if (ImGui::BeginTable(\"table2\", 7, flags2, outer_size, inner_width))\n        {\n            for (int cell = 0; cell < 20 * 7; cell++)\n            {\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Hello world %d,%d\", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Columns flags\");\n    if (ImGui::TreeNode(\"Columns flags\"))\n    {\n        // Create a first table just to show all the options/flags we want to make visible in our example!\n        const int column_count = 3;\n        const char* column_names[column_count] = { \"One\", \"Two\", \"Three\" };\n        static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };\n        static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()\n\n        if (ImGui::BeginTable(\"table_columns_flags_checkboxes\", column_count, ImGuiTableFlags_None))\n        {\n            PushStyleCompact();\n            for (int column = 0; column < column_count; column++)\n            {\n                ImGui::TableNextColumn();\n                ImGui::PushID(column);\n                ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation\n                ImGui::Text(\"'%s'\", column_names[column]);\n                ImGui::Spacing();\n                ImGui::Text(\"Input flags:\");\n                EditTableColumnsFlags(&column_flags[column]);\n                ImGui::Spacing();\n                ImGui::Text(\"Output flags:\");\n                ShowTableColumnsStatusFlags(column_flags_out[column]);\n                ImGui::PopID();\n            }\n            PopStyleCompact();\n            ImGui::EndTable();\n        }\n\n        // Create the real table we care about for the example!\n        // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in\n        // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down)\n        const ImGuiTableFlags flags\n            = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY\n            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV\n            | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;\n        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);\n        if (ImGui::BeginTable(\"table_columns_flags\", column_count, flags, outer_size))\n        {\n            for (int column = 0; column < column_count; column++)\n                ImGui::TableSetupColumn(column_names[column], column_flags[column]);\n            ImGui::TableHeadersRow();\n            for (int column = 0; column < column_count; column++)\n                column_flags_out[column] = ImGui::TableGetColumnFlags(column);\n            float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);\n            for (int row = 0; row < 8; row++)\n            {\n                ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.\n                ImGui::TableNextRow();\n                for (int column = 0; column < column_count; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%s %s\", (column == 0) ? \"Indented\" : \"Hello\", ImGui::TableGetColumnName(column));\n                }\n            }\n            ImGui::Unindent(indent_step * 8.0f);\n\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Columns widths\");\n    if (ImGui::TreeNode(\"Columns widths\"))\n    {\n        HelpMarker(\"Using TableSetupColumn() to setup default width.\");\n\n        static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags1, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBodyUntilResize\", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize);\n        PopStyleCompact();\n        if (ImGui::BeginTable(\"table1\", 3, flags1))\n        {\n            // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.\n            ImGui::TableSetupColumn(\"one\", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f\n            ImGui::TableSetupColumn(\"two\", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f\n            ImGui::TableSetupColumn(\"three\", ImGuiTableColumnFlags_WidthFixed);       // Default to auto\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    if (row == 0)\n                        ImGui::Text(\"(w: %5.1f)\", ImGui::GetContentRegionAvail().x);\n                    else\n                        ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        HelpMarker(\"Using TableSetupColumn() to setup explicit width.\\n\\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host.\");\n\n        static ImGuiTableFlags flags2 = ImGuiTableFlags_None;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoKeepColumnsVisible\", &flags2, ImGuiTableFlags_NoKeepColumnsVisible);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags2, ImGuiTableFlags_BordersInnerV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags2, ImGuiTableFlags_BordersOuterV);\n        PopStyleCompact();\n        if (ImGui::BeginTable(\"table2\", 4, flags2))\n        {\n            // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, 100.0f);\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 4; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    if (row == 0)\n                        ImGui::Text(\"(w: %5.1f)\", ImGui::GetContentRegionAvail().x);\n                    else\n                        ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Nested tables\");\n    if (ImGui::TreeNode(\"Nested tables\"))\n    {\n        HelpMarker(\"This demonstrate embedding a table into another table cell.\");\n\n        if (ImGui::BeginTable(\"table_nested1\", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))\n        {\n            ImGui::TableSetupColumn(\"A0\");\n            ImGui::TableSetupColumn(\"A1\");\n            ImGui::TableHeadersRow();\n\n            ImGui::TableNextColumn();\n            ImGui::Text(\"A0 Row 0\");\n            {\n                float rows_height = TEXT_BASE_HEIGHT * 2;\n                if (ImGui::BeginTable(\"table_nested2\", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))\n                {\n                    ImGui::TableSetupColumn(\"B0\");\n                    ImGui::TableSetupColumn(\"B1\");\n                    ImGui::TableHeadersRow();\n\n                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B0 Row 0\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B1 Row 0\");\n                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B0 Row 1\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B1 Row 1\");\n\n                    ImGui::EndTable();\n                }\n            }\n            ImGui::TableNextColumn(); ImGui::Text(\"A1 Row 0\");\n            ImGui::TableNextColumn(); ImGui::Text(\"A0 Row 1\");\n            ImGui::TableNextColumn(); ImGui::Text(\"A1 Row 1\");\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Row height\");\n    if (ImGui::TreeNode(\"Row height\"))\n    {\n        HelpMarker(\"You can pass a 'min_row_height' to TableNextRow().\\n\\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\\n\\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row.\");\n        if (ImGui::BeginTable(\"table_row_height\", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))\n        {\n            for (int row = 0; row < 10; row++)\n            {\n                float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);\n                ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);\n                ImGui::TableNextColumn();\n                ImGui::Text(\"min_row_height = %.2f\", min_row_height);\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Outer size\");\n    if (ImGui::TreeNode(\"Outer size\"))\n    {\n        // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY\n        // Important to that note how the two flags have slightly different behaviors!\n        ImGui::Text(\"Using NoHostExtendX and NoHostExtendY:\");\n        PushStyleCompact();\n        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX;\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHostExtendX\", &flags, ImGuiTableFlags_NoHostExtendX);\n        ImGui::SameLine(); HelpMarker(\"Make outer width auto-fit to columns, overriding outer_size.x value.\\n\\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHostExtendY\", &flags, ImGuiTableFlags_NoHostExtendY);\n        ImGui::SameLine(); HelpMarker(\"Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\\n\\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.\");\n        PopStyleCompact();\n\n        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f);\n        if (ImGui::BeginTable(\"table1\", 3, flags, outer_size))\n        {\n            for (int row = 0; row < 10; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::SameLine();\n        ImGui::Text(\"Hello!\");\n\n        ImGui::Spacing();\n\n        ImGui::Text(\"Using explicit size:\");\n        if (ImGui::BeginTable(\"table2\", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))\n        {\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::SameLine();\n        if (ImGui::BeginTable(\"table3\", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))\n        {\n            for (int row = 0; row < 3; row++)\n            {\n                ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Background color\");\n    if (ImGui::TreeNode(\"Background color\"))\n    {\n        static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;\n        static int row_bg_type = 1;\n        static int row_bg_target = 1;\n        static int cell_bg_type = 1;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Borders\", &flags, ImGuiTableFlags_Borders);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags, ImGuiTableFlags_RowBg);\n        ImGui::SameLine(); HelpMarker(\"ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.\");\n        ImGui::Combo(\"row bg type\", (int*)&row_bg_type, \"None\\0Red\\0Gradient\\0\");\n        ImGui::Combo(\"row bg target\", (int*)&row_bg_target, \"RowBg0\\0RowBg1\\0\"); ImGui::SameLine(); HelpMarker(\"Target RowBg0 to override the alternating odd/even colors,\\nTarget RowBg1 to blend with them.\");\n        ImGui::Combo(\"cell bg type\", (int*)&cell_bg_type, \"None\\0Blue\\0\"); ImGui::SameLine(); HelpMarker(\"We are colorizing cells to B1->C2 here.\");\n        IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);\n        IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);\n        IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table1\", 5, flags))\n        {\n            for (int row = 0; row < 6; row++)\n            {\n                ImGui::TableNextRow();\n\n                // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'\n                // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.\n                if (row_bg_type != 0)\n                {\n                    ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?\n                    ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);\n                }\n\n                // Fill cells\n                for (int column = 0; column < 5; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%c%c\", 'A' + row, '0' + column);\n\n                    // Change background of Cells B1->C2\n                    // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'\n                    // (the CellBg color will be blended over the RowBg and ColumnBg colors)\n                    // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.\n                    if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)\n                    {\n                        ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));\n                        ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);\n                    }\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Tree view\");\n    if (ImGui::TreeNode(\"Tree view\"))\n    {\n        static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;\n\n        if (ImGui::BeginTable(\"3ways\", 3, flags))\n        {\n            // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On\n            ImGui::TableSetupColumn(\"Name\", ImGuiTableColumnFlags_NoHide);\n            ImGui::TableSetupColumn(\"Size\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);\n            ImGui::TableSetupColumn(\"Type\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);\n            ImGui::TableHeadersRow();\n\n            // Simple storage to output a dummy file-system.\n            struct MyTreeNode\n            {\n                const char*     Name;\n                const char*     Type;\n                int             Size;\n                int             ChildIdx;\n                int             ChildCount;\n                static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)\n                {\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn();\n                    const bool is_folder = (node->ChildCount > 0);\n                    if (is_folder)\n                    {\n                        bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth);\n                        ImGui::TableNextColumn();\n                        ImGui::TextDisabled(\"--\");\n                        ImGui::TableNextColumn();\n                        ImGui::TextUnformatted(node->Type);\n                        if (open)\n                        {\n                            for (int child_n = 0; child_n < node->ChildCount; child_n++)\n                                DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);\n                            ImGui::TreePop();\n                        }\n                    }\n                    else\n                    {\n                        ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth);\n                        ImGui::TableNextColumn();\n                        ImGui::Text(\"%d\", node->Size);\n                        ImGui::TableNextColumn();\n                        ImGui::TextUnformatted(node->Type);\n                    }\n                }\n            };\n            static const MyTreeNode nodes[] =\n            {\n                { \"Root\",                         \"Folder\",       -1,       1, 3    }, // 0\n                { \"Music\",                        \"Folder\",       -1,       4, 2    }, // 1\n                { \"Textures\",                     \"Folder\",       -1,       6, 3    }, // 2\n                { \"desktop.ini\",                  \"System file\",  1024,    -1,-1    }, // 3\n                { \"File1_a.wav\",                  \"Audio file\",   123000,  -1,-1    }, // 4\n                { \"File1_b.wav\",                  \"Audio file\",   456000,  -1,-1    }, // 5\n                { \"Image001.png\",                 \"Image file\",   203128,  -1,-1    }, // 6\n                { \"Copy of Image001.png\",         \"Image file\",   203256,  -1,-1    }, // 7\n                { \"Copy of Image001 (Final2).png\",\"Image file\",   203512,  -1,-1    }, // 8\n            };\n\n            MyTreeNode::DisplayNode(&nodes[0], nodes);\n\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Item width\");\n    if (ImGui::TreeNode(\"Item width\"))\n    {\n        HelpMarker(\n            \"Showcase using PushItemWidth() and how it is preserved on a per-column basis.\\n\\n\"\n            \"Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense.\");\n        if (ImGui::BeginTable(\"table_item_width\", 3, ImGuiTableFlags_Borders))\n        {\n            ImGui::TableSetupColumn(\"small\");\n            ImGui::TableSetupColumn(\"half\");\n            ImGui::TableSetupColumn(\"right-align\");\n            ImGui::TableHeadersRow();\n\n            for (int row = 0; row < 3; row++)\n            {\n                ImGui::TableNextRow();\n                if (row == 0)\n                {\n                    // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)\n                    ImGui::TableSetColumnIndex(0);\n                    ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small\n                    ImGui::TableSetColumnIndex(1);\n                    ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);\n                    ImGui::TableSetColumnIndex(2);\n                    ImGui::PushItemWidth(-FLT_MIN); // Right-aligned\n                }\n\n                // Draw our contents\n                static float dummy_f = 0.0f;\n                ImGui::PushID(row);\n                ImGui::TableSetColumnIndex(0);\n                ImGui::SliderFloat(\"float0\", &dummy_f, 0.0f, 1.0f);\n                ImGui::TableSetColumnIndex(1);\n                ImGui::SliderFloat(\"float1\", &dummy_f, 0.0f, 1.0f);\n                ImGui::TableSetColumnIndex(2);\n                ImGui::SliderFloat(\"float2\", &dummy_f, 0.0f, 1.0f);\n                ImGui::PopID();\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate using TableHeader() calls instead of TableHeadersRow()\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Custom headers\");\n    if (ImGui::TreeNode(\"Custom headers\"))\n    {\n        const int COLUMNS_COUNT = 3;\n        if (ImGui::BeginTable(\"table_custom_headers\", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))\n        {\n            ImGui::TableSetupColumn(\"Apricot\");\n            ImGui::TableSetupColumn(\"Banana\");\n            ImGui::TableSetupColumn(\"Cherry\");\n\n            // Dummy entire-column selection storage\n            // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.\n            static bool column_selected[3] = {};\n\n            // Instead of calling TableHeadersRow() we'll submit custom headers ourselves\n            ImGui::TableNextRow(ImGuiTableRowFlags_Headers);\n            for (int column = 0; column < COLUMNS_COUNT; column++)\n            {\n                ImGui::TableSetColumnIndex(column);\n                const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()\n                ImGui::PushID(column);\n                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));\n                ImGui::Checkbox(\"##checkall\", &column_selected[column]);\n                ImGui::PopStyleVar();\n                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n                ImGui::TableHeader(column_name);\n                ImGui::PopID();\n            }\n\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    char buf[32];\n                    sprintf(buf, \"Cell %d,%d\", column, row);\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Selectable(buf, column_selected[column]);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Context menus\");\n    if (ImGui::TreeNode(\"Context menus\"))\n    {\n        HelpMarker(\"By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.\");\n        static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ContextMenuInBody\", &flags1, ImGuiTableFlags_ContextMenuInBody);\n        PopStyleCompact();\n\n        // Context Menus: first example\n        // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.\n        // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)\n        const int COLUMNS_COUNT = 3;\n        if (ImGui::BeginTable(\"table_context_menu\", COLUMNS_COUNT, flags1))\n        {\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n\n            // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.\n            ImGui::TableHeadersRow();\n\n            // Submit dummy contents\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < COLUMNS_COUNT; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        // Context Menus: second example\n        // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.\n        // [2.2] Right-click on the \"..\" to open a custom popup\n        // [2.3] Right-click in columns to open another custom popup\n        HelpMarker(\"Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body).\");\n        ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;\n        if (ImGui::BeginTable(\"table_context_menu_2\", COLUMNS_COUNT, flags2))\n        {\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n\n            // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < COLUMNS_COUNT; column++)\n                {\n                    // Submit dummy contents\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                    ImGui::SameLine();\n\n                    // [2.2] Right-click on the \"..\" to open a custom popup\n                    ImGui::PushID(row * COLUMNS_COUNT + column);\n                    ImGui::SmallButton(\"..\");\n                    if (ImGui::BeginPopupContextItem())\n                    {\n                        ImGui::Text(\"This is the popup for Button(\\\"..\\\") in Cell %d,%d\", column, row);\n                        if (ImGui::Button(\"Close\"))\n                            ImGui::CloseCurrentPopup();\n                        ImGui::EndPopup();\n                    }\n                    ImGui::PopID();\n                }\n            }\n\n            // [2.3] Right-click anywhere in columns to open another custom popup\n            // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup\n            // to manage popup priority as the popups triggers, here \"are we hovering a column\" are overlapping)\n            int hovered_column = -1;\n            for (int column = 0; column < COLUMNS_COUNT + 1; column++)\n            {\n                ImGui::PushID(column);\n                if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)\n                    hovered_column = column;\n                if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))\n                    ImGui::OpenPopup(\"MyPopup\");\n                if (ImGui::BeginPopup(\"MyPopup\"))\n                {\n                    if (column == COLUMNS_COUNT)\n                        ImGui::Text(\"This is a custom popup for unused space after the last column.\");\n                    else\n                        ImGui::Text(\"This is a custom popup for Column %d\", column);\n                    if (ImGui::Button(\"Close\"))\n                        ImGui::CloseCurrentPopup();\n                    ImGui::EndPopup();\n                }\n                ImGui::PopID();\n            }\n\n            ImGui::EndTable();\n            ImGui::Text(\"Hovered column: %d\", hovered_column);\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate creating multiple tables with the same ID\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Synced instances\");\n    if (ImGui::TreeNode(\"Synced instances\"))\n    {\n        HelpMarker(\"Multiple tables with the same identifier will share their settings, width, visibility, order etc.\");\n        for (int n = 0; n < 3; n++)\n        {\n            char buf[32];\n            sprintf(buf, \"Synced Table %d\", n);\n            bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);\n            if (open && ImGui::BeginTable(\"Table\", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings))\n            {\n                ImGui::TableSetupColumn(\"One\");\n                ImGui::TableSetupColumn(\"Two\");\n                ImGui::TableSetupColumn(\"Three\");\n                ImGui::TableHeadersRow();\n                for (int cell = 0; cell < 9; cell++)\n                {\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"this cell %d\", cell);\n                }\n                ImGui::EndTable();\n            }\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate using Sorting facilities\n    // This is a simplified version of the \"Advanced\" example, where we mostly focus on the code necessary to handle sorting.\n    // Note that the \"Advanced\" example also showcase manually triggering a sort (e.g. if item quantities have been modified)\n    static const char* template_items_names[] =\n    {\n        \"Banana\", \"Apple\", \"Cherry\", \"Watermelon\", \"Grapefruit\", \"Strawberry\", \"Mango\",\n        \"Kiwi\", \"Orange\", \"Pineapple\", \"Blueberry\", \"Plum\", \"Coconut\", \"Pear\", \"Apricot\"\n    };\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Sorting\");\n    if (ImGui::TreeNode(\"Sorting\"))\n    {\n        // Create item list\n        static ImVector<MyItem> items;\n        if (items.Size == 0)\n        {\n            items.resize(50, MyItem());\n            for (int n = 0; n < items.Size; n++)\n            {\n                const int template_n = n % IM_ARRAYSIZE(template_items_names);\n                MyItem& item = items[n];\n                item.ID = n;\n                item.Name = template_items_names[template_n];\n                item.Quantity = (n * n - n) % 20; // Assign default quantities\n            }\n        }\n\n        // Options\n        static ImGuiTableFlags flags =\n            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti\n            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody\n            | ImGuiTableFlags_ScrollY;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_SortMulti\", &flags, ImGuiTableFlags_SortMulti);\n        ImGui::SameLine(); HelpMarker(\"When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_SortTristate\", &flags, ImGuiTableFlags_SortTristate);\n        ImGui::SameLine(); HelpMarker(\"When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).\");\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"table_sorting\", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f))\n        {\n            // Declare columns\n            // We use the \"user_id\" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.\n            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!\n            // Demonstrate using a mixture of flags among available sort-related flags:\n            // - ImGuiTableColumnFlags_DefaultSort\n            // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending\n            // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending\n            ImGui::TableSetupColumn(\"ID\",       ImGuiTableColumnFlags_DefaultSort          | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_ID);\n            ImGui::TableSetupColumn(\"Name\",                                                  ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Name);\n            ImGui::TableSetupColumn(\"Action\",   ImGuiTableColumnFlags_NoSort               | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Action);\n            ImGui::TableSetupColumn(\"Quantity\", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity);\n            ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible\n            ImGui::TableHeadersRow();\n\n            // Sort our data if sort specs have been changed!\n            if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs())\n                if (sorts_specs->SpecsDirty)\n                {\n                    MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.\n                    if (items.Size > 1)\n                        qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);\n                    MyItem::s_current_sort_specs = NULL;\n                    sorts_specs->SpecsDirty = false;\n                }\n\n            // Demonstrate using clipper for large vertical lists\n            ImGuiListClipper clipper;\n            clipper.Begin(items.Size);\n            while (clipper.Step())\n                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)\n                {\n                    // Display a data item\n                    MyItem* item = &items[row_n];\n                    ImGui::PushID(item->ID);\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"%04d\", item->ID);\n                    ImGui::TableNextColumn();\n                    ImGui::TextUnformatted(item->Name);\n                    ImGui::TableNextColumn();\n                    ImGui::SmallButton(\"None\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"%d\", item->Quantity);\n                    ImGui::PopID();\n                }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    // In this example we'll expose most table flags and settings.\n    // For specific flags and settings refer to the corresponding section for more detailed explanation.\n    // This section is mostly useful to experiment with combining certain flags or settings with each others.\n    //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    IMGUI_DEMO_MARKER(\"Tables/Advanced\");\n    if (ImGui::TreeNode(\"Advanced\"))\n    {\n        static ImGuiTableFlags flags =\n            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable\n            | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti\n            | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody\n            | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY\n            | ImGuiTableFlags_SizingFixedFit;\n\n        enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };\n        static int contents_type = CT_SelectableSpanRow;\n        const char* contents_type_names[] = { \"Text\", \"Button\", \"SmallButton\", \"FillButton\", \"Selectable\", \"Selectable (span row)\" };\n        static int freeze_cols = 1;\n        static int freeze_rows = 1;\n        static int items_count = IM_ARRAYSIZE(template_items_names) * 2;\n        static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12);\n        static float row_min_height = 0.0f; // Auto\n        static float inner_width_with_scroll = 0.0f; // Auto-extend\n        static bool outer_size_enabled = true;\n        static bool show_headers = true;\n        static bool show_wrapped_text = false;\n        //static ImGuiTextFilter filter;\n        //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing\n        if (ImGui::TreeNode(\"Options\"))\n        {\n            // Make the UI compact because there are so many fields\n            PushStyleCompact();\n            ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);\n\n            if (ImGui::TreeNodeEx(\"Features:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Reorderable\", &flags, ImGuiTableFlags_Reorderable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Hideable\", &flags, ImGuiTableFlags_Hideable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Sortable\", &flags, ImGuiTableFlags_Sortable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoSavedSettings\", &flags, ImGuiTableFlags_NoSavedSettings);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_ContextMenuInBody\", &flags, ImGuiTableFlags_ContextMenuInBody);\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Decorations:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags, ImGuiTableFlags_RowBg);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags, ImGuiTableFlags_BordersV);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags, ImGuiTableFlags_BordersOuterV);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags, ImGuiTableFlags_BordersInnerV);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersH\", &flags, ImGuiTableFlags_BordersH);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterH\", &flags, ImGuiTableFlags_BordersOuterH);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerH\", &flags, ImGuiTableFlags_BordersInnerH);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBody\", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body (borders will always appears in Headers\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBodyUntilResize\", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)\");\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Sizing:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                EditTableSizingFlags(&flags);\n                ImGui::SameLine(); HelpMarker(\"In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHostExtendX\", &flags, ImGuiTableFlags_NoHostExtendX);\n                ImGui::SameLine(); HelpMarker(\"Make outer width auto-fit to columns, overriding outer_size.x value.\\n\\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHostExtendY\", &flags, ImGuiTableFlags_NoHostExtendY);\n                ImGui::SameLine(); HelpMarker(\"Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\\n\\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoKeepColumnsVisible\", &flags, ImGuiTableFlags_NoKeepColumnsVisible);\n                ImGui::SameLine(); HelpMarker(\"Only available if ScrollX is disabled.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_PreciseWidths\", &flags, ImGuiTableFlags_PreciseWidths);\n                ImGui::SameLine(); HelpMarker(\"Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoClip\", &flags, ImGuiTableFlags_NoClip);\n                ImGui::SameLine(); HelpMarker(\"Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.\");\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Padding:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_PadOuterX\", &flags, ImGuiTableFlags_PadOuterX);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadOuterX\", &flags, ImGuiTableFlags_NoPadOuterX);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadInnerX\", &flags, ImGuiTableFlags_NoPadInnerX);\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Scrolling:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags, ImGuiTableFlags_ScrollX);\n                ImGui::SameLine();\n                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n                ImGui::DragInt(\"freeze_cols\", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n                ImGui::SameLine();\n                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n                ImGui::DragInt(\"freeze_rows\", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Sorting:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_SortMulti\", &flags, ImGuiTableFlags_SortMulti);\n                ImGui::SameLine(); HelpMarker(\"When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_SortTristate\", &flags, ImGuiTableFlags_SortTristate);\n                ImGui::SameLine(); HelpMarker(\"When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).\");\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Other:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::Checkbox(\"show_headers\", &show_headers);\n                ImGui::Checkbox(\"show_wrapped_text\", &show_wrapped_text);\n\n                ImGui::DragFloat2(\"##OuterSize\", &outer_size_value.x);\n                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n                ImGui::Checkbox(\"outer_size\", &outer_size_enabled);\n                ImGui::SameLine();\n                HelpMarker(\"If scrolling is disabled (ScrollX and ScrollY not set):\\n\"\n                    \"- The table is output directly in the parent window.\\n\"\n                    \"- OuterSize.x < 0.0f will right-align the table.\\n\"\n                    \"- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\\n\"\n                    \"- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).\");\n\n                // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.\n                // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled.\n                ImGui::DragFloat(\"inner_width (when ScrollX active)\", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);\n\n                ImGui::DragFloat(\"row_min_height\", &row_min_height, 1.0f, 0.0f, FLT_MAX);\n                ImGui::SameLine(); HelpMarker(\"Specify height of the Selectable item.\");\n\n                ImGui::DragInt(\"items_count\", &items_count, 0.1f, 0, 9999);\n                ImGui::Combo(\"items_type (first column)\", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));\n                //filter.Draw(\"filter\");\n                ImGui::TreePop();\n            }\n\n            ImGui::PopItemWidth();\n            PopStyleCompact();\n            ImGui::Spacing();\n            ImGui::TreePop();\n        }\n\n        // Update item list if we changed the number of items\n        static ImVector<MyItem> items;\n        static ImVector<int> selection;\n        static bool items_need_sort = false;\n        if (items.Size != items_count)\n        {\n            items.resize(items_count, MyItem());\n            for (int n = 0; n < items_count; n++)\n            {\n                const int template_n = n % IM_ARRAYSIZE(template_items_names);\n                MyItem& item = items[n];\n                item.ID = n;\n                item.Name = template_items_names[template_n];\n                item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities\n            }\n        }\n\n        const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();\n        const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;\n        ImVec2 table_scroll_cur, table_scroll_max; // For debug display\n        const ImDrawList* table_draw_list = NULL;  // \"\n\n        // Submit table\n        const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;\n        if (ImGui::BeginTable(\"table_advanced\", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))\n        {\n            // Declare columns\n            // We use the \"user_id\" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.\n            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!\n            ImGui::TableSetupColumn(\"ID\",           ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);\n            ImGui::TableSetupColumn(\"Name\",         ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);\n            ImGui::TableSetupColumn(\"Action\",       ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);\n            ImGui::TableSetupColumn(\"Quantity\",     ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);\n            ImGui::TableSetupColumn(\"Description\",  (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description);\n            ImGui::TableSetupColumn(\"Hidden\",       ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);\n            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);\n\n            // Sort our data if sort specs have been changed!\n            ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs();\n            if (sorts_specs && sorts_specs->SpecsDirty)\n                items_need_sort = true;\n            if (sorts_specs && items_need_sort && items.Size > 1)\n            {\n                MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.\n                qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);\n                MyItem::s_current_sort_specs = NULL;\n                sorts_specs->SpecsDirty = false;\n            }\n            items_need_sort = false;\n\n            // Take note of whether we are currently sorting based on the Quantity field,\n            // we will use this to trigger sorting when we know the data of this column has been modified.\n            const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;\n\n            // Show headers\n            if (show_headers)\n                ImGui::TableHeadersRow();\n\n            // Show data\n            // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?\n            ImGui::PushButtonRepeat(true);\n#if 1\n            // Demonstrate using clipper for large vertical lists\n            ImGuiListClipper clipper;\n            clipper.Begin(items.Size);\n            while (clipper.Step())\n            {\n                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)\n#else\n            // Without clipper\n            {\n                for (int row_n = 0; row_n < items.Size; row_n++)\n#endif\n                {\n                    MyItem* item = &items[row_n];\n                    //if (!filter.PassFilter(item->Name))\n                    //    continue;\n\n                    const bool item_is_selected = selection.contains(item->ID);\n                    ImGui::PushID(item->ID);\n                    ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);\n\n                    // For the demo purpose we can select among different type of items submitted in the first column\n                    ImGui::TableSetColumnIndex(0);\n                    char label[32];\n                    sprintf(label, \"%04d\", item->ID);\n                    if (contents_type == CT_Text)\n                        ImGui::TextUnformatted(label);\n                    else if (contents_type == CT_Button)\n                        ImGui::Button(label);\n                    else if (contents_type == CT_SmallButton)\n                        ImGui::SmallButton(label);\n                    else if (contents_type == CT_FillButton)\n                        ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));\n                    else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)\n                    {\n                        ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None;\n                        if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))\n                        {\n                            if (ImGui::GetIO().KeyCtrl)\n                            {\n                                if (item_is_selected)\n                                    selection.find_erase_unsorted(item->ID);\n                                else\n                                    selection.push_back(item->ID);\n                            }\n                            else\n                            {\n                                selection.clear();\n                                selection.push_back(item->ID);\n                            }\n                        }\n                    }\n\n                    if (ImGui::TableSetColumnIndex(1))\n                        ImGui::TextUnformatted(item->Name);\n\n                    // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,\n                    // and we are currently sorting on the column showing the Quantity.\n                    // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.\n                    // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.\n                    if (ImGui::TableSetColumnIndex(2))\n                    {\n                        if (ImGui::SmallButton(\"Chop\")) { item->Quantity += 1; }\n                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }\n                        ImGui::SameLine();\n                        if (ImGui::SmallButton(\"Eat\")) { item->Quantity -= 1; }\n                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }\n                    }\n\n                    if (ImGui::TableSetColumnIndex(3))\n                        ImGui::Text(\"%d\", item->Quantity);\n\n                    ImGui::TableSetColumnIndex(4);\n                    if (show_wrapped_text)\n                        ImGui::TextWrapped(\"Lorem ipsum dolor sit amet\");\n                    else\n                        ImGui::Text(\"Lorem ipsum dolor sit amet\");\n\n                    if (ImGui::TableSetColumnIndex(5))\n                        ImGui::Text(\"1234\");\n\n                    ImGui::PopID();\n                }\n            }\n            ImGui::PopButtonRepeat();\n\n            // Store some info to display debug details below\n            table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());\n            table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());\n            table_draw_list = ImGui::GetWindowDrawList();\n            ImGui::EndTable();\n        }\n        static bool show_debug_details = false;\n        ImGui::Checkbox(\"Debug details\", &show_debug_details);\n        if (show_debug_details && table_draw_list)\n        {\n            ImGui::SameLine(0.0f, 0.0f);\n            const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;\n            if (table_draw_list == parent_draw_list)\n                ImGui::Text(\": DrawCmd: +%d (in same window)\",\n                    table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);\n            else\n                ImGui::Text(\": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)\",\n                    table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);\n        }\n        ImGui::TreePop();\n    }\n\n    ImGui::PopID();\n\n    ShowDemoWindowColumns();\n\n    if (disable_indent)\n        ImGui::PopStyleVar();\n}\n\n// Demonstrate old/legacy Columns API!\n// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]\nstatic void ShowDemoWindowColumns()\n{\n    IMGUI_DEMO_MARKER(\"Columns (legacy API)\");\n    bool open = ImGui::TreeNode(\"Legacy Columns API\");\n    ImGui::SameLine();\n    HelpMarker(\"Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!\");\n    if (!open)\n        return;\n\n    // Basic columns\n    IMGUI_DEMO_MARKER(\"Columns (legacy API)/Basic\");\n    if (ImGui::TreeNode(\"Basic\"))\n    {\n        ImGui::Text(\"Without border:\");\n        ImGui::Columns(3, \"mycolumns3\", false);  // 3-ways, no border\n        ImGui::Separator();\n        for (int n = 0; n < 14; n++)\n        {\n            char label[32];\n            sprintf(label, \"Item %d\", n);\n            if (ImGui::Selectable(label)) {}\n            //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}\n            ImGui::NextColumn();\n        }\n        ImGui::Columns(1);\n        ImGui::Separator();\n\n        ImGui::Text(\"With border:\");\n        ImGui::Columns(4, \"mycolumns\"); // 4-ways, with border\n        ImGui::Separator();\n        ImGui::Text(\"ID\"); ImGui::NextColumn();\n        ImGui::Text(\"Name\"); ImGui::NextColumn();\n        ImGui::Text(\"Path\"); ImGui::NextColumn();\n        ImGui::Text(\"Hovered\"); ImGui::NextColumn();\n        ImGui::Separator();\n        const char* names[3] = { \"One\", \"Two\", \"Three\" };\n        const char* paths[3] = { \"/path/one\", \"/path/two\", \"/path/three\" };\n        static int selected = -1;\n        for (int i = 0; i < 3; i++)\n        {\n            char label[32];\n            sprintf(label, \"%04d\", i);\n            if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))\n                selected = i;\n            bool hovered = ImGui::IsItemHovered();\n            ImGui::NextColumn();\n            ImGui::Text(names[i]); ImGui::NextColumn();\n            ImGui::Text(paths[i]); ImGui::NextColumn();\n            ImGui::Text(\"%d\", hovered); ImGui::NextColumn();\n        }\n        ImGui::Columns(1);\n        ImGui::Separator();\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Columns (legacy API)/Borders\");\n    if (ImGui::TreeNode(\"Borders\"))\n    {\n        // NB: Future columns API should allow automatic horizontal borders.\n        static bool h_borders = true;\n        static bool v_borders = true;\n        static int columns_count = 4;\n        const int lines_count = 3;\n        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);\n        ImGui::DragInt(\"##columns_count\", &columns_count, 0.1f, 2, 10, \"%d columns\");\n        if (columns_count < 2)\n            columns_count = 2;\n        ImGui::SameLine();\n        ImGui::Checkbox(\"horizontal\", &h_borders);\n        ImGui::SameLine();\n        ImGui::Checkbox(\"vertical\", &v_borders);\n        ImGui::Columns(columns_count, NULL, v_borders);\n        for (int i = 0; i < columns_count * lines_count; i++)\n        {\n            if (h_borders && ImGui::GetColumnIndex() == 0)\n                ImGui::Separator();\n            ImGui::Text(\"%c%c%c\", 'a' + i, 'a' + i, 'a' + i);\n            ImGui::Text(\"Width %.2f\", ImGui::GetColumnWidth());\n            ImGui::Text(\"Avail %.2f\", ImGui::GetContentRegionAvail().x);\n            ImGui::Text(\"Offset %.2f\", ImGui::GetColumnOffset());\n            ImGui::Text(\"Long text that is likely to clip\");\n            ImGui::Button(\"Button\", ImVec2(-FLT_MIN, 0.0f));\n            ImGui::NextColumn();\n        }\n        ImGui::Columns(1);\n        if (h_borders)\n            ImGui::Separator();\n        ImGui::TreePop();\n    }\n\n    // Create multiple items in a same cell before switching to next column\n    IMGUI_DEMO_MARKER(\"Columns (legacy API)/Mixed items\");\n    if (ImGui::TreeNode(\"Mixed items\"))\n    {\n        ImGui::Columns(3, \"mixed\");\n        ImGui::Separator();\n\n        ImGui::Text(\"Hello\");\n        ImGui::Button(\"Banana\");\n        ImGui::NextColumn();\n\n        ImGui::Text(\"ImGui\");\n        ImGui::Button(\"Apple\");\n        static float foo = 1.0f;\n        ImGui::InputFloat(\"red\", &foo, 0.05f, 0, \"%.3f\");\n        ImGui::Text(\"An extra line here.\");\n        ImGui::NextColumn();\n\n        ImGui::Text(\"Sailor\");\n        ImGui::Button(\"Corniflower\");\n        static float bar = 1.0f;\n        ImGui::InputFloat(\"blue\", &bar, 0.05f, 0, \"%.3f\");\n        ImGui::NextColumn();\n\n        if (ImGui::CollapsingHeader(\"Category A\")) { ImGui::Text(\"Blah blah blah\"); } ImGui::NextColumn();\n        if (ImGui::CollapsingHeader(\"Category B\")) { ImGui::Text(\"Blah blah blah\"); } ImGui::NextColumn();\n        if (ImGui::CollapsingHeader(\"Category C\")) { ImGui::Text(\"Blah blah blah\"); } ImGui::NextColumn();\n        ImGui::Columns(1);\n        ImGui::Separator();\n        ImGui::TreePop();\n    }\n\n    // Word wrapping\n    IMGUI_DEMO_MARKER(\"Columns (legacy API)/Word-wrapping\");\n    if (ImGui::TreeNode(\"Word-wrapping\"))\n    {\n        ImGui::Columns(2, \"word-wrapping\");\n        ImGui::Separator();\n        ImGui::TextWrapped(\"The quick brown fox jumps over the lazy dog.\");\n        ImGui::TextWrapped(\"Hello Left\");\n        ImGui::NextColumn();\n        ImGui::TextWrapped(\"The quick brown fox jumps over the lazy dog.\");\n        ImGui::TextWrapped(\"Hello Right\");\n        ImGui::Columns(1);\n        ImGui::Separator();\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Columns (legacy API)/Horizontal Scrolling\");\n    if (ImGui::TreeNode(\"Horizontal Scrolling\"))\n    {\n        ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));\n        ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);\n        ImGui::BeginChild(\"##ScrollingRegion\", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);\n        ImGui::Columns(10);\n\n        // Also demonstrate using clipper for large vertical lists\n        int ITEMS_COUNT = 2000;\n        ImGuiListClipper clipper;\n        clipper.Begin(ITEMS_COUNT);\n        while (clipper.Step())\n        {\n            for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n                for (int j = 0; j < 10; j++)\n                {\n                    ImGui::Text(\"Line %d Column %d...\", i, j);\n                    ImGui::NextColumn();\n                }\n        }\n        ImGui::Columns(1);\n        ImGui::EndChild();\n        ImGui::TreePop();\n    }\n\n    IMGUI_DEMO_MARKER(\"Columns (legacy API)/Tree\");\n    if (ImGui::TreeNode(\"Tree\"))\n    {\n        ImGui::Columns(2, \"tree\", true);\n        for (int x = 0; x < 3; x++)\n        {\n            bool open1 = ImGui::TreeNode((void*)(intptr_t)x, \"Node%d\", x);\n            ImGui::NextColumn();\n            ImGui::Text(\"Node contents\");\n            ImGui::NextColumn();\n            if (open1)\n            {\n                for (int y = 0; y < 3; y++)\n                {\n                    bool open2 = ImGui::TreeNode((void*)(intptr_t)y, \"Node%d.%d\", x, y);\n                    ImGui::NextColumn();\n                    ImGui::Text(\"Node contents\");\n                    if (open2)\n                    {\n                        ImGui::Text(\"Even more contents\");\n                        if (ImGui::TreeNode(\"Tree in column\"))\n                        {\n                            ImGui::Text(\"The quick brown fox jumps over the lazy dog\");\n                            ImGui::TreePop();\n                        }\n                    }\n                    ImGui::NextColumn();\n                    if (open2)\n                        ImGui::TreePop();\n                }\n                ImGui::TreePop();\n            }\n        }\n        ImGui::Columns(1);\n        ImGui::TreePop();\n    }\n\n    ImGui::TreePop();\n}\n\nnamespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }\n\nstatic void ShowDemoWindowMisc()\n{\n    IMGUI_DEMO_MARKER(\"Filtering\");\n    if (ImGui::CollapsingHeader(\"Filtering\"))\n    {\n        // Helper class to easy setup a text filter.\n        // You may want to implement a more feature-full filtering scheme in your own application.\n        static ImGuiTextFilter filter;\n        ImGui::Text(\"Filter usage:\\n\"\n                    \"  \\\"\\\"         display all lines\\n\"\n                    \"  \\\"xxx\\\"      display lines containing \\\"xxx\\\"\\n\"\n                    \"  \\\"xxx,yyy\\\"  display lines containing \\\"xxx\\\" or \\\"yyy\\\"\\n\"\n                    \"  \\\"-xxx\\\"     hide lines containing \\\"xxx\\\"\");\n        filter.Draw();\n        const char* lines[] = { \"aaa1.c\", \"bbb1.c\", \"ccc1.c\", \"aaa2.cpp\", \"bbb2.cpp\", \"ccc2.cpp\", \"abc.h\", \"hello, world\" };\n        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)\n            if (filter.PassFilter(lines[i]))\n                ImGui::BulletText(\"%s\", lines[i]);\n    }\n\n    IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus\");\n    if (ImGui::CollapsingHeader(\"Inputs, Navigation & Focus\"))\n    {\n        ImGuiIO& io = ImGui::GetIO();\n\n        // Display ImGuiIO output flags\n        IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus/Output\");\n        ImGui::SetNextItemOpen(true, ImGuiCond_Once);\n        if (ImGui::TreeNode(\"Output\"))\n        {\n            ImGui::Text(\"io.WantCaptureMouse: %d\", io.WantCaptureMouse);\n            ImGui::Text(\"io.WantCaptureMouseUnlessPopupClose: %d\", io.WantCaptureMouseUnlessPopupClose);\n            ImGui::Text(\"io.WantCaptureKeyboard: %d\", io.WantCaptureKeyboard);\n            ImGui::Text(\"io.WantTextInput: %d\", io.WantTextInput);\n            ImGui::Text(\"io.WantSetMousePos: %d\", io.WantSetMousePos);\n            ImGui::Text(\"io.NavActive: %d, io.NavVisible: %d\", io.NavActive, io.NavVisible);\n            ImGui::TreePop();\n        }\n\n        // Display Mouse state\n        IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus/Mouse State\");\n        if (ImGui::TreeNode(\"Mouse State\"))\n        {\n            if (ImGui::IsMousePosValid())\n                ImGui::Text(\"Mouse pos: (%g, %g)\", io.MousePos.x, io.MousePos.y);\n            else\n                ImGui::Text(\"Mouse pos: <INVALID>\");\n            ImGui::Text(\"Mouse delta: (%g, %g)\", io.MouseDelta.x, io.MouseDelta.y);\n\n            int count = IM_ARRAYSIZE(io.MouseDown);\n            ImGui::Text(\"Mouse down:\");         for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i))      { ImGui::SameLine(); ImGui::Text(\"b%d (%.02f secs)\", i, io.MouseDownDuration[i]); }\n            ImGui::Text(\"Mouse clicked:\");      for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i))   { ImGui::SameLine(); ImGui::Text(\"b%d (%d)\", i, ImGui::GetMouseClickedCount(i)); }\n            ImGui::Text(\"Mouse released:\");     for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i))  { ImGui::SameLine(); ImGui::Text(\"b%d\", i); }\n            ImGui::Text(\"Mouse wheel: %.1f\", io.MouseWheel);\n            ImGui::Text(\"Pen Pressure: %.1f\", io.PenPressure); // Note: currently unused\n            ImGui::TreePop();\n        }\n\n        // Display Keyboard/Mouse state\n        IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State\");\n        if (ImGui::TreeNode(\"Keyboard, Gamepad & Navigation State\"))\n        {\n            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends.\n            // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.\n#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO\n            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };\n            const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN;\n#else\n            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array\n            const ImGuiKey key_first = 0;\n            //ImGui::Text(\"Legacy raw:\");       for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text(\"\\\"%s\\\" %d\", ImGui::GetKeyName(key), key); } }\n#endif\n            ImGui::Text(\"Keys down:\");          for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text(\"\\\"%s\\\" %d (%.02f secs)\", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }\n            ImGui::Text(\"Keys pressed:\");       for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text(\"\\\"%s\\\" %d\", ImGui::GetKeyName(key), key); } }\n            ImGui::Text(\"Keys released:\");      for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text(\"\\\"%s\\\" %d\", ImGui::GetKeyName(key), key); } }\n            ImGui::Text(\"Keys mods: %s%s%s%s\", io.KeyCtrl ? \"CTRL \" : \"\", io.KeyShift ? \"SHIFT \" : \"\", io.KeyAlt ? \"ALT \" : \"\", io.KeySuper ? \"SUPER \" : \"\");\n            ImGui::Text(\"Chars queue:\");        for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine();  ImGui::Text(\"\\'%c\\' (0x%04X)\", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.\n            ImGui::Text(\"NavInputs down:\");     for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f)              { ImGui::SameLine(); ImGui::Text(\"[%d] %.2f (%.02f secs)\", i, io.NavInputs[i], io.NavInputsDownDuration[i]); }\n            ImGui::Text(\"NavInputs pressed:\");  for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text(\"[%d]\", i); }\n\n            // Draw an arbitrary US keyboard layout to visualize translated keys\n            {\n                const ImVec2 key_size = ImVec2(35.0f, 35.0f);\n                const float  key_rounding = 3.0f;\n                const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);\n                const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);\n                const float  key_face_rounding = 2.0f;\n                const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);\n                const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);\n                const float  key_row_offset = 9.0f;\n\n                ImVec2 board_min = ImGui::GetCursorScreenPos();\n                ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);\n                ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);\n\n                struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };\n                const KeyLayoutData keys_to_display[] =\n                {\n                    { 0, 0, \"\", ImGuiKey_Tab },      { 0, 1, \"Q\", ImGuiKey_Q }, { 0, 2, \"W\", ImGuiKey_W }, { 0, 3, \"E\", ImGuiKey_E }, { 0, 4, \"R\", ImGuiKey_R },\n                    { 1, 0, \"\", ImGuiKey_CapsLock }, { 1, 1, \"A\", ImGuiKey_A }, { 1, 2, \"S\", ImGuiKey_S }, { 1, 3, \"D\", ImGuiKey_D }, { 1, 4, \"F\", ImGuiKey_F },\n                    { 2, 0, \"\", ImGuiKey_LeftShift },{ 2, 1, \"Z\", ImGuiKey_Z }, { 2, 2, \"X\", ImGuiKey_X }, { 2, 3, \"C\", ImGuiKey_C }, { 2, 4, \"V\", ImGuiKey_V }\n                };\n\n                ImDrawList* draw_list = ImGui::GetWindowDrawList();\n                draw_list->PushClipRect(board_min, board_max, true);\n                for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)\n                {\n                    const KeyLayoutData* key_data = &keys_to_display[n];\n                    ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);\n                    ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y);\n                    draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);\n                    draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);\n                    ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);\n                    ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);\n                    draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);\n                    draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);\n                    ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);\n                    draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);\n                    if (ImGui::IsKeyDown(key_data->Key))\n                        draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);\n                }\n                draw_list->PopClipRect();\n                ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y));\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Capture override\"))\n        {\n            ImGui::Button(\"Hovering me sets the\\nkeyboard capture flag\");\n            if (ImGui::IsItemHovered())\n                ImGui::CaptureKeyboardFromApp(true);\n            ImGui::SameLine();\n            ImGui::Button(\"Holding me clears the\\nthe keyboard capture flag\");\n            if (ImGui::IsItemActive())\n                ImGui::CaptureKeyboardFromApp(false);\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus/Tabbing\");\n        if (ImGui::TreeNode(\"Tabbing\"))\n        {\n            ImGui::Text(\"Use TAB/SHIFT+TAB to cycle through keyboard editable fields.\");\n            static char buf[32] = \"hello\";\n            ImGui::InputText(\"1\", buf, IM_ARRAYSIZE(buf));\n            ImGui::InputText(\"2\", buf, IM_ARRAYSIZE(buf));\n            ImGui::InputText(\"3\", buf, IM_ARRAYSIZE(buf));\n            ImGui::PushAllowKeyboardFocus(false);\n            ImGui::InputText(\"4 (tab skip)\", buf, IM_ARRAYSIZE(buf));\n            ImGui::SameLine(); HelpMarker(\"Item won't be cycled through when using TAB or Shift+Tab.\");\n            ImGui::PopAllowKeyboardFocus();\n            ImGui::InputText(\"5\", buf, IM_ARRAYSIZE(buf));\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus/Focus from code\");\n        if (ImGui::TreeNode(\"Focus from code\"))\n        {\n            bool focus_1 = ImGui::Button(\"Focus on 1\"); ImGui::SameLine();\n            bool focus_2 = ImGui::Button(\"Focus on 2\"); ImGui::SameLine();\n            bool focus_3 = ImGui::Button(\"Focus on 3\");\n            int has_focus = 0;\n            static char buf[128] = \"click on a button to set focus\";\n\n            if (focus_1) ImGui::SetKeyboardFocusHere();\n            ImGui::InputText(\"1\", buf, IM_ARRAYSIZE(buf));\n            if (ImGui::IsItemActive()) has_focus = 1;\n\n            if (focus_2) ImGui::SetKeyboardFocusHere();\n            ImGui::InputText(\"2\", buf, IM_ARRAYSIZE(buf));\n            if (ImGui::IsItemActive()) has_focus = 2;\n\n            ImGui::PushAllowKeyboardFocus(false);\n            if (focus_3) ImGui::SetKeyboardFocusHere();\n            ImGui::InputText(\"3 (tab skip)\", buf, IM_ARRAYSIZE(buf));\n            if (ImGui::IsItemActive()) has_focus = 3;\n            ImGui::SameLine(); HelpMarker(\"Item won't be cycled through when using TAB or Shift+Tab.\");\n            ImGui::PopAllowKeyboardFocus();\n\n            if (has_focus)\n                ImGui::Text(\"Item with focus: %d\", has_focus);\n            else\n                ImGui::Text(\"Item with focus: <none>\");\n\n            // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item\n            static float f3[3] = { 0.0f, 0.0f, 0.0f };\n            int focus_ahead = -1;\n            if (ImGui::Button(\"Focus on X\")) { focus_ahead = 0; } ImGui::SameLine();\n            if (ImGui::Button(\"Focus on Y\")) { focus_ahead = 1; } ImGui::SameLine();\n            if (ImGui::Button(\"Focus on Z\")) { focus_ahead = 2; }\n            if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);\n            ImGui::SliderFloat3(\"Float3\", &f3[0], 0.0f, 1.0f);\n\n            ImGui::TextWrapped(\"NB: Cursor & selection are preserved when refocusing last used item in code.\");\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus/Dragging\");\n        if (ImGui::TreeNode(\"Dragging\"))\n        {\n            ImGui::TextWrapped(\"You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.\");\n            for (int button = 0; button < 3; button++)\n            {\n                ImGui::Text(\"IsMouseDragging(%d):\", button);\n                ImGui::Text(\"  w/ default threshold: %d,\", ImGui::IsMouseDragging(button));\n                ImGui::Text(\"  w/ zero threshold: %d,\", ImGui::IsMouseDragging(button, 0.0f));\n                ImGui::Text(\"  w/ large threshold: %d,\", ImGui::IsMouseDragging(button, 20.0f));\n            }\n\n            ImGui::Button(\"Drag Me\");\n            if (ImGui::IsItemActive())\n                ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor\n\n            // Drag operations gets \"unlocked\" when the mouse has moved past a certain threshold\n            // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher\n            // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().\n            ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);\n            ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);\n            ImVec2 mouse_delta = io.MouseDelta;\n            ImGui::Text(\"GetMouseDragDelta(0):\");\n            ImGui::Text(\"  w/ default threshold: (%.1f, %.1f)\", value_with_lock_threshold.x, value_with_lock_threshold.y);\n            ImGui::Text(\"  w/ zero threshold: (%.1f, %.1f)\", value_raw.x, value_raw.y);\n            ImGui::Text(\"io.MouseDelta: (%.1f, %.1f)\", mouse_delta.x, mouse_delta.y);\n            ImGui::TreePop();\n        }\n\n        IMGUI_DEMO_MARKER(\"Inputs, Navigation & Focus/Mouse cursors\");\n        if (ImGui::TreeNode(\"Mouse cursors\"))\n        {\n            const char* mouse_cursors_names[] = { \"Arrow\", \"TextInput\", \"ResizeAll\", \"ResizeNS\", \"ResizeEW\", \"ResizeNESW\", \"ResizeNWSE\", \"Hand\", \"NotAllowed\" };\n            IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);\n\n            ImGuiMouseCursor current = ImGui::GetMouseCursor();\n            ImGui::Text(\"Current mouse cursor = %d: %s\", current, mouse_cursors_names[current]);\n            ImGui::Text(\"Hover to see mouse cursors:\");\n            ImGui::SameLine(); HelpMarker(\n                \"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. \"\n                \"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, \"\n                \"otherwise your backend needs to handle it.\");\n            for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)\n            {\n                char label[32];\n                sprintf(label, \"Mouse cursor %d: %s\", i, mouse_cursors_names[i]);\n                ImGui::Bullet(); ImGui::Selectable(label, false);\n                if (ImGui::IsItemHovered())\n                    ImGui::SetMouseCursor(i);\n            }\n            ImGui::TreePop();\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] About Window / ShowAboutWindow()\n// Access from Dear ImGui Demo -> Tools -> About\n//-----------------------------------------------------------------------------\n\nvoid ImGui::ShowAboutWindow(bool* p_open)\n{\n    if (!ImGui::Begin(\"About Dear ImGui\", p_open, ImGuiWindowFlags_AlwaysAutoResize))\n    {\n        ImGui::End();\n        return;\n    }\n    IMGUI_DEMO_MARKER(\"Tools/About Dear ImGui\");\n    ImGui::Text(\"Dear ImGui %s\", ImGui::GetVersion());\n    ImGui::Separator();\n    ImGui::Text(\"By Omar Cornut and all Dear ImGui contributors.\");\n    ImGui::Text(\"Dear ImGui is licensed under the MIT License, see LICENSE for more information.\");\n\n    static bool show_config_info = false;\n    ImGui::Checkbox(\"Config/Build Information\", &show_config_info);\n    if (show_config_info)\n    {\n        ImGuiIO& io = ImGui::GetIO();\n        ImGuiStyle& style = ImGui::GetStyle();\n\n        bool copy_to_clipboard = ImGui::Button(\"Copy to clipboard\");\n        ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);\n        ImGui::BeginChildFrame(ImGui::GetID(\"cfg_infos\"), child_size, ImGuiWindowFlags_NoMove);\n        if (copy_to_clipboard)\n        {\n            ImGui::LogToClipboard();\n            ImGui::LogText(\"```\\n\"); // Back quotes will make text appears without formatting when pasting on GitHub\n        }\n\n        ImGui::Text(\"Dear ImGui %s (%d)\", IMGUI_VERSION, IMGUI_VERSION_NUM);\n        ImGui::Separator();\n        ImGui::Text(\"sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d\", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));\n        ImGui::Text(\"define: __cplusplus=%d\", (int)__cplusplus);\n#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO\n        ImGui::Text(\"define: IMGUI_DISABLE_OBSOLETE_KEYIO\");\n#endif\n#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_WIN32_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_FILE_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_FILE_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_ALLOCATORS\");\n#endif\n#ifdef IMGUI_USE_BGRA_PACKED_COLOR\n        ImGui::Text(\"define: IMGUI_USE_BGRA_PACKED_COLOR\");\n#endif\n#ifdef _WIN32\n        ImGui::Text(\"define: _WIN32\");\n#endif\n#ifdef _WIN64\n        ImGui::Text(\"define: _WIN64\");\n#endif\n#ifdef __linux__\n        ImGui::Text(\"define: __linux__\");\n#endif\n#ifdef __APPLE__\n        ImGui::Text(\"define: __APPLE__\");\n#endif\n#ifdef _MSC_VER\n        ImGui::Text(\"define: _MSC_VER=%d\", _MSC_VER);\n#endif\n#ifdef _MSVC_LANG\n        ImGui::Text(\"define: _MSVC_LANG=%d\", (int)_MSVC_LANG);\n#endif\n#ifdef __MINGW32__\n        ImGui::Text(\"define: __MINGW32__\");\n#endif\n#ifdef __MINGW64__\n        ImGui::Text(\"define: __MINGW64__\");\n#endif\n#ifdef __GNUC__\n        ImGui::Text(\"define: __GNUC__=%d\", (int)__GNUC__);\n#endif\n#ifdef __clang_version__\n        ImGui::Text(\"define: __clang_version__=%s\", __clang_version__);\n#endif\n        ImGui::Separator();\n        ImGui::Text(\"io.BackendPlatformName: %s\", io.BackendPlatformName ? io.BackendPlatformName : \"NULL\");\n        ImGui::Text(\"io.BackendRendererName: %s\", io.BackendRendererName ? io.BackendRendererName : \"NULL\");\n        ImGui::Text(\"io.ConfigFlags: 0x%08X\", io.ConfigFlags);\n        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)        ImGui::Text(\" NavEnableKeyboard\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)         ImGui::Text(\" NavEnableGamepad\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)     ImGui::Text(\" NavEnableSetMousePos\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)     ImGui::Text(\" NavNoCaptureKeyboard\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)                  ImGui::Text(\" NoMouse\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)      ImGui::Text(\" NoMouseCursorChange\");\n        if (io.MouseDrawCursor)                                         ImGui::Text(\"io.MouseDrawCursor\");\n        if (io.ConfigMacOSXBehaviors)                                   ImGui::Text(\"io.ConfigMacOSXBehaviors\");\n        if (io.ConfigInputTextCursorBlink)                              ImGui::Text(\"io.ConfigInputTextCursorBlink\");\n        if (io.ConfigWindowsResizeFromEdges)                            ImGui::Text(\"io.ConfigWindowsResizeFromEdges\");\n        if (io.ConfigWindowsMoveFromTitleBarOnly)                       ImGui::Text(\"io.ConfigWindowsMoveFromTitleBarOnly\");\n        if (io.ConfigMemoryCompactTimer >= 0.0f)                        ImGui::Text(\"io.ConfigMemoryCompactTimer = %.1f\", io.ConfigMemoryCompactTimer);\n        ImGui::Text(\"io.BackendFlags: 0x%08X\", io.BackendFlags);\n        if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)             ImGui::Text(\" HasGamepad\");\n        if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)        ImGui::Text(\" HasMouseCursors\");\n        if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)         ImGui::Text(\" HasSetMousePos\");\n        if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)   ImGui::Text(\" RendererHasVtxOffset\");\n        ImGui::Separator();\n        ImGui::Text(\"io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d\", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);\n        ImGui::Text(\"io.DisplaySize: %.2f,%.2f\", io.DisplaySize.x, io.DisplaySize.y);\n        ImGui::Text(\"io.DisplayFramebufferScale: %.2f,%.2f\", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);\n        ImGui::Separator();\n        ImGui::Text(\"style.WindowPadding: %.2f,%.2f\", style.WindowPadding.x, style.WindowPadding.y);\n        ImGui::Text(\"style.WindowBorderSize: %.2f\", style.WindowBorderSize);\n        ImGui::Text(\"style.FramePadding: %.2f,%.2f\", style.FramePadding.x, style.FramePadding.y);\n        ImGui::Text(\"style.FrameRounding: %.2f\", style.FrameRounding);\n        ImGui::Text(\"style.FrameBorderSize: %.2f\", style.FrameBorderSize);\n        ImGui::Text(\"style.ItemSpacing: %.2f,%.2f\", style.ItemSpacing.x, style.ItemSpacing.y);\n        ImGui::Text(\"style.ItemInnerSpacing: %.2f,%.2f\", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);\n\n        if (copy_to_clipboard)\n        {\n            ImGui::LogText(\"\\n```\\n\");\n            ImGui::LogFinish();\n        }\n        ImGui::EndChildFrame();\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Style Editor / ShowStyleEditor()\n//-----------------------------------------------------------------------------\n// - ShowFontSelector()\n// - ShowStyleSelector()\n// - ShowStyleEditor()\n//-----------------------------------------------------------------------------\n\n// Forward declare ShowFontAtlas() which isn't worth putting in public API yet\nnamespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }\n\n// Demo helper function to select among loaded fonts.\n// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.\nvoid ImGui::ShowFontSelector(const char* label)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImFont* font_current = ImGui::GetFont();\n    if (ImGui::BeginCombo(label, font_current->GetDebugName()))\n    {\n        for (int n = 0; n < io.Fonts->Fonts.Size; n++)\n        {\n            ImFont* font = io.Fonts->Fonts[n];\n            ImGui::PushID((void*)font);\n            if (ImGui::Selectable(font->GetDebugName(), font == font_current))\n                io.FontDefault = font;\n            ImGui::PopID();\n        }\n        ImGui::EndCombo();\n    }\n    ImGui::SameLine();\n    HelpMarker(\n        \"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\\n\"\n        \"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\\n\"\n        \"- Read FAQ and docs/FONTS.md for more details.\\n\"\n        \"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().\");\n}\n\n// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.\n// Here we use the simplified Combo() api that packs items into a single literal string.\n// Useful for quick combo boxes where the choices are known locally.\nbool ImGui::ShowStyleSelector(const char* label)\n{\n    static int style_idx = -1;\n    if (ImGui::Combo(label, &style_idx, \"Dark\\0Light\\0Classic\\0\"))\n    {\n        switch (style_idx)\n        {\n        case 0: ImGui::StyleColorsDark(); break;\n        case 1: ImGui::StyleColorsLight(); break;\n        case 2: ImGui::StyleColorsClassic(); break;\n        }\n        return true;\n    }\n    return false;\n}\n\nvoid ImGui::ShowStyleEditor(ImGuiStyle* ref)\n{\n    IMGUI_DEMO_MARKER(\"Tools/Style Editor\");\n    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to\n    // (without a reference style pointer, we will use one compared locally as a reference)\n    ImGuiStyle& style = ImGui::GetStyle();\n    static ImGuiStyle ref_saved_style;\n\n    // Default to using internal storage as reference\n    static bool init = true;\n    if (init && ref == NULL)\n        ref_saved_style = style;\n    init = false;\n    if (ref == NULL)\n        ref = &ref_saved_style;\n\n    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);\n\n    if (ImGui::ShowStyleSelector(\"Colors##Selector\"))\n        ref_saved_style = style;\n    ImGui::ShowFontSelector(\"Fonts##Selector\");\n\n    // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)\n    if (ImGui::SliderFloat(\"FrameRounding\", &style.FrameRounding, 0.0f, 12.0f, \"%.0f\"))\n        style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding\n    { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox(\"WindowBorder\", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }\n    ImGui::SameLine();\n    { bool border = (style.FrameBorderSize > 0.0f);  if (ImGui::Checkbox(\"FrameBorder\",  &border)) { style.FrameBorderSize  = border ? 1.0f : 0.0f; } }\n    ImGui::SameLine();\n    { bool border = (style.PopupBorderSize > 0.0f);  if (ImGui::Checkbox(\"PopupBorder\",  &border)) { style.PopupBorderSize  = border ? 1.0f : 0.0f; } }\n\n    // Save/Revert button\n    if (ImGui::Button(\"Save Ref\"))\n        *ref = ref_saved_style = style;\n    ImGui::SameLine();\n    if (ImGui::Button(\"Revert Ref\"))\n        style = *ref;\n    ImGui::SameLine();\n    HelpMarker(\n        \"Save/Revert in local non-persistent storage. Default Colors definition are not affected. \"\n        \"Use \\\"Export\\\" below to save them somewhere.\");\n\n    ImGui::Separator();\n\n    if (ImGui::BeginTabBar(\"##tabs\", ImGuiTabBarFlags_None))\n    {\n        if (ImGui::BeginTabItem(\"Sizes\"))\n        {\n            ImGui::Text(\"Main\");\n            ImGui::SliderFloat2(\"WindowPadding\", (float*)&style.WindowPadding, 0.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat2(\"FramePadding\", (float*)&style.FramePadding, 0.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat2(\"CellPadding\", (float*)&style.CellPadding, 0.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat2(\"ItemSpacing\", (float*)&style.ItemSpacing, 0.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat2(\"ItemInnerSpacing\", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat2(\"TouchExtraPadding\", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, \"%.0f\");\n            ImGui::SliderFloat(\"IndentSpacing\", &style.IndentSpacing, 0.0f, 30.0f, \"%.0f\");\n            ImGui::SliderFloat(\"ScrollbarSize\", &style.ScrollbarSize, 1.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat(\"GrabMinSize\", &style.GrabMinSize, 1.0f, 20.0f, \"%.0f\");\n            ImGui::Text(\"Borders\");\n            ImGui::SliderFloat(\"WindowBorderSize\", &style.WindowBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"ChildBorderSize\", &style.ChildBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"PopupBorderSize\", &style.PopupBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"FrameBorderSize\", &style.FrameBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"TabBorderSize\", &style.TabBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::Text(\"Rounding\");\n            ImGui::SliderFloat(\"WindowRounding\", &style.WindowRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"ChildRounding\", &style.ChildRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"FrameRounding\", &style.FrameRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"PopupRounding\", &style.PopupRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"ScrollbarRounding\", &style.ScrollbarRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"GrabRounding\", &style.GrabRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"LogSliderDeadzone\", &style.LogSliderDeadzone, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"TabRounding\", &style.TabRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::Text(\"Alignment\");\n            ImGui::SliderFloat2(\"WindowTitleAlign\", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, \"%.2f\");\n            int window_menu_button_position = style.WindowMenuButtonPosition + 1;\n            if (ImGui::Combo(\"WindowMenuButtonPosition\", (int*)&window_menu_button_position, \"None\\0Left\\0Right\\0\"))\n                style.WindowMenuButtonPosition = window_menu_button_position - 1;\n            ImGui::Combo(\"ColorButtonPosition\", (int*)&style.ColorButtonPosition, \"Left\\0Right\\0\");\n            ImGui::SliderFloat2(\"ButtonTextAlign\", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, \"%.2f\");\n            ImGui::SameLine(); HelpMarker(\"Alignment applies when a button is larger than its text content.\");\n            ImGui::SliderFloat2(\"SelectableTextAlign\", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, \"%.2f\");\n            ImGui::SameLine(); HelpMarker(\"Alignment applies when a selectable is larger than its text content.\");\n            ImGui::Text(\"Safe Area Padding\");\n            ImGui::SameLine(); HelpMarker(\"Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).\");\n            ImGui::SliderFloat2(\"DisplaySafeAreaPadding\", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, \"%.0f\");\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Colors\"))\n        {\n            static int output_dest = 0;\n            static bool output_only_modified = true;\n            if (ImGui::Button(\"Export\"))\n            {\n                if (output_dest == 0)\n                    ImGui::LogToClipboard();\n                else\n                    ImGui::LogToTTY();\n                ImGui::LogText(\"ImVec4* colors = ImGui::GetStyle().Colors;\" IM_NEWLINE);\n                for (int i = 0; i < ImGuiCol_COUNT; i++)\n                {\n                    const ImVec4& col = style.Colors[i];\n                    const char* name = ImGui::GetStyleColorName(i);\n                    if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)\n                        ImGui::LogText(\"colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);\" IM_NEWLINE,\n                            name, 23 - (int)strlen(name), \"\", col.x, col.y, col.z, col.w);\n                }\n                ImGui::LogFinish();\n            }\n            ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo(\"##output_type\", &output_dest, \"To Clipboard\\0To TTY\\0\");\n            ImGui::SameLine(); ImGui::Checkbox(\"Only Modified Colors\", &output_only_modified);\n\n            static ImGuiTextFilter filter;\n            filter.Draw(\"Filter colors\", ImGui::GetFontSize() * 16);\n\n            static ImGuiColorEditFlags alpha_flags = 0;\n            if (ImGui::RadioButton(\"Opaque\", alpha_flags == ImGuiColorEditFlags_None))             { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Alpha\",  alpha_flags == ImGuiColorEditFlags_AlphaPreview))     { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Both\",   alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();\n            HelpMarker(\n                \"In the color list:\\n\"\n                \"Left-click on color square to open color picker,\\n\"\n                \"Right-click to open edit options menu.\");\n\n            ImGui::BeginChild(\"##colors\", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);\n            ImGui::PushItemWidth(-160);\n            for (int i = 0; i < ImGuiCol_COUNT; i++)\n            {\n                const char* name = ImGui::GetStyleColorName(i);\n                if (!filter.PassFilter(name))\n                    continue;\n                ImGui::PushID(i);\n                ImGui::ColorEdit4(\"##color\", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);\n                if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)\n                {\n                    // Tips: in a real user application, you may want to merge and use an icon font into the main font,\n                    // so instead of \"Save\"/\"Revert\" you'd use icons!\n                    // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!\n                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button(\"Save\")) { ref->Colors[i] = style.Colors[i]; }\n                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button(\"Revert\")) { style.Colors[i] = ref->Colors[i]; }\n                }\n                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);\n                ImGui::TextUnformatted(name);\n                ImGui::PopID();\n            }\n            ImGui::PopItemWidth();\n            ImGui::EndChild();\n\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Fonts\"))\n        {\n            ImGuiIO& io = ImGui::GetIO();\n            ImFontAtlas* atlas = io.Fonts;\n            HelpMarker(\"Read FAQ and docs/FONTS.md for details on font loading.\");\n            ImGui::ShowFontAtlas(atlas);\n\n            // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.\n            // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).\n            const float MIN_SCALE = 0.3f;\n            const float MAX_SCALE = 2.0f;\n            HelpMarker(\n                \"Those are old settings provided for convenience.\\n\"\n                \"However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, \"\n                \"rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\\n\"\n                \"Using those settings here will give you poor quality results.\");\n            static float window_scale = 1.0f;\n            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);\n            if (ImGui::DragFloat(\"window scale\", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, \"%.2f\", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window\n                ImGui::SetWindowFontScale(window_scale);\n            ImGui::DragFloat(\"global scale\", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, \"%.2f\", ImGuiSliderFlags_AlwaysClamp); // Scale everything\n            ImGui::PopItemWidth();\n\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Rendering\"))\n        {\n            ImGui::Checkbox(\"Anti-aliased lines\", &style.AntiAliasedLines);\n            ImGui::SameLine();\n            HelpMarker(\"When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.\");\n\n            ImGui::Checkbox(\"Anti-aliased lines use texture\", &style.AntiAliasedLinesUseTex);\n            ImGui::SameLine();\n            HelpMarker(\"Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).\");\n\n            ImGui::Checkbox(\"Anti-aliased fill\", &style.AntiAliasedFill);\n            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);\n            ImGui::DragFloat(\"Curve Tessellation Tolerance\", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, \"%.2f\");\n            if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;\n\n            // When editing the \"Circle Segment Max Error\" value, draw a preview of its effect on auto-tessellated circles.\n            ImGui::DragFloat(\"Circle Tessellation Max Error\", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, \"%.2f\", ImGuiSliderFlags_AlwaysClamp);\n            if (ImGui::IsItemActive())\n            {\n                ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());\n                ImGui::BeginTooltip();\n                ImGui::TextUnformatted(\"(R = radius, N = number of segments)\");\n                ImGui::Spacing();\n                ImDrawList* draw_list = ImGui::GetWindowDrawList();\n                const float min_widget_width = ImGui::CalcTextSize(\"N: MMM\\nR: MMM\").x;\n                for (int n = 0; n < 8; n++)\n                {\n                    const float RAD_MIN = 5.0f;\n                    const float RAD_MAX = 70.0f;\n                    const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);\n\n                    ImGui::BeginGroup();\n\n                    ImGui::Text(\"R: %.f\\nN: %d\", rad, draw_list->_CalcCircleAutoSegmentCount(rad));\n\n                    const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);\n                    const float offset_x     = floorf(canvas_width * 0.5f);\n                    const float offset_y     = floorf(RAD_MAX);\n\n                    const ImVec2 p1 = ImGui::GetCursorScreenPos();\n                    draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));\n                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));\n\n                    /*\n                    const ImVec2 p2 = ImGui::GetCursorScreenPos();\n                    draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));\n                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));\n                    */\n\n                    ImGui::EndGroup();\n                    ImGui::SameLine();\n                }\n                ImGui::EndTooltip();\n            }\n            ImGui::SameLine();\n            HelpMarker(\"When drawing circle primitives with \\\"num_segments == 0\\\" tesselation will be calculated automatically.\");\n\n            ImGui::DragFloat(\"Global Alpha\", &style.Alpha, 0.005f, 0.20f, 1.0f, \"%.2f\"); // Not exposing zero here so user doesn't \"lose\" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.\n            ImGui::DragFloat(\"Disabled Alpha\", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, \"%.2f\"); ImGui::SameLine(); HelpMarker(\"Additional alpha multiplier for disabled items (multiply over current value of Alpha).\");\n            ImGui::PopItemWidth();\n\n            ImGui::EndTabItem();\n        }\n\n        ImGui::EndTabBar();\n    }\n\n    ImGui::PopItemWidth();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()\n//-----------------------------------------------------------------------------\n// - ShowExampleAppMainMenuBar()\n// - ShowExampleMenuFile()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a \"main\" fullscreen menu bar and populating it.\n// Note the difference between BeginMainMenuBar() and BeginMenuBar():\n// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)\n// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.\nstatic void ShowExampleAppMainMenuBar()\n{\n    if (ImGui::BeginMainMenuBar())\n    {\n        if (ImGui::BeginMenu(\"File\"))\n        {\n            ShowExampleMenuFile();\n            ImGui::EndMenu();\n        }\n        if (ImGui::BeginMenu(\"Edit\"))\n        {\n            if (ImGui::MenuItem(\"Undo\", \"CTRL+Z\")) {}\n            if (ImGui::MenuItem(\"Redo\", \"CTRL+Y\", false, false)) {}  // Disabled item\n            ImGui::Separator();\n            if (ImGui::MenuItem(\"Cut\", \"CTRL+X\")) {}\n            if (ImGui::MenuItem(\"Copy\", \"CTRL+C\")) {}\n            if (ImGui::MenuItem(\"Paste\", \"CTRL+V\")) {}\n            ImGui::EndMenu();\n        }\n        ImGui::EndMainMenuBar();\n    }\n}\n\n// Note that shortcuts are currently provided for display only\n// (future version will add explicit flags to BeginMenu() to request processing shortcuts)\nstatic void ShowExampleMenuFile()\n{\n    IMGUI_DEMO_MARKER(\"Examples/Menu\");\n    ImGui::MenuItem(\"(demo menu)\", NULL, false, false);\n    if (ImGui::MenuItem(\"New\")) {}\n    if (ImGui::MenuItem(\"Open\", \"Ctrl+O\")) {}\n    if (ImGui::BeginMenu(\"Open Recent\"))\n    {\n        ImGui::MenuItem(\"fish_hat.c\");\n        ImGui::MenuItem(\"fish_hat.inl\");\n        ImGui::MenuItem(\"fish_hat.h\");\n        if (ImGui::BeginMenu(\"More..\"))\n        {\n            ImGui::MenuItem(\"Hello\");\n            ImGui::MenuItem(\"Sailor\");\n            if (ImGui::BeginMenu(\"Recurse..\"))\n            {\n                ShowExampleMenuFile();\n                ImGui::EndMenu();\n            }\n            ImGui::EndMenu();\n        }\n        ImGui::EndMenu();\n    }\n    if (ImGui::MenuItem(\"Save\", \"Ctrl+S\")) {}\n    if (ImGui::MenuItem(\"Save As..\")) {}\n\n    ImGui::Separator();\n    IMGUI_DEMO_MARKER(\"Examples/Menu/Options\");\n    if (ImGui::BeginMenu(\"Options\"))\n    {\n        static bool enabled = true;\n        ImGui::MenuItem(\"Enabled\", \"\", &enabled);\n        ImGui::BeginChild(\"child\", ImVec2(0, 60), true);\n        for (int i = 0; i < 10; i++)\n            ImGui::Text(\"Scrolling Text %d\", i);\n        ImGui::EndChild();\n        static float f = 0.5f;\n        static int n = 0;\n        ImGui::SliderFloat(\"Value\", &f, 0.0f, 1.0f);\n        ImGui::InputFloat(\"Input\", &f, 0.1f);\n        ImGui::Combo(\"Combo\", &n, \"Yes\\0No\\0Maybe\\0\\0\");\n        ImGui::EndMenu();\n    }\n\n    IMGUI_DEMO_MARKER(\"Examples/Menu/Colors\");\n    if (ImGui::BeginMenu(\"Colors\"))\n    {\n        float sz = ImGui::GetTextLineHeight();\n        for (int i = 0; i < ImGuiCol_COUNT; i++)\n        {\n            const char* name = ImGui::GetStyleColorName((ImGuiCol)i);\n            ImVec2 p = ImGui::GetCursorScreenPos();\n            ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i));\n            ImGui::Dummy(ImVec2(sz, sz));\n            ImGui::SameLine();\n            ImGui::MenuItem(name);\n        }\n        ImGui::EndMenu();\n    }\n\n    // Here we demonstrate appending again to the \"Options\" menu (which we already created above)\n    // Of course in this demo it is a little bit silly that this function calls BeginMenu(\"Options\") twice.\n    // In a real code-base using it would make senses to use this feature from very different code locations.\n    if (ImGui::BeginMenu(\"Options\")) // <-- Append!\n    {\n        IMGUI_DEMO_MARKER(\"Examples/Menu/Append to an existing menu\");\n        static bool b = true;\n        ImGui::Checkbox(\"SomeOption\", &b);\n        ImGui::EndMenu();\n    }\n\n    if (ImGui::BeginMenu(\"Disabled\", false)) // Disabled\n    {\n        IM_ASSERT(0);\n    }\n    if (ImGui::MenuItem(\"Checked\", NULL, true)) {}\n    if (ImGui::MenuItem(\"Quit\", \"Alt+F4\")) {}\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Debug Console / ShowExampleAppConsole()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.\n// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.\nstruct ExampleAppConsole\n{\n    char                  InputBuf[256];\n    ImVector<char*>       Items;\n    ImVector<const char*> Commands;\n    ImVector<char*>       History;\n    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.\n    ImGuiTextFilter       Filter;\n    bool                  AutoScroll;\n    bool                  ScrollToBottom;\n\n    ExampleAppConsole()\n    {\n        IMGUI_DEMO_MARKER(\"Examples/Console\");\n        ClearLog();\n        memset(InputBuf, 0, sizeof(InputBuf));\n        HistoryPos = -1;\n\n        // \"CLASSIFY\" is here to provide the test case where \"C\"+[tab] completes to \"CL\" and display multiple matches.\n        Commands.push_back(\"HELP\");\n        Commands.push_back(\"HISTORY\");\n        Commands.push_back(\"CLEAR\");\n        Commands.push_back(\"CLASSIFY\");\n        AutoScroll = true;\n        ScrollToBottom = false;\n        AddLog(\"Welcome to Dear ImGui!\");\n    }\n    ~ExampleAppConsole()\n    {\n        ClearLog();\n        for (int i = 0; i < History.Size; i++)\n            free(History[i]);\n    }\n\n    // Portable helpers\n    static int   Stricmp(const char* s1, const char* s2)         { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }\n    static int   Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }\n    static char* Strdup(const char* s)                           { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }\n    static void  Strtrim(char* s)                                { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }\n\n    void    ClearLog()\n    {\n        for (int i = 0; i < Items.Size; i++)\n            free(Items[i]);\n        Items.clear();\n    }\n\n    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)\n    {\n        // FIXME-OPT\n        char buf[1024];\n        va_list args;\n        va_start(args, fmt);\n        vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);\n        buf[IM_ARRAYSIZE(buf)-1] = 0;\n        va_end(args);\n        Items.push_back(Strdup(buf));\n    }\n\n    void    Draw(const char* title, bool* p_open)\n    {\n        ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);\n        if (!ImGui::Begin(title, p_open))\n        {\n            ImGui::End();\n            return;\n        }\n\n        // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.\n        // So e.g. IsItemHovered() will return true when hovering the title bar.\n        // Here we create a context menu only available from the title bar.\n        if (ImGui::BeginPopupContextItem())\n        {\n            if (ImGui::MenuItem(\"Close Console\"))\n                *p_open = false;\n            ImGui::EndPopup();\n        }\n\n        ImGui::TextWrapped(\n            \"This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate \"\n            \"implementation may want to store entries along with extra data such as timestamp, emitter, etc.\");\n        ImGui::TextWrapped(\"Enter 'HELP' for help.\");\n\n        // TODO: display items starting from the bottom\n\n        if (ImGui::SmallButton(\"Add Debug Text\"))  { AddLog(\"%d some text\", Items.Size); AddLog(\"some more text\"); AddLog(\"display very important message here!\"); }\n        ImGui::SameLine();\n        if (ImGui::SmallButton(\"Add Debug Error\")) { AddLog(\"[error] something went wrong\"); }\n        ImGui::SameLine();\n        if (ImGui::SmallButton(\"Clear\"))           { ClearLog(); }\n        ImGui::SameLine();\n        bool copy_to_clipboard = ImGui::SmallButton(\"Copy\");\n        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog(\"Spam %f\", t); }\n\n        ImGui::Separator();\n\n        // Options menu\n        if (ImGui::BeginPopup(\"Options\"))\n        {\n            ImGui::Checkbox(\"Auto-scroll\", &AutoScroll);\n            ImGui::EndPopup();\n        }\n\n        // Options, Filter\n        if (ImGui::Button(\"Options\"))\n            ImGui::OpenPopup(\"Options\");\n        ImGui::SameLine();\n        Filter.Draw(\"Filter (\\\"incl,-excl\\\") (\\\"error\\\")\", 180);\n        ImGui::Separator();\n\n        // Reserve enough left-over height for 1 separator + 1 input text\n        const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();\n        ImGui::BeginChild(\"ScrollingRegion\", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);\n        if (ImGui::BeginPopupContextWindow())\n        {\n            if (ImGui::Selectable(\"Clear\")) ClearLog();\n            ImGui::EndPopup();\n        }\n\n        // Display every line as a separate entry so we can change their color or add custom widgets.\n        // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());\n        // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping\n        // to only process visible items. The clipper will automatically measure the height of your first item and then\n        // \"seek\" to display only items in the visible area.\n        // To use the clipper we can replace your standard loop:\n        //      for (int i = 0; i < Items.Size; i++)\n        //   With:\n        //      ImGuiListClipper clipper;\n        //      clipper.Begin(Items.Size);\n        //      while (clipper.Step())\n        //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n        // - That your items are evenly spaced (same height)\n        // - That you have cheap random access to your elements (you can access them given their index,\n        //   without processing all the ones before)\n        // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.\n        // We would need random-access on the post-filtered list.\n        // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices\n        // or offsets of items that passed the filtering test, recomputing this array when user changes the filter,\n        // and appending newly elements as they are inserted. This is left as a task to the user until we can manage\n        // to improve this example code!\n        // If your items are of variable height:\n        // - Split them into same height items would be simpler and facilitate random-seeking into your list.\n        // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.\n        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing\n        if (copy_to_clipboard)\n            ImGui::LogToClipboard();\n        for (int i = 0; i < Items.Size; i++)\n        {\n            const char* item = Items[i];\n            if (!Filter.PassFilter(item))\n                continue;\n\n            // Normally you would store more information in your item than just a string.\n            // (e.g. make Items[] an array of structure, store color/type etc.)\n            ImVec4 color;\n            bool has_color = false;\n            if (strstr(item, \"[error]\"))          { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }\n            else if (strncmp(item, \"# \", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }\n            if (has_color)\n                ImGui::PushStyleColor(ImGuiCol_Text, color);\n            ImGui::TextUnformatted(item);\n            if (has_color)\n                ImGui::PopStyleColor();\n        }\n        if (copy_to_clipboard)\n            ImGui::LogFinish();\n\n        if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))\n            ImGui::SetScrollHereY(1.0f);\n        ScrollToBottom = false;\n\n        ImGui::PopStyleVar();\n        ImGui::EndChild();\n        ImGui::Separator();\n\n        // Command-line\n        bool reclaim_focus = false;\n        ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;\n        if (ImGui::InputText(\"Input\", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))\n        {\n            char* s = InputBuf;\n            Strtrim(s);\n            if (s[0])\n                ExecCommand(s);\n            strcpy(s, \"\");\n            reclaim_focus = true;\n        }\n\n        // Auto-focus on window apparition\n        ImGui::SetItemDefaultFocus();\n        if (reclaim_focus)\n            ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget\n\n        ImGui::End();\n    }\n\n    void    ExecCommand(const char* command_line)\n    {\n        AddLog(\"# %s\\n\", command_line);\n\n        // Insert into history. First find match and delete it so it can be pushed to the back.\n        // This isn't trying to be smart or optimal.\n        HistoryPos = -1;\n        for (int i = History.Size - 1; i >= 0; i--)\n            if (Stricmp(History[i], command_line) == 0)\n            {\n                free(History[i]);\n                History.erase(History.begin() + i);\n                break;\n            }\n        History.push_back(Strdup(command_line));\n\n        // Process command\n        if (Stricmp(command_line, \"CLEAR\") == 0)\n        {\n            ClearLog();\n        }\n        else if (Stricmp(command_line, \"HELP\") == 0)\n        {\n            AddLog(\"Commands:\");\n            for (int i = 0; i < Commands.Size; i++)\n                AddLog(\"- %s\", Commands[i]);\n        }\n        else if (Stricmp(command_line, \"HISTORY\") == 0)\n        {\n            int first = History.Size - 10;\n            for (int i = first > 0 ? first : 0; i < History.Size; i++)\n                AddLog(\"%3d: %s\\n\", i, History[i]);\n        }\n        else\n        {\n            AddLog(\"Unknown command: '%s'\\n\", command_line);\n        }\n\n        // On command input, we scroll to bottom even if AutoScroll==false\n        ScrollToBottom = true;\n    }\n\n    // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks\n    static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)\n    {\n        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;\n        return console->TextEditCallback(data);\n    }\n\n    int     TextEditCallback(ImGuiInputTextCallbackData* data)\n    {\n        //AddLog(\"cursor: %d, selection: %d-%d\", data->CursorPos, data->SelectionStart, data->SelectionEnd);\n        switch (data->EventFlag)\n        {\n        case ImGuiInputTextFlags_CallbackCompletion:\n            {\n                // Example of TEXT COMPLETION\n\n                // Locate beginning of current word\n                const char* word_end = data->Buf + data->CursorPos;\n                const char* word_start = word_end;\n                while (word_start > data->Buf)\n                {\n                    const char c = word_start[-1];\n                    if (c == ' ' || c == '\\t' || c == ',' || c == ';')\n                        break;\n                    word_start--;\n                }\n\n                // Build a list of candidates\n                ImVector<const char*> candidates;\n                for (int i = 0; i < Commands.Size; i++)\n                    if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0)\n                        candidates.push_back(Commands[i]);\n\n                if (candidates.Size == 0)\n                {\n                    // No match\n                    AddLog(\"No match for \\\"%.*s\\\"!\\n\", (int)(word_end - word_start), word_start);\n                }\n                else if (candidates.Size == 1)\n                {\n                    // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing.\n                    data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));\n                    data->InsertChars(data->CursorPos, candidates[0]);\n                    data->InsertChars(data->CursorPos, \" \");\n                }\n                else\n                {\n                    // Multiple matches. Complete as much as we can..\n                    // So inputing \"C\"+Tab will complete to \"CL\" then display \"CLEAR\" and \"CLASSIFY\" as matches.\n                    int match_len = (int)(word_end - word_start);\n                    for (;;)\n                    {\n                        int c = 0;\n                        bool all_candidates_matches = true;\n                        for (int i = 0; i < candidates.Size && all_candidates_matches; i++)\n                            if (i == 0)\n                                c = toupper(candidates[i][match_len]);\n                            else if (c == 0 || c != toupper(candidates[i][match_len]))\n                                all_candidates_matches = false;\n                        if (!all_candidates_matches)\n                            break;\n                        match_len++;\n                    }\n\n                    if (match_len > 0)\n                    {\n                        data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));\n                        data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);\n                    }\n\n                    // List matches\n                    AddLog(\"Possible matches:\\n\");\n                    for (int i = 0; i < candidates.Size; i++)\n                        AddLog(\"- %s\\n\", candidates[i]);\n                }\n\n                break;\n            }\n        case ImGuiInputTextFlags_CallbackHistory:\n            {\n                // Example of HISTORY\n                const int prev_history_pos = HistoryPos;\n                if (data->EventKey == ImGuiKey_UpArrow)\n                {\n                    if (HistoryPos == -1)\n                        HistoryPos = History.Size - 1;\n                    else if (HistoryPos > 0)\n                        HistoryPos--;\n                }\n                else if (data->EventKey == ImGuiKey_DownArrow)\n                {\n                    if (HistoryPos != -1)\n                        if (++HistoryPos >= History.Size)\n                            HistoryPos = -1;\n                }\n\n                // A better implementation would preserve the data on the current input line along with cursor position.\n                if (prev_history_pos != HistoryPos)\n                {\n                    const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : \"\";\n                    data->DeleteChars(0, data->BufTextLen);\n                    data->InsertChars(0, history_str);\n                }\n            }\n        }\n        return 0;\n    }\n};\n\nstatic void ShowExampleAppConsole(bool* p_open)\n{\n    static ExampleAppConsole console;\n    console.Draw(\"Example: Console\", p_open);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Debug Log / ShowExampleAppLog()\n//-----------------------------------------------------------------------------\n\n// Usage:\n//  static ExampleAppLog my_log;\n//  my_log.AddLog(\"Hello %d world\\n\", 123);\n//  my_log.Draw(\"title\");\nstruct ExampleAppLog\n{\n    ImGuiTextBuffer     Buf;\n    ImGuiTextFilter     Filter;\n    ImVector<int>       LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.\n    bool                AutoScroll;  // Keep scrolling if already at the bottom.\n\n    ExampleAppLog()\n    {\n        AutoScroll = true;\n        Clear();\n    }\n\n    void    Clear()\n    {\n        Buf.clear();\n        LineOffsets.clear();\n        LineOffsets.push_back(0);\n    }\n\n    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)\n    {\n        int old_size = Buf.size();\n        va_list args;\n        va_start(args, fmt);\n        Buf.appendfv(fmt, args);\n        va_end(args);\n        for (int new_size = Buf.size(); old_size < new_size; old_size++)\n            if (Buf[old_size] == '\\n')\n                LineOffsets.push_back(old_size + 1);\n    }\n\n    void    Draw(const char* title, bool* p_open = NULL)\n    {\n        if (!ImGui::Begin(title, p_open))\n        {\n            ImGui::End();\n            return;\n        }\n\n        // Options menu\n        if (ImGui::BeginPopup(\"Options\"))\n        {\n            ImGui::Checkbox(\"Auto-scroll\", &AutoScroll);\n            ImGui::EndPopup();\n        }\n\n        // Main window\n        if (ImGui::Button(\"Options\"))\n            ImGui::OpenPopup(\"Options\");\n        ImGui::SameLine();\n        bool clear = ImGui::Button(\"Clear\");\n        ImGui::SameLine();\n        bool copy = ImGui::Button(\"Copy\");\n        ImGui::SameLine();\n        Filter.Draw(\"Filter\", -100.0f);\n\n        ImGui::Separator();\n        ImGui::BeginChild(\"scrolling\", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);\n\n        if (clear)\n            Clear();\n        if (copy)\n            ImGui::LogToClipboard();\n\n        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));\n        const char* buf = Buf.begin();\n        const char* buf_end = Buf.end();\n        if (Filter.IsActive())\n        {\n            // In this example we don't use the clipper when Filter is enabled.\n            // This is because we don't have a random access on the result on our filter.\n            // A real application processing logs with ten of thousands of entries may want to store the result of\n            // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).\n            for (int line_no = 0; line_no < LineOffsets.Size; line_no++)\n            {\n                const char* line_start = buf + LineOffsets[line_no];\n                const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;\n                if (Filter.PassFilter(line_start, line_end))\n                    ImGui::TextUnformatted(line_start, line_end);\n            }\n        }\n        else\n        {\n            // The simplest and easy way to display the entire buffer:\n            //   ImGui::TextUnformatted(buf_begin, buf_end);\n            // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward\n            // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are\n            // within the visible area.\n            // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them\n            // on your side is recommended. Using ImGuiListClipper requires\n            // - A) random access into your data\n            // - B) items all being the  same height,\n            // both of which we can handle since we an array pointing to the beginning of each line of text.\n            // When using the filter (in the block of code above) we don't have random access into the data to display\n            // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make\n            // it possible (and would be recommended if you want to search through tens of thousands of entries).\n            ImGuiListClipper clipper;\n            clipper.Begin(LineOffsets.Size);\n            while (clipper.Step())\n            {\n                for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)\n                {\n                    const char* line_start = buf + LineOffsets[line_no];\n                    const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;\n                    ImGui::TextUnformatted(line_start, line_end);\n                }\n            }\n            clipper.End();\n        }\n        ImGui::PopStyleVar();\n\n        if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())\n            ImGui::SetScrollHereY(1.0f);\n\n        ImGui::EndChild();\n        ImGui::End();\n    }\n};\n\n// Demonstrate creating a simple log window with basic filtering.\nstatic void ShowExampleAppLog(bool* p_open)\n{\n    static ExampleAppLog log;\n\n    // For the demo: add a debug button _BEFORE_ the normal log window contents\n    // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.\n    // Most of the contents of the window will be added by the log.Draw() call.\n    ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);\n    ImGui::Begin(\"Example: Log\", p_open);\n    IMGUI_DEMO_MARKER(\"Examples/Log\");\n    if (ImGui::SmallButton(\"[Debug] Add 5 entries\"))\n    {\n        static int counter = 0;\n        const char* categories[3] = { \"info\", \"warn\", \"error\" };\n        const char* words[] = { \"Bumfuzzled\", \"Cattywampus\", \"Snickersnee\", \"Abibliophobia\", \"Absquatulate\", \"Nincompoop\", \"Pauciloquent\" };\n        for (int n = 0; n < 5; n++)\n        {\n            const char* category = categories[counter % IM_ARRAYSIZE(categories)];\n            const char* word = words[counter % IM_ARRAYSIZE(words)];\n            log.AddLog(\"[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\\n\",\n                ImGui::GetFrameCount(), category, ImGui::GetTime(), word);\n            counter++;\n        }\n    }\n    ImGui::End();\n\n    // Actually call in the regular Log helper (which will Begin() into the same window as we just did)\n    log.Draw(\"Example: Log\", p_open);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()\n//-----------------------------------------------------------------------------\n\n// Demonstrate create a window with multiple child windows.\nstatic void ShowExampleAppLayout(bool* p_open)\n{\n    ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);\n    if (ImGui::Begin(\"Example: Simple layout\", p_open, ImGuiWindowFlags_MenuBar))\n    {\n        IMGUI_DEMO_MARKER(\"Examples/Simple layout\");\n        if (ImGui::BeginMenuBar())\n        {\n            if (ImGui::BeginMenu(\"File\"))\n            {\n                if (ImGui::MenuItem(\"Close\")) *p_open = false;\n                ImGui::EndMenu();\n            }\n            ImGui::EndMenuBar();\n        }\n\n        // Left\n        static int selected = 0;\n        {\n            ImGui::BeginChild(\"left pane\", ImVec2(150, 0), true);\n            for (int i = 0; i < 100; i++)\n            {\n                // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav\n                char label[128];\n                sprintf(label, \"MyObject %d\", i);\n                if (ImGui::Selectable(label, selected == i))\n                    selected = i;\n            }\n            ImGui::EndChild();\n        }\n        ImGui::SameLine();\n\n        // Right\n        {\n            ImGui::BeginGroup();\n            ImGui::BeginChild(\"item view\", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us\n            ImGui::Text(\"MyObject: %d\", selected);\n            ImGui::Separator();\n            if (ImGui::BeginTabBar(\"##Tabs\", ImGuiTabBarFlags_None))\n            {\n                if (ImGui::BeginTabItem(\"Description\"))\n                {\n                    ImGui::TextWrapped(\"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \");\n                    ImGui::EndTabItem();\n                }\n                if (ImGui::BeginTabItem(\"Details\"))\n                {\n                    ImGui::Text(\"ID: 0123456789\");\n                    ImGui::EndTabItem();\n                }\n                ImGui::EndTabBar();\n            }\n            ImGui::EndChild();\n            if (ImGui::Button(\"Revert\")) {}\n            ImGui::SameLine();\n            if (ImGui::Button(\"Save\")) {}\n            ImGui::EndGroup();\n        }\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()\n//-----------------------------------------------------------------------------\n\nstatic void ShowPlaceholderObject(const char* prefix, int uid)\n{\n    // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.\n    ImGui::PushID(uid);\n\n    // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.\n    ImGui::TableNextRow();\n    ImGui::TableSetColumnIndex(0);\n    ImGui::AlignTextToFramePadding();\n    bool node_open = ImGui::TreeNode(\"Object\", \"%s_%u\", prefix, uid);\n    ImGui::TableSetColumnIndex(1);\n    ImGui::Text(\"my sailor is rich\");\n\n    if (node_open)\n    {\n        static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f };\n        for (int i = 0; i < 8; i++)\n        {\n            ImGui::PushID(i); // Use field index as identifier.\n            if (i < 2)\n            {\n                ShowPlaceholderObject(\"Child\", 424242);\n            }\n            else\n            {\n                // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)\n                ImGui::TableNextRow();\n                ImGui::TableSetColumnIndex(0);\n                ImGui::AlignTextToFramePadding();\n                ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet;\n                ImGui::TreeNodeEx(\"Field\", flags, \"Field_%d\", i);\n\n                ImGui::TableSetColumnIndex(1);\n                ImGui::SetNextItemWidth(-FLT_MIN);\n                if (i >= 5)\n                    ImGui::InputFloat(\"##value\", &placeholder_members[i], 1.0f);\n                else\n                    ImGui::DragFloat(\"##value\", &placeholder_members[i], 0.01f);\n                ImGui::NextColumn();\n            }\n            ImGui::PopID();\n        }\n        ImGui::TreePop();\n    }\n    ImGui::PopID();\n}\n\n// Demonstrate create a simple property editor.\nstatic void ShowExampleAppPropertyEditor(bool* p_open)\n{\n    ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver);\n    if (!ImGui::Begin(\"Example: Property editor\", p_open))\n    {\n        ImGui::End();\n        return;\n    }\n    IMGUI_DEMO_MARKER(\"Examples/Property Editor\");\n\n    HelpMarker(\n        \"This example shows how you may implement a property editor using two columns.\\n\"\n        \"All objects/fields data are dummies here.\\n\"\n        \"Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\\n\"\n        \"your cursor horizontally instead of using the Columns() API.\");\n\n    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));\n    if (ImGui::BeginTable(\"split\", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable))\n    {\n        // Iterate placeholder objects (all the same data)\n        for (int obj_i = 0; obj_i < 4; obj_i++)\n        {\n            ShowPlaceholderObject(\"Object\", obj_i);\n            //ImGui::Separator();\n        }\n        ImGui::EndTable();\n    }\n    ImGui::PopStyleVar();\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Long Text / ShowExampleAppLongText()\n//-----------------------------------------------------------------------------\n\n// Demonstrate/test rendering huge amount of text, and the incidence of clipping.\nstatic void ShowExampleAppLongText(bool* p_open)\n{\n    ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);\n    if (!ImGui::Begin(\"Example: Long text display\", p_open))\n    {\n        ImGui::End();\n        return;\n    }\n    IMGUI_DEMO_MARKER(\"Examples/Long text display\");\n\n    static int test_type = 0;\n    static ImGuiTextBuffer log;\n    static int lines = 0;\n    ImGui::Text(\"Printing unusually long amount of text.\");\n    ImGui::Combo(\"Test type\", &test_type,\n        \"Single call to TextUnformatted()\\0\"\n        \"Multiple calls to Text(), clipped\\0\"\n        \"Multiple calls to Text(), not clipped (slow)\\0\");\n    ImGui::Text(\"Buffer contents: %d lines, %d bytes\", lines, log.size());\n    if (ImGui::Button(\"Clear\")) { log.clear(); lines = 0; }\n    ImGui::SameLine();\n    if (ImGui::Button(\"Add 1000 lines\"))\n    {\n        for (int i = 0; i < 1000; i++)\n            log.appendf(\"%i The quick brown fox jumps over the lazy dog\\n\", lines + i);\n        lines += 1000;\n    }\n    ImGui::BeginChild(\"Log\");\n    switch (test_type)\n    {\n    case 0:\n        // Single call to TextUnformatted() with a big buffer\n        ImGui::TextUnformatted(log.begin(), log.end());\n        break;\n    case 1:\n        {\n            // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.\n            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));\n            ImGuiListClipper clipper;\n            clipper.Begin(lines);\n            while (clipper.Step())\n                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n                    ImGui::Text(\"%i The quick brown fox jumps over the lazy dog\", i);\n            ImGui::PopStyleVar();\n            break;\n        }\n    case 2:\n        // Multiple calls to Text(), not clipped (slow)\n        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));\n        for (int i = 0; i < lines; i++)\n            ImGui::Text(\"%i The quick brown fox jumps over the lazy dog\", i);\n        ImGui::PopStyleVar();\n        break;\n    }\n    ImGui::EndChild();\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a window which gets auto-resized according to its content.\nstatic void ShowExampleAppAutoResize(bool* p_open)\n{\n    if (!ImGui::Begin(\"Example: Auto-resizing window\", p_open, ImGuiWindowFlags_AlwaysAutoResize))\n    {\n        ImGui::End();\n        return;\n    }\n    IMGUI_DEMO_MARKER(\"Examples/Auto-resizing window\");\n\n    static int lines = 10;\n    ImGui::TextUnformatted(\n        \"Window will resize every-frame to the size of its content.\\n\"\n        \"Note that you probably don't want to query the window size to\\n\"\n        \"output your content because that would create a feedback loop.\");\n    ImGui::SliderInt(\"Number of lines\", &lines, 1, 20);\n    for (int i = 0; i < lines; i++)\n        ImGui::Text(\"%*sThis is line %d\", i * 4, \"\", i); // Pad with space to extend size horizontally\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a window with custom resize constraints.\nstatic void ShowExampleAppConstrainedResize(bool* p_open)\n{\n    struct CustomConstraints\n    {\n        // Helper functions to demonstrate programmatic constraints\n        static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); }\n        static void Step(ImGuiSizeCallbackData* data)   { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }\n    };\n\n    const char* test_desc[] =\n    {\n        \"Resize vertical only\",\n        \"Resize horizontal only\",\n        \"Width > 100, Height > 100\",\n        \"Width 400-500\",\n        \"Height 400-500\",\n        \"Custom: Always Square\",\n        \"Custom: Fixed Steps (100)\",\n    };\n\n    static bool auto_resize = false;\n    static int type = 0;\n    static int display_lines = 10;\n    if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0),    ImVec2(-1, FLT_MAX));      // Vertical only\n    if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1),    ImVec2(FLT_MAX, -1));      // Horizontal only\n    if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100\n    if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1),  ImVec2(500, -1));          // Width 400-500\n    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400),  ImVec2(-1, 500));          // Height 400-500\n    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);                     // Always Square\n    if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step\n\n    ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;\n    if (ImGui::Begin(\"Example: Constrained Resize\", p_open, flags))\n    {\n        IMGUI_DEMO_MARKER(\"Examples/Constrained Resizing window\");\n        if (ImGui::Button(\"200x200\")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();\n        if (ImGui::Button(\"500x500\")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();\n        if (ImGui::Button(\"800x200\")) { ImGui::SetWindowSize(ImVec2(800, 200)); }\n        ImGui::SetNextItemWidth(200);\n        ImGui::Combo(\"Constraint\", &type, test_desc, IM_ARRAYSIZE(test_desc));\n        ImGui::SetNextItemWidth(200);\n        ImGui::DragInt(\"Lines\", &display_lines, 0.2f, 1, 100);\n        ImGui::Checkbox(\"Auto-resize\", &auto_resize);\n        for (int i = 0; i < display_lines; i++)\n            ImGui::Text(\"%*sHello, sailor! Making this line long enough for the example.\", i * 4, \"\");\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a simple static window with no decoration\n// + a context-menu to choose which corner of the screen to use.\nstatic void ShowExampleAppSimpleOverlay(bool* p_open)\n{\n    static int corner = 0;\n    ImGuiIO& io = ImGui::GetIO();\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;\n    if (corner != -1)\n    {\n        const float PAD = 10.0f;\n        const ImGuiViewport* viewport = ImGui::GetMainViewport();\n        ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!\n        ImVec2 work_size = viewport->WorkSize;\n        ImVec2 window_pos, window_pos_pivot;\n        window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);\n        window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);\n        window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f;\n        window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f;\n        ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);\n        window_flags |= ImGuiWindowFlags_NoMove;\n    }\n    ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background\n    if (ImGui::Begin(\"Example: Simple overlay\", p_open, window_flags))\n    {\n        IMGUI_DEMO_MARKER(\"Examples/Simple Overlay\");\n        ImGui::Text(\"Simple overlay\\n\" \"in the corner of the screen.\\n\" \"(right-click to change position)\");\n        ImGui::Separator();\n        if (ImGui::IsMousePosValid())\n            ImGui::Text(\"Mouse Position: (%.1f,%.1f)\", io.MousePos.x, io.MousePos.y);\n        else\n            ImGui::Text(\"Mouse Position: <invalid>\");\n        if (ImGui::BeginPopupContextWindow())\n        {\n            if (ImGui::MenuItem(\"Custom\",       NULL, corner == -1)) corner = -1;\n            if (ImGui::MenuItem(\"Top-left\",     NULL, corner == 0)) corner = 0;\n            if (ImGui::MenuItem(\"Top-right\",    NULL, corner == 1)) corner = 1;\n            if (ImGui::MenuItem(\"Bottom-left\",  NULL, corner == 2)) corner = 2;\n            if (ImGui::MenuItem(\"Bottom-right\", NULL, corner == 3)) corner = 3;\n            if (p_open && ImGui::MenuItem(\"Close\")) *p_open = false;\n            ImGui::EndPopup();\n        }\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a window covering the entire screen/viewport\nstatic void ShowExampleAppFullscreen(bool* p_open)\n{\n    static bool use_work_area = true;\n    static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;\n\n    // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)\n    // Based on your use case you may want one of the other.\n    const ImGuiViewport* viewport = ImGui::GetMainViewport();\n    ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);\n    ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);\n\n    if (ImGui::Begin(\"Example: Fullscreen window\", p_open, flags))\n    {\n        ImGui::Checkbox(\"Use work area instead of main area\", &use_work_area);\n        ImGui::SameLine();\n        HelpMarker(\"Main Area = entire viewport,\\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\\n\\nEnable the main-menu bar in Examples menu to see the difference.\");\n\n        ImGui::CheckboxFlags(\"ImGuiWindowFlags_NoBackground\", &flags, ImGuiWindowFlags_NoBackground);\n        ImGui::CheckboxFlags(\"ImGuiWindowFlags_NoDecoration\", &flags, ImGuiWindowFlags_NoDecoration);\n        ImGui::Indent();\n        ImGui::CheckboxFlags(\"ImGuiWindowFlags_NoTitleBar\", &flags, ImGuiWindowFlags_NoTitleBar);\n        ImGui::CheckboxFlags(\"ImGuiWindowFlags_NoCollapse\", &flags, ImGuiWindowFlags_NoCollapse);\n        ImGui::CheckboxFlags(\"ImGuiWindowFlags_NoScrollbar\", &flags, ImGuiWindowFlags_NoScrollbar);\n        ImGui::Unindent();\n\n        if (p_open && ImGui::Button(\"Close this window\"))\n            *p_open = false;\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()\n//-----------------------------------------------------------------------------\n\n// Demonstrate using \"##\" and \"###\" in identifiers to manipulate ID generation.\n// This apply to all regular items as well.\n// Read FAQ section \"How can I have multiple widgets with the same label?\" for details.\nstatic void ShowExampleAppWindowTitles(bool*)\n{\n    const ImGuiViewport* viewport = ImGui::GetMainViewport();\n    const ImVec2 base_pos = viewport->Pos;\n\n    // By default, Windows are uniquely identified by their title.\n    // You can use the \"##\" and \"###\" markers to manipulate the display/ID.\n\n    // Using \"##\" to display same title but have unique identifier.\n    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);\n    ImGui::Begin(\"Same title as another window##1\");\n    IMGUI_DEMO_MARKER(\"Examples/Manipulating window titles\");\n    ImGui::Text(\"This is window 1.\\nMy title is the same as window 2, but my identifier is unique.\");\n    ImGui::End();\n\n    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);\n    ImGui::Begin(\"Same title as another window##2\");\n    ImGui::Text(\"This is window 2.\\nMy title is the same as window 1, but my identifier is unique.\");\n    ImGui::End();\n\n    // Using \"###\" to display a changing title but keep a static identifier \"AnimatedTitle\"\n    char buf[128];\n    sprintf(buf, \"Animated title %c %d###AnimatedTitle\", \"|/-\\\\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());\n    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);\n    ImGui::Begin(buf);\n    ImGui::Text(\"This window has a changing title.\");\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()\n//-----------------------------------------------------------------------------\n\n// Demonstrate using the low-level ImDrawList to draw custom shapes.\nstatic void ShowExampleAppCustomRendering(bool* p_open)\n{\n    if (!ImGui::Begin(\"Example: Custom rendering\", p_open))\n    {\n        ImGui::End();\n        return;\n    }\n    IMGUI_DEMO_MARKER(\"Examples/Custom Rendering\");\n\n    // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of\n    // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your\n    // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not\n    // exposed outside (to avoid messing with your types) In this example we are not using the maths operators!\n\n    if (ImGui::BeginTabBar(\"##TabBar\"))\n    {\n        if (ImGui::BeginTabItem(\"Primitives\"))\n        {\n            ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n\n            // Draw gradients\n            // (note that those are currently exacerbating our sRGB/Linear issues)\n            // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..\n            ImGui::Text(\"Gradients\");\n            ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());\n            {\n                ImVec2 p0 = ImGui::GetCursorScreenPos();\n                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);\n                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));\n                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));\n                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);\n                ImGui::InvisibleButton(\"##gradient1\", gradient_size);\n            }\n            {\n                ImVec2 p0 = ImGui::GetCursorScreenPos();\n                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);\n                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));\n                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));\n                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);\n                ImGui::InvisibleButton(\"##gradient2\", gradient_size);\n            }\n\n            // Draw a bunch of primitives\n            ImGui::Text(\"All primitives\");\n            static float sz = 36.0f;\n            static float thickness = 3.0f;\n            static int ngon_sides = 6;\n            static bool circle_segments_override = false;\n            static int circle_segments_override_v = 12;\n            static bool curve_segments_override = false;\n            static int curve_segments_override_v = 8;\n            static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);\n            ImGui::DragFloat(\"Size\", &sz, 0.2f, 2.0f, 100.0f, \"%.0f\");\n            ImGui::DragFloat(\"Thickness\", &thickness, 0.05f, 1.0f, 8.0f, \"%.02f\");\n            ImGui::SliderInt(\"N-gon sides\", &ngon_sides, 3, 12);\n            ImGui::Checkbox(\"##circlesegmentoverride\", &circle_segments_override);\n            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n            circle_segments_override |= ImGui::SliderInt(\"Circle segments override\", &circle_segments_override_v, 3, 40);\n            ImGui::Checkbox(\"##curvessegmentoverride\", &curve_segments_override);\n            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n            curve_segments_override |= ImGui::SliderInt(\"Curves segments override\", &curve_segments_override_v, 3, 40);\n            ImGui::ColorEdit4(\"Color\", &colf.x);\n\n            const ImVec2 p = ImGui::GetCursorScreenPos();\n            const ImU32 col = ImColor(colf);\n            const float spacing = 10.0f;\n            const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight;\n            const float rounding = sz / 5.0f;\n            const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;\n            const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;\n            float x = p.x + 4.0f;\n            float y = p.y + 4.0f;\n            for (int n = 0; n < 2; n++)\n            {\n                // First line uses a thickness of 1.0f, second line uses the configurable thickness\n                float th = (n == 0) ? 1.0f : thickness;\n                draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th);                 x += sz + spacing;  // N-gon\n                draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th);          x += sz + spacing;  // Circle\n                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th);          x += sz + spacing;  // Square\n                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th);      x += sz + spacing;  // Square with all rounded corners\n                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th);         x += sz + spacing;  // Square with two rounded corners\n                draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing;  // Triangle\n                //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle\n                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th);                                       x += sz + spacing;  // Horizontal line (note: drawing a filled rectangle will be faster!)\n                draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th);                                       x += spacing;       // Vertical line (note: drawing a filled rectangle will be faster!)\n                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th);                                  x += sz + spacing;  // Diagonal line\n\n                // Quadratic Bezier Curve (3 control points)\n                ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) };\n                draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;\n\n                // Cubic Bezier Curve (4 control points)\n                ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) };\n                draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);\n\n                x = p.x + 4;\n                y += sz + spacing;\n            }\n            draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides);               x += sz + spacing;  // N-gon\n            draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);            x += sz + spacing;  // Circle\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col);                                    x += sz + spacing;  // Square\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f);                             x += sz + spacing;  // Square with all rounded corners\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br);              x += sz + spacing;  // Square with two rounded corners\n            draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col);  x += sz + spacing;  // Triangle\n            //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col);                             x += sz + spacing;  // Horizontal line (faster than AddLine, but only handle integer thickness)\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col);                             x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness)\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col);                                      x += sz;            // Pixel (faster than AddLine)\n            draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));\n\n            ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f));\n            ImGui::PopItemWidth();\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Canvas\"))\n        {\n            static ImVector<ImVec2> points;\n            static ImVec2 scrolling(0.0f, 0.0f);\n            static bool opt_enable_grid = true;\n            static bool opt_enable_context_menu = true;\n            static bool adding_line = false;\n\n            ImGui::Checkbox(\"Enable grid\", &opt_enable_grid);\n            ImGui::Checkbox(\"Enable context menu\", &opt_enable_context_menu);\n            ImGui::Text(\"Mouse Left: drag to add lines,\\nMouse Right: drag to scroll, click for context menu.\");\n\n            // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.\n            // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.\n            // To use a child window instead we could use, e.g:\n            //      ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));      // Disable padding\n            //      ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255));  // Set a background color\n            //      ImGui::BeginChild(\"canvas\", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove);\n            //      ImGui::PopStyleColor();\n            //      ImGui::PopStyleVar();\n            //      [...]\n            //      ImGui::EndChild();\n\n            // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()\n            ImVec2 canvas_p0 = ImGui::GetCursorScreenPos();      // ImDrawList API uses screen coordinates!\n            ImVec2 canvas_sz = ImGui::GetContentRegionAvail();   // Resize canvas to what's available\n            if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;\n            if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;\n            ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);\n\n            // Draw border and background color\n            ImGuiIO& io = ImGui::GetIO();\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n            draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));\n            draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));\n\n            // This will catch our interactions\n            ImGui::InvisibleButton(\"canvas\", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);\n            const bool is_hovered = ImGui::IsItemHovered(); // Hovered\n            const bool is_active = ImGui::IsItemActive();   // Held\n            const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin\n            const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);\n\n            // Add first and second point\n            if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))\n            {\n                points.push_back(mouse_pos_in_canvas);\n                points.push_back(mouse_pos_in_canvas);\n                adding_line = true;\n            }\n            if (adding_line)\n            {\n                points.back() = mouse_pos_in_canvas;\n                if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))\n                    adding_line = false;\n            }\n\n            // Pan (we use a zero mouse threshold when there's no context menu)\n            // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.\n            const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;\n            if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))\n            {\n                scrolling.x += io.MouseDelta.x;\n                scrolling.y += io.MouseDelta.y;\n            }\n\n            // Context menu (under default mouse threshold)\n            ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);\n            if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)\n                ImGui::OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n            if (ImGui::BeginPopup(\"context\"))\n            {\n                if (adding_line)\n                    points.resize(points.size() - 2);\n                adding_line = false;\n                if (ImGui::MenuItem(\"Remove one\", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }\n                if (ImGui::MenuItem(\"Remove all\", NULL, false, points.Size > 0)) { points.clear(); }\n                ImGui::EndPopup();\n            }\n\n            // Draw grid + all lines in the canvas\n            draw_list->PushClipRect(canvas_p0, canvas_p1, true);\n            if (opt_enable_grid)\n            {\n                const float GRID_STEP = 64.0f;\n                for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)\n                    draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));\n                for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)\n                    draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));\n            }\n            for (int n = 0; n < points.Size; n += 2)\n                draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);\n            draw_list->PopClipRect();\n\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"BG/FG draw lists\"))\n        {\n            static bool draw_bg = true;\n            static bool draw_fg = true;\n            ImGui::Checkbox(\"Draw in Background draw list\", &draw_bg);\n            ImGui::SameLine(); HelpMarker(\"The Background draw list will be rendered below every Dear ImGui windows.\");\n            ImGui::Checkbox(\"Draw in Foreground draw list\", &draw_fg);\n            ImGui::SameLine(); HelpMarker(\"The Foreground draw list will be rendered over every Dear ImGui windows.\");\n            ImVec2 window_pos = ImGui::GetWindowPos();\n            ImVec2 window_size = ImGui::GetWindowSize();\n            ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);\n            if (draw_bg)\n                ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);\n            if (draw_fg)\n                ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);\n            ImGui::EndTabItem();\n        }\n\n        ImGui::EndTabBar();\n    }\n\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()\n//-----------------------------------------------------------------------------\n\n// Simplified structure to mimic a Document model\nstruct MyDocument\n{\n    const char* Name;       // Document title\n    bool        Open;       // Set when open (we keep an array of all available documents to simplify demo code!)\n    bool        OpenPrev;   // Copy of Open from last update.\n    bool        Dirty;      // Set when the document has been modified\n    bool        WantClose;  // Set when the document\n    ImVec4      Color;      // An arbitrary variable associated to the document\n\n    MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))\n    {\n        Name = name;\n        Open = OpenPrev = open;\n        Dirty = false;\n        WantClose = false;\n        Color = color;\n    }\n    void DoOpen()       { Open = true; }\n    void DoQueueClose() { WantClose = true; }\n    void DoForceClose() { Open = false; Dirty = false; }\n    void DoSave()       { Dirty = false; }\n\n    // Display placeholder contents for the Document\n    static void DisplayContents(MyDocument* doc)\n    {\n        ImGui::PushID(doc);\n        ImGui::Text(\"Document \\\"%s\\\"\", doc->Name);\n        ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);\n        ImGui::TextWrapped(\"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.\");\n        ImGui::PopStyleColor();\n        if (ImGui::Button(\"Modify\", ImVec2(100, 0)))\n            doc->Dirty = true;\n        ImGui::SameLine();\n        if (ImGui::Button(\"Save\", ImVec2(100, 0)))\n            doc->DoSave();\n        ImGui::ColorEdit3(\"color\", &doc->Color.x);  // Useful to test drag and drop and hold-dragged-to-open-tab behavior.\n        ImGui::PopID();\n    }\n\n    // Display context menu for the Document\n    static void DisplayContextMenu(MyDocument* doc)\n    {\n        if (!ImGui::BeginPopupContextItem())\n            return;\n\n        char buf[256];\n        sprintf(buf, \"Save %s\", doc->Name);\n        if (ImGui::MenuItem(buf, \"CTRL+S\", false, doc->Open))\n            doc->DoSave();\n        if (ImGui::MenuItem(\"Close\", \"CTRL+W\", false, doc->Open))\n            doc->DoQueueClose();\n        ImGui::EndPopup();\n    }\n};\n\nstruct ExampleAppDocuments\n{\n    ImVector<MyDocument> Documents;\n\n    ExampleAppDocuments()\n    {\n        Documents.push_back(MyDocument(\"Lettuce\",             true,  ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));\n        Documents.push_back(MyDocument(\"Eggplant\",            true,  ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));\n        Documents.push_back(MyDocument(\"Carrot\",              true,  ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));\n        Documents.push_back(MyDocument(\"Tomato\",              false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));\n        Documents.push_back(MyDocument(\"A Rather Long Title\", false));\n        Documents.push_back(MyDocument(\"Some Document\",       false));\n    }\n};\n\n// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.\n// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,\n// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for\n// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has\n// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively\n// give the impression of a flicker for one frame.\n// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.\n// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.\nstatic void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)\n{\n    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n    {\n        MyDocument* doc = &app.Documents[doc_n];\n        if (!doc->Open && doc->OpenPrev)\n            ImGui::SetTabItemClosed(doc->Name);\n        doc->OpenPrev = doc->Open;\n    }\n}\n\nvoid ShowExampleAppDocuments(bool* p_open)\n{\n    static ExampleAppDocuments app;\n\n    // Options\n    static bool opt_reorderable = true;\n    static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;\n\n    bool window_contents_visible = ImGui::Begin(\"Example: Documents\", p_open, ImGuiWindowFlags_MenuBar);\n    if (!window_contents_visible)\n    {\n        ImGui::End();\n        return;\n    }\n\n    // Menu\n    if (ImGui::BeginMenuBar())\n    {\n        if (ImGui::BeginMenu(\"File\"))\n        {\n            int open_count = 0;\n            for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n                open_count += app.Documents[doc_n].Open ? 1 : 0;\n\n            if (ImGui::BeginMenu(\"Open\", open_count < app.Documents.Size))\n            {\n                for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n                {\n                    MyDocument* doc = &app.Documents[doc_n];\n                    if (!doc->Open)\n                        if (ImGui::MenuItem(doc->Name))\n                            doc->DoOpen();\n                }\n                ImGui::EndMenu();\n            }\n            if (ImGui::MenuItem(\"Close All Documents\", NULL, false, open_count > 0))\n                for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n                    app.Documents[doc_n].DoQueueClose();\n            if (ImGui::MenuItem(\"Exit\", \"Alt+F4\")) {}\n            ImGui::EndMenu();\n        }\n        ImGui::EndMenuBar();\n    }\n\n    // [Debug] List documents with one checkbox for each\n    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n    {\n        MyDocument* doc = &app.Documents[doc_n];\n        if (doc_n > 0)\n            ImGui::SameLine();\n        ImGui::PushID(doc);\n        if (ImGui::Checkbox(doc->Name, &doc->Open))\n            if (!doc->Open)\n                doc->DoForceClose();\n        ImGui::PopID();\n    }\n\n    ImGui::Separator();\n\n    // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags.\n    // They have multiple effects:\n    // - Display a dot next to the title.\n    // - Tab is selected when clicking the X close button.\n    // - Closure is not assumed (will wait for user to stop submitting the tab).\n    //   Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.\n    //   We need to assume closure by default otherwise waiting for \"lack of submission\" on the next frame would leave an empty\n    //   hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.\n    //   The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.\n\n    // Submit Tab Bar and Tabs\n    {\n        ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);\n        if (ImGui::BeginTabBar(\"##tabs\", tab_bar_flags))\n        {\n            if (opt_reorderable)\n                NotifyOfDocumentsClosedElsewhere(app);\n\n            // [DEBUG] Stress tests\n            //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1;            // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.\n            //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name);  // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..\n\n            // Submit Tabs\n            for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n            {\n                MyDocument* doc = &app.Documents[doc_n];\n                if (!doc->Open)\n                    continue;\n\n                ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);\n                bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags);\n\n                // Cancel attempt to close when unsaved add to save queue so we can display a popup.\n                if (!doc->Open && doc->Dirty)\n                {\n                    doc->Open = true;\n                    doc->DoQueueClose();\n                }\n\n                MyDocument::DisplayContextMenu(doc);\n                if (visible)\n                {\n                    MyDocument::DisplayContents(doc);\n                    ImGui::EndTabItem();\n                }\n            }\n\n            ImGui::EndTabBar();\n        }\n    }\n\n    // Update closing queue\n    static ImVector<MyDocument*> close_queue;\n    if (close_queue.empty())\n    {\n        // Close queue is locked once we started a popup\n        for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n        {\n            MyDocument* doc = &app.Documents[doc_n];\n            if (doc->WantClose)\n            {\n                doc->WantClose = false;\n                close_queue.push_back(doc);\n            }\n        }\n    }\n\n    // Display closing confirmation UI\n    if (!close_queue.empty())\n    {\n        int close_queue_unsaved_documents = 0;\n        for (int n = 0; n < close_queue.Size; n++)\n            if (close_queue[n]->Dirty)\n                close_queue_unsaved_documents++;\n\n        if (close_queue_unsaved_documents == 0)\n        {\n            // Close documents when all are unsaved\n            for (int n = 0; n < close_queue.Size; n++)\n                close_queue[n]->DoForceClose();\n            close_queue.clear();\n        }\n        else\n        {\n            if (!ImGui::IsPopupOpen(\"Save?\"))\n                ImGui::OpenPopup(\"Save?\");\n            if (ImGui::BeginPopupModal(\"Save?\", NULL, ImGuiWindowFlags_AlwaysAutoResize))\n            {\n                ImGui::Text(\"Save change to the following items?\");\n                float item_height = ImGui::GetTextLineHeightWithSpacing();\n                if (ImGui::BeginChildFrame(ImGui::GetID(\"frame\"), ImVec2(-FLT_MIN, 6.25f * item_height)))\n                {\n                    for (int n = 0; n < close_queue.Size; n++)\n                        if (close_queue[n]->Dirty)\n                            ImGui::Text(\"%s\", close_queue[n]->Name);\n                    ImGui::EndChildFrame();\n                }\n\n                ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);\n                if (ImGui::Button(\"Yes\", button_size))\n                {\n                    for (int n = 0; n < close_queue.Size; n++)\n                    {\n                        if (close_queue[n]->Dirty)\n                            close_queue[n]->DoSave();\n                        close_queue[n]->DoForceClose();\n                    }\n                    close_queue.clear();\n                    ImGui::CloseCurrentPopup();\n                }\n                ImGui::SameLine();\n                if (ImGui::Button(\"No\", button_size))\n                {\n                    for (int n = 0; n < close_queue.Size; n++)\n                        close_queue[n]->DoForceClose();\n                    close_queue.clear();\n                    ImGui::CloseCurrentPopup();\n                }\n                ImGui::SameLine();\n                if (ImGui::Button(\"Cancel\", button_size))\n                {\n                    close_queue.clear();\n                    ImGui::CloseCurrentPopup();\n                }\n                ImGui::EndPopup();\n            }\n        }\n    }\n\n    ImGui::End();\n}\n\n// End of Demo code\n#else\n\nvoid ImGui::ShowAboutWindow(bool*) {}\nvoid ImGui::ShowDemoWindow(bool*) {}\nvoid ImGui::ShowUserGuide() {}\nvoid ImGui::ShowStyleEditor(ImGuiStyle*) {}\n\n#endif\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "src/imgui/imgui_draw.cpp",
    "content": "// dear imgui, v1.88 WIP\n// (drawing and font code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] STB libraries implementation\n// [SECTION] Style functions\n// [SECTION] ImDrawList\n// [SECTION] ImDrawListSplitter\n// [SECTION] ImDrawData\n// [SECTION] Helpers ShadeVertsXXX functions\n// [SECTION] ImFontConfig\n// [SECTION] ImFontAtlas\n// [SECTION] ImFontAtlas glyph ranges helpers\n// [SECTION] ImFontGlyphRangesBuilder\n// [SECTION] ImFont\n// [SECTION] ImGui Internal Render Helpers\n// [SECTION] Decompression code\n// [SECTION] Default font data (ProggyClean.ttf)\n\n*/\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n\n#include \"imgui_internal.h\"\n#ifdef IMGUI_ENABLE_FREETYPE\n#include \"misc/freetype/imgui_freetype.h\"\n#endif\n\n#include <stdio.h>      // vsnprintf, sscanf, printf\n#if !defined(alloca)\n#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)\n#include <alloca.h>     // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)\n#elif defined(_WIN32)\n#include <malloc.h>     // alloca\n#if !defined(alloca)\n#define alloca _alloca  // for clang with MS Codegen\n#endif\n#else\n#include <stdlib.h>     // alloca\n#endif\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4505)     // unreferenced local function has been removed (stb stuff)\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#pragma warning (disable: 6255)     // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception.  Consider using _malloca instead.\n#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#if __has_warning(\"-Walloca\")\n#pragma clang diagnostic ignored \"-Walloca\"                         // warning: use of function '__builtin_alloca' is discouraged\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.\n#pragma clang diagnostic ignored \"-Wglobal-constructors\"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wcomma\"                          // warning: possible misuse of comma operator here\n#pragma clang diagnostic ignored \"-Wreserved-id-macro\"              // warning: macro name is a reserved identifier\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wunused-function\"          // warning: 'xxxx' defined but not used\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"         // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#pragma GCC diagnostic ignored \"-Wstack-protector\"          // warning: stack protector not protecting local variables: variable length buffer\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] STB libraries implementation\n//-------------------------------------------------------------------------\n\n// Compile time options:\n//#define IMGUI_STB_NAMESPACE           ImStb\n//#define IMGUI_STB_TRUETYPE_FILENAME   \"my_folder/stb_truetype.h\"\n//#define IMGUI_STB_RECT_PACK_FILENAME  \"my_folder/stb_rect_pack.h\"\n//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n\n#ifdef IMGUI_STB_NAMESPACE\nnamespace IMGUI_STB_NAMESPACE\n{\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration\n#pragma warning (disable: 6011)                             // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.\n#pragma warning (disable: 6385)                             // (stb_truetype) Reading invalid data from 'buffer':  the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read.\n#pragma warning (disable: 28182)                            // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did.\n#endif\n\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wunused-function\"\n#pragma clang diagnostic ignored \"-Wmissing-prototypes\"\n#pragma clang diagnostic ignored \"-Wimplicit-fallthrough\"\n#pragma clang diagnostic ignored \"-Wcast-qual\"              // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier\n#endif\n\n#if defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wtype-limits\"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]\n#pragma GCC diagnostic ignored \"-Wcast-qual\"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers\n#endif\n\n#ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)\n#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION          // in case the user already have an implementation in another compilation unit\n#define STBRP_STATIC\n#define STBRP_ASSERT(x)     do { IM_ASSERT(x); } while (0)\n#define STBRP_SORT          ImQsort\n#define STB_RECT_PACK_IMPLEMENTATION\n#endif\n#ifdef IMGUI_STB_RECT_PACK_FILENAME\n#include IMGUI_STB_RECT_PACK_FILENAME\n#else\n#include \"imstb_rectpack.h\"\n#endif\n#endif\n\n#ifdef  IMGUI_ENABLE_STB_TRUETYPE\n#ifndef STB_TRUETYPE_IMPLEMENTATION                         // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)\n#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION           // in case the user already have an implementation in another compilation unit\n#define STBTT_malloc(x,u)   ((void)(u), IM_ALLOC(x))\n#define STBTT_free(x,u)     ((void)(u), IM_FREE(x))\n#define STBTT_assert(x)     do { IM_ASSERT(x); } while(0)\n#define STBTT_fmod(x,y)     ImFmod(x,y)\n#define STBTT_sqrt(x)       ImSqrt(x)\n#define STBTT_pow(x,y)      ImPow(x,y)\n#define STBTT_fabs(x)       ImFabs(x)\n#define STBTT_ifloor(x)     ((int)ImFloorSigned(x))\n#define STBTT_iceil(x)      ((int)ImCeil(x))\n#define STBTT_STATIC\n#define STB_TRUETYPE_IMPLEMENTATION\n#else\n#define STBTT_DEF extern\n#endif\n#ifdef IMGUI_STB_TRUETYPE_FILENAME\n#include IMGUI_STB_TRUETYPE_FILENAME\n#else\n#include \"imstb_truetype.h\"\n#endif\n#endif\n#endif // IMGUI_ENABLE_STB_TRUETYPE\n\n#if defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n\n#if defined(_MSC_VER)\n#pragma warning (pop)\n#endif\n\n#ifdef IMGUI_STB_NAMESPACE\n} // namespace ImStb\nusing namespace IMGUI_STB_NAMESPACE;\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Style functions\n//-----------------------------------------------------------------------------\n\nvoid ImGui::StyleColorsDark(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    style->WindowPadding = ImVec2(12, 12);\n    style->WindowRounding = 4.0f;\n    style->FramePadding = ImVec2(5, 5);\n    style->FrameRounding = 3.0f;\n    style->ItemSpacing = ImVec2(8, 4);\n    style->ItemInnerSpacing = ImVec2(8, 6);\n    style->IndentSpacing = 18.0f;\n    style->ScrollbarSize = 10.0f;\n    style->ScrollbarRounding = 3.0f;\n    style->GrabMinSize = 5.0f;\n    style->GrabRounding = 2.0f;\n\n    style->Colors[ImGuiCol_Text] = ImVec4(0.80f, 0.80f, 0.83f, 1.00f);\n    style->Colors[ImGuiCol_TextDisabled] = ImVec4(0.24f, 0.23f, 0.29f, 1.00f);\n    style->Colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.05f, 0.07f, 1.00f);\n    style->Colors[ImGuiCol_ChildBg] = ImVec4(0.07f, 0.07f, 0.09f, 1.00f);\n    style->Colors[ImGuiCol_PopupBg] = ImVec4(0.07f, 0.07f, 0.09f, 1.00f);\n    style->Colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    style->Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    style->Colors[ImGuiCol_FrameBg] = ImVec4(0.10f, 0.09f, 0.12f, 1.00f);\n    style->Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.24f, 0.23f, 0.29f, 1.00f);\n    style->Colors[ImGuiCol_FrameBgActive] = ImVec4(0.56f, 0.56f, 0.58f, 1.00f);\n    style->Colors[ImGuiCol_TitleBg] = ImVec4(0.10f, 0.09f, 0.12f, 1.00f);\n    style->Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 0.98f, 0.95f, 0.75f);\n    style->Colors[ImGuiCol_TitleBgActive] = ImVec4(0.07f, 0.07f, 0.09f, 1.00f);\n    style->Colors[ImGuiCol_MenuBarBg] = ImVec4(0.10f, 0.09f, 0.12f, 1.00f);\n    style->Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.10f, 0.09f, 0.12f, 1.00f);\n    style->Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.80f, 0.80f, 0.83f, 0.31f);\n    style->Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.56f, 0.56f, 0.58f, 1.00f);\n    style->Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.06f, 0.05f, 0.07f, 1.00f);\n    style->Colors[ImGuiCol_CheckMark] = ImVec4(0.80f, 0.80f, 0.83f, 0.31f);\n    style->Colors[ImGuiCol_SliderGrab] = ImVec4(0.80f, 0.80f, 0.83f, 0.31f);\n    style->Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.06f, 0.05f, 0.07f, 1.00f);\n    style->Colors[ImGuiCol_Button] = ImVec4(0.10f, 0.09f, 0.12f, 1.00f);\n    style->Colors[ImGuiCol_ButtonHovered] = ImVec4(0.24f, 0.23f, 0.29f, 1.00f);\n    style->Colors[ImGuiCol_ButtonActive] = ImVec4(0.56f, 0.56f, 0.58f, 1.00f);\n    style->Colors[ImGuiCol_Header] = ImVec4(0.10f, 0.09f, 0.12f, 1.00f);\n    style->Colors[ImGuiCol_HeaderHovered] = ImVec4(0.56f, 0.56f, 0.58f, 1.00f);\n    style->Colors[ImGuiCol_HeaderActive] = ImVec4(0.06f, 0.05f, 0.07f, 1.00f);\n    style->Colors[ImGuiCol_ResizeGrip] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    style->Colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.56f, 0.56f, 0.58f, 1.00f);\n    style->Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.06f, 0.05f, 0.07f, 1.00f);\n    style->Colors[ImGuiCol_PlotLines] = ImVec4(0.40f, 0.39f, 0.38f, 0.63f);\n    style->Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.25f, 1.00f, 0.00f, 1.00f);\n    style->Colors[ImGuiCol_PlotHistogram] = ImVec4(0.40f, 0.39f, 0.38f, 0.63f);\n    style->Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(0.25f, 1.00f, 0.00f, 1.00f);\n    style->Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.25f, 1.00f, 0.00f, 0.43f);\n}\n\nvoid ImGui::StyleColorsClassic(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);\n    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);\n    colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);\n    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);\n    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);\n    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);\n    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);\n    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);\n    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);\n    colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);\n    colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);\n    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);\n    colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);\n    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);\n    colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);\n    colors[ImGuiCol_Separator]              = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);\n    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);\n    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);\n    colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\n    colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);\n    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.31f, 0.31f, 0.45f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.26f, 0.26f, 0.28f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);\n    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);\n}\n\n// Those light colors are better suited with a thicker font than the default one + FrameBorder\nvoid ImGui::StyleColorsLight(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);\n    colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);\n    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);\n    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);\n    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);\n    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);\n    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);\n    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);\n    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_SliderGrab]             = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);\n    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);\n    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);\n    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);\n    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_Separator]              = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);\n    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);\n    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);\n    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.90f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\n    colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);\n    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);\n    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);\n    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.57f, 0.57f, 0.64f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.68f, 0.68f, 0.74f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawList\n//-----------------------------------------------------------------------------\n\nImDrawListSharedData::ImDrawListSharedData()\n{\n    memset(this, 0, sizeof(*this));\n    for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)\n    {\n        const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);\n        ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));\n    }\n    ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);\n}\n\nvoid ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)\n{\n    if (CircleSegmentMaxError == max_error)\n        return;\n\n    IM_ASSERT(max_error > 0.0f);\n    CircleSegmentMaxError = max_error;\n    for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)\n    {\n        const float radius = (float)i;\n        CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);\n    }\n    ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);\n}\n\n// Initialize before use in a new frame. We always have a command ready in the buffer.\nvoid ImDrawList::_ResetForNewFrame()\n{\n    // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.\n    IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);\n    IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));\n    IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));\n\n    CmdBuffer.resize(0);\n    IdxBuffer.resize(0);\n    VtxBuffer.resize(0);\n    Flags = _Data->InitialFlags;\n    memset(&_CmdHeader, 0, sizeof(_CmdHeader));\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.resize(0);\n    _TextureIdStack.resize(0);\n    _Path.resize(0);\n    _Splitter.Clear();\n    CmdBuffer.push_back(ImDrawCmd());\n    _FringeScale = 1.0f;\n}\n\nvoid ImDrawList::_ClearFreeMemory()\n{\n    CmdBuffer.clear();\n    IdxBuffer.clear();\n    VtxBuffer.clear();\n    Flags = ImDrawListFlags_None;\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.clear();\n    _TextureIdStack.clear();\n    _Path.clear();\n    _Splitter.ClearFreeMemory();\n}\n\nImDrawList* ImDrawList::CloneOutput() const\n{\n    ImDrawList* dst = IM_NEW(ImDrawList(_Data));\n    dst->CmdBuffer = CmdBuffer;\n    dst->IdxBuffer = IdxBuffer;\n    dst->VtxBuffer = VtxBuffer;\n    dst->Flags = Flags;\n    return dst;\n}\n\nvoid ImDrawList::AddDrawCmd()\n{\n    ImDrawCmd draw_cmd;\n    draw_cmd.ClipRect = _CmdHeader.ClipRect;    // Same as calling ImDrawCmd_HeaderCopy()\n    draw_cmd.TextureId = _CmdHeader.TextureId;\n    draw_cmd.VtxOffset = _CmdHeader.VtxOffset;\n    draw_cmd.IdxOffset = IdxBuffer.Size;\n\n    IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);\n    CmdBuffer.push_back(draw_cmd);\n}\n\n// Pop trailing draw command (used before merging or presenting to user)\n// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL\nvoid ImDrawList::_PopUnusedDrawCmd()\n{\n    if (CmdBuffer.Size == 0)\n        return;\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)\n        CmdBuffer.pop_back();\n}\n\nvoid ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)\n{\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n    if (curr_cmd->ElemCount != 0)\n    {\n        AddDrawCmd();\n        curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    }\n    curr_cmd->UserCallback = callback;\n    curr_cmd->UserCallbackData = callback_data;\n\n    AddDrawCmd(); // Force a new command after us (see comment below)\n}\n\n// Compare ClipRect, TextureId and VtxOffset with a single memcmp()\n#define ImDrawCmd_HeaderSize                            (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))\n#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS)       (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize))    // Compare ClipRect, TextureId, VtxOffset\n#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC)          (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize))    // Copy ClipRect, TextureId, VtxOffset\n#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1)  (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)\n\n// Try to merge two last draw commands\nvoid ImDrawList::_TryMergeDrawCmds()\n{\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)\n    {\n        prev_cmd->ElemCount += curr_cmd->ElemCount;\n        CmdBuffer.pop_back();\n    }\n}\n\n// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.\n// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.\nvoid ImDrawList::_OnChangedClipRect()\n{\n    // If current command is used with different settings we need to add a new command\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)\n    {\n        CmdBuffer.pop_back();\n        return;\n    }\n\n    curr_cmd->ClipRect = _CmdHeader.ClipRect;\n}\n\nvoid ImDrawList::_OnChangedTextureID()\n{\n    // If current command is used with different settings we need to add a new command\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)\n    {\n        CmdBuffer.pop_back();\n        return;\n    }\n\n    curr_cmd->TextureId = _CmdHeader.TextureId;\n}\n\nvoid ImDrawList::_OnChangedVtxOffset()\n{\n    // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.\n    _VtxCurrentIdx = 0;\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349\n    if (curr_cmd->ElemCount != 0)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n    curr_cmd->VtxOffset = _CmdHeader.VtxOffset;\n}\n\nint ImDrawList::_CalcCircleAutoSegmentCount(float radius) const\n{\n    // Automatic segment count\n    const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy\n    if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))\n        return _Data->CircleSegmentCounts[radius_idx]; // Use cached value\n    else\n        return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);\n}\n\n// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)\nvoid ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)\n{\n    ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);\n    if (intersect_with_current_clip_rect)\n    {\n        ImVec4 current = _CmdHeader.ClipRect;\n        if (cr.x < current.x) cr.x = current.x;\n        if (cr.y < current.y) cr.y = current.y;\n        if (cr.z > current.z) cr.z = current.z;\n        if (cr.w > current.w) cr.w = current.w;\n    }\n    cr.z = ImMax(cr.x, cr.z);\n    cr.w = ImMax(cr.y, cr.w);\n\n    _ClipRectStack.push_back(cr);\n    _CmdHeader.ClipRect = cr;\n    _OnChangedClipRect();\n}\n\nvoid ImDrawList::PushClipRectFullScreen()\n{\n    PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));\n}\n\nvoid ImDrawList::PopClipRect()\n{\n    _ClipRectStack.pop_back();\n    _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];\n    _OnChangedClipRect();\n}\n\nvoid ImDrawList::PushTextureID(ImTextureID texture_id)\n{\n    _TextureIdStack.push_back(texture_id);\n    _CmdHeader.TextureId = texture_id;\n    _OnChangedTextureID();\n}\n\nvoid ImDrawList::PopTextureID()\n{\n    _TextureIdStack.pop_back();\n    _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];\n    _OnChangedTextureID();\n}\n\n// Reserve space for a number of vertices and indices.\n// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or\n// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.\nvoid ImDrawList::PrimReserve(int idx_count, int vtx_count)\n{\n    // Large mesh support (when enabled)\n    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);\n    if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))\n    {\n        // FIXME: In theory we should be testing that vtx_count <64k here.\n        // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us\n        // to not make that check until we rework the text functions to handle clipping and large horizontal lines better.\n        _CmdHeader.VtxOffset = VtxBuffer.Size;\n        _OnChangedVtxOffset();\n    }\n\n    ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    draw_cmd->ElemCount += idx_count;\n\n    int vtx_buffer_old_size = VtxBuffer.Size;\n    VtxBuffer.resize(vtx_buffer_old_size + vtx_count);\n    _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;\n\n    int idx_buffer_old_size = IdxBuffer.Size;\n    IdxBuffer.resize(idx_buffer_old_size + idx_count);\n    _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;\n}\n\n// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().\nvoid ImDrawList::PrimUnreserve(int idx_count, int vtx_count)\n{\n    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);\n\n    ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    draw_cmd->ElemCount -= idx_count;\n    VtxBuffer.shrink(VtxBuffer.Size - vtx_count);\n    IdxBuffer.shrink(IdxBuffer.Size - idx_count);\n}\n\n// Fully unrolled with inline call to keep our debug builds decently fast.\nvoid ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)\n{\n    ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\nvoid ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)\n{\n    ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\nvoid ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)\n{\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\n// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.\n// - Those macros expects l-values and need to be used as their own statement.\n// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.\n#define IM_NORMALIZE2F_OVER_ZERO(VX,VY)     { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0\n#define IM_FIXNORMAL2F_MAX_INVLEN2          100.0f // 500.0f (see #4053, #3366)\n#define IM_FIXNORMAL2F(VX,VY)               { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0\n\n// TODO: Thickness anti-aliased lines cap are missing their AA fringe.\n// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.\nvoid ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)\n{\n    if (points_count < 2)\n        return;\n\n    const bool closed = (flags & ImDrawFlags_Closed) != 0;\n    const ImVec2 opaque_uv = _Data->TexUvWhitePixel;\n    const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw\n    const bool thick_line = (thickness > _FringeScale);\n\n    if (Flags & ImDrawListFlags_AntiAliasedLines)\n    {\n        // Anti-aliased stroke\n        const float AA_SIZE = _FringeScale;\n        const ImU32 col_trans = col & ~IM_COL32_A_MASK;\n\n        // Thicknesses <1.0 should behave like thickness 1.0\n        thickness = ImMax(thickness, 1.0f);\n        const int integer_thickness = (int)thickness;\n        const float fractional_thickness = thickness - integer_thickness;\n\n        // Do we want to draw this line using a texture?\n        // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.\n        // - If AA_SIZE is not 1.0f we cannot use the texture path.\n        const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);\n\n        // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off\n        IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));\n\n        const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);\n        const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);\n        PrimReserve(idx_count, vtx_count);\n\n        // Temporary buffer\n        // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point\n        ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630\n        ImVec2* temp_points = temp_normals + points_count;\n\n        // Calculate normals (tangents) for each line segment\n        for (int i1 = 0; i1 < count; i1++)\n        {\n            const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;\n            float dx = points[i2].x - points[i1].x;\n            float dy = points[i2].y - points[i1].y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            temp_normals[i1].x = dy;\n            temp_normals[i1].y = -dx;\n        }\n        if (!closed)\n            temp_normals[points_count - 1] = temp_normals[points_count - 2];\n\n        // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point\n        if (use_texture || !thick_line)\n        {\n            // [PATH 1] Texture-based lines (thick or non-thick)\n            // [PATH 2] Non texture-based lines (non-thick)\n\n            // The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus \"one pixel\" for AA.\n            // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture\n            //   (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.\n            // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to\n            //   allow scaling geometry while preserving one-screen-pixel AA fringe).\n            const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;\n\n            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend\n            if (!closed)\n            {\n                temp_points[0] = points[0] + temp_normals[0] * half_draw_size;\n                temp_points[1] = points[0] - temp_normals[0] * half_draw_size;\n                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;\n                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;\n            }\n\n            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges\n            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment\n            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment\n            {\n                const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment\n                const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment\n\n                // Average normals\n                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;\n                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;\n                IM_FIXNORMAL2F(dm_x, dm_y);\n                dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area\n                dm_y *= half_draw_size;\n\n                // Add temporary vertexes for the outer edges\n                ImVec2* out_vtx = &temp_points[i2 * 2];\n                out_vtx[0].x = points[i2].x + dm_x;\n                out_vtx[0].y = points[i2].y + dm_y;\n                out_vtx[1].x = points[i2].x - dm_x;\n                out_vtx[1].y = points[i2].y - dm_y;\n\n                if (use_texture)\n                {\n                    // Add indices for two triangles\n                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri\n                    _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri\n                    _IdxWritePtr += 6;\n                }\n                else\n                {\n                    // Add indexes for four triangles\n                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1\n                    _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2\n                    _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1\n                    _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2\n                    _IdxWritePtr += 12;\n                }\n\n                idx1 = idx2;\n            }\n\n            // Add vertexes for each point on the line\n            if (use_texture)\n            {\n                // If we're using textures we only need to emit the left/right edge vertices\n                ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];\n                /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!\n                {\n                    const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];\n                    tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()\n                    tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;\n                    tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;\n                    tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;\n                }*/\n                ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);\n                ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);\n                for (int i = 0; i < points_count; i++)\n                {\n                    _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge\n                    _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge\n                    _VtxWritePtr += 2;\n                }\n            }\n            else\n            {\n                // If we're not using a texture, we need the center vertex as well\n                for (int i = 0; i < points_count; i++)\n                {\n                    _VtxWritePtr[0].pos = points[i];              _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;       // Center of line\n                    _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge\n                    _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge\n                    _VtxWritePtr += 3;\n                }\n            }\n        }\n        else\n        {\n            // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point\n            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;\n\n            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend\n            if (!closed)\n            {\n                const int points_last = points_count - 1;\n                temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);\n                temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);\n                temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);\n                temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);\n                temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);\n                temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);\n                temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);\n                temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);\n            }\n\n            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges\n            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment\n            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment\n            {\n                const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment\n                const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment\n\n                // Average normals\n                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;\n                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;\n                IM_FIXNORMAL2F(dm_x, dm_y);\n                float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);\n                float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);\n                float dm_in_x = dm_x * half_inner_thickness;\n                float dm_in_y = dm_y * half_inner_thickness;\n\n                // Add temporary vertices\n                ImVec2* out_vtx = &temp_points[i2 * 4];\n                out_vtx[0].x = points[i2].x + dm_out_x;\n                out_vtx[0].y = points[i2].y + dm_out_y;\n                out_vtx[1].x = points[i2].x + dm_in_x;\n                out_vtx[1].y = points[i2].y + dm_in_y;\n                out_vtx[2].x = points[i2].x - dm_in_x;\n                out_vtx[2].y = points[i2].y - dm_in_y;\n                out_vtx[3].x = points[i2].x - dm_out_x;\n                out_vtx[3].y = points[i2].y - dm_out_y;\n\n                // Add indexes\n                _IdxWritePtr[0]  = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1]  = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2]  = (ImDrawIdx)(idx1 + 2);\n                _IdxWritePtr[3]  = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4]  = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5]  = (ImDrawIdx)(idx2 + 1);\n                _IdxWritePtr[6]  = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7]  = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8]  = (ImDrawIdx)(idx1 + 0);\n                _IdxWritePtr[9]  = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);\n                _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);\n                _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);\n                _IdxWritePtr += 18;\n\n                idx1 = idx2;\n            }\n\n            // Add vertices\n            for (int i = 0; i < points_count; i++)\n            {\n                _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;\n                _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;\n                _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;\n                _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;\n                _VtxWritePtr += 4;\n            }\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n    else\n    {\n        // [PATH 4] Non texture-based, Non anti-aliased lines\n        const int idx_count = count * 6;\n        const int vtx_count = count * 4;    // FIXME-OPT: Not sharing edges\n        PrimReserve(idx_count, vtx_count);\n\n        for (int i1 = 0; i1 < count; i1++)\n        {\n            const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;\n            const ImVec2& p1 = points[i1];\n            const ImVec2& p2 = points[i2];\n\n            float dx = p2.x - p1.x;\n            float dy = p2.y - p1.y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            dx *= (thickness * 0.5f);\n            dy *= (thickness * 0.5f);\n\n            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;\n            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;\n            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;\n            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;\n            _VtxWritePtr += 4;\n\n            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);\n            _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);\n            _IdxWritePtr += 6;\n            _VtxCurrentIdx += 4;\n        }\n    }\n}\n\n// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.\nvoid ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)\n{\n    if (points_count < 3)\n        return;\n\n    const ImVec2 uv = _Data->TexUvWhitePixel;\n\n    if (Flags & ImDrawListFlags_AntiAliasedFill)\n    {\n        // Anti-aliased Fill\n        const float AA_SIZE = _FringeScale;\n        const ImU32 col_trans = col & ~IM_COL32_A_MASK;\n        const int idx_count = (points_count - 2)*3 + points_count * 6;\n        const int vtx_count = (points_count * 2);\n        PrimReserve(idx_count, vtx_count);\n\n        // Add indexes for fill\n        unsigned int vtx_inner_idx = _VtxCurrentIdx;\n        unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;\n        for (int i = 2; i < points_count; i++)\n        {\n            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));\n            _IdxWritePtr += 3;\n        }\n\n        // Compute normals\n        ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630\n        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)\n        {\n            const ImVec2& p0 = points[i0];\n            const ImVec2& p1 = points[i1];\n            float dx = p1.x - p0.x;\n            float dy = p1.y - p0.y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            temp_normals[i0].x = dy;\n            temp_normals[i0].y = -dx;\n        }\n\n        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)\n        {\n            // Average normals\n            const ImVec2& n0 = temp_normals[i0];\n            const ImVec2& n1 = temp_normals[i1];\n            float dm_x = (n0.x + n1.x) * 0.5f;\n            float dm_y = (n0.y + n1.y) * 0.5f;\n            IM_FIXNORMAL2F(dm_x, dm_y);\n            dm_x *= AA_SIZE * 0.5f;\n            dm_y *= AA_SIZE * 0.5f;\n\n            // Add vertices\n            _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner\n            _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer\n            _VtxWritePtr += 2;\n\n            // Add indexes for fringes\n            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));\n            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));\n            _IdxWritePtr += 6;\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n    else\n    {\n        // Non Anti-aliased Fill\n        const int idx_count = (points_count - 2)*3;\n        const int vtx_count = points_count;\n        PrimReserve(idx_count, vtx_count);\n        for (int i = 0; i < vtx_count; i++)\n        {\n            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n            _VtxWritePtr++;\n        }\n        for (int i = 2; i < points_count; i++)\n        {\n            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);\n            _IdxWritePtr += 3;\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n}\n\nvoid ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)\n{\n    if (radius <= 0.0f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    // Calculate arc auto segment step size\n    if (a_step <= 0)\n        a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);\n\n    // Make sure we never do steps larger than one quarter of the circle\n    a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);\n\n    const int sample_range = ImAbs(a_max_sample - a_min_sample);\n    const int a_next_step = a_step;\n\n    int samples = sample_range + 1;\n    bool extra_max_sample = false;\n    if (a_step > 1)\n    {\n        samples            = sample_range / a_step + 1;\n        const int overstep = sample_range % a_step;\n\n        if (overstep > 0)\n        {\n            extra_max_sample = true;\n            samples++;\n\n            // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,\n            // distribute first step range evenly between them by reducing first step size.\n            if (sample_range > 0)\n                a_step -= (a_step - overstep) / 2;\n        }\n    }\n\n    _Path.resize(_Path.Size + samples);\n    ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);\n\n    int sample_index = a_min_sample;\n    if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)\n    {\n        sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        if (sample_index < 0)\n            sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n    }\n\n    if (a_max_sample >= a_min_sample)\n    {\n        for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)\n        {\n            // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more\n            if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)\n                sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n\n            const ImVec2 s = _Data->ArcFastVtx[sample_index];\n            out_ptr->x = center.x + s.x * radius;\n            out_ptr->y = center.y + s.y * radius;\n            out_ptr++;\n        }\n    }\n    else\n    {\n        for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)\n        {\n            // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more\n            if (sample_index < 0)\n                sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n\n            const ImVec2 s = _Data->ArcFastVtx[sample_index];\n            out_ptr->x = center.x + s.x * radius;\n            out_ptr->y = center.y + s.y * radius;\n            out_ptr++;\n        }\n    }\n\n    if (extra_max_sample)\n    {\n        int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        if (normalized_max_sample < 0)\n            normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n\n        const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];\n        out_ptr->x = center.x + s.x * radius;\n        out_ptr->y = center.y + s.y * radius;\n        out_ptr++;\n    }\n\n    IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);\n}\n\nvoid ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)\n{\n    if (radius <= 0.0f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    // Note that we are adding a point at both a_min and a_max.\n    // If you are trying to draw a full closed circle you don't want the overlapping points!\n    _Path.reserve(_Path.Size + (num_segments + 1));\n    for (int i = 0; i <= num_segments; i++)\n    {\n        const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);\n        _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));\n    }\n}\n\n// 0: East, 3: South, 6: West, 9: North, 12: East\nvoid ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)\n{\n    if (radius <= 0.0f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n    _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);\n}\n\nvoid ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)\n{\n    if (radius <= 0.0f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    if (num_segments > 0)\n    {\n        _PathArcToN(center, radius, a_min, a_max, num_segments);\n        return;\n    }\n\n    // Automatic segment count\n    if (radius <= _Data->ArcFastRadiusCutoff)\n    {\n        const bool a_is_reverse = a_max < a_min;\n\n        // We are going to use precomputed values for mid samples.\n        // Determine first and last sample in lookup table that belong to the arc.\n        const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);\n        const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);\n\n        const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f);\n        const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f);\n        const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);\n\n        const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;\n        const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;\n\n        _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));\n        if (a_emit_start)\n            _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));\n        if (a_mid_samples > 0)\n            _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);\n        if (a_emit_end)\n            _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));\n    }\n    else\n    {\n        const float arc_length = ImAbs(a_max - a_min);\n        const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);\n        const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));\n        _PathArcToN(center, radius, a_min, a_max, arc_segment_count);\n    }\n}\n\nImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)\n{\n    float u = 1.0f - t;\n    float w1 = u * u * u;\n    float w2 = 3 * u * u * t;\n    float w3 = 3 * u * t * t;\n    float w4 = t * t * t;\n    return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);\n}\n\nImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)\n{\n    float u = 1.0f - t;\n    float w1 = u * u;\n    float w2 = 2 * u * t;\n    float w3 = t * t;\n    return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);\n}\n\n// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp\nstatic void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)\n{\n    float dx = x4 - x1;\n    float dy = y4 - y1;\n    float d2 = (x2 - x4) * dy - (y2 - y4) * dx;\n    float d3 = (x3 - x4) * dy - (y3 - y4) * dx;\n    d2 = (d2 >= 0) ? d2 : -d2;\n    d3 = (d3 >= 0) ? d3 : -d3;\n    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))\n    {\n        path->push_back(ImVec2(x4, y4));\n    }\n    else if (level < 10)\n    {\n        float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;\n        float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;\n        float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;\n        float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;\n        float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;\n        float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;\n        PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);\n        PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);\n    }\n}\n\nstatic void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)\n{\n    float dx = x3 - x1, dy = y3 - y1;\n    float det = (x2 - x3) * dy - (y2 - y3) * dx;\n    if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))\n    {\n        path->push_back(ImVec2(x3, y3));\n    }\n    else if (level < 10)\n    {\n        float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;\n        float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;\n        float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;\n        PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);\n        PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);\n    }\n}\n\nvoid ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)\n{\n    ImVec2 p1 = _Path.back();\n    if (num_segments == 0)\n    {\n        PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated\n    }\n    else\n    {\n        float t_step = 1.0f / (float)num_segments;\n        for (int i_step = 1; i_step <= num_segments; i_step++)\n            _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));\n    }\n}\n\nvoid ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)\n{\n    ImVec2 p1 = _Path.back();\n    if (num_segments == 0)\n    {\n        PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated\n    }\n    else\n    {\n        float t_step = 1.0f / (float)num_segments;\n        for (int i_step = 1; i_step <= num_segments; i_step++)\n            _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));\n    }\n}\n\nIM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));\nstatic inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)\n{\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)\n    //   ~0   --> ImDrawFlags_RoundCornersAll or 0\n    if (flags == ~0)\n        return ImDrawFlags_RoundCornersAll;\n\n    // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations)\n    //   0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!)\n    //   0x02 --> ImDrawFlags_RoundCornersTopRight\n    //   0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight\n    //   0x04 --> ImDrawFlags_RoundCornersBotLeft\n    //   0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft\n    //   ...\n    //   0x0F --> ImDrawFlags_RoundCornersAll or 0\n    // (See all values in ImDrawCornerFlags_)\n    if (flags >= 0x01 && flags <= 0x0F)\n        return (flags << 4);\n\n    // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'\n#endif\n\n    // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.\n    // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc...\n    IM_ASSERT((flags & 0x0F) == 0 && \"Misuse of legacy hardcoded ImDrawCornerFlags values!\");\n\n    if ((flags & ImDrawFlags_RoundCornersMask_) == 0)\n        flags |= ImDrawFlags_RoundCornersAll;\n\n    return flags;\n}\n\nvoid ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)\n{\n    flags = FixRectCornerFlags(flags);\n    rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop)  == ImDrawFlags_RoundCornersTop)  || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);\n    rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight)  == ImDrawFlags_RoundCornersRight)  ? 0.5f : 1.0f ) - 1.0f);\n\n    if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)\n    {\n        PathLineTo(a);\n        PathLineTo(ImVec2(b.x, a.y));\n        PathLineTo(b);\n        PathLineTo(ImVec2(a.x, b.y));\n    }\n    else\n    {\n        const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft)     ? rounding : 0.0f;\n        const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight)    ? rounding : 0.0f;\n        const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;\n        const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft)  ? rounding : 0.0f;\n        PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);\n        PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);\n        PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);\n        PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);\n    }\n}\n\nvoid ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    PathLineTo(p1 + ImVec2(0.5f, 0.5f));\n    PathLineTo(p2 + ImVec2(0.5f, 0.5f));\n    PathStroke(col, 0, thickness);\n}\n\n// p_min = upper-left, p_max = lower-right\n// Note we don't render 1 pixels sized rectangles properly.\nvoid ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    if (Flags & ImDrawListFlags_AntiAliasedLines)\n        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);\n    else\n        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)\n    {\n        PrimReserve(6, 4);\n        PrimRect(p_min, p_max, col);\n    }\n    else\n    {\n        PathRect(p_min, p_max, rounding, flags);\n        PathFillConvex(col);\n    }\n}\n\n// p_min = upper-left, p_max = lower-right\nvoid ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)\n{\n    if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)\n        return;\n\n    const ImVec2 uv = _Data->TexUvWhitePixel;\n    PrimReserve(6, 4);\n    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));\n    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));\n    PrimWriteVtx(p_min, uv, col_upr_left);\n    PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);\n    PrimWriteVtx(p_max, uv, col_bot_right);\n    PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);\n}\n\nvoid ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)\n        return;\n\n    if (num_segments <= 0)\n    {\n        // Use arc with automatic segment count\n        _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);\n        _Path.Size--;\n    }\n    else\n    {\n        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)\n        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);\n\n        // Because we are filling a closed shape we remove 1 from the count of segments/points\n        const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n        PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);\n    }\n\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)\n        return;\n\n    if (num_segments <= 0)\n    {\n        // Use arc with automatic segment count\n        _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);\n        _Path.Size--;\n    }\n    else\n    {\n        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)\n        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);\n\n        // Because we are filling a closed shape we remove 1 from the count of segments/points\n        const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n        PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);\n    }\n\n    PathFillConvex(col);\n}\n\n// Guaranteed to honor 'num_segments'\nvoid ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)\n        return;\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\n// Guaranteed to honor 'num_segments'\nvoid ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)\n        return;\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);\n    PathFillConvex(col);\n}\n\n// Cubic Bezier takes 4 controls points\nvoid ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathBezierCubicCurveTo(p2, p3, p4, num_segments);\n    PathStroke(col, 0, thickness);\n}\n\n// Quadratic Bezier takes 3 controls points\nvoid ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathBezierQuadraticCurveTo(p2, p3, num_segments);\n    PathStroke(col, 0, thickness);\n}\n\nvoid ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    if (text_end == NULL)\n        text_end = text_begin + strlen(text_begin);\n    if (text_begin == text_end)\n        return;\n\n    // Pull default font/size from the shared ImDrawListSharedData instance\n    if (font == NULL)\n        font = _Data->Font;\n    if (font_size == 0.0f)\n        font_size = _Data->FontSize;\n\n    IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId);  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.\n\n    ImVec4 clip_rect = _CmdHeader.ClipRect;\n    if (cpu_fine_clip_rect)\n    {\n        clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);\n        clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);\n        clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);\n        clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);\n    }\n    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);\n}\n\nvoid ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)\n{\n    AddText(NULL, 0.0f, pos, col, text_begin, text_end);\n}\n\nvoid ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimRectUV(p_min, p_max, uv_min, uv_max, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\nvoid ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\nvoid ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    flags = FixRectCornerFlags(flags);\n    if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)\n    {\n        AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);\n        return;\n    }\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    int vert_start_idx = VtxBuffer.Size;\n    PathRect(p_min, p_max, rounding, flags);\n    PathFillConvex(col);\n    int vert_end_idx = VtxBuffer.Size;\n    ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawListSplitter\n//-----------------------------------------------------------------------------\n// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..\n//-----------------------------------------------------------------------------\n\nvoid ImDrawListSplitter::ClearFreeMemory()\n{\n    for (int i = 0; i < _Channels.Size; i++)\n    {\n        if (i == _Current)\n            memset(&_Channels[i], 0, sizeof(_Channels[i]));  // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again\n        _Channels[i]._CmdBuffer.clear();\n        _Channels[i]._IdxBuffer.clear();\n    }\n    _Current = 0;\n    _Count = 1;\n    _Channels.clear();\n}\n\nvoid ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)\n{\n    IM_UNUSED(draw_list);\n    IM_ASSERT(_Current == 0 && _Count <= 1 && \"Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.\");\n    int old_channels_count = _Channels.Size;\n    if (old_channels_count < channels_count)\n    {\n        _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable\n        _Channels.resize(channels_count);\n    }\n    _Count = channels_count;\n\n    // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer\n    // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.\n    // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer\n    memset(&_Channels[0], 0, sizeof(ImDrawChannel));\n    for (int i = 1; i < channels_count; i++)\n    {\n        if (i >= old_channels_count)\n        {\n            IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();\n        }\n        else\n        {\n            _Channels[i]._CmdBuffer.resize(0);\n            _Channels[i]._IdxBuffer.resize(0);\n        }\n    }\n}\n\nvoid ImDrawListSplitter::Merge(ImDrawList* draw_list)\n{\n    // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.\n    if (_Count <= 1)\n        return;\n\n    SetCurrentChannel(draw_list, 0);\n    draw_list->_PopUnusedDrawCmd();\n\n    // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.\n    int new_cmd_buffer_count = 0;\n    int new_idx_buffer_count = 0;\n    ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;\n    int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;\n    for (int i = 1; i < _Count; i++)\n    {\n        ImDrawChannel& ch = _Channels[i];\n        if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()\n            ch._CmdBuffer.pop_back();\n\n        if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)\n        {\n            // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.\n            // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.\n            ImDrawCmd* next_cmd = &ch._CmdBuffer[0];\n            if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)\n            {\n                // Merge previous channel last draw command with current channel first draw command if matching.\n                last_cmd->ElemCount += next_cmd->ElemCount;\n                idx_offset += next_cmd->ElemCount;\n                ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.\n            }\n        }\n        if (ch._CmdBuffer.Size > 0)\n            last_cmd = &ch._CmdBuffer.back();\n        new_cmd_buffer_count += ch._CmdBuffer.Size;\n        new_idx_buffer_count += ch._IdxBuffer.Size;\n        for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)\n        {\n            ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;\n            idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;\n        }\n    }\n    draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);\n    draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);\n\n    // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)\n    ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;\n    ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;\n    for (int i = 1; i < _Count; i++)\n    {\n        ImDrawChannel& ch = _Channels[i];\n        if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }\n        if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }\n    }\n    draw_list->_IdxWritePtr = idx_write;\n\n    // Ensure there's always a non-callback draw command trailing the command-buffer\n    if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)\n        draw_list->AddDrawCmd();\n\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount == 0)\n        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset\n    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)\n        draw_list->AddDrawCmd();\n\n    _Count = 1;\n}\n\nvoid ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)\n{\n    IM_ASSERT(idx >= 0 && idx < _Count);\n    if (_Current == idx)\n        return;\n\n    // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()\n    memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));\n    memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));\n    _Current = idx;\n    memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));\n    memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));\n    draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;\n\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];\n    if (curr_cmd == NULL)\n        draw_list->AddDrawCmd();\n    else if (curr_cmd->ElemCount == 0)\n        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset\n    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)\n        draw_list->AddDrawCmd();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawData\n//-----------------------------------------------------------------------------\n\n// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!\nvoid ImDrawData::DeIndexAllBuffers()\n{\n    ImVector<ImDrawVert> new_vtx_buffer;\n    TotalVtxCount = TotalIdxCount = 0;\n    for (int i = 0; i < CmdListsCount; i++)\n    {\n        ImDrawList* cmd_list = CmdLists[i];\n        if (cmd_list->IdxBuffer.empty())\n            continue;\n        new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);\n        for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)\n            new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];\n        cmd_list->VtxBuffer.swap(new_vtx_buffer);\n        cmd_list->IdxBuffer.resize(0);\n        TotalVtxCount += cmd_list->VtxBuffer.Size;\n    }\n}\n\n// Helper to scale the ClipRect field of each ImDrawCmd.\n// Use if your final output buffer is at a different scale than draw_data->DisplaySize,\n// or if there is a difference between your window resolution and framebuffer resolution.\nvoid ImDrawData::ScaleClipRects(const ImVec2& fb_scale)\n{\n    for (int i = 0; i < CmdListsCount; i++)\n    {\n        ImDrawList* cmd_list = CmdLists[i];\n        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n        {\n            ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];\n            cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Helpers ShadeVertsXXX functions\n//-----------------------------------------------------------------------------\n\n// Generic linear color gradient, write to RGB fields, leave A untouched.\nvoid ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)\n{\n    ImVec2 gradient_extent = gradient_p1 - gradient_p0;\n    float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);\n    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;\n    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;\n    const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;\n    const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;\n    const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;\n    const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;\n    const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;\n    const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;\n    for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)\n    {\n        float d = ImDot(vert->pos - gradient_p0, gradient_extent);\n        float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);\n        int r = (int)(col0_r + col_delta_r * t);\n        int g = (int)(col0_g + col_delta_g * t);\n        int b = (int)(col0_b + col_delta_b * t);\n        vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);\n    }\n}\n\n// Distribute UV over (a, b) rectangle\nvoid ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)\n{\n    const ImVec2 size = b - a;\n    const ImVec2 uv_size = uv_b - uv_a;\n    const ImVec2 scale = ImVec2(\n        size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,\n        size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);\n\n    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;\n    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;\n    if (clamp)\n    {\n        const ImVec2 min = ImMin(uv_a, uv_b);\n        const ImVec2 max = ImMax(uv_a, uv_b);\n        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)\n            vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);\n    }\n    else\n    {\n        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)\n            vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontConfig\n//-----------------------------------------------------------------------------\n\nImFontConfig::ImFontConfig()\n{\n    memset(this, 0, sizeof(*this));\n    FontDataOwnedByAtlas = true;\n    OversampleH = 3; // FIXME: 2 may be a better default?\n    OversampleV = 1;\n    GlyphMaxAdvanceX = FLT_MAX;\n    RasterizerMultiply = 1.0f;\n    EllipsisChar = (ImWchar)-1;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontAtlas\n//-----------------------------------------------------------------------------\n\n// A work of art lies ahead! (. = white layer, X = black layer, others are blank)\n// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.\n// (This is used when io.MouseDrawCursor = true)\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;\nstatic const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =\n{\n    \"..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX-     XX          - XX       XX \"\n    \"..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X-    X..X         -X..X     X..X\"\n    \"---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X-    X..X         -X...X   X...X\"\n    \"X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X-    X..X         - X...X X...X \"\n    \"XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X-    X..X         -  X...X...X  \"\n    \"X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X-    X..XXX       -   X.....X   \"\n    \"X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX-    X..X..XXX    -    X...X    \"\n    \"X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      -    X..X..X..XX  -     X.X     \"\n    \"X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       -    X..X..X..X.X -    X...X    \"\n    \"X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        -XXX X..X..X..X..X-   X.....X   \"\n    \"X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         -X..XX........X..X-  X...X...X  \"\n    \"X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          -X...X...........X- X...X X...X \"\n    \"X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           - X..............X-X...X   X...X\"\n    \"X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            -  X.............X-X..X     X..X\"\n    \"X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           -  X.............X- XX       XX \"\n    \"X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          -   X............X--------------\"\n    \"X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          -   X...........X -             \"\n    \"X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       -------------------------------------    X..........X -             \"\n    \"X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           -    X..........X -             \"\n    \"XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           -     X........X  -             \"\n    \"      X..X  -       -  X...X  -         X...X         -  X..X           X..X  -           -     X........X  -             \"\n    \"       XX   -       -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           -     XXXXXXXXXX  -             \"\n    \"-------------       -    X    -           X           -X.....................X-           -------------------             \"\n    \"                    ----------------------------------- X...XXXXXXXXXXXXX...X -                                           \"\n    \"                                                      -  X..X           X..X  -                                           \"\n    \"                                                      -   X.X           X.X   -                                           \"\n    \"                                                      -    XX           XX    -                                           \"\n};\n\nstatic const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =\n{\n    // Pos ........ Size ......... Offset ......\n    { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow\n    { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput\n    { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll\n    { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS\n    { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW\n    { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW\n    { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE\n    { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand\n    { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed\n};\n\nImFontAtlas::ImFontAtlas()\n{\n    memset(this, 0, sizeof(*this));\n    TexGlyphPadding = 1;\n    PackIdMouseCursors = PackIdLines = -1;\n}\n\nImFontAtlas::~ImFontAtlas()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    Clear();\n}\n\nvoid    ImFontAtlas::ClearInputData()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    for (int i = 0; i < ConfigData.Size; i++)\n        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)\n        {\n            IM_FREE(ConfigData[i].FontData);\n            ConfigData[i].FontData = NULL;\n        }\n\n    // When clearing this we lose access to the font name and other information used to build the font.\n    for (int i = 0; i < Fonts.Size; i++)\n        if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)\n        {\n            Fonts[i]->ConfigData = NULL;\n            Fonts[i]->ConfigDataCount = 0;\n        }\n    ConfigData.clear();\n    CustomRects.clear();\n    PackIdMouseCursors = PackIdLines = -1;\n    // Important: we leave TexReady untouched\n}\n\nvoid    ImFontAtlas::ClearTexData()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    if (TexPixelsAlpha8)\n        IM_FREE(TexPixelsAlpha8);\n    if (TexPixelsRGBA32)\n        IM_FREE(TexPixelsRGBA32);\n    TexPixelsAlpha8 = NULL;\n    TexPixelsRGBA32 = NULL;\n    TexPixelsUseColors = false;\n    // Important: we leave TexReady untouched\n}\n\nvoid    ImFontAtlas::ClearFonts()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    Fonts.clear_delete();\n    TexReady = false;\n}\n\nvoid    ImFontAtlas::Clear()\n{\n    ClearInputData();\n    ClearTexData();\n    ClearFonts();\n}\n\nvoid    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)\n{\n    // Build atlas on demand\n    if (TexPixelsAlpha8 == NULL)\n        Build();\n\n    *out_pixels = TexPixelsAlpha8;\n    if (out_width) *out_width = TexWidth;\n    if (out_height) *out_height = TexHeight;\n    if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;\n}\n\nvoid    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)\n{\n    // Convert to RGBA32 format on demand\n    // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp\n    if (!TexPixelsRGBA32)\n    {\n        unsigned char* pixels = NULL;\n        GetTexDataAsAlpha8(&pixels, NULL, NULL);\n        if (pixels)\n        {\n            TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);\n            const unsigned char* src = pixels;\n            unsigned int* dst = TexPixelsRGBA32;\n            for (int n = TexWidth * TexHeight; n > 0; n--)\n                *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));\n        }\n    }\n\n    *out_pixels = (unsigned char*)TexPixelsRGBA32;\n    if (out_width) *out_width = TexWidth;\n    if (out_height) *out_height = TexHeight;\n    if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;\n}\n\nImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);\n    IM_ASSERT(font_cfg->SizePixels > 0.0f);\n\n    // Create new font\n    if (!font_cfg->MergeMode)\n        Fonts.push_back(IM_NEW(ImFont));\n    else\n        IM_ASSERT(!Fonts.empty() && \"Cannot use MergeMode for the first font\"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.\n\n    ConfigData.push_back(*font_cfg);\n    ImFontConfig& new_font_cfg = ConfigData.back();\n    if (new_font_cfg.DstFont == NULL)\n        new_font_cfg.DstFont = Fonts.back();\n    if (!new_font_cfg.FontDataOwnedByAtlas)\n    {\n        new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);\n        new_font_cfg.FontDataOwnedByAtlas = true;\n        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);\n    }\n\n    if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)\n        new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;\n\n    // Invalidate texture\n    TexReady = false;\n    ClearTexData();\n    return new_font_cfg.DstFont;\n}\n\n// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)\nstatic unsigned int stb_decompress_length(const unsigned char* input);\nstatic unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);\nstatic const char*  GetDefaultCompressedFontDataTTFBase85();\nstatic unsigned int Decode85Byte(char c)                                    { return c >= '\\\\' ? c-36 : c-35; }\nstatic void         Decode85(const unsigned char* src, unsigned char* dst)\n{\n    while (*src)\n    {\n        unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));\n        dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.\n        src += 5;\n        dst += 4;\n    }\n}\n\n// Load embedded ProggyClean.ttf at size 13, disable oversampling\nImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)\n{\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    if (!font_cfg_template)\n    {\n        font_cfg.OversampleH = font_cfg.OversampleV = 1;\n        font_cfg.PixelSnapH = true;\n    }\n    if (font_cfg.SizePixels <= 0.0f)\n        font_cfg.SizePixels = 13.0f * 1.0f;\n    if (font_cfg.Name[0] == '\\0')\n        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), \"ProggyClean.ttf, %dpx\", (int)font_cfg.SizePixels);\n    font_cfg.EllipsisChar = (ImWchar)0x0085;\n    font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f);  // Add +1 offset per 13 units\n\n    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();\n    const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();\n    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);\n    return font;\n}\n\nImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    size_t data_size = 0;\n    void* data = ImFileLoadToMemory(filename, \"rb\", &data_size, 0);\n    if (!data)\n    {\n        IM_ASSERT_USER_ERROR(0, \"Could not load font file!\");\n        return NULL;\n    }\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    if (font_cfg.Name[0] == '\\0')\n    {\n        // Store a short copy of filename into into the font name for convenience\n        const char* p;\n        for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\\\'; p--) {}\n        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), \"%s, %.0fpx\", p, size_pixels);\n    }\n    return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);\n}\n\n// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().\nImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    IM_ASSERT(font_cfg.FontData == NULL);\n    font_cfg.FontData = ttf_data;\n    font_cfg.FontDataSize = ttf_size;\n    font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;\n    if (glyph_ranges)\n        font_cfg.GlyphRanges = glyph_ranges;\n    return AddFont(&font_cfg);\n}\n\nImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);\n    unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);\n    stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);\n\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    IM_ASSERT(font_cfg.FontData == NULL);\n    font_cfg.FontDataOwnedByAtlas = true;\n    return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);\n}\n\nImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)\n{\n    int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;\n    void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);\n    Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);\n    ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);\n    IM_FREE(compressed_ttf);\n    return font;\n}\n\nint ImFontAtlas::AddCustomRectRegular(int width, int height)\n{\n    IM_ASSERT(width > 0 && width <= 0xFFFF);\n    IM_ASSERT(height > 0 && height <= 0xFFFF);\n    ImFontAtlasCustomRect r;\n    r.Width = (unsigned short)width;\n    r.Height = (unsigned short)height;\n    CustomRects.push_back(r);\n    return CustomRects.Size - 1; // Return index\n}\n\nint ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)\n{\n#ifdef IMGUI_USE_WCHAR32\n    IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);\n#endif\n    IM_ASSERT(font != NULL);\n    IM_ASSERT(width > 0 && width <= 0xFFFF);\n    IM_ASSERT(height > 0 && height <= 0xFFFF);\n    ImFontAtlasCustomRect r;\n    r.Width = (unsigned short)width;\n    r.Height = (unsigned short)height;\n    r.GlyphID = id;\n    r.GlyphAdvanceX = advance_x;\n    r.GlyphOffset = offset;\n    r.Font = font;\n    CustomRects.push_back(r);\n    return CustomRects.Size - 1; // Return index\n}\n\nvoid ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const\n{\n    IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates\n    IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed\n    *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);\n    *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);\n}\n\nbool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])\n{\n    if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)\n        return false;\n    if (Flags & ImFontAtlasFlags_NoMouseCursors)\n        return false;\n\n    IM_ASSERT(PackIdMouseCursors != -1);\n    ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);\n    ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);\n    ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];\n    *out_size = size;\n    *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];\n    out_uv_border[0] = (pos) * TexUvScale;\n    out_uv_border[1] = (pos + size) * TexUvScale;\n    pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;\n    out_uv_fill[0] = (pos) * TexUvScale;\n    out_uv_fill[1] = (pos + size) * TexUvScale;\n    return true;\n}\n\nbool    ImFontAtlas::Build()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n\n    // Default font is none are specified\n    if (ConfigData.Size == 0)\n        AddFontDefault();\n\n    // Select builder\n    // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which\n    //   may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are\n    //   using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere\n    //   and point to it instead of pointing directly to return value of the GetBuilderXXX functions.\n    const ImFontBuilderIO* builder_io = FontBuilderIO;\n    if (builder_io == NULL)\n    {\n#ifdef IMGUI_ENABLE_FREETYPE\n        builder_io = ImGuiFreeType::GetBuilderForFreeType();\n#elif defined(IMGUI_ENABLE_STB_TRUETYPE)\n        builder_io = ImFontAtlasGetBuilderForStbTruetype();\n#else\n        IM_ASSERT(0); // Invalid Build function\n#endif\n    }\n\n    // Build\n    return builder_io->FontBuilder_Build(this);\n}\n\nvoid    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)\n{\n    for (unsigned int i = 0; i < 256; i++)\n    {\n        unsigned int value = (unsigned int)(i * in_brighten_factor);\n        out_table[i] = value > 255 ? 255 : (value & 0xFF);\n    }\n}\n\nvoid    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)\n{\n    unsigned char* data = pixels + x + y * stride;\n    for (int j = h; j > 0; j--, data += stride)\n        for (int i = 0; i < w; i++)\n            data[i] = table[data[i]];\n}\n\n#ifdef IMGUI_ENABLE_STB_TRUETYPE\n// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)\n// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)\nstruct ImFontBuildSrcData\n{\n    stbtt_fontinfo      FontInfo;\n    stbtt_pack_range    PackRange;          // Hold the list of codepoints to pack (essentially points to Codepoints.Data)\n    stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.\n    stbtt_packedchar*   PackedChars;        // Output glyphs\n    const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)\n    int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]\n    int                 GlyphsHighest;      // Highest requested codepoint\n    int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)\n    ImBitVector         GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)\n    ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsMap)\n};\n\n// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)\nstruct ImFontBuildDstData\n{\n    int                 SrcCount;           // Number of source fonts targeting this destination font.\n    int                 GlyphsHighest;\n    int                 GlyphsCount;\n    ImBitVector         GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.\n};\n\nstatic void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)\n{\n    IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));\n    const ImU32* it_begin = in->Storage.begin();\n    const ImU32* it_end = in->Storage.end();\n    for (const ImU32* it = it_begin; it < it_end; it++)\n        if (ImU32 entries_32 = *it)\n            for (ImU32 bit_n = 0; bit_n < 32; bit_n++)\n                if (entries_32 & ((ImU32)1 << bit_n))\n                    out->push_back((int)(((it - it_begin) << 5) + bit_n));\n}\n\nstatic bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)\n{\n    IM_ASSERT(atlas->ConfigData.Size > 0);\n\n    ImFontAtlasBuildInit(atlas);\n\n    // Clear atlas\n    atlas->TexID = (ImTextureID)NULL;\n    atlas->TexWidth = atlas->TexHeight = 0;\n    atlas->TexUvScale = ImVec2(0.0f, 0.0f);\n    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);\n    atlas->ClearTexData();\n\n    // Temporary storage for building\n    ImVector<ImFontBuildSrcData> src_tmp_array;\n    ImVector<ImFontBuildDstData> dst_tmp_array;\n    src_tmp_array.resize(atlas->ConfigData.Size);\n    dst_tmp_array.resize(atlas->Fonts.Size);\n    memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());\n    memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());\n\n    // 1. Initialize font loading structure, check font data validity\n    for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));\n\n        // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)\n        src_tmp.DstIndex = -1;\n        for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)\n            if (cfg.DstFont == atlas->Fonts[output_i])\n                src_tmp.DstIndex = output_i;\n        if (src_tmp.DstIndex == -1)\n        {\n            IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?\n            return false;\n        }\n        // Initialize helper structure for font loading and verify that the TTF/OTF data is correct\n        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);\n        IM_ASSERT(font_offset >= 0 && \"FontData is incorrect, or FontNo cannot be found.\");\n        if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))\n            return false;\n\n        // Measure highest codepoints\n        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);\n        dst_tmp.SrcCount++;\n        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);\n    }\n\n    // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.\n    int total_glyphs_count = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);\n        if (dst_tmp.GlyphsSet.Storage.empty())\n            dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);\n\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n            for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)\n            {\n                if (dst_tmp.GlyphsSet.TestBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)\n                    continue;\n                if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint))    // It is actually in the font?\n                    continue;\n\n                // Add to avail set/counters\n                src_tmp.GlyphsCount++;\n                dst_tmp.GlyphsCount++;\n                src_tmp.GlyphsSet.SetBit(codepoint);\n                dst_tmp.GlyphsSet.SetBit(codepoint);\n                total_glyphs_count++;\n            }\n    }\n\n    // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);\n        UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);\n        src_tmp.GlyphsSet.Clear();\n        IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);\n    }\n    for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)\n        dst_tmp_array[dst_i].GlyphsSet.Clear();\n    dst_tmp_array.clear();\n\n    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)\n    // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)\n    ImVector<stbrp_rect> buf_rects;\n    ImVector<stbtt_packedchar> buf_packedchars;\n    buf_rects.resize(total_glyphs_count);\n    buf_packedchars.resize(total_glyphs_count);\n    memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());\n    memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());\n\n    // 4. Gather glyphs sizes so we can pack them in our virtual canvas.\n    int total_surface = 0;\n    int buf_rects_out_n = 0;\n    int buf_packedchars_out_n = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        src_tmp.Rects = &buf_rects[buf_rects_out_n];\n        src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];\n        buf_rects_out_n += src_tmp.GlyphsCount;\n        buf_packedchars_out_n += src_tmp.GlyphsCount;\n\n        // Convert our ranges in the format stb_truetype wants\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        src_tmp.PackRange.font_size = cfg.SizePixels;\n        src_tmp.PackRange.first_unicode_codepoint_in_range = 0;\n        src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;\n        src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;\n        src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;\n        src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;\n        src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;\n\n        // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)\n        const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);\n        const int padding = atlas->TexGlyphPadding;\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)\n        {\n            int x0, y0, x1, y1;\n            const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);\n            IM_ASSERT(glyph_index_in_font != 0);\n            stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);\n            src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);\n            src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);\n            total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;\n        }\n    }\n\n    // We need a width for the skyline algorithm, any width!\n    // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.\n    // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.\n    const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;\n    atlas->TexHeight = 0;\n    if (atlas->TexDesiredWidth > 0)\n        atlas->TexWidth = atlas->TexDesiredWidth;\n    else\n        atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;\n\n    // 5. Start packing\n    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).\n    const int TEX_HEIGHT_MAX = 1024 * 32;\n    stbtt_pack_context spc = {};\n    stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);\n    ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);\n\n    // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);\n\n        // Extend texture height and mark missing glyphs as non-packed so we won't render them.\n        // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n            if (src_tmp.Rects[glyph_i].was_packed)\n                atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);\n    }\n\n    // 7. Allocate texture\n    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);\n    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);\n    atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);\n    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);\n    spc.pixels = atlas->TexPixelsAlpha8;\n    spc.height = atlas->TexHeight;\n\n    // 8. Render/rasterize font characters into the texture\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);\n\n        // Apply multiply operator\n        if (cfg.RasterizerMultiply != 1.0f)\n        {\n            unsigned char multiply_table[256];\n            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);\n            stbrp_rect* r = &src_tmp.Rects[0];\n            for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)\n                if (r->was_packed)\n                    ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);\n        }\n        src_tmp.Rects = NULL;\n    }\n\n    // End packing\n    stbtt_PackEnd(&spc);\n    buf_rects.clear();\n\n    // 9. Setup ImFont and glyphs for runtime\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        // When merging fonts with MergeMode=true:\n        // - We can have multiple input fonts writing into a same destination font.\n        // - dst_font->ConfigData is != from cfg which is our source configuration.\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        ImFont* dst_font = cfg.DstFont;\n\n        const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);\n        int unscaled_ascent, unscaled_descent, unscaled_line_gap;\n        stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);\n\n        const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));\n        const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));\n        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);\n        const float font_off_x = cfg.GlyphOffset.x;\n        const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);\n\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n        {\n            // Register glyph\n            const int codepoint = src_tmp.GlyphsList[glyph_i];\n            const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];\n            stbtt_aligned_quad q;\n            float unused_x = 0.0f, unused_y = 0.0f;\n            stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);\n            dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);\n        }\n    }\n\n    // Cleanup\n    src_tmp_array.clear_destruct();\n\n    ImFontAtlasBuildFinish(atlas);\n    return true;\n}\n\nconst ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()\n{\n    static ImFontBuilderIO io;\n    io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;\n    return &io;\n}\n\n#endif // IMGUI_ENABLE_STB_TRUETYPE\n\nvoid ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)\n{\n    if (!font_config->MergeMode)\n    {\n        font->ClearOutputData();\n        font->FontSize = font_config->SizePixels;\n        font->ConfigData = font_config;\n        font->ConfigDataCount = 0;\n        font->ContainerAtlas = atlas;\n        font->Ascent = ascent;\n        font->Descent = descent;\n    }\n    font->ConfigDataCount++;\n}\n\nvoid ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)\n{\n    stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;\n    IM_ASSERT(pack_context != NULL);\n\n    ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;\n    IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.\n\n    ImVector<stbrp_rect> pack_rects;\n    pack_rects.resize(user_rects.Size);\n    memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());\n    for (int i = 0; i < user_rects.Size; i++)\n    {\n        pack_rects[i].w = user_rects[i].Width;\n        pack_rects[i].h = user_rects[i].Height;\n    }\n    stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);\n    for (int i = 0; i < pack_rects.Size; i++)\n        if (pack_rects[i].was_packed)\n        {\n            user_rects[i].X = pack_rects[i].x;\n            user_rects[i].Y = pack_rects[i].y;\n            IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);\n            atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);\n        }\n}\n\nvoid ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)\n{\n    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);\n    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);\n    unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);\n    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)\n        for (int off_x = 0; off_x < w; off_x++)\n            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;\n}\n\nvoid ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)\n{\n    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);\n    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);\n    unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);\n    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)\n        for (int off_x = 0; off_x < w; off_x++)\n            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;\n}\n\nstatic void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)\n{\n    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);\n    IM_ASSERT(r->IsPacked());\n\n    const int w = atlas->TexWidth;\n    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))\n    {\n        // Render/copy pixels\n        IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);\n        const int x_for_white = r->X;\n        const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;\n        if (atlas->TexPixelsAlpha8 != NULL)\n        {\n            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);\n            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);\n        }\n        else\n        {\n            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);\n            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);\n        }\n    }\n    else\n    {\n        // Render 4 white pixels\n        IM_ASSERT(r->Width == 2 && r->Height == 2);\n        const int offset = (int)r->X + (int)r->Y * w;\n        if (atlas->TexPixelsAlpha8 != NULL)\n        {\n            atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;\n        }\n        else\n        {\n            atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;\n        }\n    }\n    atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);\n}\n\nstatic void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)\n{\n    if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)\n        return;\n\n    // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them\n    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);\n    IM_ASSERT(r->IsPacked());\n    for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row\n    {\n        // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle\n        unsigned int y = n;\n        unsigned int line_width = n;\n        unsigned int pad_left = (r->Width - line_width) / 2;\n        unsigned int pad_right = r->Width - (pad_left + line_width);\n\n        // Write each slice\n        IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels\n        if (atlas->TexPixelsAlpha8 != NULL)\n        {\n            unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];\n            for (unsigned int i = 0; i < pad_left; i++)\n                *(write_ptr + i) = 0x00;\n\n            for (unsigned int i = 0; i < line_width; i++)\n                *(write_ptr + pad_left + i) = 0xFF;\n\n            for (unsigned int i = 0; i < pad_right; i++)\n                *(write_ptr + pad_left + line_width + i) = 0x00;\n        }\n        else\n        {\n            unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];\n            for (unsigned int i = 0; i < pad_left; i++)\n                *(write_ptr + i) = IM_COL32_BLACK_TRANS;\n\n            for (unsigned int i = 0; i < line_width; i++)\n                *(write_ptr + pad_left + i) = IM_COL32_WHITE;\n\n            for (unsigned int i = 0; i < pad_right; i++)\n                *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS;\n        }\n\n        // Calculate UVs for this line\n        ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;\n        ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;\n        float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts\n        atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);\n    }\n}\n\n// Note: this is called / shared by both the stb_truetype and the FreeType builder\nvoid ImFontAtlasBuildInit(ImFontAtlas* atlas)\n{\n    // Register texture region for mouse cursors or standard white pixels\n    if (atlas->PackIdMouseCursors < 0)\n    {\n        if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))\n            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);\n        else\n            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);\n    }\n\n    // Register texture region for thick lines\n    // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row\n    if (atlas->PackIdLines < 0)\n    {\n        if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))\n            atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);\n    }\n}\n\n// This is called/shared by both the stb_truetype and the FreeType builder.\nvoid ImFontAtlasBuildFinish(ImFontAtlas* atlas)\n{\n    // Render into our custom data blocks\n    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);\n    ImFontAtlasBuildRenderDefaultTexData(atlas);\n    ImFontAtlasBuildRenderLinesTexData(atlas);\n\n    // Register custom rectangle glyphs\n    for (int i = 0; i < atlas->CustomRects.Size; i++)\n    {\n        const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];\n        if (r->Font == NULL || r->GlyphID == 0)\n            continue;\n\n        // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH\n        IM_ASSERT(r->Font->ContainerAtlas == atlas);\n        ImVec2 uv0, uv1;\n        atlas->CalcCustomRectUV(r, &uv0, &uv1);\n        r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);\n    }\n\n    // Build all fonts lookup tables\n    for (int i = 0; i < atlas->Fonts.Size; i++)\n        if (atlas->Fonts[i]->DirtyLookupTables)\n            atlas->Fonts[i]->BuildLookupTable();\n\n    atlas->TexReady = true;\n}\n\n// Retrieve list of range (2 int per range, values are inclusive)\nconst ImWchar*   ImFontAtlas::GetGlyphRangesDefault()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesKorean()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3131, 0x3163, // Korean alphabets\n        0xAC00, 0xD7A3, // Korean characters\n        0xFFFD, 0xFFFD, // Invalid\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesChineseFull()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x2000, 0x206F, // General Punctuation\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n        0xFFFD, 0xFFFD, // Invalid\n        0x4e00, 0x9FAF, // CJK Ideograms\n        0,\n    };\n    return &ranges[0];\n}\n\nstatic void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)\n{\n    for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)\n    {\n        out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);\n        base_codepoint += accumulative_offsets[n];\n    }\n    out_ranges[0] = 0;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] ImFontAtlas glyph ranges helpers\n//-------------------------------------------------------------------------\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()\n{\n    // Store 2500 regularly used characters for Simplified Chinese.\n    // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8\n    // This table covers 97.97% of all characters used during the month in July, 1987.\n    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.\n    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)\n    static const short accumulative_offsets_from_0x4E00[] =\n    {\n        0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,\n        1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,\n        2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,\n        1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,\n        3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,\n        1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,\n        1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,\n        2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,\n        27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,\n        3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,\n        1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,\n        176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,\n        5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,\n        1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,\n        6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,\n        2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,\n        2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,\n        2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,\n        3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,\n        3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,\n        3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,\n        1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,\n        140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,\n        5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,\n        2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,\n        4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,\n        2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,\n        4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,\n        3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,\n        3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,\n        2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,\n        5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,\n        3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,\n        1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,\n        4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,\n        4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,\n        26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,\n        3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,\n        2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,\n        10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6\n    };\n    static ImWchar base_ranges[] = // not zero-terminated\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x2000, 0x206F, // General Punctuation\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n        0xFFFD, 0xFFFD  // Invalid\n    };\n    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };\n    if (!full_ranges[0])\n    {\n        memcpy(full_ranges, base_ranges, sizeof(base_ranges));\n        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));\n    }\n    return &full_ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()\n{\n    // 2999 ideograms code points for Japanese\n    // - 2136 Joyo (meaning \"for regular use\" or \"for common use\") Kanji code points\n    // - 863 Jinmeiyo (meaning \"for personal name\") Kanji code points\n    // - Sourced from the character information database of the Information-technology Promotion Agency, Japan\n    //   - https://mojikiban.ipa.go.jp/mji/\n    //   - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP).\n    //     - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en\n    //     - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode\n    //   - You can generate this code by the script at:\n    //     - https://github.com/vaiorabbit/everyday_use_kanji\n    // - References:\n    //   - List of Joyo Kanji\n    //     - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html\n    //     - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji\n    //   - List of Jinmeiyo Kanji\n    //     - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html\n    //     - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji\n    // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.\n    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.\n    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)\n    static const short accumulative_offsets_from_0x4E00[] =\n    {\n        0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,\n        1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,\n        2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,\n        2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,\n        2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,\n        1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,\n        2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,\n        13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,\n        5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,\n        2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,\n        1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,\n        7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,\n        1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,\n        6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,\n        10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,\n        2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,\n        3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,\n        6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,\n        4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,\n        4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,\n        1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,\n        12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,\n        1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,\n        22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,\n        2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,\n        18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,\n        14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,\n        1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,\n        40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,\n        12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,\n        2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,\n        1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,\n        1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,\n        3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,\n        14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,\n        12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,\n        2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,\n        1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,\n        3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,\n        2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,\n        13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,\n        18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,\n        37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,\n        5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,\n        32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,\n        1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,\n        4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,\n        3,2,1,1,1,1,2,1,1,\n    };\n    static ImWchar base_ranges[] = // not zero-terminated\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n        0xFFFD, 0xFFFD  // Invalid\n    };\n    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };\n    if (!full_ranges[0])\n    {\n        memcpy(full_ranges, base_ranges, sizeof(base_ranges));\n        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));\n    }\n    return &full_ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x0400, 0x052F, // Cyrillic + Cyrillic Supplement\n        0x2DE0, 0x2DFF, // Cyrillic Extended-A\n        0xA640, 0xA69F, // Cyrillic Extended-B\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesThai()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin\n        0x2010, 0x205E, // Punctuations\n        0x0E00, 0x0E7F, // Thai\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin\n        0x0102, 0x0103,\n        0x0110, 0x0111,\n        0x0128, 0x0129,\n        0x0168, 0x0169,\n        0x01A0, 0x01A1,\n        0x01AF, 0x01B0,\n        0x1EA0, 0x1EF9,\n        0,\n    };\n    return &ranges[0];\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontGlyphRangesBuilder\n//-----------------------------------------------------------------------------\n\nvoid ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)\n{\n    while (text_end ? (text < text_end) : *text)\n    {\n        unsigned int c = 0;\n        int c_len = ImTextCharFromUtf8(&c, text, text_end);\n        text += c_len;\n        if (c_len == 0)\n            break;\n        AddChar((ImWchar)c);\n    }\n}\n\nvoid ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)\n{\n    for (; ranges[0]; ranges += 2)\n        for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560\n            AddChar((ImWchar)c);\n}\n\nvoid ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)\n{\n    const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;\n    for (int n = 0; n <= max_codepoint; n++)\n        if (GetBit(n))\n        {\n            out_ranges->push_back((ImWchar)n);\n            while (n < max_codepoint && GetBit(n + 1))\n                n++;\n            out_ranges->push_back((ImWchar)n);\n        }\n    out_ranges->push_back(0);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFont\n//-----------------------------------------------------------------------------\n\nImFont::ImFont()\n{\n    FontSize = 0.0f;\n    FallbackAdvanceX = 0.0f;\n    FallbackChar = (ImWchar)-1;\n    EllipsisChar = (ImWchar)-1;\n    DotChar = (ImWchar)-1;\n    FallbackGlyph = NULL;\n    ContainerAtlas = NULL;\n    ConfigData = NULL;\n    ConfigDataCount = 0;\n    DirtyLookupTables = false;\n    Scale = 1.0f;\n    Ascent = Descent = 0.0f;\n    MetricsTotalSurface = 0;\n    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));\n}\n\nImFont::~ImFont()\n{\n    ClearOutputData();\n}\n\nvoid    ImFont::ClearOutputData()\n{\n    FontSize = 0.0f;\n    FallbackAdvanceX = 0.0f;\n    Glyphs.clear();\n    IndexAdvanceX.clear();\n    IndexLookup.clear();\n    FallbackGlyph = NULL;\n    ContainerAtlas = NULL;\n    DirtyLookupTables = true;\n    Ascent = Descent = 0.0f;\n    MetricsTotalSurface = 0;\n}\n\nstatic ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)\n{\n    for (int n = 0; n < candidate_chars_count; n++)\n        if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)\n            return candidate_chars[n];\n    return (ImWchar)-1;\n}\n\nvoid ImFont::BuildLookupTable()\n{\n    int max_codepoint = 0;\n    for (int i = 0; i != Glyphs.Size; i++)\n        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);\n\n    // Build lookup table\n    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved\n    IndexAdvanceX.clear();\n    IndexLookup.clear();\n    DirtyLookupTables = false;\n    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));\n    GrowIndex(max_codepoint + 1);\n    for (int i = 0; i < Glyphs.Size; i++)\n    {\n        int codepoint = (int)Glyphs[i].Codepoint;\n        IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;\n        IndexLookup[codepoint] = (ImWchar)i;\n\n        // Mark 4K page as used\n        const int page_n = codepoint / 4096;\n        Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);\n    }\n\n    // Create a glyph to handle TAB\n    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at \"column 0\" ?)\n    if (FindGlyph((ImWchar)' '))\n    {\n        if (Glyphs.back().Codepoint != '\\t')   // So we can call this function multiple times (FIXME: Flaky)\n            Glyphs.resize(Glyphs.Size + 1);\n        ImFontGlyph& tab_glyph = Glyphs.back();\n        tab_glyph = *FindGlyph((ImWchar)' ');\n        tab_glyph.Codepoint = '\\t';\n        tab_glyph.AdvanceX *= IM_TABSIZE;\n        IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;\n        IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);\n    }\n\n    // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)\n    SetGlyphVisible((ImWchar)' ', false);\n    SetGlyphVisible((ImWchar)'\\t', false);\n\n    // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).\n    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.\n    // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.\n    const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };\n    const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };\n    if (EllipsisChar == (ImWchar)-1)\n        EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));\n    if (DotChar == (ImWchar)-1)\n        DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));\n\n    // Setup fallback character\n    const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };\n    FallbackGlyph = FindGlyphNoFallback(FallbackChar);\n    if (FallbackGlyph == NULL)\n    {\n        FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));\n        FallbackGlyph = FindGlyphNoFallback(FallbackChar);\n        if (FallbackGlyph == NULL)\n        {\n            FallbackGlyph = &Glyphs.back();\n            FallbackChar = (ImWchar)FallbackGlyph->Codepoint;\n        }\n    }\n\n    FallbackAdvanceX = FallbackGlyph->AdvanceX;\n    for (int i = 0; i < max_codepoint + 1; i++)\n        if (IndexAdvanceX[i] < 0.0f)\n            IndexAdvanceX[i] = FallbackAdvanceX;\n}\n\n// API is designed this way to avoid exposing the 4K page size\n// e.g. use with IsGlyphRangeUnused(0, 255)\nbool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)\n{\n    unsigned int page_begin = (c_begin / 4096);\n    unsigned int page_last = (c_last / 4096);\n    for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)\n        if ((page_n >> 3) < sizeof(Used4kPagesMap))\n            if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))\n                return false;\n    return true;\n}\n\nvoid ImFont::SetGlyphVisible(ImWchar c, bool visible)\n{\n    if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))\n        glyph->Visible = visible ? 1 : 0;\n}\n\nvoid ImFont::GrowIndex(int new_size)\n{\n    IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);\n    if (new_size <= IndexLookup.Size)\n        return;\n    IndexAdvanceX.resize(new_size, -1.0f);\n    IndexLookup.resize(new_size, (ImWchar)-1);\n}\n\n// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.\n// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).\n// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.\nvoid ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)\n{\n    if (cfg != NULL)\n    {\n        // Clamp & recenter if needed\n        const float advance_x_original = advance_x;\n        advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);\n        if (advance_x != advance_x_original)\n        {\n            float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;\n            x0 += char_off_x;\n            x1 += char_off_x;\n        }\n\n        // Snap to pixel\n        if (cfg->PixelSnapH)\n            advance_x = IM_ROUND(advance_x);\n\n        // Bake spacing\n        advance_x += cfg->GlyphExtraSpacing.x;\n    }\n\n    Glyphs.resize(Glyphs.Size + 1);\n    ImFontGlyph& glyph = Glyphs.back();\n    glyph.Codepoint = (unsigned int)codepoint;\n    glyph.Visible = (x0 != x1) && (y0 != y1);\n    glyph.Colored = false;\n    glyph.X0 = x0;\n    glyph.Y0 = y0;\n    glyph.X1 = x1;\n    glyph.Y1 = y1;\n    glyph.U0 = u0;\n    glyph.V0 = v0;\n    glyph.U1 = u1;\n    glyph.V1 = v1;\n    glyph.AdvanceX = advance_x;\n\n    // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)\n    // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.\n    float pad = ContainerAtlas->TexGlyphPadding + 0.99f;\n    DirtyLookupTables = true;\n    MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);\n}\n\nvoid ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)\n{\n    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.\n    unsigned int index_size = (unsigned int)IndexLookup.Size;\n\n    if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists\n        return;\n    if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op\n        return;\n\n    GrowIndex(dst + 1);\n    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;\n    IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;\n}\n\nconst ImFontGlyph* ImFont::FindGlyph(ImWchar c) const\n{\n    if (c >= (size_t)IndexLookup.Size)\n        return FallbackGlyph;\n    const ImWchar i = IndexLookup.Data[c];\n    if (i == (ImWchar)-1)\n        return FallbackGlyph;\n    return &Glyphs.Data[i];\n}\n\nconst ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const\n{\n    if (c >= (size_t)IndexLookup.Size)\n        return NULL;\n    const ImWchar i = IndexLookup.Data[c];\n    if (i == (ImWchar)-1)\n        return NULL;\n    return &Glyphs.Data[i];\n}\n\nconst char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const\n{\n    // Simple word-wrapping for English, not full-featured. Please submit failing cases!\n    // FIXME: Much possible improvements (don't cut things like \"word !\", \"word!!!\" but cut within \"word,,,,\", more sensible support for punctuations, support for Unicode punctuations, etc.)\n\n    // For references, possible wrap point marked with ^\n    //  \"aaa bbb, ccc,ddd. eee   fff. ggg!\"\n    //      ^    ^    ^   ^   ^__    ^    ^\n\n    // List of hardcoded separators: .,;!?'\"\n\n    // Skip extra blanks after a line returns (that includes not counting them in width computation)\n    // e.g. \"Hello    world\" --> \"Hello\" \"World\"\n\n    // Cut words that cannot possibly fit within one line.\n    // e.g.: \"The tropical fish\" with ~5 characters worth of width --> \"The tr\" \"opical\" \"fish\"\n\n    float line_width = 0.0f;\n    float word_width = 0.0f;\n    float blank_width = 0.0f;\n    wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters\n\n    const char* word_end = text;\n    const char* prev_word_end = NULL;\n    bool inside_word = true;\n\n    const char* s = text;\n    while (s < text_end)\n    {\n        unsigned int c = (unsigned int)*s;\n        const char* next_s;\n        if (c < 0x80)\n            next_s = s + 1;\n        else\n            next_s = s + ImTextCharFromUtf8(&c, s, text_end);\n        if (c == 0)\n            break;\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                line_width = word_width = blank_width = 0.0f;\n                inside_word = true;\n                s = next_s;\n                continue;\n            }\n            if (c == '\\r')\n            {\n                s = next_s;\n                continue;\n            }\n        }\n\n        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);\n        if (ImCharIsBlankW(c))\n        {\n            if (inside_word)\n            {\n                line_width += blank_width;\n                blank_width = 0.0f;\n                word_end = s;\n            }\n            blank_width += char_width;\n            inside_word = false;\n        }\n        else\n        {\n            word_width += char_width;\n            if (inside_word)\n            {\n                word_end = next_s;\n            }\n            else\n            {\n                prev_word_end = word_end;\n                line_width += word_width + blank_width;\n                word_width = blank_width = 0.0f;\n            }\n\n            // Allow wrapping after punctuation.\n            inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\\\"');\n        }\n\n        // We ignore blank width at the end of the line (they can be skipped)\n        if (line_width + word_width > wrap_width)\n        {\n            // Words that cannot possibly fit within an entire line will be cut anywhere.\n            if (word_width < wrap_width)\n                s = prev_word_end ? prev_word_end : word_end;\n            break;\n        }\n\n        s = next_s;\n    }\n\n    return s;\n}\n\nImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const\n{\n    if (!text_end)\n        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.\n\n    const float line_height = size;\n    const float scale = size / FontSize;\n\n    ImVec2 text_size = ImVec2(0, 0);\n    float line_width = 0.0f;\n\n    const bool word_wrap_enabled = (wrap_width > 0.0f);\n    const char* word_wrap_eol = NULL;\n\n    const char* s = text_begin;\n    while (s < text_end)\n    {\n        if (word_wrap_enabled)\n        {\n            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.\n            if (!word_wrap_eol)\n            {\n                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);\n                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.\n                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below\n            }\n\n            if (s >= word_wrap_eol)\n            {\n                if (text_size.x < line_width)\n                    text_size.x = line_width;\n                text_size.y += line_height;\n                line_width = 0.0f;\n                word_wrap_eol = NULL;\n\n                // Wrapping skips upcoming blanks\n                while (s < text_end)\n                {\n                    const char c = *s;\n                    if (ImCharIsBlankA(c)) { s++; } else if (c == '\\n') { s++; break; } else { break; }\n                }\n                continue;\n            }\n        }\n\n        // Decode and advance source\n        const char* prev_s = s;\n        unsigned int c = (unsigned int)*s;\n        if (c < 0x80)\n        {\n            s += 1;\n        }\n        else\n        {\n            s += ImTextCharFromUtf8(&c, s, text_end);\n            if (c == 0) // Malformed UTF-8?\n                break;\n        }\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                text_size.x = ImMax(text_size.x, line_width);\n                text_size.y += line_height;\n                line_width = 0.0f;\n                continue;\n            }\n            if (c == '\\r')\n                continue;\n        }\n\n        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;\n        if (line_width + char_width >= max_width)\n        {\n            s = prev_s;\n            break;\n        }\n\n        line_width += char_width;\n    }\n\n    if (text_size.x < line_width)\n        text_size.x = line_width;\n\n    if (line_width > 0 || text_size.y == 0.0f)\n        text_size.y += line_height;\n\n    if (remaining)\n        *remaining = s;\n\n    return text_size;\n}\n\n// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.\nvoid ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const\n{\n    const ImFontGlyph* glyph = FindGlyph(c);\n    if (!glyph || !glyph->Visible)\n        return;\n    if (glyph->Colored)\n        col |= ~IM_COL32_A_MASK;\n    float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;\n    pos.x = IM_FLOOR(pos.x);\n    pos.y = IM_FLOOR(pos.y);\n    draw_list->PrimReserve(6, 4);\n    draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);\n}\n\n// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.\nvoid ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const\n{\n    if (!text_end)\n        text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.\n\n    // Align to be pixel perfect\n    pos.x = IM_FLOOR(pos.x);\n    pos.y = IM_FLOOR(pos.y);\n    float x = pos.x;\n    float y = pos.y;\n    if (y > clip_rect.w)\n        return;\n\n    const float scale = size / FontSize;\n    const float line_height = FontSize * scale;\n    const bool word_wrap_enabled = (wrap_width > 0.0f);\n    const char* word_wrap_eol = NULL;\n\n    // Fast-forward to first visible line\n    const char* s = text_begin;\n    if (y + line_height < clip_rect.y && !word_wrap_enabled)\n        while (y + line_height < clip_rect.y && s < text_end)\n        {\n            s = (const char*)memchr(s, '\\n', text_end - s);\n            s = s ? s + 1 : text_end;\n            y += line_height;\n        }\n\n    // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()\n    // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)\n    if (text_end - s > 10000 && !word_wrap_enabled)\n    {\n        const char* s_end = s;\n        float y_end = y;\n        while (y_end < clip_rect.w && s_end < text_end)\n        {\n            s_end = (const char*)memchr(s_end, '\\n', text_end - s_end);\n            s_end = s_end ? s_end + 1 : text_end;\n            y_end += line_height;\n        }\n        text_end = s_end;\n    }\n    if (s == text_end)\n        return;\n\n    // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)\n    const int vtx_count_max = (int)(text_end - s) * 4;\n    const int idx_count_max = (int)(text_end - s) * 6;\n    const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;\n    draw_list->PrimReserve(idx_count_max, vtx_count_max);\n\n    ImDrawVert* vtx_write = draw_list->_VtxWritePtr;\n    ImDrawIdx* idx_write = draw_list->_IdxWritePtr;\n    unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;\n\n    const ImU32 col_untinted = col | ~IM_COL32_A_MASK;\n\n    while (s < text_end)\n    {\n        if (word_wrap_enabled)\n        {\n            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.\n            if (!word_wrap_eol)\n            {\n                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));\n                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.\n                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below\n            }\n\n            if (s >= word_wrap_eol)\n            {\n                x = pos.x;\n                y += line_height;\n                word_wrap_eol = NULL;\n\n                // Wrapping skips upcoming blanks\n                while (s < text_end)\n                {\n                    const char c = *s;\n                    if (ImCharIsBlankA(c)) { s++; } else if (c == '\\n') { s++; break; } else { break; }\n                }\n                continue;\n            }\n        }\n\n        // Decode and advance source\n        unsigned int c = (unsigned int)*s;\n        if (c < 0x80)\n        {\n            s += 1;\n        }\n        else\n        {\n            s += ImTextCharFromUtf8(&c, s, text_end);\n            if (c == 0) // Malformed UTF-8?\n                break;\n        }\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                x = pos.x;\n                y += line_height;\n                if (y > clip_rect.w)\n                    break; // break out of main loop\n                continue;\n            }\n            if (c == '\\r')\n                continue;\n        }\n\n        const ImFontGlyph* glyph = FindGlyph((ImWchar)c);\n        if (glyph == NULL)\n            continue;\n\n        float char_width = glyph->AdvanceX * scale;\n        if (glyph->Visible)\n        {\n            // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w\n            float x1 = x + glyph->X0 * scale;\n            float x2 = x + glyph->X1 * scale;\n            float y1 = y + glyph->Y0 * scale;\n            float y2 = y + glyph->Y1 * scale;\n            if (x1 <= clip_rect.z && x2 >= clip_rect.x)\n            {\n                // Render a character\n                float u1 = glyph->U0;\n                float v1 = glyph->V0;\n                float u2 = glyph->U1;\n                float v2 = glyph->V1;\n\n                // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.\n                if (cpu_fine_clip)\n                {\n                    if (x1 < clip_rect.x)\n                    {\n                        u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);\n                        x1 = clip_rect.x;\n                    }\n                    if (y1 < clip_rect.y)\n                    {\n                        v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);\n                        y1 = clip_rect.y;\n                    }\n                    if (x2 > clip_rect.z)\n                    {\n                        u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);\n                        x2 = clip_rect.z;\n                    }\n                    if (y2 > clip_rect.w)\n                    {\n                        v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);\n                        y2 = clip_rect.w;\n                    }\n                    if (y1 >= y2)\n                    {\n                        x += char_width;\n                        continue;\n                    }\n                }\n\n                // Support for untinted glyphs\n                ImU32 glyph_col = glyph->Colored ? col_untinted : col;\n\n                // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:\n                {\n                    idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);\n                    idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);\n                    vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;\n                    vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;\n                    vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;\n                    vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;\n                    vtx_write += 4;\n                    vtx_current_idx += 4;\n                    idx_write += 6;\n                }\n            }\n        }\n        x += char_width;\n    }\n\n    // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.\n    draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()\n    draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);\n    draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);\n    draw_list->_VtxWritePtr = vtx_write;\n    draw_list->_IdxWritePtr = idx_write;\n    draw_list->_VtxCurrentIdx = vtx_current_idx;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGui Internal Render Helpers\n//-----------------------------------------------------------------------------\n// Vaguely redesigned to stop accessing ImGui global state:\n// - RenderArrow()\n// - RenderBullet()\n// - RenderCheckMark()\n// - RenderArrowPointingAt()\n// - RenderRectFilledRangeH()\n// - RenderRectFilledWithHole()\n//-----------------------------------------------------------------------------\n// Function in need of a redesign (legacy mess)\n// - RenderColorRectWithAlphaCheckerboard()\n//-----------------------------------------------------------------------------\n\n// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state\nvoid ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)\n{\n    const float h = draw_list->_Data->FontSize * 1.00f;\n    float r = h * 0.40f * scale;\n    ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);\n\n    ImVec2 a, b, c;\n    switch (dir)\n    {\n    case ImGuiDir_Up:\n    case ImGuiDir_Down:\n        if (dir == ImGuiDir_Up) r = -r;\n        a = ImVec2(+0.000f, +0.750f) * r;\n        b = ImVec2(-0.866f, -0.750f) * r;\n        c = ImVec2(+0.866f, -0.750f) * r;\n        break;\n    case ImGuiDir_Left:\n    case ImGuiDir_Right:\n        if (dir == ImGuiDir_Left) r = -r;\n        a = ImVec2(+0.750f, +0.000f) * r;\n        b = ImVec2(-0.750f, +0.866f) * r;\n        c = ImVec2(-0.750f, -0.866f) * r;\n        break;\n    case ImGuiDir_None:\n    case ImGuiDir_COUNT:\n        IM_ASSERT(0);\n        break;\n    }\n    draw_list->AddTriangleFilled(center + a, center + b, center + c, col);\n}\n\nvoid ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)\n{\n    draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);\n}\n\nvoid ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)\n{\n    float thickness = ImMax(sz / 5.0f, 1.0f);\n    sz -= thickness * 0.5f;\n    pos += ImVec2(thickness * 0.25f, thickness * 0.25f);\n\n    float third = sz / 3.0f;\n    float bx = pos.x + third;\n    float by = pos.y + sz - third * 0.5f;\n    draw_list->PathLineTo(ImVec2(bx - third, by - third));\n    draw_list->PathLineTo(ImVec2(bx, by));\n    draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));\n    draw_list->PathStroke(col, 0, thickness);\n}\n\n// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.\nvoid ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)\n{\n    switch (direction)\n    {\n    case ImGuiDir_Left:  draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;\n    case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;\n    case ImGuiDir_Up:    draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;\n    case ImGuiDir_Down:  draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;\n    case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings\n    }\n}\n\nstatic inline float ImAcos01(float x)\n{\n    if (x <= 0.0f) return IM_PI * 0.5f;\n    if (x >= 1.0f) return 0.0f;\n    return ImAcos(x);\n    //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.\n}\n\n// FIXME: Cleanup and move code to ImDrawList.\nvoid ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)\n{\n    if (x_end_norm == x_start_norm)\n        return;\n    if (x_start_norm > x_end_norm)\n        ImSwap(x_start_norm, x_end_norm);\n\n    ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);\n    ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);\n    if (rounding == 0.0f)\n    {\n        draw_list->AddRectFilled(p0, p1, col, 0.0f);\n        return;\n    }\n\n    rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);\n    const float inv_rounding = 1.0f / rounding;\n    const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);\n    const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);\n    const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.\n    const float x0 = ImMax(p0.x, rect.Min.x + rounding);\n    if (arc0_b == arc0_e)\n    {\n        draw_list->PathLineTo(ImVec2(x0, p1.y));\n        draw_list->PathLineTo(ImVec2(x0, p0.y));\n    }\n    else if (arc0_b == 0.0f && arc0_e == half_pi)\n    {\n        draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL\n        draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR\n    }\n    else\n    {\n        draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL\n        draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR\n    }\n    if (p1.x > rect.Min.x + rounding)\n    {\n        const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);\n        const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);\n        const float x1 = ImMin(p1.x, rect.Max.x - rounding);\n        if (arc1_b == arc1_e)\n        {\n            draw_list->PathLineTo(ImVec2(x1, p0.y));\n            draw_list->PathLineTo(ImVec2(x1, p1.y));\n        }\n        else if (arc1_b == 0.0f && arc1_e == half_pi)\n        {\n            draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR\n            draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3);  // BR\n        }\n        else\n        {\n            draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR\n            draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR\n        }\n    }\n    draw_list->PathFillConvex(col);\n}\n\nvoid ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)\n{\n    const bool fill_L = (inner.Min.x > outer.Min.x);\n    const bool fill_R = (inner.Max.x < outer.Max.x);\n    const bool fill_U = (inner.Min.y > outer.Min.y);\n    const bool fill_D = (inner.Max.y < outer.Max.y);\n    if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft)    | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));\n    if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight)   | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));\n    if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft)    | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));\n    if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));\n    if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);\n    if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);\n    if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);\n    if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);\n}\n\n// Helper for ColorPicker4()\n// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.\n// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.\n// FIXME: uses ImGui::GetColorU32\nvoid ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags)\n{\n    if ((flags & ImDrawFlags_RoundCornersMask_) == 0)\n        flags = ImDrawFlags_RoundCornersDefault_;\n    if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)\n    {\n        ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));\n        ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));\n        draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);\n\n        int yi = 0;\n        for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)\n        {\n            float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);\n            if (y2 <= y1)\n                continue;\n            for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)\n            {\n                float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);\n                if (x2 <= x1)\n                    continue;\n                ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;\n                if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }\n                if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }\n\n                // Combine flags\n                cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);\n                draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);\n            }\n        }\n    }\n    else\n    {\n        draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Decompression code\n//-----------------------------------------------------------------------------\n// Compressed with stb_compress() then converted to a C array and encoded as base85.\n// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.\n// The purpose of encoding as base85 instead of \"0x00,0x01,...\" style is only save on _source code_ size.\n// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h\n//-----------------------------------------------------------------------------\n\nstatic unsigned int stb_decompress_length(const unsigned char *input)\n{\n    return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];\n}\n\nstatic unsigned char *stb__barrier_out_e, *stb__barrier_out_b;\nstatic const unsigned char *stb__barrier_in_b;\nstatic unsigned char *stb__dout;\nstatic void stb__match(const unsigned char *data, unsigned int length)\n{\n    // INVERSE of memmove... write each byte before copying the next...\n    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);\n    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }\n    if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }\n    while (length--) *stb__dout++ = *data++;\n}\n\nstatic void stb__lit(const unsigned char *data, unsigned int length)\n{\n    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);\n    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }\n    if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }\n    memcpy(stb__dout, data, length);\n    stb__dout += length;\n}\n\n#define stb__in2(x)   ((i[x] << 8) + i[(x)+1])\n#define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))\n#define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))\n\nstatic const unsigned char *stb_decompress_token(const unsigned char *i)\n{\n    if (*i >= 0x20) { // use fewer if's for cases that expand small\n        if (*i >= 0x80)       stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;\n        else if (*i >= 0x40)  stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;\n        else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);\n    } else { // more ifs for cases that expand large, since overhead is amortized\n        if (*i >= 0x18)       stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;\n        else if (*i >= 0x10)  stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;\n        else if (*i >= 0x08)  stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);\n        else if (*i == 0x07)  stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);\n        else if (*i == 0x06)  stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;\n        else if (*i == 0x04)  stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;\n    }\n    return i;\n}\n\nstatic unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)\n{\n    const unsigned long ADLER_MOD = 65521;\n    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;\n    unsigned long blocklen = buflen % 5552;\n\n    unsigned long i;\n    while (buflen) {\n        for (i=0; i + 7 < blocklen; i += 8) {\n            s1 += buffer[0], s2 += s1;\n            s1 += buffer[1], s2 += s1;\n            s1 += buffer[2], s2 += s1;\n            s1 += buffer[3], s2 += s1;\n            s1 += buffer[4], s2 += s1;\n            s1 += buffer[5], s2 += s1;\n            s1 += buffer[6], s2 += s1;\n            s1 += buffer[7], s2 += s1;\n\n            buffer += 8;\n        }\n\n        for (; i < blocklen; ++i)\n            s1 += *buffer++, s2 += s1;\n\n        s1 %= ADLER_MOD, s2 %= ADLER_MOD;\n        buflen -= blocklen;\n        blocklen = 5552;\n    }\n    return (unsigned int)(s2 << 16) + (unsigned int)s1;\n}\n\nstatic unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)\n{\n    if (stb__in4(0) != 0x57bC0000) return 0;\n    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB\n    const unsigned int olen = stb_decompress_length(i);\n    stb__barrier_in_b = i;\n    stb__barrier_out_e = output + olen;\n    stb__barrier_out_b = output;\n    i += 16;\n\n    stb__dout = output;\n    for (;;) {\n        const unsigned char *old_i = i;\n        i = stb_decompress_token(i);\n        if (i == old_i) {\n            if (*i == 0x05 && i[1] == 0xfa) {\n                IM_ASSERT(stb__dout == output + olen);\n                if (stb__dout != output + olen) return 0;\n                if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))\n                    return 0;\n                return olen;\n            } else {\n                IM_ASSERT(0); /* NOTREACHED */\n                return 0;\n            }\n        }\n        IM_ASSERT(stb__dout <= output + olen);\n        if (stb__dout > output + olen)\n            return 0;\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Default font data (ProggyClean.ttf)\n//-----------------------------------------------------------------------------\n// ProggyClean.ttf\n// Copyright (c) 2004, 2005 Tristan Grimmer\n// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)\n// Download and more information at http://upperbounds.net\n//-----------------------------------------------------------------------------\n// File: 'ProggyClean.ttf' (41208 bytes)\n// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).\n// The purpose of encoding as base85 instead of \"0x00,0x01,...\" style is only save on _source code_ size.\n//-----------------------------------------------------------------------------\nstatic const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =\n    \"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/\"\n    \"2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#\"\n    \"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL\"\n    \"i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N\"\n    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\"m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#\"\n    \"TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP\"\n    \"GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp\"\n    \"O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#\";\n\nstatic const char* GetDefaultCompressedFontDataTTFBase85()\n{\n    return proggy_clean_ttf_compressed_data_base85;\n}\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "src/imgui/imgui_impl_glfw.cpp",
    "content": "// dear imgui: Platform Backend for GLFW\n// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)\n// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)\n// (Requires: GLFW 3.1+)\n\n// Implemented features:\n//  [X] Platform: Clipboard support.\n//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]\n//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.\n//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// CHANGELOG\n// (minor and older changes stripped away, please see git history for details)\n//  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.\n//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.\n//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].\n//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).\n//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.\n//  2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().\n//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.\n//  2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.\n//  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().\n//  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().\n//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).\n//  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.\n//  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).\n//  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.\n//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.\n//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().\n//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.\n//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.\n//  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.\n//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.\n//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.\n//  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.\n//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.\n//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).\n//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.\n//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.\n//  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.\n//  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).\n//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.\n//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.\n//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).\n//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.\n\n#include \"imgui.h\"\n#include \"imgui_impl_glfw.h\"\n\n// Clang warnings with -Weverything\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"     // warning: use of old-style cast\n#pragma clang diagnostic ignored \"-Wsign-conversion\"    // warning: implicit conversion changes signedness\n#if __has_warning(\"-Wzero-as-null-pointer-constant\")\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#endif\n#endif\n\n// GLFW\n#include <GLFW/glfw3.h>\n#ifdef _WIN32\n#undef APIENTRY\n#define GLFW_EXPOSE_NATIVE_WIN32\n#include <GLFW/glfw3native.h>   // for glfwGetWin32Window\n#endif\n#ifdef GLFW_RESIZE_NESW_CURSOR        // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?\n#define GLFW_HAS_NEW_CURSORS          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR\n#else\n#define GLFW_HAS_NEW_CURSORS          (0)\n#endif\n#define GLFW_HAS_GAMEPAD_API          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api\n#define GLFW_HAS_GET_KEY_NAME         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()\n\n// GLFW data\nenum GlfwClientApi\n{\n    GlfwClientApi_Unknown,\n    GlfwClientApi_OpenGL,\n    GlfwClientApi_Vulkan\n};\n\nstruct ImGui_ImplGlfw_Data\n{\n    GLFWwindow*             Window;\n    GlfwClientApi           ClientApi;\n    double                  Time;\n    GLFWwindow*             MouseWindow;\n    GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];\n    ImVec2                  LastValidMousePos;\n    bool                    InstalledCallbacks;\n\n    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.\n    GLFWwindowfocusfun      PrevUserCallbackWindowFocus;\n    GLFWcursorposfun        PrevUserCallbackCursorPos;\n    GLFWcursorenterfun      PrevUserCallbackCursorEnter;\n    GLFWmousebuttonfun      PrevUserCallbackMousebutton;\n    GLFWscrollfun           PrevUserCallbackScroll;\n    GLFWkeyfun              PrevUserCallbackKey;\n    GLFWcharfun             PrevUserCallbackChar;\n    GLFWmonitorfun          PrevUserCallbackMonitor;\n\n    ImGui_ImplGlfw_Data()   { memset(this, 0, sizeof(*this)); }\n};\n\n// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts\n// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.\n// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.\n// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks\n//   (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.\n// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.\n// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.\nstatic ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()\n{\n    return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;\n}\n\n// Functions\nstatic const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)\n{\n    return glfwGetClipboardString((GLFWwindow*)user_data);\n}\n\nstatic void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)\n{\n    glfwSetClipboardString((GLFWwindow*)user_data, text);\n}\n\nstatic ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)\n{\n    switch (key)\n    {\n        case GLFW_KEY_TAB: return ImGuiKey_Tab;\n        case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;\n        case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;\n        case GLFW_KEY_UP: return ImGuiKey_UpArrow;\n        case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;\n        case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;\n        case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;\n        case GLFW_KEY_HOME: return ImGuiKey_Home;\n        case GLFW_KEY_END: return ImGuiKey_End;\n        case GLFW_KEY_INSERT: return ImGuiKey_Insert;\n        case GLFW_KEY_DELETE: return ImGuiKey_Delete;\n        case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;\n        case GLFW_KEY_SPACE: return ImGuiKey_Space;\n        case GLFW_KEY_ENTER: return ImGuiKey_Enter;\n        case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;\n        case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;\n        case GLFW_KEY_COMMA: return ImGuiKey_Comma;\n        case GLFW_KEY_MINUS: return ImGuiKey_Minus;\n        case GLFW_KEY_PERIOD: return ImGuiKey_Period;\n        case GLFW_KEY_SLASH: return ImGuiKey_Slash;\n        case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;\n        case GLFW_KEY_EQUAL: return ImGuiKey_Equal;\n        case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;\n        case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;\n        case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;\n        case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;\n        case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;\n        case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;\n        case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;\n        case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;\n        case GLFW_KEY_PAUSE: return ImGuiKey_Pause;\n        case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;\n        case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;\n        case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;\n        case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;\n        case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;\n        case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;\n        case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;\n        case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;\n        case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;\n        case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;\n        case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;\n        case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;\n        case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;\n        case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;\n        case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;\n        case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;\n        case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;\n        case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;\n        case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;\n        case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;\n        case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;\n        case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;\n        case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;\n        case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;\n        case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;\n        case GLFW_KEY_MENU: return ImGuiKey_Menu;\n        case GLFW_KEY_0: return ImGuiKey_0;\n        case GLFW_KEY_1: return ImGuiKey_1;\n        case GLFW_KEY_2: return ImGuiKey_2;\n        case GLFW_KEY_3: return ImGuiKey_3;\n        case GLFW_KEY_4: return ImGuiKey_4;\n        case GLFW_KEY_5: return ImGuiKey_5;\n        case GLFW_KEY_6: return ImGuiKey_6;\n        case GLFW_KEY_7: return ImGuiKey_7;\n        case GLFW_KEY_8: return ImGuiKey_8;\n        case GLFW_KEY_9: return ImGuiKey_9;\n        case GLFW_KEY_A: return ImGuiKey_A;\n        case GLFW_KEY_B: return ImGuiKey_B;\n        case GLFW_KEY_C: return ImGuiKey_C;\n        case GLFW_KEY_D: return ImGuiKey_D;\n        case GLFW_KEY_E: return ImGuiKey_E;\n        case GLFW_KEY_F: return ImGuiKey_F;\n        case GLFW_KEY_G: return ImGuiKey_G;\n        case GLFW_KEY_H: return ImGuiKey_H;\n        case GLFW_KEY_I: return ImGuiKey_I;\n        case GLFW_KEY_J: return ImGuiKey_J;\n        case GLFW_KEY_K: return ImGuiKey_K;\n        case GLFW_KEY_L: return ImGuiKey_L;\n        case GLFW_KEY_M: return ImGuiKey_M;\n        case GLFW_KEY_N: return ImGuiKey_N;\n        case GLFW_KEY_O: return ImGuiKey_O;\n        case GLFW_KEY_P: return ImGuiKey_P;\n        case GLFW_KEY_Q: return ImGuiKey_Q;\n        case GLFW_KEY_R: return ImGuiKey_R;\n        case GLFW_KEY_S: return ImGuiKey_S;\n        case GLFW_KEY_T: return ImGuiKey_T;\n        case GLFW_KEY_U: return ImGuiKey_U;\n        case GLFW_KEY_V: return ImGuiKey_V;\n        case GLFW_KEY_W: return ImGuiKey_W;\n        case GLFW_KEY_X: return ImGuiKey_X;\n        case GLFW_KEY_Y: return ImGuiKey_Y;\n        case GLFW_KEY_Z: return ImGuiKey_Z;\n        case GLFW_KEY_F1: return ImGuiKey_F1;\n        case GLFW_KEY_F2: return ImGuiKey_F2;\n        case GLFW_KEY_F3: return ImGuiKey_F3;\n        case GLFW_KEY_F4: return ImGuiKey_F4;\n        case GLFW_KEY_F5: return ImGuiKey_F5;\n        case GLFW_KEY_F6: return ImGuiKey_F6;\n        case GLFW_KEY_F7: return ImGuiKey_F7;\n        case GLFW_KEY_F8: return ImGuiKey_F8;\n        case GLFW_KEY_F9: return ImGuiKey_F9;\n        case GLFW_KEY_F10: return ImGuiKey_F10;\n        case GLFW_KEY_F11: return ImGuiKey_F11;\n        case GLFW_KEY_F12: return ImGuiKey_F12;\n        default: return ImGuiKey_None;\n    }\n}\n\nstatic void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);\n    io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);\n    io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);\n    io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);\n}\n\nvoid ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)\n        bd->PrevUserCallbackMousebutton(window, button, action, mods);\n\n    ImGui_ImplGlfw_UpdateKeyModifiers(mods);\n\n    ImGuiIO& io = ImGui::GetIO();\n    if (button >= 0 && button < ImGuiMouseButton_COUNT)\n        io.AddMouseButtonEvent(button, action == GLFW_PRESS);\n}\n\nvoid ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)\n        bd->PrevUserCallbackScroll(window, xoffset, yoffset);\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddMouseWheelEvent((float)xoffset, (float)yoffset);\n}\n\nstatic int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)\n{\n#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)\n    // GLFW 3.1+ attempts to \"untranslate\" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.\n    // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)\n    // See https://github.com/glfw/glfw/issues/1502 for details.\n    // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).\n    // This won't cover edge cases but this is at least going to cover common cases.\n    if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)\n        return key;\n    const char* key_name = glfwGetKeyName(key, scancode);\n    if (key_name && key_name[0] != 0 && key_name[1] == 0)\n    {\n        const char char_names[] = \"`-=[]\\\\,;\\'./\";\n        const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };\n        IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));\n        if (key_name[0] >= '0' && key_name[0] <= '9')               { key = GLFW_KEY_0 + (key_name[0] - '0'); }\n        else if (key_name[0] >= 'A' && key_name[0] <= 'Z')          { key = GLFW_KEY_A + (key_name[0] - 'A'); }\n        else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; }\n    }\n    // if (action == GLFW_PRESS) printf(\"key %d scancode %d name '%s'\\n\", key, scancode, key_name);\n#else\n    IM_UNUSED(scancode);\n#endif\n    return key;\n}\n\nvoid ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackKey != NULL && window == bd->Window)\n        bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);\n\n    if (action != GLFW_PRESS && action != GLFW_RELEASE)\n        return;\n\n    ImGui_ImplGlfw_UpdateKeyModifiers(mods);\n\n    keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);\n\n    ImGuiIO& io = ImGui::GetIO();\n    ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);\n    io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));\n    io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)\n}\n\nvoid ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)\n        bd->PrevUserCallbackWindowFocus(window, focused);\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddFocusEvent(focused != 0);\n}\n\nvoid ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)\n        bd->PrevUserCallbackCursorPos(window, x, y);\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddMousePosEvent((float)x, (float)y);\n    bd->LastValidMousePos = ImVec2((float)x, (float)y);\n}\n\n// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,\n// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)\nvoid ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)\n        bd->PrevUserCallbackCursorEnter(window, entered);\n\n    ImGuiIO& io = ImGui::GetIO();\n    if (entered)\n    {\n        bd->MouseWindow = window;\n        io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);\n    }\n    else if (!entered && bd->MouseWindow == window)\n    {\n        bd->LastValidMousePos = io.MousePos;\n        bd->MouseWindow = NULL;\n        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);\n    }\n}\n\nvoid ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackChar != NULL && window == bd->Window)\n        bd->PrevUserCallbackChar(window, c);\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddInputCharacter(c);\n}\n\nvoid ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)\n{\n\t// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.\n}\n\nvoid ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd->InstalledCallbacks == false && \"Callbacks already installed!\");\n    IM_ASSERT(bd->Window == window);\n\n    bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);\n    bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);\n    bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);\n    bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);\n    bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);\n    bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);\n    bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);\n    bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);\n    bd->InstalledCallbacks = true;\n}\n\nvoid ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd->InstalledCallbacks == true && \"Callbacks not installed!\");\n    IM_ASSERT(bd->Window == window);\n\n    glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);\n    glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);\n    glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);\n    glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);\n    glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);\n    glfwSetKeyCallback(window, bd->PrevUserCallbackKey);\n    glfwSetCharCallback(window, bd->PrevUserCallbackChar);\n    glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);\n    bd->InstalledCallbacks = false;\n    bd->PrevUserCallbackWindowFocus = NULL;\n    bd->PrevUserCallbackCursorEnter = NULL;\n    bd->PrevUserCallbackCursorPos = NULL;\n    bd->PrevUserCallbackMousebutton = NULL;\n    bd->PrevUserCallbackScroll = NULL;\n    bd->PrevUserCallbackKey = NULL;\n    bd->PrevUserCallbackChar = NULL;\n    bd->PrevUserCallbackMonitor = NULL;\n}\n\nstatic bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    IM_ASSERT(io.BackendPlatformUserData == NULL && \"Already initialized a platform backend!\");\n\n    // Setup backend capabilities flags\n    ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();\n    io.BackendPlatformUserData = (void*)bd;\n    io.BackendPlatformName = \"imgui_impl_glfw\";\n    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)\n    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)\n\n    bd->Window = window;\n    bd->Time = 0.0;\n\n    io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;\n    io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;\n    io.ClipboardUserData = bd->Window;\n\n    // Set platform dependent data in viewport\n#if defined(_WIN32)\n    ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);\n#endif\n\n    // Create mouse cursors\n    // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,\n    // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.\n    // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)\n    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);\n    bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);\n#if GLFW_HAS_NEW_CURSORS\n    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);\n#else\n    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n#endif\n    glfwSetErrorCallback(prev_error_callback);\n\n    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.\n    if (install_callbacks)\n        ImGui_ImplGlfw_InstallCallbacks(window);\n\n    bd->ClientApi = client_api;\n    return true;\n}\n\nbool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)\n{\n    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);\n}\n\nbool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)\n{\n    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);\n}\n\nbool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)\n{\n    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);\n}\n\nvoid ImGui_ImplGlfw_Shutdown()\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd != NULL && \"No platform backend to shutdown, or already shutdown?\");\n    ImGuiIO& io = ImGui::GetIO();\n\n    if (bd->InstalledCallbacks)\n        ImGui_ImplGlfw_RestoreCallbacks(bd->Window);\n\n    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)\n        glfwDestroyCursor(bd->MouseCursors[cursor_n]);\n\n    io.BackendPlatformName = NULL;\n    io.BackendPlatformUserData = NULL;\n    IM_DELETE(bd);\n}\n\nstatic void ImGui_ImplGlfw_UpdateMouseData()\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    ImGuiIO& io = ImGui::GetIO();\n\n#ifdef __EMSCRIPTEN__\n    const bool is_app_focused = true;\n#else\n    const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;\n#endif\n    if (is_app_focused)\n    {\n        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)\n        if (io.WantSetMousePos)\n            glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);\n\n        // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)\n        if (is_app_focused && bd->MouseWindow == NULL)\n        {\n            double mouse_x, mouse_y;\n            glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);\n            io.AddMousePosEvent((float)mouse_x, (float)mouse_y);\n            bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);\n        }\n    }\n}\n\nstatic void ImGui_ImplGlfw_UpdateMouseCursor()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)\n        return;\n\n    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();\n    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)\n    {\n        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor\n        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);\n    }\n    else\n    {\n        // Show OS mouse cursor\n        // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.\n        glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);\n        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);\n    }\n}\n\n// Update gamepad inputs\nstatic inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }\nstatic void ImGui_ImplGlfw_UpdateGamepads()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)\n        return;\n\n    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;\n#if GLFW_HAS_GAMEPAD_API\n    GLFWgamepadstate gamepad;\n    if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))\n        return;\n    #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED)          do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)\n    #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1)    do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)\n#else\n    int axes_count = 0, buttons_count = 0;\n    const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);\n    const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);\n    if (axes_count == 0 || buttons_count == 0)\n        return;\n    #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO)          do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)\n    #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1)    do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)\n#endif\n    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;\n    MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7);\n    MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6);\n    MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross\n    MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle\n    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square\n    MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle\n    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13);\n    MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11);\n    MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10);\n    MAP_BUTTON(ImGuiKey_GamepadDpadDown,    GLFW_GAMEPAD_BUTTON_DPAD_DOWN,      12);\n    MAP_BUTTON(ImGuiKey_GamepadL1,          GLFW_GAMEPAD_BUTTON_LEFT_BUMPER,    4);\n    MAP_BUTTON(ImGuiKey_GamepadR1,          GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER,   5);\n    MAP_ANALOG(ImGuiKey_GamepadL2,          GLFW_GAMEPAD_AXIS_LEFT_TRIGGER,     4,      -0.75f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadR2,          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER,    5,      -0.75f,  +1.0f);\n    MAP_BUTTON(ImGuiKey_GamepadL3,          GLFW_GAMEPAD_BUTTON_LEFT_THUMB,     8);\n    MAP_BUTTON(ImGuiKey_GamepadR3,          GLFW_GAMEPAD_BUTTON_RIGHT_THUMB,    9);\n    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,  GLFW_GAMEPAD_AXIS_LEFT_X,           0,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X,           0,      +0.25f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadLStickUp,    GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadLStickDown,  GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      +0.25f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,  GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      +0.25f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickUp,    GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickDown,  GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      +0.25f,  +1.0f);\n    #undef MAP_BUTTON\n    #undef MAP_ANALOG\n}\n\nvoid ImGui_ImplGlfw_NewFrame()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd != NULL && \"Did you call ImGui_ImplGlfw_InitForXXX()?\");\n\n    // Setup display size (every frame to accommodate for window resizing)\n    int w, h;\n    int display_w, display_h;\n    glfwGetWindowSize(bd->Window, &w, &h);\n    glfwGetFramebufferSize(bd->Window, &display_w, &display_h);\n    io.DisplaySize = ImVec2((float)w, (float)h);\n    if (w > 0 && h > 0)\n        io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);\n\n    // Setup time step\n    double current_time = glfwGetTime();\n    io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);\n    bd->Time = current_time;\n\n    ImGui_ImplGlfw_UpdateMouseData();\n    ImGui_ImplGlfw_UpdateMouseCursor();\n\n    // Update game controllers (if enabled and available)\n    ImGui_ImplGlfw_UpdateGamepads();\n}\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n"
  },
  {
    "path": "src/imgui/imgui_impl_glfw.h",
    "content": "// dear imgui: Platform Backend for GLFW\n// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)\n// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)\n\n// Implemented features:\n//  [X] Platform: Clipboard support.\n//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]\n//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.\n//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// About GLSL version:\n// The 'glsl_version' initialization parameter defaults to \"#version 150\" if NULL.\n// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!\n\n#pragma once\n#include \"imgui.h\"      // IMGUI_IMPL_API\n\nstruct GLFWwindow;\nstruct GLFWmonitor;\n\nIMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);\nIMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);\nIMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_Shutdown();\nIMGUI_IMPL_API void     ImGui_ImplGlfw_NewFrame();\n\n// GLFW callbacks (installer)\n// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.\n// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.\nIMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);\n\n// GLFW callbacks (individual callbacks to call if you didn't install callbacks)\nIMGUI_IMPL_API void     ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);        // Since 1.84\nIMGUI_IMPL_API void     ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);        // Since 1.84\nIMGUI_IMPL_API void     ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);   // Since 1.87\nIMGUI_IMPL_API void     ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);\n"
  },
  {
    "path": "src/imgui/imgui_impl_opengl3.cpp",
    "content": "// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline\n// - Desktop GL: 2.x 3.x 4.x\n// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)\n// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)\n\n// Implemented features:\n//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!\n//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// CHANGELOG\n// (minor and older changes stripped away, please see git history for details)\n//  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.\n//  2021-08-23: OpenGL: Fixed ES 3.0 shader (\"#version 300 es\") use normal precision floats to avoid wobbly rendering at HD resolutions.\n//  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.\n//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).\n//  2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.\n//  2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.\n//  2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when \"GL_ARB_clip_control\" extension is detected, inside of just OpenGL 4.5 version.\n//  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)\n//  2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.\n//  2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.\n//  2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.\n//  2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.\n//  2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)\n//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.\n//  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.\n//  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.\n//  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.\n//  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.\n//  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.\n//  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.\n//  2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.\n//  2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.\n//  2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.\n//  2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.\n//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.\n//  2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.\n//  2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.\n//  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).\n//  2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.\n//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.\n//  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).\n//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.\n//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.\n//  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.\n//  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to \"#version 300 ES\".\n//  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.\n//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.\n//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.\n//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.\n//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.\n//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.\n//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. \"#version 150\".\n//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.\n//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.\n//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.\n//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.\n//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.\n//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.\n//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.\n//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)\n\n//----------------------------------------\n// OpenGL    GLSL      GLSL\n// version   version   string\n//----------------------------------------\n//  2.0       110       \"#version 110\"\n//  2.1       120       \"#version 120\"\n//  3.0       130       \"#version 130\"\n//  3.1       140       \"#version 140\"\n//  3.2       150       \"#version 150\"\n//  3.3       330       \"#version 330 core\"\n//  4.0       400       \"#version 400 core\"\n//  4.1       410       \"#version 410 core\"\n//  4.2       420       \"#version 410 core\"\n//  4.3       430       \"#version 430 core\"\n//  ES 2.0    100       \"#version 100\"      = WebGL 1.0\n//  ES 3.0    300       \"#version 300 es\"   = WebGL 2.0\n//----------------------------------------\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#include \"imgui_impl_opengl3.h\"\n#include <stdio.h>\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n// Clang warnings with -Weverything\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"     // warning: use of old-style cast\n#pragma clang diagnostic ignored \"-Wsign-conversion\"    // warning: implicit conversion changes signedness\n#if __has_warning(\"-Wzero-as-null-pointer-constant\")\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#endif\n#endif\n\n// GL includes\n#if defined(IMGUI_IMPL_OPENGL_ES2)\n#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))\n#include <OpenGLES/ES2/gl.h>    // Use GL ES 2\n#else\n#include <GLES2/gl2.h>          // Use GL ES 2\n#endif\n#if defined(__EMSCRIPTEN__)\n#ifndef GL_GLEXT_PROTOTYPES\n#define GL_GLEXT_PROTOTYPES\n#endif\n#include <GLES2/gl2ext.h>\n#endif\n#elif defined(IMGUI_IMPL_OPENGL_ES3)\n#if defined(__APPLE__)\n#include <TargetConditionals.h>\n#endif\n#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))\n#include <OpenGLES/ES3/gl.h>    // Use GL ES 3\n#else\n#include <GLES3/gl3.h>          // Use GL ES 3\n#endif\n#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)\n// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.\n// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.\n// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).\n// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):\n// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped\n// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases\n// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.\n#define IMGL3W_IMPL\n#include \"imgui_impl_opengl3_loader.h\"\n#endif\n\n// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension\n#ifndef IMGUI_IMPL_OPENGL_ES2\n#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n#elif defined(__EMSCRIPTEN__)\n#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n#define glBindVertexArray       glBindVertexArrayOES\n#define glGenVertexArrays       glGenVertexArraysOES\n#define glDeleteVertexArrays    glDeleteVertexArraysOES\n#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES\n#endif\n\n// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.\n#ifdef GL_POLYGON_MODE\n#define IMGUI_IMPL_HAS_POLYGON_MODE\n#endif\n\n// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET\n#endif\n\n// Desktop GL 3.3+ has glBindSampler()\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n#endif\n\n// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n#endif\n\n// Desktop GL use extension detection\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS\n#endif\n\n// OpenGL Data\nstruct ImGui_ImplOpenGL3_Data\n{\n    GLuint          GlVersion;               // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)\n    char            GlslVersionString[32];   // Specified by user or detected based on compile time GL settings.\n    GLuint          FontTexture;\n    GLuint          ShaderHandle;\n    GLint           AttribLocationTex;       // Uniforms location\n    GLint           AttribLocationProjMtx;\n    GLuint          AttribLocationVtxPos;    // Vertex attributes location\n    GLuint          AttribLocationVtxUV;\n    GLuint          AttribLocationVtxColor;\n    unsigned int    VboHandle, ElementsHandle;\n    GLsizeiptr      VertexBufferSize;\n    GLsizeiptr      IndexBufferSize;\n    bool            HasClipOrigin;\n\n    ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }\n};\n\n// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts\n// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.\nstatic ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()\n{\n    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;\n}\n\n// Functions\nbool    ImGui_ImplOpenGL3_Init(const char* glsl_version)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    IM_ASSERT(io.BackendRendererUserData == NULL && \"Already initialized a renderer backend!\");\n\n    // Initialize our loader\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)\n    if (imgl3wInit() != 0)\n    {\n        fprintf(stderr, \"Failed to initialize OpenGL loader!\\n\");\n        return false;\n    }\n#endif\n\n    // Setup backend capabilities flags\n    ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();\n    io.BackendRendererUserData = (void*)bd;\n    io.BackendRendererName = \"imgui_impl_opengl3\";\n\n    // Query for GL version (e.g. 320 for GL 3.2)\n#if !defined(IMGUI_IMPL_OPENGL_ES2)\n    GLint major = 0;\n    GLint minor = 0;\n    glGetIntegerv(GL_MAJOR_VERSION, &major);\n    glGetIntegerv(GL_MINOR_VERSION, &minor);\n    if (major == 0 && minor == 0)\n    {\n        // Query GL_VERSION in desktop GL 2.x, the string will start with \"<major>.<minor>\"\n        const char* gl_version = (const char*)glGetString(GL_VERSION);\n        sscanf(gl_version, \"%d.%d\", &major, &minor);\n    }\n    bd->GlVersion = (GLuint)(major * 100 + minor * 10);\n#else\n    bd->GlVersion = 200; // GLES 2\n#endif\n\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET\n    if (bd->GlVersion >= 320)\n        io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.\n#endif\n\n    // Store GLSL version string so we can refer to it later in case we recreate shaders.\n    // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.\n    if (glsl_version == NULL)\n    {\n#if defined(IMGUI_IMPL_OPENGL_ES2)\n        glsl_version = \"#version 100\";\n#elif defined(IMGUI_IMPL_OPENGL_ES3)\n        glsl_version = \"#version 300 es\";\n#elif defined(__APPLE__)\n        glsl_version = \"#version 150\";\n#else\n        glsl_version = \"#version 130\";\n#endif\n    }\n    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));\n    strcpy(bd->GlslVersionString, glsl_version);\n    strcat(bd->GlslVersionString, \"\\n\");\n\n    // Make an arbitrary GL call (we don't actually need the result)\n    // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!\n    GLint current_texture;\n    glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);\n\n    // Detect extensions we support\n    bd->HasClipOrigin = (bd->GlVersion >= 450);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS\n    GLint num_extensions = 0;\n    glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);\n    for (GLint i = 0; i < num_extensions; i++)\n    {\n        const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);\n        if (extension != NULL && strcmp(extension, \"GL_ARB_clip_control\") == 0)\n            bd->HasClipOrigin = true;\n    }\n#endif\n\n    return true;\n}\n\nvoid    ImGui_ImplOpenGL3_Shutdown()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    IM_ASSERT(bd != NULL && \"No renderer backend to shutdown, or already shutdown?\");\n    ImGuiIO& io = ImGui::GetIO();\n\n    ImGui_ImplOpenGL3_DestroyDeviceObjects();\n    io.BackendRendererName = NULL;\n    io.BackendRendererUserData = NULL;\n    IM_DELETE(bd);\n}\n\nvoid    ImGui_ImplOpenGL3_NewFrame()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    IM_ASSERT(bd != NULL && \"Did you call ImGui_ImplOpenGL3_Init()?\");\n\n    if (!bd->ShaderHandle)\n        ImGui_ImplOpenGL3_CreateDeviceObjects();\n}\n\nstatic void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill\n    glEnable(GL_BLEND);\n    glBlendEquation(GL_FUNC_ADD);\n    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);\n    glDisable(GL_CULL_FACE);\n    glDisable(GL_DEPTH_TEST);\n    glDisable(GL_STENCIL_TEST);\n    glEnable(GL_SCISSOR_TEST);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n    if (bd->GlVersion >= 310)\n        glDisable(GL_PRIMITIVE_RESTART);\n#endif\n#ifdef IMGUI_IMPL_HAS_POLYGON_MODE\n    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\n#endif\n\n    // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)\n#if defined(GL_CLIP_ORIGIN)\n    bool clip_origin_lower_left = true;\n    if (bd->HasClipOrigin)\n    {\n        GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);\n        if (current_clip_origin == GL_UPPER_LEFT)\n            clip_origin_lower_left = false;\n    }\n#endif\n\n    // Setup viewport, orthographic projection matrix\n    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.\n    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);\n    float L = draw_data->DisplayPos.x;\n    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;\n    float T = draw_data->DisplayPos.y;\n    float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;\n#if defined(GL_CLIP_ORIGIN)\n    if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left\n#endif\n    const float ortho_projection[4][4] =\n    {\n        { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },\n        { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },\n        { 0.0f,         0.0f,        -1.0f,   0.0f },\n        { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },\n    };\n    glUseProgram(bd->ShaderHandle);\n    glUniform1i(bd->AttribLocationTex, 0);\n    glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);\n\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n    if (bd->GlVersion >= 330)\n        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.\n#endif\n\n    (void)vertex_array_object;\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glBindVertexArray(vertex_array_object);\n#endif\n\n    // Bind vertex/index buffers and setup attributes for ImDrawVert\n    glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);\n    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);\n    glEnableVertexAttribArray(bd->AttribLocationVtxPos);\n    glEnableVertexAttribArray(bd->AttribLocationVtxUV);\n    glEnableVertexAttribArray(bd->AttribLocationVtxColor);\n    glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));\n    glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));\n    glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE,  sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));\n}\n\n// OpenGL3 Render function.\n// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.\n// This is in order to be able to run within an OpenGL engine that doesn't do so.\nvoid    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)\n{\n    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)\n    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);\n    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);\n    if (fb_width <= 0 || fb_height <= 0)\n        return;\n\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Backup GL state\n    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);\n    glActiveTexture(GL_TEXTURE0);\n    GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);\n    GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n    GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }\n#endif\n    GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);\n#endif\n#ifdef IMGUI_IMPL_HAS_POLYGON_MODE\n    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);\n#endif\n    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);\n    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);\n    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);\n    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);\n    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);\n    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);\n    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);\n    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);\n    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);\n    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);\n    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);\n    GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);\n    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n    GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;\n#endif\n\n    // Setup desired GL state\n    // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)\n    // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.\n    GLuint vertex_array_object = 0;\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glGenVertexArrays(1, &vertex_array_object);\n#endif\n    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);\n\n    // Will project scissor/clipping rectangles into framebuffer space\n    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports\n    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)\n\n    // Render command lists\n    for (int n = 0; n < draw_data->CmdListsCount; n++)\n    {\n        const ImDrawList* cmd_list = draw_data->CmdLists[n];\n\n        // Upload vertex/index buffers\n        GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);\n        GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);\n        if (bd->VertexBufferSize < vtx_buffer_size)\n        {\n            bd->VertexBufferSize = vtx_buffer_size;\n            glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);\n        }\n        if (bd->IndexBufferSize < idx_buffer_size)\n        {\n            bd->IndexBufferSize = idx_buffer_size;\n            glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);\n        }\n        glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);\n        glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);\n\n        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n        {\n            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];\n            if (pcmd->UserCallback != NULL)\n            {\n                // User callback, registered via ImDrawList::AddCallback()\n                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)\n                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)\n                    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);\n                else\n                    pcmd->UserCallback(cmd_list, pcmd);\n            }\n            else\n            {\n                // Project scissor/clipping rectangles into framebuffer space\n                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);\n                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);\n                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)\n                    continue;\n\n                // Apply scissor/clipping rectangle (Y is inverted in OpenGL)\n                glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));\n\n                // Bind texture, Draw\n                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET\n                if (bd->GlVersion >= 320)\n                    glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);\n                else\n#endif\n                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));\n            }\n        }\n    }\n\n    // Destroy the temporary VAO\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glDeleteVertexArrays(1, &vertex_array_object);\n#endif\n\n    // Restore modified GL state\n    glUseProgram(last_program);\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n    if (bd->GlVersion >= 330)\n        glBindSampler(0, last_sampler);\n#endif\n    glActiveTexture(last_active_texture);\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glBindVertexArray(last_vertex_array_object);\n#endif\n    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);\n    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);\n    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);\n    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);\n    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);\n    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);\n    if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);\n    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n    if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }\n#endif\n\n#ifdef IMGUI_IMPL_HAS_POLYGON_MODE\n    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);\n#endif\n    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);\n    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);\n    (void)bd; // Not all compilation paths use this\n}\n\nbool ImGui_ImplOpenGL3_CreateFontsTexture()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Build texture atlas\n    unsigned char* pixels;\n    int width, height;\n    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.\n\n    // Upload texture to graphics system\n    GLint last_texture;\n    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);\n    glGenTextures(1, &bd->FontTexture);\n    glBindTexture(GL_TEXTURE_2D, bd->FontTexture);\n    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES\n    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);\n#endif\n    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);\n\n    // Store our identifier\n    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);\n\n    // Restore state\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n\n    return true;\n}\n\nvoid ImGui_ImplOpenGL3_DestroyFontsTexture()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    if (bd->FontTexture)\n    {\n        glDeleteTextures(1, &bd->FontTexture);\n        io.Fonts->SetTexID(0);\n        bd->FontTexture = 0;\n    }\n}\n\n// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.\nstatic bool CheckShader(GLuint handle, const char* desc)\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    GLint status = 0, log_length = 0;\n    glGetShaderiv(handle, GL_COMPILE_STATUS, &status);\n    glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);\n    if ((GLboolean)status == GL_FALSE)\n        fprintf(stderr, \"ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\\n\", desc, bd->GlslVersionString);\n    if (log_length > 1)\n    {\n        ImVector<char> buf;\n        buf.resize((int)(log_length + 1));\n        glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());\n        fprintf(stderr, \"%s\\n\", buf.begin());\n    }\n    return (GLboolean)status == GL_TRUE;\n}\n\n// If you get an error please report on GitHub. You may try different GL context version or GLSL version.\nstatic bool CheckProgram(GLuint handle, const char* desc)\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    GLint status = 0, log_length = 0;\n    glGetProgramiv(handle, GL_LINK_STATUS, &status);\n    glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);\n    if ((GLboolean)status == GL_FALSE)\n        fprintf(stderr, \"ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\\n\", desc, bd->GlslVersionString);\n    if (log_length > 1)\n    {\n        ImVector<char> buf;\n        buf.resize((int)(log_length + 1));\n        glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());\n        fprintf(stderr, \"%s\\n\", buf.begin());\n    }\n    return (GLboolean)status == GL_TRUE;\n}\n\nbool    ImGui_ImplOpenGL3_CreateDeviceObjects()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Backup GL state\n    GLint last_texture, last_array_buffer;\n    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);\n    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    GLint last_vertex_array;\n    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);\n#endif\n\n    // Parse GLSL version string\n    int glsl_version = 130;\n    sscanf(bd->GlslVersionString, \"#version %d\", &glsl_version);\n\n    const GLchar* vertex_shader_glsl_120 =\n        \"uniform mat4 ProjMtx;\\n\"\n        \"attribute vec2 Position;\\n\"\n        \"attribute vec2 UV;\\n\"\n        \"attribute vec4 Color;\\n\"\n        \"varying vec2 Frag_UV;\\n\"\n        \"varying vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* vertex_shader_glsl_130 =\n        \"uniform mat4 ProjMtx;\\n\"\n        \"in vec2 Position;\\n\"\n        \"in vec2 UV;\\n\"\n        \"in vec4 Color;\\n\"\n        \"out vec2 Frag_UV;\\n\"\n        \"out vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* vertex_shader_glsl_300_es =\n        \"precision highp float;\\n\"\n        \"layout (location = 0) in vec2 Position;\\n\"\n        \"layout (location = 1) in vec2 UV;\\n\"\n        \"layout (location = 2) in vec4 Color;\\n\"\n        \"uniform mat4 ProjMtx;\\n\"\n        \"out vec2 Frag_UV;\\n\"\n        \"out vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* vertex_shader_glsl_410_core =\n        \"layout (location = 0) in vec2 Position;\\n\"\n        \"layout (location = 1) in vec2 UV;\\n\"\n        \"layout (location = 2) in vec4 Color;\\n\"\n        \"uniform mat4 ProjMtx;\\n\"\n        \"out vec2 Frag_UV;\\n\"\n        \"out vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_120 =\n        \"#ifdef GL_ES\\n\"\n        \"    precision mediump float;\\n\"\n        \"#endif\\n\"\n        \"uniform sampler2D Texture;\\n\"\n        \"varying vec2 Frag_UV;\\n\"\n        \"varying vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_130 =\n        \"uniform sampler2D Texture;\\n\"\n        \"in vec2 Frag_UV;\\n\"\n        \"in vec4 Frag_Color;\\n\"\n        \"out vec4 Out_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_300_es =\n        \"precision mediump float;\\n\"\n        \"uniform sampler2D Texture;\\n\"\n        \"in vec2 Frag_UV;\\n\"\n        \"in vec4 Frag_Color;\\n\"\n        \"layout (location = 0) out vec4 Out_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_410_core =\n        \"in vec2 Frag_UV;\\n\"\n        \"in vec4 Frag_Color;\\n\"\n        \"uniform sampler2D Texture;\\n\"\n        \"layout (location = 0) out vec4 Out_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    // Select shaders matching our GLSL versions\n    const GLchar* vertex_shader = NULL;\n    const GLchar* fragment_shader = NULL;\n    if (glsl_version < 130)\n    {\n        vertex_shader = vertex_shader_glsl_120;\n        fragment_shader = fragment_shader_glsl_120;\n    }\n    else if (glsl_version >= 410)\n    {\n        vertex_shader = vertex_shader_glsl_410_core;\n        fragment_shader = fragment_shader_glsl_410_core;\n    }\n    else if (glsl_version == 300)\n    {\n        vertex_shader = vertex_shader_glsl_300_es;\n        fragment_shader = fragment_shader_glsl_300_es;\n    }\n    else\n    {\n        vertex_shader = vertex_shader_glsl_130;\n        fragment_shader = fragment_shader_glsl_130;\n    }\n\n    // Create shaders\n    const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };\n    GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);\n    glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);\n    glCompileShader(vert_handle);\n    CheckShader(vert_handle, \"vertex shader\");\n\n    const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };\n    GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);\n    glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);\n    glCompileShader(frag_handle);\n    CheckShader(frag_handle, \"fragment shader\");\n\n    // Link\n    bd->ShaderHandle = glCreateProgram();\n    glAttachShader(bd->ShaderHandle, vert_handle);\n    glAttachShader(bd->ShaderHandle, frag_handle);\n    glLinkProgram(bd->ShaderHandle);\n    CheckProgram(bd->ShaderHandle, \"shader program\");\n\n    glDetachShader(bd->ShaderHandle, vert_handle);\n    glDetachShader(bd->ShaderHandle, frag_handle);\n    glDeleteShader(vert_handle);\n    glDeleteShader(frag_handle);\n\n    bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, \"Texture\");\n    bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, \"ProjMtx\");\n    bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, \"Position\");\n    bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, \"UV\");\n    bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, \"Color\");\n\n    // Create buffers\n    glGenBuffers(1, &bd->VboHandle);\n    glGenBuffers(1, &bd->ElementsHandle);\n\n    ImGui_ImplOpenGL3_CreateFontsTexture();\n\n    // Restore modified GL state\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glBindVertexArray(last_vertex_array);\n#endif\n\n    return true;\n}\n\nvoid    ImGui_ImplOpenGL3_DestroyDeviceObjects()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    if (bd->VboHandle)      { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }\n    if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }\n    if (bd->ShaderHandle)   { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }\n    ImGui_ImplOpenGL3_DestroyFontsTexture();\n}\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n"
  },
  {
    "path": "src/imgui/imgui_impl_opengl3.h",
    "content": "// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline\n// - Desktop GL: 2.x 3.x 4.x\n// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)\n// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)\n\n// Implemented features:\n//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!\n//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// About GLSL version:\n//  The 'glsl_version' initialization parameter should be NULL (default) or a \"#version XXX\" string.\n//  On computer platform the GLSL version default to \"#version 130\". On OpenGL ES 3 platform it defaults to \"#version 300 es\"\n//  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.\n\n#pragma once\n#include \"imgui.h\"      // IMGUI_IMPL_API\n\n// Backend API\nIMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);\n\n// (Optional) Called by Init/NewFrame/Shutdown\nIMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture();\nIMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();\n\n// Specific OpenGL ES versions\n//#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten\n//#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android\n\n// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.\n#if !defined(IMGUI_IMPL_OPENGL_ES2) \\\n && !defined(IMGUI_IMPL_OPENGL_ES3)\n\n// Try to detect GLES on matching platforms\n#if defined(__APPLE__)\n#include <TargetConditionals.h>\n#endif\n#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))\n#define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, \"#version 300 es\"\n#elif defined(__EMSCRIPTEN__)\n#define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, \"#version 100\"\n#else\n// Otherwise imgui_impl_opengl3_loader.h will be used.\n#endif\n\n#endif\n"
  },
  {
    "path": "src/imgui/imgui_impl_opengl3_loader.h",
    "content": "//-----------------------------------------------------------------------------\n// About imgui_impl_opengl3_loader.h:\n//\n// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,\n// which proved to be endless problems for users.\n// Our loader is custom-generated, based on gl3w but automatically filtered to only include\n// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.\n//\n// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.\n// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.\n//\n// Regenerate with:\n//   python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt\n//\n// More info:\n//   https://github.com/dearimgui/gl3w_stripped\n//   https://github.com/ocornut/imgui/issues/4445\n//-----------------------------------------------------------------------------\n\n/*\n * This file was generated with gl3w_gen.py, part of imgl3w\n * (hosted at https://github.com/dearimgui/gl3w_stripped)\n *\n * This is free and unencumbered software released into the public domain.\n *\n * Anyone is free to copy, modify, publish, use, compile, sell, or\n * distribute this software, either in source code form or as a compiled\n * binary, for any purpose, commercial or non-commercial, and by any\n * means.\n *\n * In jurisdictions that recognize copyright laws, the author or authors\n * of this software dedicate any and all copyright interest in the\n * software to the public domain. We make this dedication for the benefit\n * of the public at large and to the detriment of our heirs and\n * successors. We intend this dedication to be an overt act of\n * relinquishment in perpetuity of all present and future rights to this\n * software under copyright law.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR\n * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,\n * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR\n * OTHER DEALINGS IN THE SOFTWARE.\n */\n\n#ifndef __gl3w_h_\n#define __gl3w_h_\n\n// Adapted from KHR/khrplatform.h to avoid including entire file.\n#ifndef __khrplatform_h_\ntypedef          float         khronos_float_t;\ntypedef signed   char          khronos_int8_t;\ntypedef unsigned char          khronos_uint8_t;\ntypedef signed   short int     khronos_int16_t;\ntypedef unsigned short int     khronos_uint16_t;\n#ifdef _WIN64\ntypedef signed   long long int khronos_intptr_t;\ntypedef signed   long long int khronos_ssize_t;\n#else\ntypedef signed   long  int     khronos_intptr_t;\ntypedef signed   long  int     khronos_ssize_t;\n#endif\n\n#if defined(_MSC_VER) && !defined(__clang__)\ntypedef signed   __int64       khronos_int64_t;\ntypedef unsigned __int64       khronos_uint64_t;\n#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)\n#include <stdint.h>\ntypedef          int64_t       khronos_int64_t;\ntypedef          uint64_t      khronos_uint64_t;\n#else\ntypedef signed   long long     khronos_int64_t;\ntypedef unsigned long long     khronos_uint64_t;\n#endif\n#endif  // __khrplatform_h_\n\n#ifndef __gl_glcorearb_h_\n#define __gl_glcorearb_h_ 1\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n/*\n** Copyright 2013-2020 The Khronos Group Inc.\n** SPDX-License-Identifier: MIT\n**\n** This header is generated from the Khronos OpenGL / OpenGL ES XML\n** API Registry. The current version of the Registry, generator scripts\n** used to make the header, and the header can be found at\n**   https://github.com/KhronosGroup/OpenGL-Registry\n*/\n#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN 1\n#endif\n#include <windows.h>\n#endif\n#ifndef APIENTRY\n#define APIENTRY\n#endif\n#ifndef APIENTRYP\n#define APIENTRYP APIENTRY *\n#endif\n#ifndef GLAPI\n#define GLAPI extern\n#endif\n/* glcorearb.h is for use with OpenGL core profile implementations.\n** It should should be placed in the same directory as gl.h and\n** included as <GL/glcorearb.h>.\n**\n** glcorearb.h includes only APIs in the latest OpenGL core profile\n** implementation together with APIs in newer ARB extensions which \n** can be supported by the core profile. It does not, and never will\n** include functionality removed from the core profile, such as\n** fixed-function vertex and fragment processing.\n**\n** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or\n** <GL/glext.h> in the same source file.\n*/\n/* Generated C header for:\n * API: gl\n * Profile: core\n * Versions considered: .*\n * Versions emitted: .*\n * Default extensions included: glcore\n * Additional extensions included: _nomatch_^\n * Extensions removed: _nomatch_^\n */\n#ifndef GL_VERSION_1_0\ntypedef void GLvoid;\ntypedef unsigned int GLenum;\n\ntypedef khronos_float_t GLfloat;\ntypedef int GLint;\ntypedef int GLsizei;\ntypedef unsigned int GLbitfield;\ntypedef double GLdouble;\ntypedef unsigned int GLuint;\ntypedef unsigned char GLboolean;\ntypedef khronos_uint8_t GLubyte;\n#define GL_COLOR_BUFFER_BIT               0x00004000\n#define GL_FALSE                          0\n#define GL_TRUE                           1\n#define GL_TRIANGLES                      0x0004\n#define GL_ONE                            1\n#define GL_SRC_ALPHA                      0x0302\n#define GL_ONE_MINUS_SRC_ALPHA            0x0303\n#define GL_FRONT_AND_BACK                 0x0408\n#define GL_POLYGON_MODE                   0x0B40\n#define GL_CULL_FACE                      0x0B44\n#define GL_DEPTH_TEST                     0x0B71\n#define GL_STENCIL_TEST                   0x0B90\n#define GL_VIEWPORT                       0x0BA2\n#define GL_BLEND                          0x0BE2\n#define GL_SCISSOR_BOX                    0x0C10\n#define GL_SCISSOR_TEST                   0x0C11\n#define GL_UNPACK_ROW_LENGTH              0x0CF2\n#define GL_PACK_ALIGNMENT                 0x0D05\n#define GL_TEXTURE_2D                     0x0DE1\n#define GL_UNSIGNED_BYTE                  0x1401\n#define GL_UNSIGNED_SHORT                 0x1403\n#define GL_UNSIGNED_INT                   0x1405\n#define GL_FLOAT                          0x1406\n#define GL_RGBA                           0x1908\n#define GL_FILL                           0x1B02\n#define GL_VERSION                        0x1F02\n#define GL_EXTENSIONS                     0x1F03\n#define GL_LINEAR                         0x2601\n#define GL_TEXTURE_MAG_FILTER             0x2800\n#define GL_TEXTURE_MIN_FILTER             0x2801\ntypedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);\ntypedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);\ntypedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\ntypedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);\ntypedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);\ntypedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);\ntypedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);\ntypedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);\ntypedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);\ntypedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);\ntypedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);\ntypedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);\nGLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);\nGLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);\nGLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\nGLAPI void APIENTRY glClear (GLbitfield mask);\nGLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\nGLAPI void APIENTRY glDisable (GLenum cap);\nGLAPI void APIENTRY glEnable (GLenum cap);\nGLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);\nGLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);\nGLAPI GLenum APIENTRY glGetError (void);\nGLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);\nGLAPI const GLubyte *APIENTRY glGetString (GLenum name);\nGLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);\nGLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);\n#endif\n#endif /* GL_VERSION_1_0 */\n#ifndef GL_VERSION_1_1\ntypedef khronos_float_t GLclampf;\ntypedef double GLclampd;\n#define GL_TEXTURE_BINDING_2D             0x8069\ntypedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);\ntypedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);\ntypedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);\ntypedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);\nGLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);\nGLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);\nGLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);\n#endif\n#endif /* GL_VERSION_1_1 */\n#ifndef GL_VERSION_1_3\n#define GL_TEXTURE0                       0x84C0\n#define GL_ACTIVE_TEXTURE                 0x84E0\ntypedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glActiveTexture (GLenum texture);\n#endif\n#endif /* GL_VERSION_1_3 */\n#ifndef GL_VERSION_1_4\n#define GL_BLEND_DST_RGB                  0x80C8\n#define GL_BLEND_SRC_RGB                  0x80C9\n#define GL_BLEND_DST_ALPHA                0x80CA\n#define GL_BLEND_SRC_ALPHA                0x80CB\n#define GL_FUNC_ADD                       0x8006\ntypedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\ntypedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\nGLAPI void APIENTRY glBlendEquation (GLenum mode);\n#endif\n#endif /* GL_VERSION_1_4 */\n#ifndef GL_VERSION_1_5\ntypedef khronos_ssize_t GLsizeiptr;\ntypedef khronos_intptr_t GLintptr;\n#define GL_ARRAY_BUFFER                   0x8892\n#define GL_ELEMENT_ARRAY_BUFFER           0x8893\n#define GL_ARRAY_BUFFER_BINDING           0x8894\n#define GL_STREAM_DRAW                    0x88E0\ntypedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);\ntypedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);\ntypedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);\ntypedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);\ntypedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);\nGLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);\nGLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);\nGLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);\nGLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);\n#endif\n#endif /* GL_VERSION_1_5 */\n#ifndef GL_VERSION_2_0\ntypedef char GLchar;\ntypedef khronos_int16_t GLshort;\ntypedef khronos_int8_t GLbyte;\ntypedef khronos_uint16_t GLushort;\n#define GL_BLEND_EQUATION_RGB             0x8009\n#define GL_BLEND_EQUATION_ALPHA           0x883D\n#define GL_FRAGMENT_SHADER                0x8B30\n#define GL_VERTEX_SHADER                  0x8B31\n#define GL_COMPILE_STATUS                 0x8B81\n#define GL_LINK_STATUS                    0x8B82\n#define GL_INFO_LOG_LENGTH                0x8B84\n#define GL_CURRENT_PROGRAM                0x8B8D\n#define GL_UPPER_LEFT                     0x8CA2\ntypedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);\ntypedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);\ntypedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);\ntypedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);\ntypedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);\ntypedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);\ntypedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);\ntypedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);\ntypedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);\ntypedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\ntypedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);\ntypedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\ntypedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);\ntypedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);\ntypedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);\ntypedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);\ntypedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);\ntypedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);\nGLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);\nGLAPI void APIENTRY glCompileShader (GLuint shader);\nGLAPI GLuint APIENTRY glCreateProgram (void);\nGLAPI GLuint APIENTRY glCreateShader (GLenum type);\nGLAPI void APIENTRY glDeleteProgram (GLuint program);\nGLAPI void APIENTRY glDeleteShader (GLuint shader);\nGLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);\nGLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);\nGLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);\nGLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);\nGLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\nGLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);\nGLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\nGLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);\nGLAPI void APIENTRY glLinkProgram (GLuint program);\nGLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);\nGLAPI void APIENTRY glUseProgram (GLuint program);\nGLAPI void APIENTRY glUniform1i (GLint location, GLint v0);\nGLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\nGLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);\n#endif\n#endif /* GL_VERSION_2_0 */\n#ifndef GL_VERSION_3_0\ntypedef khronos_uint16_t GLhalf;\n#define GL_MAJOR_VERSION                  0x821B\n#define GL_MINOR_VERSION                  0x821C\n#define GL_NUM_EXTENSIONS                 0x821D\n#define GL_FRAMEBUFFER_SRGB               0x8DB9\n#define GL_VERTEX_ARRAY_BINDING           0x85B5\ntypedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);\ntypedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);\ntypedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);\ntypedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);\ntypedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);\ntypedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);\nGLAPI void APIENTRY glBindVertexArray (GLuint array);\nGLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);\nGLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);\n#endif\n#endif /* GL_VERSION_3_0 */\n#ifndef GL_VERSION_3_1\n#define GL_VERSION_3_1 1\n#define GL_PRIMITIVE_RESTART              0x8F9D\n#endif /* GL_VERSION_3_1 */\n#ifndef GL_VERSION_3_2\n#define GL_VERSION_3_2 1\ntypedef struct __GLsync *GLsync;\ntypedef khronos_uint64_t GLuint64;\ntypedef khronos_int64_t GLint64;\ntypedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);\ntypedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);\n#endif\n#endif /* GL_VERSION_3_2 */\n#ifndef GL_VERSION_3_3\n#define GL_VERSION_3_3 1\n#define GL_SAMPLER_BINDING                0x8919\ntypedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);\n#endif\n#endif /* GL_VERSION_3_3 */\n#ifndef GL_VERSION_4_1\ntypedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);\ntypedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);\n#endif /* GL_VERSION_4_1 */\n#ifndef GL_VERSION_4_3\ntypedef void (APIENTRY  *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\n#endif /* GL_VERSION_4_3 */\n#ifndef GL_VERSION_4_5\n#define GL_CLIP_ORIGIN                    0x935C\ntypedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);\ntypedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);\n#endif /* GL_VERSION_4_5 */\n#ifndef GL_ARB_bindless_texture\ntypedef khronos_uint64_t GLuint64EXT;\n#endif /* GL_ARB_bindless_texture */\n#ifndef GL_ARB_cl_event\nstruct _cl_context;\nstruct _cl_event;\n#endif /* GL_ARB_cl_event */\n#ifndef GL_ARB_clip_control\n#define GL_ARB_clip_control 1\n#endif /* GL_ARB_clip_control */\n#ifndef GL_ARB_debug_output\ntypedef void (APIENTRY  *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\n#endif /* GL_ARB_debug_output */\n#ifndef GL_EXT_EGL_image_storage\ntypedef void *GLeglImageOES;\n#endif /* GL_EXT_EGL_image_storage */\n#ifndef GL_EXT_direct_state_access\ntypedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);\ntypedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);\ntypedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);\ntypedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);\ntypedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);\n#endif /* GL_EXT_direct_state_access */\n#ifndef GL_NV_draw_vulkan_image\ntypedef void (APIENTRY  *GLVULKANPROCNV)(void);\n#endif /* GL_NV_draw_vulkan_image */\n#ifndef GL_NV_gpu_shader5\ntypedef khronos_int64_t GLint64EXT;\n#endif /* GL_NV_gpu_shader5 */\n#ifndef GL_NV_vertex_buffer_unified_memory\ntypedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);\n#endif /* GL_NV_vertex_buffer_unified_memory */\n#ifdef __cplusplus\n}\n#endif\n#endif\n\n#ifndef GL3W_API\n#define GL3W_API\n#endif\n\n#ifndef __gl_h_\n#define __gl_h_\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#define GL3W_OK 0\n#define GL3W_ERROR_INIT -1\n#define GL3W_ERROR_LIBRARY_OPEN -2\n#define GL3W_ERROR_OPENGL_VERSION -3\n\ntypedef void (*GL3WglProc)(void);\ntypedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);\n\n/* gl3w api */\nGL3W_API int imgl3wInit(void);\nGL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);\nGL3W_API int imgl3wIsSupported(int major, int minor);\nGL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);\n\n/* gl3w internal state */\nunion GL3WProcs {\n    GL3WglProc ptr[54];\n    struct {\n        PFNGLACTIVETEXTUREPROC           ActiveTexture;\n        PFNGLATTACHSHADERPROC            AttachShader;\n        PFNGLBINDBUFFERPROC              BindBuffer;\n        PFNGLBINDSAMPLERPROC             BindSampler;\n        PFNGLBINDTEXTUREPROC             BindTexture;\n        PFNGLBINDVERTEXARRAYPROC         BindVertexArray;\n        PFNGLBLENDEQUATIONPROC           BlendEquation;\n        PFNGLBLENDEQUATIONSEPARATEPROC   BlendEquationSeparate;\n        PFNGLBLENDFUNCSEPARATEPROC       BlendFuncSeparate;\n        PFNGLBUFFERDATAPROC              BufferData;\n        PFNGLBUFFERSUBDATAPROC           BufferSubData;\n        PFNGLCLEARPROC                   Clear;\n        PFNGLCLEARCOLORPROC              ClearColor;\n        PFNGLCOMPILESHADERPROC           CompileShader;\n        PFNGLCREATEPROGRAMPROC           CreateProgram;\n        PFNGLCREATESHADERPROC            CreateShader;\n        PFNGLDELETEBUFFERSPROC           DeleteBuffers;\n        PFNGLDELETEPROGRAMPROC           DeleteProgram;\n        PFNGLDELETESHADERPROC            DeleteShader;\n        PFNGLDELETETEXTURESPROC          DeleteTextures;\n        PFNGLDELETEVERTEXARRAYSPROC      DeleteVertexArrays;\n        PFNGLDETACHSHADERPROC            DetachShader;\n        PFNGLDISABLEPROC                 Disable;\n        PFNGLDRAWELEMENTSPROC            DrawElements;\n        PFNGLDRAWELEMENTSBASEVERTEXPROC  DrawElementsBaseVertex;\n        PFNGLENABLEPROC                  Enable;\n        PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;\n        PFNGLGENBUFFERSPROC              GenBuffers;\n        PFNGLGENTEXTURESPROC             GenTextures;\n        PFNGLGENVERTEXARRAYSPROC         GenVertexArrays;\n        PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;\n        PFNGLGETERRORPROC                GetError;\n        PFNGLGETINTEGERVPROC             GetIntegerv;\n        PFNGLGETPROGRAMINFOLOGPROC       GetProgramInfoLog;\n        PFNGLGETPROGRAMIVPROC            GetProgramiv;\n        PFNGLGETSHADERINFOLOGPROC        GetShaderInfoLog;\n        PFNGLGETSHADERIVPROC             GetShaderiv;\n        PFNGLGETSTRINGPROC               GetString;\n        PFNGLGETSTRINGIPROC              GetStringi;\n        PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;\n        PFNGLISENABLEDPROC               IsEnabled;\n        PFNGLLINKPROGRAMPROC             LinkProgram;\n        PFNGLPIXELSTOREIPROC             PixelStorei;\n        PFNGLPOLYGONMODEPROC             PolygonMode;\n        PFNGLREADPIXELSPROC              ReadPixels;\n        PFNGLSCISSORPROC                 Scissor;\n        PFNGLSHADERSOURCEPROC            ShaderSource;\n        PFNGLTEXIMAGE2DPROC              TexImage2D;\n        PFNGLTEXPARAMETERIPROC           TexParameteri;\n        PFNGLUNIFORM1IPROC               Uniform1i;\n        PFNGLUNIFORMMATRIX4FVPROC        UniformMatrix4fv;\n        PFNGLUSEPROGRAMPROC              UseProgram;\n        PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;\n        PFNGLVIEWPORTPROC                Viewport;\n    } gl;\n};\n\nGL3W_API extern union GL3WProcs imgl3wProcs;\n\n/* OpenGL functions */\n#define glActiveTexture                  imgl3wProcs.gl.ActiveTexture\n#define glAttachShader                   imgl3wProcs.gl.AttachShader\n#define glBindBuffer                     imgl3wProcs.gl.BindBuffer\n#define glBindSampler                    imgl3wProcs.gl.BindSampler\n#define glBindTexture                    imgl3wProcs.gl.BindTexture\n#define glBindVertexArray                imgl3wProcs.gl.BindVertexArray\n#define glBlendEquation                  imgl3wProcs.gl.BlendEquation\n#define glBlendEquationSeparate          imgl3wProcs.gl.BlendEquationSeparate\n#define glBlendFuncSeparate              imgl3wProcs.gl.BlendFuncSeparate\n#define glBufferData                     imgl3wProcs.gl.BufferData\n#define glBufferSubData                  imgl3wProcs.gl.BufferSubData\n#define glClear                          imgl3wProcs.gl.Clear\n#define glClearColor                     imgl3wProcs.gl.ClearColor\n#define glCompileShader                  imgl3wProcs.gl.CompileShader\n#define glCreateProgram                  imgl3wProcs.gl.CreateProgram\n#define glCreateShader                   imgl3wProcs.gl.CreateShader\n#define glDeleteBuffers                  imgl3wProcs.gl.DeleteBuffers\n#define glDeleteProgram                  imgl3wProcs.gl.DeleteProgram\n#define glDeleteShader                   imgl3wProcs.gl.DeleteShader\n#define glDeleteTextures                 imgl3wProcs.gl.DeleteTextures\n#define glDeleteVertexArrays             imgl3wProcs.gl.DeleteVertexArrays\n#define glDetachShader                   imgl3wProcs.gl.DetachShader\n#define glDisable                        imgl3wProcs.gl.Disable\n#define glDrawElements                   imgl3wProcs.gl.DrawElements\n#define glDrawElementsBaseVertex         imgl3wProcs.gl.DrawElementsBaseVertex\n#define glEnable                         imgl3wProcs.gl.Enable\n#define glEnableVertexAttribArray        imgl3wProcs.gl.EnableVertexAttribArray\n#define glGenBuffers                     imgl3wProcs.gl.GenBuffers\n#define glGenTextures                    imgl3wProcs.gl.GenTextures\n#define glGenVertexArrays                imgl3wProcs.gl.GenVertexArrays\n#define glGetAttribLocation              imgl3wProcs.gl.GetAttribLocation\n#define glGetError                       imgl3wProcs.gl.GetError\n#define glGetIntegerv                    imgl3wProcs.gl.GetIntegerv\n#define glGetProgramInfoLog              imgl3wProcs.gl.GetProgramInfoLog\n#define glGetProgramiv                   imgl3wProcs.gl.GetProgramiv\n#define glGetShaderInfoLog               imgl3wProcs.gl.GetShaderInfoLog\n#define glGetShaderiv                    imgl3wProcs.gl.GetShaderiv\n#define glGetString                      imgl3wProcs.gl.GetString\n#define glGetStringi                     imgl3wProcs.gl.GetStringi\n#define glGetUniformLocation             imgl3wProcs.gl.GetUniformLocation\n#define glIsEnabled                      imgl3wProcs.gl.IsEnabled\n#define glLinkProgram                    imgl3wProcs.gl.LinkProgram\n#define glPixelStorei                    imgl3wProcs.gl.PixelStorei\n#define glPolygonMode                    imgl3wProcs.gl.PolygonMode\n#define glReadPixels                     imgl3wProcs.gl.ReadPixels\n#define glScissor                        imgl3wProcs.gl.Scissor\n#define glShaderSource                   imgl3wProcs.gl.ShaderSource\n#define glTexImage2D                     imgl3wProcs.gl.TexImage2D\n#define glTexParameteri                  imgl3wProcs.gl.TexParameteri\n#define glUniform1i                      imgl3wProcs.gl.Uniform1i\n#define glUniformMatrix4fv               imgl3wProcs.gl.UniformMatrix4fv\n#define glUseProgram                     imgl3wProcs.gl.UseProgram\n#define glVertexAttribPointer            imgl3wProcs.gl.VertexAttribPointer\n#define glViewport                       imgl3wProcs.gl.Viewport\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif\n\n#ifdef IMGL3W_IMPL\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include <stdlib.h>\n\n#define ARRAY_SIZE(x)  (sizeof(x) / sizeof((x)[0]))\n\n#if defined(_WIN32)\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN 1\n#endif\n#include <windows.h>\n\nstatic HMODULE libgl;\ntypedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);\nstatic GL3WglGetProcAddr wgl_get_proc_address;\n\nstatic int open_libgl(void)\n{\n    libgl = LoadLibraryA(\"opengl32.dll\");\n    if (!libgl)\n        return GL3W_ERROR_LIBRARY_OPEN;\n    wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, \"wglGetProcAddress\");\n    return GL3W_OK;\n}\n\nstatic void close_libgl(void) { FreeLibrary(libgl); }\nstatic GL3WglProc get_proc(const char *proc)\n{\n    GL3WglProc res;\n    res = (GL3WglProc)wgl_get_proc_address(proc);\n    if (!res)\n        res = (GL3WglProc)GetProcAddress(libgl, proc);\n    return res;\n}\n#elif defined(__APPLE__)\n#include <dlfcn.h>\n\nstatic void *libgl;\nstatic int open_libgl(void)\n{\n    libgl = dlopen(\"/System/Library/Frameworks/OpenGL.framework/OpenGL\", RTLD_LAZY | RTLD_LOCAL);\n    if (!libgl)\n        return GL3W_ERROR_LIBRARY_OPEN;\n    return GL3W_OK;\n}\n\nstatic void close_libgl(void) { dlclose(libgl); }\n\nstatic GL3WglProc get_proc(const char *proc)\n{\n    GL3WglProc res;\n    *(void **)(&res) = dlsym(libgl, proc);\n    return res;\n}\n#else\n#include <dlfcn.h>\n\nstatic void *libgl;\nstatic GL3WglProc (*glx_get_proc_address)(const GLubyte *);\n\nstatic int open_libgl(void)\n{\n    libgl = dlopen(\"libGL.so.1\", RTLD_LAZY | RTLD_LOCAL);\n    if (!libgl)\n        return GL3W_ERROR_LIBRARY_OPEN;\n    *(void **)(&glx_get_proc_address) = dlsym(libgl, \"glXGetProcAddressARB\");\n    return GL3W_OK;\n}\n\nstatic void close_libgl(void) { dlclose(libgl); }\n\nstatic GL3WglProc get_proc(const char *proc)\n{\n    GL3WglProc res;\n    res = glx_get_proc_address((const GLubyte *)proc);\n    if (!res)\n        *(void **)(&res) = dlsym(libgl, proc);\n    return res;\n}\n#endif\n\nstatic struct { int major, minor; } version;\n\nstatic int parse_version(void)\n{\n    if (!glGetIntegerv)\n        return GL3W_ERROR_INIT;\n    glGetIntegerv(GL_MAJOR_VERSION, &version.major);\n    glGetIntegerv(GL_MINOR_VERSION, &version.minor);\n    if (version.major < 3)\n        return GL3W_ERROR_OPENGL_VERSION;\n    return GL3W_OK;\n}\n\nstatic void load_procs(GL3WGetProcAddressProc proc);\n\nint imgl3wInit(void)\n{\n    int res = open_libgl();\n    if (res)\n        return res;\n    atexit(close_libgl);\n    return imgl3wInit2(get_proc);\n}\n\nint imgl3wInit2(GL3WGetProcAddressProc proc)\n{\n    load_procs(proc);\n    return parse_version();\n}\n\nint imgl3wIsSupported(int major, int minor)\n{\n    if (major < 3)\n        return 0;\n    if (version.major == major)\n        return version.minor >= minor;\n    return version.major >= major;\n}\n\nGL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }\n\nstatic const char *proc_names[] = {\n    \"glActiveTexture\",\n    \"glAttachShader\",\n    \"glBindBuffer\",\n    \"glBindSampler\",\n    \"glBindTexture\",\n    \"glBindVertexArray\",\n    \"glBlendEquation\",\n    \"glBlendEquationSeparate\",\n    \"glBlendFuncSeparate\",\n    \"glBufferData\",\n    \"glBufferSubData\",\n    \"glClear\",\n    \"glClearColor\",\n    \"glCompileShader\",\n    \"glCreateProgram\",\n    \"glCreateShader\",\n    \"glDeleteBuffers\",\n    \"glDeleteProgram\",\n    \"glDeleteShader\",\n    \"glDeleteTextures\",\n    \"glDeleteVertexArrays\",\n    \"glDetachShader\",\n    \"glDisable\",\n    \"glDrawElements\",\n    \"glDrawElementsBaseVertex\",\n    \"glEnable\",\n    \"glEnableVertexAttribArray\",\n    \"glGenBuffers\",\n    \"glGenTextures\",\n    \"glGenVertexArrays\",\n    \"glGetAttribLocation\",\n    \"glGetError\",\n    \"glGetIntegerv\",\n    \"glGetProgramInfoLog\",\n    \"glGetProgramiv\",\n    \"glGetShaderInfoLog\",\n    \"glGetShaderiv\",\n    \"glGetString\",\n    \"glGetStringi\",\n    \"glGetUniformLocation\",\n    \"glIsEnabled\",\n    \"glLinkProgram\",\n    \"glPixelStorei\",\n    \"glPolygonMode\",\n    \"glReadPixels\",\n    \"glScissor\",\n    \"glShaderSource\",\n    \"glTexImage2D\",\n    \"glTexParameteri\",\n    \"glUniform1i\",\n    \"glUniformMatrix4fv\",\n    \"glUseProgram\",\n    \"glVertexAttribPointer\",\n    \"glViewport\",\n};\n\nGL3W_API union GL3WProcs imgl3wProcs;\n\nstatic void load_procs(GL3WGetProcAddressProc proc)\n{\n    size_t i;\n    for (i = 0; i < ARRAY_SIZE(proc_names); i++)\n        imgl3wProcs.ptr[i] = proc(proc_names[i]);\n}\n\n#ifdef __cplusplus\n}\n#endif\n#endif\n"
  },
  {
    "path": "src/imgui/imgui_internal.h",
    "content": "// dear imgui, v1.88 WIP\n// (internal structures/api)\n\n// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!\n// Set:\n//   #define IMGUI_DEFINE_MATH_OPERATORS\n// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)\n\n/*\n\nIndex of this file:\n\n// [SECTION] Header mess\n// [SECTION] Forward declarations\n// [SECTION] Context pointer\n// [SECTION] STB libraries includes\n// [SECTION] Macros\n// [SECTION] Generic helpers\n// [SECTION] ImDrawList support\n// [SECTION] Widgets support: flags, enums, data structures\n// [SECTION] Inputs support\n// [SECTION] Clipper support\n// [SECTION] Navigation support\n// [SECTION] Columns support\n// [SECTION] Multi-select support\n// [SECTION] Docking support\n// [SECTION] Viewport support\n// [SECTION] Settings support\n// [SECTION] Metrics, Debug tools\n// [SECTION] Generic context hooks\n// [SECTION] ImGuiContext (main imgui context)\n// [SECTION] ImGuiWindowTempData, ImGuiWindow\n// [SECTION] Tab bar, Tab item support\n// [SECTION] Table support\n// [SECTION] ImGui internal API\n// [SECTION] ImFontAtlas internal API\n// [SECTION] Test Engine specific hooks (imgui_test_engine)\n\n*/\n\n#pragma once\n#ifndef IMGUI_DISABLE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Header mess\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_VERSION\n#include \"imgui.h\"\n#endif\n\n#include <stdio.h>      // FILE*, sscanf\n#include <stdlib.h>     // NULL, malloc, free, qsort, atoi, atof\n#include <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf\n#include <limits.h>     // INT_MIN, INT_MAX\n\n// Enable SSE intrinsics if available\n#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE)\n#define IMGUI_ENABLE_SSE\n#include <immintrin.h>\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 4251)     // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)\n#pragma warning (disable: 26812)    // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)\n#pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#pragma clang diagnostic push\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned()\n#pragma clang diagnostic ignored \"-Wunused-function\"                // for stb_textedit.h\n#pragma clang diagnostic ignored \"-Wmissing-prototypes\"             // for stb_textedit.h\n#pragma clang diagnostic ignored \"-Wold-style-cast\"\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#pragma clang diagnostic ignored \"-Wmissing-noreturn\"               // warning: function 'xxx' could be declared with attribute 'noreturn'\n#elif defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"              // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"      // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n// Legacy defines\n#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS            // Renamed in 1.74\n#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n#endif\n#ifdef IMGUI_DISABLE_MATH_FUNCTIONS                     // Renamed in 1.74\n#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n#endif\n\n// Enable stb_truetype by default unless FreeType is enabled.\n// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.\n#ifndef IMGUI_ENABLE_FREETYPE\n#define IMGUI_ENABLE_STB_TRUETYPE\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Forward declarations\n//-----------------------------------------------------------------------------\n\nstruct ImBitVector;                 // Store 1-bit per value\nstruct ImRect;                      // An axis-aligned rectangle (2 points)\nstruct ImDrawDataBuilder;           // Helper to build a ImDrawData instance\nstruct ImDrawListSharedData;        // Data shared between all ImDrawList instances\nstruct ImGuiColorMod;               // Stacked color modifier, backup of modified data so we can restore it\nstruct ImGuiContext;                // Main Dear ImGui context\nstruct ImGuiContextHook;            // Hook for extensions like ImGuiTestEngine\nstruct ImGuiDataTypeInfo;           // Type information associated to a ImGuiDataType enum\nstruct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup()\nstruct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box\nstruct ImGuiLastItemData;           // Status storage for last submitted items\nstruct ImGuiMenuColumns;            // Simple column measurement, currently used for MenuItem() only\nstruct ImGuiNavItemData;            // Result of a gamepad/keyboard directional navigation move query result\nstruct ImGuiMetricsConfig;          // Storage for ShowMetricsWindow() and DebugNodeXXX() functions\nstruct ImGuiNextWindowData;         // Storage for SetNextWindow** functions\nstruct ImGuiNextItemData;           // Storage for SetNextItem** functions\nstruct ImGuiOldColumnData;          // Storage data for a single column for legacy Columns() api\nstruct ImGuiOldColumns;             // Storage data for a columns set for legacy Columns() api\nstruct ImGuiPopupData;              // Storage for current popup stack\nstruct ImGuiSettingsHandler;        // Storage for one type registered in the .ini file\nstruct ImGuiStackSizes;             // Storage of stack sizes for debugging/asserting\nstruct ImGuiStyleMod;               // Stacked style modifier, backup of modified data so we can restore it\nstruct ImGuiTabBar;                 // Storage for a tab bar\nstruct ImGuiTabItem;                // Storage for a tab item (within a tab bar)\nstruct ImGuiTable;                  // Storage for a table\nstruct ImGuiTableColumn;            // Storage for one column of a table\nstruct ImGuiTableInstanceData;      // Storage for one instance of a same table\nstruct ImGuiTableTempData;          // Temporary storage for one table (one per table in the stack), shared between tables.\nstruct ImGuiTableSettings;          // Storage for a table .ini settings\nstruct ImGuiTableColumnsSettings;   // Storage for a column .ini settings\nstruct ImGuiWindow;                 // Storage for one window\nstruct ImGuiWindowTempData;         // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)\nstruct ImGuiWindowSettings;         // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)\n\n// Use your programming IDE \"Go to definition\" facility on the names of the center columns to find the actual flags/enum lists.\ntypedef int ImGuiLayoutType;            // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical\ntypedef int ImGuiActivateFlags;         // -> enum ImGuiActivateFlags_      // Flags: for navigation/focus function (will be for ActivateItem() later)\ntypedef int ImGuiItemFlags;             // -> enum ImGuiItemFlags_          // Flags: for PushItemFlag()\ntypedef int ImGuiItemStatusFlags;       // -> enum ImGuiItemStatusFlags_    // Flags: for DC.LastItemStatusFlags\ntypedef int ImGuiOldColumnFlags;        // -> enum ImGuiOldColumnFlags_     // Flags: for BeginColumns()\ntypedef int ImGuiNavHighlightFlags;     // -> enum ImGuiNavHighlightFlags_  // Flags: for RenderNavHighlight()\ntypedef int ImGuiNavDirSourceFlags;     // -> enum ImGuiNavDirSourceFlags_  // Flags: for GetNavInputAmount2d()\ntypedef int ImGuiNavMoveFlags;          // -> enum ImGuiNavMoveFlags_       // Flags: for navigation requests\ntypedef int ImGuiNextItemDataFlags;     // -> enum ImGuiNextItemDataFlags_  // Flags: for SetNextItemXXX() functions\ntypedef int ImGuiNextWindowDataFlags;   // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions\ntypedef int ImGuiScrollFlags;           // -> enum ImGuiScrollFlags_        // Flags: for ScrollToItem() and navigation requests\ntypedef int ImGuiSeparatorFlags;        // -> enum ImGuiSeparatorFlags_     // Flags: for SeparatorEx()\ntypedef int ImGuiTextFlags;             // -> enum ImGuiTextFlags_          // Flags: for TextEx()\ntypedef int ImGuiTooltipFlags;          // -> enum ImGuiTooltipFlags_       // Flags: for BeginTooltipEx()\n\ntypedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);\n\n//-----------------------------------------------------------------------------\n// [SECTION] Context pointer\n// See implementation of this variable in imgui.cpp for comments and details.\n//-----------------------------------------------------------------------------\n\n#ifndef GImGui\nextern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] STB libraries includes\n//-------------------------------------------------------------------------\n\nnamespace ImStb\n{\n\n#undef STB_TEXTEDIT_STRING\n#undef STB_TEXTEDIT_CHARTYPE\n#define STB_TEXTEDIT_STRING             ImGuiInputTextState\n#define STB_TEXTEDIT_CHARTYPE           ImWchar\n#define STB_TEXTEDIT_GETWIDTH_NEWLINE   (-1.0f)\n#define STB_TEXTEDIT_UNDOSTATECOUNT     99\n#define STB_TEXTEDIT_UNDOCHARCOUNT      999\n#include \"imstb_textedit.h\"\n\n} // namespace ImStb\n\n//-----------------------------------------------------------------------------\n// [SECTION] Macros\n//-----------------------------------------------------------------------------\n\n// Debug Logging\n#ifndef IMGUI_DEBUG_LOG\n#define IMGUI_DEBUG_LOG(_FMT,...)       printf(\"[%05d] \" _FMT, GImGui->FrameCount, __VA_ARGS__)\n#endif\n\n// Debug Logging for selected systems. Remove the '((void)0) //' to enable.\n//#define IMGUI_DEBUG_LOG_POPUP         IMGUI_DEBUG_LOG // Enable log\n//#define IMGUI_DEBUG_LOG_NAV           IMGUI_DEBUG_LOG // Enable log\n//#define IMGUI_DEBUG_LOG_IO            IMGUI_DEBUG_LOG // Enable log\n#define IMGUI_DEBUG_LOG_POPUP(...)      ((void)0)       // Disable log\n#define IMGUI_DEBUG_LOG_NAV(...)        ((void)0)       // Disable log\n#define IMGUI_DEBUG_LOG_IO(...)         ((void)0)       // Disable log\n\n// Static Asserts\n#define IM_STATIC_ASSERT(_COND)         static_assert(_COND, \"\")\n\n// \"Paranoid\" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.\n// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.\n//#define IMGUI_DEBUG_PARANOID\n#ifdef IMGUI_DEBUG_PARANOID\n#define IM_ASSERT_PARANOID(_EXPR)       IM_ASSERT(_EXPR)\n#else\n#define IM_ASSERT_PARANOID(_EXPR)\n#endif\n\n// Error handling\n// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.\n#ifndef IM_ASSERT_USER_ERROR\n#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG)   // Recoverable User Error\n#endif\n\n// Misc Macros\n#define IM_PI                           3.14159265358979323846f\n#ifdef _WIN32\n#define IM_NEWLINE                      \"\\r\\n\"   // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)\n#else\n#define IM_NEWLINE                      \"\\n\"\n#endif\n#define IM_TABSIZE                      (4)\n#define IM_MEMALIGN(_OFF,_ALIGN)        (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1))               // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8\n#define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))   // Unsaturated, for display purpose\n#define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255\n#define IM_FLOOR(_VAL)                  ((float)(int)(_VAL))                                    // ImFloor() is not inlined in MSVC debug builds\n#define IM_ROUND(_VAL)                  ((float)(int)((_VAL) + 0.5f))                           //\n\n// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall\n#ifdef _MSC_VER\n#define IMGUI_CDECL __cdecl\n#else\n#define IMGUI_CDECL\n#endif\n\n// Warnings\n#if defined(_MSC_VER) && !defined(__clang__)\n#define IM_MSVC_WARNING_SUPPRESS(XXXX)  __pragma(warning(suppress: XXXX))\n#else\n#define IM_MSVC_WARNING_SUPPRESS(XXXX)\n#endif\n\n// Debug Tools\n// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.\n// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.\n#ifndef IM_DEBUG_BREAK\n#if defined (_MSC_VER)\n#define IM_DEBUG_BREAK()    __debugbreak()\n#elif defined(__clang__)\n#define IM_DEBUG_BREAK()    __builtin_debugtrap()\n#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))\n#define IM_DEBUG_BREAK()    __asm__ volatile(\"int $0x03\")\n#elif defined(__GNUC__) && defined(__thumb__)\n#define IM_DEBUG_BREAK()    __asm__ volatile(\".inst 0xde01\")\n#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)\n#define IM_DEBUG_BREAK()    __asm__ volatile(\".inst 0xe7f001f0\");\n#else\n#define IM_DEBUG_BREAK()    IM_ASSERT(0)    // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!\n#endif\n#endif // #ifndef IM_DEBUG_BREAK\n\n//-----------------------------------------------------------------------------\n// [SECTION] Generic helpers\n// Note that the ImXXX helpers functions are lower-level than ImGui functions.\n// ImGui functions or the ImGui context are never called/used from other ImXXX functions.\n//-----------------------------------------------------------------------------\n// - Helpers: Hashing\n// - Helpers: Sorting\n// - Helpers: Bit manipulation\n// - Helpers: String, Formatting\n// - Helpers: UTF-8 <> wchar conversions\n// - Helpers: ImVec2/ImVec4 operators\n// - Helpers: Maths\n// - Helpers: Geometry\n// - Helper: ImVec1\n// - Helper: ImVec2ih\n// - Helper: ImRect\n// - Helper: ImBitArray\n// - Helper: ImBitVector\n// - Helper: ImSpan<>, ImSpanAllocator<>\n// - Helper: ImPool<>\n// - Helper: ImChunkStream<>\n//-----------------------------------------------------------------------------\n\n// Helpers: Hashing\nIMGUI_API ImGuiID       ImHashData(const void* data, size_t data_size, ImU32 seed = 0);\nIMGUI_API ImGuiID       ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\nstatic inline ImGuiID   ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]\n#endif\n\n// Helpers: Sorting\n#ifndef ImQsort\nstatic inline void      ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }\n#endif\n\n// Helpers: Color Blending\nIMGUI_API ImU32         ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);\n\n// Helpers: Bit manipulation\nstatic inline bool      ImIsPowerOfTwo(int v)           { return v != 0 && (v & (v - 1)) == 0; }\nstatic inline bool      ImIsPowerOfTwo(ImU64 v)         { return v != 0 && (v & (v - 1)) == 0; }\nstatic inline int       ImUpperPowerOfTwo(int v)        { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }\n\n// Helpers: String, Formatting\nIMGUI_API int           ImStricmp(const char* str1, const char* str2);\nIMGUI_API int           ImStrnicmp(const char* str1, const char* str2, size_t count);\nIMGUI_API void          ImStrncpy(char* dst, const char* src, size_t count);\nIMGUI_API char*         ImStrdup(const char* str);\nIMGUI_API char*         ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);\nIMGUI_API const char*   ImStrchrRange(const char* str_begin, const char* str_end, char c);\nIMGUI_API int           ImStrlenW(const ImWchar* str);\nIMGUI_API const char*   ImStreolRange(const char* str, const char* str_end);                // End end-of-line\nIMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin);   // Find beginning-of-line\nIMGUI_API const char*   ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);\nIMGUI_API void          ImStrTrimBlanks(char* str);\nIMGUI_API const char*   ImStrSkipBlank(const char* str);\nIMGUI_API int           ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);\nIMGUI_API int           ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);\nIMGUI_API const char*   ImParseFormatFindStart(const char* format);\nIMGUI_API const char*   ImParseFormatFindEnd(const char* format);\nIMGUI_API const char*   ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);\nIMGUI_API int           ImParseFormatPrecision(const char* format, int default_value);\nstatic inline bool      ImCharIsBlankA(char c)          { return c == ' ' || c == '\\t'; }\nstatic inline bool      ImCharIsBlankW(unsigned int c)  { return c == ' ' || c == '\\t' || c == 0x3000; }\n\n// Helpers: UTF-8 <> wchar conversions\nIMGUI_API const char*   ImTextCharToUtf8(char out_buf[5], unsigned int c);                                                      // return out_buf\nIMGUI_API int           ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end);   // return output UTF-8 bytes count\nIMGUI_API int           ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);               // read one character. return input UTF-8 bytes count\nIMGUI_API int           ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count\nIMGUI_API int           ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                                 // return number of UTF-8 code-points (NOT bytes count)\nIMGUI_API int           ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end);                             // return number of bytes to express one char in UTF-8\nIMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                        // return number of bytes to express string in UTF-8\n\n// Helpers: ImVec2/ImVec4 operators\n// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)\n// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself.\n#ifdef IMGUI_DEFINE_MATH_OPERATORS\nIM_MSVC_RUNTIME_CHECKS_OFF\nstatic inline ImVec2 operator*(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x * rhs, lhs.y * rhs); }\nstatic inline ImVec2 operator/(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x / rhs, lhs.y / rhs); }\nstatic inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }\nstatic inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }\nstatic inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }\nstatic inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }\nstatic inline ImVec2& operator*=(ImVec2& lhs, const float rhs)                  { lhs.x *= rhs; lhs.y *= rhs; return lhs; }\nstatic inline ImVec2& operator/=(ImVec2& lhs, const float rhs)                  { lhs.x /= rhs; lhs.y /= rhs; return lhs; }\nstatic inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }\nstatic inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }\nstatic inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }\nstatic inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }\nstatic inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }\nstatic inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }\nstatic inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n#endif\n\n// Helpers: File System\n#ifdef IMGUI_DISABLE_FILE_FUNCTIONS\n#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\ntypedef void* ImFileHandle;\nstatic inline ImFileHandle  ImFileOpen(const char*, const char*)                    { return NULL; }\nstatic inline bool          ImFileClose(ImFileHandle)                               { return false; }\nstatic inline ImU64         ImFileGetSize(ImFileHandle)                             { return (ImU64)-1; }\nstatic inline ImU64         ImFileRead(void*, ImU64, ImU64, ImFileHandle)           { return 0; }\nstatic inline ImU64         ImFileWrite(const void*, ImU64, ImU64, ImFileHandle)    { return 0; }\n#endif\n#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\ntypedef FILE* ImFileHandle;\nIMGUI_API ImFileHandle      ImFileOpen(const char* filename, const char* mode);\nIMGUI_API bool              ImFileClose(ImFileHandle file);\nIMGUI_API ImU64             ImFileGetSize(ImFileHandle file);\nIMGUI_API ImU64             ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);\nIMGUI_API ImU64             ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);\n#else\n#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions\n#endif\nIMGUI_API void*             ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);\n\n// Helpers: Maths\nIM_MSVC_RUNTIME_CHECKS_OFF\n// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)\n#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n#define ImFabs(X)           fabsf(X)\n#define ImSqrt(X)           sqrtf(X)\n#define ImFmod(X, Y)        fmodf((X), (Y))\n#define ImCos(X)            cosf(X)\n#define ImSin(X)            sinf(X)\n#define ImAcos(X)           acosf(X)\n#define ImAtan2(Y, X)       atan2f((Y), (X))\n#define ImAtof(STR)         atof(STR)\n//#define ImFloorStd(X)     floorf(X)           // We use our own, see ImFloor() and ImFloorSigned()\n#define ImCeil(X)           ceilf(X)\nstatic inline float  ImPow(float x, float y)    { return powf(x, y); }          // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision\nstatic inline double ImPow(double x, double y)  { return pow(x, y); }\nstatic inline float  ImLog(float x)             { return logf(x); }             // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision\nstatic inline double ImLog(double x)            { return log(x); }\nstatic inline int    ImAbs(int x)               { return x < 0 ? -x : x; }\nstatic inline float  ImAbs(float x)             { return fabsf(x); }\nstatic inline double ImAbs(double x)            { return fabs(x); }\nstatic inline float  ImSign(float x)            { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument\nstatic inline double ImSign(double x)           { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }\n#ifdef IMGUI_ENABLE_SSE\nstatic inline float  ImRsqrt(float x)           { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }\n#else\nstatic inline float  ImRsqrt(float x)           { return 1.0f / sqrtf(x); }\n#endif\nstatic inline double ImRsqrt(double x)          { return 1.0 / sqrt(x); }\n#endif\n// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double\n// (Exceptionally using templates here but we could also redefine them for those types)\ntemplate<typename T> static inline T ImMin(T lhs, T rhs)                        { return lhs < rhs ? lhs : rhs; }\ntemplate<typename T> static inline T ImMax(T lhs, T rhs)                        { return lhs >= rhs ? lhs : rhs; }\ntemplate<typename T> static inline T ImClamp(T v, T mn, T mx)                   { return (v < mn) ? mn : (v > mx) ? mx : v; }\ntemplate<typename T> static inline T ImLerp(T a, T b, float t)                  { return (T)(a + (b - a) * t); }\ntemplate<typename T> static inline void ImSwap(T& a, T& b)                      { T tmp = a; a = b; b = tmp; }\ntemplate<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx)   { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }\ntemplate<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx)   { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }\n// - Misc maths helpers\nstatic inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }\nstatic inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }\nstatic inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx)      { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }\nstatic inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)          { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }\nstatic inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }\nstatic inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }\nstatic inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }\nstatic inline float  ImLengthSqr(const ImVec2& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }\nstatic inline float  ImLengthSqr(const ImVec4& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }\nstatic inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }\nstatic inline float  ImFloor(float f)                                           { return (float)(int)(f); }\nstatic inline float  ImFloorSigned(float f)                                     { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()\nstatic inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }\nstatic inline ImVec2 ImFloorSigned(const ImVec2& v)                             { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }\nstatic inline int    ImModPositive(int a, int b)                                { return (a + b) % b; }\nstatic inline float  ImDot(const ImVec2& a, const ImVec2& b)                    { return a.x * b.x + a.y * b.y; }\nstatic inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)        { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }\nstatic inline float  ImLinearSweep(float current, float target, float speed)    { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }\nstatic inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }\nstatic inline bool   ImIsFloatAboveGuaranteedIntegerPrecision(float f)          { return f <= -16777216 || f >= 16777216; }\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n// Helpers: Geometry\nIMGUI_API ImVec2     ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);\nIMGUI_API ImVec2     ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments);       // For curves with explicit number of segments\nIMGUI_API ImVec2     ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol\nIMGUI_API ImVec2     ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);\nIMGUI_API ImVec2     ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);\nIMGUI_API bool       ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);\nIMGUI_API ImVec2     ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);\nIMGUI_API void       ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);\ninline float         ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }\nIMGUI_API ImGuiDir   ImGetDirQuadrantFromDelta(float dx, float dy);\n\n// Helper: ImVec1 (1D vector)\n// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)\nIM_MSVC_RUNTIME_CHECKS_OFF\nstruct ImVec1\n{\n    float   x;\n    constexpr ImVec1()         : x(0.0f) { }\n    constexpr ImVec1(float _x) : x(_x) { }\n};\n\n// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)\nstruct ImVec2ih\n{\n    short   x, y;\n    constexpr ImVec2ih()                           : x(0), y(0) {}\n    constexpr ImVec2ih(short _x, short _y)         : x(_x), y(_y) {}\n    constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}\n};\n\n// Helper: ImRect (2D axis aligned bounding-box)\n// NB: we can't rely on ImVec2 math operators being available here!\nstruct IMGUI_API ImRect\n{\n    ImVec2      Min;    // Upper-left\n    ImVec2      Max;    // Lower-right\n\n    constexpr ImRect()                                        : Min(0.0f, 0.0f), Max(0.0f, 0.0f)  {}\n    constexpr ImRect(const ImVec2& min, const ImVec2& max)    : Min(min), Max(max)                {}\n    constexpr ImRect(const ImVec4& v)                         : Min(v.x, v.y), Max(v.z, v.w)      {}\n    constexpr ImRect(float x1, float y1, float x2, float y2)  : Min(x1, y1), Max(x2, y2)          {}\n\n    ImVec2      GetCenter() const                   { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }\n    ImVec2      GetSize() const                     { return ImVec2(Max.x - Min.x, Max.y - Min.y); }\n    float       GetWidth() const                    { return Max.x - Min.x; }\n    float       GetHeight() const                   { return Max.y - Min.y; }\n    float       GetArea() const                     { return (Max.x - Min.x) * (Max.y - Min.y); }\n    ImVec2      GetTL() const                       { return Min; }                   // Top-left\n    ImVec2      GetTR() const                       { return ImVec2(Max.x, Min.y); }  // Top-right\n    ImVec2      GetBL() const                       { return ImVec2(Min.x, Max.y); }  // Bottom-left\n    ImVec2      GetBR() const                       { return Max; }                   // Bottom-right\n    bool        Contains(const ImVec2& p) const     { return p.x     >= Min.x && p.y     >= Min.y && p.x     <  Max.x && p.y     <  Max.y; }\n    bool        Contains(const ImRect& r) const     { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }\n    bool        Overlaps(const ImRect& r) const     { return r.Min.y <  Max.y && r.Max.y >  Min.y && r.Min.x <  Max.x && r.Max.x >  Min.x; }\n    void        Add(const ImVec2& p)                { if (Min.x > p.x)     Min.x = p.x;     if (Min.y > p.y)     Min.y = p.y;     if (Max.x < p.x)     Max.x = p.x;     if (Max.y < p.y)     Max.y = p.y; }\n    void        Add(const ImRect& r)                { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }\n    void        Expand(const float amount)          { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }\n    void        Expand(const ImVec2& amount)        { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }\n    void        Translate(const ImVec2& d)          { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }\n    void        TranslateX(float dx)                { Min.x += dx; Max.x += dx; }\n    void        TranslateY(float dy)                { Min.y += dy; Max.y += dy; }\n    void        ClipWith(const ImRect& r)           { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); }                   // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.\n    void        ClipWithFull(const ImRect& r)       { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.\n    void        Floor()                             { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }\n    bool        IsInverted() const                  { return Min.x > Max.x || Min.y > Max.y; }\n    ImVec4      ToVec4() const                      { return ImVec4(Min.x, Min.y, Max.x, Max.y); }\n};\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n// Helper: ImBitArray\ninline bool     ImBitArrayTestBit(const ImU32* arr, int n)      { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }\ninline void     ImBitArrayClearBit(ImU32* arr, int n)           { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }\ninline void     ImBitArraySetBit(ImU32* arr, int n)             { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }\ninline void     ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)\n{\n    n2--;\n    while (n <= n2)\n    {\n        int a_mod = (n & 31);\n        int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;\n        ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);\n        arr[n >> 5] |= mask;\n        n = (n + 32) & ~31;\n    }\n}\n\n// Helper: ImBitArray class (wrapper over ImBitArray functions)\n// Store 1-bit per value.\ntemplate<int BITCOUNT, int OFFSET = 0>\nstruct ImBitArray\n{\n    ImU32           Storage[(BITCOUNT + 31) >> 5];\n    ImBitArray()                                { ClearAllBits(); }\n    void            ClearAllBits()              { memset(Storage, 0, sizeof(Storage)); }\n    void            SetAllBits()                { memset(Storage, 255, sizeof(Storage)); }\n    bool            TestBit(int n) const        { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }\n    void            SetBit(int n)               { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }\n    void            ClearBit(int n)             { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }\n    void            SetBitRange(int n, int n2)  { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)\n    bool            operator[](int n) const     { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }\n};\n\n// Helper: ImBitVector\n// Store 1-bit per value.\nstruct IMGUI_API ImBitVector\n{\n    ImVector<ImU32> Storage;\n    void            Create(int sz)              { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }\n    void            Clear()                     { Storage.clear(); }\n    bool            TestBit(int n) const        { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); }\n    void            SetBit(int n)               { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }\n    void            ClearBit(int n)             { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }\n};\n\n// Helper: ImSpan<>\n// Pointing to a span of data we don't own.\ntemplate<typename T>\nstruct ImSpan\n{\n    T*                  Data;\n    T*                  DataEnd;\n\n    // Constructors, destructor\n    inline ImSpan()                                 { Data = DataEnd = NULL; }\n    inline ImSpan(T* data, int size)                { Data = data; DataEnd = data + size; }\n    inline ImSpan(T* data, T* data_end)             { Data = data; DataEnd = data_end; }\n\n    inline void         set(T* data, int size)      { Data = data; DataEnd = data + size; }\n    inline void         set(T* data, T* data_end)   { Data = data; DataEnd = data_end; }\n    inline int          size() const                { return (int)(ptrdiff_t)(DataEnd - Data); }\n    inline int          size_in_bytes() const       { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }\n    inline T&           operator[](int i)           { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }\n    inline const T&     operator[](int i) const     { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }\n\n    inline T*           begin()                     { return Data; }\n    inline const T*     begin() const               { return Data; }\n    inline T*           end()                       { return DataEnd; }\n    inline const T*     end() const                 { return DataEnd; }\n\n    // Utilities\n    inline int  index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }\n};\n\n// Helper: ImSpanAllocator<>\n// Facilitate storing multiple chunks into a single large block (the \"arena\")\n// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.\ntemplate<int CHUNKS>\nstruct ImSpanAllocator\n{\n    char*   BasePtr;\n    int     CurrOff;\n    int     CurrIdx;\n    int     Offsets[CHUNKS];\n    int     Sizes[CHUNKS];\n\n    ImSpanAllocator()                               { memset(this, 0, sizeof(*this)); }\n    inline void  Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }\n    inline int   GetArenaSizeInBytes()              { return CurrOff; }\n    inline void  SetArenaBasePtr(void* base_ptr)    { BasePtr = (char*)base_ptr; }\n    inline void* GetSpanPtrBegin(int n)             { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }\n    inline void* GetSpanPtrEnd(int n)               { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }\n    template<typename T>\n    inline void  GetSpan(int n, ImSpan<T>* span)    { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }\n};\n\n// Helper: ImPool<>\n// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,\n// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.\ntypedef int ImPoolIdx;\ntemplate<typename T>\nstruct ImPool\n{\n    ImVector<T>     Buf;        // Contiguous data\n    ImGuiStorage    Map;        // ID->Index\n    ImPoolIdx       FreeIdx;    // Next free idx to use\n    ImPoolIdx       AliveCount; // Number of active/alive items (for display purpose)\n\n    ImPool()    { FreeIdx = AliveCount = 0; }\n    ~ImPool()   { Clear(); }\n    T*          GetByKey(ImGuiID key)               { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }\n    T*          GetByIndex(ImPoolIdx n)             { return &Buf[n]; }\n    ImPoolIdx   GetIndex(const T* p) const          { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }\n    T*          GetOrAddByKey(ImGuiID key)          { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }\n    bool        Contains(const T* p) const          { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }\n    void        Clear()                             { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }\n    T*          Add()                               { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }\n    void        Remove(ImGuiID key, const T* p)     { Remove(key, GetIndex(p)); }\n    void        Remove(ImGuiID key, ImPoolIdx idx)  { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }\n    void        Reserve(int capacity)               { Buf.reserve(capacity); Map.Data.reserve(capacity); }\n\n    // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }\n    // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()\n    int         GetAliveCount() const               { return AliveCount; }      // Number of active/alive items in the pool (for display purpose)\n    int         GetBufSize() const                  { return Buf.Size; }\n    int         GetMapSize() const                  { return Map.Data.Size; }   // It is the map we need iterate to find valid items, since we don't have \"alive\" storage anywhere\n    T*          TryGetMapData(ImPoolIdx n)          { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    int         GetSize()                           { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304)\n#endif\n};\n\n// Helper: ImChunkStream<>\n// Build and iterate a contiguous stream of variable-sized structures.\n// This is used by Settings to store persistent data while reducing allocation count.\n// We store the chunk size first, and align the final size on 4 bytes boundaries.\n// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.\ntemplate<typename T>\nstruct ImChunkStream\n{\n    ImVector<char>  Buf;\n\n    void    clear()                     { Buf.clear(); }\n    bool    empty() const               { return Buf.Size == 0; }\n    int     size() const                { return Buf.Size; }\n    T*      alloc_chunk(size_t sz)      { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }\n    T*      begin()                     { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }\n    T*      next_chunk(T* p)            { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }\n    int     chunk_size(const T* p)      { return ((const int*)p)[-1]; }\n    T*      end()                       { return (T*)(void*)(Buf.Data + Buf.Size); }\n    int     offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }\n    T*      ptr_from_offset(int off)    { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }\n    void    swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }\n\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawList support\n//-----------------------------------------------------------------------------\n\n// ImDrawList: Helper function to calculate a circle's segment count given its radius and a \"maximum error\" value.\n// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693\n// Number of segments (N) is calculated using equation:\n//   N = ceil ( pi / acos(1 - error / r) )     where r > 0, error <= r\n// Our equation is significantly simpler that one in the post thanks for choosing segment that is\n// perpendicular to X axis. Follow steps in the article from this starting condition and you will\n// will get this result.\n//\n// Rendering circles with an odd number of segments, while mathematically correct will produce\n// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)\n//\n#define IM_ROUNDUP_TO_EVEN(_V)                                  ((((_V) + 1) / 2) * 2)\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN                     4\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX                     512\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR)    ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)\n\n// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR)    ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD)     ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))\n\n// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.\n#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE\n#define IM_DRAWLIST_ARCFAST_TABLE_SIZE                          48 // Number of samples in lookup table.\n#endif\n#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX                          IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.\n\n// Data shared between all ImDrawList instances\n// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.\nstruct IMGUI_API ImDrawListSharedData\n{\n    ImVec2          TexUvWhitePixel;            // UV of white pixel in the atlas\n    ImFont*         Font;                       // Current/default font (optional, for simplified AddText overload)\n    float           FontSize;                   // Current/default font size (optional, for simplified AddText overload)\n    float           CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo()\n    float           CircleSegmentMaxError;      // Number of circle segments to use per pixel of radius for AddCircle() etc\n    ImVec4          ClipRectFullscreen;         // Value for PushClipRectFullscreen()\n    ImDrawListFlags InitialFlags;               // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)\n\n    // [Internal] Lookup tables\n    ImVec2          ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.\n    float           ArcFastRadiusCutoff;                        // Cutoff radius after which arc drawing will fallback to slower PathArcTo()\n    ImU8            CircleSegmentCounts[64];    // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)\n    const ImVec4*   TexUvLines;                 // UV of anti-aliased lines in the atlas\n\n    ImDrawListSharedData();\n    void SetCircleTessellationMaxError(float max_error);\n};\n\nstruct ImDrawDataBuilder\n{\n    ImVector<ImDrawList*>   Layers[2];           // Global layers for: regular, tooltip\n\n    void Clear()                    { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }\n    void ClearFreeMemory()          { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }\n    int  GetDrawListCount() const   { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }\n    IMGUI_API void FlattenIntoSingleLayer();\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Widgets support: flags, enums, data structures\n//-----------------------------------------------------------------------------\n\n// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().\n// This is going to be exposed in imgui.h when stabilized enough.\nenum ImGuiItemFlags_\n{\n    ImGuiItemFlags_None                     = 0,\n    ImGuiItemFlags_NoTabStop                = 1 << 0,  // false     // Disable keyboard tabbing (FIXME: should merge with _NoNav)\n    ImGuiItemFlags_ButtonRepeat             = 1 << 1,  // false     // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.\n    ImGuiItemFlags_Disabled                 = 1 << 2,  // false     // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211\n    ImGuiItemFlags_NoNav                    = 1 << 3,  // false     // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop)\n    ImGuiItemFlags_NoNavDefaultFocus        = 1 << 4,  // false     // Disable item being a candidate for default focus (e.g. used by title bar items)\n    ImGuiItemFlags_SelectableDontClosePopup = 1 << 5,  // false     // Disable MenuItem/Selectable() automatically closing their popup window\n    ImGuiItemFlags_MixedValue               = 1 << 6,  // false     // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)\n    ImGuiItemFlags_ReadOnly                 = 1 << 7,  // false     // [ALPHA] Allow hovering interactions but underlying value is not changed.\n    ImGuiItemFlags_Inputable                = 1 << 8   // false     // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.\n};\n\n// Storage for LastItem data\nenum ImGuiItemStatusFlags_\n{\n    ImGuiItemStatusFlags_None               = 0,\n    ImGuiItemStatusFlags_HoveredRect        = 1 << 0,   // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)\n    ImGuiItemStatusFlags_HasDisplayRect     = 1 << 1,   // g.LastItemData.DisplayRect is valid\n    ImGuiItemStatusFlags_Edited             = 1 << 2,   // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)\n    ImGuiItemStatusFlags_ToggledSelection   = 1 << 3,   // Set when Selectable(), TreeNode() reports toggling a selection. We can't report \"Selected\", only state changes, in order to easily handle clipping with less issues.\n    ImGuiItemStatusFlags_ToggledOpen        = 1 << 4,   // Set when TreeNode() reports toggling their open state.\n    ImGuiItemStatusFlags_HasDeactivated     = 1 << 5,   // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.\n    ImGuiItemStatusFlags_Deactivated        = 1 << 6,   // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.\n    ImGuiItemStatusFlags_HoveredWindow      = 1 << 7,   // Override the HoveredWindow test to allow cross-window hover testing.\n    ImGuiItemStatusFlags_FocusedByTabbing   = 1 << 8    // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    , // [imgui_tests only]\n    ImGuiItemStatusFlags_Openable           = 1 << 20,  //\n    ImGuiItemStatusFlags_Opened             = 1 << 21,  //\n    ImGuiItemStatusFlags_Checkable          = 1 << 22,  //\n    ImGuiItemStatusFlags_Checked            = 1 << 23   //\n#endif\n};\n\n// Extend ImGuiInputTextFlags_\nenum ImGuiInputTextFlagsPrivate_\n{\n    // [Internal]\n    ImGuiInputTextFlags_Multiline           = 1 << 26,  // For internal use by InputTextMultiline()\n    ImGuiInputTextFlags_NoMarkEdited        = 1 << 27,  // For internal use by functions using InputText() before reformatting data\n    ImGuiInputTextFlags_MergedItem          = 1 << 28   // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.\n};\n\n// Extend ImGuiButtonFlags_\nenum ImGuiButtonFlagsPrivate_\n{\n    ImGuiButtonFlags_PressedOnClick         = 1 << 4,   // return true on click (mouse down event)\n    ImGuiButtonFlags_PressedOnClickRelease  = 1 << 5,   // [Default] return true on click + release on same item <-- this is what the majority of Button are using\n    ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item\n    ImGuiButtonFlags_PressedOnRelease       = 1 << 7,   // return true on release (default requires click+release)\n    ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 8,   // return true on double-click (default requires click+release)\n    ImGuiButtonFlags_PressedOnDragDropHold  = 1 << 9,   // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)\n    ImGuiButtonFlags_Repeat                 = 1 << 10,  // hold to repeat\n    ImGuiButtonFlags_FlattenChildren        = 1 << 11,  // allow interactions even if a child window is overlapping\n    ImGuiButtonFlags_AllowItemOverlap       = 1 << 12,  // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()\n    ImGuiButtonFlags_DontClosePopups        = 1 << 13,  // disable automatically closing parent popup on press // [UNUSED]\n    //ImGuiButtonFlags_Disabled             = 1 << 14,  // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled\n    ImGuiButtonFlags_AlignTextBaseLine      = 1 << 15,  // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine\n    ImGuiButtonFlags_NoKeyModifiers         = 1 << 16,  // disable mouse interaction if a key modifier is held\n    ImGuiButtonFlags_NoHoldingActiveId      = 1 << 17,  // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)\n    ImGuiButtonFlags_NoNavFocus             = 1 << 18,  // don't override navigation focus when activated\n    ImGuiButtonFlags_NoHoveredOnFocus       = 1 << 19,  // don't report as hovered when nav focus is on this item\n    ImGuiButtonFlags_PressedOnMask_         = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,\n    ImGuiButtonFlags_PressedOnDefault_      = ImGuiButtonFlags_PressedOnClickRelease\n};\n\n// Extend ImGuiComboFlags_\nenum ImGuiComboFlagsPrivate_\n{\n    ImGuiComboFlags_CustomPreview           = 1 << 20   // enable BeginComboPreview()\n};\n\n// Extend ImGuiSliderFlags_\nenum ImGuiSliderFlagsPrivate_\n{\n    ImGuiSliderFlags_Vertical               = 1 << 20,  // Should this slider be orientated vertically?\n    ImGuiSliderFlags_ReadOnly               = 1 << 21\n};\n\n// Extend ImGuiSelectableFlags_\nenum ImGuiSelectableFlagsPrivate_\n{\n    // NB: need to be in sync with last value of ImGuiSelectableFlags_\n    ImGuiSelectableFlags_NoHoldingActiveID      = 1 << 20,\n    ImGuiSelectableFlags_SelectOnNav            = 1 << 21,  // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.\n    ImGuiSelectableFlags_SelectOnClick          = 1 << 22,  // Override button behavior to react on Click (default is Click+Release)\n    ImGuiSelectableFlags_SelectOnRelease        = 1 << 23,  // Override button behavior to react on Release (default is Click+Release)\n    ImGuiSelectableFlags_SpanAvailWidth         = 1 << 24,  // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)\n    ImGuiSelectableFlags_DrawHoveredWhenHeld    = 1 << 25,  // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.\n    ImGuiSelectableFlags_SetNavIdOnHover        = 1 << 26,  // Set Nav/Focus ID on mouse hover (used by MenuItem)\n    ImGuiSelectableFlags_NoPadWithHalfSpacing   = 1 << 27   // Disable padding each side with ItemSpacing * 0.5f\n};\n\n// Extend ImGuiTreeNodeFlags_\nenum ImGuiTreeNodeFlagsPrivate_\n{\n    ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20\n};\n\nenum ImGuiSeparatorFlags_\n{\n    ImGuiSeparatorFlags_None                = 0,\n    ImGuiSeparatorFlags_Horizontal          = 1 << 0,   // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar\n    ImGuiSeparatorFlags_Vertical            = 1 << 1,\n    ImGuiSeparatorFlags_SpanAllColumns      = 1 << 2\n};\n\nenum ImGuiTextFlags_\n{\n    ImGuiTextFlags_None = 0,\n    ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0\n};\n\nenum ImGuiTooltipFlags_\n{\n    ImGuiTooltipFlags_None = 0,\n    ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0      // Override will clear/ignore previously submitted tooltip (defaults to append)\n};\n\n// FIXME: this is in development, not exposed/functional as a generic feature yet.\n// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2\nenum ImGuiLayoutType_\n{\n    ImGuiLayoutType_Horizontal = 0,\n    ImGuiLayoutType_Vertical = 1\n};\n\nenum ImGuiLogType\n{\n    ImGuiLogType_None = 0,\n    ImGuiLogType_TTY,\n    ImGuiLogType_File,\n    ImGuiLogType_Buffer,\n    ImGuiLogType_Clipboard\n};\n\n// X/Y enums are fixed to 0/1 so they may be used to index ImVec2\nenum ImGuiAxis\n{\n    ImGuiAxis_None = -1,\n    ImGuiAxis_X = 0,\n    ImGuiAxis_Y = 1\n};\n\nenum ImGuiPlotType\n{\n    ImGuiPlotType_Lines,\n    ImGuiPlotType_Histogram\n};\n\nenum ImGuiPopupPositionPolicy\n{\n    ImGuiPopupPositionPolicy_Default,\n    ImGuiPopupPositionPolicy_ComboBox,\n    ImGuiPopupPositionPolicy_Tooltip\n};\n\nstruct ImGuiDataTypeTempStorage\n{\n    ImU8        Data[8];        // Can fit any data up to ImGuiDataType_COUNT\n};\n\n// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().\nstruct ImGuiDataTypeInfo\n{\n    size_t      Size;           // Size in bytes\n    const char* Name;           // Short descriptive name for the type, for debugging\n    const char* PrintFmt;       // Default printf format for the type\n    const char* ScanFmt;        // Default scanf format for the type\n};\n\n// Extend ImGuiDataType_\nenum ImGuiDataTypePrivate_\n{\n    ImGuiDataType_String = ImGuiDataType_COUNT + 1,\n    ImGuiDataType_Pointer,\n    ImGuiDataType_ID\n};\n\n// Stacked color modifier, backup of modified data so we can restore it\nstruct ImGuiColorMod\n{\n    ImGuiCol    Col;\n    ImVec4      BackupValue;\n};\n\n// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.\nstruct ImGuiStyleMod\n{\n    ImGuiStyleVar   VarIdx;\n    union           { int BackupInt[2]; float BackupFloat[2]; };\n    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }\n    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }\n    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }\n};\n\n// Storage data for BeginComboPreview()/EndComboPreview()\nstruct IMGUI_API ImGuiComboPreviewData\n{\n    ImRect          PreviewRect;\n    ImVec2          BackupCursorPos;\n    ImVec2          BackupCursorMaxPos;\n    ImVec2          BackupCursorPosPrevLine;\n    float           BackupPrevLineTextBaseOffset;\n    ImGuiLayoutType BackupLayout;\n\n    ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); }\n};\n\n// Stacked storage data for BeginGroup()/EndGroup()\nstruct IMGUI_API ImGuiGroupData\n{\n    ImGuiID     WindowID;\n    ImVec2      BackupCursorPos;\n    ImVec2      BackupCursorMaxPos;\n    ImVec1      BackupIndent;\n    ImVec1      BackupGroupOffset;\n    ImVec2      BackupCurrLineSize;\n    float       BackupCurrLineTextBaseOffset;\n    ImGuiID     BackupActiveIdIsAlive;\n    bool        BackupActiveIdPreviousFrameIsAlive;\n    bool        BackupHoveredIdIsAlive;\n    bool        EmitItem;\n};\n\n// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.\nstruct IMGUI_API ImGuiMenuColumns\n{\n    ImU32       TotalWidth;\n    ImU32       NextTotalWidth;\n    ImU16       Spacing;\n    ImU16       OffsetIcon;         // Always zero for now\n    ImU16       OffsetLabel;        // Offsets are locked in Update()\n    ImU16       OffsetShortcut;\n    ImU16       OffsetMark;\n    ImU16       Widths[4];          // Width of:   Icon, Label, Shortcut, Mark  (accumulators for current frame)\n\n    ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }\n    void        Update(float spacing, bool window_reappearing);\n    float       DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark);\n    void        CalcNextTotalWidth(bool update_offsets);\n};\n\n// Internal state of the currently focused/edited text input box\n// For a given item ID, access with ImGui::GetInputTextState()\nstruct IMGUI_API ImGuiInputTextState\n{\n    ImGuiID                 ID;                     // widget id owning the text state\n    int                     CurLenW, CurLenA;       // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.\n    ImVector<ImWchar>       TextW;                  // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.\n    ImVector<char>          TextA;                  // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.\n    ImVector<char>          InitialTextA;           // backup of end-user buffer at the time of focus (in UTF-8, unaltered)\n    bool                    TextAIsValid;           // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)\n    int                     BufCapacityA;           // end-user buffer capacity\n    float                   ScrollX;                // horizontal scrolling/offset\n    ImStb::STB_TexteditState Stb;                   // state for stb_textedit.h\n    float                   CursorAnim;             // timer for cursor blink, reset on every user action so the cursor reappears immediately\n    bool                    CursorFollow;           // set when we want scrolling to follow the current cursor position (not always!)\n    bool                    SelectedAllMouseLock;   // after a double-click to select all, we ignore further mouse drags to update selection\n    bool                    Edited;                 // edited this frame\n    ImGuiInputTextFlags     Flags;                  // copy of InputText() flags\n\n    ImGuiInputTextState()                   { memset(this, 0, sizeof(*this)); }\n    void        ClearText()                 { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }\n    void        ClearFreeMemory()           { TextW.clear(); TextA.clear(); InitialTextA.clear(); }\n    int         GetUndoAvailCount() const   { return Stb.undostate.undo_point; }\n    int         GetRedoAvailCount() const   { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }\n    void        OnKeyPressed(int key);      // Cannot be inline because we call in code in stb_textedit.h implementation\n\n    // Cursor & Selection\n    void        CursorAnimReset()           { CursorAnim = -0.30f; }                                   // After a user-input the cursor stays on for a while without blinking\n    void        CursorClamp()               { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }\n    bool        HasSelection() const        { return Stb.select_start != Stb.select_end; }\n    void        ClearSelection()            { Stb.select_start = Stb.select_end = Stb.cursor; }\n    int         GetCursorPos() const        { return Stb.cursor; }\n    int         GetSelectionStart() const   { return Stb.select_start; }\n    int         GetSelectionEnd() const     { return Stb.select_end; }\n    void        SelectAll()                 { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }\n};\n\n// Storage for current popup stack\nstruct ImGuiPopupData\n{\n    ImGuiID             PopupId;        // Set on OpenPopup()\n    ImGuiWindow*        Window;         // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()\n    ImGuiWindow*        SourceWindow;   // Set on OpenPopup() copy of NavWindow at the time of opening the popup\n    int                 OpenFrameCount; // Set on OpenPopup()\n    ImGuiID             OpenParentId;   // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)\n    ImVec2              OpenPopupPos;   // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)\n    ImVec2              OpenMousePos;   // Set on OpenPopup(), copy of mouse position at the time of opening popup\n\n    ImGuiPopupData()    { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }\n};\n\nenum ImGuiNextWindowDataFlags_\n{\n    ImGuiNextWindowDataFlags_None               = 0,\n    ImGuiNextWindowDataFlags_HasPos             = 1 << 0,\n    ImGuiNextWindowDataFlags_HasSize            = 1 << 1,\n    ImGuiNextWindowDataFlags_HasContentSize     = 1 << 2,\n    ImGuiNextWindowDataFlags_HasCollapsed       = 1 << 3,\n    ImGuiNextWindowDataFlags_HasSizeConstraint  = 1 << 4,\n    ImGuiNextWindowDataFlags_HasFocus           = 1 << 5,\n    ImGuiNextWindowDataFlags_HasBgAlpha         = 1 << 6,\n    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7\n};\n\n// Storage for SetNexWindow** functions\nstruct ImGuiNextWindowData\n{\n    ImGuiNextWindowDataFlags    Flags;\n    ImGuiCond                   PosCond;\n    ImGuiCond                   SizeCond;\n    ImGuiCond                   CollapsedCond;\n    ImVec2                      PosVal;\n    ImVec2                      PosPivotVal;\n    ImVec2                      SizeVal;\n    ImVec2                      ContentSizeVal;\n    ImVec2                      ScrollVal;\n    bool                        CollapsedVal;\n    ImRect                      SizeConstraintRect;\n    ImGuiSizeCallback           SizeCallback;\n    void*                       SizeCallbackUserData;\n    float                       BgAlphaVal;             // Override background alpha\n    ImVec2                      MenuBarOffsetMinVal;    // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)\n\n    ImGuiNextWindowData()       { memset(this, 0, sizeof(*this)); }\n    inline void ClearFlags()    { Flags = ImGuiNextWindowDataFlags_None; }\n};\n\nenum ImGuiNextItemDataFlags_\n{\n    ImGuiNextItemDataFlags_None     = 0,\n    ImGuiNextItemDataFlags_HasWidth = 1 << 0,\n    ImGuiNextItemDataFlags_HasOpen  = 1 << 1\n};\n\nstruct ImGuiNextItemData\n{\n    ImGuiNextItemDataFlags      Flags;\n    float                       Width;          // Set by SetNextItemWidth()\n    ImGuiID                     FocusScopeId;   // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)\n    ImGuiCond                   OpenCond;\n    bool                        OpenVal;        // Set by SetNextItemOpen()\n\n    ImGuiNextItemData()         { memset(this, 0, sizeof(*this)); }\n    inline void ClearFlags()    { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!\n};\n\n// Status storage for the last submitted item\nstruct ImGuiLastItemData\n{\n    ImGuiID                 ID;\n    ImGuiItemFlags          InFlags;            // See ImGuiItemFlags_\n    ImGuiItemStatusFlags    StatusFlags;        // See ImGuiItemStatusFlags_\n    ImRect                  Rect;               // Full rectangle\n    ImRect                  NavRect;            // Navigation scoring rectangle (not displayed)\n    ImRect                  DisplayRect;        // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)\n\n    ImGuiLastItemData()     { memset(this, 0, sizeof(*this)); }\n};\n\nstruct IMGUI_API ImGuiStackSizes\n{\n    short   SizeOfIDStack;\n    short   SizeOfColorStack;\n    short   SizeOfStyleVarStack;\n    short   SizeOfFontStack;\n    short   SizeOfFocusScopeStack;\n    short   SizeOfGroupStack;\n    short   SizeOfItemFlagsStack;\n    short   SizeOfBeginPopupStack;\n    short   SizeOfDisabledStack;\n\n    ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }\n    void SetToCurrentState();\n    void CompareWithCurrentState();\n};\n\n// Data saved for each window pushed into the stack\nstruct ImGuiWindowStackData\n{\n    ImGuiWindow*            Window;\n    ImGuiLastItemData       ParentLastItemDataBackup;\n    ImGuiStackSizes         StackSizesOnBegin;      // Store size of various stacks for asserting\n};\n\nstruct ImGuiShrinkWidthItem\n{\n    int         Index;\n    float       Width;\n};\n\nstruct ImGuiPtrOrIndex\n{\n    void*       Ptr;            // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.\n    int         Index;          // Usually index in a main pool.\n\n    ImGuiPtrOrIndex(void* ptr)  { Ptr = ptr; Index = -1; }\n    ImGuiPtrOrIndex(int index)  { Ptr = NULL; Index = index; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Inputs support\n//-----------------------------------------------------------------------------\n\ntypedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN>    ImBitArrayForNamedKeys;\n\nenum ImGuiKeyPrivate_\n{\n    ImGuiKey_LegacyNativeKey_BEGIN  = 0,\n    ImGuiKey_LegacyNativeKey_END    = 512,\n    ImGuiKey_Gamepad_BEGIN          = ImGuiKey_GamepadStart,\n    ImGuiKey_Gamepad_END            = ImGuiKey_GamepadRStickRight + 1\n};\n\nenum ImGuiInputEventType\n{\n    ImGuiInputEventType_None = 0,\n    ImGuiInputEventType_MousePos,\n    ImGuiInputEventType_MouseWheel,\n    ImGuiInputEventType_MouseButton,\n    ImGuiInputEventType_Key,\n    ImGuiInputEventType_Text,\n    ImGuiInputEventType_Focus,\n    ImGuiInputEventType_COUNT\n};\n\nenum ImGuiInputSource\n{\n    ImGuiInputSource_None = 0,\n    ImGuiInputSource_Mouse,\n    ImGuiInputSource_Keyboard,\n    ImGuiInputSource_Gamepad,\n    ImGuiInputSource_Clipboard,     // Currently only used by InputText()\n    ImGuiInputSource_Nav,           // Stored in g.ActiveIdSource only\n    ImGuiInputSource_COUNT\n};\n\n// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?\n// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'\nstruct ImGuiInputEventMousePos      { float PosX, PosY; };\nstruct ImGuiInputEventMouseWheel    { float WheelX, WheelY; };\nstruct ImGuiInputEventMouseButton   { int Button; bool Down; };\nstruct ImGuiInputEventKey           { ImGuiKey Key; bool Down; float AnalogValue; };\nstruct ImGuiInputEventText          { unsigned int Char; };\nstruct ImGuiInputEventAppFocused    { bool Focused; };\n\nstruct ImGuiInputEvent\n{\n    ImGuiInputEventType             Type;\n    ImGuiInputSource                Source;\n    union\n    {\n        ImGuiInputEventMousePos     MousePos;       // if Type == ImGuiInputEventType_MousePos\n        ImGuiInputEventMouseWheel   MouseWheel;     // if Type == ImGuiInputEventType_MouseWheel\n        ImGuiInputEventMouseButton  MouseButton;    // if Type == ImGuiInputEventType_MouseButton\n        ImGuiInputEventKey          Key;            // if Type == ImGuiInputEventType_Key\n        ImGuiInputEventText         Text;           // if Type == ImGuiInputEventType_Text\n        ImGuiInputEventAppFocused   AppFocused;     // if Type == ImGuiInputEventType_Focus\n    };\n    bool                            AddedByTestEngine;\n\n    ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }\n};\n\n// FIXME-NAV: Clarify/expose various repeat delay/rate\nenum ImGuiInputReadMode\n{\n    ImGuiInputReadMode_Down,\n    ImGuiInputReadMode_Pressed,\n    ImGuiInputReadMode_Released,\n    ImGuiInputReadMode_Repeat,\n    ImGuiInputReadMode_RepeatSlow,\n    ImGuiInputReadMode_RepeatFast\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Clipper support\n//-----------------------------------------------------------------------------\n\nstruct ImGuiListClipperRange\n{\n    int     Min;\n    int     Max;\n    bool    PosToIndexConvert;      // Begin/End are absolute position (will be converted to indices later)\n    ImS8    PosToIndexOffsetMin;    // Add to Min after converting to indices\n    ImS8    PosToIndexOffsetMax;    // Add to Min after converting to indices\n\n    static ImGuiListClipperRange    FromIndices(int min, int max)                               { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; }\n    static ImGuiListClipperRange    FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; }\n};\n\n// Temporary clipper data, buffers shared/reused between instances\nstruct ImGuiListClipperData\n{\n    ImGuiListClipper*               ListClipper;\n    float                           LossynessOffset;\n    int                             StepNo;\n    int                             ItemsFrozen;\n    ImVector<ImGuiListClipperRange> Ranges;\n\n    ImGuiListClipperData()          { memset(this, 0, sizeof(*this)); }\n    void                            Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Navigation support\n//-----------------------------------------------------------------------------\n\nenum ImGuiActivateFlags_\n{\n    ImGuiActivateFlags_None                 = 0,\n    ImGuiActivateFlags_PreferInput          = 1 << 0,       // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.\n    ImGuiActivateFlags_PreferTweak          = 1 << 1,       // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.\n    ImGuiActivateFlags_TryToPreserveState   = 1 << 2        // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)\n};\n\n// Early work-in-progress API for ScrollToItem()\nenum ImGuiScrollFlags_\n{\n    ImGuiScrollFlags_None                   = 0,\n    ImGuiScrollFlags_KeepVisibleEdgeX       = 1 << 0,       // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]\n    ImGuiScrollFlags_KeepVisibleEdgeY       = 1 << 1,       // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]\n    ImGuiScrollFlags_KeepVisibleCenterX     = 1 << 2,       // If item is not visible: scroll to make the item centered on X axis [rarely used]\n    ImGuiScrollFlags_KeepVisibleCenterY     = 1 << 3,       // If item is not visible: scroll to make the item centered on Y axis\n    ImGuiScrollFlags_AlwaysCenterX          = 1 << 4,       // Always center the result item on X axis [rarely used]\n    ImGuiScrollFlags_AlwaysCenterY          = 1 << 5,       // Always center the result item on Y axis [default for Y axis for appearing window)\n    ImGuiScrollFlags_NoScrollParent         = 1 << 6,       // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).\n    ImGuiScrollFlags_MaskX_                 = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,\n    ImGuiScrollFlags_MaskY_                 = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY\n};\n\nenum ImGuiNavHighlightFlags_\n{\n    ImGuiNavHighlightFlags_None             = 0,\n    ImGuiNavHighlightFlags_TypeDefault      = 1 << 0,\n    ImGuiNavHighlightFlags_TypeThin         = 1 << 1,\n    ImGuiNavHighlightFlags_AlwaysDraw       = 1 << 2,       // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.\n    ImGuiNavHighlightFlags_NoRounding       = 1 << 3\n};\n\nenum ImGuiNavDirSourceFlags_\n{\n    ImGuiNavDirSourceFlags_None             = 0,\n    ImGuiNavDirSourceFlags_RawKeyboard      = 1 << 0,   // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys\n    ImGuiNavDirSourceFlags_Keyboard         = 1 << 1,\n    ImGuiNavDirSourceFlags_PadDPad          = 1 << 2,\n    ImGuiNavDirSourceFlags_PadLStick        = 1 << 3\n};\n\nenum ImGuiNavMoveFlags_\n{\n    ImGuiNavMoveFlags_None                  = 0,\n    ImGuiNavMoveFlags_LoopX                 = 1 << 0,   // On failed request, restart from opposite side\n    ImGuiNavMoveFlags_LoopY                 = 1 << 1,\n    ImGuiNavMoveFlags_WrapX                 = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)\n    ImGuiNavMoveFlags_WrapY                 = 1 << 3,   // This is not super useful but provided for completeness\n    ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)\n    ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5,   // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)\n    ImGuiNavMoveFlags_ScrollToEdgeY         = 1 << 6,   // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary\n    ImGuiNavMoveFlags_Forwarded             = 1 << 7,\n    ImGuiNavMoveFlags_DebugNoResult         = 1 << 8,   // Dummy scoring for debug purpose, don't apply result\n    ImGuiNavMoveFlags_FocusApi              = 1 << 9,\n    ImGuiNavMoveFlags_Tabbing               = 1 << 10,  // == Focus + Activate if item is Inputable + DontChangeNavHighlight\n    ImGuiNavMoveFlags_Activate              = 1 << 11,\n    ImGuiNavMoveFlags_DontSetNavHighlight   = 1 << 12   // Do not alter the visible state of keyboard vs mouse nav highlight\n};\n\nenum ImGuiNavLayer\n{\n    ImGuiNavLayer_Main  = 0,    // Main scrolling layer\n    ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt/ImGuiNavInput_Menu)\n    ImGuiNavLayer_COUNT\n};\n\nstruct ImGuiNavItemData\n{\n    ImGuiWindow*        Window;         // Init,Move    // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)\n    ImGuiID             ID;             // Init,Move    // Best candidate item ID\n    ImGuiID             FocusScopeId;   // Init,Move    // Best candidate focus scope ID\n    ImRect              RectRel;        // Init,Move    // Best candidate bounding box in window relative space\n    ImGuiItemFlags      InFlags;        // ????,Move    // Best candidate item flags\n    float               DistBox;        //      Move    // Best candidate box distance to current NavId\n    float               DistCenter;     //      Move    // Best candidate center distance to current NavId\n    float               DistAxial;      //      Move    // Best candidate axial distance to current NavId\n\n    ImGuiNavItemData()  { Clear(); }\n    void Clear()        { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Columns support\n//-----------------------------------------------------------------------------\n\n// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays!\nenum ImGuiOldColumnFlags_\n{\n    ImGuiOldColumnFlags_None                    = 0,\n    ImGuiOldColumnFlags_NoBorder                = 1 << 0,   // Disable column dividers\n    ImGuiOldColumnFlags_NoResize                = 1 << 1,   // Disable resizing columns when clicking on the dividers\n    ImGuiOldColumnFlags_NoPreserveWidths        = 1 << 2,   // Disable column width preservation when adjusting columns\n    ImGuiOldColumnFlags_NoForceWithinWindow     = 1 << 3,   // Disable forcing columns to fit within window\n    ImGuiOldColumnFlags_GrowParentContentsSize  = 1 << 4    // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiColumnsFlags_None                    = ImGuiOldColumnFlags_None,\n    ImGuiColumnsFlags_NoBorder                  = ImGuiOldColumnFlags_NoBorder,\n    ImGuiColumnsFlags_NoResize                  = ImGuiOldColumnFlags_NoResize,\n    ImGuiColumnsFlags_NoPreserveWidths          = ImGuiOldColumnFlags_NoPreserveWidths,\n    ImGuiColumnsFlags_NoForceWithinWindow       = ImGuiOldColumnFlags_NoForceWithinWindow,\n    ImGuiColumnsFlags_GrowParentContentsSize    = ImGuiOldColumnFlags_GrowParentContentsSize\n#endif\n};\n\nstruct ImGuiOldColumnData\n{\n    float               OffsetNorm;         // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)\n    float               OffsetNormBeforeResize;\n    ImGuiOldColumnFlags Flags;              // Not exposed\n    ImRect              ClipRect;\n\n    ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }\n};\n\nstruct ImGuiOldColumns\n{\n    ImGuiID             ID;\n    ImGuiOldColumnFlags Flags;\n    bool                IsFirstFrame;\n    bool                IsBeingResized;\n    int                 Current;\n    int                 Count;\n    float               OffMinX, OffMaxX;       // Offsets from HostWorkRect.Min.x\n    float               LineMinY, LineMaxY;\n    float               HostCursorPosY;         // Backup of CursorPos at the time of BeginColumns()\n    float               HostCursorMaxPosX;      // Backup of CursorMaxPos at the time of BeginColumns()\n    ImRect              HostInitialClipRect;    // Backup of ClipRect at the time of BeginColumns()\n    ImRect              HostBackupClipRect;     // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()\n    ImRect              HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()\n    ImVector<ImGuiOldColumnData> Columns;\n    ImDrawListSplitter  Splitter;\n\n    ImGuiOldColumns()   { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Multi-select support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_MULTI_SELECT\n// <this is filled in 'range_select' branch>\n#endif // #ifdef IMGUI_HAS_MULTI_SELECT\n\n//-----------------------------------------------------------------------------\n// [SECTION] Docking support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_DOCK\n// <this is filled in 'docking' branch>\n#endif // #ifdef IMGUI_HAS_DOCK\n\n//-----------------------------------------------------------------------------\n// [SECTION] Viewport support\n//-----------------------------------------------------------------------------\n\n// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)\n// Every instance of ImGuiViewport is in fact a ImGuiViewportP.\nstruct ImGuiViewportP : public ImGuiViewport\n{\n    int                 DrawListsLastFrame[2];  // Last frame number the background (0) and foreground (1) draw lists were used\n    ImDrawList*         DrawLists[2];           // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.\n    ImDrawData          DrawDataP;\n    ImDrawDataBuilder   DrawDataBuilder;\n\n    ImVec2              WorkOffsetMin;          // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)\n    ImVec2              WorkOffsetMax;          // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).\n    ImVec2              BuildWorkOffsetMin;     // Work Area: Offset being built during current frame. Generally >= 0.0f.\n    ImVec2              BuildWorkOffsetMax;     // Work Area: Offset being built during current frame. Generally <= 0.0f.\n\n    ImGuiViewportP()    { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; }\n    ~ImGuiViewportP()   { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }\n\n    // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)\n    ImVec2  CalcWorkRectPos(const ImVec2& off_min) const                            { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }\n    ImVec2  CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const    { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); }\n    void    UpdateWorkRect()            { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields\n\n    // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)\n    ImRect  GetMainRect() const         { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }\n    ImRect  GetWorkRect() const         { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }\n    ImRect  GetBuildWorkRect() const    { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Settings support\n//-----------------------------------------------------------------------------\n\n// Windows data saved in imgui.ini file\n// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.\n// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)\nstruct ImGuiWindowSettings\n{\n    ImGuiID     ID;\n    ImVec2ih    Pos;\n    ImVec2ih    Size;\n    bool        Collapsed;\n    bool        WantApply;      // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)\n\n    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); }\n    char* GetName()             { return (char*)(this + 1); }\n};\n\nstruct ImGuiSettingsHandler\n{\n    const char* TypeName;       // Short description stored in .ini file. Disallowed characters: '[' ']'\n    ImGuiID     TypeHash;       // == ImHashStr(TypeName)\n    void        (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Clear all settings data\n    void        (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called before reading (in registration order)\n    void*       (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);              // Read: Called when entering into a new ini entry e.g. \"[Window][Name]\"\n    void        (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry\n    void        (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called after reading (in registration order)\n    void        (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf);      // Write: Output every entries into 'out_buf'\n    void*       UserData;\n\n    ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Metrics, Debug Tools\n//-----------------------------------------------------------------------------\n\nstruct ImGuiMetricsConfig\n{\n    bool        ShowStackTool;\n    bool        ShowWindowsRects;\n    bool        ShowWindowsBeginOrder;\n    bool        ShowTablesRects;\n    bool        ShowDrawCmdMesh;\n    bool        ShowDrawCmdBoundingBoxes;\n    int         ShowWindowsRectsType;\n    int         ShowTablesRectsType;\n\n    ImGuiMetricsConfig()\n    {\n        ShowStackTool = false;\n        ShowWindowsRects = false;\n        ShowWindowsBeginOrder = false;\n        ShowTablesRects = false;\n        ShowDrawCmdMesh = true;\n        ShowDrawCmdBoundingBoxes = true;\n        ShowWindowsRectsType = -1;\n        ShowTablesRectsType = -1;\n    }\n};\n\nstruct ImGuiStackLevelInfo\n{\n    ImGuiID                 ID;\n    ImS8                    QueryFrameCount;            // >= 1: Query in progress\n    bool                    QuerySuccess;               // Obtained result from DebugHookIdInfo()\n    ImGuiDataType           DataType : 8;\n    char                    Desc[57];                   // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.\n\n    ImGuiStackLevelInfo()   { memset(this, 0, sizeof(*this)); }\n};\n\n// State for Stack tool queries\nstruct ImGuiStackTool\n{\n    int                     LastActiveFrame;\n    int                     StackLevel;                 // -1: query stack and resize Results, >= 0: individual stack level\n    ImGuiID                 QueryId;                    // ID to query details for\n    ImVector<ImGuiStackLevelInfo> Results;\n    bool                    CopyToClipboardOnCtrlC;\n    float                   CopyToClipboardLastTime;\n\n    ImGuiStackTool()        { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Generic context hooks\n//-----------------------------------------------------------------------------\n\ntypedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);\nenum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };\n\nstruct ImGuiContextHook\n{\n    ImGuiID                     HookId;     // A unique ID assigned by AddContextHook()\n    ImGuiContextHookType        Type;\n    ImGuiID                     Owner;\n    ImGuiContextHookCallback    Callback;\n    void*                       UserData;\n\n    ImGuiContextHook()          { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiContext (main imgui context)\n//-----------------------------------------------------------------------------\n\nstruct ImGuiContext\n{\n    bool                    Initialized;\n    bool                    FontAtlasOwnedByContext;            // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.\n    ImGuiIO                 IO;\n    ImVector<ImGuiInputEvent> InputEventsQueue;                 // Input events which will be tricked/written into IO structure.\n    ImVector<ImGuiInputEvent> InputEventsTrail;                 // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.\n    ImGuiStyle              Style;\n    ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()\n    float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.\n    float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.\n    ImDrawListSharedData    DrawListSharedData;\n    double                  Time;\n    int                     FrameCount;\n    int                     FrameCountEnded;\n    int                     FrameCountRendered;\n    bool                    WithinFrameScope;                   // Set by NewFrame(), cleared by EndFrame()\n    bool                    WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed\n    bool                    WithinEndChild;                     // Set within EndChild()\n    bool                    GcCompactAll;                       // Request full GC\n    bool                    TestEngineHookItems;                // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()\n    void*                   TestEngine;                         // Test engine user data\n\n    // Windows state\n    ImVector<ImGuiWindow*>  Windows;                            // Windows, sorted in display order, back to front\n    ImVector<ImGuiWindow*>  WindowsFocusOrder;                  // Root windows, sorted in focus order, back to front.\n    ImVector<ImGuiWindow*>  WindowsTempSortBuffer;              // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child\n    ImVector<ImGuiWindowStackData> CurrentWindowStack;\n    ImGuiStorage            WindowsById;                        // Map window's ImGuiID to ImGuiWindow*\n    int                     WindowsActiveCount;                 // Number of unique windows submitted by frame\n    ImVec2                  WindowsHoverPadding;                // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)\n    ImGuiWindow*            CurrentWindow;                      // Window being drawn into\n    ImGuiWindow*            HoveredWindow;                      // Window the mouse is hovering. Will typically catch mouse inputs.\n    ImGuiWindow*            HoveredWindowUnderMovingWindow;     // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.\n    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.\n    ImGuiWindow*            WheelingWindow;                     // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.\n    ImVec2                  WheelingWindowRefMousePos;\n    float                   WheelingWindowTimer;\n\n    // Item/widgets state and tracking information\n    ImGuiID                 DebugHookIdInfo;                    // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]\n    ImGuiID                 HoveredId;                          // Hovered widget, filled during the frame\n    ImGuiID                 HoveredIdPreviousFrame;\n    bool                    HoveredIdAllowOverlap;\n    bool                    HoveredIdUsingMouseWheel;           // Hovered widget will use mouse wheel. Blocks scrolling the underlying window.\n    bool                    HoveredIdPreviousFrameUsingMouseWheel;\n    bool                    HoveredIdDisabled;                  // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.\n    float                   HoveredIdTimer;                     // Measure contiguous hovering time\n    float                   HoveredIdNotActiveTimer;            // Measure contiguous hovering time where the item has not been active\n    ImGuiID                 ActiveId;                           // Active widget\n    ImGuiID                 ActiveIdIsAlive;                    // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)\n    float                   ActiveIdTimer;\n    bool                    ActiveIdIsJustActivated;            // Set at the time of activation for one frame\n    bool                    ActiveIdAllowOverlap;               // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)\n    bool                    ActiveIdNoClearOnFocusLoss;         // Disable losing active id if the active id window gets unfocused.\n    bool                    ActiveIdHasBeenPressedBefore;       // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.\n    bool                    ActiveIdHasBeenEditedBefore;        // Was the value associated to the widget Edited over the course of the Active state.\n    bool                    ActiveIdHasBeenEditedThisFrame;\n    bool                    ActiveIdUsingMouseWheel;            // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.\n    ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)\n    ImU32                   ActiveIdUsingNavInputMask;          // Active widget will want to read those nav inputs.\n    ImBitArrayForNamedKeys  ActiveIdUsingKeyInputMask;          // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.\n    ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)\n    ImGuiWindow*            ActiveIdWindow;\n    ImGuiInputSource        ActiveIdSource;                     // Activating with mouse or nav (gamepad/keyboard)\n    int                     ActiveIdMouseButton;\n    ImGuiID                 ActiveIdPreviousFrame;\n    bool                    ActiveIdPreviousFrameIsAlive;\n    bool                    ActiveIdPreviousFrameHasBeenEditedBefore;\n    ImGuiWindow*            ActiveIdPreviousFrameWindow;\n    ImGuiID                 LastActiveId;                       // Store the last non-zero ActiveId, useful for animation.\n    float                   LastActiveIdTimer;                  // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.\n\n    // Next window/item data\n    ImGuiItemFlags          CurrentItemFlags;                      // == g.ItemFlagsStack.back()\n    ImGuiNextItemData       NextItemData;                       // Storage for SetNextItem** functions\n    ImGuiLastItemData       LastItemData;                       // Storage for last submitted item (setup by ItemAdd)\n    ImGuiNextWindowData     NextWindowData;                     // Storage for SetNextWindow** functions\n\n    // Shared stacks\n    ImVector<ImGuiColorMod> ColorStack;                         // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()\n    ImVector<ImGuiStyleMod> StyleVarStack;                      // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()\n    ImVector<ImFont*>       FontStack;                          // Stack for PushFont()/PopFont() - inherited by Begin()\n    ImVector<ImGuiID>       FocusScopeStack;                    // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window\n    ImVector<ImGuiItemFlags>ItemFlagsStack;                     // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()\n    ImVector<ImGuiGroupData>GroupStack;                         // Stack for BeginGroup()/EndGroup() - not inherited by Begin()\n    ImVector<ImGuiPopupData>OpenPopupStack;                     // Which popups are open (persistent)\n    ImVector<ImGuiPopupData>BeginPopupStack;                    // Which level of BeginPopup() we are in (reset every frame)\n    int                     BeginMenuCount;\n\n    // Viewports\n    ImVector<ImGuiViewportP*> Viewports;                        // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.\n\n    // Gamepad/keyboard Navigation\n    ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusWindow'\n    ImGuiID                 NavId;                              // Focused item for navigation\n    ImGuiID                 NavFocusScopeId;                    // Identify a selection scope (selection code often wants to \"clear other items\" when landing on an item of the selection set)\n    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()\n    ImGuiID                 NavActivateDownId;                  // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0\n    ImGuiID                 NavActivatePressedId;               // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0\n    ImGuiID                 NavActivateInputId;                 // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.\n    ImGuiActivateFlags      NavActivateFlags;\n    ImGuiID                 NavJustMovedToId;                   // Just navigated to this id (result of a successfully MoveRequest).\n    ImGuiID                 NavJustMovedToFocusScopeId;         // Just navigated to this focus scope id (result of a successfully MoveRequest).\n    ImGuiKeyModFlags        NavJustMovedToKeyMods;\n    ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame.\n    ImGuiActivateFlags      NavNextActivateFlags;\n    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.\n    ImGuiNavLayer           NavLayer;                           // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.\n    bool                    NavIdIsAlive;                       // Nav widget has been seen this frame ~~ NavRectRel is valid\n    bool                    NavMousePosDirty;                   // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)\n    bool                    NavDisableHighlight;                // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)\n    bool                    NavDisableMouseHover;               // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.\n\n    // Navigation: Init & Move Requests\n    bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()\n    bool                    NavInitRequest;                     // Init request for appearing window to select first item\n    bool                    NavInitRequestFromMove;\n    ImGuiID                 NavInitResultId;                    // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)\n    ImRect                  NavInitResultRectRel;               // Init request result rectangle (relative to parent window)\n    bool                    NavMoveSubmitted;                   // Move request submitted, will process result on next NewFrame()\n    bool                    NavMoveScoringItems;                // Move request submitted, still scoring incoming items\n    bool                    NavMoveForwardToNextFrame;\n    ImGuiNavMoveFlags       NavMoveFlags;\n    ImGuiScrollFlags        NavMoveScrollFlags;\n    ImGuiKeyModFlags        NavMoveKeyMods;\n    ImGuiDir                NavMoveDir;                         // Direction of the move request (left/right/up/down)\n    ImGuiDir                NavMoveDirForDebug;\n    ImGuiDir                NavMoveClipDir;                     // FIXME-NAV: Describe the purpose of this better. Might want to rename?\n    ImRect                  NavScoringRect;                     // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.\n    ImRect                  NavScoringNoClipRect;               // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted\n    int                     NavScoringDebugCount;               // Metrics for debugging\n    int                     NavTabbingDir;                      // Generally -1 or +1, 0 when tabbing without a nav id\n    int                     NavTabbingCounter;                  // >0 when counting items for tabbing\n    ImGuiNavItemData        NavMoveResultLocal;                 // Best move request candidate within NavWindow\n    ImGuiNavItemData        NavMoveResultLocalVisible;          // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)\n    ImGuiNavItemData        NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)\n    ImGuiNavItemData        NavTabbingResultFirst;              // First tabbing request candidate within NavWindow and flattened hierarchy\n\n    // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)\n    ImGuiWindow*            NavWindowingTarget;                 // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!\n    ImGuiWindow*            NavWindowingTargetAnim;             // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.\n    ImGuiWindow*            NavWindowingListWindow;             // Internal window actually listing the CTRL+Tab contents\n    float                   NavWindowingTimer;\n    float                   NavWindowingHighlightAlpha;\n    bool                    NavWindowingToggleLayer;\n\n    // Render\n    float                   DimBgRatio;                         // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)\n    ImGuiMouseCursor        MouseCursor;\n\n    // Drag and Drop\n    bool                    DragDropActive;\n    bool                    DragDropWithinSource;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.\n    bool                    DragDropWithinTarget;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.\n    ImGuiDragDropFlags      DragDropSourceFlags;\n    int                     DragDropSourceFrameCount;\n    int                     DragDropMouseButton;\n    ImGuiPayload            DragDropPayload;\n    ImRect                  DragDropTargetRect;                 // Store rectangle of current target candidate (we favor small targets when overlapping)\n    ImGuiID                 DragDropTargetId;\n    ImGuiDragDropFlags      DragDropAcceptFlags;\n    float                   DragDropAcceptIdCurrRectSurface;    // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)\n    ImGuiID                 DragDropAcceptIdCurr;               // Target item id (set at the time of accepting the payload)\n    ImGuiID                 DragDropAcceptIdPrev;               // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)\n    int                     DragDropAcceptFrameCount;           // Last time a target expressed a desire to accept the source\n    ImGuiID                 DragDropHoldJustPressedId;          // Set when holding a payload just made ButtonBehavior() return a press.\n    ImVector<unsigned char> DragDropPayloadBufHeap;             // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size\n    unsigned char           DragDropPayloadBufLocal[16];        // Local buffer for small payloads\n\n    // Clipper\n    int                             ClipperTempDataStacked;\n    ImVector<ImGuiListClipperData>  ClipperTempData;\n\n    // Table\n    ImGuiTable*                     CurrentTable;\n    int                             TablesTempDataStacked;      // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)\n    ImVector<ImGuiTableTempData>    TablesTempData;             // Temporary table data (buffers reused/shared across instances, support nesting)\n    ImPool<ImGuiTable>              Tables;                     // Persistent table data\n    ImVector<float>                 TablesLastTimeActive;       // Last used timestamp of each tables (SOA, for efficient GC)\n    ImVector<ImDrawChannel>         DrawChannelsTempMergeBuffer;\n\n    // Tab bars\n    ImGuiTabBar*                    CurrentTabBar;\n    ImPool<ImGuiTabBar>             TabBars;\n    ImVector<ImGuiPtrOrIndex>       CurrentTabBarStack;\n    ImVector<ImGuiShrinkWidthItem>  ShrinkWidthBuffer;\n\n    // Widget state\n    ImVec2                  MouseLastValidPos;\n    ImGuiInputTextState     InputTextState;\n    ImFont                  InputTextPasswordFont;\n    ImGuiID                 TempInputId;                        // Temporary text input when CTRL+clicking on a slider, etc.\n    ImGuiColorEditFlags     ColorEditOptions;                   // Store user options for color edit widgets\n    float                   ColorEditLastHue;                   // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips\n    float                   ColorEditLastSat;                   // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips\n    ImU32                   ColorEditLastColor;                 // RGB value with alpha set to 0.\n    ImVec4                  ColorPickerRef;                     // Initial/reference color at the time of opening the color picker.\n    ImGuiComboPreviewData   ComboPreviewData;\n    float                   SliderCurrentAccum;                 // Accumulated slider delta when using navigation controls.\n    bool                    SliderCurrentAccumDirty;            // Has the accumulated slider delta changed since last time we tried to apply it?\n    bool                    DragCurrentAccumDirty;\n    float                   DragCurrentAccum;                   // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings\n    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio\n    float                   ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?\n    float                   DisabledAlphaBackup;                // Backup for style.Alpha for BeginDisabled()\n    short                   DisabledStackSize;\n    short                   TooltipOverrideCount;\n    float                   TooltipSlowDelay;                   // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work)\n    ImVector<char>          ClipboardHandlerData;               // If no custom clipboard handler is defined\n    ImVector<ImGuiID>       MenusIdSubmittedThisFrame;          // A list of menu IDs that were rendered at least once\n\n    // Platform support\n    ImGuiPlatformImeData    PlatformImeData;                    // Data updated by current frame\n    ImGuiPlatformImeData    PlatformImeDataPrev;                // Previous frame data (when changing we will call io.SetPlatformImeDataFn\n    char                    PlatformLocaleDecimalPoint;         // '.' or *localeconv()->decimal_point\n\n    // Settings\n    bool                    SettingsLoaded;\n    float                   SettingsDirtyTimer;                 // Save .ini Settings to memory when time reaches zero\n    ImGuiTextBuffer         SettingsIniData;                    // In memory .ini settings\n    ImVector<ImGuiSettingsHandler>      SettingsHandlers;       // List of .ini settings handlers\n    ImChunkStream<ImGuiWindowSettings>  SettingsWindows;        // ImGuiWindow .ini settings entries\n    ImChunkStream<ImGuiTableSettings>   SettingsTables;         // ImGuiTable .ini settings entries\n    ImVector<ImGuiContextHook>          Hooks;                  // Hooks for extensions (e.g. test engine)\n    ImGuiID                             HookIdNext;             // Next available HookId\n\n    // Capture/Logging\n    bool                    LogEnabled;                         // Currently capturing\n    ImGuiLogType            LogType;                            // Capture target\n    ImFileHandle            LogFile;                            // If != NULL log to stdout/ file\n    ImGuiTextBuffer         LogBuffer;                          // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.\n    const char*             LogNextPrefix;\n    const char*             LogNextSuffix;\n    float                   LogLinePosY;\n    bool                    LogLineFirstItem;\n    int                     LogDepthRef;\n    int                     LogDepthToExpand;\n    int                     LogDepthToExpandDefault;            // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.\n\n    // Debug Tools\n    bool                    DebugItemPickerActive;              // Item picker is active (started with DebugStartItemPicker())\n    ImGuiID                 DebugItemPickerBreakId;             // Will call IM_DEBUG_BREAK() when encountering this ID\n    ImGuiMetricsConfig      DebugMetricsConfig;\n    ImGuiStackTool          DebugStackTool;\n\n    // Misc\n    float                   FramerateSecPerFrame[120];          // Calculate estimate of framerate for user over the last 2 seconds.\n    int                     FramerateSecPerFrameIdx;\n    int                     FramerateSecPerFrameCount;\n    float                   FramerateSecPerFrameAccum;\n    int                     WantCaptureMouseNextFrame;          // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags\n    int                     WantCaptureKeyboardNextFrame;\n    int                     WantTextInputNextFrame;\n    char                    TempBuffer[1024 * 3 + 1];           // Temporary text buffer\n\n    ImGuiContext(ImFontAtlas* shared_font_atlas)\n    {\n        Initialized = false;\n        FontAtlasOwnedByContext = shared_font_atlas ? false : true;\n        Font = NULL;\n        FontSize = FontBaseSize = 0.0f;\n        IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();\n        Time = 0.0f;\n        FrameCount = 0;\n        FrameCountEnded = FrameCountRendered = -1;\n        WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;\n        GcCompactAll = false;\n        TestEngineHookItems = false;\n        TestEngine = NULL;\n\n        WindowsActiveCount = 0;\n        CurrentWindow = NULL;\n        HoveredWindow = NULL;\n        HoveredWindowUnderMovingWindow = NULL;\n        MovingWindow = NULL;\n        WheelingWindow = NULL;\n        WheelingWindowTimer = 0.0f;\n\n        DebugHookIdInfo = 0;\n        HoveredId = HoveredIdPreviousFrame = 0;\n        HoveredIdAllowOverlap = false;\n        HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;\n        HoveredIdDisabled = false;\n        HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;\n        ActiveId = 0;\n        ActiveIdIsAlive = 0;\n        ActiveIdTimer = 0.0f;\n        ActiveIdIsJustActivated = false;\n        ActiveIdAllowOverlap = false;\n        ActiveIdNoClearOnFocusLoss = false;\n        ActiveIdHasBeenPressedBefore = false;\n        ActiveIdHasBeenEditedBefore = false;\n        ActiveIdHasBeenEditedThisFrame = false;\n        ActiveIdUsingMouseWheel = false;\n        ActiveIdUsingNavDirMask = 0x00;\n        ActiveIdUsingNavInputMask = 0x00;\n        ActiveIdUsingKeyInputMask.ClearAllBits();\n        ActiveIdClickOffset = ImVec2(-1, -1);\n        ActiveIdWindow = NULL;\n        ActiveIdSource = ImGuiInputSource_None;\n        ActiveIdMouseButton = -1;\n        ActiveIdPreviousFrame = 0;\n        ActiveIdPreviousFrameIsAlive = false;\n        ActiveIdPreviousFrameHasBeenEditedBefore = false;\n        ActiveIdPreviousFrameWindow = NULL;\n        LastActiveId = 0;\n        LastActiveIdTimer = 0.0f;\n\n        CurrentItemFlags = ImGuiItemFlags_None;\n        BeginMenuCount = 0;\n\n        NavWindow = NULL;\n        NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;\n        NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;\n        NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;\n        NavJustMovedToKeyMods = ImGuiKeyModFlags_None;\n        NavInputSource = ImGuiInputSource_None;\n        NavLayer = ImGuiNavLayer_Main;\n        NavIdIsAlive = false;\n        NavMousePosDirty = false;\n        NavDisableHighlight = true;\n        NavDisableMouseHover = false;\n        NavAnyRequest = false;\n        NavInitRequest = false;\n        NavInitRequestFromMove = false;\n        NavInitResultId = 0;\n        NavMoveSubmitted = false;\n        NavMoveScoringItems = false;\n        NavMoveForwardToNextFrame = false;\n        NavMoveFlags = ImGuiNavMoveFlags_None;\n        NavMoveScrollFlags = ImGuiScrollFlags_None;\n        NavMoveKeyMods = ImGuiKeyModFlags_None;\n        NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;\n        NavScoringDebugCount = 0;\n        NavTabbingDir = 0;\n        NavTabbingCounter = 0;\n\n        NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;\n        NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;\n        NavWindowingToggleLayer = false;\n\n        DimBgRatio = 0.0f;\n        MouseCursor = ImGuiMouseCursor_Arrow;\n\n        DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;\n        DragDropSourceFlags = ImGuiDragDropFlags_None;\n        DragDropSourceFrameCount = -1;\n        DragDropMouseButton = -1;\n        DragDropTargetId = 0;\n        DragDropAcceptFlags = ImGuiDragDropFlags_None;\n        DragDropAcceptIdCurrRectSurface = 0.0f;\n        DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;\n        DragDropAcceptFrameCount = -1;\n        DragDropHoldJustPressedId = 0;\n        memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));\n\n        ClipperTempDataStacked = 0;\n\n        CurrentTable = NULL;\n        TablesTempDataStacked = 0;\n        CurrentTabBar = NULL;\n\n        TempInputId = 0;\n        ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;\n        ColorEditLastHue = ColorEditLastSat = 0.0f;\n        ColorEditLastColor = 0;\n        SliderCurrentAccum = 0.0f;\n        SliderCurrentAccumDirty = false;\n        DragCurrentAccumDirty = false;\n        DragCurrentAccum = 0.0f;\n        DragSpeedDefaultRatio = 1.0f / 100.0f;\n        DisabledAlphaBackup = 0.0f;\n        DisabledStackSize = 0;\n        ScrollbarClickDeltaToGrabCenter = 0.0f;\n        TooltipOverrideCount = 0;\n        TooltipSlowDelay = 0.50f;\n\n        PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);\n        PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission\n        PlatformLocaleDecimalPoint = '.';\n\n        SettingsLoaded = false;\n        SettingsDirtyTimer = 0.0f;\n        HookIdNext = 0;\n\n        LogEnabled = false;\n        LogType = ImGuiLogType_None;\n        LogNextPrefix = LogNextSuffix = NULL;\n        LogFile = NULL;\n        LogLinePosY = FLT_MAX;\n        LogLineFirstItem = false;\n        LogDepthRef = 0;\n        LogDepthToExpand = LogDepthToExpandDefault = 2;\n\n        DebugItemPickerActive = false;\n        DebugItemPickerBreakId = 0;\n\n        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));\n        FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;\n        FramerateSecPerFrameAccum = 0.0f;\n        WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;\n        memset(TempBuffer, 0, sizeof(TempBuffer));\n    }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiWindowTempData, ImGuiWindow\n//-----------------------------------------------------------------------------\n\n// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.\n// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)\n// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)\nstruct IMGUI_API ImGuiWindowTempData\n{\n    // Layout\n    ImVec2                  CursorPos;              // Current emitting position, in absolute coordinates.\n    ImVec2                  CursorPosPrevLine;\n    ImVec2                  CursorStartPos;         // Initial position after Begin(), generally ~ window position + WindowPadding.\n    ImVec2                  CursorMaxPos;           // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.\n    ImVec2                  IdealMaxPos;            // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.\n    ImVec2                  CurrLineSize;\n    ImVec2                  PrevLineSize;\n    float                   CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).\n    float                   PrevLineTextBaseOffset;\n    ImVec1                  Indent;                 // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)\n    ImVec1                  ColumnsOffset;          // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.\n    ImVec1                  GroupOffset;\n    ImVec2                  CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.\n\n    // Keyboard/Gamepad navigation\n    ImGuiNavLayer           NavLayerCurrent;        // Current layer, 0..31 (we currently only use 0..1)\n    short                   NavLayersActiveMask;    // Which layers have been written to (result from previous frame)\n    short                   NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)\n    ImGuiID                 NavFocusScopeIdCurrent; // Current focus scope ID while appending\n    bool                    NavHideHighlightOneFrame;\n    bool                    NavHasScroll;           // Set when scrolling can be used (ScrollMax > 0.0f)\n\n    // Miscellaneous\n    bool                    MenuBarAppending;       // FIXME: Remove this\n    ImVec2                  MenuBarOffset;          // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.\n    ImGuiMenuColumns        MenuColumns;            // Simplified columns storage for menu items measurement\n    int                     TreeDepth;              // Current tree depth.\n    ImU32                   TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.\n    ImVector<ImGuiWindow*>  ChildWindows;\n    ImGuiStorage*           StateStorage;           // Current persistent per-window storage (store e.g. tree node open/close state)\n    ImGuiOldColumns*        CurrentColumns;         // Current columns set\n    int                     CurrentTableIdx;        // Current table index (into g.Tables)\n    ImGuiLayoutType         LayoutType;\n    ImGuiLayoutType         ParentLayoutType;       // Layout type of parent window at the time of Begin()\n\n    // Local parameters stacks\n    // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.\n    float                   ItemWidth;              // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).\n    float                   TextWrapPos;            // Current text wrap pos.\n    ImVector<float>         ItemWidthStack;         // Store item widths to restore (attention: .back() is not == ItemWidth)\n    ImVector<float>         TextWrapPosStack;       // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)\n};\n\n// Storage for one window\nstruct IMGUI_API ImGuiWindow\n{\n    char*                   Name;                               // Window name, owned by the window.\n    ImGuiID                 ID;                                 // == ImHashStr(Name)\n    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_\n    ImVec2                  Pos;                                // Position (always rounded-up to nearest pixel)\n    ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)\n    ImVec2                  SizeFull;                           // Size when non collapsed\n    ImVec2                  ContentSize;                        // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.\n    ImVec2                  ContentSizeIdeal;\n    ImVec2                  ContentSizeExplicit;                // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().\n    ImVec2                  WindowPadding;                      // Window padding at the time of Begin().\n    float                   WindowRounding;                     // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.\n    float                   WindowBorderSize;                   // Window border size at the time of Begin().\n    int                     NameBufLen;                         // Size of buffer storing Name. May be larger than strlen(Name)!\n    ImGuiID                 MoveId;                             // == window->GetID(\"#MOVE\")\n    ImGuiID                 ChildId;                            // ID of corresponding item in parent window (for navigation to return from child window to parent window)\n    ImVec2                  Scroll;\n    ImVec2                  ScrollMax;\n    ImVec2                  ScrollTarget;                       // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)\n    ImVec2                  ScrollTargetCenterRatio;            // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered\n    ImVec2                  ScrollTargetEdgeSnapDist;           // 0.0f = no snapping, >0.0f snapping threshold\n    ImVec2                  ScrollbarSizes;                     // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.\n    bool                    ScrollbarX, ScrollbarY;             // Are scrollbars visible?\n    bool                    Active;                             // Set to true on Begin(), unless Collapsed\n    bool                    WasActive;\n    bool                    WriteAccessed;                      // Set to true when any widget access the current window\n    bool                    Collapsed;                          // Set when collapsing window to become only title-bar\n    bool                    WantCollapseToggle;\n    bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)\n    bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)\n    bool                    Hidden;                             // Do not display (== HiddenFrames*** > 0)\n    bool                    IsFallbackWindow;                   // Set on the \"Debug##Default\" window.\n    bool                    IsExplicitChild;                    // Set when passed _ChildWindow, left to false by BeginDocked()\n    bool                    HasCloseButton;                     // Set when the window has a close button (p_open != NULL)\n    signed char             ResizeBorderHeld;                   // Current border being held for resize (-1: none, otherwise 0-3)\n    short                   BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)\n    short                   BeginOrderWithinParent;             // Begin() order within immediate parent window, if we are a child window. Otherwise 0.\n    short                   BeginOrderWithinContext;            // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.\n    short                   FocusOrder;                         // Order within WindowsFocusOrder[], altered when windows are focused.\n    ImGuiID                 PopupId;                            // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)\n    ImS8                    AutoFitFramesX, AutoFitFramesY;\n    ImS8                    AutoFitChildAxises;\n    bool                    AutoFitOnlyGrows;\n    ImGuiDir                AutoPosLastDirection;\n    ImS8                    HiddenFramesCanSkipItems;           // Hide the window for N frames\n    ImS8                    HiddenFramesCannotSkipItems;        // Hide the window for N frames while allowing items to be submitted so we can measure their size\n    ImS8                    HiddenFramesForRenderOnly;          // Hide the window until frame N at Render() time only\n    ImS8                    DisableInputsFrames;                // Disable window interactions for N frames\n    ImGuiCond               SetWindowPosAllowFlags : 8;         // store acceptable condition flags for SetNextWindowPos() use.\n    ImGuiCond               SetWindowSizeAllowFlags : 8;        // store acceptable condition flags for SetNextWindowSize() use.\n    ImGuiCond               SetWindowCollapsedAllowFlags : 8;   // store acceptable condition flags for SetNextWindowCollapsed() use.\n    ImVec2                  SetWindowPosVal;                    // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)\n    ImVec2                  SetWindowPosPivot;                  // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.\n\n    ImVector<ImGuiID>       IDStack;                            // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)\n    ImGuiWindowTempData     DC;                                 // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the \"DC\" variable name.\n\n    // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.\n    // The main 'OuterRect', omitted as a field, is window->Rect().\n    ImRect                  OuterRectClipped;                   // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.\n    ImRect                  InnerRect;                          // Inner rectangle (omit title bar, menu bar, scroll bar)\n    ImRect                  InnerClipRect;                      // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.\n    ImRect                  WorkRect;                           // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).\n    ImRect                  ParentWorkRect;                     // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?\n    ImRect                  ClipRect;                           // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().\n    ImRect                  ContentRegionRect;                  // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.\n    ImVec2ih                HitTestHoleSize;                    // Define an optional rectangular hole where mouse will pass-through the window.\n    ImVec2ih                HitTestHoleOffset;\n\n    int                     LastFrameActive;                    // Last frame number the window was Active.\n    float                   LastTimeActive;                     // Last timestamp the window was Active (using float as we don't need high precision there)\n    float                   ItemWidthDefault;\n    ImGuiStorage            StateStorage;\n    ImVector<ImGuiOldColumns> ColumnsStorage;\n    float                   FontWindowScale;                    // User scale multiplier per-window, via SetWindowFontScale()\n    int                     SettingsOffset;                     // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)\n\n    ImDrawList*             DrawList;                           // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)\n    ImDrawList              DrawListInst;\n    ImGuiWindow*            ParentWindow;                       // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.\n    ImGuiWindow*            ParentWindowInBeginStack;\n    ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.\n    ImGuiWindow*            RootWindowPopupTree;                // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.\n    ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.\n    ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.\n\n    ImGuiWindow*            NavLastChildNavWindow;              // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)\n    ImGuiID                 NavLastIds[ImGuiNavLayer_COUNT];    // Last known NavId for this window, per layer (0/1)\n    ImRect                  NavRectRel[ImGuiNavLayer_COUNT];    // Reference rectangle, in window relative space\n\n    int                     MemoryDrawListIdxCapacity;          // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy\n    int                     MemoryDrawListVtxCapacity;\n    bool                    MemoryCompacted;                    // Set when window extraneous data have been garbage collected\n\npublic:\n    ImGuiWindow(ImGuiContext* context, const char* name);\n    ~ImGuiWindow();\n\n    ImGuiID     GetID(const char* str, const char* str_end = NULL);\n    ImGuiID     GetID(const void* ptr);\n    ImGuiID     GetID(int n);\n    ImGuiID     GetIDNoKeepAlive(const char* str, const char* str_end = NULL);\n    ImGuiID     GetIDNoKeepAlive(const void* ptr);\n    ImGuiID     GetIDNoKeepAlive(int n);\n    ImGuiID     GetIDFromRectangle(const ImRect& r_abs);\n\n    // We don't use g.FontSize because the window may be != g.CurrentWidow.\n    ImRect      Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }\n    float       CalcFontSize() const    { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }\n    float       TitleBarHeight() const  { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }\n    ImRect      TitleBarRect() const    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }\n    float       MenuBarHeight() const   { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; }\n    ImRect      MenuBarRect() const     { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tab bar, Tab item support\n//-----------------------------------------------------------------------------\n\n// Extend ImGuiTabBarFlags_\nenum ImGuiTabBarFlagsPrivate_\n{\n    ImGuiTabBarFlags_DockNode                   = 1 << 20,  // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]\n    ImGuiTabBarFlags_IsFocused                  = 1 << 21,\n    ImGuiTabBarFlags_SaveSettings               = 1 << 22   // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs\n};\n\n// Extend ImGuiTabItemFlags_\nenum ImGuiTabItemFlagsPrivate_\n{\n    ImGuiTabItemFlags_SectionMask_              = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,\n    ImGuiTabItemFlags_NoCloseButton             = 1 << 20,  // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)\n    ImGuiTabItemFlags_Button                    = 1 << 21   // Used by TabItemButton, change the tab item behavior to mimic a button\n};\n\n// Storage for one active tab item (sizeof() 40 bytes)\nstruct ImGuiTabItem\n{\n    ImGuiID             ID;\n    ImGuiTabItemFlags   Flags;\n    int                 LastFrameVisible;\n    int                 LastFrameSelected;      // This allows us to infer an ordered list of the last activated tabs with little maintenance\n    float               Offset;                 // Position relative to beginning of tab\n    float               Width;                  // Width currently displayed\n    float               ContentWidth;           // Width of label, stored during BeginTabItem() call\n    ImS32               NameOffset;             // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames\n    ImS16               BeginOrder;             // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable\n    ImS16               IndexDuringLayout;      // Index only used during TabBarLayout()\n    bool                WantClose;              // Marked as closed by SetTabItemClosed()\n\n    ImGuiTabItem()      { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }\n};\n\n// Storage for a tab bar (sizeof() 152 bytes)\nstruct IMGUI_API ImGuiTabBar\n{\n    ImVector<ImGuiTabItem> Tabs;\n    ImGuiTabBarFlags    Flags;\n    ImGuiID             ID;                     // Zero for tab-bars used by docking\n    ImGuiID             SelectedTabId;          // Selected tab/window\n    ImGuiID             NextSelectedTabId;      // Next selected tab/window. Will also trigger a scrolling animation\n    ImGuiID             VisibleTabId;           // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)\n    int                 CurrFrameVisible;\n    int                 PrevFrameVisible;\n    ImRect              BarRect;\n    float               CurrTabsContentsHeight;\n    float               PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar\n    float               WidthAllTabs;           // Actual width of all tabs (locked during layout)\n    float               WidthAllTabsIdeal;      // Ideal width if all tabs were visible and not clipped\n    float               ScrollingAnim;\n    float               ScrollingTarget;\n    float               ScrollingTargetDistToVisibility;\n    float               ScrollingSpeed;\n    float               ScrollingRectMinX;\n    float               ScrollingRectMaxX;\n    ImGuiID             ReorderRequestTabId;\n    ImS16               ReorderRequestOffset;\n    ImS8                BeginCount;\n    bool                WantLayout;\n    bool                VisibleTabWasSubmitted;\n    bool                TabsAddedNew;           // Set to true when a new tab item or button has been added to the tab bar during last frame\n    ImS16               TabsActiveCount;        // Number of tabs submitted this frame.\n    ImS16               LastTabItemIdx;         // Index of last BeginTabItem() tab for use by EndTabItem()\n    float               ItemSpacingY;\n    ImVec2              FramePadding;           // style.FramePadding locked at the time of BeginTabBar()\n    ImVec2              BackupCursorPos;\n    ImGuiTextBuffer     TabsNames;              // For non-docking tab bar we re-append names in a contiguous buffer.\n\n    ImGuiTabBar();\n    int                 GetTabOrder(const ImGuiTabItem* tab) const  { return Tabs.index_from_ptr(tab); }\n    const char*         GetTabName(const ImGuiTabItem* tab) const\n    {\n        IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);\n        return TabsNames.Buf.Data + tab->NameOffset;\n    }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Table support\n//-----------------------------------------------------------------------------\n\n#define IM_COL32_DISABLE                IM_COL32(0,0,0,1)   // Special sentinel code which cannot be used as a regular color.\n#define IMGUI_TABLE_MAX_COLUMNS         64                  // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.\n#define IMGUI_TABLE_MAX_DRAW_CHANNELS   (4 + 64 * 2)        // See TableSetupDrawChannels()\n\n// Our current column maximum is 64 but we may raise that in the future.\ntypedef ImS8 ImGuiTableColumnIdx;\ntypedef ImU8 ImGuiTableDrawChannelIdx;\n\n// [Internal] sizeof() ~ 104\n// We use the terminology \"Enabled\" to refer to a column that is not Hidden by user/api.\n// We use the terminology \"Clipped\" to refer to a column that is out of sight because of scrolling/clipping.\n// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use \"Visible\" to mean \"not clipped\".\nstruct ImGuiTableColumn\n{\n    ImGuiTableColumnFlags   Flags;                          // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_\n    float                   WidthGiven;                     // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.\n    float                   MinX;                           // Absolute positions\n    float                   MaxX;\n    float                   WidthRequest;                   // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()\n    float                   WidthAuto;                      // Automatic width\n    float                   StretchWeight;                  // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.\n    float                   InitStretchWeightOrWidth;       // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).\n    ImRect                  ClipRect;                       // Clipping rectangle for the column\n    ImGuiID                 UserID;                         // Optional, value passed to TableSetupColumn()\n    float                   WorkMinX;                       // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column\n    float                   WorkMaxX;                       // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)\n    float                   ItemWidth;                      // Current item width for the column, preserved across rows\n    float                   ContentMaxXFrozen;              // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.\n    float                   ContentMaxXUnfrozen;\n    float                   ContentMaxXHeadersUsed;         // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls\n    float                   ContentMaxXHeadersIdeal;\n    ImS16                   NameOffset;                     // Offset into parent ColumnsNames[]\n    ImGuiTableColumnIdx     DisplayOrder;                   // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)\n    ImGuiTableColumnIdx     IndexWithinEnabledSet;          // Index within enabled/visible set (<= IndexToDisplayOrder)\n    ImGuiTableColumnIdx     PrevEnabledColumn;              // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column\n    ImGuiTableColumnIdx     NextEnabledColumn;              // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column\n    ImGuiTableColumnIdx     SortOrder;                      // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort\n    ImGuiTableDrawChannelIdx DrawChannelCurrent;            // Index within DrawSplitter.Channels[]\n    ImGuiTableDrawChannelIdx DrawChannelFrozen;             // Draw channels for frozen rows (often headers)\n    ImGuiTableDrawChannelIdx DrawChannelUnfrozen;           // Draw channels for unfrozen rows\n    bool                    IsEnabled;                      // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0\n    bool                    IsUserEnabled;                  // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling).\n    bool                    IsUserEnabledNextFrame;\n    bool                    IsVisibleX;                     // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).\n    bool                    IsVisibleY;\n    bool                    IsRequestOutput;                // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.\n    bool                    IsSkipItems;                    // Do we want item submissions to this column to be completely ignored (no layout will happen).\n    bool                    IsPreserveWidthAuto;\n    ImS8                    NavLayerCurrent;                // ImGuiNavLayer in 1 byte\n    ImU8                    AutoFitQueue;                   // Queue of 8 values for the next 8 frames to request auto-fit\n    ImU8                    CannotSkipItemsQueue;           // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem\n    ImU8                    SortDirection : 2;              // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending\n    ImU8                    SortDirectionsAvailCount : 2;   // Number of available sort directions (0 to 3)\n    ImU8                    SortDirectionsAvailMask : 4;    // Mask of available sort directions (1-bit each)\n    ImU8                    SortDirectionsAvailList;        // Ordered of available sort directions (2-bits each)\n\n    ImGuiTableColumn()\n    {\n        memset(this, 0, sizeof(*this));\n        StretchWeight = WidthRequest = -1.0f;\n        NameOffset = -1;\n        DisplayOrder = IndexWithinEnabledSet = -1;\n        PrevEnabledColumn = NextEnabledColumn = -1;\n        SortOrder = -1;\n        SortDirection = ImGuiSortDirection_None;\n        DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;\n    }\n};\n\n// Transient cell data stored per row.\n// sizeof() ~ 6\nstruct ImGuiTableCellData\n{\n    ImU32                       BgColor;    // Actual color\n    ImGuiTableColumnIdx         Column;     // Column number\n};\n\n// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?)\nstruct ImGuiTableInstanceData\n{\n    float                       LastOuterHeight;            // Outer height from last frame // FIXME: multi-instance issue (#3955)\n    float                       LastFirstRowHeight;         // Height of first row from last frame // FIXME: possible multi-instance issue?\n\n    ImGuiTableInstanceData()    { LastOuterHeight = LastFirstRowHeight = 0.0f; }\n};\n\n// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData\nstruct IMGUI_API ImGuiTable\n{\n    ImGuiID                     ID;\n    ImGuiTableFlags             Flags;\n    void*                       RawData;                    // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]\n    ImGuiTableTempData*         TempData;                   // Transient data while table is active. Point within g.CurrentTableStack[]\n    ImSpan<ImGuiTableColumn>    Columns;                    // Point within RawData[]\n    ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex;        // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)\n    ImSpan<ImGuiTableCellData>  RowCellData;                // Point within RawData[]. Store cells background requests for current row.\n    ImU64                       EnabledMaskByDisplayOrder;  // Column DisplayOrder -> IsEnabled map\n    ImU64                       EnabledMaskByIndex;         // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data\n    ImU64                       VisibleMaskByIndex;         // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)\n    ImU64                       RequestOutputMaskByIndex;   // Column Index -> IsVisible || AutoFit (== expect user to submit items)\n    ImGuiTableFlags             SettingsLoadedFlags;        // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)\n    int                         SettingsOffset;             // Offset in g.SettingsTables\n    int                         LastFrameActive;\n    int                         ColumnsCount;               // Number of columns declared in BeginTable()\n    int                         CurrentRow;\n    int                         CurrentColumn;\n    ImS16                       InstanceCurrent;            // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.\n    ImS16                       InstanceInteracted;         // Mark which instance (generally 0) of the same ID is being interacted with\n    float                       RowPosY1;\n    float                       RowPosY2;\n    float                       RowMinHeight;               // Height submitted to TableNextRow()\n    float                       RowTextBaseline;\n    float                       RowIndentOffsetX;\n    ImGuiTableRowFlags          RowFlags : 16;              // Current row flags, see ImGuiTableRowFlags_\n    ImGuiTableRowFlags          LastRowFlags : 16;\n    int                         RowBgColorCounter;          // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.\n    ImU32                       RowBgColor[2];              // Background color override for current row.\n    ImU32                       BorderColorStrong;\n    ImU32                       BorderColorLight;\n    float                       BorderX1;\n    float                       BorderX2;\n    float                       HostIndentX;\n    float                       MinColumnWidth;\n    float                       OuterPaddingX;\n    float                       CellPaddingX;               // Padding from each borders\n    float                       CellPaddingY;\n    float                       CellSpacingX1;              // Spacing between non-bordered cells\n    float                       CellSpacingX2;\n    float                       InnerWidth;                 // User value passed to BeginTable(), see comments at the top of BeginTable() for details.\n    float                       ColumnsGivenWidth;          // Sum of current column width\n    float                       ColumnsAutoFitWidth;        // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window\n    float                       ResizedColumnNextWidth;\n    float                       ResizeLockMinContentsX2;    // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.\n    float                       RefScale;                   // Reference scale to be able to rescale columns on font/dpi changes.\n    ImRect                      OuterRect;                  // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().\n    ImRect                      InnerRect;                  // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is\n    ImRect                      WorkRect;\n    ImRect                      InnerClipRect;\n    ImRect                      BgClipRect;                 // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries\n    ImRect                      Bg0ClipRectForDrawCmd;      // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped\n    ImRect                      Bg2ClipRectForDrawCmd;      // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.\n    ImRect                      HostClipRect;               // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.\n    ImRect                      HostBackupInnerClipRect;    // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()\n    ImGuiWindow*                OuterWindow;                // Parent window for the table\n    ImGuiWindow*                InnerWindow;                // Window holding the table data (== OuterWindow or a child window)\n    ImGuiTextBuffer             ColumnsNames;               // Contiguous buffer holding columns names\n    ImDrawListSplitter*         DrawSplitter;               // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly\n    ImGuiTableInstanceData      InstanceDataFirst;\n    ImVector<ImGuiTableInstanceData>    InstanceDataExtra;  // FIXME-OPT: Using a small-vector pattern would be good.\n    ImGuiTableColumnSortSpecs   SortSpecsSingle;\n    ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti;     // FIXME-OPT: Using a small-vector pattern would be good.\n    ImGuiTableSortSpecs         SortSpecs;                  // Public facing sorts specs, this is what we return in TableGetSortSpecs()\n    ImGuiTableColumnIdx         SortSpecsCount;\n    ImGuiTableColumnIdx         ColumnsEnabledCount;        // Number of enabled columns (<= ColumnsCount)\n    ImGuiTableColumnIdx         ColumnsEnabledFixedCount;   // Number of enabled columns (<= ColumnsCount)\n    ImGuiTableColumnIdx         DeclColumnsCount;           // Count calls to TableSetupColumn()\n    ImGuiTableColumnIdx         HoveredColumnBody;          // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!\n    ImGuiTableColumnIdx         HoveredColumnBorder;        // Index of column whose right-border is being hovered (for resizing).\n    ImGuiTableColumnIdx         AutoFitSingleColumn;        // Index of single column requesting auto-fit.\n    ImGuiTableColumnIdx         ResizedColumn;              // Index of column being resized. Reset when InstanceCurrent==0.\n    ImGuiTableColumnIdx         LastResizedColumn;          // Index of column being resized from previous frame.\n    ImGuiTableColumnIdx         HeldHeaderColumn;           // Index of column header being held.\n    ImGuiTableColumnIdx         ReorderColumn;              // Index of column being reordered. (not cleared)\n    ImGuiTableColumnIdx         ReorderColumnDir;           // -1 or +1\n    ImGuiTableColumnIdx         LeftMostEnabledColumn;      // Index of left-most non-hidden column.\n    ImGuiTableColumnIdx         RightMostEnabledColumn;     // Index of right-most non-hidden column.\n    ImGuiTableColumnIdx         LeftMostStretchedColumn;    // Index of left-most stretched column.\n    ImGuiTableColumnIdx         RightMostStretchedColumn;   // Index of right-most stretched column.\n    ImGuiTableColumnIdx         ContextPopupColumn;         // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot\n    ImGuiTableColumnIdx         FreezeRowsRequest;          // Requested frozen rows count\n    ImGuiTableColumnIdx         FreezeRowsCount;            // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)\n    ImGuiTableColumnIdx         FreezeColumnsRequest;       // Requested frozen columns count\n    ImGuiTableColumnIdx         FreezeColumnsCount;         // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)\n    ImGuiTableColumnIdx         RowCellDataCurrent;         // Index of current RowCellData[] entry in current row\n    ImGuiTableDrawChannelIdx    DummyDrawChannel;           // Redirect non-visible columns here.\n    ImGuiTableDrawChannelIdx    Bg2DrawChannelCurrent;      // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]\n    ImGuiTableDrawChannelIdx    Bg2DrawChannelUnfrozen;\n    bool                        IsLayoutLocked;             // Set by TableUpdateLayout() which is called when beginning the first row.\n    bool                        IsInsideRow;                // Set when inside TableBeginRow()/TableEndRow().\n    bool                        IsInitializing;\n    bool                        IsSortSpecsDirty;\n    bool                        IsUsingHeaders;             // Set when the first row had the ImGuiTableRowFlags_Headers flag.\n    bool                        IsContextPopupOpen;         // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).\n    bool                        IsSettingsRequestLoad;\n    bool                        IsSettingsDirty;            // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.\n    bool                        IsDefaultDisplayOrder;      // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)\n    bool                        IsResetAllRequest;\n    bool                        IsResetDisplayOrderRequest;\n    bool                        IsUnfrozenRows;             // Set when we got past the frozen row.\n    bool                        IsDefaultSizingPolicy;      // Set if user didn't explicitly set a sizing policy in BeginTable()\n    bool                        MemoryCompacted;\n    bool                        HostSkipItems;              // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis\n\n    ImGuiTable()                { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }\n    ~ImGuiTable()               { IM_FREE(RawData); }\n};\n\n// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).\n// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.\n// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.\nstruct IMGUI_API ImGuiTableTempData\n{\n    int                         TableIndex;                 // Index in g.Tables.Buf[] pool\n    float                       LastTimeActive;             // Last timestamp this structure was used\n\n    ImVec2                      UserOuterSize;              // outer_size.x passed to BeginTable()\n    ImDrawListSplitter          DrawSplitter;\n\n    ImRect                      HostBackupWorkRect;         // Backup of InnerWindow->WorkRect at the end of BeginTable()\n    ImRect                      HostBackupParentWorkRect;   // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()\n    ImVec2                      HostBackupPrevLineSize;     // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()\n    ImVec2                      HostBackupCurrLineSize;     // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()\n    ImVec2                      HostBackupCursorMaxPos;     // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()\n    ImVec1                      HostBackupColumnsOffset;    // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()\n    float                       HostBackupItemWidth;        // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()\n    int                         HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()\n\n    ImGuiTableTempData()        { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }\n};\n\n// sizeof() ~ 12\nstruct ImGuiTableColumnSettings\n{\n    float                   WidthOrWeight;\n    ImGuiID                 UserID;\n    ImGuiTableColumnIdx     Index;\n    ImGuiTableColumnIdx     DisplayOrder;\n    ImGuiTableColumnIdx     SortOrder;\n    ImU8                    SortDirection : 2;\n    ImU8                    IsEnabled : 1; // \"Visible\" in ini file\n    ImU8                    IsStretch : 1;\n\n    ImGuiTableColumnSettings()\n    {\n        WidthOrWeight = 0.0f;\n        UserID = 0;\n        Index = -1;\n        DisplayOrder = SortOrder = -1;\n        SortDirection = ImGuiSortDirection_None;\n        IsEnabled = 1;\n        IsStretch = 0;\n    }\n};\n\n// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)\nstruct ImGuiTableSettings\n{\n    ImGuiID                     ID;                     // Set to 0 to invalidate/delete the setting\n    ImGuiTableFlags             SaveFlags;              // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)\n    float                       RefScale;               // Reference scale to be able to rescale columns on font/dpi changes.\n    ImGuiTableColumnIdx         ColumnsCount;\n    ImGuiTableColumnIdx         ColumnsCountMax;        // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher\n    bool                        WantApply;              // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)\n\n    ImGuiTableSettings()        { memset(this, 0, sizeof(*this)); }\n    ImGuiTableColumnSettings*   GetColumnSettings()     { return (ImGuiTableColumnSettings*)(this + 1); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGui internal API\n// No guarantee of forward compatibility here!\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n    // Windows\n    // We should always have a CurrentWindow in the stack (there is an implicit \"Debug\" window)\n    // If this ever crash because g.CurrentWindow is NULL it means that either\n    // - ImGui::NewFrame() has never been called, which is illegal.\n    // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.\n    inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }\n    inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }\n    IMGUI_API ImGuiWindow*  FindWindowByID(ImGuiID id);\n    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);\n    IMGUI_API void          UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);\n    IMGUI_API ImVec2        CalcWindowNextAutoFitSize(ImGuiWindow* window);\n    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);\n    IMGUI_API bool          IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);\n    IMGUI_API bool          IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);\n    IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);\n    IMGUI_API void          SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);\n    inline ImRect           WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }\n    inline ImRect           WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }\n\n    // Windows: Display Order and Focus Order\n    IMGUI_API void          FocusWindow(ImGuiWindow* window);\n    IMGUI_API void          FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);\n    IMGUI_API void          BringWindowToFocusFront(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayFront(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayBack(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);\n    IMGUI_API int           FindWindowDisplayIndex(ImGuiWindow* window);\n    IMGUI_API ImGuiWindow*  FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);\n\n    // Fonts, drawing\n    IMGUI_API void          SetCurrentFont(ImFont* font);\n    inline ImFont*          GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }\n    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.\n    IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.\n    IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.\n\n    // Init\n    IMGUI_API void          Initialize(ImGuiContext* context);\n    IMGUI_API void          Shutdown(ImGuiContext* context);    // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().\n\n    // NewFrame\n    IMGUI_API void          UpdateInputEvents(bool trickle_fast_inputs);\n    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();\n    IMGUI_API void          StartMouseMovingWindow(ImGuiWindow* window);\n    IMGUI_API void          UpdateMouseMovingWindowNewFrame();\n    IMGUI_API void          UpdateMouseMovingWindowEndFrame();\n\n    // Generic context hooks\n    IMGUI_API ImGuiID       AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);\n    IMGUI_API void          RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);\n    IMGUI_API void          CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);\n\n    // Settings\n    IMGUI_API void                  MarkIniSettingsDirty();\n    IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);\n    IMGUI_API void                  ClearIniSettings();\n    IMGUI_API ImGuiWindowSettings*  CreateNewWindowSettings(const char* name);\n    IMGUI_API ImGuiWindowSettings*  FindWindowSettings(ImGuiID id);\n    IMGUI_API ImGuiWindowSettings*  FindOrCreateWindowSettings(const char* name);\n    IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);\n\n    // Scrolling\n    IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is\n    IMGUI_API void          SetScrollX(ImGuiWindow* window, float scroll_x);\n    IMGUI_API void          SetScrollY(ImGuiWindow* window, float scroll_y);\n    IMGUI_API void          SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);\n    IMGUI_API void          SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);\n\n    // Early work-in-progress API (ScrollToItem() will become public)\n    IMGUI_API void          ScrollToItem(ImGuiScrollFlags flags = 0);\n    IMGUI_API void          ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);\n    IMGUI_API ImVec2        ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);\n//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline void             ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }\n//#endif\n\n    // Basic Accessors\n    inline ImGuiID          GetItemID()     { ImGuiContext& g = *GImGui; return g.LastItemData.ID; }   // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)\n    inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }\n    inline ImGuiItemFlags   GetItemFlags()  { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }\n    inline ImGuiID          GetActiveID()   { ImGuiContext& g = *GImGui; return g.ActiveId; }\n    inline ImGuiID          GetFocusID()    { ImGuiContext& g = *GImGui; return g.NavId; }\n    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);\n    IMGUI_API void          SetFocusID(ImGuiID id, ImGuiWindow* window);\n    IMGUI_API void          ClearActiveID();\n    IMGUI_API ImGuiID       GetHoveredID();\n    IMGUI_API void          SetHoveredID(ImGuiID id);\n    IMGUI_API void          KeepAliveID(ImGuiID id);\n    IMGUI_API void          MarkItemEdited(ImGuiID id);     // Mark data associated to given item as \"edited\", used by IsItemDeactivatedAfterEdit() function.\n    IMGUI_API void          PushOverrideID(ImGuiID id);     // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)\n    IMGUI_API ImGuiID       GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);\n\n    // Basic Helpers for widget code\n    IMGUI_API void          ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);\n    IMGUI_API void          ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);\n    IMGUI_API bool          ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);\n    IMGUI_API bool          ItemHoverable(const ImRect& bb, ImGuiID id);\n    IMGUI_API bool          IsClippedEx(const ImRect& bb, ImGuiID id);\n    IMGUI_API void          SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);\n    IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_w, float default_h);\n    IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);\n    IMGUI_API void          PushMultiItemsWidths(int components, float width_full);\n    IMGUI_API bool          IsItemToggledSelection();                                   // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)\n    IMGUI_API ImVec2        GetContentRegionMaxAbs();\n    IMGUI_API void          ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);\n\n    // Parameter stacks\n    IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);\n    IMGUI_API void          PopItemFlag();\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    // Currently refactoring focus/nav/tabbing system\n    // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():\n    //  (Old) IMGUI_VERSION_NUM  < 18209: using 'ItemAdd(....)'                              and 'bool tab_focused = FocusableItemRegister(...)'\n    //  (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)'  and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'\n    //  (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)'     and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)\n    // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()\n    inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id)  { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()\n    inline void FocusableItemUnregister(ImGuiWindow* window)            { IM_ASSERT(0); IM_UNUSED(window); }                              // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem\n#endif\n\n    // Logging/Capture\n    IMGUI_API void          LogBegin(ImGuiLogType type, int auto_open_depth);           // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.\n    IMGUI_API void          LogToBuffer(int auto_open_depth = -1);                      // Start logging/capturing to internal buffer\n    IMGUI_API void          LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);\n    IMGUI_API void          LogSetNextTextDecoration(const char* prefix, const char* suffix);\n\n    // Popups, Modals, Tooltips\n    IMGUI_API bool          BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);\n    IMGUI_API void          OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);\n    IMGUI_API void          ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);\n    IMGUI_API void          ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);\n    IMGUI_API void          ClosePopupsExceptModals();\n    IMGUI_API bool          IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);\n    IMGUI_API bool          BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);\n    IMGUI_API void          BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);\n    IMGUI_API ImRect        GetPopupAllowedExtentRect(ImGuiWindow* window);\n    IMGUI_API ImGuiWindow*  GetTopMostPopupModal();\n    IMGUI_API ImGuiWindow*  GetTopMostAndVisiblePopupModal();\n    IMGUI_API ImVec2        FindBestWindowPosForPopup(ImGuiWindow* window);\n    IMGUI_API ImVec2        FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);\n\n    // Menus\n    IMGUI_API bool          BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);\n    IMGUI_API bool          BeginMenuEx(const char* label, const char* icon, bool enabled = true);\n    IMGUI_API bool          MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);\n\n    // Combos\n    IMGUI_API bool          BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);\n    IMGUI_API bool          BeginComboPreview();\n    IMGUI_API void          EndComboPreview();\n\n    // Gamepad/Keyboard Navigation\n    IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit);\n    IMGUI_API void          NavInitRequestApplyResult();\n    IMGUI_API bool          NavMoveRequestButNoResultYet();\n    IMGUI_API void          NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);\n    IMGUI_API void          NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);\n    IMGUI_API void          NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);\n    IMGUI_API void          NavMoveRequestCancel();\n    IMGUI_API void          NavMoveRequestApplyResult();\n    IMGUI_API void          NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);\n    IMGUI_API const char*   GetNavInputName(ImGuiNavInput n);\n    IMGUI_API float         GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);\n    IMGUI_API ImVec2        GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);\n    IMGUI_API int           CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);\n    IMGUI_API void          ActivateItem(ImGuiID id);   // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.\n    IMGUI_API void          SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);\n\n    // Focus Scope (WIP)\n    // This is generally used to identify a selection set (multiple of which may be in the same window), as selection\n    // patterns generally need to react (e.g. clear selection) when landing on an item of the set.\n    IMGUI_API void          PushFocusScope(ImGuiID id);\n    IMGUI_API void          PopFocusScope();\n    inline ImGuiID          GetFocusedFocusScope()          { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }                            // Focus scope which is actually active\n    inline ImGuiID          GetFocusScope()                 { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; }   // Focus scope we are outputting into, set by PushFocusScope()\n\n    // Inputs\n    // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.\n    inline bool             IsNamedKey(ImGuiKey key)                                    { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }\n    inline bool             IsLegacyKey(ImGuiKey key)                                   { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }\n    inline bool             IsGamepadKey(ImGuiKey key)                                  { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }\n    IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);\n    IMGUI_API void          SetItemUsingMouseWheel();\n    IMGUI_API void          SetActiveIdUsingNavAndKeys();\n    inline bool             IsActiveIdUsingNavDir(ImGuiDir dir)                         { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }\n    inline bool             IsActiveIdUsingNavInput(ImGuiNavInput input)                { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }\n    inline bool             IsActiveIdUsingKey(ImGuiKey key)                            { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; }\n    inline void             SetActiveIdUsingKey(ImGuiKey key)                           { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }\n    IMGUI_API bool          IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);\n    inline bool             IsNavInputDown(ImGuiNavInput n)                             { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }\n    inline bool             IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm)      { return (GetNavInputAmount(n, rm) > 0.0f); }\n    IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    inline bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true)           { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); }\n#endif\n\n    // Drag and Drop\n    IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);\n    IMGUI_API void          ClearDragDrop();\n    IMGUI_API bool          IsDragDropPayloadBeingAccepted();\n\n    // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)\n    IMGUI_API void          SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);\n    IMGUI_API void          BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().\n    IMGUI_API void          EndColumns();                                                               // close columns\n    IMGUI_API void          PushColumnClipRect(int column_index);\n    IMGUI_API void          PushColumnsBackground();\n    IMGUI_API void          PopColumnsBackground();\n    IMGUI_API ImGuiID       GetColumnsID(const char* str_id, int count);\n    IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);\n    IMGUI_API float         GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);\n    IMGUI_API float         GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);\n\n    // Tables: Candidates for public API\n    IMGUI_API void          TableOpenContextMenu(int column_n = -1);\n    IMGUI_API void          TableSetColumnWidth(int column_n, float width);\n    IMGUI_API void          TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);\n    IMGUI_API int           TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.\n    IMGUI_API float         TableGetHeaderRowHeight();\n    IMGUI_API void          TablePushBackgroundChannel();\n    IMGUI_API void          TablePopBackgroundChannel();\n\n    // Tables: Internals\n    inline    ImGuiTable*   GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }\n    IMGUI_API ImGuiTable*   TableFindByID(ImGuiID id);\n    IMGUI_API bool          BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);\n    IMGUI_API void          TableBeginInitMemory(ImGuiTable* table, int columns_count);\n    IMGUI_API void          TableBeginApplyRequests(ImGuiTable* table);\n    IMGUI_API void          TableSetupDrawChannels(ImGuiTable* table);\n    IMGUI_API void          TableUpdateLayout(ImGuiTable* table);\n    IMGUI_API void          TableUpdateBorders(ImGuiTable* table);\n    IMGUI_API void          TableUpdateColumnsWeightFromWidth(ImGuiTable* table);\n    IMGUI_API void          TableDrawBorders(ImGuiTable* table);\n    IMGUI_API void          TableDrawContextMenu(ImGuiTable* table);\n    IMGUI_API void          TableMergeDrawChannels(ImGuiTable* table);\n    inline ImGuiTableInstanceData*   TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }\n    IMGUI_API void          TableSortSpecsSanitize(ImGuiTable* table);\n    IMGUI_API void          TableSortSpecsBuild(ImGuiTable* table);\n    IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);\n    IMGUI_API void          TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column);\n    IMGUI_API float         TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column);\n    IMGUI_API void          TableBeginRow(ImGuiTable* table);\n    IMGUI_API void          TableEndRow(ImGuiTable* table);\n    IMGUI_API void          TableBeginCell(ImGuiTable* table, int column_n);\n    IMGUI_API void          TableEndCell(ImGuiTable* table);\n    IMGUI_API ImRect        TableGetCellBgRect(const ImGuiTable* table, int column_n);\n    IMGUI_API const char*   TableGetColumnName(const ImGuiTable* table, int column_n);\n    IMGUI_API ImGuiID       TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0);\n    IMGUI_API float         TableGetMaxColumnWidth(const ImGuiTable* table, int column_n);\n    IMGUI_API void          TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);\n    IMGUI_API void          TableSetColumnWidthAutoAll(ImGuiTable* table);\n    IMGUI_API void          TableRemove(ImGuiTable* table);\n    IMGUI_API void          TableGcCompactTransientBuffers(ImGuiTable* table);\n    IMGUI_API void          TableGcCompactTransientBuffers(ImGuiTableTempData* table);\n    IMGUI_API void          TableGcCompactSettings();\n\n    // Tables: Settings\n    IMGUI_API void                  TableLoadSettings(ImGuiTable* table);\n    IMGUI_API void                  TableSaveSettings(ImGuiTable* table);\n    IMGUI_API void                  TableResetSettings(ImGuiTable* table);\n    IMGUI_API ImGuiTableSettings*   TableGetBoundSettings(ImGuiTable* table);\n    IMGUI_API void                  TableSettingsInstallHandler(ImGuiContext* context);\n    IMGUI_API ImGuiTableSettings*   TableSettingsCreate(ImGuiID id, int columns_count);\n    IMGUI_API ImGuiTableSettings*   TableSettingsFindByID(ImGuiID id);\n\n    // Tab Bars\n    IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);\n    IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);\n    IMGUI_API void          TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);\n    IMGUI_API void          TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);\n    IMGUI_API void          TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset);\n    IMGUI_API void          TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos);\n    IMGUI_API bool          TabBarProcessReorder(ImGuiTabBar* tab_bar);\n    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);\n    IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button);\n    IMGUI_API void          TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);\n    IMGUI_API void          TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);\n\n    // Render helpers\n    // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.\n    // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)\n    IMGUI_API void          RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);\n    IMGUI_API void          RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);\n    IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);\n    IMGUI_API void          RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);\n    IMGUI_API void          RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);\n    IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);\n    IMGUI_API void          RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);\n    IMGUI_API void          RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);\n    IMGUI_API void          RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight\n    IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.\n    IMGUI_API void          RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);\n\n    // Render helpers (those functions don't access any ImGui state!)\n    IMGUI_API void          RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);\n    IMGUI_API void          RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);\n    IMGUI_API void          RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);\n    IMGUI_API void          RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);\n    IMGUI_API void          RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);\n    IMGUI_API void          RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding);\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]\n    inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }\n    inline void RenderBullet(ImVec2 pos)                                { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }\n#endif\n\n    // Widgets\n    IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);\n    IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos);\n    IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);\n    IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);\n    IMGUI_API void          Scrollbar(ImGuiAxis axis);\n    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);\n    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);\n    IMGUI_API ImRect        GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);\n    IMGUI_API ImGuiID       GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);\n    IMGUI_API ImGuiID       GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners\n    IMGUI_API ImGuiID       GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);\n    IMGUI_API void          SeparatorEx(ImGuiSeparatorFlags flags);\n    IMGUI_API bool          CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);\n    IMGUI_API bool          CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);\n\n    // Widgets low-level behaviors\n    IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);\n    IMGUI_API bool          SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);\n    IMGUI_API bool          SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);\n    IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);\n    IMGUI_API bool          TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0);                     // Consume previous SetNextItemOpen() data, if any. May return true when logging\n    IMGUI_API void          TreePushOverrideID(ImGuiID id);\n\n    // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.\n    // To use them externally (for custom widget) you may need an \"extern template\" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).\n    // e.g. \" extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); \"\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API T     ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);\n    template<typename T, typename SIGNED_T>                     IMGUI_API T     RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);\n    template<typename T>                                        IMGUI_API bool  CheckboxFlagsT(const char* label, T* flags, T flags_value);\n\n    // Data type helpers\n    IMGUI_API const ImGuiDataTypeInfo*  DataTypeGetInfo(ImGuiDataType data_type);\n    IMGUI_API int           DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);\n    IMGUI_API void          DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);\n    IMGUI_API bool          DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format);\n    IMGUI_API int           DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);\n    IMGUI_API bool          DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);\n\n    // InputText\n    IMGUI_API bool          InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);\n    IMGUI_API bool          TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);\n    inline bool             TempInputIsActive(ImGuiID id)       { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }\n    inline ImGuiInputTextState* GetInputTextState(ImGuiID id)   { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active\n\n    // Color\n    IMGUI_API void          ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);\n    IMGUI_API void          ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);\n    IMGUI_API void          ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);\n\n    // Plot\n    IMGUI_API int           PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size);\n\n    // Shade functions (write over already created vertices)\n    IMGUI_API void          ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);\n    IMGUI_API void          ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);\n\n    // Garbage collection\n    IMGUI_API void          GcCompactTransientMiscBuffers();\n    IMGUI_API void          GcCompactTransientWindowBuffers(ImGuiWindow* window);\n    IMGUI_API void          GcAwakeTransientWindowBuffers(ImGuiWindow* window);\n\n    // Debug Tools\n    IMGUI_API void          ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);\n    IMGUI_API void          ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);\n    inline void             DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255))    { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }\n    inline void             DebugStartItemPicker()                                  { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }\n\n    IMGUI_API void          ShowFontAtlas(ImFontAtlas* atlas);\n    IMGUI_API void          DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);\n    IMGUI_API void          DebugNodeColumns(ImGuiOldColumns* columns);\n    IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);\n    IMGUI_API void          DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);\n    IMGUI_API void          DebugNodeFont(ImFont* font);\n    IMGUI_API void          DebugNodeStorage(ImGuiStorage* storage, const char* label);\n    IMGUI_API void          DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);\n    IMGUI_API void          DebugNodeTable(ImGuiTable* table);\n    IMGUI_API void          DebugNodeTableSettings(ImGuiTableSettings* settings);\n    IMGUI_API void          DebugNodeWindow(ImGuiWindow* window, const char* label);\n    IMGUI_API void          DebugNodeWindowSettings(ImGuiWindowSettings* settings);\n    IMGUI_API void          DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);\n    IMGUI_API void          DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);\n    IMGUI_API void          DebugNodeViewport(ImGuiViewportP* viewport);\n    IMGUI_API void          DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);\n\n} // namespace ImGui\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontAtlas internal API\n//-----------------------------------------------------------------------------\n\n// This structure is likely to evolve as we add support for incremental atlas updates\nstruct ImFontBuilderIO\n{\n    bool    (*FontBuilder_Build)(ImFontAtlas* atlas);\n};\n\n// Helper for font builder\n#ifdef IMGUI_ENABLE_STB_TRUETYPE\nIMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();\n#endif\nIMGUI_API void      ImFontAtlasBuildInit(ImFontAtlas* atlas);\nIMGUI_API void      ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);\nIMGUI_API void      ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);\nIMGUI_API void      ImFontAtlasBuildFinish(ImFontAtlas* atlas);\nIMGUI_API void      ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);\nIMGUI_API void      ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);\nIMGUI_API void      ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);\nIMGUI_API void      ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);\n\n//-----------------------------------------------------------------------------\n// [SECTION] Test Engine specific hooks (imgui_test_engine)\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\nextern void         ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);\nextern void         ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);\nextern void         ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);\nextern const char*  ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);\n\n#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID)               // Register item bounding box\n#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS)   // Register item label and status flags (optional)\n#define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__)          // Custom log entry from user land into test log\n#else\n#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 ((void)0)\n#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      ((void)g)\n#endif\n\n//-----------------------------------------------------------------------------\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#elif defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "src/imgui/imgui_tables.cpp",
    "content": "// dear imgui, v1.88 WIP\n// (tables and columns code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] Commentary\n// [SECTION] Header mess\n// [SECTION] Tables: Main code\n// [SECTION] Tables: Simple accessors\n// [SECTION] Tables: Row changes\n// [SECTION] Tables: Columns changes\n// [SECTION] Tables: Columns width management\n// [SECTION] Tables: Drawing\n// [SECTION] Tables: Sorting\n// [SECTION] Tables: Headers\n// [SECTION] Tables: Context Menu\n// [SECTION] Tables: Settings (.ini data)\n// [SECTION] Tables: Garbage Collection\n// [SECTION] Tables: Debugging\n// [SECTION] Columns, BeginColumns, EndColumns, etc.\n\n*/\n\n// Navigating this file:\n// - In Visual Studio IDE: CTRL+comma (\"Edit.NavigateTo\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n// - With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\n\n//-----------------------------------------------------------------------------\n// [SECTION] Commentary\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// Typical tables call flow: (root level is generally public API):\n//-----------------------------------------------------------------------------\n// - BeginTable()                               user begin into a table\n//    | BeginChild()                            - (if ScrollX/ScrollY is set)\n//    | TableBeginInitMemory()                  - first time table is used\n//    | TableResetSettings()                    - on settings reset\n//    | TableLoadSettings()                     - on settings load\n//    | TableBeginApplyRequests()               - apply queued resizing/reordering/hiding requests\n//    | - TableSetColumnWidth()                 - apply resizing width (for mouse resize, often requested by previous frame)\n//    |    - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width\n// - TableSetupColumn()                         user submit columns details (optional)\n// - TableSetupScrollFreeze()                   user submit scroll freeze information (optional)\n//-----------------------------------------------------------------------------\n// - TableUpdateLayout() [Internal]             followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().\n//    | TableSetupDrawChannels()                - setup ImDrawList channels\n//    | TableUpdateBorders()                    - detect hovering columns for resize, ahead of contents submission\n//    | TableDrawContextMenu()                  - draw right-click context menu\n//-----------------------------------------------------------------------------\n// - TableHeadersRow() or TableHeader()         user submit a headers row (optional)\n//    | TableSortSpecsClickColumn()             - when left-clicked: alter sort order and sort direction\n//    | TableOpenContextMenu()                  - when right-clicked: trigger opening of the default context menu\n// - TableGetSortSpecs()                        user queries updated sort specs (optional, generally after submitting headers)\n// - TableNextRow()                             user begin into a new row (also automatically called by TableHeadersRow())\n//    | TableEndRow()                           - finish existing row\n//    | TableBeginRow()                         - add a new row\n// - TableSetColumnIndex() / TableNextColumn()  user begin into a cell\n//    | TableEndCell()                          - close existing column/cell\n//    | TableBeginCell()                        - enter into current column/cell\n// - [...]                                      user emit contents\n//-----------------------------------------------------------------------------\n// - EndTable()                                 user ends the table\n//    | TableDrawBorders()                      - draw outer borders, inner vertical borders\n//    | TableMergeDrawChannels()                - merge draw channels if clipping isn't required\n//    | EndChild()                              - (if ScrollX/ScrollY is set)\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// TABLE SIZING\n//-----------------------------------------------------------------------------\n// (Read carefully because this is subtle but it does make sense!)\n//-----------------------------------------------------------------------------\n// About 'outer_size':\n// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags.\n// Default value is ImVec2(0.0f, 0.0f).\n//   X\n//   - outer_size.x <= 0.0f  ->  Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge.\n//   - outer_size.x  > 0.0f  ->  Set Fixed width.\n//   Y with ScrollX/ScrollY disabled: we output table directly in current window\n//   - outer_size.y  < 0.0f  ->  Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll.\n//   - outer_size.y  = 0.0f  ->  No minimum height (but will auto extend, unless _NoHostExtendY is set)\n//   - outer_size.y  > 0.0f  ->  Set Minimum height (but will auto extend, unless _NoHostExtenY is set)\n//   Y with ScrollX/ScrollY enabled: using a child window for scrolling\n//   - outer_size.y  < 0.0f  ->  Bottom-align. Not meaningful is parent window can vertically scroll.\n//   - outer_size.y  = 0.0f  ->  Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.\n//   - outer_size.y  > 0.0f  ->  Set Exact height. Recommended when using Scrolling on any axis.\n//-----------------------------------------------------------------------------\n// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.\n// Important to that note how the two flags have slightly different behaviors!\n//   - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.\n//   - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible.\n// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.\n// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable)\n//-----------------------------------------------------------------------------\n// About 'inner_width':\n//   With ScrollX disabled:\n//   - inner_width          ->  *ignored*\n//   With ScrollX enabled:\n//   - inner_width  < 0.0f  ->  *illegal* fit in known width (right align from outer_size.x) <-- weird\n//   - inner_width  = 0.0f  ->  fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.\n//   - inner_width  > 0.0f  ->  override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!\n//-----------------------------------------------------------------------------\n// Details:\n// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept\n//   of \"available space\" doesn't make sense.\n// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding\n//   of what the value does.\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// COLUMNS SIZING POLICIES\n//-----------------------------------------------------------------------------\n// About overriding column sizing policy and width/weight with TableSetupColumn():\n// We use a default parameter of 'init_width_or_weight == -1'.\n//   - with ImGuiTableColumnFlags_WidthFixed,    init_width  <= 0 (default)  --> width is automatic\n//   - with ImGuiTableColumnFlags_WidthFixed,    init_width  >  0 (explicit) --> width is custom\n//   - with ImGuiTableColumnFlags_WidthStretch,  init_weight <= 0 (default)  --> weight is 1.0f\n//   - with ImGuiTableColumnFlags_WidthStretch,  init_weight >  0 (explicit) --> weight is custom\n// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)\n// and you can fit a 100.0f wide item in it without clipping and with full padding.\n//-----------------------------------------------------------------------------\n// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag)\n//   - with Table policy ImGuiTableFlags_SizingFixedFit      --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width\n//   - with Table policy ImGuiTableFlags_SizingFixedSame     --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width\n//   - with Table policy ImGuiTableFlags_SizingStretchSame   --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f\n//   - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents\n// Default Width and default Weight can be overridden when calling TableSetupColumn().\n//-----------------------------------------------------------------------------\n// About mixing Fixed/Auto and Stretch columns together:\n//   - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.\n//   - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place!\n//     that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in.\n//   - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.\n//   - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths.\n//-----------------------------------------------------------------------------\n// About using column width:\n// If a column is manual resizable or has a width specified with TableSetupColumn():\n//   - you may use GetContentRegionAvail().x to query the width available in a given column.\n//   - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.\n// If the column is not resizable and has no width specified with TableSetupColumn():\n//   - its width will be automatic and be set to the max of items submitted.\n//   - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).\n//   - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).\n//-----------------------------------------------------------------------------\n\n\n//-----------------------------------------------------------------------------\n// TABLES CLIPPING/CULLING\n//-----------------------------------------------------------------------------\n// About clipping/culling of Rows in Tables:\n// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows.\n//   ImGuiListClipper is reliant on the fact that rows are of equal height.\n//   See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.\n// - Note that auto-resizing columns don't play well with using the clipper.\n//   By default a table with _ScrollX but without _Resizable will have column auto-resize.\n//   So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed.\n//-----------------------------------------------------------------------------\n// About clipping/culling of Columns in Tables:\n// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing\n//   width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know\n//   it is not going to contribute to row height.\n//   In many situations, you may skip submitting contents for every column but one (e.g. the first one).\n// - Case A: column is not hidden by user, and at least partially in sight (most common case).\n// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.\n// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).\n//\n//                        [A]         [B]          [C]\n//  TableNextColumn():    true        false        false       -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height.\n//          SkipItems:    false       false        true        -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.\n//           ClipRect:    normal      zero-width   zero-width  -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.\n//  ImDrawList output:    normal      dummy        dummy       -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).\n//\n// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.\n//   However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.\n//-----------------------------------------------------------------------------\n// About clipping/culling of whole Tables:\n// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// [SECTION] Header mess\n//-----------------------------------------------------------------------------\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n#include \"imgui_internal.h\"\n\n// System includes\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.\n#pragma clang diagnostic ignored \"-Wformat-nonliteral\"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wenum-enum-conversion\"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')\n#pragma clang diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"                // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tables: Main code\n//-----------------------------------------------------------------------------\n// - TableFixFlags() [Internal]\n// - TableFindByID() [Internal]\n// - BeginTable()\n// - BeginTableEx() [Internal]\n// - TableBeginInitMemory() [Internal]\n// - TableBeginApplyRequests() [Internal]\n// - TableSetupColumnFlags() [Internal]\n// - TableUpdateLayout() [Internal]\n// - TableUpdateBorders() [Internal]\n// - EndTable()\n// - TableSetupColumn()\n// - TableSetupScrollFreeze()\n//-----------------------------------------------------------------------------\n\n// Configuration\nstatic const int TABLE_DRAW_CHANNEL_BG0 = 0;\nstatic const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1;\nstatic const int TABLE_DRAW_CHANNEL_NOCLIP = 2;                     // When using ImGuiTableFlags_NoClip (this becomes the last visible channel)\nstatic const float TABLE_BORDER_SIZE                     = 1.0f;    // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.\nstatic const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f;    // Extend outside inner borders.\nstatic const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f;   // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.\n\n// Helper\ninline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)\n{\n    // Adjust flags: set default sizing policy\n    if ((flags & ImGuiTableFlags_SizingMask_) == 0)\n        flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame;\n\n    // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame\n    if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)\n        flags |= ImGuiTableFlags_NoKeepColumnsVisible;\n\n    // Adjust flags: enforce borders when resizable\n    if (flags & ImGuiTableFlags_Resizable)\n        flags |= ImGuiTableFlags_BordersInnerV;\n\n    // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on\n    if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY))\n        flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY);\n\n    // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody\n    if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)\n        flags &= ~ImGuiTableFlags_NoBordersInBody;\n\n    // Adjust flags: disable saved settings if there's nothing to save\n    if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)\n        flags |= ImGuiTableFlags_NoSavedSettings;\n\n    // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)\n    if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)\n        flags |= ImGuiTableFlags_NoSavedSettings;\n\n    return flags;\n}\n\nImGuiTable* ImGui::TableFindByID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    return g.Tables.GetByKey(id);\n}\n\n// Read about \"TABLE SIZING\" at the top of this file.\nbool    ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)\n{\n    ImGuiID id = GetID(str_id);\n    return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);\n}\n\nbool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* outer_window = GetCurrentWindow();\n    if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.\n        return false;\n\n    // Sanity checks\n    IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && \"Only 1..64 columns allowed!\");\n    if (flags & ImGuiTableFlags_ScrollX)\n        IM_ASSERT(inner_width >= 0.0f);\n\n    // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.\n    const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;\n    const ImVec2 avail_size = GetContentRegionAvail();\n    ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);\n    ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);\n    if (use_child_window && IsClippedEx(outer_rect, 0))\n    {\n        ItemSize(outer_rect);\n        return false;\n    }\n\n    // Acquire storage for the table\n    ImGuiTable* table = g.Tables.GetOrAddByKey(id);\n    const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;\n    const ImGuiID instance_id = id + instance_no;\n    const ImGuiTableFlags table_last_flags = table->Flags;\n    if (instance_no > 0)\n        IM_ASSERT(table->ColumnsCount == columns_count && \"BeginTable(): Cannot change columns count mid-frame while preserving same ID\");\n\n    // Acquire temporary buffers\n    const int table_idx = g.Tables.GetIndex(table);\n    if (++g.TablesTempDataStacked > g.TablesTempData.Size)\n        g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());\n    ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];\n    temp_data->TableIndex = table_idx;\n    table->DrawSplitter = &table->TempData->DrawSplitter;\n    table->DrawSplitter->Clear();\n\n    // Fix flags\n    table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;\n    flags = TableFixFlags(flags, outer_window);\n\n    // Initialize\n    table->ID = id;\n    table->Flags = flags;\n    table->InstanceCurrent = (ImS16)instance_no;\n    table->LastFrameActive = g.FrameCount;\n    table->OuterWindow = table->InnerWindow = outer_window;\n    table->ColumnsCount = columns_count;\n    table->IsLayoutLocked = false;\n    table->InnerWidth = inner_width;\n    temp_data->UserOuterSize = outer_size;\n    if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no)\n        table->InstanceDataExtra.push_back(ImGuiTableInstanceData());\n\n    // When not using a child window, WorkRect.Max will grow as we append contents.\n    if (use_child_window)\n    {\n        // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent\n        // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)\n        ImVec2 override_content_size(FLT_MAX, FLT_MAX);\n        if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))\n            override_content_size.y = FLT_MIN;\n\n        // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and\n        // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align\n        // based on the right side of the child window work rect, which would require knowing ahead if we are going to\n        // have decoration taking horizontal spaces (typically a vertical scrollbar).\n        if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)\n            override_content_size.x = inner_width;\n\n        if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)\n            SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));\n\n        // Reset scroll if we are reactivating it\n        if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)\n            SetNextWindowScroll(ImVec2(0.0f, 0.0f));\n\n        // Create scrolling region (without border and zero window padding)\n        ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;\n        BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);\n        table->InnerWindow = g.CurrentWindow;\n        table->WorkRect = table->InnerWindow->WorkRect;\n        table->OuterRect = table->InnerWindow->Rect();\n        table->InnerRect = table->InnerWindow->InnerRect;\n        IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);\n    }\n    else\n    {\n        // For non-scrolling tables, WorkRect == OuterRect == InnerRect.\n        // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().\n        table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;\n    }\n\n    // Push a standardized ID for both child-using and not-child-using tables\n    PushOverrideID(instance_id);\n\n    // Backup a copy of host window members we will modify\n    ImGuiWindow* inner_window = table->InnerWindow;\n    table->HostIndentX = inner_window->DC.Indent.x;\n    table->HostClipRect = inner_window->ClipRect;\n    table->HostSkipItems = inner_window->SkipItems;\n    temp_data->HostBackupWorkRect = inner_window->WorkRect;\n    temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;\n    temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;\n    temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;\n    temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;\n    temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;\n    temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;\n    temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;\n    inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n\n    // Padding and Spacing\n    // - None               ........Content..... Pad .....Content........\n    // - PadOuter           | Pad ..Content..... Pad .....Content.. Pad |\n    // - PadInner           ........Content.. Pad | Pad ..Content........\n    // - PadOuter+PadInner  | Pad ..Content.. Pad | Pad ..Content.. Pad |\n    const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;\n    const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;\n    const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;\n    const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;\n    const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;\n    table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;\n    table->CellSpacingX2 = inner_spacing_explicit;\n    table->CellPaddingX = inner_padding_explicit;\n    table->CellPaddingY = g.Style.CellPadding.y;\n\n    const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;\n    const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;\n    table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;\n\n    table->CurrentColumn = -1;\n    table->CurrentRow = -1;\n    table->RowBgColorCounter = 0;\n    table->LastRowFlags = ImGuiTableRowFlags_None;\n    table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;\n    table->InnerClipRect.ClipWith(table->WorkRect);     // We need this to honor inner_width\n    table->InnerClipRect.ClipWithFull(table->HostClipRect);\n    table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;\n\n    table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow\n    table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()\n    table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any\n    table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;\n    table->IsUnfrozenRows = true;\n    table->DeclColumnsCount = 0;\n\n    // Using opaque colors facilitate overlapping elements of the grid\n    table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);\n    table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);\n\n    // Make table current\n    g.CurrentTable = table;\n    outer_window->DC.CurrentTableIdx = table_idx;\n    if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.\n        inner_window->DC.CurrentTableIdx = table_idx;\n\n    if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)\n        table->IsResetDisplayOrderRequest = true;\n\n    // Mark as used\n    if (table_idx >= g.TablesLastTimeActive.Size)\n        g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);\n    g.TablesLastTimeActive[table_idx] = (float)g.Time;\n    temp_data->LastTimeActive = (float)g.Time;\n    table->MemoryCompacted = false;\n\n    // Setup memory buffer (clear data if columns count changed)\n    ImGuiTableColumn* old_columns_to_preserve = NULL;\n    void* old_columns_raw_data = NULL;\n    const int old_columns_count = table->Columns.size();\n    if (old_columns_count != 0 && old_columns_count != columns_count)\n    {\n        // Attempt to preserve width on column count change (#4046)\n        old_columns_to_preserve = table->Columns.Data;\n        old_columns_raw_data = table->RawData;\n        table->RawData = NULL;\n    }\n    if (table->RawData == NULL)\n    {\n        TableBeginInitMemory(table, columns_count);\n        table->IsInitializing = table->IsSettingsRequestLoad = true;\n    }\n    if (table->IsResetAllRequest)\n        TableResetSettings(table);\n    if (table->IsInitializing)\n    {\n        // Initialize\n        table->SettingsOffset = -1;\n        table->IsSortSpecsDirty = true;\n        table->InstanceInteracted = -1;\n        table->ContextPopupColumn = -1;\n        table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;\n        table->AutoFitSingleColumn = -1;\n        table->HoveredColumnBody = table->HoveredColumnBorder = -1;\n        for (int n = 0; n < columns_count; n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[n];\n            if (old_columns_to_preserve && n < old_columns_count)\n            {\n                // FIXME: We don't attempt to preserve column order in this path.\n                *column = old_columns_to_preserve[n];\n            }\n            else\n            {\n                float width_auto = column->WidthAuto;\n                *column = ImGuiTableColumn();\n                column->WidthAuto = width_auto;\n                column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker\n                column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true;\n            }\n            column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;\n        }\n    }\n    if (old_columns_raw_data)\n        IM_FREE(old_columns_raw_data);\n\n    // Load settings\n    if (table->IsSettingsRequestLoad)\n        TableLoadSettings(table);\n\n    // Handle DPI/font resize\n    // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.\n    // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.\n    // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.\n    // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.\n    const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?\n    if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)\n    {\n        const float scale_factor = new_ref_scale_unit / table->RefScale;\n        //IMGUI_DEBUG_LOG(\"[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\\n\", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);\n        for (int n = 0; n < columns_count; n++)\n            table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;\n    }\n    table->RefScale = new_ref_scale_unit;\n\n    // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..\n    // This is not strictly necessary but will reduce cases were \"out of table\" output will be misleading to the user.\n    // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.\n    inner_window->SkipItems = true;\n\n    // Clear names\n    // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn()\n    if (table->ColumnsNames.Buf.Size > 0)\n        table->ColumnsNames.Buf.resize(0);\n\n    // Apply queued resizing/reordering/hiding requests\n    TableBeginApplyRequests(table);\n\n    return true;\n}\n\n// For reference, the average total _allocation count_ for a table is:\n// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)\n// + 1 (for table->RawData allocated below)\n// + 1 (for table->ColumnsNames, if names are used)\n// Shared allocations per number of nested tables\n// + 1 (for table->Splitter._Channels)\n// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)\n// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.\n// Unused channels don't perform their +2 allocations.\nvoid ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)\n{\n    // Allocate single buffer for our arrays\n    ImSpanAllocator<3> span_allocator;\n    span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));\n    span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));\n    span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);\n    table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());\n    memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());\n    span_allocator.SetArenaBasePtr(table->RawData);\n    span_allocator.GetSpan(0, &table->Columns);\n    span_allocator.GetSpan(1, &table->DisplayOrderToIndex);\n    span_allocator.GetSpan(2, &table->RowCellData);\n}\n\n// Apply queued resizing/reordering/hiding requests\nvoid ImGui::TableBeginApplyRequests(ImGuiTable* table)\n{\n    // Handle resizing request\n    // (We process this at the first TableBegin of the frame)\n    // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?\n    if (table->InstanceCurrent == 0)\n    {\n        if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)\n            TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);\n        table->LastResizedColumn = table->ResizedColumn;\n        table->ResizedColumnNextWidth = FLT_MAX;\n        table->ResizedColumn = -1;\n\n        // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy.\n        // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.\n        if (table->AutoFitSingleColumn != -1)\n        {\n            TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto);\n            table->AutoFitSingleColumn = -1;\n        }\n    }\n\n    // Handle reordering request\n    // Note: we don't clear ReorderColumn after handling the request.\n    if (table->InstanceCurrent == 0)\n    {\n        if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)\n            table->ReorderColumn = -1;\n        table->HeldHeaderColumn = -1;\n        if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)\n        {\n            // We need to handle reordering across hidden columns.\n            // In the configuration below, moving C to the right of E will lead to:\n            //    ... C [D] E  --->  ... [D] E  C   (Column name/index)\n            //    ... 2  3  4        ...  2  3  4   (Display order)\n            const int reorder_dir = table->ReorderColumnDir;\n            IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);\n            IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);\n            ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];\n            ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];\n            IM_UNUSED(dst_column);\n            const int src_order = src_column->DisplayOrder;\n            const int dst_order = dst_column->DisplayOrder;\n            src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;\n            for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)\n                table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;\n            IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);\n\n            // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[],\n            // rebuild the later from the former.\n            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;\n            table->ReorderColumnDir = 0;\n            table->IsSettingsDirty = true;\n        }\n    }\n\n    // Handle display order reset request\n    if (table->IsResetDisplayOrderRequest)\n    {\n        for (int n = 0; n < table->ColumnsCount; n++)\n            table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;\n        table->IsResetDisplayOrderRequest = false;\n        table->IsSettingsDirty = true;\n    }\n}\n\n// Adjust flags: default width mode + stretch columns are not allowed when auto extending\nstatic void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)\n{\n    ImGuiTableColumnFlags flags = flags_in;\n\n    // Sizing Policy\n    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)\n    {\n        const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);\n        if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame)\n            flags |= ImGuiTableColumnFlags_WidthFixed;\n        else\n            flags |= ImGuiTableColumnFlags_WidthStretch;\n    }\n    else\n    {\n        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.\n    }\n\n    // Resize\n    if ((table->Flags & ImGuiTableFlags_Resizable) == 0)\n        flags |= ImGuiTableColumnFlags_NoResize;\n\n    // Sorting\n    if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))\n        flags |= ImGuiTableColumnFlags_NoSort;\n\n    // Indentation\n    if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0)\n        flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;\n\n    // Alignment\n    //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)\n    //    flags |= ImGuiTableColumnFlags_AlignCenter;\n    //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.\n\n    // Preserve status flags\n    column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);\n\n    // Build an ordered list of available sort directions\n    column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;\n    if (table->Flags & ImGuiTableFlags_Sortable)\n    {\n        int count = 0, mask = 0, list = 0;\n        if ((flags & ImGuiTableColumnFlags_PreferSortAscending)  != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending)  == 0) { mask |= 1 << ImGuiSortDirection_Ascending;  list |= ImGuiSortDirection_Ascending  << (count << 1); count++; }\n        if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }\n        if ((flags & ImGuiTableColumnFlags_PreferSortAscending)  == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending)  == 0) { mask |= 1 << ImGuiSortDirection_Ascending;  list |= ImGuiSortDirection_Ascending  << (count << 1); count++; }\n        if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }\n        if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }\n        column->SortDirectionsAvailList = (ImU8)list;\n        column->SortDirectionsAvailMask = (ImU8)mask;\n        column->SortDirectionsAvailCount = (ImU8)count;\n        ImGui::TableFixColumnSortDirection(table, column);\n    }\n}\n\n// Layout columns for the frame. This is in essence the followup to BeginTable().\n// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.\n// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns.\n// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns?\nvoid ImGui::TableUpdateLayout(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->IsLayoutLocked == false);\n\n    const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);\n    table->IsDefaultDisplayOrder = true;\n    table->ColumnsEnabledCount = 0;\n    table->EnabledMaskByIndex = 0x00;\n    table->EnabledMaskByDisplayOrder = 0x00;\n    table->LeftMostEnabledColumn = -1;\n    table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE\n\n    // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.\n    // Process columns in their visible orders as we are building the Prev/Next indices.\n    int count_fixed = 0;                // Number of columns that have fixed sizing policies\n    int count_stretch = 0;              // Number of columns that have stretch sizing policies\n    int prev_visible_column_idx = -1;\n    bool has_auto_fit_request = false;\n    bool has_resizable = false;\n    float stretch_sum_width_auto = 0.0f;\n    float fixed_max_width_auto = 0.0f;\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        if (column_n != order_n)\n            table->IsDefaultDisplayOrder = false;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame.\n        // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway.\n        // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect.\n        if (table->DeclColumnsCount <= column_n)\n        {\n            TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None);\n            column->NameOffset = -1;\n            column->UserID = 0;\n            column->InitStretchWeightOrWidth = -1.0f;\n        }\n\n        // Update Enabled state, mark settings and sort specs dirty\n        if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))\n            column->IsUserEnabledNextFrame = true;\n        if (column->IsUserEnabled != column->IsUserEnabledNextFrame)\n        {\n            column->IsUserEnabled = column->IsUserEnabledNextFrame;\n            table->IsSettingsDirty = true;\n        }\n        column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0;\n\n        if (column->SortOrder != -1 && !column->IsEnabled)\n            table->IsSortSpecsDirty = true;\n        if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))\n            table->IsSortSpecsDirty = true;\n\n        // Auto-fit unsized columns\n        const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f);\n        if (start_auto_fit)\n            column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames\n\n        if (!column->IsEnabled)\n        {\n            column->IndexWithinEnabledSet = -1;\n            continue;\n        }\n\n        // Mark as enabled and link to previous/next enabled column\n        column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;\n        column->NextEnabledColumn = -1;\n        if (prev_visible_column_idx != -1)\n            table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;\n        else\n            table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;\n        column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;\n        table->EnabledMaskByIndex |= (ImU64)1 << column_n;\n        table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder;\n        prev_visible_column_idx = column_n;\n        IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);\n\n        // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)\n        // Combine width from regular rows + width from headers unless requested not to.\n        if (!column->IsPreserveWidthAuto)\n            column->WidthAuto = TableGetColumnWidthAuto(table, column);\n\n        // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)\n        const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;\n        if (column_is_resizable)\n            has_resizable = true;\n        if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable)\n            column->WidthAuto = column->InitStretchWeightOrWidth;\n\n        if (column->AutoFitQueue != 0x00)\n            has_auto_fit_request = true;\n        if (column->Flags & ImGuiTableColumnFlags_WidthStretch)\n        {\n            stretch_sum_width_auto += column->WidthAuto;\n            count_stretch++;\n        }\n        else\n        {\n            fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto);\n            count_fixed++;\n        }\n    }\n    if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))\n        table->IsSortSpecsDirty = true;\n    table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;\n    IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);\n\n    // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible\n    // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).\n    // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.\n    if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)\n        table->InnerWindow->SkipItems = false;\n    if (has_auto_fit_request)\n        table->IsSettingsDirty = true;\n\n    // [Part 3] Fix column flags and record a few extra information.\n    float sum_width_requests = 0.0f;        // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.\n    float stretch_sum_weights = 0.0f;       // Sum of all weights for stretch columns.\n    table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;\n        if (column->Flags & ImGuiTableColumnFlags_WidthFixed)\n        {\n            // Apply same widths policy\n            float width_auto = column->WidthAuto;\n            if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))\n                width_auto = fixed_max_width_auto;\n\n            // Apply automatic width\n            // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)\n            if (column->AutoFitQueue != 0x00)\n                column->WidthRequest = width_auto;\n            else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)))\n                column->WidthRequest = width_auto;\n\n            // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets\n            // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very\n            // large height (= first frame scrollbar display very off + clipper would skip lots of items).\n            // This is merely making the side-effect less extreme, but doesn't properly fixes it.\n            // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?\n            // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.\n            if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)\n                column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?\n            sum_width_requests += column->WidthRequest;\n        }\n        else\n        {\n            // Initialize stretch weight\n            if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable)\n            {\n                if (column->InitStretchWeightOrWidth > 0.0f)\n                    column->StretchWeight = column->InitStretchWeightOrWidth;\n                else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp)\n                    column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch;\n                else\n                    column->StretchWeight = 1.0f;\n            }\n\n            stretch_sum_weights += column->StretchWeight;\n            if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder)\n                table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n;\n            if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder)\n                table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n;\n        }\n        column->IsPreserveWidthAuto = false;\n        sum_width_requests += table->CellPaddingX * 2.0f;\n    }\n    table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;\n\n    // [Part 4] Apply final widths based on requested widths\n    const ImRect work_rect = table->WorkRect;\n    const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);\n    const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth();\n    const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;\n    float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;\n    table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)\n        if (column->Flags & ImGuiTableColumnFlags_WidthStretch)\n        {\n            float weight_ratio = column->StretchWeight / stretch_sum_weights;\n            column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);\n            width_remaining_for_stretched_columns -= column->WidthRequest;\n        }\n\n        // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column\n        // See additional comments in TableSetColumnWidth().\n        if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1)\n            column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;\n\n        // Assign final width, record width in case we will need to shrink\n        column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth));\n        table->ColumnsGivenWidth += column->WidthGiven;\n    }\n\n    // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).\n    // Using right-to-left distribution (more likely to match resizing cursor).\n    if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))\n        for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)\n        {\n            if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))\n                continue;\n            ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];\n            if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n                continue;\n            column->WidthRequest += 1.0f;\n            column->WidthGiven += 1.0f;\n            width_remaining_for_stretched_columns -= 1.0f;\n        }\n\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    table->HoveredColumnBody = -1;\n    table->HoveredColumnBorder = -1;\n    const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));\n    const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);\n\n    // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column\n    // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.\n    int visible_n = 0;\n    bool offset_x_frozen = (table->FreezeColumnsCount > 0);\n    float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;\n    ImRect host_clip_rect = table->InnerClipRect;\n    //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;\n    table->VisibleMaskByIndex = 0x00;\n    table->RequestOutputMaskByIndex = 0x00;\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);\n\n        if (offset_x_frozen && table->FreezeColumnsCount == visible_n)\n        {\n            offset_x += work_rect.Min.x - table->OuterRect.Min.x;\n            offset_x_frozen = false;\n        }\n\n        // Clear status flags\n        column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;\n\n        if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0)\n        {\n            // Hidden column: clear a few fields and we are done with it for the remainder of the function.\n            // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.\n            column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;\n            column->WidthGiven = 0.0f;\n            column->ClipRect.Min.y = work_rect.Min.y;\n            column->ClipRect.Max.y = FLT_MAX;\n            column->ClipRect.ClipWithFull(host_clip_rect);\n            column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;\n            column->IsSkipItems = true;\n            column->ItemWidth = 1.0f;\n            continue;\n        }\n\n        // Detect hovered column\n        if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)\n            table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;\n\n        // Lock start position\n        column->MinX = offset_x;\n\n        // Lock width based on start position and minimum/maximum width for this position\n        float max_width = TableGetMaxColumnWidth(table, column_n);\n        column->WidthGiven = ImMin(column->WidthGiven, max_width);\n        column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));\n        column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;\n\n        // Lock other positions\n        // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.\n        // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.\n        // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.\n        // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.\n        column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;\n        column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max\n        column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);\n        column->ClipRect.Min.x = column->MinX;\n        column->ClipRect.Min.y = work_rect.Min.y;\n        column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;\n        column->ClipRect.Max.y = FLT_MAX;\n        column->ClipRect.ClipWithFull(host_clip_rect);\n\n        // Mark column as Clipped (not in sight)\n        // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.\n        // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.\n        // Taking advantage of LastOuterHeight would yield good results there...\n        // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,\n        // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).\n        // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.\n        column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);\n        column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);\n        const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;\n        if (is_visible)\n            table->VisibleMaskByIndex |= ((ImU64)1 << column_n);\n\n        // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.\n        column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;\n        if (column->IsRequestOutput)\n            table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n);\n\n        // Mark column as SkipItems (ignoring all items/layout)\n        column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;\n        if (column->IsSkipItems)\n            IM_ASSERT(!is_visible);\n\n        // Update status flags\n        column->Flags |= ImGuiTableColumnFlags_IsEnabled;\n        if (is_visible)\n            column->Flags |= ImGuiTableColumnFlags_IsVisible;\n        if (column->SortOrder != -1)\n            column->Flags |= ImGuiTableColumnFlags_IsSorted;\n        if (table->HoveredColumnBody == column_n)\n            column->Flags |= ImGuiTableColumnFlags_IsHovered;\n\n        // Alignment\n        // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in\n        // many cases (to be able to honor this we might be able to store a log of cells width, per row, for\n        // visible rows, but nav/programmatic scroll would have visible artifacts.)\n        //if (column->Flags & ImGuiTableColumnFlags_AlignRight)\n        //    column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);\n        //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)\n        //    column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);\n\n        // Reset content width variables\n        column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;\n        column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;\n\n        // Don't decrement auto-fit counters until container window got a chance to submit its items\n        if (table->HostSkipItems == false)\n        {\n            column->AutoFitQueue >>= 1;\n            column->CannotSkipItemsQueue >>= 1;\n        }\n\n        if (visible_n < table->FreezeColumnsCount)\n            host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);\n\n        offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;\n        visible_n++;\n    }\n\n    // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)\n    // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either\n    // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.\n    const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);\n    if (is_hovering_table && table->HoveredColumnBody == -1)\n    {\n        if (g.IO.MousePos.x >= unused_x1)\n            table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;\n    }\n    if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))\n        table->Flags &= ~ImGuiTableFlags_Resizable;\n\n    // [Part 8] Lock actual OuterRect/WorkRect right-most position.\n    // This is done late to handle the case of fixed-columns tables not claiming more widths that they need.\n    // Because of this we are careful with uses of WorkRect and InnerClipRect before this point.\n    if (table->RightMostStretchedColumn != -1)\n        table->Flags &= ~ImGuiTableFlags_NoHostExtendX;\n    if (table->Flags & ImGuiTableFlags_NoHostExtendX)\n    {\n        table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;\n        table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);\n    }\n    table->InnerWindow->ParentWorkRect = table->WorkRect;\n    table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);\n    table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);\n\n    // [Part 9] Allocate draw channels and setup background cliprect\n    TableSetupDrawChannels(table);\n\n    // [Part 10] Hit testing on borders\n    if (table->Flags & ImGuiTableFlags_Resizable)\n        TableUpdateBorders(table);\n    table_instance->LastFirstRowHeight = 0.0f;\n    table->IsLayoutLocked = true;\n    table->IsUsingHeaders = false;\n\n    // [Part 11] Context menu\n    if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)\n    {\n        const ImGuiID context_menu_id = ImHashStr(\"##ContextMenu\", 0, table->ID);\n        if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))\n        {\n            TableDrawContextMenu(table);\n            EndPopup();\n        }\n        else\n        {\n            table->IsContextPopupOpen = false;\n        }\n    }\n\n    // [Part 13] Sanitize and build sort specs before we have a change to use them for display.\n    // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)\n    if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))\n        TableSortSpecsBuild(table);\n\n    // Initial state\n    ImGuiWindow* inner_window = table->InnerWindow;\n    if (table->Flags & ImGuiTableFlags_NoClip)\n        table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);\n    else\n        inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);\n}\n\n// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()\n// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise\n// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets\n//   overlapping the same area.\nvoid ImGui::TableUpdateBorders(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);\n\n    // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and\n    // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not\n    // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).\n    // Actual columns highlight/render will be performed in EndTable() and not be affected.\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;\n    const float hit_y1 = table->OuterRect.Min.y;\n    const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);\n    const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;\n\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))\n            continue;\n\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))\n            continue;\n\n        // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()\n        const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;\n        if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)\n            continue;\n\n        if (!column->IsVisibleX && table->LastResizedColumn != column_n)\n            continue;\n\n        ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);\n        ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);\n        //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));\n        KeepAliveID(column_id);\n\n        bool hovered = false, held = false;\n        bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);\n        if (pressed && IsMouseDoubleClicked(0))\n        {\n            TableSetColumnWidthAutoSingle(table, column_n);\n            ClearActiveID();\n            held = hovered = false;\n        }\n        if (held)\n        {\n            if (table->LastResizedColumn == -1)\n                table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;\n            table->ResizedColumn = (ImGuiTableColumnIdx)column_n;\n            table->InstanceInteracted = table->InstanceCurrent;\n        }\n        if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)\n        {\n            table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;\n            SetMouseCursor(ImGuiMouseCursor_ResizeEW);\n        }\n    }\n}\n\nvoid    ImGui::EndTable()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Only call EndTable() if BeginTable() returns true!\");\n\n    // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some\n    // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)\n    //IM_ASSERT(table->IsLayoutLocked && \"Table unused: never called TableNextRow(), is that the intent?\");\n\n    // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our\n    // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    const ImGuiTableFlags flags = table->Flags;\n    ImGuiWindow* inner_window = table->InnerWindow;\n    ImGuiWindow* outer_window = table->OuterWindow;\n    ImGuiTableTempData* temp_data = table->TempData;\n    IM_ASSERT(inner_window == g.CurrentWindow);\n    IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);\n\n    if (table->IsInsideRow)\n        TableEndRow(table);\n\n    // Context menu in columns body\n    if (flags & ImGuiTableFlags_ContextMenuInBody)\n        if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))\n            TableOpenContextMenu((int)table->HoveredColumnBody);\n\n    // Finalize table height\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;\n    inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;\n    inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;\n    const float inner_content_max_y = table->RowPosY2;\n    IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);\n    if (inner_window != outer_window)\n        inner_window->DC.CursorMaxPos.y = inner_content_max_y;\n    else if (!(flags & ImGuiTableFlags_NoHostExtendY))\n        table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height\n    table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);\n    table_instance->LastOuterHeight = table->OuterRect.GetHeight();\n\n    // Setup inner scrolling range\n    // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,\n    // but since the later is likely to be impossible to do we'd rather update both axises together.\n    if (table->Flags & ImGuiTableFlags_ScrollX)\n    {\n        const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;\n        float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;\n        if (table->RightMostEnabledColumn != -1)\n            max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);\n        if (table->ResizedColumn != -1)\n            max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);\n        table->InnerWindow->DC.CursorMaxPos.x = max_pos_x;\n    }\n\n    // Pop clipping rect\n    if (!(flags & ImGuiTableFlags_NoClip))\n        inner_window->DrawList->PopClipRect();\n    inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();\n\n    // Draw borders\n    if ((flags & ImGuiTableFlags_Borders) != 0)\n        TableDrawBorders(table);\n\n#if 0\n    // Strip out dummy channel draw calls\n    // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)\n    // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.\n    // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.\n    if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)\n    {\n        ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];\n        dummy_channel->_CmdBuffer.resize(0);\n        dummy_channel->_IdxBuffer.resize(0);\n    }\n#endif\n\n    // Flatten channels and merge draw calls\n    ImDrawListSplitter* splitter = table->DrawSplitter;\n    splitter->SetCurrentChannel(inner_window->DrawList, 0);\n    if ((table->Flags & ImGuiTableFlags_NoClip) == 0)\n        TableMergeDrawChannels(table);\n    splitter->Merge(inner_window->DrawList);\n\n    // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()\n    const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);\n    table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        if (table->EnabledMaskByIndex & ((ImU64)1 << column_n))\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize))\n                table->ColumnsAutoFitWidth += column->WidthRequest;\n            else\n                table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column);\n        }\n\n    // Update scroll\n    if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)\n    {\n        inner_window->Scroll.x = 0.0f;\n    }\n    else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)\n    {\n        // When releasing a column being resized, scroll to keep the resulting column in sight\n        const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f;\n        ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];\n        if (column->MaxX < table->InnerClipRect.Min.x)\n            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);\n        else if (column->MaxX > table->InnerClipRect.Max.x)\n            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);\n    }\n\n    // Apply resizing/dragging at the end of the frame\n    if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)\n    {\n        ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];\n        const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);\n        const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);\n        table->ResizedColumnNextWidth = new_width;\n    }\n\n    // Pop from id stack\n    IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, \"Mismatching PushID/PopID!\");\n    IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, \"Too many PopItemWidth!\");\n    PopID();\n\n    // Restore window data that we modified\n    const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;\n    inner_window->WorkRect = temp_data->HostBackupWorkRect;\n    inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;\n    inner_window->SkipItems = table->HostSkipItems;\n    outer_window->DC.CursorPos = table->OuterRect.Min;\n    outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;\n    outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;\n    outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;\n\n    // Layout in outer window\n    // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding\n    // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)\n    if (inner_window != outer_window)\n    {\n        EndChild();\n    }\n    else\n    {\n        ItemSize(table->OuterRect.GetSize());\n        ItemAdd(table->OuterRect, 0);\n    }\n\n    // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar\n    if (table->Flags & ImGuiTableFlags_NoHostExtendX)\n    {\n        // FIXME-TABLE: Could we remove this section?\n        // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents\n        IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);\n    }\n    else if (temp_data->UserOuterSize.x <= 0.0f)\n    {\n        const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f;\n        outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));\n    }\n    else\n    {\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);\n    }\n    if (temp_data->UserOuterSize.y <= 0.0f)\n    {\n        const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;\n        outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);\n        outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));\n    }\n    else\n    {\n        // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set)\n        outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y);\n    }\n\n    // Save settings\n    if (table->IsSettingsDirty)\n        TableSaveSettings(table);\n    table->IsInitializing = false;\n\n    // Clear or restore current table, if any\n    IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);\n    IM_ASSERT(g.TablesTempDataStacked > 0);\n    temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;\n    g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;\n    if (g.CurrentTable)\n    {\n        g.CurrentTable->TempData = temp_data;\n        g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;\n    }\n    outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;\n}\n\n// See \"COLUMN SIZING POLICIES\" comments at the top of this file\n// If (init_width_or_weight <= 0.0f) it is ignored\nvoid ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableSetupColumn() after BeginTable()!\");\n    IM_ASSERT(table->IsLayoutLocked == false && \"Need to call call TableSetupColumn() before first row!\");\n    IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && \"Illegal to pass StatusMask values to TableSetupColumn()\");\n    if (table->DeclColumnsCount >= table->ColumnsCount)\n    {\n        IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, \"Called TableSetupColumn() too many times!\");\n        return;\n    }\n\n    ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];\n    table->DeclColumnsCount++;\n\n    // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa.\n    // Give a grace to users of ImGuiTableFlags_ScrollX.\n    if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0)\n        IM_ASSERT(init_width_or_weight <= 0.0f && \"Can only specify width/weight if sizing policy is set explicitly in either Table or Column.\");\n\n    // When passing a width automatically enforce WidthFixed policy\n    // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)\n    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)\n        if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)\n            flags |= ImGuiTableColumnFlags_WidthFixed;\n\n    TableSetupColumnFlags(table, column, flags);\n    column->UserID = user_id;\n    flags = column->Flags;\n\n    // Initialize defaults\n    column->InitStretchWeightOrWidth = init_width_or_weight;\n    if (table->IsInitializing)\n    {\n        // Init width or weight\n        if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)\n        {\n            if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)\n                column->WidthRequest = init_width_or_weight;\n            if (flags & ImGuiTableColumnFlags_WidthStretch)\n                column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;\n\n            // Disable auto-fit if an explicit width/weight has been specified\n            if (init_width_or_weight > 0.0f)\n                column->AutoFitQueue = 0x00;\n        }\n\n        // Init default visibility/sort state\n        if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)\n            column->IsUserEnabled = column->IsUserEnabledNextFrame = false;\n        if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)\n        {\n            column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.\n            column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);\n        }\n    }\n\n    // Store name (append with zero-terminator in contiguous buffer)\n    column->NameOffset = -1;\n    if (label != NULL && label[0] != 0)\n    {\n        column->NameOffset = (ImS16)table->ColumnsNames.size();\n        table->ColumnsNames.append(label, label + strlen(label) + 1);\n    }\n}\n\n// [Public]\nvoid ImGui::TableSetupScrollFreeze(int columns, int rows)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableSetupColumn() after BeginTable()!\");\n    IM_ASSERT(table->IsLayoutLocked == false && \"Need to call TableSetupColumn() before first row!\");\n    IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);\n    IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit\n\n    table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;\n    table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;\n    table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;\n    table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;\n    table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b\n\n    // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.\n    // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)\n    for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)\n    {\n        int order_n = table->DisplayOrderToIndex[column_n];\n        if (order_n != column_n && order_n >= table->FreezeColumnsRequest)\n        {\n            ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);\n            ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tables: Simple accessors\n//-----------------------------------------------------------------------------\n// - TableGetColumnCount()\n// - TableGetColumnName()\n// - TableGetColumnName() [Internal]\n// - TableSetColumnEnabled()\n// - TableGetColumnFlags()\n// - TableGetCellBgRect() [Internal]\n// - TableGetColumnResizeID() [Internal]\n// - TableGetHoveredColumn() [Internal]\n// - TableSetBgColor()\n//-----------------------------------------------------------------------------\n\nint ImGui::TableGetColumnCount()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    return table ? table->ColumnsCount : 0;\n}\n\nconst char* ImGui::TableGetColumnName(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return NULL;\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    return TableGetColumnName(table, column_n);\n}\n\nconst char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)\n{\n    if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount)\n        return \"\"; // NameOffset is invalid at this point\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    if (column->NameOffset == -1)\n        return \"\";\n    return &table->ColumnsNames.Buf[column->NameOffset];\n}\n\n// Change user accessible enabled/disabled state of a column (often perceived as \"showing/hiding\" from users point of view)\n// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)\n// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state.\n// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable().\n// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0.\n// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu.\nvoid ImGui::TableSetColumnEnabled(int column_n, bool enabled)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL);\n    if (!table)\n        return;\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    column->IsUserEnabledNextFrame = enabled;\n}\n\n// We allow querying for an extra column in order to poll the IsHovered state of the right-most section\nImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return ImGuiTableColumnFlags_None;\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    if (column_n == table->ColumnsCount)\n        return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;\n    return table->Columns[column_n].Flags;\n}\n\n// Return the cell rectangle based on currently known height.\n// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.\n//   The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.\n// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right\n//   columns report a small offset so their CellBgRect can extend up to the outer border.\n//   FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.\nImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)\n{\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    float x1 = column->MinX;\n    float x2 = column->MaxX;\n    //if (column->PrevEnabledColumn == -1)\n    //    x1 -= table->OuterPaddingX;\n    //if (column->NextEnabledColumn == -1)\n    //    x2 += table->OuterPaddingX;\n    x1 = ImMax(x1, table->WorkRect.Min.x);\n    x2 = ImMin(x2, table->WorkRect.Max.x);\n    return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);\n}\n\n// Return the resizing ID for the right-side of the given column.\nImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)\n{\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n;\n    return id;\n}\n\n// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.\nint ImGui::TableGetHoveredColumn()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return -1;\n    return (int)table->HoveredColumnBody;\n}\n\nvoid ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(target != ImGuiTableBgTarget_None);\n\n    if (color == IM_COL32_DISABLE)\n        color = 0;\n\n    // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.\n    switch (target)\n    {\n    case ImGuiTableBgTarget_CellBg:\n    {\n        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard\n            return;\n        if (column_n == -1)\n            column_n = table->CurrentColumn;\n        if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)\n            return;\n        if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)\n            table->RowCellDataCurrent++;\n        ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];\n        cell_data->BgColor = color;\n        cell_data->Column = (ImGuiTableColumnIdx)column_n;\n        break;\n    }\n    case ImGuiTableBgTarget_RowBg0:\n    case ImGuiTableBgTarget_RowBg1:\n    {\n        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard\n            return;\n        IM_ASSERT(column_n == -1);\n        int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;\n        table->RowBgColor[bg_idx] = color;\n        break;\n    }\n    default:\n        IM_ASSERT(0);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Row changes\n//-------------------------------------------------------------------------\n// - TableGetRowIndex()\n// - TableNextRow()\n// - TableBeginRow() [Internal]\n// - TableEndRow() [Internal]\n//-------------------------------------------------------------------------\n\n// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows\nint ImGui::TableGetRowIndex()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return 0;\n    return table->CurrentRow;\n}\n\n// [Public] Starts into the first cell of a new row\nvoid ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n    if (table->IsInsideRow)\n        TableEndRow(table);\n\n    table->LastRowFlags = table->RowFlags;\n    table->RowFlags = row_flags;\n    table->RowMinHeight = row_min_height;\n    TableBeginRow(table);\n\n    // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,\n    // because that would essentially require a unique clipping rectangle per-cell.\n    table->RowPosY2 += table->CellPaddingY * 2.0f;\n    table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);\n\n    // Disable output until user calls TableNextColumn()\n    table->InnerWindow->SkipItems = true;\n}\n\n// [Internal] Called by TableNextRow()\nvoid ImGui::TableBeginRow(ImGuiTable* table)\n{\n    ImGuiWindow* window = table->InnerWindow;\n    IM_ASSERT(!table->IsInsideRow);\n\n    // New row\n    table->CurrentRow++;\n    table->CurrentColumn = -1;\n    table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;\n    table->RowCellDataCurrent = -1;\n    table->IsInsideRow = true;\n\n    // Begin frozen rows\n    float next_y1 = table->RowPosY2;\n    if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)\n        next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;\n\n    table->RowPosY1 = table->RowPosY2 = next_y1;\n    table->RowTextBaseline = 0.0f;\n    table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent\n    window->DC.PrevLineTextBaseOffset = 0.0f;\n    window->DC.CursorMaxPos.y = next_y1;\n\n    // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.\n    if (table->RowFlags & ImGuiTableRowFlags_Headers)\n    {\n        TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));\n        if (table->CurrentRow == 0)\n            table->IsUsingHeaders = true;\n    }\n}\n\n// [Internal] Called by TableNextRow()\nvoid ImGui::TableEndRow(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window == table->InnerWindow);\n    IM_ASSERT(table->IsInsideRow);\n\n    if (table->CurrentColumn != -1)\n        TableEndCell(table);\n\n    // Logging\n    if (g.LogEnabled)\n        LogRenderedText(NULL, \"|\");\n\n    // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is\n    // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.\n    window->DC.CursorPos.y = table->RowPosY2;\n\n    // Row background fill\n    const float bg_y1 = table->RowPosY1;\n    const float bg_y2 = table->RowPosY2;\n    const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);\n    const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);\n    if (table->CurrentRow == 0)\n        TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;\n\n    const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);\n    if (is_visible)\n    {\n        // Decide of background color for the row\n        ImU32 bg_col0 = 0;\n        ImU32 bg_col1 = 0;\n        if (table->RowBgColor[0] != IM_COL32_DISABLE)\n            bg_col0 = table->RowBgColor[0];\n        else if (table->Flags & ImGuiTableFlags_RowBg)\n            bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);\n        if (table->RowBgColor[1] != IM_COL32_DISABLE)\n            bg_col1 = table->RowBgColor[1];\n\n        // Decide of top border color\n        ImU32 border_col = 0;\n        const float border_size = TABLE_BORDER_SIZE;\n        if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow)\n            if (table->Flags & ImGuiTableFlags_BordersInnerH)\n                border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;\n\n        const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;\n        const bool draw_strong_bottom_border = unfreeze_rows_actual;\n        if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)\n        {\n            // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is\n            // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.\n            if ((table->Flags & ImGuiTableFlags_NoClip) == 0)\n                window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();\n            table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);\n        }\n\n        // Draw row background\n        // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle\n        if (bg_col0 || bg_col1)\n        {\n            ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);\n            row_rect.ClipWith(table->BgClipRect);\n            if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)\n                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);\n            if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)\n                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);\n        }\n\n        // Draw cell background color\n        if (draw_cell_bg_color)\n        {\n            ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];\n            for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)\n            {\n                // As we render the BG here we need to clip things (for layout we would not)\n                // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.\n                const ImGuiTableColumn* column = &table->Columns[cell_data->Column];\n                ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);\n                cell_bg_rect.ClipWith(table->BgClipRect);\n                cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x);     // So that first column after frozen one gets clipped when scrolling\n                cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);\n                window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);\n            }\n        }\n\n        // Draw top border\n        if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)\n            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size);\n\n        // Draw bottom border at the row unfreezing mark (always strong)\n        if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)\n            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);\n    }\n\n    // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)\n    // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and\n    // get the new cursor position.\n    if (unfreeze_rows_request)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);\n        }\n    if (unfreeze_rows_actual)\n    {\n        IM_ASSERT(table->IsUnfrozenRows == false);\n        table->IsUnfrozenRows = true;\n\n        // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect\n        float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);\n        table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);\n        table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;\n        table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;\n        IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);\n\n        float row_height = table->RowPosY2 - table->RowPosY1;\n        table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;\n        table->RowPosY1 = table->RowPosY2 - row_height;\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            column->DrawChannelCurrent = column->DrawChannelUnfrozen;\n            column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;\n        }\n\n        // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y\n        SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);\n        table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);\n    }\n\n    if (!(table->RowFlags & ImGuiTableRowFlags_Headers))\n        table->RowBgColorCounter++;\n    table->IsInsideRow = false;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Columns changes\n//-------------------------------------------------------------------------\n// - TableGetColumnIndex()\n// - TableSetColumnIndex()\n// - TableNextColumn()\n// - TableBeginCell() [Internal]\n// - TableEndCell() [Internal]\n//-------------------------------------------------------------------------\n\nint ImGui::TableGetColumnIndex()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return 0;\n    return table->CurrentColumn;\n}\n\n// [Public] Append into a specific column\nbool ImGui::TableSetColumnIndex(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return false;\n\n    if (table->CurrentColumn != column_n)\n    {\n        if (table->CurrentColumn != -1)\n            TableEndCell(table);\n        IM_ASSERT(column_n >= 0 && table->ColumnsCount);\n        TableBeginCell(table, column_n);\n    }\n\n    // Return whether the column is visible. User may choose to skip submitting items based on this return value,\n    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.\n    return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;\n}\n\n// [Public] Append into the next column, wrap and create a new row when already on last column\nbool ImGui::TableNextColumn()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return false;\n\n    if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)\n    {\n        if (table->CurrentColumn != -1)\n            TableEndCell(table);\n        TableBeginCell(table, table->CurrentColumn + 1);\n    }\n    else\n    {\n        TableNextRow();\n        TableBeginCell(table, 0);\n    }\n\n    // Return whether the column is visible. User may choose to skip submitting items based on this return value,\n    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.\n    int column_n = table->CurrentColumn;\n    return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;\n}\n\n\n// [Internal] Called by TableSetColumnIndex()/TableNextColumn()\n// This is called very frequently, so we need to be mindful of unnecessary overhead.\n// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.\nvoid ImGui::TableBeginCell(ImGuiTable* table, int column_n)\n{\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    ImGuiWindow* window = table->InnerWindow;\n    table->CurrentColumn = column_n;\n\n    // Start position is roughly ~~ CellRect.Min + CellPadding + Indent\n    float start_x = column->WorkMinX;\n    if (column->Flags & ImGuiTableColumnFlags_IndentEnable)\n        start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.\n\n    window->DC.CursorPos.x = start_x;\n    window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;\n    window->DC.CursorMaxPos.x = window->DC.CursorPos.x;\n    window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT\n    window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;\n    window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;\n\n    window->WorkRect.Min.y = window->DC.CursorPos.y;\n    window->WorkRect.Min.x = column->WorkMinX;\n    window->WorkRect.Max.x = column->WorkMaxX;\n    window->DC.ItemWidth = column->ItemWidth;\n\n    // To allow ImGuiListClipper to function we propagate our row height\n    if (!column->IsEnabled)\n        window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);\n\n    window->SkipItems = column->IsSkipItems;\n    if (column->IsSkipItems)\n    {\n        ImGuiContext& g = *GImGui;\n        g.LastItemData.ID = 0;\n        g.LastItemData.StatusFlags = 0;\n    }\n\n    if (table->Flags & ImGuiTableFlags_NoClip)\n    {\n        // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.\n        table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);\n        //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);\n    }\n    else\n    {\n        // FIXME-TABLE: Could avoid this if draw channel is dummy channel?\n        SetWindowClipRectBeforeSetChannel(window, column->ClipRect);\n        table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);\n    }\n\n    // Logging\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled && !column->IsSkipItems)\n    {\n        LogRenderedText(&window->DC.CursorPos, \"|\");\n        g.LogLinePosY = FLT_MAX;\n    }\n}\n\n// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()\nvoid ImGui::TableEndCell(ImGuiTable* table)\n{\n    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];\n    ImGuiWindow* window = table->InnerWindow;\n\n    // Report maximum position so we can infer content size per column.\n    float* p_max_pos_x;\n    if (table->RowFlags & ImGuiTableRowFlags_Headers)\n        p_max_pos_x = &column->ContentMaxXHeadersUsed;  // Useful in case user submit contents in header row that is not a TableHeader() call\n    else\n        p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;\n    *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);\n    table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);\n    column->ItemWidth = window->DC.ItemWidth;\n\n    // Propagate text baseline for the entire row\n    // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.\n    table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Columns width management\n//-------------------------------------------------------------------------\n// - TableGetMaxColumnWidth() [Internal]\n// - TableGetColumnWidthAuto() [Internal]\n// - TableSetColumnWidth()\n// - TableSetColumnWidthAutoSingle() [Internal]\n// - TableSetColumnWidthAutoAll() [Internal]\n// - TableUpdateColumnsWeightFromWidth() [Internal]\n//-------------------------------------------------------------------------\n\n// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.\nfloat ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)\n{\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    float max_width = FLT_MAX;\n    const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;\n    if (table->Flags & ImGuiTableFlags_ScrollX)\n    {\n        // Frozen columns can't reach beyond visible width else scrolling will naturally break.\n        // (we use DisplayOrder as within a set of multiple frozen column reordering is possible)\n        if (column->DisplayOrder < table->FreezeColumnsRequest)\n        {\n            max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;\n            max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;\n        }\n    }\n    else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)\n    {\n        // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make\n        // sure they are all visible. Because of this we also know that all of the columns will always fit in\n        // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)\n        // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.\n        // See \"table_width_distrib\" and \"table_width_keep_visible\" tests\n        max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX;\n        //max_width -= table->CellSpacingX1;\n        max_width -= table->CellSpacingX2;\n        max_width -= table->CellPaddingX * 2.0f;\n        max_width -= table->OuterPaddingX;\n    }\n    return max_width;\n}\n\n// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field\nfloat ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column)\n{\n    const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;\n    const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX;\n    float width_auto = content_width_body;\n    if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))\n        width_auto = ImMax(width_auto, content_width_headers);\n\n    // Non-resizable fixed columns preserve their requested width\n    if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)\n        if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))\n            width_auto = column->InitStretchWeightOrWidth;\n\n    return ImMax(width_auto, table->MinColumnWidth);\n}\n\n// 'width' = inner column width, without padding\nvoid ImGui::TableSetColumnWidth(int column_n, float width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && table->IsLayoutLocked == false);\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    ImGuiTableColumn* column_0 = &table->Columns[column_n];\n    float column_0_width = width;\n\n    // Apply constraints early\n    // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)\n    IM_ASSERT(table->MinColumnWidth > 0.0f);\n    const float min_width = table->MinColumnWidth;\n    const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));\n    column_0_width = ImClamp(column_0_width, min_width, max_width);\n    if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)\n        return;\n\n    //IMGUI_DEBUG_LOG(\"TableSetColumnWidth(%d, %.1f->%.1f)\\n\", column_0_idx, column_0->WidthGiven, column_0_width);\n    ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;\n\n    // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.\n    // - All fixed: easy.\n    // - All stretch: easy.\n    // - One or more fixed + one stretch: easy.\n    // - One or more fixed + more than one stretch: tricky.\n    // Qt when manual resize is enabled only support a single _trailing_ stretch column.\n\n    // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.\n    // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.\n    // Scenarios:\n    // - F1 F2 F3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.\n    // - F1 F2 F3  resize from F3|          --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.\n    // - F1 F2 W3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.\n    // - F1 F2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 W2 W3  resize from W1| or W2|   --> ok\n    // - W1 W2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 F2 F3  resize from F3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 F2     resize from F2|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 W2 F3  resize from W1| or W2|   --> ok\n    // - W1 F2 W3  resize from W1| or F2|   --> ok\n    // - F1 W2 F3  resize from W2|          --> ok\n    // - F1 W3 F2  resize from W3|          --> ok\n    // - W1 F2 F3  resize from W1|          --> ok: equivalent to resizing |F2. F3 will not move.\n    // - W1 F2 F3  resize from F2|          --> ok\n    // All resizes from a Wx columns are locking other columns.\n\n    // Possible improvements:\n    // - W1 W2 W3  resize W1|               --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns.\n    // - W3 F1 F2  resize W3|               --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix.\n\n    // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().\n\n    // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize.\n    // This is the preferred resize path\n    if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)\n        if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder)\n        {\n            column_0->WidthRequest = column_0_width;\n            table->IsSettingsDirty = true;\n            return;\n        }\n\n    // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column)\n    if (column_1 == NULL)\n        column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;\n    if (column_1 == NULL)\n        return;\n\n    // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column.\n    // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)\n    float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);\n    column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;\n    IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f);\n    column_0->WidthRequest = column_0_width;\n    column_1->WidthRequest = column_1_width;\n    if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch)\n        TableUpdateColumnsWeightFromWidth(table);\n    table->IsSettingsDirty = true;\n}\n\n// Disable clipping then auto-fit, will take 2 frames\n// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)\nvoid ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)\n{\n    // Single auto width uses auto-fit\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    if (!column->IsEnabled)\n        return;\n    column->CannotSkipItemsQueue = (1 << 0);\n    table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n;\n}\n\nvoid ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)\n{\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column\n            continue;\n        column->CannotSkipItemsQueue = (1 << 0);\n        column->AutoFitQueue = (1 << 1);\n    }\n}\n\nvoid ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)\n{\n    IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1);\n\n    // Measure existing quantity\n    float visible_weight = 0.0f;\n    float visible_width = 0.0f;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n            continue;\n        IM_ASSERT(column->StretchWeight > 0.0f);\n        visible_weight += column->StretchWeight;\n        visible_width += column->WidthRequest;\n    }\n    IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);\n\n    // Apply new weights\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n            continue;\n        column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight;\n        IM_ASSERT(column->StretchWeight > 0.0f);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Drawing\n//-------------------------------------------------------------------------\n// - TablePushBackgroundChannel() [Internal]\n// - TablePopBackgroundChannel() [Internal]\n// - TableSetupDrawChannels() [Internal]\n// - TableMergeDrawChannels() [Internal]\n// - TableDrawBorders() [Internal]\n//-------------------------------------------------------------------------\n\n// Bg2 is used by Selectable (and possibly other widgets) to render to the background.\n// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.\nvoid ImGui::TablePushBackgroundChannel()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiTable* table = g.CurrentTable;\n\n    // Optimization: avoid SetCurrentChannel() + PushClipRect()\n    table->HostBackupInnerClipRect = window->ClipRect;\n    SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);\n    table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);\n}\n\nvoid ImGui::TablePopBackgroundChannel()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiTable* table = g.CurrentTable;\n    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel()\n    SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);\n    table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);\n}\n\n// Allocate draw channels. Called by TableUpdateLayout()\n// - We allocate them following storage order instead of display order so reordering columns won't needlessly\n//   increase overall dormant memory cost.\n// - We isolate headers draw commands in their own channels instead of just altering clip rects.\n//   This is in order to facilitate merging of draw commands.\n// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.\n// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other\n//   channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.\n// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for\n//   horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).\n// Draw channel allocation (before merging):\n// - NoClip                       --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)\n// - Clip                         --> 2+D+N channels\n// - FreezeRows                   --> 2+D+N*2 (unless scrolling value is zero)\n// - FreezeRows || FreezeColunns  --> 3+D+N*2 (unless scrolling value is zero)\n// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.\nvoid ImGui::TableSetupDrawChannels(ImGuiTable* table)\n{\n    const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;\n    const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;\n    const int channels_for_bg = 1 + 1 * freeze_row_multiplier;\n    const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0;\n    const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;\n    table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);\n    table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);\n    table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;\n    table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);\n\n    int draw_channel_current = 2;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->IsVisibleX && column->IsVisibleY)\n        {\n            column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);\n            column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));\n            if (!(table->Flags & ImGuiTableFlags_NoClip))\n                draw_channel_current++;\n        }\n        else\n        {\n            column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;\n        }\n        column->DrawChannelCurrent = column->DrawChannelFrozen;\n    }\n\n    // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.\n    // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.\n    // (This technically isn't part of setting up draw channels, but is reasonably related to be done here)\n    table->BgClipRect = table->InnerClipRect;\n    table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;\n    table->Bg2ClipRectForDrawCmd = table->HostClipRect;\n    IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);\n}\n\n// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().\n// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,\n// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().\n//\n// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve\n// this we merge their clip rect and make them contiguous in the channel list, so they can be merged\n// by the call to DrawSplitter.Merge() following to the call to this function.\n// We reorder draw commands by arranging them into a maximum of 4 distinct groups:\n//\n//   1 group:               2 groups:              2 groups:              4 groups:\n//   [ 0. ] no freeze       [ 0. ] row freeze      [ 01 ] col freeze      [ 01 ] row+col freeze\n//   [ .. ]  or no scroll   [ 2. ]  and v-scroll   [ .. ]  and h-scroll   [ 23 ]  and v+h-scroll\n//\n// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).\n// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group\n// based on its position (within frozen rows/columns groups or not).\n// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.\n// This function assume that each column are pointing to a distinct draw channel,\n// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.\n//\n// Column channels will not be merged into one of the 1-4 groups in the following cases:\n// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).\n//   Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds\n//   matches, by e.g. calling SetCursorScreenPos().\n// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..\n//   we could do better but it's going to be rare and probably not worth the hassle.\n// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.\n//\n// This function is particularly tricky to understand.. take a breath.\nvoid ImGui::TableMergeDrawChannels(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImDrawListSplitter* splitter = table->DrawSplitter;\n    const bool has_freeze_v = (table->FreezeRowsCount > 0);\n    const bool has_freeze_h = (table->FreezeColumnsCount > 0);\n    IM_ASSERT(splitter->_Current == 0);\n\n    // Track which groups we are going to attempt to merge, and which channels goes into each group.\n    struct MergeGroup\n    {\n        ImRect  ClipRect;\n        int     ChannelsCount;\n        ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask;\n\n        MergeGroup() { ChannelsCount = 0; }\n    };\n    int merge_group_mask = 0x00;\n    MergeGroup merge_groups[4];\n\n    // 1. Scan channels and take note of those which can be merged\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        const int merge_group_sub_count = has_freeze_v ? 2 : 1;\n        for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)\n        {\n            const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;\n\n            // Don't attempt to merge if there are multiple draw calls within the column\n            ImDrawChannel* src_channel = &splitter->_Channels[channel_no];\n            if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd()\n                src_channel->_CmdBuffer.pop_back();\n            if (src_channel->_CmdBuffer.Size != 1)\n                continue;\n\n            // Find out the width of this merge group and check if it will fit in our column\n            // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)\n            if (!(column->Flags & ImGuiTableColumnFlags_NoClip))\n            {\n                float content_max_x;\n                if (!has_freeze_v)\n                    content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze\n                else if (merge_group_sub_n == 0)\n                    content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed);   // Row freeze: use width before freeze\n                else\n                    content_max_x = column->ContentMaxXUnfrozen;                                        // Row freeze: use width after freeze\n                if (content_max_x > column->ClipRect.Max.x)\n                    continue;\n            }\n\n            const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);\n            IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS);\n            MergeGroup* merge_group = &merge_groups[merge_group_n];\n            if (merge_group->ChannelsCount == 0)\n                merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);\n            merge_group->ChannelsMask.SetBit(channel_no);\n            merge_group->ChannelsCount++;\n            merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);\n            merge_group_mask |= (1 << merge_group_n);\n        }\n\n        // Invalidate current draw channel\n        // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)\n        column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;\n    }\n\n    // [DEBUG] Display merge groups\n#if 0\n    if (g.IO.KeyShift)\n        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)\n        {\n            MergeGroup* merge_group = &merge_groups[merge_group_n];\n            if (merge_group->ChannelsCount == 0)\n                continue;\n            char buf[32];\n            ImFormatString(buf, 32, \"MG%d:%d\", merge_group_n, merge_group->ChannelsCount);\n            ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);\n            ImVec2 text_size = CalcTextSize(buf, NULL);\n            GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));\n            GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);\n            GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));\n        }\n#endif\n\n    // 2. Rewrite channel list in our preferred order\n    if (merge_group_mask != 0)\n    {\n        // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().\n        const int LEADING_DRAW_CHANNELS = 2;\n        g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized\n        ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;\n        ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask;                       // We need 132-bit of storage\n        remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count);\n        remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen);\n        IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);\n        int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);\n        //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;\n        ImRect host_rect = table->HostClipRect;\n        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)\n        {\n            if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)\n            {\n                MergeGroup* merge_group = &merge_groups[merge_group_n];\n                ImRect merge_clip_rect = merge_group->ClipRect;\n\n                // Extend outer-most clip limits to match those of host, so draw calls can be merged even if\n                // outer-most columns have some outer padding offsetting them from their parent ClipRect.\n                // The principal cases this is dealing with are:\n                // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge\n                // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge\n                // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit\n                // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.\n                if ((merge_group_n & 1) == 0 || !has_freeze_h)\n                    merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);\n                if ((merge_group_n & 2) == 0 || !has_freeze_v)\n                    merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);\n                if ((merge_group_n & 1) != 0)\n                    merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);\n                if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)\n                    merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);\n#if 0\n                GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f);\n                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));\n                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));\n#endif\n                remaining_count -= merge_group->ChannelsCount;\n                for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++)\n                    remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n];\n                for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)\n                {\n                    // Copy + overwrite new clip rect\n                    if (!merge_group->ChannelsMask.TestBit(n))\n                        continue;\n                    merge_group->ChannelsMask.ClearBit(n);\n                    merge_channels_count--;\n\n                    ImDrawChannel* channel = &splitter->_Channels[n];\n                    IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));\n                    channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();\n                    memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));\n                }\n            }\n\n            // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1)\n            if (merge_group_n == 1 && has_freeze_v)\n                memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel));\n        }\n\n        // Append unmergeable channels that we didn't reorder at the end of the list\n        for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)\n        {\n            if (!remaining_mask.TestBit(n))\n                continue;\n            ImDrawChannel* channel = &splitter->_Channels[n];\n            memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));\n            remaining_count--;\n        }\n        IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);\n        memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));\n    }\n}\n\n// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)\nvoid ImGui::TableDrawBorders(ImGuiTable* table)\n{\n    ImGuiWindow* inner_window = table->InnerWindow;\n    if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))\n        return;\n\n    ImDrawList* inner_drawlist = inner_window->DrawList;\n    table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);\n    inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);\n\n    // Draw inner border and resizing feedback\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    const float border_size = TABLE_BORDER_SIZE;\n    const float draw_y1 = table->InnerRect.Min.y;\n    const float draw_y2_body = table->InnerRect.Max.y;\n    const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;\n    if (table->Flags & ImGuiTableFlags_BordersInnerV)\n    {\n        for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n        {\n            if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))\n                continue;\n\n            const int column_n = table->DisplayOrderToIndex[order_n];\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            const bool is_hovered = (table->HoveredColumnBorder == column_n);\n            const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);\n            const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;\n            const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);\n            if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)\n                continue;\n\n            // Decide whether right-most column is visible\n            if (column->NextEnabledColumn == -1 && !is_resizable)\n                if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))\n                    continue;\n            if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..\n                continue;\n\n            // Draw in outer window so right-most column won't be clipped\n            // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.\n            ImU32 col;\n            float draw_y2;\n            if (is_hovered || is_resized || is_frozen_separator)\n            {\n                draw_y2 = draw_y2_body;\n                col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;\n            }\n            else\n            {\n                draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;\n                col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;\n            }\n\n            if (draw_y2 > draw_y1)\n                inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);\n        }\n    }\n\n    // Draw outer border\n    // FIXME: could use AddRect or explicit VLine/HLine helper?\n    if (table->Flags & ImGuiTableFlags_BordersOuter)\n    {\n        // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call\n        // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their\n        // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part\n        // of it in inner window, and the part that's over scrollbars in the outer window..)\n        // Either solution currently won't allow us to use a larger border size: the border would clipped.\n        const ImRect outer_border = table->OuterRect;\n        const ImU32 outer_col = table->BorderColorStrong;\n        if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)\n        {\n            inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);\n        }\n        else if (table->Flags & ImGuiTableFlags_BordersOuterV)\n        {\n            inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);\n            inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);\n        }\n        else if (table->Flags & ImGuiTableFlags_BordersOuterH)\n        {\n            inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);\n            inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);\n        }\n    }\n    if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)\n    {\n        // Draw bottom-most row border\n        const float border_y = table->RowPosY2;\n        if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)\n            inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);\n    }\n\n    inner_drawlist->PopClipRect();\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Sorting\n//-------------------------------------------------------------------------\n// - TableGetSortSpecs()\n// - TableFixColumnSortDirection() [Internal]\n// - TableGetColumnNextSortDirection() [Internal]\n// - TableSetColumnSortDirection() [Internal]\n// - TableSortSpecsSanitize() [Internal]\n// - TableSortSpecsBuild() [Internal]\n//-------------------------------------------------------------------------\n\n// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)\n// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since\n// last call, or the first time.\n// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!\nImGuiTableSortSpecs* ImGui::TableGetSortSpecs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL);\n\n    if (!(table->Flags & ImGuiTableFlags_Sortable))\n        return NULL;\n\n    // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    TableSortSpecsBuild(table);\n\n    return &table->SortSpecs;\n}\n\nstatic inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)\n{\n    IM_ASSERT(n < column->SortDirectionsAvailCount);\n    return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;\n}\n\n// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)\nvoid ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)\n{\n    if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)\n        return;\n    column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);\n    table->IsSortSpecsDirty = true;\n}\n\n// Calculate next sort direction that would be set after clicking the column\n// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.\n// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.\nIM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);\nImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)\n{\n    IM_ASSERT(column->SortDirectionsAvailCount > 0);\n    if (column->SortOrder == -1)\n        return TableGetColumnAvailSortDirection(column, 0);\n    for (int n = 0; n < 3; n++)\n        if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))\n            return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);\n    IM_ASSERT(0);\n    return ImGuiSortDirection_None;\n}\n\n// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert\n// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.\nvoid ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n\n    if (!(table->Flags & ImGuiTableFlags_SortMulti))\n        append_to_sort_specs = false;\n    if (!(table->Flags & ImGuiTableFlags_SortTristate))\n        IM_ASSERT(sort_direction != ImGuiSortDirection_None);\n\n    ImGuiTableColumnIdx sort_order_max = 0;\n    if (append_to_sort_specs)\n        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n            sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);\n\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    column->SortDirection = (ImU8)sort_direction;\n    if (column->SortDirection == ImGuiSortDirection_None)\n        column->SortOrder = -1;\n    else if (column->SortOrder == -1 || !append_to_sort_specs)\n        column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;\n\n    for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n    {\n        ImGuiTableColumn* other_column = &table->Columns[other_column_n];\n        if (other_column != column && !append_to_sort_specs)\n            other_column->SortOrder = -1;\n        TableFixColumnSortDirection(table, other_column);\n    }\n    table->IsSettingsDirty = true;\n    table->IsSortSpecsDirty = true;\n}\n\nvoid ImGui::TableSortSpecsSanitize(ImGuiTable* table)\n{\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);\n\n    // Clear SortOrder from hidden column and verify that there's no gap or duplicate.\n    int sort_order_count = 0;\n    ImU64 sort_order_mask = 0x00;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->SortOrder != -1 && !column->IsEnabled)\n            column->SortOrder = -1;\n        if (column->SortOrder == -1)\n            continue;\n        sort_order_count++;\n        sort_order_mask |= ((ImU64)1 << column->SortOrder);\n        IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);\n    }\n\n    const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);\n    const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);\n    if (need_fix_linearize || need_fix_single_sort_order)\n    {\n        ImU64 fixed_mask = 0x00;\n        for (int sort_n = 0; sort_n < sort_order_count; sort_n++)\n        {\n            // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.\n            // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)\n            int column_with_smallest_sort_order = -1;\n            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)\n                    if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)\n                        column_with_smallest_sort_order = column_n;\n            IM_ASSERT(column_with_smallest_sort_order != -1);\n            fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);\n            table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;\n\n            // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.\n            if (need_fix_single_sort_order)\n            {\n                sort_order_count = 1;\n                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                    if (column_n != column_with_smallest_sort_order)\n                        table->Columns[column_n].SortOrder = -1;\n                break;\n            }\n        }\n    }\n\n    // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag)\n    if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n            {\n                sort_order_count = 1;\n                column->SortOrder = 0;\n                column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);\n                break;\n            }\n        }\n\n    table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;\n}\n\nvoid ImGui::TableSortSpecsBuild(ImGuiTable* table)\n{\n    bool dirty = table->IsSortSpecsDirty;\n    if (dirty)\n    {\n        TableSortSpecsSanitize(table);\n        table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);\n        table->SortSpecs.SpecsDirty = true; // Mark as dirty for user\n        table->IsSortSpecsDirty = false; // Mark as not dirty for us\n    }\n\n    // Write output\n    ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;\n    if (dirty && sort_specs != NULL)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            if (column->SortOrder == -1)\n                continue;\n            IM_ASSERT(column->SortOrder < table->SortSpecsCount);\n            ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];\n            sort_spec->ColumnUserID = column->UserID;\n            sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;\n            sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;\n            sort_spec->SortDirection = column->SortDirection;\n        }\n\n    table->SortSpecs.Specs = sort_specs;\n    table->SortSpecs.SpecsCount = table->SortSpecsCount;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Headers\n//-------------------------------------------------------------------------\n// - TableGetHeaderRowHeight() [Internal]\n// - TableHeadersRow()\n// - TableHeader()\n//-------------------------------------------------------------------------\n\nfloat ImGui::TableGetHeaderRowHeight()\n{\n    // Caring for a minor edge case:\n    // Calculate row height, for the unlikely case that some labels may be taller than others.\n    // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.\n    // In your custom header row you may omit this all together and just call TableNextRow() without a height...\n    float row_height = GetTextLineHeight();\n    int columns_count = TableGetColumnCount();\n    for (int column_n = 0; column_n < columns_count; column_n++)\n    {\n        ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n);\n        if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel))\n            row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);\n    }\n    row_height += GetStyle().CellPadding.y * 2.0f;\n    return row_height;\n}\n\n// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().\n// The intent is that advanced users willing to create customized headers would not need to use this helper\n// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.\n// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.\n// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.\n// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.\nvoid ImGui::TableHeadersRow()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableHeadersRow() after BeginTable()!\");\n\n    // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    // Open row\n    const float row_y1 = GetCursorScreenPos().y;\n    const float row_height = TableGetHeaderRowHeight();\n    TableNextRow(ImGuiTableRowFlags_Headers, row_height);\n    if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.\n        return;\n\n    const int columns_count = TableGetColumnCount();\n    for (int column_n = 0; column_n < columns_count; column_n++)\n    {\n        if (!TableSetColumnIndex(column_n))\n            continue;\n\n        // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)\n        // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide\n        // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier.\n        const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? \"\" : TableGetColumnName(column_n);\n        PushID(table->InstanceCurrent * table->ColumnsCount + column_n);\n        TableHeader(name);\n        PopID();\n    }\n\n    // Allow opening popup from the right-most section after the last column.\n    ImVec2 mouse_pos = ImGui::GetMousePos();\n    if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)\n        if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)\n            TableOpenContextMenu(-1); // Will open a non-column-specific popup.\n}\n\n// Emit a column header (text + optional sort order)\n// We cpu-clip text here so that all columns headers can be merged into a same draw call.\n// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()\nvoid ImGui::TableHeader(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableHeader() after BeginTable()!\");\n    IM_ASSERT(table->CurrentColumn != -1);\n    const int column_n = table->CurrentColumn;\n    ImGuiTableColumn* column = &table->Columns[column_n];\n\n    // Label\n    if (label == NULL)\n        label = \"\";\n    const char* label_end = FindRenderedTextEnd(label);\n    ImVec2 label_size = CalcTextSize(label, label_end, true);\n    ImVec2 label_pos = window->DC.CursorPos;\n\n    // If we already got a row height, there's use that.\n    // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?\n    ImRect cell_r = TableGetCellBgRect(table, column_n);\n    float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);\n\n    // Calculate ideal size for sort order arrow\n    float w_arrow = 0.0f;\n    float w_sort_text = 0.0f;\n    char sort_order_suf[4] = \"\";\n    const float ARROW_SCALE = 0.65f;\n    if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n    {\n        w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);\n        if (column->SortOrder > 0)\n        {\n            ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), \"%d\", column->SortOrder + 1);\n            w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;\n        }\n    }\n\n    // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.\n    float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;\n    column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);\n    column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);\n\n    // Keep header highlighted when context menu is open.\n    const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);\n    ImGuiID id = window->GetID(label);\n    ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));\n    ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal\n    if (!ItemAdd(bb, id))\n        return;\n\n    //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]\n    //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]\n\n    // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap);\n    if (g.ActiveId != id)\n        SetItemAllowOverlap();\n    if (held || hovered || selected)\n    {\n        const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        //RenderFrame(bb.Min, bb.Max, col, false, 0.0f);\n        TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);\n    }\n    else\n    {\n        // Submit single cell bg color in the case we didn't submit a full header row\n        if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)\n            TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);\n    }\n    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);\n    if (held)\n        table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;\n    window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;\n\n    // Drag and drop to re-order columns.\n    // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.\n    if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)\n    {\n        // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x\n        table->ReorderColumn = (ImGuiTableColumnIdx)column_n;\n        table->InstanceInteracted = table->InstanceCurrent;\n\n        // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.\n        if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)\n            if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)\n                if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))\n                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))\n                        table->ReorderColumnDir = -1;\n        if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)\n            if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)\n                if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))\n                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))\n                        table->ReorderColumnDir = +1;\n    }\n\n    // Sort order arrow\n    const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text;\n    if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n    {\n        if (column->SortOrder != -1)\n        {\n            float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);\n            float y = label_pos.y;\n            if (column->SortOrder > 0)\n            {\n                PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));\n                RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);\n                PopStyleColor();\n                x += w_sort_text;\n            }\n            RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);\n        }\n\n        // Handle clicking on column header to adjust Sort Order\n        if (pressed && table->ReorderColumn != column_n)\n        {\n            ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);\n            TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);\n        }\n    }\n\n    // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will\n    // be merged into a single draw call.\n    //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);\n    RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);\n\n    const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);\n    if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay)\n        SetTooltip(\"%.*s\", (int)(label_end - label), label);\n\n    // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden\n    if (IsMouseReleased(1) && IsItemHovered())\n        TableOpenContextMenu(column_n);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Context Menu\n//-------------------------------------------------------------------------\n// - TableOpenContextMenu() [Internal]\n// - TableDrawContextMenu() [Internal]\n//-------------------------------------------------------------------------\n\n// Use -1 to open menu not specific to a given column.\nvoid ImGui::TableOpenContextMenu(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (column_n == -1 && table->CurrentColumn != -1)   // When called within a column automatically use this one (for consistency)\n        column_n = table->CurrentColumn;\n    if (column_n == table->ColumnsCount)                // To facilitate using with TableGetHoveredColumn()\n        column_n = -1;\n    IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);\n    if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))\n    {\n        table->IsContextPopupOpen = true;\n        table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;\n        table->InstanceInteracted = table->InstanceCurrent;\n        const ImGuiID context_menu_id = ImHashStr(\"##ContextMenu\", 0, table->ID);\n        OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);\n    }\n}\n\n// Output context menu into current window (generally a popup)\n// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?\nvoid ImGui::TableDrawContextMenu(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    bool want_separator = false;\n    const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;\n    ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;\n\n    // Sizing\n    if (table->Flags & ImGuiTableFlags_Resizable)\n    {\n        if (column != NULL)\n        {\n            const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;\n            if (MenuItem(\"Size column to fit###SizeOne\", NULL, false, can_resize))\n                TableSetColumnWidthAutoSingle(table, column_n);\n        }\n\n        const char* size_all_desc;\n        if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)\n            size_all_desc = \"Size all columns to fit###SizeAll\";        // All fixed\n        else\n            size_all_desc = \"Size all columns to default###SizeAll\";    // All stretch or mixed\n        if (MenuItem(size_all_desc, NULL))\n            TableSetColumnWidthAutoAll(table);\n        want_separator = true;\n    }\n\n    // Ordering\n    if (table->Flags & ImGuiTableFlags_Reorderable)\n    {\n        if (MenuItem(\"Reset order\", NULL, false, !table->IsDefaultDisplayOrder))\n            table->IsResetDisplayOrderRequest = true;\n        want_separator = true;\n    }\n\n    // Reset all (should work but seems unnecessary/noisy to expose?)\n    //if (MenuItem(\"Reset all\"))\n    //    table->IsResetAllRequest = true;\n\n    // Sorting\n    // (modify TableOpenContextMenu() to add _Sortable flag if enabling this)\n#if 0\n    if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)\n    {\n        if (want_separator)\n            Separator();\n        want_separator = true;\n\n        bool append_to_sort_specs = g.IO.KeyShift;\n        if (MenuItem(\"Sort in Ascending Order\", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))\n            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);\n        if (MenuItem(\"Sort in Descending Order\", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))\n            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);\n    }\n#endif\n\n    // Hiding / Visibility\n    if (table->Flags & ImGuiTableFlags_Hideable)\n    {\n        if (want_separator)\n            Separator();\n        want_separator = true;\n\n        PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);\n        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n        {\n            ImGuiTableColumn* other_column = &table->Columns[other_column_n];\n            if (other_column->Flags & ImGuiTableColumnFlags_Disabled)\n                continue;\n\n            const char* name = TableGetColumnName(table, other_column_n);\n            if (name == NULL || name[0] == 0)\n                name = \"<Unknown>\";\n\n            // Make sure we can't hide the last active column\n            bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;\n            if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)\n                menu_item_active = false;\n            if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))\n                other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;\n        }\n        PopItemFlag();\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Settings (.ini data)\n//-------------------------------------------------------------------------\n// FIXME: The binding/finding/creating flow are too confusing.\n//-------------------------------------------------------------------------\n// - TableSettingsInit() [Internal]\n// - TableSettingsCalcChunkSize() [Internal]\n// - TableSettingsCreate() [Internal]\n// - TableSettingsFindByID() [Internal]\n// - TableGetBoundSettings() [Internal]\n// - TableResetSettings()\n// - TableSaveSettings() [Internal]\n// - TableLoadSettings() [Internal]\n// - TableSettingsHandler_ClearAll() [Internal]\n// - TableSettingsHandler_ApplyAll() [Internal]\n// - TableSettingsHandler_ReadOpen() [Internal]\n// - TableSettingsHandler_ReadLine() [Internal]\n// - TableSettingsHandler_WriteAll() [Internal]\n// - TableSettingsInstallHandler() [Internal]\n//-------------------------------------------------------------------------\n// [Init] 1: TableSettingsHandler_ReadXXXX()   Load and parse .ini file into TableSettings.\n// [Main] 2: TableLoadSettings()               When table is created, bind Table to TableSettings, serialize TableSettings data into Table.\n// [Main] 3: TableSaveSettings()               When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.\n// [Main] 4: TableSettingsHandler_WriteAll()   When .ini file is dirty (which can come from other source), save TableSettings into .ini file.\n//-------------------------------------------------------------------------\n\n// Clear and initialize empty settings instance\nstatic void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)\n{\n    IM_PLACEMENT_NEW(settings) ImGuiTableSettings();\n    ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();\n    for (int n = 0; n < columns_count_max; n++, settings_column++)\n        IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();\n    settings->ID = id;\n    settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;\n    settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;\n    settings->WantApply = true;\n}\n\nstatic size_t TableSettingsCalcChunkSize(int columns_count)\n{\n    return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);\n}\n\nImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));\n    TableSettingsInit(settings, id, columns_count, columns_count);\n    return settings;\n}\n\n// Find existing settings\nImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)\n{\n    // FIXME-OPT: Might want to store a lookup map for this?\n    ImGuiContext& g = *GImGui;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID == id)\n            return settings;\n    return NULL;\n}\n\n// Get settings for a given table, NULL if none\nImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)\n{\n    if (table->SettingsOffset != -1)\n    {\n        ImGuiContext& g = *GImGui;\n        ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);\n        IM_ASSERT(settings->ID == table->ID);\n        if (settings->ColumnsCountMax >= table->ColumnsCount)\n            return settings; // OK\n        settings->ID = 0; // Invalidate storage, we won't fit because of a count change\n    }\n    return NULL;\n}\n\n// Restore initial state of table (with or without saved settings)\nvoid ImGui::TableResetSettings(ImGuiTable* table)\n{\n    table->IsInitializing = table->IsSettingsDirty = true;\n    table->IsResetAllRequest = false;\n    table->IsSettingsRequestLoad = false;                   // Don't reload from ini\n    table->SettingsLoadedFlags = ImGuiTableFlags_None;      // Mark as nothing loaded so our initialized data becomes authoritative\n}\n\nvoid ImGui::TableSaveSettings(ImGuiTable* table)\n{\n    table->IsSettingsDirty = false;\n    if (table->Flags & ImGuiTableFlags_NoSavedSettings)\n        return;\n\n    // Bind or create settings data\n    ImGuiContext& g = *GImGui;\n    ImGuiTableSettings* settings = TableGetBoundSettings(table);\n    if (settings == NULL)\n    {\n        settings = TableSettingsCreate(table->ID, table->ColumnsCount);\n        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);\n    }\n    settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;\n\n    // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings\n    IM_ASSERT(settings->ID == table->ID);\n    IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);\n    ImGuiTableColumn* column = table->Columns.Data;\n    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();\n\n    bool save_ref_scale = false;\n    settings->SaveFlags = ImGuiTableFlags_None;\n    for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)\n    {\n        const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;\n        column_settings->WidthOrWeight = width_or_weight;\n        column_settings->Index = (ImGuiTableColumnIdx)n;\n        column_settings->DisplayOrder = column->DisplayOrder;\n        column_settings->SortOrder = column->SortOrder;\n        column_settings->SortDirection = column->SortDirection;\n        column_settings->IsEnabled = column->IsUserEnabled;\n        column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;\n        if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)\n            save_ref_scale = true;\n\n        // We skip saving some data in the .ini file when they are unnecessary to restore our state.\n        // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.\n        // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.\n        if (width_or_weight != column->InitStretchWeightOrWidth)\n            settings->SaveFlags |= ImGuiTableFlags_Resizable;\n        if (column->DisplayOrder != n)\n            settings->SaveFlags |= ImGuiTableFlags_Reorderable;\n        if (column->SortOrder != -1)\n            settings->SaveFlags |= ImGuiTableFlags_Sortable;\n        if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))\n            settings->SaveFlags |= ImGuiTableFlags_Hideable;\n    }\n    settings->SaveFlags &= table->Flags;\n    settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;\n\n    MarkIniSettingsDirty();\n}\n\nvoid ImGui::TableLoadSettings(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    table->IsSettingsRequestLoad = false;\n    if (table->Flags & ImGuiTableFlags_NoSavedSettings)\n        return;\n\n    // Bind settings\n    ImGuiTableSettings* settings;\n    if (table->SettingsOffset == -1)\n    {\n        settings = TableSettingsFindByID(table->ID);\n        if (settings == NULL)\n            return;\n        if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...\n            table->IsSettingsDirty = true;\n        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);\n    }\n    else\n    {\n        settings = TableGetBoundSettings(table);\n    }\n\n    table->SettingsLoadedFlags = settings->SaveFlags;\n    table->RefScale = settings->RefScale;\n\n    // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn\n    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();\n    ImU64 display_order_mask = 0;\n    for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)\n    {\n        int column_n = column_settings->Index;\n        if (column_n < 0 || column_n >= table->ColumnsCount)\n            continue;\n\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (settings->SaveFlags & ImGuiTableFlags_Resizable)\n        {\n            if (column_settings->IsStretch)\n                column->StretchWeight = column_settings->WidthOrWeight;\n            else\n                column->WidthRequest = column_settings->WidthOrWeight;\n            column->AutoFitQueue = 0x00;\n        }\n        if (settings->SaveFlags & ImGuiTableFlags_Reorderable)\n            column->DisplayOrder = column_settings->DisplayOrder;\n        else\n            column->DisplayOrder = (ImGuiTableColumnIdx)column_n;\n        display_order_mask |= (ImU64)1 << column->DisplayOrder;\n        column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;\n        column->SortOrder = column_settings->SortOrder;\n        column->SortDirection = column_settings->SortDirection;\n    }\n\n    // Validate and fix invalid display order data\n    const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1;\n    if (display_order_mask != expected_display_order_mask)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n            table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n;\n\n    // Rebuild index\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;\n}\n\nstatic void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Tables.GetMapSize(); i++)\n        if (ImGuiTable* table = g.Tables.TryGetMapData(i))\n            table->SettingsOffset = -1;\n    g.SettingsTables.clear();\n}\n\n// Apply to existing windows (if any)\nstatic void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Tables.GetMapSize(); i++)\n        if (ImGuiTable* table = g.Tables.TryGetMapData(i))\n        {\n            table->IsSettingsRequestLoad = true;\n            table->SettingsOffset = -1;\n        }\n}\n\nstatic void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)\n{\n    ImGuiID id = 0;\n    int columns_count = 0;\n    if (sscanf(name, \"0x%08X,%d\", &id, &columns_count) < 2)\n        return NULL;\n\n    if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))\n    {\n        if (settings->ColumnsCountMax >= columns_count)\n        {\n            TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle\n            return settings;\n        }\n        settings->ID = 0; // Invalidate storage, we won't fit because of a count change\n    }\n    return ImGui::TableSettingsCreate(id, columns_count);\n}\n\nstatic void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)\n{\n    // \"Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v\"\n    ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;\n    float f = 0.0f;\n    int column_n = 0, r = 0, n = 0;\n\n    if (sscanf(line, \"RefScale=%f\", &f) == 1) { settings->RefScale = f; return; }\n\n    if (sscanf(line, \"Column %d%n\", &column_n, &r) == 1)\n    {\n        if (column_n < 0 || column_n >= settings->ColumnsCount)\n            return;\n        line = ImStrSkipBlank(line + r);\n        char c = 0;\n        ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;\n        column->Index = (ImGuiTableColumnIdx)column_n;\n        if (sscanf(line, \"UserID=0x%08X%n\", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }\n        if (sscanf(line, \"Width=%d%n\", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }\n        if (sscanf(line, \"Weight=%f%n\", &f, &r) == 1)           { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }\n        if (sscanf(line, \"Visible=%d%n\", &n, &r) == 1)          { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }\n        if (sscanf(line, \"Order=%d%n\", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }\n        if (sscanf(line, \"Sort=%d%c%n\", &n, &c, &r) == 2)       { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }\n    }\n}\n\nstatic void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)\n{\n    ImGuiContext& g = *ctx;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n    {\n        if (settings->ID == 0) // Skip ditched settings\n            continue;\n\n        // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped\n        // (e.g. Order was unchanged)\n        const bool save_size    = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;\n        const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;\n        const bool save_order   = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;\n        const bool save_sort    = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;\n        if (!save_size && !save_visible && !save_order && !save_sort)\n            continue;\n\n        buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve\n        buf->appendf(\"[%s][0x%08X,%d]\\n\", handler->TypeName, settings->ID, settings->ColumnsCount);\n        if (settings->RefScale != 0.0f)\n            buf->appendf(\"RefScale=%g\\n\", settings->RefScale);\n        ImGuiTableColumnSettings* column = settings->GetColumnSettings();\n        for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)\n        {\n            // \"Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v\"\n            bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);\n            if (!save_column)\n                continue;\n            buf->appendf(\"Column %-2d\", column_n);\n            if (column->UserID != 0)                    buf->appendf(\" UserID=%08X\", column->UserID);\n            if (save_size && column->IsStretch)         buf->appendf(\" Weight=%.4f\", column->WidthOrWeight);\n            if (save_size && !column->IsStretch)        buf->appendf(\" Width=%d\", (int)column->WidthOrWeight);\n            if (save_visible)                           buf->appendf(\" Visible=%d\", column->IsEnabled);\n            if (save_order)                             buf->appendf(\" Order=%d\", column->DisplayOrder);\n            if (save_sort && column->SortOrder != -1)   buf->appendf(\" Sort=%d%c\", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');\n            buf->append(\"\\n\");\n        }\n        buf->append(\"\\n\");\n    }\n}\n\nvoid ImGui::TableSettingsInstallHandler(ImGuiContext* context)\n{\n    ImGuiContext& g = *context;\n    ImGuiSettingsHandler ini_handler;\n    ini_handler.TypeName = \"Table\";\n    ini_handler.TypeHash = ImHashStr(\"Table\");\n    ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;\n    ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;\n    ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;\n    ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;\n    ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;\n    g.SettingsHandlers.push_back(ini_handler);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Garbage Collection\n//-------------------------------------------------------------------------\n// - TableRemove() [Internal]\n// - TableGcCompactTransientBuffers() [Internal]\n// - TableGcCompactSettings() [Internal]\n//-------------------------------------------------------------------------\n\n// Remove Table (currently only used by TestEngine)\nvoid ImGui::TableRemove(ImGuiTable* table)\n{\n    //IMGUI_DEBUG_LOG(\"TableRemove() id=0x%08X\\n\", table->ID);\n    ImGuiContext& g = *GImGui;\n    int table_idx = g.Tables.GetIndex(table);\n    //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());\n    //memset(table, 0, sizeof(ImGuiTable));\n    g.Tables.Remove(table->ID, table);\n    g.TablesLastTimeActive[table_idx] = -1.0f;\n}\n\n// Free up/compact internal Table buffers for when it gets unused\nvoid ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)\n{\n    //IMGUI_DEBUG_LOG(\"TableGcCompactTransientBuffers() id=0x%08X\\n\", table->ID);\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->MemoryCompacted == false);\n    table->SortSpecs.Specs = NULL;\n    table->SortSpecsMulti.clear();\n    table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort\n    table->ColumnsNames.clear();\n    table->MemoryCompacted = true;\n    for (int n = 0; n < table->ColumnsCount; n++)\n        table->Columns[n].NameOffset = -1;\n    g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;\n}\n\nvoid ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)\n{\n    temp_data->DrawSplitter.ClearFreeMemory();\n    temp_data->LastTimeActive = -1.0f;\n}\n\n// Compact and remove unused settings data (currently only used by TestEngine)\nvoid ImGui::TableGcCompactSettings()\n{\n    ImGuiContext& g = *GImGui;\n    int required_memory = 0;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID != 0)\n            required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);\n    if (required_memory == g.SettingsTables.Buf.Size)\n        return;\n    ImChunkStream<ImGuiTableSettings> new_chunk_stream;\n    new_chunk_stream.Buf.reserve(required_memory);\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID != 0)\n            memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));\n    g.SettingsTables.swap(new_chunk_stream);\n}\n\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Debugging\n//-------------------------------------------------------------------------\n// - DebugNodeTable() [Internal]\n//-------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_METRICS_WINDOW\n\nstatic const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)\n{\n    sizing_policy &= ImGuiTableFlags_SizingMask_;\n    if (sizing_policy == ImGuiTableFlags_SizingFixedFit)    { return \"FixedFit\"; }\n    if (sizing_policy == ImGuiTableFlags_SizingFixedSame)   { return \"FixedSame\"; }\n    if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return \"StretchProp\"; }\n    if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return \"StretchSame\"; }\n    return \"N/A\";\n}\n\nvoid ImGui::DebugNodeTable(ImGuiTable* table)\n{\n    char buf[512];\n    char* p = buf;\n    const char* buf_end = buf + IM_ARRAYSIZE(buf);\n    const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.\n    ImFormatString(p, buf_end - p, \"Table 0x%08X (%d columns, in '%s')%s\", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? \"\" : \" *Inactive*\");\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    bool open = TreeNode(table, \"%s\", buf);\n    if (!is_active) { PopStyleColor(); }\n    if (IsItemHovered())\n        GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));\n    if (IsItemVisible() && table->HoveredColumnBody != -1)\n        GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));\n    if (!open)\n        return;\n    if (table->InstanceCurrent > 0)\n        ImGui::Text(\"** %d instances of same table! Some data below will refer to last instance.\", table->InstanceCurrent + 1);\n    bool clear_settings = SmallButton(\"Clear settings\");\n    BulletText(\"OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'\", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));\n    BulletText(\"ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s\", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? \" (auto)\" : \"\");\n    BulletText(\"CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f\", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);\n    BulletText(\"HoveredColumnBody: %d, HoveredColumnBorder: %d\", table->HoveredColumnBody, table->HoveredColumnBorder);\n    BulletText(\"ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d\", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);\n    //BulletText(\"BgDrawChannels: %d/%d\", 0, table->BgDrawChannelUnfrozen);\n    float sum_weights = 0.0f;\n    for (int n = 0; n < table->ColumnsCount; n++)\n        if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch)\n            sum_weights += table->Columns[n].StretchWeight;\n    for (int n = 0; n < table->ColumnsCount; n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[n];\n        const char* name = TableGetColumnName(table, n);\n        ImFormatString(buf, IM_ARRAYSIZE(buf),\n            \"Column %d order %d '%s': offset %+.2f to %+.2f%s\\n\"\n            \"Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\\n\"\n            \"WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\\n\"\n            \"MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\\n\"\n            \"ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\\n\"\n            \"Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..\",\n            n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? \" (Frozen)\" : \"\",\n            column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,\n            column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f,\n            column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,\n            column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,\n            column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? \" (Asc)\" : (column->SortDirection == ImGuiSortDirection_Descending) ? \" (Des)\" : \"\", column->UserID, column->Flags,\n            (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? \"WidthStretch \" : \"\",\n            (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? \"WidthFixed \" : \"\",\n            (column->Flags & ImGuiTableColumnFlags_NoResize) ? \"NoResize \" : \"\");\n        Bullet();\n        Selectable(buf);\n        if (IsItemHovered())\n        {\n            ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);\n            GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));\n        }\n    }\n    if (ImGuiTableSettings* settings = TableGetBoundSettings(table))\n        DebugNodeTableSettings(settings);\n    if (clear_settings)\n        table->IsResetAllRequest = true;\n    TreePop();\n}\n\nvoid ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)\n{\n    if (!TreeNode((void*)(intptr_t)settings->ID, \"Settings 0x%08X (%d columns)\", settings->ID, settings->ColumnsCount))\n        return;\n    BulletText(\"SaveFlags: 0x%08X\", settings->SaveFlags);\n    BulletText(\"ColumnsCount: %d (max %d)\", settings->ColumnsCount, settings->ColumnsCountMax);\n    for (int n = 0; n < settings->ColumnsCount; n++)\n    {\n        ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];\n        ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;\n        BulletText(\"Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X\",\n            n, column_settings->DisplayOrder, column_settings->SortOrder,\n            (sort_dir == ImGuiSortDirection_Ascending) ? \"Asc\" : (sort_dir == ImGuiSortDirection_Descending) ? \"Des\" : \"---\",\n            column_settings->IsEnabled, column_settings->IsStretch ? \"Weight\" : \"Width \", column_settings->WidthOrWeight, column_settings->UserID);\n    }\n    TreePop();\n}\n\n#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW\n\nvoid ImGui::DebugNodeTable(ImGuiTable*) {}\nvoid ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}\n\n#endif\n\n\n//-------------------------------------------------------------------------\n// [SECTION] Columns, BeginColumns, EndColumns, etc.\n// (This is a legacy API, prefer using BeginTable/EndTable!)\n//-------------------------------------------------------------------------\n// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)\n//-------------------------------------------------------------------------\n// - SetWindowClipRectBeforeSetChannel() [Internal]\n// - GetColumnIndex()\n// - GetColumnsCount()\n// - GetColumnOffset()\n// - GetColumnWidth()\n// - SetColumnOffset()\n// - SetColumnWidth()\n// - PushColumnClipRect() [Internal]\n// - PushColumnsBackground() [Internal]\n// - PopColumnsBackground() [Internal]\n// - FindOrCreateColumns() [Internal]\n// - GetColumnsID() [Internal]\n// - BeginColumns()\n// - NextColumn()\n// - EndColumns()\n// - Columns()\n//-------------------------------------------------------------------------\n\n// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,\n// they would meddle many times with the underlying ImDrawCmd.\n// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let\n// the subsequent single call to SetCurrentChannel() does it things once.\nvoid ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)\n{\n    ImVec4 clip_rect_vec4 = clip_rect.ToVec4();\n    window->ClipRect = clip_rect;\n    window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;\n    window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;\n}\n\nint ImGui::GetColumnIndex()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;\n}\n\nint ImGui::GetColumnsCount()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;\n}\n\nfloat ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)\n{\n    return offset_norm * (columns->OffMaxX - columns->OffMinX);\n}\n\nfloat ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)\n{\n    return offset / (columns->OffMaxX - columns->OffMinX);\n}\n\nstatic const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;\n\nstatic float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)\n{\n    // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing\n    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.\n    IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));\n\n    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;\n    x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);\n    if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))\n        x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);\n\n    return x;\n}\n\nfloat ImGui::GetColumnOffset(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns == NULL)\n        return 0.0f;\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    IM_ASSERT(column_index < columns->Columns.Size);\n\n    const float t = columns->Columns[column_index].OffsetNorm;\n    const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);\n    return x_offset;\n}\n\nstatic float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)\n{\n    if (column_index < 0)\n        column_index = columns->Current;\n\n    float offset_norm;\n    if (before_resize)\n        offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;\n    else\n        offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;\n    return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);\n}\n\nfloat ImGui::GetColumnWidth(int column_index)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns == NULL)\n        return GetContentRegionAvail().x;\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);\n}\n\nvoid ImGui::SetColumnOffset(int column_index, float offset)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    IM_ASSERT(column_index < columns->Columns.Size);\n\n    const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);\n    const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;\n\n    if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))\n        offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));\n    columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);\n\n    if (preserve_width)\n        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));\n}\n\nvoid ImGui::SetColumnWidth(int column_index, float width)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);\n}\n\nvoid ImGui::PushColumnClipRect(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (column_index < 0)\n        column_index = columns->Current;\n\n    ImGuiOldColumnData* column = &columns->Columns[column_index];\n    PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);\n}\n\n// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)\nvoid ImGui::PushColumnsBackground()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns->Count == 1)\n        return;\n\n    // Optimization: avoid SetCurrentChannel() + PushClipRect()\n    columns->HostBackupClipRect = window->ClipRect;\n    SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, 0);\n}\n\nvoid ImGui::PopColumnsBackground()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns->Count == 1)\n        return;\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel()\n    SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);\n}\n\nImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)\n{\n    // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.\n    for (int n = 0; n < window->ColumnsStorage.Size; n++)\n        if (window->ColumnsStorage[n].ID == id)\n            return &window->ColumnsStorage[n];\n\n    window->ColumnsStorage.push_back(ImGuiOldColumns());\n    ImGuiOldColumns* columns = &window->ColumnsStorage.back();\n    columns->ID = id;\n    return columns;\n}\n\nImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n\n    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.\n    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.\n    PushID(0x11223347 + (str_id ? 0 : columns_count));\n    ImGuiID id = window->GetID(str_id ? str_id : \"columns\");\n    PopID();\n\n    return id;\n}\n\nvoid ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    IM_ASSERT(columns_count >= 1);\n    IM_ASSERT(window->DC.CurrentColumns == NULL);   // Nested columns are currently not supported\n\n    // Acquire storage for the columns set\n    ImGuiID id = GetColumnsID(str_id, columns_count);\n    ImGuiOldColumns* columns = FindOrCreateColumns(window, id);\n    IM_ASSERT(columns->ID == id);\n    columns->Current = 0;\n    columns->Count = columns_count;\n    columns->Flags = flags;\n    window->DC.CurrentColumns = columns;\n\n    columns->HostCursorPosY = window->DC.CursorPos.y;\n    columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;\n    columns->HostInitialClipRect = window->ClipRect;\n    columns->HostBackupParentWorkRect = window->ParentWorkRect;\n    window->ParentWorkRect = window->WorkRect;\n\n    // Set state for first column\n    // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect\n    const float column_padding = g.Style.ItemSpacing.x;\n    const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));\n    const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;\n    columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);\n    columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;\n\n    // Clear data if columns count changed\n    if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)\n        columns->Columns.resize(0);\n\n    // Initialize default widths\n    columns->IsFirstFrame = (columns->Columns.Size == 0);\n    if (columns->Columns.Size == 0)\n    {\n        columns->Columns.reserve(columns_count + 1);\n        for (int n = 0; n < columns_count + 1; n++)\n        {\n            ImGuiOldColumnData column;\n            column.OffsetNorm = n / (float)columns_count;\n            columns->Columns.push_back(column);\n        }\n    }\n\n    for (int n = 0; n < columns_count; n++)\n    {\n        // Compute clipping rectangle\n        ImGuiOldColumnData* column = &columns->Columns[n];\n        float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));\n        float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);\n        column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);\n        column->ClipRect.ClipWithFull(window->ClipRect);\n    }\n\n    if (columns->Count > 1)\n    {\n        columns->Splitter.Split(window->DrawList, 1 + columns->Count);\n        columns->Splitter.SetCurrentChannel(window->DrawList, 1);\n        PushColumnClipRect(0);\n    }\n\n    // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.\n    float offset_0 = GetColumnOffset(columns->Current);\n    float offset_1 = GetColumnOffset(columns->Current + 1);\n    float width = offset_1 - offset_0;\n    PushItemWidth(width * 0.65f);\n    window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;\n}\n\nvoid ImGui::NextColumn()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems || window->DC.CurrentColumns == NULL)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n\n    if (columns->Count == 1)\n    {\n        window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n        IM_ASSERT(columns->Current == 0);\n        return;\n    }\n\n    // Next column\n    if (++columns->Current == columns->Count)\n        columns->Current = 0;\n\n    PopItemWidth();\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()\n    // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),\n    ImGuiOldColumnData* column = &columns->Columns[columns->Current];\n    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);\n\n    const float column_padding = g.Style.ItemSpacing.x;\n    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);\n    if (columns->Current > 0)\n    {\n        // Columns 1+ ignore IndentX (by canceling it out)\n        // FIXME-COLUMNS: Unnecessary, could be locked?\n        window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;\n    }\n    else\n    {\n        // New row/line: column 0 honor IndentX.\n        window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);\n        columns->LineMinY = columns->LineMaxY;\n    }\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n    window->DC.CursorPos.y = columns->LineMinY;\n    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n    window->DC.CurrLineTextBaseOffset = 0.0f;\n\n    // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.\n    float offset_0 = GetColumnOffset(columns->Current);\n    float offset_1 = GetColumnOffset(columns->Current + 1);\n    float width = offset_1 - offset_0;\n    PushItemWidth(width * 0.65f);\n    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;\n}\n\nvoid ImGui::EndColumns()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    PopItemWidth();\n    if (columns->Count > 1)\n    {\n        PopClipRect();\n        columns->Splitter.Merge(window->DrawList);\n    }\n\n    const ImGuiOldColumnFlags flags = columns->Flags;\n    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);\n    window->DC.CursorPos.y = columns->LineMaxY;\n    if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))\n        window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX;  // Restore cursor max pos, as columns don't grow parent\n\n    // Draw columns borders and handle resize\n    // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy\n    bool is_being_resized = false;\n    if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)\n    {\n        // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.\n        const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);\n        const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);\n        int dragging_column = -1;\n        for (int n = 1; n < columns->Count; n++)\n        {\n            ImGuiOldColumnData* column = &columns->Columns[n];\n            float x = window->Pos.x + GetColumnOffset(n);\n            const ImGuiID column_id = columns->ID + ImGuiID(n);\n            const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;\n            const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));\n            KeepAliveID(column_id);\n            if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test\n                continue;\n\n            bool hovered = false, held = false;\n            if (!(flags & ImGuiOldColumnFlags_NoResize))\n            {\n                ButtonBehavior(column_hit_rect, column_id, &hovered, &held);\n                if (hovered || held)\n                    g.MouseCursor = ImGuiMouseCursor_ResizeEW;\n                if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))\n                    dragging_column = n;\n            }\n\n            // Draw column\n            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);\n            const float xi = IM_FLOOR(x);\n            window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);\n        }\n\n        // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.\n        if (dragging_column != -1)\n        {\n            if (!columns->IsBeingResized)\n                for (int n = 0; n < columns->Count + 1; n++)\n                    columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;\n            columns->IsBeingResized = is_being_resized = true;\n            float x = GetDraggedColumnOffset(columns, dragging_column);\n            SetColumnOffset(dragging_column, x);\n        }\n    }\n    columns->IsBeingResized = is_being_resized;\n\n    window->WorkRect = window->ParentWorkRect;\n    window->ParentWorkRect = columns->HostBackupParentWorkRect;\n    window->DC.CurrentColumns = NULL;\n    window->DC.ColumnsOffset.x = 0.0f;\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n}\n\nvoid ImGui::Columns(int columns_count, const char* id, bool border)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    IM_ASSERT(columns_count >= 1);\n\n    ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);\n    //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)\n        return;\n\n    if (columns != NULL)\n        EndColumns();\n\n    if (columns_count != 1)\n        BeginColumns(id, columns_count, flags);\n}\n\n//-------------------------------------------------------------------------\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "src/imgui/imgui_widgets.cpp",
    "content": "// dear imgui, v1.88 WIP\n// (widgets code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] Forward Declarations\n// [SECTION] Widgets: Text, etc.\n// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)\n// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)\n// [SECTION] Widgets: ComboBox\n// [SECTION] Data Type and Data Formatting Helpers\n// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.\n// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.\n// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.\n// [SECTION] Widgets: InputText, InputTextMultiline\n// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.\n// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.\n// [SECTION] Widgets: Selectable\n// [SECTION] Widgets: ListBox\n// [SECTION] Widgets: PlotLines, PlotHistogram\n// [SECTION] Widgets: Value helpers\n// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.\n// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.\n// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.\n// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.\n\n*/\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n#include \"imgui_internal.h\"\n\n// System includes\n#include <ctype.h>      // toupper\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n//-------------------------------------------------------------------------\n// Warnings\n//-------------------------------------------------------------------------\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.\n#pragma clang diagnostic ignored \"-Wformat-nonliteral\"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wenum-enum-conversion\"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')\n#pragma clang diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"                // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#pragma GCC diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#endif\n\n//-------------------------------------------------------------------------\n// Data\n//-------------------------------------------------------------------------\n\n// Widgets\nstatic const float          DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f;    // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.\nstatic const float          DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f;    // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.\n\n// Those MIN/MAX values are not define because we need to point to them\nstatic const signed char    IM_S8_MIN  = -128;\nstatic const signed char    IM_S8_MAX  = 127;\nstatic const unsigned char  IM_U8_MIN  = 0;\nstatic const unsigned char  IM_U8_MAX  = 0xFF;\nstatic const signed short   IM_S16_MIN = -32768;\nstatic const signed short   IM_S16_MAX = 32767;\nstatic const unsigned short IM_U16_MIN = 0;\nstatic const unsigned short IM_U16_MAX = 0xFFFF;\nstatic const ImS32          IM_S32_MIN = INT_MIN;    // (-2147483647 - 1), (0x80000000);\nstatic const ImS32          IM_S32_MAX = INT_MAX;    // (2147483647), (0x7FFFFFFF)\nstatic const ImU32          IM_U32_MIN = 0;\nstatic const ImU32          IM_U32_MAX = UINT_MAX;   // (0xFFFFFFFF)\n#ifdef LLONG_MIN\nstatic const ImS64          IM_S64_MIN = LLONG_MIN;  // (-9223372036854775807ll - 1ll);\nstatic const ImS64          IM_S64_MAX = LLONG_MAX;  // (9223372036854775807ll);\n#else\nstatic const ImS64          IM_S64_MIN = -9223372036854775807LL - 1;\nstatic const ImS64          IM_S64_MAX = 9223372036854775807LL;\n#endif\nstatic const ImU64          IM_U64_MIN = 0;\n#ifdef ULLONG_MAX\nstatic const ImU64          IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);\n#else\nstatic const ImU64          IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] Forward Declarations\n//-------------------------------------------------------------------------\n\n// For InputTextEx()\nstatic bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);\nstatic int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);\nstatic ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Text, etc.\n//-------------------------------------------------------------------------\n// - TextEx() [Internal]\n// - TextUnformatted()\n// - Text()\n// - TextV()\n// - TextColored()\n// - TextColoredV()\n// - TextDisabled()\n// - TextDisabledV()\n// - TextWrapped()\n// - TextWrappedV()\n// - LabelText()\n// - LabelTextV()\n// - BulletText()\n// - BulletTextV()\n//-------------------------------------------------------------------------\n\nvoid ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ImGuiContext& g = *GImGui;\n\n    // Accept null ranges\n    if (text == text_end)\n        text = text_end = \"\";\n\n    // Calculate length\n    const char* text_begin = text;\n    if (text_end == NULL)\n        text_end = text + strlen(text); // FIXME-OPT\n\n    const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n    const float wrap_pos_x = window->DC.TextWrapPos;\n    const bool wrap_enabled = (wrap_pos_x >= 0.0f);\n    if (text_end - text > 2000 && !wrap_enabled)\n    {\n        // Long text!\n        // Perform manual coarse clipping to optimize for long multi-line text\n        // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.\n        // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.\n        // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.\n        const char* line = text;\n        const float line_height = GetTextLineHeight();\n        ImVec2 text_size(0, 0);\n\n        // Lines to skip (can't skip when logging text)\n        ImVec2 pos = text_pos;\n        if (!g.LogEnabled)\n        {\n            int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);\n            if (lines_skippable > 0)\n            {\n                int lines_skipped = 0;\n                while (line < text_end && lines_skipped < lines_skippable)\n                {\n                    const char* line_end = (const char*)memchr(line, '\\n', text_end - line);\n                    if (!line_end)\n                        line_end = text_end;\n                    if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)\n                        text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                    line = line_end + 1;\n                    lines_skipped++;\n                }\n                pos.y += lines_skipped * line_height;\n            }\n        }\n\n        // Lines to render\n        if (line < text_end)\n        {\n            ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));\n            while (line < text_end)\n            {\n                if (IsClippedEx(line_rect, 0))\n                    break;\n\n                const char* line_end = (const char*)memchr(line, '\\n', text_end - line);\n                if (!line_end)\n                    line_end = text_end;\n                text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                RenderText(pos, line, line_end, false);\n                line = line_end + 1;\n                line_rect.Min.y += line_height;\n                line_rect.Max.y += line_height;\n                pos.y += line_height;\n            }\n\n            // Count remaining lines\n            int lines_skipped = 0;\n            while (line < text_end)\n            {\n                const char* line_end = (const char*)memchr(line, '\\n', text_end - line);\n                if (!line_end)\n                    line_end = text_end;\n                if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)\n                    text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                line = line_end + 1;\n                lines_skipped++;\n            }\n            pos.y += lines_skipped * line_height;\n        }\n        text_size.y = (pos - text_pos).y;\n\n        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(text_size, 0.0f);\n        ItemAdd(bb, 0);\n    }\n    else\n    {\n        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;\n        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);\n\n        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(text_size, 0.0f);\n        if (!ItemAdd(bb, 0))\n            return;\n\n        // Render (we don't hide text after ## in this end-user function)\n        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);\n    }\n}\n\nvoid ImGui::TextUnformatted(const char* text, const char* text_end)\n{\n    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);\n}\n\nvoid ImGui::Text(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextV(const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    // FIXME-OPT: Handle the %s shortcut?\n    ImGuiContext& g = *GImGui;\n    const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);\n}\n\nvoid ImGui::TextColored(const ImVec4& col, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextColoredV(col, fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)\n{\n    PushStyleColor(ImGuiCol_Text, col);\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting\n    else\n        TextV(fmt, args);\n    PopStyleColor();\n}\n\nvoid ImGui::TextDisabled(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextDisabledV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextDisabledV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting\n    else\n        TextV(fmt, args);\n    PopStyleColor();\n}\n\nvoid ImGui::TextWrapped(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextWrappedV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextWrappedV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set\n    if (need_backup)\n        PushTextWrapPos(0.0f);\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting\n    else\n        TextV(fmt, args);\n    if (need_backup)\n        PopTextWrapPos();\n}\n\nvoid ImGui::LabelText(const char* label, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    LabelTextV(label, fmt, args);\n    va_end(args);\n}\n\n// Add a label+text combo aligned to other label+value widgets\nvoid ImGui::LabelTextV(const char* label, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float w = CalcItemWidth();\n\n    const char* value_text_begin = &g.TempBuffer[0];\n    const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));\n    const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, 0))\n        return;\n\n    // Render\n    RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);\n}\n\nvoid ImGui::BulletText(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    BulletTextV(fmt, args);\n    va_end(args);\n}\n\n// Text with a little bullet aligned to the typical tree node.\nvoid ImGui::BulletTextV(const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    const char* text_begin = g.TempBuffer;\n    const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);\n    const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y);  // Empty text doesn't add padding\n    ImVec2 pos = window->DC.CursorPos;\n    pos.y += window->DC.CurrLineTextBaseOffset;\n    ItemSize(total_size, 0.0f);\n    const ImRect bb(pos, pos + total_size);\n    if (!ItemAdd(bb, 0))\n        return;\n\n    // Render\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);\n    RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Main\n//-------------------------------------------------------------------------\n// - ButtonBehavior() [Internal]\n// - Button()\n// - SmallButton()\n// - InvisibleButton()\n// - ArrowButton()\n// - CloseButton() [Internal]\n// - CollapseButton() [Internal]\n// - GetWindowScrollbarID() [Internal]\n// - GetWindowScrollbarRect() [Internal]\n// - Scrollbar() [Internal]\n// - ScrollbarEx() [Internal]\n// - Image()\n// - ImageButton()\n// - Checkbox()\n// - CheckboxFlagsT() [Internal]\n// - CheckboxFlags()\n// - RadioButton()\n// - ProgressBar()\n// - Bullet()\n//-------------------------------------------------------------------------\n\n// The ButtonBehavior() function is key to many interactions and used by many/most widgets.\n// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),\n// this code is a little complex.\n// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.\n// See the series of events below and the corresponding state reported by dear imgui:\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnClickRelease:             return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+0 (mouse is outside bb)        -             -                -               -                  -                    -\n//   Frame N+1 (mouse moves inside bb)      -             true             -               -                  -                    -\n//   Frame N+2 (mouse button is down)       -             true             true            true               -                    true\n//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+4 (mouse moves outside bb)     -             -                true            -                  -                    -\n//   Frame N+5 (mouse moves inside bb)      -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   true          true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+8 (mouse moves outside bb)     -             -                -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnClick:                    return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+2 (mouse button is down)       true          true             true            true               -                    true\n//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnRelease:                  return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+2 (mouse button is down)       -             true             -               -                  -                    true\n//   Frame N+3 (mouse button is down)       -             true             -               -                  -                    -\n//   Frame N+6 (mouse button is released)   true          true             -               -                  -                    -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnDoubleClick:              return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+0 (mouse button is down)       -             true             -               -                  -                    true\n//   Frame N+1 (mouse button is down)       -             true             -               -                  -                    -\n//   Frame N+2 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+3 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+4 (mouse button is down)       true          true             true            true               -                    true\n//   Frame N+5 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// Note that some combinations are supported,\n// - PressedOnDragDropHold can generally be associated with any flag.\n// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:\n//                                         Repeat+                  Repeat+           Repeat+             Repeat+\n//                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick\n//-------------------------------------------------------------------------------------------------------------------------------------------------\n//   Frame N+0 (mouse button is down)       -                        true              -                   true\n//   ...                                    -                        -                 -                   -\n//   Frame N + RepeatDelay                  true                     true              -                   true\n//   ...                                    -                        -                 -                   -\n//   Frame N + RepeatDelay + RepeatRate*N   true                     true              -                   true\n//-------------------------------------------------------------------------------------------------------------------------------------------------\n\nbool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    // Default only reacts to left mouse button\n    if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)\n        flags |= ImGuiButtonFlags_MouseButtonDefault_;\n\n    // Default behavior requires click + release inside bounding box\n    if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)\n        flags |= ImGuiButtonFlags_PressedOnDefault_;\n\n    ImGuiWindow* backup_hovered_window = g.HoveredWindow;\n    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;\n    if (flatten_hovered_children)\n        g.HoveredWindow = window;\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (id != 0 && g.LastItemData.ID != id)\n        IMGUI_TEST_ENGINE_ITEM_ADD(bb, id);\n#endif\n\n    bool pressed = false;\n    bool hovered = ItemHoverable(bb, id);\n\n    // Drag source doesn't report as hovered\n    if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))\n        hovered = false;\n\n    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button\n    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))\n        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))\n        {\n            hovered = true;\n            SetHoveredID(id);\n            if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)\n            {\n                pressed = true;\n                g.DragDropHoldJustPressedId = id;\n                FocusWindow(window);\n            }\n        }\n\n    if (flatten_hovered_children)\n        g.HoveredWindow = backup_hovered_window;\n\n    // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.\n    if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))\n        hovered = false;\n\n    // Mouse handling\n    if (hovered)\n    {\n        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))\n        {\n            // Poll buttons\n            int mouse_button_clicked = -1;\n            int mouse_button_released = -1;\n            if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0])         { mouse_button_clicked = 0; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1])   { mouse_button_clicked = 1; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2])  { mouse_button_clicked = 2; }\n            if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0])        { mouse_button_released = 0; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1])  { mouse_button_released = 1; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }\n\n            if (mouse_button_clicked != -1 && g.ActiveId != id)\n            {\n                if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))\n                {\n                    SetActiveID(id, window);\n                    g.ActiveIdMouseButton = mouse_button_clicked;\n                    if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                        SetFocusID(id, window);\n                    FocusWindow(window);\n                }\n                if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))\n                {\n                    pressed = true;\n                    if (flags & ImGuiButtonFlags_NoHoldingActiveId)\n                        ClearActiveID();\n                    else\n                        SetActiveID(id, window); // Hold on ID\n                    if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                        SetFocusID(id, window);\n                    g.ActiveIdMouseButton = mouse_button_clicked;\n                    FocusWindow(window);\n                }\n            }\n            if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)\n            {\n                // Repeat mode trumps on release behavior\n                const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay;\n                if (!has_repeated_at_least_once)\n                    pressed = true;\n                if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                    SetFocusID(id, window);\n                ClearActiveID();\n            }\n\n            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).\n            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.\n            if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))\n                if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))\n                    pressed = true;\n        }\n\n        if (pressed)\n            g.NavDisableHighlight = true;\n    }\n\n    // Gamepad/Keyboard navigation\n    // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.\n    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))\n        if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))\n            hovered = true;\n    if (g.NavActivateDownId == id)\n    {\n        bool nav_activated_by_code = (g.NavActivateId == id);\n        bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);\n        if (nav_activated_by_code || nav_activated_by_inputs)\n        {\n            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.\n            pressed = true;\n            SetActiveID(id, window);\n            g.ActiveIdSource = ImGuiInputSource_Nav;\n            if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                SetFocusID(id, window);\n        }\n    }\n\n    // Process while held\n    bool held = false;\n    if (g.ActiveId == id)\n    {\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse)\n        {\n            if (g.ActiveIdIsJustActivated)\n                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;\n\n            const int mouse_button = g.ActiveIdMouseButton;\n            IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);\n            if (g.IO.MouseDown[mouse_button])\n            {\n                held = true;\n            }\n            else\n            {\n                bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;\n                bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;\n                if ((release_in || release_anywhere) && !g.DragDropActive)\n                {\n                    // Report as pressed when releasing the mouse (this is the most common path)\n                    bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;\n                    bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>\n                    if (!is_double_click_release && !is_repeating_already)\n                        pressed = true;\n                }\n                ClearActiveID();\n            }\n            if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                g.NavDisableHighlight = true;\n        }\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        {\n            // When activated using Nav, we hold on the ActiveID until activation button is released\n            if (g.NavActivateDownId != id)\n                ClearActiveID();\n        }\n        if (pressed)\n            g.ActiveIdHasBeenPressedBefore = true;\n    }\n\n    if (out_hovered) *out_hovered = hovered;\n    if (out_held) *out_held = held;\n\n    return pressed;\n}\n\nbool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    ImVec2 pos = window->DC.CursorPos;\n    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)\n        pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;\n    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);\n\n    const ImRect bb(pos, pos + size);\n    ItemSize(size, style.FramePadding.y);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat)\n        flags |= ImGuiButtonFlags_Repeat;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);\n\n    if (g.LogEnabled)\n        LogSetNextTextDecoration(\"[\", \"]\");\n    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);\n\n    // Automatically close popups\n    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))\n    //    CloseCurrentPopup();\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\nbool ImGui::Button(const char* label, const ImVec2& size_arg)\n{\n    return ButtonEx(label, size_arg, ImGuiButtonFlags_None);\n}\n\n// Small buttons fits within text without additional vertical spacing.\nbool ImGui::SmallButton(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    float backup_padding_y = g.Style.FramePadding.y;\n    g.Style.FramePadding.y = 0.0f;\n    bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);\n    g.Style.FramePadding.y = backup_padding_y;\n    return pressed;\n}\n\n// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.\n// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)\nbool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.\n    IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);\n\n    const ImGuiID id = window->GetID(str_id);\n    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(size);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\nbool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiID id = window->GetID(str_id);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    const float default_size = GetFrameHeight();\n    ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat)\n        flags |= ImGuiButtonFlags_Repeat;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    const ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);\n    RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\nbool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)\n{\n    float sz = GetFrameHeight();\n    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);\n}\n\n// Button to close a window\nbool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)\n    // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?\n    const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);\n    ImRect bb_interact = bb;\n    const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();\n    if (area_to_visible_ratio < 1.5f)\n        bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));\n\n    // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.\n    // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).\n    bool is_clipped = !ItemAdd(bb_interact, id);\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);\n    if (is_clipped)\n        return pressed;\n\n    // Render\n    // FIXME: Clarify this mess\n    ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);\n    ImVec2 center = bb.GetCenter();\n    if (hovered)\n        window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12);\n\n    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;\n    ImU32 cross_col = GetColorU32(ImGuiCol_Text);\n    center -= ImVec2(0.5f, 0.5f);\n    window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);\n    window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);\n\n    return pressed;\n}\n\nbool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);\n    ItemAdd(bb, id);\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);\n\n    // Render\n    ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    ImVec2 center = bb.GetCenter();\n    if (hovered || held)\n        window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);\n    RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);\n\n    // Switch to moving the window after mouse is moved beyond the initial drag threshold\n    if (IsItemActive() && IsMouseDragging(0))\n        StartMouseMovingWindow(window);\n\n    return pressed;\n}\n\nImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)\n{\n    return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? \"#SCROLLX\" : \"#SCROLLY\");\n}\n\n// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.\nImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)\n{\n    const ImRect outer_rect = window->Rect();\n    const ImRect inner_rect = window->InnerRect;\n    const float border_size = window->WindowBorderSize;\n    const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)\n    IM_ASSERT(scrollbar_size > 0.0f);\n    if (axis == ImGuiAxis_X)\n        return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y);\n    else\n        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y);\n}\n\nvoid ImGui::Scrollbar(ImGuiAxis axis)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const ImGuiID id = GetWindowScrollbarID(window, axis);\n    KeepAliveID(id);\n\n    // Calculate scrollbar bounding box\n    ImRect bb = GetWindowScrollbarRect(window, axis);\n    ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;\n    if (axis == ImGuiAxis_X)\n    {\n        rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;\n        if (!window->ScrollbarY)\n            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;\n    }\n    else\n    {\n        if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))\n            rounding_corners |= ImDrawFlags_RoundCornersTopRight;\n        if (!window->ScrollbarX)\n            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;\n    }\n    float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];\n    float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;\n    ImS64 scroll = (ImS64)window->Scroll[axis];\n    ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners);\n    window->Scroll[axis] = (float)scroll;\n}\n\n// Vertical/Horizontal scrollbar\n// The entire piece of code below is rather confusing because:\n// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)\n// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar\n// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.\n// Still, the code should probably be made simpler..\nbool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    const float bb_frame_width = bb_frame.GetWidth();\n    const float bb_frame_height = bb_frame.GetHeight();\n    if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)\n        return false;\n\n    // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)\n    float alpha = 1.0f;\n    if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)\n        alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));\n    if (alpha <= 0.0f)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const bool allow_interaction = (alpha >= 1.0f);\n\n    ImRect bb = bb_frame;\n    bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));\n\n    // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)\n    const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();\n\n    // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)\n    // But we maintain a minimum size in pixel to allow for the user to still aim inside.\n    IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.\n    const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1);\n    const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);\n    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;\n\n    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().\n    bool held = false;\n    bool hovered = false;\n    ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);\n\n    const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);\n    float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);\n    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space\n    if (held && allow_interaction && grab_h_norm < 1.0f)\n    {\n        const float scrollbar_pos_v = bb.Min[axis];\n        const float mouse_pos_v = g.IO.MousePos[axis];\n\n        // Click position in scrollbar normalized space (0.0f->1.0f)\n        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);\n        SetHoveredID(id);\n\n        bool seek_absolute = false;\n        if (g.ActiveIdIsJustActivated)\n        {\n            // On initial click calculate the distance between mouse and the center of the grab\n            seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);\n            if (seek_absolute)\n                g.ScrollbarClickDeltaToGrabCenter = 0.0f;\n            else\n                g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;\n        }\n\n        // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)\n        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position\n        const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));\n        *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);\n\n        // Update values for rendering\n        scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);\n        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;\n\n        // Update distance to grab now that we have seeked and saturated\n        if (seek_absolute)\n            g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;\n    }\n\n    // Render\n    const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);\n    const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);\n    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);\n    ImRect grab_rect;\n    if (axis == ImGuiAxis_X)\n        grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);\n    else\n        grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);\n    window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);\n\n    return held;\n}\n\nvoid ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    if (border_col.w > 0.0f)\n        bb.Max += ImVec2(2, 2);\n    ItemSize(bb);\n    if (!ItemAdd(bb, 0))\n        return;\n\n    if (border_col.w > 0.0f)\n    {\n        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);\n        window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));\n    }\n    else\n    {\n        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));\n    }\n}\n\n// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)\n// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.\nbool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);\n    ItemSize(bb);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n\n    // Render\n    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));\n    if (bg_col.w > 0.0f)\n        window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));\n    window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));\n\n    return pressed;\n}\n\n// frame_padding < 0: uses FramePadding from style (default)\n// frame_padding = 0: no framing\n// frame_padding > 0: set framing size\nbool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    // Default to using texture ID as ID. User can still push string/integer prefixes.\n    PushID((void*)(intptr_t)user_texture_id);\n    const ImGuiID id = window->GetID(\"#image\");\n    PopID();\n\n    const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding;\n    return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col);\n}\n\nbool ImGui::Checkbox(const char* label, bool* v)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    const float square_sz = GetFrameHeight();\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id))\n    {\n        IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));\n        return false;\n    }\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n    if (pressed)\n    {\n        *v = !(*v);\n        MarkItemEdited(id);\n    }\n\n    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));\n    RenderNavHighlight(total_bb, id);\n    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);\n    ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);\n    bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0;\n    if (mixed_value)\n    {\n        // Undocumented tristate/mixed/indeterminate checkbox (#2644)\n        // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)\n        ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));\n        window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);\n    }\n    else if (*v)\n    {\n        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));\n        RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);\n    }\n\n    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);\n    if (g.LogEnabled)\n        LogRenderedText(&label_pos, mixed_value ? \"[~]\" : *v ? \"[x]\" : \"[ ]\");\n    if (label_size.x > 0.0f)\n        RenderText(label_pos, label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));\n    return pressed;\n}\n\ntemplate<typename T>\nbool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)\n{\n    bool all_on = (*flags & flags_value) == flags_value;\n    bool any_on = (*flags & flags_value) != 0;\n    bool pressed;\n    if (!all_on && any_on)\n    {\n        ImGuiContext& g = *GImGui;\n        ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;\n        g.CurrentItemFlags |= ImGuiItemFlags_MixedValue;\n        pressed = Checkbox(label, &all_on);\n        g.CurrentItemFlags = backup_item_flags;\n    }\n    else\n    {\n        pressed = Checkbox(label, &all_on);\n\n    }\n    if (pressed)\n    {\n        if (all_on)\n            *flags |= flags_value;\n        else\n            *flags &= ~flags_value;\n    }\n    return pressed;\n}\n\nbool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::RadioButton(const char* label, bool active)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    const float square_sz = GetFrameHeight();\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));\n    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id))\n        return false;\n\n    ImVec2 center = check_bb.GetCenter();\n    center.x = IM_ROUND(center.x);\n    center.y = IM_ROUND(center.y);\n    const float radius = (square_sz - 1.0f) * 0.5f;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n    if (pressed)\n        MarkItemEdited(id);\n\n    RenderNavHighlight(total_bb, id);\n    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);\n    if (active)\n    {\n        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));\n        window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);\n    }\n\n    if (style.FrameBorderSize > 0.0f)\n    {\n        window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);\n        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);\n    }\n\n    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);\n    if (g.LogEnabled)\n        LogRenderedText(&label_pos, active ? \"(x)\" : \"( )\");\n    if (label_size.x > 0.0f)\n        RenderText(label_pos, label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\n// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..\nbool ImGui::RadioButton(const char* label, int* v, int v_button)\n{\n    const bool pressed = RadioButton(label, *v == v_button);\n    if (pressed)\n        *v = v_button;\n    return pressed;\n}\n\n// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size\nvoid ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    ImVec2 pos = window->DC.CursorPos;\n    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);\n    ImRect bb(pos, pos + size);\n    ItemSize(size, style.FramePadding.y);\n    if (!ItemAdd(bb, 0))\n        return;\n\n    // Render\n    fraction = ImSaturate(fraction);\n    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));\n    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);\n    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);\n\n    // Default displaying the fraction as percentage string, but user can override it\n    char overlay_buf[32];\n    if (!overlay)\n    {\n        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), \"%.0f%%\", fraction * 100 + 0.01f);\n        overlay = overlay_buf;\n    }\n\n    ImVec2 overlay_size = CalcTextSize(overlay, NULL);\n    if (overlay_size.x > 0.0f)\n        RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);\n}\n\nvoid ImGui::Bullet()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));\n    ItemSize(bb);\n    if (!ItemAdd(bb, 0))\n    {\n        SameLine(0, style.FramePadding.x * 2);\n        return;\n    }\n\n    // Render and stay on same line\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);\n    SameLine(0, style.FramePadding.x * 2.0f);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Low-level Layout helpers\n//-------------------------------------------------------------------------\n// - Spacing()\n// - Dummy()\n// - NewLine()\n// - AlignTextToFramePadding()\n// - SeparatorEx() [Internal]\n// - Separator()\n// - SplitterBehavior() [Internal]\n// - ShrinkWidths() [Internal]\n//-------------------------------------------------------------------------\n\nvoid ImGui::Spacing()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ItemSize(ImVec2(0, 0));\n}\n\nvoid ImGui::Dummy(const ImVec2& size)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(size);\n    ItemAdd(bb, 0);\n}\n\nvoid ImGui::NewLine()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;\n    window->DC.LayoutType = ImGuiLayoutType_Vertical;\n    if (window->DC.CurrLineSize.y > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.\n        ItemSize(ImVec2(0, 0));\n    else\n        ItemSize(ImVec2(0.0f, g.FontSize));\n    window->DC.LayoutType = backup_layout_type;\n}\n\nvoid ImGui::AlignTextToFramePadding()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);\n    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);\n}\n\n// Horizontal/vertical separating line\nvoid ImGui::SeparatorEx(ImGuiSeparatorFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)));   // Check that only 1 option is selected\n\n    float thickness_draw = 1.0f;\n    float thickness_layout = 0.0f;\n    if (flags & ImGuiSeparatorFlags_Vertical)\n    {\n        // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.\n        float y1 = window->DC.CursorPos.y;\n        float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;\n        const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2));\n        ItemSize(ImVec2(thickness_layout, 0.0f));\n        if (!ItemAdd(bb, 0))\n            return;\n\n        // Draw\n        window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator));\n        if (g.LogEnabled)\n            LogText(\" |\");\n    }\n    else if (flags & ImGuiSeparatorFlags_Horizontal)\n    {\n        // Horizontal Separator\n        float x1 = window->Pos.x;\n        float x2 = window->Pos.x + window->Size.x;\n\n        // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator\n        if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)\n            x1 += window->DC.Indent.x;\n\n        // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want,\n        // need to introduce a variant of WorkRect for that purpose. (#4787)\n        if (ImGuiTable* table = g.CurrentTable)\n        {\n            x1 = table->Columns[table->CurrentColumn].MinX;\n            x2 = table->Columns[table->CurrentColumn].MaxX;\n        }\n\n        ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;\n        if (columns)\n            PushColumnsBackground();\n\n        // We don't provide our width to the layout so that it doesn't get feed back into AutoFit\n        // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)\n        const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));\n        ItemSize(ImVec2(0.0f, thickness_layout));\n        const bool item_visible = ItemAdd(bb, 0);\n        if (item_visible)\n        {\n            // Draw\n            window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));\n            if (g.LogEnabled)\n                LogRenderedText(&bb.Min, \"--------------------------------\\n\");\n\n        }\n        if (columns)\n        {\n            PopColumnsBackground();\n            columns->LineMinY = window->DC.CursorPos.y;\n        }\n    }\n}\n\nvoid ImGui::Separator()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    // Those flags should eventually be overridable by the user\n    ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;\n    flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot.\n    SeparatorEx(flags);\n}\n\n// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.\nbool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;\n    g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;\n    bool item_add = ItemAdd(bb, id);\n    g.CurrentItemFlags = item_flags_backup;\n    if (!item_add)\n        return false;\n\n    bool hovered, held;\n    ImRect bb_interact = bb;\n    bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));\n    ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);\n    if (hovered)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb\n    if (g.ActiveId != id)\n        SetItemAllowOverlap();\n\n    if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))\n        SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);\n\n    ImRect bb_render = bb;\n    if (held)\n    {\n        ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;\n        float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;\n\n        // Minimum pane size\n        float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);\n        float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);\n        if (mouse_delta < -size_1_maximum_delta)\n            mouse_delta = -size_1_maximum_delta;\n        if (mouse_delta > size_2_maximum_delta)\n            mouse_delta = size_2_maximum_delta;\n\n        // Apply resize\n        if (mouse_delta != 0.0f)\n        {\n            if (mouse_delta < 0.0f)\n                IM_ASSERT(*size1 + mouse_delta >= min_size1);\n            if (mouse_delta > 0.0f)\n                IM_ASSERT(*size2 - mouse_delta >= min_size2);\n            *size1 += mouse_delta;\n            *size2 -= mouse_delta;\n            bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));\n            MarkItemEdited(id);\n        }\n    }\n\n    // Render\n    const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);\n    window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);\n\n    return held;\n}\n\nstatic int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)\n{\n    const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;\n    const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;\n    if (int d = (int)(b->Width - a->Width))\n        return d;\n    return (b->Index - a->Index);\n}\n\n// Shrink excess width from a set of item, by removing width from the larger items first.\n// Set items Width to -1.0f to disable shrinking this item.\nvoid ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)\n{\n    if (count == 1)\n    {\n        if (items[0].Width >= 0.0f)\n            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);\n        return;\n    }\n    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);\n    int count_same_width = 1;\n    while (width_excess > 0.0f && count_same_width < count)\n    {\n        while (count_same_width < count && items[0].Width <= items[count_same_width].Width)\n            count_same_width++;\n        float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);\n        if (max_width_to_remove_per_item <= 0.0f)\n            break;\n        float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);\n        for (int item_n = 0; item_n < count_same_width; item_n++)\n            items[item_n].Width -= width_to_remove_per_item;\n        width_excess -= width_to_remove_per_item * count_same_width;\n    }\n\n    // Round width and redistribute remainder left-to-right (could make it an option of the function?)\n    // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.\n    width_excess = 0.0f;\n    for (int n = 0; n < count; n++)\n    {\n        float width_rounded = ImFloor(items[n].Width);\n        width_excess += items[n].Width - width_rounded;\n        items[n].Width = width_rounded;\n    }\n    if (width_excess > 0.0f)\n        for (int n = 0; n < count; n++)\n            if (items[n].Index < (int)(width_excess + 0.01f))\n                items[n].Width += 1.0f;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ComboBox\n//-------------------------------------------------------------------------\n// - CalcMaxPopupHeightFromItemCount() [Internal]\n// - BeginCombo()\n// - BeginComboPopup() [Internal]\n// - EndCombo()\n// - BeginComboPreview() [Internal]\n// - EndComboPreview() [Internal]\n// - Combo()\n//-------------------------------------------------------------------------\n\nstatic float CalcMaxPopupHeightFromItemCount(int items_count)\n{\n    ImGuiContext& g = *GImGui;\n    if (items_count <= 0)\n        return FLT_MAX;\n    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);\n}\n\nbool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;\n    g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together\n\n    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));\n    const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &bb))\n        return false;\n\n    // Open on click\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n    const ImGuiID popup_id = ImHashStr(\"##ComboPopup\", 0, id);\n    bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);\n    if (pressed && !popup_open)\n    {\n        OpenPopupEx(popup_id, ImGuiPopupFlags_None);\n        popup_open = true;\n    }\n\n    // Render shape\n    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);\n    RenderNavHighlight(bb, id);\n    if (!(flags & ImGuiComboFlags_NoPreview))\n        window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);\n    if (!(flags & ImGuiComboFlags_NoArrowButton))\n    {\n        ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n        ImU32 text_col = GetColorU32(ImGuiCol_Text);\n        window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);\n        if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)\n            RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);\n    }\n    RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);\n\n    // Custom preview\n    if (flags & ImGuiComboFlags_CustomPreview)\n    {\n        g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);\n        IM_ASSERT(preview_value == NULL || preview_value[0] == 0);\n        preview_value = NULL;\n    }\n\n    // Render preview and label\n    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))\n    {\n        if (g.LogEnabled)\n            LogSetNextTextDecoration(\"{\", \"}\");\n        RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);\n    }\n    if (label_size.x > 0)\n        RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);\n\n    if (!popup_open)\n        return false;\n\n    g.NextWindowData.Flags = backup_next_window_data_flags;\n    return BeginComboPopup(popup_id, bb, flags);\n}\n\nbool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags();\n        return false;\n    }\n\n    // Set popup size\n    float w = bb.GetWidth();\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)\n    {\n        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);\n    }\n    else\n    {\n        if ((flags & ImGuiComboFlags_HeightMask_) == 0)\n            flags |= ImGuiComboFlags_HeightRegular;\n        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one\n        int popup_max_height_in_items = -1;\n        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;\n        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;\n        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;\n        SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));\n    }\n\n    // This is essentially a specialized version of BeginPopupEx()\n    char name[16];\n    ImFormatString(name, IM_ARRAYSIZE(name), \"##Combo_%02d\", g.BeginPopupStack.Size); // Recycle windows based on depth\n\n    // Set position given a custom constraint (peak into expected window size so we can position it)\n    // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?\n    // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?\n    if (ImGuiWindow* popup_window = FindWindowByName(name))\n        if (popup_window->WasActive)\n        {\n            // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.\n            ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);\n            popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = \"Below, Toward Left\", Down = \"Below, Toward Right (default)\"\n            ImRect r_outer = GetPopupAllowedExtentRect(popup_window);\n            ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);\n            SetNextWindowPos(pos);\n        }\n\n    // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;\n    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text\n    bool ret = Begin(name, NULL, window_flags);\n    PopStyleVar();\n    if (!ret)\n    {\n        EndPopup();\n        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above\n        return false;\n    }\n    return true;\n}\n\nvoid ImGui::EndCombo()\n{\n    EndPopup();\n}\n\n// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements\n// (Experimental, see GitHub issues: #1658, #4168)\nbool ImGui::BeginComboPreview()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;\n\n    if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result\n        return false;\n    IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?\n    if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional)\n        return false;\n\n    // FIXME: This could be contained in a PushWorkRect() api\n    preview_data->BackupCursorPos = window->DC.CursorPos;\n    preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;\n    preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;\n    preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;\n    preview_data->BackupLayout = window->DC.LayoutType;\n    window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;\n    window->DC.CursorMaxPos = window->DC.CursorPos;\n    window->DC.LayoutType = ImGuiLayoutType_Horizontal;\n    PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);\n\n    return true;\n}\n\nvoid ImGui::EndComboPreview()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;\n\n    // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future\n    ImDrawList* draw_list = window->DrawList;\n    if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)\n        if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command\n        {\n            draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;\n            draw_list->_TryMergeDrawCmds();\n        }\n    PopClipRect();\n    window->DC.CursorPos = preview_data->BackupCursorPos;\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);\n    window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;\n    window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;\n    window->DC.LayoutType = preview_data->BackupLayout;\n    preview_data->PreviewRect = ImRect();\n}\n\n// Getter for the old Combo() API: const char*[]\nstatic bool Items_ArrayGetter(void* data, int idx, const char** out_text)\n{\n    const char* const* items = (const char* const*)data;\n    if (out_text)\n        *out_text = items[idx];\n    return true;\n}\n\n// Getter for the old Combo() API: \"item1\\0item2\\0item3\\0\"\nstatic bool Items_SingleStringGetter(void* data, int idx, const char** out_text)\n{\n    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.\n    const char* items_separated_by_zeros = (const char*)data;\n    int items_count = 0;\n    const char* p = items_separated_by_zeros;\n    while (*p)\n    {\n        if (idx == items_count)\n            break;\n        p += strlen(p) + 1;\n        items_count++;\n    }\n    if (!*p)\n        return false;\n    if (out_text)\n        *out_text = p;\n    return true;\n}\n\n// Old API, prefer using BeginCombo() nowadays if you can.\nbool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Call the getter to obtain the preview string which is a parameter to BeginCombo()\n    const char* preview_value = NULL;\n    if (*current_item >= 0 && *current_item < items_count)\n        items_getter(data, *current_item, &preview_value);\n\n    // The old Combo() API exposed \"popup_max_height_in_items\". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.\n    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))\n        SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));\n\n    if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))\n        return false;\n\n    // Display items\n    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)\n    bool value_changed = false;\n    for (int i = 0; i < items_count; i++)\n    {\n        PushID(i);\n        const bool item_selected = (i == *current_item);\n        const char* item_text;\n        if (!items_getter(data, i, &item_text))\n            item_text = \"*Unknown item*\";\n        if (Selectable(item_text, item_selected))\n        {\n            value_changed = true;\n            *current_item = i;\n        }\n        if (item_selected)\n            SetItemDefaultFocus();\n        PopID();\n    }\n\n    EndCombo();\n\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\n// Combo box helper allowing to pass an array of strings.\nbool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)\n{\n    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);\n    return value_changed;\n}\n\n// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items \"item1\\0item2\\0\"\nbool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)\n{\n    int items_count = 0;\n    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open\n    while (*p)\n    {\n        p += strlen(p) + 1;\n        items_count++;\n    }\n    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);\n    return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Data Type and Data Formatting Helpers [Internal]\n//-------------------------------------------------------------------------\n// - PatchFormatStringFloatToInt()\n// - DataTypeGetInfo()\n// - DataTypeFormatString()\n// - DataTypeApplyOp()\n// - DataTypeApplyOpFromText()\n// - DataTypeClamp()\n// - GetMinimumStepAtDecimalPrecision\n// - RoundScalarWithFormat<>()\n//-------------------------------------------------------------------------\n\nstatic const ImGuiDataTypeInfo GDataTypeInfo[] =\n{\n    { sizeof(char),             \"S8\",   \"%d\",   \"%d\"    },  // ImGuiDataType_S8\n    { sizeof(unsigned char),    \"U8\",   \"%u\",   \"%u\"    },\n    { sizeof(short),            \"S16\",  \"%d\",   \"%d\"    },  // ImGuiDataType_S16\n    { sizeof(unsigned short),   \"U16\",  \"%u\",   \"%u\"    },\n    { sizeof(int),              \"S32\",  \"%d\",   \"%d\"    },  // ImGuiDataType_S32\n    { sizeof(unsigned int),     \"U32\",  \"%u\",   \"%u\"    },\n#ifdef _MSC_VER\n    { sizeof(ImS64),            \"S64\",  \"%I64d\",\"%I64d\" },  // ImGuiDataType_S64\n    { sizeof(ImU64),            \"U64\",  \"%I64u\",\"%I64u\" },\n#else\n    { sizeof(ImS64),            \"S64\",  \"%lld\", \"%lld\"  },  // ImGuiDataType_S64\n    { sizeof(ImU64),            \"U64\",  \"%llu\", \"%llu\"  },\n#endif\n    { sizeof(float),            \"float\", \"%.3f\",\"%f\"    },  // ImGuiDataType_Float (float are promoted to double in va_arg)\n    { sizeof(double),           \"double\",\"%f\",  \"%lf\"   },  // ImGuiDataType_Double\n};\nIM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);\n\n// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was \"%.0f\".\n// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls.\n// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?!\nstatic const char* PatchFormatStringFloatToInt(const char* fmt)\n{\n    if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for \"%.0f\" which is expected to be the most common case.\n        return \"%d\";\n    const char* fmt_start = ImParseFormatFindStart(fmt);    // Find % (if any, and ignore %%)\n    const char* fmt_end = ImParseFormatFindEnd(fmt_start);  // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user).\n    if (fmt_end > fmt_start && fmt_end[-1] == 'f')\n    {\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n        if (fmt_start == fmt && fmt_end[0] == 0)\n            return \"%d\";\n        ImGuiContext& g = *GImGui;\n        ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), \"%.*s%%d%s\", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision.\n        return g.TempBuffer;\n#else\n        IM_ASSERT(0 && \"DragInt(): Invalid format string!\"); // Old versions used a default parameter of \"%.0f\", please replace with e.g. \"%d\"\n#endif\n    }\n    return fmt;\n}\n\nconst ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)\n{\n    IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);\n    return &GDataTypeInfo[data_type];\n}\n\nint ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)\n{\n    // Signedness doesn't matter when pushing integer arguments\n    if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)\n        return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);\n    if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)\n        return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);\n    if (data_type == ImGuiDataType_Float)\n        return ImFormatString(buf, buf_size, format, *(const float*)p_data);\n    if (data_type == ImGuiDataType_Double)\n        return ImFormatString(buf, buf_size, format, *(const double*)p_data);\n    if (data_type == ImGuiDataType_S8)\n        return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);\n    if (data_type == ImGuiDataType_U8)\n        return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);\n    if (data_type == ImGuiDataType_S16)\n        return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);\n    if (data_type == ImGuiDataType_U16)\n        return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);\n    IM_ASSERT(0);\n    return 0;\n}\n\nvoid ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)\n{\n    IM_ASSERT(op == '+' || op == '-');\n    switch (data_type)\n    {\n        case ImGuiDataType_S8:\n            if (op == '+') { *(ImS8*)output  = ImAddClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }\n            if (op == '-') { *(ImS8*)output  = ImSubClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }\n            return;\n        case ImGuiDataType_U8:\n            if (op == '+') { *(ImU8*)output  = ImAddClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }\n            if (op == '-') { *(ImU8*)output  = ImSubClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }\n            return;\n        case ImGuiDataType_S16:\n            if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }\n            if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }\n            return;\n        case ImGuiDataType_U16:\n            if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }\n            if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }\n            return;\n        case ImGuiDataType_S32:\n            if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }\n            if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }\n            return;\n        case ImGuiDataType_U32:\n            if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }\n            if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }\n            return;\n        case ImGuiDataType_S64:\n            if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }\n            if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }\n            return;\n        case ImGuiDataType_U64:\n            if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }\n            if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }\n            return;\n        case ImGuiDataType_Float:\n            if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }\n            if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }\n            return;\n        case ImGuiDataType_Double:\n            if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }\n            if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }\n            return;\n        case ImGuiDataType_COUNT: break;\n    }\n    IM_ASSERT(0);\n}\n\n// User can input math operators (e.g. +100) to edit a numerical values.\n// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..\nbool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format)\n{\n    while (ImCharIsBlankA(*buf))\n        buf++;\n    if (!buf[0])\n        return false;\n\n    // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.\n    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);\n    ImGuiDataTypeTempStorage data_backup;\n    memcpy(&data_backup, p_data, type_info->Size);\n\n    if (format == NULL)\n        format = type_info->ScanFmt;\n\n    if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64 || data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)\n    {\n        // For float/double we have to ignore format with precision (e.g. \"%.2f\") because sscanf doesn't take them in, so force them into %f and %lf\n        if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)\n            format = type_info->ScanFmt;\n        if (sscanf(buf, format, p_data) < 1)\n            return false;\n    }\n    else\n    {\n        // Small types need a 32-bit buffer to receive the result from scanf()\n        int v32;\n        if (sscanf(buf, format, &v32) < 1)\n            return false;\n        if (data_type == ImGuiDataType_S8)\n            *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);\n        else if (data_type == ImGuiDataType_U8)\n            *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);\n        else if (data_type == ImGuiDataType_S16)\n            *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);\n        else if (data_type == ImGuiDataType_U16)\n            *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);\n        else\n            IM_ASSERT(0);\n    }\n\n    return memcmp(&data_backup, p_data, type_info->Size) != 0;\n}\n\ntemplate<typename T>\nstatic int DataTypeCompareT(const T* lhs, const T* rhs)\n{\n    if (*lhs < *rhs) return -1;\n    if (*lhs > *rhs) return +1;\n    return 0;\n}\n\nint ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)\n{\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     return DataTypeCompareT<ImS8  >((const ImS8*  )arg_1, (const ImS8*  )arg_2);\n    case ImGuiDataType_U8:     return DataTypeCompareT<ImU8  >((const ImU8*  )arg_1, (const ImU8*  )arg_2);\n    case ImGuiDataType_S16:    return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);\n    case ImGuiDataType_U16:    return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);\n    case ImGuiDataType_S32:    return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);\n    case ImGuiDataType_U32:    return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);\n    case ImGuiDataType_S64:    return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);\n    case ImGuiDataType_U64:    return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);\n    case ImGuiDataType_Float:  return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);\n    case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return 0;\n}\n\ntemplate<typename T>\nstatic bool DataTypeClampT(T* v, const T* v_min, const T* v_max)\n{\n    // Clamp, both sides are optional, return true if modified\n    if (v_min && *v < *v_min) { *v = *v_min; return true; }\n    if (v_max && *v > *v_max) { *v = *v_max; return true; }\n    return false;\n}\n\nbool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)\n{\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     return DataTypeClampT<ImS8  >((ImS8*  )p_data, (const ImS8*  )p_min, (const ImS8*  )p_max);\n    case ImGuiDataType_U8:     return DataTypeClampT<ImU8  >((ImU8*  )p_data, (const ImU8*  )p_min, (const ImU8*  )p_max);\n    case ImGuiDataType_S16:    return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);\n    case ImGuiDataType_U16:    return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);\n    case ImGuiDataType_S32:    return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);\n    case ImGuiDataType_U32:    return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);\n    case ImGuiDataType_S64:    return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);\n    case ImGuiDataType_U64:    return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);\n    case ImGuiDataType_Float:  return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);\n    case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\nstatic float GetMinimumStepAtDecimalPrecision(int decimal_precision)\n{\n    static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };\n    if (decimal_precision < 0)\n        return FLT_MIN;\n    return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);\n}\n\ntemplate<typename TYPE>\nstatic const char* ImAtoi(const char* src, TYPE* output)\n{\n    int negative = 0;\n    if (*src == '-') { negative = 1; src++; }\n    if (*src == '+') { src++; }\n    TYPE v = 0;\n    while (*src >= '0' && *src <= '9')\n        v = (v * 10) + (*src++ - '0');\n    *output = negative ? -v : v;\n    return src;\n}\n\n// Sanitize format\n// - Zero terminate so extra characters after format (e.g. \"%f123\") don't confuse atof/atoi\n// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.\nstatic void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size)\n{\n    IM_UNUSED(fmt_out_size);\n    const char* fmt_end = ImParseFormatFindEnd(fmt);\n    IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!\n    while (fmt < fmt_end)\n    {\n        char c = *(fmt++);\n        if (c != '\\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.\n            *(fmt_out++) = c;\n    }\n    *fmt_out = 0; // Zero-terminate\n}\n\ntemplate<typename TYPE, typename SIGNEDTYPE>\nTYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)\n{\n    const char* fmt_start = ImParseFormatFindStart(format);\n    if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string\n        return v;\n\n    // Sanitize format\n    char fmt_sanitized[32];\n    SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));\n    fmt_start = fmt_sanitized;\n\n    // Format value with our rounding, and read back\n    char v_str[64];\n    ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);\n    const char* p = v_str;\n    while (*p == ' ')\n        p++;\n    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)\n        v = (TYPE)ImAtof(p);\n    else\n        ImAtoi(p, (SIGNEDTYPE*)&v);\n    return v;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.\n//-------------------------------------------------------------------------\n// - DragBehaviorT<>() [Internal]\n// - DragBehavior() [Internal]\n// - DragScalar()\n// - DragScalarN()\n// - DragFloat()\n// - DragFloat2()\n// - DragFloat3()\n// - DragFloat4()\n// - DragFloatRange2()\n// - DragInt()\n// - DragInt2()\n// - DragInt3()\n// - DragInt4()\n// - DragIntRange2()\n//-------------------------------------------------------------------------\n\n// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nbool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;\n    const bool is_clamped = (v_min < v_max);\n    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;\n    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n\n    // Default tweak speed\n    if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))\n        v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);\n\n    // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings\n    float adjust_delta = 0.0f;\n    if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))\n    {\n        adjust_delta = g.IO.MouseDelta[axis];\n        if (g.IO.KeyAlt)\n            adjust_delta *= 1.0f / 100.0f;\n        if (g.IO.KeyShift)\n            adjust_delta *= 10.0f;\n    }\n    else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n    {\n        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;\n        adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];\n        v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));\n    }\n    adjust_delta *= v_speed;\n\n    // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.\n    if (axis == ImGuiAxis_Y)\n        adjust_delta = -adjust_delta;\n\n    // For logarithmic use our range is effectively 0..1 so scale the delta into that range\n    if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0\n        adjust_delta /= (float)(v_max - v_min);\n\n    // Clear current value on activation\n    // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.\n    bool is_just_activated = g.ActiveIdIsJustActivated;\n    bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));\n    if (is_just_activated || is_already_past_limits_and_pushing_outward)\n    {\n        g.DragCurrentAccum = 0.0f;\n        g.DragCurrentAccumDirty = false;\n    }\n    else if (adjust_delta != 0.0f)\n    {\n        g.DragCurrentAccum += adjust_delta;\n        g.DragCurrentAccumDirty = true;\n    }\n\n    if (!g.DragCurrentAccumDirty)\n        return false;\n\n    TYPE v_cur = *v;\n    FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;\n\n    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true\n    const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)\n    if (is_logarithmic)\n    {\n        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.\n        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;\n        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);\n\n        // Convert to parametric space, apply delta, convert back\n        float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        float v_new_parametric = v_old_parametric + g.DragCurrentAccum;\n        v_cur = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        v_old_ref_for_accum_remainder = v_old_parametric;\n    }\n    else\n    {\n        v_cur += (SIGNEDTYPE)g.DragCurrentAccum;\n    }\n\n    // Round to user desired precision based on format string\n    if (!(flags & ImGuiSliderFlags_NoRoundToFormat))\n        v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_cur);\n\n    // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.\n    g.DragCurrentAccumDirty = false;\n    if (is_logarithmic)\n    {\n        // Convert to parametric space, apply delta, convert back\n        float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);\n    }\n    else\n    {\n        g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);\n    }\n\n    // Lose zero sign for float/double\n    if (v_cur == (TYPE)-0)\n        v_cur = (TYPE)0;\n\n    // Clamp values (+ handle overflow/wrap-around for integer types)\n    if (*v != v_cur && is_clamped)\n    {\n        if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))\n            v_cur = v_min;\n        if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))\n            v_cur = v_max;\n    }\n\n    // Apply result\n    if (*v == v_cur)\n        return false;\n    *v = v_cur;\n    return true;\n}\n\nbool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    // Read imgui.cpp \"API BREAKING CHANGES\" section for 1.78 if you hit this assert.\n    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && \"Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.\");\n\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId == id)\n    {\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])\n            ClearActiveID();\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)\n            ClearActiveID();\n    }\n    if (g.ActiveId != id)\n        return false;\n    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))\n        return false;\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN,  p_max ? *(const ImS8*)p_max  : IM_S8_MAX,  format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }\n    case ImGuiDataType_U8:     { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN,  p_max ? *(const ImU8*)p_max  : IM_U8_MAX,  format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }\n    case ImGuiDataType_S16:    { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }\n    case ImGuiDataType_U16:    { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }\n    case ImGuiDataType_S32:    return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)p_v,  v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);\n    case ImGuiDataType_U32:    return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)p_v,  v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);\n    case ImGuiDataType_S64:    return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)p_v,  v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);\n    case ImGuiDataType_U64:    return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)p_v,  v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);\n    case ImGuiDataType_Float:  return DragBehaviorT<float, float, float >(data_type, (float*)p_v,  v_speed, p_min ? *(const float* )p_min : -FLT_MAX,   p_max ? *(const float* )p_max : FLT_MAX,    format, flags);\n    case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX,   p_max ? *(const double*)p_max : DBL_MAX,    format, flags);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\n// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.\n// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const float w = CalcItemWidth();\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));\n    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n\n    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))\n        return false;\n\n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n    else if (data_type == ImGuiDataType_S32 && strcmp(format, \"%d\") != 0) // (FIXME-LEGACY: Patch old \"%.0f\" format string to use \"%d\", read function more details.)\n        format = PatchFormatStringFloatToInt(format);\n\n    // Tabbing or CTRL-clicking on Drag turns it into an InputText\n    const bool hovered = ItemHoverable(frame_bb, id);\n    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);\n    if (!temp_input_is_active)\n    {\n        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;\n        const bool clicked = (hovered && g.IO.MouseClicked[0]);\n        const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2);\n        if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id)\n        {\n            SetActiveID(id, window);\n            SetFocusID(id, window);\n            FocusWindow(window);\n            g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n            if (temp_input_allowed)\n                if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)\n                    temp_input_is_active = true;\n        }\n\n        // Experimental: simple click (without moving) turns Drag into an InputText\n        if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)\n            if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))\n            {\n                g.NavActivateId = g.NavActivateInputId = id;\n                g.NavActivateFlags = ImGuiActivateFlags_PreferInput;\n                temp_input_is_active = true;\n            }\n    }\n\n    if (temp_input_is_active)\n    {\n        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set\n        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);\n        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);\n    }\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);\n\n    // Drag behavior\n    const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);\n    if (value_changed)\n        MarkItemEdited(id);\n\n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    char value_buf[64];\n    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\n    if (g.LogEnabled)\n        LogSetNextTextDecoration(\"{\", \"}\");\n    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return value_changed;\n}\n\nbool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= DragScalar(\"\", data_type, p_data, v_speed, p_min, p_max, format, flags);\n        PopID();\n        PopItemWidth();\n        p_data = (void*)((char*)p_data + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);\n}\n\n// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.\nbool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    PushID(label);\n    BeginGroup();\n    PushMultiItemsWidths(2, CalcItemWidth());\n\n    float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;\n    float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);\n    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    bool value_changed = DragScalar(\"##min\", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);\n    float max_max = (v_min >= v_max) ? FLT_MAX : v_max;\n    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    value_changed |= DragScalar(\"##max\", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextEx(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\n// NB: v_speed is float to allow adjusting the drag speed with more precision\nbool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);\n}\n\n// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.\nbool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    PushID(label);\n    BeginGroup();\n    PushMultiItemsWidths(2, CalcItemWidth());\n\n    int min_min = (v_min >= v_max) ? INT_MIN : v_min;\n    int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);\n    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    bool value_changed = DragInt(\"##min\", v_current_min, v_speed, min_min, min_max, format, min_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);\n    int max_max = (v_min >= v_max) ? INT_MAX : v_max;\n    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    value_changed |= DragInt(\"##max\", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextEx(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.\nbool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power)\n{\n    ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        IM_ASSERT(p_min != NULL && p_max != NULL);  // When using a power curve the drag needs to have known bounds\n        drag_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags);\n}\n\nbool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power)\n{\n    ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        IM_ASSERT(p_min != NULL && p_max != NULL);  // When using a power curve the drag needs to have known bounds\n        drag_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags);\n}\n\n#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.\n//-------------------------------------------------------------------------\n// - ScaleRatioFromValueT<> [Internal]\n// - ScaleValueFromRatioT<> [Internal]\n// - SliderBehaviorT<>() [Internal]\n// - SliderBehavior() [Internal]\n// - SliderScalar()\n// - SliderScalarN()\n// - SliderFloat()\n// - SliderFloat2()\n// - SliderFloat3()\n// - SliderFloat4()\n// - SliderAngle()\n// - SliderInt()\n// - SliderInt2()\n// - SliderInt3()\n// - SliderInt4()\n// - VSliderScalar()\n// - VSliderFloat()\n// - VSliderInt()\n//-------------------------------------------------------------------------\n\n// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nfloat ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)\n{\n    if (v_min == v_max)\n        return 0.0f;\n    IM_UNUSED(data_type);\n\n    const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);\n    if (is_logarithmic)\n    {\n        bool flipped = v_max < v_min;\n\n        if (flipped) // Handle the case where the range is backwards\n            ImSwap(v_min, v_max);\n\n        // Fudge min/max to avoid getting close to log(0)\n        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;\n        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;\n\n        // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)\n        if ((v_min == 0.0f) && (v_max < 0.0f))\n            v_min_fudged = -logarithmic_zero_epsilon;\n        else if ((v_max == 0.0f) && (v_min < 0.0f))\n            v_max_fudged = -logarithmic_zero_epsilon;\n\n        float result;\n\n        if (v_clamped <= v_min_fudged)\n            result = 0.0f; // Workaround for values that are in-range but below our fudge\n        else if (v_clamped >= v_max_fudged)\n            result = 1.0f; // Workaround for values that are in-range but above our fudge\n        else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions\n        {\n            float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space.  There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)\n            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;\n            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;\n            if (v == 0.0f)\n                result = zero_point_center; // Special case for exactly zero\n            else if (v < 0.0f)\n                result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;\n            else\n                result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));\n        }\n        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider\n            result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));\n        else\n            result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));\n\n        return flipped ? (1.0f - result) : result;\n    }\n\n    // Linear slider\n    return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));\n}\n\n// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nTYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)\n{\n    if (v_min == v_max)\n        return v_min;\n    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n\n    TYPE result;\n    if (is_logarithmic)\n    {\n        // We special-case the extents because otherwise our fudging can lead to \"mathematically correct\" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value\n        if (t <= 0.0f)\n            result = v_min;\n        else if (t >= 1.0f)\n            result = v_max;\n        else\n        {\n            bool flipped = v_max < v_min; // Check if range is \"backwards\"\n\n            // Fudge min/max to avoid getting silly results close to zero\n            FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;\n            FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;\n\n            if (flipped)\n                ImSwap(v_min_fudged, v_max_fudged);\n\n            // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)\n            if ((v_max == 0.0f) && (v_min < 0.0f))\n                v_max_fudged = -logarithmic_zero_epsilon;\n\n            float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range\n\n            if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts\n            {\n                float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space\n                float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;\n                float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;\n                if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)\n                    result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)\n                else if (t_with_flip < zero_point_center)\n                    result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));\n                else\n                    result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));\n            }\n            else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider\n                result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));\n            else\n                result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));\n        }\n    }\n    else\n    {\n        // Linear slider\n        if (is_floating_point)\n        {\n            result = ImLerp(v_min, v_max, t);\n        }\n        else\n        {\n            // - For integer values we want the clicking position to match the grab box so we round above\n            //   This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..\n            // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64\n            //   range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.\n            if (t < 1.0)\n            {\n                FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;\n                result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));\n            }\n            else\n            {\n                result = v_max;\n            }\n        }\n    }\n\n    return result;\n}\n\n// FIXME: Move more of the code into SliderBehavior()\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nbool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;\n    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;\n    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n\n    const float grab_padding = 2.0f;\n    const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;\n    float grab_sz = style.GrabMinSize;\n    SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);\n    if (!is_floating_point && v_range >= 0)                                             // v_range < 0 may happen on integer overflows\n        grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize);  // For integer sliders: if possible have the grab size represent 1 unit\n    grab_sz = ImMin(grab_sz, slider_sz);\n    const float slider_usable_sz = slider_sz - grab_sz;\n    const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;\n    const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;\n\n    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true\n    float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true\n    if (is_logarithmic)\n    {\n        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.\n        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;\n        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);\n        zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);\n    }\n\n    // Process interacting with the slider\n    bool value_changed = false;\n    if (g.ActiveId == id)\n    {\n        bool set_new_value = false;\n        float clicked_t = 0.0f;\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse)\n        {\n            if (!g.IO.MouseDown[0])\n            {\n                ClearActiveID();\n            }\n            else\n            {\n                const float mouse_abs_pos = g.IO.MousePos[axis];\n                clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;\n                if (axis == ImGuiAxis_Y)\n                    clicked_t = 1.0f - clicked_t;\n                set_new_value = true;\n            }\n        }\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        {\n            if (g.ActiveIdIsJustActivated)\n            {\n                g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation\n                g.SliderCurrentAccumDirty = false;\n            }\n\n            const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);\n            float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;\n            if (input_delta != 0.0f)\n            {\n                const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;\n                if (decimal_precision > 0)\n                {\n                    input_delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds\n                    if (IsNavInputDown(ImGuiNavInput_TweakSlow))\n                        input_delta /= 10.0f;\n                }\n                else\n                {\n                    if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))\n                        input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps\n                    else\n                        input_delta /= 100.0f;\n                }\n                if (IsNavInputDown(ImGuiNavInput_TweakFast))\n                    input_delta *= 10.0f;\n\n                g.SliderCurrentAccum += input_delta;\n                g.SliderCurrentAccumDirty = true;\n            }\n\n            float delta = g.SliderCurrentAccum;\n            if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)\n            {\n                ClearActiveID();\n            }\n            else if (g.SliderCurrentAccumDirty)\n            {\n                clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n                if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits\n                {\n                    set_new_value = false;\n                    g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate\n                }\n                else\n                {\n                    set_new_value = true;\n                    float old_clicked_t = clicked_t;\n                    clicked_t = ImSaturate(clicked_t + delta);\n\n                    // Calculate what our \"new\" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator\n                    TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n                    if (!(flags & ImGuiSliderFlags_NoRoundToFormat))\n                        v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_new);\n                    float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n                    if (delta > 0)\n                        g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);\n                    else\n                        g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);\n                }\n\n                g.SliderCurrentAccumDirty = false;\n            }\n        }\n\n        if (set_new_value)\n        {\n            TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n            // Round to user desired precision based on format string\n            if (!(flags & ImGuiSliderFlags_NoRoundToFormat))\n                v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_new);\n\n            // Apply result\n            if (*v != v_new)\n            {\n                *v = v_new;\n                value_changed = true;\n            }\n        }\n    }\n\n    if (slider_sz < 1.0f)\n    {\n        *out_grab_bb = ImRect(bb.Min, bb.Min);\n    }\n    else\n    {\n        // Output grab position so it can be displayed by the caller\n        float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        if (axis == ImGuiAxis_Y)\n            grab_t = 1.0f - grab_t;\n        const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);\n        if (axis == ImGuiAxis_X)\n            *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);\n        else\n            *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);\n    }\n\n    return value_changed;\n}\n\n// For 32-bit and larger types, slider bounds are limited to half the natural type range.\n// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.\n// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.\nbool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)\n{\n    // Read imgui.cpp \"API BREAKING CHANGES\" section for 1.78 if you hit this assert.\n    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && \"Invalid ImGuiSliderFlags flag!  Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.\");\n\n    ImGuiContext& g = *GImGui;\n    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))\n        return false;\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:  { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min,  *(const ImS8*)p_max,  format, flags, out_grab_bb); if (r) *(ImS8*)p_v  = (ImS8)v32;  return r; }\n    case ImGuiDataType_U8:  { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min,  *(const ImU8*)p_max,  format, flags, out_grab_bb); if (r) *(ImU8*)p_v  = (ImU8)v32;  return r; }\n    case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }\n    case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }\n    case ImGuiDataType_S32:\n        IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);\n        return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v,  *(const ImS32*)p_min,  *(const ImS32*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_U32:\n        IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);\n        return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v,  *(const ImU32*)p_min,  *(const ImU32*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_S64:\n        IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);\n        return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v,  *(const ImS64*)p_min,  *(const ImS64*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_U64:\n        IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);\n        return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v,  *(const ImU64*)p_min,  *(const ImU64*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_Float:\n        IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);\n        return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v,  *(const float*)p_min,  *(const float*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_Double:\n        IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);\n        return SliderBehaviorT<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);\n    case ImGuiDataType_COUNT: break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\n// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required.\n// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const float w = CalcItemWidth();\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));\n    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n\n    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))\n        return false;\n\n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n    else if (data_type == ImGuiDataType_S32 && strcmp(format, \"%d\") != 0) // (FIXME-LEGACY: Patch old \"%.0f\" format string to use \"%d\", read function more details.)\n        format = PatchFormatStringFloatToInt(format);\n\n    // Tabbing or CTRL-clicking on Slider turns it into an input box\n    const bool hovered = ItemHoverable(frame_bb, id);\n    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);\n    if (!temp_input_is_active)\n    {\n        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;\n        const bool clicked = (hovered && g.IO.MouseClicked[0]);\n        if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id)\n        {\n            SetActiveID(id, window);\n            SetFocusID(id, window);\n            FocusWindow(window);\n            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n            if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id))\n                temp_input_is_active = true;\n        }\n    }\n\n    if (temp_input_is_active)\n    {\n        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set\n        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;\n        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);\n    }\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);\n\n    // Slider behavior\n    ImRect grab_bb;\n    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);\n    if (value_changed)\n        MarkItemEdited(id);\n\n    // Render grab\n    if (grab_bb.Max.x > grab_bb.Min.x)\n        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);\n\n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    char value_buf[64];\n    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\n    if (g.LogEnabled)\n        LogSetNextTextDecoration(\"{\", \"}\");\n    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return value_changed;\n}\n\n// Add multiple sliders on 1 line for compact edition of multiple components\nbool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= SliderScalar(\"\", data_type, v, v_min, v_max, format, flags);\n        PopID();\n        PopItemWidth();\n        v = (void*)((char*)v + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)\n{\n    if (format == NULL)\n        format = \"%.0f deg\";\n    float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);\n    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);\n    *v_rad = v_deg * (2 * IM_PI) / 360.0f;\n    return value_changed;\n}\n\nbool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n\n    ItemSize(bb, style.FramePadding.y);\n    if (!ItemAdd(frame_bb, id))\n        return false;\n\n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n    else if (data_type == ImGuiDataType_S32 && strcmp(format, \"%d\") != 0) // (FIXME-LEGACY: Patch old \"%.0f\" format string to use \"%d\", read function more details.)\n        format = PatchFormatStringFloatToInt(format);\n\n    const bool hovered = ItemHoverable(frame_bb, id);\n    if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id)\n    {\n        SetActiveID(id, window);\n        SetFocusID(id, window);\n        FocusWindow(window);\n        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);\n    }\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);\n\n    // Slider behavior\n    ImRect grab_bb;\n    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);\n    if (value_changed)\n        MarkItemEdited(id);\n\n    // Render grab\n    if (grab_bb.Max.y > grab_bb.Min.y)\n        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);\n\n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    // For the vertical slider we allow centered text to overlap the frame padding\n    char value_buf[64];\n    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\n    RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f));\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    return value_changed;\n}\n\nbool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.\nbool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power)\n{\n    ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        slider_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags);\n}\n\nbool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power)\n{\n    ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        slider_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags);\n}\n\n#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.\n//-------------------------------------------------------------------------\n// - ImParseFormatFindStart() [Internal]\n// - ImParseFormatFindEnd() [Internal]\n// - ImParseFormatTrimDecorations() [Internal]\n// - ImParseFormatPrecision() [Internal]\n// - TempInputTextScalar() [Internal]\n// - InputScalar()\n// - InputScalarN()\n// - InputFloat()\n// - InputFloat2()\n// - InputFloat3()\n// - InputFloat4()\n// - InputInt()\n// - InputInt2()\n// - InputInt3()\n// - InputInt4()\n// - InputDouble()\n//-------------------------------------------------------------------------\n\n// We don't use strchr() because our strings are usually very short and often start with '%'\nconst char* ImParseFormatFindStart(const char* fmt)\n{\n    while (char c = fmt[0])\n    {\n        if (c == '%' && fmt[1] != '%')\n            return fmt;\n        else if (c == '%')\n            fmt++;\n        fmt++;\n    }\n    return fmt;\n}\n\nconst char* ImParseFormatFindEnd(const char* fmt)\n{\n    // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.\n    if (fmt[0] != '%')\n        return fmt;\n    const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));\n    const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));\n    for (char c; (c = *fmt) != 0; fmt++)\n    {\n        if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)\n            return fmt + 1;\n        if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)\n            return fmt + 1;\n    }\n    return fmt;\n}\n\n// Extract the format out of a format string with leading or trailing decorations\n//  fmt = \"blah blah\"  -> return fmt\n//  fmt = \"%.3f\"       -> return fmt\n//  fmt = \"hello %.3f\" -> return fmt + 6\n//  fmt = \"%.3f hello\" -> return buf written with \"%.3f\"\nconst char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)\n{\n    const char* fmt_start = ImParseFormatFindStart(fmt);\n    if (fmt_start[0] != '%')\n        return fmt;\n    const char* fmt_end = ImParseFormatFindEnd(fmt_start);\n    if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.\n        return fmt_start;\n    ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));\n    return buf;\n}\n\n// Parse display precision back from the display format string\n// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.\nint ImParseFormatPrecision(const char* fmt, int default_precision)\n{\n    fmt = ImParseFormatFindStart(fmt);\n    if (fmt[0] != '%')\n        return default_precision;\n    fmt++;\n    while (*fmt >= '0' && *fmt <= '9')\n        fmt++;\n    int precision = INT_MAX;\n    if (*fmt == '.')\n    {\n        fmt = ImAtoi<int>(fmt + 1, &precision);\n        if (precision < 0 || precision > 99)\n            precision = default_precision;\n    }\n    if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation\n        precision = -1;\n    if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)\n        precision = -1;\n    return (precision == INT_MAX) ? default_precision : precision;\n}\n\n// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)\n// FIXME: Facilitate using this in variety of other situations.\nbool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)\n{\n    // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.\n    // We clear ActiveID on the first frame to allow the InputText() taking it back.\n    ImGuiContext& g = *GImGui;\n    const bool init = (g.TempInputId != id);\n    if (init)\n        ClearActiveID();\n\n    g.CurrentWindow->DC.CursorPos = bb.Min;\n    bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);\n    if (init)\n    {\n        // First frame we started displaying the InputText widget, we expect it to take the active id.\n        IM_ASSERT(g.ActiveId == id);\n        g.TempInputId = g.ActiveId;\n    }\n    return value_changed;\n}\n\n// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!\n// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.\n// However this may not be ideal for all uses, as some user code may break on out of bound values.\nbool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)\n{\n    char fmt_buf[32];\n    char data_buf[32];\n    format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));\n    DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);\n    ImStrTrimBlanks(data_buf);\n\n    ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;\n    flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);\n    bool value_changed = false;\n    if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))\n    {\n        // Backup old value\n        size_t data_type_size = DataTypeGetInfo(data_type)->Size;\n        ImGuiDataTypeTempStorage data_backup;\n        memcpy(&data_backup, p_data, data_type_size);\n\n        // Apply new value (or operations) then clamp\n        DataTypeApplyFromText(data_buf, data_type, p_data, NULL);\n        if (p_clamp_min || p_clamp_max)\n        {\n            if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)\n                ImSwap(p_clamp_min, p_clamp_max);\n            DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);\n        }\n\n        // Only mark as edited if new value is different\n        value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;\n        if (value_changed)\n            MarkItemEdited(id);\n    }\n    return value_changed;\n}\n\n// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.\n// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n\n    char buf[64];\n    DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);\n\n    bool value_changed = false;\n    if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)\n        flags |= ImGuiInputTextFlags_CharsDecimal;\n    flags |= ImGuiInputTextFlags_AutoSelectAll;\n    flags |= ImGuiInputTextFlags_NoMarkEdited;  // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.\n\n    if (p_step != NULL)\n    {\n        const float button_size = GetFrameHeight();\n\n        BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()\n        PushID(label);\n        SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));\n        if (InputText(\"\", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + \"\" gives us the expected ID from outside point of view\n            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);\n\n        // Step buttons\n        const ImVec2 backup_frame_padding = style.FramePadding;\n        style.FramePadding.x = style.FramePadding.y;\n        ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;\n        if (flags & ImGuiInputTextFlags_ReadOnly)\n            BeginDisabled();\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"-\", ImVec2(button_size, button_size), button_flags))\n        {\n            DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);\n            value_changed = true;\n        }\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"+\", ImVec2(button_size, button_size), button_flags))\n        {\n            DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);\n            value_changed = true;\n        }\n        if (flags & ImGuiInputTextFlags_ReadOnly)\n            EndDisabled();\n\n        const char* label_end = FindRenderedTextEnd(label);\n        if (label != label_end)\n        {\n            SameLine(0, style.ItemInnerSpacing.x);\n            TextEx(label, label_end);\n        }\n        style.FramePadding = backup_frame_padding;\n\n        PopID();\n        EndGroup();\n    }\n    else\n    {\n        if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))\n            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);\n    }\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\nbool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= InputScalar(\"\", data_type, p_data, p_step, p_step_fast, format, flags);\n        PopID();\n        PopItemWidth();\n        p_data = (void*)((char*)p_data + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0.0f, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    flags |= ImGuiInputTextFlags_CharsScientific;\n    return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);\n}\n\nbool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)\n{\n    // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.\n    const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? \"%08X\" : \"%d\";\n    return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);\n}\n\nbool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    flags |= ImGuiInputTextFlags_CharsScientific;\n    return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint\n//-------------------------------------------------------------------------\n// - InputText()\n// - InputTextWithHint()\n// - InputTextMultiline()\n// - InputTextGetCharInfo() [Internal]\n// - InputTextReindexLines() [Internal]\n// - InputTextReindexLinesRange() [Internal]\n// - InputTextEx() [Internal]\n//-------------------------------------------------------------------------\n\nbool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()\n    return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);\n}\n\nbool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);\n}\n\nbool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()\n    return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);\n}\n\nstatic int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)\n{\n    int line_count = 0;\n    const char* s = text_begin;\n    while (char c = *s++) // We are only matching for \\n so we can ignore UTF-8 decoding\n        if (c == '\\n')\n            line_count++;\n    s--;\n    if (s[0] != '\\n' && s[0] != '\\r')\n        line_count++;\n    *out_text_end = s;\n    return line_count;\n}\n\nstatic ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)\n{\n    ImGuiContext& g = *GImGui;\n    ImFont* font = g.Font;\n    const float line_height = g.FontSize;\n    const float scale = line_height / font->FontSize;\n\n    ImVec2 text_size = ImVec2(0, 0);\n    float line_width = 0.0f;\n\n    const ImWchar* s = text_begin;\n    while (s < text_end)\n    {\n        unsigned int c = (unsigned int)(*s++);\n        if (c == '\\n')\n        {\n            text_size.x = ImMax(text_size.x, line_width);\n            text_size.y += line_height;\n            line_width = 0.0f;\n            if (stop_on_new_line)\n                break;\n            continue;\n        }\n        if (c == '\\r')\n            continue;\n\n        const float char_width = font->GetCharAdvance((ImWchar)c) * scale;\n        line_width += char_width;\n    }\n\n    if (text_size.x < line_width)\n        text_size.x = line_width;\n\n    if (out_offset)\n        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \\n\n\n    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \\n\n        text_size.y += line_height;\n\n    if (remaining)\n        *remaining = s;\n\n    return text_size;\n}\n\n// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)\nnamespace ImStb\n{\n\nstatic int     STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj)                             { return obj->CurLenW; }\nstatic ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx)                      { return obj->TextW[idx]; }\nstatic float   STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }\nstatic int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x200000 ? 0 : key; }\nstatic ImWchar STB_TEXTEDIT_NEWLINE = '\\n';\nstatic void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)\n{\n    const ImWchar* text = obj->TextW.Data;\n    const ImWchar* text_remaining = NULL;\n    const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);\n    r->x0 = 0.0f;\n    r->x1 = size.x;\n    r->baseline_y_delta = size.y;\n    r->ymin = 0.0f;\n    r->ymax = size.y;\n    r->num_chars = (int)(text_remaining - (text + line_start_idx));\n}\n\n// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.\nstatic bool is_separator(unsigned int c)                                        { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\\n' || c=='\\r'; }\nstatic int  is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)      { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }\nstatic int  is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)       { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; }\nstatic int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx)   { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }\nstatic int  STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }\n#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL    // They need to be #define for stb_textedit.h\n#ifdef __APPLE__    // FIXME: Move setting to IO structure\n#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_MAC\n#else\nstatic int  STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }\n#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_WIN\n#endif\n\nstatic void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)\n{\n    ImWchar* dst = obj->TextW.Data + pos;\n\n    // We maintain our buffer length in both UTF-8 and wchar formats\n    obj->Edited = true;\n    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);\n    obj->CurLenW -= n;\n\n    // Offset remaining text (FIXME-OPT: Use memmove)\n    const ImWchar* src = obj->TextW.Data + pos + n;\n    while (ImWchar c = *src++)\n        *dst++ = c;\n    *dst = '\\0';\n}\n\nstatic bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len)\n{\n    const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;\n    const int text_len = obj->CurLenW;\n    IM_ASSERT(pos <= text_len);\n\n    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);\n    if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))\n        return false;\n\n    // Grow internal buffer if needed\n    if (new_text_len + text_len + 1 > obj->TextW.Size)\n    {\n        if (!is_resizable)\n            return false;\n        IM_ASSERT(text_len < obj->TextW.Size);\n        obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);\n    }\n\n    ImWchar* text = obj->TextW.Data;\n    if (pos != text_len)\n        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));\n    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));\n\n    obj->Edited = true;\n    obj->CurLenW += new_text_len;\n    obj->CurLenA += new_text_len_utf8;\n    obj->TextW[obj->CurLenW] = '\\0';\n\n    return true;\n}\n\n// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)\n#define STB_TEXTEDIT_K_LEFT         0x200000 // keyboard input to move cursor left\n#define STB_TEXTEDIT_K_RIGHT        0x200001 // keyboard input to move cursor right\n#define STB_TEXTEDIT_K_UP           0x200002 // keyboard input to move cursor up\n#define STB_TEXTEDIT_K_DOWN         0x200003 // keyboard input to move cursor down\n#define STB_TEXTEDIT_K_LINESTART    0x200004 // keyboard input to move cursor to start of line\n#define STB_TEXTEDIT_K_LINEEND      0x200005 // keyboard input to move cursor to end of line\n#define STB_TEXTEDIT_K_TEXTSTART    0x200006 // keyboard input to move cursor to start of text\n#define STB_TEXTEDIT_K_TEXTEND      0x200007 // keyboard input to move cursor to end of text\n#define STB_TEXTEDIT_K_DELETE       0x200008 // keyboard input to delete selection or character under cursor\n#define STB_TEXTEDIT_K_BACKSPACE    0x200009 // keyboard input to delete selection or character left of cursor\n#define STB_TEXTEDIT_K_UNDO         0x20000A // keyboard input to perform undo\n#define STB_TEXTEDIT_K_REDO         0x20000B // keyboard input to perform redo\n#define STB_TEXTEDIT_K_WORDLEFT     0x20000C // keyboard input to move cursor left one word\n#define STB_TEXTEDIT_K_WORDRIGHT    0x20000D // keyboard input to move cursor right one word\n#define STB_TEXTEDIT_K_PGUP         0x20000E // keyboard input to move cursor up a page\n#define STB_TEXTEDIT_K_PGDOWN       0x20000F // keyboard input to move cursor down a page\n#define STB_TEXTEDIT_K_SHIFT        0x400000\n\n#define STB_TEXTEDIT_IMPLEMENTATION\n#include \"imstb_textedit.h\"\n\n// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling\n// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)\nstatic void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)\n{\n    stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);\n    ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);\n    if (text_len <= 0)\n        return;\n    if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))\n    {\n        state->cursor = text_len;\n        state->has_preferred_x = 0;\n        return;\n    }\n    IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()\n}\n\n} // namespace ImStb\n\nvoid ImGuiInputTextState::OnKeyPressed(int key)\n{\n    stb_textedit_key(this, &Stb, key);\n    CursorFollow = true;\n    CursorAnimReset();\n}\n\nImGuiInputTextCallbackData::ImGuiInputTextCallbackData()\n{\n    memset(this, 0, sizeof(*this));\n}\n\n// Public API to manipulate UTF-8 text\n// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)\n// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.\nvoid ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)\n{\n    IM_ASSERT(pos + bytes_count <= BufTextLen);\n    char* dst = Buf + pos;\n    const char* src = Buf + pos + bytes_count;\n    while (char c = *src++)\n        *dst++ = c;\n    *dst = '\\0';\n\n    if (CursorPos >= pos + bytes_count)\n        CursorPos -= bytes_count;\n    else if (CursorPos >= pos)\n        CursorPos = pos;\n    SelectionStart = SelectionEnd = CursorPos;\n    BufDirty = true;\n    BufTextLen -= bytes_count;\n}\n\nvoid ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)\n{\n    const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;\n    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);\n    if (new_text_len + BufTextLen >= BufSize)\n    {\n        if (!is_resizable)\n            return;\n\n        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)\n        ImGuiContext& g = *GImGui;\n        ImGuiInputTextState* edit_state = &g.InputTextState;\n        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);\n        IM_ASSERT(Buf == edit_state->TextA.Data);\n        int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;\n        edit_state->TextA.reserve(new_buf_size + 1);\n        Buf = edit_state->TextA.Data;\n        BufSize = edit_state->BufCapacityA = new_buf_size;\n    }\n\n    if (BufTextLen != pos)\n        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));\n    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));\n    Buf[BufTextLen + new_text_len] = '\\0';\n\n    if (CursorPos >= pos)\n        CursorPos += new_text_len;\n    SelectionStart = SelectionEnd = CursorPos;\n    BufDirty = true;\n    BufTextLen += new_text_len;\n}\n\n// Return false to discard a character.\nstatic bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)\n{\n    IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);\n    unsigned int c = *p_char;\n\n    // Filter non-printable (NB: isprint is unreliable! see #2467)\n    bool apply_named_filters = true;\n    if (c < 0x20)\n    {\n        bool pass = false;\n        pass |= (c == '\\n' && (flags & ImGuiInputTextFlags_Multiline));\n        pass |= (c == '\\t' && (flags & ImGuiInputTextFlags_AllowTabInput));\n        if (!pass)\n            return false;\n        apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.\n    }\n\n    if (input_source != ImGuiInputSource_Clipboard)\n    {\n        // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)\n        if (c == 127)\n            return false;\n\n        // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)\n        if (c >= 0xE000 && c <= 0xF8FF)\n            return false;\n    }\n\n    // Filter Unicode ranges we are not handling in this build\n    if (c > IM_UNICODE_CODEPOINT_MAX)\n        return false;\n\n    // Generic named filters\n    if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)))\n    {\n        // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, \"de_DE.UTF-8\");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.\n        // The standard mandate that programs starts in the \"C\" locale where the decimal point is '.'.\n        // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.\n        // Change the default decimal_point with:\n        //   ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;\n        // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.\n        ImGuiContext& g = *GImGui;\n        const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint;\n\n        // Allow 0-9 . - + * /\n        if (flags & ImGuiInputTextFlags_CharsDecimal)\n            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))\n                return false;\n\n        // Allow 0-9 . - + * / e E\n        if (flags & ImGuiInputTextFlags_CharsScientific)\n            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))\n                return false;\n\n        // Allow 0-9 a-F A-F\n        if (flags & ImGuiInputTextFlags_CharsHexadecimal)\n            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))\n                return false;\n\n        // Turn a-z into A-Z\n        if (flags & ImGuiInputTextFlags_CharsUppercase)\n            if (c >= 'a' && c <= 'z')\n                *p_char = (c += (unsigned int)('A' - 'a'));\n\n        if (flags & ImGuiInputTextFlags_CharsNoBlank)\n            if (ImCharIsBlankW(c))\n                return false;\n    }\n\n    // Custom callback filter\n    if (flags & ImGuiInputTextFlags_CallbackCharFilter)\n    {\n        ImGuiInputTextCallbackData callback_data;\n        memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));\n        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;\n        callback_data.EventChar = (ImWchar)c;\n        callback_data.Flags = flags;\n        callback_data.UserData = user_data;\n        if (callback(&callback_data) != 0)\n            return false;\n        *p_char = callback_data.EventChar;\n        if (!callback_data.EventChar)\n            return false;\n    }\n\n    return true;\n}\n\n// Edit a string of text\n// - buf_size account for the zero-terminator, so a buf_size of 6 can hold \"Hello\" but not \"Hello!\".\n//   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match\n//   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.\n// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.\n// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h\n// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are\n//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)\nbool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT(buf != NULL && buf_size >= 0);\n    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline)));        // Can't use both together (they both use up/down keys)\n    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)\n\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    const ImGuiStyle& style = g.Style;\n\n    const bool RENDER_SELECTION_WHEN_INACTIVE = false;\n    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;\n    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;\n    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;\n    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;\n    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;\n    if (is_resizable)\n        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!\n\n    if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)\n        BeginGroup();\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line\n    const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);\n\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);\n\n    ImGuiWindow* draw_window = window;\n    ImVec2 inner_size = frame_size;\n    ImGuiItemStatusFlags item_status_flags = 0;\n    ImGuiLastItemData item_data_backup;\n    if (is_multiline)\n    {\n        ImVec2 backup_pos = window->DC.CursorPos;\n        ItemSize(total_bb, style.FramePadding.y);\n        if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))\n        {\n            EndGroup();\n            return false;\n        }\n        item_status_flags = g.LastItemData.StatusFlags;\n        item_data_backup = g.LastItemData;\n        window->DC.CursorPos = backup_pos;\n\n        // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.\n        // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.\n        PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);\n        PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);\n        PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);\n        PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges\n        bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);\n        PopStyleVar(3);\n        PopStyleColor();\n        if (!child_visible)\n        {\n            EndChild();\n            EndGroup();\n            return false;\n        }\n        draw_window = g.CurrentWindow; // Child window\n        draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can \"enter\" into it.\n        draw_window->DC.CursorPos += style.FramePadding;\n        inner_size.x -= draw_window->ScrollbarSizes.x;\n    }\n    else\n    {\n        // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)\n        ItemSize(total_bb, style.FramePadding.y);\n        if (!(flags & ImGuiInputTextFlags_MergedItem))\n            if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))\n                return false;\n        item_status_flags = g.LastItemData.StatusFlags;\n    }\n    const bool hovered = ItemHoverable(frame_bb, id);\n    if (hovered)\n        g.MouseCursor = ImGuiMouseCursor_TextInput;\n\n    // We are only allowed to access the state if we are already the active widget.\n    ImGuiInputTextState* state = GetInputTextState(id);\n\n    const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;\n    const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));\n\n    const bool user_clicked = hovered && io.MouseClicked[0];\n    const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);\n    const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);\n    bool clear_active_id = false;\n    bool select_all = false;\n\n    float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;\n\n    const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);\n    const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing);\n    const bool init_state = (init_make_active || user_scroll_active);\n    if ((init_state && g.ActiveId != id) || init_changed_specs)\n    {\n        // Access state even if we don't own it yet.\n        state = &g.InputTextState;\n        state->CursorAnimReset();\n\n        // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)\n        // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)\n        const int buf_len = (int)strlen(buf);\n        state->InitialTextA.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.\n        memcpy(state->InitialTextA.Data, buf, buf_len + 1);\n\n        // Start edition\n        const char* buf_end = NULL;\n        state->TextW.resize(buf_size + 1);          // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.\n        state->TextA.resize(0);\n        state->TextAIsValid = false;                // TextA is not valid yet (we will display buf until then)\n        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);\n        state->CurLenA = (int)(buf_end - buf);      // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.\n\n        // Preserve cursor position and undo/redo stack if we come back to same widget\n        // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.\n        const bool recycle_state = (state->ID == id && !init_changed_specs);\n        if (recycle_state)\n        {\n            // Recycle existing cursor/selection/undo stack but clamp position\n            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.\n            state->CursorClamp();\n        }\n        else\n        {\n            state->ID = id;\n            state->ScrollX = 0.0f;\n            stb_textedit_initialize_state(&state->Stb, !is_multiline);\n        }\n\n        if (!is_multiline)\n        {\n            if (flags & ImGuiInputTextFlags_AutoSelectAll)\n                select_all = true;\n            if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))\n                select_all = true;\n            if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl))\n                select_all = true;\n        }\n\n        if (flags & ImGuiInputTextFlags_AlwaysOverwrite)\n            state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)\n    }\n\n    if (g.ActiveId != id && init_make_active)\n    {\n        IM_ASSERT(state && state->ID == id);\n        SetActiveID(id, window);\n        SetFocusID(id, window);\n        FocusWindow(window);\n\n        // Declare our inputs\n        IM_ASSERT(ImGuiNavInput_COUNT < 32);\n        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n        if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))\n            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);\n        g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);\n        SetActiveIdUsingKey(ImGuiKey_Home);\n        SetActiveIdUsingKey(ImGuiKey_End);\n        if (is_multiline)\n        {\n            SetActiveIdUsingKey(ImGuiKey_PageUp);\n            SetActiveIdUsingKey(ImGuiKey_PageDown);\n        }\n        if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \\t character.\n        {\n            SetActiveIdUsingKey(ImGuiKey_Tab);\n        }\n    }\n\n    // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)\n    if (g.ActiveId == id && state == NULL)\n        ClearActiveID();\n\n    // Release focus when we click outside\n    if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560\n        clear_active_id = true;\n\n    // Lock the decision of whether we are going to take the path displaying the cursor or selection\n    const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);\n    bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);\n    bool value_changed = false;\n    bool enter_pressed = false;\n\n    // When read-only we always use the live data passed to the function\n    // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(\n    if (is_readonly && state != NULL && (render_cursor || render_selection))\n    {\n        const char* buf_end = NULL;\n        state->TextW.resize(buf_size + 1);\n        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);\n        state->CurLenA = (int)(buf_end - buf);\n        state->CursorClamp();\n        render_selection &= state->HasSelection();\n    }\n\n    // Select the buffer to render.\n    const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;\n    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);\n\n    // Password pushes a temporary font with only a fallback glyph\n    if (is_password && !is_displaying_hint)\n    {\n        const ImFontGlyph* glyph = g.Font->FindGlyph('*');\n        ImFont* password_font = &g.InputTextPasswordFont;\n        password_font->FontSize = g.Font->FontSize;\n        password_font->Scale = g.Font->Scale;\n        password_font->Ascent = g.Font->Ascent;\n        password_font->Descent = g.Font->Descent;\n        password_font->ContainerAtlas = g.Font->ContainerAtlas;\n        password_font->FallbackGlyph = glyph;\n        password_font->FallbackAdvanceX = glyph->AdvanceX;\n        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());\n        PushFont(password_font);\n    }\n\n    // Process mouse inputs and character inputs\n    int backup_current_text_length = 0;\n    if (g.ActiveId == id)\n    {\n        IM_ASSERT(state != NULL);\n        backup_current_text_length = state->CurLenA;\n        state->Edited = false;\n        state->BufCapacityA = buf_size;\n        state->Flags = flags;\n\n        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.\n        // Down the line we should have a cleaner library-wide concept of Selected vs Active.\n        g.ActiveIdAllowOverlap = !io.MouseDown[0];\n        g.WantTextInputNextFrame = 1;\n\n        // Edit in progress\n        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;\n        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));\n\n        const bool is_osx = io.ConfigMacOSXBehaviors;\n        if (select_all)\n        {\n            state->SelectAll();\n            state->SelectedAllMouseLock = true;\n        }\n        else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)\n        {\n            stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);\n            const int multiclick_count = (io.MouseClickedCount[0] - 2);\n            if ((multiclick_count % 2) == 0)\n            {\n                // Double-click: Select word\n                // We always use the \"Mac\" word advance for double-click select vs CTRL+Right which use the platform dependent variant:\n                // FIXME: There are likely many ways to improve this behavior, but there's no \"right\" behavior (depends on use-case, software, OS)\n                const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\\n';\n                if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);\n                //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);\n                if (!STB_TEXT_HAS_SELECTION(&state->Stb))\n                    ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb);\n                state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor);\n                state->Stb.select_end = state->Stb.cursor;\n                ImStb::stb_textedit_clamp(state, &state->Stb);\n            }\n            else\n            {\n                // Triple-click: Select line\n                const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\\n';\n                state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);\n                state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);\n                state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);\n                if (!is_eol && is_multiline)\n                {\n                    ImSwap(state->Stb.select_start, state->Stb.select_end);\n                    state->Stb.cursor = state->Stb.select_end;\n                }\n                state->CursorFollow = false;\n            }\n            state->CursorAnimReset();\n        }\n        else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)\n        {\n            // FIXME: unselect on late click could be done release?\n            if (hovered)\n            {\n                stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);\n                state->CursorAnimReset();\n            }\n        }\n        else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))\n        {\n            stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);\n            state->CursorAnimReset();\n            state->CursorFollow = true;\n        }\n        if (state->SelectedAllMouseLock && !io.MouseDown[0])\n            state->SelectedAllMouseLock = false;\n\n        // It is ill-defined whether the backend needs to send a \\t character when pressing the TAB keys.\n        // Win32 and GLFW naturally do it but not SDL.\n        const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);\n        if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)\n            if (!io.InputQueueCharacters.contains('\\t'))\n            {\n                unsigned int c = '\\t'; // Insert TAB\n                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))\n                    state->OnKeyPressed((int)c);\n            }\n\n        // Process regular text input (before we check for Return because using some IME will effectively send a Return?)\n        // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.\n        if (io.InputQueueCharacters.Size > 0)\n        {\n            if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)\n                for (int n = 0; n < io.InputQueueCharacters.Size; n++)\n                {\n                    // Insert character if they pass filtering\n                    unsigned int c = (unsigned int)io.InputQueueCharacters[n];\n                    if (c == '\\t' && io.KeyShift)\n                        continue;\n                    if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))\n                        state->OnKeyPressed((int)c);\n                }\n\n            // Consume characters\n            io.InputQueueCharacters.resize(0);\n        }\n    }\n\n    // Process other shortcuts/key-presses\n    bool cancel_edit = false;\n    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)\n    {\n        IM_ASSERT(state != NULL);\n        IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && \"Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods\"); // We rarely do this check, but if anything let's do it here.\n\n        const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);\n        state->Stb.row_count_per_page = row_count_per_page;\n\n        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);\n        const bool is_osx = io.ConfigMacOSXBehaviors;\n        const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift));\n        const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl\n        const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End\n        const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl);\n        const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift);\n        const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl);\n\n        const bool is_cut   = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());\n        const bool is_copy  = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());\n        const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly;\n        const bool is_undo  = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable);\n        const bool is_redo  = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;\n\n        // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.\n        const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);\n        const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);\n        const bool is_cancel   = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);\n\n        if (IsKeyPressed(ImGuiKey_LeftArrow))                        { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_RightArrow))                  { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline)      { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }\n        else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline)    { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }\n        else if (IsKeyPressed(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)\n        {\n            if (!state->HasSelection())\n            {\n                if (is_wordmove_key_down)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);\n                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);\n            }\n            state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);\n        }\n        else if (is_validate_enter)\n        {\n            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;\n            if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))\n            {\n                enter_pressed = clear_active_id = true;\n            }\n            else if (!is_readonly)\n            {\n                unsigned int c = '\\n'; // Insert new line\n                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))\n                    state->OnKeyPressed((int)c);\n            }\n        }\n        else if (is_validate_nav)\n        {\n            IM_ASSERT(!is_validate_enter);\n            enter_pressed = clear_active_id = true;\n        }\n        else if (is_cancel)\n        {\n            clear_active_id = cancel_edit = true;\n        }\n        else if (is_undo || is_redo)\n        {\n            state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);\n            state->ClearSelection();\n        }\n        else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A))\n        {\n            state->SelectAll();\n            state->CursorFollow = true;\n        }\n        else if (is_cut || is_copy)\n        {\n            // Cut, Copy\n            if (io.SetClipboardTextFn)\n            {\n                const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;\n                const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;\n                const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;\n                char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char));\n                ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);\n                SetClipboardText(clipboard_data);\n                MemFree(clipboard_data);\n            }\n            if (is_cut)\n            {\n                if (!state->HasSelection())\n                    state->SelectAll();\n                state->CursorFollow = true;\n                stb_textedit_cut(state, &state->Stb);\n            }\n        }\n        else if (is_paste)\n        {\n            if (const char* clipboard = GetClipboardText())\n            {\n                // Filter pasted buffer\n                const int clipboard_len = (int)strlen(clipboard);\n                ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar));\n                int clipboard_filtered_len = 0;\n                for (const char* s = clipboard; *s; )\n                {\n                    unsigned int c;\n                    s += ImTextCharFromUtf8(&c, s, NULL);\n                    if (c == 0)\n                        break;\n                    if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))\n                        continue;\n                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;\n                }\n                clipboard_filtered[clipboard_filtered_len] = 0;\n                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation\n                {\n                    stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);\n                    state->CursorFollow = true;\n                }\n                MemFree(clipboard_filtered);\n            }\n        }\n\n        // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.\n        render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);\n    }\n\n    // Process callbacks and apply result back to user's buffer.\n    const char* apply_new_text = NULL;\n    int apply_new_text_length = 0;\n    if (g.ActiveId == id)\n    {\n        IM_ASSERT(state != NULL);\n        if (cancel_edit)\n        {\n            // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.\n            if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)\n            {\n                // Push records into the undo stack so we can CTRL+Z the revert operation itself\n                apply_new_text = state->InitialTextA.Data;\n                apply_new_text_length = state->InitialTextA.Size - 1;\n                ImVector<ImWchar> w_text;\n                if (apply_new_text_length > 0)\n                {\n                    w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1);\n                    ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length);\n                }\n                stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0);\n            }\n        }\n\n        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.\n        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.\n        // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).\n        bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);\n        if (apply_edit_back_to_user_buffer)\n        {\n            // Apply new value immediately - copy modified buffer back\n            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer\n            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.\n            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.\n            if (!is_readonly)\n            {\n                state->TextAIsValid = true;\n                state->TextA.resize(state->TextW.Size * 4 + 1);\n                ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);\n            }\n\n            // User callback\n            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)\n            {\n                IM_ASSERT(callback != NULL);\n\n                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.\n                ImGuiInputTextFlags event_flag = 0;\n                ImGuiKey event_key = ImGuiKey_None;\n                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackCompletion;\n                    event_key = ImGuiKey_Tab;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackHistory;\n                    event_key = ImGuiKey_UpArrow;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackHistory;\n                    event_key = ImGuiKey_DownArrow;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackEdit;\n                }\n                else if (flags & ImGuiInputTextFlags_CallbackAlways)\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackAlways;\n                }\n\n                if (event_flag)\n                {\n                    ImGuiInputTextCallbackData callback_data;\n                    memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));\n                    callback_data.EventFlag = event_flag;\n                    callback_data.Flags = flags;\n                    callback_data.UserData = callback_user_data;\n\n                    char* callback_buf = is_readonly ? buf : state->TextA.Data;\n                    callback_data.EventKey = event_key;\n                    callback_data.Buf = callback_buf;\n                    callback_data.BufTextLen = state->CurLenA;\n                    callback_data.BufSize = state->BufCapacityA;\n                    callback_data.BufDirty = false;\n\n                    // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)\n                    ImWchar* text = state->TextW.Data;\n                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);\n                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);\n                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);\n\n                    // Call user code\n                    callback(&callback_data);\n\n                    // Read back what user may have modified\n                    callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback\n                    IM_ASSERT(callback_data.Buf == callback_buf);         // Invalid to modify those fields\n                    IM_ASSERT(callback_data.BufSize == state->BufCapacityA);\n                    IM_ASSERT(callback_data.Flags == flags);\n                    const bool buf_dirty = callback_data.BufDirty;\n                    if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)            { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }\n                    if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)  { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }\n                    if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }\n                    if (buf_dirty)\n                    {\n                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!\n                        if (callback_data.BufTextLen > backup_current_text_length && is_resizable)\n                            state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length));\n                        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);\n                        state->CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()\n                        state->CursorAnimReset();\n                    }\n                }\n            }\n\n            // Will copy result string if modified\n            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)\n            {\n                apply_new_text = state->TextA.Data;\n                apply_new_text_length = state->CurLenA;\n            }\n        }\n\n        // Clear temporary user storage\n        state->Flags = ImGuiInputTextFlags_None;\n    }\n\n    // Copy result to user buffer. This can currently only happen when (g.ActiveId == id)\n    if (apply_new_text != NULL)\n    {\n        // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size\n        // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used\n        // without any storage on user's side.\n        IM_ASSERT(apply_new_text_length >= 0);\n        if (is_resizable)\n        {\n            ImGuiInputTextCallbackData callback_data;\n            callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;\n            callback_data.Flags = flags;\n            callback_data.Buf = buf;\n            callback_data.BufTextLen = apply_new_text_length;\n            callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);\n            callback_data.UserData = callback_user_data;\n            callback(&callback_data);\n            buf = callback_data.Buf;\n            buf_size = callback_data.BufSize;\n            apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);\n            IM_ASSERT(apply_new_text_length <= buf_size);\n        }\n        //IMGUI_DEBUG_LOG(\"InputText(\\\"%s\\\"): apply_new_text length %d\\n\", label, apply_new_text_length);\n\n        // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.\n        ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));\n        value_changed = true;\n    }\n\n    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)\n    if (clear_active_id && g.ActiveId == id)\n        ClearActiveID();\n\n    // Render frame\n    if (!is_multiline)\n    {\n        RenderNavHighlight(frame_bb, id);\n        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    }\n\n    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size\n    ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;\n    ImVec2 text_size(0.0f, 0.0f);\n\n    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line\n    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.\n    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.\n    const int buf_display_max_length = 2 * 1024 * 1024;\n    const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595\n    const char* buf_display_end = NULL; // We have specialized paths below for setting the length\n    if (is_displaying_hint)\n    {\n        buf_display = hint;\n        buf_display_end = hint + strlen(hint);\n    }\n\n    // Render text. We currently only render selection when the widget is active or while scrolling.\n    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.\n    if (render_cursor || render_selection)\n    {\n        IM_ASSERT(state != NULL);\n        if (!is_displaying_hint)\n            buf_display_end = buf_display + state->CurLenA;\n\n        // Render text (with cursor and selection)\n        // This is going to be messy. We need to:\n        // - Display the text (this alone can be more easily clipped)\n        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)\n        // - Measure text height (for scrollbar)\n        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)\n        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.\n        const ImWchar* text_begin = state->TextW.Data;\n        ImVec2 cursor_offset, select_start_offset;\n\n        {\n            // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.\n            const ImWchar* searches_input_ptr[2] = { NULL, NULL };\n            int searches_result_line_no[2] = { -1000, -1000 };\n            int searches_remaining = 0;\n            if (render_cursor)\n            {\n                searches_input_ptr[0] = text_begin + state->Stb.cursor;\n                searches_result_line_no[0] = -1;\n                searches_remaining++;\n            }\n            if (render_selection)\n            {\n                searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);\n                searches_result_line_no[1] = -1;\n                searches_remaining++;\n            }\n\n            // Iterate all lines to find our line numbers\n            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.\n            searches_remaining += is_multiline ? 1 : 0;\n            int line_count = 0;\n            //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\\n')) != NULL; s++)  // FIXME-OPT: Could use this when wchar_t are 16-bit\n            for (const ImWchar* s = text_begin; *s != 0; s++)\n                if (*s == '\\n')\n                {\n                    line_count++;\n                    if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }\n                    if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }\n                }\n            line_count++;\n            if (searches_result_line_no[0] == -1)\n                searches_result_line_no[0] = line_count;\n            if (searches_result_line_no[1] == -1)\n                searches_result_line_no[1] = line_count;\n\n            // Calculate 2d position by finding the beginning of the line and measuring distance\n            cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;\n            cursor_offset.y = searches_result_line_no[0] * g.FontSize;\n            if (searches_result_line_no[1] >= 0)\n            {\n                select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;\n                select_start_offset.y = searches_result_line_no[1] * g.FontSize;\n            }\n\n            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)\n            if (is_multiline)\n                text_size = ImVec2(inner_size.x, line_count * g.FontSize);\n        }\n\n        // Scroll\n        if (render_cursor && state->CursorFollow)\n        {\n            // Horizontal scroll in chunks of quarter width\n            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))\n            {\n                const float scroll_increment_x = inner_size.x * 0.25f;\n                const float visible_width = inner_size.x - style.FramePadding.x;\n                if (cursor_offset.x < state->ScrollX)\n                    state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));\n                else if (cursor_offset.x - visible_width >= state->ScrollX)\n                    state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x);\n            }\n            else\n            {\n                state->ScrollX = 0.0f;\n            }\n\n            // Vertical scroll\n            if (is_multiline)\n            {\n                // Test if cursor is vertically visible\n                if (cursor_offset.y - g.FontSize < scroll_y)\n                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);\n                else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)\n                    scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;\n                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);\n                scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);\n                draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag\n                draw_window->Scroll.y = scroll_y;\n            }\n\n            state->CursorFollow = false;\n        }\n\n        // Draw selection\n        const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);\n        if (render_selection)\n        {\n            const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);\n            const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);\n\n            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.\n            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.\n            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;\n            ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;\n            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )\n            {\n                if (rect_pos.y > clip_rect.w + g.FontSize)\n                    break;\n                if (rect_pos.y < clip_rect.y)\n                {\n                    //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\\n', text_selected_end - p);  // FIXME-OPT: Could use this when wchar_t are 16-bit\n                    //p = p ? p + 1 : text_selected_end;\n                    while (p < text_selected_end)\n                        if (*p++ == '\\n')\n                            break;\n                }\n                else\n                {\n                    ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);\n                    if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines\n                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));\n                    rect.ClipWith(clip_rect);\n                    if (rect.Overlaps(clip_rect))\n                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);\n                }\n                rect_pos.x = draw_pos.x - draw_scroll.x;\n                rect_pos.y += g.FontSize;\n            }\n        }\n\n        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.\n        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)\n        {\n            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);\n            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);\n        }\n\n        // Draw blinking cursor\n        if (render_cursor)\n        {\n            state->CursorAnim += io.DeltaTime;\n            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;\n            ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll);\n            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);\n            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))\n                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));\n\n            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)\n            if (!is_readonly)\n            {\n                g.PlatformImeData.WantVisible = true;\n                g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);\n                g.PlatformImeData.InputLineHeight = g.FontSize;\n            }\n        }\n    }\n    else\n    {\n        // Render text only (no selection, no cursor)\n        if (is_multiline)\n            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width\n        else if (!is_displaying_hint && g.ActiveId == id)\n            buf_display_end = buf_display + state->CurLenA;\n        else if (!is_displaying_hint)\n            buf_display_end = buf_display + strlen(buf_display);\n\n        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)\n        {\n            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);\n            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);\n        }\n    }\n\n    if (is_password && !is_displaying_hint)\n        PopFont();\n\n    if (is_multiline)\n    {\n        // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)...\n        Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));\n        ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;\n        g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;\n        EndChild();\n        item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);\n        g.CurrentItemFlags = backup_item_flags;\n\n        // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...\n        // FIXME: This quite messy/tricky, should attempt to get rid of the child window.\n        EndGroup();\n        if (g.LastItemData.ID == 0)\n        {\n            g.LastItemData.ID = id;\n            g.LastItemData.InFlags = item_data_backup.InFlags;\n            g.LastItemData.StatusFlags = item_data_backup.StatusFlags;\n        }\n    }\n\n    // Log as text\n    if (g.LogEnabled && (!is_password || is_displaying_hint))\n    {\n        LogSetNextTextDecoration(\"{\", \"}\");\n        LogRenderedText(&draw_pos, buf_display, buf_display_end);\n    }\n\n    if (label_size.x > 0)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))\n        MarkItemEdited(id);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)\n        return enter_pressed;\n    else\n        return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.\n//-------------------------------------------------------------------------\n// - ColorEdit3()\n// - ColorEdit4()\n// - ColorPicker3()\n// - RenderColorRectWithAlphaCheckerboard() [Internal]\n// - ColorPicker4()\n// - ColorButton()\n// - SetColorEditOptions()\n// - ColorTooltip() [Internal]\n// - ColorEditOptionsPopup() [Internal]\n// - ColorPickerOptionsPopup() [Internal]\n//-------------------------------------------------------------------------\n\nbool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)\n{\n    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);\n}\n\n// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.\n// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.\nstatic void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)\n{\n    // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined.\n    // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one.\n    // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined.\n    // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision.\n    // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined,\n    // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker.\n    ImGuiContext& g = *GImGui;\n    if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))\n        return;\n\n    // When S == 0, H is undefined.\n    // When H == 1 it wraps around to 0.\n    if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1))\n        *H = g.ColorEditLastHue;\n\n    // When V == 0, S is undefined.\n    if (*V == 0.0f)\n        *S = g.ColorEditLastSat;\n}\n\n// Edit colors components (each component in 0.0f..1.0f range).\n// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\n// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.\nbool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float square_sz = GetFrameHeight();\n    const float w_full = CalcItemWidth();\n    const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);\n    const float w_inputs = w_full - w_button;\n    const char* label_display_end = FindRenderedTextEnd(label);\n    g.NextItemData.ClearFlags();\n\n    BeginGroup();\n    PushID(label);\n\n    // If we're not showing any slider there's no point in doing any HSV conversions\n    const ImGuiColorEditFlags flags_untouched = flags;\n    if (flags & ImGuiColorEditFlags_NoInputs)\n        flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;\n\n    // Context menu: display and modify options (before defaults are applied)\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        ColorEditOptionsPopup(col, flags);\n\n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags_DisplayMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);\n    if (!(flags & ImGuiColorEditFlags_DataTypeMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);\n    if (!(flags & ImGuiColorEditFlags_PickerMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);\n    if (!(flags & ImGuiColorEditFlags_InputMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);\n    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));   // Check that only 1 is selected\n\n    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;\n    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;\n    const int components = alpha ? 4 : 3;\n\n    // Convert to the formats we need\n    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };\n    if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))\n        ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);\n    else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))\n    {\n        // Hue is lost when converting from greyscale rgb (saturation=0). Restore it.\n        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);\n        ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);\n    }\n    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };\n\n    bool value_changed = false;\n    bool value_changed_as_float = false;\n\n    const ImVec2 pos = window->DC.CursorPos;\n    const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;\n    window->DC.CursorPos.x = pos.x + inputs_offset_x;\n\n    if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        // RGB/HSV 0..255 Sliders\n        const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));\n        const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));\n\n        const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? \"M:0.000\" : \"M:000\").x);\n        static const char* ids[4] = { \"##X\", \"##Y\", \"##Z\", \"##W\" };\n        static const char* fmt_table_int[3][4] =\n        {\n            {   \"%3d\",   \"%3d\",   \"%3d\",   \"%3d\" }, // Short display\n            { \"R:%3d\", \"G:%3d\", \"B:%3d\", \"A:%3d\" }, // Long display for RGBA\n            { \"H:%3d\", \"S:%3d\", \"V:%3d\", \"A:%3d\" }  // Long display for HSVA\n        };\n        static const char* fmt_table_float[3][4] =\n        {\n            {   \"%0.3f\",   \"%0.3f\",   \"%0.3f\",   \"%0.3f\" }, // Short display\n            { \"R:%0.3f\", \"G:%0.3f\", \"B:%0.3f\", \"A:%0.3f\" }, // Long display for RGBA\n            { \"H:%0.3f\", \"S:%0.3f\", \"V:%0.3f\", \"A:%0.3f\" }  // Long display for HSVA\n        };\n        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;\n\n        for (int n = 0; n < components; n++)\n        {\n            if (n > 0)\n                SameLine(0, style.ItemInnerSpacing.x);\n            SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last);\n\n            // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.\n            if (flags & ImGuiColorEditFlags_Float)\n            {\n                value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);\n                value_changed_as_float |= value_changed;\n            }\n            else\n            {\n                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);\n            }\n            if (!(flags & ImGuiColorEditFlags_NoOptions))\n                OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n        }\n    }\n    else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        // RGB Hexadecimal Input\n        char buf[64];\n        if (alpha)\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X%02X\", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));\n        else\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X\", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));\n        SetNextItemWidth(w_inputs);\n        if (InputText(\"##Text\", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))\n        {\n            value_changed = true;\n            char* p = buf;\n            while (*p == '#' || ImCharIsBlankA(*p))\n                p++;\n            i[0] = i[1] = i[2] = 0;\n            i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)\n            int r;\n            if (alpha)\n                r = sscanf(p, \"%02X%02X%02X%02X\", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)\n            else\n                r = sscanf(p, \"%02X%02X%02X\", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);\n            IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n    }\n\n    ImGuiWindow* picker_active_window = NULL;\n    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))\n    {\n        const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;\n        window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);\n\n        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);\n        if (ColorButton(\"##ColorButton\", col_v4, flags))\n        {\n            if (!(flags & ImGuiColorEditFlags_NoPicker))\n            {\n                // Store current color and open a picker\n                g.ColorPickerRef = col_v4;\n                OpenPopup(\"picker\");\n                SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));\n            }\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n\n        if (BeginPopup(\"picker\"))\n        {\n            picker_active_window = g.CurrentWindow;\n            if (label != label_display_end)\n            {\n                TextEx(label, label_display_end);\n                Spacing();\n            }\n            ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;\n            ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;\n            SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?\n            value_changed |= ColorPicker4(\"##picker\", col, picker_flags, &g.ColorPickerRef.x);\n            EndPopup();\n        }\n    }\n\n    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))\n    {\n        SameLine(0.0f, style.ItemInnerSpacing.x);\n        TextEx(label, label_display_end);\n    }\n\n    // Convert back\n    if (value_changed && picker_active_window == NULL)\n    {\n        if (!value_changed_as_float)\n            for (int n = 0; n < 4; n++)\n                f[n] = i[n] / 255.0f;\n        if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))\n        {\n            g.ColorEditLastHue = f[0];\n            g.ColorEditLastSat = f[1];\n            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);\n            g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));\n        }\n        if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))\n            ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);\n\n        col[0] = f[0];\n        col[1] = f[1];\n        col[2] = f[2];\n        if (alpha)\n            col[3] = f[3];\n    }\n\n    PopID();\n    EndGroup();\n\n    // Drag and Drop Target\n    // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.\n    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())\n    {\n        bool accepted_drag_drop = false;\n        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))\n        {\n            memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512\n            value_changed = accepted_drag_drop = true;\n        }\n        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))\n        {\n            memcpy((float*)col, payload->Data, sizeof(float) * components);\n            value_changed = accepted_drag_drop = true;\n        }\n\n        // Drag-drop payloads are always RGB\n        if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))\n            ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);\n        EndDragDropTarget();\n    }\n\n    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().\n    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)\n        g.LastItemData.ID = g.ActiveId;\n\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\nbool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)\n{\n    float col4[4] = { col[0], col[1], col[2], 1.0f };\n    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))\n        return false;\n    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];\n    return true;\n}\n\n// Helper for ColorPicker4()\nstatic void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)\n{\n    ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32(255,255,255,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left,  IM_COL32(0,0,0,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32(255,255,255,alpha8));\n}\n\n// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\n// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)\n// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)\n// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)\nbool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImDrawList* draw_list = window->DrawList;\n    ImGuiStyle& style = g.Style;\n    ImGuiIO& io = g.IO;\n\n    const float width = CalcItemWidth();\n    g.NextItemData.ClearFlags();\n\n    PushID(label);\n    BeginGroup();\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n        flags |= ImGuiColorEditFlags_NoSmallPreview;\n\n    // Context menu: display and store options.\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        ColorPickerOptionsPopup(col, flags);\n\n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags_PickerMask_))\n        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_;\n    if (!(flags & ImGuiColorEditFlags_InputMask_))\n        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_;\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));  // Check that only 1 is selected\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);\n\n    // Setup\n    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;\n    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);\n    ImVec2 picker_pos = window->DC.CursorPos;\n    float square_sz = GetFrameHeight();\n    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars\n    float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box\n    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;\n    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;\n    float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f);\n\n    float backup_initial_col[4];\n    memcpy(backup_initial_col, col, components * sizeof(float));\n\n    float wheel_thickness = sv_picker_size * 0.08f;\n    float wheel_r_outer = sv_picker_size * 0.50f;\n    float wheel_r_inner = wheel_r_outer - wheel_thickness;\n    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);\n\n    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.\n    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);\n    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.\n    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.\n    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.\n\n    float H = col[0], S = col[1], V = col[2];\n    float R = col[0], G = col[1], B = col[2];\n    if (flags & ImGuiColorEditFlags_InputRGB)\n    {\n        // Hue is lost when converting from greyscale rgb (saturation=0). Restore it.\n        ColorConvertRGBtoHSV(R, G, B, H, S, V);\n        ColorEditRestoreHS(col, &H, &S, &V);\n    }\n    else if (flags & ImGuiColorEditFlags_InputHSV)\n    {\n        ColorConvertHSVtoRGB(H, S, V, R, G, B);\n    }\n\n    bool value_changed = false, value_changed_h = false, value_changed_sv = false;\n\n    PushItemFlag(ImGuiItemFlags_NoNav, true);\n    if (flags & ImGuiColorEditFlags_PickerHueWheel)\n    {\n        // Hue wheel + SV triangle logic\n        InvisibleButton(\"hsv\", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;\n            ImVec2 current_off = g.IO.MousePos - wheel_center;\n            float initial_dist2 = ImLengthSqr(initial_off);\n            if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))\n            {\n                // Interactive with Hue wheel\n                H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;\n                if (H < 0.0f)\n                    H += 1.0f;\n                value_changed = value_changed_h = true;\n            }\n            float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);\n            float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);\n            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))\n            {\n                // Interacting with SV triangle\n                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);\n                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))\n                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);\n                float uu, vv, ww;\n                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);\n                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);\n                S = ImClamp(uu / V, 0.0001f, 1.0f);\n                value_changed = value_changed_sv = true;\n            }\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n    }\n    else if (flags & ImGuiColorEditFlags_PickerHueBar)\n    {\n        // SV rectangle logic\n        InvisibleButton(\"sv\", ImVec2(sv_picker_size, sv_picker_size));\n        if (IsItemActive())\n        {\n            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));\n            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));\n\n            // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.\n            if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))\n                H = g.ColorEditLastHue;\n            value_changed = value_changed_sv = true;\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n\n        // Hue bar logic\n        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));\n        InvisibleButton(\"hue\", ImVec2(bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));\n            value_changed = value_changed_h = true;\n        }\n    }\n\n    // Alpha bar logic\n    if (alpha_bar)\n    {\n        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));\n        InvisibleButton(\"alpha\", ImVec2(bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));\n            value_changed = true;\n        }\n    }\n    PopItemFlag(); // ImGuiItemFlags_NoNav\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n    {\n        SameLine(0, style.ItemInnerSpacing.x);\n        BeginGroup();\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoLabel))\n    {\n        const char* label_display_end = FindRenderedTextEnd(label);\n        if (label != label_display_end)\n        {\n            if ((flags & ImGuiColorEditFlags_NoSidePreview))\n                SameLine(0, style.ItemInnerSpacing.x);\n            TextEx(label, label_display_end);\n        }\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n    {\n        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);\n        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n        if ((flags & ImGuiColorEditFlags_NoLabel))\n            Text(\"Current\");\n\n        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;\n        ColorButton(\"##current\", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));\n        if (ref_col != NULL)\n        {\n            Text(\"Original\");\n            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);\n            if (ColorButton(\"##original\", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))\n            {\n                memcpy(col, ref_col, components * sizeof(float));\n                value_changed = true;\n            }\n        }\n        PopItemFlag();\n        EndGroup();\n    }\n\n    // Convert back color to RGB\n    if (value_changed_h || value_changed_sv)\n    {\n        if (flags & ImGuiColorEditFlags_InputRGB)\n        {\n            ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);\n            g.ColorEditLastHue = H;\n            g.ColorEditLastSat = S;\n            g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));\n        }\n        else if (flags & ImGuiColorEditFlags_InputHSV)\n        {\n            col[0] = H;\n            col[1] = S;\n            col[2] = V;\n        }\n    }\n\n    // R,G,B and H,S,V slider color editor\n    bool value_changed_fix_hue_wrap = false;\n    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);\n        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;\n        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;\n        if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n            if (ColorEdit4(\"##rgb\", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))\n            {\n                // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.\n                // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)\n                value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);\n                value_changed = true;\n            }\n        if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n            value_changed |= ColorEdit4(\"##hsv\", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);\n        if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n            value_changed |= ColorEdit4(\"##hex\", col, sub_flags | ImGuiColorEditFlags_DisplayHex);\n        PopItemWidth();\n    }\n\n    // Try to cancel hue wrap (after ColorEdit4 call), if any\n    if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))\n    {\n        float new_H, new_S, new_V;\n        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);\n        if (new_H <= 0 && H > 0)\n        {\n            if (new_V <= 0 && V != new_V)\n                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);\n            else if (new_S <= 0)\n                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);\n        }\n    }\n\n    if (value_changed)\n    {\n        if (flags & ImGuiColorEditFlags_InputRGB)\n        {\n            R = col[0];\n            G = col[1];\n            B = col[2];\n            ColorConvertRGBtoHSV(R, G, B, H, S, V);\n            ColorEditRestoreHS(col, &H, &S, &V);   // Fix local Hue as display below will use it immediately.\n        }\n        else if (flags & ImGuiColorEditFlags_InputHSV)\n        {\n            H = col[0];\n            S = col[1];\n            V = col[2];\n            ColorConvertHSVtoRGB(H, S, V, R, G, B);\n        }\n    }\n\n    const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);\n    const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);\n    const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);\n    const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);\n    const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };\n\n    ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);\n    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);\n    ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!\n\n    ImVec2 sv_cursor_pos;\n\n    if (flags & ImGuiColorEditFlags_PickerHueWheel)\n    {\n        // Render Hue Wheel\n        const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).\n        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);\n        for (int n = 0; n < 6; n++)\n        {\n            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;\n            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;\n            const int vert_start_idx = draw_list->VtxBuffer.Size;\n            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);\n            draw_list->PathStroke(col_white, 0, wheel_thickness);\n            const int vert_end_idx = draw_list->VtxBuffer.Size;\n\n            // Paint colors over existing vertices\n            ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);\n            ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);\n            ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);\n        }\n\n        // Render Cursor + preview on Hue Wheel\n        float cos_hue_angle = ImCos(H * 2.0f * IM_PI);\n        float sin_hue_angle = ImSin(H * 2.0f * IM_PI);\n        ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);\n        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;\n        int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);\n        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);\n        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);\n        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);\n\n        // Render SV triangle (rotated according to hue)\n        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);\n        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);\n        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);\n        ImVec2 uv_white = GetFontTexUvWhitePixel();\n        draw_list->PrimReserve(6, 6);\n        draw_list->PrimVtx(tra, uv_white, hue_color32);\n        draw_list->PrimVtx(trb, uv_white, hue_color32);\n        draw_list->PrimVtx(trc, uv_white, col_white);\n        draw_list->PrimVtx(tra, uv_white, 0);\n        draw_list->PrimVtx(trb, uv_white, col_black);\n        draw_list->PrimVtx(trc, uv_white, 0);\n        draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);\n        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));\n    }\n    else if (flags & ImGuiColorEditFlags_PickerHueBar)\n    {\n        // Render SV Square\n        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);\n        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);\n        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);\n        sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S)     * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much\n        sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);\n\n        // Render Hue Bar\n        for (int i = 0; i < 6; ++i)\n            draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);\n        float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);\n        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);\n        RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);\n    }\n\n    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)\n    float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;\n    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);\n\n    // Render alpha bar\n    if (alpha_bar)\n    {\n        float alpha = ImSaturate(col[3]);\n        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);\n        RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));\n        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);\n        float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);\n        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);\n        RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);\n    }\n\n    EndGroup();\n\n    if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)\n        value_changed = false;\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    PopID();\n\n    return value_changed;\n}\n\n// A little color square. Return true when clicked.\n// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.\n// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.\n// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.\nbool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiID id = window->GetID(desc_id);\n    float default_size = GetFrameHeight();\n    if (size.x == 0.0f)\n        size.x = default_size;\n    if (size.y == 0.0f)\n        size.y = default_size;\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n\n    if (flags & ImGuiColorEditFlags_NoAlpha)\n        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);\n\n    ImVec4 col_rgb = col;\n    if (flags & ImGuiColorEditFlags_InputHSV)\n        ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);\n\n    ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);\n    float grid_step = ImMin(size.x, size.y) / 2.99f;\n    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);\n    ImRect bb_inner = bb;\n    float off = 0.0f;\n    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)\n    {\n        off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.\n        bb_inner.Expand(off);\n    }\n    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)\n    {\n        float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);\n        RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);\n        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);\n    }\n    else\n    {\n        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha\n        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;\n        if (col_source.w < 1.0f)\n            RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);\n        else\n            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);\n    }\n    RenderNavHighlight(bb, id);\n    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)\n    {\n        if (g.Style.FrameBorderSize > 0.0f)\n            RenderFrameBorder(bb.Min, bb.Max, rounding);\n        else\n            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border\n    }\n\n    // Drag and Drop Source\n    // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.\n    if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);\n        else\n            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);\n        ColorButton(desc_id, col, flags);\n        SameLine();\n        TextEx(\"Color\");\n        EndDragDropSource();\n    }\n\n    // Tooltip\n    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)\n        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));\n\n    return pressed;\n}\n\n// Initialize/override default color options\nvoid ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;\n    if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;\n    if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;\n    if ((flags & ImGuiColorEditFlags_InputMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_));    // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_));   // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_));     // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));      // Check only 1 option is selected\n    g.ColorEditOptions = flags;\n}\n\n// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\nvoid ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);\n    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;\n    if (text_end > text)\n    {\n        TextEx(text, text_end);\n        Separator();\n    }\n\n    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);\n    ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n    int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);\n    ColorButton(\"##preview\", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);\n    SameLine();\n    if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            Text(\"#%02X%02X%02X\\nR: %d, G: %d, B: %d\\n(%.3f, %.3f, %.3f)\", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);\n        else\n            Text(\"#%02X%02X%02X%02X\\nR:%d, G:%d, B:%d, A:%d\\n(%.3f, %.3f, %.3f, %.3f)\", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);\n    }\n    else if (flags & ImGuiColorEditFlags_InputHSV)\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            Text(\"H: %.3f, S: %.3f, V: %.3f\", col[0], col[1], col[2]);\n        else\n            Text(\"H: %.3f, S: %.3f, V: %.3f, A: %.3f\", col[0], col[1], col[2], col[3]);\n    }\n    EndTooltip();\n}\n\nvoid ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)\n{\n    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);\n    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);\n    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup(\"context\"))\n        return;\n    ImGuiContext& g = *GImGui;\n    ImGuiColorEditFlags opts = g.ColorEditOptions;\n    if (allow_opt_inputs)\n    {\n        if (RadioButton(\"RGB\", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;\n        if (RadioButton(\"HSV\", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;\n        if (RadioButton(\"Hex\", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;\n    }\n    if (allow_opt_datatype)\n    {\n        if (allow_opt_inputs) Separator();\n        if (RadioButton(\"0..255\",     (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;\n        if (RadioButton(\"0.00..1.00\", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;\n    }\n\n    if (allow_opt_inputs || allow_opt_datatype)\n        Separator();\n    if (Button(\"Copy as..\", ImVec2(-1, 0)))\n        OpenPopup(\"Copy\");\n    if (BeginPopup(\"Copy\"))\n    {\n        int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);\n        char buf[64];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%.3ff, %.3ff, %.3ff, %.3ff)\", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%d,%d,%d,%d)\", cr, cg, cb, ca);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X\", cr, cg, cb);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        if (!(flags & ImGuiColorEditFlags_NoAlpha))\n        {\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X%02X\", cr, cg, cb, ca);\n            if (Selectable(buf))\n                SetClipboardText(buf);\n        }\n        EndPopup();\n    }\n\n    g.ColorEditOptions = opts;\n    EndPopup();\n}\n\nvoid ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)\n{\n    bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);\n    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);\n    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup(\"context\"))\n        return;\n    ImGuiContext& g = *GImGui;\n    if (allow_opt_picker)\n    {\n        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function\n        PushItemWidth(picker_size.x);\n        for (int picker_type = 0; picker_type < 2; picker_type++)\n        {\n            // Draw small/thumbnail version of each picker type (over an invisible button for selection)\n            if (picker_type > 0) Separator();\n            PushID(picker_type);\n            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);\n            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;\n            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;\n            ImVec2 backup_pos = GetCursorScreenPos();\n            if (Selectable(\"##selectable\", false, 0, picker_size)) // By default, Selectable() is closing popup\n                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_);\n            SetCursorScreenPos(backup_pos);\n            ImVec4 previewing_ref_col;\n            memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));\n            ColorPicker4(\"##previewing_picker\", &previewing_ref_col.x, picker_flags);\n            PopID();\n        }\n        PopItemWidth();\n    }\n    if (allow_opt_alpha_bar)\n    {\n        if (allow_opt_picker) Separator();\n        CheckboxFlags(\"Alpha Bar\", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);\n    }\n    EndPopup();\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.\n//-------------------------------------------------------------------------\n// - TreeNode()\n// - TreeNodeV()\n// - TreeNodeEx()\n// - TreeNodeExV()\n// - TreeNodeBehavior() [Internal]\n// - TreePush()\n// - TreePop()\n// - GetTreeNodeToLabelSpacing()\n// - SetNextItemOpen()\n// - CollapsingHeader()\n//-------------------------------------------------------------------------\n\nbool ImGui::TreeNode(const char* str_id, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(str_id, 0, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNode(const char* label)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);\n}\n\nbool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)\n{\n    return TreeNodeExV(str_id, 0, fmt, args);\n}\n\nbool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)\n{\n    return TreeNodeExV(ptr_id, 0, fmt, args);\n}\n\nbool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);\n}\n\nbool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(str_id, flags, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);\n}\n\nbool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);\n}\n\nbool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)\n{\n    if (flags & ImGuiTreeNodeFlags_Leaf)\n        return true;\n\n    // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function)\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStorage* storage = window->DC.StateStorage;\n\n    bool is_open;\n    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)\n    {\n        if (g.NextItemData.OpenCond & ImGuiCond_Always)\n        {\n            is_open = g.NextItemData.OpenVal;\n            storage->SetInt(id, is_open);\n        }\n        else\n        {\n            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.\n            const int stored_value = storage->GetInt(id, -1);\n            if (stored_value == -1)\n            {\n                is_open = g.NextItemData.OpenVal;\n                storage->SetInt(id, is_open);\n            }\n            else\n            {\n                is_open = stored_value != 0;\n            }\n        }\n    }\n    else\n    {\n        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;\n    }\n\n    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).\n    // NB- If we are above max depth we still allow manually opened nodes to be logged.\n    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)\n        is_open = true;\n\n    return is_open;\n}\n\nbool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;\n    const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));\n\n    if (!label_end)\n        label_end = FindRenderedTextEnd(label);\n    const ImVec2 label_size = CalcTextSize(label, label_end, false);\n\n    // We vertically grow up to current line height up the typical widget height.\n    const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);\n    ImRect frame_bb;\n    frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;\n    frame_bb.Min.y = window->DC.CursorPos.y;\n    frame_bb.Max.x = window->WorkRect.Max.x;\n    frame_bb.Max.y = window->DC.CursorPos.y + frame_height;\n    if (display_frame)\n    {\n        // Framed header expand a little outside the default padding, to the edge of InnerClipRect\n        // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)\n        frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);\n        frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);\n    }\n\n    const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2);           // Collapser arrow width + Spacing\n    const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset);                    // Latch before ItemSize changes it\n    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f);  // Include collapser\n    ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);\n    ItemSize(ImVec2(text_width, frame_height), padding.y);\n\n    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing\n    ImRect interact_bb = frame_bb;\n    if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)\n        interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;\n\n    // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.\n    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().\n    // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.\n    const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;\n    bool is_open = TreeNodeBehaviorIsOpen(id, flags);\n    if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n        window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);\n\n    bool item_add = ItemAdd(interact_bb, id);\n    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;\n    g.LastItemData.DisplayRect = frame_bb;\n\n    if (!item_add)\n    {\n        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n            TreePushOverrideID(id);\n        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));\n        return is_open;\n    }\n\n    ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;\n    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)\n        button_flags |= ImGuiButtonFlags_AllowItemOverlap;\n    if (!is_leaf)\n        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;\n\n    // We allow clicking on the arrow section with keyboard modifiers held, in order to easily\n    // allow browsing a tree while preserving selection with code implementing multi-selection patterns.\n    // When clicking on the rest of the tree node we always disallow keyboard modifiers.\n    const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;\n    const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;\n    const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);\n    if (window != g.HoveredWindow || !is_mouse_x_over_arrow)\n        button_flags |= ImGuiButtonFlags_NoKeyModifiers;\n\n    // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.\n    // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.\n    // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)\n    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)\n    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)\n    // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)\n    // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)\n    // It is rather standard that arrow click react on Down rather than Up.\n    // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.\n    if (is_mouse_x_over_arrow)\n        button_flags |= ImGuiButtonFlags_PressedOnClick;\n    else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)\n        button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;\n    else\n        button_flags |= ImGuiButtonFlags_PressedOnClickRelease;\n\n    bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;\n    const bool was_selected = selected;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);\n    bool toggled = false;\n    if (!is_leaf)\n    {\n        if (pressed && g.DragDropHoldJustPressedId != id)\n        {\n            if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))\n                toggled = true;\n            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)\n                toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job\n            if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)\n                toggled = true;\n        }\n        else if (pressed && g.DragDropHoldJustPressedId == id)\n        {\n            IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);\n            if (!is_open) // When using Drag and Drop \"hold to open\" we keep the node highlighted after opening, but never close it again.\n                toggled = true;\n        }\n\n        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)\n        {\n            toggled = true;\n            NavMoveRequestCancel();\n        }\n        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?\n        {\n            toggled = true;\n            NavMoveRequestCancel();\n        }\n\n        if (toggled)\n        {\n            is_open = !is_open;\n            window->DC.StateStorage->SetInt(id, is_open);\n            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;\n        }\n    }\n    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)\n        SetItemAllowOverlap();\n\n    // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.\n    if (selected != was_selected) //-V547\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;\n\n    // Render\n    const ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;\n    if (display_frame)\n    {\n        // Framed type\n        const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);\n        RenderNavHighlight(frame_bb, id, nav_highlight_flags);\n        if (flags & ImGuiTreeNodeFlags_Bullet)\n            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);\n        else if (!is_leaf)\n            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);\n        else // Leaf without bullet, left-adjusted text\n            text_pos.x -= text_offset_x;\n        if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)\n            frame_bb.Max.x -= g.FontSize + style.FramePadding.x;\n\n        if (g.LogEnabled)\n            LogSetNextTextDecoration(\"###\", \"###\");\n        RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);\n    }\n    else\n    {\n        // Unframed typed for tree nodes\n        if (hovered || selected)\n        {\n            const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n            RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);\n        }\n        RenderNavHighlight(frame_bb, id, nav_highlight_flags);\n        if (flags & ImGuiTreeNodeFlags_Bullet)\n            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);\n        else if (!is_leaf)\n            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);\n        if (g.LogEnabled)\n            LogSetNextTextDecoration(\">\", NULL);\n        RenderText(text_pos, label, label_end, false);\n    }\n\n    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n        TreePushOverrideID(id);\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));\n    return is_open;\n}\n\nvoid ImGui::TreePush(const char* str_id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Indent();\n    window->DC.TreeDepth++;\n    PushID(str_id);\n}\n\nvoid ImGui::TreePush(const void* ptr_id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Indent();\n    window->DC.TreeDepth++;\n    PushID(ptr_id);\n}\n\nvoid ImGui::TreePushOverrideID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    Indent();\n    window->DC.TreeDepth++;\n    PushOverrideID(id);\n}\n\nvoid ImGui::TreePop()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    Unindent();\n\n    window->DC.TreeDepth--;\n    ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);\n\n    // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)\n    if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())\n        if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))\n        {\n            SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect());\n            NavMoveRequestCancel();\n        }\n    window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;\n\n    IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.\n    PopID();\n}\n\n// Horizontal distance preceding label when using TreeNode() or Bullet()\nfloat ImGui::GetTreeNodeToLabelSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + (g.Style.FramePadding.x * 2.0f);\n}\n\n// Set next TreeNode/CollapsingHeader open state.\nvoid ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.CurrentWindow->SkipItems)\n        return;\n    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;\n    g.NextItemData.OpenVal = is_open;\n    g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always;\n}\n\n// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).\n// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().\nbool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);\n}\n\n// p_visible == NULL                        : regular collapsing header\n// p_visible != NULL && *p_visible == true  : show a small close button on the corner of the header, clicking the button will set *p_visible = false\n// p_visible != NULL && *p_visible == false : do not show the header at all\n// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.\nbool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    if (p_visible && !*p_visible)\n        return false;\n\n    ImGuiID id = window->GetID(label);\n    flags |= ImGuiTreeNodeFlags_CollapsingHeader;\n    if (p_visible)\n        flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;\n    bool is_open = TreeNodeBehavior(id, flags, label);\n    if (p_visible != NULL)\n    {\n        // Create a small overlapping close button\n        // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.\n        // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.\n        ImGuiContext& g = *GImGui;\n        ImGuiLastItemData last_item_backup = g.LastItemData;\n        float button_size = g.FontSize;\n        float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);\n        float button_y = g.LastItemData.Rect.Min.y;\n        ImGuiID close_button_id = GetIDWithSeed(\"#CLOSE\", NULL, id);\n        if (CloseButton(close_button_id, ImVec2(button_x, button_y)))\n            *p_visible = false;\n        g.LastItemData = last_item_backup;\n    }\n\n    return is_open;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Selectable\n//-------------------------------------------------------------------------\n// - Selectable()\n//-------------------------------------------------------------------------\n\n// Tip: pass a non-visible label (e.g. \"##hello\") then you can use the space to draw other text or image.\n// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.\n// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags.\n// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.\nbool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.\n    ImGuiID id = window->GetID(label);\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);\n    ImVec2 pos = window->DC.CursorPos;\n    pos.y += window->DC.CurrLineTextBaseOffset;\n    ItemSize(size, 0.0f);\n\n    // Fill horizontal space\n    // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.\n    const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;\n    const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;\n    const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;\n    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))\n        size.x = ImMax(label_size.x, max_x - min_x);\n\n    // Text stays at the submission position, but bounding box may be extended on both sides\n    const ImVec2 text_min = pos;\n    const ImVec2 text_max(min_x + size.x, pos.y + size.y);\n\n    // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.\n    ImRect bb(min_x, pos.y, text_max.x, text_max.y);\n    if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)\n    {\n        const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;\n        const float spacing_y = style.ItemSpacing.y;\n        const float spacing_L = IM_FLOOR(spacing_x * 0.50f);\n        const float spacing_U = IM_FLOOR(spacing_y * 0.50f);\n        bb.Min.x -= spacing_L;\n        bb.Min.y -= spacing_U;\n        bb.Max.x += (spacing_x - spacing_L);\n        bb.Max.y += (spacing_y - spacing_U);\n    }\n    //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }\n\n    // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..\n    const float backup_clip_rect_min_x = window->ClipRect.Min.x;\n    const float backup_clip_rect_max_x = window->ClipRect.Max.x;\n    if (span_all_columns)\n    {\n        window->ClipRect.Min.x = window->ParentWorkRect.Min.x;\n        window->ClipRect.Max.x = window->ParentWorkRect.Max.x;\n    }\n\n    const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;\n    const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);\n    if (span_all_columns)\n    {\n        window->ClipRect.Min.x = backup_clip_rect_min_x;\n        window->ClipRect.Max.x = backup_clip_rect_max_x;\n    }\n\n    if (!item_add)\n        return false;\n\n    const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;\n    if (disabled_item && !disabled_global) // Only testing this as an optimization\n        BeginDisabled();\n\n    // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,\n    // which would be advantageous since most selectable are not selected.\n    if (span_all_columns && window->DC.CurrentColumns)\n        PushColumnsBackground();\n    else if (span_all_columns && g.CurrentTable)\n        TablePushBackgroundChannel();\n\n    // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries\n    ImGuiButtonFlags button_flags = 0;\n    if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }\n    if (flags & ImGuiSelectableFlags_SelectOnClick)     { button_flags |= ImGuiButtonFlags_PressedOnClick; }\n    if (flags & ImGuiSelectableFlags_SelectOnRelease)   { button_flags |= ImGuiButtonFlags_PressedOnRelease; }\n    if (flags & ImGuiSelectableFlags_AllowDoubleClick)  { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }\n    if (flags & ImGuiSelectableFlags_AllowItemOverlap)  { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }\n\n    const bool was_selected = selected;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);\n\n    // Auto-select when moved into\n    // - This will be more fully fleshed in the range-select branch\n    // - This is not exposed as it won't nicely work with some user side handling of shift/control\n    // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons\n    //   - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())\n    //   - (2) usage will fail with clipped items\n    //   The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.\n    if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent)\n        if (g.NavJustMovedToId == id)\n            selected = pressed = true;\n\n    // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard\n    if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))\n    {\n        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)\n        {\n            SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect)\n            g.NavDisableHighlight = true;\n        }\n    }\n    if (pressed)\n        MarkItemEdited(id);\n\n    if (flags & ImGuiSelectableFlags_AllowItemOverlap)\n        SetItemAllowOverlap();\n\n    // In this branch, Selectable() cannot toggle the selection so this will never trigger.\n    if (selected != was_selected) //-V547\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;\n\n    // Render\n    if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld))\n        hovered = true;\n    if (hovered || selected)\n    {\n        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        RenderFrame(bb.Min, bb.Max, col, false, 0.0f);\n    }\n    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);\n\n    if (span_all_columns && window->DC.CurrentColumns)\n        PopColumnsBackground();\n    else if (span_all_columns && g.CurrentTable)\n        TablePopBackgroundChannel();\n\n    RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);\n\n    // Automatically close popups\n    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup))\n        CloseCurrentPopup();\n\n    if (disabled_item && !disabled_global)\n        EndDisabled();\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return pressed; //-V1020\n}\n\nbool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)\n{\n    if (Selectable(label, *p_selected, flags, size_arg))\n    {\n        *p_selected = !*p_selected;\n        return true;\n    }\n    return false;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ListBox\n//-------------------------------------------------------------------------\n// - BeginListBox()\n// - EndListBox()\n// - ListBox()\n//-------------------------------------------------------------------------\n\n// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. \"##empty\"\n// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).\nbool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    // Size default to hold ~7.25 items.\n    // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.\n    ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));\n    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));\n    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n    g.NextItemData.ClearFlags();\n\n    if (!IsRectVisible(bb.Min, bb.Max))\n    {\n        ItemSize(bb.GetSize(), style.FramePadding.y);\n        ItemAdd(bb, 0, &frame_bb);\n        return false;\n    }\n\n    // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well.\n    BeginGroup();\n    if (label_size.x > 0.0f)\n    {\n        ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);\n        RenderText(label_pos, label);\n        window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);\n    }\n\n    BeginChildFrame(id, frame_bb.GetSize());\n    return true;\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n// OBSOLETED in 1.81 (from February 2021)\nbool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)\n{\n    // If height_in_items == -1, default height is maximum 7.\n    ImGuiContext& g = *GImGui;\n    float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f;\n    ImVec2 size;\n    size.x = 0.0f;\n    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f;\n    return BeginListBox(label, size);\n}\n#endif\n\nvoid ImGui::EndListBox()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && \"Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?\");\n    IM_UNUSED(window);\n\n    EndChildFrame();\n    EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label\n}\n\nbool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)\n{\n    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);\n    return value_changed;\n}\n\n// This is merely a helper around BeginListBox(), EndListBox().\n// Considering using those directly to submit custom data or store selection differently.\nbool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Calculate size from \"height_in_items\"\n    if (height_in_items < 0)\n        height_in_items = ImMin(items_count, 7);\n    float height_in_items_f = height_in_items + 0.25f;\n    ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));\n\n    if (!BeginListBox(label, size))\n        return false;\n\n    // Assume all items have even height (= 1 line of text). If you need items of different height,\n    // you can create a custom version of ListBox() in your code without using the clipper.\n    bool value_changed = false;\n    ImGuiListClipper clipper;\n    clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.\n    while (clipper.Step())\n        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n        {\n            const char* item_text;\n            if (!items_getter(data, i, &item_text))\n                item_text = \"*Unknown item*\";\n\n            PushID(i);\n            const bool item_selected = (i == *current_item);\n            if (Selectable(item_text, item_selected))\n            {\n                *current_item = i;\n                value_changed = true;\n            }\n            if (item_selected)\n                SetItemDefaultFocus();\n            PopID();\n        }\n    EndListBox();\n\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: PlotLines, PlotHistogram\n//-------------------------------------------------------------------------\n// - PlotEx() [Internal]\n// - PlotLines()\n// - PlotHistogram()\n//-------------------------------------------------------------------------\n// Plot/Graph widgets are not very good.\n// Consider writing your own, or using a third-party one, see:\n// - ImPlot https://github.com/epezent/implot\n// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions\n//-------------------------------------------------------------------------\n\nint ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return -1;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    if (frame_size.x == 0.0f)\n        frame_size.x = CalcItemWidth();\n    if (frame_size.y == 0.0f)\n        frame_size.y = label_size.y + (style.FramePadding.y * 2);\n\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);\n    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, 0, &frame_bb))\n        return -1;\n    const bool hovered = ItemHoverable(frame_bb, id);\n\n    // Determine scale from values if not specified\n    if (scale_min == FLT_MAX || scale_max == FLT_MAX)\n    {\n        float v_min = FLT_MAX;\n        float v_max = -FLT_MAX;\n        for (int i = 0; i < values_count; i++)\n        {\n            const float v = values_getter(data, i);\n            if (v != v) // Ignore NaN values\n                continue;\n            v_min = ImMin(v_min, v);\n            v_max = ImMax(v_max, v);\n        }\n        if (scale_min == FLT_MAX)\n            scale_min = v_min;\n        if (scale_max == FLT_MAX)\n            scale_max = v_max;\n    }\n\n    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n\n    const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;\n    int idx_hovered = -1;\n    if (values_count >= values_count_min)\n    {\n        int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);\n        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);\n\n        // Tooltip on hover\n        if (hovered && inner_bb.Contains(g.IO.MousePos))\n        {\n            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);\n            const int v_idx = (int)(t * item_count);\n            IM_ASSERT(v_idx >= 0 && v_idx < values_count);\n\n            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);\n            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);\n            if (plot_type == ImGuiPlotType_Lines)\n                SetTooltip(\"%d: %8.4g\\n%d: %8.4g\", v_idx, v0, v_idx + 1, v1);\n            else if (plot_type == ImGuiPlotType_Histogram)\n                SetTooltip(\"%d: %8.4g\", v_idx, v0);\n            idx_hovered = v_idx;\n        }\n\n        const float t_step = 1.0f / (float)res_w;\n        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));\n\n        float v0 = values_getter(data, (0 + values_offset) % values_count);\n        float t0 = 0.0f;\n        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) );                       // Point in the normalized space of our target rectangle\n        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands\n\n        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);\n        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);\n\n        for (int n = 0; n < res_w; n++)\n        {\n            const float t1 = t0 + t_step;\n            const int v1_idx = (int)(t0 * item_count + 0.5f);\n            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);\n            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);\n            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );\n\n            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.\n            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);\n            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));\n            if (plot_type == ImGuiPlotType_Lines)\n            {\n                window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);\n            }\n            else if (plot_type == ImGuiPlotType_Histogram)\n            {\n                if (pos1.x >= pos0.x + 2.0f)\n                    pos1.x -= 1.0f;\n                window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);\n            }\n\n            t0 = t1;\n            tp0 = tp1;\n        }\n    }\n\n    // Text overlay\n    if (overlay_text)\n        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);\n\n    // Return hovered index or -1 if none are hovered.\n    // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().\n    return idx_hovered;\n}\n\nstruct ImGuiPlotArrayGetterData\n{\n    const float* Values;\n    int Stride;\n\n    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }\n};\n\nstatic float Plot_ArrayGetter(void* data, int idx)\n{\n    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;\n    const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);\n    return v;\n}\n\nvoid ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)\n{\n    ImGuiPlotArrayGetterData data(values, stride);\n    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)\n{\n    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)\n{\n    ImGuiPlotArrayGetterData data(values, stride);\n    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)\n{\n    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Value helpers\n// Those is not very useful, legacy API.\n//-------------------------------------------------------------------------\n// - Value()\n//-------------------------------------------------------------------------\n\nvoid ImGui::Value(const char* prefix, bool b)\n{\n    Text(\"%s: %s\", prefix, (b ? \"true\" : \"false\"));\n}\n\nvoid ImGui::Value(const char* prefix, int v)\n{\n    Text(\"%s: %d\", prefix, v);\n}\n\nvoid ImGui::Value(const char* prefix, unsigned int v)\n{\n    Text(\"%s: %d\", prefix, v);\n}\n\nvoid ImGui::Value(const char* prefix, float v, const char* float_format)\n{\n    if (float_format)\n    {\n        char fmt[64];\n        ImFormatString(fmt, IM_ARRAYSIZE(fmt), \"%%s: %s\", float_format);\n        Text(fmt, prefix, v);\n    }\n    else\n    {\n        Text(\"%s: %.3f\", prefix, v);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] MenuItem, BeginMenu, EndMenu, etc.\n//-------------------------------------------------------------------------\n// - ImGuiMenuColumns [Internal]\n// - BeginMenuBar()\n// - EndMenuBar()\n// - BeginMainMenuBar()\n// - EndMainMenuBar()\n// - BeginMenu()\n// - EndMenu()\n// - MenuItemEx() [Internal]\n// - MenuItem()\n//-------------------------------------------------------------------------\n\n// Helpers for internal use\nvoid ImGuiMenuColumns::Update(float spacing, bool window_reappearing)\n{\n    if (window_reappearing)\n        memset(Widths, 0, sizeof(Widths));\n    Spacing = (ImU16)spacing;\n    CalcNextTotalWidth(true);\n    memset(Widths, 0, sizeof(Widths));\n    TotalWidth = NextTotalWidth;\n    NextTotalWidth = 0;\n}\n\nvoid ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)\n{\n    ImU16 offset = 0;\n    bool want_spacing = false;\n    for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)\n    {\n        ImU16 width = Widths[i];\n        if (want_spacing && width > 0)\n            offset += Spacing;\n        want_spacing |= (width > 0);\n        if (update_offsets)\n        {\n            if (i == 1) { OffsetLabel = offset; }\n            if (i == 2) { OffsetShortcut = offset; }\n            if (i == 3) { OffsetMark = offset; }\n        }\n        offset += width;\n    }\n    NextTotalWidth = offset;\n}\n\nfloat ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)\n{\n    Widths[0] = ImMax(Widths[0], (ImU16)w_icon);\n    Widths[1] = ImMax(Widths[1], (ImU16)w_label);\n    Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);\n    Widths[3] = ImMax(Widths[3], (ImU16)w_mark);\n    CalcNextTotalWidth(false);\n    return (float)ImMax(TotalWidth, NextTotalWidth);\n}\n\n// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..\n// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.\n// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.\n// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.\nbool ImGui::BeginMenuBar()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n    if (!(window->Flags & ImGuiWindowFlags_MenuBar))\n        return false;\n\n    IM_ASSERT(!window->DC.MenuBarAppending);\n    BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore\n    PushID(\"##menubar\");\n\n    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.\n    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.\n    ImRect bar_rect = window->MenuBarRect();\n    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));\n    clip_rect.ClipWith(window->OuterRectClipped);\n    PushClipRect(clip_rect.Min, clip_rect.Max, false);\n\n    // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).\n    window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);\n    window->DC.LayoutType = ImGuiLayoutType_Horizontal;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n    window->DC.MenuBarAppending = true;\n    AlignTextToFramePadding();\n    return true;\n}\n\nvoid ImGui::EndMenuBar()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ImGuiContext& g = *GImGui;\n\n    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.\n    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))\n    {\n        // Try to find out if the request is for one of our child menu\n        ImGuiWindow* nav_earliest_child = g.NavWindow;\n        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))\n            nav_earliest_child = nav_earliest_child->ParentWindow;\n        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)\n        {\n            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.\n            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)\n            const ImGuiNavLayer layer = ImGuiNavLayer_Menu;\n            IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check\n            FocusWindow(window);\n            SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);\n            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.\n            g.NavDisableMouseHover = g.NavMousePosDirty = true;\n            NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat\n        }\n    }\n\n    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive \"warning C6011: Dereferencing NULL pointer 'window'\"\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);\n    IM_ASSERT(window->DC.MenuBarAppending);\n    PopClipRect();\n    PopID();\n    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.\n    g.GroupStack.back().EmitItem = false;\n    EndGroup(); // Restore position on layer 0\n    window->DC.LayoutType = ImGuiLayoutType_Vertical;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n    window->DC.MenuBarAppending = false;\n}\n\n// Important: calling order matters!\n// FIXME: Somehow overlapping with docking tech.\n// FIXME: The \"rect-cut\" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)\nbool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)\n{\n    IM_ASSERT(dir != ImGuiDir_None);\n\n    ImGuiWindow* bar_window = FindWindowByName(name);\n    if (bar_window == NULL || bar_window->BeginCount == 0)\n    {\n        // Calculate and set window size/position\n        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());\n        ImRect avail_rect = viewport->GetBuildWorkRect();\n        ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;\n        ImVec2 pos = avail_rect.Min;\n        if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)\n            pos[axis] = avail_rect.Max[axis] - axis_size;\n        ImVec2 size = avail_rect.GetSize();\n        size[axis] = axis_size;\n        SetNextWindowPos(pos);\n        SetNextWindowSize(size);\n\n        // Report our size into work area (for next frame) using actual window size\n        if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)\n            viewport->BuildWorkOffsetMin[axis] += axis_size;\n        else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)\n            viewport->BuildWorkOffsetMax[axis] -= axis_size;\n    }\n\n    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;\n    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);\n    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint\n    bool is_open = Begin(name, NULL, window_flags);\n    PopStyleVar(2);\n\n    return is_open;\n}\n\nbool ImGui::BeginMainMenuBar()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();\n\n    // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.\n    // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?\n    // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.\n    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;\n    float height = GetFrameHeight();\n    bool is_open = BeginViewportSideBar(\"##MainMenuBar\", viewport, ImGuiDir_Up, height, window_flags);\n    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);\n\n    if (is_open)\n        BeginMenuBar();\n    else\n        End();\n    return is_open;\n}\n\nvoid ImGui::EndMainMenuBar()\n{\n    EndMenuBar();\n\n    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window\n    // FIXME: With this strategy we won't be able to restore a NULL focus.\n    ImGuiContext& g = *GImGui;\n    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)\n        FocusTopMostWindowUnderOne(g.NavWindow, NULL);\n\n    End();\n}\n\nstatic bool IsRootOfOpenMenuSet()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))\n        return false;\n\n    // Initially we used 'OpenParentId' to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) based on parent ID.\n    // This would however prevent the use of e.g. PuhsID() user code submitting menus.\n    // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,\n    // making  hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.\n    // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup\n    // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first chilld menu.\n    const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];\n    return (/*upper_popup->OpenParentId == window->IDStack.back() &&*/ upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu));\n}\n\nbool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);\n\n    // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)\n    // The first menu in a hierarchy isn't so hovering doesn't get accross (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.\n    ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;\n    if (window->Flags & ImGuiWindowFlags_ChildMenu)\n        flags |= ImGuiWindowFlags_ChildWindow;\n\n    // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().\n    // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.\n    // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.\n    if (g.MenusIdSubmittedThisFrame.contains(id))\n    {\n        if (menu_is_open)\n            menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n        else\n            g.NextWindowData.ClearFlags();          // we behave like Begin() and need to consume those values\n        return menu_is_open;\n    }\n\n    // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu\n    g.MenusIdSubmittedThisFrame.push_back(id);\n\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)\n    const bool menuset_is_open = IsRootOfOpenMenuSet();\n    ImGuiWindow* backed_nav_window = g.NavWindow;\n    if (menuset_is_open)\n        g.NavWindow = window;\n\n    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,\n    // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().\n    // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.\n    ImVec2 popup_pos, pos = window->DC.CursorPos;\n    PushID(label);\n    if (!enabled)\n        BeginDisabled();\n    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;\n    bool pressed;\n    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n    {\n        // Menu inside an horizontal menu bar\n        // Selectable extend their highlight by half ItemSpacing in each direction.\n        // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()\n        popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));\n        float w = label_size.x;\n        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n        pressed = Selectable(\"\", menu_is_open, selectable_flags, ImVec2(w, 0.0f));\n        RenderText(text_pos, label);\n        PopStyleVar();\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().\n    }\n    else\n    {\n        // Menu inside a regular/vertical menu\n        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.\n        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.\n        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);\n        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;\n        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);\n        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame\n        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);\n        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n        pressed = Selectable(\"\", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));\n        RenderText(text_pos, label);\n        if (icon_w > 0.0f)\n            RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);\n        RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);\n    }\n    if (!enabled)\n        EndDisabled();\n\n    const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;\n    if (menuset_is_open)\n        g.NavWindow = backed_nav_window;\n\n    bool want_open = false;\n    bool want_close = false;\n    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))\n    {\n        // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu\n        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.\n        bool moving_toward_other_child_menu = false;\n        ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;\n        if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))\n        {\n            float ref_unit = g.FontSize; // FIXME-DPI\n            ImRect next_window_rect = child_menu_window->Rect();\n            ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);\n            ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();\n            ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();\n            float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f);   // add a bit of extra slack.\n            ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f;                     // to avoid numerical issues (FIXME: ??)\n            tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f);                           // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?\n            tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);\n            moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);\n            //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]\n        }\n        if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)\n            want_close = true;\n\n        // Open\n        if (!menu_is_open && pressed) // Click/activate to open\n            want_open = true;\n        else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open\n            want_open = true;\n        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open\n        {\n            want_open = true;\n            NavMoveRequestCancel();\n        }\n    }\n    else\n    {\n        // Menu bar\n        if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it\n        {\n            want_close = true;\n            want_open = menu_is_open = false;\n        }\n        else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others\n        {\n            want_open = true;\n        }\n        else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open\n        {\n            want_open = true;\n            NavMoveRequestCancel();\n        }\n    }\n\n    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu(\"options\", has_object)) { ..use object.. }'\n        want_close = true;\n    if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))\n        ClosePopupToLevel(g.BeginPopupStack.Size, true);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));\n    PopID();\n\n    if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)\n    {\n        // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.\n        OpenPopup(label);\n        return false;\n    }\n\n    menu_is_open |= want_open;\n    if (want_open)\n        OpenPopup(label);\n\n    if (menu_is_open)\n    {\n        SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos.\n        PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding\n        menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n        PopStyleVar();\n    }\n    else\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n    }\n\n    return menu_is_open;\n}\n\nbool ImGui::BeginMenu(const char* label, bool enabled)\n{\n    return BeginMenuEx(label, NULL, enabled);\n}\n\nvoid ImGui::EndMenu()\n{\n    // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).\n    // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.\n    // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)\n        if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window)\n        {\n            ClosePopupToLevel(g.BeginPopupStack.Size, true);\n            NavMoveRequestCancel();\n        }\n\n    EndPopup();\n}\n\nbool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImVec2 pos = window->DC.CursorPos;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    const bool menuset_is_open = IsRootOfOpenMenuSet();\n    ImGuiWindow* backed_nav_window = g.NavWindow;\n    if (menuset_is_open)\n        g.NavWindow = window;\n\n    // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),\n    // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.\n    bool pressed;\n    PushID(label);\n    if (!enabled)\n        BeginDisabled();\n\n    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover;\n    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n    {\n        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful\n        // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.\n        float w = label_size.x;\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);\n        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));\n        pressed = Selectable(\"\", selected, selectable_flags, ImVec2(w, 0.0f));\n        PopStyleVar();\n        RenderText(text_pos, label);\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().\n    }\n    else\n    {\n        // Menu item inside a vertical menu\n        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.\n        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.\n        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;\n        float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;\n        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);\n        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame\n        float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);\n        pressed = Selectable(\"\", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));\n        RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);\n        if (icon_w > 0.0f)\n            RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);\n        if (shortcut_w > 0.0f)\n        {\n            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);\n            RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);\n            PopStyleColor();\n        }\n        if (selected)\n            RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize  * 0.866f);\n    }\n    IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));\n    if (!enabled)\n        EndDisabled();\n    PopID();\n    if (menuset_is_open)\n        g.NavWindow = backed_nav_window;\n\n    return pressed;\n}\n\nbool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)\n{\n    return MenuItemEx(label, NULL, shortcut, selected, enabled);\n}\n\nbool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)\n{\n    if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))\n    {\n        if (p_selected)\n            *p_selected = !*p_selected;\n        return true;\n    }\n    return false;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.\n//-------------------------------------------------------------------------\n// - BeginTabBar()\n// - BeginTabBarEx() [Internal]\n// - EndTabBar()\n// - TabBarLayout() [Internal]\n// - TabBarCalcTabID() [Internal]\n// - TabBarCalcMaxTabWidth() [Internal]\n// - TabBarFindTabById() [Internal]\n// - TabBarRemoveTab() [Internal]\n// - TabBarCloseTab() [Internal]\n// - TabBarScrollClamp() [Internal]\n// - TabBarScrollToTab() [Internal]\n// - TabBarQueueChangeTabOrder() [Internal]\n// - TabBarScrollingButtons() [Internal]\n// - TabBarTabListPopupButton() [Internal]\n//-------------------------------------------------------------------------\n\nstruct ImGuiTabBarSection\n{\n    int                 TabCount;               // Number of tabs in this section.\n    float               Width;                  // Sum of width of tabs in this section (after shrinking down)\n    float               Spacing;                // Horizontal spacing at the end of the section.\n\n    ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }\n};\n\nnamespace ImGui\n{\n    static void             TabBarLayout(ImGuiTabBar* tab_bar);\n    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);\n    static float            TabBarCalcMaxTabWidth();\n    static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);\n    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);\n    static ImGuiTabItem*    TabBarScrollingButtons(ImGuiTabBar* tab_bar);\n    static ImGuiTabItem*    TabBarTabListPopupButton(ImGuiTabBar* tab_bar);\n}\n\nImGuiTabBar::ImGuiTabBar()\n{\n    memset(this, 0, sizeof(*this));\n    CurrFrameVisible = PrevFrameVisible = -1;\n    LastTabItemIdx = -1;\n}\n\nstatic inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)\n{\n    return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n}\n\nstatic int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)\n{\n    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;\n    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;\n    const int a_section = TabItemGetSectionIdx(a);\n    const int b_section = TabItemGetSectionIdx(b);\n    if (a_section != b_section)\n        return a_section - b_section;\n    return (int)(a->IndexDuringLayout - b->IndexDuringLayout);\n}\n\nstatic int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)\n{\n    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;\n    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;\n    return (int)(a->BeginOrder - b->BeginOrder);\n}\n\nstatic ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)\n{\n    ImGuiContext& g = *GImGui;\n    return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);\n}\n\nstatic ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.TabBars.Contains(tab_bar))\n        return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));\n    return ImGuiPtrOrIndex(tab_bar);\n}\n\nbool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiID id = window->GetID(str_id);\n    ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);\n    ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);\n    tab_bar->ID = id;\n    return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);\n}\n\nbool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    if ((flags & ImGuiTabBarFlags_DockNode) == 0)\n        PushOverrideID(tab_bar->ID);\n\n    // Add to stack\n    g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));\n    g.CurrentTabBar = tab_bar;\n\n    // Append with multiple BeginTabBar()/EndTabBar() pairs.\n    tab_bar->BackupCursorPos = window->DC.CursorPos;\n    if (tab_bar->CurrFrameVisible == g.FrameCount)\n    {\n        window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);\n        tab_bar->BeginCount++;\n        return true;\n    }\n\n    // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable\n    if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))\n        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);\n    tab_bar->TabsAddedNew = false;\n\n    // Flags\n    if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)\n        flags |= ImGuiTabBarFlags_FittingPolicyDefault_;\n\n    tab_bar->Flags = flags;\n    tab_bar->BarRect = tab_bar_bb;\n    tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()\n    tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;\n    tab_bar->CurrFrameVisible = g.FrameCount;\n    tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;\n    tab_bar->CurrTabsContentsHeight = 0.0f;\n    tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;\n    tab_bar->FramePadding = g.Style.FramePadding;\n    tab_bar->TabsActiveCount = 0;\n    tab_bar->BeginCount = 1;\n\n    // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap\n    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);\n\n    // Draw separator\n    const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);\n    const float y = tab_bar->BarRect.Max.y - 1.0f;\n    {\n        const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);\n        const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);\n        window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);\n    }\n    return true;\n}\n\nvoid    ImGui::EndTabBar()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Mismatched BeginTabBar()/EndTabBar()!\");\n        return;\n    }\n\n    // Fallback in case no TabItem have been submitted\n    if (tab_bar->WantLayout)\n        TabBarLayout(tab_bar);\n\n    // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().\n    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);\n    if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)\n    {\n        tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);\n        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;\n    }\n    else\n    {\n        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;\n    }\n    if (tab_bar->BeginCount > 1)\n        window->DC.CursorPos = tab_bar->BackupCursorPos;\n\n    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)\n        PopID();\n\n    g.CurrentTabBarStack.pop_back();\n    g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());\n}\n\n// This is called only once a frame before by the first call to ItemTab()\n// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.\nstatic void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    tab_bar->WantLayout = false;\n\n    // Garbage collect by compacting list\n    // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)\n    int tab_dst_n = 0;\n    bool need_sort_by_section = false;\n    ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing\n    for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];\n        if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)\n        {\n            // Remove tab\n            if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }\n            if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }\n            if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }\n            continue;\n        }\n        if (tab_dst_n != tab_src_n)\n            tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];\n\n        tab = &tab_bar->Tabs[tab_dst_n];\n        tab->IndexDuringLayout = (ImS16)tab_dst_n;\n\n        // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)\n        int curr_tab_section_n = TabItemGetSectionIdx(tab);\n        if (tab_dst_n > 0)\n        {\n            ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];\n            int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);\n            if (curr_tab_section_n == 0 && prev_tab_section_n != 0)\n                need_sort_by_section = true;\n            if (prev_tab_section_n == 2 && curr_tab_section_n != 2)\n                need_sort_by_section = true;\n        }\n\n        sections[curr_tab_section_n].TabCount++;\n        tab_dst_n++;\n    }\n    if (tab_bar->Tabs.Size != tab_dst_n)\n        tab_bar->Tabs.resize(tab_dst_n);\n\n    if (need_sort_by_section)\n        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);\n\n    // Calculate spacing between sections\n    sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;\n    sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;\n\n    // Setup next selected tab\n    ImGuiID scroll_to_tab_id = 0;\n    if (tab_bar->NextSelectedTabId)\n    {\n        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;\n        tab_bar->NextSelectedTabId = 0;\n        scroll_to_tab_id = tab_bar->SelectedTabId;\n    }\n\n    // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).\n    if (tab_bar->ReorderRequestTabId != 0)\n    {\n        if (TabBarProcessReorder(tab_bar))\n            if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)\n                scroll_to_tab_id = tab_bar->ReorderRequestTabId;\n        tab_bar->ReorderRequestTabId = 0;\n    }\n\n    // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)\n    const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;\n    if (tab_list_popup_button)\n        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!\n            scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;\n\n    // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central\n    // (whereas our tabs are stored as: leading, central, trailing)\n    int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };\n    g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);\n\n    // Compute ideal tabs widths + store them into shrink buffer\n    ImGuiTabItem* most_recently_selected_tab = NULL;\n    int curr_section_n = -1;\n    bool found_selected_tab_id = false;\n    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n        IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);\n\n        if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))\n            most_recently_selected_tab = tab;\n        if (tab->ID == tab_bar->SelectedTabId)\n            found_selected_tab_id = true;\n        if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)\n            scroll_to_tab_id = tab->ID;\n\n        // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.\n        // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,\n        // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.\n        const char* tab_name = tab_bar->GetTabName(tab);\n        const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;\n        tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;\n\n        int section_n = TabItemGetSectionIdx(tab);\n        ImGuiTabBarSection* section = &sections[section_n];\n        section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);\n        curr_section_n = section_n;\n\n        // Store data so we can build an array sorted by width if we need to shrink tabs down\n        IM_MSVC_WARNING_SUPPRESS(6385);\n        int shrink_buffer_index = shrink_buffer_indexes[section_n]++;\n        g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n;\n        g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth;\n\n        IM_ASSERT(tab->ContentWidth > 0.0f);\n        tab->Width = tab->ContentWidth;\n    }\n\n    // Compute total ideal width (used for e.g. auto-resizing a window)\n    tab_bar->WidthAllTabsIdeal = 0.0f;\n    for (int section_n = 0; section_n < 3; section_n++)\n        tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;\n\n    // Horizontal scrolling buttons\n    // (note that TabBarScrollButtons() will alter BarRect.Max.x)\n    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))\n        if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))\n        {\n            scroll_to_tab_id = scroll_and_select_tab->ID;\n            if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)\n                tab_bar->SelectedTabId = scroll_to_tab_id;\n        }\n\n    // Shrink widths if full tabs don't fit in their allocated space\n    float section_0_w = sections[0].Width + sections[0].Spacing;\n    float section_1_w = sections[1].Width + sections[1].Spacing;\n    float section_2_w = sections[2].Width + sections[2].Spacing;\n    bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();\n    float width_excess;\n    if (central_section_is_visible)\n        width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section\n    else\n        width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section\n\n    // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore\n    if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))\n    {\n        int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);\n        int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);\n        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);\n\n        // Apply shrunk values into tabs and sections\n        for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];\n            float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);\n            if (shrinked_width < 0.0f)\n                continue;\n\n            int section_n = TabItemGetSectionIdx(tab);\n            sections[section_n].Width -= (tab->Width - shrinked_width);\n            tab->Width = shrinked_width;\n        }\n    }\n\n    // Layout all active tabs\n    int section_tab_index = 0;\n    float tab_offset = 0.0f;\n    tab_bar->WidthAllTabs = 0.0f;\n    for (int section_n = 0; section_n < 3; section_n++)\n    {\n        ImGuiTabBarSection* section = &sections[section_n];\n        if (section_n == 2)\n            tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);\n\n        for (int tab_n = 0; tab_n < section->TabCount; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];\n            tab->Offset = tab_offset;\n            tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);\n        }\n        tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);\n        tab_offset += section->Spacing;\n        section_tab_index += section->TabCount;\n    }\n\n    // If we have lost the selected tab, select the next most recently active one\n    if (found_selected_tab_id == false)\n        tab_bar->SelectedTabId = 0;\n    if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)\n        scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;\n\n    // Lock in visible tab\n    tab_bar->VisibleTabId = tab_bar->SelectedTabId;\n    tab_bar->VisibleTabWasSubmitted = false;\n\n    // Update scrolling\n    if (scroll_to_tab_id != 0)\n        TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);\n    tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);\n    tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);\n    if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)\n    {\n        // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.\n        // Teleport if we are aiming far off the visible line\n        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);\n        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);\n        const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);\n        tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);\n    }\n    else\n    {\n        tab_bar->ScrollingSpeed = 0.0f;\n    }\n    tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;\n    tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;\n\n    // Clear name buffers\n    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)\n        tab_bar->TabsNames.Buf.resize(0);\n\n    // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DC.CursorPos = tab_bar->BarRect.Min;\n    ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);\n    window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);\n}\n\n// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.\nstatic ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)\n{\n    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)\n    {\n        ImGuiID id = ImHashStr(label);\n        KeepAliveID(id);\n        return id;\n    }\n    else\n    {\n        ImGuiWindow* window = GImGui->CurrentWindow;\n        return window->GetID(label);\n    }\n}\n\nstatic float ImGui::TabBarCalcMaxTabWidth()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize * 20.0f;\n}\n\nImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)\n{\n    if (tab_id != 0)\n        for (int n = 0; n < tab_bar->Tabs.Size; n++)\n            if (tab_bar->Tabs[n].ID == tab_id)\n                return &tab_bar->Tabs[n];\n    return NULL;\n}\n\n// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.\nvoid ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)\n{\n    if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))\n        tab_bar->Tabs.erase(tab);\n    if (tab_bar->VisibleTabId == tab_id)      { tab_bar->VisibleTabId = 0; }\n    if (tab_bar->SelectedTabId == tab_id)     { tab_bar->SelectedTabId = 0; }\n    if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }\n}\n\n// Called on manual closure attempt\nvoid ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)\n{\n    IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button));\n    if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))\n    {\n        // This will remove a frame of lag for selecting another tab on closure.\n        // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure\n        tab->WantClose = true;\n        if (tab_bar->VisibleTabId == tab->ID)\n        {\n            tab->LastFrameVisible = -1;\n            tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;\n        }\n    }\n    else\n    {\n        // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)\n        if (tab_bar->VisibleTabId != tab->ID)\n            tab_bar->NextSelectedTabId = tab->ID;\n    }\n}\n\nstatic float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)\n{\n    scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());\n    return ImMax(scrolling, 0.0f);\n}\n\n// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys\nstatic void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)\n{\n    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);\n    if (tab == NULL)\n        return;\n    if (tab->Flags & ImGuiTabItemFlags_SectionMask_)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)\n    int order = tab_bar->GetTabOrder(tab);\n\n    // Scrolling happens only in the central section (leading/trailing sections are not scrolling)\n    // FIXME: This is all confusing.\n    float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;\n\n    // We make all tabs positions all relative Sections[0].Width to make code simpler\n    float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);\n    float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);\n    tab_bar->ScrollingTargetDistToVisibility = 0.0f;\n    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))\n    {\n        // Scroll to the left\n        tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);\n        tab_bar->ScrollingTarget = tab_x1;\n    }\n    else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)\n    {\n        // Scroll to the right\n        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);\n        tab_bar->ScrollingTarget = tab_x2 - scrollable_width;\n    }\n}\n\nvoid ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset)\n{\n    IM_ASSERT(offset != 0);\n    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);\n    tab_bar->ReorderRequestTabId = tab->ID;\n    tab_bar->ReorderRequestOffset = (ImS16)offset;\n}\n\nvoid ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);\n    if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)\n        return;\n\n    const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;\n    const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);\n\n    // Count number of contiguous tabs we are crossing over\n    const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;\n    const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);\n    int dst_idx = src_idx;\n    for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)\n    {\n        // Reordered tabs must share the same section\n        const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];\n        if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)\n            break;\n        if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))\n            break;\n        dst_idx = i;\n\n        // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.\n        const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;\n        const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;\n        //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));\n        if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))\n            break;\n    }\n\n    if (dst_idx != src_idx)\n        TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);\n}\n\nbool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)\n{\n    ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);\n    if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))\n        return false;\n\n    //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools\n    int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset;\n    if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)\n        return false;\n\n    // Reordered tabs must share the same section\n    // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)\n    ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];\n    if (tab2->Flags & ImGuiTabItemFlags_NoReorder)\n        return false;\n    if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))\n        return false;\n\n    ImGuiTabItem item_tmp = *tab1;\n    ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;\n    ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;\n    const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;\n    memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));\n    *tab2 = item_tmp;\n\n    if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)\n        MarkIniSettingsDirty();\n    return true;\n}\n\nstatic ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);\n    const float scrolling_buttons_width = arrow_button_size.x * 2.0f;\n\n    const ImVec2 backup_cursor_pos = window->DC.CursorPos;\n    //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));\n\n    int select_dir = 0;\n    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];\n    arrow_col.w *= 0.5f;\n\n    PushStyleColor(ImGuiCol_Text, arrow_col);\n    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));\n    const float backup_repeat_delay = g.IO.KeyRepeatDelay;\n    const float backup_repeat_rate = g.IO.KeyRepeatRate;\n    g.IO.KeyRepeatDelay = 0.250f;\n    g.IO.KeyRepeatRate = 0.200f;\n    float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);\n    window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);\n    if (ArrowButtonEx(\"##<\", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))\n        select_dir = -1;\n    window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);\n    if (ArrowButtonEx(\"##>\", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))\n        select_dir = +1;\n    PopStyleColor(2);\n    g.IO.KeyRepeatRate = backup_repeat_rate;\n    g.IO.KeyRepeatDelay = backup_repeat_delay;\n\n    ImGuiTabItem* tab_to_scroll_to = NULL;\n    if (select_dir != 0)\n        if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))\n        {\n            int selected_order = tab_bar->GetTabOrder(tab_item);\n            int target_order = selected_order + select_dir;\n\n            // Skip tab item buttons until another tab item is found or end is reached\n            while (tab_to_scroll_to == NULL)\n            {\n                // If we are at the end of the list, still scroll to make our tab visible\n                tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];\n\n                // Cross through buttons\n                // (even if first/last item is a button, return it so we can update the scroll)\n                if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)\n                {\n                    target_order += select_dir;\n                    selected_order += select_dir;\n                    tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;\n                }\n            }\n        }\n    window->DC.CursorPos = backup_cursor_pos;\n    tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;\n\n    return tab_to_scroll_to;\n}\n\nstatic ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // We use g.Style.FramePadding.y to match the square ArrowButton size\n    const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;\n    const ImVec2 backup_cursor_pos = window->DC.CursorPos;\n    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);\n    tab_bar->BarRect.Min.x += tab_list_popup_button_width;\n\n    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];\n    arrow_col.w *= 0.5f;\n    PushStyleColor(ImGuiCol_Text, arrow_col);\n    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));\n    bool open = BeginCombo(\"##v\", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);\n    PopStyleColor(2);\n\n    ImGuiTabItem* tab_to_select = NULL;\n    if (open)\n    {\n        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n            if (tab->Flags & ImGuiTabItemFlags_Button)\n                continue;\n\n            const char* tab_name = tab_bar->GetTabName(tab);\n            if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))\n                tab_to_select = tab;\n        }\n        EndCombo();\n    }\n\n    window->DC.CursorPos = backup_cursor_pos;\n    return tab_to_select;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.\n//-------------------------------------------------------------------------\n// - BeginTabItem()\n// - EndTabItem()\n// - TabItemButton()\n// - TabItemEx() [Internal]\n// - SetTabItemClosed()\n// - TabItemCalcSize() [Internal]\n// - TabItemBackground() [Internal]\n// - TabItemLabelAndCloseButton() [Internal]\n//-------------------------------------------------------------------------\n\nbool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return false;\n    }\n    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!\n\n    bool ret = TabItemEx(tab_bar, label, p_open, flags);\n    if (ret && !(flags & ImGuiTabItemFlags_NoPushId))\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];\n        PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)\n    }\n    return ret;\n}\n\nvoid    ImGui::EndTabItem()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return;\n    }\n    IM_ASSERT(tab_bar->LastTabItemIdx >= 0);\n    ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];\n    if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))\n        PopID();\n}\n\nbool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return false;\n    }\n    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder);\n}\n\nbool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)\n{\n    // Layout whole tab bar if not already done\n    if (tab_bar->WantLayout)\n        TabBarLayout(tab_bar);\n\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = TabBarCalcTabID(tab_bar, label);\n\n    // If the user called us with *p_open == false, we early out and don't render.\n    // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    if (p_open && !*p_open)\n    {\n        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);\n        return false;\n    }\n\n    IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));\n    IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing\n\n    // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)\n    if (flags & ImGuiTabItemFlags_NoCloseButton)\n        p_open = NULL;\n    else if (p_open == NULL)\n        flags |= ImGuiTabItemFlags_NoCloseButton;\n\n    // Calculate tab contents size\n    ImVec2 size = TabItemCalcSize(label, p_open != NULL);\n\n    // Acquire tab data\n    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);\n    bool tab_is_new = false;\n    if (tab == NULL)\n    {\n        tab_bar->Tabs.push_back(ImGuiTabItem());\n        tab = &tab_bar->Tabs.back();\n        tab->ID = id;\n        tab->Width = size.x;\n        tab_bar->TabsAddedNew = true;\n        tab_is_new = true;\n    }\n    tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);\n    tab->ContentWidth = size.x;\n    tab->BeginOrder = tab_bar->TabsActiveCount++;\n\n    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);\n    const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;\n    const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);\n    const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;\n    tab->LastFrameVisible = g.FrameCount;\n    tab->Flags = flags;\n\n    // Append name with zero-terminator\n    tab->NameOffset = (ImS32)tab_bar->TabsNames.size();\n    tab_bar->TabsNames.append(label, label + strlen(label) + 1);\n\n    // Update selected tab\n    if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)\n        if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)\n            if (!is_tab_button)\n                tab_bar->NextSelectedTabId = id;  // New tabs gets activated\n    if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar\n        if (!is_tab_button)\n            tab_bar->NextSelectedTabId = id;\n\n    // Lock visibility\n    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)\n    bool tab_contents_visible = (tab_bar->VisibleTabId == id);\n    if (tab_contents_visible)\n        tab_bar->VisibleTabWasSubmitted = true;\n\n    // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches\n    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)\n        if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))\n            tab_contents_visible = true;\n\n    // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted\n    // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.\n    if (tab_appearing && (!tab_bar_appearing || tab_is_new))\n    {\n        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);\n        if (is_tab_button)\n            return false;\n        return tab_contents_visible;\n    }\n\n    if (tab_bar->SelectedTabId == id)\n        tab->LastFrameSelected = g.FrameCount;\n\n    // Backup current layout position\n    const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;\n\n    // Layout\n    const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;\n    size.x = tab->Width;\n    if (is_central_section)\n        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);\n    else\n        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);\n    ImVec2 pos = window->DC.CursorPos;\n    ImRect bb(pos, pos + size);\n\n    // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)\n    const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);\n    if (want_clip_rect)\n        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);\n\n    ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;\n    ItemSize(bb.GetSize(), style.FramePadding.y);\n    window->DC.CursorMaxPos = backup_cursor_max_pos;\n\n    if (!ItemAdd(bb, id))\n    {\n        if (want_clip_rect)\n            PopClipRect();\n        window->DC.CursorPos = backup_main_cursor_pos;\n        return tab_contents_visible;\n    }\n\n    // Click to Select a tab\n    ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap);\n    if (g.DragDropActive)\n        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);\n    if (pressed && !is_tab_button)\n        tab_bar->NextSelectedTabId = id;\n\n    // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)\n    if (g.ActiveId != id)\n        SetItemAllowOverlap();\n\n    // Drag and drop: re-order tabs\n    if (held && !tab_appearing && IsMouseDragging(0))\n    {\n        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))\n        {\n            // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x\n            if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)\n            {\n                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);\n            }\n            else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)\n            {\n                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);\n            }\n        }\n    }\n\n#if 0\n    if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)\n    {\n        // Enlarge tab display when hovering\n        bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));\n        display_draw_list = GetForegroundDrawList(window);\n        TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));\n    }\n#endif\n\n    // Render tab shape\n    ImDrawList* display_draw_list = window->DrawList;\n    const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));\n    TabItemBackground(display_draw_list, bb, flags, tab_col);\n    RenderNavHighlight(bb, id);\n\n    // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.\n    const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);\n    if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)))\n        if (!is_tab_button)\n            tab_bar->NextSelectedTabId = id;\n\n    if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)\n        flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;\n\n    // Render tab label, process close button\n    const ImGuiID close_button_id = p_open ? GetIDWithSeed(\"#CLOSE\", NULL, id) : 0;\n    bool just_closed;\n    bool text_clipped;\n    TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);\n    if (just_closed && p_open != NULL)\n    {\n        *p_open = false;\n        TabBarCloseTab(tab_bar, tab);\n    }\n\n    // Restore main window position so user can draw there\n    if (want_clip_rect)\n        PopClipRect();\n    window->DC.CursorPos = backup_main_cursor_pos;\n\n    // Tooltip\n    // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)\n    // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)\n    // FIXME: This is a mess.\n    // FIXME: We may want disabled tab to still display the tooltip?\n    if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered())\n        if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))\n            SetTooltip(\"%.*s\", (int)(FindRenderedTextEnd(label) - label), label);\n\n    IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected\n    if (is_tab_button)\n        return pressed;\n    return tab_contents_visible;\n}\n\n// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.\n// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().\n// Tabs closed by the close button will automatically be flagged to avoid this issue.\nvoid    ImGui::SetTabItemClosed(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);\n    if (is_within_manual_tab_bar)\n    {\n        ImGuiTabBar* tab_bar = g.CurrentTabBar;\n        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);\n        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))\n            tab->WantClose = true; // Will be processed by next call to TabBarLayout()\n    }\n}\n\nImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);\n    if (has_close_button)\n        size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.\n    else\n        size.x += g.Style.FramePadding.x + 1.0f;\n    return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);\n}\n\nvoid ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)\n{\n    // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking \"detached\" from it.\n    ImGuiContext& g = *GImGui;\n    const float width = bb.GetWidth();\n    IM_UNUSED(flags);\n    IM_ASSERT(width > 0.0f);\n    const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));\n    const float y1 = bb.Min.y + 1.0f;\n    const float y2 = bb.Max.y - 1.0f;\n    draw_list->PathLineTo(ImVec2(bb.Min.x, y2));\n    draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);\n    draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);\n    draw_list->PathLineTo(ImVec2(bb.Max.x, y2));\n    draw_list->PathFillConvex(col);\n    if (g.Style.TabBorderSize > 0.0f)\n    {\n        draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));\n        draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);\n        draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);\n        draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));\n        draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);\n    }\n}\n\n// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic\n// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.\nvoid ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    if (out_just_closed)\n        *out_just_closed = false;\n    if (out_text_clipped)\n        *out_text_clipped = false;\n\n    if (bb.GetWidth() <= 1.0f)\n        return;\n\n    // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)\n    // But right now if you want to alter text color of tabs this is what you need to do.\n#if 0\n    const float backup_alpha = g.Style.Alpha;\n    if (!is_contents_visible)\n        g.Style.Alpha *= 0.7f;\n#endif\n\n    // Render text label (with clipping + alpha gradient) + unsaved marker\n    ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);\n    ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;\n\n    // Return clipped state ignoring the close button\n    if (out_text_clipped)\n    {\n        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;\n        //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));\n    }\n\n    const float button_sz = g.FontSize;\n    const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y);\n\n    // Close Button & Unsaved Marker\n    // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()\n    //  'hovered' will be true when hovering the Tab but NOT when hovering the close button\n    //  'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button\n    //  'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false\n    bool close_button_pressed = false;\n    bool close_button_visible = false;\n    if (close_button_id != 0)\n        if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton))\n            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)\n                close_button_visible = true;\n    bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x);\n\n    if (close_button_visible)\n    {\n        ImGuiLastItemData last_item_backup = g.LastItemData;\n        PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);\n        if (CloseButton(close_button_id, button_pos))\n            close_button_pressed = true;\n        PopStyleVar();\n        g.LastItemData = last_item_backup;\n\n        // Close with middle mouse button\n        if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))\n            close_button_pressed = true;\n    }\n    else if (unsaved_marker_visible)\n    {\n        const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f);\n        RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));\n    }\n\n    // This is all rather complicated\n    // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position)\n    // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..\n    float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;\n    if (close_button_visible || unsaved_marker_visible)\n    {\n        text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f);\n        text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f;\n        ellipsis_max_x = text_pixel_clip_bb.Max.x;\n    }\n    RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);\n\n#if 0\n    if (!is_contents_visible)\n        g.Style.Alpha = backup_alpha;\n#endif\n\n    if (out_just_closed)\n        *out_just_closed = close_button_pressed;\n}\n\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "src/imgui/imstb_rectpack.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_rect_pack.h 1.00.\n// Those changes would need to be pushed into nothings/stb:\n// - Added STBRP__CDECL\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_rect_pack.h - v1.00 - public domain - rectangle packing\n// Sean Barrett 2014\n//\n// Useful for e.g. packing rectangular textures into an atlas.\n// Does not do rotation.\n//\n// Not necessarily the awesomest packing method, but better than\n// the totally naive one in stb_truetype (which is primarily what\n// this is meant to replace).\n//\n// Has only had a few tests run, may have issues.\n//\n// More docs to come.\n//\n// No memory allocations; uses qsort() and assert() from stdlib.\n// Can override those by defining STBRP_SORT and STBRP_ASSERT.\n//\n// This library currently uses the Skyline Bottom-Left algorithm.\n//\n// Please note: better rectangle packers are welcome! Please\n// implement them to the same API, but with a different init\n// function.\n//\n// Credits\n//\n//  Library\n//    Sean Barrett\n//  Minor features\n//    Martins Mozeiko\n//    github:IntellectualKitty\n//\n//  Bugfixes / warning fixes\n//    Jeremy Jaussaud\n//    Fabian Giesen\n//\n// Version history:\n//\n//     1.00  (2019-02-25)  avoid small space waste; gracefully fail too-wide rectangles\n//     0.99  (2019-02-07)  warning fixes\n//     0.11  (2017-03-03)  return packing success/fail result\n//     0.10  (2016-10-25)  remove cast-away-const to avoid warnings\n//     0.09  (2016-08-27)  fix compiler warnings\n//     0.08  (2015-09-13)  really fix bug with empty rects (w=0 or h=0)\n//     0.07  (2015-09-13)  fix bug with empty rects (w=0 or h=0)\n//     0.06  (2015-04-15)  added STBRP_SORT to allow replacing qsort\n//     0.05:  added STBRP_ASSERT to allow replacing assert\n//     0.04:  fixed minor bug in STBRP_LARGE_RECTS support\n//     0.01:  initial release\n//\n// LICENSE\n//\n//   See end of file for license information.\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//       INCLUDE SECTION\n//\n\n#ifndef STB_INCLUDE_STB_RECT_PACK_H\n#define STB_INCLUDE_STB_RECT_PACK_H\n\n#define STB_RECT_PACK_VERSION  1\n\n#ifdef STBRP_STATIC\n#define STBRP_DEF static\n#else\n#define STBRP_DEF extern\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct stbrp_context stbrp_context;\ntypedef struct stbrp_node    stbrp_node;\ntypedef struct stbrp_rect    stbrp_rect;\n\n#ifdef STBRP_LARGE_RECTS\ntypedef int            stbrp_coord;\n#else\ntypedef unsigned short stbrp_coord;\n#endif\n\nSTBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);\n// Assign packed locations to rectangles. The rectangles are of type\n// 'stbrp_rect' defined below, stored in the array 'rects', and there\n// are 'num_rects' many of them.\n//\n// Rectangles which are successfully packed have the 'was_packed' flag\n// set to a non-zero value and 'x' and 'y' store the minimum location\n// on each axis (i.e. bottom-left in cartesian coordinates, top-left\n// if you imagine y increasing downwards). Rectangles which do not fit\n// have the 'was_packed' flag set to 0.\n//\n// You should not try to access the 'rects' array from another thread\n// while this function is running, as the function temporarily reorders\n// the array while it executes.\n//\n// To pack into another rectangle, you need to call stbrp_init_target\n// again. To continue packing into the same rectangle, you can call\n// this function again. Calling this multiple times with multiple rect\n// arrays will probably produce worse packing results than calling it\n// a single time with the full rectangle array, but the option is\n// available.\n//\n// The function returns 1 if all of the rectangles were successfully\n// packed and 0 otherwise.\n\nstruct stbrp_rect\n{\n   // reserved for your use:\n   int            id;\n\n   // input:\n   stbrp_coord    w, h;\n\n   // output:\n   stbrp_coord    x, y;\n   int            was_packed;  // non-zero if valid packing\n\n}; // 16 bytes, nominally\n\n\nSTBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);\n// Initialize a rectangle packer to:\n//    pack a rectangle that is 'width' by 'height' in dimensions\n//    using temporary storage provided by the array 'nodes', which is 'num_nodes' long\n//\n// You must call this function every time you start packing into a new target.\n//\n// There is no \"shutdown\" function. The 'nodes' memory must stay valid for\n// the following stbrp_pack_rects() call (or calls), but can be freed after\n// the call (or calls) finish.\n//\n// Note: to guarantee best results, either:\n//       1. make sure 'num_nodes' >= 'width'\n//   or  2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'\n//\n// If you don't do either of the above things, widths will be quantized to multiples\n// of small integers to guarantee the algorithm doesn't run out of temporary storage.\n//\n// If you do #2, then the non-quantized algorithm will be used, but the algorithm\n// may run out of temporary storage and be unable to pack some rectangles.\n\nSTBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);\n// Optionally call this function after init but before doing any packing to\n// change the handling of the out-of-temp-memory scenario, described above.\n// If you call init again, this will be reset to the default (false).\n\n\nSTBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);\n// Optionally select which packing heuristic the library should use. Different\n// heuristics will produce better/worse results for different data sets.\n// If you call init again, this will be reset to the default.\n\nenum\n{\n   STBRP_HEURISTIC_Skyline_default=0,\n   STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,\n   STBRP_HEURISTIC_Skyline_BF_sortHeight\n};\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// the details of the following structures don't matter to you, but they must\n// be visible so you can handle the memory allocations for them\n\nstruct stbrp_node\n{\n   stbrp_coord  x,y;\n   stbrp_node  *next;\n};\n\nstruct stbrp_context\n{\n   int width;\n   int height;\n   int align;\n   int init_mode;\n   int heuristic;\n   int num_nodes;\n   stbrp_node *active_head;\n   stbrp_node *free_head;\n   stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'\n};\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//     IMPLEMENTATION SECTION\n//\n\n#ifdef STB_RECT_PACK_IMPLEMENTATION\n#ifndef STBRP_SORT\n#include <stdlib.h>\n#define STBRP_SORT qsort\n#endif\n\n#ifndef STBRP_ASSERT\n#include <assert.h>\n#define STBRP_ASSERT assert\n#endif\n\n// [DEAR IMGUI] Added STBRP__CDECL\n#ifdef _MSC_VER\n#define STBRP__NOTUSED(v)  (void)(v)\n#define STBRP__CDECL __cdecl\n#else\n#define STBRP__NOTUSED(v)  (void)sizeof(v)\n#define STBRP__CDECL\n#endif\n\nenum\n{\n   STBRP__INIT_skyline = 1\n};\n\nSTBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)\n{\n   switch (context->init_mode) {\n      case STBRP__INIT_skyline:\n         STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);\n         context->heuristic = heuristic;\n         break;\n      default:\n         STBRP_ASSERT(0);\n   }\n}\n\nSTBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)\n{\n   if (allow_out_of_mem)\n      // if it's ok to run out of memory, then don't bother aligning them;\n      // this gives better packing, but may fail due to OOM (even though\n      // the rectangles easily fit). @TODO a smarter approach would be to only\n      // quantize once we've hit OOM, then we could get rid of this parameter.\n      context->align = 1;\n   else {\n      // if it's not ok to run out of memory, then quantize the widths\n      // so that num_nodes is always enough nodes.\n      //\n      // I.e. num_nodes * align >= width\n      //                  align >= width / num_nodes\n      //                  align = ceil(width/num_nodes)\n\n      context->align = (context->width + context->num_nodes-1) / context->num_nodes;\n   }\n}\n\nSTBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)\n{\n   int i;\n#ifndef STBRP_LARGE_RECTS\n   STBRP_ASSERT(width <= 0xffff && height <= 0xffff);\n#endif\n\n   for (i=0; i < num_nodes-1; ++i)\n      nodes[i].next = &nodes[i+1];\n   nodes[i].next = NULL;\n   context->init_mode = STBRP__INIT_skyline;\n   context->heuristic = STBRP_HEURISTIC_Skyline_default;\n   context->free_head = &nodes[0];\n   context->active_head = &context->extra[0];\n   context->width = width;\n   context->height = height;\n   context->num_nodes = num_nodes;\n   stbrp_setup_allow_out_of_mem(context, 0);\n\n   // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)\n   context->extra[0].x = 0;\n   context->extra[0].y = 0;\n   context->extra[0].next = &context->extra[1];\n   context->extra[1].x = (stbrp_coord) width;\n#ifdef STBRP_LARGE_RECTS\n   context->extra[1].y = (1<<30);\n#else\n   context->extra[1].y = 65535;\n#endif\n   context->extra[1].next = NULL;\n}\n\n// find minimum y position if it starts at x1\nstatic int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)\n{\n   stbrp_node *node = first;\n   int x1 = x0 + width;\n   int min_y, visited_width, waste_area;\n\n   STBRP__NOTUSED(c);\n\n   STBRP_ASSERT(first->x <= x0);\n\n   #if 0\n   // skip in case we're past the node\n   while (node->next->x <= x0)\n      ++node;\n   #else\n   STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency\n   #endif\n\n   STBRP_ASSERT(node->x <= x0);\n\n   min_y = 0;\n   waste_area = 0;\n   visited_width = 0;\n   while (node->x < x1) {\n      if (node->y > min_y) {\n         // raise min_y higher.\n         // we've accounted for all waste up to min_y,\n         // but we'll now add more waste for everything we've visted\n         waste_area += visited_width * (node->y - min_y);\n         min_y = node->y;\n         // the first time through, visited_width might be reduced\n         if (node->x < x0)\n            visited_width += node->next->x - x0;\n         else\n            visited_width += node->next->x - node->x;\n      } else {\n         // add waste area\n         int under_width = node->next->x - node->x;\n         if (under_width + visited_width > width)\n            under_width = width - visited_width;\n         waste_area += under_width * (min_y - node->y);\n         visited_width += under_width;\n      }\n      node = node->next;\n   }\n\n   *pwaste = waste_area;\n   return min_y;\n}\n\ntypedef struct\n{\n   int x,y;\n   stbrp_node **prev_link;\n} stbrp__findresult;\n\nstatic stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)\n{\n   int best_waste = (1<<30), best_x, best_y = (1 << 30);\n   stbrp__findresult fr;\n   stbrp_node **prev, *node, *tail, **best = NULL;\n\n   // align to multiple of c->align\n   width = (width + c->align - 1);\n   width -= width % c->align;\n   STBRP_ASSERT(width % c->align == 0);\n\n   // if it can't possibly fit, bail immediately\n   if (width > c->width || height > c->height) {\n      fr.prev_link = NULL;\n      fr.x = fr.y = 0;\n      return fr;\n   }\n\n   node = c->active_head;\n   prev = &c->active_head;\n   while (node->x + width <= c->width) {\n      int y,waste;\n      y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);\n      if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL\n         // bottom left\n         if (y < best_y) {\n            best_y = y;\n            best = prev;\n         }\n      } else {\n         // best-fit\n         if (y + height <= c->height) {\n            // can only use it if it first vertically\n            if (y < best_y || (y == best_y && waste < best_waste)) {\n               best_y = y;\n               best_waste = waste;\n               best = prev;\n            }\n         }\n      }\n      prev = &node->next;\n      node = node->next;\n   }\n\n   best_x = (best == NULL) ? 0 : (*best)->x;\n\n   // if doing best-fit (BF), we also have to try aligning right edge to each node position\n   //\n   // e.g, if fitting\n   //\n   //     ____________________\n   //    |____________________|\n   //\n   //            into\n   //\n   //   |                         |\n   //   |             ____________|\n   //   |____________|\n   //\n   // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned\n   //\n   // This makes BF take about 2x the time\n\n   if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {\n      tail = c->active_head;\n      node = c->active_head;\n      prev = &c->active_head;\n      // find first node that's admissible\n      while (tail->x < width)\n         tail = tail->next;\n      while (tail) {\n         int xpos = tail->x - width;\n         int y,waste;\n         STBRP_ASSERT(xpos >= 0);\n         // find the left position that matches this\n         while (node->next->x <= xpos) {\n            prev = &node->next;\n            node = node->next;\n         }\n         STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);\n         y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);\n         if (y + height <= c->height) {\n            if (y <= best_y) {\n               if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {\n                  best_x = xpos;\n                  STBRP_ASSERT(y <= best_y);\n                  best_y = y;\n                  best_waste = waste;\n                  best = prev;\n               }\n            }\n         }\n         tail = tail->next;\n      }\n   }\n\n   fr.prev_link = best;\n   fr.x = best_x;\n   fr.y = best_y;\n   return fr;\n}\n\nstatic stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)\n{\n   // find best position according to heuristic\n   stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);\n   stbrp_node *node, *cur;\n\n   // bail if:\n   //    1. it failed\n   //    2. the best node doesn't fit (we don't always check this)\n   //    3. we're out of memory\n   if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {\n      res.prev_link = NULL;\n      return res;\n   }\n\n   // on success, create new node\n   node = context->free_head;\n   node->x = (stbrp_coord) res.x;\n   node->y = (stbrp_coord) (res.y + height);\n\n   context->free_head = node->next;\n\n   // insert the new node into the right starting point, and\n   // let 'cur' point to the remaining nodes needing to be\n   // stiched back in\n\n   cur = *res.prev_link;\n   if (cur->x < res.x) {\n      // preserve the existing one, so start testing with the next one\n      stbrp_node *next = cur->next;\n      cur->next = node;\n      cur = next;\n   } else {\n      *res.prev_link = node;\n   }\n\n   // from here, traverse cur and free the nodes, until we get to one\n   // that shouldn't be freed\n   while (cur->next && cur->next->x <= res.x + width) {\n      stbrp_node *next = cur->next;\n      // move the current node to the free list\n      cur->next = context->free_head;\n      context->free_head = cur;\n      cur = next;\n   }\n\n   // stitch the list back in\n   node->next = cur;\n\n   if (cur->x < res.x + width)\n      cur->x = (stbrp_coord) (res.x + width);\n\n#ifdef _DEBUG\n   cur = context->active_head;\n   while (cur->x < context->width) {\n      STBRP_ASSERT(cur->x < cur->next->x);\n      cur = cur->next;\n   }\n   STBRP_ASSERT(cur->next == NULL);\n\n   {\n      int count=0;\n      cur = context->active_head;\n      while (cur) {\n         cur = cur->next;\n         ++count;\n      }\n      cur = context->free_head;\n      while (cur) {\n         cur = cur->next;\n         ++count;\n      }\n      STBRP_ASSERT(count == context->num_nodes+2);\n   }\n#endif\n\n   return res;\n}\n\n// [DEAR IMGUI] Added STBRP__CDECL\nstatic int STBRP__CDECL rect_height_compare(const void *a, const void *b)\n{\n   const stbrp_rect *p = (const stbrp_rect *) a;\n   const stbrp_rect *q = (const stbrp_rect *) b;\n   if (p->h > q->h)\n      return -1;\n   if (p->h < q->h)\n      return  1;\n   return (p->w > q->w) ? -1 : (p->w < q->w);\n}\n\n// [DEAR IMGUI] Added STBRP__CDECL\nstatic int STBRP__CDECL rect_original_order(const void *a, const void *b)\n{\n   const stbrp_rect *p = (const stbrp_rect *) a;\n   const stbrp_rect *q = (const stbrp_rect *) b;\n   return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);\n}\n\n#ifdef STBRP_LARGE_RECTS\n#define STBRP__MAXVAL  0xffffffff\n#else\n#define STBRP__MAXVAL  0xffff\n#endif\n\nSTBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)\n{\n   int i, all_rects_packed = 1;\n\n   // we use the 'was_packed' field internally to allow sorting/unsorting\n   for (i=0; i < num_rects; ++i) {\n      rects[i].was_packed = i;\n   }\n\n   // sort according to heuristic\n   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);\n\n   for (i=0; i < num_rects; ++i) {\n      if (rects[i].w == 0 || rects[i].h == 0) {\n         rects[i].x = rects[i].y = 0;  // empty rect needs no space\n      } else {\n         stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);\n         if (fr.prev_link) {\n            rects[i].x = (stbrp_coord) fr.x;\n            rects[i].y = (stbrp_coord) fr.y;\n         } else {\n            rects[i].x = rects[i].y = STBRP__MAXVAL;\n         }\n      }\n   }\n\n   // unsort\n   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);\n\n   // set was_packed flags and all_rects_packed status\n   for (i=0; i < num_rects; ++i) {\n      rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);\n      if (!rects[i].was_packed)\n         all_rects_packed = 0;\n   }\n\n   // return the all_rects_packed status\n   return all_rects_packed;\n}\n#endif\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "src/imgui/imstb_textedit.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_textedit.h 1.13.\n// Those changes would need to be pushed into nothings/stb:\n// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_textedit.h - v1.13  - public domain - Sean Barrett\n// Development of this library was sponsored by RAD Game Tools\n//\n// This C header file implements the guts of a multi-line text-editing\n// widget; you implement display, word-wrapping, and low-level string\n// insertion/deletion, and stb_textedit will map user inputs into\n// insertions & deletions, plus updates to the cursor position,\n// selection state, and undo state.\n//\n// It is intended for use in games and other systems that need to build\n// their own custom widgets and which do not have heavy text-editing\n// requirements (this library is not recommended for use for editing large\n// texts, as its performance does not scale and it has limited undo).\n//\n// Non-trivial behaviors are modelled after Windows text controls.\n//\n//\n// LICENSE\n//\n// See end of file for license information.\n//\n//\n// DEPENDENCIES\n//\n// Uses the C runtime function 'memmove', which you can override\n// by defining STB_TEXTEDIT_memmove before the implementation.\n// Uses no other functions. Performs no runtime allocations.\n//\n//\n// VERSION HISTORY\n//\n//   1.13 (2019-02-07) fix bug in undo size management\n//   1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash\n//   1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield\n//   1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual\n//   1.9  (2016-08-27) customizable move-by-word\n//   1.8  (2016-04-02) better keyboard handling when mouse button is down\n//   1.7  (2015-09-13) change y range handling in case baseline is non-0\n//   1.6  (2015-04-15) allow STB_TEXTEDIT_memmove\n//   1.5  (2014-09-10) add support for secondary keys for OS X\n//   1.4  (2014-08-17) fix signed/unsigned warnings\n//   1.3  (2014-06-19) fix mouse clicking to round to nearest char boundary\n//   1.2  (2014-05-27) fix some RAD types that had crept into the new code\n//   1.1  (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )\n//   1.0  (2012-07-26) improve documentation, initial public release\n//   0.3  (2012-02-24) bugfixes, single-line mode; insert mode\n//   0.2  (2011-11-28) fixes to undo/redo\n//   0.1  (2010-07-08) initial version\n//\n// ADDITIONAL CONTRIBUTORS\n//\n//   Ulf Winklemann: move-by-word in 1.1\n//   Fabian Giesen: secondary key inputs in 1.5\n//   Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6\n//\n//   Bugfixes:\n//      Scott Graham\n//      Daniel Keller\n//      Omar Cornut\n//      Dan Thompson\n//\n// USAGE\n//\n// This file behaves differently depending on what symbols you define\n// before including it.\n//\n//\n// Header-file mode:\n//\n//   If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,\n//   it will operate in \"header file\" mode. In this mode, it declares a\n//   single public symbol, STB_TexteditState, which encapsulates the current\n//   state of a text widget (except for the string, which you will store\n//   separately).\n//\n//   To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a\n//   primitive type that defines a single character (e.g. char, wchar_t, etc).\n//\n//   To save space or increase undo-ability, you can optionally define the\n//   following things that are used by the undo system:\n//\n//      STB_TEXTEDIT_POSITIONTYPE         small int type encoding a valid cursor position\n//      STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow\n//      STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer\n//\n//   If you don't define these, they are set to permissive types and\n//   moderate sizes. The undo system does no memory allocations, so\n//   it grows STB_TexteditState by the worst-case storage which is (in bytes):\n//\n//        [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT\n//      +          sizeof(STB_TEXTEDIT_CHARTYPE)      * STB_TEXTEDIT_UNDOCHAR_COUNT\n//\n//\n// Implementation mode:\n//\n//   If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it\n//   will compile the implementation of the text edit widget, depending\n//   on a large number of symbols which must be defined before the include.\n//\n//   The implementation is defined only as static functions. You will then\n//   need to provide your own APIs in the same file which will access the\n//   static functions.\n//\n//   The basic concept is that you provide a \"string\" object which\n//   behaves like an array of characters. stb_textedit uses indices to\n//   refer to positions in the string, implicitly representing positions\n//   in the displayed textedit. This is true for both plain text and\n//   rich text; even with rich text stb_truetype interacts with your\n//   code as if there was an array of all the displayed characters.\n//\n// Symbols that must be the same in header-file and implementation mode:\n//\n//     STB_TEXTEDIT_CHARTYPE             the character type\n//     STB_TEXTEDIT_POSITIONTYPE         small type that is a valid cursor position\n//     STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow\n//     STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer\n//\n// Symbols you must define for implementation mode:\n//\n//    STB_TEXTEDIT_STRING               the type of object representing a string being edited,\n//                                      typically this is a wrapper object with other data you need\n//\n//    STB_TEXTEDIT_STRINGLEN(obj)       the length of the string (ideally O(1))\n//    STB_TEXTEDIT_LAYOUTROW(&r,obj,n)  returns the results of laying out a line of characters\n//                                        starting from character #n (see discussion below)\n//    STB_TEXTEDIT_GETWIDTH(obj,n,i)    returns the pixel delta from the xpos of the i'th character\n//                                        to the xpos of the i+1'th char for a line of characters\n//                                        starting at character #n (i.e. accounts for kerning\n//                                        with previous char)\n//    STB_TEXTEDIT_KEYTOTEXT(k)         maps a keyboard input to an insertable character\n//                                        (return type is int, -1 means not valid to insert)\n//    STB_TEXTEDIT_GETCHAR(obj,i)       returns the i'th character of obj, 0-based\n//    STB_TEXTEDIT_NEWLINE              the character returned by _GETCHAR() we recognize\n//                                        as manually wordwrapping for end-of-line positioning\n//\n//    STB_TEXTEDIT_DELETECHARS(obj,i,n)      delete n characters starting at i\n//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)\n//\n//    STB_TEXTEDIT_K_SHIFT       a power of two that is or'd in to a keyboard input to represent the shift key\n//\n//    STB_TEXTEDIT_K_LEFT        keyboard input to move cursor left\n//    STB_TEXTEDIT_K_RIGHT       keyboard input to move cursor right\n//    STB_TEXTEDIT_K_UP          keyboard input to move cursor up\n//    STB_TEXTEDIT_K_DOWN        keyboard input to move cursor down\n//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page\n//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page\n//    STB_TEXTEDIT_K_LINESTART   keyboard input to move cursor to start of line  // e.g. HOME\n//    STB_TEXTEDIT_K_LINEEND     keyboard input to move cursor to end of line    // e.g. END\n//    STB_TEXTEDIT_K_TEXTSTART   keyboard input to move cursor to start of text  // e.g. ctrl-HOME\n//    STB_TEXTEDIT_K_TEXTEND     keyboard input to move cursor to end of text    // e.g. ctrl-END\n//    STB_TEXTEDIT_K_DELETE      keyboard input to delete selection or character under cursor\n//    STB_TEXTEDIT_K_BACKSPACE   keyboard input to delete selection or character left of cursor\n//    STB_TEXTEDIT_K_UNDO        keyboard input to perform undo\n//    STB_TEXTEDIT_K_REDO        keyboard input to perform redo\n//\n// Optional:\n//    STB_TEXTEDIT_K_INSERT              keyboard input to toggle insert mode\n//    STB_TEXTEDIT_IS_SPACE(ch)          true if character is whitespace (e.g. 'isspace'),\n//                                          required for default WORDLEFT/WORDRIGHT handlers\n//    STB_TEXTEDIT_MOVEWORDLEFT(obj,i)   custom handler for WORDLEFT, returns index to move cursor to\n//    STB_TEXTEDIT_MOVEWORDRIGHT(obj,i)  custom handler for WORDRIGHT, returns index to move cursor to\n//    STB_TEXTEDIT_K_WORDLEFT            keyboard input to move cursor left one word // e.g. ctrl-LEFT\n//    STB_TEXTEDIT_K_WORDRIGHT           keyboard input to move cursor right one word // e.g. ctrl-RIGHT\n//    STB_TEXTEDIT_K_LINESTART2          secondary keyboard input to move cursor to start of line\n//    STB_TEXTEDIT_K_LINEEND2            secondary keyboard input to move cursor to end of line\n//    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text\n//    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text\n//\n// Keyboard input must be encoded as a single integer value; e.g. a character code\n// and some bitflags that represent shift states. to simplify the interface, SHIFT must\n// be a bitflag, so we can test the shifted state of cursor movements to allow selection,\n// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.\n//\n// You can encode other things, such as CONTROL or ALT, in additional bits, and\n// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,\n// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN\n// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,\n// and I pass both WM_KEYDOWN and WM_CHAR events to the \"key\" function in the\n// API below. The control keys will only match WM_KEYDOWN events because of the\n// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN\n// bit so it only decodes WM_CHAR events.\n//\n// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed\n// row of characters assuming they start on the i'th character--the width and\n// the height and the number of characters consumed. This allows this library\n// to traverse the entire layout incrementally. You need to compute word-wrapping\n// here.\n//\n// Each textfield keeps its own insert mode state, which is not how normal\n// applications work. To keep an app-wide insert mode, update/copy the\n// \"insert_mode\" field of STB_TexteditState before/after calling API functions.\n//\n// API\n//\n//    void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)\n//\n//    void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n//    void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n//    int  stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n//    int  stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)\n//    void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)\n//\n//    Each of these functions potentially updates the string and updates the\n//    state.\n//\n//      initialize_state:\n//          set the textedit state to a known good default state when initially\n//          constructing the textedit.\n//\n//      click:\n//          call this with the mouse x,y on a mouse down; it will update the cursor\n//          and reset the selection start/end to the cursor point. the x,y must\n//          be relative to the text widget, with (0,0) being the top left.\n//\n//      drag:\n//          call this with the mouse x,y on a mouse drag/up; it will update the\n//          cursor and the selection end point\n//\n//      cut:\n//          call this to delete the current selection; returns true if there was\n//          one. you should FIRST copy the current selection to the system paste buffer.\n//          (To copy, just copy the current selection out of the string yourself.)\n//\n//      paste:\n//          call this to paste text at the current cursor point or over the current\n//          selection if there is one.\n//\n//      key:\n//          call this for keyboard inputs sent to the textfield. you can use it\n//          for \"key down\" events or for \"translated\" key events. if you need to\n//          do both (as in Win32), or distinguish Unicode characters from control\n//          inputs, set a high bit to distinguish the two; then you can define the\n//          various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit\n//          set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is\n//          clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to\n//          anything other type you wante before including.\n//\n//\n//   When rendering, you can read the cursor position and selection state from\n//   the STB_TexteditState.\n//\n//\n// Notes:\n//\n// This is designed to be usable in IMGUI, so it allows for the possibility of\n// running in an IMGUI that has NOT cached the multi-line layout. For this\n// reason, it provides an interface that is compatible with computing the\n// layout incrementally--we try to make sure we make as few passes through\n// as possible. (For example, to locate the mouse pointer in the text, we\n// could define functions that return the X and Y positions of characters\n// and binary search Y and then X, but if we're doing dynamic layout this\n// will run the layout algorithm many times, so instead we manually search\n// forward in one pass. Similar logic applies to e.g. up-arrow and\n// down-arrow movement.)\n//\n// If it's run in a widget that *has* cached the layout, then this is less\n// efficient, but it's not horrible on modern computers. But you wouldn't\n// want to edit million-line files with it.\n\n\n////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////\n////\n////   Header-file mode\n////\n////\n\n#ifndef INCLUDE_STB_TEXTEDIT_H\n#define INCLUDE_STB_TEXTEDIT_H\n\n////////////////////////////////////////////////////////////////////////\n//\n//     STB_TexteditState\n//\n// Definition of STB_TexteditState which you should store\n// per-textfield; it includes cursor position, selection state,\n// and undo state.\n//\n\n#ifndef STB_TEXTEDIT_UNDOSTATECOUNT\n#define STB_TEXTEDIT_UNDOSTATECOUNT   99\n#endif\n#ifndef STB_TEXTEDIT_UNDOCHARCOUNT\n#define STB_TEXTEDIT_UNDOCHARCOUNT   999\n#endif\n#ifndef STB_TEXTEDIT_CHARTYPE\n#define STB_TEXTEDIT_CHARTYPE        int\n#endif\n#ifndef STB_TEXTEDIT_POSITIONTYPE\n#define STB_TEXTEDIT_POSITIONTYPE    int\n#endif\n\ntypedef struct\n{\n   // private data\n   STB_TEXTEDIT_POSITIONTYPE  where;\n   STB_TEXTEDIT_POSITIONTYPE  insert_length;\n   STB_TEXTEDIT_POSITIONTYPE  delete_length;\n   int                        char_storage;\n} StbUndoRecord;\n\ntypedef struct\n{\n   // private data\n   StbUndoRecord          undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];\n   STB_TEXTEDIT_CHARTYPE  undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];\n   short undo_point, redo_point;\n   int undo_char_point, redo_char_point;\n} StbUndoState;\n\ntypedef struct\n{\n   /////////////////////\n   //\n   // public data\n   //\n\n   int cursor;\n   // position of the text cursor within the string\n\n   int select_start;          // selection start point\n   int select_end;\n   // selection start and end point in characters; if equal, no selection.\n   // note that start may be less than or greater than end (e.g. when\n   // dragging the mouse, start is where the initial click was, and you\n   // can drag in either direction)\n\n   unsigned char insert_mode;\n   // each textfield keeps its own insert mode state. to keep an app-wide\n   // insert mode, copy this value in/out of the app state\n\n   int row_count_per_page;\n   // page size in number of row.\n   // this value MUST be set to >0 for pageup or pagedown in multilines documents.\n\n   /////////////////////\n   //\n   // private data\n   //\n   unsigned char cursor_at_end_of_line; // not implemented yet\n   unsigned char initialized;\n   unsigned char has_preferred_x;\n   unsigned char single_line;\n   unsigned char padding1, padding2, padding3;\n   float preferred_x; // this determines where the cursor up/down tries to seek to along x\n   StbUndoState undostate;\n} STB_TexteditState;\n\n\n////////////////////////////////////////////////////////////////////////\n//\n//     StbTexteditRow\n//\n// Result of layout query, used by stb_textedit to determine where\n// the text in each row is.\n\n// result of layout query\ntypedef struct\n{\n   float x0,x1;             // starting x location, end x location (allows for align=right, etc)\n   float baseline_y_delta;  // position of baseline relative to previous row's baseline\n   float ymin,ymax;         // height of row above and below baseline\n   int num_chars;\n} StbTexteditRow;\n#endif //INCLUDE_STB_TEXTEDIT_H\n\n\n////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////\n////\n////   Implementation mode\n////\n////\n\n\n// implementation isn't include-guarded, since it might have indirectly\n// included just the \"header\" portion\n#ifdef STB_TEXTEDIT_IMPLEMENTATION\n\n#ifndef STB_TEXTEDIT_memmove\n#include <string.h>\n#define STB_TEXTEDIT_memmove memmove\n#endif\n\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Mouse input handling\n//\n\n// traverse the layout to locate the nearest character to a display position\nstatic int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)\n{\n   StbTexteditRow r;\n   int n = STB_TEXTEDIT_STRINGLEN(str);\n   float base_y = 0, prev_x;\n   int i=0, k;\n\n   r.x0 = r.x1 = 0;\n   r.ymin = r.ymax = 0;\n   r.num_chars = 0;\n\n   // search rows to find one that straddles 'y'\n   while (i < n) {\n      STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n      if (r.num_chars <= 0)\n         return n;\n\n      if (i==0 && y < base_y + r.ymin)\n         return 0;\n\n      if (y < base_y + r.ymax)\n         break;\n\n      i += r.num_chars;\n      base_y += r.baseline_y_delta;\n   }\n\n   // below all text, return 'after' last character\n   if (i >= n)\n      return n;\n\n   // check if it's before the beginning of the line\n   if (x < r.x0)\n      return i;\n\n   // check if it's before the end of the line\n   if (x < r.x1) {\n      // search characters in row for one that straddles 'x'\n      prev_x = r.x0;\n      for (k=0; k < r.num_chars; ++k) {\n         float w = STB_TEXTEDIT_GETWIDTH(str, i, k);\n         if (x < prev_x+w) {\n            if (x < prev_x+w/2)\n               return k+i;\n            else\n               return k+i+1;\n         }\n         prev_x += w;\n      }\n      // shouldn't happen, but if it does, fall through to end-of-line case\n   }\n\n   // if the last character is a newline, return that. otherwise return 'after' the last character\n   if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)\n      return i+r.num_chars-1;\n   else\n      return i+r.num_chars;\n}\n\n// API click: on mouse down, move the cursor to the clicked location, and reset the selection\nstatic void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n{\n   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse\n   // goes off the top or bottom of the text\n   if( state->single_line )\n   {\n      StbTexteditRow r;\n      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n      y = r.ymin;\n   }\n\n   state->cursor = stb_text_locate_coord(str, x, y);\n   state->select_start = state->cursor;\n   state->select_end = state->cursor;\n   state->has_preferred_x = 0;\n}\n\n// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location\nstatic void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n{\n   int p = 0;\n\n   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse\n   // goes off the top or bottom of the text\n   if( state->single_line )\n   {\n      StbTexteditRow r;\n      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n      y = r.ymin;\n   }\n\n   if (state->select_start == state->select_end)\n      state->select_start = state->cursor;\n\n   p = stb_text_locate_coord(str, x, y);\n   state->cursor = state->select_end = p;\n}\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Keyboard input handling\n//\n\n// forward declarations\nstatic void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);\nstatic void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);\nstatic void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);\nstatic void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);\nstatic void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);\n\ntypedef struct\n{\n   float x,y;    // position of n'th character\n   float height; // height of line\n   int first_char, length; // first char of row, and length\n   int prev_first;  // first char of previous row\n} StbFindState;\n\n// find the x/y location of a character, and remember info about the previous row in\n// case we get a move-up event (for page up, we'll have to rescan)\nstatic void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)\n{\n   StbTexteditRow r;\n   int prev_start = 0;\n   int z = STB_TEXTEDIT_STRINGLEN(str);\n   int i=0, first;\n\n   if (n == z) {\n      // if it's at the end, then find the last line -- simpler than trying to\n      // explicitly handle this case in the regular code\n      if (single_line) {\n         STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n         find->y = 0;\n         find->first_char = 0;\n         find->length = z;\n         find->height = r.ymax - r.ymin;\n         find->x = r.x1;\n      } else {\n         find->y = 0;\n         find->x = 0;\n         find->height = 1;\n         while (i < z) {\n            STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n            prev_start = i;\n            i += r.num_chars;\n         }\n         find->first_char = i;\n         find->length = 0;\n         find->prev_first = prev_start;\n      }\n      return;\n   }\n\n   // search rows to find the one that straddles character n\n   find->y = 0;\n\n   for(;;) {\n      STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n      if (n < i + r.num_chars)\n         break;\n      prev_start = i;\n      i += r.num_chars;\n      find->y += r.baseline_y_delta;\n   }\n\n   find->first_char = first = i;\n   find->length = r.num_chars;\n   find->height = r.ymax - r.ymin;\n   find->prev_first = prev_start;\n\n   // now scan to find xpos\n   find->x = r.x0;\n   for (i=0; first+i < n; ++i)\n      find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);\n}\n\n#define STB_TEXT_HAS_SELECTION(s)   ((s)->select_start != (s)->select_end)\n\n// make the selection/cursor state valid if client altered the string\nstatic void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   int n = STB_TEXTEDIT_STRINGLEN(str);\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      if (state->select_start > n) state->select_start = n;\n      if (state->select_end   > n) state->select_end = n;\n      // if clamping forced them to be equal, move the cursor to match\n      if (state->select_start == state->select_end)\n         state->cursor = state->select_start;\n   }\n   if (state->cursor > n) state->cursor = n;\n}\n\n// delete characters while updating undo\nstatic void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)\n{\n   stb_text_makeundo_delete(str, state, where, len);\n   STB_TEXTEDIT_DELETECHARS(str, where, len);\n   state->has_preferred_x = 0;\n}\n\n// delete the section\nstatic void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   stb_textedit_clamp(str, state);\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      if (state->select_start < state->select_end) {\n         stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);\n         state->select_end = state->cursor = state->select_start;\n      } else {\n         stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);\n         state->select_start = state->cursor = state->select_end;\n      }\n      state->has_preferred_x = 0;\n   }\n}\n\n// canoncialize the selection so start <= end\nstatic void stb_textedit_sortselection(STB_TexteditState *state)\n{\n   if (state->select_end < state->select_start) {\n      int temp = state->select_end;\n      state->select_end = state->select_start;\n      state->select_start = temp;\n   }\n}\n\n// move cursor to first character of selection\nstatic void stb_textedit_move_to_first(STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_sortselection(state);\n      state->cursor = state->select_start;\n      state->select_end = state->select_start;\n      state->has_preferred_x = 0;\n   }\n}\n\n// move cursor to last character of selection\nstatic void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_sortselection(state);\n      stb_textedit_clamp(str, state);\n      state->cursor = state->select_end;\n      state->select_start = state->select_end;\n      state->has_preferred_x = 0;\n   }\n}\n\n#ifdef STB_TEXTEDIT_IS_SPACE\nstatic int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )\n{\n   return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;\n}\n\n#ifndef STB_TEXTEDIT_MOVEWORDLEFT\nstatic int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )\n{\n   --c; // always move at least one character\n   while( c >= 0 && !is_word_boundary( str, c ) )\n      --c;\n\n   if( c < 0 )\n      c = 0;\n\n   return c;\n}\n#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous\n#endif\n\n#ifndef STB_TEXTEDIT_MOVEWORDRIGHT\nstatic int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )\n{\n   const int len = STB_TEXTEDIT_STRINGLEN(str);\n   ++c; // always move at least one character\n   while( c < len && !is_word_boundary( str, c ) )\n      ++c;\n\n   if( c > len )\n      c = len;\n\n   return c;\n}\n#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next\n#endif\n\n#endif\n\n// update selection and cursor to match each other\nstatic void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)\n{\n   if (!STB_TEXT_HAS_SELECTION(state))\n      state->select_start = state->select_end = state->cursor;\n   else\n      state->cursor = state->select_end;\n}\n\n// API cut: delete selection\nstatic int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_delete_selection(str,state); // implicitly clamps\n      state->has_preferred_x = 0;\n      return 1;\n   }\n   return 0;\n}\n\n// API paste: replace existing selection with passed-in text\nstatic int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)\n{\n   // if there's a selection, the paste should delete it\n   stb_textedit_clamp(str, state);\n   stb_textedit_delete_selection(str,state);\n   // try to insert the characters\n   if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {\n      stb_text_makeundo_insert(state, state->cursor, len);\n      state->cursor += len;\n      state->has_preferred_x = 0;\n      return 1;\n   }\n   // [DEAR IMGUI]\n   //// remove the undo since we didn't actually insert the characters\n   //if (state->undostate.undo_point)\n   //   --state->undostate.undo_point;\n   // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)\n   return 0;\n}\n\n#ifndef STB_TEXTEDIT_KEYTYPE\n#define STB_TEXTEDIT_KEYTYPE int\n#endif\n\n// API key: process a keyboard input\nstatic void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)\n{\nretry:\n   switch (key) {\n      default: {\n         int c = STB_TEXTEDIT_KEYTOTEXT(key);\n         if (c > 0) {\n            STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;\n\n            // can't add newline in single-line mode\n            if (c == '\\n' && state->single_line)\n               break;\n\n            if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {\n               stb_text_makeundo_replace(str, state, state->cursor, 1, 1);\n               STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);\n               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {\n                  ++state->cursor;\n                  state->has_preferred_x = 0;\n               }\n            } else {\n               stb_textedit_delete_selection(str,state); // implicitly clamps\n               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {\n                  stb_text_makeundo_insert(state, state->cursor, 1);\n                  ++state->cursor;\n                  state->has_preferred_x = 0;\n               }\n            }\n         }\n         break;\n      }\n\n#ifdef STB_TEXTEDIT_K_INSERT\n      case STB_TEXTEDIT_K_INSERT:\n         state->insert_mode = !state->insert_mode;\n         break;\n#endif\n\n      case STB_TEXTEDIT_K_UNDO:\n         stb_text_undo(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_REDO:\n         stb_text_redo(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_LEFT:\n         // if currently there's a selection, move cursor to start of selection\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n         else\n            if (state->cursor > 0)\n               --state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_RIGHT:\n         // if currently there's a selection, move cursor to end of selection\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str, state);\n         else\n            ++state->cursor;\n         stb_textedit_clamp(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         // move selection left\n         if (state->select_end > 0)\n            --state->select_end;\n         state->cursor = state->select_end;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_MOVEWORDLEFT\n      case STB_TEXTEDIT_K_WORDLEFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n         else {\n            state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);\n            stb_textedit_clamp( str, state );\n         }\n         break;\n\n      case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:\n         if( !STB_TEXT_HAS_SELECTION( state ) )\n            stb_textedit_prep_selection_at_cursor(state);\n\n         state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);\n         state->select_end = state->cursor;\n\n         stb_textedit_clamp( str, state );\n         break;\n#endif\n\n#ifdef STB_TEXTEDIT_MOVEWORDRIGHT\n      case STB_TEXTEDIT_K_WORDRIGHT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str, state);\n         else {\n            state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);\n            stb_textedit_clamp( str, state );\n         }\n         break;\n\n      case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:\n         if( !STB_TEXT_HAS_SELECTION( state ) )\n            stb_textedit_prep_selection_at_cursor(state);\n\n         state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);\n         state->select_end = state->cursor;\n\n         stb_textedit_clamp( str, state );\n         break;\n#endif\n\n      case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         // move selection right\n         ++state->select_end;\n         stb_textedit_clamp(str, state);\n         state->cursor = state->select_end;\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_DOWN:\n      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:\n      case STB_TEXTEDIT_K_PGDOWN:\n      case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;\n         int row_count = is_page ? state->row_count_per_page : 1;\n\n         if (!is_page && state->single_line) {\n            // on windows, up&down in single-line behave like left&right\n            key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);\n            goto retry;\n         }\n\n         if (sel)\n            stb_textedit_prep_selection_at_cursor(state);\n         else if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str, state);\n\n         // compute current position of cursor point\n         stb_textedit_clamp(str, state);\n         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);\n\n         for (j = 0; j < row_count; ++j) {\n            float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n            int start = find.first_char + find.length;\n\n            if (find.length == 0)\n               break;\n\n            // [DEAR IMGUI]\n            // going down while being on the last line shouldn't bring us to that line end\n            if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)\n               break;\n\n            // now find character position down a row\n            state->cursor = start;\n            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);\n            x = row.x0;\n            for (i=0; i < row.num_chars; ++i) {\n               float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);\n               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE\n               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)\n                  break;\n               #endif\n               x += dx;\n               if (x > goal_x)\n                  break;\n               ++state->cursor;\n            }\n            stb_textedit_clamp(str, state);\n\n            state->has_preferred_x = 1;\n            state->preferred_x = goal_x;\n\n            if (sel)\n               state->select_end = state->cursor;\n\n            // go to next line\n            find.first_char = find.first_char + find.length;\n            find.length = row.num_chars;\n         }\n         break;\n      }\n\n      case STB_TEXTEDIT_K_UP:\n      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:\n      case STB_TEXTEDIT_K_PGUP:\n      case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;\n         int row_count = is_page ? state->row_count_per_page : 1;\n\n         if (!is_page && state->single_line) {\n            // on windows, up&down become left&right\n            key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);\n            goto retry;\n         }\n\n         if (sel)\n            stb_textedit_prep_selection_at_cursor(state);\n         else if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n\n         // compute current position of cursor point\n         stb_textedit_clamp(str, state);\n         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);\n\n         for (j = 0; j < row_count; ++j) {\n            float  x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n\n            // can only go up if there's a previous row\n            if (find.prev_first == find.first_char)\n               break;\n\n            // now find character position up a row\n            state->cursor = find.prev_first;\n            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);\n            x = row.x0;\n            for (i=0; i < row.num_chars; ++i) {\n               float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);\n               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE\n               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)\n                  break;\n               #endif\n               x += dx;\n               if (x > goal_x)\n                  break;\n               ++state->cursor;\n            }\n            stb_textedit_clamp(str, state);\n\n            state->has_preferred_x = 1;\n            state->preferred_x = goal_x;\n\n            if (sel)\n               state->select_end = state->cursor;\n\n            // go to previous line\n            // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)\n            prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;\n            while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)\n               --prev_scan;\n            find.first_char = find.prev_first;\n            find.prev_first = prev_scan;\n         }\n         break;\n      }\n\n      case STB_TEXTEDIT_K_DELETE:\n      case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_delete_selection(str, state);\n         else {\n            int n = STB_TEXTEDIT_STRINGLEN(str);\n            if (state->cursor < n)\n               stb_textedit_delete(str, state, state->cursor, 1);\n         }\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_BACKSPACE:\n      case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_delete_selection(str, state);\n         else {\n            stb_textedit_clamp(str, state);\n            if (state->cursor > 0) {\n               stb_textedit_delete(str, state, state->cursor-1, 1);\n               --state->cursor;\n            }\n         }\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTSTART2\n      case STB_TEXTEDIT_K_TEXTSTART2:\n#endif\n      case STB_TEXTEDIT_K_TEXTSTART:\n         state->cursor = state->select_start = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTEND2\n      case STB_TEXTEDIT_K_TEXTEND2:\n#endif\n      case STB_TEXTEDIT_K_TEXTEND:\n         state->cursor = STB_TEXTEDIT_STRINGLEN(str);\n         state->select_start = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTSTART2\n      case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         state->cursor = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTEND2\n      case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);\n         state->has_preferred_x = 0;\n         break;\n\n\n#ifdef STB_TEXTEDIT_K_LINESTART2\n      case STB_TEXTEDIT_K_LINESTART2:\n#endif\n      case STB_TEXTEDIT_K_LINESTART:\n         stb_textedit_clamp(str, state);\n         stb_textedit_move_to_first(state);\n         if (state->single_line)\n            state->cursor = 0;\n         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)\n            --state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_LINEEND2\n      case STB_TEXTEDIT_K_LINEEND2:\n#endif\n      case STB_TEXTEDIT_K_LINEEND: {\n         int n = STB_TEXTEDIT_STRINGLEN(str);\n         stb_textedit_clamp(str, state);\n         stb_textedit_move_to_first(state);\n         if (state->single_line)\n             state->cursor = n;\n         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)\n             ++state->cursor;\n         state->has_preferred_x = 0;\n         break;\n      }\n\n#ifdef STB_TEXTEDIT_K_LINESTART2\n      case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         if (state->single_line)\n            state->cursor = 0;\n         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)\n            --state->cursor;\n         state->select_end = state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_LINEEND2\n      case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {\n         int n = STB_TEXTEDIT_STRINGLEN(str);\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         if (state->single_line)\n             state->cursor = n;\n         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)\n            ++state->cursor;\n         state->select_end = state->cursor;\n         state->has_preferred_x = 0;\n         break;\n      }\n   }\n}\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Undo processing\n//\n// @OPTIMIZE: the undo/redo buffer should be circular\n\nstatic void stb_textedit_flush_redo(StbUndoState *state)\n{\n   state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;\n   state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;\n}\n\n// discard the oldest entry in the undo list\nstatic void stb_textedit_discard_undo(StbUndoState *state)\n{\n   if (state->undo_point > 0) {\n      // if the 0th undo state has characters, clean those up\n      if (state->undo_rec[0].char_storage >= 0) {\n         int n = state->undo_rec[0].insert_length, i;\n         // delete n characters from all other records\n         state->undo_char_point -= n;\n         STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));\n         for (i=0; i < state->undo_point; ++i)\n            if (state->undo_rec[i].char_storage >= 0)\n               state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it\n      }\n      --state->undo_point;\n      STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));\n   }\n}\n\n// discard the oldest entry in the redo list--it's bad if this\n// ever happens, but because undo & redo have to store the actual\n// characters in different cases, the redo character buffer can\n// fill up even though the undo buffer didn't\nstatic void stb_textedit_discard_redo(StbUndoState *state)\n{\n   int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;\n\n   if (state->redo_point <= k) {\n      // if the k'th undo state has characters, clean those up\n      if (state->undo_rec[k].char_storage >= 0) {\n         int n = state->undo_rec[k].insert_length, i;\n         // move the remaining redo character data to the end of the buffer\n         state->redo_char_point += n;\n         STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));\n         // adjust the position of all the other records to account for above memmove\n         for (i=state->redo_point; i < k; ++i)\n            if (state->undo_rec[i].char_storage >= 0)\n               state->undo_rec[i].char_storage += n;\n      }\n      // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'\n      // [DEAR IMGUI]\n      size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));\n      const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;\n      const char* buf_end   = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;\n      IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);\n      IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);\n      STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);\n\n      // now move redo_point to point to the new one\n      ++state->redo_point;\n   }\n}\n\nstatic StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)\n{\n   // any time we create a new undo record, we discard redo\n   stb_textedit_flush_redo(state);\n\n   // if we have no free records, we have to make room, by sliding the\n   // existing records down\n   if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n      stb_textedit_discard_undo(state);\n\n   // if the characters to store won't possibly fit in the buffer, we can't undo\n   if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {\n      state->undo_point = 0;\n      state->undo_char_point = 0;\n      return NULL;\n   }\n\n   // if we don't have enough free characters in the buffer, we have to make room\n   while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)\n      stb_textedit_discard_undo(state);\n\n   return &state->undo_rec[state->undo_point++];\n}\n\nstatic STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)\n{\n   StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);\n   if (r == NULL)\n      return NULL;\n\n   r->where = pos;\n   r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len;\n   r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len;\n\n   if (insert_len == 0) {\n      r->char_storage = -1;\n      return NULL;\n   } else {\n      r->char_storage = state->undo_char_point;\n      state->undo_char_point += insert_len;\n      return &state->undo_char[r->char_storage];\n   }\n}\n\nstatic void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   StbUndoState *s = &state->undostate;\n   StbUndoRecord u, *r;\n   if (s->undo_point == 0)\n      return;\n\n   // we need to do two things: apply the undo record, and create a redo record\n   u = s->undo_rec[s->undo_point-1];\n   r = &s->undo_rec[s->redo_point-1];\n   r->char_storage = -1;\n\n   r->insert_length = u.delete_length;\n   r->delete_length = u.insert_length;\n   r->where = u.where;\n\n   if (u.delete_length) {\n      // if the undo record says to delete characters, then the redo record will\n      // need to re-insert the characters that get deleted, so we need to store\n      // them.\n\n      // there are three cases:\n      //    there's enough room to store the characters\n      //    characters stored for *redoing* don't leave room for redo\n      //    characters stored for *undoing* don't leave room for redo\n      // if the last is true, we have to bail\n\n      if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {\n         // the undo records take up too much character space; there's no space to store the redo characters\n         r->insert_length = 0;\n      } else {\n         int i;\n\n         // there's definitely room to store the characters eventually\n         while (s->undo_char_point + u.delete_length > s->redo_char_point) {\n            // should never happen:\n            if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n               return;\n            // there's currently not enough room, so discard a redo record\n            stb_textedit_discard_redo(s);\n         }\n         r = &s->undo_rec[s->redo_point-1];\n\n         r->char_storage = s->redo_char_point - u.delete_length;\n         s->redo_char_point = s->redo_char_point - u.delete_length;\n\n         // now save the characters\n         for (i=0; i < u.delete_length; ++i)\n            s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);\n      }\n\n      // now we can carry out the deletion\n      STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);\n   }\n\n   // check type of recorded action:\n   if (u.insert_length) {\n      // easy case: was a deletion, so we need to insert n characters\n      STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);\n      s->undo_char_point -= u.insert_length;\n   }\n\n   state->cursor = u.where + u.insert_length;\n\n   s->undo_point--;\n   s->redo_point--;\n}\n\nstatic void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   StbUndoState *s = &state->undostate;\n   StbUndoRecord *u, r;\n   if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n      return;\n\n   // we need to do two things: apply the redo record, and create an undo record\n   u = &s->undo_rec[s->undo_point];\n   r = s->undo_rec[s->redo_point];\n\n   // we KNOW there must be room for the undo record, because the redo record\n   // was derived from an undo record\n\n   u->delete_length = r.insert_length;\n   u->insert_length = r.delete_length;\n   u->where = r.where;\n   u->char_storage = -1;\n\n   if (r.delete_length) {\n      // the redo record requires us to delete characters, so the undo record\n      // needs to store the characters\n\n      if (s->undo_char_point + u->insert_length > s->redo_char_point) {\n         u->insert_length = 0;\n         u->delete_length = 0;\n      } else {\n         int i;\n         u->char_storage = s->undo_char_point;\n         s->undo_char_point = s->undo_char_point + u->insert_length;\n\n         // now save the characters\n         for (i=0; i < u->insert_length; ++i)\n            s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);\n      }\n\n      STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);\n   }\n\n   if (r.insert_length) {\n      // easy case: need to insert n characters\n      STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);\n      s->redo_char_point += r.insert_length;\n   }\n\n   state->cursor = r.where + r.insert_length;\n\n   s->undo_point++;\n   s->redo_point++;\n}\n\nstatic void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)\n{\n   stb_text_createundo(&state->undostate, where, 0, length);\n}\n\nstatic void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)\n{\n   int i;\n   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);\n   if (p) {\n      for (i=0; i < length; ++i)\n         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);\n   }\n}\n\nstatic void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)\n{\n   int i;\n   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);\n   if (p) {\n      for (i=0; i < old_length; ++i)\n         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);\n   }\n}\n\n// reset the state to default\nstatic void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)\n{\n   state->undostate.undo_point = 0;\n   state->undostate.undo_char_point = 0;\n   state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;\n   state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;\n   state->select_end = state->select_start = 0;\n   state->cursor = 0;\n   state->has_preferred_x = 0;\n   state->preferred_x = 0;\n   state->cursor_at_end_of_line = 0;\n   state->initialized = 1;\n   state->single_line = (unsigned char) is_single_line;\n   state->insert_mode = 0;\n   state->row_count_per_page = 0;\n}\n\n// API initialize\nstatic void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)\n{\n   stb_textedit_clear_state(state, is_single_line);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wcast-qual\"\n#endif\n\nstatic int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)\n{\n   return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic pop\n#endif\n\n#endif//STB_TEXTEDIT_IMPLEMENTATION\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "src/imgui/imstb_truetype.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_truetype.h 1.20.\n// Mostly fixing for compiler and static analyzer warnings.\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_truetype.h - v1.20 - public domain\n// authored from 2009-2016 by Sean Barrett / RAD Game Tools\n//\n//   This library processes TrueType files:\n//        parse files\n//        extract glyph metrics\n//        extract glyph shapes\n//        render glyphs to one-channel bitmaps with antialiasing (box filter)\n//        render glyphs to one-channel SDF bitmaps (signed-distance field/function)\n//\n//   Todo:\n//        non-MS cmaps\n//        crashproof on bad data\n//        hinting? (no longer patented)\n//        cleartype-style AA?\n//        optimize: use simple memory allocator for intermediates\n//        optimize: build edge-list directly from curves\n//        optimize: rasterize directly from curves?\n//\n// ADDITIONAL CONTRIBUTORS\n//\n//   Mikko Mononen: compound shape support, more cmap formats\n//   Tor Andersson: kerning, subpixel rendering\n//   Dougall Johnson: OpenType / Type 2 font handling\n//   Daniel Ribeiro Maciel: basic GPOS-based kerning\n//\n//   Misc other:\n//       Ryan Gordon\n//       Simon Glass\n//       github:IntellectualKitty\n//       Imanol Celaya\n//       Daniel Ribeiro Maciel\n//\n//   Bug/warning reports/fixes:\n//       \"Zer\" on mollyrocket       Fabian \"ryg\" Giesen\n//       Cass Everitt               Martins Mozeiko\n//       stoiko (Haemimont Games)   Cap Petschulat\n//       Brian Hook                 Omar Cornut\n//       Walter van Niftrik         github:aloucks\n//       David Gow                  Peter LaValle\n//       David Given                Sergey Popov\n//       Ivan-Assen Ivanov          Giumo X. Clanjor\n//       Anthony Pesch              Higor Euripedes\n//       Johan Duparc               Thomas Fields\n//       Hou Qiming                 Derek Vinyard\n//       Rob Loach                  Cort Stratton\n//       Kenney Phillis Jr.         github:oyvindjam\n//       Brian Costabile            github:vassvik\n//\n// VERSION HISTORY\n//\n//   1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()\n//   1.19 (2018-02-11) GPOS kerning, STBTT_fmod\n//   1.18 (2018-01-29) add missing function\n//   1.17 (2017-07-23) make more arguments const; doc fix\n//   1.16 (2017-07-12) SDF support\n//   1.15 (2017-03-03) make more arguments const\n//   1.14 (2017-01-16) num-fonts-in-TTC function\n//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts\n//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual\n//   1.11 (2016-04-02) fix unused-variable warning\n//   1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef\n//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly\n//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges\n//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;\n//                     variant PackFontRanges to pack and render in separate phases;\n//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);\n//                     fixed an assert() bug in the new rasterizer\n//                     replace assert() with STBTT_assert() in new rasterizer\n//\n//   Full history can be found at the end of this file.\n//\n// LICENSE\n//\n//   See end of file for license information.\n//\n// USAGE\n//\n//   Include this file in whatever places need to refer to it. In ONE C/C++\n//   file, write:\n//      #define STB_TRUETYPE_IMPLEMENTATION\n//   before the #include of this file. This expands out the actual\n//   implementation into that C/C++ file.\n//\n//   To make the implementation private to the file that generates the implementation,\n//      #define STBTT_STATIC\n//\n//   Simple 3D API (don't ship this, but it's fine for tools and quick start)\n//           stbtt_BakeFontBitmap()               -- bake a font to a bitmap for use as texture\n//           stbtt_GetBakedQuad()                 -- compute quad to draw for a given char\n//\n//   Improved 3D API (more shippable):\n//           #include \"stb_rect_pack.h\"           -- optional, but you really want it\n//           stbtt_PackBegin()\n//           stbtt_PackSetOversampling()          -- for improved quality on small fonts\n//           stbtt_PackFontRanges()               -- pack and renders\n//           stbtt_PackEnd()\n//           stbtt_GetPackedQuad()\n//\n//   \"Load\" a font file from a memory buffer (you have to keep the buffer loaded)\n//           stbtt_InitFont()\n//           stbtt_GetFontOffsetForIndex()        -- indexing for TTC font collections\n//           stbtt_GetNumberOfFonts()             -- number of fonts for TTC font collections\n//\n//   Render a unicode codepoint to a bitmap\n//           stbtt_GetCodepointBitmap()           -- allocates and returns a bitmap\n//           stbtt_MakeCodepointBitmap()          -- renders into bitmap you provide\n//           stbtt_GetCodepointBitmapBox()        -- how big the bitmap must be\n//\n//   Character advance/positioning\n//           stbtt_GetCodepointHMetrics()\n//           stbtt_GetFontVMetrics()\n//           stbtt_GetFontVMetricsOS2()\n//           stbtt_GetCodepointKernAdvance()\n//\n//   Starting with version 1.06, the rasterizer was replaced with a new,\n//   faster and generally-more-precise rasterizer. The new rasterizer more\n//   accurately measures pixel coverage for anti-aliasing, except in the case\n//   where multiple shapes overlap, in which case it overestimates the AA pixel\n//   coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If\n//   this turns out to be a problem, you can re-enable the old rasterizer with\n//        #define STBTT_RASTERIZER_VERSION 1\n//   which will incur about a 15% speed hit.\n//\n// ADDITIONAL DOCUMENTATION\n//\n//   Immediately after this block comment are a series of sample programs.\n//\n//   After the sample programs is the \"header file\" section. This section\n//   includes documentation for each API function.\n//\n//   Some important concepts to understand to use this library:\n//\n//      Codepoint\n//         Characters are defined by unicode codepoints, e.g. 65 is\n//         uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is\n//         the hiragana for \"ma\".\n//\n//      Glyph\n//         A visual character shape (every codepoint is rendered as\n//         some glyph)\n//\n//      Glyph index\n//         A font-specific integer ID representing a glyph\n//\n//      Baseline\n//         Glyph shapes are defined relative to a baseline, which is the\n//         bottom of uppercase characters. Characters extend both above\n//         and below the baseline.\n//\n//      Current Point\n//         As you draw text to the screen, you keep track of a \"current point\"\n//         which is the origin of each character. The current point's vertical\n//         position is the baseline. Even \"baked fonts\" use this model.\n//\n//      Vertical Font Metrics\n//         The vertical qualities of the font, used to vertically position\n//         and space the characters. See docs for stbtt_GetFontVMetrics.\n//\n//      Font Size in Pixels or Points\n//         The preferred interface for specifying font sizes in stb_truetype\n//         is to specify how tall the font's vertical extent should be in pixels.\n//         If that sounds good enough, skip the next paragraph.\n//\n//         Most font APIs instead use \"points\", which are a common typographic\n//         measurement for describing font size, defined as 72 points per inch.\n//         stb_truetype provides a point API for compatibility. However, true\n//         \"per inch\" conventions don't make much sense on computer displays\n//         since different monitors have different number of pixels per\n//         inch. For example, Windows traditionally uses a convention that\n//         there are 96 pixels per inch, thus making 'inch' measurements have\n//         nothing to do with inches, and thus effectively defining a point to\n//         be 1.333 pixels. Additionally, the TrueType font data provides\n//         an explicit scale factor to scale a given font's glyphs to points,\n//         but the author has observed that this scale factor is often wrong\n//         for non-commercial fonts, thus making fonts scaled in points\n//         according to the TrueType spec incoherently sized in practice.\n//\n// DETAILED USAGE:\n//\n//  Scale:\n//    Select how high you want the font to be, in points or pixels.\n//    Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute\n//    a scale factor SF that will be used by all other functions.\n//\n//  Baseline:\n//    You need to select a y-coordinate that is the baseline of where\n//    your text will appear. Call GetFontBoundingBox to get the baseline-relative\n//    bounding box for all characters. SF*-y0 will be the distance in pixels\n//    that the worst-case character could extend above the baseline, so if\n//    you want the top edge of characters to appear at the top of the\n//    screen where y=0, then you would set the baseline to SF*-y0.\n//\n//  Current point:\n//    Set the current point where the first character will appear. The\n//    first character could extend left of the current point; this is font\n//    dependent. You can either choose a current point that is the leftmost\n//    point and hope, or add some padding, or check the bounding box or\n//    left-side-bearing of the first character to be displayed and set\n//    the current point based on that.\n//\n//  Displaying a character:\n//    Compute the bounding box of the character. It will contain signed values\n//    relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,\n//    then the character should be displayed in the rectangle from\n//    <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).\n//\n//  Advancing for the next character:\n//    Call GlyphHMetrics, and compute 'current_point += SF * advance'.\n//\n//\n// ADVANCED USAGE\n//\n//   Quality:\n//\n//    - Use the functions with Subpixel at the end to allow your characters\n//      to have subpixel positioning. Since the font is anti-aliased, not\n//      hinted, this is very import for quality. (This is not possible with\n//      baked fonts.)\n//\n//    - Kerning is now supported, and if you're supporting subpixel rendering\n//      then kerning is worth using to give your text a polished look.\n//\n//   Performance:\n//\n//    - Convert Unicode codepoints to glyph indexes and operate on the glyphs;\n//      if you don't do this, stb_truetype is forced to do the conversion on\n//      every call.\n//\n//    - There are a lot of memory allocations. We should modify it to take\n//      a temp buffer and allocate from the temp buffer (without freeing),\n//      should help performance a lot.\n//\n// NOTES\n//\n//   The system uses the raw data found in the .ttf file without changing it\n//   and without building auxiliary data structures. This is a bit inefficient\n//   on little-endian systems (the data is big-endian), but assuming you're\n//   caching the bitmaps or glyph shapes this shouldn't be a big deal.\n//\n//   It appears to be very hard to programmatically determine what font a\n//   given file is in a general way. I provide an API for this, but I don't\n//   recommend it.\n//\n//\n// SOURCE STATISTICS (based on v0.6c, 2050 LOC)\n//\n//   Documentation & header file        520 LOC  \\___ 660 LOC documentation\n//   Sample code                        140 LOC  /\n//   Truetype parsing                   620 LOC  ---- 620 LOC TrueType\n//   Software rasterization             240 LOC  \\.\n//   Curve tessellation                 120 LOC   \\__ 550 LOC Bitmap creation\n//   Bitmap management                  100 LOC   /\n//   Baked bitmap interface              70 LOC  /\n//   Font name matching & access        150 LOC  ---- 150\n//   C runtime library abstraction       60 LOC  ----  60\n//\n//\n// PERFORMANCE MEASUREMENTS FOR 1.06:\n//\n//                      32-bit     64-bit\n//   Previous release:  8.83 s     7.68 s\n//   Pool allocations:  7.72 s     6.34 s\n//   Inline sort     :  6.54 s     5.65 s\n//   New rasterizer  :  5.63 s     5.00 s\n\n//////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////\n////\n////  SAMPLE PROGRAMS\n////\n//\n//  Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless\n//\n#if 0\n#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation\n#include \"stb_truetype.h\"\n\nunsigned char ttf_buffer[1<<20];\nunsigned char temp_bitmap[512*512];\n\nstbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs\nGLuint ftex;\n\nvoid my_stbtt_initfont(void)\n{\n   fread(ttf_buffer, 1, 1<<20, fopen(\"c:/windows/fonts/times.ttf\", \"rb\"));\n   stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!\n   // can free ttf_buffer at this point\n   glGenTextures(1, &ftex);\n   glBindTexture(GL_TEXTURE_2D, ftex);\n   glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);\n   // can free temp_bitmap at this point\n   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n}\n\nvoid my_stbtt_print(float x, float y, char *text)\n{\n   // assume orthographic projection with units = screen pixels, origin at top left\n   glEnable(GL_TEXTURE_2D);\n   glBindTexture(GL_TEXTURE_2D, ftex);\n   glBegin(GL_QUADS);\n   while (*text) {\n      if (*text >= 32 && *text < 128) {\n         stbtt_aligned_quad q;\n         stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9\n         glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);\n         glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);\n         glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);\n         glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);\n      }\n      ++text;\n   }\n   glEnd();\n}\n#endif\n//\n//\n//////////////////////////////////////////////////////////////////////////////\n//\n// Complete program (this compiles): get a single bitmap, print as ASCII art\n//\n#if 0\n#include <stdio.h>\n#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation\n#include \"stb_truetype.h\"\n\nchar ttf_buffer[1<<25];\n\nint main(int argc, char **argv)\n{\n   stbtt_fontinfo font;\n   unsigned char *bitmap;\n   int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);\n\n   fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : \"c:/windows/fonts/arialbd.ttf\", \"rb\"));\n\n   stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));\n   bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);\n\n   for (j=0; j < h; ++j) {\n      for (i=0; i < w; ++i)\n         putchar(\" .:ioVM@\"[bitmap[j*w+i]>>5]);\n      putchar('\\n');\n   }\n   return 0;\n}\n#endif\n//\n// Output:\n//\n//     .ii.\n//    @@@@@@.\n//   V@Mio@@o\n//   :i.  V@V\n//     :oM@@M\n//   :@@@MM@M\n//   @@o  o@M\n//  :@@.  M@M\n//   @@@o@@@@\n//   :M@@V:@@.\n//\n//////////////////////////////////////////////////////////////////////////////\n//\n// Complete program: print \"Hello World!\" banner, with bugs\n//\n#if 0\nchar buffer[24<<20];\nunsigned char screen[20][79];\n\nint main(int arg, char **argv)\n{\n   stbtt_fontinfo font;\n   int i,j,ascent,baseline,ch=0;\n   float scale, xpos=2; // leave a little padding in case the character extends left\n   char *text = \"Heljo World!\"; // intentionally misspelled to show 'lj' brokenness\n\n   fread(buffer, 1, 1000000, fopen(\"c:/windows/fonts/arialbd.ttf\", \"rb\"));\n   stbtt_InitFont(&font, buffer, 0);\n\n   scale = stbtt_ScaleForPixelHeight(&font, 15);\n   stbtt_GetFontVMetrics(&font, &ascent,0,0);\n   baseline = (int) (ascent*scale);\n\n   while (text[ch]) {\n      int advance,lsb,x0,y0,x1,y1;\n      float x_shift = xpos - (float) floor(xpos);\n      stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);\n      stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);\n      stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);\n      // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong\n      // because this API is really for baking character bitmaps into textures. if you want to render\n      // a sequence of characters, you really need to render each bitmap to a temp buffer, then\n      // \"alpha blend\" that into the working buffer\n      xpos += (advance * scale);\n      if (text[ch+1])\n         xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);\n      ++ch;\n   }\n\n   for (j=0; j < 20; ++j) {\n      for (i=0; i < 78; ++i)\n         putchar(\" .:ioVM@\"[screen[j][i]>>5]);\n      putchar('\\n');\n   }\n\n   return 0;\n}\n#endif\n\n\n//////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////\n////\n////   INTEGRATION WITH YOUR CODEBASE\n////\n////   The following sections allow you to supply alternate definitions\n////   of C library functions used by stb_truetype, e.g. if you don't\n////   link with the C runtime library.\n\n#ifdef STB_TRUETYPE_IMPLEMENTATION\n   // #define your own (u)stbtt_int8/16/32 before including to override this\n   #ifndef stbtt_uint8\n   typedef unsigned char   stbtt_uint8;\n   typedef signed   char   stbtt_int8;\n   typedef unsigned short  stbtt_uint16;\n   typedef signed   short  stbtt_int16;\n   typedef unsigned int    stbtt_uint32;\n   typedef signed   int    stbtt_int32;\n   #endif\n\n   typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];\n   typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];\n\n   // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h\n   #ifndef STBTT_ifloor\n   #include <math.h>\n   #define STBTT_ifloor(x)   ((int) floor(x))\n   #define STBTT_iceil(x)    ((int) ceil(x))\n   #endif\n\n   #ifndef STBTT_sqrt\n   #include <math.h>\n   #define STBTT_sqrt(x)      sqrt(x)\n   #define STBTT_pow(x,y)     pow(x,y)\n   #endif\n\n   #ifndef STBTT_fmod\n   #include <math.h>\n   #define STBTT_fmod(x,y)    fmod(x,y)\n   #endif\n\n   #ifndef STBTT_cos\n   #include <math.h>\n   #define STBTT_cos(x)       cos(x)\n   #define STBTT_acos(x)      acos(x)\n   #endif\n\n   #ifndef STBTT_fabs\n   #include <math.h>\n   #define STBTT_fabs(x)      fabs(x)\n   #endif\n\n   // #define your own functions \"STBTT_malloc\" / \"STBTT_free\" to avoid malloc.h\n   #ifndef STBTT_malloc\n   #include <stdlib.h>\n   #define STBTT_malloc(x,u)  ((void)(u),malloc(x))\n   #define STBTT_free(x,u)    ((void)(u),free(x))\n   #endif\n\n   #ifndef STBTT_assert\n   #include <assert.h>\n   #define STBTT_assert(x)    assert(x)\n   #endif\n\n   #ifndef STBTT_strlen\n   #include <string.h>\n   #define STBTT_strlen(x)    strlen(x)\n   #endif\n\n   #ifndef STBTT_memcpy\n   #include <string.h>\n   #define STBTT_memcpy       memcpy\n   #define STBTT_memset       memset\n   #endif\n#endif\n\n///////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////\n////\n////   INTERFACE\n////\n////\n\n#ifndef __STB_INCLUDE_STB_TRUETYPE_H__\n#define __STB_INCLUDE_STB_TRUETYPE_H__\n\n#ifdef STBTT_STATIC\n#define STBTT_DEF static\n#else\n#define STBTT_DEF extern\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n// private structure\ntypedef struct\n{\n   unsigned char *data;\n   int cursor;\n   int size;\n} stbtt__buf;\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// TEXTURE BAKING API\n//\n// If you use this API, you only have to call two functions ever.\n//\n\ntypedef struct\n{\n   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap\n   float xoff,yoff,xadvance;\n} stbtt_bakedchar;\n\nSTBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)\n                                float pixel_height,                     // height of font in pixels\n                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in\n                                int first_char, int num_chars,          // characters to bake\n                                stbtt_bakedchar *chardata);             // you allocate this, it's num_chars long\n// if return is positive, the first unused row of the bitmap\n// if return is negative, returns the negative of the number of characters that fit\n// if return is 0, no characters fit and no rows were used\n// This uses a very crappy packing.\n\ntypedef struct\n{\n   float x0,y0,s0,t0; // top-left\n   float x1,y1,s1,t1; // bottom-right\n} stbtt_aligned_quad;\n\nSTBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph,  // same data as above\n                               int char_index,             // character to display\n                               float *xpos, float *ypos,   // pointers to current position in screen pixel space\n                               stbtt_aligned_quad *q,      // output: quad to draw\n                               int opengl_fillrule);       // true if opengl fill rule; false if DX9 or earlier\n// Call GetBakedQuad with char_index = 'character - first_char', and it\n// creates the quad you need to draw and advances the current position.\n//\n// The coordinate system used assumes y increases downwards.\n//\n// Characters will extend both above and below the current position;\n// see discussion of \"BASELINE\" above.\n//\n// It's inefficient; you might want to c&p it and optimize it.\n\nSTBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);\n// Query the font vertical metrics without having to create a font first.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// NEW TEXTURE BAKING API\n//\n// This provides options for packing multiple fonts into one atlas, not\n// perfectly but better than nothing.\n\ntypedef struct\n{\n   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap\n   float xoff,yoff,xadvance;\n   float xoff2,yoff2;\n} stbtt_packedchar;\n\ntypedef struct stbtt_pack_context stbtt_pack_context;\ntypedef struct stbtt_fontinfo stbtt_fontinfo;\n#ifndef STB_RECT_PACK_VERSION\ntypedef struct stbrp_rect stbrp_rect;\n#endif\n\nSTBTT_DEF int  stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);\n// Initializes a packing context stored in the passed-in stbtt_pack_context.\n// Future calls using this context will pack characters into the bitmap passed\n// in here: a 1-channel bitmap that is width * height. stride_in_bytes is\n// the distance from one row to the next (or 0 to mean they are packed tightly\n// together). \"padding\" is the amount of padding to leave between each\n// character (normally you want '1' for bitmaps you'll use as textures with\n// bilinear filtering).\n//\n// Returns 0 on failure, 1 on success.\n\nSTBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc);\n// Cleans up the packing context and frees all memory.\n\n#define STBTT_POINT_SIZE(x)   (-(x))\n\nSTBTT_DEF int  stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,\n                                int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);\n// Creates character bitmaps from the font_index'th font found in fontdata (use\n// font_index=0 if you don't know what that is). It creates num_chars_in_range\n// bitmaps for characters with unicode values starting at first_unicode_char_in_range\n// and increasing. Data for how to render them is stored in chardata_for_range;\n// pass these to stbtt_GetPackedQuad to get back renderable quads.\n//\n// font_size is the full height of the character from ascender to descender,\n// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed\n// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()\n// and pass that result as 'font_size':\n//       ...,                  20 , ... // font max minus min y is 20 pixels tall\n//       ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall\n\ntypedef struct\n{\n   float font_size;\n   int first_unicode_codepoint_in_range;  // if non-zero, then the chars are continuous, and this is the first codepoint\n   int *array_of_unicode_codepoints;       // if non-zero, then this is an array of unicode codepoints\n   int num_chars;\n   stbtt_packedchar *chardata_for_range; // output\n   unsigned char h_oversample, v_oversample; // don't set these, they're used internally\n} stbtt_pack_range;\n\nSTBTT_DEF int  stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);\n// Creates character bitmaps from multiple ranges of characters stored in\n// ranges. This will usually create a better-packed bitmap than multiple\n// calls to stbtt_PackFontRange. Note that you can call this multiple\n// times within a single PackBegin/PackEnd.\n\nSTBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);\n// Oversampling a font increases the quality by allowing higher-quality subpixel\n// positioning, and is especially valuable at smaller text sizes.\n//\n// This function sets the amount of oversampling for all following calls to\n// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given\n// pack context. The default (no oversampling) is achieved by h_oversample=1\n// and v_oversample=1. The total number of pixels required is\n// h_oversample*v_oversample larger than the default; for example, 2x2\n// oversampling requires 4x the storage of 1x1. For best results, render\n// oversampled textures with bilinear filtering. Look at the readme in\n// stb/tests/oversample for information about oversampled fonts\n//\n// To use with PackFontRangesGather etc., you must set it before calls\n// call to PackFontRangesGatherRects.\n\nSTBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);\n// If skip != 0, this tells stb_truetype to skip any codepoints for which\n// there is no corresponding glyph. If skip=0, which is the default, then\n// codepoints without a glyph recived the font's \"missing character\" glyph,\n// typically an empty box by convention.\n\nSTBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph,  // same data as above\n                               int char_index,             // character to display\n                               float *xpos, float *ypos,   // pointers to current position in screen pixel space\n                               stbtt_aligned_quad *q,      // output: quad to draw\n                               int align_to_integer);\n\nSTBTT_DEF int  stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);\nSTBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);\nSTBTT_DEF int  stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);\n// Calling these functions in sequence is roughly equivalent to calling\n// stbtt_PackFontRanges(). If you more control over the packing of multiple\n// fonts, or if you want to pack custom data into a font texture, take a look\n// at the source to of stbtt_PackFontRanges() and create a custom version\n// using these functions, e.g. call GatherRects multiple times,\n// building up a single array of rects, then call PackRects once,\n// then call RenderIntoRects repeatedly. This may result in a\n// better packing than calling PackFontRanges multiple times\n// (or it may not).\n\n// this is an opaque structure that you shouldn't mess with which holds\n// all the context needed from PackBegin to PackEnd.\nstruct stbtt_pack_context {\n   void *user_allocator_context;\n   void *pack_info;\n   int   width;\n   int   height;\n   int   stride_in_bytes;\n   int   padding;\n   int   skip_missing;\n   unsigned int   h_oversample, v_oversample;\n   unsigned char *pixels;\n   void  *nodes;\n};\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// FONT LOADING\n//\n//\n\nSTBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);\n// This function will determine the number of fonts in a font file.  TrueType\n// collection (.ttc) files may contain multiple fonts, while TrueType font\n// (.ttf) files only contain one font. The number of fonts can be used for\n// indexing with the previous function where the index is between zero and one\n// less than the total fonts. If an error occurs, -1 is returned.\n\nSTBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);\n// Each .ttf/.ttc file may have more than one font. Each font has a sequential\n// index number starting from 0. Call this function to get the font offset for\n// a given index; it returns -1 if the index is out of range. A regular .ttf\n// file will only define one font and it always be at offset 0, so it will\n// return '0' for index 0, and -1 for all other indices.\n\n// The following structure is defined publicly so you can declare one on\n// the stack or as a global or etc, but you should treat it as opaque.\nstruct stbtt_fontinfo\n{\n   void           * userdata;\n   unsigned char  * data;              // pointer to .ttf file\n   int              fontstart;         // offset of start of font\n\n   int numGlyphs;                     // number of glyphs, needed for range checking\n\n   int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf\n   int index_map;                     // a cmap mapping for our chosen character encoding\n   int indexToLocFormat;              // format needed to map from glyph index to glyph\n\n   stbtt__buf cff;                    // cff font data\n   stbtt__buf charstrings;            // the charstring index\n   stbtt__buf gsubrs;                 // global charstring subroutines index\n   stbtt__buf subrs;                  // private charstring subroutines index\n   stbtt__buf fontdicts;              // array of font dicts\n   stbtt__buf fdselect;               // map from glyph to fontdict\n};\n\nSTBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);\n// Given an offset into the file that defines a font, this function builds\n// the necessary cached info for the rest of the system. You must allocate\n// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't\n// need to do anything special to free it, because the contents are pure\n// value data with no additional data structures. Returns 0 on failure.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// CHARACTER TO GLYPH-INDEX CONVERSIOn\n\nSTBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);\n// If you're going to perform multiple operations on the same character\n// and you want a speed-up, call this function with the character you're\n// going to process, then use glyph-based functions instead of the\n// codepoint-based functions.\n// Returns 0 if the character codepoint is not defined in the font.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// CHARACTER PROPERTIES\n//\n\nSTBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);\n// computes a scale factor to produce a font whose \"height\" is 'pixels' tall.\n// Height is measured as the distance from the highest ascender to the lowest\n// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics\n// and computing:\n//       scale = pixels / (ascent - descent)\n// so if you prefer to measure height by the ascent only, use a similar calculation.\n\nSTBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);\n// computes a scale factor to produce a font whose EM size is mapped to\n// 'pixels' tall. This is probably what traditional APIs compute, but\n// I'm not positive.\n\nSTBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);\n// ascent is the coordinate above the baseline the font extends; descent\n// is the coordinate below the baseline the font extends (i.e. it is typically negative)\n// lineGap is the spacing between one row's descent and the next row's ascent...\n// so you should advance the vertical position by \"*ascent - *descent + *lineGap\"\n//   these are expressed in unscaled coordinates, so you must multiply by\n//   the scale factor for a given size\n\nSTBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap);\n// analogous to GetFontVMetrics, but returns the \"typographic\" values from the OS/2\n// table (specific to MS/Windows TTF files).\n//\n// Returns 1 on success (table present), 0 on failure.\n\nSTBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);\n// the bounding box around all possible characters\n\nSTBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);\n// leftSideBearing is the offset from the current horizontal position to the left edge of the character\n// advanceWidth is the offset from the current horizontal position to the next horizontal position\n//   these are expressed in unscaled coordinates\n\nSTBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);\n// an additional amount to add to the 'advance' value between ch1 and ch2\n\nSTBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);\n// Gets the bounding box of the visible part of the glyph, in unscaled coordinates\n\nSTBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);\nSTBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);\nSTBTT_DEF int  stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);\n// as above, but takes one or more glyph indices for greater efficiency\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// GLYPH SHAPES (you probably don't need these, but they have to go before\n// the bitmaps for C declaration-order reasons)\n//\n\n#ifndef STBTT_vmove // you can predefine these to use different values (but why?)\n   enum {\n      STBTT_vmove=1,\n      STBTT_vline,\n      STBTT_vcurve,\n      STBTT_vcubic\n   };\n#endif\n\n#ifndef stbtt_vertex // you can predefine this to use different values\n                   // (we share this with other code at RAD)\n   #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file\n   typedef struct\n   {\n      stbtt_vertex_type x,y,cx,cy,cx1,cy1;\n      unsigned char type,padding;\n   } stbtt_vertex;\n#endif\n\nSTBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);\n// returns non-zero if nothing is drawn for this glyph\n\nSTBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);\nSTBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);\n// returns # of vertices and fills *vertices with the pointer to them\n//   these are expressed in \"unscaled\" coordinates\n//\n// The shape is a series of contours. Each one starts with\n// a STBTT_moveto, then consists of a series of mixed\n// STBTT_lineto and STBTT_curveto segments. A lineto\n// draws a line from previous endpoint to its x,y; a curveto\n// draws a quadratic bezier from previous endpoint to\n// its x,y, using cx,cy as the bezier control point.\n\nSTBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);\n// frees the data allocated above\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// BITMAP RENDERING\n//\n\nSTBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);\n// frees the bitmap allocated below\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);\n// allocates a large-enough single-channel 8bpp bitmap and renders the\n// specified character/glyph at the specified scale into it, with\n// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).\n// *width & *height are filled out with the width & height of the bitmap,\n// which is stored left-to-right, top-to-bottom.\n//\n// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);\n// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel\n// shift for the character\n\nSTBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);\n// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap\n// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap\n// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the\n// width and height and positioning info for it first.\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);\n// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel\n// shift for the character\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint);\n// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering\n// is performed (see stbtt_PackSetOversampling)\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);\n// get the bbox of the bitmap centered around the glyph origin; so the\n// bitmap width is ix1-ix0, height is iy1-iy0, and location to place\n// the bitmap top left is (leftSideBearing*scale,iy0).\n// (Note that the bitmap uses y-increases-down, but the shape uses\n// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);\n// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel\n// shift for the character\n\n// the following functions are equivalent to the above functions, but operate\n// on glyph indices instead of Unicode codepoints (for efficiency)\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph);\nSTBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);\nSTBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);\n\n\n// @TODO: don't expose this structure\ntypedef struct\n{\n   int w,h,stride;\n   unsigned char *pixels;\n} stbtt__bitmap;\n\n// rasterize a shape with quadratic beziers into a bitmap\nSTBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result,        // 1-channel bitmap to draw into\n                               float flatness_in_pixels,     // allowable error of curve in pixels\n                               stbtt_vertex *vertices,       // array of vertices defining shape\n                               int num_verts,                // number of vertices in above array\n                               float scale_x, float scale_y, // scale applied to input vertices\n                               float shift_x, float shift_y, // translation applied to input vertices\n                               int x_off, int y_off,         // another translation applied to input\n                               int invert,                   // if non-zero, vertically flip shape\n                               void *userdata);              // context for to STBTT_MALLOC\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Signed Distance Function (or Field) rendering\n\nSTBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata);\n// frees the SDF bitmap allocated below\n\nSTBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);\n// These functions compute a discretized SDF field for a single character, suitable for storing\n// in a single-channel texture, sampling with bilinear filtering, and testing against\n// larger than some threshold to produce scalable fonts.\n//        info              --  the font\n//        scale             --  controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap\n//        glyph/codepoint   --  the character to generate the SDF for\n//        padding           --  extra \"pixels\" around the character which are filled with the distance to the character (not 0),\n//                                 which allows effects like bit outlines\n//        onedge_value      --  value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character)\n//        pixel_dist_scale  --  what value the SDF should increase by when moving one SDF \"pixel\" away from the edge (on the 0..255 scale)\n//                                 if positive, > onedge_value is inside; if negative, < onedge_value is inside\n//        width,height      --  output height & width of the SDF bitmap (including padding)\n//        xoff,yoff         --  output origin of the character\n//        return value      --  a 2D array of bytes 0..255, width*height in size\n//\n// pixel_dist_scale & onedge_value are a scale & bias that allows you to make\n// optimal use of the limited 0..255 for your application, trading off precision\n// and special effects. SDF values outside the range 0..255 are clamped to 0..255.\n//\n// Example:\n//      scale = stbtt_ScaleForPixelHeight(22)\n//      padding = 5\n//      onedge_value = 180\n//      pixel_dist_scale = 180/5.0 = 36.0\n//\n//      This will create an SDF bitmap in which the character is about 22 pixels\n//      high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled\n//      shape, sample the SDF at each pixel and fill the pixel if the SDF value\n//      is greater than or equal to 180/255. (You'll actually want to antialias,\n//      which is beyond the scope of this example.) Additionally, you can compute\n//      offset outlines (e.g. to stroke the character border inside & outside,\n//      or only outside). For example, to fill outside the character up to 3 SDF\n//      pixels, you would compare against (180-36.0*3)/255 = 72/255. The above\n//      choice of variables maps a range from 5 pixels outside the shape to\n//      2 pixels inside the shape to 0..255; this is intended primarily for apply\n//      outside effects only (the interior range is needed to allow proper\n//      antialiasing of the font at *smaller* sizes)\n//\n// The function computes the SDF analytically at each SDF pixel, not by e.g.\n// building a higher-res bitmap and approximating it. In theory the quality\n// should be as high as possible for an SDF of this size & representation, but\n// unclear if this is true in practice (perhaps building a higher-res bitmap\n// and computing from that can allow drop-out prevention).\n//\n// The algorithm has not been optimized at all, so expect it to be slow\n// if computing lots of characters or very large sizes.\n\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Finding the right font...\n//\n// You should really just solve this offline, keep your own tables\n// of what font is what, and don't try to get it out of the .ttf file.\n// That's because getting it out of the .ttf file is really hard, because\n// the names in the file can appear in many possible encodings, in many\n// possible languages, and e.g. if you need a case-insensitive comparison,\n// the details of that depend on the encoding & language in a complex way\n// (actually underspecified in truetype, but also gigantic).\n//\n// But you can use the provided functions in two possible ways:\n//     stbtt_FindMatchingFont() will use *case-sensitive* comparisons on\n//             unicode-encoded names to try to find the font you want;\n//             you can run this before calling stbtt_InitFont()\n//\n//     stbtt_GetFontNameString() lets you get any of the various strings\n//             from the file yourself and do your own comparisons on them.\n//             You have to have called stbtt_InitFont() first.\n\n\nSTBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);\n// returns the offset (not index) of the font that matches, or -1 if none\n//   if you use STBTT_MACSTYLE_DONTCARE, use a font name like \"Arial Bold\".\n//   if you use any other flag, use a font name like \"Arial\"; this checks\n//     the 'macStyle' header field; i don't know if fonts set this consistently\n#define STBTT_MACSTYLE_DONTCARE     0\n#define STBTT_MACSTYLE_BOLD         1\n#define STBTT_MACSTYLE_ITALIC       2\n#define STBTT_MACSTYLE_UNDERSCORE   4\n#define STBTT_MACSTYLE_NONE         8   // <= not same as 0, this makes us check the bitfield is 0\n\nSTBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);\n// returns 1/0 whether the first string interpreted as utf8 is identical to\n// the second string interpreted as big-endian utf16... useful for strings from next func\n\nSTBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);\n// returns the string (which may be big-endian double byte, e.g. for unicode)\n// and puts the length in bytes in *length.\n//\n// some of the values for the IDs are below; for more see the truetype spec:\n//     http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html\n//     http://www.microsoft.com/typography/otspec/name.htm\n\nenum { // platformID\n   STBTT_PLATFORM_ID_UNICODE   =0,\n   STBTT_PLATFORM_ID_MAC       =1,\n   STBTT_PLATFORM_ID_ISO       =2,\n   STBTT_PLATFORM_ID_MICROSOFT =3\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_UNICODE\n   STBTT_UNICODE_EID_UNICODE_1_0    =0,\n   STBTT_UNICODE_EID_UNICODE_1_1    =1,\n   STBTT_UNICODE_EID_ISO_10646      =2,\n   STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,\n   STBTT_UNICODE_EID_UNICODE_2_0_FULL=4\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT\n   STBTT_MS_EID_SYMBOL        =0,\n   STBTT_MS_EID_UNICODE_BMP   =1,\n   STBTT_MS_EID_SHIFTJIS      =2,\n   STBTT_MS_EID_UNICODE_FULL  =10\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes\n   STBTT_MAC_EID_ROMAN        =0,   STBTT_MAC_EID_ARABIC       =4,\n   STBTT_MAC_EID_JAPANESE     =1,   STBTT_MAC_EID_HEBREW       =5,\n   STBTT_MAC_EID_CHINESE_TRAD =2,   STBTT_MAC_EID_GREEK        =6,\n   STBTT_MAC_EID_KOREAN       =3,   STBTT_MAC_EID_RUSSIAN      =7\n};\n\nenum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...\n       // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs\n   STBTT_MS_LANG_ENGLISH     =0x0409,   STBTT_MS_LANG_ITALIAN     =0x0410,\n   STBTT_MS_LANG_CHINESE     =0x0804,   STBTT_MS_LANG_JAPANESE    =0x0411,\n   STBTT_MS_LANG_DUTCH       =0x0413,   STBTT_MS_LANG_KOREAN      =0x0412,\n   STBTT_MS_LANG_FRENCH      =0x040c,   STBTT_MS_LANG_RUSSIAN     =0x0419,\n   STBTT_MS_LANG_GERMAN      =0x0407,   STBTT_MS_LANG_SPANISH     =0x0409,\n   STBTT_MS_LANG_HEBREW      =0x040d,   STBTT_MS_LANG_SWEDISH     =0x041D\n};\n\nenum { // languageID for STBTT_PLATFORM_ID_MAC\n   STBTT_MAC_LANG_ENGLISH      =0 ,   STBTT_MAC_LANG_JAPANESE     =11,\n   STBTT_MAC_LANG_ARABIC       =12,   STBTT_MAC_LANG_KOREAN       =23,\n   STBTT_MAC_LANG_DUTCH        =4 ,   STBTT_MAC_LANG_RUSSIAN      =32,\n   STBTT_MAC_LANG_FRENCH       =1 ,   STBTT_MAC_LANG_SPANISH      =6 ,\n   STBTT_MAC_LANG_GERMAN       =2 ,   STBTT_MAC_LANG_SWEDISH      =5 ,\n   STBTT_MAC_LANG_HEBREW       =10,   STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,\n   STBTT_MAC_LANG_ITALIAN      =3 ,   STBTT_MAC_LANG_CHINESE_TRAD =19\n};\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif // __STB_INCLUDE_STB_TRUETYPE_H__\n\n///////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////\n////\n////   IMPLEMENTATION\n////\n////\n\n#ifdef STB_TRUETYPE_IMPLEMENTATION\n\n#ifndef STBTT_MAX_OVERSAMPLE\n#define STBTT_MAX_OVERSAMPLE   8\n#endif\n\n#if STBTT_MAX_OVERSAMPLE > 255\n#error \"STBTT_MAX_OVERSAMPLE cannot be > 255\"\n#endif\n\ntypedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];\n\n#ifndef STBTT_RASTERIZER_VERSION\n#define STBTT_RASTERIZER_VERSION 2\n#endif\n\n#ifdef _MSC_VER\n#define STBTT__NOTUSED(v)  (void)(v)\n#else\n#define STBTT__NOTUSED(v)  (void)sizeof(v)\n#endif\n\n//////////////////////////////////////////////////////////////////////////\n//\n// stbtt__buf helpers to parse data from file\n//\n\nstatic stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)\n{\n   if (b->cursor >= b->size)\n      return 0;\n   return b->data[b->cursor++];\n}\n\nstatic stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)\n{\n   if (b->cursor >= b->size)\n      return 0;\n   return b->data[b->cursor];\n}\n\nstatic void stbtt__buf_seek(stbtt__buf *b, int o)\n{\n   STBTT_assert(!(o > b->size || o < 0));\n   b->cursor = (o > b->size || o < 0) ? b->size : o;\n}\n\nstatic void stbtt__buf_skip(stbtt__buf *b, int o)\n{\n   stbtt__buf_seek(b, b->cursor + o);\n}\n\nstatic stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)\n{\n   stbtt_uint32 v = 0;\n   int i;\n   STBTT_assert(n >= 1 && n <= 4);\n   for (i = 0; i < n; i++)\n      v = (v << 8) | stbtt__buf_get8(b);\n   return v;\n}\n\nstatic stbtt__buf stbtt__new_buf(const void *p, size_t size)\n{\n   stbtt__buf r;\n   STBTT_assert(size < 0x40000000);\n   r.data = (stbtt_uint8*) p;\n   r.size = (int) size;\n   r.cursor = 0;\n   return r;\n}\n\n#define stbtt__buf_get16(b)  stbtt__buf_get((b), 2)\n#define stbtt__buf_get32(b)  stbtt__buf_get((b), 4)\n\nstatic stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)\n{\n   stbtt__buf r = stbtt__new_buf(NULL, 0);\n   if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;\n   r.data = b->data + o;\n   r.size = s;\n   return r;\n}\n\nstatic stbtt__buf stbtt__cff_get_index(stbtt__buf *b)\n{\n   int count, start, offsize;\n   start = b->cursor;\n   count = stbtt__buf_get16(b);\n   if (count) {\n      offsize = stbtt__buf_get8(b);\n      STBTT_assert(offsize >= 1 && offsize <= 4);\n      stbtt__buf_skip(b, offsize * count);\n      stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);\n   }\n   return stbtt__buf_range(b, start, b->cursor - start);\n}\n\nstatic stbtt_uint32 stbtt__cff_int(stbtt__buf *b)\n{\n   int b0 = stbtt__buf_get8(b);\n   if (b0 >= 32 && b0 <= 246)       return b0 - 139;\n   else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;\n   else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;\n   else if (b0 == 28)               return stbtt__buf_get16(b);\n   else if (b0 == 29)               return stbtt__buf_get32(b);\n   STBTT_assert(0);\n   return 0;\n}\n\nstatic void stbtt__cff_skip_operand(stbtt__buf *b) {\n   int v, b0 = stbtt__buf_peek8(b);\n   STBTT_assert(b0 >= 28);\n   if (b0 == 30) {\n      stbtt__buf_skip(b, 1);\n      while (b->cursor < b->size) {\n         v = stbtt__buf_get8(b);\n         if ((v & 0xF) == 0xF || (v >> 4) == 0xF)\n            break;\n      }\n   } else {\n      stbtt__cff_int(b);\n   }\n}\n\nstatic stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)\n{\n   stbtt__buf_seek(b, 0);\n   while (b->cursor < b->size) {\n      int start = b->cursor, end, op;\n      while (stbtt__buf_peek8(b) >= 28)\n         stbtt__cff_skip_operand(b);\n      end = b->cursor;\n      op = stbtt__buf_get8(b);\n      if (op == 12)  op = stbtt__buf_get8(b) | 0x100;\n      if (op == key) return stbtt__buf_range(b, start, end-start);\n   }\n   return stbtt__buf_range(b, 0, 0);\n}\n\nstatic void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)\n{\n   int i;\n   stbtt__buf operands = stbtt__dict_get(b, key);\n   for (i = 0; i < outcount && operands.cursor < operands.size; i++)\n      out[i] = stbtt__cff_int(&operands);\n}\n\nstatic int stbtt__cff_index_count(stbtt__buf *b)\n{\n   stbtt__buf_seek(b, 0);\n   return stbtt__buf_get16(b);\n}\n\nstatic stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)\n{\n   int count, offsize, start, end;\n   stbtt__buf_seek(&b, 0);\n   count = stbtt__buf_get16(&b);\n   offsize = stbtt__buf_get8(&b);\n   STBTT_assert(i >= 0 && i < count);\n   STBTT_assert(offsize >= 1 && offsize <= 4);\n   stbtt__buf_skip(&b, i*offsize);\n   start = stbtt__buf_get(&b, offsize);\n   end = stbtt__buf_get(&b, offsize);\n   return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);\n}\n\n//////////////////////////////////////////////////////////////////////////\n//\n// accessors to parse data from file\n//\n\n// on platforms that don't allow misaligned reads, if we want to allow\n// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE\n\n#define ttBYTE(p)     (* (stbtt_uint8 *) (p))\n#define ttCHAR(p)     (* (stbtt_int8 *) (p))\n#define ttFixed(p)    ttLONG(p)\n\nstatic stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }\nstatic stbtt_int16 ttSHORT(stbtt_uint8 *p)   { return p[0]*256 + p[1]; }\nstatic stbtt_uint32 ttULONG(stbtt_uint8 *p)  { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }\nstatic stbtt_int32 ttLONG(stbtt_uint8 *p)    { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }\n\n#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))\n#define stbtt_tag(p,str)           stbtt_tag4(p,str[0],str[1],str[2],str[3])\n\nstatic int stbtt__isfont(stbtt_uint8 *font)\n{\n   // check the version number\n   if (stbtt_tag4(font, '1',0,0,0))  return 1; // TrueType 1\n   if (stbtt_tag(font, \"typ1\"))   return 1; // TrueType with type 1 font -- we don't support this!\n   if (stbtt_tag(font, \"OTTO\"))   return 1; // OpenType with CFF\n   if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0\n   if (stbtt_tag(font, \"true\"))   return 1; // Apple specification for TrueType fonts\n   return 0;\n}\n\n// @OPTIMIZE: binary search\nstatic stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)\n{\n   stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);\n   stbtt_uint32 tabledir = fontstart + 12;\n   stbtt_int32 i;\n   for (i=0; i < num_tables; ++i) {\n      stbtt_uint32 loc = tabledir + 16*i;\n      if (stbtt_tag(data+loc+0, tag))\n         return ttULONG(data+loc+8);\n   }\n   return 0;\n}\n\nstatic int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)\n{\n   // if it's just a font, there's only one valid index\n   if (stbtt__isfont(font_collection))\n      return index == 0 ? 0 : -1;\n\n   // check if it's a TTC\n   if (stbtt_tag(font_collection, \"ttcf\")) {\n      // version 1?\n      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {\n         stbtt_int32 n = ttLONG(font_collection+8);\n         if (index >= n)\n            return -1;\n         return ttULONG(font_collection+12+index*4);\n      }\n   }\n   return -1;\n}\n\nstatic int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)\n{\n   // if it's just a font, there's only one valid font\n   if (stbtt__isfont(font_collection))\n      return 1;\n\n   // check if it's a TTC\n   if (stbtt_tag(font_collection, \"ttcf\")) {\n      // version 1?\n      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {\n         return ttLONG(font_collection+8);\n      }\n   }\n   return 0;\n}\n\nstatic stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)\n{\n   stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };\n   stbtt__buf pdict;\n   stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);\n   if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);\n   pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);\n   stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);\n   if (!subrsoff) return stbtt__new_buf(NULL, 0);\n   stbtt__buf_seek(&cff, private_loc[1]+subrsoff);\n   return stbtt__cff_get_index(&cff);\n}\n\nstatic int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)\n{\n   stbtt_uint32 cmap, t;\n   stbtt_int32 i,numTables;\n\n   info->data = data;\n   info->fontstart = fontstart;\n   info->cff = stbtt__new_buf(NULL, 0);\n\n   cmap = stbtt__find_table(data, fontstart, \"cmap\");       // required\n   info->loca = stbtt__find_table(data, fontstart, \"loca\"); // required\n   info->head = stbtt__find_table(data, fontstart, \"head\"); // required\n   info->glyf = stbtt__find_table(data, fontstart, \"glyf\"); // required\n   info->hhea = stbtt__find_table(data, fontstart, \"hhea\"); // required\n   info->hmtx = stbtt__find_table(data, fontstart, \"hmtx\"); // required\n   info->kern = stbtt__find_table(data, fontstart, \"kern\"); // not required\n   info->gpos = stbtt__find_table(data, fontstart, \"GPOS\"); // not required\n\n   if (!cmap || !info->head || !info->hhea || !info->hmtx)\n      return 0;\n   if (info->glyf) {\n      // required for truetype\n      if (!info->loca) return 0;\n   } else {\n      // initialization for CFF / Type2 fonts (OTF)\n      stbtt__buf b, topdict, topdictidx;\n      stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;\n      stbtt_uint32 cff;\n\n      cff = stbtt__find_table(data, fontstart, \"CFF \");\n      if (!cff) return 0;\n\n      info->fontdicts = stbtt__new_buf(NULL, 0);\n      info->fdselect = stbtt__new_buf(NULL, 0);\n\n      // @TODO this should use size from table (not 512MB)\n      info->cff = stbtt__new_buf(data+cff, 512*1024*1024);\n      b = info->cff;\n\n      // read the header\n      stbtt__buf_skip(&b, 2);\n      stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize\n\n      // @TODO the name INDEX could list multiple fonts,\n      // but we just use the first one.\n      stbtt__cff_get_index(&b);  // name INDEX\n      topdictidx = stbtt__cff_get_index(&b);\n      topdict = stbtt__cff_index_get(topdictidx, 0);\n      stbtt__cff_get_index(&b);  // string INDEX\n      info->gsubrs = stbtt__cff_get_index(&b);\n\n      stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);\n      stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);\n      stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);\n      stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);\n      info->subrs = stbtt__get_subrs(b, topdict);\n\n      // we only support Type 2 charstrings\n      if (cstype != 2) return 0;\n      if (charstrings == 0) return 0;\n\n      if (fdarrayoff) {\n         // looks like a CID font\n         if (!fdselectoff) return 0;\n         stbtt__buf_seek(&b, fdarrayoff);\n         info->fontdicts = stbtt__cff_get_index(&b);\n         info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);\n      }\n\n      stbtt__buf_seek(&b, charstrings);\n      info->charstrings = stbtt__cff_get_index(&b);\n   }\n\n   t = stbtt__find_table(data, fontstart, \"maxp\");\n   if (t)\n      info->numGlyphs = ttUSHORT(data+t+4);\n   else\n      info->numGlyphs = 0xffff;\n\n   // find a cmap encoding table we understand *now* to avoid searching\n   // later. (todo: could make this installable)\n   // the same regardless of glyph.\n   numTables = ttUSHORT(data + cmap + 2);\n   info->index_map = 0;\n   for (i=0; i < numTables; ++i) {\n      stbtt_uint32 encoding_record = cmap + 4 + 8 * i;\n      // find an encoding we understand:\n      switch(ttUSHORT(data+encoding_record)) {\n         case STBTT_PLATFORM_ID_MICROSOFT:\n            switch (ttUSHORT(data+encoding_record+2)) {\n               case STBTT_MS_EID_UNICODE_BMP:\n               case STBTT_MS_EID_UNICODE_FULL:\n                  // MS/Unicode\n                  info->index_map = cmap + ttULONG(data+encoding_record+4);\n                  break;\n            }\n            break;\n        case STBTT_PLATFORM_ID_UNICODE:\n            // Mac/iOS has these\n            // all the encodingIDs are unicode, so we don't bother to check it\n            info->index_map = cmap + ttULONG(data+encoding_record+4);\n            break;\n      }\n   }\n   if (info->index_map == 0)\n      return 0;\n\n   info->indexToLocFormat = ttUSHORT(data+info->head + 50);\n   return 1;\n}\n\nSTBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)\n{\n   stbtt_uint8 *data = info->data;\n   stbtt_uint32 index_map = info->index_map;\n\n   stbtt_uint16 format = ttUSHORT(data + index_map + 0);\n   if (format == 0) { // apple byte encoding\n      stbtt_int32 bytes = ttUSHORT(data + index_map + 2);\n      if (unicode_codepoint < bytes-6)\n         return ttBYTE(data + index_map + 6 + unicode_codepoint);\n      return 0;\n   } else if (format == 6) {\n      stbtt_uint32 first = ttUSHORT(data + index_map + 6);\n      stbtt_uint32 count = ttUSHORT(data + index_map + 8);\n      if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)\n         return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);\n      return 0;\n   } else if (format == 2) {\n      STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean\n      return 0;\n   } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges\n      stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;\n      stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;\n      stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);\n      stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;\n\n      // do a binary search of the segments\n      stbtt_uint32 endCount = index_map + 14;\n      stbtt_uint32 search = endCount;\n\n      if (unicode_codepoint > 0xffff)\n         return 0;\n\n      // they lie from endCount .. endCount + segCount\n      // but searchRange is the nearest power of two, so...\n      if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))\n         search += rangeShift*2;\n\n      // now decrement to bias correctly to find smallest\n      search -= 2;\n      while (entrySelector) {\n         stbtt_uint16 end;\n         searchRange >>= 1;\n         end = ttUSHORT(data + search + searchRange*2);\n         if (unicode_codepoint > end)\n            search += searchRange*2;\n         --entrySelector;\n      }\n      search += 2;\n\n      {\n         stbtt_uint16 offset, start;\n         stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);\n\n         STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));\n         start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);\n         if (unicode_codepoint < start)\n            return 0;\n\n         offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);\n         if (offset == 0)\n            return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));\n\n         return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);\n      }\n   } else if (format == 12 || format == 13) {\n      stbtt_uint32 ngroups = ttULONG(data+index_map+12);\n      stbtt_int32 low,high;\n      low = 0; high = (stbtt_int32)ngroups;\n      // Binary search the right group.\n      while (low < high) {\n         stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high\n         stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);\n         stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);\n         if ((stbtt_uint32) unicode_codepoint < start_char)\n            high = mid;\n         else if ((stbtt_uint32) unicode_codepoint > end_char)\n            low = mid+1;\n         else {\n            stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);\n            if (format == 12)\n               return start_glyph + unicode_codepoint-start_char;\n            else // format == 13\n               return start_glyph;\n         }\n      }\n      return 0; // not found\n   }\n   // @TODO\n   STBTT_assert(0);\n   return 0;\n}\n\nSTBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)\n{\n   return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);\n}\n\nstatic void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)\n{\n   v->type = type;\n   v->x = (stbtt_int16) x;\n   v->y = (stbtt_int16) y;\n   v->cx = (stbtt_int16) cx;\n   v->cy = (stbtt_int16) cy;\n}\n\nstatic int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)\n{\n   int g1,g2;\n\n   STBTT_assert(!info->cff.size);\n\n   if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range\n   if (info->indexToLocFormat >= 2)    return -1; // unknown index->glyph map format\n\n   if (info->indexToLocFormat == 0) {\n      g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;\n      g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;\n   } else {\n      g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);\n      g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);\n   }\n\n   return g1==g2 ? -1 : g1; // if length is 0, return -1\n}\n\nstatic int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);\n\nSTBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)\n{\n   if (info->cff.size) {\n      stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);\n   } else {\n      int g = stbtt__GetGlyfOffset(info, glyph_index);\n      if (g < 0) return 0;\n\n      if (x0) *x0 = ttSHORT(info->data + g + 2);\n      if (y0) *y0 = ttSHORT(info->data + g + 4);\n      if (x1) *x1 = ttSHORT(info->data + g + 6);\n      if (y1) *y1 = ttSHORT(info->data + g + 8);\n   }\n   return 1;\n}\n\nSTBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)\n{\n   return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);\n}\n\nSTBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)\n{\n   stbtt_int16 numberOfContours;\n   int g;\n   if (info->cff.size)\n      return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;\n   g = stbtt__GetGlyfOffset(info, glyph_index);\n   if (g < 0) return 1;\n   numberOfContours = ttSHORT(info->data + g);\n   return numberOfContours == 0;\n}\n\nstatic int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,\n    stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)\n{\n   if (start_off) {\n      if (was_off)\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);\n      stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);\n   } else {\n      if (was_off)\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);\n      else\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);\n   }\n   return num_vertices;\n}\n\nstatic int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   stbtt_int16 numberOfContours;\n   stbtt_uint8 *endPtsOfContours;\n   stbtt_uint8 *data = info->data;\n   stbtt_vertex *vertices=0;\n   int num_vertices=0;\n   int g = stbtt__GetGlyfOffset(info, glyph_index);\n\n   *pvertices = NULL;\n\n   if (g < 0) return 0;\n\n   numberOfContours = ttSHORT(data + g);\n\n   if (numberOfContours > 0) {\n      stbtt_uint8 flags=0,flagcount;\n      stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;\n      stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;\n      stbtt_uint8 *points;\n      endPtsOfContours = (data + g + 10);\n      ins = ttUSHORT(data + g + 10 + numberOfContours * 2);\n      points = data + g + 10 + numberOfContours * 2 + 2 + ins;\n\n      n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);\n\n      m = n + 2*numberOfContours;  // a loose bound on how many vertices we might need\n      vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);\n      if (vertices == 0)\n         return 0;\n\n      next_move = 0;\n      flagcount=0;\n\n      // in first pass, we load uninterpreted data into the allocated array\n      // above, shifted to the end of the array so we won't overwrite it when\n      // we create our final data starting from the front\n\n      off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated\n\n      // first load flags\n\n      for (i=0; i < n; ++i) {\n         if (flagcount == 0) {\n            flags = *points++;\n            if (flags & 8)\n               flagcount = *points++;\n         } else\n            --flagcount;\n         vertices[off+i].type = flags;\n      }\n\n      // now load x coordinates\n      x=0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         if (flags & 2) {\n            stbtt_int16 dx = *points++;\n            x += (flags & 16) ? dx : -dx; // ???\n         } else {\n            if (!(flags & 16)) {\n               x = x + (stbtt_int16) (points[0]*256 + points[1]);\n               points += 2;\n            }\n         }\n         vertices[off+i].x = (stbtt_int16) x;\n      }\n\n      // now load y coordinates\n      y=0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         if (flags & 4) {\n            stbtt_int16 dy = *points++;\n            y += (flags & 32) ? dy : -dy; // ???\n         } else {\n            if (!(flags & 32)) {\n               y = y + (stbtt_int16) (points[0]*256 + points[1]);\n               points += 2;\n            }\n         }\n         vertices[off+i].y = (stbtt_int16) y;\n      }\n\n      // now convert them to our format\n      num_vertices=0;\n      sx = sy = cx = cy = scx = scy = 0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         x     = (stbtt_int16) vertices[off+i].x;\n         y     = (stbtt_int16) vertices[off+i].y;\n\n         if (next_move == i) {\n            if (i != 0)\n               num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);\n\n            // now start the new one\n            start_off = !(flags & 1);\n            if (start_off) {\n               // if we start off with an off-curve point, then when we need to find a point on the curve\n               // where we can start, and we need to save some state for when we wraparound.\n               scx = x;\n               scy = y;\n               if (!(vertices[off+i+1].type & 1)) {\n                  // next point is also a curve point, so interpolate an on-point curve\n                  sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;\n                  sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;\n               } else {\n                  // otherwise just use the next point as our start point\n                  sx = (stbtt_int32) vertices[off+i+1].x;\n                  sy = (stbtt_int32) vertices[off+i+1].y;\n                  ++i; // we're using point i+1 as the starting point, so skip it\n               }\n            } else {\n               sx = x;\n               sy = y;\n            }\n            stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);\n            was_off = 0;\n            next_move = 1 + ttUSHORT(endPtsOfContours+j*2);\n            ++j;\n         } else {\n            if (!(flags & 1)) { // if it's a curve\n               if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);\n               cx = x;\n               cy = y;\n               was_off = 1;\n            } else {\n               if (was_off)\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);\n               else\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);\n               was_off = 0;\n            }\n         }\n      }\n      num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);\n   } else if (numberOfContours == -1) {\n      // Compound shapes.\n      int more = 1;\n      stbtt_uint8 *comp = data + g + 10;\n      num_vertices = 0;\n      vertices = 0;\n      while (more) {\n         stbtt_uint16 flags, gidx;\n         int comp_num_verts = 0, i;\n         stbtt_vertex *comp_verts = 0, *tmp = 0;\n         float mtx[6] = {1,0,0,1,0,0}, m, n;\n\n         flags = ttSHORT(comp); comp+=2;\n         gidx = ttSHORT(comp); comp+=2;\n\n         if (flags & 2) { // XY values\n            if (flags & 1) { // shorts\n               mtx[4] = ttSHORT(comp); comp+=2;\n               mtx[5] = ttSHORT(comp); comp+=2;\n            } else {\n               mtx[4] = ttCHAR(comp); comp+=1;\n               mtx[5] = ttCHAR(comp); comp+=1;\n            }\n         }\n         else {\n            // @TODO handle matching point\n            STBTT_assert(0);\n         }\n         if (flags & (1<<3)) { // WE_HAVE_A_SCALE\n            mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = mtx[2] = 0;\n         } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE\n            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = mtx[2] = 0;\n            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n         } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO\n            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n         }\n\n         // Find transformation scales.\n         m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);\n         n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);\n\n         // Get indexed glyph.\n         comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);\n         if (comp_num_verts > 0) {\n            // Transform vertices.\n            for (i = 0; i < comp_num_verts; ++i) {\n               stbtt_vertex* v = &comp_verts[i];\n               stbtt_vertex_type x,y;\n               x=v->x; y=v->y;\n               v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));\n               v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));\n               x=v->cx; y=v->cy;\n               v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));\n               v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));\n            }\n            // Append vertices.\n            tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);\n            if (!tmp) {\n               if (vertices) STBTT_free(vertices, info->userdata);\n               if (comp_verts) STBTT_free(comp_verts, info->userdata);\n               return 0;\n            }\n            if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595\n            STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));\n            if (vertices) STBTT_free(vertices, info->userdata);\n            vertices = tmp;\n            STBTT_free(comp_verts, info->userdata);\n            num_vertices += comp_num_verts;\n         }\n         // More components ?\n         more = flags & (1<<5);\n      }\n   } else if (numberOfContours < 0) {\n      // @TODO other compound variations?\n      STBTT_assert(0);\n   } else {\n      // numberOfCounters == 0, do nothing\n   }\n\n   *pvertices = vertices;\n   return num_vertices;\n}\n\ntypedef struct\n{\n   int bounds;\n   int started;\n   float first_x, first_y;\n   float x, y;\n   stbtt_int32 min_x, max_x, min_y, max_y;\n\n   stbtt_vertex *pvertices;\n   int num_vertices;\n} stbtt__csctx;\n\n#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}\n\nstatic void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)\n{\n   if (x > c->max_x || !c->started) c->max_x = x;\n   if (y > c->max_y || !c->started) c->max_y = y;\n   if (x < c->min_x || !c->started) c->min_x = x;\n   if (y < c->min_y || !c->started) c->min_y = y;\n   c->started = 1;\n}\n\nstatic void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)\n{\n   if (c->bounds) {\n      stbtt__track_vertex(c, x, y);\n      if (type == STBTT_vcubic) {\n         stbtt__track_vertex(c, cx, cy);\n         stbtt__track_vertex(c, cx1, cy1);\n      }\n   } else {\n      stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);\n      c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;\n      c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;\n   }\n   c->num_vertices++;\n}\n\nstatic void stbtt__csctx_close_shape(stbtt__csctx *ctx)\n{\n   if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)\n      stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)\n{\n   stbtt__csctx_close_shape(ctx);\n   ctx->first_x = ctx->x = ctx->x + dx;\n   ctx->first_y = ctx->y = ctx->y + dy;\n   stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)\n{\n   ctx->x += dx;\n   ctx->y += dy;\n   stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)\n{\n   float cx1 = ctx->x + dx1;\n   float cy1 = ctx->y + dy1;\n   float cx2 = cx1 + dx2;\n   float cy2 = cy1 + dy2;\n   ctx->x = cx2 + dx3;\n   ctx->y = cy2 + dy3;\n   stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);\n}\n\nstatic stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)\n{\n   int count = stbtt__cff_index_count(&idx);\n   int bias = 107;\n   if (count >= 33900)\n      bias = 32768;\n   else if (count >= 1240)\n      bias = 1131;\n   n += bias;\n   if (n < 0 || n >= count)\n      return stbtt__new_buf(NULL, 0);\n   return stbtt__cff_index_get(idx, n);\n}\n\nstatic stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)\n{\n   stbtt__buf fdselect = info->fdselect;\n   int nranges, start, end, v, fmt, fdselector = -1, i;\n\n   stbtt__buf_seek(&fdselect, 0);\n   fmt = stbtt__buf_get8(&fdselect);\n   if (fmt == 0) {\n      // untested\n      stbtt__buf_skip(&fdselect, glyph_index);\n      fdselector = stbtt__buf_get8(&fdselect);\n   } else if (fmt == 3) {\n      nranges = stbtt__buf_get16(&fdselect);\n      start = stbtt__buf_get16(&fdselect);\n      for (i = 0; i < nranges; i++) {\n         v = stbtt__buf_get8(&fdselect);\n         end = stbtt__buf_get16(&fdselect);\n         if (glyph_index >= start && glyph_index < end) {\n            fdselector = v;\n            break;\n         }\n         start = end;\n      }\n   }\n   if (fdselector == -1) stbtt__new_buf(NULL, 0);\n   return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));\n}\n\nstatic int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)\n{\n   int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;\n   int has_subrs = 0, clear_stack;\n   float s[48];\n   stbtt__buf subr_stack[10], subrs = info->subrs, b;\n   float f;\n\n#define STBTT__CSERR(s) (0)\n\n   // this currently ignores the initial width value, which isn't needed if we have hmtx\n   b = stbtt__cff_index_get(info->charstrings, glyph_index);\n   while (b.cursor < b.size) {\n      i = 0;\n      clear_stack = 1;\n      b0 = stbtt__buf_get8(&b);\n      switch (b0) {\n      // @TODO implement hinting\n      case 0x13: // hintmask\n      case 0x14: // cntrmask\n         if (in_header)\n            maskbits += (sp / 2); // implicit \"vstem\"\n         in_header = 0;\n         stbtt__buf_skip(&b, (maskbits + 7) / 8);\n         break;\n\n      case 0x01: // hstem\n      case 0x03: // vstem\n      case 0x12: // hstemhm\n      case 0x17: // vstemhm\n         maskbits += (sp / 2);\n         break;\n\n      case 0x15: // rmoveto\n         in_header = 0;\n         if (sp < 2) return STBTT__CSERR(\"rmoveto stack\");\n         stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);\n         break;\n      case 0x04: // vmoveto\n         in_header = 0;\n         if (sp < 1) return STBTT__CSERR(\"vmoveto stack\");\n         stbtt__csctx_rmove_to(c, 0, s[sp-1]);\n         break;\n      case 0x16: // hmoveto\n         in_header = 0;\n         if (sp < 1) return STBTT__CSERR(\"hmoveto stack\");\n         stbtt__csctx_rmove_to(c, s[sp-1], 0);\n         break;\n\n      case 0x05: // rlineto\n         if (sp < 2) return STBTT__CSERR(\"rlineto stack\");\n         for (; i + 1 < sp; i += 2)\n            stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         break;\n\n      // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical\n      // starting from a different place.\n\n      case 0x07: // vlineto\n         if (sp < 1) return STBTT__CSERR(\"vlineto stack\");\n         goto vlineto;\n      case 0x06: // hlineto\n         if (sp < 1) return STBTT__CSERR(\"hlineto stack\");\n         for (;;) {\n            if (i >= sp) break;\n            stbtt__csctx_rline_to(c, s[i], 0);\n            i++;\n      vlineto:\n            if (i >= sp) break;\n            stbtt__csctx_rline_to(c, 0, s[i]);\n            i++;\n         }\n         break;\n\n      case 0x1F: // hvcurveto\n         if (sp < 4) return STBTT__CSERR(\"hvcurveto stack\");\n         goto hvcurveto;\n      case 0x1E: // vhcurveto\n         if (sp < 4) return STBTT__CSERR(\"vhcurveto stack\");\n         for (;;) {\n            if (i + 3 >= sp) break;\n            stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);\n            i += 4;\n      hvcurveto:\n            if (i + 3 >= sp) break;\n            stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);\n            i += 4;\n         }\n         break;\n\n      case 0x08: // rrcurveto\n         if (sp < 6) return STBTT__CSERR(\"rcurveline stack\");\n         for (; i + 5 < sp; i += 6)\n            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         break;\n\n      case 0x18: // rcurveline\n         if (sp < 8) return STBTT__CSERR(\"rcurveline stack\");\n         for (; i + 5 < sp - 2; i += 6)\n            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         if (i + 1 >= sp) return STBTT__CSERR(\"rcurveline stack\");\n         stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         break;\n\n      case 0x19: // rlinecurve\n         if (sp < 8) return STBTT__CSERR(\"rlinecurve stack\");\n         for (; i + 1 < sp - 6; i += 2)\n            stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         if (i + 5 >= sp) return STBTT__CSERR(\"rlinecurve stack\");\n         stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         break;\n\n      case 0x1A: // vvcurveto\n      case 0x1B: // hhcurveto\n         if (sp < 4) return STBTT__CSERR(\"(vv|hh)curveto stack\");\n         f = 0.0;\n         if (sp & 1) { f = s[i]; i++; }\n         for (; i + 3 < sp; i += 4) {\n            if (b0 == 0x1B)\n               stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);\n            else\n               stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);\n            f = 0.0;\n         }\n         break;\n\n      case 0x0A: // callsubr\n         if (!has_subrs) {\n            if (info->fdselect.size)\n               subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);\n            has_subrs = 1;\n         }\n         // fallthrough\n      case 0x1D: // callgsubr\n         if (sp < 1) return STBTT__CSERR(\"call(g|)subr stack\");\n         v = (int) s[--sp];\n         if (subr_stack_height >= 10) return STBTT__CSERR(\"recursion limit\");\n         subr_stack[subr_stack_height++] = b;\n         b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);\n         if (b.size == 0) return STBTT__CSERR(\"subr not found\");\n         b.cursor = 0;\n         clear_stack = 0;\n         break;\n\n      case 0x0B: // return\n         if (subr_stack_height <= 0) return STBTT__CSERR(\"return outside subr\");\n         b = subr_stack[--subr_stack_height];\n         clear_stack = 0;\n         break;\n\n      case 0x0E: // endchar\n         stbtt__csctx_close_shape(c);\n         return 1;\n\n      case 0x0C: { // two-byte escape\n         float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;\n         float dx, dy;\n         int b1 = stbtt__buf_get8(&b);\n         switch (b1) {\n         // @TODO These \"flex\" implementations ignore the flex-depth and resolution,\n         // and always draw beziers.\n         case 0x22: // hflex\n            if (sp < 7) return STBTT__CSERR(\"hflex stack\");\n            dx1 = s[0];\n            dx2 = s[1];\n            dy2 = s[2];\n            dx3 = s[3];\n            dx4 = s[4];\n            dx5 = s[5];\n            dx6 = s[6];\n            stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);\n            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);\n            break;\n\n         case 0x23: // flex\n            if (sp < 13) return STBTT__CSERR(\"flex stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dy3 = s[5];\n            dx4 = s[6];\n            dy4 = s[7];\n            dx5 = s[8];\n            dy5 = s[9];\n            dx6 = s[10];\n            dy6 = s[11];\n            //fd is s[12]\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);\n            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);\n            break;\n\n         case 0x24: // hflex1\n            if (sp < 9) return STBTT__CSERR(\"hflex1 stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dx4 = s[5];\n            dx5 = s[6];\n            dy5 = s[7];\n            dx6 = s[8];\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);\n            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));\n            break;\n\n         case 0x25: // flex1\n            if (sp < 11) return STBTT__CSERR(\"flex1 stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dy3 = s[5];\n            dx4 = s[6];\n            dy4 = s[7];\n            dx5 = s[8];\n            dy5 = s[9];\n            dx6 = dy6 = s[10];\n            dx = dx1+dx2+dx3+dx4+dx5;\n            dy = dy1+dy2+dy3+dy4+dy5;\n            if (STBTT_fabs(dx) > STBTT_fabs(dy))\n               dy6 = -dy;\n            else\n               dx6 = -dx;\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);\n            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);\n            break;\n\n         default:\n            return STBTT__CSERR(\"unimplemented\");\n         }\n      } break;\n\n      default:\n         if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560\n            return STBTT__CSERR(\"reserved operator\");\n\n         // push immediate\n         if (b0 == 255) {\n            f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000;\n         } else {\n            stbtt__buf_skip(&b, -1);\n            f = (float)(stbtt_int16)stbtt__cff_int(&b);\n         }\n         if (sp >= 48) return STBTT__CSERR(\"push stack overflow\");\n         s[sp++] = f;\n         clear_stack = 0;\n         break;\n      }\n      if (clear_stack) sp = 0;\n   }\n   return STBTT__CSERR(\"no endchar\");\n\n#undef STBTT__CSERR\n}\n\nstatic int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   // runs the charstring twice, once to count and once to output (to avoid realloc)\n   stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);\n   stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);\n   if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {\n      *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);\n      output_ctx.pvertices = *pvertices;\n      if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {\n         STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);\n         return output_ctx.num_vertices;\n      }\n   }\n   *pvertices = NULL;\n   return 0;\n}\n\nstatic int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)\n{\n   stbtt__csctx c = STBTT__CSCTX_INIT(1);\n   int r = stbtt__run_charstring(info, glyph_index, &c);\n   if (x0)  *x0 = r ? c.min_x : 0;\n   if (y0)  *y0 = r ? c.min_y : 0;\n   if (x1)  *x1 = r ? c.max_x : 0;\n   if (y1)  *y1 = r ? c.max_y : 0;\n   return r ? c.num_vertices : 0;\n}\n\nSTBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   if (!info->cff.size)\n      return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);\n   else\n      return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);\n}\n\nSTBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)\n{\n   stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);\n   if (glyph_index < numOfLongHorMetrics) {\n      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*glyph_index);\n      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);\n   } else {\n      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));\n      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));\n   }\n}\n\nstatic int  stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)\n{\n   stbtt_uint8 *data = info->data + info->kern;\n   stbtt_uint32 needle, straw;\n   int l, r, m;\n\n   // we only look at the first table. it must be 'horizontal' and format 0.\n   if (!info->kern)\n      return 0;\n   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1\n      return 0;\n   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format\n      return 0;\n\n   l = 0;\n   r = ttUSHORT(data+10) - 1;\n   needle = glyph1 << 16 | glyph2;\n   while (l <= r) {\n      m = (l + r) >> 1;\n      straw = ttULONG(data+18+(m*6)); // note: unaligned read\n      if (needle < straw)\n         r = m - 1;\n      else if (needle > straw)\n         l = m + 1;\n      else\n         return ttSHORT(data+22+(m*6));\n   }\n   return 0;\n}\n\nstatic stbtt_int32  stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)\n{\n    stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);\n    switch(coverageFormat) {\n        case 1: {\n            stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);\n\n            // Binary search.\n            stbtt_int32 l=0, r=glyphCount-1, m;\n            int straw, needle=glyph;\n            while (l <= r) {\n                stbtt_uint8 *glyphArray = coverageTable + 4;\n                stbtt_uint16 glyphID;\n                m = (l + r) >> 1;\n                glyphID = ttUSHORT(glyphArray + 2 * m);\n                straw = glyphID;\n                if (needle < straw)\n                    r = m - 1;\n                else if (needle > straw)\n                    l = m + 1;\n                else {\n                     return m;\n                }\n            }\n        } break;\n\n        case 2: {\n            stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);\n            stbtt_uint8 *rangeArray = coverageTable + 4;\n\n            // Binary search.\n            stbtt_int32 l=0, r=rangeCount-1, m;\n            int strawStart, strawEnd, needle=glyph;\n            while (l <= r) {\n                stbtt_uint8 *rangeRecord;\n                m = (l + r) >> 1;\n                rangeRecord = rangeArray + 6 * m;\n                strawStart = ttUSHORT(rangeRecord);\n                strawEnd = ttUSHORT(rangeRecord + 2);\n                if (needle < strawStart)\n                    r = m - 1;\n                else if (needle > strawEnd)\n                    l = m + 1;\n                else {\n                    stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);\n                    return startCoverageIndex + glyph - strawStart;\n                }\n            }\n        } break;\n\n        default: {\n            // There are no other cases.\n            STBTT_assert(0);\n        } break;\n    }\n\n    return -1;\n}\n\nstatic stbtt_int32  stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)\n{\n    stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);\n    switch(classDefFormat)\n    {\n        case 1: {\n            stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);\n            stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);\n            stbtt_uint8 *classDef1ValueArray = classDefTable + 6;\n\n            if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)\n                return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));\n\n            // [DEAR IMGUI] Commented to fix static analyzer warning\n            //classDefTable = classDef1ValueArray + 2 * glyphCount;\n        } break;\n\n        case 2: {\n            stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);\n            stbtt_uint8 *classRangeRecords = classDefTable + 4;\n\n            // Binary search.\n            stbtt_int32 l=0, r=classRangeCount-1, m;\n            int strawStart, strawEnd, needle=glyph;\n            while (l <= r) {\n                stbtt_uint8 *classRangeRecord;\n                m = (l + r) >> 1;\n                classRangeRecord = classRangeRecords + 6 * m;\n                strawStart = ttUSHORT(classRangeRecord);\n                strawEnd = ttUSHORT(classRangeRecord + 2);\n                if (needle < strawStart)\n                    r = m - 1;\n                else if (needle > strawEnd)\n                    l = m + 1;\n                else\n                    return (stbtt_int32)ttUSHORT(classRangeRecord + 4);\n            }\n\n            // [DEAR IMGUI] Commented to fix static analyzer warning\n            //classDefTable = classRangeRecords + 6 * classRangeCount;\n        } break;\n\n        default: {\n            // There are no other cases.\n            STBTT_assert(0);\n        } break;\n    }\n\n    return -1;\n}\n\n// Define to STBTT_assert(x) if you want to break on unimplemented formats.\n#define STBTT_GPOS_TODO_assert(x)\n\nstatic stbtt_int32  stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)\n{\n    stbtt_uint16 lookupListOffset;\n    stbtt_uint8 *lookupList;\n    stbtt_uint16 lookupCount;\n    stbtt_uint8 *data;\n    stbtt_int32 i;\n\n    if (!info->gpos) return 0;\n\n    data = info->data + info->gpos;\n\n    if (ttUSHORT(data+0) != 1) return 0; // Major version 1\n    if (ttUSHORT(data+2) != 0) return 0; // Minor version 0\n\n    lookupListOffset = ttUSHORT(data+8);\n    lookupList = data + lookupListOffset;\n    lookupCount = ttUSHORT(lookupList);\n\n    for (i=0; i<lookupCount; ++i) {\n        stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);\n        stbtt_uint8 *lookupTable = lookupList + lookupOffset;\n\n        stbtt_uint16 lookupType = ttUSHORT(lookupTable);\n        stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);\n        stbtt_uint8 *subTableOffsets = lookupTable + 6;\n        switch(lookupType) {\n            case 2: { // Pair Adjustment Positioning Subtable\n                stbtt_int32 sti;\n                for (sti=0; sti<subTableCount; sti++) {\n                    stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);\n                    stbtt_uint8 *table = lookupTable + subtableOffset;\n                    stbtt_uint16 posFormat = ttUSHORT(table);\n                    stbtt_uint16 coverageOffset = ttUSHORT(table + 2);\n                    stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);\n                    if (coverageIndex == -1) continue;\n\n                    switch (posFormat) {\n                        case 1: {\n                            stbtt_int32 l, r, m;\n                            int straw, needle;\n                            stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);\n                            stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);\n                            stbtt_int32 valueRecordPairSizeInBytes = 2;\n                            stbtt_uint16 pairSetCount = ttUSHORT(table + 8);\n                            stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);\n                            stbtt_uint8 *pairValueTable = table + pairPosOffset;\n                            stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);\n                            stbtt_uint8 *pairValueArray = pairValueTable + 2;\n                            // TODO: Support more formats.\n                            STBTT_GPOS_TODO_assert(valueFormat1 == 4);\n                            if (valueFormat1 != 4) return 0;\n                            STBTT_GPOS_TODO_assert(valueFormat2 == 0);\n                            if (valueFormat2 != 0) return 0;\n\n                            STBTT_assert(coverageIndex < pairSetCount);\n                            STBTT__NOTUSED(pairSetCount);\n\n                            needle=glyph2;\n                            r=pairValueCount-1;\n                            l=0;\n\n                            // Binary search.\n                            while (l <= r) {\n                                stbtt_uint16 secondGlyph;\n                                stbtt_uint8 *pairValue;\n                                m = (l + r) >> 1;\n                                pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;\n                                secondGlyph = ttUSHORT(pairValue);\n                                straw = secondGlyph;\n                                if (needle < straw)\n                                    r = m - 1;\n                                else if (needle > straw)\n                                    l = m + 1;\n                                else {\n                                    stbtt_int16 xAdvance = ttSHORT(pairValue + 2);\n                                    return xAdvance;\n                                }\n                            }\n                        } break;\n\n                        case 2: {\n                            stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);\n                            stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);\n\n                            stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);\n                            stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);\n                            int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);\n                            int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);\n\n                            stbtt_uint16 class1Count = ttUSHORT(table + 12);\n                            stbtt_uint16 class2Count = ttUSHORT(table + 14);\n                            STBTT_assert(glyph1class < class1Count);\n                            STBTT_assert(glyph2class < class2Count);\n\n                            // TODO: Support more formats.\n                            STBTT_GPOS_TODO_assert(valueFormat1 == 4);\n                            if (valueFormat1 != 4) return 0;\n                            STBTT_GPOS_TODO_assert(valueFormat2 == 0);\n                            if (valueFormat2 != 0) return 0;\n\n                            if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) {\n                                stbtt_uint8 *class1Records = table + 16;\n                                stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count);\n                                stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class);\n                                return xAdvance;\n                            }\n                        } break;\n\n                        default: {\n                            // There are no other cases.\n                            STBTT_assert(0);\n                            break;\n                        } // [DEAR IMGUI] removed ;\n                    }\n                }\n                break;\n            } // [DEAR IMGUI] removed ;\n\n            default:\n                // TODO: Implement other stuff.\n                break;\n        }\n    }\n\n    return 0;\n}\n\nSTBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)\n{\n   int xAdvance = 0;\n\n   if (info->gpos)\n      xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);\n\n   if (info->kern)\n      xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);\n\n   return xAdvance;\n}\n\nSTBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)\n{\n   if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs\n      return 0;\n   return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));\n}\n\nSTBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)\n{\n   stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);\n}\n\nSTBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)\n{\n   if (ascent ) *ascent  = ttSHORT(info->data+info->hhea + 4);\n   if (descent) *descent = ttSHORT(info->data+info->hhea + 6);\n   if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);\n}\n\nSTBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap)\n{\n   int tab = stbtt__find_table(info->data, info->fontstart, \"OS/2\");\n   if (!tab)\n      return 0;\n   if (typoAscent ) *typoAscent  = ttSHORT(info->data+tab + 68);\n   if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70);\n   if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72);\n   return 1;\n}\n\nSTBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)\n{\n   *x0 = ttSHORT(info->data + info->head + 36);\n   *y0 = ttSHORT(info->data + info->head + 38);\n   *x1 = ttSHORT(info->data + info->head + 40);\n   *y1 = ttSHORT(info->data + info->head + 42);\n}\n\nSTBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)\n{\n   int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);\n   return (float) height / fheight;\n}\n\nSTBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)\n{\n   int unitsPerEm = ttUSHORT(info->data + info->head + 18);\n   return pixels / unitsPerEm;\n}\n\nSTBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)\n{\n   STBTT_free(v, info->userdata);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// antialiasing software rasterizer\n//\n\nSTBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning\n   if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {\n      // e.g. space character\n      if (ix0) *ix0 = 0;\n      if (iy0) *iy0 = 0;\n      if (ix1) *ix1 = 0;\n      if (iy1) *iy1 = 0;\n   } else {\n      // move to integral bboxes (treating pixels as little squares, what pixels get touched)?\n      if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);\n      if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);\n      if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);\n      if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);\n   }\n}\n\nSTBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);\n}\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);\n}\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//  Rasterizer\n\ntypedef struct stbtt__hheap_chunk\n{\n   struct stbtt__hheap_chunk *next;\n} stbtt__hheap_chunk;\n\ntypedef struct stbtt__hheap\n{\n   struct stbtt__hheap_chunk *head;\n   void   *first_free;\n   int    num_remaining_in_head_chunk;\n} stbtt__hheap;\n\nstatic void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)\n{\n   if (hh->first_free) {\n      void *p = hh->first_free;\n      hh->first_free = * (void **) p;\n      return p;\n   } else {\n      if (hh->num_remaining_in_head_chunk == 0) {\n         int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);\n         stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);\n         if (c == NULL)\n            return NULL;\n         c->next = hh->head;\n         hh->head = c;\n         hh->num_remaining_in_head_chunk = count;\n      }\n      --hh->num_remaining_in_head_chunk;\n      return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk;\n   }\n}\n\nstatic void stbtt__hheap_free(stbtt__hheap *hh, void *p)\n{\n   *(void **) p = hh->first_free;\n   hh->first_free = p;\n}\n\nstatic void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)\n{\n   stbtt__hheap_chunk *c = hh->head;\n   while (c) {\n      stbtt__hheap_chunk *n = c->next;\n      STBTT_free(c, userdata);\n      c = n;\n   }\n}\n\ntypedef struct stbtt__edge {\n   float x0,y0, x1,y1;\n   int invert;\n} stbtt__edge;\n\n\ntypedef struct stbtt__active_edge\n{\n   struct stbtt__active_edge *next;\n   #if STBTT_RASTERIZER_VERSION==1\n   int x,dx;\n   float ey;\n   int direction;\n   #elif STBTT_RASTERIZER_VERSION==2\n   float fx,fdx,fdy;\n   float direction;\n   float sy;\n   float ey;\n   #else\n   #error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n   #endif\n} stbtt__active_edge;\n\n#if STBTT_RASTERIZER_VERSION == 1\n#define STBTT_FIXSHIFT   10\n#define STBTT_FIX        (1 << STBTT_FIXSHIFT)\n#define STBTT_FIXMASK    (STBTT_FIX-1)\n\nstatic stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)\n{\n   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);\n   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);\n   STBTT_assert(z != NULL);\n   if (!z) return z;\n\n   // round dx down to avoid overshooting\n   if (dxdy < 0)\n      z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);\n   else\n      z->dx = STBTT_ifloor(STBTT_FIX * dxdy);\n\n   z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount\n   z->x -= off_x * STBTT_FIX;\n\n   z->ey = e->y1;\n   z->next = 0;\n   z->direction = e->invert ? 1 : -1;\n   return z;\n}\n#elif STBTT_RASTERIZER_VERSION == 2\nstatic stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)\n{\n   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);\n   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);\n   STBTT_assert(z != NULL);\n   //STBTT_assert(e->y0 <= start_point);\n   if (!z) return z;\n   z->fdx = dxdy;\n   z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;\n   z->fx = e->x0 + dxdy * (start_point - e->y0);\n   z->fx -= off_x;\n   z->direction = e->invert ? 1.0f : -1.0f;\n   z->sy = e->y0;\n   z->ey = e->y1;\n   z->next = 0;\n   return z;\n}\n#else\n#error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n\n#if STBTT_RASTERIZER_VERSION == 1\n// note: this routine clips fills that extend off the edges... ideally this\n// wouldn't happen, but it could happen if the truetype glyph bounding boxes\n// are wrong, or if the user supplies a too-small bitmap\nstatic void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)\n{\n   // non-zero winding fill\n   int x0=0, w=0;\n\n   while (e) {\n      if (w == 0) {\n         // if we're currently at zero, we need to record the edge start point\n         x0 = e->x; w += e->direction;\n      } else {\n         int x1 = e->x; w += e->direction;\n         // if we went to zero, we need to draw\n         if (w == 0) {\n            int i = x0 >> STBTT_FIXSHIFT;\n            int j = x1 >> STBTT_FIXSHIFT;\n\n            if (i < len && j >= 0) {\n               if (i == j) {\n                  // x0,x1 are the same pixel, so compute combined coverage\n                  scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);\n               } else {\n                  if (i >= 0) // add antialiasing for x0\n                     scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);\n                  else\n                     i = -1; // clip\n\n                  if (j < len) // add antialiasing for x1\n                     scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);\n                  else\n                     j = len; // clip\n\n                  for (++i; i < j; ++i) // fill pixels between x0 and x1\n                     scanline[i] = scanline[i] + (stbtt_uint8) max_weight;\n               }\n            }\n         }\n      }\n\n      e = e->next;\n   }\n}\n\nstatic void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)\n{\n   stbtt__hheap hh = { 0, 0, 0 };\n   stbtt__active_edge *active = NULL;\n   int y,j=0;\n   int max_weight = (255 / vsubsample);  // weight per vertical scanline\n   int s; // vertical subsample index\n   unsigned char scanline_data[512], *scanline;\n\n   if (result->w > 512)\n      scanline = (unsigned char *) STBTT_malloc(result->w, userdata);\n   else\n      scanline = scanline_data;\n\n   y = off_y * vsubsample;\n   e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;\n\n   while (j < result->h) {\n      STBTT_memset(scanline, 0, result->w);\n      for (s=0; s < vsubsample; ++s) {\n         // find center of pixel for this scanline\n         float scan_y = y + 0.5f;\n         stbtt__active_edge **step = &active;\n\n         // update all active edges;\n         // remove all active edges that terminate before the center of this scanline\n         while (*step) {\n            stbtt__active_edge * z = *step;\n            if (z->ey <= scan_y) {\n               *step = z->next; // delete from list\n               STBTT_assert(z->direction);\n               z->direction = 0;\n               stbtt__hheap_free(&hh, z);\n            } else {\n               z->x += z->dx; // advance to position for current scanline\n               step = &((*step)->next); // advance through list\n            }\n         }\n\n         // resort the list if needed\n         for(;;) {\n            int changed=0;\n            step = &active;\n            while (*step && (*step)->next) {\n               if ((*step)->x > (*step)->next->x) {\n                  stbtt__active_edge *t = *step;\n                  stbtt__active_edge *q = t->next;\n\n                  t->next = q->next;\n                  q->next = t;\n                  *step = q;\n                  changed = 1;\n               }\n               step = &(*step)->next;\n            }\n            if (!changed) break;\n         }\n\n         // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline\n         while (e->y0 <= scan_y) {\n            if (e->y1 > scan_y) {\n               stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);\n               if (z != NULL) {\n                  // find insertion point\n                  if (active == NULL)\n                     active = z;\n                  else if (z->x < active->x) {\n                     // insert at front\n                     z->next = active;\n                     active = z;\n                  } else {\n                     // find thing to insert AFTER\n                     stbtt__active_edge *p = active;\n                     while (p->next && p->next->x < z->x)\n                        p = p->next;\n                     // at this point, p->next->x is NOT < z->x\n                     z->next = p->next;\n                     p->next = z;\n                  }\n               }\n            }\n            ++e;\n         }\n\n         // now process all active edges in XOR fashion\n         if (active)\n            stbtt__fill_active_edges(scanline, result->w, active, max_weight);\n\n         ++y;\n      }\n      STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);\n      ++j;\n   }\n\n   stbtt__hheap_cleanup(&hh, userdata);\n\n   if (scanline != scanline_data)\n      STBTT_free(scanline, userdata);\n}\n\n#elif STBTT_RASTERIZER_VERSION == 2\n\n// the edge passed in here does not cross the vertical line at x or the vertical line at x+1\n// (i.e. it has already been clipped to those)\nstatic void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)\n{\n   if (y0 == y1) return;\n   STBTT_assert(y0 < y1);\n   STBTT_assert(e->sy <= e->ey);\n   if (y0 > e->ey) return;\n   if (y1 < e->sy) return;\n   if (y0 < e->sy) {\n      x0 += (x1-x0) * (e->sy - y0) / (y1-y0);\n      y0 = e->sy;\n   }\n   if (y1 > e->ey) {\n      x1 += (x1-x0) * (e->ey - y1) / (y1-y0);\n      y1 = e->ey;\n   }\n\n   if (x0 == x)\n      STBTT_assert(x1 <= x+1);\n   else if (x0 == x+1)\n      STBTT_assert(x1 >= x);\n   else if (x0 <= x)\n      STBTT_assert(x1 <= x);\n   else if (x0 >= x+1)\n      STBTT_assert(x1 >= x+1);\n   else\n      STBTT_assert(x1 >= x && x1 <= x+1);\n\n   if (x0 <= x && x1 <= x)\n      scanline[x] += e->direction * (y1-y0);\n   else if (x0 >= x+1 && x1 >= x+1)\n      ;\n   else {\n      STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);\n      scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position\n   }\n}\n\nstatic void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)\n{\n   float y_bottom = y_top+1;\n\n   while (e) {\n      // brute force every pixel\n\n      // compute intersection points with top & bottom\n      STBTT_assert(e->ey >= y_top);\n\n      if (e->fdx == 0) {\n         float x0 = e->fx;\n         if (x0 < len) {\n            if (x0 >= 0) {\n               stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);\n               stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);\n            } else {\n               stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);\n            }\n         }\n      } else {\n         float x0 = e->fx;\n         float dx = e->fdx;\n         float xb = x0 + dx;\n         float x_top, x_bottom;\n         float sy0,sy1;\n         float dy = e->fdy;\n         STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);\n\n         // compute endpoints of line segment clipped to this scanline (if the\n         // line segment starts on this scanline. x0 is the intersection of the\n         // line with y_top, but that may be off the line segment.\n         if (e->sy > y_top) {\n            x_top = x0 + dx * (e->sy - y_top);\n            sy0 = e->sy;\n         } else {\n            x_top = x0;\n            sy0 = y_top;\n         }\n         if (e->ey < y_bottom) {\n            x_bottom = x0 + dx * (e->ey - y_top);\n            sy1 = e->ey;\n         } else {\n            x_bottom = xb;\n            sy1 = y_bottom;\n         }\n\n         if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {\n            // from here on, we don't have to range check x values\n\n            if ((int) x_top == (int) x_bottom) {\n               float height;\n               // simple case, only spans one pixel\n               int x = (int) x_top;\n               height = sy1 - sy0;\n               STBTT_assert(x >= 0 && x < len);\n               scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2)  * height;\n               scanline_fill[x] += e->direction * height; // everything right of this pixel is filled\n            } else {\n               int x,x1,x2;\n               float y_crossing, step, sign, area;\n               // covers 2+ pixels\n               if (x_top > x_bottom) {\n                  // flip scanline vertically; signed area is the same\n                  float t;\n                  sy0 = y_bottom - (sy0 - y_top);\n                  sy1 = y_bottom - (sy1 - y_top);\n                  t = sy0, sy0 = sy1, sy1 = t;\n                  t = x_bottom, x_bottom = x_top, x_top = t;\n                  dx = -dx;\n                  dy = -dy;\n                  t = x0, x0 = xb, xb = t;\n                  // [DEAR IMGUI] Fix static analyzer warning\n                  (void)dx; // [ImGui: fix static analyzer warning]\n               }\n\n               x1 = (int) x_top;\n               x2 = (int) x_bottom;\n               // compute intersection with y axis at x1+1\n               y_crossing = (x1+1 - x0) * dy + y_top;\n\n               sign = e->direction;\n               // area of the rectangle covered from y0..y_crossing\n               area = sign * (y_crossing-sy0);\n               // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)\n               scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);\n\n               step = sign * dy;\n               for (x = x1+1; x < x2; ++x) {\n                  scanline[x] += area + step/2;\n                  area += step;\n               }\n               y_crossing += dy * (x2 - (x1+1));\n\n               STBTT_assert(STBTT_fabs(area) <= 1.01f);\n\n               scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);\n\n               scanline_fill[x2] += sign * (sy1-sy0);\n            }\n         } else {\n            // if edge goes outside of box we're drawing, we require\n            // clipping logic. since this does not match the intended use\n            // of this library, we use a different, very slow brute\n            // force implementation\n            int x;\n            for (x=0; x < len; ++x) {\n               // cases:\n               //\n               // there can be up to two intersections with the pixel. any intersection\n               // with left or right edges can be handled by splitting into two (or three)\n               // regions. intersections with top & bottom do not necessitate case-wise logic.\n               //\n               // the old way of doing this found the intersections with the left & right edges,\n               // then used some simple logic to produce up to three segments in sorted order\n               // from top-to-bottom. however, this had a problem: if an x edge was epsilon\n               // across the x border, then the corresponding y position might not be distinct\n               // from the other y segment, and it might ignored as an empty segment. to avoid\n               // that, we need to explicitly produce segments based on x positions.\n\n               // rename variables to clearly-defined pairs\n               float y0 = y_top;\n               float x1 = (float) (x);\n               float x2 = (float) (x+1);\n               float x3 = xb;\n               float y3 = y_bottom;\n\n               // x = e->x + e->dx * (y-y_top)\n               // (y-y_top) = (x - e->x) / e->dx\n               // y = (x - e->x) / e->dx + y_top\n               float y1 = (x - x0) / dx + y_top;\n               float y2 = (x+1 - x0) / dx + y_top;\n\n               if (x0 < x1 && x3 > x2) {         // three segments descending down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else if (x3 < x1 && x0 > x2) {  // three segments descending down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x0 < x1 && x3 > x1) {  // two segments across x, down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x3 < x1 && x0 > x1) {  // two segments across x, down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x0 < x2 && x3 > x2) {  // two segments across x+1, down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else if (x3 < x2 && x0 > x2) {  // two segments across x+1, down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else {  // one segment\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);\n               }\n            }\n         }\n      }\n      e = e->next;\n   }\n}\n\n// directly AA rasterize edges w/o supersampling\nstatic void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)\n{\n   stbtt__hheap hh = { 0, 0, 0 };\n   stbtt__active_edge *active = NULL;\n   int y,j=0, i;\n   float scanline_data[129], *scanline, *scanline2;\n\n   STBTT__NOTUSED(vsubsample);\n\n   if (result->w > 64)\n      scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);\n   else\n      scanline = scanline_data;\n\n   scanline2 = scanline + result->w;\n\n   y = off_y;\n   e[n].y0 = (float) (off_y + result->h) + 1;\n\n   while (j < result->h) {\n      // find center of pixel for this scanline\n      float scan_y_top    = y + 0.0f;\n      float scan_y_bottom = y + 1.0f;\n      stbtt__active_edge **step = &active;\n\n      STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));\n      STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));\n\n      // update all active edges;\n      // remove all active edges that terminate before the top of this scanline\n      while (*step) {\n         stbtt__active_edge * z = *step;\n         if (z->ey <= scan_y_top) {\n            *step = z->next; // delete from list\n            STBTT_assert(z->direction);\n            z->direction = 0;\n            stbtt__hheap_free(&hh, z);\n         } else {\n            step = &((*step)->next); // advance through list\n         }\n      }\n\n      // insert all edges that start before the bottom of this scanline\n      while (e->y0 <= scan_y_bottom) {\n         if (e->y0 != e->y1) {\n            stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);\n            if (z != NULL) {\n               if (j == 0 && off_y != 0) {\n                  if (z->ey < scan_y_top) {\n                     // this can happen due to subpixel positioning and some kind of fp rounding error i think\n                     z->ey = scan_y_top;\n                  }\n               }\n               STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds\n               // insert at front\n               z->next = active;\n               active = z;\n            }\n         }\n         ++e;\n      }\n\n      // now process all active edges\n      if (active)\n         stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);\n\n      {\n         float sum = 0;\n         for (i=0; i < result->w; ++i) {\n            float k;\n            int m;\n            sum += scanline2[i];\n            k = scanline[i] + sum;\n            k = (float) STBTT_fabs(k)*255 + 0.5f;\n            m = (int) k;\n            if (m > 255) m = 255;\n            result->pixels[j*result->stride + i] = (unsigned char) m;\n         }\n      }\n      // advance all the edges\n      step = &active;\n      while (*step) {\n         stbtt__active_edge *z = *step;\n         z->fx += z->fdx; // advance to position for current scanline\n         step = &((*step)->next); // advance through list\n      }\n\n      ++y;\n      ++j;\n   }\n\n   stbtt__hheap_cleanup(&hh, userdata);\n\n   if (scanline != scanline_data)\n      STBTT_free(scanline, userdata);\n}\n#else\n#error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n\n#define STBTT__COMPARE(a,b)  ((a)->y0 < (b)->y0)\n\nstatic void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)\n{\n   int i,j;\n   for (i=1; i < n; ++i) {\n      stbtt__edge t = p[i], *a = &t;\n      j = i;\n      while (j > 0) {\n         stbtt__edge *b = &p[j-1];\n         int c = STBTT__COMPARE(a,b);\n         if (!c) break;\n         p[j] = p[j-1];\n         --j;\n      }\n      if (i != j)\n         p[j] = t;\n   }\n}\n\nstatic void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)\n{\n   /* threshold for transitioning to insertion sort */\n   while (n > 12) {\n      stbtt__edge t;\n      int c01,c12,c,m,i,j;\n\n      /* compute median of three */\n      m = n >> 1;\n      c01 = STBTT__COMPARE(&p[0],&p[m]);\n      c12 = STBTT__COMPARE(&p[m],&p[n-1]);\n      /* if 0 >= mid >= end, or 0 < mid < end, then use mid */\n      if (c01 != c12) {\n         /* otherwise, we'll need to swap something else to middle */\n         int z;\n         c = STBTT__COMPARE(&p[0],&p[n-1]);\n         /* 0>mid && mid<n:  0>n => n; 0<n => 0 */\n         /* 0<mid && mid>n:  0>n => 0; 0<n => n */\n         z = (c == c12) ? 0 : n-1;\n         t = p[z];\n         p[z] = p[m];\n         p[m] = t;\n      }\n      /* now p[m] is the median-of-three */\n      /* swap it to the beginning so it won't move around */\n      t = p[0];\n      p[0] = p[m];\n      p[m] = t;\n\n      /* partition loop */\n      i=1;\n      j=n-1;\n      for(;;) {\n         /* handling of equality is crucial here */\n         /* for sentinels & efficiency with duplicates */\n         for (;;++i) {\n            if (!STBTT__COMPARE(&p[i], &p[0])) break;\n         }\n         for (;;--j) {\n            if (!STBTT__COMPARE(&p[0], &p[j])) break;\n         }\n         /* make sure we haven't crossed */\n         if (i >= j) break;\n         t = p[i];\n         p[i] = p[j];\n         p[j] = t;\n\n         ++i;\n         --j;\n      }\n      /* recurse on smaller side, iterate on larger */\n      if (j < (n-i)) {\n         stbtt__sort_edges_quicksort(p,j);\n         p = p+i;\n         n = n-i;\n      } else {\n         stbtt__sort_edges_quicksort(p+i, n-i);\n         n = j;\n      }\n   }\n}\n\nstatic void stbtt__sort_edges(stbtt__edge *p, int n)\n{\n   stbtt__sort_edges_quicksort(p, n);\n   stbtt__sort_edges_ins_sort(p, n);\n}\n\ntypedef struct\n{\n   float x,y;\n} stbtt__point;\n\nstatic void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)\n{\n   float y_scale_inv = invert ? -scale_y : scale_y;\n   stbtt__edge *e;\n   int n,i,j,k,m;\n#if STBTT_RASTERIZER_VERSION == 1\n   int vsubsample = result->h < 8 ? 15 : 5;\n#elif STBTT_RASTERIZER_VERSION == 2\n   int vsubsample = 1;\n#else\n   #error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n   // vsubsample should divide 255 evenly; otherwise we won't reach full opacity\n\n   // now we have to blow out the windings into explicit edge lists\n   n = 0;\n   for (i=0; i < windings; ++i)\n      n += wcount[i];\n\n   e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel\n   if (e == 0) return;\n   n = 0;\n\n   m=0;\n   for (i=0; i < windings; ++i) {\n      stbtt__point *p = pts + m;\n      m += wcount[i];\n      j = wcount[i]-1;\n      for (k=0; k < wcount[i]; j=k++) {\n         int a=k,b=j;\n         // skip the edge if horizontal\n         if (p[j].y == p[k].y)\n            continue;\n         // add edge from j to k to the list\n         e[n].invert = 0;\n         if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {\n            e[n].invert = 1;\n            a=j,b=k;\n         }\n         e[n].x0 = p[a].x * scale_x + shift_x;\n         e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;\n         e[n].x1 = p[b].x * scale_x + shift_x;\n         e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;\n         ++n;\n      }\n   }\n\n   // now sort the edges by their highest point (should snap to integer, and then by x)\n   //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);\n   stbtt__sort_edges(e, n);\n\n   // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule\n   stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);\n\n   STBTT_free(e, userdata);\n}\n\nstatic void stbtt__add_point(stbtt__point *points, int n, float x, float y)\n{\n   if (!points) return; // during first pass, it's unallocated\n   points[n].x = x;\n   points[n].y = y;\n}\n\n// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching\nstatic int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)\n{\n   // midpoint\n   float mx = (x0 + 2*x1 + x2)/4;\n   float my = (y0 + 2*y1 + y2)/4;\n   // versus directly drawn line\n   float dx = (x0+x2)/2 - mx;\n   float dy = (y0+y2)/2 - my;\n   if (n > 16) // 65536 segments on one curve better be enough!\n      return 1;\n   if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA\n      stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);\n      stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);\n   } else {\n      stbtt__add_point(points, *num_points,x2,y2);\n      *num_points = *num_points+1;\n   }\n   return 1;\n}\n\nstatic void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)\n{\n   // @TODO this \"flatness\" calculation is just made-up nonsense that seems to work well enough\n   float dx0 = x1-x0;\n   float dy0 = y1-y0;\n   float dx1 = x2-x1;\n   float dy1 = y2-y1;\n   float dx2 = x3-x2;\n   float dy2 = y3-y2;\n   float dx = x3-x0;\n   float dy = y3-y0;\n   float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));\n   float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);\n   float flatness_squared = longlen*longlen-shortlen*shortlen;\n\n   if (n > 16) // 65536 segments on one curve better be enough!\n      return;\n\n   if (flatness_squared > objspace_flatness_squared) {\n      float x01 = (x0+x1)/2;\n      float y01 = (y0+y1)/2;\n      float x12 = (x1+x2)/2;\n      float y12 = (y1+y2)/2;\n      float x23 = (x2+x3)/2;\n      float y23 = (y2+y3)/2;\n\n      float xa = (x01+x12)/2;\n      float ya = (y01+y12)/2;\n      float xb = (x12+x23)/2;\n      float yb = (y12+y23)/2;\n\n      float mx = (xa+xb)/2;\n      float my = (ya+yb)/2;\n\n      stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);\n      stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);\n   } else {\n      stbtt__add_point(points, *num_points,x3,y3);\n      *num_points = *num_points+1;\n   }\n}\n\n// returns number of contours\nstatic stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)\n{\n   stbtt__point *points=0;\n   int num_points=0;\n\n   float objspace_flatness_squared = objspace_flatness * objspace_flatness;\n   int i,n=0,start=0, pass;\n\n   // count how many \"moves\" there are to get the contour count\n   for (i=0; i < num_verts; ++i)\n      if (vertices[i].type == STBTT_vmove)\n         ++n;\n\n   *num_contours = n;\n   if (n == 0) return 0;\n\n   *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);\n\n   if (*contour_lengths == 0) {\n      *num_contours = 0;\n      return 0;\n   }\n\n   // make two passes through the points so we don't need to realloc\n   for (pass=0; pass < 2; ++pass) {\n      float x=0,y=0;\n      if (pass == 1) {\n         points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);\n         if (points == NULL) goto error;\n      }\n      num_points = 0;\n      n= -1;\n      for (i=0; i < num_verts; ++i) {\n         switch (vertices[i].type) {\n            case STBTT_vmove:\n               // start the next contour\n               if (n >= 0)\n                  (*contour_lengths)[n] = num_points - start;\n               ++n;\n               start = num_points;\n\n               x = vertices[i].x, y = vertices[i].y;\n               stbtt__add_point(points, num_points++, x,y);\n               break;\n            case STBTT_vline:\n               x = vertices[i].x, y = vertices[i].y;\n               stbtt__add_point(points, num_points++, x, y);\n               break;\n            case STBTT_vcurve:\n               stbtt__tesselate_curve(points, &num_points, x,y,\n                                        vertices[i].cx, vertices[i].cy,\n                                        vertices[i].x,  vertices[i].y,\n                                        objspace_flatness_squared, 0);\n               x = vertices[i].x, y = vertices[i].y;\n               break;\n            case STBTT_vcubic:\n               stbtt__tesselate_cubic(points, &num_points, x,y,\n                                        vertices[i].cx, vertices[i].cy,\n                                        vertices[i].cx1, vertices[i].cy1,\n                                        vertices[i].x,  vertices[i].y,\n                                        objspace_flatness_squared, 0);\n               x = vertices[i].x, y = vertices[i].y;\n               break;\n         }\n      }\n      (*contour_lengths)[n] = num_points - start;\n   }\n\n   return points;\nerror:\n   STBTT_free(points, userdata);\n   STBTT_free(*contour_lengths, userdata);\n   *contour_lengths = 0;\n   *num_contours = 0;\n   return NULL;\n}\n\nSTBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)\n{\n   float scale            = scale_x > scale_y ? scale_y : scale_x;\n   int winding_count      = 0;\n   int *winding_lengths   = NULL;\n   stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);\n   if (windings) {\n      stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);\n      STBTT_free(winding_lengths, userdata);\n      STBTT_free(windings, userdata);\n   }\n}\n\nSTBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)\n{\n   STBTT_free(bitmap, userdata);\n}\n\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)\n{\n   int ix0,iy0,ix1,iy1;\n   stbtt__bitmap gbm;\n   stbtt_vertex *vertices;\n   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);\n\n   if (scale_x == 0) scale_x = scale_y;\n   if (scale_y == 0) {\n      if (scale_x == 0) {\n         STBTT_free(vertices, info->userdata);\n         return NULL;\n      }\n      scale_y = scale_x;\n   }\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);\n\n   // now we get the size\n   gbm.w = (ix1 - ix0);\n   gbm.h = (iy1 - iy0);\n   gbm.pixels = NULL; // in case we error\n\n   if (width ) *width  = gbm.w;\n   if (height) *height = gbm.h;\n   if (xoff  ) *xoff   = ix0;\n   if (yoff  ) *yoff   = iy0;\n\n   if (gbm.w && gbm.h) {\n      gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);\n      if (gbm.pixels) {\n         gbm.stride = gbm.w;\n\n         stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);\n      }\n   }\n   STBTT_free(vertices, info->userdata);\n   return gbm.pixels;\n}\n\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)\n{\n   int ix0,iy0;\n   stbtt_vertex *vertices;\n   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);\n   stbtt__bitmap gbm;\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);\n   gbm.pixels = output;\n   gbm.w = out_w;\n   gbm.h = out_h;\n   gbm.stride = out_stride;\n\n   if (gbm.w && gbm.h)\n      stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);\n\n   STBTT_free(vertices, info->userdata);\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);\n}\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);\n}\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)\n{\n   stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint));\n}\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));\n}\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);\n}\n\nSTBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)\n{\n   stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// bitmap baking\n//\n// This is SUPER-CRAPPY packing to keep source code small\n\nstatic int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)\n                                float pixel_height,                     // height of font in pixels\n                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in\n                                int first_char, int num_chars,          // characters to bake\n                                stbtt_bakedchar *chardata)\n{\n   float scale;\n   int x,y,bottom_y, i;\n   stbtt_fontinfo f;\n   f.userdata = NULL;\n   if (!stbtt_InitFont(&f, data, offset))\n      return -1;\n   STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels\n   x=y=1;\n   bottom_y = 1;\n\n   scale = stbtt_ScaleForPixelHeight(&f, pixel_height);\n\n   for (i=0; i < num_chars; ++i) {\n      int advance, lsb, x0,y0,x1,y1,gw,gh;\n      int g = stbtt_FindGlyphIndex(&f, first_char + i);\n      stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);\n      stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);\n      gw = x1-x0;\n      gh = y1-y0;\n      if (x + gw + 1 >= pw)\n         y = bottom_y, x = 1; // advance to next row\n      if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row\n         return -i;\n      STBTT_assert(x+gw < pw);\n      STBTT_assert(y+gh < ph);\n      stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);\n      chardata[i].x0 = (stbtt_int16) x;\n      chardata[i].y0 = (stbtt_int16) y;\n      chardata[i].x1 = (stbtt_int16) (x + gw);\n      chardata[i].y1 = (stbtt_int16) (y + gh);\n      chardata[i].xadvance = scale * advance;\n      chardata[i].xoff     = (float) x0;\n      chardata[i].yoff     = (float) y0;\n      x = x + gw + 1;\n      if (y+gh+1 > bottom_y)\n         bottom_y = y+gh+1;\n   }\n   return bottom_y;\n}\n\nSTBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)\n{\n   float d3d_bias = opengl_fillrule ? 0 : -0.5f;\n   float ipw = 1.0f / pw, iph = 1.0f / ph;\n   const stbtt_bakedchar *b = chardata + char_index;\n   int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);\n   int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);\n\n   q->x0 = round_x + d3d_bias;\n   q->y0 = round_y + d3d_bias;\n   q->x1 = round_x + b->x1 - b->x0 + d3d_bias;\n   q->y1 = round_y + b->y1 - b->y0 + d3d_bias;\n\n   q->s0 = b->x0 * ipw;\n   q->t0 = b->y0 * iph;\n   q->s1 = b->x1 * ipw;\n   q->t1 = b->y1 * iph;\n\n   *xpos += b->xadvance;\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// rectangle packing replacement routines if you don't have stb_rect_pack.h\n//\n\n#ifndef STB_RECT_PACK_VERSION\n\ntypedef int stbrp_coord;\n\n////////////////////////////////////////////////////////////////////////////////////\n//                                                                                //\n//                                                                                //\n// COMPILER WARNING ?!?!?                                                         //\n//                                                                                //\n//                                                                                //\n// if you get a compile warning due to these symbols being defined more than      //\n// once, move #include \"stb_rect_pack.h\" before #include \"stb_truetype.h\"         //\n//                                                                                //\n////////////////////////////////////////////////////////////////////////////////////\n\ntypedef struct\n{\n   int width,height;\n   int x,y,bottom_y;\n} stbrp_context;\n\ntypedef struct\n{\n   unsigned char x;\n} stbrp_node;\n\nstruct stbrp_rect\n{\n   stbrp_coord x,y;\n   int id,w,h,was_packed;\n};\n\nstatic void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)\n{\n   con->width  = pw;\n   con->height = ph;\n   con->x = 0;\n   con->y = 0;\n   con->bottom_y = 0;\n   STBTT__NOTUSED(nodes);\n   STBTT__NOTUSED(num_nodes);\n}\n\nstatic void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)\n{\n   int i;\n   for (i=0; i < num_rects; ++i) {\n      if (con->x + rects[i].w > con->width) {\n         con->x = 0;\n         con->y = con->bottom_y;\n      }\n      if (con->y + rects[i].h > con->height)\n         break;\n      rects[i].x = con->x;\n      rects[i].y = con->y;\n      rects[i].was_packed = 1;\n      con->x += rects[i].w;\n      if (con->y + rects[i].h > con->bottom_y)\n         con->bottom_y = con->y + rects[i].h;\n   }\n   for (   ; i < num_rects; ++i)\n      rects[i].was_packed = 0;\n}\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// bitmap baking\n//\n// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If\n// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.\n\nSTBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)\n{\n   stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context)            ,alloc_context);\n   int            num_nodes = pw - padding;\n   stbrp_node    *nodes   = (stbrp_node    *) STBTT_malloc(sizeof(*nodes  ) * num_nodes,alloc_context);\n\n   if (context == NULL || nodes == NULL) {\n      if (context != NULL) STBTT_free(context, alloc_context);\n      if (nodes   != NULL) STBTT_free(nodes  , alloc_context);\n      return 0;\n   }\n\n   spc->user_allocator_context = alloc_context;\n   spc->width = pw;\n   spc->height = ph;\n   spc->pixels = pixels;\n   spc->pack_info = context;\n   spc->nodes = nodes;\n   spc->padding = padding;\n   spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;\n   spc->h_oversample = 1;\n   spc->v_oversample = 1;\n   spc->skip_missing = 0;\n\n   stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);\n\n   if (pixels)\n      STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels\n\n   return 1;\n}\n\nSTBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc)\n{\n   STBTT_free(spc->nodes    , spc->user_allocator_context);\n   STBTT_free(spc->pack_info, spc->user_allocator_context);\n}\n\nSTBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)\n{\n   STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);\n   STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);\n   if (h_oversample <= STBTT_MAX_OVERSAMPLE)\n      spc->h_oversample = h_oversample;\n   if (v_oversample <= STBTT_MAX_OVERSAMPLE)\n      spc->v_oversample = v_oversample;\n}\n\nSTBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)\n{\n   spc->skip_missing = skip;\n}\n\n#define STBTT__OVER_MASK  (STBTT_MAX_OVERSAMPLE-1)\n\nstatic void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)\n{\n   unsigned char buffer[STBTT_MAX_OVERSAMPLE];\n   int safe_w = w - kernel_width;\n   int j;\n   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze\n   for (j=0; j < h; ++j) {\n      int i;\n      unsigned int total;\n      STBTT_memset(buffer, 0, kernel_width);\n\n      total = 0;\n\n      // make kernel_width a constant in common cases so compiler can optimize out the divide\n      switch (kernel_width) {\n         case 2:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 2);\n            }\n            break;\n         case 3:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 3);\n            }\n            break;\n         case 4:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 4);\n            }\n            break;\n         case 5:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 5);\n            }\n            break;\n         default:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / kernel_width);\n            }\n            break;\n      }\n\n      for (; i < w; ++i) {\n         STBTT_assert(pixels[i] == 0);\n         total -= buffer[i & STBTT__OVER_MASK];\n         pixels[i] = (unsigned char) (total / kernel_width);\n      }\n\n      pixels += stride_in_bytes;\n   }\n}\n\nstatic void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)\n{\n   unsigned char buffer[STBTT_MAX_OVERSAMPLE];\n   int safe_h = h - kernel_width;\n   int j;\n   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze\n   for (j=0; j < w; ++j) {\n      int i;\n      unsigned int total;\n      STBTT_memset(buffer, 0, kernel_width);\n\n      total = 0;\n\n      // make kernel_width a constant in common cases so compiler can optimize out the divide\n      switch (kernel_width) {\n         case 2:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 2);\n            }\n            break;\n         case 3:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 3);\n            }\n            break;\n         case 4:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 4);\n            }\n            break;\n         case 5:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 5);\n            }\n            break;\n         default:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);\n            }\n            break;\n      }\n\n      for (; i < h; ++i) {\n         STBTT_assert(pixels[i*stride_in_bytes] == 0);\n         total -= buffer[i & STBTT__OVER_MASK];\n         pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);\n      }\n\n      pixels += 1;\n   }\n}\n\nstatic float stbtt__oversample_shift(int oversample)\n{\n   if (!oversample)\n      return 0.0f;\n\n   // The prefilter is a box filter of width \"oversample\",\n   // which shifts phase by (oversample - 1)/2 pixels in\n   // oversampled space. We want to shift in the opposite\n   // direction to counter this.\n   return (float)-(oversample - 1) / (2.0f * (float)oversample);\n}\n\n// rects array must be big enough to accommodate all characters in the given ranges\nSTBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)\n{\n   int i,j,k;\n\n   k=0;\n   for (i=0; i < num_ranges; ++i) {\n      float fh = ranges[i].font_size;\n      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);\n      ranges[i].h_oversample = (unsigned char) spc->h_oversample;\n      ranges[i].v_oversample = (unsigned char) spc->v_oversample;\n      for (j=0; j < ranges[i].num_chars; ++j) {\n         int x0,y0,x1,y1;\n         int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];\n         int glyph = stbtt_FindGlyphIndex(info, codepoint);\n         if (glyph == 0 && spc->skip_missing) {\n            rects[k].w = rects[k].h = 0;\n         } else {\n            stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,\n                                            scale * spc->h_oversample,\n                                            scale * spc->v_oversample,\n                                            0,0,\n                                            &x0,&y0,&x1,&y1);\n            rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);\n            rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);\n         }\n         ++k;\n      }\n   }\n\n   return k;\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info,\n                                 output,\n                                 out_w - (prefilter_x - 1),\n                                 out_h - (prefilter_y - 1),\n                                 out_stride,\n                                 scale_x,\n                                 scale_y,\n                                 shift_x,\n                                 shift_y,\n                                 glyph);\n\n   if (prefilter_x > 1)\n      stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x);\n\n   if (prefilter_y > 1)\n      stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y);\n\n   *sub_x = stbtt__oversample_shift(prefilter_x);\n   *sub_y = stbtt__oversample_shift(prefilter_y);\n}\n\n// rects array must be big enough to accommodate all characters in the given ranges\nSTBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)\n{\n   int i,j,k, return_value = 1;\n\n   // save current values\n   int old_h_over = spc->h_oversample;\n   int old_v_over = spc->v_oversample;\n\n   k = 0;\n   for (i=0; i < num_ranges; ++i) {\n      float fh = ranges[i].font_size;\n      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);\n      float recip_h,recip_v,sub_x,sub_y;\n      spc->h_oversample = ranges[i].h_oversample;\n      spc->v_oversample = ranges[i].v_oversample;\n      recip_h = 1.0f / spc->h_oversample;\n      recip_v = 1.0f / spc->v_oversample;\n      sub_x = stbtt__oversample_shift(spc->h_oversample);\n      sub_y = stbtt__oversample_shift(spc->v_oversample);\n      for (j=0; j < ranges[i].num_chars; ++j) {\n         stbrp_rect *r = &rects[k];\n         if (r->was_packed && r->w != 0 && r->h != 0) {\n            stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];\n            int advance, lsb, x0,y0,x1,y1;\n            int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];\n            int glyph = stbtt_FindGlyphIndex(info, codepoint);\n            stbrp_coord pad = (stbrp_coord) spc->padding;\n\n            // pad on left and top\n            r->x += pad;\n            r->y += pad;\n            r->w -= pad;\n            r->h -= pad;\n            stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);\n            stbtt_GetGlyphBitmapBox(info, glyph,\n                                    scale * spc->h_oversample,\n                                    scale * spc->v_oversample,\n                                    &x0,&y0,&x1,&y1);\n            stbtt_MakeGlyphBitmapSubpixel(info,\n                                          spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                          r->w - spc->h_oversample+1,\n                                          r->h - spc->v_oversample+1,\n                                          spc->stride_in_bytes,\n                                          scale * spc->h_oversample,\n                                          scale * spc->v_oversample,\n                                          0,0,\n                                          glyph);\n\n            if (spc->h_oversample > 1)\n               stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                  r->w, r->h, spc->stride_in_bytes,\n                                  spc->h_oversample);\n\n            if (spc->v_oversample > 1)\n               stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                  r->w, r->h, spc->stride_in_bytes,\n                                  spc->v_oversample);\n\n            bc->x0       = (stbtt_int16)  r->x;\n            bc->y0       = (stbtt_int16)  r->y;\n            bc->x1       = (stbtt_int16) (r->x + r->w);\n            bc->y1       = (stbtt_int16) (r->y + r->h);\n            bc->xadvance =                scale * advance;\n            bc->xoff     =       (float)  x0 * recip_h + sub_x;\n            bc->yoff     =       (float)  y0 * recip_v + sub_y;\n            bc->xoff2    =                (x0 + r->w) * recip_h + sub_x;\n            bc->yoff2    =                (y0 + r->h) * recip_v + sub_y;\n         } else {\n            return_value = 0; // if any fail, report failure\n         }\n\n         ++k;\n      }\n   }\n\n   // restore original values\n   spc->h_oversample = old_h_over;\n   spc->v_oversample = old_v_over;\n\n   return return_value;\n}\n\nSTBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)\n{\n   stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);\n}\n\nSTBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)\n{\n   stbtt_fontinfo info;\n   int i,j,n, return_value; // [DEAR IMGUI] removed = 1\n   //stbrp_context *context = (stbrp_context *) spc->pack_info;\n   stbrp_rect    *rects;\n\n   // flag all characters as NOT packed\n   for (i=0; i < num_ranges; ++i)\n      for (j=0; j < ranges[i].num_chars; ++j)\n         ranges[i].chardata_for_range[j].x0 =\n         ranges[i].chardata_for_range[j].y0 =\n         ranges[i].chardata_for_range[j].x1 =\n         ranges[i].chardata_for_range[j].y1 = 0;\n\n   n = 0;\n   for (i=0; i < num_ranges; ++i)\n      n += ranges[i].num_chars;\n\n   rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);\n   if (rects == NULL)\n      return 0;\n\n   info.userdata = spc->user_allocator_context;\n   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));\n\n   n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);\n\n   stbtt_PackFontRangesPackRects(spc, rects, n);\n\n   return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);\n\n   STBTT_free(rects, spc->user_allocator_context);\n   return return_value;\n}\n\nSTBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,\n            int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)\n{\n   stbtt_pack_range range;\n   range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;\n   range.array_of_unicode_codepoints = NULL;\n   range.num_chars                   = num_chars_in_range;\n   range.chardata_for_range          = chardata_for_range;\n   range.font_size                   = font_size;\n   return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);\n}\n\nSTBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)\n{\n   int i_ascent, i_descent, i_lineGap;\n   float scale;\n   stbtt_fontinfo info;\n   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));\n   scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);\n   stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);\n   *ascent  = (float) i_ascent  * scale;\n   *descent = (float) i_descent * scale;\n   *lineGap = (float) i_lineGap * scale;\n}\n\nSTBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)\n{\n   float ipw = 1.0f / pw, iph = 1.0f / ph;\n   const stbtt_packedchar *b = chardata + char_index;\n\n   if (align_to_integer) {\n      float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);\n      float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);\n      q->x0 = x;\n      q->y0 = y;\n      q->x1 = x + b->xoff2 - b->xoff;\n      q->y1 = y + b->yoff2 - b->yoff;\n   } else {\n      q->x0 = *xpos + b->xoff;\n      q->y0 = *ypos + b->yoff;\n      q->x1 = *xpos + b->xoff2;\n      q->y1 = *ypos + b->yoff2;\n   }\n\n   q->s0 = b->x0 * ipw;\n   q->t0 = b->y0 * iph;\n   q->s1 = b->x1 * ipw;\n   q->t1 = b->y1 * iph;\n\n   *xpos += b->xadvance;\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// sdf computation\n//\n\n#define STBTT_min(a,b)  ((a) < (b) ? (a) : (b))\n#define STBTT_max(a,b)  ((a) < (b) ? (b) : (a))\n\nstatic int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2])\n{\n   float q0perp = q0[1]*ray[0] - q0[0]*ray[1];\n   float q1perp = q1[1]*ray[0] - q1[0]*ray[1];\n   float q2perp = q2[1]*ray[0] - q2[0]*ray[1];\n   float roperp = orig[1]*ray[0] - orig[0]*ray[1];\n\n   float a = q0perp - 2*q1perp + q2perp;\n   float b = q1perp - q0perp;\n   float c = q0perp - roperp;\n\n   float s0 = 0., s1 = 0.;\n   int num_s = 0;\n\n   if (a != 0.0) {\n      float discr = b*b - a*c;\n      if (discr > 0.0) {\n         float rcpna = -1 / a;\n         float d = (float) STBTT_sqrt(discr);\n         s0 = (b+d) * rcpna;\n         s1 = (b-d) * rcpna;\n         if (s0 >= 0.0 && s0 <= 1.0)\n            num_s = 1;\n         if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) {\n            if (num_s == 0) s0 = s1;\n            ++num_s;\n         }\n      }\n   } else {\n      // 2*b*s + c = 0\n      // s = -c / (2*b)\n      s0 = c / (-2 * b);\n      if (s0 >= 0.0 && s0 <= 1.0)\n         num_s = 1;\n   }\n\n   if (num_s == 0)\n      return 0;\n   else {\n      float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]);\n      float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2;\n\n      float q0d =   q0[0]*rayn_x +   q0[1]*rayn_y;\n      float q1d =   q1[0]*rayn_x +   q1[1]*rayn_y;\n      float q2d =   q2[0]*rayn_x +   q2[1]*rayn_y;\n      float rod = orig[0]*rayn_x + orig[1]*rayn_y;\n\n      float q10d = q1d - q0d;\n      float q20d = q2d - q0d;\n      float q0rd = q0d - rod;\n\n      hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d;\n      hits[0][1] = a*s0+b;\n\n      if (num_s > 1) {\n         hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d;\n         hits[1][1] = a*s1+b;\n         return 2;\n      } else {\n         return 1;\n      }\n   }\n}\n\nstatic int equal(float *a, float *b)\n{\n   return (a[0] == b[0] && a[1] == b[1]);\n}\n\nstatic int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts)\n{\n   int i;\n   float orig[2], ray[2] = { 1, 0 };\n   float y_frac;\n   int winding = 0;\n\n   orig[0] = x;\n   //orig[1] = y; // [DEAR IMGUI] commented double assignment\n\n   // make sure y never passes through a vertex of the shape\n   y_frac = (float) STBTT_fmod(y, 1.0f);\n   if (y_frac < 0.01f)\n      y += 0.01f;\n   else if (y_frac > 0.99f)\n      y -= 0.01f;\n   orig[1] = y;\n\n   // test a ray from (-infinity,y) to (x,y)\n   for (i=0; i < nverts; ++i) {\n      if (verts[i].type == STBTT_vline) {\n         int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y;\n         int x1 = (int) verts[i  ].x, y1 = (int) verts[i  ].y;\n         if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {\n            float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;\n            if (x_inter < x)\n               winding += (y0 < y1) ? 1 : -1;\n         }\n      }\n      if (verts[i].type == STBTT_vcurve) {\n         int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ;\n         int x1 = (int) verts[i  ].cx, y1 = (int) verts[i  ].cy;\n         int x2 = (int) verts[i  ].x , y2 = (int) verts[i  ].y ;\n         int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2));\n         int by = STBTT_max(y0,STBTT_max(y1,y2));\n         if (y > ay && y < by && x > ax) {\n            float q0[2],q1[2],q2[2];\n            float hits[2][2];\n            q0[0] = (float)x0;\n            q0[1] = (float)y0;\n            q1[0] = (float)x1;\n            q1[1] = (float)y1;\n            q2[0] = (float)x2;\n            q2[1] = (float)y2;\n            if (equal(q0,q1) || equal(q1,q2)) {\n               x0 = (int)verts[i-1].x;\n               y0 = (int)verts[i-1].y;\n               x1 = (int)verts[i  ].x;\n               y1 = (int)verts[i  ].y;\n               if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {\n                  float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;\n                  if (x_inter < x)\n                     winding += (y0 < y1) ? 1 : -1;\n               }\n            } else {\n               int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits);\n               if (num_hits >= 1)\n                  if (hits[0][0] < 0)\n                     winding += (hits[0][1] < 0 ? -1 : 1);\n               if (num_hits >= 2)\n                  if (hits[1][0] < 0)\n                     winding += (hits[1][1] < 0 ? -1 : 1);\n            }\n         }\n      }\n   }\n   return winding;\n}\n\nstatic float stbtt__cuberoot( float x )\n{\n   if (x<0)\n      return -(float) STBTT_pow(-x,1.0f/3.0f);\n   else\n      return  (float) STBTT_pow( x,1.0f/3.0f);\n}\n\n// x^3 + c*x^2 + b*x + a = 0\nstatic int stbtt__solve_cubic(float a, float b, float c, float* r)\n{\n\tfloat s = -a / 3;\n\tfloat p = b - a*a / 3;\n\tfloat q = a * (2*a*a - 9*b) / 27 + c;\n   float p3 = p*p*p;\n\tfloat d = q*q + 4*p3 / 27;\n\tif (d >= 0) {\n\t\tfloat z = (float) STBTT_sqrt(d);\n\t\tfloat u = (-q + z) / 2;\n\t\tfloat v = (-q - z) / 2;\n\t\tu = stbtt__cuberoot(u);\n\t\tv = stbtt__cuberoot(v);\n\t\tr[0] = s + u + v;\n\t\treturn 1;\n\t} else {\n\t   float u = (float) STBTT_sqrt(-p/3);\n\t   float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative\n\t   float m = (float) STBTT_cos(v);\n      float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;\n\t   r[0] = s + u * 2 * m;\n\t   r[1] = s - u * (m + n);\n\t   r[2] = s - u * (m - n);\n\n      //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f);  // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?\n      //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);\n      //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);\n   \treturn 3;\n   }\n}\n\nSTBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)\n{\n   float scale_x = scale, scale_y = scale;\n   int ix0,iy0,ix1,iy1;\n   int w,h;\n   unsigned char *data;\n\n   // if one scale is 0, use same scale for both\n   if (scale_x == 0) scale_x = scale_y;\n   if (scale_y == 0) {\n      if (scale_x == 0) return NULL;  // if both scales are 0, return NULL\n      scale_y = scale_x;\n   }\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);\n\n   // if empty, return NULL\n   if (ix0 == ix1 || iy0 == iy1)\n      return NULL;\n\n   ix0 -= padding;\n   iy0 -= padding;\n   ix1 += padding;\n   iy1 += padding;\n\n   w = (ix1 - ix0);\n   h = (iy1 - iy0);\n\n   if (width ) *width  = w;\n   if (height) *height = h;\n   if (xoff  ) *xoff   = ix0;\n   if (yoff  ) *yoff   = iy0;\n\n   // invert for y-downwards bitmaps\n   scale_y = -scale_y;\n\n   {\n      int x,y,i,j;\n      float *precompute;\n      stbtt_vertex *verts;\n      int num_verts = stbtt_GetGlyphShape(info, glyph, &verts);\n      data = (unsigned char *) STBTT_malloc(w * h, info->userdata);\n      precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata);\n\n      for (i=0,j=num_verts-1; i < num_verts; j=i++) {\n         if (verts[i].type == STBTT_vline) {\n            float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;\n            float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;\n            float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));\n            precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;\n         } else if (verts[i].type == STBTT_vcurve) {\n            float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;\n            float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;\n            float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;\n            float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;\n            float len2 = bx*bx + by*by;\n            if (len2 != 0.0f)\n               precompute[i] = 1.0f / (bx*bx + by*by);\n            else\n               precompute[i] = 0.0f;\n         } else\n            precompute[i] = 0.0f;\n      }\n\n      for (y=iy0; y < iy1; ++y) {\n         for (x=ix0; x < ix1; ++x) {\n            float val;\n            float min_dist = 999999.0f;\n            float sx = (float) x + 0.5f;\n            float sy = (float) y + 0.5f;\n            float x_gspace = (sx / scale_x);\n            float y_gspace = (sy / scale_y);\n\n            int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path\n\n            for (i=0; i < num_verts; ++i) {\n               float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;\n\n               // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve\n               float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);\n               if (dist2 < min_dist*min_dist)\n                  min_dist = (float) STBTT_sqrt(dist2);\n\n               if (verts[i].type == STBTT_vline) {\n                  float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;\n\n                  // coarse culling against bbox\n                  //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&\n                  //    sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)\n                  float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];\n                  STBTT_assert(i != 0);\n                  if (dist < min_dist) {\n                     // check position along line\n                     // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0)\n                     // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy)\n                     float dx = x1-x0, dy = y1-y0;\n                     float px = x0-sx, py = y0-sy;\n                     // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy\n                     // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve\n                     float t = -(px*dx + py*dy) / (dx*dx + dy*dy);\n                     if (t >= 0.0f && t <= 1.0f)\n                        min_dist = dist;\n                  }\n               } else if (verts[i].type == STBTT_vcurve) {\n                  float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y;\n                  float x1 = verts[i  ].cx*scale_x, y1 = verts[i  ].cy*scale_y;\n                  float box_x0 = STBTT_min(STBTT_min(x0,x1),x2);\n                  float box_y0 = STBTT_min(STBTT_min(y0,y1),y2);\n                  float box_x1 = STBTT_max(STBTT_max(x0,x1),x2);\n                  float box_y1 = STBTT_max(STBTT_max(y0,y1),y2);\n                  // coarse culling against bbox to avoid computing cubic unnecessarily\n                  if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) {\n                     int num=0;\n                     float ax = x1-x0, ay = y1-y0;\n                     float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;\n                     float mx = x0 - sx, my = y0 - sy;\n                     float res[3],px,py,t,it;\n                     float a_inv = precompute[i];\n                     if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula\n                        float a = 3*(ax*bx + ay*by);\n                        float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);\n                        float c = mx*ax+my*ay;\n                        if (a == 0.0) { // if a is 0, it's linear\n                           if (b != 0.0) {\n                              res[num++] = -c/b;\n                           }\n                        } else {\n                           float discriminant = b*b - 4*a*c;\n                           if (discriminant < 0)\n                              num = 0;\n                           else {\n                              float root = (float) STBTT_sqrt(discriminant);\n                              res[0] = (-b - root)/(2*a);\n                              res[1] = (-b + root)/(2*a);\n                              num = 2; // don't bother distinguishing 1-solution case, as code below will still work\n                           }\n                        }\n                     } else {\n                        float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point\n                        float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv;\n                        float d = (mx*ax+my*ay) * a_inv;\n                        num = stbtt__solve_cubic(b, c, d, res);\n                     }\n                     if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {\n                        t = res[0], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                     if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) {\n                        t = res[1], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                     if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) {\n                        t = res[2], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                  }\n               }\n            }\n            if (winding == 0)\n               min_dist = -min_dist;  // if outside the shape, value is negative\n            val = onedge_value + pixel_dist_scale * min_dist;\n            if (val < 0)\n               val = 0;\n            else if (val > 255)\n               val = 255;\n            data[(y-iy0)*w+(x-ix0)] = (unsigned char) val;\n         }\n      }\n      STBTT_free(precompute, info->userdata);\n      STBTT_free(verts, info->userdata);\n   }\n   return data;\n}\n\nSTBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff);\n}\n\nSTBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)\n{\n   STBTT_free(bitmap, userdata);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// font name matching -- recommended not to use this\n//\n\n// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string\nstatic stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2)\n{\n   stbtt_int32 i=0;\n\n   // convert utf16 to utf8 and compare the results while converting\n   while (len2) {\n      stbtt_uint16 ch = s2[0]*256 + s2[1];\n      if (ch < 0x80) {\n         if (i >= len1) return -1;\n         if (s1[i++] != ch) return -1;\n      } else if (ch < 0x800) {\n         if (i+1 >= len1) return -1;\n         if (s1[i++] != 0xc0 + (ch >> 6)) return -1;\n         if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;\n      } else if (ch >= 0xd800 && ch < 0xdc00) {\n         stbtt_uint32 c;\n         stbtt_uint16 ch2 = s2[2]*256 + s2[3];\n         if (i+3 >= len1) return -1;\n         c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;\n         if (s1[i++] != 0xf0 + (c >> 18)) return -1;\n         if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((c >>  6) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((c      ) & 0x3f)) return -1;\n         s2 += 2; // plus another 2 below\n         len2 -= 2;\n      } else if (ch >= 0xdc00 && ch < 0xe000) {\n         return -1;\n      } else {\n         if (i+2 >= len1) return -1;\n         if (s1[i++] != 0xe0 + (ch >> 12)) return -1;\n         if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((ch     ) & 0x3f)) return -1;\n      }\n      s2 += 2;\n      len2 -= 2;\n   }\n   return i;\n}\n\nstatic int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2)\n{\n   return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);\n}\n\n// returns results in whatever encoding you request... but note that 2-byte encodings\n// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare\nSTBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)\n{\n   stbtt_int32 i,count,stringOffset;\n   stbtt_uint8 *fc = font->data;\n   stbtt_uint32 offset = font->fontstart;\n   stbtt_uint32 nm = stbtt__find_table(fc, offset, \"name\");\n   if (!nm) return NULL;\n\n   count = ttUSHORT(fc+nm+2);\n   stringOffset = nm + ttUSHORT(fc+nm+4);\n   for (i=0; i < count; ++i) {\n      stbtt_uint32 loc = nm + 6 + 12 * i;\n      if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)\n          && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {\n         *length = ttUSHORT(fc+loc+8);\n         return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));\n      }\n   }\n   return NULL;\n}\n\nstatic int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)\n{\n   stbtt_int32 i;\n   stbtt_int32 count = ttUSHORT(fc+nm+2);\n   stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);\n\n   for (i=0; i < count; ++i) {\n      stbtt_uint32 loc = nm + 6 + 12 * i;\n      stbtt_int32 id = ttUSHORT(fc+loc+6);\n      if (id == target_id) {\n         // find the encoding\n         stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);\n\n         // is this a Unicode encoding?\n         if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {\n            stbtt_int32 slen = ttUSHORT(fc+loc+8);\n            stbtt_int32 off = ttUSHORT(fc+loc+10);\n\n            // check if there's a prefix match\n            stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);\n            if (matchlen >= 0) {\n               // check for target_id+1 immediately following, with same encoding & language\n               if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {\n                  slen = ttUSHORT(fc+loc+12+8);\n                  off = ttUSHORT(fc+loc+12+10);\n                  if (slen == 0) {\n                     if (matchlen == nlen)\n                        return 1;\n                  } else if (matchlen < nlen && name[matchlen] == ' ') {\n                     ++matchlen;\n                     if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))\n                        return 1;\n                  }\n               } else {\n                  // if nothing immediately following\n                  if (matchlen == nlen)\n                     return 1;\n               }\n            }\n         }\n\n         // @TODO handle other encodings\n      }\n   }\n   return 0;\n}\n\nstatic int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)\n{\n   stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);\n   stbtt_uint32 nm,hd;\n   if (!stbtt__isfont(fc+offset)) return 0;\n\n   // check italics/bold/underline flags in macStyle...\n   if (flags) {\n      hd = stbtt__find_table(fc, offset, \"head\");\n      if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;\n   }\n\n   nm = stbtt__find_table(fc, offset, \"name\");\n   if (!nm) return 0;\n\n   if (flags) {\n      // if we checked the macStyle flags, then just check the family and ignore the subfamily\n      if (stbtt__matchpair(fc, nm, name, nlen, 16, -1))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  1, -1))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;\n   } else {\n      if (stbtt__matchpair(fc, nm, name, nlen, 16, 17))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  1,  2))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;\n   }\n\n   return 0;\n}\n\nstatic int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)\n{\n   stbtt_int32 i;\n   for (i=0;;++i) {\n      stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);\n      if (off < 0) return off;\n      if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))\n         return off;\n   }\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wcast-qual\"\n#endif\n\nSTBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,\n                                float pixel_height, unsigned char *pixels, int pw, int ph,\n                                int first_char, int num_chars, stbtt_bakedchar *chardata)\n{\n   return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);\n}\n\nSTBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)\n{\n   return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);\n}\n\nSTBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)\n{\n   return stbtt_GetNumberOfFonts_internal((unsigned char *) data);\n}\n\nSTBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)\n{\n   return stbtt_InitFont_internal(info, (unsigned char *) data, offset);\n}\n\nSTBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)\n{\n   return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);\n}\n\nSTBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)\n{\n   return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic pop\n#endif\n\n#endif // STB_TRUETYPE_IMPLEMENTATION\n\n\n// FULL VERSION HISTORY\n//\n//   1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod\n//   1.18 (2018-01-29) add missing function\n//   1.17 (2017-07-23) make more arguments const; doc fix\n//   1.16 (2017-07-12) SDF support\n//   1.15 (2017-03-03) make more arguments const\n//   1.14 (2017-01-16) num-fonts-in-TTC function\n//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts\n//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual\n//   1.11 (2016-04-02) fix unused-variable warning\n//   1.10 (2016-04-02) allow user-defined fabs() replacement\n//                     fix memory leak if fontsize=0.0\n//                     fix warning from duplicate typedef\n//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges\n//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges\n//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;\n//                     allow PackFontRanges to pack and render in separate phases;\n//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);\n//                     fixed an assert() bug in the new rasterizer\n//                     replace assert() with STBTT_assert() in new rasterizer\n//   1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)\n//                     also more precise AA rasterizer, except if shapes overlap\n//                     remove need for STBTT_sort\n//   1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC\n//   1.04 (2015-04-15) typo in example\n//   1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes\n//   1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++\n//   1.01 (2014-12-08) fix subpixel position when oversampling to exactly match\n//                        non-oversampled; STBTT_POINT_SIZE for packed case only\n//   1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling\n//   0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)\n//   0.9  (2014-08-07) support certain mac/iOS fonts without an MS platformID\n//   0.8b (2014-07-07) fix a warning\n//   0.8  (2014-05-25) fix a few more warnings\n//   0.7  (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back\n//   0.6c (2012-07-24) improve documentation\n//   0.6b (2012-07-20) fix a few more warnings\n//   0.6  (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,\n//                        stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty\n//   0.5  (2011-12-09) bugfixes:\n//                        subpixel glyph renderer computed wrong bounding box\n//                        first vertex of shape can be off-curve (FreeSans)\n//   0.4b (2011-12-03) fixed an error in the font baking example\n//   0.4  (2011-12-01) kerning, subpixel rendering (tor)\n//                    bugfixes for:\n//                        codepoint-to-glyph conversion using table fmt=12\n//                        codepoint-to-glyph conversion using table fmt=4\n//                        stbtt_GetBakedQuad with non-square texture (Zer)\n//                    updated Hello World! sample to use kerning and subpixel\n//                    fixed some warnings\n//   0.3  (2009-06-24) cmap fmt=12, compound shapes (MM)\n//                    userdata, malloc-from-userdata, non-zero fill (stb)\n//   0.2  (2009-03-11) Fix unsigned/signed char warnings\n//   0.1  (2009-03-09) First public release\n//\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "src/main.cpp",
    "content": "#include <iostream>\n#include <GL/glew.h>\n#include <GLFW/glfw3.h>\n#include <glm/glm.hpp>\n#include <glm/gtc/matrix_transform.hpp>\n#include <glm/gtc/type_ptr.hpp>\n#include <string>\n#include <fstream>\n#include <sstream>\n#include <vector>\n\n#include \"gui.h\"\n#include \"scene.h\"\n#include \"animation.h\"\n\n#define STB_IMAGE_IMPLEMENTATION\n#include \"stb_image.h\"\n\n#define STB_IMAGE_WRITE_IMPLEMENTATION\n#include \"stb_image_write.h\"\n\n#include \"procedural_scenes.h\"\n#define CDS_FULLSCREEN 4\n\nconst GLfloat vertices[] = {\n\t-1.0F, -1.0F, 0.0F,\n\t1.0F, -1.0F, 0.0F,\n\t1.0F, 1.0F, 0.0F,\n\t1.0F, 1.0F, 0.0F,\n\t-1.0F, 1.0F, 0.0F,\n\t-1.0F, -1.0F, 0.0F\n};\n\nconst GLfloat UVs[] = {\n\t0.0F, 0.0F,\n\t1.0F, 0.0F,\n\t1.0F, 1.0F,\n\t1.0F, 1.0F,\n\t0.0F, 1.0F,\n\t0.0F, 0.0F,\n};\n\nint screenWidth = 1920, screenHeight = 1080;\nGLuint shaderProgram;\nGLuint screenTexture;\nbool mouseAbsorbed = false;\nbool refreshRequired = false;\n\nglm::mat4 rotationMatrix(1);\nglm::vec3 forwardVector(0, 0, -1);\n\nGLuint directOutPassUniformLocation, accumulatedPassesUniformLocation, timeUniformLocation, camPosUniformLocation, rotationMatrixUniformLocation, aspectRatioUniformLocation, debugKeyUniformLocation;\n\nGLuint fbo;\n\nvoid renderAnimation(GLFWwindow* window, glm::vec3 posA, float yawA, float pitchA, glm::vec3 posB, float yawB, float pitchB, int frames, int framePasses, int* renderedFrames=nullptr);\n\nvoid framebufferSizeCallback(GLFWwindow* window, int width, int height)\n{\n\tglViewport(0, 0, width, height);\n\tscreenWidth = width;\n\tscreenHeight = height;\n\n\tglBindTexture(GL_TEXTURE_2D, screenTexture);\n\tglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, screenWidth, screenHeight, 0, GL_RGBA, GL_FLOAT, NULL);\n\n\trefreshRequired = true;\n}\n\nvoid mousebuttonCallback(GLFWwindow* window, int button, int action, int mods) {\n\tif (button == GLFW_MOUSE_BUTTON_1 && action == GLFW_PRESS && !mouseAbsorbed && !ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) {\n\t\tdouble mouseX, mouseY;\n\t\tglfwGetCursorPos(window, &mouseX, &mouseY);\n\n\t\tif (glfwGetKey(window, GLFW_KEY_E)) {\n\t\t\tScene::mousePlace(mouseX, mouseY, screenWidth, screenHeight, Scene::cameraPosition, rotationMatrix);\n\t\t}\n\t\telse {\n\t\t\tScene::selectHovered(mouseX, mouseY, screenWidth, screenHeight, Scene::cameraPosition, rotationMatrix);\n\t\t}\n\t}\n}\n\nvoid keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {\n\tif (action == GLFW_PRESS) {\n\t\tif (key == GLFW_KEY_ESCAPE) {\n\t\t\tif (mouseAbsorbed) {\n\t\t\t\tglfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);\n\t\t\t\tmouseAbsorbed = false;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tglfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);\n\t\t\t\tglfwSetCursorPos(window, screenWidth / 2.0, screenHeight / 2.0);\n\t\t\t\tmouseAbsorbed = true;\n\n\t\t\t\tScene::selectedObjectIndex = -1;\n\t\t\t\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_selectedSphereIndex\"), -1);\n\t\t\t}\n\t\t}\n\t\telse if (key == GLFW_KEY_R) {\n\t\t\tGUI::animationRenderWindowVisible = !GUI::animationRenderWindowVisible;\n\t\t}\n\t}\n}\n\n// Loads the shader source from disk, replaces the constants and returns a new OpenGL Program\nGLuint createShaderProgram(const char* vertex_file_path, const char* fragment_file_path) {\n\n\t// Create the shaders\n\tGLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);\n\tGLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);\n\n\t// Read the Vertex Shader code from the file\n\tstd::string VertexShaderCode;\n\tstd::ifstream VertexShaderStream(vertex_file_path, std::ios::in);\n\tif (VertexShaderStream.is_open()) {\n\t\tstd::stringstream sstr;\n\t\tsstr << VertexShaderStream.rdbuf();\n\t\tVertexShaderCode = sstr.str();\n\t\tVertexShaderStream.close();\n\t}\n\telse {\n\t\tprintf(\"Unable to open %s.\\n\", vertex_file_path);\n\t\treturn 0;\n\t}\n\n\t// Read the Fragment Shader code from the file\n\tstd::string FragmentShaderCode;\n\tstd::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);\n\tif (FragmentShaderStream.is_open()) {\n\t\tstd::stringstream sstr;\n\t\tsstr << FragmentShaderStream.rdbuf();\n\t\tFragmentShaderCode = sstr.str();\n\t\tFragmentShaderStream.close();\n\t}\n\n\tGLint Result = GL_FALSE;\n\tint InfoLogLength;\n\n\t// Compile Vertex Shader\n\tprintf(\"Compiling shader : %s\\n\", vertex_file_path);\n\tchar const* VertexSourcePointer = VertexShaderCode.c_str();\n\tglShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);\n\tglCompileShader(VertexShaderID);\n\n\t// Check Vertex Shader\n\tglGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);\n\tglGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);\n\tif (InfoLogLength > 0) {\n\t\tstd::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);\n\t\tglGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);\n\t\tprintf(\"%s\\n\", &VertexShaderErrorMessage[0]);\n\t}\n\n\t// Compile Fragment Shader\n\tprintf(\"Compiling shader : %s\\n\", fragment_file_path);\n\tchar const* FragmentSourcePointer = FragmentShaderCode.c_str();\n\tglShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);\n\tglCompileShader(FragmentShaderID);\n\n\t// Check Fragment Shader\n\tglGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);\n\tglGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);\n\tif (InfoLogLength > 0) {\n\t\tstd::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);\n\t\tglGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);\n\t\tprintf(\"%s\\n\", &FragmentShaderErrorMessage[0]);\n\t}\n\n\t// Link the program\n\tprintf(\"Linking program\\n\");\n\tGLuint ProgramID = glCreateProgram();\n\tglAttachShader(ProgramID, VertexShaderID);\n\tglAttachShader(ProgramID, FragmentShaderID);\n\tglLinkProgram(ProgramID);\n\n\t// Check the program\n\tglGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);\n\tglGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);\n\tif (InfoLogLength > 0) {\n\t\tstd::vector<char> ProgramErrorMessage(InfoLogLength + 1);\n\t\tglGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);\n\t\tprintf(\"%s\\n\", &ProgramErrorMessage[0]);\n\t}\n\n\tglDetachShader(ProgramID, VertexShaderID);\n\tglDetachShader(ProgramID, FragmentShaderID);\n\n\tglDeleteShader(VertexShaderID);\n\tglDeleteShader(FragmentShaderID);\n\n\treturn ProgramID;\n}\n\n// Uses createShaderProgram to create a program with the correct constants depending on the Scene and reassigns everything that needs to be. If a program already exists, it is deleted.\nvoid recompileShader() {\n\tif (shaderProgram) glDeleteProgram(shaderProgram);\n\tshaderProgram = createShaderProgram(\"shaders\\\\vertex.glsl\", \"shaders\\\\fragment.glsl\");\n\tglUseProgram(shaderProgram);\n\tScene::bind(shaderProgram);\n\n\tdirectOutPassUniformLocation = glGetUniformLocation(shaderProgram, \"u_directOutputPass\");\n\taccumulatedPassesUniformLocation = glGetUniformLocation(shaderProgram, \"u_accumulatedPasses\");\n\ttimeUniformLocation = glGetUniformLocation(shaderProgram, \"u_time\");\n\tcamPosUniformLocation = glGetUniformLocation(shaderProgram, \"u_cameraPosition\");\n\trotationMatrixUniformLocation = glGetUniformLocation(shaderProgram, \"u_rotationMatrix\");\n\taspectRatioUniformLocation = glGetUniformLocation(shaderProgram, \"u_aspectRatio\");\n\tdebugKeyUniformLocation = glGetUniformLocation(shaderProgram, \"u_debugKeyPressed\");\n\n\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_screenTexture\"), 0);\n\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_skyboxTexture\"), 1);\n}\n\nfloat* load_image_data(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels) {\n\treturn stbi_loadf(filename, x, y, channels_in_file, desired_channels);\n}\n\nvoid free_image_data(void* imageData) {\n\tstbi_image_free(imageData);\n}\n\nbool handleMovementInput(GLFWwindow* window, double deltaTime, glm::vec3& cameraPosition, float& cameraYaw, float& cameraPitch, glm::mat4* rotationMatrix) {\n\tbool moved = false;\n\t\n\tdouble mouseX;\n\tdouble mouseY;\n\tglfwGetCursorPos(window, &mouseX, &mouseY);\n\tglfwSetCursorPos(window, screenWidth / 2.0, screenHeight / 2.0);\n\n\tfloat xOffset = (float)(mouseX - screenWidth/2.0);\n\tfloat yOffset = (float)(mouseY - screenHeight/2.0);\n\n\tif (xOffset != 0.0F || yOffset != 0.0F) moved = true;\n\n\tcameraYaw += xOffset * 0.002F;\n\tcameraPitch += yOffset * 0.002F;\n\n\tif (cameraPitch > 1.5707F)\n\t\tcameraPitch = 1.5707F;\n\tif (cameraPitch < -1.5707F)\n\t\tcameraPitch = -1.5707F;\n\n\t*rotationMatrix = glm::rotate(glm::rotate(glm::mat4(1), cameraPitch, glm::vec3(1, 0, 0)), cameraYaw, glm::vec3(0, 1, 0));\n\t\n\tglm::vec3 forward = glm::vec3(glm::vec4(0, 0, -1, 0) * (*rotationMatrix));\n\t\n\tglm::vec3 up(0, 1, 0);\n\tglm::vec3 right = glm::cross(forward, up);\n\n\tglm::vec3 movementDirection(0);\n\tfloat multiplier = 1;\n\n\tif (glfwGetKey(window, GLFW_KEY_W)) {\n\t\tmovementDirection += forward;\n\t}\n\tif (glfwGetKey(window, GLFW_KEY_S)) {\n\t\tmovementDirection -= forward;\n\t}\n\tif (glfwGetKey(window, GLFW_KEY_D)) {\n\t\tmovementDirection += right;\n\t}\n\tif (glfwGetKey(window, GLFW_KEY_A)) {\n\t\tmovementDirection -= right;\n\t}\n\tif (glfwGetKey(window, GLFW_KEY_SPACE)) {\n\t\tmovementDirection += up;\n\t}\n\tif (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)) {\n\t\tmovementDirection -= up;\n\t}\n\tif (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL)) {\n\t\tmultiplier = 5;\n\t}\n\n\n\tif (glm::length(movementDirection) > 0.0f) {\n\t\tcameraPosition += glm::normalize(movementDirection) * (float)deltaTime * (float)multiplier;\n\t\tmoved = true;\n\t}\n\n\treturn moved;\n}\n\n// Source: https://lencerf.github.io/post/2019-09-21-save-the-opengl-rendering-to-image-file/\nvoid saveImage(GLFWwindow* w, int accumulatedPasses, const char* filepath) {\n\tint width, height;\n\tglfwGetFramebufferSize(w, &width, &height);\n\tGLsizei nrChannels = 3;\n\tGLsizei stride = nrChannels * width;\n\tstride += (stride % 4) ? (4 - stride % 4) : 0;\n\tGLsizei bufferSize = stride * height;\n\tfloat* floatBuffer = new float[bufferSize];\n\tglPixelStorei(GL_PACK_ALIGNMENT, 4);\n\tglReadBuffer(GL_FRONT);\n\tglReadPixels(0, 0, width, height, GL_RGB, GL_FLOAT, floatBuffer);\n\n\tunsigned char* byteBuffer = new unsigned char[bufferSize];\n\tfor (int i = 0; i < bufferSize; i++) byteBuffer[i] = (unsigned char)(std::min(floatBuffer[i] / accumulatedPasses, 1.0f) * 255);\n\n\tstbi_flip_vertically_on_write(true);\n\tstbi_write_png(filepath, width, height, nrChannels, byteBuffer, stride);\n\n\tdelete[] floatBuffer;\n\tdelete[] byteBuffer;\n}\n\nvoid renderAnimation(GLFWwindow* window, glm::vec3 posA, float yawA, float pitchA, glm::vec3 posB, float yawB, float pitchB, int frames, int framePasses, int* renderedFrames) {\n\tif (renderedFrames != nullptr) *renderedFrames = 0;\n\t\n\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_framePasses\"), framePasses);\n\tfor (int frame = 0; frame < frames; frame++) {\n\t\tglfwPollEvents();\n\t\tif (glfwGetKey(window, GLFW_KEY_ESCAPE)) break;\n\t\t\n\t\tfloat t = (float)frame / frames;\n\t\tglm::vec3 position = posA + (posB - posA) * t;\n\t\tfloat yaw = yawA + (yawB - yawA) * t;\n\t\tfloat pitch = pitchA + (pitchB - pitchA) * t;\n\n\t\tglm::mat4 rotMatrix = glm::rotate(glm::rotate(glm::mat4(1), pitch, glm::vec3(1, 0, 0)), yaw, glm::vec3(0, 1, 0));\n\n\t\tglUniform3f(camPosUniformLocation, position.x, position.y, position.z);\n\t\tglUniformMatrix4fv(rotationMatrixUniformLocation, 1, GL_FALSE, glm::value_ptr(rotMatrix));\n\t\tglUniform1f(aspectRatioUniformLocation, (float)screenWidth / screenHeight);\n\n\t\tglBindFramebuffer(GL_FRAMEBUFFER, fbo);\n\t\tglUniform1i(directOutPassUniformLocation, 0);\n\t\tglUniform1i(accumulatedPassesUniformLocation, 0);\n\t\tglDrawArrays(GL_TRIANGLES, 0, 6);\n\n\t\tsaveImage(window, 1, std::string(\"anim\\\\\").append(std::to_string(frame)).append(\".png\").c_str());\n\t\tif (renderedFrames != nullptr) *renderedFrames += 1;\n\n\t\tstd::cout << \"Rendered frame \" << frame << \"/\" << frames << std::endl;\n\t}\n\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_framePasses\"), Scene::framePasses);\n}\n\nint main() {\n\tstd::cout << \"Loading skybox\" << std::endl;\n\tint sbWidth, sbHeight, sbChannels;\n\tfloat* skyboxData = stbi_loadf(\"skyboxes\\\\kiara_9_dusk_2k.hdr\", &sbWidth, &sbHeight, &sbChannels, 0);\n\n\tif (!glfwInit()) {\n\t\tstd::cout << \"Failed to initialize GLFW!\" << std::endl;\n\t\treturn -1;\n\t}\n\n\tGLFWwindow* programWindow = glfwCreateWindow(screenWidth, screenHeight, \"OpenGL Raytracing\", NULL, NULL);\n\n\tif (!programWindow) {\n\t\tstd::cout << \"Failed to create a window!\" << std::endl;\n\t\tglfwTerminate();\n\t\treturn -1;\n\t}\n\n\tglfwSetFramebufferSizeCallback(programWindow, framebufferSizeCallback);\n\tglfwSetMouseButtonCallback(programWindow, mousebuttonCallback);\n\tglfwSetKeyCallback(programWindow, keyCallback);\n\n\tglfwMakeContextCurrent(programWindow);\n\n\tif (glewInit() != GLEW_OK) {\n\t\tstd::cout << \"Failed to initialize GLEW!\" << std::endl;\n\t\tglfwTerminate();\n\t\treturn -1;\n\t}\n\n\tplaceBasicScene();\n\trecompileShader();\n\n\tGUI::init(programWindow);\n\n\tglGenTextures(1, &Scene::skyboxTexture);\n\tglActiveTexture(GL_TEXTURE1);\n\tglBindTexture(GL_TEXTURE_2D, Scene::skyboxTexture);\n\tglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, sbWidth, sbHeight, 0, GL_RGB, GL_FLOAT, skyboxData);\n\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n\n\tstbi_image_free(skyboxData);\n\n\tGLuint vertexArray;\n\tglGenVertexArrays(1, &vertexArray);\n\tglBindVertexArray(vertexArray);\n\t\n\tGLuint vertexBuffer;\n\tglGenBuffers(1, &vertexBuffer);\n\n\tGLuint uvBuffer;\n\tglGenBuffers(1, &uvBuffer);\n\n\tglBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);\n\tglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);\n\n\tglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);\n\tglEnableVertexAttribArray(0);\n\n\n\tglBindBuffer(GL_ARRAY_BUFFER, uvBuffer);\n\tglBufferData(GL_ARRAY_BUFFER, sizeof(UVs), UVs, GL_STATIC_DRAW);\n\n\tglVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);\n\tglEnableVertexAttribArray(1);\n\n\tglBindVertexArray(vertexArray);\n\n\tglGenTextures(1, &screenTexture);\n\tglActiveTexture(GL_TEXTURE0);\n\tglBindTexture(GL_TEXTURE_2D, screenTexture);\n\tglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, screenWidth, screenHeight, 0, GL_RGBA, GL_FLOAT, NULL);\n\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n\n\tglGenFramebuffers(1, &fbo);\n\tglBindFramebuffer(GL_FRAMEBUFFER, fbo);\n\tglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0);\n\n\tif (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {\n\t\tstd::cout << \"ERROR: Framebuffer is not complete!\" << std::endl;\n\t\treturn -1;\n\t}\n\n\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_screenTexture\"), 0);\n\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_skyboxTexture\"), 1);\n\n\tglViewport(0, 0, screenWidth, screenHeight);\n\tglDisable(GL_DEPTH_TEST);\n\n\tdouble deltaTime = 0.0f;\n\tint freezeCounter = 0;\n\tint accumulatedPasses = 0;\n\twhile (!glfwWindowShouldClose(programWindow) && !GUI::shouldQuit) {\n\t\tdouble preTime = glfwGetTime();\n\t\tglfwPollEvents();\n\n\t\tif (Animation::currentlyRenderingAnimation) {\n\t\t\tif (Animation::currentFrame == -1) Animation::currentFrame = 0; // Setting currentFrame to -1 ensures we don't start writing frames before this code has been called.\n\n\t\t\tScene::cameraPosition = Animation::calculateCurrentCameraPosition();\n\t\t\tglm::vec2 cameraOrientation = Animation::calculateCurrentCameraOrientation();\n\t\t\trotationMatrix = glm::rotate(glm::rotate(glm::mat4(1), cameraOrientation.y, glm::vec3(1, 0, 0)), cameraOrientation.x, glm::vec3(0, 1, 0));\n\t\t\n\t\t\tif (Animation::currentPass == 0) refreshRequired = true;\n\t\t}\n\t\telse {\n\t\t\tif (mouseAbsorbed) {\n\t\t\t\tif (handleMovementInput(programWindow, deltaTime, Scene::cameraPosition, Scene::cameraYaw, Scene::cameraPitch, &rotationMatrix)) {\n\t\t\t\t\trefreshRequired = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse {\n\t\t\t\trotationMatrix = glm::rotate(glm::rotate(glm::mat4(1), Scene::cameraPitch, glm::vec3(1, 0, 0)), Scene::cameraYaw, glm::vec3(0, 1, 0));\n\t\t\t}\n\n\n\t\t\tif (glfwGetKey(programWindow, GLFW_KEY_ESCAPE) && glfwGetKey(programWindow, GLFW_KEY_LEFT_SHIFT)) break;\n\t\t\tglUniform1i(debugKeyUniformLocation, glfwGetKey(programWindow, GLFW_KEY_F));\n\t\t}\n\n\t\tif (refreshRequired) {\n\t\t\taccumulatedPasses = 0;\n\t\t\trefreshRequired = false;\n\t\t\tglUniform1i(accumulatedPassesUniformLocation, accumulatedPasses); // If the shader receives a value of 0 for accumulatedPasses, it will discard the buffer and just output what it rendered on that frame.\n\t\t}\n\n\n\t\tglUniform1f(timeUniformLocation, (float)preTime);\n\t\tglUniform3f(camPosUniformLocation, Scene::cameraPosition.x, Scene::cameraPosition.y, Scene::cameraPosition.z);\n\t\tglUniformMatrix4fv(rotationMatrixUniformLocation, 1, GL_FALSE, glm::value_ptr(rotationMatrix));\n\t\tglUniform1f(aspectRatioUniformLocation, (float)screenWidth / screenHeight);\n\n\t\t// Step 1: render to FBO\n\t\tglBindFramebuffer(GL_FRAMEBUFFER, fbo);\n\t\tglUniform1i(directOutPassUniformLocation, 0);\n\t\tglDrawArrays(GL_TRIANGLES, 0, 6);\n\t\taccumulatedPasses += 1;\n\n\t\t// Step 2: render to screen\n\t\tglBindFramebuffer(GL_FRAMEBUFFER, 0);\n\t\tglUniform1i(directOutPassUniformLocation, 1);\n\t\tglUniform1i(accumulatedPassesUniformLocation, accumulatedPasses);\n\t\tglDrawArrays(GL_TRIANGLES, 0, 6);\n\n\t\tif (!mouseAbsorbed && !Animation::currentlyRenderingAnimation) GUI::render();\n\n\t\tglfwSwapBuffers(programWindow);\n\n\t\tdeltaTime = glfwGetTime() - preTime;\n\t\tif (deltaTime > 1.0F) {\n\t\t\tfreezeCounter += 1;\n\t\t\tif (freezeCounter >= 2) {\n\t\t\t\tstd::cout << \"Freeze detected. Shutting down...\" << std::endl;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tfreezeCounter = 0;\n\t\t}\n\n\t\t// Because Animation::currentlyRenderingAnimation is set by the GUI, it will be true down here before it is caught above. This is why GUI will initially set the currentFrame to -1 so this code knows it must not do anything.\n\t\tif (Animation::currentlyRenderingAnimation && Animation::currentFrame >= 0) {\n\t\t\tif (Animation::currentPass >= Animation::framePasses - 1) {\n\t\t\t\tsaveImage(programWindow, 1, std::string(\"render_output\\\\\").append(std::to_string(Animation::currentFrame)).append(\".png\").c_str());\n\t\t\t\n\t\t\t\tAnimation::currentFrame++;\n\t\t\t\tif (Animation::currentFrame >= Animation::totalFrameCount) {\n\t\t\t\t\tAnimation::currentlyRenderingAnimation = false;\n\t\t\t\t}\n\n\t\t\t\tAnimation::currentPass = 0;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tAnimation::currentPass += 1;\n\t\t\t}\n\n\t\t\tif (glfwGetKey(programWindow, GLFW_KEY_ESCAPE)) Animation::currentlyRenderingAnimation = false;\n\t\t}\n\t}\n\n\tglDeleteBuffers(1, &vertexBuffer);\n\tglDeleteBuffers(1, &uvBuffer);\n\tglDeleteVertexArrays(1, &vertexArray);\n\tglDeleteProgram(shaderProgram);\n\tglDeleteFramebuffers(1, &fbo);\n\tglDeleteTextures(1, &screenTexture);\n\n\n\tGUI::cleanup();\n\n\tglfwDestroyWindow(programWindow);\n\tglfwTerminate();\n\n\treturn 0;\n}\n"
  },
  {
    "path": "src/procedural_scenes.h",
    "content": "#pragma once\n\n#include <random>\n#include <glm/gtc/matrix_transform.hpp>\n\n#include \"scene.h\"\n\nusing namespace Scene;\n\nvoid placeRandomSpheres() {\n\tstd::random_device rd; // obtain a random number from hardware\n\tstd::mt19937 gen(rd()); // seed the generator\n\tstd::uniform_int_distribution<> distr(0, 1000); // define the range\n\n\tfor (int i = 0; i < 64; i++) {\n\t\tfloat radius = distr(gen) / 1000.0F;\n\t\tfloat x = distr(gen) / 1000.0F - 0.5F;\n\t\tfloat y = distr(gen) / 1000.0F - 0.5F;\n\t\tfloat z = distr(gen) / 1000.0F - 0.5F;\n\t\tfloat length = x * x + y * y + z * z;\n\t\tx = x / length * 5.0F;\n\t\ty = y / length * 5.0F;\n\t\tz = z / length * 5.0F;\n\n\t\tbool collision = false;\n\t\tfor (int j = 0; j < i; j++) {\n\t\t\tfloat dist = glm::distance(glm::vec3(x, y, z), glm::vec3(objects[j].position[0], objects[j].position[1], objects[j].position[2]));\n\t\t\tif (dist < radius + objects[j].scale[0]) {\n\t\t\t\tcollision = true;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (collision) {\n\t\t\ti--;\n\t\t}\n\t\telse {\n\t\t\tobjects.push_back(Object(1, { x, y, z }, { radius, radius, radius }, Material({ distr(gen) / 1000.0F, distr(gen) / 1000.0F, distr(gen) / 1000.0F }, { distr(gen) / 1000.0F, distr(gen) / 1000.0F, distr(gen) / 1000.0F }, { 0, 0, 0 }, 0.0f, distr(gen) / 1000.0F, 0.0F, 0.0F)));\n\t\t}\n\t}\n\n\tobjects.push_back(Object(1, { 0.0F, 1.0F, 0.0F }, { 1.0F, 1.0F, 1.0F }, Material({ 1.0F, 1.0F, 1.0F })));\n\n\tlights.push_back(PointLight({ 0.0F, 5.0F, 0.0F }, 0.5F, { 1.0F, 1.0F, 1.0F }, 1.0F, 100.0F));\n\n\tplaneVisible = false;\n}\n\nvoid placeMirrorSpheres() {\n\tfor (int i = -4; i <= 3; i++) {\n\t\tfor (int j = -4; j <= 3; j++) {\n\t\t\tobjects.push_back(Object(1, { (float)i, 1.0F, (float)j }, { 0.5F, 0.5F, 0.5F }, Material({ 0.0F, 0.0F, 0.0F }, { 1.0F, 1.0F, 1.0F }, { 0.0F, 0.0F, 0.0F }, 0.0F, 0.2F, 0.0F, 0.0F)));\n\t\t}\n\t}\n\n\tplaneMaterial = Material({ 1.0F, 1.0F, 1.0F }, { 0.75F, 0.75F, 0.75F }, { 0.0F, 0.0F, 0.0F }, 0.0F, 0.0F, 0.0F, 0.0F);\n\n\tlights.push_back(PointLight({ 0.0F, 5.0F, 0.0F }, 0.5F, { 1.0F, 1.0F, 1.0F }, 1.0F, 100.0F));\n}\n\nvoid placeBasicScene() {\n\tobjects.push_back(Object(1, { 0.0F, 0.5F, 0.0F }, { 0.5F, 0.5F, 0.5F }, Material({ 1.0F, 1.0F, 1.0F }, { 0.0F, 0.0F, 0.0F }, { 0.0F, 0.0F, 0.0F }, 0.0F, 1.0F, 0.0F, 0.0F)));\n\n\tplaneMaterial = Material({ 1.0F, 1.0F, 1.0F }, { 0.75F, 0.75F, 0.75F }, { 0.0F, 0.0F, 0.0F }, 0.0F, 0.0F, 0.0F, 0.0F);\n\n\tlights.push_back(PointLight({ 0.0F, 5.0F, 0.0F }, 0.5F, { 1.0F, 1.0F, 1.0F }, 1.0F, 100.0F));\n}"
  },
  {
    "path": "src/scene.cpp",
    "content": "#include <string>\n\n#include \"scene.h\"\n\n#include <iostream>\n#include \"gui.h\"\n\nextern bool refreshRequired;\n\nnamespace Scene {\n\tGLuint boundShader;\n\tstd::vector<Object> objects;\n\tstd::vector<PointLight> lights;\n\tMaterial planeMaterial;\n\n\tGLuint skyboxTexture;\n\n\tglm::vec3 cameraPosition(0, 1, 2);\n\tfloat cameraYaw = 0.0f, cameraPitch = 0.0f;\n\n\tint shadowResolution = 20;\n\tint lightBounces = 5;\n\tint framePasses = 4;\n\tfloat blur = 0.002f; // Slight blur (les than a pixel) = anti-aliasing\n\tfloat bloomRadius = 0.02f;\n\tfloat bloomIntensity = 0.5f;\n\tfloat skyboxStrength = 1.0F;\n\tfloat skyboxGamma = 2.2F;\n\tfloat skyboxCeiling = 10.0F;\n\tbool planeVisible = true;\n\n\tint selectedObjectIndex = -1;\n\n\tMaterial::Material() = default;\n\n\tMaterial::Material(const std::initializer_list<float>& albedo) : Material::Material(albedo, {0,0,0}, {0,0,0}, 1.0f, 1.0f, 0.0f, 0.5f) {}\n\n\tMaterial::Material(const std::initializer_list<float>& albedo, const std::initializer_list<float>& specular, const std::initializer_list<float>& emission, float emissionStrength, float roughness, float specularHighlight, float specularExponent) {\n\t\tfor (int i = 0; i < 3; i++) {\n\t\t\tthis->albedo[i] = *(albedo.begin() + i);\n\t\t\tthis->specular[i] = *(specular.begin() + i);\n\t\t\tthis->emission[i] = *(emission.begin() + i);\n\t\t}\n\t\tthis->emissionStrength = emissionStrength;\n\t\tthis->roughness = roughness;\n\t\tthis->specularHighlight = specularHighlight;\n\t\tthis->specularExponent = specularExponent;\n\t}\n\n\tObject::Object() = default;\n\n\tObject::Object(unsigned int type, const std::initializer_list<float>& position, const std::initializer_list<float>& scale, Material material) {\n\t\tthis->type = type;\n\t\tfor (int i = 0; i < 3; i++) this->position[i] = *(position.begin()+i);\n\t\tfor (int i = 0; i < 3; i++) this->scale[i] = *(scale.begin() + i);\n\t\tthis->material = material;\n\t}\n\n\tPointLight::PointLight() = default;\n\tPointLight::PointLight(const std::initializer_list<float>& position, float radius, const std::initializer_list<float>& color, float power, float reach) {\n\t\tfor (int i = 0; i < 3; i++) this->position[i] = *(position.begin() + i);\n\t\tthis->radius = radius;\n\t\tfor (int i = 0; i < 3; i++) this->color[i] = *(color.begin() + i);\n\t\tthis->power = power;\n\t\tthis->reach = reach;\n\t}\n\n\tvoid placeMirrorSpheres() {\n\n\t}\n\n\tvoid sendObjectData(int objectIndex) {\n\t\tstd::string i_str = std::to_string(objectIndex);\n\t\tglUniform1ui(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].type\").c_str()), objects[objectIndex].type);\n\t\tglUniform3f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].position\").c_str()), objects[objectIndex].position[0], objects[objectIndex].position[1], objects[objectIndex].position[2]);\n\t\tglUniform3f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].scale\").c_str()), objects[objectIndex].scale[0], objects[objectIndex].scale[1], objects[objectIndex].scale[2]);\n\t\tglUniform3f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].material.albedo\").c_str()), objects[objectIndex].material.albedo[0], objects[objectIndex].material.albedo[1], objects[objectIndex].material.albedo[2]);\n\t\tglUniform3f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].material.specular\").c_str()), objects[objectIndex].material.specular[0], objects[objectIndex].material.specular[1], objects[objectIndex].material.specular[2]);\n\t\tglUniform3f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].material.emission\").c_str()), objects[objectIndex].material.emission[0], objects[objectIndex].material.emission[1], objects[objectIndex].material.emission[2]);\n\t\tglUniform1f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].material.emissionStrength\").c_str()), objects[objectIndex].material.emissionStrength);\n\t\tglUniform1f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].material.roughness\").c_str()), objects[objectIndex].material.roughness);\n\t\tglUniform1f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].material.specularHighlight\").c_str()), objects[objectIndex].material.specularHighlight);\n\t\tglUniform1f(glGetUniformLocation(boundShader, std::string(\"u_objects[\").append(i_str).append(\"].material.specularExponent\").c_str()), objects[objectIndex].material.specularExponent);\n\t}\n\n\tvoid bind(GLuint shaderProgram) {\n\t\tboundShader = shaderProgram;\n\n\t\tfor (int i = 0; i < lights.size(); i++) {\n\t\t\tglUniform3f(glGetUniformLocation(shaderProgram, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].position\").c_str()), lights[i].position[0], lights[i].position[1], lights[i].position[2]);\n\t\t\tglUniform1f(glGetUniformLocation(shaderProgram, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].radius\").c_str()), lights[i].radius);\n\t\t\tglUniform3f(glGetUniformLocation(shaderProgram, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].color\").c_str()), lights[i].color[0], lights[i].color[1], lights[i].color[2]);\n\t\t\tglUniform1f(glGetUniformLocation(shaderProgram, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].power\").c_str()), lights[i].power);\n\t\t\tglUniform1f(glGetUniformLocation(shaderProgram, std::string(\"u_lights[\").append(std::to_string(i)).append(\"].reach\").c_str()), lights[i].reach);\n\t\t}\n\n\t\tglUniform3f(glGetUniformLocation(shaderProgram, \"u_planeMaterial.albedo\"), planeMaterial.albedo[0], planeMaterial.albedo[1], planeMaterial.albedo[2]);\n\t\tglUniform3f(glGetUniformLocation(shaderProgram, \"u_planeMaterial.specular\"), planeMaterial.specular[0], planeMaterial.specular[1], planeMaterial.specular[2]);\n\t\tglUniform3f(glGetUniformLocation(shaderProgram, \"u_planeMaterial.emission\"), planeMaterial.emission[0], planeMaterial.emission[1], planeMaterial.emission[2]);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_planeMaterial.emissionStrength\"), planeMaterial.emissionStrength);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_planeMaterial.roughness\"), planeMaterial.roughness);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_planeMaterial.specularHighlight\"), planeMaterial.specularHighlight);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_planeMaterial.specularExponent\"), planeMaterial.specularExponent);\n\n\t\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_shadowResolution\"), shadowResolution);\n\t\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_lightBounces\"), lightBounces);\n\t\tglUniform1i(glGetUniformLocation(shaderProgram, \"u_framePasses\"), framePasses);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_blur\"), blur);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_bloomRadius\"), bloomRadius);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_bloomIntensity\"), bloomIntensity);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_skyboxStrength\"), skyboxStrength);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_skyboxGamma\"), skyboxGamma);\n\t\tglUniform1f(glGetUniformLocation(shaderProgram, \"u_skyboxCeiling\"), skyboxCeiling);\n\n\t\tfor (int i = 0; i < objects.size(); i++) {\n\t\t\tsendObjectData(i);\n\t\t}\n\n\t\tglUniform1i(glGetUniformLocation(boundShader, \"u_selectedSphereIndex\"), selectedObjectIndex);\n\t\tglUniform1i(glGetUniformLocation(boundShader, \"u_planeVisible\"), planeVisible);\n\t}\n\n\tvoid unbind() {\n\t\tboundShader = 0;\n\t}\n\n\tbool sphereIntersection(glm::vec3 position, float radius, glm::vec3 rayOrigin, glm::vec3 rayDirection, float* hitDistance) {\n\t\tfloat t = glm::dot(position - rayOrigin, rayDirection);\n\t\tglm::vec3 p = rayOrigin + rayDirection * t;\n\n\t\tfloat y = glm::length(position - p);\n\t\tif (y < radius) {\n\t\t\tfloat x = sqrt(radius * radius - y * y);\n\t\t\tfloat t1 = t - x;\n\t\t\tif (t1 > 0) {\n\t\t\t\t*hitDistance = t1;\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\t}\n\n\tbool boxIntersection(glm::vec3 position, glm::vec3 size, glm::vec3 rayOrigin, glm::vec3 rayDirection, float* hitDistance) {\n\t\tfloat t1 = -1000000000000.0;\n\t\tfloat t2 = 1000000000000.0;\n\n\t\tglm::vec3 boxMin = position - size / 2.0f;\n\t\tglm::vec3 boxMax = position + size / 2.0f;\n\n\t\tglm::vec3 t0s = (boxMin - rayOrigin) / rayDirection;\n\t\tglm::vec3 t1s = (boxMax - rayOrigin) / rayDirection;\n\n\t\tglm::vec3 tsmaller = min(t0s, t1s);\n\t\tglm::vec3 tbigger = max(t0s, t1s);\n\n\t\tt1 = std::max({ t1, tsmaller.x, tsmaller.y, tsmaller.z });\n\t\tt2 = std::min({ t2, tbigger.x, tbigger.y, tbigger.z });\n\n\t\t*hitDistance = t1;\n\n\t\treturn t1 >= 0 && t1 <= t2;\n\t}\n\n\tbool planeIntersection(glm::vec3 planeNormal, glm::vec3 planePoint, glm::vec3 rayOrigin, glm::vec3 rayDirection, float* hitDistance)\n\t{\n\t\tfloat denom = glm::dot(planeNormal, rayDirection);\n\t\tif (abs(denom) > 0.0001) {\n\t\t\tglm::vec3 d = planePoint - rayOrigin;\n\t\t\t*hitDistance = glm::dot(d, planeNormal) / denom;\n\t\t\treturn (*hitDistance >= 0.0001);\n\t\t}\n\n\t\treturn false;\n\t}\n\n\tvoid selectHovered(float mouseX, float mouseY, int screenWidth, int screenHeight, glm::vec3 cameraPosition, glm::mat4 rotationMatrix) {\n\t\tfloat relativeMouseX = mouseX / screenWidth;\n\t\tfloat relativeMouseY = 1.0 - mouseY / screenHeight;\n\t\tglm::vec2 centeredUV = (2.0f * glm::vec2(relativeMouseX, relativeMouseY) - glm::vec2(1.0)) * glm::vec2((float)screenWidth / screenHeight, 1.0);\n\t\tglm::vec3 rayDir = glm::normalize(glm::vec4(centeredUV, -1.0, 0.0)) * rotationMatrix;\n\n\t\tfloat minDist = -1;\n\t\tselectedObjectIndex = -1;\n\t\tfor (int sphereIndex = 0; sphereIndex < objects.size(); sphereIndex++) {\n\t\t\tif (objects[sphereIndex].type == 0) continue;\n\n\t\t\tfloat dist;\n\t\t\tif (objects[sphereIndex].type == 1 && sphereIntersection(glm::vec3(objects[sphereIndex].position[0], objects[sphereIndex].position[1], objects[sphereIndex].position[2]), objects[sphereIndex].scale[0], cameraPosition, rayDir, &dist)) {\n\t\t\t\tif (minDist == -1 || dist < minDist) {\n\t\t\t\t\tminDist = dist;\n\t\t\t\t\tselectedObjectIndex = sphereIndex;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (objects[sphereIndex].type == 2 && boxIntersection(glm::vec3(objects[sphereIndex].position[0], objects[sphereIndex].position[1], objects[sphereIndex].position[2]), glm::vec3(objects[sphereIndex].scale[0], objects[sphereIndex].scale[1], objects[sphereIndex].scale[2]), cameraPosition, rayDir, &dist)) {\n\t\t\t\tif (minDist == -1 || dist < minDist) {\n\t\t\t\t\tminDist = dist;\n\t\t\t\t\tselectedObjectIndex = sphereIndex;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (boundShader) {\n\t\t\tglUniform1i(glGetUniformLocation(boundShader, \"u_selectedSphereIndex\"), selectedObjectIndex);\n\t\t}\n\t}\n\n\tvoid mousePlace(float mouseX, float mouseY, int screenWidth, int screenHeight, glm::vec3 cameraPosition, glm::mat4 rotationMatrix) {\n\t\tfloat relativeMouseX = mouseX / screenWidth;\n\t\tfloat relativeMouseY = 1.0 - mouseY / screenHeight;\n\t\tglm::vec2 centeredUV = (2.0f * glm::vec2(relativeMouseX, relativeMouseY) - glm::vec2(1.0)) * glm::vec2((float)screenWidth / screenHeight, 1.0);\n\t\tglm::vec3 rayDir = glm::normalize(glm::vec4(centeredUV, -1.0, 0.0)) * rotationMatrix;\n\n\t\t// Find plane intersection\n\t\tglm::vec3 planeNormal = glm::vec3(0, 1, 0);\n\t\tfloat denom = glm::dot(planeNormal, rayDir);\n\t\tif (abs(denom) > 0.0001) {\n\t\t\tglm::vec3 d = -cameraPosition;\n\t\t\tfloat hitDistance = glm::dot(d, planeNormal) / denom;\n\t\t\tif (hitDistance >= 0.0001) {\n\t\t\t\tglm::vec3 position = cameraPosition + rayDir * hitDistance;\n\t\t\t\tif (selectedObjectIndex >= 0) {\n\t\t\t\t\tObject selectedObject = objects[selectedObjectIndex];\n\t\t\t\t\tobjects.push_back(Object(selectedObject.type, { position[0], position[1] + selectedObject.type == 1 ? selectedObject.scale[0] : (selectedObject.scale[1] / 2.0f), position[2] }, { selectedObject.scale[0], selectedObject.scale[1], selectedObject.scale[2] }, selectedObject.material));\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tobjects.push_back(Object(1, { position[0], position[1] + 1.0f, position[2] }, { 1.0f, 1.0f, 1.0f }, Material({ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, {0.0f, 0.0f, 0.0f}, 0.0f, 1.0f, 0.0f, 0.0f)));\n\t\t\t\t}\n\n\t\t\t\tsendObjectData(objects.size() - 1);\n\t\t\t\trefreshRequired = true;\n\t\t\t}\n\t\t}\n\t}\n\n}"
  },
  {
    "path": "src/scene.h",
    "content": "#pragma once\n\n#include <GL/glew.h>\n#include <glm/gtc/matrix_transform.hpp>\n#include <initializer_list>\n#include <algorithm>\n#include <vector>\n\nnamespace Scene {\n\tstruct Material {\n\t\tfloat albedo[3];\n\t\tfloat specular[3];\n\t\tfloat emission[3];\n\t\tfloat emissionStrength;\n\t\tfloat roughness;\n\t\tfloat specularHighlight;\n\t\tfloat specularExponent;\n\t\n\t\tMaterial(const std::initializer_list<float>& color);\n\t\tMaterial(const std::initializer_list<float>& albedo, const std::initializer_list<float>& specular, const std::initializer_list<float>& emission, float emissionStrength, float roughness, float specularHighlight, float specularExponent);\n\t\tMaterial();\n\t};\n\n\tstruct Object {\n\t\tunsigned int type; // Type 0 = none (invisible), Type 1 = sphere, Type 2 = box\n\t\tfloat position[3];\n\t\tfloat scale[3]; // For spheres, only the x value will be used as the radius\n\t\tMaterial material;\n\n\t\tObject(unsigned int type, const std::initializer_list<float>& position, const std::initializer_list<float>& scale, Material material);\n\t\tObject();\n\t};\n\n\tstruct PointLight {\n\t\tfloat position[3];\n\t\tfloat radius;\n\t\tfloat color[3];\n\t\tfloat power;\n\t\tfloat reach; // Only points within this distance of the light will be affected\n\n\t\tPointLight(const std::initializer_list<float>& position, float radius, const std::initializer_list<float>& color, float power, float reach);\n\t\tPointLight();\n\t};\n\n\textern glm::vec3 cameraPosition;\n\textern float cameraYaw, cameraPitch;\n\n\textern GLuint boundShader;\n\textern std::vector<Object> objects;\n\textern std::vector<PointLight> lights;\n\textern Material planeMaterial;\n\textern int shadowResolution;\n\textern int lightBounces;\n\textern int framePasses;\n\textern float blur;\n\textern float bloomRadius;\n\textern float bloomIntensity;\n\textern float skyboxStrength;\n\textern float skyboxGamma;\n\textern float skyboxCeiling;\n\textern int selectedObjectIndex;\n\textern GLuint skyboxTexture;\n\textern bool planeVisible;\n\n\tvoid bind(GLuint shaderProgram);\n\tvoid unbind();\n\tvoid selectHovered(float mouseX, float mouseY, int screenWidth, int screenHeight, glm::vec3 cameraPosition, glm::mat4 rotationMatrix);\n\tvoid mousePlace(float mouseX, float mouseY, int screenWidth, int screenHeight, glm::vec3 cameraPosition, glm::mat4 rotationMatrix);\n}\n\n\n"
  }
]